Showing Posts For InsaneQR.7412:

Ventari compared to shout elementalist

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

How does a ventari rev do compared to a shout elementalist?
I have played alot of succesfull games as a shout elementalist, which can heal allies pretty well and keep up, even when focused.
Then I thought, could Ventari not do the same, with less effort (not having to juggle through 4 stance, auras etc., even though it is the fun part aswell) with both more armour and health (tier 3 / 2 vs tier 1).
Plus alot of condi cleanse without burning shouts.

So before jumping in and fiddling with it, I want to hear your experience.
I’ve seen a vid, and actually considering taking Hammer instead of sword/shield.
Still using staff, but trying to be a backline healer (as ele you are in the fray:/).

I hate to say it, but ventari and druid are horrible for movement based combat healing. Ele is not much better, but the best on the move. Overall, anet made horrible support roles and skills in this game, some of the worst I’ve ever experienced.

Druid is mobile with staff, and ventari can command the tablet. Problem is that druid has 1 movement skill on a weapon and not on CAF. And vebtari sacrifices self sustain when you help people in a little area. Ele has just better AoE support which makes it more reliable and it has not to be primarely focussed on support do buff and support allies in some way.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Condi Ranger or Zerker Ranger in PVE

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

For dungeons and low fractal zerker is better.
For high fractal is condi better.
Raids idk.
Openworld you can use pretty much both, zerker kills faster in openworld but both is viable.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

New wanted Skills (suggestion)

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

I know there are already a lot topics out there about new Rev Utilities.
This topic is mainly to gather all ideas you have and to make a proper discussion about them.

My Suggestions:
Shiro: Teleport, Ground target Skill, Stunbreak, does dmg and lifeleech in the targeted Area, functions as “Oh kitten” button and gives more sustain to shiro.
Jallis: AoE Taunt, and block next incoming attacks.
Mallyx: AoE PbAoE skill, removes conditions from allies and boons from allies and applies some burn stacks on enemies.
Ventari: Stunbreak on mediocre energy cost and low cd. Just for stunbreaks in short succession.

For Glint i dont know what i could choose.
I would appreciate some feedback and other suggestions.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

How would you redesign the revenant?

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

Your redesignes get a little overbord, but keep it simple sounds kinda good.
I would do it this way. Weapon skills have CD and utilities use energy but have no cd, heals and elites have no cd either but use a lot of energy, utilities use less energy depending on skill similar like cd works.
Facet of Nature changes with legends.
Passives:
Instead if giving boon duration:
Jallis: Dmg reduction 10%
Shiro: Dmg increase 10%
Mallyx: Condi duration 33% (basically the anti-glint)
Ventari: Healing received 20%

Active:
Similar as before: Give upkeep to you and all allies → which means all allies gets either hammers, impossible odds, projectile reflect, or embrace the darkness.
About kitten duration more or less would be nice.

This way herald doesnt force you to use glint but still has its uses.

Missing skill effects on legends:
Jallis: Block
Mallyx: Condicleanse
Ventari: Stunbreak
Shiro: Life leech for more survability

Glint is fine, i would personally change the fire breath similar to the drake vreath skill of ele but this would limit AoE capabbilities

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Honed Axes

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

What do people think to the trait “Honed axes” also appealing to offhand axe (possibly with a skill change like axe 3). I feel this could bring power ranger closer to condi in pve and would not affect other game modes as axe 4 is hard to land and axe 5, similarly to torch 5, requires a non-moving target.

What else do people think would improve zerk ranger in pve?

The trait should give precision if you have two weapons in your hand doesnt matter which.
Additionally i would suggest( instead of winters bite let your pet apply weakness) you apply weakness when you hit a chilled foe and vice versa, does not apply if weakness or chill is already applied.
AoE of winterbite is baseline.
Do more dmg (condi and power) for a short time when you weak or chill someone while wielding an axe.

To sum this up: This would buff winterbite baseline but removing the weakness.
You would get more precision if you play dualwielding stuff and you would have a weakness-chill mechanic which would go well with power trapper, condi trapper or other soft cc builds. Additionally Axes would get a unique benefit from chilling and weakening enemies.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

(edited by InsaneQR.7412)

A touch-up on the "pet mechanic"

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Bump this. I want most of this since launch.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Spirit Weapons

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

Just a hunch, but I can see spirit weapons changing come next expansion. Otherwise, asking for fruitful changes now seems wasted by the design/development team. It could also be a route they don’t want to take Guardians in anymore – use of AI.

They didnt have to make fruitful changes. Make them unkillable again and reduce CD. SW would be useful again.

