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Jopettaja.7451

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Everything posted by Jopettaja.7451

  1. You used to be able to overcharge your turret at will, but the option was removed from toolbelt in favor of new more active toolbelt skill and gameplay, here is simple turret rework idea with best of both worlds that could make them more fun, usable and possibly give more opportunity to tweak the numbers: 1 when you have not deployed your turret it has its normal icon like at the moment 2 when you click on turret it will deploy and give the icon yellow color indicating it has been deployed 3 when the turret icon has yellow color and you click it, the turret will overcharge turning the icon red and putting the overcharge on cooldown 4 if you click the turret while it is red, it will explode 5 if you wait the overcharge cooldown to run down, the turret icon will turn from red back to yellow and you can overcharge it again (back to part 2) You could overcharge your turret yourself and chose when it happens, do it again after cooldown without picking up your turret. Only down side is if you want to overcharge and explode your turret immediately, like your healing turret, you have to triple tap it: deploy > overcharge > explode, making it one more click than right now, but i don't think it would necessarily end up being a problem because being able to overcharge your turrets at will would open up new strategies and gameplay again You could even make the auto attack lower and overcharge higher if the passive gameplay is not wanted (although the autoattacks already are fairly low). The more extreme example of this would be that the turrets would not have any autottack at all and would only attack brief period of time when overcharged, then you could buff the damage and health of the turrets significantly, I'm not suggesting this big change, but it is just more extreme example of the possibility of the number tweaking Bonus idea: Make one of the Tool kit skills able to relocate your turrets with magnet, it could be toolbelt skill or maybe the skill 5 that already is magnet pulling enemy to you (although i wouldn't like it to lose its current use) Tool kit is clearly meant to work with the turrets originally as the autoattack heals your turrets when you hit them, maybe the autoattack could also lower the overcharge time.
  2. I would like short bow to have a condition dps option in addition of the support option, but in a way that they mostly close each other out so you have to chose what you want and here is how I would do it Auto Attack: Keep the base auto attack damage low but make it explosive so it benefits from the explosives traitline and make the auto attacks always crit, so it will benefit from the firearms traitline. Now the auto attacks will do burning and bleeding from critting and exploding, but only if you take the damage traitlines. The base damage is very low so the crits wont matter much in heal gear and power builds already have 100% crit so it wont make any change on it especially as the other skills have low power damage too Essence of animated sand (skill2): Cooldown to 8 seconds, Remove cripple, Add weakness, make the skill poison combo field in addition of being a blast finisher (blast finisher in poison field makes area weakness) Essence of living shadows (skill3): Cooldown to 8 seconds, Remove weakness (moved to skills 2) Essence of liquid wrath (skill4): Cooldown to 8 seconds, Remove vulnerability, Remove might, Add burning and make the skill explosive, add both burning and explosive in the chain reaction (explosions with explosive traitline have chance to cripple enemies as cripple was removed from skill 2, explosives also cause vulnerability as it was removed from the base skill) Essence of borrowed time: Keep the skill as it is General changes and thoughts: -Make all of the areas bigger (maybe 240). -Lower cooldows and make them same with each other (apart from skill 5) so you can make more chain reactions -Skill 5 can be left as big CC -Make fuse time 1/4 seconds on skills 2, 3 and 4 -I don't think the might in skill 4 is very needed anymore as might is very easy to keep up on both scrapper and mechanist supports after last patch, that is why I would change the skill 4 into a DPS skill, if you play support role you can still use the skill 4 as a filler chain reaction skill to boost up your other skills, so it still wont be wasted skill. If you play dps your aim would be to explode all of the areas with skill 4 to make a big burning field. To Avoid having too high heal and damage at the same time, make the base damage, heal and barrier lower on the skills but reward a lot more for the chain reactions, for example the base barrier on skill 2 would be low, but if you chain 2 or 3 skill with it the barrier will be very high, but if you do this all your skills will be on cooldown and you can't use them for damage, so you cant do both at the same time efficiently, you have to chose. With skill 4 burning it would be the same thing, base damage is lowish, but if you chain it the burning stacks high, but then you cant use your skills to heal or provide barrier. This way you would have to end up having to chose what you use the skills for as bow rewards you highly for doing the chain reactions, the base is quite low, but chain reaction is really high and gear would affect it a lot too obviously -I would lean quite heavily having your weapon to be affected by your traits and gear opening interesting ways to make your builds and making the chain reactions strong as it is the whole new thing on the weapon, using explosives and fire arms with viper gear would make the bow into a condition weapon, but taking the heal traitlines, alchemy and inventions would lose you almost all of the damage but add big barrier and heal
  3. Hey, that is a great idea and actually solves the fury problem! You do lose relic of the monk, or any other that gives you more heals, but I don't think it ends up being such a big deal since your heals are pretty good anyway. Ive totally missed this relic, Ive not payed enough attention to all the new ones. With this relic fury is quite easy to keep up and you don't even have to really think about it as you use Blast Gyro and Shield 4 anyway for other boons, now they will apply Fury on the side.
