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Galeskyring.9617

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Everything posted by Galeskyring.9617

  1. Rifle is sadly very clunky and the utility of the portal is far to rigid and nearly un-usable... That said, rifle has provided miralac an opportunity to make a big comeback! Harrier+ Water rune + sigils of energy and transference + relic of the monk Staff/rifle Chaos 2 2 3 Inspiration 3 2 2 Mirage 1 2 1 From what I've tested thus far this build provides some nice boon upkeep and healing, while it has no quickness really to give it can upkeep alacrity quite well so that swapping off to rifle for heals allows for enough time to swap back then resume using staff ambush to reapply alac before it falls off. In addition it maintains regen very well along with giving out vigor and fury and might as well as alac between rifle/staff ambushes, staff 4 and rifles 2 and 3-flip. Additionally you can elite skill jaunt inside of staff 5 or staff 2 inside of 5 to get chaos aura triggering a trait to pass it to allies which in turn grans them regen. Depending on how the final version pans out later when rifle is officially released this good be a good build for heal/boon support mesmers. I've even seen at least 6k heal hits on rifle 3 flip without the use of food or utility when healing allies. I've yet to figure out a good set of utility skills for this build personally, but it does use the mirage healing skill and utility false oasis and crystal sands along with jaunt, during my tests I used mirror image to produce more clones as this also triggers an inspiration trait to heal on creation of illusions.
  2. For those whom have the new copter glider/chair combo be warned, using "Randomize Glider Skins" with the new Personal Gyrocopter Glider will result in a visual bug completely hiding your weapons while drawn once you glide and get the copter glider IF you do not have the copter selected as the glider of choice in the glider skins panel. Thankfully there is 1 way to avoid the bug and 2 ways I've found to fix it. 1: Have the Personal Gyrocopter Glider selected in the Glider skins Panel! (To avoid the bug.) 2: Change maps, this will fix the visual anomaly until the copter comes up when you randomly get it as a glider again. (Temp-fix) 3: Go into your Glider Skins tab of the Hero panel and select the Personal Gyrocopter Glider then glide until it is selected among your random gliders, this will undo the visual bug. (Fast-fix) This thankfully only applies to people using the Randomize Glider Skins checkbox and thus far I have not encountered it if you are simply using the glider as normal and does not appear to trigger off the chair variant of the copter. So to anyone whom obtained the glider/chair combo drop from the BLC and has been noticing their weapons vanishing while equipped during fights I hope this helps.
  3. Pardon the put but my overall impression with the catalyst is it has no 'Spark'. It feels far to much like it is trying to be both the tempest's aura and weaver's combo based play-styles at the same time with no real substance to drive that. The hammer feels too heavy and clunky as well which is a letdown given it's the spec's unlocked weapon. The F5 feels like an 'interesting' thought for gameplay however two things bog it down. My thoughts to make it better? 1: Hammer needs to be reworked to flow more smoothly, either by including more combo fields but certainly needs more finishers. 2: The utilities need lower cooldowns/some should be instant cast or need more useful powers especially the element based bonuses. 3: F5 needs one or both suggestions here, 1 it needs to be movable either ventari tablet style or original scrapper gyro's lax follow tether system. 2 Either remove the energy bar in favor of a proper cd or improve the flow of energy gain to justify having the bar at all such as half energy gains per tick of condi to allow condi builds to use it where as now its all base don strike ticks. 4: More trait diversity, either by un-tethering from the large aura focused ones or the new elemental bonus from getting auras or combos as both of these are rather fussy to make use of not to mention there isn't a single one for the hammer. the minor for 2 energy per elemental swap is not useful for energy build and does nothing really to prevent decay while sphere is active. Perhaps change 1 line of the traits to be boon focused, 1 to be aura OR combo finisher focused for the elemental stat bonus but not both! With the last line being focused on either damage or movement to provide catalyst with more build diversity options then aura-V-combo finisher focused traits given it's large short coming for that, especially on the hammer.
