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Fade.1743

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  1. Not as much of an issue. Group barrier is a huge DPS loss in a group. Self-barrier is high but that's scrappers niche. Holosmith just needs to be a better power build really
  2. Fair enough. I can also see this with a DPS scrapper tank being useful if you aren't a quickness source.
  3. I mean this is a good change. But...why is this for PvE support? A PvE support build is going to take the Quickness trait for scrapper. Is shortbow going to supply Quickness without the trait?
  4. Here are the changes I'd start with: 1) Air Jade Sphere gives out Fury, not Quickness. 2) Jade Spheres do not give out boons to other party members but still act as Combo Fields 3) Jade Spheres follow the player around like Scrapper Gyros 4) Hammer orbs now do pulsing damage rather than projectile and last for 8 seconds (as has been suggested for months) 5) Sphere Specialist now does the following: - Grant boons from Jade Spheres to other players - Grant Quickness per pulse - Increase Radius of Jade Sphere 6) Jade Spheres are back on the previous 5s CD 7) Catalysts start combat with 30 energy in instanced encounters. There are other changes I'd probably make, but that's a start as to what all should be done. I think Hammer is actually an amazing weapon and only needs slight adjustments. The Jade Sphere mechanic needs far more work.
  5. No, this is factually incorrect. So Anet claimed Catalyst did a third more DPS than other Quickness sources. The quickness build did 36k DPS in optimal circumstances (standing in boss hitbox, bosses not moving, and people being able to stand in fields, aka impossible for EoD strikes) which is about 3k more than other sources. HOWEVER, if you read the description by Roul, he said that DPS drops by about 3k when standing outside the hitbox. Also, they nerfed almost every ability used in his benchmark video. So that must mean they were the best option to take, right? Nope! Bringing Lightning Hammer would've brought in more DPS if you replaced Shattering Ice. They gave us their reasons, but under the barest amount of scrutiny, the reasons don't hold any water.
  6. This began after running Deepstone. During the Spider walkway, I was knocked off the platform just as the wind from there was ending. At this point, I was pulled into the opposite wall and couldn't leave. After a /gg and respawn, I always was pulled into the north wall. I had to relog in order to move my character again. Since then, I don't have any AoE indicators for various fields from enemies within Fractals. I exitted the game as well as restarted my entire PC. This continued into Sunqua as well. Imgur link to various examples of this: https://imgur.com/a/tA423L4
  7. This is a relic of the original system of traits. Originally each trait line (5 core ones) was tied to two stats (Power/x, Precision/y, Toughness/z, Vitality/a, Profession specific/b). x, y, z, a, and b were Boon Duration (Concentration), Condition Duration (Expertise), Condition Damage (Condition), Healing Power, and Crit Damage (Ferocity). When you invested into a traitline, you increased the stats. So profession specific for ranger was Pet Attribute Bonus. That's basically been replaced by Pack Alpha.
  8. I have a Soulbeast looking to do endgame PvE and am working on a Druid set
  9. I could see them doing Ranger as some sort of Commando in the future (as this would be akin to IRL US Army Rangers which are a pretty elite military unit). But not for EoD. It's a bit too soon after Deadeye where they would probably a very similar style of play
  10. Amala is a Dervish. In GW1, each of the five human gods had an avatar form. Amala uses some unique models for each one, but if you look at the Avatar of Melandru, it's a very similar model. Avatar of Balthazar is the same model as in GW1. Remember that both Guild Wars run on the same engine. Also, Sylvari are based off human designs. Ventari was only influence of the Sylvari. Ronan (human) was also present in Ventari's Refuge. The Pale Tree based Sylvari upon him. So it's more than likely showing how the Sylvari of the Pale Tree are based off humans.
  11. Ah, I should update now that I'm free. IDK why anyone would think increased toughness does not increase aggro. I know it doesn't work like other MMOs, but having higher toughness (and/or a shield) also increase the chance for being attacked. Back when I was having issues, I'd wait about 5-10 seconds after everyone else, hit a few abilities, and immediately draw aggro. Anyway, swapping in Dolyak Stance for the first slot (using Sic 'Em, and the ferocity Signet) that's free to replace helped out a lot. I also started using the Defensive Potions even in Tier 2. I got so used to the huge amount of defense that Reaper brings that I'd only use them for Tier 3. As for Tier, I either do T2 or T3 at the moment. I've just recently unlocked T4, but I don't have enough AR to be able to do much into it. I'm not really in a rush for it either. Really the fights that were frustrating me were Mai Trinn (only slightly less annoying than original release back in 2013) and the new pirate one where the stupid filter means I can't tell which AoE is on me if I don't see the target reticle for the split second.
  12. Recently I've been enjoying playing through open world (solo and group) as my Soulbeast where before I was playing Reaper and Scrapper/Holomancer. I also have enjoyed Fractals immensely. However, I've noticed that I can barely stay above 25% HP (using Marauder Armor/zerker everything else) as enemies are constantly targetting me. I know this comes from the extra stats from the Beastmastery line. Is Soulbeast even really viable for Fractals? It's been causing me immense amounts of stress to even attempt Fractals when I have to spend every moment of them being targetted by everything. How have people dealt with this before?
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