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Za Shaloc.3908

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Everything posted by Za Shaloc.3908

  1. That would make more sense in Salvation, but yes, it should be part of Healer's Gift.
  2. My "dream" would be for the trait to actually change the functionality of Elemental Blast to become a sort of "mirror/inverse" of its current form: instead becoming a ranged AoE pulsing heal/condi management skill. Shining Aspects:Using a consume skill heals you. Elemental Blast becomes Purifying Breath. This gives Glint access to a reliable allied support skill that is independent from weapon skills and beyond the regeneration boon. There is of course the worry of overtuning meta specs like Power Herald in both sPvP and WvW, but Elemental Blast is a source of very respectable damage, providing cleave, area control, and some utilty via the weakness and chill application, and is also a powerful skill for condi Heralds. If this was chosen, it would increase the Revenant's sustain, but temper its damage potential while channeling Glint. In theory at least, I consider this to be a healthy change, providing a tradeoff with clear sacrifice and benefit. Note that this would still provide less personal condi cleanse than Hardening Persistence, but slightly more allied condition management and significantly more healing. As a big support Revenant fan, I have always found it unfortunate that Glint's consume skills lean much more towards offense. There is definite utility there, but the only real "supportive" thing is the superspeed from Chaotic Release. While the boons are of course supportive and the regeneration potent, I still think it would be a significant step forward for the spec to receive an active supportive skill.
  3. This is extremely informative and very well explained. Thanks for taking the time to make this. It has been a while since I have played Ranger but when I roamed with it I never perfected the AA evade chain...I feel stupid now because I had never once tried to stow.
  4. Assuming you are referring to WvW, I'd say Monk definitely bring the most value if running Sneak Gyro, and perhaps Altruism if running Mortar Kit.
  5. For me it is simply the price. Legendary armor has been a game-changing QoL improvement for me since I constantly change builds, so I see much lesser value in the runes and sigils. The price just doesn't seem worth it at all, comparitively speaking.
  6. In regards to Purge Gyro getting a potential nerf: why nerf a skill that is exclusively built to deal with conditions? IMO Med Kit 3 is a much better candidate as it brings so much more value with it aside from just cleansing.
  7. I am sure they intend to look at it, but their balance pace is simply way too slow and narrowly focused, and with such an unfortunately impactful change like this one, it becomes even more glaring.
  8. Since stab support is being brought down just a wee bit on Guardian, here are some ideas on how to diversify it and offer it from other classes: REVENANT-Versed in Stone: Rite of the Great Dwarf reduces incoming condition damage as well. When you use an elite skill, grant stability to nearby allies. (3x stab, 360 radius, 5 targets, 30-45s cooldown). [No longer offers passive RotGD or toughness>>power conversion.](Putting this in Retribution forces DPS Revenants away from the big damage modifiers of Invocation or Devastation while also giving an alternative to Invocation for healer Revenants.) ELEMENTALIST-Earth's Embrace: Now in the master major tier. In addition to its previous effect, grant Lesser Armor of Earth (3x stab + prot) to nearby allies when using Armor of Earth.-Rock Solid: Now in the master minor tier.-Earthen Blast: Now in the adept major tier.(This allows for the player to take prot on auras and a wee bit of stab on attuning/overloading to Earth, as well as giving the option of a solid AoE stab application if they choose to take Armor of Earth as a utility skill.) DRUID-Glyph of Equality: Additionally, this skill applies stability (3x) to affected allies. [CA Form only](This would obviously require a massive rework to the spec to ever justify bringing. For one, I would like for Verdant Etching to increase the target cap to 10 instead of applying the Seed of Life.)
