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eliroth.3869

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  1. It's been how many years since POF's launch and this skill has not been touched ONCE (Except for usability for underwater). And yet the solution to increase its usability is so simple: just make it comparable to Revenant's Phase Traversal, Thief's Infiltrator Signet, and Guardian's Judge's Intervention. Remove the range check Historically, Revenant's PT has no Range check then when it was given one, everyone unanimously disliked it then it was reverted to its original state. Thief has BOTH Shadowstep and Infiltrator Signet, yet Shadowstep is still the superior choice. Even if you couldn't teleport back with Shadowstep, Thief mains would still use Shadow step more because of its flexibility, so I don't see any reason to keep this limitation from Mirage Advance even if Mesmer has Blink. Also maybe consider: Increase the range to 1200 To be honest, I see the argument against increase the range of this because 1. this skill does damage and can be traited to deal confusion as well 2. It's a port back 3. Clone generation. So maybe this may be overtuning it a little bit but mirage itself isn't a particularly strong class in the PVP meta at the moment and nothing is stopping people from using Blink + Mimic if they really want two reliable teleports.
  2. My suggestion: The offensive effects from Chrono wells Action (Slow) and Recall (Chill) can remain pulsing as they are, but let them apply Quickness and Alacrity upon cast rather than at the end Watching the Specter livestream has me disappointed as a Chronomancer enjoyer (it's not much of a qualification but hear me out). Chronomancers has always historically struggled to reliably give teammates quickness and alacrity during the HOT era via wells; we didn't have a choice because no other class gave those boons at the time. Anet of course wanted to spread the role of alacrity and quickness to other classes so Chrono would not monopolize the support role of Quick/Alac. I won't talk about Quickness because eventually Seize the Moment was buffed to share quickness around the Chrono. However, Well of Action should still be updated for uniformity. There are times when Chronomancers want to provide additional quickness without taking a huge dps loss because they had to forgo Chronophantasma. I do acknowledge that wells by nature are meant to be pulsing AOEs. Offensive wells are better off pulsing their effects to give enemies more time to react then dodge, I believe that's the original intended design. Condi cleanse/healing wells (e.g. Necro mancer) are fine as they are because they provide the desired benefit as soon as the first pulse then the same benefit on the final pulse. Engineer's Blast Gyro well effectively functions like Chronomancer wells wherein the desired benefit is on the final pulse, but again, it's a mobile field so the application is much more reliable. It's fine to leave the Slow from Action and Chill from Recall to pulse as to maintain the skills' identity as wells. To further prove my point, here is a timeline for alacrity application, to the best of my memory: 1. Revenant receives alacrity with Ventari. Ventari dose have a delay for cast but 1). Ventari has essentially no cooldown (+ energy cost) and can be re-positioned easily. 2. Alacrity becomes a boon, All's well that ends well now gives healing instead of alacrity. Ecto thief gets alacrity share. In the same patch, Avenger no longer gives Alacrity but instead inflicts slow Tides of Time now gives alacrity upon cast and return but that was eventually changed to giving alacrity only upon return. 3. Renegade gets alacrity share. It's almost double the AOE of Recall AND it's a mobile field for 10 TARGETS. 4. Mirage gets Alacrity share that is bugged in practice but the application is much more consistent. It's weird that Mirage that was never intended to be a support class gets alacrity but I digress. 5. Now Specter and Mechanist get Alacrity. Specter has 5 sources of alacrity that are instant. Mechanist has a huge aoe and they give it on barrier application. It is very evident with the aforementioned timeline that Alacrity application has only gotten easier since it was first introduced. I'm not asking Chronomancer to become the meta alacrity support again, but I would like to appeal that Chronomancer also be given the same treatment as other classes.
