Showing Posts For InsaneQR.7412:

Will Well of Precognition be useful again?

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

It has its uses on a block evade build for PvE openworld. The dmg isnt the vest but ok and the aegis every second gives you time to breath and some benefits if traited right.

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All neclected Ranger skills

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

And for the comment of the OP, rev can cleanse condition break stun on legendswap and can use impossible odds with way less CD than QZ. QZ could use some CD reduction in PvE everything else is fine.

Well… QZ is only one skill and it does a few thing thanks to just 1 trait. The revenant is force into a set of skill for impossible odds and have to take a few traits to achieve what you are describing. By itself, impossible odds will never be able to achieve what QZ can achieve. At the same time, we can’t expect QZ to achieve what Impossible Odds achieve.

Along with QZ, you will be able to chose :
- among a few healing skill that are user friendly.
- to take a few other stunbreaker
- combo fields
- crow control skills
- support skills
- strenghtening skills… etc.

While still have access to your class mechanism which can provide you with :
- Cleanse
- controle
- support
- dps

On the other hand, Impossible Odds may grant you maybe 20 seconds of quickness and superspeed with an effective cool down of 10 seconds and a lot of constraints.

I’m just saying that a cool down reduction on QZ is not needed. It certainly is something that a lot of people want but it’s not needed. Arguing that impossible Odds do the same but better is a nosense, because impossible odds is balanced around the limits of the revenant while QZ is balanced around the limits of the ranger. And rangers and revenants have very different limits.

It’s like saying : “please reduce time warp cool down to 90 seconds because _”feel my wrath!“_ cool down is 45 seconds. It would be fair because TW give 10 second quickness while FMW give 5 seconds.” Nosense!

I am not saying other skills provides more, i just wanted to point out that the quickness alone didnt justify the CD and the fact that its stunbreak neither. The CD is justified in PvP but in a PvE perspective it would come more in handy and could compeed better with other Stunbreaks/cleanses. I have to say its not neccesary but the idea is not totally out of place. And again: PvE perspective not PvP. They split things nowadays.

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Staff ideas

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

I would like to see some changes in sword too. I mean they could put sword 5 on the place of 2 and make a new skill that leaches some life or somethibg like that to give it an offensive sustain abbility.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

All neclected Ranger skills

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Problem with Spirits is not that the buff is useful its lackluster because of the wonky ICD of the Spirits and the % chance they give. Additionally there are better ways to buff party members in cases of protection and swiftness. Remove the ICD keep the % chance. make the spirits moveable again and give the spirits a Shatter like beahaviour on activation (it runs to its target and activates).

I feel as though if Spirits were to get some form of rework, as in rebalancing them without ICDs and such, they should be done somewhat differently rather than unified. Not that they all are as Nature Spirit is the exception with a heal-over-time bonus.

I’m all right with your Stone Spirit suggestion and reasoning for a flat 10% damage reduction. Personally, I’d like to see some of the other Spirits provide more active means for their effects. Like:


Water Spirit: No ICD and % chance removed. Heal on-hit and scaling is 7% of its current numbers. That makes it out to be 56HP on-hit with a 0.0068 scaling. Higher than Vampiric Presence and 67% lower than Signet of Malice, as this is a group buff.

Note that the passive activation of the buff does not currently contribute to Astral Force generation. I would be okay with that persisting with this change so it isn’t an instant AF filler with Druid slotted.

Storm Spirit: No ICD and 50% chance on-hit to apply 1 stack of vulnerability (3s). Similar to Engineer’s Heavy Armor Exploit trait, but on-hit rather than on-critical. Short duration keeps it fairly tame with opportunity for more stacks during rapid hits.

Sun Spirit: No ICD and every 8 strikes applies 1 stack of burning (3s) on a foe. A single-target version of Permeating Wrath that will make Sun Spirit much more active with a potential of additional burning with more hits. Single-target keeps it in check.

Also, I always believed Spirit actives should be creating a field of their element. Stone could leave an ethereal field to give us another access to it while Nature can leave a light field.

