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Sir Vincent III.1286

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Everything posted by Sir Vincent III.1286

  1. Just to see if they addressed any of my feedback. Flying Cutter is really lacking in damage. You need to stack 3 cuts before the cutter burst happens on your 4th attack. This should trigger on the 3rd attack. Either reduce the stack to 2 or increase the damage of the cutter burst. There is a slight homing now with this skill. Albeit it's still slow, but at least it's homing to my character now. You need to make this one clear. - How long does the bladestorm lasts? Duration is not listed. - How often does the target inside the storm takes damage? The only one that's listed is how often the blade shoots out. - "Blades Launched: 3" Does it shoot 3 blades at a time or one blade at a time, 3 blades in total? We can't really say if this is functioning correctly if the tooltip has incomplete information. If it's not intended to deal damage to targets it passes through, just remove that phrase from the tooltip for clarity. "Launch a slow-moving telekinetic storm of daggers that fire blades at nearby targets." Simple, one sentence, no need to make changes to the mechanic, if this is the intention, which the mechanic shows seems to be case. No change. Just delete this skill if you're not going to improve it. With the new auto-stock every 10s, this skill is DOA. The fact that I have to channel for 3s means I'm not doing damage for 3s -- just for 5 daggers? The drop on DPS in that 3s window makes this even more useless. This should be the stunbreak with 30s CD which works well with the 3s channel. Otherwise, just delete it. No change. This shouldn't be a stunbreak. It has too much going on in it already. This should be just a pushback utility with lower CD. No change. I still don't understand why sword is not a type blade when Sword #3 skill is called "Blade Leap". No change. You need to fix the tooltip on this. It also triggers on evade which is not necessarily from dodging. The change to this trait seems to speed up the out of combat blade stock changing the 10s interval to 3s when in combat. Not good enough. - Psychic Riposte gives me 3 blades every 3s -- not one. - Bloodsong gives tons of blades on high-crit builds, meaning I can get blades in less than 3s. No change. This is one of those traits that pigeon hole builds. The requirement to take Jagged Mind and to use a blade type weapon is rather annoying. Compare to how flexible Mirage is, this GM trait is too stiff. With the passive blade stocking makes this E.Spec plays a lot smoother. However, the rigidity of the traits, especially Jagged Mind and Bloodsong limits the number of possible builds.
  2. Specter is not suppose to out-performs those specs. I hate to see Specter to be limited as a dedicated healer -- that's just boring.
  3. Test run so far. Issues: - When "Snap Ground Target to Current Target" option is enabled, Shift Signet 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. - The range of Energetic Slam is weird. It says 410, but the leap is probably around 600. The skill has a red stripe meaning the target is out of range, yet I can leap and hit the target. - My Mechanist didn't receive the beta runes and sigils bag. This limits the things I can test. Jade Mech CJ-1: - 50K health. Every Ranger would love to have a pet with 50k health. - Recall Mech (Repair): This is absolutely the best skill for a pet mechanic. I love this. - Crash Down: This is another brilliant design. So much flavor. I recall my mech just so it can come crashing down. The AoE radius is tiny, but the damage is massive. 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. 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. Mechanist Skills: - This is the best synergetic skill set I've ever seen so far compare to other Elite Specs. I can tell that time, love, and passion was devoted into making sure that all the skills, from the Mace to the utilities to other trait lines, all work together. Also the subtle fact that this skill set incorporates the lore of different Asuran Colleges: Signet is Static, Traits are Dynamic, and every skills are Synergetic to each other. This design is, simply put, Brilliant. - Combat is very satisfying with these skills. 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. - 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. 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.
  4. The reduced initiative pool is made to prevent us from build DPS out of this Elite Spec. They knew that we're going to do that -- I would.
  5. 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. 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 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. - 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. - 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. - Unnatural Traversal -- this skill should be a CC or a stun break. Speaking of stun breaks.../crickets. - 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. - Forest's Fortification -- this is a good tanking skill, but this is a DPS Elite Spec. This skill is so out of place. 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. - 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. - Mid Row -- I understand that this is beta, but what's up with all these useless traits? - 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. 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.
  6. You have to use F1 to trigger Improv. I've been testing this all day and I do get a recharge -- it's just hard to notice if you carry wells since there's only 2s difference between well's CD and Siphon's CD and even shorter when there's Alacrity. With the loss of stolen items, there's no need for Improv.
  7. 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. - When "Action Camera" is enabled, target becomes invalid when using Endless Night (Scepter #3). Measured Shot works on the same target. - 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. - 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. Tooltips: - Well of Gloom applies stealth granted by Concealing Restoration (trait) but doesn't indicate it in the tool tip. - 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. - Panaku's Ambition doesn't show in Shadow Portal (utility) and Shadow's Refuge (utility). 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. - Dark Sentry -- this trait is useless without a target ally. Rot Wallow should apply to any target you give barrier to, included yourself. 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. Suggestion: - Well of Gloom -- this skill should also grant Swiftness to ally even for a short duration. - Shroud Aesthetic -- When my Necro goes into Shroud, the screen border change to dark green ooze. Where is the border aesthetic for Shadow Shroud? A smokey shadow border would be a nice visual to remind the Specter that they are in the Shroud. That's all I got so far.
