Buffs are meaningless, nerfs are substantial, and some things that worked nicely in PvE are made useless due to PvP (no, seriously, tell me why one should even bother using slick shoes now).
PvP is nothing but a bane for this class.TBH i found blast gyro to be more fun to use than slickshoes especially with final salvo.
It’s not about fun. Slick shoes was crucial when you wanted to defeat gorseval. You have to break it’s bar as fast as possible. That was the ONLY unique role an engineer was able to serve. Now with the change to slick shoes, this is gone.
blast gyro doesnt use its launching attack either
I basically suggested this already as a new class mechanic for a alchemy related engineer elite spec. The theme was that the engineer creates a gas field around himself, applying a debuff to enemies which will negate their boons.
I thought about it a bit and have to say: If there is going to be something like this in the game, it shouldn’t be a condition. There are some reasons for this. It is much easier to control it’s uptime if it’s not a condi, since it wouldn’t be affected by condition duration. Second: we avoid the dilemma of the question what is going to happen if the enemy has both: resistance and the new condi. One is a condi negating boon, the other a boon negating condi. So what’s going to happen? If it’s not a condi, it’s clear resistance won’t have an effect.
I don’t get why so many people want to reduce the leap finishers of rocket charge to 1.
You have to realise that the whole scrapper is balanced around this skill. Why did scrapper get so many combo fields? To combo them with rocket charge. The triple rocket charge was a major feature of the new scrapper elite spec.
And it is interruptable btw. If you can manage to time your skills accurately.
Seems very interesting. I would love to see torches for necromancers, I think the whole hellfire fits really well.
Just one point: your elite mantra is way too strong. It has 3 charges and it is insta cast, which means when your enemy is activating his healing skill you can activate the mantra in the last second. He wouldn’t receive any healing while his healing skill is on full recharge. Basically, you are shutting down the healing skill of any other player with this skill which is just a too huge advantage in pvp.
Please rethink this one.
Gyros are fun and it is a nice concept. But I wouldn’t like to see gyros for the next elite spec again.
The scrapper focuses thematically on eletric and mechanic. So these aspects of the engineer are served (just like the druid serves the nature magic aspect of rangers). For the next elite spec I would like to see focus on the alchemical aspect of engineers. But this time more in direction of dangerous chemicals like acids, gas and these stuff.
You will get the stability only at the activation of the gyro and like already mentioned, the destruction skill uses the power of the gyro, not from the player. So you will deal between 2k and 4k even without any power investment.
The trait final salvo gives stability on activation, a lightning field and pulsing superspeed.
The damage and the daze are NOT part of the trait, they are baseline for the destruction of the gyro.
The lightning field itself just pulses superspeed, no effect for the enemy.
- Assassin’s Promise – Elite Skill. Hex. Mark your foe with a deadly Hex for 6s. The Hex makes the target unable to remove Conditions and pulses Chill every 2s.
How is it able to not see how ridiculously op this skill is? You want to give a new condition elite spec a weapon which causes bleed, poison and burn, the utility skills do conditions too and all this stuff… and then unable the target to clean them?
How do you want to balance it? It needs kitten cast time and to be addressed like hell to even think about something like this. Oh and you should have to stand still while you cast it.
I love the Dreamer, I think it’s hilarious. But then I also use it on my ranger in spite of it apparently being useless so my opinions seem to be quite different to most people on this forum.
But it seems to be one of the most devisive legendaries (people either love it or hate it) so having an alternative seems like a good idea.
Whereas there are 2 legendary Greatswords already (3 if you count Eternity as a separate skin) and they’re some of the most popular of the whole lot so even if more professions use them I think there’s less demand for new ones.
Yes but most classes use the greatsword. I would have been fine with sword or shield, even torch is used by nearly half the classes same with dagger both of which are used in all 3 weight classes to boot.
This isn’t just because people either like or dislike the dreamer it’s about the fact that ONLY 2 classes use it both in medium and honestly thief has a better use of it. And I used to use SB on my ranger in pvp a lot before the trait system got changed and enjoyed it.
They should pick a weapon that most classes use not one that most don’t even touch and only one that puts it to good use.
Just saying: they actually never have chosen to give the shortbow as the last legendary weapon. There was a time they planned to give a full set of legendary weapons. Shortbow and mace were the 2 weapons which are the closest to completion. It just worked out like that. Now they have chosen that legendaries don’t seem to be worth the work anymore, so they just give us what they are able to finish → shortbow.
