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Peureki.3647

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Everything posted by Peureki.3647

  1. I've tried it in Seitung and a couple guildies tried it in other maps. None of us have been getting any credit.
  2. Hope everyone is enjoying all the EOD content!! Join our community if you want to explore more of the open world and events! πŸ˜„
  3. YO WE'RE 3 DAYS AWAY FROM EOD! Come join our community to venture off to Cantha and learn more about the open world!!
  4. Bump! We're only 10 DAYS AWAY FROM EOD! We're all getting super pumped and hyped for the expansion!
  5. Yesterday we finished an event called Survival of the Choyas. Everyone became a choya and I summon a bounty and the squad had to survive as long as possible as everyone gets eaten alive πŸ˜„. Come join the fun for the next special event!
  6. Bump! Finished up a week of Auric Basin shiny baubles with some Grothmar/Kourna trains. This weekend we'll be doing a LS3 train and next week we'll be hosting a choya survival special event πŸ˜„
  7. Bump! Just finished doing some Tangled Depths this week and Draconis Mons πŸ˜„. We're gonna do an experiemental Core Tyria train this Saturday. Queensdale is even included
  8. Happy new year! Another year for awesome open world content. Almost time for EOD!
  9. Bump! Just got back from the holidays and the trains are back and running πŸ™‚
  10. Bump! Tonight we're doing a special TD train where we play bingo at the same time πŸ˜„
  11. Bump! Just finished doing Domain of Istan and we're gonna do a special Tangled Depths event train this Saturday
  12. Another bump. Today we're testing out Domain of Kourna again and tomorrow we'll be doing a full Verdant Brink Day/Night meta!
  13. I can see that. I had a more difficult time running Dagger so it's good to hear that there were some good uses for it. I mostly ran a Fresh Air build with Scepter/Focus and the boon duration when camping in the Air Sphere was too good to not use. The quickness bursted down players so fast! Also loved it for longer durations for protection since I was super squish.
  14. Overall, compared to the previous Catalyst beta, this spec has seen immense improvement. With that said, I do still believe there could be a lot more that can make this spec more perfect, reliable, and worthwild to use in all aspects of the game. The recent changes to the F5 was one of the best changes this time around. the changes to the Hammer 3 orbs a great with insta-casting because most skills in Hammer had long cast times. This made it convenient for the user to maintain the orbs while still focusing on other skills in a rotation. The change in F5 can be included in that too. Lastly, the increased duration to the traits Elemental Empowerment and Empowering Aura made it more realistic to not be relied on another person giving you auras to maintain their buffs Breaking it down for each change, here are some suggestions I think could potentially make Catalyst more optimal for every kind of player in every game mode. Jade Sphere Overall, the new implementation is great. There are not a lot I can critique about it, besides maybe some QoL changes. Mechanically, this changed Catalyst to be more fun, optimal, and makes it flow better. 1. Fire Sphere's boon application should increase the Might per pulse. Having 1 Might per pulse for 10 seconds is very little. Generally speaking, most people are running builds that don't have concentration within their stats. Most are either running some kind of power, condi, and maybe rarely celestial. Running solo or open world, Catalyst needs some push in order to kill things quick enough while trying to be a "Bruiser". Since this can only be casted in Fire Attunement, most fire skills are very offensive and not defensive whatsoever. Suggestion: Apply Might application to be two at a time instead of 1. By the time the Fire Sphere ends, the player should have 10 Might. In addition, if players run Spectacular Sphere, then that's 15 Might. If players are camping Fire and casting the Fire Sphere agian, that should be close to 20+ Might considering the duration? I think it's a fair balance to allow the Catalyst to be a power bruiser while in Fire attunement and whatever attunement afterwards. 