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Sir Vincent III.1286

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Posts posted by Sir Vincent III.1286

  1. 22 hours ago, VAHNeunzehnsechundsiebzig. said:

    hahahaha

    that is funny.

    What they really do is:

    jump you out of stealth. 

    if there is any risk, they stealth up and port away, leave the fight, recupperate

    then jump you out of stealth again

     

    the whole mechanic is fundamentally broken and the playstyle is... how can I say it without getting banned? No.. I can't.

    You do realize that you are also recuperating when you get out of combat, right? So even if they jump out of stealth again they are back to square one. It's too easy to call something "broken" without defining what makes it broken -- so how can you expect anything to change without specifying what you want changed?

    Jumping in and out of stealth doesn't make it broken. Stealthed characters deal no damage else they get revealed. It's perfectly balanced.

  2. I get the inspiration of this weapon skill from the LoL champion Xayah, but the implementation of the skills are clunky and simply doesn't feel right and definitely doesn't fit the Thief.

    We already have an axe thrower in the game (Ranger) and that weapon set feels better due to the fact that the auto-attack attacks twice as fast, throws 5 axes in skill #2 instead of 3, and the skill #3 actually deals damage.

    Thief's axe #3 does nothing by itself which makes it rather useless. It forces me to use skill #1 and #2 before I can use skill #3 -- what? The best thing about GW2's combat is it doesn't dictates how I play my profession and I'm sure the Devs won't start now -- right? Right?!

    I'm not sure what's the purpose of the axe. What does it bring to the Thief that the profession doesn't already have?

    Simply put, what value proposition is the axe offering that I would pick it over a Dagger or Scepter? IMO, nothing.

    Suggestion: The next weapon that the Thief community is expecting is the Greatsword. I don't believe I've read someone in the Thief community ever suggested a throwing axe.

    In any case, I hope you have enough time to scrap this idea and make the Greatsword Thief Ninja a reality.

    Thanks for the beta.

     

    • Like 1
    • Thanks 2
    • Confused 3
  3. On 6/3/2023 at 7:15 PM, Lithril Ashwalker.6230 said:
    • Endless Stamina: This trait has been reworked and renamed Fluid Strikes. It now grants the thief a damage bonus for a period of time after using a movement skill or completing a shadowstep.

    This is the only one I find problematic. Acrobatics is about survivability, it's not supposed to be a source for damage boost and tying it to shadowstep makes it even worst. Shadowstep is in the realm of Shadow Arts, not Acrobatics. I'm still salty when you changed Hard to Catch to trigger on shadowstep -- it doesn't belong in Acrobatics.

    You can't just squeeze a trait in there without consideration to the core design of the trait line.

    Also the +50% effectiveness on Vigor is what gives Acrobatics its trait identity. If you're planning of removing Endless Stamina, at least keep this effect and move it as a passive effect for Feline Grace. This effect is vital to certain Thief playstyle.

    To be honest, I'd prefer that you remove Guarded Initiation from the game (don't bother reworking this) and leave Endless Stamina alone. Then you can replace GI with Fluid Strikes -- this way the trait is not forced on the players, they can pick it if they want it.

    That's all I have to say.

    • Like 3
    • Thanks 3
    • Confused 1
  4. 23 hours ago, Rubi Bayer.8493 said:
    • Once dropped, banners last for 15 seconds, and can no longer be picked up.

     

    So basically, it's just a Guardian Shout. 🤨

     

    The uniqueness of the banner is that it can be picked up. Just let the Warrior pick-up the banner and attach it their back for the duration.

    • Like 2
    • Thanks 2
    • Confused 1
  5. They just need to make the shadowstep as always forward and make Endless Night an AoE burst (instead of chanelling) where the effects affects the appropriate targets (ex. enemies take dmg and debuffs; allies are buffed and healed).

  6. 33 minutes ago, Nomad.4301 said:

    Yeah and see this is what really confuses me. Anet said they reworked the trait-line to; and I quote "... provide better support options to synergize with specter" well as far as I can tell Specter has zero ways to "provide stealth for allies" outside of of running Blinding Powder and/or Shadow Refuge which you cannot run if you are taking wells which you need to provide alacrity uptime, and lets be honest, running two 40+ second CD's just to provide a single stealth application each for very lackluster benefits is simply not worth it.

