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Monchichi.9301

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Everything posted by Monchichi.9301

  1. The rifle needs a bit more clone generation and needs alac on the ambush. Rifle 2: Rifle needs more clone generation. Give 2 a flipover skill that clones the clone. Or see suggestions for skill 4. Rifle 3 is either boons or a heal, but healers need to do both. Have the boons proc when the skill lands, explode after for more healing if needed. Give it a longer cooldown or something if the flipover skill is used if we need to be punished for using it. Rifle 4: Rifle needs more clone generation. Add a second phantasm on skill 4 like the other two-handed weapons and speed up the animation/cast time. Shorten its cooldown as well. Greatsword phantasm CD is 12 seconds and staff is 15 seconds, why is rifle 20? Because of the CC? It won't be used for that as we'll need it to spam clones for shatters. Maybe have it do some kind of boon instead since it will be spammed. Rifle 5: Pretty good as is, but would make downed autoport. Ambush: Give alac on ambush when traited. Fury already comes from Rifle 3 or shatter F3.h Or just give mirage alac on all ambushes when traited. Or give rifle the ability to copy the extra ambush boon from the extra weapon and give scepter AOE quickness so you can either have rifle/staff alac or rifle/scepter quickness.
  2. Suggestion: I would love to see a list of clickable emotes we know. It's getting hard to remember them all.
  3. Why?!?!!? What did Yaks Bend do to deserve this?
  4. I'm stuck on this same spot. You can buy these on TP? THANK YOU.... I was doing the astral masteries to get the recipe.. was going to take half the day.
  5. Support is telling me I have to make a box;. They said that's what other people stuck on this step are having to do. Which means I have to do the Astral masteries to be able to buy the recipe. And I've no idea what it costs to make a box. The only recipes I can buy from the NPC use a mystic clover. This is horrible. The map literally closed on me right after the meta and I'm completely borked. Why does a story step require an item that needs mastery to craft if things don't go perfectly? This is horrible.
  6. The reset made it worse. I am now stuck on the Use the motivation to enhance the Heart step and have no motivation. She didn't give me anything. I can see she has recipes, but the one for the gizmo I need I can't even buy.
  7. Was given a gizmo to get a tier 2 rift, went and drew one out, then the map closed. Gizmo is gone. Tried restarting the story again, but can't get another gizmo. Can't get a tier 2 rift. Stuck on the story step. Someone else on the map also had no gizmo and couldn't get the tier 2 rift. Tried for 45 min to find a tier 2 rift, but can't find one. No idea where they come from or where this gizmo comes from. Still stuck. Trying to redo the story step before Mabon's Fate and hoping it will reset.
  8. So I could do thunderclap > blast gyro > shredder gyro > throw mine > rocket charge > eletrowhirl to get 5 quickness procs about every 20 seconds? Then do function gyro > throw mine > rocket charge > electrowhirl and get another 5 about every 25 seconds? That seems like I'd be well covered for quickness with a pretty simple rotation if quickness duration is long enough. Hopefully they don't give us just 1 sec each proc.
  9. I think a short range AOE daze on f5 would also be better than just the spinning blades. Or give it a blink/jump back and leave the spinning blades where you were.
  10. I do usually find it by the name/guild tag. But I have to hover over the mechs to see the names. I just wish mine was easier to spot.
  11. I had hoped the hide other people's effects option might make it clearer. But I still found myself standing next to the wrong mech during a meta and had trouble figuring out where mine was. They all look exactly the same. Is there any way an indicator arrow/light/glow could be put on them that would only be visible to their owner? Maybe this could change color if we are too far away? I think that would make the issue of needing to keep it close much clearer. Otherwise, I expect I'll be wondering why my mech's cooldowns are longer for quite a while before I realize I'm standing next to the wrong mech. I've tried using personal target, but for some reason that falls off.
  12. Open world cvirt is great. I use a mix of cele and rampager to get to 100% crit (60% from gear) and most things die before they kill me. The blades fill up really fast vs groups, and F1, F2, rain of swords and the elite is a lot of burst damage even though it is condi. But I use F4 and F5 a lot for survivability. And I don't really do much champ or bounty solos. Just mainly metas, bounty trains and random achieves. I think mirage is better solo vs very strong enemies. Taking away the block on f5 may change my OW playstyle quite a bit. I'm not sure how it will play after that or if I will still like it.
