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mirage.8046

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Posts posted by mirage.8046

  1. I gave some time to make swords a potential choice and less slow:

    autoattacks: reduced cast times
    sword 2: ravenous wave. gain might or fury on critical hits.
    sword 3: path of gluttony and gorge are now leap finishers. gorge gets a 1/2 evade.
    sword 4: hungering maelstrom now creates a dark field that pulses life siphon damage on enemies inside it.
    sword 5: reworked entirely. whirlwind terror: you dash past enemies, fearing anyone in your dash and reflecting projectiles. it has a whirl finisher. -> consume flipover skill: sacrifice health to create a bubble that reflects projectiles.
     

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  2. Scepter or off-hand sword imo. 

    Use said scepter to entangle, slow, and bleed enemies, or you know do a classic hilt bash with off-hand sword or block attacks with it. What ranger seriously needs is a non-projectile ranged weapon, and if rifle can't even provide that, it'd be a waste of space. Also, ranger would benefit from more new one-handed combos than getting another two-handed weapon. 

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  3. An evade would be fairer to ask for than aegis; Stomp would likely have its cooldown increased if it ever gains aegis. You would be far likelier to land Stomp anyway with an evade because it would make you dodge potential upcoming unblockable attacks (unlike an evade, you could be interrupted despite having aegis).

  4. Gaining legendary gear of any kind has always been a grind and will always be a grind. Any game that requires tons of grinding or effort to unlock rewards or perks is commonplace. Heck, you can't buy sigils or runes from the heroics notary vendor unless you own the respective expansions. You had to buy expansions to start making other legendary equipment besides the leggo runes, sigils, ad infinitum, warcry, the ascension, and gen 1 weapons. Obviously, you will never unlock gen 2 or gen 3 legendary weapons if you don't buy POF or EOD as those require materials from those expansion maps; you won't get your open-world legendary armor if you don't buy SOTO. It's all the same. The real problem IMO is the lack of relics to improve the variety of choices to cover about 99 runes' former 6th bonuses, but that'll improve with time.

  5. On 1/11/2024 at 5:11 PM, Vepa.6073 said:

    Let's look at other classes with resource for skills: (btw I'm new to game so correct me if I'm wrong)

    Rev: out of combat limited to 50%, generates in combat

    Thief: initiative-passive replenish

    I'm sure you can find some other ones...

    Anyway, I agree with lot's of points made here. Warrior needs an update. Having to enter combat to be able to go zerk is like starting fight with a disadvantage already.

     

    If every class or specific elite specs had to start from 0 with their initiative, energy, AF, LF, SF, pages, and clones (or blades for virtuoso), people would be up in arms. It also wouldn't make sense anyway to start from 0. We don't count that bug for specter where switching to maps with differing levels unfortunately causes their shadow force to reset. I'd be ok with adrenaline decaying about 1 1/2 when the warrior is not in combat; relying on alive targets to keep up adrenaline may bite, but it is what it is. 

  6. On 1/26/2024 at 11:12 AM, cryorion.9532 said:

    @Obtena.7952 omg your favorite topic

    Fast Hands baseline... yes!

    However, this change wouldn't miraculously fix the profession.

    You know what warrior also needs? To overflow with adrenaline. Gaining adrenaline when hit by enemies as baseline. Even something crazy like gaining full adrenaline when entering combat. No joke. This profession needs to be unchained. It's insane how limiting warrior resource mechanic is compared to other professions. I am sick of pretending that this is ok. Who even enjoys sacrificing heal, utility or elite skills just to skip badly balanced resource mechanic?

    or even a trait like dodging grants adrenaline, and extra adrenaline if you block or evade an attack, akin to virtuoso's psychic riposte. so you don't feel like you're starved for adrenaline sometimes. 

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  7. 6 hours ago, Gaiawolf.8261 said:

    I get that they are going for an interactive design, like using the proc or now ammo, to fuel extra Zealot's Fire with the trait selection. That's okay, depending on the build, and can be fun. I just think it should be something that can benefit other weapon selections. Maybe with VoJ that all guardians get regardless of build or weapon selection. Something like:

    Critical hits add one stack of Radiant Fire (ICD 3-4s). Activating VoJ consumes all stacks of Radiant Fire to damage and burn foes around you. Deal more burning per stack of Radiant Fire. Consuming [max] stacks of Radiant Fire also applies Blind and Revealed.

    Just off the top of my head. Only issue I can see might be loading too much burst on willbender VoJ with the VoJ recharge trait on kill. But that can be managed with moderating the base damage, since you need to build stacks to use it effectively.

