Showing Posts For Ceijan.5428:
1- Make permanent way-point a passive guild update. (it will promote even more guil claiming and won’t be in the automatic upgrade (limit it to the keeps))
2- reduce the duration of the oasis event.
3- remove any agressive mob, at least, let us move freely without agroing anything. (don’t remove the mob, just put them to passive mode)
4- make some sort of jumping puzzle to get across the baricades, it would still slow down the zergs as intended[cause there is always people who don’t know how to do a jumping puzzle], It will still slow a bit the roamers, but you’ll still be able to move faster than by going all the way arround. (with the systeme as it is now, big zerg just smach throug the baricades and roamers have to walk all the way around)
5- make something so we can stop the ennemy upgrade, killing the dolyaks doesn’t work anymore so in low tier servers, you used to spend a long time killing all the dolyaks to stop the ennemy from upgrading a keep before prime time. Now you only can delay it. (could be something like the upgrade can’t be finished until X dolyaks arrived [even if it doesn’t use any supplies] )
(sorry for my english)
I’m talking only from a WvW in full clerical gear aura share perspective here :
WarHorn:
Fire 4 : good, maybe remove some of the most OP boons
Fire 5 : nice on bridges/wall, but a bit low on damage (and the combo still field beeing bugged)
Water 4 : the bump is too slow, barely usable for this purpose, but the heal is good
Water 5 : For me the speed is perfect, not too fast when you are crippled, but not too slow either.
Air 4 : Very good
Air 5 : at least you can use it to tag loot bags
Earth 4 *: perfect
*Earth 5 : Good on bridges/wall
overloads :
Fire: Don’t really like it, I find its damage low, I only use it for might stacking (and it’s boooooring)
Water: Was better before, the 4 second duration make it too dificult to finish, and even if you do, having to wait 4 second to cast a decent heal is bad.
Air: Good, even if the damage isn’t high, it throws a lot of attack so in the end, it does more damage than overload fire, and it look cool (and shocking aura at the end of if [if traited] is very good)
Earth: Nice, good protection sharing for your group, 3 stack of stability might be a little low, but still good.
Shouts :
Heal : Very good group healing. I could get up to 7k base heal + bonus heal to allies.
Fire : Not very good, only use it because of low CD and instant cast to share aura (and heal) Can be used to hit ennemies on walls, not very fun to play
Water : Only used it because of low CD, but not very good or fun to play
Air : only used it in outnumberd situation as a panic button, and even here didn’t feel very good (still saved my life twice, but it feel like it’s missing something)
Earth : loved this one, but to high CD (I’d like half of the CD, instant cast and half aura duration so it doesn’t become too OP with a 20 sec CD). It was fun to play but the high CD end up in making us barely use it.
Elite shout : Liked it a lot, dificult to master, but the delayed aura is good, (For instance, I cast an air aura and then the elite and go to another autunement ==> 10 sec air aura)
In overall, I found the tempest half boring half fun, some of the skills felt so boring while other where quite fun to play.
It seems awsome, I just home they’ll add an option so we can still see other comander tags when in a squad.