Showing Highly Rated Posts By Huskyboy.1053:

S/F buffs, and why we need them

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Posted by: Huskyboy.1053

Huskyboy.1053

I am NA, otherwise I would. However if we’re limiting it to fighting on a capture point, where you’re actively trying to cap, then I have the advantage in the fight. Good luck sitting on point with your melee-range attacks while I hit you from 900. Range and the ability to keep range is what makes S/F a decent matchup against warrior, you can kite endlessly with LF and superspeed from air attunement.

Ok, lets do like this…. If we are dueling we are mostly on a side node so:
1 lot of side point have something for hide behinde making obstrutced most of Ele skills, so I can Easy decap/cap ignoring the Ele. So a point for Warrior.
2 if the point is already mine I can just hide behinde something waiting for you to come in the node.
If with Ele you come in the node for win it in melee range vs a Warrior you have already Lost. Another point for Warrior.
3 I would never stand on the point and take damage, I can just decap and then fight the Ele. Another point for the Warrior.
4 At 900 range I will never get hit from Phoenix, nor dragon thoot, so if i have a longbow I can just proc adrenal healt and stand on the point, blocking evading and recovery most of damage ele Can do, and cap it.
Another point for warrior.
5 Ele hard counter Warrior only in open field, and that means the Warrior should Chase you out of nowhere (wondering why someone should do it) Maybe in wvw you are right.
6 superspeed alone is not enough to kite a GS Warrior, so if you have lighing flash in CD Warrior can close gap easy
7 if we are talking about a duel in a 1v1 server then I stop to talk here

So don’t come here to tell me SF counter Warrior please

I’m not going to respond to each individual point, I’ll pick a few:

1. The warrior can’t hide behind an obstruction and cap at the same time. Saving your unobstructable attack (Comet) for when your enemy is trying to kite and heal is part of being a skilled player.
2. While what you say is true, why as a S/F ele would you go attack a point where a warrior is bunkering? Even if you win it will take a long time, no matter what you’re playing it takes a long time to 1v1 a warrior. This is a mistake.
3. If warrior decaps then leaves the point, that’s not a win. Warrior’s rotation speed is slow, their role is not decapping. And if the warrior decaps then goes and fights the ele, they aren’t doing much to help their team. If in this instance the warrior won, they’d have to go back and cap the point, then slowly make their way to the next node. Even if the warrior did exactly what you say they would, this would only be a slight gain for the other team. And the warrior still eats a bunch of damage during the ~6s you spend decapping. Maintaining damage via air auto is how you keep them from regenerating health after you burst.
4. So now we’re discussing Macebow, which is great but not meta. To be fair I did not clarify, I meant that S/F ele can beat GS power warr.
7. I am purely discussing Conquest, capping a point is irrelevant in a 1v1.

**Idea to help "unlucky"" players climb**

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Posted by: Huskyboy.1053

Huskyboy.1053

Or they could just give a standard amount of points for wins and losses, instead of deducting more points for losses than they give for wins. There’s two conflicting ideas going on with the current MMR system: it’s supposed to be fair and allow people who are better than their current division to rise, but it’s also supposed to eventually help place people in matches where they’re evenly matched in relation to their teammates and opponents. This is based in the idea that people’s skill and level of performance are static, rather than taking into account changing skill levels throughout the season. The problem is that the system changes the amount of points given (reduces them) when it believes you’re climbing higher than you should be. Basically it’s an artificial barrier created to reduce upward mobility.

I don’t really see anything significant about a win streak, probably means the matches have been stacked slightly in the player’s favor for a few matches. But I do see an issue with giving fewer points the higher you rise, or with giving a tiny amount (like +8) for a win over an inferior team. Just don’t match us up with inferior teams. Or if that’s unavoidable, give people a standard number of points for the win so they get out of scrub division and don’t keep ending up fighting inferior opponents. It’s a stupid self-fulfilling prophecy: you get matched up against people worse than your team, you win and get potatoes for points, then you win again and get a few, then lose once and have the points from the last 3 wins erased. It keeps people down for a bad reason.

If people get up higher than they belong, they’ll end up losing more than they win, and overall lose points, thus pushing them down to a lower division. No need to deduct more points for losses than are given for wins. For example, if I get 20 points for a win and lose 20 points for a loss, if i have 1 win and 2 losses then overall I lost 20 points. So therefore I move down. It’s simple, there’s no logical reason to penalize losses more than wins are rewarded.

