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Xaylin.1860

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  1. Energy already is the mechanic. As others pointed out, it is supposed to mirrors Warrior Adrenaline. The Jade Sphere is basically the Burst skill. If you only had the Jade Sphere, you wouldn't have a mechanic at all. Like Scrapper with Function Gyro. Yes, it is necessary if you want to enable different playstyles and not shoehorn the spec into one single best in slot weapon choice and utility skills. It is exactly why Energy feels irrelevant or bothersome at best. Of course, a system like for Revenant could have worked. But to me, just passively regenerating Energy doesn't promise intriguing gameplay. Completely agree. Energy on Attunement Switch vs. Evade/Block vs. Disable could be the Adept Majors, with on Aura or Combo being the Master Minor. This way different builds and weapons could be balanced separately. This also applies to most other class with a comparable resource system. I'd argue it being a design choice, not an issue. Same comment as above. This might be unique for Elementalist but is actually quite common in GW2.
  2. It could probably just be done by somehow attaching the respective Mech arms to the character. Either floating like Virtuoso or as a weapon like a kit. I'm not sure I like the idea, though. I see how the pet AI can be bothersome. But a Mechanist just happens to be a pet spec. Getting rid of it, feels weird. However, could be an interesting option for underwater.
  3. What is the point of elite specs then if they are not able to explore other avenues? Imho, energy systems are fine and there are plenty examples within GW2 where it works. The main issue lies in what you said in your first sentence: ANet failed to create new decisions and gameplay linked to the energy system for Catalyst. At least one whole trait tier would have had to be dedicated to energy generation via different ways to cater different roles. We need more traits like Energized Elements for energy to matter. Catalyst would also benefit from effects relating to the energy level or spending energy. For example, instead of slapping Elemental Empowerment or unique Aura buffs onto traits, they could have granted bonuses if a Catalyst kept at a high energy level instead of deploying the sphere to create trade offs in gameplay. They could have granted bonusses to the Catalyst themselves when deploying the sphere like with Burst related trais on Warrior. There are other issues with Catalyst like redundancies with other especs (Auras and Tempest) and within the spec (Aura buffs and Elemental Empowerment basically offering the same benefits). But those are all not related or caused by the energy system itself. I'd prefer a thoughtout energy system over passive buffs like EE any day.
  4. Sorry, RL happened 😅 In its current state I agree for Bomb kit. But I also feel it should be diversified in skill functionality anyway. Regardless, making Toolkit AA a switch over for melee and range and reworking the Toolbelt feels like a good idea to me. I'm indeed more concerned about the traitlines. A new Legend without traitline could easily feel second class unless it is not classified as, for example, Dwarf or Centaur. Unless ANet is Willingen to change traits accordingly. Then again, adding 1 new Utility per each existing Legend could also be interesting. However, this might lead to situations where certain Legend skills are never used.
  5. The melee one would be Bomb kit, wouldn't it? But for Toolkit, there are easy things to do to make it a bit more ranged for power. Make the AA flip to a "Throw Wrench" attack when at range. Make Box of Nails groundtargeted at least at medium range. It would need a new Toolbelt skill that way. But especially when the Toolbelt still catered Static Discharge, it should do quite well at range. Yeah, just adding weapons becomes problematic for Engineer. For Warrior as well, by the way. Not too many options to pick and niches to fill. I'm hoping for new Utility groups after Janthir, maybe accomanied with filling gaps in existing utility groups. Revenant is a bit tricky for that scenario, though.
  6. I was more talking about skills and traits of those specific eSpecs and not Golem benchmarks. Fair point regardless. I never played GW1. And while I can understand the nostalgia, classes in GW2 are just different. Same applies to Mesmer. My point remains that Necromancer has an overall good access to diverse conditions.
  7. To be fair, Torment just happens to have become one of the Necromancers major conditions. I'd also argue that Scourge is just as much - if not more - Burning and Habringer Poison respectively. In the end, Necromancers only lack access to Confusion I don't think that's an issue. However, the most recent choice with more Chill and Lifesteal on Spear after Swords, I do not understand.
  8. Not that hot, at least to me. I agree especially when it comes to explosive traits. The AA certainly only should be one. I'd be open for more than one on selected skills (e.g. the one throwing in a fan). But skills that blind or daze really don't need to be more than one. You're right about ranged power. Although I'd argue that Grenade kit as it is right now doesn't do a good at power anyway. Toolbelt aside, of course. Toolkit could work as multi-range kit if it would receive a ranged AA as they did with some Spears. It already kind of is mixed range. Might have to look into Prybar then, though.
