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Kain Francois.4328

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Everything posted by Kain Francois.4328

  1. OR. Leaving the attuning the way it is and just change the trait. I like the dual attuning and quite a few times i will go from Air/Air to Water/air to Air/Water and then Air/Air. Removing being able to go to a single attunement would make having dual attunements kinda forced and would make getting to certain skills even more difficult. Just remove the trait and replace it with something else and leave attuning alone. I'm good with this compromise. Yeah, just replace the trait. Weaver DPS needs a slight nerf anyway.
  2. I would remove the ability of Weaver to attune to a single element, and remove the trait which grants us a damage buff when attuning a single element. The whole entire point of Weaver is to mix elements. Yet they went with this really weird design choice where Weaver gets stronger when attuning back to a single element. Why? It defeats the entire purpose. I understand the ele community takes a lot of pride in its complicated skill rotations. But that's not good design. At the very least, remove the trait.
  3. Call it "Thumper" or bust. There is no way a Hammer Ranger could be anything but a Bunny Thumper. You've just triggered the GW1 fanbase, mate.
  4. Getting tired of Sword on other specs. I'm tempted to say I want a hammer, but I think it's time we had a new MH weapon with proper cleave. The question is what niche should it be? I think since Reaper is Bulky Power DPS, and Scourge is Support (if anet balances it properly), the next spec should thus' be very condi-based with lots of cc and confusion. When I think Hammer/Mace in GW2, I think lots of CC and controlling the enemy. There for, I think this is a perfect opportunity to bring back the curses Necromancer from GW1. Give us hexes that do more indirect damage, while using Hammer/Mace to pressure enemies into doing punishable actions. Hex Ideas: Spiteful Spirit: Apply 2 stacks of Confusion for 10 seconds. For 10 seconds, each time target foe attacks, confusion deals damage to nearby foes. Icy Veins: For 20 seconds, if target foe is killed, all nearby foes suffer from Chill and Torment. Barbs: For 15 seconds, each time target foe is struck by an attack, they suffer 1 second of bleed for 1 second. Defile Defenses: For 10 seconds, the next time target foe blocks an attack, they suffer from torment. Weaken Knees: For 10 seconds, torment deals double damage to stationary foes. Mace/Hammer skill ideas: Autoattack: Generic auto which applies confusion and torment. (Fuels Spiteful Spirit and Weaken Knees) Terrifying Guard: Block a single attack for 3 seconds. If you are hit, apply confusion to nearby foes. Otherwise apply torment and fear to nearby foes. (Synergizes with Spiteful Spirit to punish foes who attack a lot, while Fear+Torment punishes foes who hesitate.) The catch is that Hexes will be treated as conditions, and removed by condition removal skills. This allows them to have some counterplay. Furthermore, due to their powerful effects, they should be treated as utility skills which consume Life Force.
  5. Race: CharrGender: femaleClass: MediumIssue: The female charr neck clips the neck of Legendary Medium Armor. This happens on every body type.Settings: AnyImage: https://imgur.com/a/zxxSx Or a dev can just go test it ingame... It's not like it's invisible or anything. It's very visible and apparent, a surprise that it has been overlooked. Please fix this. I've worked very hard on this armor, and really disappointed there is still this issue.
  6. How do Lynx and Tiger dps differ when using attack of opportunity? Lynx f2 hits twice, Tiger once?
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