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Chopps.7461

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  1. NA servers Account: Chopps.7461 From: Blackgate Current Team: Dragons's claw Needed Team: Phoenix Dawn WvW Guild: Ratjam [SEWR]
  2. Any other profession has better ui than catalyst with the small bar above the jade sphere deploy skill
  3. I read some comments about pve problems too, but i didnt play pve so i left it for pve ppl. I just finished the story.
  4. My bad! But thats it! 5% per stack instead 2 gonna fix it, thank you!
  5. Since cata found a spot in pve content and i mostly played in pvp/wvw, my feedback is aiming competitive environment. Competitive feedback (PvP/WvW): It feels better after 29th March changes, but overall its not worth for competitive (pvp/wvw). Catalyst still needs some improvements for this kind of content. I will point the issues that I found while playing and some possible solutions. Issue 1 - Jade Sphere Energy UI Im sure that all catalyst hates currently UI, thats so small and hard to see while you have to keep up with other things. Another professions have a fine UIs (like Warrior, Revenant and Druid). Im sure that it will be improved soon, so Im not gonna bring any idea to solve it. Issue 2 - Hammer Orbs Damage is fine, conditions applied too. But any block, reflect, invulnerable source destroy the circling projectile. Even when a foe goes to downstate, on invulnerable frames. This circling projectile is really punishing catalysts for use hammer. And losing orbs this way nulls the Grand Finale damage/conditions applied. Another thing is, hammer 3# bonus should be a bit higher on fire, water and earth. This will help alot to increase hammer effectiveness on competitive. Possible solutions 1 Change hammer #3 to pulse damage/conditions instead this circling projectile mechanic, even if it means less damage on pulses. Pulse damage like Vengeful Hammers (Legendary Dwarf Stance on Revenant). 2 Increase the effects for Flame Wheel, Icy Coil and Rocky Loop (15% increased damage/condition damage, 15% condition damage reduction and 15% damage reduction). Keep the 8 seconds duration for each orb. Issue 3 - Elemental Empowerment Unreliable and hard to keep up the bonus with Hammer, we are forced to use all midline traits to reach max stacks for a good bonus that wont last long. For other weapon sets its easier cause of disables, imobs and evades on skills. Possible solutions 1 Vicious Empowerment providing 3 stacks instead of 2 2 Evasive Empowerment providing 3 stacks instead of 2 and while blocking an attack 3 Elemental Epitome providing 2 stacks instead of 1 4 Empowered Empowerment increase effectiveness when above 6~8 stacks 5 Empowered Empowerment reduce effect duration but refreshes duration when gain stacks 6 Empowered Empowerment provide 1 stack when combo(5sec icd) 7 Immutable Stone dazes foes around after block an attack Issue 4 - Hardened Auras and Empowering Auras Another bonus to keep up stacking when traited. Its not hard to reach max stacks despite not easy to keep 5 stacks after you already used your combo finishers and rotated through attunements. It has enough duration, but the bonuses isnt worth. Other professions has same effects in way more acessible and higher uptime. Possible solutions 1 Hardened Auras increase damage reduction per stack from 2% to 5% - max stacks reduced from 5 to 3 (Totalizing 15% damage reduction on max stacks) 2 Empowering Auras increase outgoing damage per stack from 2% to 5% - max stacks reduced from 5 to 3 (Totalizing 15% outgoing damage on max stacks) Issue 5 - Staunch Auras Selfish bonus that could be usefull for group and provide sustain with auras. Possible solutions 1 Instead of gain stability when gain aura, grant stability when you grant aura 2 Grant barrier when grant aura 3 Both options, but maybe adding icd Issue 6 - Jade Sphere Currently in a ok state, most common complaint is about immobile jade sphere, radius and traits. Maybe Air Sphere shouldnt provide Quickness, only when traited. Possible solutions 1 Change Jade Sphere to follow the Catalyst like Scrapper Gyro 2 Air Sphere pulse Fury instead of Quickness. Spectacular Sphere provides Quickness instead of Fury on deploy 3 Energized Elements allow generate energy while sphere is deployed 4 Energized Elements while in