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Vinny.7260

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Posts posted by Vinny.7260

  1. 7 hours ago, Terrorhuz.4695 said:

    We mesmers aren't the sharpest tool in the shed, but just give us a little bit of time to figure out what relic of the demon queen does

    We're still figuring out what Dagger does on Mirage slowly but surely!

    Just wait until we see what this... Rifle thing... Does.

  2. 12 hours ago, Sahne.6950 said:

    gonna harvest some juicy confu for this....   but i wouldnt miss the snoozefest that is virt one bit.

    Mirage and Chrono are a-okay! fun to fight! but virt!? 

    OH MY.... it gives me depression, when i have to stare at them 80% of the fight, waiting for their blocks and invuln to be over.   i really question my life decisions during that time... 

    Hands down the worst designed spec and the most unfun matchup i can imagine.   

    I seem to get far more hate playing Mirage or Chrono than I do Virtuoso..

    Virtuoso is annoying to fight but easy to counter because of how awful the tracking on the projectiles are. (Don't change it, make it worse even).

    Mirage has the strongest dodge mechanic in the game, being able to do anything while dodging.

    Chrono is able to repeat itself like a skipping record to do things until people lose CDs.

  3. 3 hours ago, Sahne.6950 said:

    Thats why adding survivability to Renegade is prolly the better way.   

    A cleanse here.... some prot there.... and you could maybe make it work somehow.

     

    Or.... hear me out....  

    reworked heroic Command:   -> This skill now grants the user 0,5 seconds of superspeed per Kallas Favor, consuming all Kallas Favor currently on the user.

    At max stacks that would be 2,5 seconds Superspeed.       At a max, this translates to 25% superspeed uptime when spamming it under perfect conditions... so its hardly op...   

    But it gives Rene a much needed speedboost, when the burst failed and they need to GTFO.  After the burst, you will likely have a few stacks, and can then burn these stacks to GTFO and reposition.   Would make perfect sense from a design standpoint.

     

     

    The trait "lasting legacy" would then also needed to be reworked. 

    When equipping this Trait, heroic Command no longer removes Kallas favor and you gain 1 might per stack of Kallas favor, ontop of the superspeed.

    thoughts?

    I'd personally go the approach of targeting traits and reducing costs on the Citadel Orders. (10/15/15)

     

     

    And then touch some of the traits like Bold Reversal granting Superspeed on stun break. (3s)

    Change Righteous Rebel to pulse healing in addition to Alacrity. Nothing exceptionally high in number. Maybe something like 200(0.1) per pulse. Meaning a passive heal on a 16s CD (assuming Alacrity lasted the full duration), 1.2k healing wouldn't be game breaking, but on top of the fact it grants increased alacrity duration, reduces incoming condition damage, and heals. That'd give a massive boost.

    Increase Lasting Legacy's Might increase from 1 stack bonus to 2 stacks, meaning they get 15 might stacks on 10s CD. Also reduces the cost of Heroic Command from 10 to 0.

    As for Vindication, I guess just double the missiles granted. 20 missiles would be hilarious to see sent out, especially if you use a spot where AoEs bug out and send projectiles all into a single spot.

     

    • Like 1
  4. 3 hours ago, Sahne.6950 said:

    This is so getting nerfed.

     

    What made that Holo decide to kitten themselves and eat a Phoenix, Detonate Fire Aura, Arcane Blast, Arcane Shield... Is beyond me.

     

    They legit trolled themselves facing away while they had their block up, smh my head...

    Flame Expulsion didn't even land yet... Maaaaan. I did 12k + multiple 3-4k crits yesterday with perfect conditions on my Phoenix -> Air -> Air Glyph combo. Was smexy.

    • Thanks 2
  5. 4 hours ago, arazoth.7290 said:

    They could maybe make the turrets active effect stronger, because it feels lackluster. For the passive effects it's quite okay though. 

    Idk if this still is but turrets should despawn if you are out of 1200+ range. Because I remember you could put them on node when they were better and it was apparantly annoying

    I still get shivers from when Sentinel's Turret Engi was meta...

    You were able to throw your turrets up on non-melee spots and just prevent entire builds from killing your turrets and you were basically unkillable as well.

    During that time, Turrets were also immune to conditions and could not be critically hit.

  6. I honestly hate that they completely butchered Renegod.

    I could see it being a really fun support if not another alternative to a roamer.