Not sure why it hasn’t been done yet, but I supposed that can be something introduced into traits, as a single spirit trait is kind of lacking (to me). Anet seems content with leaving Spirits as boon-turrets, so possibly another Spirit trait to augment this?

Have a new trait that increases passive and active ranges on Spirits by 50%. This would allow Rangers to trait for improved coverage of the battlefield in compensation for the loss of Spirits Unbound. Then, change the increased active range on Nature’s Vengeance (as it would be on the other trait) to Spirit actives now create a 3s, 240 or 360 radius combo field.

Spit-balling at this point, but maybe there’s something there; none of which are low-hanging fruit so…

I would rather give stone spirit a dark or a smoke field. This way it could give lifesteal or stealth and would either give some more regen or would give spirits a place in pvp/wvw.
Lightfield on Nature sounds reasonable and useful.

Your passive suggestions sound good especially the water one. I would keep the sunspirit as i suggested thou.

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Staff ideas

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

I like actually the survability aspect of staff but i have to agree on #2 with you.
They should improve Sword AA and sword #2.

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Auto attack hammer build

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

http://gw2skills.net/editor/?vVUQRAse5dnsABlChFdCOCB8Dhl6hSe+z//3aCi3Q4KA2hfA-TBiDAB8s/AAm/2+kKogSwR0/swTKIIlfyo+DpAGbrF-e

I made this permablock build with a lot of toughness. It has about 45% crit chance with these traits plus 20% of fury. The key to this build is toughness with Furious sharpening stones and retributive Armor. Its not using Hammer thou.

Pale Raiders united.
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All neclected Ranger skills

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Stone: Instead of giving protection give 5 people 10% dmg reduction right of the bat.

why would you trade 33% for a 10% mod.
and wouldn’kitten bit too op if that thing is traited with natures vengeance.

stone spirit is in a right spot atm. even tho its probably only used for xera and matthias by most groups.

I thought of the blunt dmg reduction because this way it could stack with protection and it would not be OP if you consider that a guardian can run signet and hammer with basically perma 43% dmg reduction. (signet plus protection, even more when Signet traited). Furthermore is it possible to counter a spirit in pvp and in PvE it would come in handy.

And for the comment of the OP, rev can cleanse condition break stun on legendswap and can use impossible odds with way less CD than QZ. QZ could use some CD reduction in PvE everything else is fine.

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Ineptitude too weak

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

I am using ineptitude now bbecause i am leveling my mesmer nd havent got to malicious sorcery yet. The problem with ineptitude is not neccesarily the ICD on blind but that you only apply one stack of confusion on a 10s ICD. halve the ICd and add a stack and this would be a good GM Trait.

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[Bug?] Symbol of Punishment (Scepter)

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

do you stay in the symbol when you place it?

Pale Raiders united.
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All neclected Ranger skills

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

This is a list of all ranger skills i think are neclected or lackluster.

Signets: Signets have a function in PvE and SoS has a also a position in PvE but they all feel kinda lackluster or have to long CD.

Spirits: Frost- and Sunspirit are used in PvE for buffing but are pidgeonholded for Raidcontent. Stone- and Stormspirit are barely seen in any content.

Survival: LR and ZS are more or less used but could use a CD reduction. SS and MT are used to but feel lackluster especially SS.

Traps: Frosttrap and Vipersnest are inferior to the other two.

I do not make suggestions at first i want to hear others and discuss.
Feel free to suggest.

Just by saying ev……..

……my two cents.

To give you some perspective this is mainly PvE. I didnt gave suggestions because of a lack of time and it gives good discussing material instead of bold suggestions you could agree or disagree with.

I posted this post to point out that not all skills are chosen equally and i play ranger now since launch and know that these skills are quite underused or has some major drawback despite its use.

I mean vipersnest is inferior to Flame Trap because of the Cd (which is ok, vipers does more poison stacks) but only can hit 3 targets which makes it the inferior choice to Flame Trap. Frost Trap is inferior to Spiketrap because spike trap has the better CC and with Ancient Seeds it does 11 bleed stacks out of the bat which makes it competitive with vipers too(which is fine too).