Still hate the decision since I really wanted a new legendary rifle. Anet just fails to fulfil their promises….
dont worry they will probably give 3 classes shorbow on the next round of specialization lol.
You actually believe there will be other elite specs as they promised? Wish I could say the same, but after this I’m not convinced we will see others anymore.
I’m highly disappointed now. I was really hoping for a new awesome legendary rifle to give it to my engineer, since I think the actual one doesn’t fit. It is a sniper rifle and engineers are using it as a shotgun.
Your work on H.O.P.E. was just great and so I just waited for all this time to hear anything for the new rifle and now you tell is it just won’t happen for years probably…. That really sucks
Already said it and will say it again: I want a skritt themed legendary rifle made of shiny scraps! Maybe a gatling gun and as an effect it spills bullet shells all over the place.
Even the rocket charge you mention isn’t a full evade and can’t be canceled, meaning that a well-timed interrupt can still stop the scrapper. As it should be.
quick question: Can some1 tell me at what time during rocket charge you are evading and at what time you aren’t (susceptible to cc) ?
@Sental during the actual Leap you are immune to all dmg, that is the evade part meaning almost the full sill since it’s hard to cc right when the dmg hits
evade hit evade hit evade hit
imagine a thief using sword dagger spamming sword 3 for 3 times but only had one cd on it, more dmg and no aftercast ^^
It really isn’t hard to hit in that time frame. I used to play double pistol engineer and used these time frames to load 11 stacks of burning on the scrappers. They just shouted “wtf” and died, I didn’t even get injured heavenly. You just have to get used to it, if you are it is a big weakness for most scrappers til they tend to be locked in the animation.
I agree, it’s a really good heal for most pve and group content. It’s just a bit harder to run with in pvp, in my experiences.
In my experience it is really good in pvp. ^^
You don’t get the condi clean, so you have to clean another way, but it’s a huge advantage that it is insta cast. No one can randomly interrupt it and you can even use the heal skill while in stunlock (which is a unique advantage for a healing skill if I remember correctly).
You said it yourself, it would be OP. Like in “no one will ever have a chance against a reaper” op. And I really hope it is meant as a joke, seems so, because you laugh at your own suggestion.
All these traits are balanced around one fact: you aren’t able to stay in shroud unlimited. But you actually are able to stay on greatsword as long as you please.
All this just for holding greatsword…
1 might for each gs attack
vuln to nearby foes each 3s
unholy fest when switch to gs
gain fury when switch to gs
gravedigger converts boons to conditions
enfeeble when switch to gs and crits inflict weakness
gain bonus toughness
clean 1 condition each 3s
14% toughness converted in power
switch out of gs gain protection
regenerate health
aoe heal for switching out of gs
gs 4 heals aoe
drain 1 condition from ally each 3s and gain life force
increased movement speed
gs 1 causes vuln
50% critical hit chance with gs
gs 1 inflicts burn
switch to gs grants stability
I know no one would be able to take all of these traits, but this are WAAAAAY too many options for gs. xD
Engineers have got one smoke field, thieves have got a million, so take away the smoke field from engineer – wouldn’t hurt them anyway.
Engineer has: smoke bomb, flame turret overcharge and toss elixir u, that are 3 smoke combo fields
Thief has: smoke screen and black powder, that are just 2
That about the “engineer just has 1 and thief a million”, engineer has the most available smoke fields in the game. And just because thief gets special benefits from stealth doesn’t mean it has to be a thief only mechanic.
Look at tempest. Many traits are improving auras for them, giving them protection, heal, share with allies and so on. But just because tempest is the class which gets the most benefit from auras it doesn’t mean nobody else should be able to generate them.
And I don’t think anet is forgetting that stealth is a big part of the thief concept. It seems more like they want to give thief additional options in the future to not rely so much on stealth as before. That’s what they wanted to do with daredevil, to call an example. They are improving the defense (extra dodge, block, high weakness uptime etc) and didn’t give any new source for stealth with this elite spec. They wanted to give thief the option to rely on dodge and evasion for defense instead of stealth.
About the topic: I just could imagine a slight improve for backstab, like the suggestion to make it ignore armor. It is kinda sad that this skill isn’t able to keep up with all the other burst attacks which came with HoT, this skill is meant to be one of the hardest hitting skills in the game. So please improve it to be that again. But the other things mentioned are not necessary, at least in my opinion.
No class under any circumstances should get alacrity unless it’s chrono. Period. And 6s of cripple on a weapon skill that can be used repeatedly is too much.
Then, no class under any circumstances should get stealth unless its Thief, period.