  9. Bomb-, Grenade and Mortar-Kit have bothered me since ages. I heavily agree that they should be reworked into something more versatile like Elixir Gun. While I like many ideas, I'd prefer Bomb kit being pure power and focus on hard CC and boon removal, while Grenade was pure condi with soft CC and debuffs. There is no need for all kits being hybrid because at this point Engineer has way more weapon options to complement a specific playstyle than at launch. I do like your ideas for turrets. But it completely removes a playstyle and also overlaps with Gadgets way too much.
  10. I tested all Spears in a rather casual PvE setting. So this is more of a first impression than a thorough assessment. The skills are fine and the visuals are alright as well. I first was very interested in the teleport and the boon hate - which of course is more PvP focussed. But at least in PvP, it at best felt like a hybrid of GS and Swords. I'm not sure if I had preferred it being condi. But yet another power weapon isn't too exciting either. I didn't feel the LF drain too much but my build brought enough. So maybe that's why I didn't mind. Not at total miss but at least for PvE nothing new. What I definitely dislike: Yet another stacking unique boon. Death Magic Harbingers look ridiculous. It also seemed to fall off quite quickly.
  11. I tested all Spears in a rather casual PvE setting. So this is more of a first impression than a thorough assessment. While the skills look great and where interesting in isolation, Revenant Spear was probably my least favorite with Necromancer. Yes, it is slow. I don't mind it as much because I prefer differences between weapons. But with this one I'm just not sure if I'd replace Mace/X (or god forbit Shortbow) with it aside from tagging mobs. It also lacks cover condition which probably makes it very unappealing for PvP unless numbers are cranked up. Not sure what the vision was here.
  12. I tested all Spears in a rather casual PvE setting. So this is more of a first impression than a thorough assessment. While it was advertised for power Berserker, I found Spear to be way more interesting for a interrupt/CC Spellbreaker build to compliment Hammer, Mace or Dagger. Yes, the skills aren't too flashy but they felt responsive and efficient enough. One thing I really disliked especially for Warrior: ANet clarifying that Landspear won't benefit from Underwater Spear traits. I would have loved to gain the bonus from Forceful Greatswords. But Maybe ANet didn't want Spear to outshine GS in that department.
  13. I tested all Spears in a rather casual PvE setting. So this is more of a first impression than a thorough assessment. Overall, I enjoyed the weapon. The effects are quite nice and the weapon feels versatile enough for low or no kit builds. Two thoughts: Additional baseline Bleeding, e.g. on #4, would be great to have an easier time to benefit from Fireams (without Shrapnel via Explosions). The indicator which target is focussed just isn't working for me. It is way too hard to track in larger fights. It might recharge fast enough but I'd also like to know where it is.
  14. I tested all Spears in a rather casual PvE setting. So this is more of a first impression than a thorough assessment. The whole etching overlapping mechanic issue aside: I enjoyed the weapon, mostly on Weaver. I loved the interaction with #3. Spear has some cool skills and the Etching mechanic is probably more in line with how I wished Tempest (or Catalyst) would have been. Charging up spells a bit like Warrior Adrenaline and then unleashing powerful effects. My main critique is: #5 durations are too short. Yes, it is possible to charge them when you stick to a rotation (or sacrifice utilities). But there is close to no possibility for responsive gameplay. As soon as you press #5, you need to hit the 3 casts as fast as you can. It feels way too limiting. Also, Persisting Flames didn't appear to work for Volcano. Pitty. In general, I wished there was an additional visual indicator when 3 charges are reached. Maybe Mantra-esque ontop of the player. For Tempest, I wished finishing an Overload counted as 3 casts to instantly ready the etching.
  15. I tested all Spears in a rather casual PvE setting. So this is more of a first impression than a thorough assessment. I enjoyed the Spear on Ranger and I think the mechanic is simple enough to not distract from the niche the weapon can fill for Ranger (stealth). I probably would have preferred it leaning a bit more into the hybrid territory. One particular thing I didn't like: Cost of Opportunity for Spiders Web. Ranger has rather limited options to gain stealth. Spiders Web might be quite powerful in certain situation but I caught myself saving up the stealth instead. I'd love to see stealth added on maybe an underused core utility (or more than one e-spec utilities) to make this playstyle more flexible. Also.. why isn't there a stealth attack for the AA? 🤔
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