Jump to content
  • Sign Up

Althean.5976

Members
  • Posts

    16
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Althean.5976's Achievements

  1. This would be my inclination as well, at least to start out with. More aggressive scaling still leaves it open to new and casual players. Like, point of diminishing returns style of scaling so that it achieves what it was intended to do in preventing gods-amongst-mere-mortals from happening just because of the level. It'd be nice to feel like I have to work for the events in Orr again lol There's nothing to say it can't be revisited and revised later, too. They do that all the time with balance patches
  2. I'm very confused as to why, in the Renegade overhaul, they chose to have Darkrazor's Daring grant protection instead of stability. Specifically, because the trait All For One's whole thing is "Using Legendary Renegade abilities grants protection to allies near the summoned warband member". This change now is a straight downgrade for the trait choice, when it's already competing against two other solid options I totally getting wanting to reduce the access everyone has to stability, but wouldn't resolution have been the better option rather than a boon that's already covered?
  3. THIS!!! This trait is a ton of fun to run right now, even if it's got niche applications. Now it's just a lame self heal that SLIGHTLY reflavors one weapon skill. It's like getting veneers to resolve one cavity
  4. They've actually ripped away the main source of chill (which was granted by this trait when you'd disable a foe) by doing these changes. It's a ridiculous, boring, unnecessary, and restrictive change to a core Guardian trait that goes against a main tenant of Guardian: aiding allies
  5. You'd still get the "burning you inflict has increased duration", which applies to all burning from every skill as it does currently.
  6. ..... Purging Flames does condi cleanse....
  7. It does, but because you can use both charges on command and then have them enter cooldown, it's now theoretically more viable to swap to a different offhand weapon while the cooldown is going rather than hanging on to torch like a safety blanket for the chance at a free Radiant Fire proc
  8. I dunno how realistic it would be, but I do wonder if not forcing skill 5 to target lock on an enemy would make the condi cleanse part of it more viable
  9. Yeah, I could definitely see that happening. Like your other post said, it'd make it more reliable. I also hadn't thought about the "wasted" Radiant Fire if you don't have torch currently equipped when it procs, so not having it anchored to the crit would help ease the pain a lot
  10. Fully separating builds and balancing based on game modes would add a good amount more work to keep track of it all vs having individual skill adjustments. It also keeps classes playing more closely to each other across game modes, so you don't take Chrono into WvW and it plays fundamentally different from pve. If this were the case, there would be a much higher barrier to entry when jumping from mode to mode. Just a theory, as I don't work at anet, but this seems a likely part of the reason.
  11. I'd love some clarification here. Does Radiant Fire still need a critical hit to grant that additional ammunition charge, or is it automatically given? Additionally, I'm not seeing how this incentivizes condi builds to use off-hand pistol instead of torch, as this trait is seemingly still a massive benefit to torch (and that chunk is only usable with torch equipped now) and there isn't a suitable master trait to swap it for in Radiance that benefits these builds. Unless this is meant to lessen the benefits to being in melee range with off-hand pistol by not getting that aoe burning on crits; though, I'm concerned that this simply makes having torch equipped even more mandatory rather than encouraging ranged pistol. After-thought: This could lead to having two very distinct condi niches. Off-hand torch would be stronger in melee, whereas pistol-pistol would be the better ranged condi option since torch has such a long cooldown on it's only ranged skill. This might actually solve the "Why not just use pistols in melee?" question if the numbers work out. 🤔
  12. I'm not super sure a fix is needed. Pistols work pretty well within the range of Permeating Wrath (I'd personally argue they work better at that range), and otherwise seems like it'd be a playstyle trade off if needing to stay at much further ranges. That being said, I do understand that it's the meta pick for condi builds that take Virtues and why more synergy would be desired.
  13. After Thought: this also allows pistol/pistol to have some synergy with Radiant Fire. Even though you can't do the full throw, the proximity burn still comes nicely into play.
