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magic fly.2041

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Everything posted by magic fly.2041

  1. I really liked the "you can only use one pet" mechanic because soulbeast is about your strong bond with your one pet, not your diluted bond with a menagerie of pets. Thematically the spec will lose flavor even if it gains more usability.
  2. As the title says, if I press F1 to tell my mech who to attack, it should still attack my target even if F1 is on cooldown. Mechanist is really fun by the way, I really enjoy it.
  3. I had basically the same question. I don't know the answer since I just went with rune of scavenging which is basically the same thing plus some poison duration for my pistol #2 skill. On another note, I like how flexible condition build's runes are for mechanist. Mech doesn't seem to get condition duration bonuses from runes or sigils so it's either all-stat runes or condition damage runes, and so runes aren't as important as they are in all my other condition damage builds which lets me pick weird ones instead without as big of a loss.
  4. Boons, damage numbers, and whatever else I honestly couldn't care less about so your suggestions wouldn't affect the issue in my opinion. What the weapon lost was it's style and how easy it was to use Serpent's strike to dodge.
  5. Yea, I came here to suggest exactly that. Pet-specific skills would be a ton of work for every single one, but archetypes already exist which could simplify it a bit. Having all pets be the same while unleashed cheapens our pet choices. Other thing I came here to suggest is the ability to toggle automatic usage on the pet's skills. Many of them are just "do a little more damage" skills and I don't want to micromanage those ones for such marginal benefit. My pet is smart, let him do it. I only want to manually control strong ones like moa's harmonic cry.
  6. Even since the ranger sword changes, it just feels useless. You used to be able to use serpent's strike at any moment, and it was a really fun skill for evading an attack in a stylish manner. Now? You can't. You need to use this random leap attack before you can use serpent's strike and by the time it's finished leaping you already got hit by the thing you wanted to dodge. Or you used the leap ahead of time, but when the moment comes that you need to dodge, whoops! It's on cooldown! The attack animation with the kick used to be awesome, but it had the downside of locking you into the attack. Now? You aren't locked into the attack, which was a needed change, but for some reason the animation also got changed so my character (a charr, if it makes any difference) is just flailing his sword like he accidentally glued the sword on and is trying to shake it off. Where's my awesome kick? I get that the sword needed some changes, but Serpent's strike didn't need changes, only the leaps and the autoattack lock needed changes. Serpent's strike and the autoattack's cool animations were the best parts of the weapon, but now one is completely gone and the other is gated behind an unwanted leap. Does anyone even use this weapon? I haven't seen anyone use it even once recently.
  7. The hammer skill's cooldowns are shared between unleashed and normal, so it's not the equivalent of two weapons. The elite, if I remember right, was purely defensive in nature while SotP is more offensive for granting might and fury instead. They don't do the same thing besides having similar cooldowns and granting stability. ...also...it isn't even out yet. 🙂
  8. Let 'em. First few weeks nobody will have experience on how to counter it or any of the other especs so there's sure to be incorrect complaints about every single spec in pvp.
  9. Pets and stuff take 95% reduced damage from aoe attacks that don't specifically target them. I'm not concerned. Most cries of despair about having an AI assistant with AI pathfinding both here and in the ranger forums are overstated. The only time I could see it being a problem would be in pvp where players can jump gaps and AI would take a long path instead, but why would you take a spec weak in that situation straight into that situation? Can only blame yourself for not picking a different location to fight where your AI pet won't struggle.
  10. I kinda like what I saw, though there didn't seem to be much in the way of condition damage options in the traitlines, though maybe they're hidden inside the pet skills or something and aren't in plain sight? I'm honestly slightly worried about that trait I saw, 10% of strike damage healing the ranger. Having healing be based on a % of outgoing damage can very very easily get out of control since that means that your offensive stats are now acting as your healing stat too. In Grim Dawn where damage=healing can be very prevalent, it was so strong that bosses ended up being given a 95% resistance to it so the player would only heal 1/20'th as much when damaging them. Birds will be a TON stronger with untamed since you won't allow them to waste time on the swiftness buff skill. The hammer skills having different variations when unleashed mode is on the ranger, is that hammer only? Do any other weaponsets get variations on the skills while unleashed? I wouldn't expect that they do, but if they did it would make untamed gain a ton of build variation and depth which would be amazing. The marksmanship traitline is going to probably see a massive increase in usage with Predator's onslaught and Moment of clarity since those traits would activate frequently with untamed's cripple/cc focus.
