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Erick Alastor.3917

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Everything posted by Erick Alastor.3917

  1. I'm not that active lately, so I'm not too angry about it, but this change looks really horrible :S If their purpose was trying to make AD more spammy (since they reduced the cast time), why not balance it taking away its ICD too? It would probably lessen the impact of losing our berserker goes brrrrrr feeling, it's not like we can camp gs and build adrenaline at the same speed of A/A anyway.
  2. Oh I see, ty for the info. Kinda sad then, I'll try to see if it's still somewhat viable for pve when I'll be able to play, I used to like healscrap :<
  3. I agree, but anet is clearly not willing to bind alac to auras, despite the pretty high access to them even just through combos. Some are against it becuase they think they would be forced to use shouts, which is kinda weird since you usually go for them anyway on HAT and generating auras wouldn't even be that bad on aladps too with proper weapons and using probably even just a single shout. The only real problem is that to make it work the aura share should move from the water line to the tempest one.
  4. Maybe they were trying to revive the niche heal scrapper for PvE? We no longer have the every blast is a water blast trait tho, so not sure if it will be enough. Also mortar kit+Superior Rune of the Zephyrite to upkeep superspeed could maybe be considered.
  5. If we won't get any new elite specs in the future, scourge should def be rebalanced as an alac-healer.
  6. There is almost no difference with the current implementation. Maybe, maybe, is a little less punishing for unaware HATs. Problem is if you need to dodge, ress, cc, etc, alac upkeep will still significantly be impacted. Even with 100% BD you can end up NOT capping it in less static scenarios, which is silly if you compare it to the overaboundance of boons provided by other healers. I was for alac integration with auras (at least partially), but I imagined anet would never want to do that and indeed we went the overloads route, but done like this it's not a real fix, as long as a big chunk of the alacrity is bound to completing the overload HAT will always feel clunky imo. With the current mechanic you still pray to find the time to complete an overload because otherwise you are visibly punished for not doing it. You can't simply move to the next OL as soon as possible to recover expecting to not see your upkeep fall. This would be kinda okay if you where going for like 30% BD, but having that happening with full BD is a bit ridiculus.
  7. If they really can't see that people are somewhat annoyed by NOT having to press that last charge in most scenarios, what if we could actually DECIDE when to channel? For Example Right now: Mantra of Pain 2 charges, 1s cd between each, 10s cd per charge After: Mantra of Pain 2 charges, 1s cd between each, 10s per charge The mantra regular effect will be fired with a simple click, BUT As long as you have a spare charge, you can HOLD the mantra skill key to initiate a channeling. If the channeling is successful, you'll grant might to your party. I know it's a kinda weird mechanic, but I would definitely prefer it to having to revert to the old one, since it seems Anet does feel we need channeling being a mantra thing.
  8. You could consider Summon Shadow Fiend instead of Spectral Armor, to gain some passive dps, soft cc and get back some life force too.
  9. Imagine adding more complex mechanics instead of scaling boss health. That would be cool. Exp players would have to choose between holding some dps making the fight harder (not being able to bypass phases), or dealing with unusual extra mechanics. The challenge would be finding the perfect balance. Average players may stumble upon those mecs from time to time, but most of the times would be stuck struggling with low dps and long regular phases.
  10. Yup. That's kinda what I meant. When you're not confident the burst will be enough to close a fight or that u can maintain the scholar buff then eagle pulls ahead in the long run since it's more reliable. I just wanted to point out that scholar can also be better depending from what situation you're in, thus it's a matter of preference or specific scenarios.
  11. Where do Chrono Quick and Alac builds actually work? A: On paper. Chrono dps buildup is too annoying to deal with compared to its alternatives.
  12. Even considering just the +3% from impact, the Eagle pulls slightly ahead, in many scenarios. It is more reliable, but Scholar is more bursty, you'll notice Eagle losing depending on the situation, especially on cleave, since (if you're not playing alone) you won't really manage to deal all the bonus dmg you should during the <50% hp phase since you unleash your more powerful attacks at the start and mobs will implode away too soon so the dps race will be won by who bursted faster. Overall I guess it's a matter of preference tho, they're kinda similar.