I don’t want them to be Necro Minions 2.0. AI builds are boring. If they make them untargettable (so they don’t aggro) that is a different story. But even then, its better to have their effects on player rather than seperately on them.

“AI builds are boring” is a subjective opinion. Some people like them, and it’s likely that the whole reason why such skills exist on professions like guardian, elementalist and thief that aren’t traditionally MM professions is so that people can mix in a bit of the MM flavour in if they so choose… or leave them out if they choose otherwise.

We already have signets for skills that have an effect on the player and can be used for an immediate effect.

Exactly.

Additionally i have to say that spiritweapons still would be temporarely like they were before.
If they make them unkillable again and reduce the CD of the weapons you can use them as a new weaponskill slot which works indipendently from the main actions of the guardian. They can be summoned just before combat to help.
Necro spirit are different, they are permanent till you kill them and walk through the world with you.

Pale Raiders united.
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Greatsword improvements part 2

in Necromancer

Posted by: InsaneQR.7412

InsaneQR.7412

1. Chilling Scythe has an awkward animation. Holding that sword while it’s getting covered in ice is weird. Slow attack speed combined with high damage can make interruption of auto chain a DPS loss.

2. Gravedigger is basically a second auto. Why do we have 2 autos on one weapon? There are plenty of ways to raise DPS under 50% without making a second auto. This concept is a QoL problem (in PVE it’s better to set it to autocast, but that requires ctrl+rclick; using manually each time is annoying; also risks of interruption by accident). Can be a DPS loss if used at wrong time.

3. About 0.6 sec aftercast. Weird preparation (just like Chilling Scythe). Higher damage, lower time would be great. Or it can be changed to mobility skill with its current time and damage.

4. Probably the best GS skill indeed. But a lower interval between pulses would be appreciated.

5. In my opinion this can combine pull and mobility. A full combination of everything
Leap forward, gaining stability. Conjure claws of darkness to attack foes, chilling them and pulling them to you. Gain life force for each struck foe.
Hmm, life force gain can be removed if it’s all too much.

I would make death spiral to a mobility skill.
The AA needs its aftercast reduced and the animation of the 3rd chain needs faster cast time.
4&5 are fine IMO
Gravedigger need some shorter aftercast.

GS is not a PvP weapon for Necro with this changes but better in PvE and not so slugish.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

[Suggestion] Spirit Weapon rework

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

Spirit Weapons are pretty useless (and have been for a very long time). Slow, long cooldowns, and while aesthetically cool, they don’t really fit the theme of Guardians as a pet class (imo). So while running around getting map completion on my Guard, I was brainstorming ideas for how to make them better and see more use. My suggestion is as follows:

Rather than being a summon with an active skill, rework them to function similar to a Warrior’s/Thief’s Physical skills, by having the Guardian summon a weapon to perform a single attack. Examples:

Sword of Justice
Summon an arcane sword to damage and burn nearby foes
Cast: 1/4 sec
Damage: 350
Burn (2): 3 seconds
Vulnerability (5): 5 seconds
Radius: 180
Recharge: 20 seconds

(This is a straight up damage skill, same as the current active effect, with a small amount of burning added to compensate for the increased cooldown/loss of AA damage from the summoned sword)

Hammer of Wisdom
Summon an arcane hammer to damage and knockdown your foe
Cast: 1 sec
Damage: 200
Knockdown: 2 seconds
Range: 130
Recharge: 30 seconds

(I feel like Guardian lacks much hard CC outside of Hammer/Greatsword, which can be difficult and unwieldy to use, and Dragonhunter. This would provide a solid alternative keeping in line with the current skill, but more readily available on demand)

Shield of the Avenger
Summon an arcane shield to block attacks and reflect projectiles
Duration: 3 seconds
Breaks stun
Recharge: 45 seconds

(This one was a bit difficult to keep the theme of the original, given that the active effect applies Aegis, which we already have plenty of ways to apply, and the AA would be odd to work with animations and channel time. Changed it to be a bit more selfish in nature, but also giving it better synergy with traits like Amplified Wrath or Communal Defenses. Projectile reflect might possibly bit a bit too much, but wanted to give Guards some sort of mobile reflection, could be changed to just a straight up block)

Bow of Truth
Summon an arcane bow to barrage an area with arrows, healing and curing conditions with each strike
Cast: 3/4 sec
Healing: 500
Conditions removed: 2
Pulses: 3
Duration: 3 seconds
Number of targets: 5
Radius: 240
Range: 900
Recharge: 60 seconds

(Combines the condition cleanse of the bow AA with the healing of the active. Some more ranged support options for Guardian. Shorter duration compared to current active, with better healing and triple the cooldown)


