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Xionor.8963

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Everything posted by Xionor.8963

  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.
  16. That's not how it would be. There is option 1 where you could use attunement instantly. So you use F1 do your normal rotation while spinning in the fire tornado and then swap to F4. Press F4 again to summon your rock attunement pillar and do your normal rotation ect.. Or option 2 where you have to wait for attunement. Press F1 to become fire tornado and use normal rotation. Press F4 and do your rotation until the F4 attunement is ready, press F4 now while you're on the rock pillar press F3 to become air attuned to use air skills while being on the rock thingy. I would prefer option 1. But there is nothing more you could do. the only difference is that you don't have 4 seconds where you can't do anything. At the moment you already use every skill only once per elemental rotation except mabye the fire breath of dagger 2 which you use at the start and at the end. That's the point of tempest. Use all you skills once, then Press F1,F2,F3 or F4 to use overcharge and then swap and spam again every skill you have. There is no rhyme or reason just unleash everything once until the overcharge is ready. You can do some combo explosions but you still just spam them instantly and don't wait for the right moment. Which I don't mind as you can still "emergency" swap into a different attuenement for CC, mobility, ect...
  17. Putting the glyph trait on arcane would be a good change. I think if you want it to be more of a boon focused trait line it would need something unique like the aura share and passive healing of the water traitline. We already greatly overcap on might alteast with some weapons and the other boons you give as ele aren't that important as they are covered by other classes.
  18. How does it RAISE the skill ceiling. The rotation LITERALLY stays the same, nothing changes from a button input perspective. Also Let me just make a simple comparison. Renegade: Can use all his skills, dodge and revive, while giving alac and healing through his healing skill and elite Mechanist: Can use all his skills, dodge and revive, while giving alac and barrier. Ranger: Can use all his skills, dodge and revive, while giving alac and has very strong self revival once downed. Thief: Can use all his skills, dodge and revive, while giving alac and can stealth to revive allies. Chrono: Can use all his skills, dodge and revive, while giving alac and has canon fodder through clones. Tempest: "DAZES" himself for 4 seconds EACH time you want to give alac while doing some damage or healing (damage that is still inferior to all other alac providers). No healing, no dodges, no weapon or utilities available and no reviving of your fallen allies. Do any of the developers test that against high end content? Try to give your group perma alac in the T4 Joko fractal against the last boss. It is of course possible but absurdly more difficult than any other class. It's the same with /d 5 on earth. You can't do anything for 2 seconds during that attack but also do less damage than any other condi dps class who don't have an attack that locks them for 2 seconds. It's just outdated and doesn't fit in the fast aoe spaming fights the game has introduced.
  19. How exactly would any of those changes affect power weaver in any shape or form that would matter? Power weaver doesn't use arcane and the additional condi damage would barely improve the dps especially as there is something called damage coefficient. By giving you 150 ferocity and doing a 2k fire dot? You know the ferocity that increases crit damage. I just tested it and it does way less damage than glyphe of firestorm, glyph of lesser elements and signet of fire with elemental surge equipped.
  20. As we now have the tempest alac builds I had a look at the arcane traits because with arcane you can keep staying in fire/earth as alac/condi. Sadly the mid and bottom grandmaster traits both give a straight power increase and no condi dps increase which should probably be changed to 1 condi and 1 power dps increase to chose from. Also as tempest we have 2 traits which interact with shouts yet none of those reduce shout cooldowns. Fire /d 5 and /d earth 4 could also need a condi attack. The fire one more so than earth 4because that one does atleast CC so I can understand if that isn't supposed to be a dps skill but it still does okayish dmg with a power build so then why doesn't it do okayish dmg with a condi build.
  21. I like them visually so I came up with a different solution:
  22. At the moment during the 3rd last step with the jumping puzzle when you interact with the crystal at the start of the jumping puzzle it gives you the mordremoth buff and not the zhaitan buff.
  23. I find the overcharge mechanic tiresome. You can't do anything for 4 seconds and it leaves you very vulnerable. The 1 stability you get with a trait is not enough. I would prefer it if it wouldn't be just a 4 second channeling attack but a mode. It would be the same as it is now just that you can still dodge and use all your weapon skills. The breath attacks would maybe look a bit silly but apart from that I think everything else would work. For an example if you have d/d equipped and you use earth overcharge you would hover on that rock and when you use 2 the spikes will spawn around you, you would dash with 3, create a shock around you with 4 and have the same channel attack with 5, all while still hovering on that rock. No additional animations needed I think. The 6 alacrity could also get increased a bit to give us a bit more breathing room especially if you want to go to water to heal you a bit and then swap back to dps. Also I would love it if d/d could get a little update like the fire 5 creates a firefeld that keeps damaging the enemies. Just a weaker version of the warhorn 5 and the air 4 could create a damaging effect on 1 enemy similar to the focus 4 from the guardian. I don't mind that /d is weaker than /w because you have extra mobility but the question is how much of a dps loss is that mobility worth in pve? The cooldown of the elemental glyphs are also too long. Reduce the cooldown and duration of the elements by 1/3 or something like that. It takes too long to spawn 4 of them. The elite elemental could be a permanent pet which changes according to your element outside of combat, but once inside of combat, it is locked to the element in which you started the fight. In underwater you could create a sphere that just shoots at enemies which changes colour according to your element.
  24. How about letting us use evade while being in overload without cancelling the overload. You know giving us some defensive option as the class with the least amount of hp. Because no other alac provider has to stay stuck for 2 seconds being completely exposed to attacks and only being able to SLOWLY reposition yourself while the enemies constantly produce 1shot aoe attacks. The easiest way to implement that would probably be to copy the mirage invulnerability dodge or replace the dodge with a teleport animation.
  25. The bottom right dye channel which is responsible for the color of the hologram doesn't apply different shades of a color correctly. As an example, there is no difference between using any of the following colors: Shadow Red, Bloody Red, Burgundy, Ruby, Black Cherry, Rosewood, Hydra, Ox Blood, Cherry, Red,...
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