Showing Posts For nscarpenter.9341:
Maybe mix some Minstrel in there for the boon duration
I would like another utility added to the wisp that makes it more situationally useful. Something like boon theft (upon hitting an ally, the wisp steals a boon from the attached enemy and transfers it to the ally) or condition cleanse/conversion on affected allies would be very useful, in-theme, and avoid adding direct damage/healing to the wisp in exchange for more utility in certain situations. The CD of wisp would be increased to accommodate the additional utility, but I see it as a fair tradeoff given that wisp in its current state is generally useless even with its low CD.
I really love that boon theft idea. +1
Overall, I really enjoy the staff’s play style. While it has a lot of potential, I feel like it is still unfinished. It is intended to be a support weapon but currently the only support it offers is a lot of minor healing and some very small CC. These are my thoughts on how to improve on that.
1. Solar Beam
-Add 3/4s of Vigor per pulse
OR
-Allow us to target allies
Why?
I feel like this skill is pretty good for a supportive AA, however it’s very difficult to heal allies as they often move out of it. Allowing us to target them will help us heal them without needing to chase them down.
If that’s not possible then Vigor would be an excellent alternative. It won’t help us heal them but it will help keep them alive. At 3/4s duration stacking should not be an issue as they will likely dodge out of the beam frequently.
2. Astral Wisp
-Apply 5s of Weakness and 5s of Vulnerability (3 stacks)
Why?
It feels like this skill is intended to benefit allies in melee range. By adding Weakness and Vulnerability the skill’s benefit is increased to melee fighters while also extending to attackers at range.
3. Ancestral Grace
-This is a very solid skill and I don’t think it needs any additions.
4. Vine Surge
-Apply 8s of Cripple and Poison (3 stacks)
-Apply 4s of Revealed
Why?
This skill just really needs some love. First off, 1s of Immobilize doesn’t really do much besides interrupt charging attacks. The addition of cripple would help to further impede the enemies’ movement. Poison is mainly there just to reduce the enemies’ healing but it also doubles as a minor DPS buff.
Now, Revealed. Currently our only source of it comes from Sic’ Em! which has to be used preemptively. By putting it on Vine Surge it allows us to bring one, maybe more, targets out of stealth instead of denying it to a single one. As far as balance goes, it’s already tricky to land Vine Surge on a target we can see, this would require us to hit one that’s invisible.
5. Sublime Conversion
-Cleanse/Convert a condition when allies pass through
OR
-Apply 1/2s of Resistance when allies pass through
Why?
This skill is currently only useful against ranged enemies or when used as a water field. This would simply add a bit broader use to it.
Thoughts? Suggestions? Objections?
HoT added a craftable Melandru backpack. The recipe is available from the Pact Supply Line mastery.
So all we’re missing is Kormir, who sadly doesn’t get as much love as the other gods.
Maybe when she gets her’s we’ll see some stuff for Dhuum and Abaddon…
You don’t earn Hero Points by leveling after 80. The only source at that point is doing Hero Challenges.
I found one in Timberline Falls!
She is east of the Gentle River Waypoint at the Balddistead POI.
I don’t know what she sells though, still grinding out the mastery.
Staff
1: Solar Beam – Overall I am happy with this skill, however we should be able to target either Friend OR Foe with it.
2: Astral Wisp – As others have said this skill needs some kind of AoE damage component. Additionally I feel that is needs some kind of Condition, perhaps Blind or Weakness?
3: Astral Grace – This skill really needs to be an evade.
4: Vine Surge – Happy with this skill so far. Maybe it could apply Cripple as well?
5: Sublime Convergence – Love this skill, only change I would make is make it a Light field.
Glyphs
Overall the glyphs need increased radii, no smaller than 360. Another concern of mine is the lack of a Stun Break. Glyph of the Tides is the perfect candidate for one.
I will amend this post later after I have done more testing.
Edit: I wasn’t aware Sublime Convergence was already a water field
(edited by nscarpenter.9341)
I found a group doing these over the weekend (I needed them too). Hopefully you were among us :/
I actually think I was! I got all of them now, so if that was you: Thanks again!
While the animations during celestial form make sense; I would really like to of seen at least the autoattack of the staff be “planty”
But Solar Beam is a Grass type attack! Doesn’t get more planty than that.
:-P
Not sure if this should go in here or in the Living World forum.
Would anyone be willing to help me with the Trouble at Fort Salma and The Concordia Incident achievements?
I’ve tried the LFG tool as well as Map chat and no one seems willing to do them anymore :-/
When they rebuilt Lion’s Arch they made a big deal about how they want to keep Halloween there for the sake of tradition.
That makes me even more concerned we won’t be seeing it this year :-/
Really happy to hear that people are liking the new PC tone. Thanks for the comments, folks!
just dont do a WOW on us please.
Being the lord high general/commander/whatever is boring as hell. Some of us like being just adventurers, its odd to have 1000 supreme commanders all over the place….
I can’t +1 this enough…
I disagree on the Well of Power change. Light fields don’t fit the Necromancer theme but I would love to see Well of Blood become a water field.
As for the dark fields, Necros are one of the only sources of them. Thieves and Revenants are the only other professions that get access to them, and in a much more limited capacity. If one of our dark fields needs to change I could see Well of Corruption maybe becoming a poison field, but I don’t really feel that it’s necessary.
I love the idea of a dark aura with life siphon though. There have been some complaints about the Reaper being too squishy and I think that would help address those concerns.
I don’t know, I feel like Human male shouts are little underwhelming. They just don’t sound very threatening.
I think they had these during vanilla’s beta weekends. I’m surprised they don’t have any for this one