499:500 vs 100:500

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Posted by: Huskyboy.1053

Huskyboy.1053

comebacks are a thing. if i could downvote you i would.

Just report him for afk if he does it in one of your matches. If you’re in silver or above you probably won’t see him though XD

Ineptitude too weak

in Mesmer

Posted by: Huskyboy.1053

Huskyboy.1053

Title says it all: for a GM trait, I have 10s cooldown on a blockable 3s blind. And the 4s single stack of confusion which is barely worth mentioning. I understand that this is probably intended to reduce its use for bunkering in sPvP (sw/sh mes has 1 block and 1 evade skill built-in), but 10s? Too much. That would be fine for a minor trait, but this is in no way competitive with Malicious Sorcery or Master of Fragmentation.

Reduce it to 5s and we’re talking. It’s not like once I switched to that set I’d be able to land a block, evade, another block, and 2 dodges with a 5 second trait cooldown before switching to my other weapon anyways. But I might be able to land 2-3 ineptitudes and that would make the trait worth it. I don’t think that would be OP. As of right now the necessary July 28, 2015 nerf (which made sense, why was it previously unblockable/unevadable) without a compensatory buff to CD made this uncompetitive. I think it should also trigger on misses, that fits the theme of Ineptitude even more than trigger on block/evade.

To put this in context: mesmer is best used in a 1v1 or 2v1 situation. This is not an elementalist or a Guardian, mesmer is the top dueling class. The 10s CD per-target sounds good, but only being able to blind each person once every 10s is essentially a 10s CD in sPvP, as you should only be fighting 2 people maximum at any given time. More people than that and the trait isn’t the problem. But effectively this is far more limiting atm, especially considering that I can take advantage of MoF’s shatter boost twice via Continuum Split, whereas that is not the case with Ineptitude. This is a cool trait and it deserves a nice buff.

(edited by Huskyboy.1053)

Pregame copypasta

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Posted by: Huskyboy.1053

Huskyboy.1053

I use: “If we start to lose mid, go play side nodes” and it turns out to be quite efficient. Rotation is cruicial if the enemy team’s combat capabilities are greater.

Winner winner chicken dinner. I’ll be using this.

Opinions on Sword/Dagger

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Posted by: Huskyboy.1053

Huskyboy.1053

My opinion: it’s too slow for Thief. Looking at the damage values for the AA skill chains, only the 3rd part of the S/D AA chain is significantly better than D/P AA. And just barely, D/P 3rd AA skill gets 6s poison, compared to S/D 3rd AA skill getting 2s of weakness and cripple, which is nothing. And looking at activation times, not accounting for aftercast, D/P AA is twice as fast as Sword.

That being said, Sword 2 is better than D/P 3 (condi cleanse and disengage instead of blind is preferable), although it’s shorter-range. S/D 3, assuming you land the first skill, is actually amazing, it makes fighting DH possible. Of course getting that first hit is quite difficult.

My changes:

  1. Remove aftercast on Crippling Strike and buff Sword AA damage. If they want it to be slower than Dagger, fine, but right now it’s too slow for a Thief. Rev at least has easy access to quickness to shorten the sword AA chain.
  2. Switch Initiative cost for S/D 3, make the initial (blockable) attack cost 2 initiative and the second attack (unblockable boon-steal) cost 4. It’s clearly the better part of the chain so it should be the expensive one.
  3. Extend Sword 2 to 900 range. It’s actually quite difficult to land it right now, 600 is not all that far.

(edited by Huskyboy.1053)

The patch solves alot of pvp problems

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Posted by: Huskyboy.1053

Huskyboy.1053

Removing larger group queuing in ranked was a bad decision. Hopefully that comes back for next season. Solo queue is a complete crapshoot and only serves to appease whiners.

Bringing back Team Q only appeases whiners that are not good enough to play solo and need Voice comms and friends so they can feel good stomping Pug solo teams.

SSSTAAAAAAAAHHHHHHHHPPPPPPPPPPP THIS SENSELESS FIIIIIIIIIIIIIIIIIIGHTIIIIIIIIIIIIIINNNNNGGGG

But really. You’re both right, come on. Different strokes for different folks, solo queue is more about luck, but team queue means you can’t really claim as much credit for your individual contribution, it’s about teamwork and coordination. Duo queue is a happy medium where you have some coordination and guarantee that one of your teammates is decent, but still don’t need to deal with the at-times complex politics of guild drama. Anybody can find one other person to play with, but definitely not everybody has the time to find a 5-man or convince an existing one to let them prove themselves.

necro Axe and dagger cannot be hit behind

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Posted by: Huskyboy.1053

Huskyboy.1053

So you’re having problems with Thief?