2. Fire Sphere (again)'s duration should last longer when applying the trait Persisting Flames. When trying to maximize your damage, any Ele build (Tempest, Weaver) takes this trait in order to apply this modifier to get the 10% damage. But, in Catalyst, the F5 does not increase it's duration and thus you need to stay in Fire to cast it twice + time your rotation right to allow yourself to go back into Fire again while still have the 10% modifier. Suggestion: Make the Fire Sphere last the 2 seconds longer. You'd still have to camp fire to cast it twice to get the 10% modifier, but it allows more leeway when swapping to other attunements before you have to reapply the modifier again. This also allows more Might generation as said in the previous suggestion. **Hammer Skills (new idea) and the Orb Mechanic** This part is going to sound very theoretical, but I have an idea that could shape the Catalyst to make it optimal for all weapons of Ele. As it stands, the orbs on the Hammer 3 skill are what makes Catalyst and the hammer unique. The problem is that this mechanic is only unique to hammer alone, whereas it feels like a Catalyst mechanic. The currently implementation of only having it on hammer greatly reduces the value of any other Ele weapon on this spec. The main reason is because it's 1. main source of damage and 2. a great source of the orb-specific buffs (the 5% damage, 5+ condition damage, 7% crit change, etc etc). Why would you use any other weapon? Suggestion: Remove the Hammer 3 orb mechanic out of hammer entirely and implement it into the attunements. Here's how I'm thinking the mechanic of the orbs would be then: - When on an attunement, if you press the attunement again, you summon the orb. If you press the attunement again, you can throw the orbs as a projectile. Literally the same mechanic as Hammer 3, but place it into the attunements themselves. - When swapping an attunement, there should be no ICD. You should be able to immediately press it again to summon the orb if you wish. This allows the orb mechanic to be unique to Catalyst as a whole. My hope is that this brings value to every other weapon while playing Catalyst as well. This will mainly benefit dagger since it's also a melee weapon, but applying it to both Scepter and Staff will allow for better damage and usability. I've tried benchmarking with every other weapon, and nothing compares to the DPS rotation of hammer of 55k. Using the same settings, I could only hit around 22-25k with other weapons. Without the orbs and their damage and their modifiers, it feels terrible. Check other videos of Roul to see more realistic situations using Hammer because obviously the 55K benchmark can't be applied everywhere. With that said...Hammer 3 skills would need to be replaced. I know this is the last beta and the expansion is coming up so it might be unrealistic to hope that Anet could release 4 new skills in addition to the Orb mechanic change..but here's hoping anyway. - Fire 3: Make this some kind of small fire field + some application of burning. Both the duration for the field and the burning don't have to be long, but hammer still is the only weapon for Ele that does not have a fire field attached. This will help with maintaining Persisting Flame and allow Catalyst to combo off of it. - Water 3: Make this some melee aoe chill. I know Hammer 4 is a leap and that's a great gap closer and Hammer 2 applies chill already, but it's still sometimes hard to catch up to foes that are constantly moving. This is especially true for PvP/WvW when trying to make the best out of your orbs but you can't catch up to your enemies. - Air 3: Make this some leap, dash, or teleport to a foe within 600 range. This is to counter the Hammer 4 which pushes you back a max of 600 range from a target. In all game modes, it doesn't feel good to be pushed back so far in a weapon that is very limited in ranged attacks. This is difficult to sync in PvP and WvW to cast a skill after casting Hammer 4. This leap, dash, teleport or whatever will be a great gap closer to that and in general. If this becomes a leap, you can combo with it to get a Shocking Aura, stun foes in hit. - Earth 3: Make this some kind of melee cripple. As it stands, there are no cripple at all for Catalyst and in order to better make it a melee Bruiser, it needs a way to stop enemies from getting further away. Hammer 5 is great for the long immobilize, but can be easily countered since it has a long cast time and obvious animation. Hammer Skills (existing skills) Okay now for the existing skills of Hammer. I think the changes to the instant cast orbs, the shorter cast time duration of Hammer Earth 