  3. Vindicator: DODGE For the love of the Six, please make this CLIENT side. I hardly see this complaint because obviously majority of players are in the US but for us on the other side of the world, being stuck in the dodge animation SUCKS. GREATSWORD Is the tooltip wrong? It says 900 range but the dodge feels like 450 or less. Aside from that, greatsword feels great and very fun to use. ALLIANCE TACTICS This really needs to be a separate F- skill. I’ve hardly found an instance where I need BOTH endurance and the legend swap because regardless of the build, I’ll always be running Energy Sigils. ENERGY MELD on the other hand… is way too costly. Compared to Revenant’s core skill Ancient Echo, why does it have BOTH a cooldown AND energy cost? You’re already starved for energy when in Alliance stance because you have 10 utility skills, so this profession mechanic just exacerbates that issue further. Either give it an energy cost or cooldown, but not BOTH. Everyone else is asking for an additional effect but I'm just asking for a cheaper cost to use. UTILITIES Awakening – this skill needs to grant (1s) stability. It has a cast time so I thought it was standard that Breakstuns with a cast time give stability for the duration of the cast? Spear of Archemorus is just okay. At least make it pierce targets so it hits the intended target. At 2000 range, anything could easily get in the way. Urn of Saint Victor should just not have a cast time at all. It already has the downside of damaging yourself which means that if the cast gets cancelled while I have it channeled, I’m double punished for using a skill that has a VERY underwhelming effect. Also, the boons should just be given regardless of health threshold. Or make all boons activate at less than 50% health instead. TRAITS Leviathan Strength – Assuming Energy Meld is split with Alliance tactics, 20 seconds cooldown will be too much. Reduce it to 10 seconds because the skills in question only have at most 10 seconds cooldown anyway which makes using it a liability in general. Double casting certain skills is quite strong, yes, but it’s not like Revenant will have enough energy to spare to double cast EVERYTHING in realistic scenarios. Moreover, support builds get the shorter end of the stick because most of the Archemorous side is useless for them. Healers do not need damage or self-might, etc. Amnesty of Shing Jea - should give a different effect depending on the legend you use F2 with, or at least a different effect from the alliance stance. Angsiyan’s Trust – assuming Alliance tactics is split, give this effect to Energy meld instead Forerunner of Death – The dodge duration is TOO long. It’s supposed to be the DPS dodge so having a long dodge just ruins dps uptime. Also, the maximum dodge requirement is too high. Just keep it at 100 then make Vassals of the Empire max at 75. Reduce the dodge duration to max Vassals of the Empire Vassals of the Empire – Make this cap endurance at 75 instead.
  4. The ELITE skill: 1. It should just Fill the Jade Sphere gauge instead of reducing cooldowns of weapon skills. Honestly, I’d rather have self-alacrity then reduced cooldowns. Not only does this give catalyst more interaction with its profession mechanic, but it also gives a support option for elites and allows the Catalyst to immediately grant quickness at the start of a fight. GRANDMASTER TRAITS Allow a Well’s element to persist even after switching attunnements for a certain amount of time via trait or a utility skill/elite skill. If Anet insists on making the Jade Sphere the spec mechanic, then we need more traits that change how we can apply it via grandmaster traits. a. Make the Jade sphere function similar to Engie wells + Staunch Aura’s effect b. Jade Sphere is still a target AOE. Increase the jade sphere damage to apply pulsing power damage and condi damage based on attunement. (Fire – Burning, Air – Vulnerability, Water – Chill, Earth – Bleeding) + Empowered Empowerment. c. Jade sphere is still a target AOE, but remove the cooldown so it’s easy to reposition the sphere and replace it for allies + Increased boon duration AURAS A lot of people are against the Aura traits but I personally like it because it makes Tempest synergize well with Catalyst beyond boon support similar to how Berserker would benefit from Fire auras from tempest. I like this kind of unique cross-profession interaction. HAMMER 3. Underwater Jade Sphere functions as a Ground target skill. It should be a Pointblank AOE otherwise it’s useless underwater 4. going downed after having a loop skill up, the loop animation persists after being ressed 5. Hammer earth 2 is way too slow for the weak damage it does. Better just make it cast faster since it’s not worth using even WITH quickness because you lose the Rocky loop while using it. 6. Why is Hammer 5 melee when the rest of the kit is ranged? Just make it similar to Drop the Hammer on revenant 7. the loop skills need an increased duration. It’s difficult to keep them up even with alacrity/quickness. Lower their damage to compensate. AUGMENTS The augments are… okay? I think the fire and water augments are both dps focused so they overlap in function. Since Water Augment already exists as the heal skill, just change this from Water Augment to the Arcane Augment. It's function will be similar to Unravel on Weaver wherein it lets a Jade Sphere's element persist even if you change attunement to enable support builds to focus on providing certain boons *cough quickness cough* and still access their other skills. The added effect while standing in a sphere will be the Spectacular Sphere trait. Then you can make Spectacular sphere focus on Energy generation instead REVISED SPECTACULAR SPHERE Increase the size of the AOE 240-360. Deactivating the Jade Sphere no longer reduces Energy to 0. Simple. This trait interacts with all grandmaster traits and makes boon application MUCH easier. Honestly, I don't want the Chronomancer well's dilemma all over again.
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