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lunaeclipse.6843

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Everything posted by lunaeclipse.6843

  1. I am unhappy with the weapon as a whole. The weapon as a whole is really only good at one thing: barrier. To me, this really makes the weapon feel really one-dimensional. I like the gimmick of the weapon with the auto attacks 'powering up' but in practice is often really difficult to use as there are often better skills that are needed when simultaneously would also be ideal to use the weapon's mechanics. It also seems like its trying to be a hybrid weapon, but I find its offensive side is incredibly lacking. Changes I would like to see: target cap increases on Skills 2 and 3. Skill 2 in its current design already makes sense to damage enemies in AoE (perhaps adding a secondary strike-damage based Dot on affected enemies if you reach 6 stacks before detonation). Skill 3 should increase damage to all targets struck, not just the tethered target. The pull should remain single target. Add ally condition cleanse in some form to the weapon's kit. In my opinion, Sceptre lacks a real identity or reason to use it over Mace especially when considering the Karakosa relic. When used as a support weapon, mace offers a ton of flexibility: 6 blast finishers for a huge amount of utility, a fire field for on demand might blast, and burst healing if you take Karakosa Relic to be able to support while using non-healing legends (i.e. dwarf for stability). Conversely, Sceptre can only do one thing, although it does it well, which is barrier. I dont have much to say about the Auto attack chain, I like it personally. The only thing it leaves me wishing I could use it on allies. This would allow for barrier and might pre stacking before an encounter in PvE or before a push in WvW. All in all, in it's current iteration I think this weapon 'works' in controllable environments such as Instanced PvE. However in other game modes like WvW it leaves a lot to be desired. Additionally, with its offensive capabilities being lackluster alongside its almost entire focus around barrier, it makes the weapon almost exclusively useful for pure support builds, leaving it overall feeling one-dimensional.
  2. Herald already can not maintain permanent alacrity. Wont happen. + you have to give up jalis stability, which heal mech does not have to trade off for.
  3. While mostly competitive, the last balance patch brought things that shows what they seem to be looking at. I would expect to see probably a few changes to vindicator. As stupid as it is, I wouldn't be surprise to see them make the PvE version of GS5 match the PvP one. That said, they've also mentioned wanting to make more tradition dps builds generate group might and fury. I wouldn't be surprised to see vindicator get some of this boon share. I would worry however that this would hurt Herald. Right now though, DPS Vindicator really offers nothing other than damage, and some stab if you run jalis, so personally i think it may be a contender for getting some of that mentioned might/fury. I would also expect to see more changes, probably nerfs, for renegade. I feel like they really want to push renegade into the role of forcing you to be an alacrity bot. I'm hoping that Herald will get the ability to actually generate 25 might on its DPS build though. That could really open it up to fit into groups well i think, especially if you want to run something like a heal scourge (or any full healer that doesn't have much boon gen, like staff tempest). Especially so with warrior getting quickness and ranger getting alacrity, we might see a lot more dps boon builds, and 25 might/fury/swift/prot on a dps build would be nice.
  4. good changes. I thought march 29th patch was gonna be a more wvw focused balance pass though
  5. Base stats were halved, Scaling was doubled. Should in theory be no loss for a full support build.
  6. Anet please, ET and TC were already linked.
  7. Rework the Urn of Saint Viktor. As is stands even after the second beta, I still can't find a good use for it. The health threshold mechanic doesn't work well in my opinion. Instead, I'd suggest following the concept used for the rework of Spectre's Shadow Shroud. The idea of the Urn is an extreme defensive stance for your allies at the cost of yourself. So, make it so that while channelling the Urn, you still cant be healed and still heal allies, but you gain a stack of a buff every second instead of deteriorating your health. Every Stack threshold pulses additional boons to allies every second. Dropping the Urn Gives additional boons based on Stack thresholds and consumes all stacks. 1) Protection (1s) 3) Stability (1stack) (1s) 5) Resistance (1s) Dropping the Urn: 1) Protection (3s) 3) Stability (4 stacks) (5s) 5) Resistance (5s) This type of mechanic will instead reward for upkeeping the Urn and utilizing its defensive aspect instead of spamming it as a clutch heal at low health (which doesn't really work as the 1s channel will get you killed before you get the effect when you're that low on health). It also doesn't hurt to give more classes access to AoE stability instead of guardian dominating stability access as it has since release.
  8. Honestly, originally i thought the skill flipping was fine. After playing it without the skill flipping, please don't bring it back.
  9. Yeah, that's not a vindicator problem though, thats a Willbender problem, and not the point of the thread. No one's saying Willbender isn't underpowered, but don't try and use that as reasoning to say Vindicator is OP.
