Showing Posts For Noctis.3426:
Renegade:
Shotbow: The animations looks amazing, the downside is that some skills feel clunky and other has low dmg, plus it doesn’t have a defensive ability in his kit
- SB1 – Shattershot: it feel weak, there is not much to say but with Heartpiercer it is a good skill to tag in zergs vs zergs
- SB2 – Bloodbane Path: I love the this skill (fit the theme of rev very well), but the dmg feel weak, Super Long animation (1s). I like that you can trigger flanking or behind traits/effect but we dont have many of those, you can also bypass a few defensive skill like DH F3, Wall of Reflection, Field of the Mists, Shattering Blow
- SB3 – Sevenshot this skill feel weird, the idea of reverse shotgun doesnt work well in this game on pve or pvp (in pve if you too far away from the teammates you are going to miss a lot of boons), but the main problem with this skill is the high skill cap and the reward dmg of hitting all the arrow is too low (it is almost imposible to hit all the arrows in pvp), and the missing arrows bug is so kittening annoying and cost more energy.
But after i found the Arcane Missile Mech bug, this skill feel amazing and has a good synergy with the SB5. but is too easy to miss some arrow because of the terrain, i would really like if you can stack the mist portal closer to each other (aka reduce the reverse shotgun angle, Something like this) to avoid the terrain bug with the rock, in the tunnels or bridges
- SB4 – Spiritcrush: To be Honest this skill is useless for both mode (pve, pvp). Dmg low, the after cast is too long, the duration is too short and the cost is too high and can’t be shot behind you (i dont know why you cant because the SB2 and SB3 can be shot behind you while you are moving) . the only good thing is “the Fire Field Combo”
- SB5 – Scorchrazor this is the only good balanced skill in the Shortbow kit, the only downside is that isnt a skillshot, this skill a perfect candidate to be an skillshot =PP (some problem than the SB4, “can’t be shot behind you”)
Utilities: I hate that the warband can be kill, but if they have a good support skill and less energy cost i wont complain about it (the idea that they can prove strong/unique boons but they can be kill sounds nice on paper but needs a bit of tuning, my suggestion is to add a defiance bar to all the warband like the Chak Sapper, once the defiance bar is broken they can take damage or instant death), but right now most of the skills are too weak.
- Heal – Breakrazor’s Bastion: it cost more energy, the initial and pulse are meh, the unique boon is really nice but you need to stay near you summon and most of the time you will eat so many aoe camping around the summon (pvp pov), in pve this skill will work fine i guess
- U1 – Razorclaw’s Rage: This skill is bugged, and the only reason why this skill is good is because it has no icd (bug, the tooltip says" This bleeding can only be inflicted once per interval"), this Unique Boon has good synergy with skill that hit a lot of times (like Sevenshot, Rapid Fire, Etc), without the no icd bug, this skill is too weak..
- U2 – Darkrazor’s Daring: This skill is really good for wvw, has a good synergy with Dismantle Fortifications and Superior Sigil of Absorption or draining, it would be nice if it can destroy projectile like the Phantasmal Warden or Whirling Defense
- U3 – Icerazor’s Ire: has a good synergy with the Razorclaw no icd bug (it can apply 20 stack of bleed with the bug), but without that bug this skill is too weak, i saw a lot of ppl asking to change the cripple for Chill, but it can be op with the Abyssal Chill trait (20 stack of torment)
- Elite – Soulcleave’s Summit i am not sure about this skill, the dmg and heal is nice for any game mode, it has good synergy with skills that can hit a lot of times becuase it doesnt have icd (?), i am not sure if this work as intended or a it is a bug (no icd).
Citidel Orders: there too much Energy cost with the shortbow and utility and now we have even more! this is madness,jokes aside, i really like the animations of F3 (i am saying this too many times, but in general the effect of the renegade are amazing) and no even one of F Skill provides any defensive capabilities at all without any traits, in general i think that the F skill are not too bad
- Heroic Command: in raids we always have a PS warrior in the party so it is kind of useless , in pvp is fine with the GM Trait without is meh
- Citadel Bombardment: the dmg is OK with the GM traits, but hard to land multiples hit in pvp (good for tagging in wvw =PPP)
- Orders from Above: the alacraty wit the gm is ok (i dont think that you can perma alacrity with ventari/kalla, i didn’t test it, so i am not sure), the condi dmg reduction is nice, it think that condi cleanse is much better than the condi dmg reduction…
Conclussion: I wont use the shortbow or kalla legend on pve, the cost are too high, it feel weak and clunky and some of the useful skills are only good because they are bugged which mean rip after the fix them
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i think that the new Feature is more like an old feature, becuase in the guild chat the dev said " “we have done shotgun hitboxes before, so this time round we are going for the opposite approach"
I found it because i was watching a vid of a Renegade Shortbow with Chuka and Champawat Effects, in the moment that i saw SB3 i noticed something weird then i started to try different things.