If you want to hit an enemy in melee who’s weaving in and out of you, you can stand still, and let go of your Right Mouse Button, then hit your Axe skills. The skill, without RMB will track your target while channeling automatically.

If you’re fighting a Thief with Pulmonary Impact, try to blind/daze/fear before attempting a channel, and check if he used Steal as well. If he’s just spamming Headshot, sheathe your weapons and try your best to kite and not get hit by his Dagger autos. Let him burn his initiative then you can cast safely for a period.

For Invulnerability, just wait out the CD, don’t try to hit them in melee. If it’s a Warrior with Endure Pain/Berzerker Stance, kite it, use jump puzzles, stay as far away as you can. If you can’t, control, shroud, or dodge his skills to wait it out.

For Blocks, you have a lot of unblockables in your Staff Marks and Warhorn. If it’s a Guardian who popped his blocks, use your Staff marks, chill and kite him out, or use your Axe 2 and wear out his aegis/focus.

You don’t just stand there and tank a 1v2 1v3, you run around obstacles, slow them down, and try to buy time. If you can’t kill anyone in a 1v2, you don’t need to try. Just hold out until teammates come.

That’s also quite a lot of games played (and you’ve posted many entertaining threads), shows your determination. I think if people piped in to help, and you take something away from the advice, you’ll pull ahead of the 50% winrate you have.

You’re just arena dogs

woof woof

Anybody using mace?

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Posted by: Huskyboy.1053

Huskyboy.1053

This is an sPvP thread

I’ve been trying it out, and I like the way it works, but the cast times are so slow. Incredibly slow. The AA chain completes in 3.25s according to the wiki, compared to 2.5s for sword and greatsword. Other weapons don’t have AA chains. Anyways that’s just too slow for sPvP I think, whether you want healing or damage. And the healing contribution on the 3rd AA chain skill is ridiculously low.

Also, the Mace 2 skill also has a long casting time. I think if the AA was buffed down to 2.5s for a full chain and Mace 2 was buffed to 3/4s then we’d be good. I would love to use it but the weapon overall is just not competitive, especially compared to sword.

If you're playing condi thief in ranked

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Posted by: Huskyboy.1053

Huskyboy.1053

Uninstall. Seriously. There is no place on a team for a condi thief, yet there are players who show up (always solo Q because nobody wants to play with them) and play it like it’s a sensible thing to do. Other builds have better condi pressure and/or can spike targets faster. It is far inferior to D/P in teamplay and it takes way too long to 1v1 somebody. And in fact many builds (any ele, meta scrapper, Meditrapper and symbolic DH, condi necro, condi mesmer, any warrior, condi rev, probably others) directly counter condi thief and cannot be beaten by it. It is inferior, and you will not progress past silver unless your teammates carry you.

Mesmer is Horribly Underpowered

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Posted by: Huskyboy.1053

Huskyboy.1053

I’ve never been able to climb on Mesmer. Why is that?

It’s because Mesmer lacks the tools to carry high level games.

Compared to an ideally played Necro, a Mesmer offers very little other than 1v1 potential and moa, and mesmer still struggles to 1v1 dh and engi, and stalemates ele and ranger most of the time. Mesmer is essentially just a continuum split moa bot and a portal placer.

We need to return to the good old 2014 shatter meta where mesmer actually did damage and could carry games in the way that a thief could, rather than push far, leave portal, run mid, moa, go far, only to have your team wipe.

You already named the tools that allow Mesmer to carry high-level games: top-notch 1v1 potential via F5 and moa. That is mesmer’s niche. On top of that there is portal, which allows team plays in a way that rev/thief’s mobility does not. Those are the reasons to take mesmer, they are compelling reasons. I don’t disagree that power mes could use a slight buff but condi mesmer is fine. Helseth was one of the top players in S5 so clearly your inability to climb is due to your lack of skill at Mesmer. Watch more Helseth, find a good duo, duel more, and you will climb.

