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DhaosGestalt.8605

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Everything posted by DhaosGestalt.8605

  1. I cannot express the depth of my sadness for all of you who are close with this person. I genuinely hope that things resolve in the best possible outcome, and that there are many more nights together ahead for you all.
  2. This. I didn't like feeling forced to either take signet of undeath, soul reaping - eternal life, or just accept that my life force bar was going to perpetual sit at 0. Especially because the pistol has such middling life force generation.
  3. I have played Harbinger in WvW as a solo/paired roamer, in a Zerg, and in a havoc. I'm going to make comparison to mirage, virtuoso, and holosmith in this so heads up there. Generally speaking, before i get going - the heal elixir is straight garbage. I used it once before swapping back to signet heal, which was just fundementally better for both my play style and in general. The signet synergized with the aggro style harbinger i honed in on, while the elixir heal felt useless. In fact I only used ignorance and ambition, ignoring the rest of the elixirs. I didn't even particular like ignorance but the sheer lack of reliable stun break on Necro baseline makes any stun break offered by elite specs rather non-optional. The pistol skills were... Well... Reskinned engineer pistol. I loved the pistol 3 ability, though i would happily trade some of it's outright power to get a burst AoE as seen in the axe 3 but more reliable. The pistol 2 was literally just a retool of engineer pistol 2 and i low key hated it. Basic attack is basic and bears no further address. My trait picks were wicked corruption, implacable foe for solo play and twisted medicine for duo and group play, and deathly haste. I found the traits useful, well composed, but ultimately a bit bland. I would like to see things that adjust how blight gameplay works. And now blight. This is too much. There simply is not enough reward to dignify the cost. I noticed most of the best harbingers i encountered were holding a steady 7-9 stacks of blight, and beyond that it was either non-existent because they just didn't use it, or they were down state champs. Chumps? Anyway, this needs to be addressed in a bad way. What i would love to see happen is either cut the cost in half, so each stack in all modes of play yields 1% reduction in health, OR keep the current costs but dramatically improve the rewards AND give us some kind of push/cleanse. What i would like to see, personally, is a push at 1/4 duration and half effect if you're going to continue with the 2% loss per stack. Hope you're still with me: here is my experiences: Running around solo in WvW as harbinger felt amazing... When it worked. As a mirage main i can say that the harbinger felt much more powerful than i was use to against classes such as LB2SB or deadeye, more in line with what i expect out of my holosmith. As a solo roamer the shroud abilities were *chefs kiss* against a lot of other solo/duo roamer builds that one is likely to encounter. I would have loved to have a bit more utility out of Ignorance and Ambition, but you can't really beat a full boon bar burst to finish a fight. As a duo roamer i felt slightly less impactful. It was nice being able to spit out consistent boons for my ally, corrupt enemy boons, and finish kills, but i mostly felt like a +1 deadeye who noticed a low health enemy and didn't even bother marking them. That was the level of meh i felt by just adding 1 new player. This in comparison to virtuoso just felt bad. Adding 1 new person with a virtuoso turns them from a threat to a murder machine. More friends should not mean less impact. Ideally I'd like to see a greater degree of control over how your elixirs are spread to address this, be that by increasing their area or whatever else might work. In a Zerg i felt like a barnacle. I was along for the ride mostly just trying not to die. This class feels like complete garbage in Zerg play. I feel more engaged on mirage, especially with Alac now being a thing, even on holosmith because of their ability to hard engage groups. This class felt terrible, and it's group play needs help stat. Tl:dr harbinger shines with fewer friends, this is an MMO. Fix that. Elixirs are bad. Fix that. Blight is really bad. Fix that. The concept is delightful and amazing. Keep that.
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