  11. Here's some alternatives: Healing Spring Nature's renewal sigil of purity (1 condition every 4 seconds) sigil of generosity (1 condition every 6 seconds) sigil of cleansing (2 conditions on weapon swap) There's also tons of runes that give anywhere from 15% to 25% reduced condition duration and even one, rune of antitoxin, that cleanses an addition condition on each cleanse so the sigils from earlier would be 50% to 100% stronger. There's a rune that cleanses when you use healing, one when you use an elite skill, rune of stars is -10% duration AND damage with an extra -30% cripple/chill/weakness on top of all that so I assume -40% total for them. If you use food, there's another -20% duration there.
  12. With a max hp of 12577, isn't this the expected result? Even a naked elementalist with a +100 vitality food has more health than that. That elementalist better be careful. If the monsters accidentally sneeze at her, she's going down.
  13. Both of the ranger especs try to push the pet away. We need one that either keeps the pet at regular full power or buffs it somehow, since anything that currently buffs the pet is better off on a merged soulbeast making it extremely hard to justify any real investment into pets outside of soulbeasts who barely even have a pet.
  14. Vizu, the assassin who crippled Shiro. or Master togo, which is the one out of all of these that I think is most likely to appear either as a legend or as a ghost npc in the game. or Kuunavang the dragon who was trapped under the Harvest Temple (Dunno if she's still alive or not by GW2's time) or Talon Silverwing the tengu warrior. or Nika the assassin, the character whose mug appears on faction's boxart. or any of the ghosts of significant individuals from tahnnaki temple, like teinei the elementalist who kept one-shotting my team, or zojun the ranger who had multiple ranger skills named after him, or again Vizu the assassin.
  15. If you aren't soulbeast, just swap pets. It will have a longer cooldown before you can swap pets again since your pet died.
  16. When the trait affects me because I am a soulbeast merged with my pet, the trait says I should get 407 health every 3 seconds, but I'm getting 578 health every 3 seconds. I have 540 healing power. With no gear equipped at all, it heals the same as the trait claims, so it seems that this does not happen with no healing power. After messing around, it seems like the trait secretly has around a ~0.37 healing power coefficient instead of the expected 0.06
  17. Having to spec into an elite specialization just to be able to do condition damage at a range is the problem. Adding another elite specialization will not change that and the problem will still exist. (I was disappointed to learn that weapons were tied to specs when I got the expansions. This is restrictive on what I can make my character do. Right now I really want a herald with a shortbow.)
  18. Shing jea island and the Jade Sea were my favorite places in GW1. Factions is the GW1 campaign I played the most. I would love to see the canthan continent re-appear in GW2. (Except for the echovald forest. That forest was just plain bland. I don't care to see it again.)
  19. I play almost all the classes in pvp except mesmer and elementalist. Core Ranger is the one I seem to have the best results with. It's just reliable.
  20. I personally am using the red moa and the wolf. When I need cc or just a backup pet, that's what the wolf is for. The red moa is my main pet. 15 seconds of fury for everyone is really cool, and considering that I'm using the trait that makes fury stronger, it's important to me to have a good source of it. In pvp I really like using the jaguar with it's 6 second of stealth and guaranteed critical hits. Just play around with all the pets. You might be surprised at which ones you like.