Animation wise, on skill use the Guardians current weapon is replaced by the spirit weapon for the attack. Luckily, the current active effects of the Spirit Weapons already exist as weapon skills for other classes, so changing the animation would be rather simple (I would imagine)

Sword of Justice: Symbol of Wrath/Mind Stab
Hammer of Wisdom: Symbol of Protection/Backbreaker (could lead to some interesting uses of Foefire’s Power skin to confuse enemies between this skill and Symbol of Protection)
Shield of the Avenger: Shield of Absorption/Shield Stance
Bow of Truth: Hunter’s Ward/Barrage


Of course, with the loss of spirit weapon AAs, and two having non-damaging functions, their relative trait would need to be changed. I propose (along with a rename):

Zealous Spirit
Spirit Weapons apply boons to nearby allies. Reduces the recharge on Spirit Weapons

Sword of Justice: Might (5) (5 seconds)
Hammer of Wisdom: Stability (1) (3 seconds)
Shield of the Avenger: Retaliation (5 seconds)
Bow of Truth: Resistance (1 second)
Number of targets: 5
Radius: 180
Recharge reduced: 20%


Thoughts? Any and all feedback is appreciated. I would love to see Spirit Weapons get some use

Well i would give the shield the power to block 3s the attack of 5 allies in the area.
Add a stunbreak to bow.

The boon the shield gives is stab.
The boon the hammer gives is might and the boon the sword gives is fury.

The weapons are like a bonus weaponskill but work indipendently from the guardian. Like you pop the weapon with ground target and you still can fight with your current weapons.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

(edited by InsaneQR.7412)

Gear Questions for Solo PvE and HoT Story

in Elementalist

Posted by: InsaneQR.7412

InsaneQR.7412

Your gear is completely fine but you should make full exotic marauder armor and weapons and see how thing goes, trinkets can be found in achievement or some shop around new maps.

If you only do solo then Marauder will server you better than Zerker, my ele have around 16.5k HP with full marauder set ( extra HP help alot ) but still provide alot of damg cause high precision. Beside Marauder are much cheaper to craft.

Change the stats to marauder in the mystic forge sounds cheaper IMO and has higher stats.
I am running full celestial auramancer, if you want ti go support thats a way to go.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Change on LB #4 (suggestion)

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Not a real issue, LB 4 is amazingly powerful ability, with aichent seepds its crazy poweful, no further buffs are needed.

Its not a buff basically, just a QoL change. The function is pretty much the same and would make it just group/noob friendly.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

New AI is here but not for pets

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Much rather have everything controlled by the player than by smart AI. The ranger profession already attracts a very casual playerbase. I am not really against that, yet I feel rangers are already a rather passive profession without even removing any further need for player control over the pets.
Good pet control is and should be how a good ranger stands out. It will always be fine to just be a lazy Bearbow for the most part. Just don’t want to see it becoming more rewarding than it already is.

On the contrary, many have been asking for more active pets for a long time. As in turning their other three skills into F2/F3/F4 abilities.
There could also be options to send it to a certain spot around yourself rather than just send it to yourself or an enemy and even an active dodge ability like your own.

The skill use would be perfect if we could use the race and pet specific skills. With AI i mean basically dodging and tracking. Enemies in HoT or Ep. 3. Dodge attacks and have better tracking than pets.
Additionally skill channells should be removed and insta cast should be added.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Weapons/skills too limited

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

Rev is not missing weapon, but weapons. Compare total weapon skills with any other class and you will realize that Rev is some where between 10-15 skills behind and not F1-5 skills aside from Glint.

Rev is an incomplete class.

Yeah, my opinion is that it needs two more at base, not including additional elite specs – a hybrid or condi ranged weapon and a hybrid melee weapon. Shortbow and GS make the most sense probably.

New Elite spec will come in next expansion. Problem with the current one is the limitation it gives. Glint is basically mandatory and the facet of nature is not complementary to other legends. Every legends misses something and needs more skills.

Give Rec Greatsword as new ranged condi weapon with torment applications and CC.

Change the F2 Skill depending on legend:
Shiro: Increases dmg done in Area (passive), give AoE swiftness (active)
Jalis: Decrease dmg taken in Area (passive), give AoE Stability (active)
Ventari: Increase healing received in Area (passive), AoE burst heal with waterfield (active)
Mallyx: Reduced incoming Condi Duration (passive), AoE condi and boon cleanse on the respective targets (active)

Give every legend a new skill:
Shiro: Burst life-leech skill for more sustain and oh kitten button.
Jalis: Block skill, something like AoE taunt with a block duration for better tanking
Mallyx: Condi cleanse
Ventari: Stunbreak (and summon on legendswap and no destruction on elite)

Overhaul a lot of traits.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

New AI is here but not for pets

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

You really want pets running out of aoe? They would never attack anything again lol.