    I remember when Harrier Renegod was around with perma boons and stuff. (Granted, everyone had perma boons back then too, but ye).

    Can we also revert the nerfs on Retribution since they reworked the Master traits on Vindicator? 🙂

     

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  7. 9 minutes ago, Sahne.6950 said:

    i know. Ive been trying to make it work in WvW a few years ago, but it never felt quite strong... unlike now.

    Durability and the reworked arcane shield trait give this much enough staying power to get the burst off and thats all thats has been missing kind of.

    Your setup is also really nice! If you played this before you DEFO gotta give it a shot with this setup! Durability works wonders on this. Just make sure to heal in Earth.

    Heheh, when Elemental Surge was reducing CDs, that shield was on a 16s CD. You basically had even more up time if you used Earth Elemental for the prot and bubble.

     

    I might give it a try today if I'm feeling a little elementalist-y. :3c

  8. This build has actually been around for a while.

    But no one uses it since FA Weaver can do it all from range and arguably hit harder in some circumstances.

    It's one of my favorite go-to Core Ele builds.

     

    I personally go Zerker/Exuberance with Firework, but Durability is pretty good!

     

  9. 23 minutes ago, Lan Deathrider.5910 said:

    I have an unpopular solution to that:

    Lock the especs and the core profession mechanic trait line to the third trait line and mutually exclusive to one another. Some tweaks to the core profession mechanic trait lines would have to happen, like moving core weapon and utility skill traits out of them. That would give 1 traitline that could be buffed, stacked, or nerfed without hurting/overbuffing the especs.

    Elementalist: Arcane

    Necromancer: Soul Reaping

    Mesmer: Illusions

     

    Thief: Trickery

    Ranger: Beastmastery

    Engineer: Tools

     

    Warrior: Discipline

    Guardian: Virtues

    Revenant: Invocation

     

    All these trait lines are fairly fundamental to all the builds available right now. Some e-specs are exceptions but it's very rare. Would require a whole lot of revamping and changes to each trait line respectively, especially to the e-specs given a lot of them are hinged on the baseline improvement trait lines.

    Tempest, Harbinger, Druid, and Bladesworn are the only ones I can really think of right this moment that don't use the 'fundamental' trait lines. This is typically because they either don't benefit from it, have something to substantially remove the need for it, or benefit from something else farrrr more. Tempest's overloads don't benefit from Arcane aside from a ~3s shave on overload CDs. Harbinger doesn't need Soul Reaping since it has significant LF generation on its own (plus the recent buffs to DM too). Druid doesn't need BM when it's playing support, which people like to do, because NM provides cleanse and better sustain. Plus pets got buffs to have more sustain or power on their own recently. Bladesworn is hinged on the powerful Shield Master + Aegis interaction. As well as the synergy with MMR and what-not.

    TL;DR: I'm not opposed to it, but it would DEFINITELY shake things up and require massive work.

    • Like 2
  10. 12 minutes ago, crkovinar.9802 said:

    Yep,  present for a long time. They are also ignorant to the fact, that all scepter projectile attack can just miss when targeting an ally(while moving/being stationary, projectiles just fly through). They must be busy building the foundation of Specter, so it is going to take a year or two.

    That's devastating news to say the least. At least we have axe coming . . . . surely

  11. 3 minutes ago, pninak.1069 said:

    Each profession likes to claim to get hated by anet. they are quite hilarious to read too. like some ppl are in favor of a stagnant meta instead of constantly evolving and changing landscape of a meta. gw1 didn't have balancing in a very long time so I enjoy the game with each spec. Untamed is one of my favourites and don't really get why ppl dislike it so much. Gamers get used to patches they find new broken stuff it is just a matter of perspective.

    Are you secretly a necromancer? You just revived a dead forum! 💀

    • Haha 1
  12. Can we make Slicing Maelstrom better?

    It'd be pretty cool if it did more damage against enemies with no boons. Maybe 25% instead of a WHOLE 5%.

    Additionally cleaning up the wonky after cast issues.

    It can't immobilize people like it can on Spellbreaker so it's much harder to land buttons compared to Axe even.

     

    Could we also make it hit three times, each time in a larger radius? The last hit being the boon rip? You know, to mourn the loss of old Arc Divider?

    • Like 2
  13. Has anyone else noticed weirdness with trying to land Twilight Combo from range and not getting the skill to do its proper 'combined' projectile thing?

