Jump to content
  • Sign Up

BenaSPACE.6028

Members
  • Posts

    112
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

BenaSPACE.6028's Achievements

  1. So, I come from way back in the early days of GW2. Engi turrets didn't always only overcharge on drop. At one point, their respective buttons flipped over to overcharge them, and when dropped, the respective toolbelt skills became each turret's respective detonation button. Frankly, having the detonate turret button over where your dropped turret button used to be is an improvement, since having your toolbelt skills available at all times is just generally better-- But this still leaves turrets as a pump and dump kind of skill, barring as just casual boon dispensers. I'd like to propose a rework that should spice them up a bit: -Turrets are now affected by your attributes; Numbers should adjust accordingly. -Turrets now overcharge when their respective toolbelt skill is used. Cooldowns vary based on the turret. (I personally would say start from half the turret's drop cooldown). -Mechanists can overcharge their turrets by using their F1 skills. -Turrets from supply crate cannot overcharge after being initially dropped. -Experimental Turrets now provides its area reflect when a turret overcharges.
  2. On terms of PvE I feel fresh air ends up taking a back seat to bolt to the heart, which is kind of understandable. Ferocity is nice, but for most builds, 250 ferocity can't beat what is effectively a 5% buff over the course of a fight. Likewise, Elementalist does face a crit-cap problem when it's not playing weaver or catalyst. Ergo, I would propose a small change to buff it: Add 250 precision on top of the ferocity for fresh air.
  3. In Raid Training, create a console option that allows the golem to attack. Things like aegis or Arcane Shield won't proc on the damage field on the floor.
  4. To clarify, the Smokescreen effect only triggers on dodges, and F-pressing stuff would be limited to things like Shadow Refuge or Stealth Gyro, where the stealth is meant to be a "while-in-area" effect. The issue is mostly with how it can stop auto-attacks (to keep people from auto-ing right out of stealth on accident). Also, Deadeye especially relies on specific timing for stealth. While you can ignore it and press another attack button or whatever, the "Revealed" status that follows cannot be. And before you bring up Shadow Meld, that's an elite slot that's being taken up that could be something more damaging in PvE like Thieves Guild. A lot of people avoid using stealth skills outside of just doing sneak attacks on thieves. One could argue that the reason group stealth skills are so rare are because of the problems they cause. Likewise, a lot of traits that could trigger on stealth could instead trigger on Smokescreen instead, cutting out that middleman completely. For example, Merciful Ambush. This is a fair point. Mass invisibility and stealth gyro might be good to bring for these, and as such need to be pretty easy to use under these circumstances, though I think something like shadow refuge can be a decent substitute for when a thief needs to play this role.
  5. Stealth is a bit of an odd bird when it comes to how players interact with it. In pvp and wvw, providing stealth for others rarely seem to have concequences, as teammates are generally more coordinated with it, either using it almost strictly to engage or disengage fights. In PvE, however, it becomes more problematic. It stops auto attacks, and God for bit you're a thief or especially a deadeye where this convolutes things so much more. I propose instead that when you would give players stealth in pve, instead you give them something I'm giving the name of Smokescreen. When you have smokescreen, instead of immediately getting stealth, if you evade in the next few seconds, then you get stealth. This feels like a flavorful way to provide stealth to players while still maintaining thier agency. Certain skills, such as shadow refuge, might not work as well with this, and might need a different mechanic (just being able to press F, I think, would fix that issue), but I general I think most things in pve would benefit from this change. Note: when a thief provides AoE stealth, they themselves should immediately go into stealth mode, and not get smokescreen. Smokescreen is meant for player-to-player interactions.
  6. No, I proposed nothing but changes for encouraging a healing build. :v
  7. Let's be honest. Holosmith is just not doing it right now. When your team relies in you, and you as a Holosmith can't pull through, it's frustrating. Pitiful even. This class needs a buff, and I'll throw out some ideas of where to start. Light Density Amplifier- Now provides a portion of its damage reduc to nearby allies, and lasts for a duration after Photon Forge has ended. Prismatic converter - Now additionally removes one condi from nearby allies for each level of heat over 50%. Crystal Configuration: Eclipse - Still grants barrier. Now shares its positive effects with nearby allies. Thermal Release valve - Maintains its previous effect, but additionally shares all heat therapy effects with nearby allies.
  8. Genuine question, was not having the axe 3 skills on thief not being dual attacks deliberate, or just a whoopsy?
