Showing Posts For Asurch.9352:
I really hope they buff the attunement cooldown to like 2-2.5 seconds, with dream being 1 second cd. I want to cast a few skills and then move to next attunement, not camp them for excessive periods of time.
At least let us choose attunements freely out of combat instead of having to wait 3.5 seconds to switch them. This just feels like punishing the player for nothing.
i love the idea of condi ele but i can agree with you (i would love some water in the ele rotations but its a support attunement T-T)
Actually from a PvE perspective, fire/arcane/water ele with some improvisation on rotations left from 2014 can use water attunement a lot, and I think produce the highest burst damage in-game against large hitboxes for more than 20 seconds. After it stabilizes, shouldn’t even be running so far behind its fire/arcane/air brother
Condi tempest used to use earth attunement until they buffed the trait in arcane line, which made us drop icebow for arcane utilities for additional burns. Either a nerf on that trait or a huge buff on the bleeds on earth is needed to revert this change unfortunately.
What I really wish is that flame axe was a part of condi tempest though.
Hey there! Been a while and we have been trying this RNGfest 2k17 and got a decent run out of it.
Game Build: 74,844
Guild: Downstate Lava Font [Roul]
War (Bladex Goes Warrior): https://www.youtube.com/watch?v=iFkyJuelWxo&
Ele (Lemon Dealer): https://www.youtube.com/watch?v=MvNUxuDz4DU
Hey there, been a while doing some dungeons.
Game build: 71,559
Lemon: https://youtu.be/yfAylpX457k
Blade: https://youtu.be/nJc51yjBtYM
Atleast you don’t die to traps.
Oh, I wish, we reseted half of the runs because i died to traps tbh
My tryhard Die Hard strats so good tho
Pray 4 internet so I can upload my PoV
This could easily be saved for sub 10 min especially maybe if i didn’t get hit by spiders in skips every single time.
Hi, I’m forum nub, hope I am doing this right, fight me.
Guild : [hC] This Is How We Do
07/05/2016, game build 61,265
Asurch | Lemon Dealer (ele) : https://youtu.be/LSlDrDw42ao
Lemon Sauce
Ring of Fire
PvE
Specific Game Mode
- PvE
Proposal Overview
Giving pets a life bar of 20 health, decreasing 1-3 of them each time they are attacked depending on how much they are hit in a period of time.
Goal Of Proposal
Alternating pet health system, preventing them to die from random 1 hit KO area skills.
Proposal Functionality
Pets will have their health bar divided by 20. While in combat, game will check how much total damage (Condition+Direct) they got in a time period, lets say one second.
If it is too low, lets say below 500, pet won’t lose health.
If it is low, lets say 500-2500, pet will lose 1 health point.
If it is medium, lets say 2500-7500, pet will lose 2 health points.
If it is high, in this case it should be any damage 7500+, pet will lose 3 health points.
So pets can lose maximum of 3/20 of their health per second. Healing also scales similar to this, total healing done on pet for the period will be checked and will increase it’s life bar.
Numbers may change and I’m sure A-Net will balance it out to reward players that still try to protect their pet from harm, and those who don’t care because they won’t die in 2 seconds will eventually have their pet dead.
Associated Risks
Pets may become really dangerous in 1v1 situations.
A new mechanic may confuse people, especially if it becomes something complicated.
Limiting damage done on pet per second could be a better fix.
If not done right, we may have just another passive way to play. (Pet won’t have any risk of death)
This doesn’t really fix the problem with unreliable pet AI.
1. Ranger
2. Engineer
3. Elementalist
Hello there! I really enjoy playing a ranger. However I and many could enjoy it more by making it a more active profession. Here is how I would do it:
Weapons
All our weapons should have a skill that also gives our pet a special thing. For this:
- Greatsword: Crippling Throw
Your pet immobilizes enemy on it’s next attack for 1 second.
- Axe (Off hand): Path of Scars
Your pet gains Attack of Opportunity(150% damage on next attack).
- Dagger: Stalker’s Strike
Your pet’s next attack inflicts torment.
- Torch: Throw Torch
Your pet’s next attack cripples.
- Warhorn: Hunter’s Call
Your pet’s next attack will inflict 3 stacks of vulnerability.
- Spear: Dart
Your pet will also do a leap finisher.
Other weapons pretty much have an effect on our pets.
Signets
- Signet of the Hunt
Active: Your pet’s next 5 attacks deal more damage.(Attack of Opportunity)
- Signet of Renewal
Active: Removes all conditions from pet, if the pet is dead, revives it.
- New Signet on elite slot: Signet of Symbiosis.
Passive: Any boon your pet gets is shared with you. Does not stack itself with Fortifying Bond.
Active: Merge with pet to gain new skills dependent on the pet’s family and F2.
Spirits
- Sun Spirit: Solar Flare
You and allies near you inflict blind on your next attack.
