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covahlam.6391

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  1. Combo-ing off of the unleashed pet skill "enveloping haze" worked for me
  2. Touche I just remembered the whole 'choose your map' angle. What a great thing. Sometimes you just don't want to play skyhammer or on Coliseum for the umpteenth time in a row. I'm convinced. Bring back hot joins!
  3. Sounds like we're in full agreement. DT aside, the gunsaber is too weak, and your ideas are good for how to allocate the necessary power budget toward saber skills 2-5 rather than toward having this mega burst skill. That being said, if your ideas were implemented, I think it would be fair to throw on some superspeed and maybe quickness that take effect post burst and scale with charge time. The idea would be that as a reward for standing still for 2.5s, you get tools for finishing off a surviving opponent. Thematically, these buffs would fit really well with the whole idea of standing calmly before exploding into impossibly quick actions. Another thought, perhaps a little too out there... what about an effect that increases the effectiveness of your 'on burst' abilities by a scaling amount? I'm thinking adrenal health would heal for ~450/s after a fully charged hit, CI would cleanse 5 conditions, etc. Regardless of the specific effects, I'm thinking these bonuses would be inherently a part of DT. The existing GM traits could be left as is or, ideally, improved. Also, I know this thread is about DT, but I honestly think it would be fair for the off weapon set to retain a tier 3 burst. The gunsaber replaces an entire weapon set rather than adding something extra like berserk mode or FC.
  4. Well, yeah, there is that blunt-force solution 😀but I doubt they're going to scrap DT. Evidence? See druid, berserker, etc.
  5. Actually, DSB with unyielding dragon would be ok-ish if the rest of the gunsaber kit was compensated with a proper power budget. Needless to say, the whole concept behind DT is broken (dumb). I disagree with giving the DT skills crazy power scaling. Either there is not enough reward, as is currently the case, or the reward is far too great and therefore the skill has to be a moonshot. I doubt a middle ground exists because neither a massive 20k hit nor standing stationary for several seconds is a fun experience for those involved. So assuming DT is here to stay, a more realistic approach might be loading DT with other effects (full counter style) or improving the rest of the gunsaber kit while leaving DT as is. I favor the latter approach as this would provide an alternative style vs the rest of the heavily-burst reliant warrior kit.
  6. Hot joins were how I got into pvp back in the day. I am not a great player, mechanically speaking, but I was downright horrible when I started. The super casual environment was therefore much more appealing than jumping straight into solo arena play. There is a big segment of players who would be similarly well-served by hot joins, especially if rewards could be worked out to a reasonable degree. On the other hand, a hot join environment inevitably teaches a lot of bad habits that don't translate well to regular ranked play. Regardless of whether the new player / casual environment is hot joins or unranked, the game still needs a better way to teach players how to play conquest.
  7. If there is a problem with skill circles being too large, then change the skills. On the whole, it's a good thing that different maps have different mechanics. Let's not homogenize them all.
  8. Thanks! 2 charges would be nice, was just trying not to be too greedy haha.
  9. I don't really play pve much these days, but #4 would be unpopular there unless the launch is set to 0. #5 is pretty cool but no way you get a 20s cooldown on that type of skill. 30-35s is more realistic based on guard hammer/longbow. Also, #5 seems to really play into the theme of untamed, which makes me realize it would potentially be awesome if unleashed ambush skills could change with your offhand weapon. My proposal for changes to torch #4 and #5 would be: #4 - add a 4s blind upon hit #5 - after dropping the fire field, flips over to another skill which converts the fire field into a smoke field with a duration of least(remaining duration, 3s)
  10. Assuming you meant in terms of playstyle, it's prob gotta be thief
  11. Thanks. Warrior is my main alt and not my main class, so it's helpful to consult with the experts. I'll give OH axe a try in lieu of OH mace. The CB+FT combo chunks HP decently and tremor is good for chase potential, but you're totally right that OH axe offers better, more reliable damage. While I was playing, I didn't come across any condi uber tanks, but I imagine the extra axe damage is probably necessary vs. such builds. I have a bit of a love-hate relationship with OH sword. For now it seems to be working so I'll keep it. The great thing about roaming is being able to swap a broken or subpar piece on the fly. I have almost zero roaming experience, so I'm still adjusting to how it differs vs spvp. I realized draining sigils don't have an ICD, so I should swap to using those on both sets if I end up keeping OH mace. An extra 1k+ damage (+ healing) per interrupt is nice. Also, even though berserker isn't the best for might stacking, I will try working it in over strength, swapping OH mace for torch. The berserk mode bonuses combined with FGJ work out to be a considerable stat boost.
  12. So I recently acquired an ascended set of celestial heavy armor and decided to do some roaming on my warrior with the following build: http://gw2skills.net/editor/?PKABwmlzlJwSYXMMGKOOTlLfA-z1IY1onvUqMB6ME6NCCvAc/QEm9wbJ+JL-w It actually seemed to work pretty well. Anyone try something similar or have some optimization tips? Also, that setup is the goal, but I don't have the tokens on hand for aristocracy runes. For the time being, I'm just using hoelbrak runes cause they were cheap.
  13. What about a conditional threshold where the higher rated player's rating is used for both players if the gap between partners is greater than say 200, otherwise the duo's ratings are treated as they are today? I mean, there will always be issues around the margin with any threshold used and there is the fact that rating is a nonlinear representation of skill. Still, I think something like the above would help alleviate manipulation from high-low duos without ruining things for the majority of players.
  14. So one idea I had to give warrior more z-axis mobility without resorting to full on ports would be to add a z-axis to a couple of leap skills, sundering leap and stomp being the prime candidates. Basically, the travel distance would be the hypotenuse of the triangle formed between the warrior, the destination, and the ground. A higher jump would mean less horizontal distance traveled whereas using the skill on flat terrain would mimic the current behavior. So with the addition of the z-axis component, a warrior could 'high jump' up to a ledge such as the clocktower on battle of kyhlo. Thematically, this idea fits well with berserker IMO. Both sundering leap and stomp would have to be sped up quite a bit, but I don't see that being unfair. Stomp provides stab, too, which would help reduce the risk of being interrupted mid leap. Also, I know way back in like 2014, anet patched leaps to prevent them from being able to scale certain terrain, but the game has changed so much that there is no need to be bound by that philosophy. Orrrr, warrior could, you know, just get an actual port skill.
  15. You know, I had typed up a thoughtful response to this but decided not to bother given the silly ad hominem you led with. I hate to have to be this pedantic, but given that viable simply means "capable of working successfully", I did in fact use it correctly btw. Go spend some time playing a few matches as a warrior with those mixed weapon sets I 'glossed over' and you'll see that I'm right about shield. That's the beauty of this being a game. We all can actually test things for ourselves.
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