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Rimour.9260

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  1. Bladesworn | Weapon: Pistol (off hand) | Skills: Armament | Playstyle: Melee DPS (Gunsaber) This Elite Specialization has a unique playstyle which can only be called Gunsaber, as the Elite Specialization traits only support the Gunsaber; therefore focusing on anything else would be a waste. This new mechanic replaces Adrenaline with Flow, which means the only other weapon you have won't have a burst skill anymore and will feel like an add on, this is the trade off to have gun on a longsword. (Hint: use Rifle) Based on theme this is a interesting Elite Specialization, However, in the field there are a few issues. Based on my gameplay experience I found that Flow generates much slower than adrenaline unless you completely make a build that is about simply generating Flow, which I did. However, I found that enemies would be nearly dead by the time I had enough Flow for a powerful Dragon Slash, and their low health at that point in combat would always result in a 1 hit KO. Sometimes it wasn't even worth using the Dragon Slash unless I was facing a Boss or multiple enemies, generally 3 to 5, which resulted in my character dying from overwhelming numbers. The few times I was able to get into dragon trigger my Gunsworn got interrupted by enemy CC which canceled the Dragon trigger. A work around is to use warrior stance or shout skills for CC protection. I feel if there where more ways to generate Flow faster or keep it up longer would help the Elite Specialization greatly but I imagine this may come at a cost of reducing damage from the Dragon Slash abilities. I also recommend a free aegis when entering dragon trigger to ensure that the time spent won't be wasted or interrupted. Overall: 3 / 5
  2. Untamed | Weapon: Hammer (main hand) | Skills: Cantrips | Playstyle: Pet Master or Tank After its first beta, many players complained about this Elite Specialization but I saw its potential. The Untamed was designed to give Rangers a Tank playstyle to absorb damage and CC nearby foes. However, the greatest strength of this Elite Specialization that many overlook is that players have access and can control all their pet's abilities. Combined with the 3 new abilities from the Untamed Elite Specialization, this means Rangers can use 6 pet abilities, 9 if you count the second pet. For my gameplay experience I made two builds with the Untamed, a Tank build and a Range DPS build. With the tank build I used Marauders gear with Greatsword and Cantrips skills. I didn't use the Hammer because it had its own unique mechanic that didn't mesh well, since it felt like elementalist attunement swapping, which can be daunting for some players. This build worked well as I was able deal decent amount of damage to foes and using the new Elite skill mitigate damage from foes. The second build, the Range DPS build I used same gear with Longbow and Command skills. I sent my pet out to attack while I supported with longbow. This build was effective but required a higher skill cap that will come with practice and use. My recommendation for players is to not focus on the hammer aspect too much, there are other parts of the Elite Specialization that is good. To Anet developers / designers I recommend changing or buffing the unleash pet skills and traits to give pet more survivability, maybe a 30sec passive stun break or Vitality. Overall: 3 / 5
  3. Willbender | Weapon: Sword(off hand) | Skills: Physical | Playstyle: Melee DPS As a Guardian main, I enjoyed the Willbender during its first beta....now I love it. This Elite specialization is a must have for those who want a more DPS focus Guardian. Since the profession already has a lot of survivability with blocking and healing, the Willbender adds movement and daze as new ways to survive combat. The build I used was full marauders gear with Sword + sword / hammer. The reason for the Hammer was for crowd control on boss fights. The Physical skills from Willbender come with a few daze abilities which made it possible to solo CC certain boss break bars. As long as you keep moving this Elite specialization becomes really powerful. Overall: 5 / 5
  4. Virtuoso | Weapon: Dagger (main hand) | Skills: Psionics | Playstyle: Range DPS The Virtuoso is the perfect Elite Specialization for those who want a DPS build for their Mesmer. With the exception being the sword main/off-hand and torch, all the weapons for this profession have range abilities. This playstyle worked well will core Mesmer and its other Elite Specializations because of the clone mechanic, which increased Mesmer's survivability during combat. However, with the Virtuoso players will lose their clone mechanic and will have to focus on others ways to survive in combat. After playing different game modes, I found the Virtuoso to be enjoyable. For my build, I ran full Berserker gear with Greatsword / dagger + pistol. I used skills and traits that focus on stealth to escape or Ambush enemies. The damage output took me by surprised as I was able to drop player's in WvW to 10% HP after stealth ambushing them with Bladesong and Greatsword skills. Overall: 5 / 5
