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MatyrGustav.6210

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Everything posted by MatyrGustav.6210

  1. This exactly. Think of the signet heal replacing med kit. You have a self heal and the mech does a aoe heal. If anyone wants the toolbelt dont equip Mechanist. In theory your utility skills create toolbelt skills, now with Mechanist your traits create mech skills. it's basically a tradoff. Every elite spec has its strengths and one of Mechanists strengths is not the Med kit lol, and thats ok
  2. Toolbelt removal is fine. You get different skills in place of the toolbelt as well as an auto attack. I also need to add that, the mech skills are wayyyy more POWERFUL than the toolbelt skills. Mechanist will be overpowered if we had both toolbelt and mech tbh. I like the change in playstyle. In essence the mech has better versions of the toolbelt skills.
  3. That would be interesting. We could receive all new toolbelt commands for the mech depending on what utilities are equipped. I would hope for actual Utility skill commands since they would be a lot more powerful. I've always wanted a full on pet class that has 1 pet and all abilities are done through the pet. Like the healing utility would activate an AOE heal from the mech, while your toolbelt version would be a smaller self heal or a repair skill that heals the mech. An idea for a utility could be a command to make the mech perform that tornado skill on the trailer. The toolbelt version could provide might to you and the mech. etc
  4. In the trailer it stated "Powerful Mech Command Skills & Mace Attacks". This makes me believe that the Toolbelt will be retained. It seems we will receive some sort of mech command skills for our utility also providing its own tool belt skills. Maybe we will get Signets with a passives and actives for the mech.
  5. Well thats just how it is. If a ranger has a pet the other person has to keep track of 2 entities. Thats ok 👌. for balancing the ranger should have less health or defense. Making the core utilities good is subjective. I personally think they are good. All engineer utilities are situational . Like everyone wants skills to work in the way they invision them to work. The problem is everyone has a different vision. not that it pertains to this, but ive always felt like necro/reaper shroud was OP because you cant get health damage while active. I wonder if necro/reaper are the only ones not complaining about ranger pet. lol
  6. A command based minion would work. Make it less focused on ai. There is a way. Mechromancer and Engineer with bots are a staple to engineer in most games. Anet should figure it out. a few ideas F5 could summon the mech It will only auto attack an enemy you mark While summoned all utility skills are replaced with mech attacks. its simple
  7. They work on Necromancer. They do work, people just wine. That's my conclusion
  8. I mean i think i would like to Have a Machinist/Mechromancer spec. One idea i thought would be cool is that all of your Healing, Utilitiy, & Elite skills are different minions. Your New class function Summons a large mechanical mech minion. All equipped Healing, utility, &Elite minions merge with the Mech when summoned creating a stronger larger Mech minion. The more healing, utility, & elite minions you have equipped the stronger the mech minion is. The utility minions attacks may be used through the mech minion on the utility bar. i think this idea could be awesome since you have full control of the mech. The mech when summoned would basically be a Offensive Ventari tablet but with auto attack.
  9. to be honest my main is not even necro in pve but i play scourge exclusively now in pvp because necro is op. Just play it lol
  10. Soulbeast is your answer. Personally I was hoping for a 1 pet Elite Spec. Instead of 2 Juvenile pets you get 1 Adult pet that's stronger lol
  11. I like the new dodge. i use the healing version, and i like that its based on endurance. It has good synergy with Ventari. What i would like is if it was done similar to the Daredevil and we had 3 different looking dodges depending on the trait selected.
  12. Oh yes the urn does effect the caster, but if you try and slam the urn right away, you will still have less health than when you started. Because of this the urn has no purpose using when playing solo, so trying to flip the elite skill to the spear without F2 negatively affects you. If we were able to slam the urn right away without receiving any health damage would be nice. Then, the small amount of health it would provide would be ok to use while solo play
  13. The least id want is to have a way to Drop the urn right away without it damaging you. The drop effect needs to also benefit the caster for solo purposes. Trying to use the urn just to get to flip Spear of Archemorus is silly while playing solo. It also needs stability, you can die if you get knocked down while its out lol
  14. OMG! i didnt know about this! Yes please. i need this to feel whole. not kidding
  15. "Major Trait : Saint of zu Heltzer Your endurance bar and the cost of dodging are reduced, but the affected area is increased. You now heal allies in an area when you land instead of dealing damage. Outgoing healing is increased for a period of time upon landing. Saint of zu Heltzer (6s): 20% Healing Increase to Others. Endurance Maximum Reduced: 50" Thoroughly enjoyed this trait since I'm a healer through and through. The only thing i had a problem with was the animation. Seeing my character break the ground in order to heal seemed wild to me. I would definitely like the animation changed just for the healing version. My wishful thinking for a new dodge heal would be a Mist teleport. The animation and frames would be the same, just the look of it would be different. Instead of jumping you would turn into mist and vanish. Your character would be Vanished the same amount of time as the jump. You would reappear from mist healing yourself and those around you with the same ending character animation spinning weapon out of the ground. Healing mists 🙂 I know vindicator needs work, and by no means stating this is more important than other things that need work. Just wanted to add some minor aesthetic feedback for the devs.
  16. I like this very much. Great job.
  17. 1. If its seperate, it wouldn't be an alliance. If changed, there needs to be a way for it to make sense as an alliance spec. 2. Thats interesting. I play support and would love Urn skills. But i feel like it would over complicate things by adding kits 3. I love the dodge mechanic. i would suggest F2 Endurance + F3 Swap Alliance Skills F4 Lock 🔐 Alliance skills On other legends F3 & F4 would need something unique per legend
  18. i agree. 100% F2 should be Endurance+ & F3 should be swap alliance. I would hope F3 for other legends would do something useful though, but not feel like the Legendary Alliance F23 is worse because it just switches comparatively.
  19. I actually love the Elite Spec. Love the new Dodge Mechanic, especially that we can select a healing version. Love that the f2 ability grants Endurance for more stomp dodging. I also would like a different animation when heal stomping. I wouldn't want the ground shattering since its strictly a heal. What i would change is the Urn a little. The urn should also grant you stability while open, or control over the urn when stunned or knocked down just like the ventari tablet. You can die if knocked down if you have the urn open because you cant control it..
  20. I play support Vindicator and use the healing stomp. Th F2 giving me endurance is my bread and butter allowing me to support very well when combined with Ventari tablet. The main new feature about the class is the dodge mechanic, the f2 is perfect. Please dont change Anet.
  21. its live now, but i only have Guardian, Mesmer, and necro available
  22. The Gloves themselves cannot be the pistols. How would the Current pistols and skins work visually then? no no nooo lol. has to be either ... A. The Gunblade is the pistol Anet could add a generic or unique sheath to each current pistol skin. The gloves could be a kit or new mechanic. or. B. Both Gunblade and Gloves are the elites new mechanics (Kits?) while warrior will still get normal Pistol(s).
  23. The other way i see this working is the Gunblade, and Gloves are two seperate kits used with F2 and F3 while regular pistol(s) is added as a normal weapon. F1 is the normal adrenaline strike for the weapon in hand.
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