Increase target of Vipers to 5, increase its duration for about a second to get more use of the combo field.

Frostrap: Add stunbreaker and a pull (similar to dragon maw but withou the stun<- this could be a little bit OP i have to say) to balance this increase its CD by 5s. This way targets cannot just roll out of the trap and the stunbreak has its uses.

Problem with Spirits is not that the buff is useful its lackluster because of the wonky ICD of the Spirits and the % chance they give. Additionally there are better ways to buff party members in cases of protection and swiftness. Remove the ICD keep the % chance. make the spirits moveable again and give the spirits a Shatter like beahaviour on activation (it runs to its target and activates).

Suggestions:
Water: Chance to produce a heal wave in a small area on hit. Activation has a 3s waterfield.
Sun: Chance to inflict a fiery explosion similar to sigil but with burning application on main target.
Frost: Fine.
Stone: Instead of giving protection give 5 people 10% dmg reduction right of the bat.
Storm: Instead of giving swiftness give something like a sigil of air bonus where you have a chance to do a bonus hit.
Nature: heals when get struck (scales of healing power)

Survival:
QZ: 50s CD for 6s quickness. Rev can have these 6s and after 20s he can have it again. Mesmer can basically have perma quickness.
I would cut down the CD by 10s.

LR: Is good but i would increase the dmg a little bit and CD reduction by 5s would be neat.

SS: Its lackluster because its one condition on one target, for example: Spike Trap does 5 stacks of bleeding on 5 targets, with AS it does 11 stacks of bleeding on 5 targets with a 15seconds longer CD.
To give it a unique bonus instead of plain condi bonus, give it unblockable attacks for a short duration after activation.

MT: It has a good soft CC application but there are traps that have better CC applications on multiple targets than muddy terrain and LB #5 does additionally dmg to the AoE cripple field. Give it a raw dmg application to give it a better spot on the bar for dmg builds.

Entangle is good but i feel an explo finisher is missing.

Shout: Sickem: the reveal should be AoE and it has its only use if the pet is your main dmg source. it would be better IMO if the dmg boost is 20% on both of you and your pet gets swiftness and quickness on its own.

Signets:

First of all Stone is fine, its a good Oh kitten button for extrem situations. But for PvE it has a to long CD and a CD reduction in PvE would be appropriate.

Signet of the Hunt: Make it like sharpening stone next 4 or so attacks do more dmg.

Signet of the wild: Same as Stone to long CD for PvE. A Cd of 45 seconds would be nice, and the enlargement (the visual effect and not the attack and movements speed) is kinda unneccesary but this is off topic)

Signet of renewal: If youu got a lot of conditions on you its a kill button for your pet, give your pet some seconds of resistance on activation and reduce its CD in PvE to 50s.

Now feel free to critizes..

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too easy in pve :(

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Take off all gear and only use melee.

This one….

…best answer ever.

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9 Sylvari, 9 unique Builds.

Remorseless improve/QoL

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

We all know the minor trait of MM where the pet can apply openingstrike too.
It should definetely be merged with the first minor and one minor should be: When getting fury get openingstrike.
And Remorseless should get the change instead of apply OS when getting fury you should get unblockable for a short duration when getting OS.

Opinions?

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Make Hunter's Shot Unblockable

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Give it unblockable and fury. It could use a buff it would not be op and useful and reasonable.
Why fury? Because OS proc and longbow has no natural fury application.

Pale Raiders united.
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finish rev before you nerf it

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

Well give rev a new weapon tied to invocation that is coni based range and give every class a new utility that gives them more options.
Give Ventari a stunbreak and tablet summon on swap and no destruction on elite. GiveMallyx a condi conversion/cleanse like give your enemy all conditions you have and get resistance per condi (havent to be huge thou).
Give shiro a lifesteal utility for more survability.
Give jallis a blockskill (and please fix all the bugs and improve the chain skill).
Make facet of nature unique per legend.
Like:
Shiro: Pulse quickness (i mean chrono can perma apply quickness, balnce could be through uptime cost)
Jallis: Pulses aegis and retal
Ventari: Pulses heal and outgoing healing improve.
Mallyx: Pulse Resistance (same balance reason like shiro)
Glint: As it is now.

