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Tekk.6789

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  1. Finally Renegade changes, but alas no trait changes to give alterative choices instead of being locked to charged mists.
  2. Janky forced usage of Energy Meld still not instant cast. Renegade still ignored. Charged Mists still forced. Herald still the best elite spec. Frigid Blitz change unneeded; It's a gap closer and not a DPS skill. Also great at getting yourself killing on sab firewall when you fat finger it. I guess it can have use in PvP maybe? I don't know. I don't PvP. Temporal rift time lowered, cool I guess? More PvP changes? Echoing Eruption blast finishers reduced. Uh I mean, you know, like, I guess some people used it to blast might at the start of encounters. Doubt anyone cares about using it for self might. Leviathan Strength nerf to be expected. People willing to deal with the Energy Meld Jank were putting out a lot of damage.
  3. Nice short bow change on Rev. Hammer seems alright. Doubt it will fix the issues with it feeling clunky. Power herald buffs are nice. Again, no changes to traits for condi ren forcing us to pick charged mists(as it is the only choice) as usual. It seems my words fall on deaf ears yet again. Maybe one day you will look into it so condi ren is actually useful on bosses where you aren't just hitting a golem, because having to spam skills to reset your energy to trigger charged mists is not fun or engaging gameplay. Don't get the change for Vindi traits outside of forcing players to use energy meld now in a dps rotation. It was fine as a utility when you needed endurance outside of the energy cost, but I really only used it anyways during boss downtime or when playing a support spec like heal vindi. Once again I am asking. Please give us other choices besides charged mists for condi ren. You know, like, making all those traits that only affect strike damage affect all damage instead so it's useful for condis. Thanks.
  4. I like the changes to Herald. Currently it is spammy and not enjoyable or engaging to play. Having to do two key presses per facet was not good design and I'm glad it is being changed. Hopefully it doesn't impact our ability to provide high might due to burst of strength being one of our dps cooldowns. I don't play much WvW so I can't say much about the heal Vindi changes, but the urn heal nerf seems like a lot considering we can't even heal ourselves while we have it active. As usual nothing for condi Renegade regarding trait lines so we aren't forced into charged mists. It's not a fun playstyle and only good on bosses like MO with no movement and immunity phases so you aren't just sitting there on energy and having to reset it quickly by spamming a bunch of skills to get below the required energy threshold. Also the build itself is not new player friendly and requires high APM to be able to play it effectively since you have little room for error or you won't be below ten energy for the swap. Please take a look at the traits and give us more options for condi Renegade.
  5. The revenant changes are looking nice so far. Energy decreases are nice and the damage buff on spear is well needed. Not sure why Nomad's Advance didn't get any coefficient increases for PvE. Offhand sword buffs also look good. Hoping this allows Alliance Sword/Sword to be competitive with camping greatsword with Shiro/Jalis, but I feel like more damage buffs might be needed for Alliance. Alliance also provides little CC and I feel at least breakbar damage should be added to some skills as well like the Spear of Archemorus. Having to take a big impact to DPS to run staff as a secondary for CC while other classes aren't as impacted because they can just swap utilities. The damage increase on jade winds seems weird. The only time I ever use this is for CC when I have excess energy to spend. Honestly would prefer a energy decrease to make it a more reliable to use for CC for PvE. Having legend swap on cooldown means are you just sitting there waiting for energy so you can CC for the breakbar. No condi changes is disappointing. Currently the best setup is charged mists which outside of bosses that don't have a lot of movement, is not very fun to play around and more frustrating than enjoyable. Trait changes should be made to allow more build variety for condition renegade; because currently we are forced to take traits that only affect strike damage. As it is we only have two good trait lines for condi and third choice is pretty mediocre either way. Support Vindi is still being neglected. Yes, it provides good healing, but not providing any Alacrity of Quickness is a problem. The upside it has the possibility to be ran in unique comps due to its ability to extend boons. I've had discussions with my guild regarding changes that could possibly be made to allow Support Vindicator to be competitive with the current choices. The main discussion was combining the boon extension(or just buff the boon extension for a start) and heal dodge into one trait and increasing the time boons are extended by the dodge or allowing it to be affected by concentration. That would allow it to be ran in more unique comps where the quick and alac in the group can run less boon duration due to the support Vindi being able to reliably extend it for the sub group. All in all the changes are look good so far, but I feel another round of buffs might be needed for Alliance stance to be more competitive for PvE.
  6. No bug fixes for Vindicator dodge outright not doing damage/applying buff or being able to be CC'd out of dodge. No changes to Vindicator support to make it competitive with current top supports. Ventari rework and Herald getting quickness are nice changes I've been wanting for a while, but quick duration seems it might be too low to be able to provide 100% uptime. We'll see when it goes live, but I am doubtful.
  7. I'm having the same issue and can't complete it. Even after scanning the notes they still don't become active for me to use them.
  8. Cairn cancels dodges during greens. Anet should just add Rev back to beta under the bug report at this point. For an elite spec where their gimmick is their unique dodge it sure is extremely buggy.
  9. It also happens with death drop and it will deal no damage. I made a post a while ago in the bug report thread and it still hasn't been fixed.
