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Lan Deathrider.5910

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Everything posted by Lan Deathrider.5910

  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.
  15. > @"Trevor Boyer.6524" said: > > @"Shao.7236" said: > > Overly done designs aren't immune of criticism because they don't have a curated rating. > > > > GS is the most used weapon for Ranger and is one of the strongest in the game anyway. The side effects are not just pointed at that build. > > That nerf to GS4 knockback was actually an insane unintended buff btw. > > Before the nerf, if a Ranger knocked you back with GS4, the knockback was so far that it was nearly impossible to get to a veteran opponent and continue your combo melee side by following up with a Maul and it was surely impossible to follow that Maul with a Hilt Bash to reset Maul and go into WI. > > But NOW after that nerf, the knockback is so short that you can immediately push Maul and hit the person after the knockback and there is plenty of time to go directly into Hilt Bash, reset Maul, land a merged Smokescale F1 CC, Maul again and go into WI. And even if the person is a veteran player and is able to survive, your CCs melee side reset quickly enough that you can perpetually juggle the opponent with CC threats until you eventually win and you don't even need to swap to Longbow any longer. > > Essentially, that GS4 knockback range was the only thing that allowed players breathing room to avoid Ranger perma CC juggling. Now fighting threatening DPS oriented Ranger builds feels like you're in melee against a Hammer Spellbreaker who actually hits with large damage instead of nerfed Hammer strikes. When more people figure it out, you'll be seeing a lot more play from builds like what I run, and a lot less Decap Druids. > > When I noticed what the shortened knockback range was allowing me to do, I laughed out loud like Waluigi and enjoyed a 1st place win in an AT session while juggling the absolute kitten out of some great players who were confused as to why I was suddenly twice as dangerous in melee range. ^ 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.
  16. > @"Girth.9731" said: > > @"Mighty Cole.7849" said: > > Healing Signet was nerfed too hard. The passive base heal should have been reduced to 326 to match the healing potential of Mending. It would have created more diversity in builds and the only trade off would be whether you wanted to clear conditions or have access to resistance. Mending would still synergize better with Peak Performance, whereas Healing Signet would benefit from Signet Mastery. Right now, it's too anemic regardless of what build you're running. > > > > It's never a good sign when the paradigm is, "Choose this skill because it doesn't suck as much as the other skills". :wink: > > Yeah Healing Signet was way overnerfed. Believe me, I was one of the last holdouts who swapped to Mending because I loved the gameplay that the passive heal promoted, but Mending is _way_ better than Healing Signet right now. There really isn't even a comparison to be made honestly. I wish Anet would give Healing Signet a little love so I could use it again. It didn't help that they then BUFFED Mending with more condition removal. I parsed out the healing nerfs across the classes from the Feb. 2020 patch and I came to the realization that they were just purposefully pushing people to other healing skills/traits and away from others for the sake of making them use other skills/traits for a while and had nothing at all to do with 'balance' in the slightest.
  17. > @"Dadnir.5038" said: > > @"Agrippa Oculus.3726" said: > > If I have to answer the question in the title it's quite easy actually: it's the Warrior. Since launch of the game (2012) it's the _only_ class that has never gone out of Meta in PvE (endgame) content. > > It is not totally true. > > They were meta with great damage at launch of the game, but those damage took a serious nerf and they fell out of grace for a few month. Then they were blessed with _phallanx strength_ which gave them a second breath, yet, if it allowed them to enter and even be essential to casual groups, it wasn't enough to make them "meta" in front of the elementalist almost absolute dominion. After HoT release, they indeed ended up being meta but I believe their spot isn't very solid since banners lost a chunk of stats. Warriors have always been able to provide banners buffs, 100 power from Empower Allies, large AoE fury, swiftness, and vigor uptimes, and lots of AoE might because PS has been in the game since launch. The core of warrior support has been unchanged for 8 years, which is in part why they are due for a support based e-spec. As much as I hate banners now I always brought them back in the beginning because they were one of the biggest things you could do at launch to help party DPS. Now they are kind of a marginal increase really. They should bring the base stats back up to 150 at least.
