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Sifolstour.3210

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Everything posted by Sifolstour.3210

  1. First sry for my poor english Now that I've been playing the mechanist for 2 days i would suggest some things: Add toolbelt skills, thats needed. -Take just 1 set of major traits for the mech and let 2 sets open for other stuff. -Make the mech just the elite with a toolbelt active skill and two pasive abilities that depends on the trait choosen. -Another good option (the one i would prefer) could be make the mech just a suit that replaces your weapon skills like the shroud from necros and make those skills to vary on trait choices. Actually the spec as it is makes no sense (thats not a turn based game), and it has too many weakness like being dependant of the mech at 100% being a core engie with 2 traitlines without it.
  2. Just an example: Any condi weaver (good or bad) can melt both of you the mech and the mechanist with ease. This class needs some work maybe just take 1 set of major traitlines for the mech and let 2 sets open for other stuff. Another good option can be making the mech the elite skill. But i would prefer it to be just a suit that you get into it and fire inside it.
  3. It isn't that tanky, people has to figure out how to play against the mech. Specially weak against massive output of condis like rangers, elementalist and the list goes on can kill the mech with ease without targeting it just from aoe's, also heavy hiters like reapers or warriors can cc the mech fast and chop it down on just a matter of time.
  4. We need changes on this spec; some of those changes are a MUST like the unleashed skills that i'll explain later and some minor tweaks that are less important but also needed. Tweaks on hammer: -Autoattack should have different effects on the third attack chain; unleashed - maybe add some extra damage/condi or boon effect like might // and while not unleashed - some kind of deffensive option like endurance gain. -Would be nice having a whirl finisher on skill number 2 of hammer. -Skill number 3 while unleashed could be a gap closer/teleport. About other weapon sets: -At least we MUST get 1 unleashed skill for every mainhand weapon, skill number 2 of any weapon fits perfectly for this. Pets: -F3 Enveloping Haze is a pretty nice/good skill. F1 and F2 should be ok for Feline/Canine archetype. -F1 and F2 MUST be different based on pet archetype, we dont need a gap closer neither an aoe effect on a ranged pet. -F2 Unleashed pet should be named as a beast ability for better trait sinergy, this let us to remove 2 unnecesary traits (Blinding Outburst/Corrupting Vines) and in exchange we can get some condi stuff for those that ill explain later on the trait section. -Keybind keys to command your pet like ranger ones. Cantrips: -Mutate conditions should be also a stun break making it less punishing for the vulnerability aplied to ourselfs on condi removal (we havent a single one on those cantrip skills). -Combine exploding spores and nature binding into 1 skill; for example make the spores explode on cast aplying the damage and slow and if the target persist on the field after a delay inmobilize them. -Having 1 utility skill slot free cause the combination of exploding spores and nature binding you could add some kind of skill more condi focused being able to create more builds around the untamed spec. Traits: - Delete Blinding Outburst/Corrupting Vines traits (they are weak and naming f2 of unleashed pet skill a beast skill will be better) and instead of those add as an example: * Condi aplication when you disable the target instead of Blinding Outburst. * When you or your pet unleashes create a Fire/Smoke field (Depending on who is unleashed) that last 3s instead of Corrupting Vines.
  5. First 1 major concern that must be solved: - When your golem is on cooldown mechanist is weak being relegated to be a core engineer whith just 2 traitlines cause golem cd is too high. Something that can be done easily to solve this problem is just adding powerfull spells for f1, f2 and f3 toolbelt abilities that sinergyze with your traits choice. Second add some pet comands like the ones on ranger. Third but less important add customization for your golem, being able to dye it would be nice. Also i would love to get at least some skins for it by doing some missions, pvp or wvw tracks. With that being said i love the concept but it needs some work to make it relevant. Signets are well rounded but i think that the damage signet outshines the condition signet and the mace is just ok, being able to evade with 2 skill on mace or adding some barrier it would be nice.
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