Toxic people hurt the game

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Posted by: Huskyboy.1053

Huskyboy.1053

This is a problem everyone has. I get on this game to have fun, but even in unranked I see people mocking other players for nothing, and sometimes I even get angry PMs from insecure players who don’t know understand that “bunker home” means no, I’m not going to +1 you at far. Is someone PMing me “go afk, you’re more useful that way” really affecting my life significantly? No. But neither is GW2. It’s a game, and I only keep paying and playing as long as it’s fun.

Instead of the current dishonor system, which basically just says “why yes, you can be a kittenbag again, starting in 12 minutes,” why not instigate a fine? If you harass people, first strike costs 50 silver. Second strike costs 1 gold. The cost rises every time you act up. It’ll keep them quiet and teach some valuable social skills in the process.

Tl;dr people should be fined when they’re reported, and have the ability to appeal fines.*

(edited by Huskyboy.1053)

How the ED change killed power Rev

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Posted by: Huskyboy.1053

Huskyboy.1053

If you’ve read the build notes, you’ll notice that there were 2 main changes to Revenant:

  1. Retribution line just got more skill-based, i.e. harder to use. This mainly impacted condi rev due to Mallyx’s lack of a stunbreak.
  2. Enchanted Daggers charges are consumed on every attack, not just every successful attack.

ED falls into my made-up category of “opponent-based heal,” meaning that the actions of the enemy influence the amount of healing. Here’s some examples of this type of heal skill and how much healing you can expect out of them with no healing power:

  • Skelk Venom – Initial heal is 4210, with 5 charges that give 965 on each successful hit. Maximum total of 9035 if all attacks hit. Traited CD is 24s.
  • Purification – Requires enemy to step on the trap for the big heal. Initial heal is 1608, on trap trigger 6413. That’s a total of 8021, and even if the enemy dodges through the trap it still triggers. Traited CD is 24s.
  • Enchanted Daggers – Initial heal is 1640, with 6 charges that deal 858 damage and give 808 health on each successful hit. Maximum is 6456 if all attacks hit. CD is 30s.
  • Facet of Light – Purely dependent on incoming damage. Works very well against power, you should get at least 5k health, but doesn’t really work against condis since they’ll last far longer than FoL and might result in net health loss.

The best comparison here is Skelk Venom and ED; SV’s initial heal is 2.5x that of ED, which is why the total healing is more for SV. ED has the additional limitation of only triggering once every 1/2s; attacks with multiple hits but whose hits come more than once every 1/2s won’t trigger on all the attacks. This also affects Impossible Odds indirectly, because with quickness every AA takes 1/4s. The 1/2s restriction gives opponents ample time to block, evade or invuln before more hits land, thus making it very likely that half of your EDs won’t hit.

What I’ve seen from some non-rev users is “just don’t attack until you’re sure that you can land the hit.” Is this a realistic way of playing the game? Remove all pressure until I’m sure that I can land my hits? Just not pressuring your opponent consistently is a stupid way to PvP, that’s just allowing them extra time to counterattack, which I can’t afford due to my terrible heal. At this point it’s clear that ED is an inferior version of a Thief venom, which is just embarrassing. And you can’t trait ED for a reduced cooldown like on SV.

Flipside: ED’s life siphon is superior to SV’s heal-on-hit because it gives more damage. ED does significantly increase damage output on successful hits. Whether or not you think Revs need more heals vs. more damage is a matter of personal opinion and playstyle.

Why rev is still clunky

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Posted by: Huskyboy.1053

Huskyboy.1053

This is a sPvP thread, relating to meta builds and Legends

I’ve been trying to put my finger on why this is for a long time and in my view, it comes down to 3 things:

  1. Lack of stowable high-impact attacks. Jade Winds and Chaotic Release are stowable, which is wonderful. However, Axe 5 isn’t stowable, nor is Axe 4, Mace 3, Staff 5, and so on. That’s most of them though.
  2. Long cast times. This is actually useful with stowable skills, but bad otherwise.
  3. Excessive aftercast. The most conspicuous is Axe 4; I get thrown a bit past my target too. But Unyielding Anguish is a bit offender also, it needs at least .1s aftercast shaved off of it.