This is the vid https://youtu.be/oAsip7nnJvI?t=16
But to be Honest, with this “old” feature feel amazing and more fluid, if they remove this feature, i will lose hope in the devs. Even with this feature I still want the mist portals to be very close to each other because it is already a huge pain in any sort of tunnel or other complex terrain
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yep, it work like li ming arcane missile, It feels incredible now
I have to say Sb3 with instant cast is much better, i feel like a kitten now.
SB1: It is fine, maybe it can be really good in zergs vs zergs with Heartpiercer
SB2: I love how this work, you can trigger flanking traits (Assassin’s Annihilation and Ambush Commander) and bypass some defensive skills (DH F3, Wall of Reflection, Field of the Mists, Shattering Blow ). Really good job with this skill it feel unique and fit the rev theme
SB3: i like the skill but i feel that this skill is super bad and most of the times a waste of energy. 6 of 9 times half of the shot miss/disappears for some unknown reason and if you are too far away to hit a full combo, you are going to miss a lot of boons in pve unless the boss is super huge (and in pvp is really super hard to hit all the arrows,) rn at close range you can hit 1 or 2 with luck of the seven arrow….
i hate this bug…..
SB4: can’t be shot behind you (i dont know why you cant because the SB2 and SB3 can be shot behind you)
SB5: this skill looks amazing and has a good CC but it feel clunky in pvp, just turn it into a skill shot (like Deflecting Shoot), and may be 5 less energy cost
Pd: I like the Razorclaw’s Rage new feature, it has no icd (in the tooltip says this bleeding can only be inflicted once per interval). which means that bloodbone path can apply 6 stack of bleed and 7 stack of bleed with sevenshot, i think that this is a bug.
Sorry for my bad english
(edited by Noctis.3426)
SB1: It is fine, maybe it can be really good in zergs vs zergs with Heartpiercer
SB2: I love how this work, you can trigger flanking traits (Assassin’s Annihilation and Ambush Commander) and bypass some defensive skills (DH F3, Wall of Reflection, Field of the Mists, Shattering Blow ). Really good job with this skill it feel unique and fit the rev theme
SB3: i like the skill but i feel that this skill is super bad and most of the times a waste of energy. 6 of 9 times half of the shot miss/disappears for some unknown reason and if you are too far away to hit a full combo, you are going to miss a lot of boons in pve unless the boss is super huge (and in pvp is really super hard to hit all the arrows,) rn at close range you can hit 1 or 2 with luck of the seven arrow….
i hate this bug…..
SB4: can’t be shot behind you (i dont know why you cant because the SB2 and SB3 can be shot behind you)
SB5: this skill looks amazing and has a good CC but it feel clunky in pvp, just turn it into a skill shot (like Deflecting Shoot), and may be 5 less energy cost
Pd: I like the Razorclaw’s Rage new feature, it has no icd (in the tooltip says this bleeding can only be inflicted once per interval). which means that bloodbone path can apply 6 stack of bleed and 7 stack of bleed with sevenshot, i think that this is a bug.
Sorry for my bad english
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yep, it is only happens when you stack all the spirits near each other
OMG
Guardian
True Shot: Added unblockable as a skill fact.
Hunter’s Ward: Removed an erronious icon that appeared on opponents when using this ability. Reduced the visual noise on the effects associated with this skill. Fixed an issue that caused the damage to not be applied in certain skill queueing scenarios.
Dragon’s Maw: Fixed an issue that caused the effects of this trap to fade early, leaving an invisible, impassable ring for a short time. Reduced the visual noise on the effects associated with this skill.
Purification: Reduced the visual noise on the effects associated with this skill.
Fragments of Faith: Reduced the visual noise on the effects associated with this skill.
Light’s Judgment: Reduced the visual noise on the effects associated with this skill.
Test of Faith: Reduced the visual noise on the effects associated with this skill.
Procession of Blades: Reduced the visual noise on the effects associated with this skill.
