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Barraind.7324

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Everything posted by Barraind.7324

  1. I have to find links for it again, but the last update I saw was Shiro/Dorf - 31k Alliance/Shiro - 29.5k
  2. People were assuming they would have been back this month, either as the September part of the August sale (as theyve been a regular for anniversary sales in the last week since implementation, though this last sale wasnt that and didnt follow those patterns) or following the end of Return to LS4, which could put it in the first patch of October. They tend to come back every 3-5 months, so they should be back at some point in the near future.
  3. I will say, as far as meme builds go, vindi is fantastic. Do you want to dragoon your way across a map, chain death diving mooks and critters into the ground? Grab that Zerksassin gear, runes of the renegade, sigil of stamina, and hop to it! Want a build that just healhops every 3.5 seconds, gives permanent regen, protection, self vigor, and almost perma stab? Grab that minstrel / Harrier gear and camp dwarf stance until you need to swap to faceroll blue buffs for more stun breaks and condi cleanses (and the mandatory f2). Just dont ask it to be a real boy in PvE.
  4. Yes, as is, its a stupidly designed skill that has multiple different limitations on it all working against each other. Make the upkeep the traditional "costs 1 upkeep if active" and its a very good team heal thats mitigated well by the spec dodge mechanic. Keep the upkeep but have a better reward on the drop, and it doesnt feel bad. Remove the cooldown and let you drop it without the 2 seconds of pulses, and its yet_another_regen/prot_tool. As is, it actually cant be both a useful pulse and a useful drop. Edit - OR go crazy with it and have it be an energy GENERATOR that rewards you for holding it (reduce the pulse healing) and bad things happening to you, and let it kill you if you dont drop it in time for its boons (and let the drop affect you)
  5. Saint's Shield with song of Arboreum will be reusable in just under 4 seconds. Saints shield with Reaver's curse hitting 5 targets will refresh slightly faster. Saint's shield would arguably be one of the best dodges in the game (due to Endurance regen mechanics in the Vindi traits) if it actually worked right (proper i-frames and lack of animation locks)
  6. You do actually get a significant amount of pulse healing from it if you let it run the duration, and you'll still get regen out of it unless you have another barrier source. The only thing you're going to miss most of the time is getting Resilience for your party (unless you're taking a significant amount of damage elsewhere), and one breakpoint of burst healing, but if you've sat on urn for the duration, you already made up for that healing. Urn drops dont affect you either, so the person who most needs the healing from it isnt getting it to begin with.
  7. I think the weirdest thing is the use of the Nebenhut stance, but using attacks as if they started in Ochs /Gasumi, where the sword is brought back and then in a horizontal arc from the shoulder, or in the hilarious case of Reaper GS3, starting in Tail guard and moving into an attack out of a Chudan stance. The entire point of holding the weapon in Nebenhut is to get an UPWARD arc on your initial swing, not horizontal or downward slash (or a STAB if you're a reaper)
  8. "Vindicator seems pretty fluid, and is mostly gated by ene... Oh god everything also has significantly long cooldowns and the animation delays arent hidden anymore so everything feels slow and clunky and the jumps are so buggy..." what a difference cheatmode makes
  9. I wish the default alphabetization for things like that ignored 'the' , but thats nitpicky on my part and entirely due to how I shorthand it.
  10. In a group, you're using it with healhop. Healhop's barrier will cover a significant portion of urns damage. Urn has a baked in limit to how long you can hold it, its -10 upkeep, which is WAAAAAAAAY too high and actually keeps urn from being good enough in that capacity.
  11. dodgehops dont give I-frames for the duration of the hop, meaning you can be killed while in the air. dodgehops dont always spawn healing orbs with Healer's Gift or Generous Abundance. GS3 movement range is incorrect. Taking Death From Above doesnt start you at 150 end on dismounting. sigil of stamina does not restore the correct amount of endurance with Death Drop selected.
