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Stalima.5490

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Everything posted by Stalima.5490

  1. My problem with the way the engi sword works in general is that this mechanic would have better suited a charge based weapon as you would be better rewarded for getting streams of attacks off while not overly pressured to immediately use the abilities.
  2. It's likely stompy because they effectively halved the cooldowns on just about everything in the game in comparison to the old days.
  3. 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.
  4. 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 100% electric scrapper would then be a possibility.
  5. if you are using the medkit, how are you going to use flock since the toolbelt is the healing skill?
  6. Always remember, the community said "There is no damage problem in the game"
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. 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
  12. 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
  13. 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.
  14. 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.
  15. probably because it is far stronger at healing while also being an immobilise
  16. Just put the toughness to power conversion back in... or make it healing to power: simple. straight forward. useful.
  17. That might make sense if it were not for the fact that it was in the traitline with literally the best condi cleanse you can find not to mention this being a traitline primarily used on more supportive builds which also will already have condition cleanse.
  18. I really don't like the idea of mecha legs instead gaining resistance on dodge because of this, it's such a weird thing to place on a dodge mechanic. If you dodge an immobilise then you don't need the trait but if you get hit by an immobilise then you can't use the trait. This is definitly one that should go back to the drawing board.
  19. hmm is the 106 not based on your weapon damage so you are then using that twice?
  20. This is by design to prevent the potential for infinite stat loops in certain cases (many have been removed) I believe. They trait you would be looking for would be something along the lines of "gain X concentraiton per stack of might" which would arguably be a similarly interesting mechanic in it's own right.
  21. I'm kinda working on a barrier dps scrapper build but there's some technical issues like not having a healing version of diviners pushing you into say marshals, then increasing the base dps is the main issue while maintaining barrier so i may have to drop inventions for tools/mines which is where I came upon this madness randomly
  22. not at all, it's just a bit bizzare that one ability would be to benefit from so many different things
  23. ah yes, good thinking. Also applies assorted relics due to being a stun. such as akeem, demon queen and midnight king
  24. So let me get this straight, Static shock: deals damage base stuns for 2 seconds base applies self superspeed 7s from scrapper applies aoe protection 5s from expert examination applies self vigor 2.5 sec from tools removes 1 condition from self from tools applies aoe barrier when stunning from system shocker applies static discharge for additional damage applies soothing detonation for aoe healing applies bunker down, even further damaging and healing applies regeneration from automated medical response, even further even further healing applies lockon trait for more self vigor/condi removal and some self fury and vulnerability All this: 17 seconds cooldown, all we need now is kinetic accelerators on stun and we have completely lost the plot with this Did I miss anything?
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