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WizardXeze.2860

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  1. A simple question should all following healing options be viable? Heal Quick Berserker Heal Alacrity Bladeswornd Heal Quickness Firebrand Heal Alacrity Willbender Heal Quickness Herald Heal Alacrity Renegade Heal Alacrity Druid Heal Quick Soulbeast Heal Alacrity Specter Heal Quick Deadeye Heal Quick Scrapper Heal Alacrity Mechanist Heal Alacrity Scourge Heal Alacrity Harbinger Heal Alacrity Tempest Heal Quickness Catalyst Heal Alacrity/Quickness Chronomancer Heal Alacrity Mirage There is also imbalance with boon application between different support builds which directly effects which healers are considered to be Viable. Core boons are: Alacrity, Quickness, 25 Might, Fury, Regeneration and Protection. You also want access to Aegis and Stability. Rest of the boons like Vigor and Swiftness are not usually considered to be important. Healers should give permanent Regeneration and Protection. This is the problem with most "not viable" healers like Deadeye. Alacrity seems to be paired with 25 might but not always? Quickness seem to be paired with Fury but not always? We can compare Heal Mechanist to Heal Scrapper. Mechanist is giving Alacrity, 25might, Fury, Regen and Protection with access to Aegis and Stability. Meanwhile Heal Scraper is giving Qucikness, 12 might, Regeneration and high uptime Protection with access to some Swiftness, some Vigor and Stability. While Mechanist only needs Quickness the Scrapper needs Might, Protection, Alacrity, Fury and Aegis from the other support. A lot of Heal Builds like Deadeye or Harbinger would work as Heal if they had reliable access to Regeneration and Protection. So Should Arena Net focus on making all Healing builds Viable over time or should we accept that only healers are: Firebrand, Mechanist, Druid, Tempest and Herald? While Catalyst, Renegade, Specter and Scourge will be B-tied. And rest will stay "unusable"?
  2. Qucik Scrapper feels weird. Most people seem to hate the new chances. The dps adds hammer 3 to the rotation and has permanent qucikness but most people don't enjoy using hammer 3 as it is force movement and super long. Heal on other hand needs to use Shield 4, med kit 5, blast gyro and any fourth source to generate permanent quickness. Adding 1-2s to the Quickness would make Heal Scrapper fun in my opinion but it would also brake The DPS Scrapper unless you remove the Leap finishers from giving quickness? Heal Scrapper specifically wants to save F5 the function gyro as it is your revive and now that you don't need super speed also your other source of stability. Using Elixir 4 is no fun because you leap backwards and are forced to move forwards and people beside me hate that. Mine while usable feels like you are now slapping solutions to not press F5 on cooldown, it is also good CC and boon rip but still not so fun to be forced to do this. You could use Bomb kit for quickness and blast Fire Field for Might but again it makes the heal scrapper not fun. Rocket Boots and Thumper Turret just are bad choices but ways to generate quickness. Solution, remove leap finishers and add 1-2s more quickness duration? Or more sensible revert the quickness back to super speed? Offensive and Defensive supports suffer from unequality. What I mean is that some supports are giving ton of boons while others are giving few. Herald gives Quickness, Fury and some might with elite elixir giving all boons for 5s with long cooldown? Chronomancer gives either Qucikness or Alacrity and some Fury and nothing else? Mean while DPS Mechanist gives Alac, Fury, 25might, some Protection and one stack of Aegis & Stab. Healers should always give permanent Regeneration and Protection with Quick or Alac. Heal Harbinger and Heal Scourge are both lacking self healing and protection. Solution? Add Protection to Scourge?? Why don't we add Protection to Blood Magic so Heal Harbinger could also give permanent protection? On top of the topic Transfusion should be self healing the Necromancer? Is it not? It feels like it is not healing yourself at all? Specter had an interesting bug where Protection and other boons from Scepter are going to the closest targets and not the sub-group?! Specter Tank had only 10% Protection uptime on himself as you can't self target.