combat generates energy over time instead of 3 energy when swap attunements 5 Sphere Specialist increase radius by 50% Issue 7 - Augments Overall they're ok, except for Invigorating Air. For defensive use we dont have enough time to swap attunement, then drop Air Jade Sphere and then use Invigorating Air. For other Augments, the need of be on top of right jade sphere for some minimal effect, is not that good. Augments should amplify Jade Sphere effects too. I feel that we need more interaction between Jade Sphere and Augments Possible solutions 1 For Relentless Fire, If this is cast within range of Any Sphere, the duration is increased. If this is cast within range of Fire Sphere, provides 5 stacks of Might for allies For Shattering Ice, If this is cast within range of Any Sphere, the duration is increased. If this is cast within range of Water Sphere, provides Resolution or Vigor for allies For Invigorating Air, If this is cast within range of Any Sphere, the recharge time is reduced. If this is cast within range of Air Sphere, provides Fury or Quickness for allies For Fortified Earth, If this is cast within range of Any Sphere, the recharge time is reduced. If this is cast within range of Earth Sphere, provides Protection or Resistance for allies 2 For Any Augment skill, If this is cast within range of Any Sphere, applies boons based on attunement of user for allies around (Example: Relentless Fire in Air Sphere, the duration is increased and gain Fury or Quickness) 3 Invigorating Air add 1 second evade/activation time, increase cooldown from 25 to 30 4 For Elemental Celerity, If this is cast within range of Any Sphere recharge 50% of cooldowns of Augments utilities 5 For Elemental Celerity, If this is cast within range of Any Sphere, applies boons based on attunement of user for allies around (Example: Elemental Celerity in Earth Sphere, grant Protection or Resistance for allies) Of course this is not a list for all changes that I expect, but some ideas to bring insights for Catalyst bring more value on battlefield and really become the steady presence.
  6. The ideas are interesting for a new identity, but looks like it considers only hammer as weapon. Just imagine staff earth #1 generating easily stab, barrier and cleanse condition. As Dadnir said, gain stacks with auras isnt that bad despite not being a new identity for elementalist. Staunch Auras/Stable Synthesis seems pretty solid for a "stable presence", i would just remove the condition cleanse, other weapons can trait fire and transmute auras for a good amount of cleanse.
  7. Finally some hope! "In the last year we've significantly expanded the array of professions and builds which have access to key boon support roles and intend to continue doing so with future updates. The end goal is that a player can play whatever profession they enjoy the most and consider their 'main' in any content, and that they'll have a specialization and build available on that profession that can fit a role needed by their group. When one specialization (or build) ticks too many boxes in a way where it stifles what is seen as broadly viable (or worse, creates an environment of peer pressure to play a profession you don't enjoy, just because it's seen as more optimal for the content), we have to get at the root of the problem causing that pressure, and make changes to keep it from constricting the overall metagame. Catalyst had a problem that needed quick tuning to address—it was both dealing chart-topping DPS and providing 100% quickness uptime for a party simultaneously, and thus was at risk of displacing all other hybrid quickness DPS builds. Our last patch firmed up Catalyst's support build but left the DPS build underperforming our own desires for the specialization, and so it's getting an array of positive changes in the next patch that will shore up its damage-dealing ability, make it perform consistently regardless of target hitbox size, and make the play pattern for optimal skill usage much more accessible and forgiving." https://www.pcgamer.com/the-future-of-guild-wars-2-arenanet-announces-return-of-season-1-and-teases-next-expansion/