Why this matters
Stowing important skills, like Blurred Frenzy, True Shot, or Chilled to the Bone, is what makes 1v1s and 1v2s interesting, which is quite relevant in the upcoming 2v2 game mode. Aftercasts are a hidden but highly impactful part of your effectiveness, as you basically have to memorize them in addition to casting times in order to calculate whether you can/should use this skill at this time. Aftercasts should be minimized for all skills across the board imo, or they should be indicated in the toolip. So to list out some specific changes (this won’t necessarily be comprehensive):

  1. Mace 3 must be stowable, and aftercast shaved down. Since autotargeting was removed there needs to be compensation in the form of stowing. This is the majority of condi rev’s “burst” so we need some ability to guarantee its landing.
  2. Axe 4 just needs to be reworked in general. The end destination of the rev is just odd; I find this works in my favor since my opponents are confused about where I end up, but that’s not the purpose of the skill. It would be nice if, rather than being a projectile, this were a fast-extending, piercing, frosty line extending from the rev. That way it could be stowed before it hits the target, you can’t really stow a projectile once it’s thrown.
  3. Axe 5 could be stowable. I’d love this but it’s not necessary.
  4. Unyielding Anguish should be stowable. It’s a very high-impact skill if you land right on top of someone, and very energy-consumptive. That’s the type of skill that should have tells and be stowable. Especially since Mallyx lacks a scary, stowable elite like Shiro and Glint have.
  5. Shield 4 should have reduced casting time. It’s already a small-impact defensive skill, I don’t understand why it’s 3/4s? Anet please explain that. 1/4s would be appropriate, even 1/2s would be a big improvement.
  6. Burst of strength needs cast time reduction and slight aftercast shave. It’s a melee range attack, it seriously can’t be a 1s cast time. 3/4s is appropriate, if you’re expecting it then you can dodge the second part of the attack.
  7. Staff 4: again, small-impact defensive skill, should have a lower casting time and aftercast. It’s super conspicuous at the moment yet is mostly used when the power rev is under condi pressure; throw me a bone here Anet.
  8. Facet of Light should have no cast time, though shouldn’t be usable when you’re CCed.
  9. Sword 4 should have no precast. I’ve been headshotted by thieves twice while activating my block. Yes you read that correctly. I might be wrong but I don’t think Warrior Shield 5 has a precast before the block takes effect, I’m sure the same is true of Thief’s Bandit’s Defense.

(edited by Huskyboy.1053)

DH and their niche weakness in unblockables

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Posted by: Huskyboy.1053

Huskyboy.1053

Good condi clear? They normally have only one in a big cooldown. Decent health? Like really? They have the worst hp pool of the game. This show how knowledge you are with the class.
Cc? They have a pull on 40 sec cd. Maybe a knockback on LB if traited. An impossible to land CC on lb 5 if a player is decent. And thats it. As they normally go with Sword and shield for swap.
The only thing they really have is the good amount of PROJECTILE blocks. Because 1 block of aegis every 45 seconds is pretty poor.

I’m gonna double-check tonight to see if you’re playing DH, hard to believe an objective person would give this response.The current metabattle DH has 3 CCs, unblockable pull on spear of justice, shield 5, and unblockable LB 3, the latter of which is on a 10s CD. And yes Hunter’s Ward adds a 4th CC, but no good player is caught by that. Much more CC than most builds, since you’ll be able to use LB 3 at least 3 times in a node fight.

Meta DH also has 3 condi clears normally, F2 for 3 conditions, Smite Condition for 2 condis, and Smiter’s boon for 1 condition when a heal skill is used. Unless you’re absolutely terrible then you’ll be able to use your heal skill and smite condition twice each during a mode fight or a 1v1. Sometimes contemplation of purity is used against a condi-heavy team.

Nerfs too harsh?

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Posted by: Huskyboy.1053

Huskyboy.1053

The first paragraph made no sense, I say rev is still good because it is, and I went here coz I knew the general stupidity would QQ about it anyways. I told him who I am because we’re acquintances/friends.

I never tried to imply it myself but I am top tier. And you “being in the same mmr” is a hilarious statement, since the system is broken, especially in off-season now, I get in matches with ppl who play full signet thieves and keyboard turn and afk on point, so gratz if you’re proud to be in those matches LUL.

It’s a fact that rev is still good and meta

Amber logic

Yeah lol it’s still meta because the meta hasn’t changed yet, idk what’s your point in saying that. I was in a match yesterday with Phantaram yesterday and he was testing condi rev, which he hasn’t played (on his stream) in over a year. I asked him after the match how it went and he said “yeah it still sucks.” I wonder why he’d be testing it when he plays power rev? The stunbreak on Mallyx hasn’t been added yet so he wasn’t testing out the changes, I think he was evaluating whether he’d want to play it in the next season. Not that he plays rev much anymore. Power rev is still good, but now it’s missing its burst from staff 5, and sword 2.

