Build Complaint Thread

Build Complaint Thread

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Posted by: Anari.2137

Anari.2137

This thread is dedicated to complaints about each spec, for each class.

I encourage others to list theirs, mine are as follows

Guardian
Great Sword, and Hammer

1 High Cool downs. I feel melee should be much lower at 2-10 seconds, with the average ability being 3-5 seconds.
2 Stability. One of the biggest complaints i have is the massive cc spam by ranged.
3 Cleave and ground effects. There is so much damage, and so little ways to deal with the loss
4 With the above stated we do not have the damage to off set the damage taken to have a fighting chance. I believe a buff to both 3,4 Is highly marrited
5 Control. Which makes matters worse is we have very little control (as melee guardians). The best option we have is a root, and a small circle which could stand to last longer and be a tad larger.

Dragon Hunters

1 Trap Stacking needs to go. Traps should be permanently placed at the players location of choice, but at the same time should provide more power in CC especially and should have a min range requirement for distance between traps (min 900 radius).
Traps should be a strategic placement item on the map to help control the map better in a tactical fashion. This will give way to a new type of support.

Burn Guard

1 Insufficient damage
2 Insufficient Protection (damage reduction and reflection)
3 Insufficient self sustain (healing)

Healing

1 Large Cool downs
2 Mace heal is useless (due to melee hit requirement)
3 Would like it if mace was just straight healing as an attack (to allies) as opposed to enemies. Ie lack of diversity
4 Protection is insufficient
5 Cleansing is insufficient

Boons Guard

1 Duration is insufficient
2 More Buff granting abilities would help the concept
3 the bases for this build is in place but the talents supporting it (like heal per boon) are overly weak.

Bunker Guard

1 Permanent Protection is needed
2 More Vitality
3 More Control

More To come after pvp ranked match

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Posted by: Asrat.2645

Asrat.2645

Heh, I will not be commenting on things like ‘premanent protection’. I believe we had a very extensive discussion and know where we stand. ^^
Instead I will just make some general statements on builds that should be out there and are not.
I will not try to say how they could be accomplished, since this involves a very complex construction of nerfs, buffs and changes and can not be expressed without a full spreadsheet.

Warrior

True tank
Main-hand + shield. Relatively slow, some offensive support (might)
Doesnt live from healings but smart damage migation (conditional damage negation and short-term blocks)
Is stronger in defensive scenarios, and on equal team numbers, melts if outnumbered (Yes, I know how I would make that happen)
Vulnerable to conditions.

Blademaster
A more mobile, hard hitting, but still somewhat tanky version. Strong in burst but in danger of being outplayed.
Using dual-wielded weapons and benefits from many weapon swaps.

Revenant

This one is sorta complicated, but I believe all possible builds should directly refelct their invocations.
So a rev invocating mallyx should benefit from a series of very strong effects augmenting that invocation, that are not active in the shiro form and vice versa.

For guardians you got the most desireable builds. Only I miss spirit weapons, they are fun and deserve some attention. And burn guard sustain is far from bad. I played the build pre hot and you can easily heal for twice your health during a fight.
That might not be much now, but its already about 120% more than a damage dealer build should have.

Ranger

Marksman
A build that focusses entirely on ranged play. Its a ranger after all. Basically an evolution of the pew-pew ranger.
Strong in range but you better watch out they dont get to you.
You know what happens if snipers get caught in rl warfare?

Skirmisher
Shortbow, Sd, traps. Hide and seek, run and return. Exactly what comes out if a ranger and a thief spend a hot night together.
Must be cautious of enemies defending postions if they can just eat your condi up.

Thief

Hidden killer
Stealth, shadowstep, aaand gone. A build focussing on strong initial burst, decption, high damage but no sustain and trying to not get seen.
A certain death when trying to enter teamfights, but extremely dangerous to unaware players wandering the woods at night. You have dagger in your main hand, who the hell needs offhand weapons if you got a dagger?

Agile duelist
The other typical thief role. Now mainly represented by the daredevil.
Again very low sustain and strong burst, but instead of stealth, movement and dodges are used to avoid death. Sd or staff.

Engineer

Turret camper
A nice night out in the wilds, just you and your turrets on a point and your good’ol rifle by your side.
All you need now is something to make a campfire with, but whats is that on the horizon?
Defensive build, you dont want to attack a point with this, but they dont want to attack you either.