  5. The last three elite specializations seem to be the most defined out of the nine in total; meaning each playstyle can clearly be seen in their design. Specter The Specter elite spec for Thief was designed for a support role and it does this very well. It even works well with and enhances other specializations like trickery and shadow arts. The scepter is also a great weapon for a pure condi Specter build, just combine it with Venoms and Preparation skills for massive condi damage. I'd also recommend a Stealth build as it provides good support to allies (Stealth, barrier, healing). Specter is great support for all game modes, (PvP, PvE, Raids, WvW, Fracts, Dungeons) Untamed The Untamed elite spec for Ranger was designed to turn Rangers into a tank. To achieve this playstyle combine this elite with Toughness/Vitality gear, and the Protection boon. The Untamed also comes with a lot of CC (crowd Control) abilities making it great for boss fights that require CC for break bar ( World Bosses, Raids, Dungeons, Fracts). The Hammer gets tricky to use as its based form has CC skills and the unleashed side is more power damage, so knowing when to switch is important but not necessary as if you prefer one style over the other then don't switch. It is also to note that the unleashed skills is only on the hammer. The other added bonus to the elite spec is the extra control players have over their pets, this by itself is greatly enhances the Rangers combat capabilities. By choosing the right pets (Rangers have two pets), players can create a new playstyle if they don't like the tanky interrupting Untamed, interesting elite spec overall. Mechanist The Mechanist elite spec stole the show when it was showcased. The Engineer profession was designed to be "Jack of All", meaning it can do a bit of everything and the Mechanist elite spec further allows you to do this. The only issues I've noticed is the Mechs Ai when following the player and the long cooldown after the Mech gets destroyed. To get around the second issue players can use the new Elite skill which summons the Mech even if it is on cooldown. However if you don't take elite skill and your Mech dies you'd be stuck in without it for a bit (Labyrinth horror completely wrecked Mech, this is how I know). Overall whatever playstyle you were using before the Mechanist should be able to fit in just fine.
  6. Elite specs were designed to change the playstyle for a profession, so the farther away they get from the core profession then their goal is achieved. For example core Ranger playstyle is range dps or condi dps, then Druid came and added healing support. Now Rangers had a reason to run healing power and concentration on their gear. Overall elite specs are/should be an optional way to play a profession but when one shines above the core or other elites that's when there is a problem.
  7. Vindicator The Vindicator replaces the dodge roll animation on Revenant with a dodge jump animation and reduces the endurance bar from 2 to 1. This is opposite of the Daredevil elite for Thief, who expanded their bar from 2 to 3. This is important to know as both Daredevil and Vindicator are endurance driven elite specs. The new dodge on Vindicator takes a while to get use to as you can't double dodge anymore so you timing is even more important as you only have one opportunity. For example, before if your standing under a red ring for an enemy AoE attack, then you dodge roll but are still in the ring you could dodge roll again to get out. On a Vindicator you do not have the luxury of a second dodge. The dodge jump distance also feels shorter when compared to the standard roll. The Vindicator makes up for its lack of double dodge with AoE damage on its dodge when it ends and endurance gains with traits and Utilities. Overall you must make a endurance focus build for this elite spec which may make it feel a bit limiting. Bladesworn The Gunblade on the Bladesworn plays like the greatsword for Warrior but with new animations. This means that there shouldn't be any difficulties playing this elite spec if you're already playing greatsword on warrior. The only issue found is generating Flow for the Dragon Trigger ability. Currently in September 2021 Elite Spec Beta, generating Flow on Bladesworn is a bit slow without using Utility skills or grandmaster traits and and the pay off for the Dragon Trigger abilities don't seem to be worth it. If you like the Dragon Trigger abilities or when a new way to play a greatsword warrior then Bladesworn is for you. Catalyst Similar to Harbinger, this elite spec plays like its core profession, which is good as you won't have to change your current build/gear much when switching to this new elite spec. Overall, the Catalyst has a focus on auras like Tempest mixed with the combo finishers from Weaver but doesn't excel in any of those areas. So if you want an aura Elementalist you should still pick Tempest and same goes for combo finishers with Weaver, the Catalyst just gives you a bit of both. This elite spec can be described as Elementalist 2.0 .