    You barely have any way to give yourself stealth unless you take scepter/dagger and use Cloak and Dagger for.. whatever reason you would do that as support, you can't take Hide In Shadows since you need the healing well either. What this essentially means is that all THREE of the GM traits in SA are literally completely useless to specter.

    This is literally the opposite of "support options that synergize with specter".

     The synergy they are aiming for is for the Specter to rapid revive allies. The stealth will come from the Merciful Ambush, that's why it's being forced down our throat.

    In an open world events, I see the following as an effective combination:

    Merciful Ambush + Cover of Shadow + Panaku's Ambition + Dark Sentry

    However, these traits combination are useless if nobody goes down. You are better off taking traits that prevent allies from going down in the first place.

  7. Over all, I understand the purpose of these changes -- they are removing "perma-stealth", but they need to make sure that they preserve the utilities that were tied to the stealth-based mechanics.

     

    1) The removal of Concealing Restoration is irresponsible. This was a trait that grants Withdraw an access to condition cleanse without needing to take Trickery. I have used SA for a long time and never in my life I've ever picked Merciful Ambush and now it is forced down my throat. Merciful Ambush is a useless trait that it's only valuable if you also take Cover of Shadow -- which was already perfect where is was at. Barrier doesn't belong in Shadow Arts, the effect from Shielding Restoration belongs to the Specter traits.

     

    Suggestion: Replace Shallow Grave (Specter) with Shielding Restoration. Move Merciful Ambush back to where it used to. Return Concealing Restoration as minor adept, but reduce the stealth duration to 1s.

     

    2) The changes in Shadow's Embrace, Meld with Shadows and Shadow's Rejuvenation are very near-sighted. These traits has been working very well together for a very long time. If they introduced more ways to go in stealth plus the removal of Revealed, these changes might not be too bad. They forget that Thieves has Initiatives, not skill cooldown.

     

    Suggestions:

    - Shadow's Embrace should remove all listed conditions when entering or exiting stealth.

    - Meld with Shadows should retain the Deception 20% CDR that was removed from Hidden Thief. Otherwise, the long CD on Deception skills no longer makes sense. If the 20% CDR will not come back, then at least the Deception skill with stun break should not have CD greater than 30s.

    - Shadow's Rejuvenation, in addition, should remove Revealed and grant 1s of stealth when using a healing skill. The stealth doesn't have to have a long duration.

     

    3) Hidden Thief as-is doesn't help to hide the Thief. To hide the Thief without stealth is to prevent the Thief from taking damage -- stealth was very effective in hiding the Thief.

     

    Suggestion: Make it that Hidden Thief drops a Lesser Smoke Screen around the target that lasts for 5s. This applies the Blindness they wanted, but also block projectiles for that duration.

     

    4) Flickering Shadow was very effective against opponents or mechanics that put Revealed on the Thief. With its removal, the Thief has nothing to defend themselves. Cover of Shadow is obviously a replacement, but if the Thief cannot even go in stealth due to Revealed -- what's the purpose of this trait?

     

    Suggestion: Cover of Shadow, in addition, should apply Protection every second while the Thief and allies has Revealed status.

  8. On 12/1/2021 at 11:30 AM, RyuDragnier.9476 said:

    You need to spend 5s in Shroud now to gain access to the full power of Consume Shadows. It going on cooldown isn't an issue. The issue is that it's requiring you to stay in Shroud for 5s to build up stacks, where it's possible in those 5 seconds to take heavy unavoidable damage and thus LOWER AND CANCEL the power of those stacks and heal.

    Minor correction about the wait time. When you enter Shroud, you get 1 stack of Consume Shadows, which means you only need to wait 4s for full stack. At 2-3 stacks, you can heal a large amount about 5k-6k AoE burst. At full stack, I applied barrier at 6.7k (based on my build) so the difference between 4 stacks and 5 stacks is not that big.

