Showing Posts For Muy.3170:

Only 50% Energy

in Revenant

Posted by: Muy.3170

Muy.3170

*snip .

Sounds like Revenant just isn’t for you m8. Energy management is partially what makes the profession. Others that play it know how to manage it without any problems.

The only real problem however is Jalis. His skills DO require a bit too much energy. I will give you that.

I’ve no clue what *snip means.

Fellows you talk about managing the profession without problems are all Shiro/Glint users since it’s plastered over the community as the only viable build that anyone will run.

Yes, glint is probably the most energy efficient legend out of all the Brady bunch. Shiro has mobility with some evades and strong dmg buffs so his energy costs are justified along with cool downs. Jalis, Mallyx, and Ventari I’m not moved on the subject.

You can’t say a professions only a profession because of 2/5’s of the profession works well. I say the energy consumption vs reward on the other 3/5 is unjustified and needs revitalization to work better.

Mallyx got the stun break which was obviously needed but it’s still 35 energy for a skill that does nothing but stun breaks and adds a strong boon to 1 type of damage so the 35% really isn’t worth it so it should be reduced.

Ventari’s skills all of them aren’t justified by their cast times and energy costs. Natural Harmony, as an example, a heal that’s only 1k to 2k that requires 3 seconds to go off on activation 2 delays 1 spending 20 energy when skills that cost less energy like weapons reward you with damage well over 4k. Keep in mind this isn’t about changing the skill this is talking about energy vs reward.

(edited by Muy.3170)

Conjured weapons CD

in Elementalist

Posted by: Muy.3170

Muy.3170

One thing I’ve been thinking is that the CD on conjured weapon skills should be recharged when picking up a new one. So for example, if I use Flame axe skills, drop it, then pick up a new one, the CDs on Flame axe skills would all be refreshed. Conjures are used to add a few extra weapon skills to mix it up, they’re not generally OP by any means. But there’s not much reason to use them as opposed to a lower-CD utility, and the CDs are a problem as-is because you are locked into those 5 weapon skills while holding one.

You’re talking about reseting the Utility that summons the weapon right? Not Resets the conjured weapons skills inside to 0, because that would be way overpowerd!

In Theory though If you could instant cast your conjured weapons and pick up a new weapon to reset the cool down to summon a new weapon the only issue I see with that is the duration it takes to summon these weapons. Because of the 3/4 of a second to cast time you’d still find clunkiness between all of the skills and swapping between them.

Fix that and you could bring Conjure Weapons from 2014 into 2017, and you’d see all the weapons, not just ice bow, with new forums talking about buffing the skills inside of the weapons!

All in all, I hope this does happen for eles because 60% of your utility skills don’t work anyways and it would increase the skill cap and enjoyment of the Elementalist as a profession in the future!

(edited by Muy.3170)

Conjured weapons CD

in Elementalist

Posted by: Muy.3170

Muy.3170

Why not make conjure weapons kit swappable like engineer’s kits, It’s not like they have to wait 60 seconds to get a kit with even more cooldowns inside.

I know it would ruin the Summon a weapon for an ally but currently, conjure weapons just suck and are not fun because you spend 3/4 of a cast getting weapons that are weaker than your base weapons.

(edited by Muy.3170)

Scepter - Dragon's Tooth

in Elementalist

Posted by: Muy.3170

Muy.3170

Does it bother anyone else that the animation of this skill doesn’t sink up with the tooth’s fall to the earth? You literally wave your hand and bring your hand down and the tooth sits in the sky waiting and goes, on what it seems, it’s own will.

I understand the changes would be a slight decrease in the cast time but seriously the skill doesn’t look to be that game changing once cast. Just a quality of life improvement.

Only 50% Energy

in Revenant

Posted by: Muy.3170

Muy.3170

Revenant needs more than 50% of it’s maximum for the other legends.

Not really. You get 50 energy when you switch legends. You can also build up past 50 to 100 while in combat if you don’t use any skills other than auto attack, but you always reset back to 50 upon legend switch.

Some examples, you’re on Shiro, and you use Jade Winds, now you’re down to zero energy, you switch to Glint, now you’re back to 50. Another example, you’re on Malyx and you haven’t used any skills and now have 90 energy, but you then use Embrace the Darkness for 2 seconds. Now, you have 76 energy left and you switch legends. You just lost 26 energy because you’re now reset to 50 energy.

Unless you’re using Invocation traits, you’ll want to avoid the later.

