Showing Posts For InsaneQR.7412:

Shattered Aegis(Mystic Rebuke) scaling bugged

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

You could actually make some funny power DH builds using this if they made it 100% power scaling.

What i aimed for, and why i changed my mind basically.
Also bump for awareness.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

[Suggestion] Soulbeast improvements

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

  • Then make a Minor Adept trait that applies poison ala Sharpened Edges.

That could be used if they change the carrion\spider skills to work like the bristle sharpen spines should work but for poison (now the skill gives only 5 bleed charges), 30 seconds CD, for 30 seconds your attacks apply poison.

Thus if you get a carrion\spider and the trait you may have a poison\regen build. They may balance the healing gained although i think 150 heal by poison application is not that great (you could get 300 heal max per second).

We already have a trait which applies poison in WS trait line.

Poison Master is pretty rubbish and it’s only going to be worse with soulbeast since you need to swap pets to use it, plus two stacks of poison every 15s is pretty garbage. They could improve it a lot, but soulbeast should have more poison synergy in it’s own traits. It’s got nothing additional traitwise to offer condi builds except a tiny amount of lifesteal and some increased duration.

i mean refined toxins which apply poison once every 5 seconds while your health is above the 75%. Do no hope to get a trait better than that one as a minor.

Please understand i’m not bashing your idea which i think is fantastic. But i think it would be easier to give that attribute to a pet family which would allow much better gameplay and stronger effects than a trait, even if is a minor.

Something like Dagger Training is what I mean.

Refined Toxins is not that great for Soulbeast either, on Druid its awesome since you can stay abov 75% a lot of the time and also you have your pet out 24/7, on Soulbeast it’s a different story.

I made a suggestion like this on the point of Improving the master traits. It incorporates something like you suggested and the life steal.

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Skills/Traits that Do/Don't Work in BM

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Go for the eyes, wilting strike, beastly warden and invigorating bond dont work properly. They trigger but at the end of the skill and not at the beginning.
Spoder poisonfields and bird swoops dont hit targets properly when in BM.

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It just does damage...

in Engineer

Posted by: InsaneQR.7412

InsaneQR.7412

There is a lot of control built in as well – with the toolbelt collapsing ring and the knockback from laser being the strongest (but not only ones).

Additionally, strong boon stacking with the arena and a few other skills – and probably some of the best mobility/stunbreaks we’ve seen.

I would love to use the stunbreak but the toolbet skill is just aweful with a blind, a light aura for 4s and a CD of 40s. I rather use an elixer stunbreak instead.

Overall its a fun class for boon stacking and a “into the fray” gamestyle. But the exceed skills need tweaking on the toolbelt counterparts, all of them.

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Mantras need IMMEDIATE fixing/buffing

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

Put the range on 750. This should be enough to be behind your teammates buffing them without being to far away to hop back in.

750 is extreme. Just make them the same as old staff auto, wider cones with 600 range.

The thing is, you don’t have to be behind your teammates, you can stand on the other side of the boss, facing your teammates. But with only 300 range, this doesn’t work for large hitbox bosses.

Yeah 600 could work too. Just more range and a broader cone would be fine. the effects are actually good IMO. the Elite Mantra could use some improvemets but the triple stunbreak could be very nice on CC heavy bosses.

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No Condi-Reaper needed anymore

in Necromancer

Posted by: InsaneQR.7412

InsaneQR.7412

As for PoF necros get a new E-Spec and all of whom had played the demo know its a kitten nstrong Condi spec.

Reaper was designed arround power DPS and not condi. I wish they would rework deadly chill so that it be useful on a power trait and do not apply bleeds.

I have 2 proposals that could make this trait great without going to much into the condi aspect.

1. Contagious Chill: You transfer your condis to your enemies when you apply chill.
This would be a defensive trait but would give a ton of condi cleanse together with some pressure on your target.