Yeah thats not the what i mainly ment, pets get less dmg from aoe when not targetted eitherway, but they made a new AI for Enemies and i want new for pets.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

New AI is here but not for pets

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

For those who had played chapzer 3 of living world Ep.3. Would have noticed that mobs have a new AI. They run out of AoE, attack you only when they see you even when agroed and go in and out of battle when tactics needed it to.

CAN WE PLEASE HAVE A NEW AI FOR PETS.
(sry for the caps)

And better controllability and costumization options too.

I am asking this since launch.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Elite Skill cooldowns

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

They are like that because of PvP.

Take rampage on warrior for example. Great skill. Lasts 15 seconds and takes a LONG while to recharge.
Worthless in PvE – but if you make the cooldown lower or the duration longer it would be really really strong in PvP.

Or make it a Rage skill and swap it with headbutt, all the sweet sweet burn from Rage Trait on Rampage with Adrenaline generation would be enough to balance this.$
And headbutt would fit to be a physical skill (i would remove the stun thou)

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Elite Skill cooldowns

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

I see elite skills as skills you activate only occasionally, hence why they’re so powerful. For me most of them are my ‘oh-kitten’ button; a skill not needed for most combat.

Are you serious? Most elites are crap compared to some utility skills.

Yes I am. There are exceptions, of course… but the ones with the long CD’s, yeah… either highly situational or are ‘oh-kitten’ buttons…. skills not meant to be spammed or used in trash-mob combat which is a large majority of the game’s PvE combat. If you need elite skills in trash-mob combat, then you’re doing something very wrong.

~EW

The only Elite you can use to do that is entangle from ranger which is basically a stronger utility skill (and the best elite in the game IMHO)

Pale Raiders united.
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Can Jalis Replace Glint?

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

Isn’t jalis and glint the norm for pve?

From what I understand for power builds is running glint and jalis. Who are you using with glint?

Per fractals, if there was a chrono in your party it was Glint/Jalis, if not then Glint/Shiro.

For raids it was usually Glint/Mallyx so you could be on the boon removal team.

However, since the last patch it’s “just play warrior” since nobody will take your rev to raids.

This made me chukkle and cry at the same time.
In pvp its mainly shiro/mallyx and glint. The heal of glint is really strong and the reveal is neccesary against thiefs.
All legends miss something and need balance tweaks. Only Glint is status quo.

Pale Raiders united.
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Petless Ranger Please. Yes, this again.

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

A good and quick solution would be to make the ranger pet slot a multi-mechanic slot.

This would mean you would equip pets as well as other things there. One of those things could be a “blessing”, giving you a stat boost (compensating for the pet loss) as well as some basic skills, think of guardian virtues or engineer tool belt.

The core profession would have then:

  • Pets
  • Blessings

If you want to go further, the same slot could be used to store the Celestial Avatar too, but I think that one is fine outside the pet slot. I wouldn’t mind seeing the druid updated to have 3 different Celestial Avatars to choose from, instead of being locked with the healer version. Still, future elite spec mechanics could use the pet slot as well (Like my swarm pet idea).

Another alternative are pets that do nothing, and instead have passive effects, so you still have a pet, but it’s like if it doesn’t exist. This one could be an even better solution. Pets that don’t attack, like wisps or spirits, that just follow you and give you buffs.

Ya passive buffs would fly well in the pvp side of the game…

Just rework the mechanic and AI and give the stat boost depending on pet.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Spirit Weapons

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

Just a hunch, but I can see spirit weapons changing come next expansion. Otherwise, asking for fruitful changes now seems wasted by the design/development team. It could also be a route they don’t want to take Guardians in anymore – use of AI.

They didnt have to make fruitful changes. Make them unkillable again and reduce CD. SW would be useful again.

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Rangers should have become Dragonhunter

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

I feel like you totally missed the point of what elite specs are meant to be

This one.

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Change on LB #4 (suggestion)

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

We all know that LB #4 is annoying as hell in group content because its pushing enemies away from melee players.
To improve the usability in group content without changing the function i would suggest that LB #4 works similar like SB #3. You jump back shoot at the enemy and knock him down instead of pushing him away.
You can distance yourself from the enemy and have a good CC.

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things to change for pve before 2017

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

Not main Mesmer but can agree with most of your suggestions. The QoL changes, fixes and minor buffs in particular.