That’s just your personal bias. Alacrity was advertised as an unique effect for chronomancers only, it is an effect which they can produce because they are able to manipulate time. Until now, no other profession is able to do so.
And stealth was NEVER a thief only thing since the start of the game. Smoke field combos existed, engineer toss elixir s existed, mass invisibility existed, ….
Stealth was never advertised as an unique adventage for thiefs only. And IF you would want to change that, so you want to remove smoke field combos with blasts and leaps? Because you would have to, engineer has some smoke fields to combo stealth with, but if it should be a thief only thing…. say goodbye to d/p 5,2 combo.
I have absolutely no idea about mesmer, but this seems to be just fair.
Engineer shield 5 stuns even if the enemy is evading or blocking while attacking in close range, it is the punishment for the attack. There is no reason for these 2 skills to act differently from that.
This is just how elite specs are now. They are superior at the things they are doing, so every profession is forced to the role which comes with the superior elite spec.
Scrapper is superior as tank/bruiser -> bruiser meta
Berserker is superior as damage dealer -> damage meta
Reaper is superior as damage dealer -> damage meta
Tempest is superior as support -> bunker meta (was all about sharing auras and supportive playstyle)
Druid is superior as healer -> bunker meta
Accept this, you can still try to run something else (and still you are able to be successful with it), but elite specs will make it easier for you.
If you want to run dps ranger: accept that you have some disadvantage because this isn’t the role for your elite spec or just wait for the next elite spec and hope that it will be damage oriented.
Though, don’t forget that equipping the med kit (counts as using a healing skill for the purposes of traits and runes) removes one damaging condition from nearby allies, applies regeneration, and buffs your healing power by 250.
Edit: If you’re specced into inventions, which is probably a really good idea.
Just to be correct: equipping med kit doesn’t count as a healing skill for traits. For runes it still does, but the traits of engineers, which proc by healing skill using, got changed so that they will proc on f1 if you took med kit.
Why? Its clearly not an explosion. Its a static field.
Gyros already have a ton of damage and good CC and stability. Giving them knockback and explosion traits would make them OP as all kitten.
Also, I know that the stabilization core gave the function gyro 2 stabs prepatch. Final salvo post-patch should give it 1 stab – its using a gyro. Its bugged.
I agree that the knockback is too much and unnecessary because gyros already daze per default. But I always thought gyro destruction should count as an explosion for traits. Would give the explosion more damage and vulnerability. Why should this be OP? And they create a static field after the explosion, but the animation is still an explosion so why not?
And where did you come up with “gyros have a ton of damage”? The only damage they provide is the destruction and this doesn’t scale with our power, so why not give engineer the chance to at least improve this damage by 10%?
I really hope the next weapon for engineer is nothing magical like staff, scepter or focus….
I don’t enjoy magical professions, that’s one part (of many) I love about my engineer, it is one of the least magical professions in the game.
Like mentioned several times: most likely is mace, axe or sword.
I don’t think it will be mace and engineer has no weapon with a blade yet. So I hope for axe or sword.
We would finally have a place in the WvW meta!
Enjoy our new role: zerg destrucion on auto attack
I’m not really a fan of this, death magic centers more around defense and is already restricted by haing 3 minion traits. Especially considering how many types of defenses there are. I would like a an anti-burst in DM with this being my favorite: “Rest in peace: when entering shroud your life force will not decrease for 2 seconds. Exit shroud’s cooldown is increased by 2 seconds.” .
Basically, Unholy Sanctuary is an anti-burst-trait, don’t you think so? The enemy isn’t able to down you a single time, cause if he would, you get in shroud and while you are in it you regenerate health.
Or what is your definition of an anti-burst-trait?
I have to say that is a bad idea at least in my opinion. Sry, but if they change AMR to a cd reduction for the heal skill, it wouldn’t do anymore what it is supposed to do. To trigger the effect, you have to get hit under 25% of health. This means it is VERY likely for you to get down in the next seconds. AMR is a emergency tool, saving you a single time (with 2 min cd) from getting down.
I think it still should stick with it’s theme to be an emergency trait.
So please tell me: what did you want to say to me with your comment?
That its hardly “unfair” that the engie doesnt have more weapons. It has other mechanics in its class design. Complaining that only has 4 weapons when its the most flexible kit class (wait, the only) is silly.
Sigh You didn’t read my last comment on this, that’s for sure. I already pointed out, it was NOT a complain about a lack of weapon choices. Please read what I have written on my last comment.