  14. So, I posted this in the main weapon feedback tab so that it would be in the right channel for the devs and such, but I'd also like to hear y'alls feedback on this idea and what your experience has been if you've tried this. I'm still getting a feel for the weapon set but I want to toss something out there to others giving this a shot: Try approaching pistol/pistol, not as a ranged weapon pair, but as a melee weapon set with ranged/disengage options. Currently, they feel FINE as a strictly ranged set but a tad underwhelming. Very scepter feeling. HOWEVER, there's a specific distinction for skill 3 that is worth looking it: the symbol only inflicts Vulnerability if the enemies are within it. Got me thinking. My initial thought was to combo 3/4 together to take advantage of the ignition property at range, but if I'm missing out on a good chunk of what skill 3 offers, what happens if I'm in melee? Sure enough, proccing up the 3/4 combo when you're point-blank suddenly feels so SATISFYING! Ok, so now I'm thinking: how does this go further? Here's what I'm noticing that might be a good way to use these weapons if you're feeling underwhelmed or like it needs a little something: Look at pistol 1. 2, or 5 (on charge 3 with the massive manual detonation) as your opener to use while you're closing the gap. Let's you start that damage ticking before they can touch you. As soon as you hit melee, proc pistol 3 followed immediately by pistol four. Mix in your desired utility skills and auto-attack while waiting for cooldown, using pistol 4's additional charge through any other fields you throw down as they come up. Drop pistol 3/4 combo, and repeat. If you're running Firebrand, rolling through Mantra of Flame is even better in this combo! Purging Flames is also suddenly more viable as you don't have to choose between the condi cleanse and damage if you and your enemy are both standing in it. Then, if you're needing some breathing room, use pistol 5 on charge 1 or 2 to blast them back so you can readjust. You can move around as you see fit from there. Need to get out of aoe pain fields? You don't have to stop all damage while you try and stay alive now! Want to drop a Wall of Reflection on that two forged marksmen to your left that won't take a hint but you don't have the right angle to place it while blocking both of them? Knock back your enemies and reposition! Got six mordrem with hammers getting ready to flatten your entire party for the next six consecutive seconds? Not anymore! That aoe knockback on pistol 5 charge 1/2 will take care of all of them quick, and AT THE SAME TIME! Are those same mordrem across the battlefield and about to flatten somebody else's party? Pistol 5 charge 3 has you covered with some massive damage, and since you have to manually detonate it that means you get to choose the best position to fling them back from! If you're rocking Willbender, then your inherent mobility is just further complimented by how flexible these weapon skills are. This can also be a phenomenal option if you're playing with a cc Dragonhunter build comboing Glacial Heart and axe/pistol with your longbow setup. No longer are you forced to take shield just for the cc bubble if you want to focus on damage over survivability there. Best part: All of this compounds if you're taking on multiple enemies at at time. Pistol 1/2/4/5 all have a pass-through mechanic that lets them hit multiple enemies at a time. And all the conditions you're throwing on them will help tick down their health while you're focusing on a specific target. Works great on condi-focused builds prioritizing aoe. Don't believe? Go try running the choya stampede event right outside Amnoon. Place yourself 1/3rd of the way down the alley from the gate and become the fantasy lawman, the impenetrable wall of flame and justice. Positioning is not only key with this weapon, but HIGHLY rewarded. PS: the ranged aspect isn't forgotten about here. Use it to extend your engagement range. Many enemies will also move around in and out of melee range, and the 900 range on your skills lets you track them with ease. Overall: Pistol/Pistol isn't the single target condi-ranged set many of us were assuming it'd be. It CAN work that way, but you're often better off taking a different set for that. However, what pistol/pistol does very well is serve as a flexible, multi-target close/mid ranged weapon that let's YOU control the fight and how it's handled. Even long after the first shot is fired. This is the condi-weapon set you pick to lean heavily in to Guardian's inherent flexibility.
  15. The one thing I think that gets lost this way (which is also my favorite element of the pistols so far) is the inherent mobility it offers. A hold and release makes it way more difficult for a player to maintain their movement if they're locked to holding 5 down vs just managing timing on a double tap.
×
×
  • Create New...