Lack of burst is also largely the issue with condi rev, which has high amounts of torment at low energy cost, but few cover condis to protect the “burst.” And ofc anybody can just stand still and smack the condi rev in the face to cut the torment damage in half. Rev probably has some big changes ahead but it’s unrealistic to act like power rev will be meta after Tuesday, as its biggest bursts have been toned down significantly. Boonbotting is now the only thing that makes rev a better choice than multiple other power builds that have high single-target damage, with the changes DH is a superior choice due to its better defensive utilities, AoE denial/damage, and control. Even without Piercing Light, Meditrapper still has 3 separate CCs with F1, shield 5 and LB 3.

As to your point about “insane” mobility, Phase Traversal is insanely good at chasing targets. It’s terrible for general mobility since it can only move towards an enemy. Because it’s the only high-mobility skill Rev has, it’s inferior to a Thief’s ability to decap. Rev ties thief for roaming between 2 owned points, but is no more useful for decapping than mesmer or even lightning flash ele. Not really what I’d call insane but you can go crazy about it if you want. Rev’s mobility does not offer it a special role on the battlefield, so I’m not feeling the insanity.

Lil Ticklers Season 7 Condi/Power Necrobuild

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Posted by: Huskyboy.1053

Huskyboy.1053

There’s always people that finds a reason to discredit others inputs. If he’s successful using that build and you don’t it’s because he can and good for him, that’s why people asks him to show his build. I use a vanilla condi necro with some variations and I’m fighting a position to top 50 with that build so you don’t have to be a meta boy to perform well, keep up the good work mate.

While this isn’t exactly a straw man argument on your part it’s pretty kitten close.

No one is arguing he shouldn’t share his build. People are simply stating that his method for delivery reaked of simply wanting more people forced to watch the video. Why make a build video when you can just use the editor. Editor is neater and easier to gather the important information.

Honestly it just seems like you wanted to bring up how you’re getting close to top 50 on a core necro build and chose to do it by arguing something no one else was arguing.

Attachments:

Eliminate Stacking

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Posted by: Huskyboy.1053

Huskyboy.1053

Lol ithilwen strikes again. Do you have any idea what it would take to generate 5 unique classes on 2 teams while also keeping the teams skillfully close to each other.

You guys need to forget about stacking being fixed in gw2 unless the population is ridiculously high all the time. If everyone who plays pve and wvw played pvp often then maybe. Even then at higher levels of play there will still be disastrously high queue times.

Just blame anet for creating an unbalanced 5v5 system and move on.

It wouldn’t be so difficult if they didn’t have the stupid daily bonus for winning on a specific class. The pool of classes would be much more diversified.

D/P S/P in sPvP the new Meta?

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Posted by: Huskyboy.1053

Huskyboy.1053

I’m a new player (just started leveling), I really like dual daggers… just kinda cool. However, this thread doesn’t even mention it – is it completely useless in sPVP and WvW (roaming/ambushing in WvW stragglers)? I want to level with the spec that I’ll play in PVP at 80.

Separate stupid question, having a dual dagger – does that increase the auto attack of the main hand dagger? I’m guessing not.

I’ll try and answer this comprehensively: doing well in sPvP is about making the best decisions and having the most optimized build. That’s partly because you want to win (right?) but also because there’s 4 other people who need you to play well and play intelligently. D/D is an ok condi build, it can build up insanely high stacks of bleed at melee range. However, because a condi clear gets rid of all stacks of a condition, if you only stack bleed on me and I remove 1 condition, then I’ll remove all the stacks of bleed. And even if you put cripple on me via dagger 4, most condi clears remove 2-3 conditions. So basically D/D condi is easily countered by any condi clear.

D/D power is pretty bad compared to D/P for a power set, because pistol 5 + dagger 2 gives you stealth (therefore access to Backstab), and Pistol 4 (assuming you get an interrupt) gives you a ton of damage if you take the Pulmonary Impact trait. By comparison, with Cloak and Dagger (dagger 5) you have to hit your target to get stealth, which means I both need to be in melee range and my attack needs to not be evaded/blocked. No such restriction on pistol 5 + dagger 2 because it’s using a combo field. And no, the offhand dagger does not affect autoattack.