  13. While qdps herald will be able to swap between impossible odds and rotating hammers, which will give quickness and dps. But we'll be missing a lot of boons from herald, and this doesn't give us any more flexibility. And while in Glint it's going to be very awkward as we need to maintain two skills to keep pulsing quickness but we'd also want to use consumes for dps. I think it will be more awkward on heal herald. You have to maintain bubble in Ventari, so you can't do much else. And you have to swap out to get energy back, but what if that's when you need the bubble? I just think we need more tools in our toolbox. Maybe we could give a burst of quickness when we use energy and pulse when we maintain -6 energy. Or a burst of quickness when we swap legends with the -6 pulsing. That would give a bit more flexibility.
  14. Changing the spamming of gyros for quickness out for the spamming of finishers doesn't make qscrapper any less spammy or more reactive/flexible. We'll have to take utilities that have fields and finishers and use them every XX seconds just like we're doing now for gyros. And leap finishers are horrible in most fights. People are already yeeting themselves off platforms because they forgot to swap out rocket boots, so I don't see builds that intentionally slot in leaps as workable in some places. What scrapper needs is multiple sources of quickness, so it can be more flexible with what it slots in and what it uses. How about tying it to toolbelt skills. Using a toolbelt skill every XX seconds might be spammy, but at least you can use anything you want for the toolbelt skills. Or maybe keep it on superspeed and also add it on blast finishers. The you can take a mix of gyros and blasts. Or make it on any finishers at all, whirls and projectiles too. I think any of these options would lead to a more natural/fluid playstyle for both qdps and qheal scrapper, much more than juggling fields and some finishers but not others. Please reconsider.
  15. The cd starts off saying 11, then goes to 14 and counts down from there.
  16. Thank you so much for cancelling the Mirage changes! And thank you for the balance philosophy update. It's wonderful that you and the team are listening. This back and forth, the wonderful community and the tons of content really makes it feel like this game as a bright future even after 10 years.
  17. Thank you so much for cancelling the Mirage changes! And thank you for the balance philosophy update. It's wonderful that you and the team are listening. This back and forth, the wonderful community and the tons of content really makes it feel like this game as a bright future even after 10 years.
  18. I know, wtf? They really want us to play alac on chrono, then make chrono better. Don't nerf mesmer's only other boon option.
  19. Stop requiring boon duration stats for 100% coverage of these must-have boons. Just reduce the damage of the boon giver in the traits like Catalyst. Although it was not very elegant, traits are the best way to lower boon-giver dps without encouraging stacking. Otherwise, you just use multiple classes to increase group boon duration rather than one character with boon duration gear. Would that make boon duration gear worthless? No, you could still use it while learning, if you regularly do fights with a lot of movement like the new strikes and ED meta. Would that make overcapping a problem? No, the boons have duration limits. And overcapping only seems to be considered an issue in the design of some classes which have very short boon duration or tricky mechanics for pulling them off. Other classes overcap quickness or alacrity with multiple or easy ways apply boons. Just let boon givers be boon givers, stop being stingy about it, and let the traits balance the dps/other role.
  20. I would love to see something like tempest gets overload cooldown reduction for whatever elements they have slotted. I think that could lead to some interesting builds. Leaning into the dual element nature or maybe more of a generalist with arcane, which could give a smaller reduction on all overload cooldowns. I think this could fit in as part of the alacrity trait, as that is about reduced cooldowns.