Kiteneer
We all now em. The keyboard engies. You have 25 buttons to press, but if you press them in the right order, you get a reward.
This used to be extremely powerful in the right hands if I remember correctly, but at least it awards skill and not spamming hammer2, hammer3, hammer4…

Necro

Minion master
Sry, but this is a necro. Cheesy at it is, this build belongs to the class.
It would be cool to create a more active build tho. For example one that makes minion summoning a tactical choice, not just: get all you can get.

Mesmer

Harlequin
Stealth, deception, movement. Swords in the dark. Did I say thief?
No, srsly. It would be nice to have a mesmer played the way the class should be instead with mindless mind wrack, condition spam, moas and mass illusion generation.
A quick, ellusive fighter that manipulates combat.

Burst shatter
This was one of the more fun mesmer builds. The burst was easy to set up, but hard to set up without your opponent seeing it coming last year.
This time a fighter with extremely high burst potential and a couple of key skills to make it actually happen.

Elementalist

Warlock
Offensive and fast ele, mainly using fire and air, potentially earth for more cc.
Relatively squishy, but fast enough and enough pressure to outplay your opponent.

Stone tides
Quite the contrary. Usually ranged, attuned to water or earth. Support and healing.
Not a healbot support bunker tho. Ele in general should still feel like a fast-paced class.

I actually have three builds/class that I definetly want to see, but these are my personal favourites. Rev is the only exeption, each combination of invocations should be unique and open up a whole new field of combat.
The main thing here is to make sure each build has definitive counters, but try to avoid making a whole class counter another class. Its kinda unavoidable, but should be regulated.

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Posted by: Themistokles.1238

Themistokles.1238

Burn Guard

1 Insufficient damage
2 Insufficient Protection (damage reduction and reflection)
3 Insufficient self sustain (healing)

Laughed so hard here.

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Posted by: Ruru.1302

Ruru.1302

Burn Guard

1 Insufficient damage
2 Insufficient Protection (damage reduction and reflection)
3 Insufficient self sustain (healing)

Laughed so hard here.

?

mag
[Mada] Apocryfia

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Posted by: sephiroth.4217

sephiroth.4217

Burn Guard

1 Insufficient damage
2 Insufficient Protection (damage reduction and reflection)
3 Insufficient self sustain (healing)

Laughed so hard here.

I did too but then realised this must be running off META only builds.

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

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Posted by: megilandil.7506

megilandil.7506

Burn Guard

1 Insufficient damage
2 Insufficient Protection (damage reduction and reflection)
3 Insufficient self sustain (healing)

Laughed so hard here.

yes and no, i played and liked the burnerguardian, has heals and defenses but burns them to maximize the burn burts. is the perfect definition of high risk/ high reward build basicaly is a kamikaze: jump in to melee drop the burts bomb and try to run because you have all def skills in cd

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Posted by: sephiroth.4217

sephiroth.4217

Burn Guard

1 Insufficient damage
2 Insufficient Protection (damage reduction and reflection)
3 Insufficient self sustain (healing)

Laughed so hard here.

yes and no, i played and liked the burnerguardian, has heals and defenses but burns them to maximize the burn burts. is the perfect definition of high risk/ high reward build basicaly is a kamikaze: jump in to melee drop the burts bomb and try to run because you have all def skills in cd

What? I think you need to try a different burn build tbh.
maybe This one It has a lot of condi removal and a lot of blocks. It also has balanced burn application so you don’t have to do the kamikaze bomb burst and run technique.

Also your trap, will proc 3 burns on 1 target, 6 burns on 2 targets and so forth, it procs AoE so MM Necros will soak up a good 9 burn ticks from 1 trap before Judges Intervention or Purging Flames was used. Your GS4 symbol is also great for procs so is Whirling wrath and Smite… All those AoE skills used at once can result in AoE 4-6k burns for everyone on point, assuming it’s not FoeFire.

It’s not to make fun of you or anything, but I have 3 Guards with 5 different viable builds, if you hit me up in game maybe we can go through some builds and rotations to see if we can help improve each others gameplay, it’s always interesting to me to see how others play with certain builds.