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Extra utility skill for each stance

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

+1 for this.

Revenant already has the least build diversity out of all professions, the build diversity problem goes much deeper than 5 new skills but this would be a nice move in the right direction.

Jupp agreeing on this one.

Ventari needs stunbreak, mallyx a condi cleanse/conversion. Shiro survability like some kind of lifesteal utility and jallis could use some block skill.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

All neclected Ranger skills

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

This is a list of all ranger skills i think are neclected or lackluster.

Signets: Signets have a function in PvE and SoS has a also a position in PvE but they all feel kinda lackluster or have to long CD.

Spirits: Frost- and Sunspirit are used in PvE for buffing but are pidgeonholded for Raidcontent. Stone- and Stormspirit are barely seen in any content.

Survival: LR and ZS are more or less used but could use a CD reduction. SS and MT are used to but feel lackluster especially SS.

Traps: Frosttrap and Vipersnest are inferior to the other two.

I do not make suggestions at first i want to hear others and discuss.
Feel free to suggest.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Add signet heal and elite for Rangers

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Hi,

Please Anet consider creating such content for Rangers.

Warriors have it, why no Rangers?

Thanks in advance.

First they should improve base signets, after that feel free.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Need Gear advice

in Elementalist

Posted by: InsaneQR.7412

InsaneQR.7412

I wanted to run this build:
http://en.gw2skills.net/editor/?vFUQJBLhdSfJ0fJ2gJYhJwhJWeAMhAwBYDOcCSBdQ3J7l9zC-ThSGABip0IIlBUv/wunIAwM/BwDEITlgjp+TY6JESJGpACcmF-e

The gear is subject to change but rune and sigils are planned. I wanted to run d/wh. I thought about getting sinister gear because of power AND condi but i dont know how this would work with survability (ele is squishy as hell, we all know that) even with dmg mitigation.

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I can't choose

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

Revenant is most versatile class, but what it exceeds in flexibility its lacking depth and is lackluster and buggy atm. Take guard and mes first, come back later when this class had its fixes.

Pale Raiders united.
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I can't choose

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

I just have very limited amount of time to play lol. I really need to figure out if mesmer would fit me or just drop the idea and do the guardian

Mesmer is more difficult to learn than guard but is much more mobile and can have crazy combies with continuum split and has strong condi builds and better CC.
Guardian has better AoE burst than Mes and more blocks. Both work well as bunker and support.I play both soo, yeah i cant give you an advice just pros and cons^^’

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The MH/OH problem since launch

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

All of the veteran players know the issue about ranger weapons.

Both MH are kinda something condi and kinda something power but do not have a specific role. That improved since launch but could be better.

All OH weapons are kind something melee and kinda something range, except WH which is a range weapon.

My Qol/Skillchange suggestions to give these characteristics to weapons:
Sword: Power-Melee
Axe: Range-Condi
Dagger: Melee-Condi
Torch: Range-Condi
Axe OH: Power-Melee
WH: Power-Range

Sword:
-AA: One attack cripples, one gives might to you and pet and one has high base power, all of them cleave.
-swap monarchs leap and hornet sting, we need a gap closer.
-serpent strike: Swap it with stalker strike from dagger, you do not apply bleed animore but do raw damage and more damage per % health missing from your foe.

Axe:
-AA: Targets get one additional stack of bleed if they bleed or are crippled/chilled/immob, gain two stacks of might if you hit a second target (similar to DH Longbow)
- Splitblade: Similar to Guardian sword #3, throw several projectiles at your target each if them apply bleed and are projectile finishers (20%).
-Winterbite: AoE is baseline and add an explo finisher.

Dagger:
-Stalker Strike: swap stalker strike with serpent strike.
-Crippling Talon: Add a shadowstep to this skill and applies poison instead of bleed.

