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zeyeti.8347

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Posts posted by zeyeti.8347

  1. They want to remove all those -20% cd from traits , but didnt touch the trait at all after getting rid of that , those passiv feels terrible now , just look at the "conjurer" trait now in pair with soothing disruption , could at least make all skill related to it -20% cd based , and give something to the passiv to compensate the loss of 20% cd reduc . Winning a fire aura when you grab a conjure weapon ... and some vigor and regen when you use a cantrip ... talk about useless ... 

    Ele is not the only one having to deal with that , necro warhorn got the same treatment , but at least they gave the skills -20% cd , why not our cantrips ?

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  2. You know you gonna swap attunement with your staff so your AA healing is like 1/4 of your rotation available , druid is 66% of the time in his avatars if he wishes (15 sec duration vs 7.5 cd) not to forget that staying in water is prohibited casue you need the boonshare and either i agree (i tested too ingame) you lack 1-2 sec alac with two spirits on druid , what else you need to take  ? a glyph for stunbreak ? you can just play with water spirit and get ridoff one spirit, but you want the trap for condi cleanse ? your avatar have 0,75 sec 1 condi cleanse skill , as a druid when i kite and don't need spirits , i simply still play with them , 75% of the glyph are useless and all other skill are really pvp or open world oriented even druid has a better aegis than ele (on a 25 sec cd vs 30 .. while the shout give more boons , ok), i agree on the staff who can give 100% stab uptime , but where is the aegis ? and i discussed staff with you on the other topic , it is a good healing weapon , but for boons it is trash , no power share (only from combos and the tiny 180 Ol fire) no fury , no prot. and all of that in the 4 attunements . There is a fact https://gw2wingman.nevermindcreations.de/popularity this shows that even the tempest was the 1st e-spec from ele it is one of the lowest played , why ? you now see this little curve that just came out the patch cause ppl curious , thats why tempest got a 0,7% increase playrate ... ppl curiosity , i may be wrong , but it's my personal feeling , while i agree i was wrong on druid spirits , you need at least 3 for 100% uptime 

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  3. Don't forget that those decision are also made because of money . More bank slots , or more inventory bag slots , which can ofc be bought with Ig money , but also with gems ... They have to let some items unable to be stocked or else bank slots wouldn't mean anything.

    Do you remember when non id stuff came up ? My god , such a relief to not have your inventory blown away because you had 114 blue stuff and 89 green stuff ...

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  4. 4 hours ago, soulknight.9620 said:

    If i recall correctly it was 3 spirits for perma alac. 

    with 100% boon duration , spirits give 8 secs of alac , have all (not the elite) 20 sec cd (15 with alac) on the tp skill and a cats time of 1/2 sec , with math that does that does 8x2=16secs , so yes with two spirits you can upkeep alacrity.

     

    4 hours ago, soulknight.9620 said:

    Minimum of 2 (heal mantra with trait +quick mantra). A single quick mantra is not enough. 

    With recent rework of mantra the quick giving mantra give 5 sec of quickness and the last charge 10 sec  . With fully unloading the mantra you give 20 sec of quickness , the mantra if fully unloaded have a 25 sec cd (20 with alac) , with a cast time of 2.25 sec , you have 90% quick uptime if you spam the skill 

     

    On both of those two , you take more alacrity and quickness source for confort , on Hat you take more boon duration to compensate the failure of an OL.

    Alacrity should be shared with no punishement as Hat has , cause no other support has that kind of shenanigans to go trough , not a surprise Hat is the least played "meta" healer ...

    Also others healers can adapt to their party . 

    druid can take more might with Gm traits , Firebrand can choose stability or more aegis .

    on the other hand its' the party who have to adapt to someone playing Hat , need to stack tight if the Hat plays with staff , need to see if fury is covered (yeah i am not gonna play air as a healer , for the sole purpose to give fury...) , ...

    just what is the strong point of Hat ?