Necro definitely need a support spec. Maybe Staff but with others skills.
How about Plague Doctor?
Focus on bouncing skills that apply conditions to enemies and buffs to allies. Utility skills could work similarly to an engineers elixirs.
Also you’d get one of those awesome bird-like masks
NOOOOOOOOOOO I want the plague doctor elite spec for my engineer. :O
Like a new healer spec.
I could understand something like that for professions which already have close to every weapon available in the game. But engineer? Really? We only have 4 weapons to choose from there are still 12 weapons.
Ignoring 6 kits which bring your weapons to 10 and the capability to wield more weapons skills at once than any other class. A warrior has 10 weapon choices as well, but can only equip 4 at once. An engie can equip 5 at once.
Just saying…
Okay, I don’t get your point. This discussion is about the next new weapon for engineer elite spec. I just said that there are 12 regular choices for this, meanwhile I could understand to break the regular rule (like shield for mainhand) for warrior, because warrior doesn’t have many choices left for a next weapon. I didn’t complain about a lack of weapon choices for engineer, just pointed out that there is no need to break the classic weapon rules (by that I mean: torch, focus, shield and warhorn are offhand only and scepter is mainhand only) for engineer, but for warrior it makes sense.
So please tell me: what did you want to say to me with your comment?
Just another way to say to us: engineer doesn’t deserve an interesting elite spec mechanic at all.
No new weapon, but… get this… main hand shield.
That’s right. Dual wielding shields baby (and the trait that give cd reduction would double it). Shield toss (autoattack, bounces between 3 targets), shield wall (blocking all attacks from the front for an extended period) and shield slam (smacking them together for heavy frontal AoE cone attack that send people flying).
Seriously, it would be awesome.
this would be the only logical option
Erm… no. Very unlikely to happen. I don’t think Anet wants to give any OH weapon as a MH option in the future. And double wielding shields seems just odd…..
I could understand something like that for professions which already have close to every weapon available in the game. But engineer? Really? We only have 4 weapons to choose from there are still 12 weapons.
And about mist form its lack one major thing: leave tranformation. Its tranformation and yet doesn’t have it. I understand negative transform like moa doesn’t have have it, but why putting mist form in line with it?
Like always: for counterplay. While in mist form, you are invuln. But there is still a way to get you down: load the enemy with conditions before he uses mist form. He will die in it then. It’s it downside, giving you 3s of a break, but you aren’t able to do something for 3s too.
And if you would do it for mist form, you had to do it for Elixir S from engineer too. People are already raging about the passive Elixir S proc. Imagine what would happen if engineer could decide to get out of it. xD
First place:
Alchemic MH Axe with acid theme. I miss the acid theme of some old traits (like acidic coat and acidic elixirs), could give us a boon removing dps playstyle. Axe fits thematically the best in this regard. Would like a new weapon mechanic for engineers too!
The 3rd skill could be something like “Crack the Flask”, the engineer creates a AoE field which does something. You can use shield 4 or pistol 4 in it, to give it another effect. Like, if you use shield 4 in it, you will spalsh little globs for several small damage spikes (imagine like subject 6 the attack where it use several small aoe). So the new mechanic is, 1 skill of the main hand can be comboed with 1 skill of the offhand.
Second place: MH Sword
I could imagine something like a vibrating blade for the engineer. I have an idea for a new mechanic for this too.
Sword 3: Stick your vibrating sword in the ground. Disables the skills 1 and 2 of he sword.Followskill for sword 3 to pick it up again. As long as the sword sticks in the place, it will create aoe shockwaves (like molten berserker) all few seconds dealing damage. Powerful damage, evadeable by jumping. Maybe make the sword destroyable for counterplay. Disabling 1 and 2 could be imaginable because engineer has kits to fill for these lost 2 skills.
Third place: MH Mace
No idea yet ^^
I got bored and made a hybrid build for the funs. Most of my condi pressure comes from removing boons from people. I am able to apply so many conditions because people keep giving themselves boons.
I feel its gotten to a point where people will apply boons without thinking about potentially shooting themselves in the foot. Been just over a week though so see how things shift.
Had some fun matches though. Up to 7 conditions on entering shroud and up to 5 deaths charge.
Actually, this isn’t the case and shows some ignorance about other professions.
Take the engineer as an example. If you have to deal with conditions, the best way to do so as an engineer is using the alchemy trait line paired with elixirs. Guess what these are doing? Alchemy focuses on boons and so do elixirs. So if I want to clean all the conditions a necromancer can pet on me, I have to give boons to myself to deal with it. And then they will get corrupted.