2. Steady Chill: Get 1 stack of stability everytime you chill with a 1s ICD.
This is obvious why it could be good.

Pale Raiders united.
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Mantras need IMMEDIATE fixing/buffing

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

Put the range on 750. This should be enough to be behind your teammates buffing them without being to far away to hop back in.
I need some clarification on mantras. I understand that correctly that mantras refill the charges over time if you do nout use the last charge?

Pale Raiders united.
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SoulBeast Bug Compendium

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Shouts:
— “Guard!” does not apply the damage redirection buff if activated while in BeastMode.
— “Search and Rescue” does not teleport the ally to you, if activated while in BeastMode.

Beast Mastery:
—While in BeastMode, the traits: “Go For the Eyes”, “Wilting Strike”, and “Beastly Warden” apply their effects upon skill completion of F3. Non-BeastMode pet F2 skills apply them on start-up.

BeastMode F skills:
—Spiders’ “Poison Cloud” uses center-of-camera aiming. (Using Action Camera as a work-around allows for accuracy, or pointing the camera straight down for point-blank usage.)

edited for clarity.

I use the action-Cam and i miss pretty much 90% of my poison clouds. Adding a ground target in beastmode would benefit the skill and gave it more control where it lands.

Pale Raiders united.
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[Suggestion] Soulbeast improvements

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

- make stances last indefinitely and only allow one

The only way this could be even remotely balanced is if every single one got nerfed heavily and we could no longer share the effects.

No thanks.

Thats why i didnt put it on the list. Everything reasonable will be up there.
The stances work fine as they are (except dolyak which is bugged) and they are an interesting support tool for soulbeast. Changes on the behaviour wouldnt give them any benefit, especially when you think about Moa stance-Dolyak stance or Vulture stance-One wolf Pack synergies.

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Break CC

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

Sadly invocation is a must especially in PvP. It breaks CC if you swap legends.

Every legend still needs a utility to break stun. Ventari has none. Jalis has only one at the elite and glint has to double tap its skill to actually work.
Even the new legend has its stunbreak on the heal which makes no sense.

Only Shiro and Mallyx have Stunbreaks on the Utilities.

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What is Soulbeast's role?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

It will not replace condi druid in raids due to GotLis just to good. But it could be a very good control/Condi spec for other parts of the game and it looks like a very strong hybrid spec.

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Mirage Demo Weekend Feedback

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

Also, another thing: GS Clones don’t trigger Imagined Burden with their Ambush. Was hoping it would trigger 3 times, but it doesn’t even trigger once. Boo!

it only triggers if you have the grandmaster to apply mirage cloak to your illusions.

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Renegade critic

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

actually the thing that dissapoints me the most are the new f3 skills. The skills are fitting for kalla and kind improve on the playstyle with her as a legend, but there is again no synergy between new class mechanic and legends.
I have to wait another expac to get a E-spec that does this.

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Sugg- Beastmode and daggers need love.

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

give crippling talon 3 charges and stalkers strike range. Problem solved.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

[Suggestion] Soulbeast improvements

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

This is not an actual feedback thread but rather a suggestion thread for QoL and other slight improvements for better soulbeast experience.

1. A petswap while in Beastform would be very useful. Not for Formcamping but rather in such situations when you need the other F3 skill.

2. Spider Poisonfield needs to be ground targeted, its missing all the time.

3. The F3 Wordly impact would be a perfect match for a Explosion finisher instead of a leap. It also roots you inplace which isnt very useful for competitive play or moving targets.

4. Dagger OH could use some of the mainhand Animation. And most importantly better skills. Dagger MH is quit decent and useful as a hybrid weapon. Dagger OH is still lackluster.

5. Unstoppable Union is not very useful when you start a fight inside beastmode. The trait would be better if you would breakstun when going inside OR outside beastmode and when you go outside your pets attacks are unblockable. this could lead to interesting pet gameply and you would not get a penalty for going into combat in B-Mode.

6. Improve the Forage skill of Porcines: porcines would be very good pets especially with soulbeast, but the active skill forage is very bad designed and very unfluent in function. make it like steal from thief that the forage item is swapped with the forage skill and stays like this until forage is off cooldown or you use it.