    Druid is long range healing

    Firebrand amazing access to aegis and stab

    Mech , best kiter , able to maintain fury , might , alacrity from a 1200 range ( not even talking about "crisis zone")

    And Hat ? 3 secs + boon uptime ? ( a "Wish" version of the herald) , what are the strong points ? more healing ? i would like to see that in front of a druid unloading his avatar skills . More defensive skills ? 1aegis and 1 stab every 30/25 secs ... yeah you can pretty much maintain stab with staff now , but no more boon extension and gl maintaining might if your quickness booner is a qfb or a scrapper... , boon from a long range ? ha ofc with a fire Ol 180 area against Mech "Arms: High-Impact Drivers" giving might in a 600 are (almost 4 time to size of Hat area ...)

     

     

    • Like 1
  5. 1 hour ago, HowlKamui.5120 said:

    IMO if you're put into a situation like that, just tank the hit. Tempests' protection has buffed damage reduction with their minor grandmaster trait.

    This buff make them just as tanky as heavy armors wearers , not a big deal ... , just play something else than Hat , it has obvious way more weak points than all others healers , free to all of you to think it's not true , but numbers show tempest is one of the least played spec off all the game (on podium with thief) and i don't think it's because ppl think it's too hard to pull off , i personnaly think it's beacsue it is weak , the whole traitline is weak , only Gm traits are super powerfull , and sadly there is where your alac provider is , so no choice to take bastion or tempest damage increased , making it a much worse dps/alac and heal/alac than the others , couple with that a cluncky way to give alac , worse than all others .

    Yes druid has to take like 2 spirits to cover alacrity , what else you wanna take ?

    Yes Firebrand has to take 1... utilty to cover quick 

    Yes mech belch out alac , why literally being afk

    Yes rev has a one button alac provider 

    Yes specter is a bit cluncky too with pits animation.

    But none of those spec has to go trough a 2.8 / 4 secs cast time to provide their alacrity , and all of them have way more windows to fail a dodge without punishement , ...

    Yes tempest can give himself stab ... are you gonna burn a 30 secs skill cd , who is supposed to be used as a group breakstun , or use a 30 secs aegis for your own weaknesses ? 

    Yes there is a "stab on OL" trait , and no i don't want to strip up my vigor and regen uptime for that ...

    You can play Hat to put another challenge on your challenge or play another class but only with your nose , seems fair enough.

    • Like 6
  6. Bend alacrity to Invigorating Torrents , so we can use "bastion of elements" or "transcendent tempest" for an alac/dps  , and alacrity will be no more struggle to upkeep , like ALL others alacrity booner.

    It always puzzled me why does tempest has no straigtht healing or dps traits , as the only one are GM and so stucked cause alacrity is there too ....

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  7. Also is it me , but Weighty Terms doesnt seems to have the -20% cd reduction if the last charge is used , the tooltip says "mantra charges" , is it a bug or is it designed so ? if it is mend to stay like that , i am even less eager to use my last charge on any mantra , the buff and the 1 page refill isnt powerfull enough to justify a 25 o 30 sec cd and especially a 2 sec cast time ...

  8. As a pve endgame enjoyer , i pass my turn , not this patch i am gonna play hat or some weird dps/alac tempest , way better options and Qol with all other alacrity booner/healer , Mechs can give alac from a 1200 range , druid can popout 30 secs of alac in 2 secs then go away "kite" something , while also healing with his avatar , and Hat is there ... needing for everyone to stack 180 around him (like a forced massive group hug you don't wanna do) 

    If it goes well for wvw then good for you wvw enjoyers guys , i am happy tempest is good somewhere at least .

    15 hours ago, Infusion.7149 said:

    I wrote a thread asking if pulsing alacrity was really the solution, so I kind of expected this result.

    completely agree , it's obvious , long casting skills are a pain in the a*-* in hard content , especially if key boons are bend with it , interrupting or having one of your Ol cancelled before the end tick is too much of a punishement , but heh now we can at least give 3 secs of alacrity if we get interrupted , better than nothing i guess...