Ty Karl Mclain
@Indure.5410
The dragonhunter’s traps are considerably different from anything the guardian currently has access to and can make life very difficult for enemies who blunder into them. There’s an arming time for the traps and also a brief activation time after an enemy trips them. While enemies can see the dragonhunter arming a trap, the trap itself will be invisible to them. Dragonhunters excel at creating combos and stacking vulnerability, and they possess plenty of skills to control territory and enemy movement. Staggering and combining traps can force foes into making unpleasant choices, leaving them nowhere safe to run.
and that is why DH traps can be easily avoided with a evade roll…
Source
20 days ago I said the same thing in my feedback for the bwe3
Weird thing that i noticed
Wings of Resolve: They increase the range by 200 but also they increase the cast time from 3/4 to 1s
Wrath of Justice and SOJ: The Immobilize will apply only on the first enemy that hit instead your main target 1 2
Hunter’s Ward: When you land the barrier on a enemy, you can see the icon of Bow of Truth named “Symbol of Energy”
People are doing Cof P1 Event https://www.youtube.com/watch?v=o5H8o1XRlew
@Colin Johanson: There any chance that we will get a option to disable Combat indicators (the floating combat text that appears on the screen when you deal damage, when you receive damage, when you heal someone or when a combo occurs) without using Ctrl + Shift + H after Hot. because they are annoying in some fights
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Trueshot Issues:
Unlike most ranged abilities in GW2, it is very easy to miss a max range Trueshot on a moving target due to the self immobilize.
In pvp, another player at 1200 range could slightly backpeddle to completely avoid the damage by watching our animations.
As such, could trueshot have 1,200 range limitation to start the cast, but allow its after cast range check reach out to 1,500 range to help it land on fleeing foes more reliably?
If this is not technically possible, increasing Trueshots range to 1,500 would help tremendously.
+1
Love the idea of it expanding the further it travels, not a fan of it becoming slower as it travels further tho. Still such a change would be far better then current deflecting shot since its rather prone to being inaccurate, during beta i had alot of times where deflecting shot would miss even if u aimed right thu the center of enemies if it was shot on a angle.
keep the great ideas coming Notics.
Ty =) maybe karl is taking note of our ideas.
I am still waiting for the answer of karl, is there any incoming update on the LB1 before HOT release? it has been almost 2 months since he said this
Puncture Shot: We’re also looking at the base and bounce functionality
Sorry Notics i didn’t intend nor wish to insult/undermine or insinuate that your suggestion was inferior at all i was merely making one of my own. My sincerest apologies if it did offend you in any way or form.
once again you have made yet another fantastic suggestion for puncture shot changes. Love the sound of the shattering effect as well, but i feel the issue is puncture shots currently inability to apply cripple to 1 target and the poor bounce mechanic it currently has.
Once again tho another great suggestion you have made, looking forward to seeing more of these thoughts ill admit.
Don’t worry, that was my bad, sorry for the confusion. sometimes it is quite difficult for me to express what I really want to say it is because i learned english just playing video games with a dictionary on my hand when i was a kid
What i was trying to say is “why we cant have both so here is my new idea” or something like that.
Deflecting Shot: this is one of my old ideas. Fire a projectile that block any projectile (which means that it will trigger any blocking trait) and when it reach 300 range. it would begin to drastically (and progressively) slow down in movement speed while expanding in width as it continues to move away. (We used to have good conversations with rebornbyfire, he gave me the idea of make it expand in width while slow down in movement speed)
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@Ragnar the Rock
It would be amazing if they rework LB5 into one single hit or a reliable source of cc, but i dont think that is going to happen.
I like your LB1 idea for a minor trait. When you Burn an enemy you also make them cripple for 2s (5s ICD)
@Bezagron
Many people suggested that Zealot’s Aggression should be our new Minor Grandmaster
@Blackdeath
Here is my counter offer. Fire an arrow that can cripple your target if you hit them from behind or from the side for 1s. if your target is already cripple, It is not going to re-apply it (cripple) but instead the arrow will shatter and damage the two nearest enemies (Radius 240-300)
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yep, it feel like a copy/paste of Ranger’s Barrage. My idea is more simple If Hunter’s Ward hit any tethered enemy (Spear of Justice) cage will drop instantly or immobilized for x duration. But i really like your first idea, one single burst sounds nice
PD: one easy solution for LB1 can be Cripple your target if you hit them from behind or from the side for 1s (66% of its full duration from side hit)
(edited by Noctis.3426)
Yep i agree too, i would prefer something like this Each time you block an attack or destroy a projectile, your next attack will trigger Justice passive regarless of the cooldown (1s ICD)
now what will be our next topic for discussion? LB1 or LB5?. Any suggestions ?
@Varathiel:
This is a post for someone who tested it in the BWE1
Yes, its triggered by wards / sanctuary. Those are considered knockbacks. Wards can even trigger it multiple times, assuming you’re fighting an opponent dumb enough to run into it that much (AKA during PvE).
I don’t think its triggered by Maw since that’s considered a pull instead of a knockback (same with Binding Blades).
I believe the full list of things that can trigger Dulled Sense would be…
Ring of Warding
Line of Warding
Hunter’s Ward
Sanctuary
Banish
Traited Longbow attacks with Heavy Light
Shield of AbsorptionHammer of Justice doesn’t work with it ATM. Unclear if its a bug or if its because its technically not the Guardian causing the knockback, but either way I’d love to see it changed so that it did work with HoJ.