  18. Necro MM with Lich. Summon minions, AA. Need burst? hit Lich form then keep using AA until target is dead.
  19. > @"Teratus.2859" said: > > @"Lan Deathrider.5910" said: > > > @"Teratus.2859" said: > > > > @"Fueki.4753" said: > > > > > @"Teratus.2859" said: > > > > > Every idea I see that proposes a "fix" for Hundred Blade is often just "make it mobile".. I can understand this but it would look pretty stupid if you were running around flailing a GS around like that lol > > > > Since most Greatsword skins look stupid anyway, that flailing while running should be no problem. > > > > > > Lol you're not wrong XD > > > > > > > @"Lan Deathrider.5910" said: > > > > > @"Teratus.2859" said: > > > > > I much preferred how Hundred Blades functioned back in Gw1 but alas we have what we have. > > > > > > > > > > Every idea I see that proposes a "fix" for Hundred Blade is often just "make it mobile".. I can understand this but it would look pretty stupid if you were running around flailing a GS around like that lol > > > > > > > > > > I think a better solution would be to rework Hundred Blades so it functions more like Reapers Death Spiral or Rangers Hunters Call. > > > > > > > > > > Death Spiral is a really good skill that hits for x6 in a single second which is only two less than Hundred Blades hits for over 3 and a half seconds so this is definitely practical for a rework of Hundred Blades. > > > > > The problem is though if it functioned like this it would be such a massive damage spike in a very short period of time so it would either need a long and thus predictable cast time or a heavy damage and CD reduction to make it not ridiculously OP.. > > > > I'm okay with a massive damage spike. > > > > Nothing stopping Anet from making said damage spike conditional though. Like have it be 6 hits, dealing 0.2 scaling per hit, but if they strike a CC'd target they do 0.5 scaling. > > > > > > I'm mainly trying to avoid a big nerf to the max dmg output of Hundred Blades which I feel would be a certainty if they made it function exactly like Death Spiral. > > > Hundred Blades is a really hard hitting skill with a long cast time trade off as well as a placement lock. > > > Cutting the 3 and a half second cast time to 1 second but still having the x8 critable strikes would be such a huge amount of damage inflicted in such a short time.. it would probably become an insta kill skill against many in the PvP scene. > > > Nerfs would certainly be called for in that case I'd bet. > > Blurred Frenzy deals 8 strikes in one second, it has meh damage but that is because it also evades during that time, so it is overloaded from a competitive viewpoint. Giving 100B a 1s cast time for 8 hits without evade frames is perfectly reasonable for at least a moderate damage ability, and if it has a very obvious windup animation then it definitely deserves high damage. > > > When I was thinking about it I was thinking more a quick horizontal slice animation. > It could work with a buildup though but if it's too easy to see coming it'll never be that viable in competitive as people will always be watching for it. I think a 0.25s of animation frames of the warrior cocking back the big AF sword before unleashing a fck ton of damage is enough of a warning for people to get out of the way if they have dodges left. At the same time it would be quick enough to successfully start once you CC someone and get respectable damage in even if the last hit misses.
  20. > @"Weerus.3701" said: > > @"Lan Deathrider.5910" said: > > Welcome to WvW! > > > > Play the class that you are comfortable with. Nothing stops you from following the tag even if they boot you from the squad due to classism, just make sure to play smart and not be a detriment. But DO try other classes. You may find that while you main something else outside of WvW that you enjoy another class within WvW. > > > > All classes can roam and cap objectives. Do not go full glass cannon unless that is what you absolutely like to play. > > > > You **will** die. It happens. Just use the waypoint and pick up from the nearest objective/tag. > > > > /wave or /bow to people you enjoyed fighting, we are each others content after all. > > > > Ignore any salty whispers you get. > > how do you wave or bow while dead for example? XD or jsut winner does it? Sadly it would be if you won. But if you see them again you could always wave or bow to them. You can right click their character portrait. Block them. Go to your blocked list and move them to your friend's list so that you can whisper them if you wanted. People will do that to trash talk you sadly, but sometimes you get wonderful whispers about how great the fight was. I've been whispered by a mesmer amazed that Rush tracked their stealth and hit for 14k (before the great Feb 2020 nerf patch). That mesmer wasn't even mad, he just wanted to share his amazement at it. > @"Weerus.3701" said: > Thanks for the warm welcome. I decided to go with main - mesmer. So now I have pretty much full equipped minstrel chrono. Only missing few +5 concentration infusions. I saw its an off support, healer? With a lot of boon strip. Any advices on how to play this class effectively in group? I guess solo is not an option here :D Play with people, you'll need a pocket DPS with you. Focus your boon strips on high priority targets. Interrupt important looking skill animations (like heals). Throw debilitating conditions like cripple, weakness, poison, chill, blind, or immobilize when you can. I ruined several peoples night last night as a +1 on fights with warrior rifle. Not from the damage, but from the immobilize and 25 stacks of vulnerability tipping the fight against them.