7. The aura is really really bright and should be tune down a bit. it looks dang cool but you cannot see your own char through that.

8. The F3 primal Cry is very strongly undertuned. Increase the bleed stacks, improve the dmg, put more conditions on it etc etc. Just improve it, to make it better.

9. Gm trait opressive superiority is underperforming. As a dmg trait it does not need a restriction based on your oponends health. Give it the effects it has without health restriction and give it a bonus depending on your enemies health (not yours). So the lower the health of your target the bigger the bonusses you get.

10. Improve cast times of beastskills. The are to slow atm and can be interrupted very easily. Improve the dmg on F1 Skills from vanilla pets while merged, they do less dmg than an AA.

11. Eternal bond: Good concept but lacking of performance. Needs either a stronger heal, at least double it. It also could need a lower cooldown, about 25% shorter would be good.

12. Improve description Tooltips of Petskills and Pet F1-2 skills.

13. Entering Beastmode should not strip special buffs like strength of the pack /sic em.

14. Fresh Reinforcements should be baseline or at least a minor trait. This trait is mandatory for all boon based builds and leave them no actual choice while traiting. The pet should gain the boons the ranger has when leaving beastmode. give it a reasonable ICD so it cannot be abused.

15. The Elite “one wolf pack” could use some improvements. Minimize the strike delay so the ranger can strike twice every half a second for 8 seconds. instead of proccing every half second with a 1 second delay.

16. Give the ranger the poison dmg on the MH dagger skill double arc when in beasstform. This also counts for every other Weaponskill that has this functionality. i.e. bleed from crippling shot on Shortbow or the might gain on the sword AA.

17. Vulture stance: Might is not very useful for this stance. You can get might very easily very fast and it does not bring special benefits to this stance. Change the might to something that improves condition gameplay.
For example: While under the effects of vulture stance you apply poison every hit, if you hit the target under the health threshhold you increase the condition duration of all conditions applied to the target.
This would give us a condi burst and a execute mechanic for the vulture stance in conjunction with condition gameplay.

18. We do less dmg in beast mode, dont punish players with a 10s CD on beast mode when we want to frequently swap pets and modes. tune it down to a very short CD like 1s. The CD on the beastskills will remain so we cannot spam these abbilities but atleast ahve some fluidity in gameplay.

19. Pets Prowess should effect the ranger when in beast mode. This takes also the movement speed into account.

20. The mastertraits are very specific to certain boons or conditions. Broadening the spectrum out or make it better available would benefit the traits.
Second skin: Give this trait a protection proc. Favorable on Stance use.
Predators cunning: You steal life from an enemy that is poisoned (not an enemy you apply poison) . In addition you have a chance to apply poison on crit.
Essence of Speed: Could also proc on swiftness for a broader spectrum.

21. Live fast should work with the F2 outside of beastmode, it counts as a beastskill and should behave like this.

22. Skills that activate on Beastskill (Go for the Eyes, Wilting Strike, Beastly Warden and Invogarating Bond) should trigger at the starting time of activation of the skill not on the skill execution.

23. Stances are undertuned and could benefit of the charge mechanic like the stances of weaver has.

24. Improve the GM Trait poison Master in Wilderness survival traitline. Keep the Poison buff but improve the active effect. i.e. Apply poison stacks every time when you disable a foe. This accounts for all srong cc from you and your pet.

25. Improve Dagger MH attackspeed, its to slow atm and feels clunky.

26. Striders defence should give quickness regardless of what weapon we are using.

27. Griffon stance has a CD that is way to high. Cut it down to 25s recharge (with the charge mechanic i mentioned above). Cut the duration down to 4s. And make ita an evade frame for the duration. The buff is not stackable. Add some superspeed and remove the might gain. This way it is an evade tool like it should be with no initial offensive aspect.

You can make more suggestions i will gather them on the list.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

(edited by InsaneQR.7412)

SoulBeast Bug Compendium

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

BUG :Spider poisonfield always misses except you are standing right inside the enemy. Ground targeted needed.