  4. I tried to figure out what is the easiest ways to give boons with heal scrapper after the patch and here is what i came up with. keep in mind all of these are with 100% boon duration and 100% alacrity up time 25 might: All you need to do is to use Blast Gyro on cool down and that is literally all, after the reduced cd blast gyro can keep up might on its own. It does take a few uses to ramp it up all the way to 25 might, but ones it is there you can keep it up forever with only blast gyro. I would still recommend using some blast finishers like shield 4 and med kit 5 to ramp it up faster and make sure everyone have might if people haven't been stacking the whole time, but in theory all you need is blast gyro 100% quickness: All you need to do is to use Blast Gyro (it is both combo field and blast finisher) and Energizing Slam (mace 2) on any combo field on cool down. You don't need any other combo finishers to keep up quickness, but you do need combo fields for the mace 2 (every other time you can use it in blast gyro, so you need just 1 combo field in between). That being said most likely you will use other finishers such as shield 4 and med kit 5 in combo fields anyway so it will keep up very easily 100% Protection: Use Bandage Self (toolbelt heal skill f1) and Magnetic Shield (shield 4) on cool down. Bandage self is quite close keeping up the protection on its own but it will drop for a few seconds, shield 4 will make sure it will be 100% uptime and if you use it inside blast gyro you will get even more might and quickness or if you use it in water field you get more heals. If you want to stack up Protection higher at start or any other time you can use Function Gyro and Shield 5 to give some extra, but you do not need them for full uptime 100% Regeneration and vigor: Use Energizing Slam (mace 2) on cool down (which you already do for quickness) and in addition use Infusion Bomb (med kit 5) every now and then. In theory you could keep regen and vigor up with just mace 2 but it is so tight you have to use it literally when it comes off cd and still it might drop during the cast time, so throwing Infusion bomb in the mix every now and then will fill up the gaps, in addition Infusion Bomb is a blast finisher so it will give more quickness when used in combo field. There are other ways to give regen too, but these two skills give both regen and vigor so it is two boons with same effort 100% Swiftness: Infusion Bomb (med kit 5) will give 12 seconds of swiftness with 20 seconds of cool down (15 seconds with alac), so it is quite good up time but not 100%, if you really need 100% uptime you can use Function gyro to give the rest, but in addition to swiftness you can give plenty of super speed too Stability: Defense Field (bulwark gyro tool belt skill) gives 3 stacks of stability for 12 seconds with 25 seconds of cool down (around 19 sec with alac), you can also take Mass Momentum trait so your Function gyro gives more also stability (you lose super speed on gyros and they will also have smaller radius), or even Elixir B and use the toolbelt skill for even more stability if you really need to Fury: You can take Experimental turrets trait and use Rifle Turret to give exactly 100% fury uptime, but I don't really recommend it unless you really have to and no one else can provide fury. You lose utility skill slot and a healing trait, I also think there is a lot of self or even shared fury for lot of dps speccs, but I do think fury is a weak point for scrapper heal, atleast I didn't find a good way to provide it for the team edit: You can use Relic of the Midnight King to upkeep fury with Blast Gyro and Shield 4 (Grant might and fury to nearby allies when you disable an enemy.) Resolution, Resistance and Aegis: You don't really have access to these boons There are more and other ways to give these boons but I think these are the easiest ways with least buttons and effort to do so In short use Blast Gyro, mace 2, Bandage self on cool down and use Infusion Bomb and shield 4 inside Blast Gyro as often as you can and that is already most of the boons. It is easier to keep up boons with heal scrapper now after the patch and you don't need ton of skills and do a lot of tricks with combos just to keep might and quickness up. You can keep up the boons even if your alacrity is lacking, but then you might have to use more of the optional skills such as Function Gyro and shield 5 and do more combos in combo fields. The biggest down sides are lack of any aegis and clunky access to fury edit: this is in PVE
  5. I had started but not finished the Burden of Choice achievement and Greater Understanding is still bugged for me too, so it cant be only finishing the Burden of Choice, but it could be caused by starting or getting past some specific point in the achievement. Either way this should be high priority to fix as it is one if not the biggest achievements in the new expansion currently and this bug have been known for many days now, it should have been fixed already. edit: it is part of one of the biggest achievement, not the biggest achievement itself
  6. Untamed ambush skill with staff (Solar Brilliance) does not give quickness with Let Lose trait. It is really cool looking skill though
  7. Every time I use Steal Time stolen skill I immediately automatically auto attack and reveal myself and I cant use the Deaths Judgement stealth attack which is the biggest dps for Deadeye, this completely ruins the new quickness build since you only use Steal Time for stolen skill and you have to use it to provide quickness and also makes the old regular dps build inconsistent because if you happen to get Steal Time stolen skill you will not be able to make your biggest dps attack until your revealed runs out and you stealth again with something else
