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Xionor.8963

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  1. Yes but we already have alac condi Untamed who does 33k. Alac Mirage does 28k. Condi Mirage does 36k. So how would increasing the damage of condi alac Mirage unbalance anything?
  2. Actually according to Snowcrows Untamed alac condi is the best alac dps spec. Giving the axe ambush skill alac wouldn't change anything on his rank on the dps ladder. It would boost his dps but wouldn't make him do more damage than untamed which is 1 rank higher (apparently). Also the decision to use the staff for alac is the absolute worst. The staff was designed for PvP only by the original design team. This becomes apparent because it has 0 dps increasing skills for pve. 2 generates a clone, 3 generates 2 clones and does direct damage, 4 gives you chaos armor which does barely anything as most mobs don't attack fast and 5 does CC with terrible damage and terrible defiance bar damage. No other Mesmer condi build uses it as the only reason to use it is to give alac. Terrible decision imo. That you have to run staff/staff is the icing on the cake.
  3. Why limit the alac to staff only. Normally you give alac with F skills or utility skills and giving it this time with a new spec specific skill was a good idea. But then also binding it to only 1 weapon was sadly a bad idea imo. Would be a lot more fun if you could chose what you want like axe/pistol with axe/torch. Or they could increase the base alac on the staff so you could spam the ambush skill and then swap to a different weapon for 10 seconds.
  4. I already saw some people posting in different threads about their problems with the spirit alac sitaution and I thought it would be a good idea to create an own thread about this topic. My complaints are based upon alac Untamed. The build seemed solid against a Golem but once you try it out in real combat you see that it has some strong flaws as once 1 thing breaks, the whole build comes crumbling down. This is because your spirits fulfill other important roles except giving alac. The heal spirit obviously is also you heal skill and having to resummon it in combat, then tell it to start using the heal and then having to wait for it to finish it's animation is just terrible when you want to heal yourself. The storm spirit reduces all your cooldowns by 4 seconds so once it dies you really feel a gap in your rotation which also means no perma alac for your whole team. Making it that you radiate alac around you when you use a pet skill F1-3 would make it a lot safer to keep perma alac. You know just like you designed Mecha and Renegade. I don't want every alac giver to give their alac with their F1-4 abilities but in this case I'd definitely would prefer that.
  5. I wrote: "Stats whise it would be just a copy from the Rockdog and it can't obviously use skills or anything." So it wouldn't be stronger than a Rockdog but maybe you oversaw that. I literally meant Rockdog but just with the skin of your pets. No skills and no interaction with traits or utilities or anything.
  6. That would actually be an amazing idea to change a command skill for that.
  7. 1. Rune of the ranger already doesn't work for classes without a pet 2. It's strange that even though rune of the ogre apparently is overpowered it is still cheaper than other power runes how so? 3https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Ogre summon a rock Literally none of your arguments make sense. I'm ssaying rune of the ranger should summon a rock dog but with the skin of your actual pet.
  8. As we have the Rune of the Ogre I thought maybe we could change the Rune of the Ranger to give you +4%dmg and summon a copy of your pet when you enter combat. Once it is summoned it doesn't change when you swap pets. Stats whise it would be just a copy from the Rockdog and it can't obviously use skills or anything.
  9. This one wouldn't annoy me so much if it wouldn't be for the case that right now there are so many better elementalist animations already in the game. The whole idea of tempest is that you charge an element for 4 seconds and after that you unleash a tempest. Yet the tempest is always beyond pathetic in terms of visualization and even worse it is inferior to animations that are already in the game that don't need channeling for 4 seconds. The fire tornado is completely overshadowed by the new air hammer 2 skill which is bigger, thicker and forms a cloud above it. The water explosion at the end of the water overcharge is much less impressive than the explosion that happens when you simply swap to the water attunement. You summon 1 dust tornado at the end of earth yet if you use warhorn 5 you summon 4 of them? The air one is the only one that is fine imo as it constantly strikes enemies in the aoe field. I also hate that after the 4 seconds the tempest just appears. There is no "wham" to it. Like with earth after the channeling is done the rock just crumbles and a tornado appears. First of all would it be asked too much to just copy paste some existing animations at the end of the overcharge. You could add "feel the burn" to fire, the splash animation you get from swapping into the water element to the water overcharge, "eye of the storm" to air and the rock dodge effect from the arcane trait "evasive arcana" to earth. Just to simply show that the tempest has been unleashed. Or to make it more unified you could add recolored versions of "feel the burn" to all of them. Secondly the earth and fire tempests themself could summon multiple tornadoes but an enemy can only be hit by 1 tornado so it wouldn't increase the dmg. That is exactly how the Scourge tornadoes work. Tempest is such a strong word yet when you unleash the supposed tempest it feels like a warm fart in the wind.
  10. I rather want them not to waste their time on really unnecessary stuff like this.
  11. But the problem is there is factually no reward. Your "reward" is doing the SAME damge/healing/boons like everyone else does while EVREYONE else doesn't has to put them into that "dazed" state for 4 seconds. If you do what everyone else does then there is no payoff for a riskier playstyle.
  12. I agree that it wasn't a big problem before as it is now but it still always was a BADLY designed choice. You can't dodge, revive or use any skills for 4 seconds. So you put yourself into a UNIQUE affliction for a payout. But here is the problem. What exactly is the payout? Let's take the perspective of dps. Let's say you do 30k dps as tempest and another class does 30k dps. The other class doesn't puts themself into that 4 second affliction but you do. So what does the group get out of you for having that dangerous playstyle? You automatically are worse than those without that affliction. The same goes if you're a healer or a boonsharer. You only do what others already do but you get those 4 seconds of affliction and no other class puts themself into that. At the moment we just handicap ourself for literally nothing. Making it into an "Avatar state" where you float like in earth attunement with an element below your feet (like hoverwing on the rock or in water hovering on a wave) and doing passive damage/heals (like it is at the moment) while still being able to use skills, revive and dodge and getting rid of that affliction would be a better solution because even if we put alac on auras the handicap stays the same. I do love the animations of the overload but not that it locks you out of critical gameplay options.
  13. I totally agree that the the animations are awesome and should stay. I thought instead of channeling it becomes a mode where the animations stay the same but you can still use all your skills/dodges would be a good solution. As the whole 4 seconds animation is the whole elite spec. If you reduce the animation or even take it out the whole spec becomes bland.
  14. No. It has to change more. Of course in open world content that change would be enough but in raids and the new strike missions there are mechanics where the aoe covers the whole arena. You have to dodge no way around that. So not being able to dodge for 4 seconds means either no perma alac for the group -> why would anyone want a tempest then in the party? Or not dodge and just literally die as in open world content you can "eat" attacks in high end content you can't. It's going to down you instantly.
  15. I feel like you are a bit outdated. 45-50k per use is nothing. The top builds do 40k per second and good builds 32-34k. My glyph also does 20k aoe damage on fire. I use Viper+Celestial as condi/boon tempest. Even as just a power dps the dmg they do is low and the 150 ferocity buff they give isn't much. It is 10% more crit damage added to already +200% crit damage power specs have. So you have 210% crit damage for a short amount of time. The only meta build that uses one of those is power weaver but not with arcane traits.
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