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Argo Silversea.4609

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Posts posted by Argo Silversea.4609

  1. 9 hours ago, Scoobaniec.9561 said:

    I could write a book about whats wrong with this spec within 5min.

     

    Greatsword - reused animations everywhere. Looking at tooltips in wvw cooldown are way too long.

    (General balance) And thats a general issue with weapons in general. Rev in general was supposed to have low cds at the cost of weapon skills costing energy. So its time to decide which direction you want to take and either bring us back low cooldowns or get rid of energy from weapon skills. 

     

    Apart from that gs 3 is actually bugged on range and goes like 300meters max? I feel like it is a skill that could also use evade frame. Also why swing from gs 2 looks exactly the same as autoattack? Theres literally no tell in pvp if i get hit by auto or a "maul"

     

    Now lets move into a real kitten here:

     

    Class mechanics

    F2 - too limited outside of new legendary stance and cost a hefty 25 energy to activate. What even? It needs entire rework.

    Dodge - already covered by others. Id like to that adding extra 50 endurance to the bar on the Death Drop is an unnecesary overkill.

     

     

    The legendary clunkiness itself

     

    Whats the point of a skill flip if they are going on a cooldown?! If i have a flip skill let me use it back to back as i desire while the other used up skill recoveres off cooldown. We already have energy system in place to prevent spamming. For this case i recommend taking a look to Smite; King Arthur character which has already similiar system of flips 

     

    Nomad Advance - could use some immobilize

    Battle dance - should be insta cast otherwise its pointless as an evade. These lessons should be learned from warrior rifle already.

    Scavenger burst - takes too long to cast especially for the damage being so low

    Spear of some noname - again long cast time, low damage. Honestly spekaing since this spec lack any form of cc it would be nice to put a pull here at the very least given its a elite ability.

    Urn - literally the worst thing so far. Self damaging ability that cannot be insta turned off resulting in a 100% death if cc'ed


    Traits

     

    Already explained by others as well i think. No point having master traits doing literally the same thing in diff methods.  The first 2 master traits to trashbin. The end.

    Leviathan is literally the last thing id pick up as in current state it makes F2 a worse version than what it is baseline.

     

     

    3/10. Nice try but its horrible clunky spec in current state. No cc, no damage modifiers. Questionable survivability. Lack of real utility. Wish it was at least fancy but it fails even here. Major rework needed.

    Thank you for putting this up. I hope they read it!!

  2. Animations seem more snappy and fast on a human than on a Norn. It's very apparent to me with the dodge. But it could be because of scale? Either way the superman jump part of it feels very cool on a human not so much on a Norn. 

    Dps is ok but for some reason I'm struggling with keeping it going after the first set of mobs.  Either get rid of the conditions on the attacks and boost base damage or add more stacks. Seems like conditions are pointless for the synergy of this spec. 

    CC is it's biggest flaw in my view. It would be very cool if the GS skills had something similar to axe 5 or some sort of pull. I would love to set up mobs and then smash them with my dodge. 

    Forgot to add this. Why would there be a cooldown after using a utility of a legend?? This is crippling the spec. If the whole point is to balance out my utility skills then they should be available anytime. Only limited by which one I used last. 

    Would love more movement speed as part of the gs skills or something. 

    Final edit: Added some traveler runes and some commander gear. Played as more of a support role with Jalis as my second legend. Felt great and had tons of sustain. If this was supposed to be a support only spec I would be very happy. I just wish the dps side had more "oomph" it doesn't feel powerful at all.

     

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  3. Honestly I think what makes guardian a fun class is the opposite of the direction they took here. I play a support class because I want to help other players sometimes. It feels cool to know I can turn a bad situation around. I don't like that I have to make choices in my build that help me and reduce utility for the group.

     

    I would want a defender not a pre-emptive strike rev, which is kinda what this feels like. Change the off hand sword skills to something like the riposte gw1 skills. Bring back group utility to the virtues the movement skills are terrible. Like everyone else has mentioned they're clunky and not fun.

     

    This is not a bad class, it just doesn't have anything to do with how guardians play. Basically goes against player choice when we made a guardian to begin with. Which really doesn't make sense to do.

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