Showing Posts Upvoted By Demented Yak.6105:

Keeping track of all the internal cool downs

in PvP

Posted by: Seigfried.5938

Seigfried.5938

It’s impossible to do so in the current system. There are internal cool downs from traits, sigils, runes, etc. There should be a system where we can actually see what is on cool down to time our skills better. In the bottom left of our screen, downed and dead players names are shown. Instead, why not use that space to show us all our internal cool downs?

Gandara → SoS → BG → Gandara → SFR

New bunker meta sux

Sikari's BWE3: Feedback & Suggestions. (Long)

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

Introduction

Hey everyone. I’m Sikari, known for long posts in the PvP and Necromancer section with not enough TL;DRs. I’ve come to take a liking of Revenant recently and wanted to weigh in some opinions, suggestions and things of that nature. To cut down on space and fluff, I’m just going to jump in and go down the lists hitting weapons, utilities and traits. I’ll try to generalize each point, I’ll separate more in-depth/specific notes I wish to make. Feel free to discuss, criticize or add to the discussion in any way you see fit. Keep it civil and constructive, please!

Weapons

Two-Handed
Hammer: Hammer overall is in a good spot, and still fills a strong slow but hard-hitting niche.

  • Hammer bolt – I actually mostly wanted to point out, I dislike the animation. Throwing a Hammer seems a lot less epic than it could have been, but that’s just me. More importantly, though this is not revenant specific, bolts do hit far past their distance cap, a projectile issue within the game.
  • Coalescence of Ruin – I believe this damage could be shifted to be a ‘little’ less hindered in close combat. Currently it looks like the weapon has coefficients of 1, 1.5 and 2. Something closer to 1.20, 1.60, 2 would be a bit better, as a 40% damage reduction is still significant. Being that a strong portion of hammer’s damage is in this ability, it’d be nice if it was a bit more impactful in close range. Also, the damage area does not completely match up with the animation, leading to moments where you would think you hit your target, but actually have not (Especially at high range).
  • Drop the Hammer – Drop the hammer is an interesting beast. In chaotic situations, it isn’t bad. However in more realistic scenarios and smaller scale fights, the 1.75 cast time, on top of being ground-targeted makes for a really hard to land skill. That said, it being a low cooldown aoe CC, it makes it risky to make too powerful. I suggest either a 1.25 cast time, or an even shorter cast time (3/4), and having it work similarly to Dragon’s Tooth, where it’s still delayed significantly, in this case 1 second after the cast (to keep it about the same, but less time spent casting), so that it can be more easily comboed with, and locks your character for less time on a skill that is very easily dodgeable. Either route taken, the cooldown could go up to 20 seconds. Personally, I feel a more reliable ability is better than a short cooldown ability that is less reliable and less impactful. I understand this might be controversial though.

Staff: Overall, I actually think staff is fine, so I won’t add huge text walls. I think the Weakness on #2 is a bit too short, though. 4 second and I’d just settle with that. Surge of the Mists might be a touch too strong.

One-Handed
Mace: Mace isn’t bad, but I do find it sometimes hard to be reliable. Torment would be better given the suggested trait enhancement of Torment, that Roy suggested, which is boosting the base damage of Torment for still targets. I think that would go a long way, alone. Wish it had a soft cc (cripple), but it’s not a big concern. Lastly, something I had mentioned before, the power damage could go up a bit to support hybrid builds (Sinister/Rampager/Celestial). I think this is important due to a lack of a ranged condition weapon.

  • Searing Fissure – I find this to be a decent move. It’s one of the few burn skills I don’t hate because it appropriately only stacks a single burn per tick. I do feel, however, it is maybe a LITTLE too easily side-stepped. A minor width boost would go a long way for me to make this weapon more beneficial. Wouldn’t mind hearing opinions on this.

Sword: Sword is strong, but I’m still having a hard time accepting the projectile on auto. Perhaps increasing the width of the projectile could reduce some issues, but I think without a projectile at all would be a better, though, less interesting, solution.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

Some Minor Concerns

in Revenant

Posted by: Sarif.1827

Sarif.1827

As the title says, I have a few things that I really wanted to bring up and see if anyone else feels the same way.

#1: Brutal Blade – Sword Auto-Attack Chain 2: While I find this skill personally fun, I’m concerned about Perma-Reflect Mobs and Reflects in general. An Example of this would be the Jade Golems in the Jade Sea Fractal.

