(edited by JimmydT.7281)
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Same happened to me a few minutes ago. Frustrating!
….
Stealth and mobility should not have such great synergies. Being the fastest while being unseen is a free card to get out of every fight. And one of the both should be enough. It should really be a choice.
The one thing, everybody hates about thieves is, that they are never commited to any fight at all. Even if u catch a thieve and counter his mobility, there are traits that autocounter u again.
Unhindered Combatant is the worst here. Immobilizing is meant to prevent, that enemies can move or dodge (a pretty good counter to thieves on paper), but guess what? With this trait, thiefs dogderoll removes Immobilize. Thats such a bad gamedesign, i dont know what to say.
Its like a dragonhunter trait with “Your blocking abilities block unblockable attacks” or something like “using a skill while under the effect of confusion heals you for 1k (healing increases with more confusion stacks, of course ;-))”.
Not that other professions dont have such OP stuff, … but i cant really get the logic behind this one. If a thief gets catched, it should be really punishing, … but in our days that means nothing to him. Just dodge and get away!
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@Ragnarox @Gwaihir,
you are right about GS. I think, GS and staff are the weapons which could get some buffs (because sword, scepter, hammer, shield and torch and mace had some changes already).
Some suggestions about GS were made here already. What do you think should be the direction a GS skillchange should go for to make it viable again (in at least one gamemode)?
I think, GS is one of our weakest weapons right now. Bursts that can hardly be landed, no defense and a clunky cc with a big slow animation and very slow projectiles.
I would suggest these changes:
1. Third autoattack should cripple enemies for 1 or 2 sec instead of giving might. Would help to deal with kiting and reward the guard for getting 3 autoattack hits with some more hits, because the target is slower (also synergy with dragonunter traitline could be made)
2. Whirling Wrath should have no movement speed reduction. Less projectiles but same damage would also be nice.
3. Leap is fine as it is.
4. The weakest symbol in the game with the weakest boon and you get rooted while casting and the highest cd of all symbols. Nice!
I would like to make it groundtargeting in a 600 – 900 radius and leaps the guardian to the aimed location when casted. This would give the GS a unique symbol skill, no other weapon has and a role as a mobility melee weapon.
5. Reduce the casttime and incrrease projectile speed on binding blade.
These changes would make the greatsword a melee weapon, which has high mobility and decent bursts, but is still weak on defense skills. No other melee-weapon-combination brings that on the table. Key thing is the change on symbol of wrath.
What do u think about this?
Jimmy
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This problem showed up several times in the guardian forums. I’ll place it here, perhaps someone can have a look at it.
Ty,
Jimmy
Ezrael.6859:
“FYI the damage and immobilize AoE has a range of 600 and lands behind you if you use it at max range.
This is reflected in the blue animation also landing behind you.
It’s a bug that was never fixed when they extended the range of the leap from 600-800 during beta, just disorganized skill updating methods =/
http://www.youtube.com/watch?v=zahYISHWjuY "
JimmydT.7281:
“I don’t think, that’s accurate. Tested it in HOTM on a Golem. I can hit targets with Soaring Devastation, which are 900 and more untis away (scepter autoattack can’t reach). This shouldn’t be possible, if the range was still 600 and the radius 24o.
But, and that is what i discovered, the landing mark doesn’t show exactly the damge area of the skill, the max. range of the damage is not what it is supposed to be. If your target is located 1040 units away from you, you should be able to hit it. But you can not.
If u jump further then ur target is, u can hit it even though it is located a little ouside the landing mark.
If you land beside the target, the landing circle shows up the target area correctly.
I don’t know why this happens. Perhaps the damage is dealt a tiny bit earlier than landing? I think, that could have this effect.
Ok, thats what i found out. Try it by yourself or trust me. ;-) I don’t have the tools and the time to make a video of this, perhaps anyone else can. I would appreciate this very much.
If u jump further then ur target is, u can hit it even though it is located a little ouside the landing mark.