Torch:
-make Bonfire a groundtarget skill

Axe:
-moving while whirling defense (and maybe give protection instead of retal <- this is just personel taste)

WH: Is fine as it is

Traits:
Sword: After evading an attack gain some sec projectile destruction/reflection
Axe: Chance of appling cripple while wielding an axe, crit chance against crippled foes is improved.
Torch: Condition duration improved, skills recharge faster for a small amount when finishing a combo.
Dagger: Condition dmg improved, reduces dmg from poisoned foes.

Other opinions are welcome.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Need Gear advice

in Elementalist

Posted by: InsaneQR.7412

InsaneQR.7412

I am running multiple Chars and want everyone to have a unique build. I want to run Tempest Auramancer for solo PvE but have no clue what gear i should choose. I thought about celestial but i dont know if Jack of all trades is useful in Maguuma.

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Sword 2. Hornet's Sting and Monarch's Leap

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Suggestion: Please make this two directional arrow skills instead of an evade back and jump forward.

If you’ve ever tried roaming in wvw you know spinning the camera around and then spinning it back forward ends up with no distance gained. This is supposed to be a movement skill, but half the time it ends up in a net loss because you mess it up or you end up with zero distance gained compared to just casually running forward. Every other class that has a leap forward skill gains ground because it’s just a single leap forward without having to jerk your camera around. What stops me from running sword over gs is the lack of a viable movement skill. I’d rather have a 100% reliable greatsword swoop (with a distance gain) rather than the janky, wannabe, movement skill that is sword 2. This change still allows rangers to “evade” out of aoe circles just like before, but the ranger now has a choice in where to relocate to rather than rolling off a cliff.

I’d even settle for one of a couple options.

Option 1 – Preferred option.
-Directional arrow on both Hornet’s Sting and Monarch’s Leap.
-Hornet’s Sting does no damage.
-Monarch’s Leap does double damage comparable to Maul.

Option 2 – Second choice
-Directional arrow on both Hornet’s Sting and Monarch’s Leap.
-Neither Hornet’s Sting or Monarch’s Leap does any damage.
-Both have an evade frame.

Option 3 – Last resort
(If directional arrows are not an option, because rangers can’t have anything nice.)
-Both Hornet’s Sting and Monarch’s Leap go forward.

Option 4: Monarchs leap is first in chain and gives swiftness.

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Bounding dodger & "physical damage"

in Thief

Posted by: InsaneQR.7412

InsaneQR.7412

Physical damage means just power dmg/ raw dmg.

Pale Raiders united.
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QoL Illusions die out of Combat

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

When you fight a lot of mobs in PvE its hell annoying that all Illusions die when you kill a mob they are targeting. I would love to see a change in a way that Illusions die out of combat but stay alive if you kill a mob and change target.

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QoL List 3

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

QoL i would like to see:

Sword change places of Hornet sting and monarchs leap.
Serpent strike apply 1 stack more of poison.
Give sword AA 1 attack that gives bleed with low power, give one attack a high power coefgicient and might application for both ranger and pet and the last has good power and cripple.

Change Splitblade into something like zealots defense of guardian, throwing multiple projectiles in short succession, every hit applies bleed.
Make the AoE of wintersbite baseline and apply an explo finisher.

Give crippling talon a blink to the target hit.

Give boonshare to pet and vice versa without trait.

Better oet UI, improving of vanilla pets.

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Mainhand axe...

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Make axe Mainhand total Condi:
AA is ok animation is a little weird but works.

  1. do something like sword #3 of guardian, throwing a lot of projectiles doing damage and bleed (moving possible)
  2. AoE default + Explo finisher

Trait:
Axe CD
Do more damage against Bleeding foes, cripple (5s) bleeding foes when hit (some short icd like 10s)

And axe MH is useful in pvp and pve.

That trait with incapacitation sigil would be broken

Fine maybe something else but you got the point what i want, give it more effectoveness against bleeding foes and give advantage against cripple foes.
How about the other way arround?
Bleed enemies you cripple and give extra condi duration while weilding an axe.

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Suggestions for pet QoL

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Most of these requests been made over and over again since beta. Unfortunately, Anet doesn’t want to give us these QOL fixes, “for reasons unknown” (+1 awarded to the first person to tell me from which movie that quote came from).