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  9. On 2/12/2023 at 2:30 PM, Kodama.6453 said:

    I am not opposed to elementals being permanent, I am just pointing out that if they make them permanent, then they have to put a limit on how many you can summon with the glyph. Otherwise we end up with elementalist running around with 30 elementals with enough preparation time, lol. Imagine a dragon's end run, which has quite alot of preparations time, and elementalists are flooding the platform with their elemental armies.

    If they become permanent, they should probably limit the glyph to just be able to summon 3 elementals at once and that's it.

    I talked about the elite elemental summon , ofc letting your tiny elementals permanently alive would end up with ele having a swarm of fire little devils.

    The problem is like a friend tryed , he had to summon all his lesser elementals , then  someone accidently started the boss while 2 ppl were not in the raid , wee gg'ed , ... he had to re-summon them , was so bored he switched virtuoso ... so he can summon swords with no action required .

    first of all , mounting should NOT kill those , that only would be great . Imagine re summon all your minions as necro or having your mech killed full cooldown engage when you mount up , really not funny.

    • Like 1
  10. Your point of view , but taking earth traitline for the sole purpose to give some stab is a massive waste to me , what trait is usefull as a support in earth ? less damage taken , ok . Barrier for yourself , selfish . cripple area when going to earth ? and sovort . Prot 3 secs when you aura  someone .... massive rework needed in earth really ... so much undertuned traits feeling very old and dusty.

    only way i want to play it (if i wanted) is arcane , water , tempest . But thats my taste . But you can't deny that giving might , alacrity ,... on a 2.8 sec pulsing duration , and surely the last tic of alacrity will be more than the others , a thing like 1sec alac each pulse of OL and 3 secs the last one , getting that interrupted really pisses me off , and i don't want to trade more boons sharing (regen + vigor ) just for me to have secured Ol. i prefer largely having my key boons bend to 1/4 sec cast time skills , and as show the % graphics a lot of ppl do like it too that way , seeing tempest is one of the least played spec in the whole game , it came out the same time as druid and tempest is merely a 1.5 playrate / druid 8.5 , and druid lone purpose is heal , he does not have a dps/support build . If no one want to play it (few do , like you) , means the spec has a problem , and i think the patch will not help a lot . Also if for some reason you dont have fury application in your sub ( a lot do now , i know) , you have to take air , for the sole purpose of giving fury ... a whole traitline for fury sharing ... Other healers have no such trade off  , the traitline for those seems to give all key boons and synergize really well  and for hat , i wonder why they let bastion of elements in pve , nobody use that (only on fancy open world builds)

  11. 4 hours ago, soulknight.9620 said:

    Mace: 1 - small heal (around 1k on a 1.75 sec cd)

    Again you have to count quickness in your math , (as you did for overlaods , if i do like you , overloads take 4secs to launch , not 2,8)

    and it is not 1000 hp on the last hit , you have +-40% more healing trough rune and sigils and traits , so it's more like 1400 hp every 1.1 secs .

    4 hours ago, soulknight.9620 said:

    Thats the mindset that actually hurts the state of HAT atm. HAT is good even in its current state, i rarely see HAT underperforming in any fights, and when i actually see it its usually l2p issue same as every other class. Ive seen a lot of bad HFB/HAM/Druid supports, doesnt mean that these builds/specs are bad though. HAT just need some QoL which it is actually getting next patch. 