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Weapons/skills too limited

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

I would say greatsword. Greatsword as a ranged condi weapon would be new to the game, would fit rev and could give it more AoE dmg.

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QoL List 3

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

I actually would also like to see some improvements with pet mechanic.
Sigil on pets.
Amulet for pets.
Improving vanilla pets (tracking, cast time, cd etc.)
Give porcines a forage that is similar to steal from thief.
Choosable pet skills.
2 pet skills to activate.
One ground target position/attack command similar to the old guard shout.

Pale Raiders united.
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Elementalist elite spec idea: Dervish

in Elementalist

Posted by: InsaneQR.7412

InsaneQR.7412

As much as I’d love to see the Dervish return, I do not think it is a right specialty to Elementalist. At this point it feels more suitable for Guardian, since they have the bit of endurance we’ve seen Dervishes had back on the first Guild Wars, and the supportive aspect also suites better.

The fact that the Elementalist already has a Tempest as his/her specialty, which pretty much focuses on healing and supporting team-mates, it already drives it off from the typical Elementalist spectrum. Of course, in Guild Wars 2 each an every class has to be able to handle every three corners of the triangle (dps, tank and support), so that kind of covers it.

I’d be more happy to see Elementalist turned into a glass-cannon with something like, let’s call it Sorceress/Sorcerer, or a Shaman (the elemental side of the supportive Druid). This is of course, if we’ll ever see the second specialty for the current classes, which I hope we do at some point!

I could imagine a DPS focused class as a dervish. The Idea of mantras is good too. For every element plus one for healing and the elite.
And the transformform could be changing its role per element. Tanky in earth, supporty in water and bursty in air and fire.
But i would give the form another weapon per form like reaper shroud changes the weapon of the player. And the elite spec weapon could be dualwielding sword.

Pale Raiders united.
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(edited by InsaneQR.7412)

Guardians Falling Behind Fast

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

.

So for those who are continuing their guards as I am, what do you think is the most direct way to address the sustain and dps issues faced by the guardian. (Ignoring the plethora of F grade skills for now, unless that applies to a fix).
Imo making aegis a .25s block after trigger would go a long ways, balancing of course any absurdly fast way to obtain it.

I would suggest making aegis and retal stackable up to three and five times respectively. Aegis can be a three way block when stacked and retal dmg increases with stacking of course. Regen stacking would be interesting to bit this could be utterly broken with herald and tempest.
Additionally i wpuld improve torch for burn and improve cd ona looooot of skills (SW and concecration mainly) and SW only need a duration and not a life pool.
Guardian wpuöd have a lot more defenses and options to survive.

Pale Raiders united.
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Mesmer PvE damage

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

To improve PvE dmg i would suggest better illusion mechanic. Illusions dont die as long as the mesmer is in combat, Illusions teleport to target when shattering. Gove scepter #2 and sword #4 something like a block “bubble” like guardian has on mace → bigger block area more Illusions.
Improve greatsword dmg and AoE capabbilities.
→ for example instead of summoning a illusion that attacks with the warrior spin attack, give it something similar to the guardian spin attack. Make the AA ricochet similar to DH longbow AA.
Increase range on sword #3.
Morph the Fokus swiftness line to a circle and it should pulse some dmg.

These are my suggestion as i think they would improve PvE experience.

Pale Raiders united.
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Torch 5 still useless?

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

Torch 5 to improve is easy: Add burn stacks for every third pulse, clean conditions on yourself.

Torch 4 could use some improvements: Add a personal firefield when activating and one to the projectile and the hittet enemy. Effects stays the same for every field the same→ clean condis from up to 3 allies and puls burn up to 3 enemies.

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What did you name your mesmer?

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

Female Sylvari: Somnia Desideria which means desired Dream.

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Who will the next legend be?

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

Riannoc would be good legend because of possible unique skills and greatsword as a weapon. He doesnt have the nostalgia factor thou.
King adelbert could be sweet too( think about a madgeir greatsword skin)
Otherwise Eir with Longbow or Kilbron with scepter.

Pale Raiders united.
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Scepter #2 and Sword #4 suggestion

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

The only thing why i am askinh this is not because ig lazyness its because if you want as much block duration as possible and activate the skill in the last second it doesnt activate. If you didnt block an attack it would be fitting if there is an activation on the end of the channel time or at least some duration after the channel (0.5 s) so you didnt miss the hit.

Problems with your idea:

  • Channeled block fires at end of channel. Character begins skill animation you don’t want, wasting time for another skill activation you want.
  • Channeled block fires at end of channel. Attack is a ranged projectile and enemy has activated a reflect. You now have to find a way to cancel the secondary attack XD
  • Sword 4 end of channel activates landing a daze on a target with a 3 second stun. Stun is replaced with your kittenty daze.

kitten , this idea stinks on review XD Nice try though!

