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PaulPottwal.7239

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  1. Aaahhh, just tested it on the golem and you are right. Sometimes it reveales you for no reason. Bug ¯\_(ツ)_/¯
  2. Most likely you are activating stealth before all your recalled axes have hit the target. If a recalled axe hits the target after you're stealthed you get revealed. So wait till all your axes did their damage and then stealth
  3. That's the point. Why do the condi and the power variant behave differently? Why can't axe/dagger #3 recall the axes to your targets position like axe/pistol #3 does and why does axe/pistol #3 not recall the axes to your position if there is no target like axe/dagger #3 does? They should just equalize them
  4. I think axe/dagger #3 recalling the axes to your position and not the targets position is a problem. It requires you to be on top of the target which isn't quite possible all the time, especially with targets with small hitboxes. You just have to stand a few steps beside the target or the target moves a bit and 85% of the axes won't land. Leading to no damage at all. The slow on dagger #4 helps a bit with moving targets but doesn't solve the problem. If it is supposed to stay that way axe/dagger #3 would need an immob after the teleport or something else to make sure it lands. But I guess that would be too strong, as the immob would be spammable. Maybe if the skill would teleport you behind the target, as the tooltip states, it could work?
  5. This weapon is SO bad. No prot, only one blast finisher, super small AOE's, extremely boring playstyle, skill effects don't fit the engi aesthetic at all, no defence or mobility. I absolutely hate it.
  6. Can it atleast have a flip skill like Kneel on Deadeye Rifle, that gives you access to a defensive set of weapon skills or something? This weapon has no mobility, no iframes, no block, no quick access to CC and judging by the animation the canister skills seem to lock you in place while casting + engi can't even weapon swap to another weapon to make up for that. How is it supposed to be played in competitive modes? As a support you get focused hard and apparently you have no tools to deal with that on this weapon. You could make up for that with utility skills but that would take away alot of your support capacity
  7. The mechanic seems interesting but I don't know about the playstyle. Engi already has so many ground targeted AOE skills that are slow and kind of clunky. And now we have 4 more + no mobility on the weapon. Have to test it first but I'm not sure if that playstyle is enjoyable
  8. Of course we don't know how the reworked traits turn out, as we didn't get any numbers, but I see great trait synergies, that maybe allow burst healing outside CA. Activating a beast skill would trigger Rejuvenation, Windborne Notes, Lingering Magic and Invigorating Bond if traited. Activating a heal skill would trigger Instinctive Reaction, Windborne Notes, Lingering Magic and Cultivated Synergy if traited. Depending on the numbers and the area of effect I actually see some potential. Especially if the heal from Windborne Notes is applied with every pulse of Healing Spring. You said that core rangers doesn't have any way to heal and that this is why staff is needed as a healing weapon on druid. I just thought that this isn't totally true anymore after this balance patch and wanted to point that out. Apart from that Eclipse could have just removed the healing from staff and add condis. They didn't talk about it during the live stream but when they activated Stone Spirit during the showcase it gave Aegis. So you don't need the white tiger for Aegis anymore. But the 300 range of Invigorating Bond is unreliable, you're right. In WvW zergs I run the brown bear and turtle for their 52k HP. If you set it to passiv it is near you most of the time, barely dies and the heal from Invigorating Bond actually has a chance to land 😛
  9. I think you missed the buffs to Nature Magic in the patch notes. Core rangers healing and boon support will be buffed quite a bit: Rejuvenation: This trait now triggers when using a beast skill instead of when being struck. Instinctive Reaction: This trait no longer grants quickness and instead grants regeneration to nearby allies when you use a healing skill. Evasive Purity: This trait no longer has an internal cooldown. Spirited Arrival: This trait now grants might instead of vigor. Windborne Notes: This trait will now also heal allies to whom you grant regeneration. Lingering Magic: This trait now increases the effectiveness of regeneration you apply in addition to its previous effect. Protective Ward: This trait has been reworked. Cast lesser "Guard!" when you swap pets. Invigorating Bond: This trait now uses the ranger's healing power, heals allies around the ranger, and grants protection and vigor to allies. Nature's Vengeance: This trait has been reworked. Spirits will slam the ground a second time before disappearing. So druids healing capability outside of Celestial Avatar will be quite good. With or without staff
  10. I think it's sad, that they didn't make staff into a viable option for DPS druid. IMO staff is a huge part of the druid class fantasy. Playing a nature mage without a magical weapon feels weird to me
  11. I hope quickness will be provided by a mix of "Be Quick or Be Killed" and a reworked "Deadly Aim"-trait (pistol trait) to make pistols viable. They don't want you to deal high DPS and provide key boons at the same time. So pistol would actually be a good choice for a quickness build
  12. They could just make it behave like Bladesworns gunsaber. So you can only equipe one weapon set and when you weapon swap you enter fist weapon mode
  13. Alacrity and quickness should never be provided by utility skills. Don't know why they chose this road, when specter has 2 profession buttons they could have put it on (Siphon, Shadow Shroud). Maybe next balance patch. And if they are at it, they could make Shadow Shroud maybe a little less clunky. Compared to Harbinger Shroud it just doens't feel as good to me
  14. You could also look into Mesmer, which can be played 100% at range and is also a magic based profession
  15. - Remove the CD on jade sphere when swapping to another attunement. - Remove hammer #3 and make it a spec mechanic that activates when you enter combat. That would also add some flavour to the spec while wielding other weapons than hammer and makes thematically sense with the Elemental Empowerement theme. The longer the fight in melee range the higher the damage. Swapping to another attunement adds an orb. Add a F6 to fire off the orbs - Add survivability skills to hammer #3. You tried to create a melee hammer bruiser that has no meaningful healing, mobility and bad CC to pin down enemies. --> Fire #3: Add a skill like Burning Speed/Burning Retreat --> Air #3: Add mobility like a 900 yard leap. Maybe add a knockdown/daze/chill/cripple when landing the skill or just damage. --> Water #3: Blast heal --> Earth #3: Sandstorm that blinds or earthquake that hard CC's enemies
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