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RiyazGuerra.9203

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  1. Little concerned, did not see any info about light field and added blast or leap finishers.
  2. For the sake of build diversity, if we're going to put this on a minor, let's put it on several trail lines, I'd vote Discipline, Arms, and Strength. On whether to normalizing the game so resources don't decay, I am fully on board with that...I just have a strong feeling the devs feel the decay is a profession defining opportinity cost to balance Adrenaline consuming skills. That latter assumption is why I added the suggesstions I added. In theory, several options would be implemented so as to give individual warrior a choice on how to cope with Rage decay so one single option doesn't become the meta.
  3. I'm not sure about removing Adrenaline decay fully when out of combat, but here are some tools that can be added to mitigate decay. 1. Change Signet of Rage from Signet Passive: Grants adrenaline while in combat. Signet Active: Gain fury, might, and swiftness. To Signet Passive: Adrenaline does not decay when out of combat. Signet Active: Gain fury, might, and swiftness.. . . 2. Add a new weapon sigil reminiscent of the GW1 Furious weapon upgrade mod Sigil of Adrenaline: Attacks grant double Adrenaline. . . 3. Add a new effect, 'Angered' to healing, utility, elite skills which grant Adrenaline when activated. Angered effect: your Adrenaline does not decay for 10 seconds. . . 4. Add the functionality to Relic of the Warrior. From Relic of the Warrior: Weapon swap recharge time is reduced. To Relic of the Warrior: Adrenaline does not decay. Weapon swap recharge time is reduced.
  4. Instead of the boon duration buff on Skill 5 I would rather extend the block time and add a light field. Then, I would add a blast, leap and whirl finishers to Staff skills so we can cleanse on the light field.
  5. I wish to contribute to the Charr racial mount skin pack Skyscale: Charr helicopter Griffon: Charr jetpack (has wings too) Siege Turtle: Charr war machine Raptor: Charr motorcycle Beetle: Charr unicycle Springer: Charr two-legged mech (think a Charr sitting on ED-209 of Robocop fame) Warclaw: Charr ATV Skimmer: Charr minisubmarine
  6. I hear you but it is kind of nice to be mostly free to wield any weapon set (Staff might change this) and be able to toss out heals via utility skills. It's a tradeoff.
  7. I'd rather keep the healing others mostly centered on Vigorous Shouts(VS) and Soldier's Comfort(SC), boost those if necessary, especially Soldier's Comfort. If they decided to change MMR to also heal others, they are going to either nerf our Might generation or the amount healed in VS or SC and force anyone trying to be a Warrior healer to take MMR.
  8. Yes please, there needs to be one or more shouts for the Staff boon sharing skills. That would be nice synergy with Vigorous Shouts.
  9. It's hard to really form an opinion based on the info revealed but I IMPLORE Anet to make the Staff burst involve a healing component. Having a heal on the Burst will enable the Spellbreaker, currently the weakest PvE elite spec, to be the best support spec. How? Because of the simple mechanic made possible by Minor Grandmaster Trait, Attacker's Insight, where Full Counter refreshes all burst skills on hit. The burst skill heal should be an AoE heal of all nearby allies. Limit the range of the AoE to fit in with their desire to make support Warrior a frontline healer.
  10. I just transform my Charr warrior into a housecat to do the more annoying jumping puzzles.
  11. Good suggestion. Thinking outside of the box, I like that.
  12. Fools! Do you not recognize the Natural Healing 'stealth buff' this is??!!!111 😆
  13. Spellbreaker changes are all PvP??? The minor changes almost seem like a token gesture to pacify the community more than a serious attempt to address the spec's shortcomings. Where is the additional boon rip? Meditation updates? Very skeptical about the lead's vision.
  14. Just want to throw out a simpler change to Full Counter (FC). How about it functions the same as current BUT if it does not trigger (does not counter an actual attack) the adrenaline bar is NOT spent and the skill recharge is reduced to 2 seconds (keep successful FC recharge to the current 8 seconds). If you think 2 sec recharge (for untriggered FC) is too OP I think 4 sec is more than reasonable.
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