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Elessaria.9142

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  1. Changing the "Shivers Of Dread" trait to "Power Through Pain" (+1.5% Strike Damage per Condition on target) and removing the 50% Gravedigger spam and increasing its coefficient by 0.2 would be a nice way to go I think.
  2. Full Berserker, Eagle Runes and 4 Precise Infusions will land you bang on 100%.
  3. Interesting, we seem to set up in a fairly similar way; I run the following at the minute: http://gw2skills.net/editor/?PmwAYxzldQmMH6k1QpsHCl9RqsAqkD1yb0F-zRRYVhDBOqR3HSYSgoFCprCE6BJA2DvmKMuBA-e I guess I don't see what using Saint Viktor gains, as by rotating between Jalis and Archemorus I can keep up permanent Fury, 25 Might, Protection, Quickness, Regeneration, Resistance, Resolution, Stability, Swiftness AND Vigor very easily. The Energy I would use on Viktor is better spent hitting Spear, Scavenger Burst and Reaver's Rage right before Legend swap. Could get more damage using GS instead of Staff but I prefer to have the CC available and using the 4 to Blast Inspiring Reinforcement.
  4. Energy Meld should really involve something with Energy. I've said in a few other places for my money it would be a perfect place to grant +100% Energy generation for 5 seconds. That's enough to make a panic swap into Viktor worth it because you can actually use some skills, without giving you a big chunk of Energy that would let you spam some of the powerful utilities on another Legend on swap. I'd still be annoyed at having to wait 10 seconds to get back onto Archemorus but it would at least be something to consider whereas right now it doesn't even enter my mind as worthwhile. Regarding runes that's just a facet of the missed opportunity with the last expansion to fill some gaps, like condi Alac for Specter and power Alac for Mechanist or Willbender. Rune of the Vindicator could have looked something like (1) 25 Power (2) 35 Healing Power (3) 50 Power (4) 65 Healing Power (5) 100 Power (6) +10% Boon Duration; +10% Incoming Healing; 1s Aegis and Resistance to nearby Allies when using a Heal skill. 20s cooldown
  5. I voted No even though I do use it; the reason being I only use it immediately before and after Legend swap to get double proc of Balance In Discord. I use precisely zero Viktor utilities. A third heal would be nice if it felt good to use, but it just doesn't compared to taking a slightly tankier build/gear set. The condition cleanse would be nice but my Open World build has permanent resolution and 20% condi duration reduction so I just wait until I swap back into Jalis for Soothing Stone; also I use Action Camera because I'm a n00b and using Tree Song on yourself is a pain in the proverbial when using AC... Sad thing is I would 100% use it if it didn't have the 10s cooldown because the utilities in both Legends are really good (Archemorus has god-like utility honestly, especially with the reduction in Energy cost coming up). I'm just not going to lock myself onto a set of skills that aren't optimal for my build for a full 10 seconds under any circumstances; ESPECIALLY because the shared Energy pool makes St Viktor's skills much less useful than a Legend swap as an "oh-kitten" button.
  6. Interesting; I honestly haven't measured but it feels like more than that when it works. Either way I think the tooltip needs an update.
  7. I think the problem is a layover from the original design. All the utilities on both Alliance legends are pretty good skills with low cooldown and low energy cost; this is almost certainly because they were created with the idea that you had a single energy pool to use them with and the first flipover design meant you could access them all individually. When they created Alliance Tactics they basically forced you to spend 10 seconds on the Legend you don't really want to be on because you only need one utility from the set. Honestly the design changes have made the spec feel better, but have created numerous balance problems with the specialisation that aren't really worth it. They would have been far better off giving Alliance Tactics a 3s cooldown with 10 or 20 Energy cost so you can use them without destroying your DPS or Support for a full 10 seconds, and have Energy Meld actually do something with Energy; for instance a 100% Energy Regen buff for 5 seconds on 20 second CD. Similarly I think a better change to the dodge issue would have been to keep the single dodge and the balance of traits etc around it, but make Balance In Discord grant 2s AoE Stun and 2s AoE Aegis on a 20 second cooldown. That gives Vindi a bit of extra CC which Alliance needs, and a mid-cooldown "Oh Kitten" button to push when the dodge isn't available. It also makes them tuneable between game modes via Energy Cost and CD. It would also give a solid reason to take Alliance over the Jalis/Shiro DPS combination through utility rather than just adding enough DPS to Archemorus to outweigh Vengeful Hammers/Impossible Odds...
  8. It isn't bugged but the tooltip is misleading. The skill is something like a 450 dash with a 450 leap to target, IF you have one and IF the target is within that range. Like a few other things on Vindi its just a bit clunky. Basically, you will get 900 distance if you use the skill with a target selected that is within 900 range. If they are at 1000 range you will only get the 450 first part of the skill; same if you have no target at all.
  9. Congrats on saying something I couldn't be bothered to. It feels so horrible to use and is clumsy in the fights you need it; like the Aquatic Ruins fractal with its interrupt spam funtimes...
  10. I have and I do and you are making a mountain out of a molehill with zero objectivity.
  11. I agree it should, but I disagree that it will. I think the Archemorus buffs will make it worth running Alliance over Jalis, and the offhand sword buffs will make it a DPS gain to run Sword/Sword on swap when in Archemorus; you will have 3 extremely good single target attacks with only the auto-chain skills being really horrible - but you will have some incredibly high damage utility skills (whatever your opinion on that as a design feature is) and your dodge, and Energy Meld to fill the gaps. I expect it will be possible to put together a rotation that doesn't feature a lot of Sword auto-attacks before swapping back to Impossible Odds GS. A bench over 40k in the new patch as it stands wouldn't surprise me, even without the bug.
  12. It's probably not "meta" but it does the job. I think the biggest problem is that Snowcrows only features the 50% uptime full DPS variant outside of its Legacy build list; which means you need 2 of them: and then the full uptime build in the Legacy list runs Ritualist gear which is a pain in the proverbial to get. Unless you are in a super-tryhard group no-one should be upset that you want to play it. At just 25k DPS the Power version is probably sneaking into that territory though...
  13. Now this I can agree with. I wish Energy Meld was implemented as a 100% boost to Energy Regeneration of 5 seconds on 30s cooldown. It would help you mitigate the issue of using two Legends on one Energy pool, and allow you to get a short boost for swapping onto a more Energy intensive Legend swap.
  14. It's not even that big a hit to damage. Vengeful Hammers is maybe 5-8% of your DPS on an encounter. Dropping that for the ability to AoE Stab and/or Rite of the Great Dwarf (I lost track of the number of Harvest Temple Strikes I've saved hitting this when it's clear the orb is about to be peepo'd into the side of the platform). Then factor in that Forced Engagement is 500 breakbar damage with 0% condition duration. The utility far outweighs the damage and I just don't turn the Hammers on anymore unless I desperately need the damage reduction and healing. I do wish they'd rework Impossible Odds again though; the damage from it is too significant to ignore but you give up so much to run it; especially given the mediocre utility alternatives in 90% of situations. I much preferred when it was more expensive and gave Quickness but even that is pretty redundant in the current state of the game.
  15. Who said ignore all the bugs? Try to actually have a coherent point to your posts otherwise they are useless. I'm aware CoR has trash mechanics; are you saying one skill on one weapon makes the entire class terrible for new players? Really? Hammer needs buffed sure; they could literally make the auto 1/2 second instead of 1 second and it would still be a poor choice but let's have some fricking perspective...
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