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Lan Deathrider.5910

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  1. > @"bigo.9037" said: > > @"Lan Deathrider.5910" said: > > > @"Dawdler.8521" said: > > > > @"Lan Deathrider.5910" said: > > > > Necro MM with Lich. Summon minions, AA. Need burst? hit Lich form then keep using AA until target is dead. > > > I wouldnt call a necro with enough oomph to actually use lich form effectivly to be "super casual" since it's going to get roflstomped by most enemies unless it got a good driver. Especially if we are talking roaming. > > > > > > But granted I am biased since when I see a lich form necro I generally just laugh and moa them. > > > > > > > True story, although I don't think I've ever seen moa used in all my years of WvW roaming... > > very experienced player we got here It is what it is. I fight a lot of mesmers and none of them seem to ever use Moa on me. I suppose its because they are mostly Mirages and Chronos using their respective e-spec elites, but even pre HoT the mesmers I fought then didn't seem to use it on me. But that is just my experience and is not reflective of the over all mesmer playerbase, nor what other's encounter when fighting mesmers.
  2. I bet the legendary armory will be a reward for a collection. Said collection will require soulbinding 6 pieces of legendary armor, 2 legendary rings, 2 legendary accessories, 1 legendary backpack, 1 legendary amulet, and 1 legendary weapon. Just to be extra evil only Conflux not Slumbering Conflux will count thus forcing more people into raids to get the legendary ring from there and only Transcendence not Slumbering Transcendence will count thus forcing people into ATs. Frankly I'd rather pay 2000 gems for an account bound version than have to go into raids.
  3. > @"Grand Marshal.4098" said: > > @"Lan Deathrider.5910" said: > > Here is an idea for Defense. It is supposed to be out self sustain line, but has been gutted. With these recommendations I am leaning into Spiked Armor and Adrenal Health as traitline mechanics, namely giving ways to gain Adrenal Health that do not involve bursts and a few more ways to gain Retaliation for the damage reduction via Spiked Armor. > > > > Dogged March: > > Gain 1 stack of Adrenal Health when you are inflicted with a movement impairing condition. These conditions have reduced duration (66%). > > > > Defy Pain: > > This trait now grants Protection for 4s and Resistance for 4s when you break a stun. 10s ICD. > > > > It is thematic for the name Defy Pain, and it gives the warrior some needed defensive boons. In particular it would help Berserker a great deal. Not related to Adrenal Health or Retaliation, but Defy Pain needs to be fixed and this is a decent way of doing it. It is reliant on breaking a stun, and yes it could be used with Rousing Resilience to really take very little damage after a stun break, but unlike RR this has an ICD. > > > > > > Armored Attack: > > You gain 10% of your toughness as power. Gain Retaliation (5s) when you inflict weakness on a foe. Gaining Retaliation grants you might (3 stacks for 5s). 15s CD. > > Gives another source of Retaliation to fuel Spiked Armor, but also gives a rider that gaining retaliation gives you some might. > > > > Last Stand > > Stances last 1s longer and have 20% reduced CD. Activating a stance grants 1 stack of Adrenal Health and 5s of Retaliation. 15s CD. > > With this you have some decent sustain, nothing overbearing. With this change you have the option for fairly strong physical damage reduction via RR, condi mitigation via Cleansing Ire, or general sustain via Last Stand. > > > > Im a fan of these ideas! Thank you. I keep trying to think of how DP and LS can be reworked by the Dev team in a way that won't cause the balance team to slap another lazy 300s CD on them... > What do you think about Cull the Weak? We had discussed this in the past, but with these ideas on the table, maybe it can become a "Weaken foes when striking with bursts skills, deal more dmg to weakened foes". Ofc we would give a necessary icd so we don't have perma weakness access. I can definitely see how weakness in the traitline can work as a "the best defense is offense" idea, but currently cull the weak doesnt promote that. Adrenal health definetely does tho and with a rework Rage Sig, I can see a lot of value out of this. I'll have to go back through the discussion and remind myself, but this is till pretty much an ongoing discussion over what exactly to do with Defense (not to mention Berserker). I feel like, while we all come up with awesome sounding ideas, that they all somewhat jump the shark. With these suggestions I was more taking a step back to take a higher altitude look. Defense has both Spiked Armor and Adrenal Health to leverage for self sustain, however Spiked Armor is the only source of core Retaliation outside of runes and Adrenal Health requires _hitting_ with a burst. So, giving via the traitline other ways to gain Retaliation and Adrenal Health make sense. Replacing the Regen on DM with AH seemed pretty obvious. Changing DP to gain Protection and and Resistance on stunbreak made sense given the theme of the trait, with a CD to keep it from becoming a bunker cancer trait made sense. Armored Attack made sense to correlate to Spiked Armor somehow. Linking it to weakness yields trait synergy within the traitline which is a good thing. Giving a small might gain also plays into the them of 'Armored Attack' but also via Strength and Tactics gives an avenue of some more self sustain. Last Stand, I replaced the Lesser Balanced Stance proc and Vigor with Adrenal Health and Retaliation for some damage reduction and extra healing that you can trigger a bit more freely, again with a CD to keep it from becoming a bunker cancer trait.