  9. Heya! With the new weapons out and about, I'm pretty happy with them, myself. That being said, I feel like since there's a lot of traits with weapons tied to them, it's either time to add these weapons to related core traits, or better in my mind, removing weapons specific-criteria from traits. Here's a few ideas I'm gonna spitball, on a class by class basis. (I'm assuming that weapon skill cool downs will be baked into their respective weapons) Guardian: Zealous Blade - Gain increased power. Gain additional increased power while standing in a symbol. Right-Hand Strength - Gain increased precision. Deal increased strike damage against burning foes. Focus Mastery -> Protection Mastery - Protection on you is more effective. Gain protection when you block an attack. Invigorated Bulwark - Increase your healing to other allies each time you block an attack. Weapon skills that grant boons last grant them for longer. Glacial Heart - Virtue Skill 1 now additionally chills foes. Chill foes you disable. When you chill a foe, deal damage around you. Unrelenting Criticism - While standing in a symbol, your attacks deal bleeding. Symbols daze on their first strike. Warrior: Forceful Greatsword -> Forceful Strikes - Gain additional power, and a chance to grant yourself might on a critical hit. These bonuses are doubled while wielding a two-handed weapon. Blademaster -> Bloodseeker - Gain expertise. Gain condition damage based on your expertise. Merciless Hammer - Gain adrenaline and additional power for a time after interrupting a foe. Roaring Reveille - Gain increased Concentration. When you grant a boon to an ally, gain adrenaline. (1 sec cooldown) Crack Shot -> Pinpoint Precision - When you critically strike, you deal bleeding to a foe. Gain additional strike damage when you attack from a certain distance. Axe Mastery -> Dexterous Ferocity - Gain Ferocity. Gain additional ferocity and precision while not wielding a two-handed weapon. You also gain bonus adrenaline while striking without wielding a two-handed weapon. Sun and Moon Style - Strike damage is increased against foes with no boons. Heal yourself when you remove boons from foes. Engineer: Chemical Rounds -> Chemical Warfare - Gain condition damage. Weapon Skills' conditions last longer when not wielding a kit. Overshield - Protection on you is more effective. When you use a weaponskill with a 20 second cooldown or longer, grant protection to allies. (Does not activate with kits) Ranger: Lead the Wind - Striking foes beyond the range threshold grant boons, and lower the cooldown of weapon skills. Light on your Feet - Damage and condition duration are increased after dodging or weapon swapping. Weapon Swapping recharges faster. (Bonuses to shortbow are added to it baseline.) Ambidexterity - Gain condition damage. Gain additional condition damage while not wielding a two-handed weapon. Windborne Notes - Heal Allies when you grant them regeneration. When you activate a beast ability, grant nearby allies regeneration. Two-handed training - While wielding a two-handed weapon, you gain power. Gain fury when you disable a foe. Honed Axes -> Honed Senses - You and your pet gain ferocity. Gain additional ferocity while you have fury. Thief: Dagger Training -> Grim Fang - Gain power, and gain additional power after poisoning a foe for a time. Deadly Aim - Deal increased strike damage to foes beyond the range threshold. Swindling Equilibrium - Successfully evading an attack recharges steal. Gain increased power, which is increased after evading an attack. Staff Master -> Heavy-Handed - While wielding a two-handed weapon, you gain bonus power, and gain endurance when you spend initiative. Silent Scope - Gain precision, which is increased for each point of malice gained. Gain stealth when rolling. Second Opinion - A portion of condition damage is converted to healing power. Gain additional condition damage, which is further increased when entering and exiting Shadow Shroud. Mesmer: Bountiful Blades - When you summon a phantasm with a weapon skill, additionally summon a lesser phantasmal berserker. Duelist's Discipline -> Sharper Images - Your illusions have a chance to cause bleeding. They cause additional bleeding on critical hits. Fencer's Finesse - When you or one of your illusions strike from melee while wielding a one-handed weapon, gain a stacking ferocity effect. Chaotic Potency - Gain condition damage. Gain additional condition damage when you apply a non-damaging condition to a foe. Warden's Feedback - Cast Feedback when you use Shatter Skill 4. Heal allies within feedback's radius. Mirrored Axes - When you use an ambush skill, summon a phantom axes to strike your target. Your illusions also summon a phantom axe when they ambush. Necromancer: Lingering Curses - Gain condition damage. Torment deals increased damage against boonless foes. Overflowing Thirst - Gain life force when you siphon health from foes. Soul Marks - Marks become unblockable and give life force when triggered. When you disable a foe, create a Lesser Putrid Mark (Same as Putrid Mark, but only transfers 1 condition). Dark Gunslinger -> Deathdealer - (No other significant change)
  10. For Elementalist pistol: Change weapon skill icons for with and without bullets, making it easier to discern weather you have that element's bullet of not.
  11. I'd like a lamp-pointer for when you have to do lamplighting in Cantha and in Horn of Maguuma. Probably similar implimentation to event/map completion pointers.
  12. I don't think Necro does, outside of scouge Edit: Double checked, and neither does thief
  13. I feel like Aegis as a support has become an absolute necessity, and I feel like it's only on Deimos that this is an issue. I'm happy to have feedback on this, but I want to confirm. If aegis provision is only tied to Deimos, then why not have Deimos himself provide aegis for the tank/oil kiter? Like, as he casts mind crush, have a special action key come up that allows the closest (or whomever has aggro) to counterspell to create aegis lasting for ~3 seconds for all nearby. This means that other healing specializations won't need to have aegis as a built in necessity.
×
×
  • Create New...