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Black Teagan.9215

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  1. As a main thief for 6 years (in my 10 years in gw2) I vote for thief. Since the beta this class is build too much around the most broken mechanic in this game: Stealth. (Of course stealth also needs a overhaul) Because of it thieves became the most targeted class for nerfs until they reached a point they become nearly useless in this game, force them even further into using it and reduce the number of playable builds even further. Things got better since they learn to split the skills between the gamemodes, thieves are still too much forced to use stealth to survive and turn into an annoying one trick pony, especially when you fight against it. While thieves have with Stealth Arts is a strong and useful traitline, traitlines like Acrobatics are still underpowered and rightly ignored. Tell me if you use it or know a thief players who use it, because I don't. The specter specialisation was a good idea to give players more playstyle options and I hope they take some (more) inspiration from the Assassine in GW1 should they decide to rework it. It might not have been a difficult class, but it was still complex enough to allow many playstyles and good survivabilities, without any need to stealth himself.
  2. Make sure your AV (or a similiar piece of snake oil) doesn't block the luncher. Mabye it could also be a good idea to reinstall GW2: Delete all folders and files and reinstall it with administrator rights.
  3. I still wonder which plan ANet had in mind that they remove one dodge and double the costs of the last remaining while trying to compensate this with adding a few skills and traits that gain really less endurace instead of just remove the dodge keep the costs at 50? The cost of one dodge are now 2-4 times as high as before.
  4. I think they way like the utility skills, Alliance Tactics and their Cooldown are managed probably hurt the class more than it help it. Right now the cooldowns of the utility skills CDs are very short and independance from their Luxon/Kurzick counterpart. Which means the effects have to be weak to keep them balanced, furthermore hurts the long cd of Alliance Tactics the classes versitality when it needs to be. When you need a strong heal you first have to activate one heal skill switch your utilities and use the other. Is a 7k selfheal worth the costs of 30 energy and 3,5 secs cast time? I think not as the most enemies already do more dmg in this time. I would switch the whole thing: Remove the CD of Alliance Tactic (or set it to one second) but double the CD of the skills and let them share their CD with the counterparts (again). On this way vindi no longer have to spam their skills (and let them more focus on the fight), but give them additional versitality to change between offensive and defensive skills when they need them.
  5. Not a bad idea, but I wouldn't removing the CD completely, as it also would remove a tactical element, but instead setting it to a very small number like 3 secs.
  6. The changes really improve the feeling and playable of the Vindicator (from a PvE sight), but still think that many GS Skills, traits and abilities need some buffs/changes. I always saw the Vindicator also as a kind of "Revenge" Spec, means that it gets stronger when it is hitted by the enemy and had some ideas that could be useful: Greatsword: Greatsword #1: I see no need for changes here right now. Greatsword #2: Remove the Chill from GS#3 and add it here. (Increase CD if necessary) Greatsword #3: Instead of Chill it should have a small Evade Greatsword #4: True Strike: Insteads of a swing this skill should attack every enemy (up to 5) around the player and gain fury (2-3 secs) for each hit. Greatsword #5: Additional this skill should pull enemies in a small area to the player, increase cost OR lower dmg. Skills: Spear of Archemorus: Instead of a single target skill it should dmg up to 5 targets, replace torment with something more dangerous like burning, also make it an explosive finisher. Traits: For now I think that all 3 Adept and Grandmaster Traits are in a good state, unlike the Master Traits. While the adept and grandmaster traits add some options how we want to play it, the mastertraits massively fails. Not one of them is strong enough to compensate the lost of one dodge and the doubled cost of the last remaining one. I think these 3 traits should get reworked to support an unique playstyle like the other 6 traits do, additional should one of the minor traits get a buff and gain vigor. For example, for 5 secs (5 secs CD) after receiving a critical hit.
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