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Kydar Schattendolch.6879

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  1. Sadly, its not unusual, that descriptions are not correctly or not fully updated ingame XD
  2. It's will help to read the notes fully. In the Update notes it's stated : has two ammunition and grants barrier to allies when cast. Function Gyro no longer has an increased recharge when creating additional gyros but has a higher base recharge.
  3. I dunno, what to do with the scepter. My wish was an ranged suppoer weapon. And we get som mix&match melee-range-weapon, which does not know, where to be. My suggestion: Make the auto attack chain 900 range as the other skills. Instead of the "light saber" create an "orb", that's controlled by the movements of the revenant from range. Like a telepath moving stuff. Dunno what to do with Skill 3. Reduce upkeep costs to at least 2, maybe even 1. Or remove it in total and make it just a skill with a fix duration of 8-10s.
  4. In general I like the axe and the skills. Some problems are mentioned above. But Skill 2 is a little bit weird, because of the "ranged" mentality of the weapon. To get maximum benefit from this skill, you have to stay in front of the enemy. Maybe a change from "spreading axes" to "short after another thrown axes" would help here.
  5. Auto attack chain should be a little bit faster. Especially the 3rd skill of the chain feels very slow. As well I think, a little bit increasing the dmg would be great. Additionally I would like to see vulnerability application with the chain. Skill 2 feels a bitt underwhelming. The sacrifice option feels a bit weak and should generate some life force as well. Skill 3. I dunno. I like the leap, but I dont unterstand the second leab for the sacrifice variant. Would like to see for the sacrifice variant a backward leap and a 0.5s evade frame.
  6. In general I like the new maces for ranger. But I'm missing a little bit more support in these. Especially in the auto attack chain. I would like so see some barrier application added for 1.1 and 1.2 and and some minor aoe healing to allies for 1.3. 2 and 3 seems fine IMO. I would like so see a CD reduction of Skill 4 to 10s, to better maintain the Force of Nature buff, when only using mace as offhand only. Or at least Increase the buff-duration from 15 to 20s at least.
  7. Whyle in general some nice changes, i still missing few adjustments: Thief: - missing CD-reduction for Withdraw, like it was done for the other tricks - still missing compensation in CD-reduction after removing the CD-reduction-trait for deception skills in shadow arts - Specter: Still no stunbreak for wells. Please add stunbreak to Well of Silence Revenant: - Renegade: Alac-inrease for "orders from above" not mentioned in the notes, but during the stream - Herald: still no QoL improvement for apllying Quickness via "Draconic Echo" in terms of not wasting all skills for buffing but instead granting quickness per active upkeep-skill (1s per herald-upkeep, max. 3s, 2s other egends upkeep-skills) Necromancer: - Scourge was not even mentioned in the stream (iirc). - still missing improvements to "Serpent Siphon" - even the CD-reduction traits are not overhauled (Fell Beacon, Sadistic Searing) like in other specs
  8. To reflect the balance philosophy of ANet, that only specialisations have access to one of the primary boons, quickness or alac, they should update this for Ranger. I think, the best solution would be, to change natural vengance to the following: For all specs, the trait is reverted to its former version without granting alacrity. Only when druid is active, the trait changes to it's actual version and grants alac by using spirit aktive skills. This will help to better balance other e-specs. Just my 2 ct.
  9. And when do we get bleed duration on death blossom reduced from 15s to 7.5s and bleed stacks increased from 1 to 2 in exchange?
  10. As for the october counter part thread, now for the planned november pve update. POST UR FINGERS TO THE BONE and hope to be heard by Anet 😃
  11. I would really like to see it changed to my suggestion, but I doubt it will ever happen. But there is a little bit of hope left for the november update XD
  12. While I like the turnback and let mobile Gyros stay and even if I'm not pvp/wvw player, isn't this nerv to stealth gyro a bit overtuned? Is it still worse called "elite skill" anymore? I mean, removing smoke field: ok Removing pulses: ok Reducing stealth duration: ok. But a combination of all of these 3 in such a was is too much. Maybe at least give it 5 pulses á 1s stealth by removed smoke field or 3 pulses á 1s stealth and hold the smoke field or something like this.
  13. The reduction of shrouh hp is hard and will affect heal specter quite hard so I hope there may be a compensation in pve in terms of increasing shadow consume percentage (at least to 15%) or increasing stacks (or both). While I like the consistency of boons for well of bounty, I also wish other boons granted. Something like: 1. Stability (1s) 2. Might (10s) 3. Quickness or resistance (3s) 4. Alacrity or resolution (3s) 5. Protection (4s) Actually all boons are possible, so it should'nt be OP with quickness and additional alacrity. Alternative boons are listed as well. Also well of sorrow should be updated and pulse at least 1 stack poison, tourment and bleeding each pulse. If not, at least 2 stacks of torment, "when other conditions are on the target" should be baseline instead of 1 stack. And pls reduce cast time to 1/2s. This well feels so slow compared to the other ones.
  14. Specter needs cleave dmg. This single dmg is underwhelming. I want to try a suggestion: 1. Scepter skills "explode" when hitting, granting effects to a maximum of 3 targets. 1.1 If an enemy is targeted, up to 2 additional targets are hit within a radius of 120. Other enemys are priorizised. When no other enemy but allies are in range, up to 2 allies recieve the support portion of the used skill, but only with 50% effectiveness. 1.2. If an alle is targeted, it's the same as above, allies sre prioizised with 50% effectiveness, if no other allies are around, enemys are getting hit. 2. Sc/P hits up to 5 allies/enemys within the beam of the switch skill. 3. Shroud 1 also effects up to 3 targets.
  15. The Problem I see, is the comparison to reaper shroud. Actually thief just has an Degeneration of 2% per second, while reaper has 5%. Thief does also not have a dmg reduction. That means, when Anet says, with the HP pool reduction it will be in line with necro treatment, sooner or later we will also get the 5% degeneration but without dmg reduction. In that case, the healing output will drop again heavily. So I'm with you that the healing conversion from consume shadows should be adjustet based on shroud treatment to save healspecters healing potential. There are So many possibilities to do so and I hope, Anet cares ^^. As you mentioned: 1. Increasing conversion amount to 15% or 20% per stack or even 2. Increase the amount of maximum stacks, maybe to reach > 100% conversion. I would also like to see heal specter more viable in engame content.
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