  4. Here is an idea for Defense. It is supposed to be out self sustain line, but has been gutted. With these recommendations I am leaning into Spiked Armor and Adrenal Health as traitline mechanics, namely giving ways to gain Adrenal Health that do not involve bursts and a few more ways to gain Retaliation for the damage reduction via Spiked Armor. Dogged March: Gain 1 stack of Adrenal Health when you are inflicted with a movement impairing condition. These conditions have reduced duration (66%). Defy Pain: This trait now grants Protection for 4s and Resistance for 4s when you break a stun. 10s ICD. It is thematic for the name Defy Pain, and it gives the warrior some needed defensive boons. In particular it would help Berserker a great deal. Not related to Adrenal Health or Retaliation, but Defy Pain needs to be fixed and this is a decent way of doing it. It is reliant on breaking a stun, and yes it could be used with Rousing Resilience to really take very little damage after a stun break, but unlike RR this has an ICD. Armored Attack: You gain 10% of your toughness as power. Gain Retaliation (5s) when you inflict weakness on a foe. Gaining Retaliation grants you might (3 stacks for 5s). 15s CD. Gives another source of Retaliation to fuel Spiked Armor, but also gives a rider that gaining retaliation gives you some might. Last Stand Stances last 1s longer and have 20% reduced CD. Activating a stance grants 1 stack of Adrenal Health and 5s of Retaliation. 15s CD. With this you have some decent sustain, nothing overbearing. With this change you have the option for fairly strong physical damage reduction via RR, condi mitigation via Cleansing Ire, or general sustain via Last Stand.
  5. To make the new Necro a full DPS spec I would expect the following: A DPS weapon with a wee bit of CC. This could be Hammer, Longbow, or dual Maces. A set of utility skills that provide some defensive boons like Resistance, Stability, and swiftness. Could be stances, could physical skills, could be something entirely new. Not talking 100% upkeep here, just a small amount of each boon to help a DPS spec do its job, they could be offensive in nature as well in that they could inflict an opposing condition on a target, thus requiring a target in order to gain the boon. Shroud provides instead of a 50% damage reduction provides 50% damage increase (25% in Competitive play), ranged skills if the new weapon is a ranged weapon otherwise melee range. Shroud skills would obviously have a fear on them cause it is necro but beyond that I have no clue other than big deeps. That right there is how you make Necro a glass cannon btw, just invert the shroud benefits. Traitline absolutely should not offer any stat gain like Reaper's Onslaught unless it is on a minor trait, otherwise there should be traits for life stealing under certain conditions and improved Life Force generation under certain conditions.
  6. The amount I lag is dependent on how close I get to two zergs fighting it out. If there are a lot of people on the map I notice significant skill latency even if the zergs are on the other side of the map. Like 1s lag time between when I slap my Endure Pain versus when it activates. Needless to say that costs me some fights that I would win otherwise.