  8. Here we go again! On this beta 4, i was playing mostly on wvw, in organized and unorganized groups. I still have some hope that Catalyst can fit some old or new role on group fights. On PvE, hammer Catalyst have a spot and some footage shows that is really good. But on WvW, it lacks many things. I tried d/d builds too, and its interesting how that old way to play appears to be better than hammer. The changes on Jade Sphere, Augments, Ultimate and Hammer #3 skill are great and its a step into right direction according the players feedback on beta 2. Now we have other issues, and still some olds too. I will point some bellow and bring some ideas. Jade Sphere: Must remove the cooldown on attunement swap, it hurts the flow of the combat. It should follow or have a trait that allows this behavior. In competitive environments its a really necessary since it doenst do damage and currently have defensive boons. It could have bigger radius or a trait that increase it. Could pulse 1 or 3 times non-damage conditions (weakness on Fire, chill on Water, Blind on Lightning and cripple on Earth). UI improvement is common sense that it needs. Hammer: The overall damage looks fine, in pve fixing orb multiple hits on same target probably will fix the huge dps its getting. There is another points to review: Lacks range pressure -> 600 range on fire/air attunements is basically melee, it really deserves at least 900 range. Im sure most people will appreciate a real hybrid gameplay. Lacks mobility -> Only Crashing Font can be used for this purpose, but at same time it has a defensive purpose, feels weird. Lacks CC -> Other weapons have access to great CC skills (Static Field, Unsteady Ground, Updraft, Earthquake, Comet, Gale) and on hammer we have Shock Blast that is really hard to hit (cause radius and projectile speed) and Wind Storm that is defensive (but buggy and unreliable). Orbs from #3 skill have almost no impact since its destroyed by blocking attacks/projectiles and hitting walls/gates. It should work like Vengeful Hammers, while the orbs circle you they shouldnt be destroyed, only when you shoot them. Another point is the duration, it needs at least lingers 8 seconds. Hammer isnt a fast paced weapon. And for the last, a small cooldown to dont use Grand Finale accidentally. Fire Singeing Strike -> Must hit 3 enemies Surging Flames -> Its unreliable, even near the enemies it still miss. Could be a ground targeted skill for more reliability. Similar to Rupturing Smash ground target cone pattern. Triple Sear -> Should have a bit more damage since its not easy to hit. Molten End -> Must share might gained with party and could be a leap forward Water Stream Strike -> Must heal the user for a small amount based on how many targets the user hit Chilling Crack-> Could have a blast finisher Crashing Font -> Should heals for a small amount when doesnt hit any target and heals party for a half of total heal on user Cleansing Typhoon -> Should cleanse party for the same amount that cleanses the user Air Wind Slam -> Must pierce targets and hit at least 3 enemies Hurricane of Pain -> Should hit up to 5 targets Shock Blast -> Should have a faster projectile and larger blast radius. So it can be a bit more reliable. Earth Whirling Stones -> Must have a whirl finisher. Could cripple enemies. Immutable Stone -> Could block all attacks during duration and stun 3 enemies around at end. Ground Pound -> Must be a kind of leap (600 range) skill with a ground targeted skill. Similar to Earthshaker. Augments: They are ok, but so selfish. Soothing Water -> When used inside Water Jade Sphere, also remove conditions from party. Relentless Fire -> When used inside Fire Jade Sphere, also share half of unblockable stacks to party Shattering Ice -> When used inside Water Jade Sphere, also share extra strikes for half duration to party. Invigorating Air -> When used inside Air Jade Sphere, also stun-break party and share endurance regeneration. Fortified Earth -> When used inside Earth Jade Sphere, also grant barrier to party. Ultimate: It should have a lower cooldown, since its work only for one attunement. Like 60~80 seconds of cooldown and if used inside any Jade Sphere, have a reduced recharge similar to others augments and provides same boons based on attunement to allies. Traits: Upper line (Aura line -> Combo line) Change it to be a combo line based gameplay, not generated when gain Aura cause another professions can give the auras for you without user effort. Minor -> Rename to "Hardened Skin". Gain