  9. Glad you are adjusting Antitoxin runes. It will still allow the wielder to be essentially immune to condis, but it is better than its current implementation. While on the topic of runes: I would suggest you look into adjusting Tormenting Runes. I run a build that totally abuses these (Condi Rev) and the healing you can yield from just the runes alone is quite silly. It is nothing particularly remarkable on builds with mediocre torment access, but for those with high accessibility, they are completely absurd. I'm sure we would hear more about them if more meta builds actually used them. As someone who has used them almost every single day since they were reworked, I can assuredly say they are broken and unhealthy with their current functionality. I appreciate that your rework of runes pushed towards creating more build-defining options, but there comes a point where a build's viability is carried too hard by a rune set. That is too far down the spectrum, just like Antitoxin runes have been. I appreciate you scaling up the healing power coefficients for Scourge barrier skills. Will these apply to PvE as well? I saw somebody suggest adding an AoE vuln application to Detection Pulse so the toolbelt skill retains a semblance of relevance for PvE; personally I think this is a fantastic idea and wouldn't make it such a niche skill for a change that is very blatantly a WvW change. Also thank you for showing us your thought process more by posting a follow-up like this. Honestly it feels like you listened to a fair amount of the feedback. Glad you are looking into Sand Savant as well. What exactly are you worried about as far as its impact on PvE? Is it not an inferior GM choice for DPS? If so, what harm is there in retaining its 10 target functionality while pushing it deeper in the realm of support and less in the realm of offense?
  10. Hmm, to me it sounds quite interesting to be honest, and in theory it interests me a lot. I don't raid at all, and I don't like spending a ton of time doing PvE-related things. Strike missions--aside from gathering a group--sound pretty quick and easy as far as content goes, but still not as mindless as a world boss or bounty. It seems like a happy medium where I could enjoy it casually without feeling like I have to invest a ton of time and stress into it while still having to worry about stuff like builds/comps. Time will tell how they actually pan out, but for now I am definitely on board with the idea.
  11. FSP all the way! Bolt is fuhgly but the draw sound effect is an edgelord's wet dream.
  12. I have always hoped for more Norn-centric content, so I am excited for that. I was super hyped when bounties were announced back pre-PoF, but found their execution to be sloppy and poor, so the Strike Missions do admittedly interest me because they seem more structured and challenging and less zerging and spamming. I am looking forward to more Norn-inspired armor pieces (hopefully) that all races have access to. But honestly this doesn't really take away from my disappointment. Not only did the event end 10 minutes earlier than advertised, but they actually dedicated a segment of it to announcing merch, which I find to be insulting given how little else was actually discussed. No Q&A (perhaps damage control), no displaying of the build template UI, no hope given to PvPers or WvWers. I spend most of my time playing WvW and from the preview, it seems that changing build templates is instant, which worries me. I hope they implement restrictions for that so people can't just OoC and swap builds then re-engage in a matter of seconds. I am sure I will continue playing, but the predominant feeling I am left with from this is major disappointment.
  13. I don't hate shield like I used to and think they did a good job at making it a lot more attractive with the current trait, but I do think it could use some changes. Healing power makes the shield shine, and that's a niche that should remain. Glint is naturally a very boon-oriented legend, but that is an aspect of the e-spec that the shield doesn't do a great job at highlighting. I'd like that to be changed a bit. [shield 4]-Change the functionality of it so it is a frontal cone. Simplify this unnecessarily clunky skill. It is extremely unreliable and suffers from major pathing issues.-Add 2 seconds of regeneration baseline. Especially with the removal of the regen traits from Salvation, the class needs a more diversified access to the boon.-Have it grant 2 seconds of boon extension. This is what the old trait used to do and although the trait was a double-edged sword due to the auto-proccing shield 5, the boon extension was a nice niche that the weapon offered.-Increase energy to 10. With the added effects, an increased cost is fair. [shield 5]-In addition to its current effects, the skill now has a flipover skill that stops the block effect for you anad instead pulses the remaining healing in a PBAoE. This would not only be quite a potent heal (3 pulses max to allies), but would also allow for more group condi cleanse. This would be a significant buff to support Herald.
  14. I am not a Guardian player, but not gonna lie, that looks really fun.
  15. Yeah shield 4 is "unblockable," but shoot it at a guard with aegis and the projectile gets negated because it eats the boon lol. The skill has such an awkward design.
  16. I agree that Rebound could be buffed. For starters, the fury is extremely random and ill-fitting for a skill that is supposed to be healing/supportive in nature. I would say that giving it 3-4 seconds of resistance after the effect expires (meaning upon aura or upon the heal) would immediately increase its value. I also agree with others that increasing the healing value would be fair.