    I agree that i have maybe few l2p issues with it , but we have to take in consideration that Hat is by far the hardest healer to pull out the boons and heals (not to mention lower hp and armor than all others healers , literally), and i see no benefit from taking this hard way , no reward , any way i look i see a far better option than Hat , less complicated and more effective , why arent there any Hat in fractals ? Why are they literally non existent in endgame content (my point of view , i truly see none of them in any endgame content) , ele is always been a hybrid , so he is never at the top at a specific role , only top with weapons designed almost fully to a specific goal (hammer , scepter now , and soon sword for weaver)

     

    As mentionned other healers have not a l2p issues (maybe Hfb now , with icd on tomes skills to remind) , Ham is by far the easisest healer of the game , while druid is perfectly simple too , both are efficient and a lot more played than the Hat , because ? cannot fail key boons apllication , belch out might and other boons on a wide range with ease , healing accessible a lot more than a 4 attunement swapping , even the might from Ol fire got yourself in trouble if for any reason you cancel it trough dodging or any other kind of mechanic.

    You know the game , so you know how easily the others healers can apply those boons , there is no way the Hat does it with more efficiency .

     

    Anyway i am glad to speak with someone who seems to know a lot about ele (especially Hat) , you have good points , but sadly i know that it's not this patch i am gonna give Hat the same run i gave all others healers (even healmech , while i despite this class , i cannot deny it's obviously strong points).

  12. I would love to see a same kind of greater elemental as the flesh golem permanent .

    22 minutes ago, Kodama.6453 said:

    Almost all necromancer minion skills are limited to just summon 1 minion (exceptions being bone minions, which summons 2 weak minions and "Rise!", which summons multiple but also with limited duration). Meanwhile the glyph can summon multiple elementals just by spamming that one skill off cooldown.

    But for ele you have to wait i think like 2 minutes to get full potential of the summons , not talking about mounting ... get rids of all your minions , even the elite . But yes , minions for necro are just fancy , not really usefull .

  13. 17 hours ago, soulknight.9620 said:

    Fire: an evade+mobility (3rd),

    Water: heal (2nd), blast (3rd),

    Air: cc (3rd)

    Earth: mobility (3rd). 

    Name a single more usefull support weapon (mh ofc, dont go for double handed weaps plz). 

    No weapon swap on ele so if i have to name another better weapon supp. i have to name two to be on pair with ele , cause ele has no weapon swap , Mace and staff for hfb , heal on auto (availbale 50% of the time) aoe pulsing heal and regen (same cd as duration) , block for you then aegis for allies , for staff , AA useless , great aoe pulsing heal on long range , pulsing heal aoe who pulse speed , not name the 2 last skills as it's a 2mh , btw 50% of the skill you named are for personal gameplay , not helping in any way the others.

    17 hours ago, soulknight.9620 said:

    You do know that you can change a trait to grant u stab every time u use OL? Sure its a tradeoff, but you can do it. Gw2 is always a "do mechanic, time ur skills correctly" or "invest in some non efficient slack skills/traits". 

    yeah can do that , then i miss vigor uptime , another trade off. I think trading of bastion of elements is alerady an enough trade off to compensate the cluncky way Hat is played.

    And scepter was great , just look at how many ppl complained about the change making it a only deeps weapon , we took scepter cause the only long range heal it had , with water signet .

    We will see , i know i complain a lot about ele , but thats cause i really like this class , but atm (and even after the pacth) i don't think it will come close to all others healers available , just my point of view.

     

  14. 24 minutes ago, soulknight.9620 said:

    Dont know about you, but after what ive seen for past half a year from balance team, im confident they will do a good job eventually. 

    less confident than you , i still have the banner rework (with 0 skills when grabbed) and the -10% damage for catalyst in the throat , making me always confident that many ppl (even in balance team) in anet team don't know a single thing about their game , the patch seems to be again more oriented trough wvw , pvp for me , having more skills to clean conditions , while in pve you have already freaking lot of condi cleanse and those condi are not often encountrered and can negate the damage with just healing.

    As for dagger i talked dagger mainhand , cause hat use more warhorn than dagger offhand in a supp. perspective , so i was talking about the 3 first dagger skills

    fire ? skill 3 only usefull , i don't care belching flames on a support stuff.

