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Redpawa.4108

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  1. I'm a WvW'er so sure They still promised us functional traits though.
  2. - Flesh of the Master: Must be extremely strong otherwise none of the adept traits will be used as Shrouded Removal is busted. - Deadly Strength: The power bonus helps mitigate the damage loss for running a tankier build. It also exists to tie in to the historical trait, which was far more fun to build around.
  3. Necro. Warrior is cool and all when they aren't nerfed every 4 hours
  4. Let's go further! Aegis Has a 50% chance to block the next attack Fury Grants 2% critical hit chance Protection Damage is reduced by 15% for consistency with Resolution Stability Now reduces incoming CC durations by 10% (stacks to 10) Swiftness Increase movement speed by 25% to be consistent with movement signets Vigor 25% endurance regeneration or alternatively maybe we just decrease boon spam
  5. Upcoming soon- "Fixed a bug with Canthan Armor Box's. All armor options are now account bound."
  6. Time to revive my post about shroud being inherently unbalanced with/without tank stat investment. For the love of god just remove the damage reduction effect and allow necro to be healed in shroud. It moves the skill floor and the skill ceiling up while somehow still making it more obvious how to play for newbies.
  7. Have you tried Svanir runes? Yes chill is powerful, but it's also the only condition with a rune set that deletes it. Additionally I assume you are ele, because they generally seem to have the worst time with it so also consider Earthen Blessing or just chilling the (presumably reaper) player harder.
  8. Once the bug is fixed the build I use is http://gw2skills.net/editor/?PSwAEdjlJw8YKsFWJW2WltcA-zRJYiRNfhEYCURFUSIYyBIg9wXR/A-e. The constant boon denial is enough to make basically all boonbeasts run, and the weakness spam doesn't make thieves particularly happy either. That said I haven't run the build in a while so try it at your own risk. Alternatively you can run http://gw2skills.net/editor/?PSwAEdjlJw8YcMFWJeeXptcA-zxIY6omvMCMFqoCs+QIkeUPQGBE-e but ever since the DM rework it lost pretty much all of it's pressure. Still unlikely to die.
  9. Weapon Skills Straight increase to the condition damage budget, but could work depending on the numbers. also, Chilling Scythe already increased chill duration by adding 2 seconds of chill. Love it Skill 3. Too much fluff, it already increases damage by 12% Skill 5. The pathing is a core system, overhauling it would take too many resources. Also it is a skill ceiling addition in WvW Both shroud changes would be unnecessary overtuning, additionally the Terrify change would take to many resources for anet to implement. Minor Traits Interesting idea, but would need chill removed and damage nerfed to ~50 ie. Vampiric. Additionally, the purpose of Shivers of Dread is to lock down opponents by making it a semi-stun which is greatly needed in competitive. Love it, would probably overtune the hell out of condi reaper though Adept Traits Augury of Death: The recharge reduction is a unique aspect of reaper shouts. Ideally the siphon would be removed and more power given to the conditional recharge. Master Traits Love it I imagine PvE players would *hate* this, but I do like the theme. Personally I'd want this to change the effect of Cold Shoulder so that there is more of a trade off. Would need very careful tuning, but I'd much prefer this than Soul Eater being slapped on every single build. Grandmaster Traits I feel like this steps on Death Magic's toes a too much. I think pre-"bug fixed" Soul Eater would fit better here. Condi Reaper is already doing well for itself, and any of the other condi changes you would suggested would easily push it to OP. I would keep this the same What power Reaper needs is less self reliance, and more party buff potential. To that end I'd keep the quickness on shroud entry, and make quickness increase power and ferocity by 200 each similar to the Deadeye GM
  10. The intention is increase break bar damage/stability removal and add core trait interaction. Given a 1/2 second duration the fear would be covered by any of the crowd control available to Harbinger so your target won't be moving anyway.
  11. I forgot to add the addendums that I made when writing out my thoughts rip >.> For Signet of Undeath I think it's active cost should scale down with Blight, given that the current implementation will leave you with 1800 health anyway, which is- disfunctional, at the very least. With scaled health sacrifice it would at least leave you with 4803 which is alarming but survivable.
  12. While we will get to truly test out the spec in a couple days there are some changes I would like to see around the thematic of the spec. Alchemic Vigor: This trait is counter to the theme of the entire spec. It was added so that blight does not bring the Harbinger health pool below low health classes, but this is inherently bad design. What most players want from this spec is to throw all training wheels aside, but this trait just staples another smaller set on. Furthermore, for competitive Death Magic should be the choice of survivability and bonus health is a stopgap measure due to the flaws of Death Carapace. Suggested Change: Alchemic Vigor has been replaced with Petrifying Fear. Petrifying Fear Disabling a foe applies Fear. Fear (1/2s) This change provides additional functionality to interact with the core traits that was otherwise missing. Usage of Blight: With the current slated design blight is a 25s "debuff" that merely stacks up. The lack of interaction with this core mechanic leaves something to be desired. To solve this I would like to see the ability to consume and transfer blight, as well as effects triggering at a threshold ie. the adept traits, but with a cutoff to encourage maintaining higher stacks. Low interactivity: For a specialization about maximizing risk for reward the grandmaster traits are incredibly passive. This reduces engagement for both the player and opponents in competitive. Suggested Changes: Cascading Corruption Your power is increased. Above the threshold consume Blight to increase the damage of your next weapon skill 2. Power: +180 Threshold: 20 Blight Consumed: 10 Damage Increase: +15% Deathly Haste Quickness consumes Blight to apply Deathly Haste. Voracious Arc applies quickness to allies. Blight Consumed: 25 Deathly Haste (6s): Skills and actions are 66% faster Quickness (1.5s) Doom Approaches Applying a unique condition transfers Blight to your target. Blight increases your condition damage against defiant foes. Cooldown per Condition: 5 seconds Transferred Blight: 2 Blight (5s) Thanks for reading! If you have issues with the numbers that's fine, Personally I feel that Harbinger needs mechanical changes first before finding it's balance sweet spot. The trait changes I suggest are to reinforce 3 "roles" that can be chosen: - Power: High burst and fast paced combat. - Boon Support: Supply offensive boons with a niche (Deathly Haste) to compete with Firebrand. - Conditions: The "primary" role, High ramping sustained pressure that forces play with low health.
  13. On a constructive note; Excellent additions to WvW with the cantha ESpecs would be: - High stability access. - Boon removal + possibly boon corruption or Increasing the design space of Spellbreaker. - High condi removal, to give another option other than scrapper. This is less needed than the other two.
  14. Changing who has access to boons will not change class diversity, it will just change which classes are chosen. The classes that will be taken will provide Stability, Protection, and Might. If the class responsible for a boon is responsible for corrupting it, this change would even more heavily reinforce the new meta. In addition you would now have to do a rework of Guardian, Necro, Revenant, Mesmer, Spellbreaker. What would the reward for reworking 4/9 of the classes in the game? An even more heavily entrenched meta (gamewide) and limiting design space. Additionally DPS classes in the meta will not change, AoE spam is king in blobs so don't expect necro or warrior to go anywhere.
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