  3. Why is Heal Scourge king of the revives? Transfusion is op and Scourge brakes it: Pull 5 downed players on each pulse! Pulses 9 times, once a second? They nerfing this to on initial cast, makes sense. Heals and Revives 2% They are nerfing this to 1% on Scourge, because it is always available? Can be used to pull downed players out of damaging encounter mechanics. Can be used to group up the downed people so you actually can revive everyone at the same time. Transfusion activates with Shroud 4 and Scourge has access to Shroud 4 via F4 at any time Shroud 4 cooldown on Scourge is 10s. That means Heal Scourge is pulling 5 people every second trough the fight. The 98% reviving potential means nothing when downstate players are spread out or in damaging encounter mechanics, which Transfusion fixes but also brakes. In terms of just Reviving: Ranger can take Search and Rescue which pulls on initial cast one target and start reviving them 15% a second(?) Also Druid's Glyph of the Stars is super strong revive when entering CA 72% with 38s cooldown. Scrapper has Function Gyro which on initial cast starts reviving up to 3 people 30% a second(?) You can also take Elixir R which's tool belt skills which revives whopping 170% (17% / second) 5 targets but has 72s cooldown. Tempest can also double Geyser. Well of Blood 20s and 30s cooldowns each revive 35% versus Geyser 16s and 20s cooldowns each revive 28%. Tempest also has Gylph of Renewal which is more flexible with bit longer cooldown than Signet of Undeath that requires your health to be used. Rebound! and better healing prevents downstate in the first place. Honestly Tempest is better than Scourge without Transfusion. Scourge can has permanent pull grouping people constantly under themselves and preventing bleeding out and as long the Scourge is standing in safe spot he can drop Well of Blood to revive everyone by 35% or double well for 70% and the Transfusion is reviving 2% each second so just by pressing F4 off cooldown you will eventually revive everyone. Signet of Undeath is useful only when you don't run Blood Magic because how strong Transfusion is. Honestly, I would like to make request for Arena Net to nerf only Transfusion on Blood Magic and see if that is op. Leave the 7% on Well of Blood. LET us try "Transfusion pulls on initial cast" on Heal Alac Scourge. It will be better Search and Rescue but no longer pulling everyone all the time. Let us keep the healing and reviving in Banshee's Wail and Life from Death. If Scourge becomes Dominant they can then add other nerfs to the Blood Magic or other based on how strong it became.
  4. Support Scourge. Transfusion currently tries to pull downed players, 2% revive and heal on every pulse 9 times. Added to that thanks to Ritual of Life your Well of Blood as well Lesser Well of Blood revive 7% every pulse for 5 times. On top of that the Last Rites prevents downed allies bleeding out so you can revive total of 88% as full DPS Scourge, hence "support scourge." DPS Scourge with Blood Magic is solid when you want the pull and reviving which is more problematic, you do scarifies around 33% dps. Heal Scourge is never used as Solo Healer but more like additional barrier generation with down state pull what I have seen. Solo healer should be able Heal/Barrier and provide Alac or Quick with Protection and Regeneration. For Heal Scourge all we needed was Alacrity on Barrier and Protection. No one wanted "another HAM, HAT nor DUDU." Which is Alacrity, 25 Might, Fury, Regen, Protection, Stability and Aegis with Healing or Barrier. Tempest and Druid have a lot of flexibility with great healing while Mechanist has barrier with lower healing but great condition cleansing. Scourge should not be getting Aegis, Fury nor more Might. Just Alacrity and they forgot Protection. Missing protection means the subgroup will take 150% more damage than with any other healer. You basically force Heal Scourge to play with Quick dps Herald who can provide protection easily. In my opinion: Transfusion I think should pull up to 5 people each only once for 3 seconds when you use Shroud 4. The lowered reviving from 2% to 1% is fine. This would help with the problem of no clear indication if people are out of the Transfusion range and would allow people to pre-emptily cast it and still safe the downed person. Also it would nerf the press F4 and next 9 seconds I will pull people randomly who downstate. For Nerfs instead of giving more might, fury and aegis as well barrier how about we don't and nerf the Ritual of Life less? The two options are 5% middle ground or 2% and additional 1% for each 250-300 healing power. (making it 250 allows us to each 9%, making it 300 allows us to reach 6-8%). This is mainly to reduce the power of DPS Blood Magic having the 88% dropping it down to 28% on DPS Scourge! If Arena Net is worried about healing on Scourge they could add Staff 1 healing like Water staff 1 from Tempest or Druid staff 1. You could also add pure healing to Staff 2 on top of the Regen making Staff a valid healing weapon for Heal Necromancer. They could also add Protection to Horn skills so you would have to swap between Staff and Horn to upkeep Regen and Protection. In case they fear the healing lacks too much on Horn make Dagger 2 heal everyone around you. Then