(edited by Swift.9567)
Feedback groundtargeting?
No clue. Would love if it was since that would give us more control … and I’m all about more control over my character and their skills.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
Well in WvW it’s easier to place a feedback by targeting the offending ranger/projectile user on walls than to have to hand place it, and sometimes that extra second saves lives. Though I would love to have the option of both, being able to insta-place and be able to target it when I wanted.
Well in WvW it’s easier to place a feedback by targeting the offending ranger/projectile user on walls than to have to hand place it, and sometimes that extra second saves lives. Though I would love to have the option of both, being able to insta-place and be able to target it when I wanted.
Well, you could place it on yourself instead. This way, it is casted relatively fast while having the added benefit of using the field for its full duration, if you so desire.
You can place it on yourself now…if you point the camera down and take a step back before casting and move forward. It’s a bit like the Ele trick for landing Dragon tooth for might stacking. You will end up inside the bubble.
On-target placement allows you to ignore line of sight and place it through walls and behind and doors and stuff. Ground targeting would eliminate this.
On-target placement allows you to ignore line of sight and place it through walls and behind and doors and stuff. Ground targeting would eliminate this.
Wow. Isn’t that something they are always about to ‘fix’? Like they did with phantasms.
From a WvW perspective:
Ground targeting that spell would allow a lot of cool stuff to do with that skill.
We could place it at the gate in WvW keeps/towers. Yes we can do that right now but it’s extremly buggy and in most cases we throw a feedback without target it is created somewhere under the map >.<
We could place it where the enemies are heading to have its effect for the whole duration not just for the few seconds of the enemy zerg running through it.
We could also use it defensive. (Placing it on top of US)
Equinox [EqnX]
Riverside[DE]
Well in WvW it’s easier to place a feedback by targeting the offending ranger/projectile user on walls than to have to hand place it, and sometimes that extra second saves lives. Though I would love to have the option of both, being able to insta-place and be able to target it when I wanted.
Well, you could place it on yourself instead. This way, it is casted relatively fast while having the added benefit of using the field for its full duration, if you so desire.
In addition to the trick someone mentioned earlier, you can also get the medic’s feedback trait and look for downed folks around you to get this effect. Doubly useful since Medic’s Feedback has a 10s cooldown.
Course, that’s mostly for WvW and PvP. Probably not gonna see much use in PvE unless you’re pugging, in which case you should probably just leave it on for Fractals. You may not set any world record speedruns with it, but it’ll allow you to sleep-solo any working projectile encounter where you can outlast your teammates.
Still giggle at the Volcano Fractal runs I’ve saved by tapping the res button while occasionally hitting feedback or a focus skill, and watching the boss melt themselves.
(edited by Sharkey.9805)
I would love an option in settings to turn off/on ground targeting of all such abilities. I prefer to play in melee range if at all possible, and that extra second or so of having to target where such abilities land can be critical. I see that being even more of an issue with the addition of wells on the mesmer.
Have they migrated away from traits that change the targeting capabilities of abilities? I know necros are supposed to get ground targeting baseline for wells soon, but I didn’t check into other classes. I’d suspect if they remove those as trait options entirely, then you should see ground targeting as an interface option soon after. Until then, it may still technically be a factor in game balance.