  12. I'm not quite sure what this spec is supposed to be or do, really. GS Weapon Skills: Auto Chain - This doesnt feel bad Mist Unleashed - Why does it have such a long delay between button press and doing anything? For being a front arc skill with less damage than the first 2 auto chains, it shouldn't be that clunky. Phantom Onslaught - Unlike Guardian GS3, you dont fly into outer space when pressed. Now you take a casual jog past your target instead. This is also one of the most responsive buttons GS gets. Imperial Guard / True strike - The damage feels awful, but it does its blockyblock thing. Eternity's Requiem - Preview: "This button sounds cool but looks awkward" Beta: This button is awkward and sounds awkward. Damage reduction per hit seems a needless addition, the hits are so fast and in such a wide spread, it should be impossible for things to be hit by more than the cluster they may have been standing in when used. Utility Skills: Selfish spirit - Great if you're hitting 5 things. One of the worst heal skills available if you're hitting 1 or 2. Selfless spirit - Solid heal in a party. Not a good heal if not in a party. Energy cost and cast time of both heals is steep, and require you to be hitting multiple targets with both casts. Nomads Advance - Its effectively GS3 that gives you might. The cost is steep. Battle Dance - Self displacement that puts you out of range for everything except spear, GS3, and the skill it shares a cooldown with. Its useful to position yourself as a support, but its effectively dodge #2 that isnt a dodge Scavenger Burst - High Cast time? Check. Total damage of 1s autoattacking? Check. Doesnt aggro anything not in melee range making it ineffective as an opener in PvE? Check. Costs 15 energy for no good reason? check. Is one of only 2 skills that does anything condition based in the spec? Check. Is only good when it hits 4-5 targets? check Tree Song - This is really good if you're playing a heal/support character, as your go-to "im not doing damage, but have this useful thing" button. If every other Kurz skill wasnt also "I'm not doing damage, have this same thing" button, we'd be good. Reaver's Rage - It does what it says on the tin. Its a stunbreak that you're only pressing when you need a stunbreak, unless you wont need a stun break and are near enough things to give yourself fury. Awakening - Group Stunbreak is pretty neat when you need it. Urn of Saint Noplease - This doesnt make any sense. Its seeming best case is being a 3 second cast regen. In its heal/boon support build, it would be a really good skill when you need lots of group healing, as your 50 energy hop covers your self healing, and you can keep pulses up for your group, but it has a -10 energy upkeep, so you cant actually keep it up for all that long, especially if you have to do anything else before (and you do) or if you didnt have to press f2 before leaving Alliance after using it (and you more or less do). With a halfway reasonable Pip cost, this skill could be saved in the one place you would even possibly think about using it, though it does absolutely require Healhop. Spear of Tickles - 2000 range ability on a significantly long delay that does what seems to be this kits standard 1 second of auto-attack damage, doesnt aggro things it hits out of melee range, with a 20 energy cost that adds torment instead of, say, long duration Chilled and 5 vuln, which might make it useful at times you're waiting that long to get a 2k range skill to go off. F2: Energy tax in Alliance that you can not and must not ever press in any other legend because it absolutely must be pressed in Alliance. This button feels bad. So very bad. Traits: Dodgedives: Healhop - 10/10, would healhop again. To be fair, this trait could do nothing except say "costs 50 end", and it would be better than the alternatives often enough to get taken regularly. Death (of self) From Above - For 150 end, this doesnt feel like it does enough. Imperial Impact - This might be good in a raid situation where its going to be a boon extender that gives some amount of might and protection uptime. This can have 100% uptime with Reaver's Curse Endurance: If you arent using Death Drop, and are in a group, the only trait to even look at is Reaver's Curse. For all other situations, Song of Arboreum has the best end regen. Angsiyan's trust - This trait exists. It might be worth using if you're running healhop, and you need to semi-frequently dodge as a group, but not so often that you can lose 15 self endurance regen, or you get stuck in a sub-group with everyone else who only gets 1 endurance bar. But I dont see this ever beating out Reaver's curse for practical use. f2 alterers: Leviathan's Strength - If you didnt have to use f2 just before exiting or just after entering Alliance every single time you change legends for any rotation you have to come close to working, this might be a trait you could look at. Redemptors Sermon - 30s cooldown on the trigger kills it. Amnesty of Shing Jei - This skill doesnt mess up your rotation and actually does something, so congrats, you get to take it. Overall Impressions: The rotation is clunky, animation delays and .75s cast times on everything make it feel unresponsive, the dodgehops dont give full I-frames, and it doesnt have the damage to be a power dps spec. Its boon support spec is reliant on staff + utilities, and just makes me ask "why am I not playing Herald, ill get permanent quickness instead of a group stunbreak". The benchmarks are pretty horrific at the moment. Its Core Legends Shiro/dorf zerker pure dps build is sitting down with Banners. Its Alliance benchmark is at QScrapper level. Its Diviners gear QRvind is below any other benchmarkable build. What would I do in a perfect world? Make Alliance require taking Arch as one legend and Viktor as the second, give one the dps kit, one the boon support kit, significantly reduce cooldowns, and incentivize the player to swap to the "offspec" legend either through end/ene recovery mechanics or giving boosts to skills in one based on skills used in the other. It couldnt be worse than what it currently is in terms of how it plays.
