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Phoenix the One.4071

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  1. I enjoy playing the vindicator and use Viktor for my cleanse and an extra healing, just to switch back to Arche or Shiro for more dmg. that said the points are still valid. I like the animation for the jump, but thematic it is weird. We might as well vanish into the mist and come crashing down from the sky, but appearing behind the enemies like shadow stepping would be wiser. ohh and the whole Greatsword animation is also a bit funny. I do not think that they gonna change much tbh, I think the devs feels pretty good about all the new elite specs.
  2. Ohh the alliance stand mention how they love the op sea when on your skiff 🙂
  3. I would like to see a bit of bruiser support? I feel like this was the way of the Catalyst, but maybe Anet then remembered the weaver. Hardened Aura: Still get the reduction, also passive reduce strike dmg by X amount for under the 320 threshold. Elemental empowerment: ICD 12sec in combat. Adds 230 vitality. Enpowering Auras: Passive adds X amount of dmg against enemies within 320 threshold. Staunch Aura: passive X amount of vitality as power Maybe they should be added to middle row and top should be condi. I feel that most other specs got a clear power/condi/support line, but it isn’t as clear for the catalyst, as it feels more like a supporting traitline (like Arcane) than an elite one. like the bottom row that plays with the class mechanics. Think we could have a strong passive vitality boost as the necro/ranger/guard. Hammer 3 also feel out of place and weaver like. maybe play around with the upkeep of energy? if you have three hammer 3 active you get no energy while in combat beside from trait, if you got four it ticks down. so you could have1-2 active but at the cost of fewer combo fields, or none if you rather want the support. Final strike shouldn’t reward the amount of orbs, but be a way to remove the orbs (and upkeep of energy) and deal a bit of dmg.
  4. I agree. Unfortunately lackluster 🙂
  5. I feel like this is a worse bruiser 🙂 it lack something.. more dmg reduction? Or the healthy extra vitality from weaver (maybe X% more health and toughness). The elite mechanic is clunky at best, a feels bad to use. Love that hammer got a lot of blast finisher, but over all missing the impactfull feel (sound and animation), AA are also underwhelming… an attack chain wouldn’t hurt. Love that most attacks grant conditions. In my opinion the weakest elite specc to date. But maybe you can still tweak it. Also the new in-combat buff is too slow and feels bad.
  6. I kinda would like a reflect :disappointed: So an active ability that summon a wall or tormented limps, reflecting projectiles and inflicting torment and fear to enemies passing through.8 sec duration75 sec CD.Passive: Gain resistence for 1,5 sec every 10 sec?
  7. Are we throwing put ideas? Passive (chilling death): Every 10 sec you apply 2,5 sec chill to enemies within 230. (Max 5 targets) Active (Ice cage): summon an i y cage at target location encasing the enemies for 2 sec (immob), applying 3 sec chill andslow, and 5 sec cripple.Enemies that shatter the encagement (stunbreak) take 10% extra damage for 5 sec.CD: 180 Edit: on second thought, bad idea, it is just a signet version of reaper shout
  8. Or just throw a big monkey wrench into things, and give everyone equal health, but allow everyone to choose their armor class... heavy giving more durability and CC-resistance, light giving more mobility/evasion and faster attack/skill speed, and medium giving a good balance between the two. If nothing else, at least give each profession a choice of two armor classes. For example, Thieves could choose between light and medium, but be locked out of heavy (unless, perhaps, an Elite Specialization was designed around it). Bold idea, but I like it.
  9. Possible solution could be equipment with negative stats. Let all profession have 14k base health.Let beserker be the best pure power equipment, with negative vitality.Let some of the bunker affix. Come with little to none (maybe even negative) power and/or condition damage.
  10. I'm fine with low health & sustain with high damage and mobility, or with high health and sustain with low/medium damage and mobility. The things that annoy me are the ones that have medium/high health, sustain, damage and mobility all rolled into one, with stealth thrown in because why not. Looking at you, holo/soulbeast. Yeah my point was also that with balnce changes and elite specs. The old reason for the health tiers seems a bit more blurred out.
  11. The health tiers always annoyed me.. especially hitting a bunker necro with two healthbars xD And always felt weird that guardians got so little health.And ofc thieves and elementalist got hit due to mobility and dmg? But I think other healthier profession can easily comoete with them there.
  12. I kinda want to see dual sword.. or greatsword.. both playing on ronin theme :)
  13. Or look at our energy system again?I think I recall we had a thief like system for our utility, using energy and not CD (which was a bit broken, like some thief ability). I mean both normal abilities and utility uses energy and CD, again maybe lower CD? Looking at other professions not really. So I would like to see them go back to our normal abilities just having CD as for other profession, and our utilities being the theif like energy-management game.Or yeah IDK something different.
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