  7. > @"ASP.8093" said: > The whole point point of skills like Shadowstep, Distortion, and Elixir S is that a quick down finish is your reward for saving a major resource for the finisher. > > That's all the downed skills are supposed to stress: does your enemy have cooldowns they can burn to finish you in a team fight? They do it in unequal ways but, honestly, which one's hardest to deal with is also kinda matchup-dependent. > > The actual comeback mechanic in the game is *other players* reviving you, interrupting stomps/cleaves to secure the revive, &c. If you're downed 1-on-1, you've already lost. An enemy can just back off and slow-bleed you from range if they really need to. I've downed others with my downed 1-1-1 spam tyvm. That and Vengeance when they dally about finishing me off. But seriously remove downstate from WvW.
  8. > @"Yasai.3549" said: > Most of the time Rampage gets picked over Signet cos of the Health boost, Stability pulse, CC, and good burst damage for flushing out 1v1s. > If Signet ever wants to hope to compete, it needs to have a stronger passive effect, or a stronger active effect. The 20 might is pretty good if you have Phalanx Strength and a few allies nearby. If anything the boons should all be 10s, not the 6s or 4s that they are now. That and a shorter/instant cast time. The passive is garbage though. It should just grant an extra strike of adrenaline when you strike a foe, or grant 1 strike of adrenaline every second rather than 2 every 3s.
  9. > @"Psycoprophet.8107" said: > > @"Lan Deathrider.5910" said: > > > @"Psycoprophet.8107" said: > > > I'd be cool if it was reworked to actually make it interesting and skill full to use like a multi hit combo where last skill does more dps and is on a 5 sec timer before the last skill becomes unavailable so if u miss ur window its gone but if used skill fully u can use it at the opportune time. > > > > So some sort of skill, but with a flip over followup? > > Yeah like instead of 100 blades its a 3 hit combo that does similar overall damage as 100 blades and the 3rd hit being the highest damage and each of the 3 hits require a key press and the 3rd is either a flip or just a skill that u can delay using it for up to 5 secs or it becomes unavailable and skill goes on cd. This way the skill or skills would require timing to use it optimally and has a somewhat interesting mechanic within the skill. Obviously the skill can be used on the move but also aligns with the idea of hard cc'ing before using it to increase ur chance of successfully connecting with skill 3. Awesome. Can we make the three hits point blank AoEs with 180 range?
  10. > @"Psycoprophet.8107" said: > I'd be cool if it was reworked to actually make it interesting and skill full to use like a multi hit combo where last skill does more dps and is on a 5 sec timer before the last skill becomes unavailable so if u miss ur window its gone but if used skill fully u can use it at the opportune time. So some sort of skill, but with a flip over followup?
  11. > @"Dawdler.8521" said: > > @"Lan Deathrider.5910" said: > > Necro MM with Lich. Summon minions, AA. Need burst? hit Lich form then keep using AA until target is dead. > I wouldnt call a necro with enough oomph to actually use lich form effectivly to be "super casual" since it's going to get roflstomped by most enemies unless it got a good driver. Especially if we are talking roaming. > > But granted I am biased since when I see a lich form necro I generally just laugh and moa them. > True story, although I don't think I've ever seen moa used in all my years of WvW roaming...
  12. > @"Stand The Wall.6987" said: > > @"Lan Deathrider.5910" said: > > ^ This. Do you know how many warriors would kill to have the knockback on Staggering Blow and Kick reduced to 100? Serious Ranger buff right there. > > if you buff kick war might be able to land bursts. unthinkable, ban thee from forum use heathen!! :lol: Imagine the forum QQ if warrior were able to land bursts even slightly more easily.
  13. Headbutt: become a 3s daze, return previous damage, remove self cc. Banner: place on back with flip over to toggle rez putting it on cd. Signet of Rage: make the cast instant, make the passive adrenaline gain better. Rampage is fine, it would function better if Body Blow did power damage instead of bleed. WoD depends on the game mode honestly.
  14. > @"Skyy.5380" said: > I make it to 22k on a good day at the golem > ...srsly am i missing buffs or something? > What I also noticed...when i play bannerslave my Eviscerate deals ~25k, in full DPS role only 20k... On the golem for benchmarking add all the possible buffs including banners and the banner trait even if you are not taking banners.
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