     

    In my playthrough, it's better to heal than to apply barrier so you get a full stack of Consume whenever you need the heal. Barrier only lasts 5s, used or not, but a healed HP stays until depleted by damage.

     

    The idea that you have to stay in Shroud for 4s (not 5s) to get full stack is unnecessary since even at 3 stacks (2s wait) is enough to deliver a lot of healing. 

     

    Also in my playthrough, Consume stacking was never the problem when Consuming the Shadows...it's the shadow force generation. In order to make Consume Shadows efficient, you need to generate shadow force and stay in Shroud of at least 2s. The only way to consistently build up shadow force is to use Siphon on ally which cut's the CD by half...but that's still 9s CD. So to further shorten the CD, I have to take Trickery with Sleight of Hand, which I believe my CD was about 7s-8s when used on ally. This is inline with the F2 (Shroud) CD.

     

    So to access the full power of Consume Shadows, it's not about waiting in Shroud, it's about how much shadow force you've generated because that's the major factor on how much you can heal/barrier.

     

    "...each stack of Consume Shadows that you have, 10% of the consumed Shadow Force is converted into healing for nearby allies."

     

    That is the key here. So even if you have 5 stacks of Consume Shadows, but only have 25 shadow force, you won't get the full power of the trait.

    • Like 1
  9. On 12/2/2021 at 11:41 AM, Inculpatus cedo.9234 said:

    From the Wiki:

    The chat panel can be swapped with the party interface by dragging on the space to the right of the chat tabs. Drag it towards the party interface until a white rectangular outline appears. Then release the mouse button and the elements will swap places.

    My UI is locked for almost 10 years and all of a sudden that one flipped. It triggered my anxiety when I cannot put it back the way it was. Thank you very much.

    • Confused 1
  10. On 10/27/2021 at 4:58 PM, Sir Vincent III.1286 said:

    Visual

    - Unleash Pet/Ranger is really clunky. It's hard to tell which state I am in since the icon is too small/similar. A glowing pet portrait will help a ton when unleashed. A glowing health bar for the Ranger.

     

    You gotta have to make this easy, Anet. Instead of improving the visual, you even removed it. Now I can never tell. Change the icons making the human face icon looking to right at the very least -- or something. It's really difficult to differentiate them in combat. Make it a pulsating green glowing orb on the chest and back of the player/pet. Something.

     

    Quote

    Hammer Skills

    - All the disable skills are in Unleash Pet (UP), while all damage vs disabled is in Unleash Ranger (UR). If the idea is to UP->disable->UR->big_dmg .. then this execution failed. Each hammer skill has casting time and the Ranger has only 1.5s window to do the combo. I don't see any other skills or pet skill that can combo with this, so I'm not sure what you expect me to do with this kit. This is just too much hassle than its worth.

    - One pet can combo with UR Hammer skill is the Iboga pull skill -- that's it. Even then, it's really tiny window. /sigh

     

    -sigh- Yay for more damage -- I guess.

     

    You make an E.Spec called "Unleashed" yet you leashed every Hammer skills with "disabled enemies" requirement.

     

    Remove the unfun "disabled enemies" condition. Unleash the Unleashed, for crying out loud.

     

    Quote

    Skills

    - Perilous Gift -- yeah...I'm sticking with Heal as One. If the integral theme of this spec is to bounce unleash between you and your pet, then why would I drain its HP? Not only that, it has a 30s CD with no other effects. There's not even any traits that boosts Cantrip as Resounding Timbre boosts Command skills. PG is not a good skill.

     

    Since you changed the functionality of the skill, you might as well change the name. Perilous Gift no longer makes sense.

    Suggestion: "Time to go" as a new name. Because I can see myself using this when low on health and trying to run away.

     

    The new functionality is a very good improvement.

     

    Quote

    - Exploding Spores -- this is PvP and PVE Boss useless. All it can do is deal with trash mobs, but you're better off just bashing them with your hammer. In other words, it looks cool, useless, but cool.

     

    The update to the skill is very good. It seems that the spores also pop faster.

     

    Quote

    - Mutate Conditions -- nobody in the right mind will use this stupid skill. Might as well let the Necro convert them to boons rather than trying to get myself killed. There's also Signet of Renewal -- if the point of Perilous Gift is to kill off my pet, might as well load it conditions before it dies.

