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xXxNikiGoesWildxXx.3678

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  1. I agree with this guy, there is no point having duoQ in platinum/legendary, remove it.
  2. I personally like mesmer being changed toward ally support, however you need to change blocking/stealth uptimes on virtuoso as it got chronomancer's shield(Echo of Memory, Deja Vu) double long block. Then virtuoso shatter skill 5 Bladeturn Requiem is useless skill, needs rework. Mirage new dagger ambush 1 skill Phantom Razor is overtuned and needs some of its kit moved to dagger 2 or dagger 3, spamming dagger ambush skill with clones is not fun to fight against(daze/condi/trait interupt effects spam). Willbender is having main issue as being designed over melee and closing the gap. So problem is that as melee it is hard to land hits enough to proc virtues passives. And main problem comes from control condition effects like cripple/chill/imobilize. Such counter is set under f2 Flowing Resolve which fully removes these, however it is often between getting healing from f2 or removing these 3 conditions(once), other words f2 is overtuned. Willbender needs resistance boon on Vanguard Tactics when shadowsteping instead of getting protection/resolution. That way when willbender is closing the gap it can actually land hits instead of being instant slowed and unable to do anything when it needs to. And as set back it would be squishier as tradeoff for being more opressive. Currently willbender can teleport to you and be unkillable but also can't do anything when it needs to do which makes its gameplay fully pushed into one shot builds and kiting. I hope you see the problem there, virtue passive not mattering much(mostly used to close the gap) while whole kit is into teleporting in and bursting with greatsword and whirl combos.
  3. Personally, i would get heart of thorns first. Game is very big so starting from the end of it makes no sense.
  4. Willbender needs more work especially for its utilities. "Reversal of Fortune" compared to healing signet is very terrible and punishing to use. Having it twice sounds good but realistically you get 2k heals 2 times in pvp. Even 4k heal is low. There are core traits which triggers when using healing skill so try to buff those traits in order to make this healing skill better without buffing it. "Flash combo" instead of making its second cast return back to its starting position, allow second shadowstep on target if all hits land. It cannot be anything similar like thiefs/mirages utility for "going in-out" as range and requirements are super high and unfun. Fix this please. "Rolling light" same problem as "Flashing combo".... just remove backward movements and add moving forward twice. Roll forward then leap forward(current). "Heaven's palm" cast time is super long and range is super short. So my advice is to either buff range to 900 from 600 OR reduce cast time from 1,25 sec to 0,75 sec please. These 4 changes are something which needs to be considered and applied, at least anything similar to these examples.
  5. I think warrior and druid deserved all this love, but i also think it is overkill with number of buffs.... look at pink class....nothing.... also you needed to tone down specter condi spam and bladesworn damage/sustain. This patch will just create more broken builds instead of balance, hope you are aware of what you did there.
  6. Nerf teef guys, we been telling you for years!
  7. As you all know, chronomancer's wells are ethreal fields and by using blast finisher, effect created from it is area chaos aura. NEW trait would add alacrity on chaos aura aplication. Blast finishers should be new mechanic of chrono which would come as "Clockwork reset" as clock time resets naturally. So idea is to apply self blast finisher effect when your alacrity "ate" or actually sped up 60 seconds of your abilities. Practical examples: Using 4 wells with 30 second cooldowns, if having 50% alacrity effect, for 15 seconds you will regain all 4 wells after using them and "consuming 60 seconds(4x15) of their rest cooldown time". This way shorter and more spamable spells would "consume" much less time while longer cooldown spells would consume more because of alacrity %. This way blast finishers would come every 10 seconds at the best. If trait gave 5 seconds of alacrity when applying chaos armor(to you or ally) then with 100% concentration it would be an uptime of 10 seconds alacrity applied. It would be very interesting new and fun mechanic of providing alacrity as chrono instead as it is. Chronomancer use to be primal source of this boon and as its very iconic carrier, it deserves some more love than just adding boon when casting well.
  8. You get regeneration from chaos aura. So that is where you get that regeneration uptime in pvp/wvw while in pve it is very possible someone else gonna give you boons. For virtuoso i would like regeneration to be moved from Duelist's Reversal to Sharpening Sorrow . So it would fit that chaos traitline condi direction much better.
  9. Some critics are fair to exists as good feedback connected to changes proposed. However no doubt there should be ban hammer for dem keyboard warriors.
  10. This is big disappointment. From all weapons, traits and utilities....stats, runes, sigils......you brought incorrect changes... We waited for this for many months and what is this? Changing HoT specs and that's it? Some of these sounds interesting but there is still no fix about: - 300 sec cooldown traits - celestial stat nerf - there are still not EoD elite specs runes and new sigils - there is no harbinger nerf
  11. Well you are so negative about it but i don't think mesmer will hit buffs neither it needs buff. It is exactly class that require some skill and practice. I made few of my builds for mirage and virtuoso, i am doing very well. Mesmer shouldn't be like harbringer and willbender, good in any hands of any type of player. They just need to tone down other steroid classes and mesmer will be fine as it is fine already. Damage mitigation is one of the strongest in the game, burst is as well one of the strongest. The only thing as i mentioned above and here again is how you gonna use your abilities, like will you dodge enemy burst or will you eat it and die, or will you land your own burst properly or just throw it just to put spell on cd.
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