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Ovark.2514

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  1. I agree on the principle. If we are going that route then we would need to probably put that trait on the spellbreaker line.
  2. https://wiki.guildwars2.com/wiki/Destruction_of_the_Empowered This trait looks like it could be really strong! 3% PER BOON! There are 12 boons, so we could be getting a whopping 36% damage increase, incredible! Except in reality here's how it breaks down: PvE solo: Most mobs and bosses that DO apply boons to themselves also apply protection, which reduces the damage they take by 33%, so instead of relying on this trait for damage, it's better to take a build that removes the boons (this also increases allied dps). PvE Group: If you're playing PvE instanced content or big meta events, someone in the group will be constantly be stripping the boons of the enemy, so you get 0 benefit from this trait. sPvP: You CAN gain SOME benefit from this trait in this game mode, but like solo PvE gameplay, the builds which supply the most boons also supply protection, so it's better to strip the boons. WvW blobing: This is another situation where removal is better, because even though there will be a lot of boons flying around, you will boost your ally dps more by removing the prot instead of getting dps increase with this trait. TLDR THIS SECTION: Always better to remove boons than to gain personal DPS from enemies having them. My proposed replacement trait: Deal increased damage and condition damage (2-3%) for each weapon skill off cooldown. The benefits of this are: You don't have to have a unique UI element. It will be a damage mod that stacks on top of normal boons so it is a strict increase just like the previous trait. It encourages weapon swapping often (which is the whole thing of the Discipline traitline). It encourages the gameplay loop that players already often use which is to immediately use the burst skill upon swapping weapons (because you gain the adrenaline on swap and often take Bust Mastery). It boosts condi as well so players have more trait flexibility. Edit: I could also see a version of the trait that says: Increase damage and condition damage 5-10%. Your attacks ignore Protection and Resolution.
  3. Yep, that too. The biggest issue with using these forums is that they never give any indication that they have read or are interested at all in what people have to say. CmC and Roy and Trig say to please provide feedback but communication is a 2-way street. It always just feels like we are talking to a wall. They could at least have a little special Dev icon that appears on posts that a dev (not moderator) has read. And have a Dev Heart they could put on good post or ones in the right direction. Just like in real life, people tend to stop trying to communicate to those that don't give any indication they are listening. Saying you are listening on a livesteam once every 3 months is not sufficient. It needs to be a post-by-post thing. They don't need to respond to EVERY one but responding to like 1 on each profession forum and 1 on sPvP and WvW forums a week would show respect.
  4. Gotcha. I never used it except in PvE.
  5. I would like that as a person who enjoys having boon removal on all my builds in PvE. I think, however, spellbreaker mainly just suffers from the same things as everything else warrior: The fact that warrior languishes in 2012 design while some other specs don't. Traits, weapon skills, and utility skills are not designed holistically, so they can be useable in all game modes. I have a dream where all the warrior mains who are passionate enough to post good ideas on the forums are selected by anet to work together to present a combined list of changes that will get implemented.
  6. What did Sigil of Absorption used to do?
  7. I always thought that Resistance for burst skills (or burs blindness immunity) should be a thing that there should be a core warrior trait for
  8. I propose revenge counter copies the conditions like it used to do, but instead of increasing the damage of FC It says: Attacker's Insight now increases Condition Damage and Expertise instead of Power and Ferocity. Now you can run a condi spb.
  9. How would you change EC so that it is useable in PvE and sPvP?
  10. I don't think I've ever seen a build that doesn't use Magebane Tether. I want to get an idea if that representative or not of what builds people actually use.