NO BUGS but hard inconviences:
If you need the second beastmeld skill from the other pet you cannot swap in beastform you have to get out of beastform and swap pets and have to melt again. for a needed stunbreak this is pretty unuseful to wait 10s.

You cannot open the pet panel. I can understand that this is due to preventing swapping pets, but you cannot even see what stats the pet gave to you without leaving B-mode.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Soulbeast Demo Weekend Feedback

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

First point:
Pet swap in beastmode would be very convenient and would lead to very interesting rotations, now its very annoying always get out of B-Mode swap pets and back into B-mode if you want the other beast skill in combat. for example, if you need a second stunbreak but you are not in your stout pet form you have to wait 10s to get that stunbreak which makes it redundant at that point.
You would still swap into pets for more dmg and the special abbility only the pet has i.e. wyvern huge firefield or jacarandas root etc.

Second point: let us open the pet panel in beastmode. Disable pet changing while we are in but atleast let us watch what kinda stat boosts we got and what the abbilities of the pets do.

third point: Make the spider poisonfield ground targeted. it misses every time when you are not standing right inside the enemy.

Everything else is great and it is a awesome Hybrid spec and i cant wait to use it in PvE.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

DH build, need help improving it

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

Thank you all for the help.

Yes, Zeal/Radiance/DH full zerker would have a higher damage output, using traps and the new (hopefully not bugged yet) Sword of Justice with signets.

But for fun (why would we play the game if we cannot get any fun?), I believe the Virtues line would be really interesting because you apply retal on virtues, retal time is increased by 25% and you can renew VoJ with radiance line. With this, you could achieve easier the perma retal and even drop one if not both shouts for something else.

So Virtues line instead of Honor would also give new option to condi removal and an extra stun break with traited virtues. Did you test this?

Thank you for the imput. Virtues was my first choice in place of Honor but then I thought that with Virtues I’d had low condi removal (just f2).

Between, I have a question: how do you “survive” as guardian? I mean, the only way that I can think of when I want to “survive” are meditations and altruistic healing. Are there other ways to survive fights which involve a constant damage? (of course I’m talking about pve/fractal not raids)

I cannot speak about fractals or Raids, but open PvE. Mainly to kill champions on your own.
I use active defences of guardian. Blocks, aegis, the condi remove trait of DH, shelter, mace, focus etc etc.
Together with sword and procession of blades trap you can burst farely well with very strong defences.

Pale Raiders united.
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"Barrier" mechanic overlook

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

I havent actually seen any barrier in the game yet.
Correct me if i am.wrong.

However guardian would be a perfect candidate for barrier.

Pale Raiders united.
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Revenants now have access to perma alacrity.

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

Chrono is the overall better offensive support. With distortion, quickness and alacrity uptime. Rev loses dmg in ventari, chrono doesnt when applying alacrity.
Rev is basically the second choice if there is no chrono.

Mainly we can only speculate how kalla will affect rev gameplay and harcore PvE but i dont think that chrono loses its spot.

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All Mirage Skills and Traits

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

As a non PvPer and main PvE player.
This looks so much better for open PvE than Chrono.
Perma Mirage Cloak will be glorious.

Pale Raiders united.
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Sword, Greatsword & Underwater Ambush Skills

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

Prediction: Sword will melt breakbars.
If your illusions get mirage cloak they all will use the ambush skill if they use the mindslash AA. So basically 4x Daze.

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Firebrand, what exactly is this?

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

Its a supportish condi specialization. You can either go on full support, offensive support with a ton of quickness or the offensive route with condis and CC.

Pale Raiders united.
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DH build, need help improving it

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

I made a similar build but with zeal/rad/DH.
I built it arround aegis and block, together with wrathful spirits you have actually a pretty good Retal uptime and pretty much permablock.
With virtues though you can achieve perma retaliation.