  10. 11k hp full glass walking straight into a highly telegraphed, fully buffed burst without using any active mitigation, or even the heal skill (which would've blocked all the attacks). I have no idea what you expected.
  11. If anet want to make saint Viktor a viable support, they should combine the heal dodge and boon dodge. It would make it the only support that can give decent boon output and barrier. Scourge can give a lot of barrier, but its boon output is crap. Every other support can give good healing and boons. This would be the only spec that can do both. I dont think it needs quickness/alacrity and we already have stability/projectile hate/boonrip from other legends. It could work.
  12. Thats actually a pretty neat idea. Although combo fields aren't utilized all that much nowadays, it'd be a neat addition to the spec. That said, I don't think giving rev in general stealth is a good idea, especially for pvp. Core rev already has some good burst on sword 4-5 and doing that from stealth...i dont think that would be fun to play against. Spear of Archemorus should honestly have a 3-4s Knockdown on it though.
  13. Design wise It feels a lot better, for all game modes. The ability to have kurzick skills/luxon skills on demand is nice and actually feels a lot more fluid to me. WvW: Gs5 I'm starting to notice isn't landing as much as i'd like it to. I believe the explosion time may be a tad too long and players are simply walking out of it, unintenionally. I'm not really sure how to balance this though. I've noticed that in the unfortunate circumstances where a player gets singled out, they'll get hit with all 5 guarenteed hits for like 16k+, but with more targets it seems to miss a lot. I think the best solution may be to simply reduce the explosion timer. On GS skills, I'm noticing the majority of my damage is still from hammer. That isn't to say vindicator isn't adding to a lot of my damage through leviation Strength, Death Drop, and the 240 power minor trait, but i'm still finding i'm really competing in damage with other specs like reaper and DH. Asmall buff to dps by reducing the cooldowns of GS skills could go a long way as the damage numbers i am seeing seem fine, but i can't use them often enough. PvE: On the PvE side, The rotation feels really good. Again, the numbers are still a little low but the rotation has actual burst and isn't super dependent on Hitbox size (with the exception on GS5 but I'm going to come back to that). The rotation is very, very reminiscent of the old 4-loop condi renegade rotation which is super super hype for me. Again, Gs5 is a slight problem, but mostly a number tweak. I'm noticing in a full berserker build fully buffed, i'm doing less damage on GS5 than a DH gs2 with the same buffs. I dont think changing the hitcount would be good, just upping the coefficient. I can't comment on PvP as i dont play it.
  14. what's actually going to matter is what the peak dps is. Now that the dps boost from dodging isn't locked to a 3s animation (likely to be 1s now) and the damage from landing is increased, the peak dps should be much higher. In realistic scenarios, that peak dps will be what matters for whether the changes will make vindicator competitive or not. I think its really being under estimated how much dps that dodge was draining. 3s of absolutely no damage is absolutely devastating to overall dps even if it is technically a dps increase.
  15. For open world you can probably get away with running Sigils of Stamina (gain 100 endurance on kill) or energy sigils. Full Berserker you should be able to kill things pretty quick. Combo that with Vassels of the Empire for 10 might/dodge you should be able to upkeep 25 might on 5 targets pretty easy. http://gw2skills.net/editor/?PmwAExzlZSMsTyjlSdMUijpSksSigJ/lesF-zxQYhomk7bHqJwxoXKUpCcPLjaGB-e Devestation gives 2 might for every utility skill you use, Superior rune of rage will give you fury uptime (40% crit) and that fury will give you might. Superior sigil of stamina will continually refill your endurance so you can keep spaming Vassels of the Empire dodge for 10 might and protection. This build has 60% baseline crit chance, capping with fury. Should work for you.
  16. It has potential in 5-man content, especially the heal-variant. It really depends on how controllable the AI ends up being really. It wont replace alac rev in 10-man content due to role compression imho. The biggest thing imo is the flexibility. It can provide all those boons, but it cant bring boonstrip, can't bring stability, only has 1 application of aegis on what-a 40s CD iirc? and as you stated too the CC isn't as high nor does it bring an offensive buff. Its good at what it does, but i think many groups may not take it for its lack of flexibility. I do hope I'm wrong though. I'm sick of being in alacrity jail.
  17. Please change Well of Bounty boon application order: Stability Resistance Aegis Protection Vigour Having it prioritize stability could give it real potential in WvW squads. It can't cleanse really as it is so having even that single stack of stability could give it a real chance at competing with current meta support builds.