And it goes on. It isn’t like some people don’t want to adjust, but many trait lines FORCE you to give yourself boons, like giving you boons with minor traits or if you want to use a certain skill type, slapping boons on it if you use the traits to improve them.
If anet don’t want the boon meta by increasing necromancer corruption, give other classes viable options without boons. It’s not fair to be forced to take boons and give 1 profession perfect hard counters against them.
The problem is that mantras are balanced around this. Basically, you want mantras to be skills without cast time at all (cause if you have charged them, the follow skills have no cast time), which you are able to use multiple times.
Or in other words, you want a skill without cast time and just 7 seconds cooldown, because if you used one charge the cooldown will kick in.
They aren’t meant to be like that. You get the advantage of a instacast skill, which you can cast multiple times. The long cast time is the trade off for this. And it gives counterplay to the enemy too. If you have used all your charges, you have to charge it up again, giving the enemy the opportunity to interrupt you and give him a time window you aren’t able to use this skill.
But your suggestion: there is no pause, cause effectively there is just a cd of 7 seconds for this skill.
Just fix the AA projectile finisher finally…..
Mortar-Kit was meant as a combo machine, giving a double blast finisher with it’s toolbelt and an AoE AA projectile finisher. If it would work like it is supposed too, it would be awesome.
Just imagine skill 4 and 5 of mortar…. removing 5 conditions per AA (with 5 targets) and up to 10s regeneration per AA (again with 5 targets).
I don’t think skill 2 needs a buff, just fix the AA so it is actually doing it’s job!!!
Reaper should not be in spot 5 for 1v1s
Well, because you start pvp games with 0 life force, so this is as accurate as it goes.
This is no argument, this situation just counts for the first 20 seconds of a pvp fight, then no more. So it is a really small time frame.
And I will take a wild guess and say you are a reaper main….. because no one who isn’t a reaper main would put it in such a bad position.
Traits that affect minions, also affect spirits.
Necromancers gain life force when spirits die (similar to how they can life force when minions die).
This is really unlikely to happen. Until now, no elite spec trait affects an existing utility type and I don’t think they will change this philosophy, it would overbuff this specific utilities. Necromancer is already the class with the best improvement for their minion type, you shouldn’t add something to that.
And some of your ideas look a bit overpowered. For example, I don’t think they will give these spirits, which are like turrets but 3 times stronger, a cd of 20 sec. Maybe you should adjust some numbers here.
But I really like the concept of it, there are some elements I loved about my ritualist (even if you didn’t put in the ashes :P) and I would enjoy a ritualist elite spec.
This skill is coded in a really weird way. A friend of mine and me tested it some day and did find out that it actually uses a projectile!
If you use the skill, you are shooting a invisible, not damaging projectile. If the enemy is reflecting, this projectile will be reflected (still no damage). Then the animation of the skill will show like it worked normally, the only difference is that it will not pull your foe to you! Test it for yourself, don’t know if they patched it meanwhile, but it was hilarious.
If you don’t enjoy scrapper and have more fun playing base engineer, just do so. Nobody is forcing you to use the elite spec.
I actually enjoy it really much, I’m main engineer since close to launch and love the steampunk theme of it. But I really enjoy defensive and tanky playstyle, something that was hard to achieve with base engineer, because we don’t have tanky weapons. That’s why I really love the scrapper hammer.
About this discussion: I know it isn’t much but Powerful Auras has more use than said in this thread. You can’t just use it with your weapon auras, it works with combos and traits too. So you can share combo fire shield, chaos armor, frost aura and the auras from the traits Tempest Defense, Soothing Ice, Unstable Conduit.
And to complain about a bug fix …
It’s not like this was intended and anet just wanted to remove it by calling it a bug. It actually was a bug, because the skill didn’t work like said in the description. So it should be fixed.
Anyone remembers that there were a few hours when engineer Med-Kit AA healed for 7k per tick? It was clearly a bug, but no one would ever say it was a nerf to reduce it to its intended level. Bug fixes are not nerfs, accept this pls.
Scrapper didn’t bring any new retal sources, except a triple leap finisher for an aura, which isn’t stacking in duration. So why is it a problem now? Engineer always had good retal sources and no one complained about it.
Longbow 4 is a ground targeted AOE so it shouldn’t be reflected.
Thief shortbow Cluster Bomb is a ground targeted AOE, so are grenades and several other skills. They are still reflectable projectiles. Seems like I have to test it, but I’m pretty sure it should be reflectable.