    I've noticed, at least in PvP when messing with things, that it tends to be inconsistent with the slow projectile not properly connecting with the fast projectile to have them combine into a singular stronger projectile.

     

    I can't decide if this is a result of Quickness and strafing or to do with the velocity buffs that all Scepter projectiles received months ago. 

  14. 1 hour ago, Gamble.4580 said:

    I dont mind pistol nurfs but trait line on necro dont need any nurfs 

    I mean, honestly. I've debated on whether Pistol is problematic or not.
    It's easy to counter with projectile blocks, but I think the star that stands out is Pistol 3 being a stun. Gives Necromancer the rare opportunity, not shared by other specs all that often, to chain CCs together.
    (Unless you count iconic Terrormancer gameplay).

    Only thing I could see being touched is stun duration and cool down. 1.25s stun on a 15s CD that's 900 ranged and AoE can be seen as a little wack.

    Rest of Reaper is fine though. Blood Magic works really well with it right because of all the multihitting attacks pistol has. You don't see people running Scepter with it right now. Same with Scourge. (Maybe this is an ample opportunity to buff Scepter while nerfing Pistol 😉)

  15. 3 hours ago, Trevor Boyer.6524 said:

    @Vinny.7260

    At first I laughed, and then it terrified me when I realized how accurate it was.

    Wait till this thing has access to game accounts and learns how to play.

    Imagine fighting it in something Street Fighter, where it in immediance, reads exactly what you're doing in a nano-second, and know exactly what to do to counter you.

    Then we'll see real ape rage come out in human gamers. 

    Heh, yeah. I tend to mess with it fairly often. Quite impressive what all you can do with it. Definitely makes googling information easier.

    Spooky stuff.

     

    3 hours ago, Trevor Boyer.6524 said:

    You guys sling too much dirt at me lately.

    It's odd considering I'm the only person who actually uses the forum for what it was designed for, giving feedback that stirs real game discussion beyond dropping some one liner complaint.

    Anyway, I love you guys man, even if you hate me.

    I don't hate ya, if that's any reconciliation. Just friendly jest at most. The longer a forum post gets, the less willing people are able to digest it, therefore unwilling to absorb its information or form a fair opinion on it. Then it turns into the whole 'confused emoji' fiasco.

  16. 13 minutes ago, Trevor Boyer.6524 said:

    Every build uses Pistol/Staff Chilled To The Bone. I said what I meant the first time around.

    The builds in use are essentially the same build. They swap small aspects from match to match to slightly better adjust for particular matchups, which Reaper is very good at doing. Necro in general is good at doing this, probably its biggest strength it has actually. It is very easy to swap a trait or two or even a full trait line, while maintaining essentially the same build structure. The variations they use are not 3 different builds, they are suggested skill/trait swaps for the same build, to toggle match to match. Anyone looking at this from the standpoint of: "What exact single build selection of traits/skills/weapons is the problem?" Is not understanding the strength behind Necro's swap versatility and how the game is being played today to capitalize on that strength. Most other classes don't possess this kind of versatility & ease of swap adjustment. Usually, if a class/build were to swap a single trait line or a utility or two, these are massive changes to the build archetype that risks completely destroying the dynamic flow of what the original build was meant to do and needs to do to be successful. But this is not a problem at all on Necromancer. In the case of just utilities as example, a Necromancer stands only to benefit when it readjusts its utility line for the current match it is facing. It has this plethora of very useful utilities that do not effect its build structure at all outside of "What is best to bring for this match?" <- This is actually GOOD game design and the way other classes SHOULD work. But this is not the way other classes work. Other classes/builds very strongly get pigeonholed into needing to bring certain things or the build archetype just falls apart. So in this regard, Necromancer can so to say: "rock/paper/scissors itself around the current matchup" in ways that other classes cannot, concerning what options it is able to bring. My point being in explaining this, is that this is happening on what is considered the same build archetype, and that is a power/condi hybrid damage Reaper that uses pistol / staff / chilledtothebone. They have all of these skills to mix in and out depending on what they need in the current match up, and it doesn't effect the primary build structure at all:

