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TheDragonSpeaker.1350

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Everything posted by TheDragonSpeaker.1350

  1. Minor quality of life change, could the TP be updated so it isn't possible to request items at less than their minimum value? It's such a random nuisance when trying to sell an item and the offered price is less than the minimum. Then I can't sell my item, and the person asking for it will never receive it, and it's just annoying for everyone.
  2. Glad I found this thread, I was just about to report the same issue! It looks like ANet went out of their way to make Shroud 4 usable underwater, so perhaps Elixirs being unusable is not the intended behaviour? As an Open World enjoyer I would greatly appreciate if this could be tweaked. Perhaps with a similar AoE like underwater Signet of Undeath?
  3. Yessss! I've played a Necro minionmancer for years. My first character was a Ranger, but when I created my second character, a Necromancer, playing him just felt right and for the first time I was able to actually do stuff on my own without dying. With that character I have full map cleared, gone through the entire story, got to Silver in PvP, spent hours in WvW, played all of the Dungeons, and played most of the T1 Fractals. I can solo most "group" Hero Points with him as well, which is pretty nice. I only recently switched to Engineer-Holosmith when my friends got into T2+ Fractals and Raids, and I learned that minionmancers in high-level play are not really a thing. I tried Reaper, but it didn't stick... Never really interested in Scourge either. However, with the new update I've switched him to Harbinger, and I have been LOVING it! I'm using full Viper's stats for Condi DPS (experimenting a bit with Quick Support as well), and being able to bring him into high-level PvE for the first time has been amazing. He's also a lot less squishy than I expected him to be, given the whole Blight vs health thing, and the rotations make a lot of sense. (I still find it hilarious that peak damage occurs when I'm sitting in shroud spamming 2 and basic attacking, but I'll take it!) That said, I've been having some trouble maintaining good Quickness uptime - I know 100% uptime is hypothetically possible, but right now I'm sitting jus under 50%. Anyone got any tips on that one?
  4. YES please! As someone who has been playing primarily Necro minionmancer casually since I started playing GW2 (~4 years ago), I would REALLLLLLY appreciate an option to "dismiss all minions". While it would be nice if dismissing them had some small benefit, like gaining a little bit of Life Force or reducing the cooldown for each minion dismissed, at this point I would take even a panic-dismiss button with no benefit whatsoever that put all my minions on full cooldown and left me defenseless in the meantime. Sure, it would be nice in the Open World to be able to not have to fight literally everything in a five-mile radius, but personally I feel like it's an even more critical issue for new players who play a minionmancer style and are trying to get into Dungeons or even low-level Fractals. It takes me a long time to learn and become comfortable with a particular playstyle so naturally, when I started playing Dungeons and Fractals, I brought my minionmancer. I quickly learned however that some mechanics require not attacking the boss at particular times, getting out of combat so defeated team members could respawn, or running through specific areas without stopping to fight everything, which resulted in my team members getting frustrated at me for "not calling off my minions", not understanding that I had no control over them. Of course, I have since learned that there are some cheese mechanics to get around this... My favourite is the Spicy Pumpkin Cookie (pro tip, if you're in combat and you need to ditch your minions in a pinch, try this!!) but this trick took far too much googling to discover, and has still been disabled underwater and in Raids so it's more of a situational band-aid than anything. The only real fix is to know the Dungeon/Fractal well enough to be able to swap out all of your permanent minions before the fight even starts, or better yet, don't bring them in the first place. (I still refuse to run minions like Shadow Fiend and Flesh Golem in a Scourge/Reaper/Harbinger build for challenging endgame content, even if it is the "meta build" and there are no stop-attacking-now mechanics, due to the complete lack of control I have over them if something goes wrong.) The game goes out of its way to make minionmancer a thing, particularly through the Death Magic tree. I know that not all playstyles will be viable in all gamemodes, but this one minor detail just causes so much unnecessary grief for playstyles that utilize permanent minions. I'm not asking for full control of them or anything - I know that would overshadow what the Ranger has going. But as a supposed "master of death" doesn't it make sense for us to be able to dictate the fate of our summoned servants? Thanks for listening 🙂
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