barrier for user and half to party when combo. Gain 1 stack of damage reduction when combo (2 sec internal cooldown) Major -> Rename to "Empowering Hands". Gain 1 stack of might for user and party when combo. Gain 1 stack of outgoing damage when you combo (2 sec internal cooldown) Grandmaster -> Rename to "Staunch Catalyst". Gain 1 stack of Stability for user and party when combo (2 sec internal cooldown) Middle line (Stats Boost line) Despite of simplicity of the line, it could have benefits for party too. When gain Elemental Empowerment it should refreshes the timer. Minor -> When disable or immobilize an enemy, gain Elemental Empowerment, 2 might stacks for user and 1 for party. Major -> When evade gain Elemental Empowerment, vigor for user and party Grandmaster -> While at maximum stacks of Elemental Empowerment, increase effectiveness for yourself and share Elemental Empowerment with party (maximum 5 stacks for party) Bottom line (Jade Sphere line) Basically some improvements on the line based on some feedback plus party benefits. Minor -> Grant 2 energy on swap attunement, fury for user and party. Allow to generate half energy while Jade Sphere is deployed. Major -> Jade Sphere grant boons to allies based on attunement and attach the Jade Sphere to the user. Grandmaster -> Jade Sphere has increased duration. Boons applied by Jade Sphere have increased duration.
  9. The concept is cool, but the gameplay and synergy is really bad. I played it for 4 days trying to figure out how use it in wvw groups (small and large ones) Catalyst has no tradeoff, so it looks like a core elementalist with Jade Sphere. There are a bunch of cool ideas that I read in this thread about how Jade Sphere could work and tradeoffs for it, like Deploy Jade Sphere been usable only in the attunement and when used put it on a bigger cd (similar to overload on tempest). Jade Sphere need improvements. Its really hard to use and the benefits is not that great. On pvp/wvw, hardly enemies or allies will stay long on that small field. So it need to follow you as gyro or some way to move/reposition the jade sphere. Increase a bit the radius too! Augments are really weak at this point, the needing of the right element to get the selfish benefits when it could have too some finishers to generate auras and aoe benefits. Elite has long cd and poor benefits even on top of Jade Sphere. The effect of reduce cooldown should work at least for utilities and maybe reduce the interval to 1/2 sec. In traits some are good and fine for the class, but others should be merged and add new ones. Traits that generates energy with aura gain, generating barrier on aura gain, pulse some barrier on Jade Sphere. A trait that when using hammer or have auras increase toughness and vitality for you and allies. Even Hardened Auras and Empowering Auras could be merged and another new trait share it with allies. Hammer Since we are hoping tweaks on Jade Sphere, it doesnt need to generate fields if its easier to keep up and move together/reposition the Celestials. But it definitely deserves more finishers! Look to air 2, water 5 and earth 2, they are claiming for it. And consider change fire 5 to a leap please! Another thing is reduce some cast times or increase significantly the damage in some skills. On air 2(3 sec -> 2 sec), earth 2 (3 1/4 sec -> 2 1/4 sec) and earth 5 (1 -> 3/4 sec). In earth 4 it could block all attacks while channeling and if it block at least 1 attack, gain the aura. I really wish some crowd control additions on hammer too besides air 4 and 5! Like water 5 knockback and fire 4 create 3 small ward type rings or 1 medium (similar to Ring of Warding). Hammer 3 should stay longer, like 8~10 sec and not be destroyed when touch some source of block/reflection/invulnerable. Some skills like fire 5, water 4 and water 5 should have a base effect + extra for each enemy hit cause when enemies block, evade or you use it for combo, you dont get any benefit. Faster projectiles in fire 1 and air 1 will be really usefull or increase the range to 900. Water or ice field on third water 1 (Chilling Crack) will be great. Earth 1 applying cripple or at least bleeding. There is some ideas to make the catalyst has some impact in the battlefield, currently they are just massaging the enemies
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