  21. > @"Teratus.2859" said: > > @"Fueki.4753" said: > > > @"Teratus.2859" said: > > > Every idea I see that proposes a "fix" for Hundred Blade is often just "make it mobile".. I can understand this but it would look pretty stupid if you were running around flailing a GS around like that lol > > Since most Greatsword skins look stupid anyway, that flailing while running should be no problem. > > Lol you're not wrong XD > > > @"Lan Deathrider.5910" said: > > > @"Teratus.2859" said: > > > I much preferred how Hundred Blades functioned back in Gw1 but alas we have what we have. > > > > > > Every idea I see that proposes a "fix" for Hundred Blade is often just "make it mobile".. I can understand this but it would look pretty stupid if you were running around flailing a GS around like that lol > > > > > > I think a better solution would be to rework Hundred Blades so it functions more like Reapers Death Spiral or Rangers Hunters Call. > > > > > > Death Spiral is a really good skill that hits for x6 in a single second which is only two less than Hundred Blades hits for over 3 and a half seconds so this is definitely practical for a rework of Hundred Blades. > > > The problem is though if it functioned like this it would be such a massive damage spike in a very short period of time so it would either need a long and thus predictable cast time or a heavy damage and CD reduction to make it not ridiculously OP.. > > I'm okay with a massive damage spike. > > Nothing stopping Anet from making said damage spike conditional though. Like have it be 6 hits, dealing 0.2 scaling per hit, but if they strike a CC'd target they do 0.5 scaling. > > I'm mainly trying to avoid a big nerf to the max dmg output of Hundred Blades which I feel would be a certainty if they made it function exactly like Death Spiral. > Hundred Blades is a really hard hitting skill with a long cast time trade off as well as a placement lock. > Cutting the 3 and a half second cast time to 1 second but still having the x8 critable strikes would be such a huge amount of damage inflicted in such a short time.. it would probably become an insta kill skill against many in the PvP scene. > Nerfs would certainly be called for in that case I'd bet. Blurred Frenzy deals 8 strikes in one second, it has meh damage but that is because it also evades during that time, so it is overloaded from a competitive viewpoint. Giving 100B a 1s cast time for 8 hits without evade frames is perfectly reasonable for at least a moderate damage ability, and if it has a very obvious windup animation then it definitely deserves high damage. > > > I could also see Hundred Blades working similarly to Hunters Call where you hit your target with a single hit and they continue to take damage over the next few seconds as a magical swords animation continues to strike at them.. > > > Hunters call has 16 hits which is double Hundred Blades so this is certainly doable. > > > But putting such a hard hitting debuff on a player like this would be pretty nuts.. probably really op with the Warrior still wailing on them as well.. So I expect again we'd see some heavy nerfs to Hundred Blades damage as a result of this kind of change. > > Lets not do this one mkay? > > Haha no worries I wasn't entirely sold on this one either XD :+1: > > > So both of them have merit but would likely warrant nerfs which we don't want.. so what if instead Hundred Blades actually functioned like both of them? > > > I think this is actually the best solution to this problem, Hundred blades as we know is an x8 attack right.. so what if we split it in half. > > > 4 hits get applied in a single swipe animation like how Death spiral works.. a 1 second cast time would suffice for this just like Death Spiral. > > > The other 4 hits would then get applied in a ticking damage debuff like how Hunters Call works. > > > The ticking part of the attack could be applied on the 4th hit of the attack as a reward for Warriors landing all 4 initial hits which would also give enemies the chance to evade the last 4 hits by avoiding the 4th attack with a well timed dodge. > > > So you still get your 8 hits provided you can land the whole initial attack, but the enemy can also evade the ticking hits by avoiding the 4th attack and halfing the damage they take from your attack. > > > The 3 and a half second cast time for 8 hits gets knocked down to 1 second cast time for 4 hits and if you land the 4th hit you get an additional 4 hits in unblockable ticking damage. > > > > > > > Maybe.... > > > > Would this ticking damage be like Binding Blade in that it is power based 'condition' damage? Or would this be more like Guardian Focus 4 in that they can crit and be dodged while ticking? Warrior would be better served it that damage tick functioned like Ray of Judgement rather than Binding Blade. > > > > If they went with that idea I would think having it function like Ray of Judgement would be best, and here is why, even though it would be blockable, dodgeable, evadable, blindable, you could crit with it. We need to crit to generate might for healing and endurance. That is one of the current uses for 100B now since while you may not hit every attack it is a lot of strikes in a short time frame with which to generate might for healing and endurance. > > > > I would also expect the whole skill to cleave, so if that last hit hits multiple foes, then each foe gets that ticking critable damage. > > > > So, if you did something like EarthShaker+swap->100B or FC->100B then you could get that ticking damage on 3 targets potentially and have 3 sources of ticking might for healing and endurance. > > > > I'm okay with that idea, because Warrior needs buffing in some areas anyway, but let me ask if that sounds like it would be OP to you? Keep in mind that there would be counter play to that kind of skill, don't get hit by the 4th attack, and if you do you can still mitigate the ticking hits, but if the warrior gets that 4th hit in then they have ticking damage that will clear blind for them and have sources of might ticking for sustain. > > I didn't think about either Binding Blade of Ray of Judgement, only Hunters Call when I was writing that post as it's the skill I am more familiar with.. not a big Guardian player tbh. > > But to answer your questions.. Yes pretty much everything you said there is what I did have in mind when designing this new 100B skill. > You would be able to crit on both the initial 4 hits and the 4 ticking damage hits afterwards just like you can on every strike of the existing skill. > And it would also have the cleave as well being able to apply the ticking critable damage to multiple targets that you hit with the 4th strike. > > That's pretty much exactly what I had in mind yeah :) Hey, I'm open to anything that improves warrior gameplay.