If you land beside the target, the landing circle shows up the target area correctly.
I don’t know why this happens. Perhaps the damage is dealt a tiny bit earlier than landing? I think, that could have this effect.
Ok, thats what i found out. Try it by yourself or trust me. ;-) I don’t have the tools and the time to make a video of this, perhaps anyone else can. I would appreciate this very much."
FYI the damage and immobilize AoE has a range of 600 and lands behind you if you use it at max range.
This is reflected in the blue animation also landing behind you.
It’s a bug that was never fixed when they extended the range of the leap from 600-800 during beta, just disorganized skill updating methods =/
I don’t think, that’s accurate. Tested it in HOTM on a Golem. I can hit targets with Soaring Devastation, which are 900 and more untis away (scepter autoattack can’t reach). This shouldn’t be possible, if the range was still 600 and the radius 24o.
But, and that is what i discovered, the landing mark doesn’t show exactly the damge area of the skill, the max. range of the damage is not what it is supposed to be. If your target is located 1040 units away from you, you should be able to hit it. But you can not.
If u jump further then ur target is, u can hit it even though it is located a little ouside the landing mark.
If you land beside the target, the landing circle shows up the target area correctly.
I don’t know why this happens. Perhaps the damage is dealt a tiny bit earlier than landing? I think, that could have this effect.
Ok, thats what i found out. Try it by yourself or trust me. ;-) I don’t have the tools and the time to make a video of this, perhaps anyone else can. I would appreciate this very much.
If you are a troll, you really try hard and with passion. I appreciate that. ;-)
If you are serious, … what the f***?
Please take a look at this guys post history before replying. Really funny!
… and bam instant 3-4 traps and I’m dead from full hp not bc he’s a better player but bc his traps in ally off cd and I’m right on him he wins. I’m all for a reasonable cast time on these even when I’m on my dh I feel the same. I don’t think I should be able to instacast 3 skills at once. …
You are playing a Dragonhunter yourself and you haven’t noticed, that 4 of 6 traps are NOT instant and have a 0.5 s casttime?
Sounds weird to me!
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The fact that mesmers are still pretty fragile and easily killed indicates that they need whatever evades they can get.
Easily killed by whom? Chuck Norris? Godzilla? Maybe Sauron?
Mesmers are considered as the best class in 1v1 fights and if you are not one of the three guys mentioned above, you should have some difficulties in killing a decent mesmer. In the upcoming pvp-season this will be even more true, because most of the other meta-classes got nerfed, but mesmers not.
Why are there so much people telling stories about DH, which are absoluteloy garbage?
Dragon’s Maw is not instant, it has a 0,5 s casttime.
Two traps are instant (Test of Faith and Fragments of Faith), all the others not.
And yes, as a Dragonhunter you have access to swiftness, protection, stability, might, fury and regeneration via traps, you can reveal and cripple, slow and daze.
BUT only if and when your opponent triggers the trap. If noone steps in, no boons for the DH.
DHs are really strong in teamfights and even better as a pointholder, imo. But what makes DH op, is the playstyle of most of the opponents. Don’t rush on the point to capture it, when a Guardian is standing next to it. Most time it will be a DH. Kill him from range, hit him with conditions and when he comes at you, prepare to dodge, the DH wants to set his trap under your feet. Its not that difficult, they are really glassy.
Yes, but they don’t sacrifice as much. Rangers still have their pet skills, and guardians their virtues. Both are far better than steal.
Thats a different story imo. Wether or not virtues/pets are better than steal has nothing to do with stealth.
By all means, add damage back to thief traps. But they would need a huge defensive buff to make them viable again. Currently you will never see non trapper trap thieves. There is a reason that thief trap damage was originally removed: thieves simply cannot survive without either reliable stealth or evades.
Nonetheless, I still think complete removal of the stealth component from the runes would be warranted. If stealth + traps is a thing Anet wants to see, they should be added to the respective classes trap traits. This way balance issues can be resolved on a class by class basis. Thief simply does not need any more nerfs.