2, additional heal and cleanse from Water 4 and 5, and barrier for Earth 4 are great. I do think there's still more for improvement. Air - Hammer 2: Increase base damage and power coefficient in PvP and WvW. It's an incredibly difficult skill to pull off because Ele's are generally focused and are squishy already. This skill has a very long cast time, even with applying the Air Jade Sphere quickness. The damage isn't reliable enough to use since doesn't do that much damage for a skill that's completely stationary. - Hammer 5: Increase stun duration to 2 seconds. This is also a difficult skill to land. On paper, it sounded easy to land since you're going to be in the face of a player anyway, but it can be easily countered since it has both a cast time + deployment time to initiate the stun. This isn't the same as Dagger Air 5 where it deploys immediately after casting and there's like half a second telegraph to signal the enemy that it's coming. Hammer in general needs more CC anyway since Air 4, Air 5 are the only sources. Other Ele weapons have multiple sources (up to 3) and are much stronger. Earth - Hammer 1: Apply bleed on hit. Either do this or remove the animation where it looks like Dagger Earth 2. It's misleading and it makes it look like you can block projectiles with it too. - Hammer 2: Make this a whirl finisher. It's funny that's called Whirling Stones and the animation is very clearly whirling, but you can't whirl finish. I'm aware that can lead to more dramatic gameplay in PvP and WvW but I think Catalyst still needs it. For example, if you use a whirl finisher while applying the Earth Jade Sphere, then you can apply poison to your enemies. I think that kind of gameplay works well with the Bruiser playstyle. Not to mention you can get a Magnetic Aura, but you'd be combing with Hammer 5 anyway. - Hammer 4: Increase cast time to 2 seconds and increase the barrier. In PvP and WvW, the 1k barrier doesn't feel like anything. Also the current cast time feels so short, I feel like I'm casting it for the sake of the barrier than trying to block a certain incoming skill. Maybe make the barrier 2k? Augments In general, I feel the new additions are pretty good. I like the lower cooldowns for the Fire and the additions to their bonuses when applying them with their respective Jade Spheres. The Elite is game changing for PvP and WvW, but I don't find any use for it in PvE. - Elite: Allow the energy to be replenished for the Jade Sphere to 30 (max). This is an addition to the current version of the elite. I'm honestly not sure what can be changed for the PvE aspect of it that won't break it in PvP and WvW. I just feel like there's no reason to bring it over FGS or the Glyph Elemental. You're swapping attunements so fast anyway to maintain the orbs, there feels no time to use another skills from the same attunement again since you're leaving it. Traits Changes to Elemental Empowerment and Empowering Aura have been great for PvE, especially in end-game modes. It allows the Catalyst to be more self sustaining and can bring the damage without the help of anyone else. - Staunch Auras: This trait is kinda useless. I tried in PvP, but I think in all situations and builds, Sphere Specialist outweighs anything else. Those boon durations can be beat by stability that may be hard to control since you're combing so frequently and sometimes passively. Not to mention, hammer doesn't allow for easy Aura application on-the-fly. An example of something like Staff Earth 3, Focus Fire 5, Dagger Water 4, and Dagger Air 3. With those, applying an aura for stability can be great for stomping a player or to avoid a certain CC skill. I'm not sure what can be improved in this trait but maybe make Auras last longer? - Sphere Specialist: Nerf this to increase the boon duration by...30%? 25%? It's a fantastic skill and I hate to say to nerf it, but the only issue with this skill is how a Catalyst can make a Quickness build without needing any concentration. To make an offensive Quickness power build in end-game PvE, there should be some need for Diviners to not make this too strong. It should still pull off great damage considering the circumstances of the rotation, but with the need of some Diviners, it can reduce the total benchmark by a few thousand.
  15. Back from a short break from Thanksgiving! Back to doing more trains! Just finished Tangled Depths shiny baubles and a Desolation train this week. Come join the experiments and fun!
