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LoganFlynn.1859

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  1. This. The specialization is fine for raw Healing output but my main issue is boon access that makes sense for only Untamed. Every other Healer has access to a specific set of Skills that fill the role of Healing or boon application. Then there's Untamed that has to use non cantrips to simply upkeep 25 Might for example. Whereas Healbrand can easily access loads of different boons without sacrificing much of the utility slots. My point being is that you're incentivized to using cantrips to output boons, but you're not locked into them. And of course the zero access to Stability which is very bad.
  2. Current Nature's Shield - To be quite frank. I don't see this trait ever get used unless it's in sPvP. But even then it's such a niche trait considering the fact that Heal Untamed is a thing now, so I think replacing this trait would overall make Untamed more attractive in general AND as a Defensive Support role. Nature's Shield re-work. - What this trait accomplishes is giving heal Untamed easy access to Stability and not just a single stack, no no, 3 stacks of Stability so that it's more robust. But on top of this, I feel like the Cantrips could be a unique way to giving out boons to allies as you can easily choose which boons to give your allies because of the Unleash mechanic. Do you want to give more uptime of Quickness to allies? Go for it via Nature's Binding , Or maybe, you just realized that everybody is crippled, slowed and weakened all of a sudden. So you Unleash your pet to give Resistance to everybody through, again, Nature's Binding. Instead of press X Button to give boon to allies like most classes, you can directly choose which boons your handing out. Adjustments to Untamed Skills (My Reccomendations) Forest's Fortification : Reduced all boon durations from 10 seconds to 5 seconds in PVE, sPVP and WvW. Stability stacks are decreased from 10 to 3 in WvW and sPVP. Superspeed is unchanged in all game modes. Unnatural Traversal : Increased Regeneration duration from 6 seconds to 9 seconds in all game modes. Mutate Conditions : Increased Vigor duration from 5 seconds to 7 seconds. Increased Fury duration from 6 seconds to 7 seconds. Exploding Spores : Increased Protection duration from 4 seconds to 6 seconds. Tell me your thoughts! I would love to hear what people think of making Heal Untamed a viable Defensive Support role.
  3. I know Heal Willbender is non-existent and this specialization isn't meant to be a primary Healer. But it would be cool to have the option to Heal Alac my allies as a Willbender. Would it be super niche? Yes. Would it be very good? Don't know. But my suggestion is to make the current Conceited Curate also apply to allies whenever they stand on the Willbender Flames. To really spice up this trait and give it identity, it could decrease the damage your Willbender Flame's damage by -99% BUT with the upside that your F1, F2 and F3 have bigger radiuses. F1 would be longer in length, F2 would send you the same distance (450 range) but the Flames are extended to a range of 900 and your F3 has an outer circle that extends beyond the current circle. Tell me your thoughts!
  4. Bosses that it doesn't trigger off of despite using a CC skill: Whisper of Jormag, Fraenir of Jormag and Icebrood Construct. To be more specific, Thump (Hammer 5, Nonunleashed) DOESN'T trigger Fervent Force for whatever reason. Though some of these bosses awkwardly trigger Fervant Force from Hammer 3, where the boss Icebrood Construct doesn't trigger from 3 & 5 which is odd. Evidence: https://medal.tv/games/guild-wars-2/clips/10o22bSWgNONbB/d1337QYfs4l6?invite=cr-MSxIZ2MsNzAzMzQ2Mzgs This is evidence for Icebrood Construct but I've done the other bosses enough and have confirmed that Fervent Force DOES NOT work on the other two bosses. Thanks for reading.
  5. I don't think this utility skill has seen any love on any format. I mean it's completely outclassed by the likes of Mesmer Portal and even Thief's Shadow Portal which is... so discouraging. Hey ANet, can we maybe consider buffing the range drastically on Sand Swell? Not just an increase of 300, 600 units but maybe increase the range from 900 (which is somewhat pathetic) to 1,800 range. That way it can find use not only in PvE (You have the convenance of not having to actually go to the location B but also you gain barrier which is nice.) but can see a really neat use in WvW possibly. I don't know what the true strength of this skill would be like with a range like 1,800. But I think it would finally scrap off the dust that Sand Swell has had ever since its creation.
  6. [Full Counter]Absorb the next attack against you and counterattack all foes around you. Foes struck by the counter attack are interrupted. [Sigil of Severance] Upon interrupting an enemy, gain up to 250 precision and ferocity for 4 seconds, depending on level. (Cooldown: 1 second) [Issue] Full Counter does not trigger Sigil of Severance. This could be an overlook on the developers part or an intended feature for balance reasons. But I find it odd that out of all Interrupt Sigils, Severance is the only one that doesn't work alongside Full Counter. [Video Evidence] https://youtu.be/Kt54ps9R2P0
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