  4. The cake is basically a rehash of y2 reward IE the birthday blaster, you cannot eat it while you have active food which has the additional 5 minutes to wait out as malnourished also blocks eating the cake. But even then the all stat boost is only about 40 to everything and the magic find boost is only 15% which is the same as the yr2 blaster...... Basically any mf food at chef 300 and up tops that and eating any food overrides it immediately. Had this been a stackable side bonus like the guild hall boosters without worrying about food or utilities being a blocking factor to it's use then it could have been a 'passable' gift. But given the majority of gifts from year 3 and forward it's a very disappointing 'gift' to receive. The dye bottle was overall nice I give it a 6-7/10 however like the former armor and weapon sets from b-day's it will take additional years to finish which means pre-launch and launch month players won't see a complete set til year 14..... Sadly I have to give this year a hard 3/10 on the point scale for the b-day gifts as it was clearly rushed and ill-thought out. The fact even something like this has apparently suffered so the EOD expansion can be worked on is rather unforgivable 😕 I genuinely hope they go back and improve this year's gifts to make it at least semi-usable, more rewarding and inline with what a 9th year gift should be, as those receiving it on it's virgin cycle IE those of us with characters peaking their 9th year have been around since the game's very beginning and honestly this doesn't make such dedication feel at all appreciated.
  5. Did the servers just go down? Cannot log in and got booted while camping with everyone in the west wing of divinity's reach.
  6. I've been having a similar issue for the last 2-3 days where the game random freezes and when I try too exit o go too character select it just black screens. Forcing me too tab out of game and force close it.
  7. Quote from the wiki on additional strikes. The following nodes cannot receive additional strikes: All rich ore veinsAll home instance nodes except for those from the Black Lion Garden Plot Deed (which do receive extra strikes)Guild hall synthesizersOrrian OystersQuartz CrystalsPrimordial Orchids planted by the player (see A Henge Away from Home)Nodes planted in the Hidden Garden (see Kudzu III: Leaf of Kudzu)Overload can build up charges on about every node in the game, the same is not true of using it's charges for bonus strikes because it like bounty abides by the rules of additional strikes however it will still use charges even if the bonus strike isn't valid so no you cannot get more then 24 baubles in the home instance.
  8. 1: You can build charges on any node including synths in guildhall and wvw however it always takes 25 nodes to max the charges and 10 to meet the minimum to use the special action. 2: Even after using the special action you only get 100% bonus strikes using tools equipped with the glyph of overload, there is no ability to mix and match glyphs. Just curious but what are common examples of mixing and matching glyphs? I've only ran with glyph of volatility so I'm intriguedMix and match is the idea of running multiple glyphs per tool which is 100% impossible due to 1 glyph per tool, however overload misleads due to a lack of clarity, making you think that since it creates a special action to cast after building up 10 or more arcane sparks/charges you could use the 100% strikes on anything but you in fact have to still be using the overload glyph on a tool in order to obtain the end effect with strikes which means you cannot swap tools/glyphs to try and cheat the system.
  9. 1: You can build charges on any node including synths in guildhall and wvw however it always takes 25 nodes to max the charges and 10 to meet the minimum to use the special action. 2: Even after using the special action you only get 100% bonus strikes using tools equipped with the glyph of overload, there is no ability to mix and match glyphs.
  10. No problem, like I said though overload is only good in niche situations and its only truely worth it if max charged. Bounty just face rolls so much better. The fact it was blatantly designed to be rather bad unless you stack it is a sad new money grab attempt with glyphs.... At least timekeeper competes well with industry.
