ShellShot.1274 Posted June 27, 2023 Share Posted June 27, 2023 Nothing noted in the patch notes but: "Barrier Blast" [mace 1 final attack ]appears to be renamed to "Mace Blast" and no longer gives barrier "Energizing Slam" [mace 2] now grants barrier [about 3* the old barrier blast numbers] 2 5 Link to comment Share on other sites More sharing options...
Calen.8945 Posted June 28, 2023 Share Posted June 28, 2023 Honestly, I'm fine with this. It's much easier to hit [mace 2] off cd than [mace 1 final attack] when you are dodging around in a fight. 1 2 Link to comment Share on other sites More sharing options...
Darkhart.4769 Posted June 28, 2023 Share Posted June 28, 2023 WTF, this was not advertise in the preview and release patch notes. I hate this... 1 Link to comment Share on other sites More sharing options...
ThunderX.6591 Posted June 28, 2023 Share Posted June 28, 2023 The change isn't a good one, at least for alac dps mecha, cause now, you cannot get 100% alac on boss fight anymore............. plus nowhere was written about it, because if it was mentioned, we would have toons of posts against it from the start. On the simple "barrier boon" effect, the change can be ok, but on the "trigger alac" boon time, the change is really bad......... need to do more test, BUT i don't see getting 100% alac uptime anymore for the class. Really really bad stealth change Mecha get from this patch. 1 Link to comment Share on other sites More sharing options...
Meesor.7243 Posted June 28, 2023 Share Posted June 28, 2023 (edited) 3rd hit auto mace blast should have 1-2 sec burning with that name. Energizing slam in wvw is utter trash giving only like 300 barrier. Also still gives 2 vuln 2 confusion instead of the 3 listed on tooltip It's a nerf in my opinion for wvw but better changes to it overall, just need to boost barrier on energizing slam in wvw Edited June 28, 2023 by Meesor.7243 Link to comment Share on other sites More sharing options...
Stalima.5490 Posted June 28, 2023 Share Posted June 28, 2023 (edited) I would say that in some respects this is better as it is a much more chonky single shield and you do not need to hit enemies to generate it, however it is likely slightly weaker in terms of raw barrier, but only if you don't get every single auto hit in the space of its cd Edited June 28, 2023 by Stalima.5490 Link to comment Share on other sites More sharing options...
Ten.2617 Posted June 28, 2023 Share Posted June 28, 2023 I planned suggest this change, but they realize quick the necessity. Good job! But... The fluence problem was not solved yet... Mace 1: The auto attack chain still very slow and way weaker that the Hammer one. It should be speeded up to at least same speed than the Hammer. Mace 2: In pvp the barrier amount is invisible, it should be increased to at least 600 (about 100 per second). Mace 3: The cooldown is very high yet... It could be reduced to something between 8 and 10. Link to comment Share on other sites More sharing options...
WipZedKay.5316 Posted June 28, 2023 Share Posted June 28, 2023 This change has also made it more difficult to maintain permanent alacrity since you applied barrier from mace AA about 3 times more often than you can do with mace 2 due to the cooldown. This also means that it's required to use F2 or barrier signet to help the upkeep of alacrity since you passively generate less of it while in melee range. Certainly doesn't help that you also get penalized for standing outside of your mech range for 1 millisecond with longer cooldowns now... Link to comment Share on other sites More sharing options...
Zzik.5873 Posted June 29, 2023 Share Posted June 29, 2023 14 hours ago, Darkhart.4769 said: WTF, this was not advertise in the preview and release patch notes. I hate this... I also hate it wtf anet?!?! Hope this is a silly bug Link to comment Share on other sites More sharing options...
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