A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
It has been a reoccurring topic how certain traits, skills, or sets of utilities are of little or limited use. In the case of some traits I may agree. When it comes to turrets i understand the complains. What I am aiming to discuss here though, is referring more to Condition removal and/or stun breakers.
Turrets have condition removal in Healing turret and Thumper turret. As far as the stun breaker is concerned, it is on par, CD wise with most others, although for the effort it takes to go through multiple steps to get equivalent healing and CD removal from the Healing turret, it really need to remove more then just the 2 conditions, if not just turn them to boons. Something, anything, to get some benefit for the multiple steps needed. I think its reasonable to get something more in return. Just my opinion.
Gadgets have two stun breakers and no condition removal. For me personally (and again, all of this is my personal opinions and judgements) I would love to see the Utility goggles changed. I would like to see the tool belt skill Anylize changed to a condition removal skill, we could call it “gas mask” or something and have it remove 3 conditions or what not. If the vulnerability on that skill being gone is a problem for many, perhaps we could just make the regular utility goggles apply fury + vulnerability.
This would give gadgets as a whole more value as a set. It would also spread out the condi removal a bit into other sets. As of now, kits have limited condition removal for that matter. Just the EG #5, super elixir, removing 1 and Med kit #4 removing 1. I do not understand the stun breaker related to EG at all though, but that is just my relative view. To me, Healing mist aligns more to what a cleanse should be. IF you ask me, it should have a slightly lower CD and remove 3 condition. Or leave it as it is, raise the CD slightly on fumigate, but allow fumigate to cleanse the engie itself too. The issue I see with that though, is having a stun breaker and solid condition removal in one kit of over the top. If Anet insist on having a stun breaker on EG perhaps they could add a cleanse to the FT tool bet skill and make it cleansing flame or something. The burn on such a long cool down seems to have minimized value, but again, its just my opinion. If anyone else has ideas on how to spread the benefits out in kits, I would love to hear your input or feedback.
With Elixirs having traits that offering solid condition removal, on top of Elixir C that flat out removes all conditions and transfers them to boons, they are stacked in this area. Not to mention 2 stun breakers in Elixir U and S, and the incoming dropping of the RnG so that we have guaranteed stealth and stability with them, it seems we really need to spread it slightly more evenly into kits, and fill the very evident void in gadgets.
These are just some of my personal thoughts on the matter of utility sets and an uneven spread of stun breakers and condition removal. I would like to hear any other ideas or feed back on ways to even this out into the other utility lines, and even ways to try to be some what thematically accurate if at all possible.
One thing that always strikes me as odd, is that we are expected to use kits for secondary weapons, meaning we lose a utility slot to them, yet kits have almost no condition removal and only one stun breaker. If we are already losing a slot that other professions can use for condi removal or a stun breaker, why don’t we have more of both built into kits? I always thought that was some of what kit refinement made up for in the skills on FT and EG gun before the trait was destroyed for no good reason all those months ago.
(edited by coglin.1867)
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