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Reknarok.7582

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  1. boons aren’t the problem, the playerbase is. you just don’t like the playerbase optimising the fun out of pve and demanding that everyone be meta so they can spend the shortest period of time actually doing content it’s the same in literally every single online multiplayer game. people don’t want to struggle because it doesn’t feel good, know what feels good? killing a boss in record time because numbers big.
  2. I don't know if this has been mentioned, but if I use the Med Kit with Mechanist and go into Inventions trait line, I cannot proc Cleansing Synergy, Automated Medical Response or Reconstruction Enclosure because I don't have a personal heal on my toolbelt anymore. I really think that at least the heal toolbelt should remain with mechanist. This will be the same with literally any heal skill based proc.
  3. Being [current year] isn’t a reason to do anything. Other games are different because they are designed differently with different engines and different problems solved by different solutions. Comparing GW2 to ESO is comparing apples to oranges, I mean hell, ESO is even playable across platforms whereas GW2 definitely isn’t. Very different design philosophy, especially considering that ESO was sold on wearing whatever you want, interchangeably as a feature. They’d probably like to do something like this, but given how GW2 has been initially developed, a change like that would involve working from the ground up. Plus not to mention that ESO races all have very similar, if not, identical body types apart from the obvious gender, tails, and claws bit. In GW2, every race has a vastly different body type from each other. Simply put, reworking the armour system so that you can retroactively combine different armour types on the same character model would take far more resources than Anet are prepared to allocate for what amounts to be an exceptionally minor feature.
  4. There’s nothing wrong with wanting more challenging content, and there’s also nothing wrong with not being so great at the game. The problem here is not that the event is too challenging or that people aren’t good enough, it’s that it is using RNG as a mechanic with no bad luck protection where even organised good groups are losing due to nothing more than RNG running the timer down. Seriously though, the garbage that is spewing from some people in this thread is mind boggling. ” Just get better at the game! But I agree, the RNG is an issue…” ”Do what Anet taught you!” ”Anet taught me to stand in green circles.” ”Noooo! Don’t do that!” Cognitive dissonance at it’s finest. Open world content is there for everyone to participate in regardless of skill level, it should not take a single player of below average skill to tank a meta. Open world content is there to teach those players of below average skill how to do harder instanced content by reading fight patterns, completing mechanics, and working together with other people. I agree that people shouldn’t be effectively afk and still win, but the argument here is more about accessibility in the most accessible form of content. Constantly berating people who don’t fit into your paradigm of what you consider to be good does nothing but alienate the people you play with, which makes them quit, which causes the playerbase to shrink, which causes the game to tank. Do you want to know why? It’s because the casual playerbase effectively decide whether an mmo lives or dies, they are the ones who tend to spend more money on convenience or cosmetics. I’m not saying all content should be accessible, there does need to be content tuned for higher and higher skill levels, open world meta events is not the place for that. Also, people who spit venom at others for not having raid level awareness or DPS or for not being “good enough” should really take a long hard look at themselves because it’s a pathetic way to behave.
  5. so what? firebrand goes into elementalist territory thief shroud goes into necro territory etc "x is kinda like y" isnt a reason not to do something, i agree that you cant just have everyone with the ability to switch into 2-3 forms which changes their weapon skills otherwise it would just become a baseline feature but 2 classes with some elite specs is fine imo i strongly think that engineer should get dual maces as part of their baseline kit and mechanist should be given a staff instead along with pretty much all the changes that Bomboed said. but also holoforge should take a weapon kit slot so that holo is not literally just straight up an upgrade and is instead changing the way you play. core engi also desperately needs some better ults. and turrets need to be seriously looked at with some toolbelt skills potentially rolled into their correlating utilities, etc etc etc oh and another utility group would be nice
  6. I was hoping Harbinger would interact more with Poison then Torment, sadly this isn't the case. Harbinger should have a Fear baseline as we have 3 traits that interact directly with Fear which will be unusable unless you take staff at the current moment, this shouldn't be considered a buff. Base health is increased from the traitline by 360 Vitality. Dhuumfire duration for Harbinger baseline is 1 1/4 seconds. It's like you haven't even logged onto a beta toon.