I would also be all in favor of it working on pulls as well (which would allow it to work with Dragon’s Maw, Binding Blade, and Spear’s Wrathful Grasp), as getting more options to proc the trait would be appreciated. Heck, I’d almost suggest making it work on any interrupt ability in general sort of like Lightning Rod on Elementalist, which would allow it to work in addition with Weight of Justice, Bane Signet, Wave of Light as well.
Dulled Sense should work with any form of CC than guardians can offer(Pull, Knockback, Knockdown and Launch), to make it viable
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Puncture Shot: We’re also looking at the base and bounce functionality
Karl McLain: Do you have anything that you want to share with us about the PS bounce functionality before launch? or any incoming changes to the Longbow in general
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Maybe my post sounds a little troll so i apologize. This maybe sounds rude but i really hate that almost everyone is asking for 25% when DH clearly need changes on the bow and mainly the traits.
i won’t argue that Defender’s Dogma is pretty much useless, but ask for QoL for our minor is not the answer neither….
Let me explain you something, Revenant and mesmer (Core Spec) dont have 25% MS their elite spec have the access to perma swiftness (Herald) and 25% MS (Chrnomancer).
Which means that when the second tier of E-Spec come out they will have to choose between the new E-Spec and the old E-Spec because you cannot equip more than one E-Spec at the same time (you can only equip the E-Spec in the Third Slot).
Probably we will have the famous 25% MS in other Guardian E-Spec in the future. Stop the QQ and deal with it.
VIRTUES
- Spear of Justice: Almost perfect but there is no real use of the tether effect
- Wings of Resolve: Good player can interrupt you easily, i still feel that the range is too short but i think it just me.
Solution: Add evade or Reduce the cast time by half (1/2s) and increase the range by 200
- Shield of Courage: It feel amazing and strong but the only bad about it is the CD.
Solution: Reduce the cd by 10/15s
TRAPS
Here are my 2c to make the traps competitive
- Purification: Swap the heal initial heal with the trigger heal and when it is triggered create a field that blind every sec for 3s and destroy projectile
- Procession of Blades: Whirl finisher or Bleed on each hit, maybe both
- Light’s Judgement: Protection to you or allies in the trap radius
- Test of Faith: When you or allies cross it they will gain swifness for 3s and healed for 800hp (icd 1)
- Dragon’s Maw: increase number of target and add a boon strip (1 boon per sec)
LONGBOW
- LB1: Even with the last change (the damage increase by 10%) i still found it weak compare to the other AA but the problem it is not only the damage but also the unreliable cripple, without Zealot’s Aggression and Supreme Justice, it is almost impossible to maintain the main target crippled in 1 vs 1 situation or even against multiple enemies, it only works against zerks in wvw.
Solution: You can just change the amount of hit to two instead of just one, so in theory you can apply cripple every three AA with Zealot’s Aggression without the need of Supreme Justice or make it into a third chain allowing that the last chain attack will always cripple the main target by 1,5s
- LB2: I dont know why people are complaining about True Shot damage, I was able to hit within 5k and 8k (using marauder in spvp) i have no problem with the root just because it hit like a truck, it will be nice if you move can slowly for half sec while you are chaging it and then root you for a 1/4s while you are releasing the true shot
- LB3: This skill should block projectiles not destroy them. even with the Projectile Speed reduced it is still too fast. i think that Dshot should be more defensive rather than offensive.
Solution: Match the Damage Radius with the block radius, increase the block radius by 20% and decrease the projectile speed for 40%.
- LB4: It feel strong when it hit something but it is very hard to actually hit something in pvp (in pve is fine), it is because the cast time and travel time are too high.
Solution: Reduce the cast time by 1/2s and increase the projectil speed by 20%
- LB5: The damage is Ok but it is super easy to avoid the cage without Quickness (FMW).
Solution: If Hunter’s Ward hit a tethered enemy (SOJ) the barrier/cage will drop instantly
TRAITS
- Defender’s Dogma: The only real synergy of Defender’s Dogma is with Shield of Courage and Bulwark, because you can block and attack at the same time, it has a ok synergy with Fragments of Faith but the problem is that Shield of Courage and Fragments of Faith have long cd.
(Add) When SOJ is on CD each time that you block an attack the CD of SOj will be reduce by 1s (1s ICD)
- Pure of Sight: Only works with 50% of all our skills (Utility included).
(Rework) Flat 10% damage while you are wielding two hand weapons and when you hit a enemy Crippled you will gain Fury for 6s (10s ICD)
- Dulled Senses:This trait is almost completely useless without Heavy Light and Zealot’s Aggression.
