Gun Flame: Rifle still no good for sPvP?
You don’t feel a single target 10-12k hit or an AoE 6k hit warrant a telegraphed charge-up?
Have you considered using other weapon or utility mechanics available to you to aid in securing this huge hit?
You don’t feel a single target 10-12k hit or an AoE 6k hit warrant a telegraphed charge-up?
Have you considered using other weapon or utility mechanics available to you to aid in securing this huge hit?
^^
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
You have 2s quickness upon activating berserker mode, I think your money shot will be that 1/2-3/4s one.
10% faster attack speed plus 50% faster activation with quickness.
so attack skills activate 60% faster for the first 2 seconds upon entering berserk mode?
gun flame base activation time = 1.25 seconds
so if it activates 60% faster, does it mean the activation time is reduced by 60% ?
as in becoming 40% of the original base activation time?
1.25 × 0.40 = 0.5 seconds
so the activation time would become 0.5 seconds instead?
or, it does not work that way?
1.25 seconds base activation time, 10% faster attack speed in berserk mode, so
1.25 × 0.90 = 1.125 seconds activation
then 2 seconds of quickness 50% faster so we get
1.125 × 0.50 = 0.5625
so does the activation time becomes 0.5625 seconds?
it is either 0.50 seconds or 0.5625 seconds
i think.
its like activating skull crack, but with a 1500 range.
you can try hiding in a bush.
we need more bushes in WvW and sPvP
You don’t feel a single target 10-12k hit or an AoE 6k hit warrant a telegraphed charge-up?
Have you considered using other weapon or utility mechanics available to you to aid in securing this huge hit?
^^
Frenzy, Berserker Stance, and Signet of Might all exist. That’s why so many Warriors run Killshot builds in sPvP! Oh wait…
Nobody wants to blow all their cooldowns on a burst that can still get easily dodged, invuln’d, obstructed, or otherwise avoided.
Like all these new burst skills, Gun Flame looks great when used against stationary target golems, but it still has the same fatal flaw as Killshot. Unless you guys start thinking practically, you can file this one under “WvW gimmick builds only.”
You don’t feel a single target 10-12k hit or an AoE 6k hit warrant a telegraphed charge-up?
Have you considered using other weapon or utility mechanics available to you to aid in securing this huge hit?
^^
Frenzy, Berserker Stance, and Signet of Might all exist. That’s why so many Warriors run Killshot builds in sPvP! Oh wait…
Nobody wants to blow all their cooldowns on a burst that can still get easily dodged, invuln’d, obstructed, or otherwise avoided.
Like all these new burst skills, Gun Flame looks great when used against stationary target golems, but it still has the same fatal flaw as Killshot. Unless you guys start thinking practically, you can file this one under “WvW gimmick builds only.”
Well not exactly, by default as soon as you enter Berserker Stance you get 2 seconds quickness without the need to utilize a utility slot. The frequency where you can pull off Gun Flame is much superior since it isn’t reliant on utilities or Major traits.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
10% faster attack speed plus 50% faster activation with quickness.
so attack skills activate 60% faster for the first 2 seconds upon entering berserk mode?gun flame base activation time = 1.25 seconds
so if it activates 60% faster, does it mean the activation time is reduced by 60% ?
as in becoming 40% of the original base activation time?
1.25 × 0.40 = 0.5 secondsso the activation time would become 0.5 seconds instead?
or, it does not work that way?1.25 seconds base activation time, 10% faster attack speed in berserk mode, so
1.25 × 0.90 = 1.125 seconds activation
then 2 seconds of quickness 50% faster so we get
1.125 × 0.50 = 0.5625so does the activation time becomes 0.5625 seconds?
it is either 0.50 seconds or 0.5625 seconds
i think.its like activating skull crack, but with a 1500 range.
you can try hiding in a bush.
we need more bushes in WvW and sPvP
.5 charge time is much better than 1.25. That might make Gun Flame a good opener as soon as you pop into Berserker mode. Pop ’Zerk, Gun Flame, then swap weapons, and you might land a decent combo. Just make sure you do it in that first two seconds of Quickness…
In theory you could max out your adrenaline, use Wild Blow, then swap and instantly use Gun Flame. if you used it on a group of enemies, the explosions will hurt them as well.
