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Obsidian armor is one of the biggest features of this expansion. I really hope we get more information about it before it arrives in game. Players are spending a lot of time farming the materials for it ahead of time, and if it turns out to look nothing like the concept art, that is going to really upset some people.
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Right that’s true. Jade protocol buffs kind of crutch for berserker builds but even so, claiming 15 seconds is silly. You have by far the fastest kill times I’ve seen and like you said 24 seconds. No way you are beating your own time by going berserker.
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Have you ever actually seen a berserker scrapper kill Balthazar in 30 seconds or less? I’ve never seen anyone do that.
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Expanded Weapon Proficiencies Beta Feedback: Engineer
Stx.4857 replied to Rubi Bayer.8493's topic in Engineer
I would much prefer if this weapon was a support condi damage hybrid. I have no use or interest in a pure support weapon. And honestly other classes got hybrid damage/support weapons so why does shortbow have to be pure support? -
NEW WEAPONS are REUSED content and should be reworked
Stx.4857 replied to TYTan.5246's topic in Professions
Some of the new weapons I liked and some I thought were pretty bad. But you will have to explain in more detail how new weapon skills are “re-used content”. Is it just that they share animations? All weapons since the game launched have a combination of damage, conditions, boons, healing, mobility, Cc etc. so I mean yes these things were to be expected. Even though I think some of the new weapons really stink, I think A-net did a great job at least trying to make these weapons have more depth to their usage compared to previous weapons. -
Nerf Guardian , elementalist and necromancer.
Stx.4857 replied to Sansar.1302's topic in Professions
Great points, I’m convinced… -
I love throw mine! I haven’t tried it with hammer mech yet I’ll need to do that.
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Hallelujah!
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#1 Explosive Arrow: Fire an explosive arrow at your target that hits all nearby targets (Explosion) #2 Lightning Tether Arrow: Fire a lightning tether into the ground. Once multiple tethers have been placed, lightning arcs between them, damaging and applying confusion to enemies near the tether each second. Lasts 6 seconds. 3 charges. 12 second cooldown. #3 Illuminating Arrow: Fire a flare shot at a target location, which slowly arcs in the air revealing enemies for 3 seconds and pulsing barrier and protection. After the arrow hits the ground, it pulses burning on enemies and vigor on allies for 5 seconds. Fire field. 18 second cooldown. #4 Grappling Hook: Fire an Arrow at an enemy that hooks them and then pulls them to you after 3 seconds. You may activate this skill again early to instead pull yourself to your target. 16 second cooldown. #5 Detonate Arrows: Cause the last two arrows you fired to explode, causing special effects - Lightning Tether Arrow: All tethers explode dealing additional damage, confusion, and weakness in an area. Illuminating Arrow: Your flare explodes, blinding enemies and granting allies additional barrier and protection. Grappling Hook: Your hook arrow explodes, pulling in all enemies nearby. Explosive Arrow: Your arrow explodes again, dealing Burning in an area. 20 second cooldown.
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Expanded Weapon Proficiencies Beta Feedback: Ranger
Stx.4857 replied to Rubi Bayer.8493's topic in Ranger
Out of the three weapons I have tested, these ranger maces are by far my favorite. I am looking forward to making bruiser / offensive support type builds with them. 1) I wish the force of nature buff was a little different. I didn’t really enjoy needing to track it and how short the buff is once obtained. I would prefer if it was simply a buff that boosted your damage by 10% or so after using a certain number of mace skills, and the buff fell off after not using any for a time. 2) I wish the weapon set buffed your pet in some way. Either have force of nature boost your pets damage too, or one of the skills could cause your pets next attack to do something, I don’t know. -
When are we getting a preview of what the open world legendary armor looks like? If I’m not mistaken all we have seen so far is concept art. I feel that knowing what it will look like is very important to players who are working towards it, or may be choosing whether or not they want to work towards it.
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I’ve thought this was a bug…. This is intentional are you F’n kidding me??? The biggest issue is that I can’t even refresh my cake when I have the malnourished debuff…. Like I guess it’s fine if I can’t refresh my cake buff early, but why the H can’t I eat my cake during the time I have no food buff but I have the purple ‘reminder to eat’ buff?
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Ranged/Melee Imbalance is a Fundamental Problem.
Stx.4857 replied to Linnael.1069's topic in Professions
Take every weapon and normalize the dps. Start off with a budget of 125% dps. Then start taxing based on every benefit the weapon has: 900 range - 5% 1200 range - 8% Built in AoE - 5% Self boons - 5% Group boons - 8% CC - 5% Non-damage conditions - 5% Mobility - 5% Etc etc The issue is, some ranged weapons just have zero downside, and some melee weapons just have no advantages at all. I think from a strictly PvE perspective, you don’t want ranged weapons to just straight up deal less damage, because that would deter players from using them. But you can give ranged weapons less other good things, or give melee weapons more other good things to make them both worth bringing to a fight. -
I don’t play group content often, but I was wondering.. Thieves to me seem like they have no benefits for group pve type activities, but lots of limitations. For example, thieves bring less group boons than other classes, almost no cleave damage, and on top of that have lower HP and less built in damage mitigation. Whatever top end damage builds there are for thief (I believe currently this is power deadeye and condition specter) they don’t deal MORE damage than other classes, and they bring almost no AoE damage while other classes do. A lot of other dps builds from other classes bring good defensive boons like protection, stability, and sometimes even aegis. Some dps build from other classes even bring in combat res like scourge or scrapper. Thief doesn’t do this, and the utility that thief does offer like CC can be done just as easily by other classes. So what do thieves bring to a group? Do they have ANY benefits to counter their weaknesses? Stealth is the big thing that I can think of that thief can bring but how often is that useful and is it even useful? Mobility used to be an advantage of thief, but again how often is that useful and does thief actually have an advantage still in that area?
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Expanded Weapon Proficiencies Beta Feedback: Thief
Stx.4857 replied to Rubi Bayer.8493's topic in Thief
But I’m getting the revealed debuff before I’m even hitting cloak and dagger…