Jump to content
  • Sign Up

Yasai.3549

Members
  • Posts

    1,951
  • Joined

  • Last visited

Everything posted by Yasai.3549

  1. > @"Dawdler.8521" said: > *Players* scoff at killing dollies as something they dont have to do because someone else does it (right after they tell roamers to gtfo off the border so the zerg can scrim), not Anet. Adding onto this point : There's also always that one goon commander which thinks roamers/small groups are to blame when their precious T3 tower gets steamrolled while they go for SMC over and over again. "Omg pubs are useless"
  2. I would avoid giving Engineer more utility based power. Well played Engis of any sort right now are a tough customer as they have good survivability, good sustain and good damage. Giving them the ability to remove their opponent's boons might cause them to inadvertently overpower all other competition. Thief could use Boon removal on the AoE front maybe, perhaps a Preparations Trait which turns them into "Instant trigger" traps that also removes boons on trigger, and reintroducing "Trap Thief" playstyle but without them having actual "Traps" (Because Rune of the Trapper is a tumor) Revenant.... idk I would be hesitant to give them too much but I guess Rev at their core could use Boon removal without relying on Shiro specifically to rip with Herald TN or with Brutality. Perhaps they could put some power back into Staff, and have Staff 2 (Mender's Rebuke) remove boons on hit. Mesmer needs more Boon control besides Null field, Phantasmal Disenchanter and Arcane Thievery yea. Would be nice to put more power back into Staff by making Phantasmal Warlock (Staff 3) Remove boons. And nay, Boon Control is not Necro's identity : Boon CORRUPTION is. I would also like to add that technically, all Professions can have Boon Control through Sigils. But the Sigils all have Interrupts as a condition to remove boons as opposed to just using a Control effect on their target. It would be a nice thing to change from Interrupt as the condition for Boon Removal to either Flanking Hit or Rear Hit to proc the Sigil better. Of course, the internal cooldown of the effect has to be rebalanced since it's much easier to trigger the Sigil now. This would overall be a better change because Sigils are also part of core gameplay and having this available to more builds would provide lesser Boon oppression.
  3. > @"MatyrGustav.6210" said: > I would love to play a simple classic dps caster that uses a system like initiative. Then cut to the chase : Yu just want Thief to have a Magic spec and have a hocus pocus feel and focus. This is not something new, people have been asking for a "caster thief" for awhile now, just hope Anet is going with that for Cantha expansion.
  4. Why not Jarcaranda? Yu could have sealed the deal on that Holo multiple times over if yu were running Jarcaranda. I highly doubt that Hawk is the entire reason yur build works.
  5. > @"MatyrGustav.6210" said: > No, i mainly think a class that uses Mana just for the utility skills would be neat, and all of their melee weapons would be melee oriented (Standard). > > Kind of like Thiefs initiative but just for utility skills and not weapon skills. > > Im not just talking about the flavor, but more of the function. So, Revenant. If anything, we need to move further away from Resource management as a mechanic. The two most problematic Professions in the game when it comes to Skill and Resource balance is Thief and Revenant, all because they have "low or no cooldown" skills but fuel them with Resource. They have been receiving slaps over the years repeatedly or straight up changes which sometimes either broke their gameplay or jettison them into FOTM. I highly doubt Anet will release a third one to add to their balance worries, even if they do have a new Profession released in the future.
  6. We are Aurene's Champion, and our connection with her is through the powers she has granted us. We literally have an entire Mastery Track which details the extent of our powers (Crystal Champion Track under PoF, but tbf those are some pretty "lame" powers unlocked but we're much more to Aurene after her rebirth)
  7. > @"MatyrGustav.6210" said: > I feel that we need a classic magic caster Profession, but with melee capabilities. _Dagger/Sword Elementalist : Am I a joke to yu?_ **Wait wait wait.** _Axe Mirage : Am I a joke to yu?_ **Ah ah ah ah, wait wait wait.** _Axe Reaper : Am I a joke to yu?_
  8. There are so much more that needs love. Warrior Hammer, Guardian Hammer. Warrior Rifle, Engi Rifle. (Engi Rifle is by no means okay.) Engi Pistols. Warrior Longbow, Guardian Longbow (Same case with Engi Rifle, functional, but by no means okay) Necro Daggers, Ranger Daggers, Warrior OH Dagger.
  9. If they really wanna make Blighter's Boon better and directly compete with Reaper Onslaught, they should give it strong Life Siphon while in Shroud. It's a no brainer that this will either force the player to want more burst damage, or sustain, because as it is right now, Blighter's Boon offers nowhere near enough sustain to warrant picking it over Reaper's Onslaught. A fair amount would be 300 Siphon Damage, and 250 Health Heal in PvE. And considering many of the Shroud skills cleave well, having too much Health heal would make Reaper sustain a little too well when fighting groups, so it would get a gamemode split with 200 Siphon Damage, 150 Health Heal in PvP.