Not only does a reflect cause you to rip your own face off, but it also prevent the Chain from completing. While I can’t think of many places this outright cripples the Sword, As a Guardian for the last 3 years, I know the outright pain of having a projectile skill on a melee weapon and how it decides to work only when it wants too. Please reconsider how this skill work!

Possible Changes:
Make the attack shoot out a Cone of mist for 1 to 1.5 times the damage of the current projectile.

Have the skill cause Cripple too, but remove the projectile.

#2: Sword Auto Attack Animations: Anyone else feel kind of clumsy when it comes to swinging the sword around?

Personally, I get that we are trying to make the Rev not feel like a Guard or a Warr, but… I’d prefer to not feel like a wild beast swinging my sword around. I’d also love to get some of the less used melee attack animations in there.

Possible Changes:
First: Standard Sword Swing
Second: the Thrust
Third: Dual Strike from off-hand Ax 4 Warrior

Ok, I know the overhead swing is kind of out of the box and all, but here is my reasoning.
1: Ripping an hole into the Mist can’t be easy.
2: The animation itself is underused.
3: It would be amazing with any of the off hand weapons! (Look over some of the shield’s, they are almost weapons!)

This also works well with Brutal Blade as mentioned above, a thrust can both throw the blade (if it stays the same) or push out mist energy (if it was to change).

#3: Herald – Profession Mechanic not feeling like a new functionality.
One of the biggest concerns with the class has been variety, given how the legend skill sets are limited so much more than anyone else. The lack of new functionality in Herald worries me.

I am making this post after the Druid Live Stream, and it got me thinking… Our “new profession mechanic” doesn’t really feel… Elite… New… or otherwise. Before other form-goers begin to protest, I understand that the Boon Duration Buff is awesome, but this just doesn’t feel… like a new mechanic or functionality.

In review, the New Profession Mechanics are:
Facet of Nature (Boon Duration upkeep, Mini Save your Self buff)
Physical Virtues (Spear, Wings, Barrier)
Primal Rage (Condi/Range Burst skills req. 1/3 normal Ada to use.)
Tool-belt (Changes Functionality with new Utilities)
Daredevil’s 3rd Dodge Bar
Celestial Form (Druids Trans)
Overloads (Attunement Tool-belt Skills)
Continuum Split/Unique Boon (Save State Mechanic, and Alacrity)
Reaper Shroud Skills (Melee Focused Shroud Skill)

In each case, Aside from Facet of Nature, The New Mechanics provided a different functionality. Our beloved Facet doesn’t. It’s just an Upkeep Skill, something we already use liberally in our base mechanics. The other thing is, the Facet barely plays well with the other Legends. It feels like it is mostly there to buff the other Facet skills.

I understand the Revenant is the new kid on the block and is already sitting so far outside the typical class mechanics, but if it’s not given the same treatment as the other classes, I fear we will be playing catch up for years. (Here is looking at you Condition Countering Gameplay).

Possible Changes:
Honestly, I have been thinking about this for days now and I…

Got nothing.

Yep, I got nothing. Most of the ideas I have had are just rehashing things from other classes. I’m worried that future Elite Specs won’t allow for room for new functionality outside of their specific legend, and if that was the plan all along, I’d at least like to hear Roy say so.

In closing, these are clearly minor issues, but it would be nice to know other people’s thoughts! … especially Roys’

Leader and Founder of the Shattered Sky Community.
Guild Leader of Covenant of the First Flame [Soul].

Now we literaly can't manage condis

in Revenant

Posted by: Cecilia.5179

Cecilia.5179

I feel like the devs treat a weakness to conditions like it’s the same as a weakness to kiting builds. Unfortunately, that is very wrong. Being weak to conditions means that you’re basically helpless against half of the damage spectrum. Just as an example, there aren’t any classes who are helpless against power builds. It just wouldn’t be acceptable. Imagine how bad ele would be against power if they removed all of the ele’s protection. People would riot. Conditions are not a secondary aspect of a build. They should not be treated like mobility or CC. All classes deserve decent options to combat condis.

Necromancer Rights Advocate
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate

bwe3 bug unrelenting assault weapon swap

in Revenant

Posted by: Bunnytown.7801

Bunnytown.7801

I think unrelenting assault is designed to be unable to be canceled. After all the skill is called -unrelenting- assault, so why would you relent your attack?