  16. Did a whole round of AB baubles, Drizzlewood, and an experiemental LS3 train where we went through ever LS3 map! Come join the fun πŸ™‚
  17. Daily bump. Finished last weekend with a really good Tangled Depths bauble train!
  18. Another bump! We did some great runs with VB Day/T4 Night events and onwards to Tangled Depths and more.
  19. Daily bump. We did some chill Domain of Vabbi champ train and Verdant Brink Day/T4 Night meta!
  20. Herro everyone! My name is Peu and I'm the creator of Peu Research Center. My website's goal is to always provide insight to open world trains, metas, events, and QoL tools to the general player base. I want to encourage gameplay across maps that may be underused or farm maps in a unique and fun way! An example would be a Tangled Depths event train that includes all the outpost events and the meta. How about a Draconis Mons train that can spawn upwards of 50+ champions in less than an hour that also includes events that you need for your Aurora collection? Not to mention, all of these unique farms having an abundance of loot! I don't shy way from a good Dragonfall or Auric Basin shiny bauble train either. With all that said, I can't do everything alone anymore. My greatest weakness of my website is the amount of data I can provide. Trains take a long time and a large amount of effort to produce a substantial sample size, especially for farms that are never done by other commander (Crystal Oasis, Desolation..the list goes on). This also includes other data such as champion bags, containers, drop rates, etc. ================= The Future, The Goal ================= I want to build a community who also feel the same passion of open world trains and events. Ask yourself these questions: - Do you love to make gold, but would like to see more than Dragonfall or Drizzlewood trains? - Do you feel some maps are underused and have the potential to be exciting, fun, and still make a decent amount of gold per hour? - Do you like choyas and shiny baubles? If you don't like choyas, you can't join the community (JK JK). If you feel any of these questions resonates with you, I highly encourage you to join the community! Let's build a space where both casual, veteran, and hardcore players alike to enjoy unique open world spaces. Let's build a space where we can help each other with gaining more knowledge, experience, and provide more insight to the general GW2 community of how fun other places can be! ================= Bonus Community Events ================= Once in a while, I like to host random social open world events as well! Things to make either trains more exciting or to show unique ways to play GW2 mini-games. CHOBINGO - This is where we play Bingo while doing a train! It is as crazy as it sounds. During the train, we check out boxes like, "10 Players go down from the boss at the same time" or "X person gets an exotic gear drop" etc CHOYA STAMPEDE - Everyone has no armor and becomes a choya (specifically the dance tonic one). Because this tonic does not allow you to regen health, it makes a fun game of survival! We march through dangerous open world areas and see who's the last choya standing SURVIVAL OF THE CHOYA - Everyone becomes a choya and goes into an arena (or some area) and I summon a Legendary or evil bounty on them. Top 5 lasting choyas wins! ================= How to Join ================= Public discord: https://discord.gg/QXuW42Nrk6 Please read the rules and you can start your journey with the rest of us! A TLDR; of the rules are: - Be respectful to each other - Be kind and have good vibes - Be polite during the train if a commander is hosting - No Elitism, help one another This community is extremely new so it's a tad-bit small right now, but I'm hoping in the near future it can grow! Become one with the choya!