  10. Mesmer can rip boons with Null Field and steal boons with Arcane Thievery. In fact, alot of stuff yu mentioned can already be fulfilled with what's in the game, like Protection Holo, Healing Power Sword Thief etc. Sure they aren't meta and they aren't meta for a reason, but they exist. Do yu even play the game or just post on forums blind like a goon?
  11. > @"Kodama.6453" said: > Can we stop suggesting to make literally every single utility skill type of the engineer into kits? Already read people suggesting a gadget kit, turret kit, and now people want to even turn our only other good utility skill set outside of kits into a kit? What's the matter, is the idea of having to potentially play keyboard piano with 6 different loadouts intimidating? :^)
  12. Staff is seriously outdated. It needs a complete overhaul, not just a numbers buff.
  13. > @"Kovu.7560" said: > Guild Wars: Double Dash Guild Wars : Fury Road. Players can choose to dismount, diving directly into the enemy Zerg.
  14. Because weapons were initially Powerful, low-cooldown, Energy costing, as such, they have no real need for any specialized Weapon traits to make them stronger. Over the years, the weapons were nerfed to the point of normality (on the same level as other professions) that they can be technically seen as "lacklustre" due to them taking resource to cast.
  15. When people say ANYTHING is viable in openworld, they really mean ANYTHING. Yu can even run all Turrets if yu like, but I highly recommend picking up Inventions' Experimental Turrets if yu choose to do so. The pulsing Boons are too good to pass on.
  16. PoP only good in competitive where people lay down cover conditions of every kind which will flood yur status bar with all sorts of Conditions. PoP will then proceed to give yu every single boon in the game available provided yu live long enough to cleanse them. HGH is decent if yu are just playing strictly Open world and are running a druggie build (3 or more potions) If not, the only worthwhile trait left is ACP.
  17. I don't mind this. I always liked druggie-Rifle builds, but I absolutely abhor having to slot 4 drugs on my utility bar. If it's something like : Equip Elixir toolkit, drink up to 3 potions, then the toolkit goes into cooldown for say, 20 seconds, sure why not, I welcome it. And the Toolbelt skill can be Elixir S with the same 60s cooldown as before.
  18. Jormag is an it. They made no effort to engender themselves so far, and I think this may be because of their whole deception nature. They can be whatever they want yu to perceive them to be. > @"pareth.3847" said: > I actually assumed that Jormag was male, as he's sometimes referred to as male, at least I seem to remember it that way. And considering what's done to female icebrood, the Jormag worshipping cult isn't very female friendly. This is only the case with the Sons of Svanir, which is only one cult worshipping Jormag. Frost Legion maybe entirely different.
  19. > @"Jski.6180" said: > > @"Yasai.3549" said: > You mean super speed not swiftness! Swiftness being on air line is a hold over from 2012 when swiftness was a hard to get boon its no longer that. If yu want free superspeed, slot Air traitline. Yu get Superspeed just attuning to Air. It's justified because yu are now choosing to improve mastery over Air Element.
  20. > @"Jski.6180" said: > Sadly i would not call swiftness as a "class" boon for air on ele but anet seems to think it is. Also stab on swap for earth is the worst stab in the game lol. It's not that hard to see that Swiftness = speed = Air because Air gives the feeling of rushing wind. Stab on swap for earth only if yu trait Earth traitline, which makes sense since yu are choosing to gain more mastery in Earth by slotting it. It's whatever, Elementalist needs it if they wanna be able to slot other utilities than 3 stunbreaks. Any other attunement based effects for Earth are usually Protection.
  21. Fire : Might, Damage (general) Water : Healing, Regen, Chill Air : Critical Hits, Swiftness, Fury Earth : Protection, Bleed, Stability
  22. It doesn't matter how much yu reduce the degen, if yu pop shroud and get kited, all that Shroud life is gonna melt away anyway. Onslaught gives best Value for popping Shroud when yu do get into the melee killzone. What does Blighters give? Pretty pathetic sustain which can only be reliably triggered if yu manage to get close enough to hit with yur Shroud 1 autos. What does Deathly Chill give? Bleed on Chill, which is best applied with Shroud 5 + Shroud 4 which are both in melee range and are used in Condi builds ANYWAY as an option other than Power Reaper. Deathly Chill could use some buffs, but it's never gonna be a non-option for Condi builds. Blighters just isn't ever useful, even in PvE content.
  23. > @"Stand The Wall.6987" said: > yes! these are the ideas that need attention. there should be a trap that destroys the chariot and launches the occupants 1200 range too. We straight up need a human cannonball tact to launch people into inner too. It costs a hella lot of supply to send 10 people in and it destroys itself right after.
  24. PoP Marauder Scrapper. Manage cooldowns properly and nothing short of getting caught by a havoc or zerg and beaten into the ground can kill yu. Takes skill if yu wanna kill anything tho.
  25. > @"anduriell.6280" said: > Well most classes can move faster than a mount in wvw after the nerfs to speed, i don't see the utility of that. Fun.
×
×
  • Create New...