  11. Due to a recent tool wide update tools now strike extra hit's instantly if they occur. So in case of a plant node you get 1 strike, if a 2nd strike pops as a bonus instead of the node being depleted you now instantly claim that too thus depleting the node in that 1 strike. As such you won't see a plant node beyond that 1 strike unless a 2nd bonus strike occurs. Charges work in a tide manner, you gather to build up then use the special skill to convert, you cannot gain new charges until the converted ones are depleted so if you strike 10 plant nodes to reap the minimum use rate then farm plants with the 100% bonus strikes through charges you will lose 3 of the 10 stacks per plant node reaping roughly 3-4 nodes before new charges start to build up. In most cases it's only proven to be 1 bonus strike per node depleting it as a result due to the tool function change. Rarely ever getting to strike the node by command a 2nd time. Because of this you could reap more off a bounty glyph more regularly compared too overload. This is why it doesn't directly compete, it simply takes too long to make use of the charges and the yield is much lower then bounty unless you buy multiple copies to accelerate the charge stack rate and farm everything in sight but that also consumes more time preparing the charges to squeeze out those extra hits. Striking an ore node normally say a mithril will animate 3 hits and generate 3 ore units and deplete the node. With overload (on 100% bonus windows) will pull the 3 units then provide 1 bonus ore unit and deplete the node (unless a rare bonus bonus strike appears.) Outside of rich ore nodes this will not be beneficial vs using bounty ins most every case. When I mentioned 'clever' use I was directly referring to such things as special nodes or sites, accruing benefit only by essentially maxing out 25 total stacks then farming said sites. It's further more worth noting you barely gather 8-9 nodes using a max charge on purely plants while gathering roughly 13 nodes when using the charge son only tree and ore nodes (excluding rich nodes) It is also worth pointing out using the special action occurs only once! Flipping all built up charges at that time and only applies to nodes farmed with tools using the overload glyph so the bonus strikes will deplete by use only those tools. It cannot be toggled on/off outside of removing the glyph or equipping another tool. A good comparison example involves the home garden plots. Plant a max 12 seeds for the ascended seeds which yield 1 unit per strike. Baring bonus hits that's 12 total units, with bounty you could regularly reap roughly 17-20+ or even close to 30 if really lucky but with overload (max charges) you only 100% guarantee reaching roughly the 17ish units with another big difference being pre-invested time to build up those charges where as bounty needs no prep time and yields often far more overall turnout. Rendering casual usage subpar outside stacking copies on multiple tools to max stacks faster while farming any nodes overall. Another prime example is bitterfrost berries, farming most of the node sin the map I regularly accrue 55-60 total units and that's minus about 6 nodes left in the map where as farming every node with overload i barely made it too 55 units WITH hitting every node in the map and even then it was required to farm about every plant node along the way for the sake of building up the charges to reap the bonus strikes. A great deal more effort and time sunk for less then bounty could get in a much smaller time.
  12. Released 3/10/2020 in the new "glacial mining tool" This new glyph on harvest of a node generates 1 stacking charge which caps at a total 25. Upon reaching a minimum 10 charges a special action is made available to use. This special skill converts the generated charges into the 100% bonus strikes on nodes, consumption of nodes being fully harvested diminishes charges. Further more charges are consumed at 2 per rock, 2 per tree and 3 per plant nodes. The charges last 1 hour/59m99s, this time doesn't diminish while logged out or on alternate characters (that I've noticed) and the time is renewed with each gained charge and stacks are retained even with map changes. After spending almost a hours testing the glyph no bugs seemed to be found however! The charges are per character and are only generated by tools using the overload glyph, further more even after using the special action skill to convert the charges for use it only applies the 100% bonus strike to tools using the glyph thus combos with others is not possible. Overload is potentially useful however has 2 glaring problems, 1 it doesn't directly compete with glyph of bounty. 2 It was blatantly designed and intended for multiple tools too use the glyph for highest use rate meaning clunky glyph swapping between tools or ( more obviously intended) purchasing multiple to socket into more then 1 tool at a time. I cannot personally recommend this glyph as it's usage is niche and only beneficial to clever usage at the right moment or equipping multiple tools to accelerate stacking speed to reuse more often. Average new glyphs only require $10 to acquire said new tools they come in and are either worth using or not regardless of single/double/triple copy uses. However Overload clearly has a sparse usage rate unless abusing 2-3 copies at a time too accelerate charge generation to cut out down time between 100% bonus strike windows. Perhaps the worst glyph in the game (yes even compared too flight) due to the evident requirement to stack copies to reap any use on a casual basis too validate using it over other glyph's
  13. Mirage cloak itself is the problem, those traits just made it worse. Being able to evade while performing other actions is insanely op in this game. 1 dodge might end up being a poor band-aid fix, but something needed to be done, and the pvp devs didnt have many options since they could only really change skill numbers and coefficients. The idea that the pvp dev's didn't have options is entirely false. They have a number of times through the years both added and removed internal cool down's to traits, which is what they could and should have done to problem element's rather then removing a dodge from the profession. Ammo didn't exist until more recent years, and yet it was added to skills when implemented too ability's and traits that had been around since launch and heart of thorn's. Exhaust likewise was created and added to "balance" some skills in recent years by subsequently nerfing some/all of the stamina regen for a set time after it was applied.