  21. Who We Are We in fact have 3 leaders (Phoenixes) who all specialize in various places! We love working with new members to achieve their goals they personally set! Whether it's making gold via events, fractals, or raiding. We have a large variety of types of people to help you with what you need. We even have a personal guild chef that will place down an ascended food item for all to have at events. Can't go wrong with free food! Here's a brief look at our calendar of events we do weekly. These can change from week to week, but it's mostly the same: Sunday - 7:30 PM EST | Kitty Blu's Boss Train | Fight with our mascot Kitty Blu against world bosses with the guild and enjoy the fun! Monday - 8:00 PM EST | Guild Missions & 9:00 PM EST | Progression Raids Tuesday - ~8:30 PM EST | Peu Trains | Join Peureki (creator of Peu Research Center) on unique farm trains that can range from HoT maps, to PoF maps, to LS4! Wednesday - Somewhat of a free day! We have gulidies that host weekly DnD sessions, sometimes impromtu raids, trains, fractals, or guild parties! Thursday - 8:00 PM EST | Low-Tier (1-3) Fractal Training & 9:00 PM EST | High Tier (T4+CMs) Fractal Training Friday - 9:00 PM EST | BRN Raids (Beginner Raid Night) Saturday - ~8:30 PM EST | Peu Trains | Another day of unique trains and learning how to earn materials to make gold Impromptu events: Raid clears, raid training, fractals, trains, PvP, WvW (havoc, zerg), etc What We Have As the list of events shows, we are mainly an EST guild. Don't let that stop you from joining though! We have many members that are in other parts of timezones such as PST or even across the globe. If you're schedule aligns with our schedule, I highly recommend considering our fam bam! Maxed Guild Hall (Windswept Haven) | Our Phoenix Zang customizes and creates themes for every season or holiday. It's definitely a place to checkout when you join! Discord | We are heavily active on discord. We always chill, post our official/impromtu events, hang out in voice chat, play other games together, and dropping memes. A safe place to call home | This is pretty cliche to say, but I'm serious that we care for each other and love spending time with each other. Yes, some of us are a little crazy but we love to have fun and have a place to where we can be ourselves What We Are Looking For Active, friendly individuals looking to make a lasting connection within a community guild atmosphere Patient players who are willing to help others No elitism or harassments - This is non-negotiable. Be excellent to each other & no drama llamas. We're here to have fun and be a safe place for everyone Don't be a stranger How To Join Us Visit us our website (www.rebornofembers.com) to apply and learn more! Please view your application as our first meeting! Take your time and fill it out as thoroughly as possible. We like to get to know you a little bit in it. Give us a feel for who you are in those answers and let us see how great of a person you are! If there’s more you'd want to know, don't hesitate to reach out to one of our leaders: Peureki.3647 | Peureki#5452 | PvE Phoenix Zangster.3174 | Zang#5001 | Seneschal Phoenix Sana.2059 | Sana#9781 | Raid Phoenix
  22. I've been playing Ele since launch and I've played every type of core, Tempest, and Weaver builds you can think of in Open World, T4/CM fractals, Raids, PvP, and WvW. I love them all and they all have their own niche, but I'm having a harder time with Catalyst for it's niche. I'm very passionate about Ele and I have a lot to say because I want this to shine. The Good Stuff - The concept of Catalyst is pretty unique. By playing hammer, it both reminds me of playing a tempest and a weaver at the same time. The fact the benchmark and casual play for this spec promotes using all elements is fantastic and makes the spec in general feel more of a mage. - The spec promotes a lot of combos and finishers to do more damage and to perform better overall. The unique thing about Ele in general is the use of creating fields and comboing to your advantage. It makes you feel more rewarded for getting those combos. You'll be most rewarded in PvP and WvW play, but even group play in PvE, end-game content will be beneficial since someone is always putting down a field. - Going along with the point above, it promotes the use of using more skills within each weapon set. Instead of using a skill that's mainly only for CC (example, earth dagger 4), it can be used for both CC, some damage, and a buff to yourself. - Staff is a great example of using Catalyst for both boon and heal support. Using Harrier's gear, it's possible to give 100% quickness, some might, some resolution, fury, swiftness, protection with the ability to keep blasting/comboing fields of auras. I've tried this in replacement of the "meta" comp of quickness heal Firebrand. It works extremely well (except for the fact that