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GoingMenthol.7281

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Everything posted by GoingMenthol.7281

  1. Sounds like something I can have a go trying to replicate. Any traits you remember using at the time?
  2. So I've been testing Blood Bank in PvE to add stuff to the wiki and managed to have an almost constantly high amount of barrier while in a large group (screenshot here). So long as you're at full health and continue to be healed, you can reach stupid high amounts from the random heals being thrown around. That's way more than what you need in that situation Meanwhile, if you're playing solo and at full health, and have Runes of Sanctuary, the best you can get is about 200 barrier on a burst and about 50-100 on average, which isn't worth the hassle. It's even less when not at full health Am I missing something? I feel like Blood Bank regardless of health (and rune of sanctuary for that matter) give too little barrier for situations where it would be useful, and way too much when it's not. Maybe change Blood Bank to 50% when at full health and 20-25% when not. Same 20-25% for the rune too (for PvE)
  3. They were large enough to hit through walls and gates, but a lot of commanders were quitting WvW because their team was nothing but staff guardians in soldiers or knights gear that only joined WvW to collect loot "safely". zergs of 30-40 people were being wiped out by a group of 5-10 people because the zerg didn't have enough damage to fight a remotely decent team I don't know about the PoF timing. My guess is because the balance patches are/were so far between each other that it was a long while before something was done As for a rework on staff, I'd say it's okay as it is, but it would be nice to have a minor heal on the third auto attack. It's a support focused weapon so having a supportive ability on the auto makes sense
  4. There was a huge problem in WvW because everyone started playing guardian staff just to tag, and fights were being won by having fewer "loot sticks" in your zerg than the enemy
  5. Scourge shroud 4 (Garish Pillar) can heal the user along with allies nearby. Harbinger shroud 4 (Voracious Arc) heals allies but doesn't heal the user, despite shroud not covering the Harbinger's health. Why is it designed like this?
  6. I'm not very familiar with the Mesmer profession as a whole, but whenever I see builds being discussed or meta builds in general, I think I've only seen scepter being mentioned once (and that's from a video from 2 years ago). So as the title mentions, how good is the scepter, and where would you see it used usually?
  7. Sad to see the canines not doing too well. I made a ranger just to have the plant doggo
  8. I'd normally give a laundry list of new or reworked skills to generate a conversation or ideas, but I had a thought for reaper. We have skills that fully recharge Greatsword 2 when hitting a foe below 50%, recharge shroud skills in general by 1 second per hit, and recharge shouts per hit What if there was a trait that reduced the recharge of weapon skills when a certain requirement is met? Let's say for example: "Blighters Boon: recharge your currently equipped weapon's skills by 0.5 seconds for each boon you apply to yourself" Reduced skill recharge without alacrity is pretty thematic to Reaper It would increase DPS without being just a coefficient bump Dread on core Necro recharges Shroud 3 despite Reaper's Onslaught also recharging Shroud 3, so there's already a precedent of skill recharge overlap (for gravedigger recharge and all weapon skill recharge) Synergy with boon generation from Spite (might gained in shroud recharges weapon) or Death Magic (Corrupter's Fervor) or Reaper traits and skills (Chilling Victory, You are all Weaklings, Chilled to the Bone) Weapon skills are how you quickly gain life force, and life force is used as a defence mechanism. It would make Reaper a little more tough without adding toughness or other stat boosts
  9. Isn't Close to Death considered the best Grandmaster trait out of the the three? Wouldn't this make it even more powerful compared to Dread and Spiteful Spirit?