    Off course, they could  give us better options for the other master traits if they want to keep Radiant Fire tied to the torch. But the lesser wrath signet is too unreliable for its long CD, and the bottom trait relies on both power and resolution. There will be no trait left that can benefit a wide variety of builds in the master slot.

    I like this idea as it'd promote the condi playstyle rather than waiting for torch 4's fireball to proc after a critical hit. They could always shave a bit of the burning duration.

    As for lesser wrath signet trait, it is one of many useless-to-bad traits! I'd like to see this trait pulse burning when you immobilize an enemy, which would seriously help scepter be a hybrid weapon. (This used to exist on stoic demeanor where your slow, CC, or immobilizes triggered slow and burn, and additionally from mantras with weighty terms; it opened up more interesting picks for utilities imo). Of course, taking such a trait means sacrificing radiant fire if you still want to use torch, but at least you'd have another viable trait in the master section.

  8. I've always wanted a mesmer with a longbow or shortbow. 
    Necro: off-hand axe.
    Elementalist: longbow.
    Guardian: warhorn.
    Revenant: main-hand axe.
    Thief: off-hand sword or focus
    Ranger: an off-hand sword, to block an enemy or creep up and stun them.
    Engineer: torch or focus.
    Warrior: on-land spear or trident. In some way, trident could have been an awesome offensive support weapon. Spear would have been nice too to block enemies, throw it to impair enemies' movement, or crowd control. 

  9. On 1/14/2024 at 10:06 PM, ShadowKatt.6740 said:

    [sic]
    Now though....man, people keep saying the game is dangerously close to be overly homogenized, I'm feeling like we are WAY past that point now. What the hell even is the point of professions aside from pick the color of your skill bar. Even if mesmer portals are better, and they are, I don't think I've ever seen a portal used to capacity so what does it matter?

    Oh man you ought to see WvW zergs where a stealthed mesmer sets up a portal and bombs the enemy group. This is where mesmer's portal shines the most. A good chrono can effectively port 40 people (i.e., 80% of a 50-player squad) with two portals thanks to continuum split. 

    While homogenization is a real thing, professions at this point only have profession mechanics, skill themes, or specific playstyles to differentiate themselves. Unique stat buffs were fun, but we're long past that era. What would I like? Unique buffs such as tempestuous aria that improve the flow of one's gameplay, venoms, arcane power, even conjure weapons, or soulbeast stances. 

    It used to be inflexible so much before EoD and balance patches where you could only play 10-man alac or quick chrono or 10-man alac renegade, heal quick firebrand, druid with spotter, warrior banners. Thief didn't even have a viable healer spec before EoD. Heal scourge was a gigantic meme. Support tempest was unheard of outside WvW.  A lot of us paid a huge price for build varieties at the cost of homogenization.

  10. The only thing that is missing is physical projectile finishers. It's very surprising and confusing these pistols don't have that. 

    What would be nice is a ranged fire field on Symbol of Ignition, a blind or a few stacks of vulnerability, and maybe a boon like might or swiftness. 

    If no fire field on pistol 3, pistol 5 could even create a fire field if fully charged or be unblockable to promote the long cast time. You could easily knock back yourself or your allies with this!

  11. I like how specter receives no changes but there are nerfs to unpopular and uncommon support builds like quickness berserker or quickness untamed. Who on earth are playing these builds that much realistically? I still see the bread and butter supports requested like druid, firebrand, mechanist, and herald. I totally get that support dps builds in no way should compete on the same level of dps builds. But alac mirage has been needlessly nerfed; the axe changes and chaotic persistence are horrible. Confusion doesn't do much dmg and is not even relevant in PvE; we have to take a master trait to give alacrity; we dedicate to dodges and deceptions to use chaos vortex. I am tired of these nerfs. Also ironically no mention of alacrity willbender, but guess that isn't gonna be changed any time soon.

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  12. Uhhh absolutely no way would alacrity be given to all ambush skills; our skills would have their damage nerfed because of alacrity. Everyone would use better weapons over staff anyway because they attack faster or offer more mobility. Maybe it was a bad idea to put it on to the mirage mantle trait. Also, while on the subject of mirage's traits, I would favor swapping desert distortion with one of the other major traits so we can once again chain chaos vortex after gaining distortion. Maybe make infinite horizon baseline, and make dune shards apply stolen boons to allies (and give it a two-part effect if enemies don't have boons, like bleeding or cripple).

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  13. While much faster than greatsword, it certainly doesn't feel impactful for the skills. 

