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LughLongArm.5460

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  1. Ho, wow. Completely forgot about that one.
  2. Pistol seems very strong on a reaper in PvP(1vs1 dueling). It will take a long time to balance all the new weapon/class combinations.
  3. Ho, I see. It was not 100% clear. Seems like a cool build concept, busted seems a bit of a reach.
  4. Great trait line for druids(obviously). Windborn notes+ healing spring+druid passives = Very strong passive healing. Protective Ward is nice with nice with turtle. Use your key pet most of the time and in clutch moments, swap to turtle + f2. You and close allies will receive projectile deny + protection + the guard's damage reduction.
  5. It probably has a small animation associated like most of the "beast utility skills".
  6. It actually give 5 sec regen and its also a water field so it has the potential to heal(staff 3 combo). great skill overall.
  7. Extremely squishy build. Berserker amulet, Only 1 stun break with long CD, only 1 condi cleanse part of a situational heal skill. Has to be melee. -Problem with the signet Cata was that it was able deal tons of damage while still being one of the most tanky builds in the game.
  8. Got it. Appreciate your takes nevertheless. Hopefully it's part one and we will see more changes with the upcoming expansion. I also have some issues with the patch(which I have listed here) but when it comes to ancient seeds, I'm actually fine with this change.
  9. If you are talking about game wide fundamental solutions, all boons should probably stack in intensity the same as condies and stability. This will make boons and boons applications much more interesting.
  10. Could be and yet this thread is all about a some second considerations to statements you have done just yesterday, so defiantly there is the potential for some additional reevaluations. I play GW2 since lunch, not consistently and not to the amount you play, but I remember coming up with the power staff dazer build years before it got popular by top tier players. I even remember playing version of the build with the soldier rune and the caviler amulet 🙂
  11. Hi, not sure you are right, the theory craft process has only begun. with the new changes to NM, sword and CA might applications, you can definitely make new strong builds that will not relay on the brokenness of Ancient Seeds. I already tested a poison master build that performed quite nicely and today I will test power druid build. I think NM is very interesting for druids. The chill application of CA 4 is also quite interesting for team fights. Not everything is about big big damage.
  12. I think the "Ancient Seeds" change is quite solid, it was very inconsistent, one trick pony, 0 skill, super carry type of a trait. Useful up to kitten level annoying in some 1vs1 situation and completely useless in others. In 1vs X situation you can't even control the target, it's just there going on in the background doing work , very bad design. The new trait is much more flexible and consistent across many types of situations, sure it doesn't have situational over performing spikes but its a better trait overall.
  13. Thanx for the info, there are definitely many upsides and interesting ideas coming with recent changes, but still I feel some things are confusing with the overall design goals for the druid. 1) PVE - From what I understand the alacrity changes were made in order to give the druid for flexibility in terms of choosing utility skills and also to make the rotations less sweaty. Based on your suggested build, it seems you still have to use 2 spirits and rotations are even sweatier and harder to pull off. I think the alacrity boon should be attached to direct healing regardless if the the druid is in CA or not. 2) Confused about Lingering Light - The idea to is to give the druid rapid access to CA but in most game mods CA CD is 10 sec, with alacrity is like 7.5 sec. It is already a challenge to make sure you regen all the AF in 7.5 so its probably will be hard to produce value out of this trait. Lingering Light theoretically could be useful in PVP(where CA cd is 20 sec). I don't think traits should be designed in order to optimize game modes splits. What actually should be done? Lingering Light should give the ability of generating astral force by healing others while in CA form, meaning that as long as you heal allies, you can maintain CA form. This will create a different kind of playstyle for druids(and perhaps will give glyphs more room to shine). 3)Staff - Without the the dedicated trait, I feel this loved weapon is lacking, I really loved primal echos and the 20% CD reduction and I see no reason to take it away. If they don't want the staff daze, they can move it to other places, it would be cool for example if Natural stride would do for the staff what Light on your feet is doing for SB, like modify the staff skills a bit so it could apply some condi pressure or something like that. 4)Glypsh+Verdant Etching - it is still quite disappointing, glyph elite - great, glyph stun break - great, the rest are mostly pointless. With the Lingering Light suggested concept this could be changed.
  14. I think it should be base only for non untamed builds. The untamed itself should function as it is now.
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