  7. Why? Reaper Shroud AA is super quick and there's no CD for Dhuumfire there? Why would you want us hindered in any way? We already aren't brought for DPS roles in content, do you want that trend to continue?
  8. Anet have said many things, like how Elite specs won't be an upgrade but a playstyle change and look at how well that went.
  9. Hi all,Just wanted to share a thought I had for Thief going into Cantha. Now, I know going into this there's a lot of groaning cause weeb crap is done to death, but I feel this would fit.The general feel for this that I'm thinking is a Thief that can go toe-to-toe in a fight, without Stealth. High active defensive capabilities, coupled with the Thief's naturally high damage output. Weapon: GreatswordFast slashes, lower damage than a typical Greatsword skill set, but also gives a decent amount of bleeds and defensive abilities such as Cripples, Weakness, Daze/Stun, short duration Parry/Riposte, etc. I would like to see Greatsword with kind of two different sets of abilities, similar to Deadeye's Rifle. One stance giving high damage output but sacrificing defence, the other stance giving much higher defensive capability. But that could be too much. Steal changed to Dash.Short range, like 600 units, very fast dash forward does damage does not require a target. Has a relatively high cooldown, think 40-60 seconds, but reduced by x seconds for each point of Initiative used. Cooldown reset on kills. All Stealth changed to Parry/Riposte.This is where we start to see a tankier aspect of Thief. Where a Thief would gain Stealth from traits or abilities, they instead get a Parry/Riposte mechanic which counters the next attack made against them for reasonably high damage. Short duration and roots the Thief in place, think Mesmer's Blue mechanic, coupled with a damaging counter attack, potentially even give Initiative back for attacks blocked. I would also give the counter attack a short range dash so that attacks made at range would still be punished. It would also feed into the fantasy of like "master anime swordsman dashing all over the place". Skills: StancesI would like to see these Stance abilities actually consume Initiative to give higher utility, think Holosmith skills, but also able to be used without the required Initiative so that you're not stuck unable to use any abilities. Something I would like to see is an ability that consumes all Initiative for a stack of the Parry/Riposte mechanic, potentially an ultimate ability. At the end, for each attack blocked, you gain Stability and higher Initiative regeneration. Think Dashing into the thick of a fight, using this ability and then basically unleashing a whirlwind of pain from a flood of Initiative. However, it can still be used with low or no Initiative for reduced payoff. It's something I was just thinking about just now, thought I might share it and see how others think about it. Comments saying that this would be OP are not required as this is quite clearly conceptual and talking more about the feel, theme, and playstyle rather than raw numbers. If you have any thoughts that could expand on this, I'd love to hear about it. Again, I know, weeb crap but with the setting of Cantha and the general feel of Thieves, I think that this would both complement Thief and give a vastly different way to play it, which I always enjoy. :)
  10. Aight, so I'm just gonna address traits and gear. Minionmancer: I'm seeing this is a Power DPS build. Bitter Chill is a solid choice, but I think Spiteful Talisman might be a better pick not for the CD reduction of Axe and Focus, though that is a nice bonus, but a 10% damage bonus is such a solid increase that will stack on top of vulnerability applications. Also, generally in group content vulnerability stacks will be capped almost 100% of the time and you don't really need to worry about it all that much. Awaken the Pain is a great trait, solid choice that just overall gives you more throughput, again, group content will mean you will have might stacks capped most of the time. Close to Death, honestly the only choice imo. Flesh of the Master is good cause you're giving your minions more survivability, but considering you've taken Death Nova, you kinda don't care if they die as you'll benefit from Death Nova even more. So I would probably take Putrid Defense instead. Sure, you're not a condi build, but 15% more damage is 15% more damage and it synergises better with Death Nova. Deadly Strength is honestly only really something I would take if I'm going into Death Magic but without minions, you're only really getting 300 additional power at max stacks which