     

    Why do you insist on trying to kill the Untamed by using their skills? For crying out loud, make a fun skill, not a debilitating one.

     

    Quote

    - Unnatural Traversal -- this skill should be a CC or a stun break. Speaking of stun breaks.../crickets.

     

    /sigh

     

    Quote

    - Nature's Binding -- this is just a rebranded Ring of Warding (Guardian Hammer #5) and it's not even that great. The Guardian Hammer skill can trap up to 10 targets and last 1s longer. Sure RoW is smaller in radius, but that's perfect since it puts them all within the hammer range.

     

    The update to the skill is good. With the cage plus Quickness. I can see the use of this.

     

    Quote

    - Forest's Fortification -- this is a good tanking skill, but this is a DPS Elite Spec. This skill is so out of place.

     

    Gain defensive boon yet it doesn't grant Protection. This should grant Protection when UR instead of Super Speed.

     

    Quote

     

    Traits

    - Vow of the Untamed -- "...incoming... damage is increased when you are unleashed"; "...outgoing...damage is decrease when pet is unleashed." WTF is this? So you give the Ranger a hammer but they have to wrap themselves with thorny vines.

     

    The updated version is much, much better.

     

    Quote

    - Top Row -- all these traits trigger when disabling foe, otherwise they do nothing else. The fact that some traits give different boons depending on the state is confusing since the disabling skills are only when UP is active. There's no disabling ability during UR.

     

    The only reliable weapon to use for this trait set is using an off-hand axe. The Axe #4 skill gives a consistency that all these traits will trigger regardless of Unleashed state. The hammer is useless for this trait set since all the disabling skills are when the pet is unleashed.

     

    They didn't bother to make any changes so it's safe to assume that this is their intention -- to have a set of useless traits even when using a hammer.

     

    If you're going to make "disable enemy" as a key requirement for the skills and traits, make sure the the Unleashed has access to disabling skills. Otherwise, you get what you got now -- useless unfun traits and skills.

     

    Quote

    - Mid Row -- I understand that this is beta, but what's up with all these useless traits?

     

    The updated version of the trait set is acceptable. Very tamed and very boring.

     

    Quote

    - Bot Row -- come on Anet, really? These are ELITE spec traits? Tell me you're not done with the Ranger, because this is just sad.

     

    Yeah well, I don't know anymore. I guess Ferocious  Symbiosis is good, but why does it have a CD? Vindicator gets 15% damage just by dodging.

     

    Quote

    The hammer damage is great but that's as far as this spec goes. If I receive a package labeled Soulbeast and another package labeled Untamed...the Soulbeast package will take two people to carry inside while I punt the Untamed package into the living room.

    EDIT: I forgot to mention, Untamed is half-a-spec when not using hammer since none of the other weapons flips depending on the unleashed state. This is really a bummer.

     

    I'm very sad to those who main a Ranger. Compare to how OP Harbinger is, Unleashed is just a sad spec and more than likely be DOA at launched. Too many leashes for something that's supposed to be Unleashed.

     

    The whole E.Spec is very selfish, more selfish than a core Thief. No party buff, no AoE support -- just the Ranger and her pet.

     

    This E.Spec is so boring and monotonous that it gets even worst when using other weapon set. Unleash Ambush is a good idea. don't get me wrong, but to manually trigger it makes it really clunky.

     

    I gotta say, I really really do not like this E.Spec -- at -- all. Having the constantly bounce Unleash just to have something happen is not only annoying but it become really frustrating.

     

    Suggestions (if not too late):

    - The idea behind the Bunny Thumper build is to attack fast to build-up adrenaline, use all adrenaline for a hammer KD, then attack fast for you and your pet. The key skill in the build is Rampage as One (Quickness + Swiftness) which is the missing component.

    - Make Unleash passive that bounces every 5s, which makes Unleash Ambush triggers every 10s.

    - Make F5 to "Rampage as One" unleashing both the Ranger and the Pet giving them Quickness and Swiftness for 4s duration with 10s CD.