I can't bring aoe stability, aegis). This mostly works only in staff as support, but I feel it's such a unique kind of support that I dig this 100%. The Meh Stuff - Kinda countering the points above..while the Catalyst promotes the use of comboing off fields, there are not a lot you can do with hammer. Unlike other weapon sets, Hammer is the only one without any skill that can produce a field, esp a fire field. This makes it hard to land combos because you're extremely reliant on your F5. While on the golem, you can upkeep your F5 pretty well, but in an open world scenario it takes long and is hard to get enough energy to have a full length of the F5. In addition, having no fields in fire attunement makes the grandmaster trait in fire Persisting Flames. Since Catalyst seems to require you to switch attunements often to reap the full potential and F5 being your only fire field, you rarely can take advantage of this trait. Suggestion: Make hammer 4 a fire field (or 3 since the skill itself is essentially 3 aoes) for about 4 seconds. With the grandmaster trait, this can go up to 6 seconds. This will give players a chance to blast or combo either from the fire 5 skill, or something from another attunement. This will also make the grandmaster trait useful as you can get multiple % buffs due to the lasting fire field. Currently each of the aoes does it's own separate damage tick in raw power and burning. If this changes to an ongoing field, maybe reduce both the raw damage and the duration of the burn to be balanced. - Continuing comboing, it feels off that both hammer 2 in earth and air attunement are not Whirl Finishers. Animation wise, you literally spin like crazy longer than any other class. In addition, these are VERY long cast times. In PvP and WvW, this can be easily countered because the Catalyst takes too long to cast the skill and both aoes don't do that much damage. It feels highly unrewarding, even with quickness. Suggestion: To allow more combos since it seems to be the theme of the spec, allow both hammer 2 in air and earth attunement to be Whirl Finishers. This can allow more usage of the Catalyst traits such as the minor Elemental Epitome. Since there's a long downtime for your F5 to come back, there's not much you can do to combo with fields. The current blasts that are available right now are most likely on cooldown from the player comboing during the duration of the F5. Allowing Whirl Finishers gives the player more options to upkeep the minor trait + feel more rewarding to cast. Another potential outcome of this change is that Catalyst players can give Poison or more Vulnerability comboing with the F5 as they produce poison fields, lightning fields respectively. If Catalysts can get the suggestion above, then players can combo with a fire field and produce more burn stacks. - The F5 feels unrewarding in terms of what it can do. As I said above in the good section, the F5 does do a great job in giving boons such as quickness to folks. Thus, making Catalyst a potential optimal option for end-game and hardcore content such as Fractals. Though, anything else it feels extremely hard to pull off in situations where encounters are either mobile or even open world in general. The current implementation of the F5 is that you need energy that can only be gained by dealing as many hits on a mob as possible. This isn't so bad when dealing with a group of mobs, but it can be difficult to get energy on bosses or anything singular. Since the F5 does not automatically start off with 100% energy and it depletes while not in combat, it doesn't make it fun or reliable to use in situations where you're solo or raids. On top of this, when you cast the F5 it's stationary for a long time. If you try to cast it again, it goes on a 15 second cooldown and the energy depletes. This makes it impossible to feel like you're playing a unique class rather than core ele with an added bonus effect. Not to mention, even if the F5 is ready to use, there's a like a 1.2 second cooldown when you swap attunements. This doesn't feel good to wait that 1 second after swapping to cast what field you want. Suggestion (1): Allow the F5 to be charged another way without having to be in combat or to hit mobs. There's a trait that almost solves this problem which is Energized Elements. I believe this trait should be (at least the energy gain on swapping attunements) to be passive within the spec itself and can work out of combat. This will allow players to have their F5 ready for any encounters, even if it's not nearly 100% by the time they can charge it..but enough time to have a sustainable impact. Suggestion (2) : Allow the F5 to either act like a Ventari Tablet when you can most it at will after casted or act like a Gyro where it follows the player. To place down an F5 then having to move to a new location is not applicable to many situations, esp open