(Add) Pull, Launch and Knockdown to the list
- Zealot’s Aggression: All the Grandmaster traits feel weak in comparison to Zealot’s Aggression, this trait alone can offer more synergy to the guardian in general (Weapons, Trait, Utility) that all the Grandmaster traits combined in one.
(Change) Swap place with Pure of Sight, nothing more nothing less
- Heavy Light:Honestly I hate the RNG of Heavy Light, we should be able to control when to KB and i would prefer a offensive boon instead of stability.
(Change) Deflecting Shot now can knockback enemies and you gain 2,5s of quickness when Deflecting Shot Knockback an enemy (10s ICD)
- Big Game Hunter: It is a ok traits but i would prefer more CC instead of just more damage increase.
(Rework) Tethered enemies will be crippled for 1,25s every 1s until the effect disappears or the chain is broken, and now you can pull all the enemies tethered to you (flip skill)
Weird thing that i noticed
Wings of Resolve: They increase the range by 200 but also they increase the cast time from 3/4 to 1s
Wrath of Justice and SOJ: The Immobilize will apply only on the first enemy that hit instead your main target 1 2
Hunter’s Ward: When you land the barrier on a enemy, you can see the icon of Bow of Truth named “Symbol of Energy”
On a serious note: what’s so bad about the Dragon Hunter? I’m a returning player and haven’t caught up yet with all the new specializations.
A couple of trait (the main problem is the synergy with core spec and minors which they can be fix very easily), LB1 (you can perma crippled with Scepter or sword easily with Supreme Justice and Zealot’s Aggression in theory but with the longbow you cant do the same, it feel weak and unreliable) and LB5 (the cage is super easy to avoid), Trap (some traps need love) and the new virtues are fine
Oh yeah, I should mention that the auto-targeting stuff has been fixed. We were testing out some new tech with it, but have since pulled that as it wouldn’t allow your character to auto-turn toward your target if they’re behind you. Tech did its job too well.
My faith in karl has been restored
Here a quick list of all the aoe that the revenant can apply to the party:
Damage Reduction:
Rite of the Great Dwarf (Legendary Dwarf Stance)
Healing:
Ventari’s Will (Legendary Centaur Stance)
Purifying Essence (Legendary Centaur Stance)
Natural Harmony (Legendary Centaur Stance)
Energy Expulsion (Legendary Centaur Stance)
Rejuvenating Assault (Staff 1 Last Chain Skill)
Renewing Wave (Staff 4)
Envoy of Exuberance (Shield 4)
AOE Stun Breaker
Rite of the Great Dwarf (Legendary Dwarf Stance)
Harmonize Continuity (Herald Trait)
Condi Cleanse:
Pain Absorption (Legendary Demon Stance)
Purifying Essence (Legendary Centaur Stance)
Renewing Wave (Staff 4)
Eluding Nullification (Salvation Trait)
Increase Healing Effect:
Invoking Harmony (Salvation Trait)
Serene Rejuvenation (Salvation Trait)
Boon Duration:
Facet of Nature (Legendary Dragon Stance)
Regeneration:
One with Nature (Legendary Dragon Stance)
Facet of Light (Legendary Dragon Stance)
Nourishing Roots (Salvation Trait)
Tranquil Benediction (Salvation Trait)
Might
One with Nature (Legendary Dragon Stance)
Facet of Strength (Legendary Dragon Stance)
Shared Empowerment (Herald Trait)
Fury
One with Nature (Legendary Dragon Stance)
Facet of Darkness (Legendary Dragon Stance)
Swiftness:
One with Nature (Legendary Dragon Stance)
Facet of Elements (Legendary Dragon Stance)
Tranquil Benediction (Salvation Trait)
Protection:
One with Nature (Legendary Dragon Stance)
Facet of Chaos (Legendary Dragon Stance)
Bolster Fortifications (Herald Trait)
Envoy of Exuberance (Shield 4)
Quickness
Chaotic Release (Legendary Dragon Stance)
Resistance
Pain Absorption (Legendary Demon Stance)
Stability
Inspiring Reinforcement (Legendary Dwarf Stance)
Pd: Added Rite of the Great Dwarf to Aoe Stun Breaker
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Anyone knows a way to hide or turn off the damage indicators on screen (most of time i can’t see what the boss is doing) . i try to play with the ui hide (ctrl+shift+h) but it is impossible for me to play with a elementalist without the cd on screen
Except people aren’t arguing that it’s just “not as good as medi”. They’re arguing that it’s just terrible in comparison to anything that is currently played at the competitive level.
It would be a different story if Guardians were dominating the meta. But Medi Guard is all but dead, and Bunker Guard is slowly being pushed out the door again by more self-sufficient classes that can function without the need for significant allied support. We’re not asking for the world. We’re just asking for something that can actually effectively work with the game we’ve been given.