    1. Well Of Corruption "boon corrupts"
    2. Well Of Darkness "blinding chilling bleeding damage"
    3. Boon Corrupt "direct 3 boon corrupt skill 2x ammo"
    4. Spectral Ring "mass AoE control skill"
    5. Spectral Grasp "mass life force generation CC, fill your bar to full instantly in a team fight"
    6. Spectral Armor "protection, stun break, life force generation"
    7. Plague Signet "bounces back condis to target and is a stun break"
    8. Of course Spectral Walk "mass condi cleanse, stun break, life force generation, return teleport"
    9. Of course Wurm "stun break return teleport, can be used for forward teleport"
    10. Nothing Can Save You "unblockable shout"

    Good Reaper players toggle all of this stuff in & out from match to match depending on what they need or what will be most useful, and it doesn't effect the primary build structure at all. Again, point being, is that a pistol staff chilled to the bone Reaper wielding power/condi damage is the same build regardless of what he's toggling per the given match he's in. A Reaper changing his skills is nothing like alteration of say a Warrior choosing to take Bull's Charge or not, which largely immediately declares if the War build is offensive roamer or some kind of defensive bunker. In the case of other classes, a single utility swap changes everything and forces mandatory changes in other places that if you don't adjust, the build will just be dysfunctional.

    IE: If I had you in a match and I knew we needed someone to push side node against your Ele all game, I'd simply take every obnoxious anti-ele option possible + speed relic. There wouldn't be anything you could do about it on node and you wouldn't be able to disengage me with a single flash due to the speed relic + ranged CCs + shroud 2 + wurm if I chose to bring it. Reaper can adjust itself to hard counter almost every class build this way. The only things I have not been able to adjust to and absolutely destroy with these current Reaper builds, are specifically Thieves. Thief is the last class left that has enough mobility to just stay away from the Reaper's bully stature. I'm actually fairly certain that if we ran another 1v1 season, the Reaper would likely be the dominant 1v1. It would have difficult match ups against Thief but it would win in the end through defensive play being in those small arenas. In normal conquest map though, a Thief doesn't need to ever be caught by a Necro.

    But yeah, the list of CCs that pistol staff chilled to the bone is pumping out in a continuous cycle is just OP dude:

    1. Vile Blast - Guild Wars 2 Wiki (GW2W) 1s stun 12s CD 10s CD with trait - 900 range 180 radius AoE
    2. Wail of Doom - Guild Wars 2 Wiki (GW2W) 600 range cone 1s fear 24s CD AoE or Oppressive Collapse - Guild Wars 2 Wiki (GW2W) 900 range 2s knockdown 20s CD - and if you don't take these options you bring Lesser Spinal Shivers - Guild Wars 2 Wiki (GW2W) for big damage and boon hate every 20s CD to make sure you rip stability so your other CCs hit.
    3. Reaper's Mark - Guild Wars 2 Wiki (GW2W) 1s fear 18s CD - 1200 range 300 radius AoE - often unblockable
    4. Terrify - Guild Wars 2 Wiki (GW2W) 1s fear 25s CD 22s CD with trait 360 radius AoE
    5. Executioner's Scythe - Guild Wars 2 Wiki (GW2W) says it applies 2.5s stun for pvp split 30s CD 25s CD with trait but what it actually applies is a special ultimate CC named Reaper's Frost - Guild Wars 2 Wiki (GW2W) that also pulses chill. For some reason they don't list the range/radius on this skill in the wiki but has got to be around 360+ range and the hit radius around 180 where it strikes.
    6. "Chilled to the Bone!" - Guild Wars 2 Wiki (GW2W) 2s or 3s stun which is actually Reaper's Frost - Guild Wars 2 Wiki (GW2W) on a 48s CD range 600 AoE also goes vertical for that range.
    7. In most matches you can afford to bring Spectral Ring - Guild Wars 2 Wiki (GW2W) a 900 range massive unblockable 1s fear ring that lasts 8 seconds on a 40s CD. This CC is so powerful it can immediately momentum shift a losing 1v1 into a winning 1v1 or even a losing team fight into a winning team fight. This is arguably the strongest CC in the game for several reasons, but primarily because it is a ground force effect that does not allow evade frames to surpass it. You need straight stability or a very well timed single stun break sometimes double stun break to get out of this or you're stuck for 8 seconds.
    8. All of this is just the hard CC it has ^ Do I need to go into the ridiculous amount of soft CC that Reaper is pushing out? Do we really consider Chill a soft CC at this point? Chill is a very powerful effect and when something is pumping it out with nearly 100% uptime, is that even soft CC at that point? Something to think about.

