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Zaret.1450

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Everything posted by Zaret.1450

  1. well for pets to be more usefull they require both beastmastery and nature magic, and still they will be like what? half of pets dmg, and a cuarter versatility? if the pet boon trait was in beastmastery it would still be worse than mec, but not THAT much worse
  2. if it is 33k then something is bugged, because i still see 4 mecas or more in scuads, also this mecanic is needed, half the mecanist dmg is the mec, so you can do mecanics and still heal, buff and upkeep dps while any other class has to completely stop doing things in order to do mecanics.
  3. You cant compare rangers pet to mec, on rangers forum you have a post on pets dmg, that is counying them with boons even, but for boons they need nature magic wich is mostly a suport line, also beastmastery wich increases pets stats isnt that strong dps wise as a trait line, so you need 2 diferent trait lines to make pets do like 5k or so dmg, while mec uses a signet that is also a tp and its own trait line, also mec does more double pets dmg, have more life, etcetera. the trait was made so you could not be a mec, go for a mecanic in strikes, raids or fracts, and have the mec doing all the dmg, because mecs were simply too op, doing mecanics and still doing almost all the dmg and suport, while other had to sacrifice dmg or boons to do a mecanic.
  4. Firebrand had to be nerfed, in fact it still is as easy as before because mantras exist, but niw you need to think before using a tome, that doesnt make it a difficult spec nor an elitist only class nor anything similar, its stab nerfs? the same, just be a tiny bit carefull when to use the stabs you have. Look if you were complaining about how untamed fervent force makes the rota a high intensity build... ok i could understand, but with firebrand and mecanist youre just complaining about how they nerfed the 2 most overpowered suports in the game that were not only overpowered, but also braindead, i had 4 mecs on a strike a couple days ago, they even had the mec skills on auto, we were in the old lions court strike, a normal run, i didnt even ask for li and was helping some friends, and i see every cc being done by the mecs alone because they were in auto mode, i had to restart 3 times because of that before they finaly listened and put mecs in passive mode.. As a side note i was with the new hfb, it was the exact same, spam mantras, heal, spam quickness and use tomes for emergency, i mean you can see less stabs... but neople can jump and dodge in pve, and you can bring other stabs in wvw so... please stop with excuses, it didnt become a high intensity nor even a medium difficulty build, same with mecs, a low intensity or a braindead build can be playable and decent, but should never be the top build in every game mode, because i think people effort and skill should also be rewarded. A low int build can get in a be good, but if im talking about dps for example, a low int should be around 36k top, and a difficult high int build can get to 40k, that for me is fair
  5. Theres a huge problem with pets, i mean not only they do very little dmg, but most are too skeasy too, also in the pet stat window the health it displays and the actual hralth pool of the pet arent the same, in fact they have less health than the stats display, maybe it is a bug caused by neastmastery traits, like it shows stat scale, but it actualy doesnt, or something like that, but its a bug nonetheless, also nature magic is awfull at giving pets boons, it should be in beastmastery in my opinion. I mean come on, mech is stupidly strong compared to pets, and even then in wvw it isnt that relevant, what is making anet be cautious about buffing pets? or at least dont cut in half pet health when you enter wvw. One last thing, how comes jacaranda has the same health as smokescale when its stat window sais it should have quite a bit less? i mean come on its bugged as f
