Showing Posts For Seginus.4763:
I like the swiftness. Like evilapprentice, and many other players I’m sure, I do not use Signet of Shadows. The swiftness on dodge benefits plenty of people, not to mention that Vigor on every dodge might be too strong since it would significantly increase the frequency of dodging.
I don’t like it. Attunement swapping does need some tweaking, but this is not it.
Call it bias, but one of the things I absolutely hate is how Engineer’s weapons are balanced around having Kits. I like running only Turrets (yeah I know they’re underpowered, but I like the style), and because of this I am stuck with a single weapon (among only three to choose from), which lacks versatility.
Even if Elementalist was to be changed to this, it would require enormous overhauls to the whole class. All attunement-based traits would have to be scrapped, every weapon ability would need to be rebalanced, not to mention the fact that this would make Conjures redundant. Also, what would F1-F4 become?
Elementalist needs to be balanced around its current design without attempting to drastically change core mechanics. It’s weaker than most classes, and requires a lot more effort for the return, but it’s a mechanically sound class.
Eh, too much of a hard counter for my taste.
I agree to a certain degree.
I like the idea of each attunement being more geared towards a certain style, as it describes on our bar anyway. Fire being damage, burn, and AoE, Air being heavy direct damage + control, Water being support and healing, and Earth being DoT and defensive based. Right now, however, many attunements don’t feel like they live up to this standard.
I feel that they should make each attunement more specialized in it’s function, as described above. However, I don’t expect each attunement to only be that; that should just be that attunement’s primary focus. For example, you could go into Air for far more CC utility (Daze/Stun, Blind, Blowout, etc.), but you still have some in other attunements, just to a lesser degree (like Chill in Water, or Cripple in Earth).
This is total speculation and may have no accuracy at all:
Healing in most MMOs generates large aggro, and I suspect Guild Wars 2 is no different. If that’s true, maybe our Virtue of Resolve is constantly increasing our aggro.
I dunno. Aggro formulas in this game seem more complex than a simple damage/healing done factor; but I have no idea what all factors into it.
Definitely the Leap Finisher. I started a Thief after all of the talk of Heartseeker spamming, and vowed to not do that. So I mainly use it for the Leap Finisher/gap closer aspect of it, especially when combined with Smoke Screen for stealth or Throw Gunk for chaos armor (or any other convenient combo field, really).
Make Spite Give Power and Precision and make Curses give Condition Damage and Condition Duration.
This will not happen, pretty much ever (no offense).
Each tree for every class has a primary stat and a secondary stat:
Primary:
- Power
- Precision
- Toughness
- Vitality
- Mechanic Stat – for Necro, it’s Hunger (Life force pool)
Secondary:
- Malice (Condition Damage)
- Expertise (Condition Damage)
- Concentration (Boon Duration)
- Compassion (Healing Power)
- Prowess (Critical Damage)
Each tree has one of each; making it where a single tree had two primary stats would make it easily outshine the rest of the trees.
So Guardian lose 33% of their hp because they can "support? Considering all classes should be able to support, heal, tank dps to some degree.
Guardian is mostly a melee in your face with a few ranged options compare to other classes. So why should they also get Hp of a caster?
The main reason they have a lower HP pool is their Virtues. Virtue of Resolve gives them constant HP regen, and Virtue of Courage nullifies an attack every 40 seconds, which greatly improves their survivability.
Since they always have these (assuming you don’t pop them for group support), they needed a lower HP pool for balance. If they had Warrior level health with these benefits, they would be greatly overpowered.