I totally agree with this. Also dragonhunters and rangers wont take traps (or lets say more than one trap) in their utility bar without trapper runes. Traps are too unreliable. If noone steps in, u are simply caught with your pants down. Give traps something to rely on while setting it (boons, stealth, whatever, … something that fits to the profession) would make them viable for these classes even without trapper runes and solve the balancing problem. But until that, trapper runes are pretty much necessary for survival on a trapper build.
Thiefs dont need a nerf, thats right. But i dont think hiding in stealth all the time should be the future of thief-gameplay. Thats boring, for thieves and all other classes. Less stealth, more survivability without stealth, thats the way to go imo.
Dragonhunters and rangers also have to use their utility slots go get access to stealth.
I nearly cried when reading this – so sad – you guys have to do so much to either get or destroy stealth – no thief has to give up anything to benefit from other skills- it’s so unfair!
Btw: LB 3
Never said something like that its unfair or something else. I responded to someone else, who mentioned that “dh and rangers have so easy access to stealth, considering the utiliy slot and traits thieves and mesmers have to sacrifice for it”.
What i said is true, because traps are utlities.So if u want to insult me, learn to read properly at first. If u only had a bad a day, nevermind. There will come brighter days, even for ur stealthy class. ^^
LB3 is pretty easy access, so.. I don’t really see your point =)
I recognize, u really cant see it. Thieves and mesmers have also weapon skills, that give access to stealth, the same easy way as the ranger LB 3. Dragonhunters have not. And the guy i responded to was talking about traps, as i mentioned before.
So, tell me whats ur point!
Dragonhunters and rangers should not have any access to stealth? Or not so easy? Or thieves should have more?
If u only want to give some salty responses, its up to u. I will not answer any more. If u cant see my point, its propably your problem. I pointed it out very clearly. If u want to discuss in a polite and serious way, you are welcome.
Greets
Jimmy
Edit:
Edit: Before you claim that “thief have got easy access to stealth”, roll one and see for yourself how easy it is.
But you’re right; I should’ve ignored your post.
Never claimed this! Only in this post is paraphrase about that in comparison to your “easy-access-stealth-ranger-LB 3”. What u claimed btw. If u cant read, its not my fault.
But in one point we totaly agree: U should have ignored my post. Like every other post which is beyond your reading ability.
Good night!
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Dragonhunters and rangers also have to use their utility slots go get access to stealth.
I nearly cried when reading this – so sad – you guys have to do so much to either get or destroy stealth – no thief has to give up anything to benefit from other skills- it’s so unfair!
Btw: LB 3
Never said something like that its unfair or something else. I responded to someone else, who mentioned that “dh and rangers have so easy access to stealth, considering the utiliy slot and traits thieves and mesmers have to sacrifice for it”.
What i said is true, because traps are utlities.
So if u want to insult me, learn to read properly first. If u only had a bad a day, nevermind. There will come brighter days, even for ur stealthy class. ^^
I would also question why rangers / dragonhunters should get such easy access to so much stealth considering the utility slots and traits mesmers and theives have to sacrifice for comparable up time.
Dragonhunters and rangers also have to use their utility slots go get access to stealth. And trapper runes are not the same problem on this professoins like on thieves, because the dragonhunter and ranger traps do physical damage. So very trap that hits reveals, you cant deal damage and stay stealthed.
And thats the biggest problem with the trapper condi thief imo. Giving thief-traps a small amount of physical damage would solve the problem, i think.
Umbra was faster! My bad!^^
We got some response/changes about DH, do we get the same about core traits before HOT launch?
You know the answer and let me told you something, I prefer a quiet Devs doing his job then a daily reply about nothing.. plus remember how bad DH is atm, give Karl some time to fix it then ask for core.. he is human he can’t do tons of things at same time (oh gosh am I defending Karl? kitten !)
Yes, now i know the answer! ;-) Time is running out. See u tomorrow in Maguuma!