    Air ? nothing usefull , fury for you only , (nice for a support ...) , shock aura has no uses cause you don't play with aura share (also show me a raidboss who is impacted on cc bar from shock aura ...) , only use is the 1sec daze from the flip .

    Eart ? a projectiles block for 1 sec ? obviously designed for pvp , another dash ...

    water ? 1 heal and 1 blast , thats all

    And literally all AA useless , if they could add some healing like water staff AA that could also be nice.reminder all other healers have at least 1 AA chain who is usefull , barrier for mech , heal for hfb , heal for druid , heal for healrev , dagger is a whole AA 4 attunement useless for healing/support. At least with previous scepter you could blast some combo and have a decent long range heal , but thats gone too...

    And alacrity , while it will adress the first secondes of the fights struggle  , the problem will still be the same , you can ofc use an aegis or a stab , but those are on a cd , why does ele have to go trough such shinanigans while other can simply belch alacrity out with so tiny cast time , alac over 2.8 sec ? great ? if you get interrupted or downed , you are in a good shape , you gave alacrity 3 secs to your group , your Ol goes to his full cd cause you casted it ... and some shouts are not instant , and using those 30 sec cd skills just to pop out ONE secure OL ...

    24 minutes ago, soulknight.9620 said:

    But why? Its literary more beneficial to not let you team die. 

    Cause it is an anticipation skill , if for some reason the people healed themselves while u used Rebound and the 5sec duration runs out , they win an aura ... great ... , skill is only super fun on Sabir where you can let lazy ppl ignore one tornado updraft.

     

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  15. Rework the skill , make it a 8 secs duration and every ennemy (max 5)  inside the aoe will receive a meteor strike every 1 or 2 secs , maybe add a stun on the initial meteor impact only and add some burn on each impact , that will solve the the rng problem either in wvw , pvp and pve.

    could also add tiny 120 aoe to each impact , but that will feel kind off Op in wvw zerg .

     

    • Like 2
  16. 3 hours ago, soulknight.9620 said:

    Mace skill is 1.75 sec (0.5 sec first strike, 0.5 sec second, 3/4 third)

    As you said about Ol being on a  2.8 sec with quickness , hfb mace is on a 1 sec with quickness , even more as you are your own source of quickness , if healtemp is so méta , why is it the less healer played , in my opinion it won't change even after the patch .

    i am not complaining at the core mechanic i am complaining about why the ele is always need to be hybrid , half of your skills are useless .

    if you play Hat with dagger/warhorn , what will you use in dagger skills , D skill 2 water ? and the rest ? mobilty skills ? thats it ! I know all other classes have skills useless depending of their playstyle or role but not quite as much as ele.

    same goes for dps . Thats why they need to redesign a whole weapon to have some kind of support in every attunement (not specifically heals) They are actually doing that with staff , but playign with staff and letting down the warhorn feels like too big trade off and take away the few advantages the Hat had in front of other healers.

    3 hours ago, soulknight.9620 said:

    Ham indeed can heal with a kit, but so can ele with perma soothing mist effect. The healing is similar when you put all of the effects together. And his burst heal skills are cd based too just like HATs. Its just a different kind of CD. 

    Another complaint here , soothing mist isnt perma , it goes from a 10 sec duration trough a 7-6 sec duration while you are in water , if you go out of water when it is at 6 secs it will not be perma , thats another thing that need to change soothing mist duration should only start to count only when you go out of water ... compared that to hfb f2 passiv healing share , i know what i will choose.