    Sword 3 could be an evasive leap or grant you might or vigor per enemy struck.
    Sword 4 is awkward to use with the ground-targeted ability; I found myself missing out on using the flipover skill too often.
    Sword 5 is okay, but anyone can see the orb and strafe, which creates a high-risk, low-reward scenario. Maybe make these skills unblockable or grant bonuses if you activate them.

    Swords in general do too little damage or have unsatisfying utility for the payoffs. 
    Perhaps sword 5 makes you dash to your foe and fear them at your landing point, akin to specter's dawn's repose. In this way, it can be defensive or offensive How about some fury on these skills? Poor necro has no access to this boon without running curses, dread, midnight king relic, or one of 2 elixirs if you're a harbinger.

  14. Besides the condi removal and one-way portal, Rifle doesn't offer support or mobility skills in case you get pressured.


    Inspiring Imagery: I would not mind if the beacon summoned a barrier reflecting enemy projectiles. It's still a good skill, but mesmers may benefit from that extra defense if they're not running focus + warden's feedback or shield.
    Phantasmal Sharpshooter feels super weak compared to a lot of phantasm skills: summons only 1 phantasm, but no damage due to stun in PVP and WvW. 
    Possible improvement: summon 3 phantasms that fire multiple bullets that either grant boons to allies or superspeed. Phantasms stun enemies when they explode. Maybe you could evade backward. Alternate idea: you summon up to 3 phantasms, then you and your phantasms teleport to your enemy and rifle butt them, knocking them back.

    For mirage, the biggest gripe with the rifle is that you can't grant alacrity without having to camp staff or use two staffs. Mirage Mantle adds fury to the ambush, but it feels underwhelming IMO. Fury can be given with dueling spec or bountiful disillusionment. While it's nice not to use greatsword or staff, or perhaps complement greatsword with rifle, but again for mirage, you will be shoehorned to use staff for alacrity.


     

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  15. I love that sword offers a vampiric-like playstyle, although that is kind of present on main-hand dagger and blood magic spec. No matter how good at positioning one is on necro, mobility is limited for disengaging or engaging.

    Main-hand sword will absolutely replace dagger or axe for my power reaper. For power off-hands, sword will be a far better pick than our other weapons. For scourge, I imagine sword will not be as suicidal to use, because you can offset sacrificing your health from sword's secondary skills with barrier. Harbinger would be shaking in fear though.

  16. try using the signet of illusions or infinite forge; that will also cause you to summon a blade every 10 seconds in combat or 3 seconds with the latter. nothing is going to change with floating daggers, as I've accepted that they will stay with me until I use them. honestly, compared to unintentionally summoning a clone with SOI on other mesmer specs, it makes floating daggers a non-issue. 😳

  17. Rifle's portal on skill 5 to reel an ally into safety sounds like the opposite of pulling enemies with focus skill 4. could it finally be possible to complement the dagger or greatsword with rifle's boon support!?!? 

    I'm hoping for a projectile block or a mobility skill on rifle, because for a support weapon to work, it needs to offer defensive skills as well. 

  18. the two mantras worth using are concentration and resolve. mantra of pain has been meta but honestly, it's the first skill I replace if I need a different utility. if mantras pulsed their effect while channeling, that could be justifiable with the lengthy cast times. stripping conditions during resolve's 2 1/2 cast time would be far better than finishing the channel to remove conditions. when mantras lost their channeling a year ago, they became unbalanced because you could use them on demand with no bonuses. an instant daze with no cast time was not healthy.   I don't expect them to change, but right now they're serviceable.


    on another note, I wish mesmer had an elite mantra because it stinks to bring the same old mantras, and there's little variation for the elite slot.

  19. the one reason scepter ambush has self-quickness is to cover that 1 1/2 cast time. why make it grant quickness to people? lest we lose such aoe quickness in pvp and wvw for another boon so we don't have high uptime on quickness. just thank god scepter mirage has become faster at attacking without malicious sorcery. 

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  20. Why not just turn the sword upside down and make it a mid-range hybrid weapon? Also, if Necro's sword is looking for mobility, most sword skills come with 1 mobility skill, be it a shadowstep, teleport, leap, evade, or retreat. A melee sword at best will offer fast attacks much like the main-hand dagger. 

    For kicks and giggles, the sword auto-attack: necrotic vibe. throw your sword at enemies, bouncing to nearby enemies, while you gain life force. if the sword bounces twice, weaken those enemies.

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  21. On 7/5/2023 at 2:01 AM, DirtyDan.4759 said:

    The name ranger has nothing to do with range.

    omg thank you, that kind of argument drives me up the wall. rangers can be wildlife protectors, a guardian of an area, or scouts. I'm baffled that this is often a misunderstood concept of "ranger."

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