Also, it is already a very powerful skill vs 1 target. The fact that you can’t stop your attack against a knowing/skillful opponent is a downside that you have to weigh vs the rewards. This means players who plan and time their UA will be rewarded more than players who use UA every single time it’s off cooldown.

A certain Jungle themed mastery is missing..

in Guild Wars 2: Heart of Thorns

Posted by: Kite.2510

Kite.2510

Vine swinging!
How did you miss that?!
It was such an obvious choice. I was expecting Lord Fahren to meet us that way!

We have masteries for Bouncing on mushrooms, Gliding on air, Communicating with the wildlife, eating the flora, but Something as simple as this is missing. A jungle themed expansion appears to be the perfect opportunity to awake our inner ape!
Please A-net!
It can’t be that hard!?

Attachments:

…and don’t be toxic!

How to disengage as a Revenant?

in Revenant

Posted by: Ohoni.6057

Ohoni.6057

The best way to disengage as a Revenant is to walk over your opponents’ corpses.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

Jalis BWE #2 Deep Dive

in Revenant

Posted by: Misguided.5139

Misguided.5139

Hi everyone. I wanted to really dig into the Jalis legend today. While there are other things that need to be addressed as far as Revenant goes, there are plenty of threads for those issues, but not as much attention on poor Jalis, which could still use a little love.

Roy described Jalis as a “tanky brawler”. This legend offers stability, loads of protection, a strong heal, condition clear, and debuffs like weaken and slow. The emphasis is much more on damage mitigation (aka tanky) than offense. Here are my thoughts and couple of suggestions for Jalis from a PvE perspective.

Soothing Stone

This is a great skill as is. I wouldn’t mind a slight reduction in cast time, but aside from that, it’s perfect.

Inspiring Reinforcement

I get that this utility was overpowered before, but it isn’t worth using now, except for the weakness, since the stability is gone the moment you step off of it and even with Facet of Nature on, you will only have a single stack most of the time. While I think the animation is very cool, it doesn’t keep up with player movement, so it doesn’t function well on the move either. I would like to see this ability function like the stability version of Shadow Refuge, so a party could stack up on it and get 8-10 seconds worth of stability. Increase the cooldown if necessary or make it an upkeep skill that pulses stability. It absolutely needs something different than what we currently have.

Forced Engagement

First things first, cut the energy cost to 20 or 25. Beyond that, I’d like to address the distinct lack of mobility in this legend by adding a pull. Increase cooldown as necessary to compensate for the addition of the pull. Beyond the added utility, I think this change solidifies a role for Forced Engagement as a tool for depleting breakbars. Another possibility to give the skill added functionality would be to move the stun break here from Rite.

Vengeful Hammers

This ability was changed from the previous BWE to give Jalis more of a tanky feel and the result is phenomenal. While you wouldn’t think that the small, incremental heals would be worth much, combined with the damage reduction, it’s actually fairly effective against multiple minor enemies, particularly combined with the Devastation trait line. The damage is likewise modest but adds up, and the energy cost feels right.

(Edit) It was pointed out that the cost is a bit high compared to Glint’s skills. Moving the weakness from Inspiring Reinforcement to here (1/2-1s per hammer hit or something similar) would make this a legend-defining ability and justify the upkeep cost, in my opinion. While that sounds pretty strong, range is limited and you can’t run it indefinitely.

The only issue with this ability is that the hammers get destroyed next to walls, on bridges, or anywhere a valid walking path doesn’t exist (e.g. edge of cliffs). This limits the use of the ability to open spaces and needs a fix.

Rite of the Great Dwarf

I didn’t really know what to think of this skill at first. It sounds powerful, but it is expensive and has a lengthy channel (especially in the previous beta). With the shorter duration that it now has and no cooldown, this feels like it is in a pretty good spot as a powerful defensive buff for you and your party. Note that the damage reduction from Rite stacks with Vengeful Hammers for a total of 60% damage reduction 1-(100*.5*(1-.2)). (Edit: Terra makes a good point below that with the long cast time on this ability, it is rather strange as a stun break, since by the time the cast is finished, most stuns would have ended).


I’ve really enjoyed using this legend, both from range and in melee. I believe that a bit of a reversion on Inspiring Reinforcement and the added utility on Forced Engagement, along with the bug fix to Vengeful Hammers will make this a legend that people will strongly consider when taking on tougher content.

Thanks for reading and I look forward to your thoughts.