  21. I think putting it on the shouts would be better. Warhorn 4 is still part of a pretty tight rotation to keep up alacrity, so won't be available on demand. I also think the alacrity should start with the beginning of the overload because there is so MUCH stuff we have to dodge/jump, especially in the new encounters that we're going to end up canceling these a lot even if we don't want to. And I think it needs a few more seconds. I'd like to see it up to 9 or 10 seconds. That makes warhorn less mandatory. And we can't actually heal when we're overloading, and can't heal much while not in water, so spending nearly half relying on just Wash the Pain Away just feels bad as a healer. Unless we're using water overload, which some might avoid due to being locked out of water. I'd like to see heal alac tempest be able to bounce between water and one other overload, rather than have to overload three each to keep alac up. Honestly, I think being able to spend more time in water and not overloading in other elements would be better than stability and aegis. Other classes can bring stab if needed. But less overloading would allow us to be more adaptable to circumstances. We can dip in to fire for might or air for static auras, depending on set up. But it feels awkward to have to add an unnecessary overload. Or to rely on frost bow.
  22. I don't think there's been a problem with overloads being cancelled until they put alacrity at the end of the overload. Sure, it sucks having to cancel one, but it isn't role-breaking until our role includes being the alac-giver. I understand why they put alacrity at the end of the overload. Because they don't want us to just constantly start and cancel overloads to keep up alacrity. But why would we want to do that? We're tempests; we like overloads; we want to overload. Punishing us and punishing our teammates for needing to do something else rather than overload is bad design. Pushing us to throw in extra overloads we wouldn't normally want to do is bad design. Both of these mechanics make alac tempest feel cumbersome and bad to play.. The alacrity should start at the beginning of our overloads and it should be long enough duration that we only need to do the overloads that work with what our role is. Water-Earth overloads work for healing due to protection and heals. Earth-Fire overloads work for condi due to burns and bleeds. Fire-Air overloads work for power due to strike damage. Needing to fire or air overload as a healer feels wrong because there isn't anything to keep people alive here. I can get might and static auras out in other ways. Needing to air or water overload for condi feels useless because of the lack of condi in them. Needing to water or earth overload for power feels useless because of the lack of power damage in them. I totally agree with the sentiment that the %5 crit in air should apply in all elements because being forced to remain in one element does not fit with the playstyle of the class. But neither does being forced to cycle through all the elements. It works for power catalyst because hammer has damage on all skills including water. It can work with dps weaver because the dual attacks add damage or condi to elements that don't normally have them. But tempest has always rewarded NOT cycling through elements. If you stay in an element long enough, you are rewarded with an overload. If you leave that element too soon after, you are punished with a long cooldown before you can get back in. Having a mechanic that seems to be designed for cycling on a spec that feels more like a specialist is awkward.
  23. Not me. I was hoping to bring a heal alac tempest into guild raids but it will be too kitten. It doesn't just lose heals on auras, you also can't water overload unless you want to get locked out of water and you'll spend at least half your time in dps attunements where you can't heal with weapon skills either. And you either lose regen on aura in favor of the stability on overload trait (because you have to complete the overload to provide alac) or make sure there is a FB or mech to give you stability. It's just not a good enough kit to me to justify a spot.
  24. I would rather Unstable Conduit be updated to give auras to allies on overload, then have Lucid Singularity give alacrity with auras. That way it could be given either with shouts or overloads, which would be more flexible for tempest healers and it wouldn't force dps to take the water aura share line. Both already lose out on their preferred grandmaster, and for wvw you'd also lose out on Gale Song, the instant stun break.
  25. Heal alac tempest doesn't just lose Elemental Bastion. It loses it's water overload too, because you don't want to be locked out of water for using it. That's two of our big heal sources. And we'd be spending more than half our time not in water, which puts us without access to a spot heal unless we bring weird utilities like water bow. At 50% boon duration, we'd have to finish an overload every 9 seconds to keep up alac. With alac and quickness, I counted out about 6 seconds in dps elements to do that. So we'd only be in water for 3 seconds every 9 seconds. If you use the arcane line to get boon duration, you also loose protection on auras from earth or condi cleanse from fire. So no protection, minimal cleanses, no aegis, no stability and spot heals available less than half the time. The only thing we'd really bring is alac and regen and occasional spot heals. How is that worth a spot? And yes, tempests had previously been able to provide more boons through overloads. But that's because the heal on aura had been available and auras on shouts are a thing. Without that we have to spend a lot more time in water just to heal. And do we even have cleanses without fire auras, water overload and with saving Wash the Pain Away for out of water emergencies? I can't think of any.
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