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Lothorien.8720

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Everything posted by Lothorien.8720

  1. No one was complaining about untamed. I really would like to have the reasoning behind this nerf.
  2. I really do not understand the reason behind this changes. No one is complaining about untamed damage. 10% damage nerf is a lot!
  3. There is a bug with the new changes introduced to pets. I will always expect that the pet does what I command, but now the pet cannot interrupt its current skill when I hit another F-skill. One example would be the following: I command my smokescale to Takedown the opponent, but then I notice I require Smoke Cloud sooner. I hit the F2 expecting my cloud area. With the current change, the smokescale waits until Takedown is done and then will execute Smoke Cloud. Also after pet swap, the pet's attack is delayed like 2 secs. It applies only to EOD pets.
  4. You are right, by mistake I wrote "roamer" on my post. But you both are correct on what it relates to WvW.
  5. EDITED: I speak only for PvP I was main soulbeast for years and I think the Untamed outperforms the soubeast. I am using LB and GS. A soulbeast has a burst every 60 with One Wolf Pack and 30 with Sic em. An untamed has sustained damage every 15 secs and teleport to chase/finish your enemy. Soulbeast needs to activate many utility skills to be effective with a burst. You lose the burst If the enemy blocks, get invulnerability, dodge, etc. Untamed has more survivability, because it can block projectiles, get 15% more defense on pet unleashed, more vitality. A soulbeast cannot step into a team fight without risking being targeted. Soulbeasts mostly uses berserker an scholar. Untamed can chase enemies even behind walls. Fighting as a Soulbeast, enemies can just hide behind a wall making you to waste your burst. Line of sight is one of the best methods to avoid the Sic Em combo. I think the play-style is just different. Soulbeast DPS is like a thief waiting for the right moment to kill. On the other hand, Untamed can be played like a Rev. You can wear down your opponents with constant damage and then activate your melee combo (teleport + pet swap +F skill + GS2 + GS5 + unleash pet + F2 + F1 + Unleash ranger + GS1).
  6. Most pets' AI is not reliable, for example look at Rock Gazelle when hitting F3:
  7. Pet AI is not reliable, for example look at Rock Gazelle when hitting F3:
  8. The Unleash Power icon should be more visually flashy to indicate that the ambush skill is ready after the next unleash.
  9. Juvenile Turtle Pet's F1 skill should be 240 radius instead of 180. The turtle is the only pet with 5 target CC. This pet is great in defense but should contribute more to the team fight.
  10. New pets' F2 skills do not have the beast label. Turtle's F2-skill is not being cast right after switching pets. It takes some seconds clicking F2 until the shield is deployed.
  11. The hammer shares cooldowns, so we are not able to chain skills and use combos. Removing the unleash cooldown let us use the skills when they are required, almost like an elementalist. A possible combo would be following: Unleash pet > Hammer 5 (knockdown) > F1/F2 > Unleash ranger > Hammer 2 (Big damage) > unleash pet > hammer 3 (daze) > F3 (projectible block) > unleash ranger > Hammer 4 > weapons swap > ... This way it feels more fluid and almost like bunny thumper.
  12. Hi guys, Is there an icon or visual sigh to show if the pet's taunt ability is out of cooldown? It would be great for pvp to know if you have a taunt available.
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