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

(edited by sephiroth.4217)

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Posted by: megilandil.7506

megilandil.7506

Burn Guard

1 Insufficient damage
2 Insufficient Protection (damage reduction and reflection)
3 Insufficient self sustain (healing)

Laughed so hard here.

yes and no, i played and liked the burnerguardian, has heals and defenses but burns them to maximize the burn burts. is the perfect definition of high risk/ high reward build basicaly is a kamikaze: jump in to melee drop the burts bomb and try to run because you have all def skills in cd

What? I think you need to try a different burn build tbh.
maybe This one It has a lot of condi removal and a lot of blocks. It also has balanced burn application so you don’t have to do the kamikaze bomb burst and run technique.

i was talking of the old one.
thanks a lot for the info i will try it. tired a bit of the dh pew pew kitten

io doub i can help you improve, unfortunately now im a medium low player stuck in low divs

(edited by megilandil.7506)

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“Necro
Minion master
Sry, but this is a necro. Cheesy at it is, this build belongs to the class.
It would be cool to create a more active build tho. For example one that makes minion summoning a tactical choice, not just: get all you can get.”

It is. When I can see trapper guards or trapper builds I will swap traits to support shouts on necro and take RISE utility.

When you approach a trapper target, use rise and 2 minions (minimum) will spawn and head directly towards your target. They will also trigger any hidden traps they’re currently standing on.

The same also works for necro marks that they place around side nodes.

The same also applies to Aoe casts from ele that have a max target limit.

The same applies for mesmer clones. In this case it will spawn the maximum number of minions and inadvertently body block mesmer clones from shattering directly on you.

The same applies for power based sword revenants.

This is a tactical minion skill that can be used thoughtfully when the opposition team composition allows it.

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Posted by: Asrat.2645

Asrat.2645

“Necro
Minion master
Sry, but this is a necro. Cheesy at it is, this build belongs to the class.
It would be cool to create a more active build tho. For example one that makes minion summoning a tactical choice, not just: get all you can get.”

It is. When I can see trapper guards or trapper builds I will swap traits to support shouts on necro and take RISE utility.

When you approach a trapper target, use rise and 2 minions (minimum) will spawn and head directly towards your target. They will also trigger any hidden traps they’re currently standing on.

The same also works for necro marks that they place around side nodes.

The same also applies to Aoe casts from ele that have a max target limit.

The same applies for mesmer clones. In this case it will spawn the maximum number of minions and inadvertently body block mesmer clones from shattering directly on you.

The same applies for power based sword revenants.

This is a tactical minion skill that can be used thoughtfully when the opposition team composition allows it.

Yoiu are talking about swapping utility pre match. But im pretty sure you still call all your minions to your side before entering combat.
What im talking about is maybe summon a couple of initial minions and others later in the fight.
So you have a smaller general uptime, but are able to benefit from it.
I think the build is cool by concept but lame to play. There should be deeper, tactical aspects that allow you to adapt to the flow of combat. Therefore making the build a little weaker for facerolling and more rewarding smart gameplay.

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Posted by: Krysard.1364

Krysard.1364

“Necro
Minion master
Sry, but this is a necro. Cheesy at it is, this build belongs to the class.
It would be cool to create a more active build tho. For example one that makes minion summoning a tactical choice, not just: get all you can get.”

It is. When I can see trapper guards or trapper builds I will swap traits to support shouts on necro and take RISE utility.

When you approach a trapper target, use rise and 2 minions (minimum) will spawn and head directly towards your target. They will also trigger any hidden traps they’re currently standing on.

The same also works for necro marks that they place around side nodes.

The same also applies to Aoe casts from ele that have a max target limit.

The same applies for mesmer clones. In this case it will spawn the maximum number of minions and inadvertently body block mesmer clones from shattering directly on you.

The same applies for power based sword revenants.

This is a tactical minion skill that can be used thoughtfully when the opposition team composition allows it.

Yoiu are talking about swapping utility pre match. But im pretty sure you still call all your minions to your side before entering combat.
What im talking about is maybe summon a couple of initial minions and others later in the fight.
So you have a smaller general uptime, but are able to benefit from it.
I think the build is cool by concept but lame to play. There should be deeper, tactical aspects that allow you to adapt to the flow of combat. Therefore making the build a little weaker for facerolling and more rewarding smart gameplay.

Maybe a Death Magic trait that buffs your minions effects but just allows you to have 2 of them at once? + a rework on some of the active skills

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