+16
until the ranger rise from his ashes and take his place at the table. just kidding or am i
PD: i am going to leave some ideas to improve the LB1 and LB2
Puncture Shot: now PS will track down the target (which means that now it will work like a homing missile) and leave a mark on a successful attack, when the mark is complete (two successful AA) the next longbow skill will detonate it and will trigger different effects depending with which skill you detonate it
LB1: Cripple (Number of Targets: 3 Radius: 180 Duration: 1s)
LB2: Damage (something like gunflame, the main target is not going to be affected again by the damage, Number of Targets: 3 Radius: 180)
LB3: Blind (Number of Targets: 3 Radius: 180 Duration: 4s)
LB4: Burning (2 stack for 5s Number of Targets: 3 Radius: 180)
LB5: immobilize (Number of Targets: 3 Radius: 180 Duration: 1s)
True Shot: Reduce the skill damage by 25-30% and now the damage will bypass any negative multipliers/damage reduction
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Here’s my 2 cents
Minor Master
Defender’s Dogma:
Blocking an attack causes justice to reach its maximum charge.In addition each time you block an attack while justice is on cooldown, your cooldown will reduce by 1s (1S ICD)
Minor Grandmaster
Zealot’s Aggression: Moved to Minor Grandmaster, Same effects
Major Adept
Dulled Senses: Remove the vulnerability, add Pull, Knockdown, Launch to the list
Major Master
Pure of Sight: Moved to Major Master: Deal bonus damage to enemies beyond the range threshold (Damage Increase: 10%,Range Threshold: 300) and while you are casting True Shot you will gain 2 stack of stability
Major Grandmaster
Heavy Light: Deflecting Shot now can knockback enemies and you gain 2s of quickness when Deflecting Shot Knockback an enemies that are within the range threshold (Range Threshold: 300)
One of the thing that dh is really lacking right now is synergy with the traps in general (i dont know why we dont have a trap gm trait or a good master trait focused on traps) and other weapons.
On the other hand i would really like to see is more options to deal when you get engage while you are using the longbow, because let’s be honest we dont have many option to counter engage or disengage with the longbow (something that we can control when to use it and not RNG)
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I would prefer two stack of Stability (1s max) when you are casting True Shot instead of 1 stack for 6s when you knockback someone with heavy light
Dh sucks, deal with it, to be honest what bothers me is that the DH have an awful lot of potential, when they announced the dh i was so hyped. but after the first bwe and second, the dh was “Mehh” and Karl is MIA
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A Random idea, a possible solution would be to, " make all the dh trap manually activate ( that means remove the part when they can be triggered by any enemy unit that touches them and add a sequence skill to activate them) so you can choose when is more rewarding to activate them " , you can even cc the enemies when they are above the trap so they cant escape from it. This will not only will increase the skill cap but also they will feel more unique
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thank you for the answer
we made a few interesting and excellent suggestions in this topic.
yeah i know that he is using predator, but was i trying to say is that the AA is changing his trajectory in mid air.
in the screen you can see that the auto attack make turn of 90 grade in mid air
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at first I thought that was the Aim-Assisted Rocket trait, but it has 10 seconds of cooldown. Can anyone tell me if this is a visual bug or something else
Hunter’s fort merged with Bulwark makes sense. I still am not 100% sure on the ICD for the condition removal on block since it happens sparingly. Also not a fan of the 10% damage reduction while NOT having a condition. If anything change it when you do have a condition.
Wings of Resolve(soaring devastation) could help make it an evasion. What about a leap/blast finisher?
Dulled senses: Instead of vuln applied to your target, why not grant the Guardian swiftness?
Swiftness each time you cripple a foe in adept trait sounds like pretty much op to me even if it is 1s duration, first they should add kd, pull and launch to the list atleast to improve the synergy with other weapons. but having a way to gain swiftness it will be great.