  22. First off. That is some really amazing work, you really thought it out, and Anet should 10000000% steal your ideas from this thread and turn it into the new Mesmer E-spec. However, as someone who has to fight mesmers in WvW I really don't want all that screen clutter, absolutely gorgeous though it may be.
  23. Some sort of support role for sure. Not sure what weapon, but Engi has gotten two melee weapons back to back, so why not a new ranged weapon. Bring up either staff or scepter, and sling some chemicals around. That said mechs and machine guns do in fact go brrr
  24. > @"Teratus.2859" said: > I much preferred how Hundred Blades functioned back in Gw1 but alas we have what we have. > > Every idea I see that proposes a "fix" for Hundred Blade is often just "make it mobile".. I can understand this but it would look pretty stupid if you were running around flailing a GS around like that lol > > I think a better solution would be to rework Hundred Blades so it functions more like Reapers Death Spiral or Rangers Hunters Call. > > Death Spiral is a really good skill that hits for x6 in a single second which is only two less than Hundred Blades hits for over 3 and a half seconds so this is definitely practical for a rework of Hundred Blades. > The problem is though if it functioned like this it would be such a massive damage spike in a very short period of time so it would either need a long and thus predictable cast time or a heavy damage and CD reduction to make it not ridiculously OP.. I'm okay with a massive damage spike. Nothing stopping Anet from making said damage spike conditional though. Like have it be 6 hits, dealing 0.2 scaling per hit, but if they strike a CC'd target they do 0.5 scaling. > I could also see Hundred Blades working similarly to Hunters Call where you hit your target with a single hit and they continue to take damage over the next few seconds as a magical swords animation continues to strike at them.. > Hunters call has 16 hits which is double Hundred Blades so this is certainly doable. > But putting such a hard hitting debuff on a player like this would be pretty nuts.. probably really op with the Warrior still wailing on them as well.. So I expect again we'd see some heavy nerfs to Hundred Blades damage as a result of this kind of change. Lets not do this one mkay? > So both of them have merit but would likely warrant nerfs which we don't want.. so what if instead Hundred Blades actually functioned like both of them? > I think this is actually the best solution to this problem, Hundred blades as we know is an x8 attack right.. so what if we split it in half. > 4 hits get applied in a single swipe animation like how Death spiral works.. a 1 second cast time would suffice for this just like Death Spiral. > The other 4 hits would then get applied in a ticking damage debuff like how Hunters Call works. > The ticking part of the attack could be applied on the 4th hit of the attack as a reward for Warriors landing all 4 initial hits which would also give enemies the chance to evade the last 4 hits by avoiding the 4th attack with a well timed dodge. > So you still get your 8 hits provided you can land the whole initial attack, but the enemy can also evade the ticking hits by avoiding the 4th attack and halfing the damage they take from your attack. > The 3 and a half second cast time for 8 hits gets knocked down to 1 second cast time for 4 hits and if you land the 4th hit you get an additional 4 hits in unblockable ticking damage. > Maybe.... Would this ticking damage be like Binding Blade in that it is power based 'condition' damage? Or would this be more like Guardian Focus 4 in that they can crit and be dodged while ticking? Warrior would be better served it that damage tick functioned like Ray of Judgement rather than Binding Blade. If they went with that idea I would think having it function like Ray of Judgement would be best, and here is why, even though it would be blockable, dodgeable, evadable, blindable, you could crit with it. We need to crit to generate might for healing and endurance. That is one of the current uses for 100B now since while you may not hit every attack it is a lot of strikes in a short time frame with which to generate might for healing and endurance. I would also expect the whole skill to cleave, so if that last hit hits multiple foes, then each foe gets that ticking critable damage. So, if you did something like EarthShaker+swap->100B or FC->100B then you could get that ticking damage on 3 targets potentially and have 3 sources of ticking might for healing and endurance. I'm okay with that idea, because Warrior needs buffing in some areas anyway, but let me ask if that sounds like it would be OP to you? Keep in mind that there would be counter play to that kind of skill, don't get hit by the 4th attack, and if you do you can still mitigate the ticking hits, but if the warrior gets that 4th hit in then they have ticking damage that will clear blind for them and have sources of might ticking for sustain.
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