Hi guys!
In the feedback thread of BW3, Karl asked not only for our opinions about DH but also for the core traits of guardian. I think, there were some really good suggestions for improvements for the core traits, too.
We got some response/changes about DH, do we get the same about core traits before HOT launch?
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Wow… Vampirism further nerf was long awaited… Sad day for thieves who actually have absolutely 0 additional passive defense procs. Oh well thieves getting the short end is quite the nowadays anyway…
However, I’m 100% against implementing Trapper Runes without Trap mechanics being changed. I participate in both PvP and WvW and currently, one of the most toxic and ridiculous combination in WvW is the Trapper Condi Thief. The possibility to maintain unlimited stealth duration (granted with hard counters like Reveal and stepping over Black Powder) is very very broken. Its the rune-class combo that actually made Stealth the overly-QQ’d mechanic that it is today…
Please if this rune will see the light of day in PvP game mode, make an adjustment for applied traps to introduce Reveal upon successful contact. You really don’t have to see how it turns out in PvP to roll this change, us WvW’ers have seen the broken aspects of it since Trapper Rune was made possible.
Thank you.
I agree in some points you mention. Trapper-condi-thieves are annoying. But these type of builds are based on traps, the perhaps most high risk-high reward utility in the game. You gain literally nothing, until someone steps in the trap. Without trapper-rune nobody could ever afford having more than one of them in his bar. I really think, nobody would ever carry one of them, because other utilities are so much more reliable.
I personally assume, we will see some dragonhunter “sniper” builds, with zerker amulet and stealth fired trueshot. That can be really hard hitting, but leaves the dh pretty defenseless, when he is revealed. Because to make trapper runes viable, you will have to take at least 3 traps with you. Not much space left for condi cleaning, blocking, whatever.
You are right, we will hear some QQs about hard-hitting DHs and Rangers out of stealth. But i really dont think this builds will be matchdeciding. With this much reveal abilities HOT brings up, they are down in a second in every teamfight. Capping and defending points is also hardly possible, when you have to stay in stealth most of the time.
I’m looking forward to play the trapper runes on my DH in WvW for roaming. I hope, the stealth will save my kitten some times and i can get some surpising bursts out with my traps. But believe me, there is much i will sacrifice for it. Medi sustain and condi cleaning, blocks and invulnerability.
In PvP i can hardly see me using trapper-runes on my DH/Guard. There are much better things, my profession can bring up to the table than that. Perhaps i will not kill so much people during a match like a stealth-sniper-dh, but my team will win a match
more likely i think.
Greetings
Jimmy
P.S.: Most trapper-condi-thief-builds in WvW dont have a single stunbreaker. With this much reveal they will have a much harder time in HOT than before. Because they rely only on being invisible. Once they are revealed, they are dead. Stealth in HOT is not was it was the three years until now. It will be counterable by many classes, ands thats pretty good imo.
I think you confuse my point. It’s not about need, it’s about what the profession concept is. That’s based on what Anet has told us why we don’t get RS passive buff. You are correct … the need argument doesn’t make sense because it would mean everyone BUT Guardians need a passive RS trait/skill. I don’t see that either, so Anet’s reasoning isn’t about need.
Classes are defined by their weaknesses and their strengths and of the two usually the weakness give more texture to the experience. The lack of passive speed buff is one of the Guardian’s defining characteristics. Right now the workaround price is all 6 of your rune slots. If we get another way expect the price tag to be equally steep.
That arguments are way better than the “We dont need it, so sh** up” ;-) nike told me before.
However, if ANET wants to extend the mobility weakness for guardians also for the elite spec, its their decision and because its all about class concept (which ANET created), this is somehow untouchable.
But in this case, it isnt a balance thing, more a “giving every class unique weaknesses to provide unique playstyles” thing.
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Defender’s Dogma is NOT useless. Obvious combos is F3 then spam F1 like no tomorrow and for an aegis build is also pretty nice.