  6. As far as i have seen not only pets are incredibly nerfed in wvw, but also all pets have bugs in their health pools, when you look at pet stats you see that allwais the stats indicate, for example 28k health on a pet, and then the pet actual health is 26k, im not talking about vitality, but the health stat, either the stat display or the health display are wrong (also the fliing plant has more health than the smokescale but the stat display sais otherwise? strange). also think that pet stats and boons are stuck behind beastmastery and nature magic, meaning? you either lack dmg because you take nature magic, or your pet lacks every single boon in this game, wich means its allwais gonna explode. outside of that, untammed isnt that bad, true it is better used with axes than with longbow for example, and hammer is more difficult to use than gs, but ambush skills are good, tye problem is that they have a timer and also theyre in the auto attack. So make beastmastery give pet boons instead of nature magic, tweak a bit pets health and bugs, make ambush skills be on the 2 skill slot (i think most ambushes are upgraded weapon 2 skills if you look carefully) and make ambushes just unleash attacks, i mean like hammer skills, the skill is there while unleashed and dissapears when you unleash pet. Only that would make untammed much more reliable, if you made unleash buffs work on unramed and pet (the dmg increase or dmg reduction buffs) then youd have a great spec
  7. the thing is having stats that would work, power, prec, feroc and healing power, and having them spread in a way that would sinergize, energy would be another problem, all rev skills have ridiculous energy drain and we also need to acount for weapons, gs is a weapon that only works in the dps side of the legend while the healing one doesnt have anything, on traits too many traits are wasted on dodge, and the fliping and endurance regen mecanics have their problems too. Now i might give an unpopular opinion, but i think all the flipping and one dodge mecanics were wrong and were awfull, first of all this game is made around 2 dodges, so making it just 1 is too much of a disadvantage no matter how much dmg you make it or if you give rev 5 blocks, for the auto swap.... rev has too little control over its skills already, legends give very little control, in every situation you probably only have 2 or 3 usefull skills, and swapping legends is too limited too, it has cd, you allwais start on 50 unless you use a trait with a very specific condition, and you end up with another legend from wich you only want 2 or 3 skills again. Right now aliance swap isnt bad, as long as energy is reworked a bit, and the useless traits are changed, it should work. If i had to choose id make a trait that locks you in each aliance, one for dmg and one for boons/heal, and the last one id leave the jump trait, so the meme rocketman vindi stays alive and you have a 2 aliance option.
  8. in pve its kinda irrelevant, yes it is a great save button but it also punishes a lot, as for pvp i dont know much there but i guess you still can play arount things a bit, other mesmers or other builds like thief with invis can outplay you in a duel. as for wvw well, its great, you can go through lots of stuff with it, but in the end virtu in a zerg isnt that op, it works but it isnt op
  9. What i defend is that the skills and traits do work and are used, its not like retri that is scarcely used or something like that, also while im the first that doesnt like being aflicted by condis myself i think there are people that do play around that and do well. Look rev has aliance and vindi traits that are plain useless now, renegade still has alac in a one button and trait combo that realy has no sinergy with the rest of the elite, herald still has shield wich is mostly a completely useless weapon, shiro still is a one button legend in pve, we have some energy/cd problems, bugs, etcetera, and i think mallynx and corruption work perfectly fine right now, you see it in pve in a good spot, in pvp and roaming it can work well and doesnt work in zergs because renegade wells die and i think condis arent as good right now for that. if you said that in deva half the scar traits arent much used, retri has problems, shiro is too pvp focused, etcetera ok. But a self condi rev can be played, it might be more niche or less but it is decent, and a normal condi dps is good so.... i dont see any lack of identity or any weak performance. Look firebrand is getting thief initiative on pages, and i dont see as many people criing as i see on rev channel, and fb is getting nerfed while rev was buffed, lets focus on important things and not small tweaks.