  8. Again I think you did not read the post, and you are mispresenting what I said, there was no dishonesty, i never did any false advertising, I never said you can do "40k+" dps, I never even said you can do 40k dps, I said you can get closer to 40k, Holosmith bench is currently around 38k which is getting closer to 40k like I said, >>>and all that doesnt even matter because right after this I clearly said "These numbers are not exact real numbers, I tried to keep them simple and they are there more to make the point" <<< The point is not how much holosmith can do dps, you are talking about the exact dps numbers which is not the point of the post at all but instead how the damage is distributed in the holosmith skills and the design of holosmith, how it is easy to progress with and how it offers something for both less and more experienced players through this kind of design, I also compared holo to less well made designs in my opinion to make the point more clear, why is holo type of design better and more healthy for the game and Id wish to see more design like holosmiths instead And what comes to the utilities i never talked anything about Holosmith having "supposed huge utility" or how Holo brings something for the team, I said: "Holosmith has wide variety of skills and tools it can use to keep it more interesting" and the last word is the key part here, "Interesting", I was talking how holo has options to keep the build interesting longer, it was literally in the first sentence of the whole paragraph, i was not talking how good or great they are but how fun and interesting they are You are completely missing the whole point of the post in every part and picking up my words here and there out of context in addition to telling that i said things that i actually never did
  9. I think you read only half of the post and missed the whole point
  10. Holosmith is a good spec for both complete beginners and experienced players, you can chose if you want to go simple build and do decent damage or go all in with the most complicated version and top the dps charts. It is very good spec to progress with, you will feel powerful right from the start and you can increase the difficulty slowly, for example, 1. Doing only sword and Photon forge auto attacks gives you around 20k dps 2. Adding your most important weapon skills like Photon forge 3,4 and sword 2 gives you already around 25k dps (this is already strong base for the damage) 3. Going simple kitless Holo, adding your utilities and toolbelt, even with some mistakes in the rotation you can do 30k dps 4. Adding harder to use utilities like grenade kit and better rotation you can do 35k dps 5. After that you can still keep min maxing your dps, like going back and fort with grenade kit, doing the rotation faster and smoother, just all around refine it going already closer to 40k These numbers are not exact real numbers, I tried to keep them simple and they are there more to make the point. The point being, you can start from very simple and keep going more and more complicated and harder rotation and it will reward you every time, but also very importantly and this is very important part: the damage on the most important holosmith base skills are so strong it is easy to start with and even if you make mistakes in your rotation your dps wont go down into oblivion. But at the same time for the max dps the difficulty increases significally, you can still see the difference between the new and the more experienced Holosmith, it is good for both new and expericend players, both can get a lot out of it The opposite build for this in my opinion would be Catalyst, the base damage of the build is very low, your auto attacks are barely 10k and non of the weapon skills are actually very strong on their own you just have a lot of them, lot of the damage also relies on the utility skills, Catalyst still has a huge dps, but it is all based on speed from the start, you have a lot of skills and you need to use them fast, there is not really easy and hard build on Catalyst, there is just one hard build and the difference with good and bad player is if you do it just fast or slow (you could drop water attunement, but i would not count that as easy build and all what i mentioned before would still apply) if you fail your rotation or you simply are unable to do it fast enough there is not much you fall onto since even your auto attacks and individual skills are so low damage and your dps goes way down, it is very punishing. I understand some might like this so they can show their superior dps and/or have a challenge, (and i do think it is also very important to reward players who put the work into it) but in my opinion this is bad design and alienates a lot of new and maybe not as skilled players. (Looking my Holosmith progression example i made before, catalyst progression is bit like starting with rotation on 5th part but doing dps of the 2nd part) With Holosmith design you can still see the difference between player skills but the difference is just not as big and it is way easier to start with And on the other hand the far opposite to the other way would be power rifle Mechanist on its peak damage, it is like the rotation of the easiest version of Holosmith, but with the dps of the hardest version of Holosmith. There is no real progression and there is little to no difference between less and more skilled players, you just start from the top.