  13. Thats the problem I've had with Necro for a while. You have one good power option locked to Reaper, and several mediocre power options. Harbinger just gets a third mediocre power option.
  14. Condi is likely not going to feel overly good on WB as Willbender Flames scales on power. Trying to maximize damage from Torch and utility burn with Viper, Grieving, or Celestial will always be worse on WB than Core. You need a significant amount of raw power for Willbender Flames to overtake Core's f1 passive.
  15. OH sword would be perfectly fine in most scenarios if Sword 4 wasnt a batting practice cut that requires hitting 2 things every use.
  16. Gravity well also has 4x the base damage, significantly better scaling, and doesnt have anti-synergy with the rest of your kit though.
  17. Weapon: Sword OH is so clunky. Sword 4 is a HUGE windup for what is essentially 2/3 of a sword MH auto. It feels like it must be cleaving two and a half targets every swing to be better than focus as it stands. Sword 5 has the charge/leap issue where sometimes it just doesnt stop at the thing it is trying to hit and goes running off into the distance. Its feeling like DH did where the spec weapon isnt the best choice for the spec. Utility: Reversal is underwhelming. If its not blocking high damage abilities regularly, it cannot perform better than Litany. If its only blocking high damage abilities, its just shelter. Heavens Palm. This is unsynergistic with the rest of the specs needs in PvE. Sword OH needs to cleave, Palm is an AE knockback. This feels clearly focused for PvP. Rolling Light and Heel Crack are low-damage utility that seem clearly PvP designed. Heel Crack is not "quick". Rolling light is slow, and has the "woosh into space" issue with its dash. Whirling Light feels like a controllable Procession of Blades. Flash Combo's hit registration feels bad. It can whiff against target dummy golems, and Repose is awkward to use if Flash Combo wasnt started in melee range of the thing you want to move to melee range of. It can also suffer from not moving TO the thing you want to move to, F skills. Courage losing passive aegis generation feels uncomfortable with Guardians health pool. Justice likes to simultaneously undershoot and overshoot everything it targets. Resolve isnt designed to stop upon impact, which makes it the worst of the three to use in any kind of rotation. This is somewhat problematic as it is the default method of regeneration and a potential source of resolution. Specialization Traits: Hooooboy. Adept traits feel bad. Boon pact is probably wasted, Power for Power feels required, and Curate is a thing that exists. Restorative Virtues doesnt lower the cooldown of Courage, though gaining courage will lower the cooldown of the other two. Holy Reckoning is meager. Willbenders interactions with other spec traits though, is not fun. Virtues GM traits do nothing. Every other spec has a number of traits that require the passive effect of virtues hitting to function. These do not apply to the aura/stance/whatever provided by the active of the WB virtues. Feel: The spec icons make this spec feel like it was ideas left over from daredevil, colored blue. The trait interaction makes this feel like it was the concept for a different class and colored blue. This spec feels wrong from the bottom up. Its pretty bad when you test the new flashy thing that does what no other spec in the class can do and you think "I would have just preferred this be based around utility and finding new uses for mace/shield/hammer because that makes more sense"
  18. It seems to sacrifice a lot to have 25-33% uptime on "I cant be downed". I dont see myself doing much with it outside running around, its anti-utility makes it really not good for anything organized. But some of them are just ? You have less group healing! (How exactly am i healing anyone else with what you previewed?) You have less group buffing! selfish everything, wooo
  19. I'll probably use monksassin for open world farming, but with whats been shown, i just dont see where it fits in for organized groups. HOP HOP HOP HOP HOP is fun and all, but...
  20. Not ingame, but the one i use for names for all sorts of games is https://www.fantasynamegenerators.com/guild-wars.php
  21. The only name I wanted and couldnt get was jokingly naming a key runner Cranjis McBasketball . And I dont feel that should warrant anything except being happy knowing someone else wanted to use that for lolz.
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