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iKeostuKen.2738

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Everything posted by iKeostuKen.2738

  1. Support SpB Shout Warrior that uses Mace/Shield & Hammer. Just focus on staying alive and ccing enemies. Used to be able to launch myself into a zerg, throw out a bubble and escape with ease, now I dont even make it into the zerg lol.
  2. More like outnumbered servers unable to defend due to poorly aged abilities and questionable balance decisions.
  3. Man this is me too. How the servers are I get opened up on while they are still in stealth and I see them after about 2 or 3 hits in which my hp is already gone. Then the laggy desync ports make it worse when I try to fight back. Not sure if it's my ping or what (60-100).
  4. Nope, dont see it ever getting better either tbh. Just keeps getting worse somehow., its amazing.
  5. I'm just using it to tag and pressure revivers and hopefully separate the pack with earth 4 and air 5. Sometimes I see a difference especially when there running away.
  6. Yeah that's understandable, I didnt really go fully in depth with an explanation at all, just stuff that urked me about the spec when first trying it out for a few hours. I get that its easy to use but the way it flows in combat is just very strange to me personally. Still think something more on demand would be a better idea without it really taking away much.
  7. Cele Ele. Can be useful for all elite specs. Takes skill to master and when you do master it you are very effective. Tempest - Amazing Support Weaver - Amazing Duelest Catalyst - Combo fields and Skill spammy. Elite resets all your attainment cooldowns on a 60 second cooldown.
  8. Tbf using the hammer as a golf club to launch abilities is pretty cool. Could have worked better if we had long range abilities lol. But yeah it is played like core.
  9. Because making it a default attack for each weapon would be a bad idea. Maybe asking for clarification instead of assuming, like a "What about the other weapons ambush skills?" The mechanic itself is dumb in my opinion because you can put it on cooldown when swapping through it when out of combat. Rather just have something more on demand if that's the case where if you unleash your pet you just gain it as the new auto attack but take out the leaps on sword. Make it more of a feral mode. Want it removed/changed cause it's a bad and awkward mechanic. It's a weird version of stealth attacks but with limited usage as it swaps back to a normal attack when not used.
  10. How is spinning infinitely as a auto attacking taking away from the other weapons though is my question. What would make that the preferred weapon of choice? Wouldnt making a espec profession mechanic centered around 1 weapon be the bigger issue that needs to be fixed? And no reason they cant incorporate the ambush abilities into the original kit themselves. I honestly dislike it just due to needing to remember when itl activate again if your swapping unleash from yourself to your pet. Its a inconsistent mechanic that could be better used at just making your pet "unleashed and untamed". Spec would have been amazing if you were support based while your pet was the power house, you just open the door to their potential with your attacks. But I do like the suggestion of your attacks buffing your pet. I honestly feel like that should be the focus of the class, buffing pets abilities. Not to much of a fan about buffing ourselves cause thats just soulbeast. What exactly would be nerfed? Why cant they incorporate the ambush skills into the kit of the original weapons similar to the proposed hammer change.
  11. You dont seem to understand the problem lol. Your able to dodge abilities you cant see? Honestly flamethrower engineer would be fine against it, anything else that doesnt have a traited stun break though is in shambles. Not really a learn to play issue, it's just a request for better game design lol.
  12. It's also a long lasting water field. Drop it and bomb it. Which is probably an outdated design in itself, combo fields and blasting them aside from stealth fields.
  13. Hate the idea of a melee hammer. But playing a cele hammer build I'm making it work. Even though I could swap out any weapon with hammer and be more efficient.
  14. Hey, they could make it like a captain america shield throw that bounces between enemies. Cause magnets. Actually I really like this idea...
  15. Didnt know you could defend against attackers with catas against your wall by being on your mount.
  16. Not really about what's better, it's an option especially one for pugs who are +1ing with a zerg or any group that doesnt have those other reflects at the time. Its versatile so I wouldn't say its only good at the beginning, use it to pull revivers off of downs or to block flank ranged attacks to protect yourself while reviving down teammates, etc. But do think they should fix that phantasm. Its useless and the old one would be better. Like just make it a ground target summon at a location with the old design and let us trait it for invulnerability at the cost of it only lasting a small amount of time.
  17. For choke fights or just supporting a zerg with some projectile hate I find it useful. It's a situational support weapon like mostly all focuses function in the game. Could it use some good buffs though, yeah. That phantasm is pretty garbo.
  18. What about my post isnt serious? With that logic thieves should go back to 1 shotting backstabs because its all about situational awareness 🤔. When you say if you see a blob near a wall dont stand there, realize your pretty much saying that defending the structure is near impossible in that case. Even if you stand on the most opposite edge of the wall with 1 foot off the edge you can still get pulled. Readding the fact that you still do not know if you are being 1 of the players being yanked by it. The seconds or the amount of time doesnt matter because you cant see it in the way it is being used where it's at it's most lethal. Not understanding what is so hard to comprehend about that.
  19. "Situational awareness" when you dont even see the TC because it doesnt have to be placed in sight. 🤦‍♂️ To tired to understand if you all are being serious or not. Like no duh they are counters but it's the fact you dont know that you need to use them because there is no indication of the ability even being there or effecting you. It's not telegraphed in the way that its used.
  20. You can see spectral grasp coming at you, it can be obstructed by a simple shift in terrain, and has a slow travel time. Mark's range is also visible. The skills you are comparing TC too all have fair mechanics for counter play that doesnt have you playing the guessing game on when and if they will hit you. You see if it is.
  21. The difference doesnt matter, itl still work the same. And no, spectral grasp requires line of sight or it wont pull. The pull is a lot stronger though if it does hit. The problem is you dont have to see it as it doesnt have to be placed insight for you to be grabbed by it. Hearing it and seeing it also doesnt really matter if it's in a zerg setting since you cant really tell if it's your teams or the enemies TC. So chances are you wasting a dodge or stab. Easiest solution is to just add a visual effect to the 5 selected, if it glows your about to be pulled.
  22. Pretty sure if it can be used without line of sight only 1 of those is an actual counter. And it still serves the question, how do I know I should be using my stability or block while in a group of more then 5 to not get pulled.
  23. I still dont understand the issue. If the mechanic is gone then what would be the problem with the other weapons? All it would do is make it so you spin infinitely with the hammer as a auto attack.
  24. Yeah? It's a hammer change suggestion.
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