    - Remove the "disabled enemies" from the equation.

    - Unleashed Thump should cause KD not the other way around.

    - Make sure there is a party support trait -- even the selfish Soulbeast has Leader of the Pact.

    - Scrap all the traits and start over with the suggestion above in mind.

     

    If it's too late, then you have a DOA E.Spec that looks like a leftover Soulbeast. It seems like all the skills and traits that didn't made it into Soulbeast was mixed and matched together to make the Unleashed. That's why there's no cohesion and the whole spec makes no sense -- not even close to the original GW1 Bunny Thumper.

    • Like 2
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  11. On 8/17/2021 at 8:31 PM, Sir Vincent III.1286 said:

    Elixir Skill Icons

    - The icons should be different (size, shape, etc.), not just recolored (see ENG for example)

    - Think of colorblind

     

    Come on ANet, don't be lazy now. Give each elixir icon different bottle size and design, not just colors. You did it with Engineers, you should do it for Harbinger.

     

    On 8/17/2021 at 8:31 PM, Sir Vincent III.1286 said:

     

    Elixir of Ambition

    - 25 stacks of might plus all buffs

    - With Twisted Medicine, the whole party is in God Mode

     

    I guess this is intentional. Not a good idea, but ok.

     

    On 8/17/2021 at 8:31 PM, Sir Vincent III.1286 said:

    Doom Approaches

    - When used with Lingering Curse, it's just too much condition damage

     

    My Harb has 2,058 condi damage without boons. With Elixir of Ambition, it's 2.8k. 2.9k with 10 stacks of Sigil of Corruption.

    31.6k HP

    2.7k armor with 30 stacks of carapace.

     

    This is out of hand.

     

    On 8/17/2021 at 8:31 PM, Sir Vincent III.1286 said:

    Vital Draw

    - should deal extra damage or applies bleed against foes that cannot float

     

    Not the change I expected, but it seems it is intended to function this way.

     

    On 8/17/2021 at 8:31 PM, Sir Vincent III.1286 said:

     

    Wicked/Septic Corruption

    - This skill scales a lot with Vulnerability (e.i. Unyielding Blast) -- too much

    - Elixir of Risk gives way too much damage - might, fury, plus this trait, plus stacks of Vulnerability

     

    Elixir of Risk now doubles the damage. I guess I should be happy?

     

    On 8/17/2021 at 8:31 PM, Sir Vincent III.1286 said:

    Blight

    - Elixir should only apply 3 stacks of Blight

    - Blight Max HP reduction should be higher -- I still have 16k HP at full 25 stacks of Blight -- I should have 8k HP at full Blight stack given how much damage I'm dishing out.

     

    The recent change is opposite to what I'm suggesting. I don't know anymore. If Anet want's a broken E.Spec at launch, so be it.

     

    On 8/17/2021 at 8:31 PM, Sir Vincent III.1286 said:

    Overall feel

    - I like the fact how strong Harbinger is, but compare to the other two E.Spec, I think this one is simply over tuned or the others are simply underpowered

    - Personally, I hope Harbinger is the standard where every other profession is ought to be.

     

    Conclusion:

    - Harbinger is so OP that Anet decided to make it even stronger.

    - Harbinger makes the other E.Specs undertuned.

    • Haha 1
    • Confused 6
  12. 59 minutes ago, Doggie.3184 said:

    I guess they should allow chairs in WvW and add a nurse station and I can just sit inside the safety of a fort, away from instadeathification through full tank gear+shroud and wait for people to run up to me for bandaids.

    You exaggerate too much, your nurse office is in stealth mode.

    • Confused 1
    • Sad 1
  13. On 10/28/2021 at 6:20 PM, Sir Vincent III.1286 said:

    Mech AI:

    - The Mech is slow to respond when commanded...it needs a major core processing upgrade.

    - The Mech sometimes get confused with pathing...needs to debug the codes or maybe check the sensors and radar.

    - The Mech often times lag behind...probably stuck in an endless loop algorithm or the mechanical joint as malfunctioning.

    - The Mech executes command even when the skill requires a target...need to recalibrate the target acquisition protocol.