    As for Qfb not a lot of them switch scepter , and same it's a tiny 180 aoe , maybe you play with a static and have your own qherald who can easily maintain 15-20 stacks of might on his own , but all other classes cannot give so much might (i agree on fury though) your static may also be used on how Hat works , but i play with players , like i mentionned , who have the tendency to panic and not stack tight , so i can't rely on Ol fire only to give some might . the question is simple why does ele is the only one giving alacrity trough a  2.8 sec  cast while others are mostly giving it on a 1/2 or 1/4 cast time skills or even instant skills , and not talking about the interruption , you get your 5 sec cd when you get intterupted by miracle with that low cooldown , and if one of your Ol is interrupted , there you go for the 14 sec cd with 0 benefit (maybe 1,5 sec alacrity with the patch...) that being  also means no alacrity , so having your Ol going for 17 sec cd , If you play arcane ... too much trade off for the benefit it has , same complaint goes for might , the boonshare from Ol fire should be at least on a 360 (not the area of damage ofc).

    Talking about rebound who is awesome i agree , i largely prefer having an instant rez skill able to revive 5 person.

    i have tried every last strike mission cm's with Hat and i can say it is underperforming in comparison with other heal classes , the need of dodge , cast other skills and other mechanic with the speed of the game is very punishing when you have skills with a 2.8 cast time. maybe some of you can , great for you , but why when i see a video of a Hat doing HTCM succeed and everyone in comments say "woah   with a Hat !" feels like playing Hat is putting another challenge on top of the actual challenge.

    My initial thoug was bending alacrity to aura , so you can have multiple source of alacrity trough shouts , Ol (with the good trait) , powerfull aura , etc .. Don't get me wrong the patch will be great for ele , it will adress a lot of issue (specially on the alacrity side) but still can't help the feeling that it isnt enough.

  17. 2 hours ago, soulknight.9620 said:

    you are better of finding a competent group.

    Thats the whole point , other healers have a carry potential that Hat hasnt , and no one speak about the cluncky way he provides (and will still provide after patch) alacrity , all other classes have build in alacrity + a bonus , rev has increase range on alacrity , engi gain an op skill giving alacrity , prot. , aegis , stab , breasktun (group) + condi cleanse , specter has healing on shadow step

    fot Hat it is just alacrity endpoint , no bonus , nothing else 

    As for might if you play paired with a qfb or a scrapper , you will most of the time miss some might for your sub , i mean all other classes have multiple might application on a wide range , hat has that but with warhorn only .

    I say that cause i tried to play with actual staff trying combo fire blast , Ol fire in the group , even using the fire shout to apply more might , i could see in the boon table i was low on might , while on the other side the hfb was pumping it like crazy , i have players who are scared and have to move constantly out of every Ol fire i do , i can see a net difference while i play other healers , i mean why other healers have it on a 360 range or 600 range , ele has it on a 180 range ?

    2 hours ago, soulknight.9620 said:

    Soothing mist with Soothing power says hi. As for burst: Healing ripple and Evasive arcana says hi again. Not even going to count other means of burst heals like water skills, signet of water, ice elemntal etc. 

    All those healing comes with the same problem , attune to water only proc. , healing on a dodge , hello firebrand has the same every time he dodge regardless the "affinity" you have . If for some reason you Ol water and then go immediately into another attunement for boon uptime , you have "wash the pain away" and "signet of water" thats all , iam not counting on the stupid golem who do what he wants , having the strongest heal of all the game not used because it locks you out off your healing attunement time x2 is kitten  .Now look at all the others 

    druid , staff maybe weak , but it can provide good healing while your avatar is on cd ( 7,5 sec vs 14 sec fro Ol water ...) , Hfb with mace has a 1500 healing sec from AA , and burst ammunitions healing with f2 , Ham can heal whenever he wants with medkit , it is weak in term of healing but is available 100% of the time , and not forget the constant barrier your AA and mech gives.

    The thing is i really like how the Hat works , but it is , in my regards , way weaker than any other healing class (except healrev )

    Adding a full supp. weapon , like they did for hammer damage wise , would be really good , warhorn is good in that regard but the mainhand feels very "vanilla old".

    Not having the right to use bastion of elements is really painfull , alacrity should be a low tier trait , like all the other spec have .

    i see no advantage playing ele as healer if you have to compare it to all other healers.

    as i said i am gonna try it , and i am not gonna try it again right after , as usually ...