What Rev really needs is a removal of Cooldowns on all skills, especially considering the constant nerfs happening.

Well, you see Ventari, Mallyx, and Jalis, all of their utility skills, but very few, cost 30% or more energy, for PvE this is fine because of the simplicity of spamming 1, but for WvW and PVP you need more than 1 utility and 1 weapon skill that doesn’t cost energy.

The lack of energy generation and how much those 3 legends FEED off staying in that same legend makes the class horrible outside of 1111 Revenant in PvE.

You say just swap legends but that’s once every 10 seconds you get 50% of your potential 100% which gets used up in the other legends with 1 utility skill use. You say wait until you generate enough energy but sometimes you cannot wait and need other skills that call for a situation.

You never reach 100% from swapping legends! It’s always 50% it’s not right to swap from 80% energy to 50% once you’ve hit cool down, you should go to 100% covering the missing 20% and be rewarded for your class mechanic of swapping legends.

Revenants are always fighting themselves and their f1 mechanic instead of synergizing. Poor revs can never use skills like Jalis’ stun break because it costs 50% energy, or use Mallyx’s aoe party resistance skill which is now their stun break because it’s 35% energy gone in an instant. The class fights itself too much with weapons + utilities and energy costs + cool downs all at once.

Most professions don’t have to worry about it. If they can use skills they use their skills. They use their skills in any order they want; however, rev is forced into certain actions depending on whether they have 2x or more energy to use a utility + a weapon skill.

Finishing Utilities

in Ranger

Posted by: Muy.3170

Muy.3170

Can we expect to see ranger finishing out its utilities?

Adding:
1. stun break trap and elite trap skill?
2. stun break spirit?

Only 50% Energy

in Revenant

Posted by: Muy.3170

Muy.3170

Revenant needs more than 50% of it’s maximum for the other legends.

SPVP Build from Season 1 for Season 5?

in Revenant

Posted by: Muy.3170

Muy.3170

The first build revs got to play in season 1 back when Druids/Chrono tanks/Tempests were gods, however; it doesn’t have the classic durable rune on it. I’m pretty sure this season would work wonders if you are skilled enough!

http://gw2skills.net/editor/?vlAQRApX8unvNeNS6JvJRVlHlsrykSYW5SJYssrkFNFqtABICpbYElwegLMiA-TphHABjv/AAPAABOBAAfEA6uMwAHEAA

I’ve been enjoying it in SPVP lately eats up unsuspecting scrappers, druids, even tempests. Has a wonderful combo with mace skill 2 axe skill 5 sigil swap activation.

Uses life steal to eat through defenses it’s very fast too. It might have some odd trait choices but between the rest, it just doesn’t look like any other choices added something new and useful.

Resistance in PvP

in PvP

Posted by: Muy.3170

Muy.3170

I think the problem is that boon removal shouldn’t only remove boons, but all buffs. I’ve also said this in my own topic.

Atleast in PvP, because at the moment there is just TOO much damage negation, and boon removal doesn’t help when the effect that renews these boons doesn’t get removed.

That damage negation exists because there’s too much damage going on. A lot of professions struggle breaking their metas because the same skills are required for handling this damage. Reducing the defence gives just enough reason to reduce the damage as well.

Resistance in PvP

in PvP

Posted by: Muy.3170

Muy.3170

The boon is in a good place because it forces condition offenders to make choices. If they make the correct choices, they can get past the resistance. If they don’t, they fail and come here and complain that they shouldn’t be forced to choose correctly.

You’re forced to either go Necro or go Mesmer do to their easy implemented boon removal, maybe revenant if their builds ever get fixed.

Other condition professions like Ranger, Guardian, Warrior have to spike crazy amounts of dmg to get a fair amount of dmg to go through before resistance stops their dmg source. Or they go on cooldown and run and sit in the back waiting to reset and burst again.

Hybrid builds currently do not have much support from the majority of the amulets, being glassy in nature, fast and hard hitting builds with, good synergy, will kill the hybrid. Amulets such as Destroyer, Rampager, and Sinister, cannot handle better more focused builds.

(edited by Muy.3170)

Resistance in PvP

in PvP

Posted by: Muy.3170

Muy.3170

Good feedback guys I enjoy your points.