  8. Maybe stealing puts you in Shadow Shroud? If so, then that clip shows that the Thief activated steal just as Shadow Shroud is about to expire which reactivate it.
  9. I think it's mid-range, almost the same range as pistol. You can clearly see at 0:20 where the Thief is hitting them outside melee range.
  10. Ah, but other specs looks cool and in game was OP (i.e. Bladesworn and Harbinger). The only weak specs so far are Willbender and Virtuosso. The rest are good.
  11. 0:28 looks like a Steal animation that deals damage -- like a finisher?
  12. Someone's salty. I took the liberty to necro the threads where you said this is "HIGHLY UNLIKELY" Specter is actually better than I imagined.
  13. Dragon Slash/Trigger - Dragon slash skills should show in the Weapon Skills tab for evaluation outside combat Lush Forest - if I used up all ammo from all my skills right now, that's just 8s of reduce CD -- meh. - if this reduces 1s of CD per ammo used, it will reduce a total of 17s Flame Shell Burst - burning on a power E.Spec? -- replace this with a 2s smoke field for AoE blind Guns and Glory - 250 Ferocity with no draw back or trade off? Willbender sacrificed 240 Toughness for 240 Power Immortal Dragon - this trait is only good when used with Daring Dragon trait, unfortunately, we can't take both - Combat Stimulant is an awesome heal skill, no need to get heal from Dragon Slash - if this trait heals you as you consume Flow while in Dragon Trigger stance, then it's a good contender against Daring Dragon - as it is, it's meh. Overall, it's a fun E.Spec.
  14. Reaver's Curse - Song of Arboreum makes this trait obsolete That's all I got to say about this. I like it as is.
  15. Elemental Empowerment - Stack number is hard to read -- change the color of the number that contrast the icon Empowered empowerment - It's too strong - +20% to all stats is bonkers Energy Bar - too small, hard to see -- it needs to be as big as a Life Force bar or Adrenaline bar - fully energize Jade Sphere should glow the skill border to indicate that it's full Depth of Elements - description should include "Energy can only be gained in combat" Hardened Auras - what's the point of this trait? - it's far easier to apply Protection, that lasts longer, than getting a max stack of this - the damage reduction is so tiny that it's not worth the hassle of proc-ing auras Jade Sphere - The Area of Effect is too small. It forces the ELE to be a sitting duck. I can already see a Thief laughing everytime the Catalyst drop their Jade Sphere because all the Thief has to do is wait it out. - Area of Effect needs to be larger, I mean 3x larger, or it should follow the Catalyst just like a gyro. Augments - the requirement to be within the sphere and not only any sphere but a specific element adds unnecessary burden on using these utility skills. The element of the sphere shouldn't matter. - this should have a passive and active similar to signet but gets boosted effect if used within Jade Sphere Examples: Soothing Water - passive: small pulse heals similar to Dolyak Rune (2s CD) - active: removes condition per pulse for next 5 pulses Shattered Ice - passive: shatter ice on your next strike dealing aoe damage (10s CD) - active: apply chill on next shatter etc.
  16. Infiltrator's Arrow -- learn it, love it. That Thief brought you to that location because that's one of many locations where Infiltrator's Arrow works. That thief has an escape plan even before engaging you. Any profession as well prepared as that Thief will easily wreck you or get away from you. You're lucky the Thief didn't led you to an ambush.
  17. It's post beta event and the casting time is removed, hopefully permanently.
  18. What? Willbender has a damage problem -- they move too fast that they turn their weapons to noodles. It deals a minuscule of what Harbinger or Virtuosso can dish out. Then if you compare it to Dragonhunter and Firebrand, it's just sad.
  19. Since we are going to Cantha, all 3 E.Spec is obviously inspired by the GW1 Assassin. Virtuoso using Sword/Sword can go in -> burst -> and get out like an Assassin. It can deal a lot of damage against slow or immobile target. It has a lot of ways to bait targets into a burst trap -- the profession is deceptive that way. It looks slow and weak, but if you took the bait, you will suffer from a thousand psionic cuts. Bladesong is a bit clunky -- there's a cast time and an after cast delay that makes it too much of a telegraph. Try catching a Willbender with your Bladesong -- what? you can't? Then how are you going to catch a Thief? The dagger skills need improvement. Against a tank-n-spank target, it can deal a lot of damage, but it is not as mobile as the Mirage so once you caught up to a Virtuosso..it's dead. TL;DR - it's superior against slow or immobile target. But it's a sitting duck and not as mobile as the Mirage.
  20. 90% of the time I have 3+ blade in combat using Psychic Riposte. Even Bloodsong + Jagged Mind gives more blades in the same time frame. Infinite Forge, replenish a single blade every 3s for max of 3, is useless in comparison. Although I do agree that it can be improved if it also replenishes out of combat and increased to max of 5 blades.
  21. Elixir Skill Icons - The icons should be different (size, shape, etc.), not just recolored (see ENG for example) - Think of colorblind Elixir of Ambition - 25 stacks of might plus all buffs - With Twisted Medicine, the whole party is in God Mode Doom Approaches - When used with Lingering Curse, it's just too much condition damage Vital Draw - should deal extra damage or applies bleed against foes that cannot float 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 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. 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.
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