  10. but condi renegade is a good dps in pve encounters, it just uses other trait, as for wvw and pvp i dont know much on pvp but in wvw i have seen condi renegades roaming and they are good, as for identity sry but im tired of that kitten, really, its the same as with vindi, if it didnt work it needed a change, but condi renegade and other condi revs work well as far as i have seen, also it is in a line where one trait is pure 10%more dmg on torment, and another gives resistance, all 3 are decent, and i have seen all 3 used.... i dont know why youre so angry about this trait really
  11. Id like to point out a couple things if i may. 1 would be around corruption and resistance, if im not wrong there are 2 separate boons around condis, one negates non dmg conditions, while the other i think reduces condition dmg taken, maybe not negating it but reduces it, the resistance trait works when you already have a boon that lowers the condi dmg you receive so giving it more condi dmg reduction is overcapping in my opinion, instead if it reduces strike dmg too it covers both tipes of dmg with one boon, not counting possible protect, i think it is fine as is. for the other trait, self torment but you regenerate energy on upkeeps, if im not wrong it is a good trait for things like heal vindi in wvw, while on condi builds its not as good except for dueling builds, dueling you are 1vs1 or 2vs2 usually, wich means you cleanse yourself and that trait is pretty usefull, and again in vindi heal in wvw it is usefull too and makes good sinergy, so it is a trait that sees use and isnt obsolete nor needs change in my opinion. 2 Now for retribution id say i agree with your first comment, retri needs a good resolution source for most of the line to sinergize well. for the other trait think about this, when you get cced youll get attacked almost instantly as youll be an easy target, so getting prot, a 33% dmg reduction is a huge help as it will make you survive easyer, also if you use a stun break means you now can counteract (supposedly) so getting might in that moment helps you revenge, if you got prot on stun break you woukdnt have it when most of the dmg hits you, which is the crucial moment, and youd die much more and if you got power on stunned youd either keep stunned and loose all that power or at least loose time using the stun break before hitting back, now it gives the ideal buff at the ideal time, so i say it stays this way. 3For charged mists.. well id say there are a couple things worth attention, first would be the crit chance and stats, as a healer you would use probably other traitlines, or if you use invo you prob use the 3 trait, i think it gave boons if im not wrong, as a power herald or vindi youd allwais use the crit chance, and only renegades would use charged mists usually, it is a clanky trait, but mostly because the entire energy sistem is kinda clanky itself and needs some rework, out of that you can work around the trait using upkeeps in some moments to stay under 10 before swaping. As for herald im not realy a herald enjoyer, too many upkeeps for me but i guess more healing would be good although linking healing to facet 2 skill would make healing quickness and stuff overlap and overcomplicate things, maybe making shield better healing would work better
  12. the problem is that the design was flawed from the start, neither archemorus nor vicktor have any kind of sinergy at all, one is a pure healer with nothing else and the other a pure dps, even stat wise there is no stat that can complement a dps/heal playstile without making a stat mix wich is kinda messed up and much less optimized. the dodge wasnt as many people think in my opinion, one dodge is too flawed in gw2 because the game is made around having 2 dodges, dodges also evade all dmg and all things that dont count as terrain or walls, while things like gs4 only stops hits but you can still be inmob and so on, and aegis only stops 1 hit, so vindi would need something like mesmer shield, an evade that lets you move decently well, and still youd be flawed because your only dodge would be used for either dodging things or getting the buffs/effects of the traits, wich makes the new dodges either useless for getting buffs or dmg or heal, or youd be lacking 2 dodges instead of one, the high endurange regen was also flawed as even with it you still lacked versatility and in fact using the endurance skill punished you draining too much energy. Now with 2 dodges you can get the effects, dodge and actualy make use of endurance upgrades to maintain a much more dinamic and free playstyle. now what vindi needs is to separate heals per legend and sdparate both aliances more, arche had the flaw that it needs enemys to heal big numbers, wich is the same as shiro instead it could just be a decent heal alone and then have a bit of dmg around it, same thing, you heal and hit enemys, but if the enemys are far you should heal decently too. vick on its side is fine for me.
