Jump to content
  • Sign Up

HeliosMagi.9867

Members
  • Posts

    181
  • Joined

  • Last visited

Posts posted by HeliosMagi.9867

  1. Just got back from testing out Quick Heal Berserker in some Strikes, and for someone that doesn't normally play support, I found it very fun and I didn't have much trouble keeping my group alive. My main issues with it were needing to Ally Target to maintain Protection, and inability to generate sufficient adrenaline without making substantial sacrifices to my utility. My suggestions are the same as everyone above me, make Staff 3 provide Protection regardless of who you target, and give Support Berserker some way to generate adrenaline without needing to resort utilities or Rage signet.

    • Like 1
    • Thanks 1
  2. 4 hours ago, Lan Deathrider.5910 said:

    Then bake the adrenaline gain into staff directly.

    Or into one of Berserker's grandmaster traits, since right now none of them are relevant to support build. Like Eternal Champion, make it grant Adrenaline when granting boons to allies in PvE, since that trait is otherwise useless in PvE.

    • Like 1
    • Thanks 1
  3. 4 hours ago, Lan Deathrider.5910 said:

    This could be baked into the staff skills, or baked into adrenaline itself, or via a trait in Tactics. An adrenaline on healing trait can be a simple as 5 adrenaline with a 1s ICD to stop things like FGJ from fully filling the adrenaline bar in one heal. The staff skills could also have riders that they grant 1 strike of adrenaline per ally that receives healing or boons.

    I think an even better solution would be a trait that grants adrenaline upon granting a boon to an ally. That way it would also help with adrenaline generation on X/Warhorn in addition to staff. Fun fact, the 3rd hit of the Dagger auto-chain applies area might.

    And it should be said, such an effect should either be added to a trait we're already using, or on something that already doesn't have anything support-relevant in its column. DO NOT make it compete with essential traits like Soldier's Comfort or Vigorous Shouts.

    • Like 2
  4. The cleave on Axe 2 and 3 is incredible, exactly what Thieves needed for open world and add phases. Please DO NOT nerf the amount of targets this can tag.

    I would suggest swapping the duel wield attacks, making Dagger the power offhand and Pistol condi, since Power builds in general care more about stealth attacks to dump Malice and need Dagger 5 to do that consistently.

    On a related note, Orchestrated Assault does not generate any Malice, this is likely a bug.

    The Malicious Stealth attack should also be re-tooled to be power-based instead of condi, since Deadeye is predominantly a Power spec.

    • Like 1
    • Confused 6
  5. I've been brainstorming ideas for what I'd like to see if Warrior ever got access to MH Pistol to compliment his offhand one, and flavor-wise I drew inspiration from hand cannons, grenade launchers, and sawn-off shotguns. I recommend imagining these with one of the bigger pistol skins such as The Keenest Cut.

    1: Shrapnel Round

    Fire a shot that does damage on impact and explodes into shrapnel, dealing additional damage to enemies in a small radius around the target. Also applies Bleeding if the Crack Shot trait is taken.

    Combo Finisher: Projectile (20%)

    2: Napalm Round

    Fire an explosive shot that deals explosive damage to and covers the target and enemies in a small radius around it in Napalm.

    Unique Status: Napalm. Rapidly gain stacks of Burning over time. Effect spread to others close by. Enter water or dodge roll twice to remove this.

    Combo Field: Fire

    Explosion

    3: AP Round

    Fire an armor-piercing shot that does high strike damage and applies Vulnerability. Effect halved for enemies struck beyond the first.

    Ammo: 2

    Pierces

    Combo Finisher: Projectile

    Burst: Scattershot

    Fire a shotgun blast that inflicts damage and bleeds. Deal double damage and bleed and inflict knock-back on foes close to you.

    Ammo: 2

    Combo Finisher: Blast

    Primal Burst: Dragon's Breath

    Fire a blast of flame and force that damages and inflicts burning. Deal double damage and burning and knock back foes that are close to you.

    Ammo: 2

    Combo Finisher: Blast.

     

    My intent was to make a weapon that as many Warrior builds could utilize as possible. It's designed to deal roughly equal amount of Strike and Condi damage, so both Power and Condi builds can get good use out of it. Having a knockback effect on the burst not only fits with the shotgun aspect, it also allows it to synergize with Spellbreaker. Making it an Ammo skill adds some uniqueness to it, being able to do 2 bursts back-to-back, evoking the image of a double-barreled shotgun. It also allows support Berserker to hold a burst in reserve while still providing Quickness, so it can use it on demand to provide a burst of healing with Karakosa Relic. Napalm Round was born out of me really wanting access to a Fire Field on it but not wanting to just copy Longbow 3. So I though instead of just lighting an area on fire, you just light the target on fire but they spread it to their allies? It also counts as an explosive for Bladesworn synergy. AP Round is mostly just there because power builds don't have much access to vulnerability in the open world.