     

    The Mech AI in Beta 4 is very responsive and the Mech stays close at all times. Great update.

     

    On 10/28/2021 at 6:20 PM, Sir Vincent III.1286 said:

    Mech Commands:

    - The skill needs to indicate that the Mech received the command. Often times I'm pressing it multiple times thinking that the skill is bugged, but either the Mech is slow to respond or it's not receiving the command.

    - The skill doesn't indicate if target is in range. So often times the mech will march across the map to execute the command on a target outside the range.

    - Suggestion: A visual data-stream sent to the Mech will suffice to show that the command is sent and received.

     

    The Mech responds to command well and promptly. However, they should be a visual cue when the Mech is disabled. Maybe a short-circuit animation around the skill icons to indicate that the Mech cannot receive commands at that moment. It's really hard to see what's the status of the Mech even when running solo --- imagine in a group.

     

    On 10/28/2021 at 6:20 PM, Sir Vincent III.1286 said:

     

    Mechanist Traits:

    - Top Row -- this row is obviously for Condition build. My beta character didn't get any rune and sigil, but even running the default Dolyak Rune, Quartz jewel and Force sigil, the condition damage is great when used with Explosive and Firearm line. Now if I only have Undead Rune and condi sigils with my Trailblazer armor, I'm sure the damage will be even greater.

    This is really a bummer.

    Now that I got the runes and sigil, these traits seems to have been nerfed. I suppose the changes to the Mech's stats affected a lot of these traits and not in a good way. It feels really weak.

     

    On 10/28/2021 at 6:20 PM, Sir Vincent III.1286 said:

    - Mid Row -- this is a really good choice for frontline support. The fact that the Mech can shrug off conditions is a big deal.

    - Bot Row -- this is a backline DPS support. That's a lot of damage potential. F3 is a must when clearing trash mobs. Assasssin+zerker gear with Dolyak rune, Mech's F2 deals a 10k crit...imagine if I have the right runes.

     

    These traits are still good, not as impressive as the earlier beta, but still good.

     

    On 10/28/2021 at 6:20 PM, Sir Vincent III.1286 said:

     

    I don't main ENG but this Elite Spec is so fun that I might have to dust mine off. Some cons (see Issues and Mech AI above) but I feel like this is the only spec that I believe went through some good polishing attempt. This spec is the most complete spec I've seen so far. Kudos to the design team that put the Mechanist together -- now if you would please take some time to look at the Ranger, they need some love over there.

     

     

    Conclusion:

    - The wow factor from the earlier beta event has diminished, which is unfortunate since I was planning to play this E.Spec.

    - Although the Mech has really improved in terms of AI responsiveness, the overall feel of the E.Spec is lacking.

    - If the Mech's power level is downgraded, the Mechanist should be upgraded. The traits should also affect the Mechanist.

    - The changes to the mace skills and signets are good changes.

    - Right now, it feels like I'm simply an observant instead of a participant.

    • Like 2
  14. 5 minutes ago, Doggie.3184 said:

    Nope. They're the kinda babysitter that puts a toddler leash&harness on the kid and protec. But then they get mugged while protecting the kid from a kidnapping and die from an infected wound cuz their first aid kit doesn't function on adults cuz of a mysterious ancient curse.

    Wow, man, irrelevant but funny. lol.

     

    Specters are not there to protect anyone, that's the Guardian's job. Specters are nurses, you run to the nurse office to get patches up -- not healed, cured, or resurrected, but patched up. If you need a band-aid, you go to the nurse (Specter), that's it's only job, to give away band-aids, maybe some candy if you're not naughty.

    • Haha 1
  15. Just now, Doggie.3184 said:

    Then they toss specter into the mix as a babysitter in a world that doesn't want one. XD

    Well, Specter is not a babysitter. Specters are nurses, not combat-medics, that's the Engineer's job. Healers are Druids. Coroners are the Necros. They do almost similar things, but in different ways.

  16. 4 minutes ago, Trippenwhitz.4179 said:

    Just here to add a couple things that have probably already been pointed out.

