Jump to content
  • Sign Up

Maven.1690

Members
  • Posts

    51
  • Joined

  • Last visited

Maven.1690's Achievements

  1. I stand corrected it does work but just not in town anymore
  2. Ill give it another try and see if the buff shows on targets
  3. Any update on Lyhr Relic? Appears to be still not functioning in game.
  4. rot wallow venom trait needs to not have a cool down for application
  5. Flow is slow at start but ok in longer engagements You missed the boat by not allowing traits like leg specialist, and shield master to work with the armament walls. I found the charge up mechanic in wvw to be next to useless in combat. Rifle shots still feel slow and clunky along with pistol skills Need traits or sigils or runes that impact ammo skills. A trait to trade off enhancing armament skills would be nice.
  6. When using paralyzation sigils and mesmer runes tool tips do not reflect updated stun or daze durations for harbinger skills.
  7. Superior Zephyrite Runes 6 piece that is supposed to grant supper speed on using an elite skill is not triggered by the harbinger elite elixir skill.
  8. My guess is things were purposefully under tuned at the start. But here are my takeaways of minor tune ups and quality of life improvements Since Harbinger shroud does not act as a second life pool we should have access to the utility skills when in it. Would be nice to be able to heal and or boost stacks of blight while in shroud and even condi cleanse. All the grandmaster trait aoe skills should be 300 radius not 240. The pulses should not be every 3 seconds but the same stats tuned so a pulse goes off every second. The pulsing AOE quickness gm trait also needs something else added to it. My suggestion would be super speed. I also suggest the top master trait that gives stability in shroud also make shroud a stun break. Master Pistol trait needs to add an additional condition to pistol 3 skill like chill or torment. Elixir of ignorance should provide stability over resistance Shroud 5 should be a dark combo field Shroud 4 should be a blast finisher Maybe have the elite elixir skill also provide super speed Add to one of the offensive utility elixirs to give unblockable for a few attacks. Overall Power coefficients are quite low PVE WVW and PVP
  9. or reduce barrier from 5 to 4 seconds....
  10. The rally mechanic that is in WvW already decides the fights already far more than a few seconds of barrier will. Not to mention your cutting the life force gain in half from those events. But i feel being able to absorb a bomb with well timed anticipation for your party at the expense of your own pool of health adds more to game play than double dodging on engagement like most zerg v zerg fights open with.
  11. One of my biggest frustrations with Scourge is really a lack of game play difference between various builds weather it be power, condi, or even healing.We all pretty much spam the f2-f5 skills on cool down. The traits and runes don't vary much. Especially the barrier skill Sand Cascade. Healing power doesn't affect it much so we all press it on cool down. But Imagine if you could determine how much barrier (within reason) you gave your allies. Mind blown yet? I have the solution.Its so good god i hope someone from Arena net sees this. We are going to ditch the desert empowerment trait and rewrite it to the following.and yes I am naming it after meBarrier MavenHalf of all life force generated is now converted to barrier for the scourge. Sand Cascade no longer does damage but removes the barrier that the scourge has and provides it to allies. So if a skill provides 15% life force and that equates to 2000 life force points on the life force bar, 1000 of that will goto the life force bar and 1000 of it will be provided to the scourge as barrier. That barrier on the scourge no matter how high can then be given to allies based on existing Shade mechanics, while removing it from the scourge itself. The depth of support play this will provide will be off the charts. Being able to pre-load self barrier and then be able to give it to your allies would be amazing.To go along with this i suggest we also rework the fear of death trait to instead of inflicting fear provides life force, Change it to disabling a foe provides life force. This way we can dust off our warhorns again. Traiting and armoring to support this skill will put a premium on life force generating skills, healing power, vitality, and runes which will reduce overall DPS while putting a premium on a skilled player applying large amounts of Barrier at the right time. A very fair trade off. I welcome everyone's feed back.
  12. Adding my name and support to this.I for the longest time hadn't had much issue with this. But this year especially large scale events in wvw or even world bosses I am experiencing the skill lag.Please do what you can to address this and please communicate with us about it.Thanks
  13. Please leave Reapers's Executioner's Scythe as a high dmg skill and remove the CC.Thanks Anet
  14. http://gw2skills.net/editor/?PSwAEd3lVw8YOsPWJOuPutaA-zVhYfBFSGkBbUzMCCrQaKC6tA6OF85AEweYW0/MC-w Is my suggestion for Death Magic BuildCorrosive Poison is crazy underrated you can stack 30 Carapace from it by itself
  15. Executioners Scythe loosing all its Damage is a HUGE nerf and I would rather ANET keep the damage cleave than keep the ice field.
×
×
  • Create New...