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HeliosMagi.9867

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  1. Make Shadow Flare do all of its damage on the initial cast and make the flip over skill just a shadowstep without any damage. Remove the Shadowstep from Specter's Wells and make it an optional flip-over skill.
  2. I just disconnected during the first Ryland+Brahm phase in Dragonstorm, I logged back in as soon as I could and it put me in Eye of the North instead of Dragonstorm, and when I went into Dragonstorm it put me in a brand new instance instead of the one I was already in, so I had to do Dragonstorm twice today for something I had no control over. Please fix this.
  3. I'm tired of missing most of my bounds and tanking my DPS.
  4. I already finished the leggy armor and I have over 600 Essence of Triumph left over. I was able to liquidate all my Essences of Despair and Greed by crafting them into motivations and selling them on the TP, but as far as I know there's currently no way to do the same with Triumph. Please add SOMETHING that we can use to turn our T3 Essence into gold.
  5. You've clearly never played FFXIV, it's much worse in that game. There literally EVERYTHING is gated behind progressing the MSQ. You literally cannot access expansion zones until you reach the point in the story where you're 'supposed' to go there. And if you start in La Noscea, you literally cannot access the rest of the base game zones until you reach the point in the story (around Lv10) where you unlock airship travel.
  6. This is great news! It's nice that the hardcore PvE community is finally being catered to. Perhaps someday we could get something equivalent to WoW's Mythic raids or FFXIV's Ultimate raids?
  7. Another way to improve Heal Zerker's user-friendliness is to make Smash Brawler give a greater than normal duration extension on Rampart Slitter specifically, like how Decapitate has a lesser effect separate from all the other bursts.
  8. Another solution is to swap Heightened Focus with Opportunist from Arms. Opportunist is actually a fantastic trait for Heal Zerker, making both our Staff and Mace Primal Bursts refund half their cost and adding adrenaline gain onto Staff 4 and Mace and Dagger 3. The only problem is it's in the wrong trait-line.
  9. I'm loving Staff so far, and both Heal Berserker and Heal Bladesworn are really fun to play. They both however have some key weaknesses that still need some patching up if they want to be competitive with the other go-to healers like Firebrand, Herald, or Druid. Heal Berserker Heal Berserker's problems are maintaining Berserk and consistent Adrenaline generation. While adding Adrenaline gain to Staff 2 and 5 helped with the latter, it's no replacement for a proper support-focused adrenaline trait, and Heal Zerker still needs to run Rages to maintain Berserk Mode, which compete with critical utilities like Banners and Shouts. My suggested solution for these problems is the adjustment of two trait: Heightened Focus: Rework this trait so that it instead gives Adrenaline when granting boons to an ally. EDIT: Also viable to swap this trait's place with Opportunist from Arms. Eternal Champion: Make this trait extend the duration of Berserk mode when healing an ally in addition to its current effects. EDIT: Another option would be to make Smash Brawler give a 4s duration extension on Rampart Splitter only. Both of these changes would solve Heal Berserker's biggest problems and make the build far comfier to play. Heal Bladesworn Heal Bladesworn's problems is that while it's far more comfortable to play than Heal Berserker thanks to not having issues with adrenaline or upkeeping a state, it instead has the issue of its healing and boon output being significantly lower than Heal Berserker. And the reason for that is our weapon swap being locked to the gunsaber, a weapon with no support value beyond spamming ammo skills for Lush Forest. In addition our Relic is locked to Relic of Febe, as it's our only source of group Swiftness, and we can't provide Vigor at all. No access to Staff F1 means we're denied a large chunk of healing and are reliant on either Staff Autos or Banner of Defense for Regeneration upkeep. My suggestions for big improvements are as follows: River's Flow: Make the effect apply to outgoing healing in addition to it's current effect. Lush Forest: In addition to its current effects, make it so that Gunsaber weapon skills apply boons in a radius around the use, including Swiftness and Vigor. Also reduce the internal cooldown from 1s to 1/4s or even remove it entirely, just for comfort. Daring Dragon: Revert it to it's old version, and instead rework Immortal Dragon to provide Alacrity, Regeneration, and Healing when Dragon Slashing, with the amount healed scaling with number of charges spent.
  10. Just tested it myself with Thief Axe. Only enemies I get the killing blow on through direct damage will progress the achievement. In addition, if the enemy dies to condition damage from any source, even if it's from my own weapon, then no progress is made.
  11. They said it's now a ground targeted skill, might be possible.
  12. From the New Weapon Proficiencies Beta Feedback Update: "The staff is breaking ground as warrior’s support weapon, and while it landed strong, it had its own pain points. The largest piece of feedback we received was about the unwieldiness of Line Breaker. Sometimes ally targeting is not a good match for a skill, and this is one of those cases. Line Breaker will no longer be a targeted skill and will now be ground targeted. This will help warriors use this skill on the fly at a moment’s notice. Support warriors also noticed that their adrenaline gain was substantially lower than a traditional warrior’s. We’ll be adding additional adrenaline gain to Valiant Leap and Defiant Roar to help warriors use burst skills when they want to. We know support warrior is still a budding archetype, and we plan to add more trait support for it in future updates." TL;DR Staff 3 doesn't require Ally Targeting anymore, and Staff 2 and 5 now grant Adrenaline.
  13. It'd be way more intuitive for things that require going to places in a particular order, such as when you're tanking Xera. Moving from A to B to C or 1 to 2 to 3 is inherently way easier to remember than going from Arrow to Circle to Square. It's also way faster to type out a single number or letter when calling out mechanics, like for jumpers on Sabetha. What would you rather type in the heat of battle, "1/3 go Arrow" or "1/3 go A"? Please consider this, it would be a massive QoL improvement for raiders.
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