Jump to content

Infighter

Members
  • Posts

    83
  • Joined

Reputation

10 Good
  1. My favorite quote of him for now is still "WHO NEEDS THE FORCE!", fittingly used everytime his boyfriend kills four enemies with a vigilant thrust. Like, bae pls...
  2. Yeah, there is also crit increasing the damage of auto-crit abilities now, which I have a feeling will be very nice for Focus/Rage.
  3. Vigilant Thrust now gives a stack of Force Rush. That's all I've noticed. Focus seems to be completely unchanged.
  4. Yep, seems to be effecting every single leap ability. How did they manage to break it, I don't know. I wonder if pulls are having similar issues?
  5. Yeah, that's the thing. If we didn't have Zen strike the root on MS would be fine, but considering we can chain it back to back for a total of 6 seconds and roots don't take resolve... It would be basically how Rupture works for Anni.
  6. One or more of these should do the trick: A talent that causes your enemy to be slowed by 30-50% as long as one of your elemental effects is active on them. (maybe add the effect to burning purpose or in place of preparation) Unremitting also causes the same effect for the duration of Master Strike (definitely OP, maybe just a cc immunity somewhere??) Gather Strength now stacks its effects twice for 5% each. A talent that causes Master strike to slow its target for 70% ( a root sounds too strong for me considering it's 3 seconds and you can potentially use it back to back.) A talent that causes your enemy to be rooted for 1(?) second for every one of your burning effects dispelled on them. (1 second sounds dreadfully long, but I am not sure... maybe make it cap at a max of 2 seconds?) Zen strike causes your Master Strike to channel twice as fast (not sure about this, but it would give us a little burst and make having to use Master Strike in PvP not such an excruciating pain) Effluence now also causes Force Sweep to give you the Intervene effect or makes Force Sweep slow for 50% for 9 seconds (might be annoying for pveers like this, though, but idk) A talent that causes us to receive 1% damage from all source of attacks and make your elemental damge over time tick for 50% of your enemy's health every second (this is my favourite, please endorse it) Some of these might be too strong, some too weak. The numbers are just supposed to give an idea. What I believe Vigilance lacks is CC, be it soft or hard. It's too easy to kite them and its strongest hitting ability roots them. Burst is an issue, but I think the spec isn't supposed to be bursty so asking for more damage isn't the way to go.
  7. Vigilance is never going to do similar single target damage in PvP because it doesn't have a root and a 95% slow baked in their rotation plus a free 50% AoE slow. The uptime isn't even near the same.
  8. I can totally foresee Smash/Sweep nerfed and Guardians will have to go the Vanguard route in PvP where the only spec is tank. Sigh.
  9. Me too. On my newly dinged Guardian I barely won one while gearing up. Now that I am done though, things seem to have evened out a little.
  10. Happening to me all the time and I'm seeing it happen to other leapers as well. I've seem to have encountered another bug twice now in the latest warzone I forgot the name of. After a leap on a target between the room and the pylon I get stuck into texture and I can't do anything and none of my abilities are usable on other players (be them friendly or enemy). Anyone else experiencing this?
  11. 1) Assault is OP, Tactics is not seen around much to be perceived as anything and Shield is... well, a tank. 2) In my opinion? Assault is overpowered. Having a huge burst spec with great mobility (because, being able to use all of your huge burst skills at 30 yards range and having them all be instant is GREAT mobility) a semi-constant 50% slow and average-good survivability makes it quite overpowered. But at the same time, assault's ranged burst is all it has got so nerfing it without any kind of compensation will probably result in making the spec useless. Reducing the range of some of the 30-y skills to 10-y can be a start (giving a passive to commandos in the same way Snipers and Sage have one), but will completely make Assault range fodder. A Sniper will eat an assault Vanguard completely if all its skills are 10-y range. Changing the talent Degauss to make the vanguard immune to roots and slowing effects for the duration / for 6 seconds could fix that a bit. There is the option of making Hold the Line baseline, but I'd rather Tactics keep some of its utility. The talent Focused Impact needs to be reduced to 30% (with Havoc Training giving Tactics the other 30% back) to reduce HIB's damage. Assault Plastique needs its damage reduced by 20% (plus or less) BUT it needs some sort of compensation to not make it even worse than it already is for PvE. Maybe making it refund 1 ammo when it explodes? This could help the ammo-starvation an Assault gets when RNG Gods are against you and IA does not want to proc. Also changing Intimidation and Steely Resolve's places in the Talent Trees might make Assault Plastique more tempting. /feeback!? Feel free to comment on whatever I have said.
×
×
  • Create New...