I think u missunderstood something. Defenders dogma only sets the passive effect of the virtues of justice to full charge. This means your next attack after blocking causes burning.
It does nothing if spear of justice is on cd and there is also no cd-reduction of soj by blocking an attack. Spamming F1 will not work unfortunately.
I don’t think addition of an elite spec changes anything they said WAY back when. Even if the argument doesn’t count for the specialization, I haven’t seen any reason that the specialization needs the 25% RS more than the base Guardian profession itself. I would argue it needs it less.
I think pvp has more than probed, Anet has little idea about what it really takes to balance this game.
That isn’t really relevant. Whether you think Anet knows or not, they hold the levers and if you want certain levers flipped, you might want to change your attitude. Think about how what you just said sounds:
“Hey Anet, you’re clueless so you should just give up and give players everything they have been asking for, because it’s going to be the most balanced ideas ever!”
UM HUM.
Dont get me wrong. I dont say, we need the 25% MS in any case. If you have read my longer post above, u will know that i think, none profession should have one of those.
But in my opinion there is no point, where DHs would benefit in an inappropriate way from such a trait. This would mean a balanced-based “NO” for 25% MS. But thats not the case.
The argument “We dont need it” is not viable, when you look at other professions. Warriors dont NEED it (could use warhorn), chronomancers dont NEED it, but they got it. Thats my only point.
And i agree with you: We really dont NEED it, too. I personally will be fine roaming with trapper runes and its superspeed. And im ok with having no 25% MS in PVPas a bunker-guard. But it would be nice to have in some other situations, with no bigger balance issues. So why not? Other professions got it also while it was not NEEDED!
Last thing i want to say about that:
All the swiftness-related things, guardians can works with are put in the honor-traitline. Thats kinda poor. So u are kinda stuck to that very supportive line, when u want to get them work at their full purpose. I would like to see a way to get swiftness outside of shouts and staff. I know, we got now one with the trap, but this is not very reliable.
Sorry for my “not-so-well-structured” text! Despite of this, I really hope you understand, what i mean.
Hf
Jimmy
P.S.: I do think the elite spec changes the things that were mentioned in the ready up. The spec is changing our whole class mechanics, thats not a small change. Balancing around the elite spec is a whole new thing. So these things should be discussed again in my opinion.
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lack of a 25% run speed trait for guards is really a deal breaker at this point. Anyone who is actually interested in balance between professions can see that if 8/9 have it already there is no issue in 9/9 having it.
The reason we don’t have a 25% RS trait/skill is exactly because of balance and relation to the profession concept.
Mhh, some here say, its only a qol thing to have this 25% MS. You claim, its because of balance that we dont get one. Could you please explain, in which gamemode dh would become op with 25% MS? I cant see this!
Greetings
Jimmy
I don’t claim .. Anet has told us in a Ready Up episode.
This is true for core guardians and i can accept that for several reasons. But the ready up was made way before the DH was revealed afaik (pls correct me, if im wrong, … but i think, i remember right). DH can be played in another way than normal guardians (kiting etc.), so this argument cant count for the specialization.
Mhh, some here say, its only a qol thing to have this 25% MS. You claim, its because of balance that we dont get one. Could you please explain, in which gamemode dh would become op with 25% MS? I cant see this!
You’ve got that entirely turned around. In which playmode to Guardians perform so badly they need a buff?
Oh. None of them.
… and this too. There is no logic behind the argument that we should have something because it wouldn’t make us OPed. I’m no dev, but I’m pretty sure that’s not how they justify profession toolsets. Besides, as some intelligent people have already pointed out … if you did get a 25% RS buff, why the hell would you want it stuck in an elite spec? That’s nonsense.
They did it with chronomacers, … why not with dh?
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Mhh, some here say, its only a qol thing to have this 25% MS. You claim, its because of balance that we dont get one. Could you please explain, in which gamemode dh would become op with 25% MS? I cant see this!