Thats some explanation i can get behind (i think more about PvE than PvP) . But how about some boon instead? Maybe some protection, aegis or something else defense oriented?

Pale Raiders united.
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Scepter #2 and Sword #4 suggestion

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

The only thing why i am askinh this is not because ig lazyness its because if you want as much block duration as possible and activate the skill in the last second it doesnt activate. If you didnt block an attack it would be fitting if there is an activation on the end of the channel time or at least some duration after the channel (0.5 s) so you didnt miss the hit.

Or, how about there’s consequences to failing to use the skill properly. If you’re not good enough to execute a split second activation at the end, then you’re not good enough to get the benefits. Simple as that. Get better and this is a nonissue.

If you didnt want it fine i just thought mesmer could benefit from it thats all.
It just felt weird that nothing happend after the block duration in contrats to other 1 hit block skills.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

(edited by InsaneQR.7412)

Scepter #2 and Sword #4 suggestion

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

The only thing why i am askinh this is not because ig lazyness its because if you want as much block duration as possible and activate the skill in the last second it doesnt activate. If you didnt block an attack it would be fitting if there is an activation on the end of the channel time or at least some duration after the channel (0.5 s) so you didnt miss the hit.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Ventari compared to shout elementalist

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

The main problem with ventari is the scaling, the lackluster traits, no stunbreak, no tablet summon on legend swap and that its mandatory for the rev to stay next to the tablet. Eles can move freely while supporting and can tank at the same time with the sustain (as far as possible with this health pool). Rev are vulnerable when helping others except they stay next to the tablet.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Scepter #2 and Sword #4 suggestion

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

I love the blocking skills from scepter and sword OH. They are very usfgul in combat but its annoying as hell if you didnt block anything you have to activate the skill at least in the last seconds to still benefit from the second skill. It would be sweet if you didnt block anything that the second skill activates automatically when the channel ends or you can activate it early if you want.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Mirror images sucks?

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

i don’t see it on metabattle at all. also, any recommendations on utility/ elite skills on damage mesmer?

For you and all other who thinks metabattle is always right, your wrong. You can make good builds, you can make sustain builds with good dmg, you can run pretty much every utility if you want (except these which are unusable since launch) and you can use other gear than pure power gear. Metabattle is just saying whats currently most used not whats good and whats not.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

(edited by InsaneQR.7412)

Craziest Idea i had for Rev...

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

Well for it to work we would need fewer weapons than we already have and lose weapon swaping. I have toyed with this ideea and played a few games with Mace/Axe + Sw/Sw – obviously the OP beat me to it with this suggestion by posting it first,but here are my 2 cents on the toppic.

From an animation stand point for this ideea to work we would have to lose both hand swords as well as mace mh and axe oh in favor of dagger/dagger due to the fact that the animations of both swords, mace and axe can be recycled easiest within daggers (exception being precision strike from sword mh).

Unfortunetly dagger/dagger would be a poor fit for staff animations and arguably hammer animations, but with dagger/dagger holding the abilities of both hands swords, mh mace and oh axe, the rest of the skills can be condensed within Staff because this weapon is able to mimic animations of all hammer skills….except for Hammer AA which would have to be changed to a fast striking chain (hopefully they recycle the first 2 bits of the animations from melee version because those bits are the most awesome).

You misunderstood a little bit what i meant. I thought of these weapons as we have them now with additional 5 skills you could swap like utility skills as you wanted with weaponswap still working.
In my idea you can run sw/sw on both sets but with different skills in each slot and even mixed up if you wanted to. Or one time Hammer Ranged and one time melee. Or sw/sw on one set with condi dmg and staff ranged ob the other set with condi.
Just how you like it. With several trait fixes this could provide a looooot of build variaty.

Every weaponskill has basically another option you could choose if you will say so and not mixing axe and sword skill or something like that.

It sounds like you are saying that each weapon skill would have an alternative skill you could slot instead? For example, hammer auto-attack would have an alternative auto-attack that might be melee range. Sword #2 might have an alternative that you could slot instead, which does condi damage? So, every weapon skill slot would have two options and you get to pick to slot one of the two.

Since Rev is very limited in weapon options compared to other professions, I think this sounds reasonable. It would be a lot of work for ANet and likely wouldn’t happen except in an expansion. And they might remove weapon swap from Rev if they do it.

You got it half right – in my vission mace/axe and sword/sword would be replaced by dagger/dagger so it would be easier for devs to recycle animations and make condensing weapons possible. Outside of this detail you got the basic gist of my ideea.