  10. What about something like this? An idea I had that removes Carapace and provides Protection instead. Minions can get boons as suggested by Darth Pooh.5638, but they can also provide the boons back to the creator on death. Traits that had condition damage reduction now give Resolution. To prevent minions from being too strong, they take damage over time to reduce their lifespan (which also plays into gaining boons from their death). Necromantic Corruption is no longer a minion trait as 3 dedicated traits are too much in my opinion, but I didn't know what to change it into. I kept the focus on condition cleansing yourself and not allies as drawing conditions to yourself with Plague Signet or Unholy Martyr exist Minor traits Master Traits Grandmaster Traits
  11. What if Death Magic was the specialization for boons? I don't think there's a spec line that focuses mainly on boons for necro (spite has lots of might and 1 trait for fury/quickness, curses has fury, blood only has 1 regen trait, soul reaping has 1 swiftness and 1 protection)
  12. I don't know about the minion side of things, but I think carapace could be changed from toughness per stack into damage reduction per stack. Skills like this already exist so it wouldn't be difficult to implement, maybe reduce the total stacks to 20 to have a 20% damage reduction cap and balance the other skills that have a carapace threshold requirements accordingly Some ideas I had: Defile Defenses - Strike and Condition damage increased by 10% on poisoned foes. Striking a foe below 50% health inflicts poison (8 second cooldown) Discord - On hitting the carapace threshold (30), sacrifice all stacks of carapace to (reduce shroud/weapon cooldown by 5 seconds) or maybe (cast Summon Madness on foes location), 30 second cooldown (This one I came up with as a way to stop people from bunkering with damage reduction or toughness) Virulence - Inflict AoE Weakness and Cripple on your target if they are already inflicted with Poison, Vulnerability and 1 other condition (20 second cooldown)
  13. I went from hammer guardian back in the day to reaper because of this
  14. (PvE in mind) General changes Runes Traits Utility skills Elite skill weapon skills Axe Warhorn Staff Spear Dagger Greatsword Focus
  15. Replace the orb with one of the fists from the symbol so the auto attack is a magic fisting
  16. I'd prefer the minions to be like how they were in Guild Wars 1; shorter life with health degen, but much more useful with condition application or the golem being buffed like it's an anime protagonist
  17. I'm pulling out this old chestnut again. ANet have different ways to make hammer stand out and not just be a worse greatsword. It needs to provide something that the other melee weapons don't provide, otherwise there's little reason to use hammer over something else
  18. I'd greatly appreciate an elite signet being added to the game. No idea what it would do though. Maybe: Signet of Dread - passive: reduces incoming control effects (stun/daze/etc) by 20%. Active: inflict fear, chill and weakness on target and nearby foes. Gain life force per enemy hit. Shroud: movement impairing effects (chill/cripple/etc) are reduced by 20%. Inflict slow on nearby foes when entering shroud Signet of Undeath - Undeath is excellent but only when using signets of suffering (Rez 1 target on 20 second cd) and it's why I doubt they'd remove the health loss. Maybe change the health loss from 50% to 25-33% and increase the cooldown to prevent spamming? Signet of Vampirism - Vampirism needs to go from 180 range to 240. Shroud can increase range to 360 Plague Signet - I haven't used plague signet often enough to have an opinion so I'll skip that Signet of Spite - maybe make it similar to Assassin's Signet, 10% strike damage passive, active gives 20% strike damage for 5 seconds. Shroud gives 15% strike damage Signet of the Locust - movement speed in shroud stays at 25%. While in shroud, Locust removes 1 boon from 1 target every X seconds
  19. I think GOverlay causes issues when adding config files directly into the GW2 folder even when GOverlay was disabled, my desktop was crashing and had to restart multiple times to work again. this is the vkbasalt.conf i had: maybe i entered something wrong? i changed the file and folder locations to where i found the reshade folder (/.local/share/ instead of /.local/)
  20. Nerfed for Firebrand. Willbender is not Firebrand
  21. It was probably designed around the Radiance trait line Renewed Justice. It will allow the F1 skill to be used immediately if you get a kill, so as long as you kill your target you can instantly use it again for the next target
  22. By any chance you know how to configure the effects on vkBasalt through GOverlay? Or where the config files are saved to? I've just about got it working (I didn't realise ArmoredVehicle's package had vkbasalt settings in user_run) but I can't change any settings