I will suggest something like “Heavy Light (10s ICD): True Shot and Deflecting Shot knock back enemies that are within the range threshold. Swiftness (7.5s) when you knock an enemy back in this fashion”
The problem with Hunter’s Fortification (with the old and the new ) is that doesnt really fit in the trap trait line we should have a grandmaster trap trait not just another grandmaster virtue trait
@RebornbyFire
The devs really should read your post/ideas. It would be great that karl post more often on this topic to let us know what he think about our thought/ideas
(edited by Noctis.3426)
It is just a compilation of your ideas with a couple of changes
Traps
Adept – Piercing Light:
Traps cause x stack of bleed depending on the trap and Reduces the recharge time of traps by 20%
Purification: 5 stack of bleed for 6s to any enemies when it is activated
Test of Faith: 3 stack of bleed for 6s each time they cross
Procession of Blade: 1 stack of bleed for 6s per hit
Light’s Judgement: 1 stack of bleed for 6s per hit
Fragments of Faith: 5 stack of bleed for 6s to any enemies when it is activated
Dragon’s Maw: 5 stack of bleed for 6s to any enemies when it is activated
Master – Hunter’s Determination (ICD 60S):
Drop a Fragments of Faith trap at your location when you’re crowd-controlled. Now Fragments of Faith grants Stun Breaker
Grandmaster – Hunter’s Fortification (ICD 1S):
Remove conditions when blocking attacks (1 per block, ICD 1 second). Receive 10% less damage when you dont have any Movement impairment (Crippled, Slow, Chill, Immobilize) on you
Longbow
Adept – Dulled Senses
Enemies you knock back, Knock down, Pull or Launch are crippled. Enemies you cripple receive Vulnerability (1 stack for 8s).
Master – Pure of Sight (1s ICD)
you will apply bleed (1 stack for 8s) when you strike a crippled or vulnerable foe and You deal 10% extra damage to enemies when you are using longbow, scepter or focus
Grandmaster – Heavy Light (10s ICD)
True Shot Deflecting Shot knock back enemies that are within the range threshold (Range Threshold: 300 – Knockback: 300). Gain Swiftness (6s) when you knock an enemy back in this fashion
Virtues
Adept – Soaring Devastation
Wings of resolve deliver an attack upon landing and Immobilize for 3s
Master – Bulwark:
Shield of courage is larger and lasts longer. Blocking an attack causes justice to reach its maximum charge.
Grandmaster –Big Game Hunter:
Striking an enemy tethered by your spear of justice causes vulnerability and increases damage dealt.
Minor Traits
Adept – Virtuous Action: (Unchanged)
Master – Justice as one:
Justice’s passive effect cripples enemies (1.5s) and you will able to retain Spear of Justice passive after activating it
Grandmaster – Zealot’s Aggression:
Deal extra damage to crippled enemies (10%).
LB1 Changes: I made a few tweaks/improvements of RebornbyFire’s idea.
The problem with this, mechanically, is that it runs totally counter to the actual stated purpose of the DH, which is to hunt down and kill single, powerful enemies (and also that it’s somewhat awkward to use). In a situation with a single enemy, you waste the bouncing effect and cannot get the cripple, which is what you actually need — thereby offering DH a cripple on auto-attack but making it actually impossible to use on-demand in certain situations (esp. PvP). Also, it feels like everybody else’s bow attacks
The AA will apply one stack of Light’s Burden to target (max stack 2), each stack of Light’s Burden slows the effected target’s movement speed by 12.5% and attack speed by 5% (25% of ms and 10% of atk spd, the movement speed reduction part will not stack with cripple or chill only the atk spd will). if you hold the 1 key (something like the ranger gs4), you will start you charge (1s of casting time) 3 light homing missile (it just visual effect it will still count has one for the soj passive and not 3), this homing missiles will not only travel faster than the normal ones but will also have more reach (1500) (i dont know if it is possible to make this part work like the water missile, after testing for a couple of min with mobs it appears that water missile works really like a homing missile and not like the orb of wrath, you can see the trail in this screen) once the light homing missile hit his target the Light’s Burden will be consumed and trigger different effects depending on the amount of stack:
With 1 stack of Light’s Burden, the damage will increase by 10% and cripple the target for 0.75(only the main target) but with 2 stack of Light’s Burden, the LB1 will do 20% more damage and cripple and blind for 1.5s to the target and nearby foes (3 target max, 180 radius). you can use the secondary skill of lb1 without any Light’s Burden on the target but you will not able to trigger the aditional effect like “more damage/cripple/blind” (you will still lose dps if you use the second part of the skill with the 2 stack even with 20% damage modifier)
(edited by Noctis.3426)
@RebornbyFire and Misguided: it doesnt matter if it is a trap or a ward skill type, the main idea is to make LB5 work in a similar way/manner to the traps, i will suggest that the lb5 won’t trigger regardless if someone walks over it or not but instead you can detonate the trap when you want (you can also add a small delay before it exploded so the enemy has a chance to avoid it, to make things a little more interesting)
(edited by Noctis.3426)
@Misguided the idea of making lb5 into a deployable trap or maybe a remote activation trap sounds really nice and it will fit very well with the dragonhunter theme
I’m glad you liked my idea, now we shall pray to the six gods and drink until the dev hear our prayers and make our dreams come true. because only the gods can help us.