It’ll still be very gimmicky, but hopefully a bit more useable now.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Well not exactly, by default as soon as you enter Berserker Stance you get 2 seconds quickness without the need to utilize a utility slot. The frequency where you can pull off Gun Flame is much superior since it isn’t reliant on utilities or Major traits.
True on both counts… Gun Flame looks like it might work better than Killshot, I just think proper execution will run into the same problems as Killshot in PvP. We need to see footage against real opponents, rather than target golems, and we need an opportunity to test it for ourselves.
Are you people complaining about the fact that the most powerful one-hit skill ingame is well telegraphed? Mesmers have the same problem with a 180s cd skill… :/
In theory you could max out your adrenaline, use Wild Blow, then swap and instantly use Gun Flame. if you used it on a group of enemies, the explosions will hurt them as well.
It’ll still be very gimmicky, but hopefully a bit more useable now.
That might help, although it sounds similar to the old Rifle Butt + Frenzy + Killshot combo… sounds good in theory, but difficult to actually pull off on a moving target. Wild Blow looks like it might work a bit better than Rifle Butt.
If it’s activating 60% faster, then you divide the cast time by 1.6 to get a 0.78s cast.
If it was still 100% faster, then you’d divide by 2 and get half of the base duration.
In theory you could max out your adrenaline, use Wild Blow, then swap and instantly use Gun Flame. if you used it on a group of enemies, the explosions will hurt them as well.
It’ll still be very gimmicky, but hopefully a bit more useable now.
That might help, although it sounds similar to the old Rifle Butt + Frenzy + Killshot combo… sounds good in theory, but difficult to actually pull off on a moving target. Wild Blow looks like it might work a bit better than Rifle Butt.
True it’s similar but since you can get controllable quickness without having to take Frenzy and as I said you got the AoE aspect which is hopefully useful in every part of the game.
Imagine using Wild Blow on a group of enemies that are reviving someone! You send them flying, then you shoot a Gun Flame into them. I really hope they don’t nerf the explosion effect too much. While it looked strong on a group of stationary golems it’ll be pretty hard to do that kind of damage against actual players.
It would actually be kind of cool to see Rifle Berserkers that can break up the current Zerg WvW mentality. When grouping up means you might be blown up it can force different tactics.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
True it’s similar but since you can get controllable quickness without having to take Frenzy and as I said you got the AoE aspect which is hopefully useful in every part of the game.
Imagine using Wild Blow on a group of enemies that are reviving someone! You send them flying, then you shoot a Gun Flame into them. I really hope they don’t nerf the explosion effect too much. While it looked strong on a group of stationary golems it’ll be pretty hard to do that kind of damage against actual players.
It would actually be kind of cool to see Rifle Berserkers that can break up the current Zerg WvW mentality. When grouping up means you might be blown up it can force different tactics.
Wild Blow has some interesting implications for WvW… combined with a Gun Flame and Crack Shot piercing, you get some solid anti-zerg AoE potential.
Number of targets will likely go down as stated in the PoI. There would be too many whiners on the WvW side if it changed the zerg stack for defense mentality.
So, what should the charge time on Killshot/Gunflame be adjusted to be useful, but still telegraphed enough to be dodged easily without some kind of setup? .8-.9 seconds? Then you could use Aimed Shot to set up Killshot, but still leaves enough time for the opponent to pop a stun break or condi removal to dodge. I don’t think it should be any shorter than that.
Killshot cast time is fine… Yes, it’s long and a gimmicky weapon but the amount of damage it can deal more than warrants it’s cast time.
Rifle Butt, skill #5 is usually enough to prevent your opponent from dodging the Killshot if you start casting it as soon as you knock them back. Or you can just do it the easy way and count their dodges before firing. Either way, with the damage Killshot can deal, which is upwards of 15k, I’ve hit as high as 18k, the cast time is absolutely necessary.
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GreatRifle with introduction of 4 ways of inflicting killshot.
WvW it works nice. For spvp, not really that good but just fine.
Be careful with incoming condi, you basically run away using gs’s mobility and attack using rifle since you have no cleasing ire. Usually condi-based build don;t have that much good mobility or cannot inflict that well unless it is about close fight so you can play like hit-and-run tactics.
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Since mobility is kinda very improtant to run away then heal using shouts when you have a bunch of incoming condis becuz you don’t have cleasing ire, you won’t lose warrior’s sprint. That the reason why you can’t go with crack shot. I think this is up to anet though
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(edited by online.1278)