( Looking the Holosmith progession example again, Mechanist is kind of like rotation of the 2nd part and damage of the 5th part right from the start) I do understand easier builds are needed in the game and i definitely do think so, but i think Holo offers both of these ends in more healthy way for the game, works for any skill level, but still the more you put work into it the more you get out of it On top of all this, Holosmith has wide variety of skills and tools it can use to keep it more interesting, you can use shield instead of pistol for minor dps loss but better self defence and cc, you can go even rifle for completely different weapon and new kind of rotation, there are a lot of choices for utilities, you can go with kits or kitless, personally Photon forge is not my favourite thing on the looks but i can see why many would like how flashy and cool it is, you can even change the whole aim of Holosmith upside down and take Photonic Blasting Module instead of Enhanced Capacity Storage Unit trait and explode your Photon forge on purpose giving all new twist for the build. The base of Holo always stays the same but there are a lot of variety and options you can chose from and there is real progresson and reward in learning the elite spec Holosmith is still not perfect elite spec, but it is definitely one of the better designs what comes to the game play whether you like the theme or not
  11. Quite a hostile answer especially when he said based on what, you just cut it off from your quote, he said "no it's not your loosing quickness" as the reason why it is a nerf in both WvW and PvP, not because you cast wells far and wont stand in them, but because you are literally losing the ability to provide quickness with gyros from your traits "Kinetic Accelerators: This trait no longer grants quickness in PvP and WvW. Instead, it grants might and fury."
  12. How it will affect scrapper in PvE and specifically PvE end game like fractals, strikes and raids and scrapper rotation there. Engineer already has quite many ground targeted abilities especially with grenade kit and now this will add more, in fact it will make almost every scrapper damaging weapon, utility and elite skill into ground targeted. The skills you usually use for DPS as scrapper are: Hammer 2 and 5, rifle turret, throw mine, shredder gyro, blast gyro, grenade kit, mortar kit and supply crate, there are a few choices depending what you need, more dps, more cc or more boon rip etc. Out of these skills 7/9 are going to be ground targeted, if you prefer or have to take blast gyro or throw mine over rifle turret, you will have literally 1 non ground targeted skill in your rotation from weapon, utility and elite skills, the hammer 2 (This does not still include the tool belt, there are some more ground targeted and some non ground targeted skills depending what you chose). And not only that but if you want to bring some utility to group, maybe as quickness scrapper, now your stability, party condi cleanse and stealth are also ground targeted and so is your ress with function gyro. Its just gonna be ground targeted after ground target. Personally I very much dislike this, I try to actively avoid having too many ground targeted abilities cause i find them annoying and not nice to use (I do know you can alter how ground target works in the options) A few are still okay and can make it even more fun like hammer 5, but when you have too many its not fun anymore, of course this is personal opinion, but i also know Im not alone with this one. The latest build ive used I have actually even skipped grenade kit and been fully kitless scrapper, the damage is actually very close, almost same even, if you have problems or are slow changing the kits it can even be better dps in real action, also you dont have to constantly spam too many ground targeted skills. Ive had lots of fun with this build after the last buffs and finally it feels like scrapper really works as dps too, but the upcoming changes will change the whole play style and feel of scrapper, I would actually rather take the badly working minion like gyros than more ground targeted skills for scrapper Engineer is by far my most played profession, its the one i have done all the stories, every single map in game 100%, every raid, strike, fractals, CMs included (only one not done is the HT cm) any time there is new content i will go there with my engineer at first, i have too many hours on this game and 1/3 of it is with my main engineer and i have another one too for fun and from all those hours the most Ive played scrapper, so scrapper is for sure my most played spec in the whole game. I dont think its a secret that scrapper has not always performed the best in end game PvE nor being the most played or wanted spec there, but actually right now i think it is in good position, the damage is surpricingly good and even more it is fun. I was meaning to make positive post just before the info about the upcoming changes how the latest buffs have actually really made scrapper much more viable to play in end game PvE and im happy about it, i think its is currently the best it has been, so far its always been overshadowed by holo and now mechanist, but atm the damage is actually pretty much the same as holo and not even so far from rifle mech, although rifle mech is still a lot easier to play and fully ranged. Just too bad that the best period of DPS scrapper seems to last only for so short time, even if the dps stays the same, the playstyle and feel changes so radically Im not sure how much I feel like playing it anymore, I do play every profession in game but if I cant play scrapper Im not sure how much I even feel like playing the whole game And all this is just one persepctive how it will change scrapper, I could write a lot more, but I try to keep it shorter
