Showing Posts For Hazor.3140:
It’s not only the case of legends not working, even the single weapon we have was lazily done. Revenant’s broken underwater combat might be the strongest in the game tbh because we have:
1 – Ranged condition spamming fast auto
2 – No-CD No-resource vulnerability stacking nuke
3 – Quickness
Power build? Turn on quickeness spam 2
Condition build? Turn on quickness spam 1
Didnt even need 2 legends working, only impossible odds.
I’ve been playing GW2 since release and could never settle on a main, and when revenant came out I was really excited about it since I love the archetype, but even tho I have a lot of fun playing the class, I’m utterly disappointed.
It feels like the class is still in beta, and definetly not what I would expect from arenanet in terms of polishing. The whole expansion is incredibly well done (except maybe for the rushed story at the end) and even herald is in a good spot, but base revenant feels completely broken.
Disregarding the numerous bugs, revenant has too few weapon options for a class locked in pre-defined utility kits, not all legends even have stunbreakers in them, ways to deal with conditions are lacking, options for condition builds are lacking since we literally only have 1 condition weapon, staff skills feel completely random and disconnected from each other, underwater combat was lazily done and this is just what I can remember from the top of my head.
Even if Jalis/Ventari feel a bit underwhelming right now, they could be in a good place with just a few buffs, and probably mallyx too despite losing a bit of its personality from betas.
Anyway, what really worries me is the fact that we actually have some working builds and I dont want to see some buffs/nerfs and the problem scratched under the rug, revenant needs more options in the condition department, staff needs a focus and underwater combat with 2 legends and 2 weapon skills (since 3/4/5 are pointless) simply won’t do.
tl:dr – Really loved what revenant has to offer, but class feels incomplete and even lazy in some points and only buffs and nerfs won’t solve it, imo.
I’m leveling a new necro to 80 since I’m tired of the limited charr skins, guess I’ll try my luck with sinister first and see how it goes.
Thank you for all the input!
Thanks for the replies!
I’m fairly solid with builds, what I’m still confused about is how strong sinister/viper are when compared to berserker, and if I can solo the new HoT champions strictly with offensive stats on the gear.
Hello, i’m returning after a long break and decided to play my necro again, but after lurking around the forums apparently berserker isn’t the optimal gear PVE-wise anymore?
I want to know what stats combination people are using nowadays to maximize PVE damage, and also to solo the new HoT champions since apparently necros are really good at it.
Thank you very much!
People arent calling your changes OP, they said OP as in “original poster”, that means you.
We just dislike your changes because guardian is in a good state right now and you are suggesting change a really good shout into a cheap copy of "For Great Justice’
I think most of us will disagree that guardians depend on SY! too, hence its not used in every build.
I would like to add that our first 2 traitlines should be improved too, and thats pretty much the only change guardian needs, if you dont like to play a zerker guardian then dont play it, a lot of people agree that guardian can bring a lot on the offense too.
Edit: Forgot to mention the scepter AA, that kitten needs fixing too lol
Yea, playing too much warrior recently, its the warhorn that has the 10cd duration/15CD swiftness, thank you for correcting me!
Sure, because mist form stomping isnt way stronger than stealth stomping lol
Yea. Burning a 90s cd utility skill is totally comparable to 60% of the fight stealth….
Mist form has 75s CD
Plus you can only cast a full duration stomp using shadow refuge, a 60cd utility, and stealth hardly gets you invulnerable and thief has no source of stability whatsoever
Talking about stomps, not specific class mechanics such as the ability to re-apply stealth a thief has :P
Edit: I was wrong, you can actually do a full stomp from stealth if you have the “Meld with shadows trait”, the part about not being invulnerable and no source of stability still stands, since the only downed skills that wont really stop the thief from stomping are the warrior and engineer #2
(edited by Hazor.3140)
Oh. Mai. Gawd.
I was taking out enemies in 2-3 hits in PvE as a LEVEL 20 Thief in Masterwork Gear that took me 4-5 hits when I was a LEVEL 60 ele in rare gear!
I cannot believe the difference. I am now a level 22 thief w/ masterwork gear, surviving WvW battles just as easy as my level 80 ele in rare/exotic gear! What is the point in even having the elementalist class in this game? Are ele’s true purpose just to be cannon fodder?
I am not trolling here guys, I’m really just stunned at how weak ele’s are compared to thieves. I really thought I was just bad at the game cuz I was constantly getting my butt handed to me in WvW, but now that I see how easy it is to kill and survive as a thief, I’m realizing ele’s are just an extremely handicapped class.
So now that I know how big a disadvantage ele’s have, I really thought this patch would buff the elementalist. So I don’t get it, reading the release notes from the patch, is why do ele’s constantly get nerfed way more than the other professions? If warriors, engineers and other professions are anywhere near as badarse as thieves, ele’s should be getting buffed like crazy to even have a chance. And why do people come in this forum and say “ele’s are too powerful, they need to get nerfed more” and “if you’re dying easy as an ele you need to learn how to play”? Am I missing something?! They aren’t serious, they’re trolling right?
