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Stalima.5490

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  1. One of the problems is with the rating decay system, people can actually be pushed off the leader board through decay and then miraculously appear back on it with 100 rating jumps, this needs to be fixed so that the leaderboard always shows your full undecayed value on the leaderboard so that people know where they actually stand in the rankings and then any decayed rating is simply removed when the season ends to create the final result.
  2. we just need like 2 things: detection pulse (utility goggles toolbelt) firing lightning bolts at targets who don't evade it an elite gadget skill that gives barrier and lightning aura !00% electric scrapper would then be a possibility.
  3. if you are using the medkit, how are you going to use flock since the toolbelt is the healing skill?
  4. Always remember, the community said "There is no damage problem in the game"
  5. my mistake, it gets confusing when they keep swapping things between pvp and pve. That doesn't change the fact that if you utilise discipline you can just get a 33% refund and turbo that heal out anyway tho nor does it cahnge the fact that this is a healing weapon and not a dps weapon so it shouldn't really be outputting amazing damage, especially when it also has a micro cc attached.
  6. So a support weapon, focused on supporting, intended for supporting people is also supposed to do competetive damage with dps weapons? why wouldn't you entertain this, abilities are balanced by their cooldown, I assume you are implying some combination of the adrenaline cost of a single bar paired with it being your profession mechanic, net shot has literally double the cooldown and one fifth of the damage while giving the same immobilise but with 8 vuln stacks, if anything, under "normal" circumstances rampart splitter would likely have triple the cooldown of net shot so quite frankly rampart splitter is factually grossly overpowered even at the same cooldown as net shot especially when you take into account that rampart splitter also has substantially greater trait synergy in comparison to net shot having almost none. Being a support build means you would likely also take quickness thus meaning you will be rebuilding adrenaline while quickened on an immobile target it should not take that long to rebuild your adrenaline considering.
  7. you do know it has 50% better healing coefficient right? which means you are getting substantially more healing per bar on a much lower cooldown while being to lock enemies in place, path to victory does weakness which isn't that big of a deal. Rampart splitter is a 5 second cooldown 2 second immobilise by comparing this to net shot which has double the cooldown we can see that it is actually digustingly overpowered. https://wiki.guildwars2.com/wiki/Path_to_Victory https://wiki.guildwars2.com/wiki/Rampart_Splitter https://wiki.guildwars2.com/wiki/Net_Shot
  8. The changes to the middle line have exceptional synergy with the middle line on scrapper in particular so there may be a curious stun heal build popping up although the ratios in particular that they quoted for bunker down make this look like an outright nerf in all honesty since cc usually has cooldowns and the mines are only marginally more powerful, however the fact that the mines will appear under enemies may also be an overall buff all things considered, we will have to see. My current cleric build seems perfect for this setup.
  9. here you go, this is what it was: https://wiki.guildwars2.com/wiki/Energized_Armor There was also this one too for healing: https://wiki.guildwars2.com/wiki/Performance_Enhancement As you might expect, that would give the cleric set in particular a huge boost to power value. There is a list of all of the cool removed traits here: https://wiki.guildwars2.com/wiki/List_of_historical_traits
  10. If you learn how to do the snap to ground target thing you can run around throwing grenades without even looking at enemies while clearing fairly fast
  11. https://wiki.guildwars2.com/wiki/Blast_Shield https://wiki.guildwars2.com/wiki/Magnanimous_Sharpening_Stone While this is not a concentration thing, you can see that somehow this would infinitely create a conversion loop with power to vitality and vitality to power. and by the way, this would mean that the engineer would technically be capable of not only instantly killing anything but also be immortal if it was infinite. Thus I believe they decided that anything outside of your base stats would not benefit from such conversions rather than deal with these potential issues.
  12. They removed alot of those conversions from the game but tell me what happens in this case: You gain 10% of your power as concentration. You gain 10% of your concentration as power. Now, does it just keep stacking up because both effects buff each other thus buffing each other thus buffing each other or do you just cut out that nonesense entirely and make them not affect one another.
  13. probably because it is far stronger at healing while also being an immobilise
  14. Just put the toughness to power conversion back in... or make it healing to power: simple. straight forward. useful.
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