One part of me is telling me that no matter how many good idea we give them in the end the result will be the same but I have hope that I’m wrong and the devs will rework or change some traits and lb skill like the true shot root (I really hate the root animation in spvp or wvw, i have some idea how to make it more flexible in pvp without removing the root, like making true shot into a sequence skill the first will root for 1/2s to charge the skill and when you active the second part you will release the shot but it will root you for 1/4s, so you can charge it before combat or behind some walls without the risk of being cc chain or burst down so easily), the AA (I really like the idea of having homing light projectiles which track down enemies), the Deflecting Shot and some traps. i dont know why they are trying to change some damage values when the problem isnt there. only time will tell.
Sorry for the long post
(edited by Noctis.3426)
As for KB being automatic from the LB GM trait… That’s kind of how I feel (I mentioned it somewhere, I think in the rationale section), but I was trying to keep all of the ideas I could from the current/original DH trait setup, and that’s how it is in there. Also, if KB is only put on Deflecting Shot, then there will be the problem of it needing to move quickly to be a useful KB, but needing to move slowly to be a better shield; I’m not entirely sure how best to deal with that issue. Thoughts?
i dont know if it possible to do it but my idea is to make that the lb3 projectile speed/ missile velocity decay/decline after reaching certain amount of distance.
Example: from 0 to 300 range the projectil speed will be the same as the bw1 once Deflecting Shot reach 301+ range the projectile speed will start to decrease incredible fast up to 75%
(edited by Noctis.3426)
Longbow
The more I think about this weapon and its skillset, the more I actually like the general idea of it. I really have only one or two changes that I think are extremely important. Otherwise, so long as the glitches are ironed out, the numbers tuned, and the traits improved, it could be a really great weapon. Here are my ideas for improvement:Puncture Shot (LB 1): The problem with this, mechanically, is that it runs totally counter to the actual stated purpose of the DH, which is to hunt down and kill single, powerful enemies (and also that it’s somewhat awkward to use). In a situation with a single enemy, you waste the bouncing effect and cannot get the cripple, which is what you actually need — thereby offering DH a cripple on auto-attack but making it actually impossible to use on-demand in certain situations (esp. PvP). Also, it feels like everybody else’s bow attacks. Instead, LB1 should be a 3-hit chain, with the third hit applying a very brief blind in a small aoe (which should then be able to be traited to “cripple foes you blind,” offering obvious synergy with other Guard skills). Now, that would be enough, I suppose, but if the developers are willing to put the effort into it, what I would really like to see would be this:
LB1: 3-hit chain. The first two hits deal single-target damage and apply one stack of Light’s Burden to target and nearby foes (3 target max, small aoe). Each stack of Light’s Burden slows the effected target’s movement (and attack?) speed by 10%. The third hit in the chain fires three homing light projectiles which track only to enemies effected by Light’s Burden. When they hit, these projectiles deal damage and destroy all stacks of Light’s Burden, causing further damage and inflicting a very brief blind. Around half or so of the damage from the third hit should come from the exploding stacks; this way, if there is only one target, all three projectiles will track to it alone for extra damage, but since there will still only be two stacks of Light’s Burden,
the damage will not be tripled. This would fulfill all the important things for DH Longbow 1 all at the same time: Better damage/improved effectiveness against single targets, synergy with traps, the crippling/hunter theme, and other Guardian traits, skills, and themes, the ability to provide some aoe control and damage, reliable effects that work when there is only one enemy.
Shut up and take my money, the AA really sounds amazing, when i read it, the first thing that come to my mind is the hunter bolt of the magick archer in DD
GM Longbow arrows knockback enemies in close range (ICD). Enemies you control (knockback, knockdown, stun, etc.) are crippled. You deal 10% extra damage to enemies beyond 600 range. Longbow skills recharge 20% faster.
kb should never be automatic. some people suggest that only the Deflecting shot should kb when enemies are within the range threshold so you can control the knock backs
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The main problem of True Shot is the root in PVP (let’s be honest, almost one sec of root every 4-5 seconds against people who knows how to play their class means that you are going to get rekt more easily), my idea is make true shot a into two skill/ Sequence skill to be more flexible or less risky, this means that the first part of the skill will root you for 1/2s to charge the TS (you can maintain the charge for a couple of seconds before it disappears) and then you can fire it when you want but when you release the charge it will root you for 1/4s, so you can charge it before the fight or behind a wall without the risk of be cc easily or set a burst to take down a enemy faster.
I don’t think that increasing the damage of true shot is the right way to go, instead of adding more damage you can change the stability effect on the Hunter’s Determination trait into a effect that allow True Shot to bypass/ignore the damage reduction of Protection so it may be more reliable
Zealot’s March: Not a huge fan of this one in particular. It’s a nice suggestion but I don’t think many would take it. Maybe add on that you can’t be CCed while channeling?
Defiance/ Break Bar maybe. The LB AA should be like the mesmer AA a channeled beam so things like this never happen again