  13. the huge problem is it only reaches 900 when you are against an static oponent, if you use the first half of the skill and the enemy suddenly moves away from that 900 range you find yourself looking like an (you know what) the skill isnt bad but forcing it to be half and half is pretty annoying, and while it has dmg the dmg only hits if you get the 2 half, same as the chill, a medium dmg attack with chill and dash but it almost allwais works only a cuarter of the skill
  14. the inmob and soft cc i proposed was just for pve purposes, on wvw and pvp it should stay as is, also bosses with huge cc bars, in my opinion, are made so you need to depend on others and trust theyll do their job, of course its not allwais the case but it is a group content, and giving soft cc would help without being too much, just the final little push sometimes groups need
  15. thingbis, i mostly use turtle and other "suport" pets, so i have them in pasive and can put on bubbles on roots if needed, or while untamed launch a pet to someone and corrupt, that stuff, and inallwais think pets lack health overall, maybe its true just health doesnt do much but better than nothing i guess
  16. the thing is druid itself isnt very dps oriented, you can do something but its very heal/suport oriented, so making buffs that make pets better suports or more durable could be good. now for a dps class untamed is suposed to be a simbiosis of pet and ranger, but the ranger side is the only truly strengthened one, thus i think giving unleash buffs to both ranger and pet is a must.
  17. Zaret.1450

    Pets in wvw

    Im sure someone has seen it before but i need to confirm, do pets have like almost half of its health cut off in wvw? my drake has 40k in ove and 23k in wvw, does it happen with other stats too? and if thats the case... would decreasing the nerf on life make pets better in wvw? like a 35k pet would be able to tank more in a zerg right?
  18. beastmastery already buffs pet stats, and nature magic has a trait that shares your boons to your pet wich should be in bestmastery in my opinion, out of that druid is more "centered" around celestial avatar, the pet being a secondary, and more of a helper or boon source. For a strong pet, if thats what were talking about, i think untamed would fit better, making unleash have the same effect on both ranger and pet (unleash gives %dmg and non unleashed gives %dmg reduction). As for getting pets to survive on druid you could make it so they receive passive healing from druid, that celestial avatar revives pets or maybe that you can use certain pet skills even when theyre downed.
  19. The thing is that all the skills you said have a same caracteristic. santuary, if im not wrong, knocks back enemies inside the bubble and keeps knocking them back each time they try to come in, you could say its a kinda magnet repulsion skill to disengage. all the other skills mentioned are jails, more like a terrain alteration that traps you, you can still attack jump or move, but you find a wall that wont let you go, and that wall knocks you down, in wvw you need 2 stacks of stab to cross them. now the thing is that if you made them breakbar in pve id vote for dh longbow5, and untamed jails to be an inmovilize, like ranger entangle, guardian hammer could maybe slow or freeze, hammer already has a good cc in one skill after all, and thief bubble and ele well, thief id say like guardian hammer while the ele i think it was like guard staff5? those lines id agree if you made them 150 breakbar as you can put them through the boss. i said soft cc for the others because they function differently, theyre cages, or jails, so adding a soft cc on pve would be good and maintain the trapping identity without too much trouble
  20. I use pets in pasive mode in wvw, mainly turtle and blue moa, for protect and fir when i unleash them, as they have good health. the lb change isnt because i think you cant use it well, but because in most scuads rangers with lb are looked with a bit of distrust because of that skill, call it a preconceived image of lb being a bother, i dont like it but the best way would be to make the skill in wvw to knockdown maybe, itd end that image fast. as for the untamed itself its not that bad, but it needs unleash pet to get effects like ranger unleash, hammer could have a bit bigger area on 4 and 2 maybe, and unleash skills shoukd be on a weapon skill, like gs2 or hammer2, having it on AA is more bothersome and you need to use them on a timing, wich is a bit too much micro management for wvw in my opinion
  21. look man, im sorry to say but ranger doesnt need that many things, if only pets were a bit more reliable overall, make pets share boons on beastmastery, maybe on untamed a buff so when youre unleashed pets receive less dmg and they do more dmg while they're unleashed, then maybe change a bit how ambush skills work(having them on the autos is a bit bothersome i think) and untamed is decent. druid is getting buffs already and i think it works fine maybe some little buffs here and there but its going good as for soulbeast it is the more thief like, it kinda duelist and its good at killing stuff. Now for weapons id make one significant change, longbow4, make it knockdown or stun, daze or inmobilize, but the knockback is bad.