  23. Minions should work like the old version of Guardian Mantras Summon Shadow Fiend -> Haunt (single charge ammo skill, same recharge time as original cooldown) -> Detonate (single charge final ammo skill, available only while Haunt is on cooldown) This would allow minions to be destroyed to prevent being locked into combat or to drop aggro on bosses without needing to run to the other side of the map
  24. So the change in staff was a good thing? You were arguing over how everyone hated the change because they wanted a passive play style earlier. We now have meta builds for staff that aren't just mindlessly tagging enemies for loot and you were previously saying the changes were a bad thing? And weren't we talking about PvE before? I was talking about PvE since you posted videos of raids on two separate occasions I'll admit I misspoke there. In my defence I did mention in an earlier post that axe benefits more from the trait than the hammer does OK so we're no longer talking about PvE. We're now talking about WvW, a game mode where you cannot enjoy playing passively towards victory like you mentioned earlier. I'll remember this moving of goalposts for later. And even if you did want to play passively in WvW, your previous argument about staff changes would make your refusal to change hammer a contradiction First of all, I want to stress that it was you who brought Revenant Hammer into the argument. A weapon that you considered a support weapon that's in the same discussion with Druid Staff. Nobody other than you brought that up Second, You are comparing a 1200 range weapon for revenant with a melee range weapon for guardian. I'll also note that you mentioned revenant hammer only being used for hand kiting and nowhere else (unless you cannot play renegade). You are arguing against guardian hammer changes because revenant hammer is just as bad? Third, your argument about the changes in revenant hammer over its skill 2 were from 2019 at the earliest, and changes to revenant hammer skill 5 are once again being talked about in WvW and not in PvE where the discussion began Considering the auto hits up to 24 times (34 with writ of persistence) and you can use Permeating Wrath with the hammer trait without needing two different trait lines, there was some logic behind the idea. But I can admit that it's a bad design because I made a post about 12 other ideas along side it that were made to raise a discussion about changing hammer, it didn't matter if the design was bad or incomplete, the entire reason was to have a discussion. So far your discussion has been to shoot everything down and change from raids to WvW when your argument doesn't hold up I'm going to cash in on the goal posts moving on this one. While it's true that hammer is the only weapon that can permanently give protection, it's not the only weapon that can provide protection, and I'd go as far as saying the condi firebrand build you posted earlier can effectively do the same thing with a tome on top of having better dps and better CC with axe. If a build you posted that doesn't use a hammer can do what a hammer does and more, then why is it such a problem for hammer to be changed? That sounds more like a reason for bots to use hammer than anything. If you wanted a low intensity build that lets you auto to victory then use the Mirage build in the video you posted and use the space bar for dodge. That would make for a better low intensity build than hammer. Regardless of what you choose, you won't be bringing it into WvW, which is now the game mode you've moved the discussion to Mace is a slow low mobility weapon that lets you actively choose when to block and heal. Axe is a slow low mobility weapon that can pull foes towards you if/when needed Hammer is fine because it has a ranged immobilise for the ranged enemy you cannot hit and a launch to throw away a melee enemy you can no longer hit? And your support is the auto that you have to passively use by hitting people? The reasoning was to have a core guardian condi weapon, but again I'll admit to it not being a fully thought out design. See my comment above So we've moved from WvW to PvP now? The reasoning for taunt is: Because it does more damage for break bars than immobilise in PvE Because it's a means of drawing enemies into your aoe damage field as you don't have any real way of closing the distance to the enemy you launched away But since you're talking about PvP I guess we'll have to start all over again Wait, who said anything about removing protection from the symbol? I've been saying to increase the attack speed and balance it by reducing the damage to counter the increased dps from the higher attack speed in order to have the same amount of dps as before, but the auto completes quick enough to not feel like a drag. Can you point out who said to remove protection from the symbol for me?
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