  13. Elite skills I think the urn of saint viktor is one of the weirdest skill in game, i cant be the only one who thinks its kinda weird carrying someone elses urn and not only that but smashing it on the ground again and again, its such a weird skill visually having this very large object hovering right in front of your face. I think it would be so much cooler skill if the Viktor himself would spawn same way Archermorus spawns in the other elite skill but Viktor would be fully blue instead red and he would follow you, not like minions but more like scrapper gyros, you are the source of the heals and boons, Viktor is the visuals right behind you a little bit to left or right kind of as your shadow moving with you and healing other players for you, pretty much same as now, but instead of urn infront of your face you would have Viktor behind your back Spear of archemorus i would make into upkeep skill. Alliance stances arechemorus side is the only legend that does not have any upkeep skill, the archemorus could stand still and continue throwing spears with this huge range as long as you keep the upkeep active. Dps on the skill would be adjusted accordingly. Over all i think this would be much cooler way to present both of them and kind of the rivarly between them, being able to spawn both in the world and see the contrast with blue and red characters and hear their banter to each other Traits I think theres clearly ment to be a healer build for vindicator, there are traits turning your whole new class dodge mechanic into ally healing, giving bonus healing to others, the whole saint viktor legendary stance is all allied focused healing, cleansing and boon sharing yet there is not any possibility it to be a actual real viable end game heal build in pve because of the direction game has been taken, every healer has to give either quickness or alacricity (with one rare exception heal scourge), vindicator gives neither and you cant be a healer without one of these boons anymore. There used to be heal vindicator build for a short period until alac was taken away form core revenant (not saying it was neccesarily a bad choice overall) killing the heal vindi build completely from pve, or is heal vindicator ment only for wvw and pvp? Or are all of these heals and traits ment to be just for a few extra odd heals here and there for you and your buddies in open world or what is the purpose for all of these heal traits and skills when all vindicator seems to be used is a pure dps. It feels there have not been a clear picture what this spec was ment to be, inside the elite spec itself but also what is its place in the whole revenant profession and now its kind of multiple not well working bit weird specs put together with only one of them, power DPS, standing out and being somewhat decent and a lot of missing potential. Having such a good healing/boon traits and possibility for 3 legends I actually think vindicator had much more potential to be firebrand like multitool healer/dps than herald, but now Herald has quick and Renegade has alac, i doubt vindicator gets either, Vindicator feels kinda like power version of firebrand without quickness, so what remains for the heal vindicator? PvP? WvW? A bit more self heals? a few random friendly heals? Or what is point of all of these traits and heals? Power dps vindicator is still okay and easy spec to play, nothing spectacular but its ok, i would still recommend it especially to newer players who want to get into strikes, raids or fractals, easy to play and easy to gear up but i still cant help thinking there is supposed to be more with this dual alliance system
  14. Obviously and i have, ive done 10 man engie raids even before EoD, with no alac and now you could do it even better with with mechanist and scrapper, i know some people have done 10 man raids with only core engineers and many other core professions, Ive also done raids with only scourge, like sloth not doing the mushrooms, standing mid in the poison not moving, every player giving constant barrier to each other, ive done only ele raids before EoD with neither quick nor alac etc etc, so obviously you can do only one professions raids but only mechanist raid is not same as only one profession raid, its only one elite spec raid, you could do that before like i just mentioned, even ive done only scourge raid wings, you could definitely have done only mechanist raids even before this but now only mechansit raid has all the boons too including quickness and there is not really any real drawback i can think of, you dont have to take scrapper since you can give self quick for everyone else but healers, you can do pretty much any raid with this comp, you can even boonstrip (mine) for vale guardian or reflect for mathiass (with shields or traited turrets, not so great but have done it and it works) closest other spec who could do this would propably be chrono being able to provide both quick and alac and everyone being able to give themselves personal might with illusions traitline with maybe pack runes, Never exactly said that this would change something huge or you could never before do raids with only one elite spec, but saying it changes nothing is literally not true cause you could not play this comp before like this using these boons, these weapons this way with these traits and this dps, it is a new thing so it automatically changes something, it was just an idea for new comp, you can now do only mechanist (not only engi, but only mechanist, there is a difference) raids with all boons and very easy ranged 30k+ dps rotation Is it meta? No, but its for those people who like to come up and try new silly kind of comps that actually also works, new ways to play after done raids so many times and challenge themselfs doing raids with just one profession or even just one elite spec, but also it shows how crazy place mechanist is right now being able to provide all of this, pretty much everything you ever need in any raid with only one espec, with only few exepctions (like escort you would have to do oldschool way without tele but still doable)