You’ve got that entirely turned around. In which playmode to Guardians perform so badly they need a buff?
Oh. None of them.
Nope, i didnt. Maybe you are missunderstanding me.
Your argument:
Guardians are viable in any game mode (good spot^^), so they will get no 25% MS buff.
But mesmers were viable in every game mode too (for the last month). There is no problem of any mesmerbuild in PVE, which is solved with more speed. In WvW and PvP mesmer werent underpowered at all and Chronomancer seems to be pretty strong in these gamemodes anyway. So why did mesmers get the 25% MS (with chronomancer)? I think, your way of argumentation isnt viable.
In PVE the movement trait is really only a qol feature. Running faster, skipping mobs, wielding another weapon but staff and taking something else for “Retreat”.
No other profession will rage because of guardians can run with them at the same speed.
In WVW-Zergs it isnt really a big thing, you can have swiftness for month if u like.
WVW-Roaming and smallscale fights its nice to have. Here guardians would have a more options for their rune set besides speed or traveler runes (because mobility is really important here). But guardians are really not known as the best roamers, because of their lack of mobility and disengages. This maybe will change with dh (trapper runes).
In PVP Dragonhunters is considered as one of the weaker specializations and seems to fall behind the “original” guardian too. My argumentation about the strengths of DH in PVP is based on the forum feedback of the Beta-weekend (overall, not only guardains) and my own expierience made in beta.
So, giving DH 25% MS would bring a little boost for roaming and PVP. It would not be gamebreaking and there are very little arguments against it beside of “We dont need it”, a phrase you can also tell any mesmer, warrior, whatever. They dont NEED it either.
And then every class has the choice of running a bit faster. Sounds fair!
BTW: Best thing imo would be to remove all the 25% MS traits and replace by mechanics, which provide mobility based on swiftness. This boon becomes more and more laughable, when everybody is running so fast. But this will never happen, i think.
Greetings
Jimmy
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lack of a 25% run speed trait for guards is really a deal breaker at this point. Anyone who is actually interested in balance between professions can see that if 8/9 have it already there is no issue in 9/9 having it.
The reason we don’t have a 25% RS trait/skill is exactly because of balance and relation to the profession concept.
Mhh, some here say, its only a qol thing to have this 25% MS. You claim, its because of balance that we dont get one. Could you please explain, in which gamemode dh would become op with 25% MS? I cant see this!
Greetings
Jimmy
ArenaNet should rather remove, than add, the speed increase utilities and traits from certain professions.
It just became a “power creep” thing which got out of hand because people wanted it.
Remove it and make swiftness a thing again.
Thats absolutely true. Swiftness is not a good boon, if most players have 25% movement boost all the time. 7% more (which can be stripped), who cares?
Adapt the movement speed to the higher pace of the game and increase it generally by 10%. Remove the 25% boost traits and runes and replace them by features, that give u swiftness for some seconds (only you, not your allies).
Good changes overall and I’m glad to see blades get an overall damage buff (it needed it badly). The Dragon Maw change is also pretty godly.
My only quick adjustment I would recommend is rather than making tethered enemies pull to you (which is kind of the opposite idea of what we want as ranged dps) – why not make it immob for 2 sec?
You can immobilize foes with your SoJ. Just trait Wrath of Justice in the Radiance line and you are fine. Pull does not fit so good with rangeds combat, but it fits so well with traps.
I will feel like one of these guys here! ^^
But always keep in mind: Don’t cross the streams!
I’m ok with the virtues. Traps must get more viable (damage, cd and utility) and the minor traits have to be adapted to make more playstyles benfit from it (in the moment are only passive F1 and ranged weapons).
This would make dh much better, i think.
@Ghotistyx
I get ur point. But first, i want to tell u, thats its not uncommon to “force” someone in a trap. Remember the Ghostbusters! ;-) (Dont cross the streams)
In ur first post, u argue, that traps have not to fit one specific weapon (the longbow). In ur second post, u describe the playstyle u think the traps are made for. This will ONLY work with longbow (perhaps scepter). In my opinion, u contradict yourself in this point.
