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Vinny.7260

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  1. Just artifacts of game mode splits. Happens, Mesmer has been a victim of them for a long time.
  2. QP is actively used in PvE for Specter if I recall correctly. The Specter Shroud mechanic pretty much just carries it to my knowledge. The 2 + skills changed would be amazing.
  3. Reasons for Catalyst: These are aside from the fact I just personally don't enjoy Tempest as an offensive build anyway. Overload mechanic feels so slow to me, I want to be actively moving, doing things, casting buttons, y'know? Stability on Aura, aka instant stability. Frost Aura is really abundant with Pistol/Dagger with Pistol 3 being an Ice Field and having 3 blasts on the kit. F5 mechanic offers more condi variety, versatility, and pulses an AoE to prevent blind on important skills. Earth F5 offers a Poison Field and opens up for Weakness on blast or Poison on projectile finisher. Air F5 offers dazes via Air 3 through it. Water F5 offers a Water Field, which with 3 blasts (4 with Arcane), and 2 leaps via Air 3. Cata's Elite The elite is so incredibly strong especially when needing to dish out some extra damage last minute or doing something silly like double RtL. Reasons for Dagger over Focus: Focus from the testing I did just doesn't really feel all that right, I feel like I get stuck walking between nodes and start to struggle as a roamer in my opinion. Dagger offers SO much mobility and ways to shut down movement at the same time, Pistol also does this and just doubling up on it feels right. Going full-aggro just fits well. Frost Transmute While you lose out on Fire Transmute, which means slightly less burning, you gain so much healing with all the Frost Aura the weapon combo has. More on the note of Frost Aura, Chill is incredibly strong with Pistol. Melee pressure If you're getting pressured in melee, you're able to at least punish people for being in melee via Earthquake, Churning Earth, Updraft. You can also take advantage of Air 3 to daze people in melee and deal with things like people LoSing. Ranged mitigation While you're weaker at handling ranged mitigation, you're able to close the gap faster and pressure them if they get snagged. Catalyst offers fairly reliable Magnetic Aura, making it pretty capable of handling ranged opponents anyway. Frankly, I just haven't tested Tempest due to not liking it, similar to how you don't like Catalyst. From the Tempests I dueled with it, they tended to lose the fight due to things like Poison and Chill bullying their overloads/attunement swaps. You might be able to find something with Tempest, but I just have gotten better results and enjoyability out of Catalyst.
  4. http://gw2skills.net/editor/?PGgAoilZwYZtMP2LOyXaxPA-DaoKjILgMTA9OGAAA This is the build I've personally enjoyed on Catalyst, I personally want to see Pistol Weaver be better but it's absolutely awful at the moment. Things like skills consuming 2 bullets but not generating 2 bullets is awful. (Aka dual attunements can consume two bullets, but will only generate one if there are NO bullets). http://gw2skills.net/editor/?PGgAo2lZwiYZMPmJW0XavUA-DaIPjMVA9KBU7tBAA This is the memey Weaver build I was enjoying. Being able to CC chain with Air 2 + Air/Earth 3 + Air 5 is funny just cuz it feels right. It's not STRONG, but it's funny.
  5. Can we buff Spectral Skills (which are essentially all a form of utility/defensive)? I want my Spectral Grasp to yoink their souls out of their body, doing life steal damage and healing per target yoinked. Reduce the Life Force gain from 20% to 7%. Boom, better skill. Having one of the best pulls in the game (next to Thief Scorpion Wire memes) and now dealing damage via life steal, leggooo.