  14. Even if it have some playable avenue w 1 dodge that is somehow a gain over just playing core or another class it will still never be a very good choice for anyone who also plays it allot in pve since you will still get 2 dodge ambush based play in pve that has totally different timing and play due to half a dodge bar. So Mirage seems pointless to even bother with at this point for anyone who actually likes playing mirage and does pve, wvw, pvp modes. Its play core, chrono or choose a new class. Considering how little power Chrono holds in pvp matches it is in a very bad place as is, for pvp mesmer's it's sadly more or less core or nothing. Chrono struggles with condi clear and stun-breaks alongside not being a condition damage spec but a tank/power designated elite spec. The former of which isn't too great without the cleanse and stun breaks while the later isn't much of a threat for similar reasons.
  15. AS the thread title says there is a bug in game right now. During a match after the update I hit a freeze/crash, I got back in game within a very short time yet instead of being returned too the pvp match which was only half over I was not pulled back in but dumped where I had Queued into the match too begin with. furthermore dishonor was administered on top of it. This both punished me for something I had no control over and permanently canned my team from having a full team. This was unfair to both myself and my team given the even nature of the match's flow, it could have gone either way thus bug one sided the match in a pretty hard way. (presuming I wasn't the only person in that match that froze/crashed.)
  16. There were far more constructive ways to nerf excessive mirage dodging then ousting 1 dodge from the 2 base dodges. Instead they could have: 1: introduce an ICD of 5-8 seconds too Deceptive Evasion (pvp/wvw) this would draw in dodge = shatter spam to reasonable levels.2: Reduce condition damage somewhat to address explosive damage (when it's not instantly cleanse at least.)3: increase the CD of staff 2 Phase retreat from from 10 to 15, disrupting the hard to catch cadence many had. If they are dead set on 1 dodge then they should: 1: increase select skill's damage values as a fair trade off too survival lost from the reduced dodge count.2: Add a select-able trait which enhances Stamina regenerated by Vigor (As several other professions have.)3: Restore Elusive mind's stun break effect to compensate for the diminished dodge count. Reducing a profession's ability to dodge below the standard count isn't a balance or a nerf it's a hard removal from competitive environments and casual play entirely where concerned. Which in this case is pvp and wvw. Please provide constructive feedback not troll/snarky posts, comments or remarks. Let this thread be an actual effort to improve the current situation the mirage is now in.
  17. There were far more constructive ways to nerf excessive mirage dodging then ousting 1 dodge from the 2 base dodges. Instead they could have: 1: introduce an ICD of 5-8 seconds too Deceptive Evasion (pvp/wvw) this would draw in dodge = shatter spam to reasonable levels.2: Reduce condition damage somewhat to address explosive damage (when it's not instantly cleanse at least.)3: increase the CD of staff 2 Phase retreat from from 10 to 15, disrupting the hard to catch cadence many had. If they are dead set on 1 dodge then they should: 1: increase select skill's damage values as a fair trade off too survival lost from the reduced dodge count.2: Add a select-able trait which enhances Stamina regenerated by Vigor (As several other professions have.)3: Restore Elusive mind's stun break effect to compensate for the diminished dodge count. Reducing a profession's ability to dodge below the standerd count isn't a balance or a nerf it's a hard removal from competitive environments and casual play entirely where concerned. Which in this case is pvp and wvw.
  18. Guild hall nodes are not the same as nodes throughout roughly 98% of the game, please do not try using a niche node type as the common denominator for all. Complaining of how the animation works is quite honestly literally pointless given the molten and consortium sickles are literally the fastest sickles in the game but that is due to a short animation this doesn't mean all sickles should farm at the same rate.
  19. Many tools of the later generation aren't often purchased exclusively for their animations anymore but rather the glyphs which afford a new mod for harvesting. Thanks to the wardrobe system any tool can be reskinned which changes it's animations to match so you are getting exactly what you payed for. A glyph that can be used on any tool for a specific effect and a tool that never breaks.
  20. Sickles only gather 1 strike at a time, plant nodes only have 1 strike per node unless you get lucky and the rare extra strike occurs which is not likely. The new glacial harvesting tool works 100% fine, the glyph included awards karma per strike which is random within a small field. The only frequent time plant nodes have above 1 strike's worth is if you have the bounty glyph socket-ed int he tool and it's effect procs. Please do not submit false bug topics without first understanding how the related subjects work. Glacial harvesting tool/ sickle type: Works as intended, acquires the plant node upon animation completion as other tools do.Virtue glyph: The glyph included in the above tool works 100% of the time, awarding karma per strike on any node, plants only award karma once compared to ore and trees due to them only inherently being 1 hit per while the formers are 3 strikes per. Glyphs: Glyphs can be socket-ed into any tool or removed from any tool thus no tool's graphical animation will dictate what the glyph does. As such any tool can gather from a node multiple times if using bounty or harvest faster using industry etc and so on.