  10. After playing vindicator for over a week now and through all EoD metas, strikes, and raids I feel I can give proper feedback on the issues I have found. And that main issue really is only having one dodge. I knew it would be an issue, but not how big of an issue it would be until I went into raids with vindicator. Any boss that requires you to dodge anything is immediately a problem since we are required to use our dodge as a dps cooldown and for dps buffs leaving us with just GS4 to block or S3 to evade. This puts us in a situation where we need to have someone with stab/aegis to babysit us so we don't get CC'd constantly or die to mechanics that normally would require you to dodge. You could block with GS4 or evade with S3, but not everything can be blocked and both require you to have the energy lying around to use it. GS4 is superior of the two due to costs being slightly lower, being instant, and not throwing you to a random location like S3 does which could get you killed or land you in a mechanic you don't want to be in, but you are not always going to have your GS out. This leads to issues on bosses like Deimos, Qadim1, Twin Largos, and so on where there is a heavy importance on being able to dodge. Taking away our biggest defensive to make it a dps cooldown is just bad design and makes vindicator super reliant on having 100% vigor uptime to be able to dodge more consistently on top of having other players babysit us so we don't die. Honestly, that's the biggest issue for me. Everything else is pretty minor and I feel if the dodge issue can be fixed it would put vindicator is a lot better place. We have decent damage and great cleave. We aren't going to be a meta class, but we are still raid viable(mostly). This is my view from a dps standpoint since I have not touched the support side of things yet. Hopefully changes come in the future(soon hopefully) otherwise it will be right back to just being an alacslave again for my raid group with the occasional condi dps days.
  11. Joined my guildies in Orr for some fishing who already had fishing party capped. I wasn't getting the effect of it and it showed as tier 1 for me still. Tried leaving the group and to fish on my own to build stacks but still could not build any. Restarted my game and the issue still persisted.
  12. Death Drop does no damage if you legend swap, weapon swap, then use a skill as you land. Didn't try with imperial impact, but I assume it would act the same nor did I try with just weapon or legend swapping. Edit: Seems you might not even need to use a skill as you land to cause death drop to do no damage. Seems just swapping legends and weapons while in the air can cause it.
  13. I like the idea behind Vindicator, but I feel the execution(or numbers) is off. The spec feels like it is in limbo for whether you want it to be a power spec or a support spec. So far I've only messed around with power side of things due to having no interest in another support spec due to us already having alacgade and boon herald. As someone who has been a Rev main since its release I have been waiting quite a while for a proper power spec and the way things are right now this is not it. The numbers are far too weak currently and need some tuning for the effort I have to put in to achieve those numbers when I can just hit those similar numbers running a herald power spec with Jalis/Shiro and sword autos. I do not like the dodging mechanic, or specifically the damage buff tied to the dodge mechanic. It almost feels as if we are forced to keep a high uptime on that buff similar to thief's bounding dodger to be able to output as much damage as possible. I already didn't like this playstyle on thief but it was definitely executed better. Being limited to one dodge means I wont have one available for when I actually need it to avoid damage. Death Drop takes too long to land, I feel like I am just twiddling my thumbs while I wait for it to finish before I can continue on my rotation. For a fast pace game this does not feel good and should be sped up. Leviathan Strength feels bad to play with due to energy constraints from a DPS standpoint. I can see this being fine for a support build where you don't need to swap legends as often as a DPS build. Outside of that trait Alliance Tactics is fine, but it doesn't have any value outside of Alliance Stance. It lines up well with Spear of Archemorus due to legend swap times making it easy to get it off every swap to Alliance Stance, but due to energy costs you cant really use many other utility skills if you are using greatsword skills as well. The burning and torment should be removed as well as I see they serve no real purpose in a power and support focused spec. Numbers need to be tuned as well to bring the DPS on par with other similar power specs. These are my initial thoughts so far on the testing I have done in SFTA.
  14. Finished map completion using Renegade as well as getting all the new masteries and doing all the bounties. Generally had a good experience but I feel the replayability in the new areas are low with no incentive like getting unique drops outside of collections and achievements(which I personally don't enjoy doing mostly). Likes: Mounts feel great and I enjoy their design.Areas are like nice looking and not a pain to navigate, unlike HoT zones.HPs and Masteries being soloable is a plus to me as well as not feeling forced into doing things I don't enjoy to obtain them(frustrating minigames, story achievements).Story writing felt improved and I enjoyed most of it(though I still don't like the idea of my character being in a leading role).Dislikes: Renegade doesn't change the way Revenant plays despite the new legend and trait line. I feel a class rework is needed.Bounties are fun, but don't feel rewarding outside of the achievements and armor set.PoF so far as we know, doesn't provide a good alternative to farming loot/gold outside of HoT metas, SW, and fractal 40 farm.Areas feel empty, despite being a newly released expansion. I see events sitting there not being done by anyone or when I try to attempt one I am the only one there.In conclusion, I got my time's worth out of the expansion but feel it still needs to be fleshed out to keep players wanting to do things in the new areas outside of achievements and collections.
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