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Rev. Vindicator literally just presses dodge and thrives in OW. You can be super tanky with Celestial, do so much damage and sustain through lots of encounters.
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It's as if GMs should actually be strong! The reason it's suggested as "number of casts" because it can be easily be balanced by reducing the number of free casts the player is allowed to have.
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Here's a wild idea: Unrelenting Assault swaps with Phase Traversal Phase Traversal (sword) - 900 range Shadowstep, dealing damage - Grants Quickness, additional Quickness on striking a target - 15 Energy - 10s Cooldown Unrelenting Assault (Shiro) - Evades while shadowstepping to enemies within 600 radius, striking them. - Up to 5 strikes, 5 targets - Grants Might on striking a target - Unblockable - 5s cooldown - 30 Energy Wilder Idea: Impossible Odds - 25 Energy - All attacks for the next 7s strike for an additional hit - Grants Superspeed on cast Unrelenting Assault (upkeep -6) - Evades while shadowstepping to targets rapidly, striking them - gain Might when you strike a target - Striking the same target debuffs you with a stack of Exhaustion, increasing the upkeep cost by 1 until you release the Upkeep or you run out of Energy
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Swap Glaring Resolve (Adept Major) with Contained Temper (Master Minor) Contained Temper rework: Gain 15 Energy when you break stun > F2 Breaks Stuns F2 Skills: Ancient Echo, 20s CD True Nature: 20s CD, Upkeep cost Heroic Command: 10s CD, 10 Energy (probably needs to be rebalanced) Energy Meld: 20s CD, 10 Energy/none
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I would swap Glaring Resolve with Contained Temper and revert it to granting Fury upon disabling enemies. Alternatively Contained Temper buffs your F2 to become a Stunbreak. Stunbreak that has 20s cooldown and can be used without swapping Legend and has an Energy Cost depending on Spec? Sounds good to me.
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Vindi OP, can't help it. Versus Retribution, you gain Dome of the Mist but not much else while Vindicator traitline is just packed full of great passive effects for a support class. You gain 240 Healing Power from dipping 50% HP when you inevitably get focused and the moment you Centaur swap while being focused like that, you straight up burst heal for almost 3000 HP because Call of the Centaur is not nerfed in PvP. That's legit crazy self preservation. Personally tried Renegade already, but with Hammer instead of Spear (this was back before Spear). It was aight I guess. It'll probably be an actual viable healer in PvE for two reasons: 1. You can basically camp Spear for all the Blast you ever want. 2. You can even Ranged Heal by dropping Spear 4 away from you and Blasting it from range. Sure it's only 600 range but it's really better than saccing your Ventari position on healing an idiot off-stack. In PvE this is about 1350~ Heal per blast x 3 so about 4050 heal at 600 range on some moron who's off-stack. Not too shabby.
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Then suddenly Willbender π
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Even better, make FC actually do damage in competitive. 1 shot a whole team by triggering FC in the middle of a node fight.
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What I can really dig is for Charged Mists to either: 1. Simply change your new default and swap energy to 75 (65 in pvp maybe?). It's a GM kitten. It should be good. 2. Grant 3 stacks of "Free Cast" upon casting an Elite Skill, making your next 3 Weapon or Utility Energy costing skills not cost Energy.
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I've tried a "support" Vindi in sPvP which is basically a Karakosa Blaster. I won't say it's perfect but it's definitely alot of on-node pressure if you care to try it. Having like 4 Blind Blasts back to back is seriously no joke with EtD. You will use Centaur to Blast Cleanses mainly but a huge amount of your healing is from blasting either with Spear 5 or Mace 3. Spear 5 also resets itself doing Spear things so you have even more blasts. Oh yea also swap Mallyx for Jalis if you need less CC and more Stability. You know when you'll need it, when you face a whole buttload of Catas and Necros on the enemy team. In that matchup, going Retribution instead of Invocation is alot more valuable for Dome of the Mist Dark Field combos. Also remember, Spear 4 drops a Dark Field as well. I play these just for the funsies and it's really funny to just stand on mid and blast.
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It's Spellbreaker. Spellbreaker offers them alot of damage via their Insight minor and coupled with high boon rip capability, Full Counter and Burst resets with Full Counter as well as general tankiness of the spec, they sacrifice very little while being able to do alot of burst damage. Spellbreakers are hella overtuned and even Warrior mains have been talking about it for awhile now and as expected when Spear came out, Spellbreakers were made even stronger due to the fact that previously they had to risk something by fighting in melee. Now there's no risk at all, they just blow you up from range while shrugging off all your attacks and allowing Defense Heal over Time to sustain them. Anet really needs to hammer down Spellbreaker but we all know what's gonna happen: they nerf the wrong thing instead and ruin the fun for other Warrior specs.
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I really like pip concept and energy concepts. This is very interesting to me. I hope when Revenant finally does get an updating pass for several core weapons that are just pure clunk, this could be an explored option. (Stuff like Staff especially felt really empty ever since Healing orbs were removed, and emptier still when they messed with Staff 5 and removed all damage in competitive)
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I can vibe with Dragon Trigger being more of a meditation state where the Bladesworn can enter to gain immense defensive and evasion abilities. The whole charging thing does feel very zen-like and with a state of heightened awareness, the player being able to reduce and avoid damage would be an amazing gameplay beat. Maybe if they give Bladesworn their weapon burst back then have Dragon trigger as a 2nd burst like Fullcounter, it could work. Merge Trigger Guard and Flicker Step, granting the Aegis when you use Flicker Step. Flicker Step is now more like a dash that evades as you move, then grant Aegis. Blocking or Evading an attack during the charging process will increase the final damage by 10% or something, up to a bonus 50% damage. Then you unleash it.