    If we were to run a thorough examination of CC rotations, I'm sure the modern Reaper can throw a hard CC at opponents about every 3 seconds continuously on a cycle that doesn't end, on top of perpetual Chill application. Come on now. And then you throw Demon Queen on top of all that CC on top of the poison it already naturally applies, for additional poison applications at a -50% heal function, and you're gonna tell me you don't think this is the most enormous power creep we've ever seen a class undergo? There is A LOT of hidden damage in all that perpetual poison application at -50% man. Reaper has too much CC and is dealing extreme damage values on its own, but when we introduce DQ relic, the kill value it possesses becomes insanely bloated.

    I don't know why you keep trying to cheap shot my skill factor with comments like "are you gold?" "tell us what you're struggling with?" come on dude. I don't do things like that to you, I don't know why lately you've regressed to doing things like this to me. I've already told you, I don't have problems with Reaper. Lately I run either LB Soulbeast as roamer which still handles them in 1v1s and for quickly picking them off, or a Bunker Support Druid that at the worst, holds a node under them even if I can't kill them, but usually they have to retreat or they'll die to attrition over time when shroud drops. I've already told you, my basis for these discussions in this thread is coming from what I see when running AT teams with other players. Regardless of if we are winning or losing a match, I notice that team fights are 90% decided on how many Reapers are present. It's true. You get 2x Reapers in the same team fight and then all of that hard & soft CC we just went over, turns into x2 output and it's just too much man. When both of them are running DQ relic, it's just too much ultra-benefits for a single class to have over other classes. All you have to do is cheese stack Tempest Sup with Guard Sup and 2x Reaper with w/e else you want as your 5th, and I'm telling you I don't care what metabattle says right now, that is the meta team comp. The 2x Reapers will have all the DPS & CC you need, and killing them is obnoxiously difficult when 2x Sup is present. The Reapers also possess so much AoE that provide easy cover for the Supports so it is highly unrealistic to target the Supports. And between all the stab coming off the Supports and the Reaper's themselves, you like can't CC anything, but they are tossing AoE CCs at you like every 2s is some massive ****ing AoE 2-3 second stun or knockdown that hits everyone in the team fight while perpetually applying perma poison at -50% heal. When you hear me talk about this Reaper stuff, I'm not talking about side node 1v1s dude. I'm talking about their snowball team fight value. It's just bloated as hell right now. Also, a great deal of this feedback is from me running Reaper and testing it in various 1v1s against players of all ratings in NA. If you're wise on these Reaper builds and don't overextend into stupid positions while burning important CDs, people simply can't push an offense on you without getting killed in 2s. I'm serious, if you play it ultra defensively/counter-offensively, anyone who tries to be the aggressor vs. the Reaper, is going to get killed. Again, only exception is extreme mobility & ranged DPS which generally only comes from Deadeyes & some other Thief builds if played by the right players.

    I think it was Flowki that said it and he's right, Reaper has become the ultimate Gate Keeper Class. It absolutely demands certain aspects out of a class/build to be able to even begin to be able to deal with it, and if a class/build cannot bring those mandatory aspects, it can't be viable in the face of Reaper's current design. This is a problem as it completely denies the majority of options that could be selected to use in the game. No, it isn't just "kind of better than those options" no, it shuts them down completely.

    This is what I'm talking about when I made this thread about Reaper. You want to nerf it or power creep other things? Fine, w/e man. Either way, people just want to be able to run stuff that isn't the same pigeonholed builds that you MUST use when some Gate Keeper like current Reaper arises. Right now there are a lot of things that would be semi-viable to run, viable enough to where a good player could outplay a mediocre player, if it weren't for the state of current Reaper. A good example would be a Core War. A great player on a Core War should be able to outplay a mediocre or good player on a Necro. But against Reaper? Nope, not gonna happen. Through sheer virtue of DPS output, hard & soft CC, stab output, the Reaper is going to truck over the Core War unless he just runs away and that's if he even brought options to be able to run from the Reaper "this is gate keeping". A great Core War could outplay many good players on most other classes, but it could never outplay current Reaper due to its insanely bloated close range combat value in 1v1s and team fights. Unless you have brought mandatory mechanics to kite in and out fast enough and/or to out-range the Reaper's mechanics, you will not be able to deal with its numbers output in close range. <- And this right here defines where it is gate keeping. It's forcing a certain of level of enhanced mobility & ranged, and if a class does not possess these, there are no ways to deal with it unless you are greatly outplaying the Reaper or are running some adamantine side node bunker that can't die unless it's getting 2v1'd.