  15. Take 2 heal alac mehanists and 8 power rifle mechanists with jade dynamo and elixir u to provide self quickness, its not 100% uptime but enough to do easy 30k dps ranged, you could play a bit with sigils/runes/gear to make the quick uptime a bit higher but not really neccesary, so you can have 10 engis +10 mechs full raid of 1200 range dps with all boons you need with super easy rotations, its basically 20 man raid
  16. First of all this is mostly PVE focused post and if you want to skip the experiences and go to the suggestions you can skip the first paragraph Ive actually played quite a lot untamed in PVE end game (pugs) recently, such as raids, strikes and t4 fractals including the CMs, I just really wanted to try it and make it work since I never really see it used and i dont think it is as bad as most say but it still seriously needs some buffs too, I cant get good numbers on golem but still somehow it manages to perform better in real fights compared what it seems in training grounds. I have mained engi for almost as long as ive played and i think untamed is a bit in similar situation as scrapper used to be, its nice in pvp/wvw but no one wants you in pve cause you lack damage and any kind of support, but also i think good goal for untamed would end up being in similar position as scarpper is now, its not top dps but still does decent damage and has potential to support group, sturdy bruisery type of dps. Now untamed is so unwanted that ive never experienced as much hate from just the spec choice, I have multiple times got comments right when joining in strike or raid that if im seriously going to play untamed and also much worse, but ive also never got as much wonders or confusion when ive actaully not done that bad, Ive been many times top 3 or even the top dps in pug groups. One time when i joined in raid commander started asking if im seriously going to play untamed and kind of like trash talking about it and I just told I will change if my dps is too bad, which he corrected "when its too bad", but i was top dps most of the fight and right at end someone passing me so i ended up being second dps and after that commander didnt say anything or even answer me for anything the whole raid, just point being i think it also gets a little too much uneccesary hate and theres been surpricingly many this kinda of experiences, but also the other way, if Ive done well, many are confused that wasnt untamed supposed to only suck and be awful, but all this just tells its not in really great spot now. These experiences are all from pugs, many of them 250LI runs or so but i do understand if I raided with super experienced squad with everyone min maxed meta builds it would be way harder or impossible to be the top dps with untamed, if i want to do some more serious raiding etc I still do change to my engi, sometimes i just like to try all kinds of build and make them work the best i can after playing so long And now into the suggestions, these are ment to improve both gameplay and theme/feel of the elite spec but i tried to keep them simple, small and realistic 1) First I would add a new bar similar as druids celestial avatar over the dodge bar (i dont think this would be such a huge change since the layout already exists), it would work as the ambush skill indicator and it would fill from the middle to both sides, when right side fills up you can make ambush with 1, when left side fills up your pet can ambush with f1, your attacks would fill the pets ambush bar and your pets attacks would fill your ambush bar, it would no longer be timed for 15sec but instead filled with attacks. So I would add a ambush skill to pet too, it doesnt have to have any new big animation but give nice buff to the actual damage of the f1 skill every now and then, some small added animation or noise would be nice though. I would also make the player ambush skill hit harder so it would be one of your big burst skills, im not meaning anything crazy but something you actually want to hit with and make you look forward to have the bar filled. I think this would be much better and more clear way for the ambush to work and it would make the ambush actually relevant, you dont have to look that small little indicator lost in your boons to see if you ambush is up or not and your ambush attack would be actual damage boost, it would be visually more pleasing and interesting and also easier to understand and track. Overall i think this would enhance the untamed experience and theme, but still be realistic change, it would make the unleash (whole spec mechanic) feel more impactful and important, passing the unleash back and fort and buffing each other, hitting hard when unleashed, even better if the ambush bar would be made to look cool, some nice but