world, PvP, WvW. Allowing the F5 to be mobile will help in both group play and solo. It will allow the Catalyst to take full advantage of the F5 and feel more engaging against different encounters or encounters that are dynamic. This can also help with players that accidently casted the skill off or in a wrong place to correct themselves without having to wait another 15 seconds to cast it again. Suggestion (3) : Remove the cooldown of the F5 when swapping attunements. It's not an attunement. There are many many skills that changes depending on what your attunement is such as Glyphs that don't go on cooldown when you swap either. Since the F5 is what makes this spec unique, it will flow and feel better to players not having to wait 1.2 seconds to cast it. I don't see that it's necessary. - Hammer 3 in general is a very cool concept, but is kind of stressful to maintain and to apply. With the duration only being 5 seconds per cast, refreshing it via other attunements is somewhat hard when you don't have quickness or alacrity. This is due to the low duration of the orbs and because other damage-dealing skills such as the earth 2 and air 2 are extremely long cast times of 3 seconds. It is possible to upkeep the orbs almost 100% of the time, but even casting the earth 2 or air 2 before casting the orb puts the player at high risk of losing the orbs. Also..it sometimes doesn't feel good that both water and earth 3 have longer cooldowns than fire and air. And lately, the orbs do not hit targets with small hitboxes in melee range. For a spec that is mainly melee, this can be frustrating that the work you did to upkeep your orbs aren't doing damage. The counteract with this statement, one of the main reasons the current benchmark is so high is because the orbs hit multiple times within one cycle on a large hitbox since it stays in the hitbox the entire time. When you do a small hitbox benchmark, it drops significantly and you have to position yourself just far enough to be maximum melee range and not too close. Suggestion (1): Make hammer 3's duration last longer. Even 2 seconds will benefit most players and feel less stressful to upkeep. Esp since the cast time of some skills are extremely long. This will allow players to take advantage of what makes hammer unique to bring. Upkeeping in PvP and WvW this is generally very hard so it will allow more pressure to enemies. (Catalysts are still at a disadvantage in PvP and WvW since it requires them to be melee and skills are low damage, long cast time). Suggestion (2): Make hammer 3 in all attunements have the same cooldown time of 14 1/2 seconds (currently only fire, air). The flow of these two synergizes well, but it can be frustrating to swap to either water or earth and have the 3 skill still be on cooldown. This puts a lot of stress to the player to upkeep the orbs. Having the 14 1/2 cooldown allows the players to not have to wait at their current attunement before swapping knowing that they can upkeep their orbs safely. Suggestion (3): Make the hammer 3's hitbox be able to hit enemies in very close range to the player (even inside the player's hitbox). For a skill that is meant to allow the Catalyst to be an ongoing bruiser, not being able to hit in melee range does not feel good and very unrewarding to upkeep. - Hammer 2 skill looks like 3 separate projectiles, but only count as 1 attack. Suggestion: Make the skill hit 3 strikes. Since it's a cone AOE, the closer the target, the great the chance of hitting the 3 projectiles and for targets further, hit only 1. - All Augment skills feel unrewarding and doesn't bring anything to the table. Each have a bonus effect that can occur when you cast a specific type of Augment with the same type of F5. But in the concern above, the F5 can sometimes be hard to combo with in some situations. The benefits gained of comboing the appropriate Augment also doesn't feel rewarding enough to want to do it. Most of the benefits seems it should be passive with the skill itself regardless of comboing. The elite does not feel like it's doing much either. With only a duration of 8 seconds and a 90 second cooldown, the benefit is weapon skills can be reduced by 8 seconds. I don't believe this is worth the benefits because you'll be swapping attunements anyway in this spec so most skills that you'd want to cast again are still going to be indirectly in cooldown because you swapped attunements. Most times, the skill will be off cooldown by the time you go back to the original attunement even without the elite skill. The boons granted depending on when you activated the skill feels unrewarding as well. To only get 1 boon for an elite skill doesn't provide enough self-sustain or buff. Suggestion (1): I'm honestly not sure how to make them better besides to rework them. Rework them as, give them something more unique that feels like it's own skill. For example, Glyphs