But this suggestion on the other hand misses mine. Think about it that way: Sword has 10 skills (off and mainhand) axe has 4 skills and mace has 6 . 2 of each if them are the auto attack, all of these skills can vary from power to condi from range to melee etc. You can mix and match them as you like like utility skills on other classes.
With your suggestion you just put axe, mace and both swords in one weaponset which isnt my intend.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Burning Arrows trait, out of place?

in Warrior

Posted by: InsaneQR.7412

InsaneQR.7412

Does anyone else think that the Burning Arrows Trait is strangly placed in the Tactics specialisation line?

The Tactics specialisation is full of support related traits however the long bow is not a support weapon.
Long bow is a hibrid weapon being quite good at both condition damage and power damage.
I really think Burning Arrows belongs in the Arms specialization with the other hibrid traits. If not in arms maybe the Berserk specialization line with the other burning traits.

The one with berzerker trait line does not work because everyvody gots bow but not everyone has berzerker/HoT.
Each traitline has more or less one wepontrait and arms already has sword.
You can actually make very strobg condi builds with tactics and bow.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Fortifying Bond

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Fortify bond basiline topic No. 237

But yeah we all know and agree.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Will Well of Precognition be useful again?

in Mesmer

Posted by: InsaneQR.7412

InsaneQR.7412

What if they just get all targets in the well just block instead of aegis? It could be countered by unblockable attacks and gives 5s of air in pve.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Remorseless improve/QoL

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Make the ‘fury recharges opening strike’ part a minor trait so that the minors are self sufficient and leaving remorseless as just a 25% damage increase on opening strike.

I’m down with this simple change. Nothing major and the Remorseless GM will be a simple damage boost for a minor trait mechanic since the refresh is moved as a minor. Opens up more avenues and might produce a few variant build types.

Could definetly live with this one. Just felt kinda blunt just with bonus dmg but more versatile traitline this way then now.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Craziest Idea i had for Rev...

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

This could work if and only if we only had one weaponset, maybe. Say Mace/Ace, which even becomes ranged with some legends or so.

Why only then? Its just like giving two attunements to each weapon just you can swap the skills like utility skills (each skill seperately) out of combat but not inside combat.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Block Build for open PvE (maybe raid-tank)

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

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

Had this similar build i focussed more on toughness than on vitality, because i get barely hit without aegis and i have a 80% block uptime with this build.
You could switch Retreat with another trap like PoB to do more AoE burst.
It works wonders in Maguuma.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Craziest Idea i had for Rev...

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

Well for it to work we would need fewer weapons than we already have and lose weapon swaping. I have toyed with this ideea and played a few games with Mace/Axe + Sw/Sw – obviously the OP beat me to it with this suggestion by posting it first,but here are my 2 cents on the toppic.

From an animation stand point for this ideea to work we would have to lose both hand swords as well as mace mh and axe oh in favor of dagger/dagger due to the fact that the animations of both swords, mace and axe can be recycled easiest within daggers (exception being precision strike from sword mh).

Unfortunetly dagger/dagger would be a poor fit for staff animations and arguably hammer animations, but with dagger/dagger holding the abilities of both hands swords, mh mace and oh axe, the rest of the skills can be condensed within Staff because this weapon is able to mimic animations of all hammer skills….except for Hammer AA which would have to be changed to a fast striking chain (hopefully they recycle the first 2 bits of the animations from melee version because those bits are the most awesome).

You misunderstood a little bit what i meant. I thought of these weapons as we have them now with additional 5 skills you could swap like utility skills as you wanted with weaponswap still working.
In my idea you can run sw/sw on both sets but with different skills in each slot and even mixed up if you wanted to. Or one time Hammer Ranged and one time melee. Or sw/sw on one set with condi dmg and staff ranged ob the other set with condi.
Just how you like it. With several trait fixes this could provide a looooot of build variaty.

Every weaponskill has basically another option you could choose if you will say so and not mixing axe and sword skill or something like that.

It sounds like you are saying that each weapon skill would have an alternative skill you could slot instead? For example, hammer auto-attack would have an alternative auto-attack that might be melee range. Sword #2 might have an alternative that you could slot instead, which does condi damage? So, every weapon skill slot would have two options and you get to pick to slot one of the two.

Since Rev is very limited in weapon options compared to other professions, I think this sounds reasonable. It would be a lot of work for ANet and likely wouldn’t happen except in an expansion. And they might remove weapon swap from Rev if they do it.