  17. Meh, I am resigned to them. There are times when I get frustrated at their existence, but really I get a great kick out of pouncing on downs in zergs and ooc-ing so I can do it again. It seriously makes me crack up every time. My connection can't really handle zerg-play very well, so it is my way of having fun and being a (war)kitten in the process. Whether we like it or not, the Warclaw is not going to be leaving the gamemode. I just wish we could get a better looking cat skin.
  18. Well, I kinda want to have a reason to craft Verdararch because the draw effect is just so beautiful, but really I am resigned to it being greatsword, if the day of new elite specs is ever to come.
  19. Thank you for always doing such a good job at communicating, Ben. Overall I find the Warclaw to be pretty decently balanced, but I would like to pass on three personal wishes for changes. Just my opinions, of course. -When using a waypoint, restrict Warclaw access for ~15-30 seconds. Excluding Desert BL, the maps are quite small. Reinforcements are far too easy to send if there is a nearby waypoint, and deaths are trivialized by respawning being less of a punishment now.-Normalize travel speed to the baseline speed when in an enemy territory. When the dismount skill becomes a feature, the increased speed will provide too much of an advantage to those within their own territory.-Prevent Warclaw stomps from rallying allied players. This provides a healthy drawback for a very powerful skill.
  20. IMO Kalla needs to stay as a PvE legend. The design is terrible and if it became more functional in PvP it would be another cancerous giant AoE spam build. Soulcleave's Summit is disgustingly OP and if its functionality ever becomes more usable in PvP settings, it will get hardcore nerfed. I'd rather they just focus their energy on making the shortbow more viable in PvP settings, as well as tending to the core class.
  21. I don't think there is necessarily any correlation. As stated above, there are players of various skill levels in all WvW playstyles, and there are so many situations that have different contexts as to why somebody may be acting a certain way. However, it seems like many roamers (myself included) have their own weird sense of manners and honor that tends to contrast very sharply to a zerger's, and if you are able to adhere to those, respect is usually given. If other enemy roamers see you being respectful and falling within the "roamers code of ethics," if you will, this respect will often spread because these people tend to have a common goal and purpose, so I'd say there is frequently a certain degree of camaraderie. Oftentimes these players will be decent because they spend time roaming (oftentimes while outnumbered) and honing their fighting skills, so there is a possibility that they will be more skilled than somebody who outnumber-ganks all the time and doesn't have as much experience in fights not in their favor. This is of course a generalization. Everybody does a little bit of ganking. Everybody's a cunt at least once in a while. But most people that leave me alone and that I chill with are pretty good players (in my eyes).
  22. Maybe I'm missing something but it seems to me that the only class that has received a big nerf has been full counter warrior the rest is intact, ranger is one of the best roaming classes, it would be like saying scougers / FB are OP in the zergs or say ranger needs buffs because in 6 years he never had a meta build zergs.You've probably played it so much that you've never realized that winter's byte already has an animation and stoneform is not used in any boonbeast build, I do not understand why there should not be 2 skills that perform the same function or why you want to remove protection from a 40-second skill but anyway the game is balanced in pvp (for that little), wvw is a broken mode, between total immunity, red circles, permanent invisibility, etc .. no one knows where to start. xD Not sure why you are trying to demean me, but okay. Yes, I know that Winter's Bite has an animation. It is in the projectile itself. That's not what I am suggesting. Revenant's Sword 4 has a wind trail effect around the player when using it, so my suggestion would be to give WB something similar, like a frost aura of some sort. The skill hits very hard now so I think it is fair enough.I also know that Stoneform is not used in Boonbeast builds. I never stated that it is, but just because it isn't doesn't make it a healthy trait. It seems that ANet is wanting to move away from passive lifesaving traits (see Elixir E) and this would be one step towards that goal, which I think is ultimately a good change.My suggestions were to decrease the boon uptime on boonbeast variants (especially Protection, Stability, Quickness) because it is very easy to maintain very high uptime on most boons, as well as to decrease the burst windows for burst variants because in my opinion, they last a little too long. Both builds would still be completely viable, they would just require a little more thought when using them. The only direct nerf (beyond an animation change to WB) that would affect the core class is Soften the Fall.
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