Conditions are in a spot where it’s hard to state whether their current dmg application is over powered or not. In my opinion current hp on professions under 20,000HP make conditions look overpowered. Mostly from the fact you have burns lasting 5 seconds in stacks of 6 ticking 2,000 dmg total of 10,000 dmg over time, or you have 8 stacks of bleeds thats got a 20sec timer ticking for 1400 adding up to 28,000 dmg over time.

But we can’t forget the fact conditions are scaled to take into the account of players recieving resistance so they don’t feel weak. Someone who actually can apply this boon needs to take large condition dmg before their immunity kicks in. But do to this cleansing is almost worthless with how fast conditions get pushed out along with how long they can last now.

Sure a little bit of cleansing adds up to become a lot but you’re spamming 5 utilities that either cleanse 1/2/3 conditions that then go on 25sec+ cd’s to then still suffer from other player’s sources. These spikes only come from comboing traits and skills on one player adding 2 or 3 it gets a bit out of hand and uncontrollable.

Having the Resistance boon is very important for the longer duration conditions that debuff such as chill, weakness, and cripple which effectivly lesson mobility or defensive skills cool downs. Nerfing Resistance’s effectiveness while promoting more sources of it gives a good reason to reduce conditions effectiveness, while not leaving players suffering the 5 seconds your dead gameplay.

Resistance in PvP

in PvP

Posted by: Muy.3170

Muy.3170

The issue is that it’s not a very common boon, The idea is to reduce condition spikes reducing the effectiveness of conditions and reduce the huge ticks you receive from conditions, while also making resistance useful but not essential.

We shouldn’t be relying on one specific profession’s build to remove boons like this. Boons should not be so powerful that they completely negate 100% of a dmg type no matter how short the duration is.

Currently, although the build is very poor, Mallyx revs can generate permanent resistance for his team. Warriors can apply permanent resistance with boon duration amulets. Let us say anet adds a new condition dmg/boon duration amulet doesn’t that leave the resistance users an advantage with their condition dmg builds? It stops new unique amulets with these stats in the future, not all the condition builds can counter resistance but they should be only at a disadvantage vs it not countered. We can’t let all professions have boon removal either.

The only debatable reason anet doesn’t update revenants – Mallyx is because the potential is crazy, they don’t want to make it overpowered like Bunker Mesmer was. Should we halt update on specific professions though because we don’t want to normalize boons that are outliers like resistance?

The nerfs would also bring back old shouts utilities. Currently, shouts are thrown out! Nobody uses them because condition bombs are so strong you die before you can cast or tap your keyboard for the instant cast not only that but the after effects from massive chill durations gut the recharge time.

One major issue for warrior and this overhaul in SPVP would be having to revert the changes to the skill Berserker Stance to the older version.

(edited by Muy.3170)

Resistance in PvP

in PvP

Posted by: Muy.3170

Muy.3170

The already extinct Mallyx Rev build will be literally nothing if you do that. You have to tune warrior independently. Conditions are already over the top if you are not running a warrior.

And they are not nerfing conditions anytime soon, unless they only tweak those selected few builds that bomb and kill in just seconds from the clusterkitten of conditions.

The logic behind it is to make resistance less of a 100% counter and make it more of a buff like protection.

Right now it’s just like endure pain but in boon form for condi damage only. It feels like a cheesy way to negate all of the damage type and only select professions have it.

Make it -33% effectiveness and damage then the clusterkitten condibomb you mentioned now doesn’t eat 40% of your hp a tick but lets you manage it and use your condi clears on time.

Resistance in PvP

in PvP

Posted by: Muy.3170

Muy.3170

It’s a bit ridiculous to be honest. It’s called resistance, not immunity

Play a good necro and you will think what is even the point of resistance.

Having seen java and that other top 10 player who plays necro in ranked with there necros i can tell you with 100% confidence its not immunity.

That has nothing to do with the boon in of itself, that’s Necromancer’s ability to corrupt being strong from the overly exaggerated boon application.

Resistance in PvP

in PvP

Posted by: Muy.3170

Muy.3170

How about a rune or trait that eliminates condition damage until someone is under 50% health? xD

But then condition dmg wouldn’t work period, it’d be just like going back to Old Version of Diamond Skin Trait earth Grandmaster on Elementalists – Conditions don’t apply to you until under 90% health.

You’re making it on a rune that every player could grab negating a whole dmg type in the game if equipped.

Resistance in PvP

in PvP

Posted by: Muy.3170

Muy.3170

It’s a bit ridiculous to be honest. It’s called resistance, not immunity

That’s true, however, current conditions in the SPVP scene ramp up so fast you cannot cleanse them fast enough so the current resistance mechanic almost feels required.