are unique to each other because they offer either a buff to the player, an attack, group support, or minions. Augments are all simply some sort of buff towards one self, but buff slightly differently. I would prefer to see some dynamic reworks such as fire Augment mostly staying the same way (maybe remove the cast time), water Augment to cast AOE chill on targets, air Augment to do some sort of evade frame, and earth Augment to have some sort of counter skill if you block. On top of all this, the current additional ability gained when doing an appropriate Augment to a sphere should be more rewarding such as increasing the special effect or providing more boons. Suggestion (2): For the elite, Elemental Celerity, it doesn't feel rewarding enough to take it over Glyph or FGS. To make it better, I would suggest increasing the duration just slightly to about 10 seconds and instead of gaining a boon based once activated, gain a boon every changing attunement when you're in range of an active sphere. Maybe allow the elite to reduce the cooldown of attunement swapping and the F5. This will allow a more meaningful and impactful way to give players more self-sustaining boons and more time to reduce cooldowns for skills such as blasts and hammer 3. - Now to the traits..in general, most feel simple and maybe that was intended. I don't feel as rewarded as I should be when using specific trait combos such as 2-1-2. It's somewhat difficult, esp in situations without quickness and alacrity, that getting the benefit of Empowered Empowerment is hard to maintain. This is mostly due to the fact that hammer Catalyst doesn't provide many boons or combo finishes/leas/whirls. Suggestion (1): Vicious Empowerment - Increase the Elemental Empowerment from 2->3 stacks. Even with perfect boons, you need to time all your limited blasts and combos perfectly to get the 10 bonus effect from Empowered Empowerment. I know in a fractal or raid that others will provide fields, but this goes back to the suggestion where hammer should get another combo of some sort. Suggestion (2): Energized Elements - I mentioned this earlier, but make this work out of combat (in addition to having energy not deplete out of combat). This can provide a way for players to start off with the sphere such as boons and fields to stack their Elemental Empowerment. Suggestion (3): Empowering Auras and Elemental Epitome - Either make Empowering Aura duration last longer or remove the ICD of Elemental Epitome (at least for PvE). In some PvE situations (and never in end-game fractals/raids), you would rarely never be paired with a Tempest or maybe another auramancing Catalyst giving you auras. Allowing either of these changes or both will allow the player to self-sustain themselves, but also still be open to allow other auramancers to support them. At the moment, it's very difficult to upkeep the 5 stacks consistently. Suggestion (4): Spectacular Sphere - Change to give out boons once per attunement swapping while a sphere is active. The only use I can see from this trait is pre-booning, but it still is not many boons since you only to pick 1. If you do change with what I suggested, then it might be powerful enough to swap with the grandmaster trait, Stauch Auras. This allows a interesting trade off between Spectacular Sphere and Sphere Specialist. Do you want boons every time you swap attunements while your F5 is active or do you want more boon duration? - Last note..this one is very much a stretch, but I'd like to see something other than the hammer to use the orb mechanic. It really does make the class feel unique with it's added bonuses and the way it functions. But, without hammer you can't use it. Suggestion: Going back to the Augment suggestions, what if each Augment summons the orbs (same ones from hammer 3). For example, the fire Augment will summon the fire orb for 5 seconds. If using hammer and the player already casted the fire orb, then refresh the duration instead of two fire orbs. This will allow Catalyst players to be able to use the orbs with other weapons. I feel the F5 Sphere is unique to the class..but not enough. The orbs feel great to use and also feels unique to Cata and not just hammer (I know hammer is unique to the spec). If going this route, then you can disregard the changes I suggested earlier with Augments because this would be powerful enough for each Augment to feel unique. Anyway, I hope this helps. I tried my best to be reasonable with each suggestion and not make things powerful for the sake of making the spec stronger. Overall, I see a lot of potential but still is missing that special feeling that both Tempest and Weaver have that make them unique. I'm sure not all these suggestions will be implemented, but I hope that it can bring some new ideas or lean to a more defined direction with the spec.
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