  6. Only way I can see LR coming back around is maybe cuz of Polaric Leap's CD being reduced. The lower CD gap closing sounds amazing. Maybe some LR Sword Catalyst memes will come around. Pistol is still too far behind for Weaver to use it, the dual skills are absolute dog kitten, all that. Pistol/Focus Weaver with LR sounds really cool in theory, just from the times I tested it, blah. I'm not thrilled to see some sorta i-frame spam stuff for Mirage. Dueling/X/Mirage with T/T/B to generate clones as much as possible and shatter. So probably Dueling/Illusions. Idk. I refuse to play the game and test the ideas out. Y'all have fun with that. 🫡
  7. Hi guys, I know we've been banging a drum about Pistol being awful. (I personally don't agree on ALL the stances about it, but I know it does need improvements). I'm going to focus on Weaver specifically, just from testing it off and on in PvP mostly, which I suspect some of these things I've noticed also come up in PvE. The Dual Attunement Skills: These skills are heavily under-performing considering the nature of how these work. You're giving up your core #3 skills for new skills that are, arguably, weaker. Just to start, I want to fix one strange interaction... You are significantly worse at generating and keeping bullets as a Weaver compared to Core, Tempest, or Catalyst... The dual bullet consumption is too unforgiving. For example, if you cast Frostfire Flurry (Fire/Water 3) while having a Fire Bullet, but no Ice Bullet, you will consume the Fire Bullet, but not generate an Ice Bullet. That's the main thing I want fixed. Since you're casting a skill with the ability to consume two bullets, it should generate two bullets as well. So it should do the following: Frostfire Flurry with a Fire Bullet in the chamber, you gain Fire Aura but then generate an Ice Bullet. Then you can swap to a different attunement (such as Air/Water). Then you can use that Ice Bullet for your next skill and gain an Air Bullet, etc etc. It just keeps momentum going with skills that consume and generate bullets. TL;DR: Not having dual skills consume/generate makes it impossible to maintain bullets for Elemental Explosion. Meaning you lose out on the equivalent of Grand Finale on Pistol. Adjust Dual Attunements to generate 1 bullet and consume the other. Generate 2 bullets without any to consume or consume both. Power Coefficients (PvP-focused): There's an issue with Pistol currently having practically no benefit with power, a lot of condition-based weapons have at least some sort of power damage to punish. Pistol's goal is to be an offensive weapon but the fact it has no way to properly punish currently makes it less than ideal. I'd personally like for Dual Attunements on Weaver to promote a "Power Damage" approach while Core/Tempest/Catalyst can stick to a "Condition Damage" approach. Elemental Explosion: Increase the coefficient from 0.2 per bullet (0.8 if all 4 land) to 0.4 per bullet (1.2 if all 4 land). It is now unblockable. Just a nudge forward to make the skill more intimidating across the board, it's kind of a skill that can just be ignored at the moment. Unblockable would allow Elementalists to get some damage out in a situation where someone is blocking, Aegis, Feedback, etc. It's essentially a much harder to setup for Ambush. Frostfire Flurry: Increase the coefficient from 0.3 per bullet (0.9 if all 3 land) to 0.5 (1.5 if all 3 land). It doesn't have much aside from being a slow (quick?) fire of bullets that inflict burning/chill/vulnerability. A nudge in power damage would make it more considerable. Purblinding Plasma: Increase the coefficient from 0.8 to 1.2. Change the Fire Bullet consumption from an AoE pulsing Burning Field to increasing strike damage by 25%. Change the nature from a bonus of burning to increased strike damage shifts the damage from conditions to a burst of power damage if you generate Fire Bullet. (Such as with Raging Ricochet, which is normally a condition-based skill). Flowing Finesse: Reduce the recharge from 18 to 15. Increase the superspeed from consuming an Air Bullet from 2s to 3s. Increase the Frost Aura from consuming an Ice Bullet from 3s to 4s. Just a general boost to sustain and a broader time frame for Pistol/Dagger Weavers to Transmute Frost. Echoing Erosion: Ice/Earth Bullet effects activate on each shot instead of once per shot. Essentially doubles the effectiveness of the bullet consumption portion, allowing for two packets of healing and two packets of barrier if the conditions are met. Enervating Earth: Increase the coefficient from 0.7 to 1.2. Change the Earth Bullet bonus to strike in a 180 radius and 5 targets. Just a strike damage increase and deal some strike damage in an AoE. TL;DR: Strike damage increases, change some functionality of bullet consumption, and some sustain nudges. Overall, I think these changes would bring specifically Weaver pistol in to a more noticeable position. Specifically the Dual Attack functionality changes. The balance suggestions themselves are iffy as Pistol could totally be better as a Condition-based weapon. Just a flavor preference on my part.
