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Wondrouswall.7169

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  1. It's not needed, but at least it fits with the weapon. Meanwhile, having extended stun and daze durations has never been a top priority for shortbow users. The stun/daze is just there to disrupt. A better option is to have a trait in Skirmishing that grants a bonus or effect for disrupting an opponent rather than extending it. It fits in more with shortbow's style than a longer CC does. Edit: Like confusion which fits the name of SB5. Or extended cooldowns for interrupting an opponent. Anything really. Even a condition like slow.
  2. Now, ask yourself this, what would extending daze/stuns to shortbow really do for it? Moment of Clarity is not the trait(s) to do this with. If you want to look at traits, look at the ones in Skirmishing and Wilderness Survival.
  3. Rather than move a trait entirely, a compromise would to break it up. Keep Moment of Clarity in Marksmanship and move the extended stun and daze duration onto Two-Handed Mastery.
  4. Create and balance towards competitive modes first, then tweak for PVE afterwards. Each mode has specific needs, but there should be no reason why a weapon that is viable against a boss with 1 million HP should be less viable against a player with 15k HP.
  5. Some ideas seem okay, the others not so much. I'd prefer tweaking what's available. Albeit, many small tweaks.
  6. Indeed, as pointed out long ago on the old forums. Oddly enough, something similar was done to Revenant's Hammer Bolt and it was labeled as a bug in the patch notes. So, I'm not sure what is Anet's stance on this currently. The staff isn't the same as it was before.
  7. So, Thieves received Preparations and their Smokescreen was altered into a circle. Meanwhile, Sublime Conversion is still a wall but now grants regen rather than being a dome. But instead, regen is added to Druid, nearly 4 years after its release. And of the 3 utility skills on Staff that don't grant a boon, it's placed on the skill that benefits allies most when positioned to shield them from projectiles. Just dome it already and have regen pulse to allies within the dome while destroying projectiles. The janky sprinkle heals can f-ck off for all anyone cares.
  8. For real. That was the biggest downside to the old sword. It had its nuances, but that con outweighed the pros heavily. If there was one thing I miss about the old sword, it was just the animations. They were flavorful and unique, from the twirls of the Asura and even that dropkick Norns would do. Current animations have no "oomph" to them, but at least it ain't as bad as Necro's axe auto.
  9. If I could have the old animations back but without the leaps so I could dodge at any point, sure, but that won't happen. Just like how many Rangers want the 2nd hit in the auto chain to cleave up to 3 targets or a reduced cast time on Hornet's Sting so the evade can be accessed when it's needed to rather than having to predict. Screw the old animations if I could have those 2 changes for sword....
  10. "Whirling Defense damage increased by 14% in PvE only."
  11. Really, Anet? Even though the uniqueness of Ranger shouts were using the pet as part of supporting allies when Irenio went through the trouble of updating most of them to reflect this. Search & Rescue sending the pet to revive allies, Protect Me also breaking stuns for nearby allies while redirecting an attacker's focus to alleviate pressure, and Guard using the pet to redirect a portion of damage off allies wasn't bolstering allies? So, once again, instead of doing the right thing and putting in the work to revamp Strength of the Pack, Heal as One, and Sic 'Em to be in line with the design philosophy of bolstering allies while keeping the flavor of Ranger by incorporating the pet as part of delivering this support, you took the easy way out and re-categorized them while reducing build diversity. By the way, Stance sharing is a thing. Let that sink it. Such kittens.
  12. What I can hope for... Cosmic Ray cast time reduced from 0.5s to 0.25s.Natural Convergence stability changed to apply 1 stack of stability (1s) on each pulse. Stability is shared with allies within range. The final pulse also heals allies within range. Healing: 1,000 (0.2) (from Cultivated Synergy).Cultivated Synergy changed to heal an ally when removing a condition. Healing: 596 (0.2) (from Lingering Light). Lingering Light blindness and self-heal on next strike after entering Celestial Form portion replaced with the ability to generate Astral Force while in Celestial Form (at reduced rates: 0.25% on hit & 0.50% on heal, 33% of Celestial Being's numbers).Trade-off changed to: Pet outgoing damage and condition damage -20% and Pet incoming damage and condition damage -20%. (Similar to the GW1 Hearty Pet evolution. The pet loses damage but is more resilient to damage.)It probably won't be enough to skyrocket its performance, but it's a start. :#
  13. Nah. Anet will most likely change Sic 'Em to be like Warrior's ["On My Mark!"](https://wiki.guildwars2.com/wiki/%22On_My_Mark!%22 ""On My Mark!""). No point coming up and coding for something new when they can just copy/paste and be done with it, minus the ammo for an extra jab.
  14. Wishful thinking indeed. Will be 4 years this October hoping Druid Glyphs work underwater. Eventually, the hope goes away.... :'(
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