Well Alien/Aliens i think it was.

As veteran on these forums i had seen this suggestion x-times.
I still want full control over pet skills as an OPTION to toggle on if you want to micro manage, and give it a ground target positioning skill instead of an “just come back out of trouble” command.

Pale Raiders united.
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Permashroud Build

in Necromancer

Posted by: InsaneQR.7412

InsaneQR.7412

That’s a good build, frequently used right after HoT release.
In PvE it can be a good thing, but is not the best build for dungeons or fractal.
Change Chilling Nova for Augury of Death to recharge faster your shouts and you’re ok.

Anyway, yes, it work.

Thank you, I am basically just solo pve playing, world bosses and metas.

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Suggestion: Build Test Area PvE

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

We already got the DPS-test Area in the Aerodome and we got a PvP Buildtest-area.
I would like to suggest a similar kind of Buildtest-Area for PvE in the same region as the DPS tester.
Pretty much the same system as pvp test area just that you can choose stats for weapon, armor and trinkets instead of just an amulet.
This way people are encouraged zo play arround with builds, without the fear of loosing money or time.

What do you think?

Pale Raiders united.
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Permashroud Build

in Necromancer

Posted by: InsaneQR.7412

InsaneQR.7412

Pale Raiders united.
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SOI -> 10 seconds Swiftness

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

Actually guard has safe yourself which hives them 20s swiftness on a 30s cd without trait, soo yeah guard has better swiftness uptime with this skill than mesmer with SoI.

It’s “Retreat”, and I was thinking of that, but when did they lower it to 30s CD from 40? Hell…

And yeah, Save Yourselves adds another 10s on a 50s CD, but to me that is sort of like equipping a focus on a mesmer, requiring two slots for it.

Jupp your right, retreat not SyS, but you got the point ^^

Pale Raiders united.
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Mainhand axe...

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Make axe Mainhand total Condi:
AA is ok animation is a little weird but works.

  1. do something like sword #3 of guardian, throwing a lot of projectiles doing damage and bleed (moving possible)
  2. AoE default + Explo finisher

Trait:
Axe CD
Do more damage against Bleeding foes, cripple (5s) bleeding foes when hit (some short icd like 10s)

And axe MH is useful in pvp and pve.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Permablock Build

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

I would swap the Cavalier accessories for Valkyrie because that 12K HP is scary. You don’t need all that toughness and def could use more Vitality. Plus you have way too much ferocity and not enough precision even with Fury. 231% crit damage with only 26% base crit doesn’t seem efficient to me.

I have pretty good fury uptime (rage rune) and i get 10% crit chance against burning enemies and 15% crit chance with a one handed weapon so without fury i still have about 50% and the toughness gives me basically 20% ferocity and with all the blocking i hadnt issues so far even with so low health, i tweak it when i reach tangled depths with this char.

That’s not the build you linked. The 10% against burning and 15% for one handed weapons is from the RADIANCE line. Your build link does not have radiance.

My cloud messed some things up, i edited now it should be the right one, the other one was my Beta-Build.

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[just for fun] the missing trap

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

I thought test iffaith would have been sweet with fire damage, the combination of punishing everything that stays inside or flees outside.
But that would probably OP

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Permablock Build

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

I would swap the Cavalier accessories for Valkyrie because that 12K HP is scary. You don’t need all that toughness and def could use more Vitality. Plus you have way too much ferocity and not enough precision even with Fury. 231% crit damage with only 26% base crit doesn’t seem efficient to me.

I have pretty good fury uptime (rage rune) and i get 10% crit chance against burning enemies and 15% crit chance with a one handed weapon so without fury i still have about 50% and the toughness gives me basically 20% ferocity and with all the blocking i hadnt issues so far even with so low health, i tweak it when i reach tangled depths with this char.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

How to: Build diversity

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

How to get build diversity/QoL

-Give more utility skills to legends.
-Give Rev an allrounder AoE Weapon with traits in invocation. (maybe GS)
-make facett of nature more versatile interacting with other legends
-Ventari: Tablet summon on legend swap, Tablet stays in tact after elite, give Stunbreak
-Jalis: Improve Aftercasts(and chain projectile speed) and fix BUGS to make him compeed with shiro.
Mallyx: Give us Beta Mallyx back or something as useful.