  13. I think it's not exactly the same, it's the same for like 99.9%. There should be a longer movement to the left between one hit and the next one, some fremes were cut and this results in a weirder animation on the offhand arm which was already kinda static back them but now it moves even less harmoniously with the rest of the body. 😕 That said I'm sorry necro did lose it, it was cooler than the current one, yet I have to say I barely notice it since I play an asura necromancer x|
  14. Better, yet can't stop feeling something odd happens to our character head during its animation.
  15. It's a pretty nice option, BUT avoid it in fights that require you to provide both stability AND high heals. Sadly your source of stab is gated behind Jalis, since you're stuck with Glint, you'll have to sacrifice Ventari for that. While your staff skills and your heal upkeep in Glint are decent, Ventari is a must when burst of heals are required, so losing it to give stability can be a big hit to your performance as healer. It's a fun build tho.
  16. I mostly like the new animation. previous AA looked so silly, BUT there is something weird with the left arm animation (offhand), it's too unnatural.
  17. ANET: We want to set the basis for how we see our class system. Some level of homogenization is required, but we'll try to make classes feel different. PLAYERS: Cool! With the next balance we'll probably see addressed players' concerns about discrepancies between how some classes can bring everything to the table with little effort and some have to struggle to be barely viable in realistic scenarios. So many CDs to fix, so many channelings to reconsider, or what about all those mandatory skills to upkeep a single boon? ANET: Here! Have a strong FB rework and some tweaks to dps numbers here and there. All fine now! We've also fixed Mec keeping it broken, but adding annoyance to its management, we hope you'll enjoy the change. PLAYERS: *SurprisedPikachu* (We never learn, do we? :D)
  18. What would you want? Having a somewhat passable stability and putting at risk the blue class in case they'll one day fix overloads? You MONSTER!
  19. I would be kinda okay with this, it's an interesting compromise. How about Gale Song instead of IT tho? Considering they're making it useless with the next patch.
  20. I'm a bit confused, we lacked stability, we finally got two sources with the previous patch with EoTS and gale. Both with a humble 1 stack application. Now we get stripped of one of the two in change of extra prot we can already fart? I hope this is to prepare for future revamps, because if not, just why 😐
  21. The main problem I have with ARC is that despite being able to log many mechanics people just watch the dps. A dps meter should be integrated in the game and present itself in a way to highlight ALL KEY ELEMENTS to a fight. Damage dealt, damage taken, healing, evades, failed mechanic per player, etc... Too many people reach top dps because they have no idea how to dodge, they're sitting ducks expecting to be endlessly overhealed and to have constant stability. When that doesn't happens it's fun to watch them crumble, like when they fly off Skorvald's platform if stability is lacking. So I wouldn't remove ARC, I would intergrate it in the game, but in a more comprehensive way.
  22. Except you still spam overloads, plus you would be able generate plenty of auras without the need to fill all your utilities for it, so it's not really the same as heral or druid. But I doubt Anet will change their decision now, so yeah, as you're asking too, at the very least pulsing on F is required.
  23. Kitten guys, I'm sorry, I was the one holding down HAT, I wasn't just good enough. But thanks to Bakeneko kind feedback I finally know what it needs to be done, I promise I'll git gud, this way your parties will stop being filled by orange and blue only. Gimme a few weeks, a month at max, and the rise of eles will be unstoppable!
  24. Since they don't want to tie alac to auras, could we at least get that buff PULSING on overloads in the next patch too? I'm getting tired of having to interrupt an overload losing almost half of my upkeep because of it. HFB applies most of its quick without animations. HAM farts alac in so many ways that losing an applications means nothing. MES wells got recently (and finally) changed exactly for a quite similar problem to the one we're now facing with oveloads. So... could we consider a rework?
  25. Face to keyboard playstyles are no longer meta, new meta is "rightclick once and afk" playstyle.
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