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Tabootrinket.2631

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Everything posted by Tabootrinket.2631

  1. And not just any well either. They are wells they shadow step to on cast, in order to better combo into it... you know, what was supposed to be the whole theme of the Catalyst...
  2. The thing is, for thieves, adding a new 1 handed weapon means adding a new number 3 for all the other 1 handed weapons. Since they didn't want to be bothered with that problem they gave thieves two 2-handed weapons in a row. So I wouldn't expect them to go the extra mile and add another workload on top of it.
  3. But at least it matches with the Quip :)
  4. Well I did ask for it and I'm happy with what I've seen so far
  5. In my opinion : It should still be shareable, however if someone picks it up, it should reduce the cooldown by half (And the cooldown should start when activating the skill). If no one picks it up, the second weapon should be equipable by simply reclicking the skill button if it hasn't disappeared.
  6. I've recently created a firebrand due to the excessively high demand of HB in all instanced contents. I was curious. Maaaan did I miss a lot up until now. All the things they can solo that crush all my other toons... It actually felt like the true Catalyst... and then some. How come you can burn things to death while carrying your groups health all at the same time ? And those humongous fields with short cooldown available from the get go... accompanied with a group pull right next to them. You know, for efficiency. They even got good utilities in addition, what ?!! (oh and they can still weapon swap btw) All that talk about trying not to make Catalysts too OP seems like a bad joke now. Scratch all the new elite specs, I'm actually more hyped by Firebrand right now. It feels like I'm playing a whole different game !
  7. I'm very unfamiliar with the warrior class in general, but the concept and the execution of the Bladesworn really picked my interest. So without going into detail, since I don't really have the profile for an insightful opinion : I really like the idea and the playstyle of the class (especially the iai concept with the blade). The gunsaber however feels a little too slow to be truely satisfying.
  8. I had high hopes back then when they teased the "adventures". They turned out to be just forgettable mini-games unrelated to core game.
  9. Would be so great if we could at least summon the second weapon like Thor's Mjolnir by pressing the utility button again (and it hurts people in the trajectory too lol)
  10. It would've been cool to add "utility skills" in the options for things to fix/improve. Personally I think they should become the spirit combo fields while F5 becomes a gyro (with a moving field).
  11. The main point of F5 is to act as a combo field that also provides bonuses though. It's not to deal damage. And hammer already forces us to stay in somewhat close-range we're already past trying to have a range e-spec at this point
  12. There definitely needs to be at least a second wave of beta testing with fixes on core mechanism for most e-specs showcased so far, before release. Some of the e-specs are straight up broken (as in not functional). Some need overhaul on their concept. Tbh, in the current state I don't find any of the new specs as appealing as the already existing ones gameplaywise.
  13. My initial impressions : 1. The F5 skill is way too unrewarding. It takes forever to build a duration with the energy, and when you cast it, it's a field that sits there while the battle is shifting somewhere else and then your energy goes poof (and so does your irl one). I feel like the F5 should act like a gyro following you around when you cast it (Some have also proposed to move hammer 3 orbs to the e-spec special). 2. Weapon skills could be interesting if they weren't so clunky : they take forever to cast, and then instantly vanish. If you press hammer 3 your only choice is to instantly change attunement and press 3 again otherwise the orb goes poof (also reducing the radius of the orbs trajectory when attuned to Water and Earth would be handy). btw, it's sad that Hammer Air 2 features an animation of your character spinning with their hammer, and it does zero damage if you're close to an enemy that isn't in the range of the targeted area. 3. Utility skills... I don't like them. At all. Same for the elite one. I'd be happy if you would scrap them entirely and try to replace them with something that would benefit a team. Heck, this spec seems to be built around combo fields, make them pop some. ----------------------------------------------- TL:DR weapon skills ----> too clunky, hammer 3 will vanish before you even cast the next spell f5 ---> turn it into a gyro/field that follows you. Utility skills ----> recycle the spirit animations to add/move the combo fields to the utilities. I feel like the current state of the e-spec is too broken to actually have a good idea of its potential. It seems like it can be interesting but it's not working at all right now. It's also worth noting that if you take away the hammer, there's no more point using this e-spec right now.
  14. It feels really weird. There's like zero durations to any skills. So the f5 duration gets longer according to the amount of energy I suppose, but the hammer number 3 extinguishes like a candle during tornado.
  15. Hmmm.... It started good but then the utilities followed up and I'm left with one question. What's gonna be the catalyst role in a team ? It doesn't seem it will bring anything. Those augments seem to be designed just so we don't underperform (boring elite skill again too). When on the other side of the aisle we got the Bladesworn with their banana numbers and harbinger and their one button all boons applied... to be honest, I don't really see what it brings more than weaver except a little more survivability due to the mid range. It doesn't even seem that we get any form of sustainability to adress the meme downstate that even the devs aknowledge. On the contrary, now we have to remain even more static with the same health pool
  16. My first impression was : Boring and disappointing. And then I heard "steady presence in melee combat" and it became straight up depressing. It feels like a bad joke. Like the devs heard everything we said, and purposely did the complete opposite to mock us. I doesn't help that in the last stream one of the devs joked/slipped about downstate being an ele thing. I'm gonna wait the beta, but there's a good chance I might go back to my thief since they get a scepter this time around.
  17. Weirdly enough, that was the main reason I used Ricochet. It was really fun to use once you got the hang of it.
  18. To be fair, I feel like no elite skill throughout all professions provide something that feels like an "elite skill". Most of the time, they feel like another utility skill with higher cooldown.
  19. There's a reason for that, just like there's a reason engineers go to other profession forums to make sure they don't become completely irrelevant. I agree in pvp it's busted. In pve though, they could adjust the value, but having an activation throughout a rotation in PvE is actually reasonable. A condi weaver rotation is insane and really akin to a Fighting Game convoluted combo, with timing and almost just frame combinations. I also find myself having to plink my inputs (in an MMO with its latency). All that effort just to be relevant in a group and then being downed because you didn't dodge once with your seventh left hand finger. What would have been cool imo : Maybe (if possible though it might not be) decrease the duration of the barrier on weaver, adjust the value, and then keep the activation on weapon skills and attunements. That way, there may still be few gaps in the defence when the rotation input gets slower, it compliments the insane rotation with a bit of sustainability to catch up with the other professions, and punishes you if you mess up the combinations or are stuck in a cool down and don't dodge/defend. It's a onesided view so I might have overlooked some situations, but I believe that may be an opinion shared by some of us here
  20. Well too late. It was a short dream but a good one.
  21. what powercreep ? It doesn't up the damage, and won't affect other professions in PvE. It's just less downstate time for weaver
  22. Anet got your back, it's been fixed on the latest update ^^
  23. Yes leave it like this in PvE please. Also lore wise it makes sense : the APM is so high that the dust keeps flying around them 24/7
  24. I feel like the mask might actually go to the revenants... But I kinda wish you are right. I feel like we're gonna get that bulky icon that looks like it belongs to an engi or warrior.
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