  21. [update] During one of the last patches the "timekeeper" glyph appears to have been partially fix. Currently it appears to work relatively fine though bad spree's can still rarely occur however it doesn't appear to ever trigger when dismounting at the same time from interacting with nodes. Secondly if the glyph is placed in a mining pick the glyph animation can trigger under water however doesn't properly effect the node resulting in the normal harvest rate at least part of the time. Advice: Dismount before interacting with nodes to insure there is a chance for the glyph to trigger and do not use it on a mining pick at least while under water.
  22. Anet mentioned when they fixed the reaping glyph in the patch notes, all likelihood is the timekeeper won't be fixed until we see the same mention as so far it doesn't appear to work right still.
  23. Sadly some have stated elsewhere that dismounting has prevented them from getting any proc chance at all. This is a promising glyph but sadly very buggy. More so because its about the only glyph to be this broken with the other being the reaper glyph but that got fixed before tooo long so hopefully anet will do the same here so that the glyph can get proper usage. Until it is fixed though industry is the better glyph to stick with if you have it when farming normal trees and crucible when farming living world trees such as primordial orchids and petrified stumps.
  24. The new glyph released on 1/21/202 obtained (currently) from the glacial logging tool apparently doesn't function properly when used in other tools. On harvesting sickles it seldom triggers as I ran around to various plant nodes including farm sites and it triggered less then 5 times after approximately 30-40 node strikes. Ore nodes had less of an issue and seemed to appropriately proc roughly as often as a bounty glyph would (given both work on a 33% chance.). Logging nodes however this proved more problematic, when using the glyph on the tool it came with it happened occasionally as might be expected however when used in other logging tools/skins then the glacial logging tool skin it triggered almost never. On the volatile magic logging tool however I went through more then 40 trees and had 0 triggers of this glyph. This is a nice new glyph to the game however given it has apparent issues with properly triggering 33% of the time as described, namely on other tools then the one it released in It should be advised to not buy the Glacial logging tool unless you A: like the tool's animation or B: plan to use the glyph on this exact tool/skin too ensure a proper proc rate as the glyph describes. At current due too these issues Glyph of the Timekeeper will be hard pressed to compete with other time saving glyphs such as industry, reaper or bounty for productive or expedient gathering P.S. Given the time span of the animation when it does proc it should be mentioned timekeeper is useless on the molten and consortium harvesting sickles as it is comparable too there natural gathering speeds thus pointless if/when it triggers.
  25. Sorry but you've made a short sighted remark. People can wvw and skip all region based hp challenges due to mass of the item in question. way point to friend is seldom used in it's consumable state due to being an rng drop from black lion chests however it has no cooldown so if it was desired people could expend them on mapping, a permanent item with a reasonable cooldown of 15-30 minutes cannot do that. It does not by pass way point unlocks, it is an item which by it's very name is meant to improve social interaction. Having to wait 60 minutes between uses defuses that very purpose and will result in the same lack of use as those hording the consumable variant as they won't want to use it outside of very exclusive moments due to the huge down time.. Another item of similar concept was pulled off far better years ago. I am of course referring mesmer portals VS the white mantel portal device. The later doesn't invalidate or obstruct mesmers or their portals due to the fact mesmer portal has an average cooldown and is class locked while the portal device has an acceptable 30 minute cooldown and is usable by anyone. And then there are the more reason boss portals for tyria and maguuma, neither have a cooldown and respectively cost less then this permanent wptf which was 400 gems apiece IE 5 dollars, boasting no cooldowns and a rotating portal destination based on upcoming fights and currently in progress ones. A social item costing 10 dollars and barred use more then once per hour is a poorly executed product when so many other already existing items have been around doing similar things. Such as the town scrolls, home portal stone, living world scrolls/tombs etc. Were this item to hold anything from a 10,15 or even 30 minute cooldown it would be far more appealing, reasonable and would certainly not make akin items obsolete.
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