Pale Raiders united.
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Spirit and Trap Traits

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

And of course, Spirits following you allows you to keep your spirit buffs on allies on the move… please give this back already… to address the old issues from cleave, just increase the distance at which spirits follow so they trail further back.

As if having them follow you so you you also have them up versus trash mobs is gonna make a difference anyone cares about. It won’t.

Having them run after you in wvw isn’t gonna make any difference either. And even then once they see a ranger running around and they know 2-3 of his or her utility skills that would otherwise be invuln and stun breaks are spirits, they gank that ranger immediately.

Mobile spirits are dead. Deal with it.

1. You dont to need to run all spirits all at once
2. Its more of a zerg thing than a roaming thing.
3. It would give HUGE QoL in PvE.

Pale Raiders united.
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Spirit and Trap Traits

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Can’t say anything for trappers expertise as I don’t use traps… however changes I would like to see to Natures Vengance….

Baseline Spirit Change:

  • Spirit actives are now ground target
  • Spirits automatically use their active at their location if they last their full duration.
  • Stone Spirit buff provides a flat damage reduction instead of applying Protection on hit.
  • Storm Spirit procs deal damage in addition to apply Vulnerability

Natures Vengeance changes:

  • Spirits now follow you and have increased health
  • Spirit passive effect range in increased in addition to active range
  • Stone Spirit’s boon pulse changed to Aegis (2s)
  • Sun Spirit’s boon pulse changed to Fury (3s) (maybe even swap Frost Spirit to Fury and give Might to Sun Spirit)

These changes would make it so that you can keep your spirits up for their full duration without losing out, and gives you an interesting choice between sacrificing your spirits early to affect a targeted area or to wait and let them expire to make the most of their passives and restrict their active to their location.

Storm Spirit would actually have some real value, since Vulnerability alone is so abundant as is, adding some damage to it would give it some real value.

Stone Spirit’s current setup is utterly redundant and absurd… as it stands right now the pulsing protection from Natures Vengeance does nothing but extend your protection by 1s every 3s… and the 6s protection from Stone Spirit on hit doesn’t do much for your party, especially when you consider how many sources of Protection are available to nearly everyone as is… Changing it’s passive to a unique buff that provides damage reduction will make it valuable to the team to keep it up, and changing the traited boon pulse to Aegis gives it some real value.

Sun Spirit’s traited boon pulse is completely useless… 1 second of +50% endurance regen… gaining an extra 2.5% endurance every 3 seconds is not helpful… Changing this to pulsing Fury or even Might would be a huge boon to this trait. Honestly I’d change Sun Spirit’s boon pulse to Might, given the passive effect adds burning to everyone’s attacks, it’d be of more value to give Might for that Power and Condi damage buff on the spirit that does Condi damage. Frost Spirit can be changed to Fury which will synergize just as well with its passive as Might already does.

And of course, Spirits following you allows you to keep your spirit buffs on allies on the move… please give this back already… to address the old issues from cleave, just increase the distance at which spirits follow so they trail further back.

Jupp, this for spirits, similar to my idea but better. +1

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Combine Sharpened Edges and Hidden barbs?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Jupp since the nerf this is needed.

Pale Raiders united.
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Swap signet of Hunt and WIld active effects?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Sounds reasonable and should be implemented. +1

Pale Raiders united.
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Weapon improvements needed/wanted

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

serpent strike is terrible to hitting other players, i only use it when i’m immobilisized so i can evade the damage incoming. That skill needs a redesign so it can hit moving targets more reliably or bring another kind of utility instead just an extra evade.

Dagger what needs is a gap closer and an stun with the effects already in place. A gap closer in dagger 5 because otherwise the melee ranger lacks the mobility compared other classes like warrior, guard or almost anything. A ground target leap would be the best, we all like the staff exclusively because the reliable and precise mobility it gives.

It needs the stun because the melee ranger needs an stun as active deffense due to lack of blocks and very limited access to damage immunity. GS has it, LB has it, Axe OH almost has it.

