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magic fly.2041

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  1. I really liked the "you can only use one pet" mechanic because soulbeast is about your strong bond with your one pet, not your diluted bond with a menagerie of pets. Thematically the spec will lose flavor even if it gains more usability.
  2. As the title says, if I press F1 to tell my mech who to attack, it should still attack my target even if F1 is on cooldown. Mechanist is really fun by the way, I really enjoy it.
  3. I had basically the same question. I don't know the answer since I just went with rune of scavenging which is basically the same thing plus some poison duration for my pistol #2 skill. On another note, I like how flexible condition build's runes are for mechanist. Mech doesn't seem to get condition duration bonuses from runes or sigils so it's either all-stat runes or condition damage runes, and so runes aren't as important as they are in all my other condition damage builds which lets me pick weird ones instead without as big of a loss.
  4. Boons, damage numbers, and whatever else I honestly couldn't care less about so your suggestions wouldn't affect the issue in my opinion. What the weapon lost was it's style and how easy it was to use Serpent's strike to dodge.
  5. Yea, I came here to suggest exactly that. Pet-specific skills would be a ton of work for every single one, but archetypes already exist which could simplify it a bit. Having all pets be the same while unleashed cheapens our pet choices. Other thing I came here to suggest is the ability to toggle automatic usage on the pet's skills. Many of them are just "do a little more damage" skills and I don't want to micromanage those ones for such marginal benefit. My pet is smart, let him do it. I only want to manually control strong ones like moa's harmonic cry.
  6. Even since the ranger sword changes, it just feels useless. You used to be able to use serpent's strike at any moment, and it was a really fun skill for evading an attack in a stylish manner. Now? You can't. You need to use this random leap attack before you can use serpent's strike and by the time it's finished leaping you already got hit by the thing you wanted to dodge. Or you used the leap ahead of time, but when the moment comes that you need to dodge, whoops! It's on cooldown! The attack animation with the kick used to be awesome, but it had the downside of locking you into the attack. Now? You aren't locked into the attack, which was a needed change, but for some reason the animation also got changed so my character (a charr, if it makes any difference) is just flailing his sword like he accidentally glued the sword on and is trying to shake it off. Where's my awesome kick? I get that the sword needed some changes, but Serpent's strike didn't need changes, only the leaps and the autoattack lock needed changes. Serpent's strike and the autoattack's cool animations were the best parts of the weapon, but now one is completely gone and the other is gated behind an unwanted leap. Does anyone even use this weapon? I haven't seen anyone use it even once recently.
  7. The hammer skill's cooldowns are shared between unleashed and normal, so it's not the equivalent of two weapons. The elite, if I remember right, was purely defensive in nature while SotP is more offensive for granting might and fury instead. They don't do the same thing besides having similar cooldowns and granting stability. ...also...it isn't even out yet. 🙂
  8. Let 'em. First few weeks nobody will have experience on how to counter it or any of the other especs so there's sure to be incorrect complaints about every single spec in pvp.
  9. Pets and stuff take 95% reduced damage from aoe attacks that don't specifically target them. I'm not concerned. Most cries of despair about having an AI assistant with AI pathfinding both here and in the ranger forums are overstated. The only time I could see it being a problem would be in pvp where players can jump gaps and AI would take a long path instead, but why would you take a spec weak in that situation straight into that situation? Can only blame yourself for not picking a different location to fight where your AI pet won't struggle.
  10. I kinda like what I saw, though there didn't seem to be much in the way of condition damage options in the traitlines, though maybe they're hidden inside the pet skills or something and aren't in plain sight? I'm honestly slightly worried about that trait I saw, 10% of strike damage healing the ranger. Having healing be based on a % of outgoing damage can very very easily get out of control since that means that your offensive stats are now acting as your healing stat too. In Grim Dawn where damage=healing can be very prevalent, it was so strong that bosses ended up being given a 95% resistance to it so the player would only heal 1/20'th as much when damaging them. Birds will be a TON stronger with untamed since you won't allow them to waste time on the swiftness buff skill. The hammer skills having different variations when unleashed mode is on the ranger, is that hammer only? Do any other weaponsets get variations on the skills while unleashed? I wouldn't expect that they do, but if they did it would make untamed gain a ton of build variation and depth which would be amazing. The marksmanship traitline is going to probably see a massive increase in usage with Predator's onslaught and Moment of clarity since those traits would activate frequently with untamed's cripple/cc focus.
  11. Here's some alternatives: Healing Spring Nature's renewal sigil of purity (1 condition every 4 seconds) sigil of generosity (1 condition every 6 seconds) sigil of cleansing (2 conditions on weapon swap) There's also tons of runes that give anywhere from 15% to 25% reduced condition duration and even one, rune of antitoxin, that cleanses an addition condition on each cleanse so the sigils from earlier would be 50% to 100% stronger. There's a rune that cleanses when you use healing, one when you use an elite skill, rune of stars is -10% duration AND damage with an extra -30% cripple/chill/weakness on top of all that so I assume -40% total for them. If you use food, there's another -20% duration there.
  12. With a max hp of 12577, isn't this the expected result? Even a naked elementalist with a +100 vitality food has more health than that. That elementalist better be careful. If the monsters accidentally sneeze at her, she's going down.
  13. Both of the ranger especs try to push the pet away. We need one that either keeps the pet at regular full power or buffs it somehow, since anything that currently buffs the pet is better off on a merged soulbeast making it extremely hard to justify any real investment into pets outside of soulbeasts who barely even have a pet.
  14. Vizu, the assassin who crippled Shiro. or Master togo, which is the one out of all of these that I think is most likely to appear either as a legend or as a ghost npc in the game. or Kuunavang the dragon who was trapped under the Harvest Temple (Dunno if she's still alive or not by GW2's time) or Talon Silverwing the tengu warrior. or Nika the assassin, the character whose mug appears on faction's boxart. or any of the ghosts of significant individuals from tahnnaki temple, like teinei the elementalist who kept one-shotting my team, or zojun the ranger who had multiple ranger skills named after him, or again Vizu the assassin.
  15. If you aren't soulbeast, just swap pets. It will have a longer cooldown before you can swap pets again since your pet died.
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