    Anyway, this was my "wake-up while drinking coffee post" for the morning. Time to do something else now.

    The post discusses the strengths and adaptability of the Reaper build in "Guild Wars 2", specifically focusing on its versatility in PvP matches. The author argues that the Reaper, a Necromancer specialization, is particularly strong due to its ability to easily swap skills and traits to counter various opponents without compromising its core build structure. This flexibility allows the Reaper to effectively "rock/paper/scissors" itself around matchups, a capability not shared by most other classes. The build primarily uses Pistol/Staff and the "Chilled to the Bone" skill, alongside a mix of utilities like Well of Corruption, Spectral Ring, and others, which can be adjusted according to the match.

    The author notes that the Reaper's strength lies in its continuous cycle of hard and soft crowd control (CC), especially the use of Chill, and its ability to deal significant damage. This makes the Reaper particularly dominant in team fights, where its presence can often decide the outcome. The post also mentions the Demon Queen relic, which further enhances the Reaper's capabilities.

    The writer expresses frustration with the Reaper's current state, suggesting it has become a "Gate Keeper Class" that dictates the viability of other classes and builds in the face of its overwhelming power. This dominance, according to the author, limits the diversity of viable builds and strategies in the game. They conclude by calling for a balance adjustment, either through nerfing the Reaper or enhancing other classes, to allow for a wider range of viable playstyles.


    Decided to use ChatGPT to summarize it.

     
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  17. On 11/9/2023 at 1:07 PM, Vinny.7260 said:

    Hey all.

    We've been futzing with these new relics and runes for a couple months now.

    Let's consider the idea of adding a bunch of runes back to PvP, just to further diversify things and provide some more options.

    Notes: Specific boons and conditions being increased will scale as 4/6/10 like current runes. 2/3/5 for non-specific.

    Power-main:

    • Rune of Fireworks
      • 175 Power/10% Boon Duration
    • Rune of Surging
      • 175 Power/5% Boon Duration/25% Movement Speed
    • Rune of the Pack
      • 175 Power/5% Boon Duration/125 Precision
    • Rune of the Privateer
      • 175 Power/10% Might Duration/125 Precision
    • Rune of the Ogre
      • 175 Power/100 Ferocity/125 Vitality
    • Rune of the Cavalier
      • 175 Power/100 Toughness/25% Movement Speed

    Toughness-main:

    • Rune of Durability
      • 175 Toughness/5% Boon Duration/125 Vitality
    • Rune of Mercy
      • 175 Toughness/225 Healing Power
    • Rune of the Defender
      • 175 Toughness/100 Healing Power/125 Vitality
    • Rune of Snowfall (this one stands out imo)
      • 175 Toughness/100 Healing Power/25% Movement Speed

    Vitality-main:

    • Rune of the Lich
      • 175 Vitality/10% Condition Duration

    Condition Damage-main:

    • Rune of Perplexity
      • 175 Condition Damage/20% Confusion Duration
    • Rune of Tormenting
      • 175 Condition Damage/20% Torment Duration
    • Rune of Antitoxin
      • 175 Condition Damage/-15% Incoming Condition Duration/125 Vitality

    Ferocity-main:

    • Rune of the Golemancer
      • 300 Ferocity/100 Precision

    Healing Power-main:

    • Rune of the Rebirth
      • 175 Healing Power/5% Boon Duration/125 Toughness
    • Rune of the Scourge
      • 300 Healing Power/100 Condition Damage
    • Rune of Nature's Bounty
      • 175 Healing Power/-25% Incoming Condition Duration

    All Stats:

    • Rune of the Zephyrite (Not great, but sure).
      • 60 All Stats/5% Boon Duration
    • Rune of the Stars (Possibly strong)?
      • 36 All Stats/-30% Incoming Weakness Duration/-30% Chill/Cripple Duration/-10% Incoming Condition Damage

     

    This won't inherently shake up the meta, but would just open up some other options for people- more customization, min-maxxing, etc.

    Quietly just gonna nudge this again. I genuinely believe unlocking all runes in PvP would be a good step to improve diversity and help people min-max. I know there are some runes here I'd like to have access to.

    • Like 3
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