More Suggestions are desired.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

SOI -> 10 seconds Swiftness

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

Well right now 66% of classes have base access to permanent runspeed (Revenant, Guardian and Mesmer do not).

Actually guard has safe yourself which hives them 20s swiftness on a 30s cd without trait, soo yeah guard has better swiftness uptime with this skill than mesmer with SoI.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Permablock Build

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

http://gw2skills.net/editor/?vVUQRAse5dnsABlChFdCOCB8Dhl6hSe+z//3aCi3Q4KA2hfA-TBiDAB8s/AAm/2+kKogSwR0/swTKIIlfyo+DpAGbrF-e

I made this build focussing arround blocking, aegis, toughness and crit/crit dmg.
It works wonders against champions but i would like to have some feedback from others.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

(edited by InsaneQR.7412)

Spirit Weapons

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

I would change them this way:

Bound SW to the guardian. They can float like orbs with different skins arround tze guardian to visualize them. The passive would be like an AoE effect that pulses arround the Guardian. And the activation skill is just an additional weaponskill depending on the SW.

Heal:
Fokus -> pulses healing arround the guard while active. Heals area arround guard.

Utilities:
Sword: Pulses Raw dmg and vuln
Hammer: Pulses a short stun
Bow: Cleanse pulses
Actives Remain the same.

Elite:
Staff: Pulses burn on passive, and summons a burning meteorshower on activation (simmilar to ascalonian mages)

This is exactly what I meant when I said that there have been many amazing suggestions over the past couple of years for SW reworks. I like your proposal as well. It’s slightly less dynamic/fun than mine imo, but still far better than what we currently have.

Would you change the SW trait in any way given your proposed SW rework?

Probably some effect on activation depending on the weapon itself could be neat, not something major just some boons.
Focus: Protection or regen
Sword: Fury
Hammer: Stability
Bow: Resistance (short duration)
Staff: Might (5 stacks maybe)

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Rampage And Head Butt Are Switched

in Warrior

Posted by: InsaneQR.7412

InsaneQR.7412

If you want to be strong, you need to buy Hot, in order to use headbutt #pay2win
+ headbutt is more OP then the couple of seconds of rampage.
Also look at rampage cd, and headbutt cd. Rampage cant win from headbutt yet rampage is to strong for being a regular rage skill. So leave the vanilla skills at the vanilla warrior pls. You will screw up the warrior class with your idea.

I knew this dumb argument that have an obvious treatment will still come up. That’s why I said Anet could obviously balance it. But still it appears. People like you frustrate me.

Balance what bro? Delete headbutt from beserker, you call that balance?
Lol. I think you are the one that is dumb.
You cant expect that arenanet will swap headbutt from beserker to vanilla Just because 1 guy dont have the money to buy Hot, but nice try xd
If you are frustrated we can always duel it out in a guildhall

Who said that the person who made this suggestion did not have HoT?
I have HoT and i think it would much more sense this way, the balance would be kind of an issue but it could work pretty nicely. Btw it would not take headbutt from berzerker, it would still be accesible, just a core warr skill. And body blow with zerker condi trait combi would be sick if rampage would change.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Warrior Ultimate - Head butt please rework

in Warrior

Posted by: InsaneQR.7412

InsaneQR.7412

I would swap headbutt with rampage, it would be more suitable for both of them and you would have a good fast elite on base warrior, i would remove the stun thou.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Sword and Hammer Need Reworks Badly...

in Warrior

Posted by: InsaneQR.7412

InsaneQR.7412

…snip…

Not all weapons shine in all game modes… it sucks, but that’s the reality.