    I play in Action camera:

     

    - Siphon doesn't work in Action Camera, you can activate it but it goes on a 3 - 4 second cooldown but nothing actually happens as a result of activating the skill. 

    - Twilight Combo (Sceptre/Dagger DW skill) doesn't work in Action Camera and is, in my experience, one of the more useful condi DPS options if built correctly, so I cannot activate a key DPS skill in Action Cam.


    I tested and both work if I turn Action Camera off (I can't play the game in any mode but this unfortunately).

    Yeah Action Camera is a really buggy.

  17. 2 hours ago, Doggie.3184 said:

    If you think about it, GW2 will probably be the first MMO in history to add a healer class that can't heal itself as much as it does others.

    My Astrologian can target anyone including himself pretty easilly from the UI and cast all the same heals on either and easily track his card buff timers on allies from the party UI even if I'm nolonger targeting them.

    What am I supposed to do with this GW2 UI of cubes that contain no information of anything and I can't cast anything on myself? I can also see the target or other targets to know whos getting beat on and heal them in other games but this has no proper aggro system for such.

    GW2 simply has a different game play. Players who needs healing are expected to disengage, swap to range weapon to continue DPS,  and run to the healer for a top off -- then back into the fray once healed. You are meant to operate the activity in the game instead of operating the UI. Also keep in mind that each profession has their own healing skill, so you don't really need to top anyone off that often since they should be topping off themselves. In other words, you don't have to babysit anyone, you just need to supervise them.

  18. On 8/17/2021 at 6:56 PM, Sir Vincent III.1286 said:

    Reversal of Fortune

    - Need better visual tell when it triggers. The VO is great but a visual tell will help a lot.

     

    Still no visual tell.

     

    On 8/17/2021 at 6:56 PM, Sir Vincent III.1286 said:

    - When used with Smiter's Boon and Monk's Focus, it heals a whole lot even when not triggered and heals over the tops due to low CD and two charges.

     

    I guess I can't complain about this anymore due to the change to Holy Reckoning no longer heals.

     

    On 8/17/2021 at 6:56 PM, Sir Vincent III.1286 said:

     

    Holy Reckoning

    - When used with Phoenix Protocol, it heals for a lot.

     

    The revamp of this trait solved the "wet noodles" issue. The difference in DPS is very noticeable although I mourn the loss of the heal, but not too much.

     

    On 8/17/2021 at 6:56 PM, Sir Vincent III.1286 said:

    Phoenix Protocol

    - This conflicts with Absolute Resolve and Battle Presence, not very clear which effect happens.- It's not applying Alacrity -- or the Alacrity icon doesn't show up.

     

    Alacrity is now present. However, Absolute Resolve should increase the Regen heal amount from Phoenix Protocol.

     

    On 8/17/2021 at 6:56 PM, Sir Vincent III.1286 said:

    Suggestions

    - Power for Power should give more Power per Toughness loss. Even a 1:2 is still reasonable given how squishy they become.

     

    I love the new change for this. No more Toughness loss and got a 33% damage boost. Great job.

     

    On 8/17/2021 at 6:56 PM, Sir Vincent III.1286 said:

    - Lethal Tempo's duration should be 10s at 3% dmg and 5s at 5% dmg (Tyrant's).

     

    Not exactly what I suggested, but I like the new change. Boosting condition damage also, I believe, is better than what I suggested. 

     

    On 8/17/2021 at 6:56 PM, Sir Vincent III.1286 said:

    - Tyrant's Momentum --remove the Justice increase duration -- add 2s Quickness every time Justice triggers instead.

     

    I'll take the new change. This is much better.

     

    On 8/17/2021 at 6:56 PM, Sir Vincent III.1286 said:

    - Deathless Courage needs a rework. This is the only GM trait that reduces the duration of Virtue and doesn't really do anything beneficial to anyone, not even to the Guardian. Willbender has tons of survivability thus this trait won't be of any use.

     

    Still useless. Unless you're one-shotting mobs, you won't be able to kill anything fast enough to refresh the duration.

     

    On 8/17/2021 at 6:56 PM, Sir Vincent III.1286 said:

    - Flash Combo - more damage

     

    With the change to Lethal Tempo, this suggestion is no longer valid.

