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Geoff Fey.1035

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  1. As well, it's possible to get 1 Legendary Armour every 3 weeks by playing under 2hrs per day, 3 days a week. Daily: 6 Provisioner Tokens [3-4 minutes alt-swapping] Once per day, no more than 5 times each [under 30 minutes each OR chain back-to-back under under 1.5hrs] Skywatch Meta & collecting magic for Pinch of Stardust Amnytas Meta & collecting magic for Static Charges Inner Nayos & collecting magic for Congealed Screams Once per day, no more than 3 per week: Convergences [approx. 25 minutes each] Map Completion or Light Lanterns in each map 5 times Skywatch Lanterns - can do this while waiting for Meta timers Amnytas Lanterns - can do this while waiting for Meta timers Inner Nayos Lanterns - takes 10-15 min/completion Even if you don't have the gold & materials, I'd recommend doing this as you'll get plenty of both.
  2. ANet has a VERY hit and miss track record with fixing things in a timely fashion. And even if something is not broken, ANet might decide to rework it--much to the ancient chagrin but now recent applause of Chronomancers. In addition, skills or traitlines can be removed or butchered at ANet's whim. Look at the Trait/Speciialization revamp, whole Rune/Relic fiasco, or the backlash from Legendary Relics now needing to "learn" things from Expansion 5 onwards. ANet could roll back all Legendaries so that you need to "learn" stat combinations all over again Nothing in the game is permanent and there are entire builds that are considered a staple of the meta in any mode are hinging on a single mechanic to make them viable.
  3. They were such a pain to stack up before I never bothered with them. Without Jade Protocols, most open-world solo builds can burst a group of enemies down in ~5 seconds, making the defensive boons nearly worthless have maybe 20s-30s cooldown between groups without Alacrity maintain several of those boons somewhere between 25%-100% (each) with zero boon duration vs Champions have traits for sustain/defense but use full DPS equipment so no need to swap anything except maybe 1-2 traits (or 1 traitline) In Zergs it's irrelevant because you have 100% uptime on everything anyways The +150 stats is the biggest bonus.
  4. Potential Design: Add a new section under the Training Tab for Weaponmaster Training and the new weapon training The Best Design: Add an event chain or collection to unlock with additional lore explaining why your profession has begun using these new weapons or branching out your techniques. ANet's Choice: Make these story steps pointless for literally every single other character on your account after completing them once Weaponmaster Training: "Hey, you know you can just.... use the weapons, right?" Expanded Weapons: "Find these scrolls for ancient fighting techniques that we'll never mention ever again, but you can give them a try"
  5. Warrior Trait: Bloodlust--either: A) 33% chance to inflict bleeding on hit OR B) Causes (100%) bleeding on critical hit
  6. When heroes were first introduced (2006) in Nightfall, you could only have 3. It wasn't until March 2011 that they removed the cap, approximately 6 months before release of GW2. I would be okay with ANet adding Heroes (probably via Mastery) in GW2 for instanced content
  7. So Condi Deadeye dropped from 50K down to 45K, putting it in line with other DPS builds rather than 5K-6K higher Barring projectile bugs, it'll be simpler to maintain the rotation in chaotic fights which seems like a plus overall
  8. The only axe change was how skill 3 for the Axe/Dagger setup handles Malice I'm finding the DPS is roughly the same so... not really any difference except the rotation is simpler.
  9. I thought this change was really good for PvE. Condi Dagger/Dagger Death Blossom build is 3-3-3-5-1(stealth attack) repeat Axes Before Patch: 2-2-3-5-1(stealth attack)-2-2-2-3-2-2-3-5-1(stealth attack) repeat After Patch: 2-2-3-5-1 (stealth attack) repeat Don't have to worry about skill 3 screwing up the rotation for Malice generation. And having a simpler rotation makes it function better in PvE since you don't have to think too much for the rotation. Sure, the damage may not be as high, but it's much more consistent and easier to master. Am I missing something?
  10. Don't wake the sleeping giant *rocks back and forth in a corner with the remnants of my immortal build that used Runes of Tormenting*
  11. Super simple fix to help make Hybrid-Bladesworn feasible: Guns & Glory provides a 100% chance of burning on explosion in addition to the Ferocity buff Chip damage for power builds Condi-spike for Gunsaber (Blooming Fire) & Pistol (Dragon's Roar) Zero mechanics changes Does not detract from Dragon Slash (since ANet seems dead set on this being the crown jewel of the spec)
  12. The Nov 2023 patch made it largely irrelevant (build-dependent) since you can get back into Berserk mode in 8s quite easily, and it's easier than ever to maintain Berserk. That said, having the option of using F1 if you're in a crunch is still a nice-to-have rather than the need-to-have previously. Agreed Bladesworn mechanically (and traits-wise) needs a solid review and rework PvE most viable builds devote everything to supporting Dragon Slash; HealAlacSworn is only viable because it's not expected to do any damage; no condi builds PvP change to unyielding dragon heavily damaged its viability in PvP, and it was difficult to use before then WvW why would you put yourself through this? Being rooted in WvW is basically a death sentence
  13. Several of the Spellbreaker skills and traits are actually named after those used by Dervishes in GW:Nightfall
  14. Honestly I'd like to see Spellbreaker's boonstrip abilities re-focused on. I understand that ANet as a whole has completely invested themselves in a boon meta. While I have my personal misgivings on it, that's the direction of the game--any calls to change it means a complete revamping of all professions, not just one or two. So it's fine with that. But Spellbreaker constantly has its boonstripping skills getting nerfed which is like taking away someone cup of water when they're trying to fight a wildfire. Meditations are simply a worse version of Core Warrior skills--with Break Enchantments being the sole exception. Natural Healing - Mending has a lower CD and activation time, allowing you to heal more and remove more conditions over the same period of time *Both of the below could be combined and "Shake It Off!" would still be a better stunbreak & condi defense Sight beyond Sight - Could be replaced by Relic of the Daredevil, but PvE Spellbreakers usually already have high Crit Change making this single guaranteed crit pointless Featherfoot Grace - Both Banner of Tactics & Berserker Stance are flat out superior in every way. Imminent Threat - Literally every single thing this skill does there are vastly better options: Taunt: Breakbar damage you could take Kick and do more 4x more CC. Almost any scenario where you would want to force someone to activate your Full Counter you're better off baiting them in other ways (PvP, WvW) or they have a Breakbar (PvE) Adrenaline: You have so many ways of gaining Adrenaline that this is utterly pointless Resolution: 5s on a 35s CD. You could get pulsing Resolution with Banners, Defense Traitline (Blocks), or Staff, all with greater durations and lower CD's Winds of Disenchantment - Out of 11 updates to this skill since release: 1 Visual update 1 Bug fix 1 Buff (2018) 8 Mechanical changes and nerfs, all of which either lowers targets/duration, negatively impacts player activity/mobility/defense, or changed the nature of it so that "incoming boons" only have reduced duration instead of being outright stripped (i.e. not triggering traits)
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