  8. But that's not fair, I have to save a cool down while they get to use a cool down. What the heck! I just wanna ignore mechanics and get the win regardless. My raging should outweigh any skill inputs and my stubbornness should give me immunity to game mechanics!
  9. I'd just like to see it not completely disappear and just turn into the roll-over skill if it runs into a wall. That'd be a nice lil QoL for the future.
  10. I think their approach was to make it a hybrid weapon. In PvP it can do a great job at being absolutely frustrating to people who don't have projectile hate or anything while ticking Torment + Bleeding + Poison (Demon Queen) + Confusion (Ineptitude), etc etc. I would like to see them give it a little more juice overall. Mostly on the clone-side for PvE.
  11. Just going to quickly spell out some things I noticed happening just from testing it out for a couple days: Rifle 3 tends to disappear when clipping into an incline, making for a completely lost skill for 15 seconds. Rifle Ambush doesn't heal allies when a clone casts it via Infinite Horizons; it does grant Vigor and deal damage however. Feels great otherwise, especially on Chronomancer. Keep it around, it's a welcomed change to the meta.
  12. How dare you @ me on a public forum with public opinions! 😉 I absolutely agree with your point, people tend to be quick to go: "This support isn't good enough, therefore the good supports must be too strong." Yada, yada. Guardian has been good for so long due to other specs either being to squishy in the current power-oriented meta (Tempest and Scourge), not providing the right things in a power-oriented meta (Druid), or just hasn't been given enough incentive to play over Core Guardian. Firebrand has finally gotten to a point to replace Core Guardian in many of these places, which is a sign of good balance occurring. We've got Support Rifle Chrono coming around the corner just as fast as it also covers similar bases as Guardian but with other things, such as a Portal to help get things like Scrapper out of a bad fight, or even encourage stronger roaming potential. Such as getting an Untamed out of a pile-up. Guardian has been the support for a long time. Rifle Chrono covers similar bases without things like a revive. Their identities are distinct and noticeable when used in the right metas or right matches. We've got Tempest, Core Guardian, Firebrand, Druid, and Rifle Chrono capable of all supporting to varying capacities and have their own strengths/weaknesses.
  13. I think one thing people are going to realize with Rifle Chrono coming into play is just HOW annoying Chaos Aura is. I liked playing with Support Chrono pre-Rifle and would get decent 300-400k healing. (Used Staff and Axe/Shield). I'd probably run this now that Rifle is out, and Precog when the update comes out for it too. http://gw2skills.net/editor/?PiwAQd7lZwAZNsKWJe0TatfA-DaJsQyMD6NEquAM9XAAA
  14. Y'all are on a weird escapade of bashing someone who has a valid point. Specifically bringing up that Staff as a Support weapon doesn't have damage. That's complete BS and y'all know this. We've got Guardian's Holy Strike with a 1.25 coefficient; Revenant's Mender's Rebuke with a 0.91 coefficient; Ranger's Astral Wisp with 0.8 coefficient; Untamed's Solar Brilliance with a whopping 3.0 over 6 strikes (0.5 PER strike); Elementalist's Ice Spike has a 1.13 coefficient Are y'all getting it? Specifically the Untamed example should be ringing a bell for something like a support weapon dealing damage. Untamed made it unique because it had a unique mechanic to provide a separate balancing towards. The fact they explicitly targeted a spec dedicated towards damage and gave it a pitifully low coefficient really looks suspicious. If they were concerned it was going to hit too hard while also supporting, just reduce the healing coefficient, it's easier and more logical than to punish the damage spec for doing damage. It made much more sense thematically too. Bring it back to 1.25 anet, 0.5 is a joke. Lower the healing if you're concerned about Power Zerker having too much sustain.
  15. Mmmmmm. But the click-clacks make it all the more worth it. I want everyone to hear me in a VC whenever I say I'm about to focus someone. They'll hear: CLACKITY CLACK CLACK CLACK, "I'M ON IT!", CLACK CLACK, BOOM BOOM BOOM. And suddenly they'll see a downstate on the map... Either me or the target.
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