    We will see if it gets more plays after the patch , but i really doubt it .

    • Like 1
  18. Hello,

    Just wanna know what ele players think about the changes coming up.

    personnaly it's all bonuses , so it is welcome , but i can't help myself feeling like it's not enough .

    first as a healtempest i really want the warhorn for might application and the boon duration increase , problem is the mainhand really sucks to me .

    the update on staff feel really wvw oreinted update , you don't face that much of condition in pve , and while having a -10% damage reduction for your team on staff water 4 is good , let's remember that auras are literally useless , unless you uses bastion of elements , which you don't use because you want alacrity .

    And there again the change for the alacrity generator is finally here ! But you will still get punished from overloading at a bad moment (cc , deadly attack you need to dodge , etc ...) , i made that point several times but look at all the other support and how they put the key boon quickness or alacrity , some of them are instant skills or on very low casting time , while the healtempest must do it for 4 secs , thats really punishing and holding tempest as healer back.

    Also other healer have better heal access than tempest , i find myself always short on healings facing high damage bosses (like OLC CM)

    I personnaly won't play staff , i ll stick to warhorn (tooooo usefull) , again the changes feel like they were made for wvw or pvp , gonna try HAT in pve again , but i know ill go back to Ham , hfb , and druid soon enough ...

    • Like 2
  19. Personally Hfb and druid .

     

    Hfb , because what SlipLihte.1307 mentioned up , having free slots in your skill bar is a must and uber usefull when you know the fight you gonna face , but i don't think it lacks heals , ppl tend to play it with axe/shield - staff , i prefer playing it with mace/shield - staff , mace has strong passiv healing from AA , healing for almost 1500 hp every member close to you when you do the 3rd hit , and for fury uptime "feel my wrath" do all the work and add a long range quickness uptime. Only weak point of hfb for me is he lacks long range healing.

     

    Druid , because he is a pumping healing machine when he goes to avatar , who is up every 7,5 sec , has a lot of long range healing skill and great mobility (what the hfb lacks) , bring  a lot of cc too , weakness is , not a lot of option for aegis or stabilty (aegis only from a pet skill ... and stab trough the elite glyph , or another glyph only when in avatar )

     

    Healmech is strong but boring to play , you will most of the time just spam your skills to have boon uptime and the range of the boonshare is so high you don't even care about your placement .

     

    Healtempest is very fun (maybe the funniest supp heal to play) but is weak , he has cluncky heal access and cluncky boon application on a short range , and even with the update on overloads pulsing alacrity it will still be a pain to play if you get interrupt , all other healers have the key boons on very short casting skills and dump out might like no tomorrow , while tempest has to rely on a tiny 180 wide aoe to pulse might then share it with warhorn skills ... making the use of next staff update not usefull at all.

     

    Healherald , not played , can't get a point of view .

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  20. 9 hours ago, Fuchslein.8639 said:

    I really wonder what abuse in this context even means.

    Are people Not allowed to Run the Same raids more than 1 time a week and get actuall good rewards for this? I mean, where would be the difference to fractals or Dungeons? Why did anet Change the reward-mode with raids? I mean, they could still restrict it like fractals for example.

    I ask this already somewhere Else,but i really Wonder how Open world Players would react when all their favorite Events would give decent rewards only one time a week. Sure a Lot would be playing, Like i know Raiders who RAID almost every day, because it's fun for them. But would this really be the majority when we See how easy Event popularity shifts as fast as a new more profitable Event gets added to the game? I don't think so.

    Just my two Cents. I know, Raiders who want better rewards for playing what is fun for them are sooo~ greedy ^^".

    Totally agree , at least they could give us more than 6 blue and 1 green non id whenever we clear a boss we already cleared , killing a pack of moas at queensdale is more profitable .

    Even the cm's loot aren't that great and have no difference in scaling , just look at Keep construct cm vs Dhuum cm , same cm loot , but ... you see my point.

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