They could also look at giving Rev weapons two auto-attacks like Rev spear has underwater. E.g. hammer could have one melee auto attack and one range auto-attack. The only downside is that each auto-attack has its own separate skill slot, so we’d have to lose one skill or condense two skills into one to fit in an additional autoattack on each main-hand or two-hand weapon.

Exactly this was my idea. Sadly as you said it probably wouldnt happen but i just wanted to share the idea eitherway.
If they would remove weaponswap it would castrated kinda the idea but this had to be tested first to judge it on the balance side.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

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.

The thing is, anything works in PvE open world.

yeah its totes okay when one utility skill is about as good as all 3 utility skills + elite combined

So a 3 second evade on a 30s cooldown is as good as 3 utility skills and an elite? What about an evade, stun and frontal aoe with one button press and no cooldown?

Try using guardian SW in openworld if you say so. XD
I mean in the Maguuma Areas it gives you more survability even with glassy builds.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Remorseless improve/QoL

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

I’m with Eleazar. Attack of Opportunity would be better off as an unblockable as it is a single attack with a +50% damage boost. Would make Moment of Clarity and Signet of the Hunt more attractive while keeping unblockable access limited.

Yeah sounds reasonable, how about that OS could interuptt an attack? With an ICD of about 10s or so it could come in handy and has synergy with attack of opportunity without being OP.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Spirit Weapons

in Guardian

Posted by: InsaneQR.7412

InsaneQR.7412

SW only have 2 issues, A.I and CD, even traps CD is better than SW CD…

Imo that is the main thing that needs to get fixed atm, btw getting those boons on command would wactually be nice, still bow and shield already does something,
Shield gives aegis and stunbreak to localnearby targets and yourself and bow command heals, altough the scale should be increased -_-, or heach command arrow should remove a condi for who hits.

Hammer and Sword are both offensice dont need to give nothing to the caster, well hammer is very annoyting KB every 3 auto and a KD on command excellent to disrupt mobile targets still weapon is to squishy and CD is way to long for the time weapon stays on a afight.,

Sword needs to atack and move much more faster,.

overall CD’s need to be tweaked… for them to be playable, Shield is actually very good when dont run out form combat to get near a ambient creature… or some one that is far far away.

SW are a fun concept, the problem they dont fit this aoe spam damage game.

The AI isnt even that bad except their lack of selfconservation.
The CD is waaaaay to high for spirit weapons i mean 60s on shield? Really? Make them.not killable , reduce the cd by 15s and we are talking. The give supperb utility but they live neither long enough nor can you respawn them fast enough to profit from it.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Craziest Idea i had for Rev...

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

Well for it to work we would need fewer weapons than we already have and lose weapon swaping. I have toyed with this ideea and played a few games with Mace/Axe + Sw/Sw – obviously the OP beat me to it with this suggestion by posting it first,but here are my 2 cents on the toppic.

From an animation stand point for this ideea to work we would have to lose both hand swords as well as mace mh and axe oh in favor of dagger/dagger due to the fact that the animations of both swords, mace and axe can be recycled easiest within daggers (exception being precision strike from sword mh).

Unfortunetly dagger/dagger would be a poor fit for staff animations and arguably hammer animations, but with dagger/dagger holding the abilities of both hands swords, mh mace and oh axe, the rest of the skills can be condensed within Staff because this weapon is able to mimic animations of all hammer skills….except for Hammer AA which would have to be changed to a fast striking chain (hopefully they recycle the first 2 bits of the animations from melee version because those bits are the most awesome).

You misunderstood a little bit what i meant. I thought of these weapons as we have them now with additional 5 skills you could swap like utility skills as you wanted with weaponswap still working.
In my idea you can run sw/sw on both sets but with different skills in each slot and even mixed up if you wanted to. Or one time Hammer Ranged and one time melee. Or sw/sw on one set with condi dmg and staff ranged ob the other set with condi.
Just how you like it. With several trait fixes this could provide a looooot of build variaty.

Every weaponskill has basically another option you could choose if you will say so and not mixing axe and sword skill or something like that.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Craziest Idea i had for Rev...

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

….is exchangable weaponskills.

I know it sounds silly but when you think about it you will notice that Rev has basically two lines of weaponskills. Because weapon and legendskills are both irreplacable and locked to what you pick.

Now think about it what would happen if rev has for every weaponskill slot 2 options?

Like Sword with raw dmg skills and the option to mix and match them with a condition counterpart or Hammer has a Melee counterpart with Conditions and Staff a Ranged Condition Variant.

Each skill is swapable indipendently and has its own utility and effects including AA.

What do you think about this?

Pale Raiders united.
9 Sylvari, 9 unique Builds.