  11. Wow that's really neat. Never thought of that.
  12. Goals: My main goals with this rework were to make weaver more fun in all gamemodes for playing and for buildcraft while fixing some things that irritate me about the spec. Some traits and things energize way better now in my opinion especially considering the sword as weaver's weapon. Additionally, I wanted to give weaver more flexibility in endgame PvE without disrupting Anets decision to have only 1 elite spec for each class directly providing Quickness or Alacrity. My solution, as you will see, is to make it so you can play Weaver as a healer OR boon DPS which does the job by extending important boons on allies. So, for example, a team comp could be: 1 Alac DPS (with no boon duration), 1 Quick DPS (with no boon duration), 2 DPS, 1 heal weaver with boon duration/healing stats. The other comp is to have weaver be a Quick DPS with fresh air, assuming that the group runs at least 1 skill/sigil which gives them personal quickness. Or you could run it as a Quick heal. Alac DPS or Alac heal are less likely in this setup. . . IMPORTANT: Numbers are subject to change ofc. Please let me know if you think this would be more fun than what we have currently. Also let me know if I overlooked something important. I find Weaver to be the most fun and best fleshed out ele elite spec but my playtime with it is far less than people who main it, even though I have played from launch. I will link this on the Reddit as well because I know most eyes and traffic are there. General Changes: Traits within the core traitlines which reduce CD of specific attunements' weapon skills now affect dual skills at 50% effectiveness. Minor Traits: Identical Adept: 1: Master’s Fortitude: Barrier you applied to yourself becomes health when absorbing damage. 2: Swift Revenge: Gain swiftness when using a Dual skill (4s). Gain increased damage and condition damage while you have swiftness (5%). 3: Woven Stride: Movement skills remove movement impairing conditions and grant regeneration (3s) to you and your allies. (r360) Major: 1: Superior Elements: You have a 15% increased critical hit chance against weakened foes. Dual skills Weaken (4s) enemies [This trait can only trigger once per foe per skill]. 2: Rewind: You now attune in reverse (off-hand first). Reduce the CD of the first weapon skill you use when attuning to a new element by 20%. 3: Woven Together: Heal nearby allies based on a percentage of any barrier you apply to yourself (50%, r360). Evading an attack grants you Vigor (3s) and Barrier [2000 (Coefficient increased to 0.5)]. (1s ICD) GM: 1: Unknot: Reduce the CD of attuning to the same element to 1s. Elemental Polyphony is now twice as effective when attuned to the same element. 2: Elemental Mesh: Both your primary and secondary attunement now count as your primary attunement for the purposes of traits. 3: Bolstered Elements: When attuning to an element gain a boon based on that element (Fire-Resolution, Air-Quickness, Water-Alacrity, Earth-Stability [durations: 3s]). Whenever you gain a boon from this trait, extend the duration of that same boon on all nearby allies by its duration. Weaver Utility Skills: Twist of fate: Now breaks stun on nearby allies as well. Unravel: In addition to its other effects, grants 5s Resolution to nearby allies.
  13. obviously it would be nerfed in pvp
  14. While they are at it they should give us a pet with aoe pull.
  15. Since I'm on a roll. How about another hot take: I believe that EITHER 1) All utility skills that don't animation-lock you without also defending in some way, SHOULD be stunbreaks, or 2) There should be no stunbreaks period. For instance (taking warrior for example): Utility skills that are instant-cast or should be instant-cast such as Berserker Stance, ALL Non-heal SIGNETS, All non-heal Shouts, etc. . . I believe this solution would be good because it would open up a lot more buildcraft without much downside. Your gut reaction may be to think "Wait, then no one would ever die!" Except that as any longtime pvper can tell you, it doesn't matter much if you're able to stunbreak out of something if you have no dodge or other defensive ability to use immediately after. Also, think about the fact that there's not much in pvp that feels worse than breaking out of stun just to be instantly stunned again. You just burned your stunbreak for nothing. This would also make it less of an issue to have builds designed around CCing foes. This has historically been a problem - hence the nerf to almost all CC damage. Additionally, I do think that stuns and stunbreaks are an interesting part of gameplay and buildcraft. As far as removing all stunbreaks is concerned. I advocate for that because I believe it would highlight the problem builds/skills/traits in the game. After such a change was implemented it would quickly become apparent which CC skills are simply too hard to avoid and need to be removed/reworked/tweaked. In fact, I think the optimal set of changes would be to remove all stunbreaks THEN re-implement the stunbreaks like in my first suggestion so that there are a lot more options for stunbreaks.
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