For all other guardian weapons traps seem to be useless, because most guys want to stay away from u, when u are running after them with a hammer. With more cc via virtues, as i mentioned in my post before, traps could be a nice choice for several weapons.
Second thing is, that kiting is not easy with our DH. Only one leap with F2 at a imo high cooldown (btw with traited immobilize meant to go to the enemy and not away from him), no speed and two rooted attacks on longbow.
You have knockbacks and cripples, what holds the enemy away from u and slows them down, yes. But this makes traps even more useless. U try to kite the enemy in the trap and slow him down on the way? That doesnt make sense for me. In this szenario i would try to kite and use meditiations or shouts for more sustain and mobility.
All the best
Jimmy
I do really think, traps wont get a change to be ranged. This would affect thieves and rangers too and i cant imagine, Anet wants to change these professions only to improve DH.
DHs hunt their enemys with longbow and traps. Both things fit really good to the DH, but traps dont perform very well. Why?
Usually, when u hunt something with a trap, u set the trap at a place away from from and chase it in that direction to make i run into the trap. This wont be the way for DH, because traps wont be ranged.
Alternative, u can set a trap on ur feet and and force the enemy to step in. And thats how dragonhunters should work in my opinion. DHs changed their altruistic virtues in more physical ones. Why not give them more crowd control, so u can use ur traps in a proper way.
1: Spear of justice: Make i work like similar to GS5, so that enemys tethered by the spear can be pulled to u (and in ur trap)
2: Wings of resolve: Immobilization is ok (set the trap afterwards). Maybee increase the range of the leap.
3: Shield of courage: Add a taunt (aoe maybe), so that enemys run towards u (and in ur trap).
U can add these functions in adept, master and grandmaster slots or merge them in one grandmaster slot. Big game hunter and Bulwark would be replaced.
Dont know if that sounds overpowered, but i think, this would be useful and well fitting functions to the DH.
CDs of the virtues can be adjusted too, so u can balance this.
What do u (ladies and gents) think about that idea?
Sorry for my bad English.
Jimmy
I like this.
Signet of Mercy is useless and they will never try to make it at least usable, then is better to straight replace it. But if its active is stun breaker and teleport to your foe (similar to JI), then the cooldown should be at least 60 seconds. Personally, I would like to see another active effect, but no idea.
And those say that would be too powerful to have a passive 25% increase in movement, you are sacrificing a utility slot to get mobility.
I get ur point. And i agree, a longer cooldown (like 60 sec) would be better. My idea was to create a combined solution for lack of a ground targeted teleport and no movement speed boost. But in this case, u can’t get both at a time. If u teleport, u sacrifice ur movement speed for quite a while. And as u say, an utility slot is needed for this, so mediguards will have to think about, which meditation they will sacrifice for this. Not an easy question, imo.
This is, why i really don’t think it’s overpowered. It would be an alternative way to get mobility (besides from traveler rune). But its not for free, not just an addition in a random minor trait line.
Hi friends!
What do u think about this idea for solving the mobility problem of the guardian in wvw and pvp?
Signet of mobility:
Passiv: increases movement speed by 25%, traited 30% (or 20% and traited 25% would also be ok imo)
Active: Shadowstep to target area, breaks stun (range 1200)
CD: 30 sec, traited 24 sec
I really believe, this could be an option to bring signets more into play for guards, which aren’t used at all (it could replace Signet of Mercy). And Mediguards won’t get a buff, because the have to use an utility slot for it, but could use some runes besides traveler or speed, when some mobility is needed.
It’s also not easy escape skill, because ur movement boost is gone for about half an minute, when u activate ur signet. So u have to be careful with it (both ways: engaging and disengaging).
I’m curios, how u all think about this idea (any opinions, suggestions and advices).
Jimmy
P.S.: Sorry for my bad english, i’m not a native speaker.