  18. Personally, the Vindicator felt really good to me. Im absolutely not going to deny it felt undertuned, especially in PvE But I think a big reason for that was exactly the 3s Dodge. 3 seconds of no damage is a big, big dip in overall DPS. On topic of Dodges: the biggest issue i think Vindicator has is the evasion windows don't line up with the animations. The only dodge that seemed wo line up accurately with the animation was Saint's Shield. Im unsure if this was just a bug but im hoping it get ironed out. Personally, I would really like to see the dodge's all have the same animation times, with the same evasion windows, but have the dodge costs buffed to 50/75/100 instead of 50/100/150. So each dodge is still the standard 3/4s, with 3/4s animation, but the cost (and therefore cooldown) increases. The Greatsword felt amazing. I am so, so hyped for the Greatsword. It's everything i wanted. Taking the greatsword into a push in WvW was devestating. Pulling off GS5 in a zerg was insanely satisfying. I do wish GS4's counterattack had a bit more radius though; it was quite hard to land. Greatsword overall compliments Hammer very well in WvW and the PvE rotation, while undertuned, was fun and fluid imo. The Traitlines are really interesting to me too. It pretty well established with herald that a condi/boon build already exists but i think Vindicator will be able to pull it off too with its traitline. I think it could be able to sustain 25 might on 5 targets as opposed to herald being 10 target, but not full capping + other boons. Overall Solid 8/10 from me. Just needs some fixes and damage buff in PvE. I am very excite!
  19. Whatever you do to the spec, I dont wanna lose current GS5. I love this skill so much. Sure, change the blade animation if need be, but I love the mist portals exploding everywhere and rapid high damage numbers from it.
  20. It feels bad to me currently but only for 2 reasons: 1) the animation is not in line with the evade frames. the animation is longer than the evade frames so i cant tell exactly when im evading. This is potentially just a bug though. 2) the damage output, especially from Forerunner of Death, is not good enough to justify the trait & its increased dodge recharge. As far as the animation itself, I like it personally. Fix these issues and im perfectly happy with the dodge mechanic.
  21. Tbh I thought the running consensus was people wanting GS to be mid-range Power-cleave, like 600-900 range. That's what I'd like. 600 range autos, with skills ranging from 6-900 range.
  22. While I heavily disagree it needs nerfing, if they must then probably the best way to nerf it while preserving an interesting interaction is to either a) shave the dmg of Mystic Rebuke or b) take the Stability generation away from Crashing Courage or c) put an ICD on Pure of Heart specifically. Once again, keep in mind that, Spellbreaker, unblockable boonstrips (rev/necro), and clouding all shut the damage of this down. As it stands, literally no build runs Shattered Aegis, in any regard. Toning down the damage of SA specifically wont hurt any other builds. I do realize that people's issue with it, is to do with Willbender and not core, but in this situation where literally no build runs it as it is because its so weak, it is a viable option. As for option B, removing the stability generation increases the amount of counter-play that already exists for this build. Removing the stability forces the WB to either generate stability another way or forces reliance on a support to give it to them. This also means the stability access the burst has can be reliably stripped without reapplication. Without Stability, any unblockable->CC combo will shut it down. Many, many builds have ways of doing this. For C, one of the big "issues" with the build is the Aegis spam infinitely healing you through Pure of Heart. An ICD on this trait specifically would stop the drastic healing, which also makes the burst more counter-playable. Putting any kind of ICD on SA itself completely decimates this interaction as the literal only reason it works is due to the feedback interaction and relies on enemy attack constantly triggering it. If Arenanet adds any ICD to SA at all, they will absolutely overnerf it and then once again this trait will be back to where it was: never seeing the light of day. See Revenants' Soulcleave Summit. It is an interesting interaction and I really don't think the interaction itself should be taken away if it absolutely must be nerfed
  23. I mean...you say that but then you blow your second mystic rebuke burst..do like..lets say 300k in an absolutely best case scenario. Well..congratz you're now doing nothing for the next 60s while you wait for your cooldowns, remainining glassy as a weaver, while said bomb weavers are doing over 5-600k dmg before you can burst again. You could take Valor Traitline to regenerate the cooldown quicker, but then you have no sustain from aegis heal, making you even glassier. That 300k too is being really, really generous too. most rebuke bursts are going to be around 100k on average if you can land it without getting interrupted, from people clouding out/dodging out of the way which drastically lowers the potential of this build on its own before considering WoD, Ghastly Breach, Corrupt wells, and any other number of boonstrips/blocks/invulns that people have access to... This is honestly what i'd prefer if it must be nerfed.
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