In general, mesmer greatsword is a ranged weapon with 5 skills, which can’t be reflected or projectile blocked. Guardian longbow has 1 unblockable and 1 aoe attack, so this means 3 of 5 attacks of it are able to reflec.
Correction, only 2 skills not 3. Auto and trueshot. And are you seriously bringing up auto from gs? Pity dmg + only makes you eat 3x retaliation dmg Kappa. Dont forget the ease guardian have to get dmg mods to further increase the dmg.
Just compared 2 bursty or part of the burst skills.. Dont get all salty and turn on me.. You wouldnt switch guardian LB for mesmer GS ever… And if you got touched cause i pointed out same ppl defending ts (being it far more problematic) cried out loud nerfs for mesmer on its turn… I guess i can say my job is done. Peace.
I don’t get salty, guess what? I never play guardian nor mesmer, I just try to be objective. ^^
And for myself I see True Shot not as problematic.
About your correction: Longbow 4 of Dragonhunters says it releases “a slow,arcing arrow which explodes on impact giving a symbol” -> Projectile + no “unblockable” note on it so this would mean it is reflectable. Can someone confirm this?
And if you want to compete this 2 burst skills, you should compete them completely….
True Shot is a damage skill, it does nothing more and is 100% projectile finisher
Mirror Blade: Damage, gives might to allies or vuln to foes, creates a clone at the end, is unblockable and can be a triple projectile finisher
(edited by Kodama.6453)
:/ it’d be nice if devs would just take another look at lingering light. Right now it’s useless in all gamemodes. Reducing the cooldown on it by just a little would be great…
I think this trait is fine, they had to bring up the cd of it because of the blind spam. It’s not taken in any game mode, because the other 2 grandmasters are situational, but absolutely fit in their game mode.
If you are doing PvE, all that matters (at least most players think that way) is dps, so the natural choice is Grace of the Land to boost it. If you are doing PvP, CC is really strong and you want to be able to fight alone. So you just take Ancient Seeds. Lingering Light is mostly good if you want to heal and mitigate damage with a large group. But the situations were you have a large group (so: PvE and WvW), Grace of the land just feels more rewarding.
Mirror Blade: same cast time, have half of projectile speed, have double the CD, each damage bounce is 25% of trueshot damage and many of you defending true shot complained about mesmer burst (resulting in this skill nerf by 1 bounce).
At close range mirror blade could hit the same target 3 times. Post nerf can hit 2 times only resulting in 1.4 dmg coeficient (2.1 before nerf) vs 2.5 from trueshot (can still pierce and hit more targets without loosing dmg, and this cannot happen with mirror blade).
Conclusion: mirror blade was nerfed, true shot not.Just saying….
Competing weapons from different professions is mostly a bad idea, but let’s just do because you brought it up.
Mirror is a projectile like True Shot, but it IS unblockable. So all ranged weapon defenses (like projectile block and reflec) don’t work on this skill. You can use them against True Shot indeed, it’s funny to see Dragonhunters eat their damage that way.
In general, mesmer greatsword is a ranged weapon with 5 skills, which can’t be reflected or projectile blocked. Guardian longbow has 1 unblockable and 1 aoe attack, so this means 3 of 5 attacks of it are able to reflec.
Many people underestimate unreflecable ranged weapons, that’s why anet isn’t improving necromancer axe (because they are afraid for it to be way too strong).
(edited by Kodama.6453)
23 hours? How is this even possible? ô.o
Seems to be a bug so I highly doubt any dev “thought that was a good idea”.
First it was, immune to condi above 90%.
Than they nerfed it to cleanse a condi every second, as long as you are above 75%.
Than they nerfed it to this latest version, where you need to be struck, but as said, it says conditionS and not a condition.
Just to be correct, there wasn’t a nerf implementing the requirement to get hit. The trait never were in the state that it removed 1 condition per second without being hit. They just didn’t mention the requirement.
hits as hard as Gun Flame
Pierces
Unblockable
4s cd
1200 rangeShould we make warriors Kill Shot no longer require adrenaline and have 5 second cooldown too?
Facts are Facts True Shot is a tad overpowered
Breaking news! True shot is unblockable! You do not even know how the skill work but hate that. It’s great!
I don’t get it, why is everyone saying this? Everyone can see the skill facts in the wiki, there is no note it would be unblockable. Why is this rumor so persistent?
And can we revert Protect Me to its former form, because that was more useful as well.
Wait what ô.o you want this reworked shout to be a weaker version of signet of stone again?