The 1-h sword is awesome in PvE with a hybrid-build. The AA does more condi damage than the necro scepter when you’re fighting more than one enemy. Savage leap is better for closing the distance and enacting leap finishers. Final thrust is admittedly only useful against stationary targets – so pretty exclusively PvE-worthy there. Impale lets you stack torment while you’re doing other things. Riposte is a fast-cooldown block that rocks against ranged attacks, since ranged attacks don’t end the block. If you go berzerker, then you also get a lot of fire damage with your burst. 1-h sword rocks in PvE…. so if it sucks in PvP, oh well… as I started this post, not all weapons are good in all modes.

As far as the hammer, I’ve fallen out of love with it… and that makes me sad ’cause that was one of the huge draws to get me to try Warrior.

~EW

As you mentioned, sword #3 is lackluster and should apply some conditions instead of a power dmg attack.
Hammer was good, but now it is just to slow for all game modes.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

first ranger gear set i should get?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Full power build -> Zerker
Condipower-> vipers
Condi-> full condi gear with precision

Viper should come out ahead of something like rabid due to condi duration.

Anyway, zerker is the default armor for everyone in any profession. Good to always start with that in exotic and then customize your character with whatever other sets you want.

For bosses/ fractals i have to agree but for openworld the stronger condition dmg kills faster and condi duration would not be important.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

(edited by InsaneQR.7412)

Skill animation

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

I dont know maybe i am pretty beurotic but i am irritated from the red color of the rev weaponsskills. Weaponskill color fitting the legend would be cool even if it was just an option.

What do you think?

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Plead: Glowing hands

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

An option for toggle them off would be fair, it would be nice to if you could toggle off the herald discoshow when out of combat.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Spirit Weapons

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

I am of the opinion that SW need a rework, not just a simple numerical buff. There have been plenty of amazing suggestions over the past couple years that could be adapted in such a way that the original functionality wouldn’t be hurt, but new (and interesting) functionality could be added.

My favorite suggestion has been to make SW into “kits” in a way. I like this suggestion because it could be adapted as follows:

  • Summoning spirit weapons summons them as an AI, just as before. All of their auto-attack/auto functions remain the same.
  • The “commands” are replaced with a skill that summons the spirit weapon back to your hands (in the concept art, they are “bound” to the guardian by a chain) giving you 1-4 skills (skill 5 puts the SW back out as an AI again).
  • Skill 1 would be a spammable but perhaps toned down version of what the spirit weapon does automatically. Skill 2 would be what the current “commands” are for each weapon, skill 3 would be offence/defence/utility depending on the weapon, and skill 4 would be an ace up the sleeve of sorts on a long cooldown (can only use once or twice per SW summon).
  • Summoning spirit shield to your hands would break stun of you and any allies between you and the shield (since it flies linearly to your hands) plus give aegis.

Just an idea. Anywho, I doubt we’ll be seeing any sort of significant buff or change to SW until around the time the next expac drops.

The idea isnt bad, but Anet would have to design 3 new skills per SW instead of just redesigning them.

I would change them this way:

Bound SW to the guardian. They can float like orbs with different skins arround tze guardian to visualize them. The passive would be like an AoE effect that pulses arround the Guardian. And the activation skill is just an additional weaponskill depending on the SW.

Heal:
Fokus → pulses healing arround the guard while active. Heals area arround guard.

Utilities:
Sword: Pulses Raw dmg and vuln
Hammer: Pulses a short stun
Bow: Cleanse pulses
Actives Remain the same.

Elite:
Staff: Pulses burn on passive, and summons a burning meteorshower on activation (simmilar to ascalonian mages)

Pale Raiders united.
9 Sylvari, 9 unique Builds.

first ranger gear set i should get?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Full power build → Zerker
Condipower→ vipers
Condi→ full condi gear with precision

Pale Raiders united.
9 Sylvari, 9 unique Builds.

DH/G need some rework , not buff/nerf

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

You should consider that the elite spec if guard is a dps spec, and elite specs are genereally better than vanilla so yeah the support elite specs out support us.but the class itself is stable and fine, wait for the new elite spec, maybe it will be a support spec, show patience.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Purification needs to be revereted

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

Meta child ququing again? *sigh
Live with it.

Pale Raiders united.
9 Sylvari, 9 unique Builds.