So I’m done with my ele. I loved playing him, having so many moves to choose from was a lot of fun, but now that I know I can play this game with a lot less frustration I just can’t justify wasting any more time with a profession that is weak sauce to begin with and keeps getting weaker.
You`re not wrong, Thief has it easy mode.
Oh, you also forgot to mention stealthing whilst downing someone, making the whole downed state even more pointless then it already is
Sure, because mist form stomping isnt way stronger than stealth stomping lol
Thieves gotta use a signet so it eats a utility slot
Guardians gotta equip staff or use 1/2 utility slots too
Mesmers have to equip a focus off-hand for a 10s duration/15s CD swiftness
Warriors gotta switch to warhorn offhand or use their elite to maintain swiftness, but I must admit they’re fairly mobile with GS
Necros gotta use a signet too and have no mobility skills
Rangers gotta use a signet too
Its not like the other classes have some divine no-cost swiftness there lol
There are 2 things to consider here
First of all, the buff warrior really received is dogged march and some minor stuff, since even tho the signet makes the skills unblockable you can still dodge the stronger ones coming your way, and the +3%/boon trait is so deep in the discipline tree, that one that gives you only 1 effective stats (3% burst dmg is a joke), so warriors will have to sacrifice relevant stuff to get it, and I doubt most will.
Second is that the thief boon hate is only usable after flanking strike, which is RIDICULOUSLY EASY to read, you can always try to time and dodge it and there goes the initiative :P
Edit: I would like to add too that imo boon hate is dumb as kitten and you shouldnt be punished by using your boons, and I’d expect arena net to know this lol. Its downright ridiculous that my own skills actually make me weaker and my opponent stronger, boon hate is just like the confusion, the counterplay to that instead of something active is “STOP PLAYING RIGHT NOW”
(edited by Hazor.3140)
So, in all my experiences playing a thief and some other classes ( I got 2 thiefs, guardian, mesmer and an engineer 80), I think the thief is basically flawed in its design.
To start off we have the lowest HP and medium armor with the premise that we should survive with stealth and dodging, and this have some really big flaws.
1 – We dont really have much more dodges than other classes unless we actually build for it. Rangers/Eles/Guardians have easier access to vigor/end regen than thieves. To have more dodges we actually have to trait for it (getting vigor on heal/bountiful theft and feline grace), take some dodging utilities/heal or spend our initiative in death blossom (who only does dmg if you’re cond plus its expensive) or flanking strike (which is clunky as hell and has a super small invulnerability window).
2 – While you’re dodging, you dont do damage, which makes dodge effectively worse than simply mitigating dmg by another ways.
Now I dont wanna go too deep on stealth problems, it IS a strong tool, but more on the annoying than the strong side. Stealth is annoying to deal with and not totally reliable and a defensive mechanism, dont get me wrong, I love playing the stealthy character but I have to admit how annoying it is for the other players (specially non-competitive ones)
As a good example, when I try to farm some trolls or skelks with my magic find gear both on my thief and guardian, the results are:
Guardian – I facetank 3 – 5 mobs dealing dmg the whole time
Thief – I either kite and kill slow with SB or facetank inside a blackpowder and still do less dmg than my guardian (that is with sword, killing groups of 3)
Side note: Black powder too strong, headshot too weak
Our condition builds are subpar in tpvp, at least in my opinion and we’re limited to power burst because trying to build for attrition fights is kinda suicidal, you either are too squishy or wont do much dmg to be really useful.
If I had to propose changes, they would be:
1 – If we´re supposed to be “De-bunkers”, I think boon-rip and easier access to poison would be the answer instead of burst, I know dagger combo applies poison but you cant affort to stay melee doing your combo for too long with our current defenses.
2 – Tone down the burst and give us more survivability, make thieves work for their dmg. Both sword and dagger are really good weapons for gap-closing and generally being sticky, let us stay alive and do our dmg a little slower to allow some counterplay for our opponents and consequently us too.
3 – Thieves rely too much on their weapon sets (moreso than other classes), Id love to see a 5Cd on swap like warriors get, it increases our skill cap since we’re limited by initiative and fits the profession, imo. ( The 3 initiative on swap from acro 30 will need some tone down tho)
4 – Please give us some QoL changes on flanking strike, headshot and pistol whip, our resource is precious and we need good reasons to spend it.
5 – Id say make stealth a lot more situational and give us decent survivability mechanisms. Fighting a thief that stealths every 3 – 4s isnt cool at all. Needing to stealth every 3 – 4s to stay alive isnt cool too, imo. (Some might like it tho)
6 – Some love to our ranged options please, unload isnt that strong and man thats a boring skill to use. Its cool the first 4 or 5 times but try to use an unload build for long and you’ll probably end up sleeping in your keyboard. Id like to see some less-boring ranged dmg options. (Shortbow is awesome for its mobility, but the damage is lackluster)
tl:dr is: Bad defensive mechanisms, extremely annoying and strong vs medium-low skill players but downright impractical against good ones, and still annoying. lol
well since deathshroud seems better with more vitality, I tend to run builds with either knight or carrion amulet and my fav weapons are either dagger dagger or sceptar dagger with staff
Actually since necros have a big health pool and shroud doubles it, it scales better with toughness since your high pool becomes harder to drain