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Maven.1690

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Everything posted by Maven.1690

  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.
  16. Does it actually change tactics though? It just encourages more pirateshipping. Current barrier (and condi cleanse) application is around the scourge as well, but with this change you just apply the barrier before you put the shades. The only way to change the way scourge is played is to lower base barrier levels and increase healing power contribution to barrier level. It seems they did address this part (barriers), but the carpet bombing of everything up to 10 targets in 900 range with the sand savant trait seems poorly thought out. Because each scourge is hitting more targets at range, you can spec into healing power and still have the same total damage output (at range) so long as your damage is at least 50% of what it was. As far as barrier goes, cele or marshal's has higher barrier amounts but when people are running multiple scourges the difference isn't as noticeable due to the barrier cap of 50% health. Condi damage does have an effect : it increases the damage of corrupted boons (burning, bleeding, poison, etc) and if you're running scepter or staff it has a direct impact on your outgoing conditions' damage as well. This helps nothing with regard to small scale (roaming) or PvP type scenarios where hitting 10 targets is not a given , boons aren't as plentiful, and barriers aren't stacked en masse. I think it does change it....as yes you can cast the sand cascade and run in now, but that barrier only lasts a few seconds....once you place that shade though you are left defenseless for 15 seconds as all the f skills now happen at the shade, yes you can cast it near yourself for support but now you have taken away a third of your dps. So now it will be more of a balancing act in longer sustained battles of when and wear you can use your shades instead of everyone just flooding the field as they do now.Not to mention if you spec for DPS your actual barrier size will be pitifully useless
  17. So here is the calcs i came up with based on the latest notes for Sand Cascade Barrier sizeshttps://en-forum.guildwars2.com/discussion/87353/future-potential-wvw-centric-balance-changes-september-13th-2019Sand Cascade: Reduce the base barrier granted by this skill by 33% in WvW & PvP, increase the healing power contribution by 20%, as the healing coefficient is already pretty strong. CurrentlyWith Zero Healing Power Sand Cascade provides a Barrier of 2428with 1200 Healing power that barrier is 3477 ie (.874 * 1200) + 2428 Post PatchWith Zero Healing Power Sand Cascade provides a Barrier of 1627with 1200 Healing power that barrier is 2886 ie (.874 (12001.2)) + 1627 So you will see a larger gap in the variation of barrier sizes.But one will need to invest heavily into healing power to maintain the sizes of the barriers we are used to today without any healing power.
  18. In my opinion the changes are designed to force specialization in tactics and builds.Currently you can play scourge as condi, power, or cele gear and in a zerg it really doesnt matter as your effectiveness is the same. Your there to occupy space with shades, wells, and marks and currupt bomb the enemy After the changes a Build that will drop its shades on an enemy group will need to be different than a build that is going to support around the scourge without shades.There will now be a premium on roles as opposed to one build to rule them all regardless of gear.
  19. Here is a trapper version of the Griever build listed earlierhttp://gw2skills.net/editor/?vNAQJATRnMqAl8ilsAmrAUtglCBjZAU6SdPdhZQAI/6+dDvnkqzrC-jlSFQBJ7BAogDBwUVmBgLAA1OCAEV9nno04a7P8TdBYVJIpA8TZF-wMuch Fun
  20. yeah my point is that it's not something you see happening regularly and is just as easy to kill for other players who are ready for the attack. unlike deadeye, rangers can't just permestealth and reset 100000 times until they win. Yea you sacrafice sustain, melee, and escape for 18 seconds of insanity.
  21. Yes its a purprose built build to crit heavy and hard on the opening two or 3 shots. He was running a druid build staff and bow so not sure what armor but pretty sure i caught him by surprise and got the shots off before he knew what happened. You can call it cheese but its really just glass and takes a fair amount of effort to not get jumped unawares. Pretty fun watching everyone argue rock paper scissors though.
  22. fake. you could just unequib your armor to get those numbers. show video or its fake. No its legit I did it to him.
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