fairly simple animation as it fills and maybe glowing green as its full 2) Second suggestion would buff both core ranger and untamed without making much impact on soulbeast, I would move the fortifying bond (boon share for pet) from nature magic to beast mastery trait line, first of all i think it would make more sense there as it buffs your pet, but also having boons on pet would make very easy but significant damage boost on both core ranger and untamed but it wont affect soulbeast dps really (as far as i know) as you are merged with your pet anyway. So far Ive been using marksman instead of beastmastery but I tried adding boons for the pet at the training golem and i think its just the damage boost untamed (and core ranger) could really use. So thats it, just two changes, buff the ambush mechanic and give pet boons, i think that would be realistic but make significant enough change (atlest if the numbers are right) so untamed could actually be used more in end game PVE and with the upcoming spirit changes with alac, untamed could be in similar spot as scrapper. Also even this is pve post as last side note i dont think this would break anything in pvp/wvw especially since they are balance separately so you can just adjust the numbers
  17. I think catalyst lacks focus, First I would go all in one of the ideas and forget the rest making the elite spec revolve all around combo fields and finishers so that the spec enhances them greatly in different ways depending how you chose to put your traits, that would also fit the name Catalyst, "process of increasing the chemical reaction by adding a substance known as catalyst", so elementalist would be increasing the reactions on combo fields. TRAITS: In the traits I would make top line defencive and make catalyst get enhanced defencive auras from combos, that way you could play more as the bruiser spec The mid line i would make focused in damage and add additional damaging effects on any combos you make, like blast finisher on fire field would also make enemies burn near you in addition to the normal might it gives, blast finisher on lighting field would make enemies take strike damage in addition to the normal swiftness etc, just give additional damaging effects into combo fields so that it actually increases you dps significally if you hit them And the bottom line I would make give boons and support from combo fields and finishers HAMMER: I would change hammer 3 skill in all attunements to make combo field and i would give all of the attunements also combo finisher. The current skill 3s are cool, but doesn't seem so fitting, feels more something for weaver F5: I would make the f5 skill bigger and easier to move, or allow you to make multiple combo fields at the same time, or have it move with you similar way to scrapper gyros or berserker torch fire field, it should be pretty reliable way to have combo fields SKILLS: I would make all of the utility skills different combo finishers and the elite skill to allow you to do combo finishers on multiple combo fields simultaneously for period of time to make it way more exciting (with all the new traits) and fitting into the whole theme This way Catalyst would have way more focus and that would be in combo fields and finishers, defencive, offencive or supportive way, however you chose to spec. Just have the elementalist have many combo fields and enhance the combo finishers greatly! player can just chose which way. I know there are many changes here, but the overall idea is same just more focused and I truly do think it would make the elite specialization way better and more interesting and have more clear new theme around it
  18. So the current solution for easier 100% quickness uptime (even without alac) is to change inventions to tools, I know it sounds crazy for many, but it reduces cooldown on your toolbelt skills letting you give more quickness. You can also take power wrench and adrenal implant with sneak gyro to give additional quickness and reduce its cooldown with dodges. Not a perfect solution at all, you are trading inventions and losing heal and protection. You still have reasonable heals and I dont neccesarily mind the trade that much if it would be taken a little further and refined Before going into it this is all PVE persepective, I do play all game modes but these ideas are for PVE in mind and Im not saying all this needs to be added in game, theres different kind of solutions and ideas here for same problems, some of he ideas are just something that crossed my mind not though so far, but maybe they can evolve here into something better 1. Many here have been saying engi needs to be able to give fury for the team, it could be added to Tools trait line, I dont have exact idea how, maybe just give area fury when you use toolbelt skills or something like that, kinect battery could also give superspeed for team mates around you to make the quikcness uptime easier. This would make Tools more useful and used line giving your party offencive buffs and making you chose between it and more heals and defencive buffs in Inventions. This idea could be taken further and refined, but I like the idea of having to chose and adapt your build depending what others bring in and what you need more, it would also give more variations than just one locked heal build that everyone always use (in addition this would give holo dps option to bring group wide fury in expense of some dps if ever needed) 2. In current state Kinect Accelerators could use buff from 2s quickness to atleast 2 and a half or 3 second to make it realistic to keep up