  21. All testing was done against a standard kitty golem. There were no additional buffs or conditions beyond what my pet naturally applied while attacking. My traits were:Wilderness survival with taste for danger, ambidesterity, and poison masterSkirmishing with Sharpened edges, Hidden Barbs, Vicious QuarryBeast Mastery with Resounding Timbre Natural Healing, and Honed axes. My gear is an axe and a torch. No sigils. Second weaponset is the same axe and a dagger. The dagger has a major sigil of force(3% damage)My armor has 3 Superior runes of the ranger, 1 Major rune of the Centaur, and 1 Minor Rune of Rata Sum. I did not use any ability while doing these tests (except the last one where I spammed strength of the pack to put fury on my pet.) With a river Drake Pet attacking the kitty golem from behind: out of 90 attacks, 19 were crits. That's a 21% crit rate. The pet management says my pet should have had 37.09% crit rate. I repeated the test just in case I was simply unlucky. I used the same pet and just as before it attacked the golem from behind: 19 critical hits out of a total of 132 attacks. 14.3% crit rate. Pet management says I should have 37.09% I put the river drake in from of the kitty golem instead of from behind and had him attack again. 211 normal attacks and 49 crits. This means my pet has around a 23.2% crit rate, but the pet page says it should be 37.09% I swapped the river drake for a lynx. I had the lynx attack the front of the kitty golem. Pet management says my lynx should have a 69.80% crit chance. 92 out of 166 attacks were crits. That's a crit rate of 55.4%. My lynx has a crit rate that is 14.4% less than it says it should be. On final thing I tested:I spammed strength of the pack while my lynx was attacking, I was too busy spamming it in order to give my lynx fury so I didn't write down how many attacks were crits and how many weren't, but the pet management page says my pet should have 99.80% crit chance (It looks like vicious Quarry's 10% bonus crit chance while affected by fury also applies to my pet despite the trait saying nothing about it at all.) and I could see that 1 to 1.5 out of every 10 attacks were not crits. This would not happen if my pet really did have 99.8% crit chance. It almost seems like both my lynx and river drake have 14.4% less crit rate against the kitty golem than they say they should have. I don't know if the ~14% or so is a coincidence, but it is interesting to note.
  22. Scepter is really satisfying to use.Tons of frequent attacks means that it inflicts burning quite a bit as well.Combine scepter with torch and it's just a beast of a weapon set. Scepter skill #3 is more for pvp though I do admit, but I find it to be really darn useful there even if it's weak in pve.
  23. That isn’t nearly enough to be consider actual range condi damage. And hammer is too slow to make good use of rampant vex Just because its not BIS Meta doesn't mean its not doing the thing its ACTUALLY doing. I don't care about BIS meta and I also don't care about the blame-games to be found in raids so I avoid raids like the plague(in any game, not just gw2), but even I can see there's no viable way to make conditions work on a hammer. Here's why:33% chance on a crit to do 3 seconds of torment doesn't transform every weapon into a condition weapon. If it was strong enough to turn a power weapon into a condition weapon, then the true condition weapons would become overpowered with said trait.So maybe you do a tiny bit of torment on 1 out of every 8 attacks at almost half the duration of the torment from a mace's auto-attack. It's basically worth about 0.4 seconds or less of torment each time you attack. Phase smash can do one single stack of torment every 8 seconds. The poison trait has an internal cooldown and will only affect one target of your attack. You can literally do more condition damage than that at a range by equipping an off-hand axe and using temporal rift once every 15 seconds. I'm not even kidding. From this I can conclude that hammer is not a condition damage weapon. It can apply conditions, and nobody's denying that, but a single drop of water is in no way equivalent to a thunderstorm so it's pointless to compare. That's basically the problem I am complaining about, and this statement essentially translates to mean "the problem exists, so therefore arguments indicating there's a problem are invalid" which doesn't make much sense.
  24. As the title says, there's no way to do anything condition damage related from range unless you go renegade. This is extremely limiting and no other profession has this issue.I want to use condition damage without going renegade because there's some other trait line I'd like to use instead, but because of this issue I'm basically hamstringing myself to melee range only if I did that. Every single profession has, in it's core kit, a weapon for ranged damage and one for condition damage.With just the core set:Warrior has rifle and bow.Necro has staff and axe and scepter.Engineer has pistols and rifles and grenade kits.Thief has shortbow, dual pistols, and pistol+dagger.Mesmer has numerous options for both condition and power at a range.Ranger has axe, off-hand dagger and torch, shortbow, and longbow to give plenty of great options for both power and condition.Elementalist can do power or condition regardless of what core weapon they use. (Which is really cool. )Guardian has scepter and torch. Scepter might not be doing condition damage on it's own, but between torch, the burn virtue, and many other things you can do condition damage at range without too much trouble. Last and least of all:Revenant in it's core kit has...nothing for ranged condition damage. Absolutely nothing. I mean, I guess you can use temporal rift every 15 seconds if you'd like, or do mediocre damage with a hammer instead.
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