  22. Reading you i thougt of something, the ambush skills work on the autoattack, if theybinstead worked on a different skill they could be better, say for example gs, it makes a circular cleave around ripping boons, if instead of the auto it was on gs2, and you allwais had it wile unleashed, like hammer, normal gs2 non unleashed, ambush gs2 while unleased(maybe a bit higher cd, like a couple seconds more), that would make untamed more consistent and feel a bit diferent, also untamed needs a true sinergy, give the pet more dmg while it is unleashed and make it receive less dmg while not unleashed. Would that work? or maybe it needs something else?
  23. Rev overall has problems, from the core mecanic being a mix of energy and cd, lacking weapon options, to elites being overall flawed in design, herald has all upkeep skills, even the mecanic skill is an upkeep wich i personaly think is a poor design, it makes the legend pretty plain i think, renegade is good, but the summons, or wells, first can die, wich in modes like wvw is a huge flaw, next, 2 of the wells depend on alies making use of the effects, and on some places the combo of a well that requires alies and can die is a bit too much of a punishment, also renegade alacrity is fully based on a one trait one skill use, with nothing else on the kit that makes sinergy nor has nothing to do with the elite, also the ever troublesome huge hitbox requirement on bombardment, and finaly vindi, it was created to work around a one dodge mecanic, but the huge problem is that the game itself is based around 2 dodges, also this game fights are usually fast paced, so a slow nuke dodge means you overall loose dmg, survivavility and you get a too slow pace in a combat, using energy spending skills to recarge the dodge coould have worked on other elites, but thr problem is that the skills ended up giving endurance, doing dmg, burning, cleansing, or at least 3 things at the same time, wich ends up making all 3 aspects of the skill pretty subpar, paired with the huge costs rev skills have overall we end up loosing more than we win, now that they gave the 2 dodge, they need to start deleting endurance traits and skills, instead of 5 skills and traits that give 5 endurance each, make a trait that hives back 25 endurance when you affect a target with a dodge, and use the other 2 slots for better legend focused stuff, next buff arche and vick, instead of endurance you could make a trait so certain aliance skills give alac, scavenger burst, vick elite, etc, and we would get both a suport trait, and a dodge "meme" trait, then make one that increases dmg done by gs or something, or you could make a trait like, "each time you swap legends/weapons, you get a 7% dmg /healing increase" so you actualy want to swap weapons and use as many swaps as possible, make the duration 5 secs so you need to swap off cd or something and therw you have it. The huge problem on rev is that it punishes you by playing it, you need to learn how to play around the energy and cd, not to be rewarded, but to not be punished instead, each elite spec is stuffed with things in an attempt to be hibrid or a jack of all trades, but it ends up being a mess that we need to solve ourselves, and also the problem of most fixes being number changes, when the thing rev needs the most is a mecanic and life cuality rework
  24. This doesnt work in every game mode, maybe in pvp and roqming wvw builds, but for pve(not open world) and zerg builds, asking for a build to give everything to itself and be usefull in other aspects, dps etcetera, is very dificult.
  25. In pve most optimized builds are made precisely so it brings out the moat potencial from a class, player performance is obviously important, but class limits are far easyer reachable in a "save" enviroment, for instance golem, than a pvp build designed to win a battle against another maleable player. That means in pve, while you can have a personal build you love, probably it will have a slight worse performance, because you might bring some more vitality, maybe thoughtness, maybe some weapon you love that deals less dmg, that kind of things, while they can be good for you, its probable that youll reach a slight less number in dps than the meta build. Now for wvw or pvp, there the most important factor is player skill, and the player adaptability to situations, if you go roaming with a "troll" build, or something... well maybe its not that troll, but a build that you found fitting to yourself and one that makes others find difficult to win because they dont know how to counter. With all said, meta builds are exactly the best in slot, no matter who plays it a meta build is able ro do a decent job, and people that made those builds spent time so other didnt need to do so, for me it is a good purpose and a good thing.
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