Yes the targeting should be improved heaviliy. With my skill swapping design there would be a direct gap closer with monarchsleap, but i actually thought of a shadowstep on dagger 5 i thought it would be a little bit to much maybe so i wasnt sure about it.

Pale Raiders united.
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Weapon improvements needed/wanted

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Can someone explain to me the sudden fascination with swapping dagger 4 and sword 3? They’re already practically the same skill, why should they be swapped?

First there is the snake animation which basically implies condi and i wanted to remove condi from sword. Second: The stalker strike has a shorter animation and thus further fitting as a chain skill.
In addition to that is that serpent strike travels a short distance arround your enemy. This could synergize with monarchsleap and the dagger 3 of soulbeast.
So you can gap close and get behind your target immediately afterwards.

Serpent strike itself should hit more targets and the dodge animation should be improved. I would also consider a block-counter mechanic similar to riposte but i doubt other people will.
Serpent strike on dagger and stalker strike on sword would improve sword in PvP and PvE and it wouldn’t change the functionality of dagger OH. As long you dodge for the whole animation it is a longer evade as before and it has increased range.

Pale Raiders united.
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(edited by InsaneQR.7412)

Do please allow swap in BM mode

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Why can’t they make it work with loud whistle? Basically entering BM or exiting BM is the same as swapping pets.

So you could enter BM then upon exit the cooldown starts, after which you either swap pets like normal or enter BM again.

If you are in BM, can still ‘swap’, just have the meter go on cooldown. You can exit at any time but are stuck with that pet until the cooldown is done.

This together woth the implementation of global beastskill CD and it would work perfectly.

Pale Raiders united.
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Ability to Dye Pets?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Just yes, would be great if we could color them.

Pale Raiders united.
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Spirit and Trap Traits

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Well i can understand your trade off idea but first: I dont understand why you shpuöd lower the dmg on baseline and increase CD with the trait.
Second: Spirit shouöd be ground targeted baseline or should just walk with you and the boons should apply via trait as it is.

What i would suggest for the traits:
Trappers expertise:
1. Proposal: When you get stunned lay down a spiketrap. Reduce cd of traps.
2. Proposal: Throwable traps, 900 range, ground targeted. Reduce CD. (throwable traps wouöd be gold in WvW/PvP but just in prepreperation. Traps still have the 1 trigger time after laying down which is more than enough time for an enemy to respond, there is no balancing needed in incresing CD etc)

Natures vengeance:
Change the name of the trait to whatever that fits more.
Some changes i would made to spirits first:
Storm spirit: Chance that you and your allies strike your enemies with lightning on hit, does dmg and applies vuln as it did before.
Stone spirit: Give it a flat incoming dmg reduction, like frost spirit a flat outgoing dmg increase has that can be stacked with other buffs.
Traited stone spirit would have protection plus its original bonus which would further improve its capabbilities without double dipping in protection.
The boons the trait provides are now fury(storm) and protection (stone). All others keep the same boons as before.
Spirits are either ground targeted and their active is too or they can move. After death you can send them to a location(this is only possible for some seconds) to activate and they teleport there like staff 3 and activate.

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Account wide tames?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

I would actually welcome account wide pets after taming. Would give some nice QoL.

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Should i get any vanilla pets?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

If you going to play PoF id say blackbear would be very useful because of double immunity and spiders for poisonfields for condi heavy builds.
The new expansion also provides 5 new pets to collect.

Pale Raiders united.
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Do please allow swap in BM mode

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Agree. Would be very convenient to swap pets inside beastmode. Especially if you need the other beast skill for stunbreak or just for activation of the trait to stunbreak, similar to Rev legendswap trait has.
It would also provide more fluent gameplay and rotations with this.

Pale Raiders united.
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Weapon improvements needed/wanted

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

I’m not sure on the sudden fascination myself.

As a side note, add that Splitblade be… unsplit (couldn’t help it) from the PvP version so the increased damage per axe is applied to all game modes. That extra ‘oomph’ would be swell in other modes for shotgunning it.

