Jump to content
  • Sign Up

HeliosMagi.9867

Members
  • Posts

    171
  • Joined

  • Last visited

Everything posted by HeliosMagi.9867

  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.
  14. There are already 2 threads about how Warrior only has 1 viable Condi option in PvE. I would like to throw my hat into a ring by suggesting some reworks to Spellbreaker traits to make it a viable condi option. 1: No Escape - In addition to its current effects, make it so that you apply Torment when you Immobilize an enemy. Torment is the condition that most obviously synergizes with Spellbreaker's CC-heavy playstyle, and having it proc on Immobilize has the obvious synergy with Sword F1, as well as making MH Mace and Shield, which see next to no use in PVE potentially viable (Could this make Sword/Shield Warrior actually good?) 2: Loss Aversion: - Re-work this trait to instead apply Torment when disabling foes, and to either apply additional Torment when removing boons or to cause our Boon Strips to instead Corrupt Boons. Maybe also add a Torment Duration Up effect to either this or the previous trait. 3: Magebane Tether - Simply make the 15% Damage bonus apply to both Condition and Strike damage if it doesn't already. And that's my ideas for Condi Spellbreaker.
  15. To add on to this, I think some Spellbreaker traits could be reworked to apply conditions. In particular, No Escape in addition to making Stuns and Dazes immobilize, could make you inflict Torment, and Loss Aversion could be reworked to instead upgrade your Boon Strips to Boon Corruption, and to make you inflict Torment when disabling a boonless foe. With these changes I could see a Strength/Arms Hybrid Spellbreaker being viable, and as a bonus might make Sword/Shield an actual viable weapon set in PvE. As an aside, I would also like Body Blow to inflict Vulnerability either in place or in addition to Weakness, since solo Spellbreaker builds have next to no access to it natively outside of Frailty Sigils.
  16. Can we please get an indicator for when Combat Launch is ready or not? Even just a little purple icon on our status bar when it's on cooldown would be sufficient.
  17. Will the 4th items to complete the Astral Arcanum achievements have a high cost like the Astral War and Oneiros-Spun armors, or will it be cheap/free like the Rift Hunter armor? I already have most of the materials needed for the Legendary Obsidian armor, and I really hope I don't have to make another 6 Purified Essences and set of Trophy Gifts on top of it.
  18. My advice is since the Sturgeon is an "any bait" fish, is to use a bait that none of the other Cantha fish specifically want. Scorpions for example. That way you have better odds of catching the Sturgeon, since you're removing all fish that want a specific bait from the pool.
  19. I'm all for making Condi or Hybrid Spellbreaker a thing. It's already my favorite open world build to play because of the permanent Stability, being able to effectively use Celestial Stats on top of that would make it incredibly comfy.
  20. Full disclosure; I'm a PvE player first and a WvW player second. I'm trash at sPvP (I've never been ranked higher than Gold 2.) That being said, this would make PvP even more of a ghost town than it already is. The biggest problem with PvP is there's not enough players of enough skill levels for matchmaking to do its job. So you end up with bronze and silver level players getting repeatedly matched against platinum and legend players and getting curbstomped. I once went 0-7 in a single night. Going 7 losses in a row is demoralizing enough without taking away what little rewards I could get from that. I think a better way to go about it would be a personal Participation reward system; actively participating by killing enemy players, capturing points, and accomplishing map objectives would build up a stacking pip and reward track bonus that would be award at the end of a match. We also need more robust catch-up mechanics so that the losing team at least has a decent chance of pulling a comeback, or at least snatching the near victory bonus. I think win or lose, as long as you're actively participating you should be rewarded for your time. I'm willing to bet that a lot of the people that AFK through matches do so because that had so many losing streaks even when they were giving it their all that they just gave up and decided they were gonna lose no matter what they do, so why even try? You guys wonder why your gamemode isn't getting much active support, the reason why is it's incredibly hostile to new and casual players, and making losses hurt even more than they already do is only going to exacerbate the problem.
  21. I would like to a passive +25% Movement Speed effect added to the Relic of Speed, in addition to its current effect.
  22. I think it would be awesome if we could combine the 3 Salavge-O-Matics into 1 Legendary Salvage-O-Matic, with the Copper-Fed's cost per use, the Runecrafter's 100% chance to salvage upgrades, and the Silver-Fed's 25% chance of rare materials.
  23. Staff 3 should provide its boons and heals regardless of whether an enemy or ally is targetted. If you really want an ally target skill on Warrior Staff, the 4 skill would make way more sense. Staff 4 enemy target would pull enemies and CC just like it does currently, its ally target effect could pull downed allies toward you. That would make way more sense.
×
×
  • Create New...