you can also use F4 to heal and Well of Blood, while they are your main reviving skills you can use them for healing too. But don't forget that Scourge already have Barrier generation. Making F5 pulse barrier is interesting idea. I think the balance should be lower healing and decent barrier where you can use F4 + Well of Blood to heal in case you need and think no one will downstate. The weakness of Heal Scourge should be lower healing, Lack of boons other boons, lack of flexibility, lack of Self Healing and Lack of any kind of Blocks in return you get good barrier and 5 target downstate pull with double well like Tempest and Signet of Undeath which is weaker than Glyph of Renewal. Add to that normal heal scourge with protection. Do you think Scourge would be must pick with Alacrity, Regen and protection? You would not be able to tank Xera nor Desmina, but you would be decent on most encounters. Especially W2 as solo alac heal on one sub.
  5. Personally I think Specter needs a small rework: -Shroud 5 stability being behind ~3 second delay makes it unusable in PvE and it should be given when casted. -There is no Regeneration nor Protection which are vital for Healers and missing Aegis means you just can't heal specific comps without forcing someone else to do that responsibility which usually is on Healers like Deimos Mind Crush. -Have you guys tried Wells on Double Cast? First cast to drop the well Second cast to shadow step there? Scourge should get Alacrity as Harbinger is Quickness and Reaper could stay as the DPS Elite Spec for Necromancer? Tough I think Scoruge would need minor rework as it only offers Regen currently and you would probably want it to give at least Regen and Protection with Alacrity to make it "Viable Healer" in PvE. Giving Alac to Scrouge would be interesting idea and be similar line with Mechanist. I wonder if they have considered reworking Death Magic? How about trait that your minions copy your boons? Aim would be to get 35k benchmark on full minion build. I'm happy that Tempest's Alacrity is chancing for better, the bare minimum make it pulse has come to true yay. Looking forwards to the new meta.
  6. While the first try on Banners was total miss this sounds much more appealing. Power Bladesworn and Condi Berserker have been fun builds to play and I don't miss being Banner Slave. Having ability to give Stability sounds Amazing or Aegis on Deimos. Now I just hope they do similar rework for Elementalist and Tempest. 1) Tempestuous Aria should get 5s Alacrity instead of Might. I strongly believe this would be the correct direction to go with Tempest Alacrity. Giving the Souths the Alacrity would be more line of other characters and allow Heal Tempest use the Elemental Bastion which in my opinion is the whole point you would play Heal Tempest. I feel like ANet has been too focused about "DPS Tempest" that they forgot the Heal Tempest. This is the only thing I wish I heard why they are not doing this? You don't have to force the Alac in to over load but if ANet is dead set to commit to this worse option at least make Overloading Pulse the Alacrity to make it feel better. But Tempestuous Aria should get the Alacrity which in my honest opinion would be the easiest way to make Tempest good. 2) If I'm not mistaken ANet is looking to rework some Core Profession skills so this would be great opportunity to add Stab and Aegis to Tempest with Group application. Some people have states chances to Traits but alternative options would be. Armor of Earth instead of stun brake with 10 stacks of self stab how about just giving some Barrier and Stability same way new Banners do? This way you could provide 1stack of stbaility and barrier and it would be useful skill for all Elementalists? Arcane Shield already works like Aegis so we could make that give Aegis and Superspeed for 5 targets instead as a rework. There are other skills that could use similar rework but ANet probably already knows this. 3) Perosnally I would love if the Conjured Weapons would have 30s cooldown without dropping a second weapon. That would make using the Conjured Weapons easier as you don't have to Find the weapon within next 30s in your rotation that someone might have picked. Making Conjured Weapons similar to Engineer Kits would be nice idea and allow newer players easier time with them. This alone would also make Conjure Frost Bow healing simpler as the problem now in the tight Tempest rotation requires you to find the Frost bow if you play Auramancer which often leads lower healing for while and that hurts in some cases. Only thing I think is holding back Tempest for me personally is the direct choice between Elemental Bastion which is the best healing trait in the game having to choose Alacrity instead making the Heal build be worse actually feels bad. Catalyst I think is in great spot and reworking the Armor of Earth to give Stab and Arcane Shield Aegis with better conjured weapon rework would make it much more enjoyable. Also how Conjured weapons work is the reason I don't play Waver. TL;DR: Tempestuous Aria should get 5s Alacrity, Armor of Earth should be Group Stability, Arcane Shield should be Group Aegis and Conjured Weapons should have 30s cooldown and they should not drop another weapon so they would be easier to use.
