(edited by Peter.8659)
Showing Posts For Peter.8659:
While I dooo agree that necro needs some sort of cleave for a weapon (I’m looking at you, axe), but I still scratch my head at how people think this undermines the necro’s AOE potential. I mean, have you people not looked at epidemic? It’s seriously become my most favorite AOE ability in the game. You can stack loads of conditions and spread them between all the enemies, and at the cooldown cost of only 15 seconds? I think that’s incredible.
I haven’t played much Elementalist, but I have with the Necromancer. I can say that in large AOE situations, stacking massive amounts of conditions on one mob, and spreading it using Epidemic is massively fun. It’s an amazing feeling to see damage numbers pop up all over your screen and seeing all the mobs’ health being drained away from all your death and decay.
Get rid of that cooldown and make the damage over time significantly weaker on jagged horrors. I miss the old minonmancer days…
What’s a guy gotta do to raise his undead army around here?
After playing around with the bells added for Wintersday, I realized that they could add in several other musical instruments that players could play. This would be a very nice thing for the game, and the implementation shouldn’t be very difficult at all.
There’s nothing like relaxing in a tavern with your friends after a long day, and pulling out a lute to play some music.
This ability is present in The Lord of the Rings Online as well (it was a very robust system), and was definitely my favorite feature of that game. I would very much appreciate something similar here too.
Yeah, I use this pistol/dagger build too. I remember hearing about how others say it’s such a bad set, but I think it’s fantastic. That sneak attack with the main hand pistol is just incredible, and the offhand dagger stealth is a very reliable way to pull off stealth constantly as long as you practice hitting with it.
I have autoattack turned off, and it still queues like you say.
As in, if you use a regular dodge, you can interrupt your own attack chain to initiate the dodge. However, if you use a dodge skill (like Withdraw, or Flanking Strike), you have to wait until the end of your current action to dodge. This is annoying, and makes it impossible to dodge on command while your attacking your target (as you should be).
What I’m saying, is that the dodge skills need to be on par with the regular dodge, and able to cancel the current action. I don’t know if this is an overlook, or a design choice, but it’s almost impossible to dodge attacks using dodge skills unless your not attacking.
This is a great idea, really is!
Ahh I see, thanks for that info Enenion, I never knew that.
For the shadowstep skills that allow you to return to the position you started in (Sword #2 skill, or the utility skill), you should be able to shadowstep to a lower location and then return to the top location. While still not able to shadowstep to a higher location and back.
This would give thieves a little more utility in WvW, letting us “jump” off the wall when defending a keep for a little while, and returning when needed. Because as of right now, if you use shadowstep while on the wall, you stay in the same place.
What do you guys think? I haven’t completely fleshed this out yet, so some thoughts would be nice.
(edited by Peter.8659)
I don’t like this idea. I love flanking strike as it is, it is my primary dodging ability. I love having the ability to dodge on command, without a cooldown (as long as I’m smart about my initiative).
Engineer rifle spells and warrior rifle spells seem to be backwards.
in Engineer
Posted by: Peter.8659
I guess I’m the only person in the universe who likes the engineer’s rifle. It’s a lot more fun and interesting than the warriors rifle, who all five (six) skills just do damage for the most part.
Oh I agree too, its just that its a tad clunky.
It is a bit clunky, yeah. But so does a lot of other engineer abilities. I find it… charming. I gives the profession that eccentric personality that I think fits so well.
I use the bomb kit for utility, it gives me a reliable fire combo field which I can blast might buffs for me and my teammates with, and incredible smoke bomb which I can use to do stealth shannagians with, and the Big Ol’ Bomb is just absolutely incredible. And the rest of the abilities on the kit are great to use while your running away.
I would like a bayonette type thing to fight with, but that would require them to make new animations, which is a helluva lot of work.
Engineer rifle spells and warrior rifle spells seem to be backwards.
in Engineer
Posted by: Peter.8659
I guess I’m the only person in the universe who likes the engineer’s rifle. It’s a lot more fun and interesting than the warriors rifle, who all five (six) skills just do damage for the most part.
Here’s a tip: if you put the mouse in the center of the screen, and hold down the right mouse button for the mouselook, and press a grenade ability while still holding down the RMB, the aoe field will appear in the center of the screen where you last left your mouse, press the button for the skill again, and you’ll toss the grenade there. Give it a try.
I do agree engineers are great for keep battles, but I’ll try and answer your question.
Rangers are fun for keep battles, that is if you are fine with simply killing enemies. If traited, you can have some really long range with the longbow, making it easy to snipe enemies without them able to hit you. Combine sharpening stone with quickening zephyer, and use barrage, and you can down put groups of enemies in serious trouble. And if enemies get close, switching to a shortbow to gun them down is a good idea.
The only problem is, they lack options, they lack versitality. Your going to be killing enemies, you’ll be good at it, but that’s all you’ll be doing.
I like the idea of spirits generating combo fields. I REALLY like that idea.
Here’s my suggestion: have a toggle mouselook option. I’ve set up the game in such a way, that I dedicate my mouse for camera control only. I rarely, if ever, need to actually click on anything outside of the UI. So I would very much like the ability to have it on toggle, instead of holding down the right mouse button all day.
Here’s mines: have a toggle mouselook option. I’ve set up the game in such a way, that I dedicate my mouse for camera control only. I rarely, if ever, need to actually click on anything outside of the UI. So I would very much like the ability to have it on toggle, instead of holding down the right mouse button all day.
Yes, yes, and yes!
Yes please fix this, my engineer is just not the same without this combo finisher.
The chain progresses on it’s own, you don’t have to keep hitting the button. That would make the auto attack feature pointless.
The backstab only happens when you are in stealth.