(edited by Misguided.5139)

Suggestion for Glint Heal

in Revenant

Posted by: Kronos.2560

Kronos.2560

I agree it’s better then ‘Warrior’s Defiant Stance’, but lets not forget a warrior has access to multiple invulns, blocks, shout heals, banner heals, lots of condi cleanses and stun breaks. Currently rev has a few of those…. yes i agree its a very good heal but it’s kind of needed for the lack of everything else they have.

Day and Night (important)

in Guild Wars 2: Heart of Thorns

Posted by: Dark Saviour.9410

Dark Saviour.9410

1) Remove the timer.
2) Make night significantly darker.
-Near pitch-black when off the beaten path would be ideal.
—Night-vision mastery to compensate.
3) Make ambushes possible at night, but defined paths relatively safe.
4) Make night events more diverse (Enemies spread and attack multiple points one night, enemies don’t attack at all others, enemies mass and march by the hundreds on a large outpost with diverse defenses sometimes, and enemies lead feints on other nights)*
5) Have some events (some playable, some ambient) that occur at certain times/nights that are unrelated to the Mordrem assaults.

This is how night should be handled, IMO.

*While I’d prefer the dragon minions were mindless and didn’t use any real ‘tactics’, that ship has already sailed. :-\

Gone for good after Halloween 2Ø12.
A shame fun things could not simply be fun.

New ranger pets

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I can’t belive ppl start such topics.
CRUCIAL THINGS such as lazers for our sharks and asuras being able to ride moas are still missing! Let’s ponder that!

How to get Legendary armor outside of raids?

in Guild Wars 2: Heart of Thorns

Posted by: horvgab.4879

horvgab.4879

Nobody’s talking about “facerolling” anything except for straw men, but there should be alternatives that don’t involve having to participate in raiding. Raiding is not for everybody, that’s one of the main reasons why GW2 has players, because some people didn’t want to be playing WoW.

You probably misheard Colin but Gw2 raids are not WoW raids.

From what I read on their website, that’s pretty much what I gathered, though. Instances with (gimmick) mechanics that require you to execute certain steps in a certain order inside a very small margin of error to get exclusive shinies to brag with. That’s…WoW.

That’s called good pve content, that all other MMO’s have.

I’m sorry your blind hatred of WoW and general lack of MMO experience causes you to not see this.

Let’s just disagree on that. Yes, I hate scripted gimmick fights (and that’s the only thing I actually hate WoW for, btw – for inflicting this stuff on the MMO genre, because they really came up with it). Scripted fights are ultimately boring and the only reason why they are difficult at all is their ridiculously low margin for error in execution.

What I don’t understand nor ever will understand is why fans of said content come to the ONLY game not having it and nag the devs for three years to add it, instead of simply playing one of the 20 WoW clones providing that exact content.
Me? I was very happy that GW2 didn’t make me feel like a second class player and lock me out from content and desirable items just because I don’t and never will like WoW-style raids. There is a reason why I liked GW2 you know? It NOT being like other MMOs. Thing of the past, I guess. You guys couldn’t let people like me have ONE game that’s different and didn’t make me feel left out just because I don’t want to raid or be in a raiding guild. Congratulations. You won. I lost. I guess in the end the loudest voice always wins after all and I have to give it to the raiding crowd that they were both loud and persistent.

I played WOW for years. You dont know what are you saying. In WOW raiding is about getting better gear. LEGENDARY WONT GIVE ANY BETTER STAT. If you don’t want to play it, you wont get any reward.

There are unique fractal rewards.
There will be unique pvp rewards.
Unique www rewards.
And raiding rewards as well.
Crafing can give you ascended.

Different types of content has different rewards.
And there is nothing wrong with it.

AND JESUS WE ARE TALKING ABOUT SKINS. In wow, you know if you have better you are a god over who doeasn’t. That’s the huge difference.

YOU GUYS ALL WANT REWARDS FOR NOTHING. I hate this attitude and shows a weak personality. If you want a shiny thing, work for it.

suggestion, make a reverse blink skill

in Revenant

Posted by: savacli.8172

savacli.8172

Skyhammer…

/15

POI Thoughs

in Revenant

Posted by: NapTooN.6283

NapTooN.6283

Thanks Roy, good show.

I like the Herald but I think that the GM trait ‘Enhanced bulwark’ is really lackluster. I see the synergy between the dwarf stone road and this trait but I still feel like its not really GM worthy. Maybe I am missing some uber combo with this trait?

2 Stacks of Stab after each Dodge Roll