     

    On 8/17/2021 at 6:56 PM, Sir Vincent III.1286 said:

    Overall feel

    - Willbender has a lot of mobility, in fact too much, but no damage. It moves to location but there's nothing to do but move to another location. I'm not really sure what you're trying to do with this E.Spec but -- where's the damage???

    - The sword skills also need improvements.

    - Keep in mind that this E.Spec is following the footsteps of the Firebrand. So in terms of damage and support, Willbender doesn't bring enough to the table that Firebrand already do better.

     

     

    Overall feel (Beta 4)

    - I think the Dev team did a good job boosting the Willbender's damage.

    - The sword skill #4 did see a damage boost, slightly, but the over change to Lethal Tempo I think fixed a lot of the damage issue.

    - There is sometimes an animation delay when chaining skills but most of the time I can chain skills smoothly and continuously.

    - I think this E.Spec has improved a lot and playing it now is a lot of fun. Great job to the team.

    • Like 1
  19. On 10/27/2021 at 2:07 PM, Sir Vincent III.1286 said:

    I'm not done testing the Specter, but some issues I've come across so far.

     

    Issues:

    - When "Snap Ground Target to Current Target" option is enabled, wells doesn't function correctly. I think it conflicts with the Ground Targeting: Instant option. Normally, when there is a target, Ground Targetting: Instant is overridden by Snap Ground to target.

     

    Still an issue.

     

    Quote

    - When "Action Camera" is enabled, target becomes invalid when using Endless Night (Scepter #3). Measured Shot works on the same target.

     

    Still bugged,

     

    Quote

    - Measured Shot does not indicate when target is out of range and it can teleport more than the max 900 from target depending on the terrain.

     

    This seems to have been addressed.

     

    Quote

    - Scepter auto-attack doesn't cancel when going in stealth causing an unintended Reveal. Seriously, projectile in flight should not cause Reveal. I rather have them deal no damage (auto-miss since projectile turns into shadows/smoke) than cause Reveal.

     

    Thank you for this change.

     

    Quote

    Tooltips:

    - Well of Gloom applies stealth granted by Concealing Restoration (trait) but doesn't indicate it in the tool tip.

     

    No change.

     

    Quote

    - Dark Sentry  ally heal is not boosting Merciful Ambush or Shadow Savior (traits) and Shadow Refuge (utility). Not sure if this is just a tooltip, it's difficult to check.

     

    No change.

     

    Quote

    - Panaku's Ambition doesn't show in Shadow Portal (utility) and Shadow's Refuge (utility).

     

    The trait works as intended but doesn't update the skill tooltips.

     

    Quote

    Useless Traits:

    - Shallow Grave -- this trait should do something rather than just wait until someone dies. Until someone goes down, this trait is useless. This is a repackaged Last Refuge trying to creep back into the game. This functionality shouldn't be in the game.

     

    Ugh.

     

    Quote

    - Dark Sentry -- this trait is useless without a target ally. Rot Wallow should apply to any target you give barrier to, included yourself.

     

    This trait needs to have a self-benefit. It's a dead trait when running solo.

     

    Quote

    Useless Skill:

    - Well of Tears -- this is just sad that it makes me cry. Compare to Well of Sorrow, why bother with this skill? If it applies stacking vulnerability AND immobilize, then it has some uses, but currently it's meh. Pitfall deals overall more damage due to the 3s KD and the big initial damage. When Well of Tears is used, no initial damage so if your target dodged...well, SOL. Nothing is keeping them inside the well.

     

    sigh...at least make it a stunbreak.

     

    New stuffs:

     

    Siphon - the casting time is starting to bug me. This should be an instant cast.

    Shadestep - the barrier granted by this boon is so low that distributing it to allies means so little, might as well nothing. Not to mention only 240 radius. Using Consume Shadows, I grant 6700 barrier to allies at full stack, while Shadestep only grants 1.1k after breaking my 6700 barrier. Nevertheless, the revive ally is a good touch and very very useful.

     

    Other than these, I think this E.Spec is shaping up nicely.

    • Like 2
    • Thanks 1
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