Adding back the removed bounce, making skill 2 hit as hard as in PvP and making skill 3 aoe without the trait would give axe a use as a mid range aoe/tagging weapon which would be nice as its about to lose its use as a makeshift melee condi weapon.

I’ll put it on the list.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Weapon improvements needed/wanted

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

With respect to Path of Scars, it already does as you suggest.

As for Sword being the go-to power DPS weapon, which sacrificial altar would you like me to use?

I only saw that they fixed the projectile. Is it ground targeted now?

It’s ground targeted for a few years now, but the Radius is more than just meh.

I removed the path of scars suggestion but added improvements on the sword trait.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Rune update for PoF?

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

Could we have a rune update for PoF?
I mean there are a lot of interesting runes in the game with a way to high ICD.
Best example i know of is rune of the grove and rune of rata sum.
Grove: 4s protection on a 30s CD. And 1 root on a 90s CD. For comparison there is rune of durability with 3s protection,regen and 1s resistance on 20s CD.
Rata sum: 90s on a 15s poisonfield. Ranger has a trap with more than half its duration but third of ots CD.

My suggestion cut down the ICD on these runes for more build diversity.
Rata sum would be nice with a 30s CD and a 8s radoationfield.
Grove would be great with a 15s ICD instead of 30 on protection and 20s ICD on the roots. In line with ancient seeds.
Of course there are much more, all of you can post which need some inprovement because of lackluster effects.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Barrier update for core classes?

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

By the way, I have not seen that “ammunition” update anywhere in-game when I switch to bows or pistols. Where do I have to look?

It is not related to firearms, just a different system to prevent spamming single skill while avoiding to put everything on the timeout.

Elementalist – Arcane Blast, Arcane Wave
Engineer – Personal Battering Ram, Rocket Boots
Mesmer – Mantras
Guardian – Spirit Weapons
Necromancer – Lich’s Gaze
Thief – Distracting Daggers
Warrior – Throw Axe, “On My Mark!”, Kick, Throw Bolas

And ranger not a snglr one which is absically the tanged projectile class….

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Barrier update for core classes?

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

Wait, where did you see the barrier mechanic in action? I thought the new elite specs could not be previewed? I’m confused.

Also, I assume it’s profession specific, just like only Mesmers can create clones.

Before the beta weekend there was a E-spec showcase of woodenpotatoes, aurora peachy and bog otter on twitch.
It is not profession specific. Necro e-spec and Ele e-spec will both get it and woodenpotatoes stated that he got the information that ele will get barrier on core class in earth attunement.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Level 80 Boost question

in Players Helping Players

Posted by: InsaneQR.7412

InsaneQR.7412

Hello, I have not used my Level 80 Boost that I got with HoT yet(multitude of reasons, mostly me forgetting about it).
Now the issue is that it uses up the inventory slot for all characters and I assume the Level 80 Boost from PoF will do the same. Do any of you guys know whether I get a second shared inventory slot or do I need to use the boost before I get PoF?

You only get the shared account slot the lvl 80 will provide you. After the use of the 80 boost the slot stays. So you can use the slot but you have to use the boost first.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Barrier update for core classes?

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

We got the new ammunition mechanic but i havent seen any interaction with barrier on core classes. Does anyone kbow if we get a new balance update with the expac or before?
Or do we only can consider that barrier is scourge an weaver only atm?

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Second major update on PoF launch?

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

We got a huge balance update recently, but i havent seen the new barrier mechanic on the core classes and i heard from woodenpotatoes that this would be the case.
So i wonder. Will there be a second huge balance update on PoF launch, in addition zo the new E-specs and maps etc.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Weapon improvements needed/wanted

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

I’m still waiting for sword auto’s crippling thrust to cleave 3 targets.

I’ll put this on the list.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Weapon improvements needed/wanted

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

With respect to Path of Scars, it already does as you suggest.

As for Sword being the go-to power DPS weapon, which sacrificial altar would you like me to use?

I only saw that they fixed the projectile. Is it ground targeted now?