  8. Virtuoso Since clones become daggers, a Virtuoso player will have to rely on dodging or evasion skills to stay alive in combat. Luckily the Mesmer has plenty of skills/ traits that focus on evading damage (Decoy, Feedback, Blink). With out the clones this elite spec actually plays differently Mesmer, it almost feels like it could be it's own profession. Overall fun to play and feels balanced enough, however my only change would be the name, which works more if they wanted to make a Mesmer Bard elite spec. Harbinger The biggest change that comes with this elite spec, is the change to shroud and the new blight mechanic. Blight is suppose to be this trade of where you lose max HP but gain increase in damage, while shroud constantly heals you. What I found was that the Blight cancels out the bonuses you get to vitality from traits/ gear, so when playing you barely even notice the blight. Since blight is only on the shroud and elixir skills, if you choose not to use them then you'll have a necromancer with a large amount HP. Overall the Harbinger plays like Necromancer 2.0 with a awesome name. I'd still play Reaper if you want a strong melee dps necro. Willbender The Willbender is designed to be up an close in the enemies face and deal massive amounts of damage. Besides the name, this elite spec functions perfectly. Core Guardian was designed to be tank that shoots out boons and healing. The Willbender forgoes supporting others and instead supports themselves for more damage. The added mobility and speed to the elite spec will make you feel like you're playing a warrior or thief. As a Guardian main I find this elite spec can make some interesting damage or condi -burn builds.
  9. I think a new WvW map would be a fantastic. The idea I had would be to have each borderlands and eternal battleground have their own unique map. The Alpine map could be for blue side, the desert map for Red side, and a new jungle map for green side. This way each borderland map feels unique and different from the others. So when your faction is invading a borderland it truly feeling like your invading a new land. Eternal already has its own map, so it's good. I only would like to see minor environment changes whenever a major story event happens, thus connecting WvW a little bit to the story and the world in general. For example, in the last season we traveled through the mist briefly chasing kralkatorrik. It would be interesting to see some areas (ex. supply camps) in Eternal Battleground be branded over. This could lead to players using branded siege weapons or supplies. Would definitely change up the strategy for WvW as the branded supplies might become a priority and direct more fights. Another interesting idea would be to able to direct the mercenaries (hylek, ogres, dredge) to towers or keeps under that factions control. This may require having control over the mercenaries for a set period of time but it would be interesting to see. At the current moment the lords and soldiers at towers and keeps are the same, so if a guild controls a keep they should be able to select which lord they want to defend it. This would also change up the current meta of WvW. There could be a list of lords a guild can choose from to defend their tower or keep; each with their own strengths and weakness.
  10. Background: After spending many years studying the different Venomous creatures and plants around Tyria the engineer has learned to harness these toxins and create new ones.New Skill Type: VenomNew Weapon Type: Dagger off -handWith the dagger in their off hand the Toxicologist is always ready to collect venom/poison from targets.Traits/Skills (What to expect when playing Toxicologist ) Increase damage & Duration of poison damage skillsPoison you deal now life stealsIncrease duration of other conditions if target has poisonedDealing poison damage also adds torment and/or confusionReduce duration of poison to toxicologistTake poison damage from nearby alliesReduce poison damage to allies who gain venomStunning target with dagger applies poisonClass Mechanic:When the Toxicologist uses a venom skill on their tool belt they toss a dart filled with the venom at target enemy which deals a minor version of the venom skillTool belt F5 become Toxic MixtureToxic Mixture: Select 1 out of 4 venoms to be new F5 tool belt skill. The selected venom can be swapped out anytime out of combat (similar to Rangers changing pets). This venom when used applies a positive and Negative effect to the Toxicologist. For Example, Elder Dragon Venom: Gain Increase in damage and confusion Notes:Think of the Toxicologist as the master of the poison condition. Apply and remove poison adds in an extra effect.The tool belt F5 venom is suppose to make Toxicologist into a Dr. Jekyll / Mr Hyde; in which taking the venom the toxicologist gains strength but loses sanity in doing so. Damaging sanity in the form of confusion or Torment.
  11. I like your idea, it would definitely make creating new builds much more interesting.Personally, I would like to see more/better options for Elites. Since there are so few elite skills, creating new builds never feel complete. Most players just pick the elite skill that's the best at time.
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