- Frost Spirit: Cold Snap
You and allies near you inflict chill on your next attack.
Shouts
- Guard
Does not grant stealth to pet anymore. Protection reduced to 6 seconds. Not an AoE skill anymore, you basically tell your pet to protect itself from incoming damage for a short duration.
- Search and Rescue
Recharge time reduced to 60 seconds.
Traits
+ Marksmanship
-Opening Strike and Alpha training merged.
-Piercing Arrows and Spotter merged.
-Signet of the beastmaster moved to Master tier.
-Predator’s Instinct: Now you and your pet both deal 1.25 seconds of cripple.
-Precise Strike moved to 15.
-Remorseless moved to 25.
-Eagle Eye: 5% more damage on 500-1000 range, 10% more damage on 1000-1500 range.
-Trait no. 11: Longbow and shortbow has 10% increased chance to do critical hit.
-Honed Axes as 12: Axe deals 10% more critical damage in main hand. 5% more critical damage in offhand.
+ Skirmishing
-Primal Reflexes recharge time reduced to 10 seconds.
-Trappers Expertise and Off-hand Training swapped.
-Trap Potency moved Wilderness Survival 11.
-Moment of Clarity now gives Attack of Opportunity for 2 attacks.
-Trait no. 9: Your pet has a 33% chance to inflict 2 stacks of vulnerability.
-Trait no. 11: Chance to gain fury on critical hit. 5 second fury duration, 20% chance, 15 second recharge time.
+ Wilderness Survival
-Emphatic Bond moved to 10.
-Martial Mastery merged with Two-Handed Training. Stays in Nature Magic line.
-Bark Skin: Condition damage endured by pet while you are below 10% health.
Pet takes 25% less damage from all sources below 25% health.
+ Nature Magic
-Bountiful Hunter: You and your pet deal more damage according to each boon you have. Increases damage by 2% per boon you have.
-Fortifying Bond: Does not stack itself with Signet of Symbiosis.
-Nature’s Vengeance and Spirits Unbound merged into 7.
-Spiritual Cleanse as new 11: Your next healing skill used will cleanse 5 conditions below 75% health. 90 second recharge time.
+Beastmastery
-Empathy now increases 2 by each point you invest in this line.
-Master’s Bond: Now protects the bonuses if the pet is stowed.
-Rending Attacks, Stability Training, Intimidation Training all merged into one trait.
-Zephyr’s Speed moved to 8.
-Trait no. 9: Lick Wounds will be available instantly when you are downed. Recharge time 45 seconds.
-Trait no. 11: Your pet has increased endurance regeneration.
I hope I didn’t leave empty places while making decisions with trait placements!
General Mechanics
- F1 is now used both to send pet to attack and make them get away from the fight. First F1 send, second F1 get away.
- Pet now has an endurance bar near it. Pressing F3 makes it dodge just like you do.
- All trap skills now give a buff to pet when activated, increasing the damage pet does to the enemies that activated traps for 5 seconds.
- Pet skills should become softer, and shouldn’t randomly take their recharge times.
- Pet’s should benefit slightly from their master’s stats.
None of this might end up implementing to game and many of them might be imbalanced. However this is a way that how rangers should be seen in my opinion. Those who would protect their pets to the end should get rewarded and rangers will have a reliable way to do it so. Some of these things should have already been suggested by many before.
I see your points but I don’t see this as an only condition damage problem. There should be bosses that Berserker builds can do it easily, there should be bosses Rabid builds can do it easily, there should be bosses Rampager builds can do it easily etc. Each time, your main stats have to change, your general DPS would drop if you stick on only Berserker. Yeah I see 90% is a bit over powered so keeping it as a phase is fine.
I like your over stack ideas but I keep thinking this.
- Whenever a condition(lets say bleed) gets to max stacks, if you try to apply a new bleed, it wouldn’t count as a condition stack, but deal it’s condition damage multiplied by X to the monster.
I dont think A-net would like to make stacks over 25, so they would pretty much do something like this in my opinion.
As many of us think, condition damage builds aren’t really good for PvE content and Arena-net tries to fix it. Instead of fix, you can make it so, different dungeons or contents are possible with different builds, which they tried to achieve with Queen’s Gauntlet. So here is a few suggestions to make condition damage builds shine in dungeons:
- Make a boss or couple of monsters that takes 90% reduced direct damage. People will be forced to use conditions to kill it.
- In Twilight Arbor, in story i suppose, you open flowers and you take a buff that heals you when you would die. A buff can be created to amplify condition damage so it would be as useful as berserker build.
- A mechanic can be created so whenever a monster has multiple types of conditions, all condition damage monster takes is amplified.
I don’t wish such to exist everywhere, but if it existed somewhere, it would be useful for condition damage users. Feel free to add your own ideas, and I’m not sure if any of these have been suggested before.