  7. Tempest needs but only one fix which is giving Tempestuous Aria 5s Alacrity instead of Might and that would fix most of the problems that Tempest has. Then I think the topic of Tempest lacking Aegis and Stability should be addressed via Core Elementalist gaining access to Stability and Aegis so Waver and Catalyst could also tip to that. As it seems to be the direction Arena Net is heading with the Balance I would not be surprised to see this happen later down in the balance chances. We don't have to FORCE Tempest to be another Firebrand, but if you want to do so make sure Core Elementalist itself gains access to Stability and/or Aegis not only the Tempest. In my opinion the current way of Tempest providing Alacrity is the worst way possible they could have made it in the whole game. Forcing you to finish Overload? Making it to compete with the main Healing trait of Tempest? They had so many other options here to do Alacrity. Honestly I think giving Tempestuous Aria the Alacrity would be the best solution. But to give ANet other ideas how to fix the Tempest Alac if they don't want to take the best way to fix it would be either making you pulse Alacrity while channeling Overload or when you Start overloading give alacrity, either one would be better and silence 90% of complains. This would remove the punishing nature of having to finish overloading or not give alacrity at all. For Heal Tempest I believe that the whole point is you are trading The Stability and Aegis from Firebrand for pure healing via Elemental Bastion and you can easily have Firebrand giving you Stab in Raids and Fractals or some other profession like Engineer, Scourge or Revenant to name few who can Stab. Aegis is bit more rare where Chrono and Firebrand can easily give them. Heal Tempest in my opinion already has a lot of trades of compared to any other healer in the game when you think about it. Forcing you to choose Elemental Bastion or Alacrity is just addition to this list. First which weapon do you run? Dagger is harder to use and has more healing than Scepter but Scepter can generate more might, is easier to use and has more range. Staff is also on option and while Focus is not use in PvE in PvP it is strong choices over Horn and Horn would be the default for PvE but what if you run Staff instead. And then you have the trait choices you are already running Water/Tempest as Healer but the third option is based on what you need. Air allows you to lower Glyph of Renewal and Glyph of Elementalist cooldown while providing Swiftness and Fury. Earth gives you little stability, prevents crits and gives you easy access to 40% Protection (tough the tool tip does not show it?) Fire is taken when you need condition cleansing for Wing 2 first raid boss or against Condi builds in PvP. Arcane is best healing and gives you reviving well on top of that and you gain good self sustain from it which is super nice overall. So on top of all that we now have to choose to give Alacrity but Raids and Fractals is all about Role Compression so you take Alacrity giving up Halve of your healing for lack of Elemental Bastion and at that point you are just average healer with no stability and we come back to the your trade of as Heal Tempest is to take Elemental Bastion and be the best healer but no Stability. We also lost 10 target healing which is huge loss and the only saving thing was to be able to give Alacrity which now ruins Heal Tempest becasue you can't take Elemental Bastion in Raids. But this is my opinion. My experience is being Support Main tryin most supports builds with roughly 1500 hours played and easily twice as much time spend studying the builds themselves. TL;DR: I think Tempest Alacrity should be on Tempestuous Aria 5s Alacrity instead of Might and if you want to add Stability/Aegis give them to the Core Elementalist instead of Tempest.
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