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LughLongArm.5460

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Everything posted by LughLongArm.5460

  1. Ho, wow. Completely forgot about that one.
  2. Pistol seems very strong on a reaper in PvP(1vs1 dueling). It will take a long time to balance all the new weapon/class combinations.
  3. Ho, I see. It was not 100% clear. Seems like a cool build concept, busted seems a bit of a reach.
  4. Great trait line for druids(obviously). Windborn notes+ healing spring+druid passives = Very strong passive healing. Protective Ward is nice with nice with turtle. Use your key pet most of the time and in clutch moments, swap to turtle + f2. You and close allies will receive projectile deny + protection + the guard's damage reduction.
  5. It probably has a small animation associated like most of the "beast utility skills".
  6. It actually give 5 sec regen and its also a water field so it has the potential to heal(staff 3 combo). great skill overall.
  7. Extremely squishy build. Berserker amulet, Only 1 stun break with long CD, only 1 condi cleanse part of a situational heal skill. Has to be melee. -Problem with the signet Cata was that it was able deal tons of damage while still being one of the most tanky builds in the game.
  8. Got it. Appreciate your takes nevertheless. Hopefully it's part one and we will see more changes with the upcoming expansion. I also have some issues with the patch(which I have listed here) but when it comes to ancient seeds, I'm actually fine with this change.
  9. If you are talking about game wide fundamental solutions, all boons should probably stack in intensity the same as condies and stability. This will make boons and boons applications much more interesting.
  10. Could be and yet this thread is all about a some second considerations to statements you have done just yesterday, so defiantly there is the potential for some additional reevaluations. I play GW2 since lunch, not consistently and not to the amount you play, but I remember coming up with the power staff dazer build years before it got popular by top tier players. I even remember playing version of the build with the soldier rune and the caviler amulet 🙂
  11. Hi, not sure you are right, the theory craft process has only begun. with the new changes to NM, sword and CA might applications, you can definitely make new strong builds that will not relay on the brokenness of Ancient Seeds. I already tested a poison master build that performed quite nicely and today I will test power druid build. I think NM is very interesting for druids. The chill application of CA 4 is also quite interesting for team fights. Not everything is about big big damage.
  12. I think the "Ancient Seeds" change is quite solid, it was very inconsistent, one trick pony, 0 skill, super carry type of a trait. Useful up to kitten level annoying in some 1vs1 situation and completely useless in others. In 1vs X situation you can't even control the target, it's just there going on in the background doing work , very bad design. The new trait is much more flexible and consistent across many types of situations, sure it doesn't have situational over performing spikes but its a better trait overall.
  13. Thanx for the info, there are definitely many upsides and interesting ideas coming with recent changes, but still I feel some things are confusing with the overall design goals for the druid. 1) PVE - From what I understand the alacrity changes were made in order to give the druid for flexibility in terms of choosing utility skills and also to make the rotations less sweaty. Based on your suggested build, it seems you still have to use 2 spirits and rotations are even sweatier and harder to pull off. I think the alacrity boon should be attached to direct healing regardless if the the druid is in CA or not. 2) Confused about Lingering Light - The idea to is to give the druid rapid access to CA but in most game mods CA CD is 10 sec, with alacrity is like 7.5 sec. It is already a challenge to make sure you regen all the AF in 7.5 so its probably will be hard to produce value out of this trait. Lingering Light theoretically could be useful in PVP(where CA cd is 20 sec). I don't think traits should be designed in order to optimize game modes splits. What actually should be done? Lingering Light should give the ability of generating astral force by healing others while in CA form, meaning that as long as you heal allies, you can maintain CA form. This will create a different kind of playstyle for druids(and perhaps will give glyphs more room to shine). 3)Staff - Without the the dedicated trait, I feel this loved weapon is lacking, I really loved primal echos and the 20% CD reduction and I see no reason to take it away. If they don't want the staff daze, they can move it to other places, it would be cool for example if Natural stride would do for the staff what Light on your feet is doing for SB, like modify the staff skills a bit so it could apply some condi pressure or something like that. 4)Glypsh+Verdant Etching - it is still quite disappointing, glyph elite - great, glyph stun break - great, the rest are mostly pointless. With the Lingering Light suggested concept this could be changed.
  14. I think it should be base only for non untamed builds. The untamed itself should function as it is now.
  15. I actually was also wondering about this issue and hoped that the unleashed damage version will be the base version.
  16. I remember players complaining about the changes to GS 4, arguing the new implementation is weaker compared to the original one. I feel this is the same situation. Sword lost most of its identity and uniqueness as a weapon, but in terms of pure functionality, its far superior. Sword is probably the most flexible weapon ranger has ATM.
  17. I think it's fine that Eclipse is not tied to staff but why Blood Moon(the new primal Echoes) no longer works with staff? And what happened to staff's skills CDs? It's fine that staff is not a DPS weapon but all the flavor of this weapon has been taken out, first the astral regen aspect and now the CC element. If not blood moon, at least pick any of the traits and make it interact with staff.
  18. Staff "4" was supposed to be pseudo resistance before this boon even existed. Staff 4 could be easily adjusted to resistance and I really think it should.
  19. When Staff "4" was presented to the game, the "resistance" boon did not exist. The most reasonable change is to give staff 4 few sec of resistance instead of the condi removal.
  20. -This is not only a big improvement in quality of life for rangers, its also a huge buff for the Untamed spec. -Now the pets will rotate their base skills while unleashed and will not be limited to AA only. -The Active F1-F3 while pet is unleashed are the Ranger's skills and not pet skills. They scale with Ranger's stats and proc traits and runes which effect the rangers only. So no reason to make it automatic. -For example, now you can take a pet like a Hawk(with the low CD on F2). Make slash, Swoop and Lacerating Slash on autopilot but not the F3(its just swiftness that reduce DPS, this skill sue on command), make the pet Unleashed, get all the damage skills+ the extra damage bonuses + the new active skills. You have a real damage machine.
  21. I think the trait supposed to buff your ambush skill damage by 25% not the Venomous Outburst skill. It only adds blind to Venomous Outburst. At least this is how I understand this trait.
  22. This is probably our highest skill ceiling spec, so it will take some time to master. Many things to like about Untamed, other already mentioned the teleport and the big combos. I really like the elite and the stun break(with the condi cleanse), it open builds that don't relay on commands/survival skills. A tip for low APM players(like myself), go with range pets that don't use the F1/F3 as part of its damage rotation(like spiders). When all the F1-F3 are utility skills with high CD duration, you don't have to spam so much and you don't lose damage pressure. For example - I really like trapper/poison master Untamed and I think it's working better compared to other ranger specs. Full control on spider + the untamed F3 skill, you have so much poison fields to combo with and few more ways to apply poison. Trying to add ambush skills to my rotation, it not very intuitive . I think it should get higher time window for activation. I also think that the Untamed F2 skill should be instant and the elite duration should be 8sec(up from 6 sec) in PVP.
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