quickness and not to need to use your class mechanic ress, function gyro for buffs. This one is not new idea but many have said it and its true. 3. Blast gyro could pull enemies towards you instead of launching them away, it could be explosion that explodes inwards with blast wave sucking everyone in. Or if area pull seems too op, it could also launch enemies just upwards. This because it feels always so bad to use blast gyro in any group setting with trash mobs and launching them all over the area not letting your team mates to aoe them, and now with the quickness you need to use blast gyro pretty much on cd every time to give quickness, no matter where you are 4. Id also like to see the might duration increase on Blast gyro so when you have 100% boon duration you could give perma might with it, its still less than half (11) of the might your team needs, so I dont think its breaking the game and you would need to max your boon duration for it anyway (5. Then some less througout though ideas, maybe blast gyro could give less might and instead share some you have on yourself for team mates, similar way as tempest horn fire 4, it would combo with scrapper hammer 1 and make it more supportive too, so you swing your hammer, gain some might (if you have alchemy and inventions you also heal your team a everytime you gain boon) and then share might on you for team with blast gyro 6. Also there could be trait in alchemy called something like Reckless drinker making you share the boons with your team small area around you when you drink elixir (and i mean the actaal elixir, not toolbelt skill), it would be only half the duration both you and your party cause you spill it all over. For elixir S it would not make anyone small and invulnerable anymore but it would be only area stunbreak. This one would not neccesarily solve any current problem alone but I think its fun idea and could be developed further) So theres some ideas for the current state of heal scrapper and how it could be improved. The most Id like to see the change on blast gyro might uptime and launching enemies and giving area fury on tools. In theory the group fury could be in firearms too and it would allow you to give pinpoint distribution for your team, but I like the tools idea more. (and last random side note, I actually think scrapper and new alac mirage might have been intended to be a new support pair the way druid/chrono or hfb/renegade have been)
  19. That is silliest argument so far, you are basically saying there are op classes who cant be killed. So that means balance is off. People here are doing all kinds of assumptions anyway already. I only said I think this balance has too much potential to be too tanky. I dont think it is about my or other peoples playing skills in this matter. You can all talk how ever much how trash I am and thats why im crying here but Im not, it is just a game and Im not gonna feel bad over it. I didnt say I hate the game, Im not talking against or for some specific profession, Im saying over all there is too much potential to be tanky and that makes game much slower and theres too often endles duels. Personally I think it is the worst balance Ive played in this game, thats my opinion and I still think so. And no I dont play just one profession or build
  20. Well yeah Im not saying Im the best player in the world, point was I dont think Im worst either and in many of those games I dont think it was about my playing skills why I didnt get kills, or enemies skills why they didnt get to kill me Yes you dont, but I dont find it fun to either fight forever on point or leave and let them cap just so I can go decap everytime they leave, because in some games that seems to be only option. Also to be more precise not every game is like this. What I ment is that there is way too much Potential to be tanky, and when eveyone go tanky theres no way to kill them anymore atm. But I do find it more slow some how and not as fun at all with every profession ive tried so far. Again opinion Thats why I said its worst meta ive palyed, im not saying it is a fact. Just wanted to hear what others think, but I guess people disagree with me then and thats fine, but I still dont like it so far at all
  21. I dont really think there is anything wrong with my gameplay, I just think there is way too much potential to be tanky in this meta when all damage got nerfed. In that 1 kill game the other team had healer tempest and other tanky builds who were unkillabe. But for example in 2v2 I can win alone the other team with holo sometimes and revive forever with scrapper. I just feel its so slow and after damage nerf it is so easy to be super tanky
  22. Ive never before compalined or posted anything, but now I felt like I had to come and say that this patch made pvp awful in my opinion. There are way too big potential for everyone to be so tanky that 1v1 last literally forever.Ive played with many professions, but for example I was holosmith and was 1v2 and they could not killed me, same when I was weaver and many others. I cant kill them, they cant kill me.In one game our team won and everyone of us got the top kills, it was 1 kill! Everyone in our team got one kill during the whole game and we won. I didnt die once and I also didnt play tank or healer. This is just so awful meta atm, so easy to be unkillable. Also I think I heard they wanted to make it more reactional nerfing the passive stunbreaks but the game is so slow now I dont need any reactions anymore.This really is worst the pvp has been for me
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