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Weapon improvements needed/wanted

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

I play ranger now for 5 years and i think that our weapon skills are sometimes really flavorless or just not fitting the weapon design. Plus i would like to adress some of the weapon designs themself. I do not address if tge dmg is to low (i.e. Greatsword AA), just if the skills are wonky or could use some improvements mechanically wise.

Dagger OH: Crippling Talon is as i mentioned in another zopic a top candidate for ammunition mechanic and it would improve this skill heavily without any other changes.

Torch:
Throw torch, the same as crippling talon.
Bonfire: The skill is goos and strong, but making bondire ground targeted would give ranged condis more options and could give some tactical use in zerks without dying upfront. Other changes are in the sword section.

Ambidexterity trait: Improve it please. I would love something that give the weapon fitting Condition some special role, like improved crit chance while targeted is effected, or you apply burning/poison respectively with every third hit etc. etc. , just some function instead of just stats. It could even tie into ammunition use if this would be implemented.

Axe: Wintersbite AoE baseline and improve the axe trait. While wielding an axe you get an increased crit chance per stack. Works like vicious laceration from rev.
Wintersbite could also get a good use of the ammunition mechanic.
AA is very wonky and needs a better aftercast. Splitblades needs a narrower cone for more mid range gameplay and it should be unsplit from PvP and get the dmg increase for better mid range power dmg.

Whirling defences: Hitting 5 targets, the radius should be increased to match the animation and you should be able to move while casting it.

Sword: Needs a better weapon identity. I would say swap serpent strike with stalkers strike and give stalkers strike a pure power character. Do dmg, evade and maybe get stealth on strike (could be interesting, but this just popped up as i wrote it).
Make hornet sting the standalone #3 skill and monarchsleap and stalker strike are the second skill chain in this order.
Give all of the AA attacks a Target cap of 3 for better cleave.
The sword trait should trigger quickness when you evade even if you do not wieöd a sword.

Longbow: Huntershot could use ammunition mechanic.

Shortbow: Crippling shot has an odd mechanic IMO and i would like to see a similar mechanic to the sword 4 of warrior. You shoot an arrow in your enemy and apply torment every second for 4s. You have a swap skill that lets your pet rip out the arrow stopping the application of torment stacks per second but 2stacks and some spike dmg instead. Both hots apply cripple of course.

Thats about it. Everything else is welcome as feedback.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

(edited by InsaneQR.7412)

Traits scaling on toughness ?

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

Guards are heavy armored class, which means that they have naturally high armor and don’t “really” need to invest in toughness. Traits scaling on toughness have, therefore, a limited interest.

But guards have the lowest health pool of the game, which means they will more likely have to invest in vitality if they want to survive more than two seconds on the battlefield.

Make retributive armor and symbolic avenger scale on vitality instead of toughness ?

Ouuu i would definetly love this. I made a perma block build with retributive armor an good crit chance with the new modifiers.
It would also nice that they would change the effect. If you block an attack you get retaliation. The bonus toughness of the trait would be obsolete if it would scale from vitality and it would synergize with the new retaliation trait.
I would change the old trait that gave you retaliation when you block, because its functionality would be incorporated in here.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Berserk=downgrade: build stage 3 to get 1!!!?

in Warrior

Posted by: InsaneQR.7412

InsaneQR.7412

They could have made it a fair middleground to 2 stages instead of just 1. Or the activation of berserkermode count as 1 and tge burst count as one.
You wouldnt build it up like crazy, still had some sacrifice to take as an e-spec but dont have to compromise that much that it actually makes traits so much worse in the e-spec.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Let's talk about Empathic Bond.

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Empathic bond would be better if it would actually increase the bulk.of the ranger and its dmg. Maybe your pet get a stacking defensive buff for every hit one of you make and the ranger the aggressive buff. Defensive decreases dmg and condi dmg and aggressive increases dmg and condi dmg.
It would give the trait a better niche and some usability for bearbowish builds.

Pale Raiders united.
9 Sylvari, 9 unique Builds.