is decent, but Necromantic Corruption gives each minion a 25% damage increase plus you get increased survivability from the constant condi cleanse. Chilling Nova is good, you don't even really need to pick up a lot of chill to benefit from it, in group based content with high crit you're basically proccing it on cool down and solo the proc rate will still be solid so you don't really need to worry about increasing your chill uptime unless you're specifically going for a chill build. I would recommend Soul Eater purely for the 10% damage increase and the self healing is a nice bonus, though, you'll only benefit from this in basically melee range. If that's something you're not yet comfortable with, then Chilling Victory and Decimate Defenses are both good options to go with probably leaning more towards Decimate Defenses. Finally, I would recommend you take Reaper's Onslaught as it's just straight up a super solid pick, pulsing quickness, 300 ferocity, and shroud cd reduction are all great for a Power DPS build. Blighter's Boon is a nice to have, but outside of shroud you're only going to benefit from it through Siphoned Power (or Chilling Victory if you pick it) and in shroud you'll benefit from your AA. For gear, I would suggest going full Berserker as being a Necro you have much higher survivability with shroud and that's further amplified with Necromantic Corruption so it's a lot easier to survive in Berserker as a Necro and you'll just be able to push out more damage without sacrificing much survivability. Sigils I would go with Superior Sigils of Air and Force. Runes, either Superior Rune of the Scholar or Strength. Strength will be easier to maintain the 5% damage buff, whereas once you get really comfortable with Necro and dodging the mechanics, Scholar will be stronger because of the Ferocity gain. So the minionmancer build would look more like this. If you'd like me to look at the other builds, just let me know, but for now I'll just leave it at that as I feel you may see my logic with what I've written.
  11. Asuran animations for everything are legit just the best in the game. Because of their size, everything they do has so much more effort behind it. Even just running feels faster as an Asura than as any other race. Scrapper hammer is no exception. The sheer effort you see behind each attack, like the hammer is so weighted at the end and they have to put their whole body behind it. And then running with the hammer slung on your shoulder, seeing that animation of heaving it up onto the shoulder as they start running is just the best. Plus the Rocket Boots animation is hilarious, just getting blasted through the air with their arms flailing about. Go Asura, you won't be disappointed.
  12. No. Literally the only reason I even made an Engineer was because of Scrapper. I don't even like Holosmith that much, Scrapper ride or die. If Scrapper were to be completely overhauled to fill a different niche, I would absolutely drop it entirely. I'm not saying that my opinion is what matters, I'm just saying that pushing an elite spec in a very solid direction only to push it in a completely different direction is kinda bullshit. There's still room for a new elite spec to fill the niche of pure support, why ruin Scrapper for those who enjoy it?
  13. I’d like staff to do more in regards to poison. I feel like it’s a minionmancer weapon thematically and the death magic trait line does a bit with poison, though I’d like to see more there as well. Things like poison damage gaining carapace stacks or barrier when a target you’ve poisoned is healed. I’d like to see deadly strength changed to either condition damage, or both power and condition damage. Maybe a trait that gives your minions cleave when they strike poisoned targets, or perhaps eating the corruptions they transfer to apply poison on attacks. Obviously I’d have staff AA apply poison, and I would love an AA chain, perhaps giving the third in the chain 1 sec aoe burning, I dunno just spitballing here. But yeah, I just feel like poison is really under-utilised by necro.
  14. I’ve been derping around with a chill power build doing absolutely chad amounts of burst. http://gw2skills.net/editor/?PSxAEhjlVwUYbsGWJOOLbNdA-zRRYBRNPbEMjShgqdKEPQrUBqOIBxgHA-e It’s basically just giving me as much chill as I can get, proccing chilling nova constantly and getting the damage modifiers from chilled targets. The only survivability trait is weakening shroud, but honestly, shroud is all you need cause chill is rad af. It’s fun, probably not optimal or anything, but I enjoy it.
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