    What do you guys think?

     

    • Like 2
    • Thanks 1
  6. 9 minutes ago, Jedrik.3109 said:

    Stacking would still happen. 

    Ranged DPS being able to stand just a little further back would go a long way towards making mechanics easier to see. If with Ally Visual Effects turned off it can still be a challenge to see the Agony mechanic on Cairn for example because you got 10 players worth of vfx layered on top of each other. In FFXIV mechanics are for the most part way more visible than in GW2, and it's not just because in FFXIV you can turn other player's VFX off, it's because the range of healing and raid-wide buffs is generous enough where players can have a decent amount of distance between each other. Unless a mechanic specifically requires players to stack, everyone can have their own personal bubble.

    • Like 1
  7. 2 hours ago, Katary.7096 said:

    But "Eternal Champion" triggers on entering and exiting Berserk Mode, how can you consider that to be on-demand Stability? Also, any awkward timing for providing Stability because the Berserk cooldown isn't ready could only exist if they made "Eternal Champion" a source of group Stability. Your suggestion is what would be creating that very problem.

    With 100% Boon Duration and Alacrity after the next patch which reduces Berserk's base cooldown, the stability would have the same duration as Berserk's cooldown. Eternal Champion also make Berserk apply its effects when it ends, and allows you to end it manually. So if you need group stab and you're in Berserk, you can hit the exit Berserk button. If berserk ends just before you'd need it, you already have stability in time for whatever you needed it for. If you take the Savage Instinct trait it acts as a stun break, so if you're a little late to push the button you can still break the party out of the CC.

     

  8. Cool idea, I can see this enabling some cool builds (Hybrid Hammer/Mace Berserker?) Maybe also consider making it inflict Vulnerability as well, since builds that don't take Arms have so little access to it outside of Sigil of Frailty. Maybe also rework some less-used Spellbreaker traits to cause Conditions on CC?

    I just really want Hybrid Spellbreaker to be A Thing, okay?

     

    • Like 1
  9. I think Enchantment Collapse would be a better place to put an Alac trait, since it's not really used in any gamemodes, whereas Revenge Counter sees some use in PvP. And putting it in that column means you're giving up the 15% damage bonus from Magebane Tether, which by itself reduces your DPS from 40k to 34k without needing to do anything about Attacker's Insight, or even requiring Boon Duration. So switching between DPS and Alac Spellbreaker would mean you wouldn't even have to change gear, similar to Herald.

    "Accelerated Insight" - Pulse Alacrity when you have Attacker's Insight.

    Duration: 1s per AI Stack

    Interval: 3s

     

     

  10. It would vastly improve the viability of Quick Heal Berserker as a build, giving us a source of on-demand Stability without having to use up a precious utility slot on Banner of Tactics. I would also consider increasing it's base duration from 3s to 4s, meaning with 100% boon duration it would have the same duration as the new Berserk cooldown, meaning we won't get into the awkward position of needing to give stability but being unable to because of our Berserk cooldown being awkwardly timed.

    In a similar vein, I would also consider making Savage Instinct either extend its effect to the whole group in PvE, or make it provide group Aegis.

     

     

    • Like 1
    • Confused 1
  11. On 10/27/2023 at 3:11 PM, Lan Deathrider.5910 said:

    Heightened Focus: This trait will now also recharge all burst skills when it activates. Reduced the cooldown from 15 seconds to 12 seconds.

    I would also change it so that it could trigger against Defiant foes regardless of their health, so that against Bosses it's not literally doing nothing for the first half of the fight.

    • Like 1
  12. I love running Hammer Spellbreaker in open world. Permanent Stability, Permanent self-quickness and faster movement with Aggressive Onslaught, tons of CC, good cleave, mobility, a built-in AoE counter, and with an easy rotation to boot. My only problem is being a Power build, it loses a lot more DPS switching from Berserker to Celestial than a Condi or Hybrid build does from switching from Viper to Celestial. When trying to solo Champions with Spellbreaker, you either bring  Celestial and risk not having enough DPS to kill them before time runs out, or bring Berserker and be too squishy to survive while having a harder time maintain your boons. My proposal to this to buff Celestial Spellbreaker in PvE by reworking some of the unused traits in the Strength and Spellbreaker trait lines to enable a Hybrid variant, in a way that boosts the damage of Celestial Spellbreaker to be on par with other Celestial Open World builds as well as hopefully enabling a viable non-healer Tank* for raids and strikes without stepping on the toes of the current Power Spellbreaker build. This could also open the doors for additional Condi DPS build is PvE besides Berserker.