This is why I feel it’d be best to implement resistance to mirror protection, percent dmg mitigation, so you don’t die instantly, and professions that use condition dmg don’t get this huge break in their dmg against someone who’s got a lot of resistance.

This is only after the scaling to condition dmg is reduced in SPVP as well so it doesn’t feel like a direct nerf as much as a mechanic change that in theory should work.

The idea is to bring back cleanses since they’re only worth it if it’s a mass cleanse like Druid’s – Celestial Form’s trait for cleanse/stunbreak or Guardian’s Meditation – Contemplation of Purity.

You don’t see shout warriors or shout guardians partly because they cannot keep up with today’s conditions. But conditions are only incredibly overpowered due to the fact resistance is 100% immunity.

(edited by Muy.3170)

Resistance in PvP

in PvP

Posted by: Muy.3170

Muy.3170

nearly all the condition-dependent professions have ways to remove, corrupt or steal boons

however if people dont use those abilities just because they are not in the meta build well its their problem

Yes but it’s the fact this 1 boon is only in a select few professions, and it negates 100% dmg from a newly main damage type Anet tried to introduce through HoT. It’s a boon it’s not a utility it shouldn’t do this. It’s more of a shield than it is a minor buff which is what boons are intended to be.

Resistance in PvP

in PvP

Posted by: Muy.3170

Muy.3170

I wouldn’t say -50% because Elementalist can pump out the 40% protection and we saw how incredible that dmg negation is, it would be too much.

50% is 10,000 turning into 5,000 or 100 turning into 50. Keeping it 33% you can at the very least see your opponents hp drop 77% and then they have time to cast their condition cleanses. It’s better than dying faster than you can react to pressing your keyboard.

Resistance in PvP

in PvP

Posted by: Muy.3170

Muy.3170

Hello all,
This is an offer that only changes SPvP for the boon Resistance.

Resistance being a boon should have more limits. Currently, it’s mirrored to the same effects as “Endure Pain” Stance on Warriors 100% physical dmg mitigation, but for condition dmg.

With it being a boon you can manipulate the duration leaving condition based hard countered by one boon. Would it not make more sense to have this boon mirror protection -33% dmg received? It would need to be applied to more professions in an easy access manner so players could actually use it on multiple builds.

It’s just a thought because 100% dmg negation leaves professions that can’t boon steal consistently in the dust. It’d allow the devs to also reduce the bursts of condition dmg in SPVP since they wouldn’t be competing with 100% condition dmg reduction anymore. Just a thought to slow down the “Condition Bomb” combat and open up more counter play.

This would reduce huge spikes from condition rangers, guardians, mesmers, and engineers while adding more viable ways to getting through to hurting condition warriors, and maybe even prepare a path to the future buffed revenant Mallyx build looming in the future that wouldn’t be overpowered.

PvP Dailies Bothering PvP Seasons

in PvP

Posted by: Muy.3170

Muy.3170

It tends to lead to incredibly awful gamer’s experience when the daily picks the meta of the day.

Low and behold it being elementalist/guardian or mesmer/thief from which three professions that can more or less ruin equal fights if multiples, and another that trashes an entire team’s composition if there’s more than one.

Maybe Anet should update and remove daily profession wins it’s obviously not supporting their future design implementations. Leaning more toward Just win attitude?

PvP Dailies Bothering PvP Seasons

in PvP

Posted by: Muy.3170

Muy.3170

Anyone else noticing profession stacking upwards of two to three of the same profession in their Ranked Teams? They always seem to correspond to the daily achievements. In general, class stacking is an annoying issue when you get tons of powerhouse builds running duplicates. Could Arenanet even fix an issue like this?

Please Add a Solo Mode to Dungeons

in Fractals, Dungeons & Raids

Posted by: Muy.3170

Muy.3170

I very much agree with this solo story dungeon option. Not only did the developers abandon their dungeons, but left a lot of the story mixed with personal story group gated. It’s simply not sustainable to be cut off from updating as it is. I believe a fully support a 1 2 3 4 5 party dungeon mode that scaled the rewards and difficulty should be added. With this scaling it would affect all parts of the dungeon explorable and story modes as well.

This option would take time however, time I don’t understand why they wouldn’t want to put in to finish what they started, but would support itself through the future without any more fixing and should by no means create any reason for any future discussions.