Showing Posts For Ceit.7619:
Yes, it’s worth it to go zerker runes. If you can get your condi duration from trinkets instead, then you can scale up your condi damage more with it.
The main reason fear doesn’t work well with the seekers is because of the reaper trait that causes fear to also chill. In one sense, it helps to fear if they are far away still, but the closer they are the less useful it is because they won’t run far due to that chill. One of the best pieces of advice is just learn how to manipulate the seekers. If they are following you, don’t go to green until the last second or two.
While I appreciate the effort you went through to list all that, I would say that the skills/traits would only serve to overwrite rather than add to, with some redundancy through in. Necro already has one of the best condi specs around in pve and this would only serve to compete with their own other specs. Shroud 1 alone is probably too powerful when you consider people speccing into Dhuumfire being able to stack burning, poison and torment by pressing 1. Confusion on the sword skills is too much as well, as this is in general a Mesmer condition and kind of comes out of nowhere for this. The spec enhanced condi setups, siphon setups, and crit setups which is a little all over the place if you ask me.
DarksunG, It’s called an opinion and everyone is allowed to have one. While it would be nice to have it be a 20 slot bag that is shared on the account, that would be rather pricy. I think they intentionally made the max out at 5 just to avoid people making it too easy to slide all their ascended gear around too freely, which would devalue legendary items to a point. I recall there being posts made by players who suggested similar sized things as this, because they wanted just enough space to fit infinite tools or (like for me) a terrace pass. Other games you pay a subscription,where here you only pay for cosmetics or convenience in this game. Is the convenience not worth it to you? Then don’t get it. It’s quite simple.
(edited by Ceit.7619)
I think it’s likely they are going to reset everyone’s skills and refund the points used to get them into hero points as appropriate to your account. Otherwise the track system of skills might have some strange issues with people having the Mist form skill unlocked in the track, but not preceding things. This would also fix the issue of people not having access to many skill points because they used up what would have been ‘hero points’ as spirit shards.
They are planning on adding more elite specs. After a while, and if the followed your model, every base profession would have access to all weapons.
Surely by ArenaNet’s model of needing to introduce an Elite Spec which uses a new weapon we’d have necros using a pistol/rifle at somepoint?
My model means that introducing new weapons and Elite Specs are separate. So ArenaNet can introduce new Elite Specs without needing to introduce new weapons.
So for example an Elementalist could get access to mainhand sword base class and for their Elite Spec become a Ritualist which changes the weapon skills for staff when traited.
It’s possible that, yes, future specs might not all come with a new weapon. But, unless I misunderstood, you said that when a new weapon is introduced (like with this wave of elite specs), it should be added to the base profession.
That would mean that the next Mesmer elite spec would have access to the Shield, which is not something that Anet wants, as it would remove any opportunity costs.
Yes that’s what I meant, new weapons being added to the base profession.
I don’t quite understand your second paragraph, are you saying that Anet doesn’t want Mesmer base profession to have access to the Shield because it would remove any opportunity costs (what are opportunity costs)?
The only reason I can think of Anet not wanting to let base professions have access to a certain weapon is because it might put people off from using an Elite spec. So if Guardian base prof. had access to longbow already, players might not spec into Dragonhunter because it’s not necessary.
That’s why I proposed the idea that the longbow skills would change depending on if you’re a Dragonhunter or just a Guardian. It’s all situational in the end just like it is now, the player needs to decide if the Dragonhunter longbow skills, virtues, traits and traps are better for their current situation or base prof. longbow skills are sufficient.
Why would they want to make two sets of skills for the same weapon, to appease the idea that the weapon should be added to the base profession? As far as I can tell, part of the point of the new weapons being tied to the elite spec has to do with the fundamentals of what the weapon means for that class. Lots of classes use weapons that might seem odd for them (I.E. Mesmer, Swords. Necro, Warhorn/Axe), but these are all reflections of different ways a necromancer might express how they want to fight. Specialization, in essence, focuses this idea. Many of the basic trait lines focus on certain sets, and the elite spec is no different in this regard. It is just a matter of the elite specialization being ‘new’ to the class, a new mentality to fighting as a (insert class) and so that new way of fighting is represented with a new weapon. In your outlook of weapon skills changing based on spec, it would then be a logical progression to say all weapon skills should change based on specialization, not just the new ones, and that is a silly amount of work when the current method makes perfect sense.
I realize this is an older post, but I figured I would toss out that this is still happening. Harmonious Mantras drops it’s benefit on prepped mantra’s whenever your dynamic level changes. Kind of a big deal in general pve, as much roaming as is involved in it. Makes me wonder what other things are getting messed up in DL switches that we aren’t able to see from front end tells.
I remember when I finished playing Pokemon on my ranger (Caught all the pets), I went through the entire list of pets without knowing that names didn’t stick and renamed every single one. Not even special names for the most part, I just took off ‘Juvenile’ cause I didn’t like seeing it. Was rather miffed when I finished, then put on the pets I wanted to run with and it was still there. Now I just never change my pets, so I can not worry about their names not saving.
Still bugged. That’s pretty bad that a year after the fact, an event right outside of LA is bugged like this.
I have the same problem. I put Bloodlust on my Scepter, and the Corruption Sigil on a dagger, and neither are creating stacks. Tried taking the dagger off and just using the Scepter, but still a no-go with just Bloodlust. I have tried the reverse and main handing my dagger with Corruption and neither one is creating stacks, together or separate.
Edit: I believe I have solved this issue for my own purposes anyways. I think it’s a game protocol that makes it so none of the stacking sigils will work if you have a weapon with that sigil anywhere in your inventory. As soon as I replaced the Sigil of Bloodlust with a Sigil of Earth, my Sigil of Corruption Dagger began to gather stacks immediately. I also noticed that the stacks remain even after you unequip the Sigil with Corruption on it, so I imagine the idea is to prevent people from getting both stacks by just having them equipped one at a time. Just a thought anyways.
(edited by Ceit.7619)
To put this into perspective, I’m throwing out that a normal set of commands for my aoe focused Necromancer taking on a group uses 7 possible button presses and 4 Ground Clicks to target certain spells over the course of an average fight. Mostly due to Grenader’s ‘1’ skill not being an auto-attack skill, They have to make 24 Button Presses and 6 Ground Clicks to do roughly the same effect. A large majority of this disparity would be eliminated if their standard grenade skill could be set to auto attack much like when i’m aoeing, my main hand weapon is contributing the entire time while I setup the aoes. Seems a fair request to me, as it’d mostly bring them up to speed with some other setups as far as human-side difficulty of play.