    Keep in mind all proposed changes are from the perspective of a PvE main, I've never been higher than Gold rank in sPvP, and my WvW experience boils down to just following a commander and tagging stuff.

    *Seriously, you have a class with the highest base health and armor, with an elite spec with a counter mover, that optimally runs a trait line called "Defense," and it somehow isn't a desirable tank.

    Strength

    Body Blow - Increase stack number and/or duration of Bleeding applied, and add Vulnerably in place of or in addition to Weakness. Hammer Spellbreak lacks any built-in way to inflict Vulnerability, and with only a Sigil of Frailty can't realistically maintain more than 10 or so stacks.

    Aggressive Onslaught - In addition to its current effects, it should also grant Fury, since the current Hammer Spellbreaker can't maintain 100% Fury uptime with just For Great Justice and Signet of Rage. This would also enable us to swap FGJ out for a Signet of Might.

    Spellbreaker

    No Escape - In addition, it should cause you to inflict Torment when disabling an enemy. Torment is the logical choice as it's the condition that synergizes the most with Immobilize.

    Loss Aversion - Rework to instead upgrade your boon rips into boon corrupts, and to inflict damaging conditions when striking a boonless foe with a Burst skill.

    Magebane Tether - Make the 10% damage bonus apply to both Strike and Condition damage.

    Any other ideas? Critique?

     

  13. Curbstomps are no fun for either side. Getting curbstomped is frustrating and demoralizing, and doing the curbstomping, while cathartic if you were previously on a losing streak, can turn the game into a boring snoozefest. Comeback victories, on the other hand, were some of the most fun I ever had in this mode. There's nothing more exhilarating than narrowly snatching victory from the jaws of defeat. Even a loss feels better if it's near victory. With that in mind, should GW2 sPvP implement catch-up mechanics so that comeback and near-victories are more common and curbstomps occur less frequently? My idea is to tie ti to map mechanics, like if a team is 100-150 points behind on Foefire they get a buff that makes them do more damage to the enemy Lord, or Forest they get double points from enemy creatures, or in Temple they channel Stillness and Tranquility faster.

  14. Just now, Solvar.7953 said:

    I wonder if some form of diminishing returns could be done - do it this fast, you get reward X.  In the next 5 minutes, you get reward Y which isn't as good, and so on.

    I understand why things have timers, but it is also really frustrating to run out of time when the creature has <5% health left.  It makes me avoid that sort of content.

     

    So like how IBS strikes work? That'd be a fantastic solution. Increase the time limit to 30m, but give bonus rewards if the groups kills her in under 20.

    • Like 2
    • Confused 1
    • Sad 1
  15. We had a full squad of 50 players, all organized into subgroups with Quickness and Alacrity covers, we broke her Defiance bar every single time it came up, and we cleared both split phases without any bosses reviving. I was using my Raid build that I bench 35k with. By all metrics this should have been a group that couldn't lose, but somehow we ran out of time at only 3%! It's so frustrating dedicating yourself to a 2 hour meta only to fail at the end and receive no compensation for the time you put in, just because half the group have bad builds and no concept of a proper DPS rotation. Please do SOMETHING to make this event not a coin-flip as to whether it succeeds or fails. Ideas:

    Reduce Soo-Won's health.

    Increase the time limit

    Make attacks that render the boss invulnerable or move her to the other side of the platform less frequent

    Increase the damage multiplier against her when her Defiance Bar is broken

    Increase the size of the boss's hitbox or more clearly communicate where it is (i swear half the time I'm not even sure if I'm even hitting her.)

    Implement Gear and Build checking so we can kick those with bad builds.

     

    • Like 1
    • Thanks 1
    • Haha 2
    • Confused 5
    • Sad 1
  16. Just go into your achievement panel, click the gear icon, and sort achievements for Soto Mastery points. The vast majority of them are very easy, you should have no issue maxing out your masteries. I had enough points to max everything out long before I had the EXP, and that's with me using boosters.

    If you wanna talk about Mastery Point scarcity, IBS was WAY worse. SotO hands them out like candy in comparison.

    • Confused 1
×
×
  • Create New...