So it’s not that D/D is a terrible choice, it’s just not optimized for sPvP against halfway decent players. Whether you’re ok with that or not is your decision, but I guarantee your pugs will hate on you hard if you don’t play effectively. And by pugs I mean pick-up groups, if you have actual pugs they probably won’t care what your weaponset is.

The monotony is killing me...

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Posted by: Huskyboy.1053

Huskyboy.1053

I mean ya just named 3 builds of varying viability, that’s more than some professions have. Not saying we couldn’t have even more but thief really does have more variety than ele or necro.

Launch vs. Push/Pull

in Guild Wars 2 Discussion

Posted by: Huskyboy.1053

Huskyboy.1053

So I’ve noticed a discrepancy that affects sPvP and maybe WvW: launch can be used to move downed bodies, and push/pull can’t. This is actually pretty messed up, there are strategic uses for using this type of CC on downed bodies, and that usage is being blocked by an illogical disparity. This obviously fuels class imbalance, for example revs can push downed foes off point via Glint elite, but thieves and guards can’t pull enemies off-point or out of node fights or whatever. This should be changed to balance them out.

New toy for DH

in Guardian

Posted by: Huskyboy.1053

Huskyboy.1053

I’m not going to bother replying to you anymore. It’s clear you are too stuck on the hipster mentality, where good skills are brainless, bad skills are underappreciated and people just don’t bother enough.

Just wait for when and if guardian gets that healer/support spec and see how not even that build will bother ever using SoC in its current state.

> “not going to bother replying”
> replies

You guys can just, yknow, disagree respectfully. The skill has a great active effect, it’s 1200 range lol that’s the size of mid at Foefire. And the passive effect works well for the guardian if not for the team. It has its uses, let’s just agree that it’s a viable option if not a no-brainer.

Automated Tournaments are not the answer

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

So let me get this straight.

Automated tournaments which are literally pure 5on5 where you have plenty of time to set up a comp with your pug, sort out communications and then also time to prepare for enemy comp when match starts are all unfair.

What is fair is you getting 5 people in the same party and voice coms to face one duoq and 3 soloquers.

The reason this is fair is because you cant win an AT. If you get to make a premade and face soloqers you can win. Which is fair.

????????

Just look at OP’s posting history and you’ll see a pattern. You’re right he’s wrong, ATs are fair and I enjoy them immensely. I’m in NA and mid-Plat, I basically play in Plat PUGs and we usually make semifinals no matter who I’m playing with.

Got stuck in a wall. "16 Min Timeout"??

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

Good question. When I’ve done it myself, I did absolutely nothing. No chat, no moving and no condis were put on me. I’ll ask a programmer to look at the code and tell me on Monday.

Thanks, problem is i got stuck in one of the pillars at mid in temple. The pillars are fairly small so i kept getting hit from mid point. Anyway couldve relogged and didnt really matter so its fine, just wanted to see if it would work out.

Could you also ask if knockbacks and such also have effect? I guess you ment going over everything but just making sure. Also moving camera, as in left click held down to look around. Im testing some of these myself, will update if i find something out.

Moving camera is fine, boons are fine.

Looks like 3 things will interrupt the /stuck action. Moving, using a skill or getting into combat. Getting stuck in a wall close to point, it’s going to be difficult to avoid getting put into combat.

Getting into combat shouldn’t affect this. Currently getting people stuck in walls is used as an exploit, if you hit someone while they’re stuck in a wall then the /stuck command won’t work. My team lost in the AT yesterday because a DH intentionally pulled me into the tower at Kyhlo; if developers aren’t going to fix the collision issue then they can at least make /stuck bulletproof.

Revenant "Changes" 10/18/16

in Revenant

Posted by: Huskyboy.1053

Huskyboy.1053

Still strongest class atm

Nerfnant is definitely the “strongest class” with the least amount of stunbreaks ingame, 0 condi cleanse, 0 reliable access to stability, 0 reliable heal cus anyone with brain can prevent it by blocking/evading the daggers and not attacking during Glint heal. Yeah totally the strongest class kappa

Yes, if you’re implying it’s bad, prove it in esl. Any good player knows rev is yet the strongest as it’s always been.

Sadly i cant prove it, reason: i left the game in mid of S2. And dont act like a pro when i have soloed you and Vaans many times in ranked so please give me a break about your so called “esl” cus nobody gives a kitten about it anyway.

Ofc you have, like every other no name, who make up their kitten. You say you don’t play anymore yet go on the forums claiming authority over esl players about balance. Next lvl stupidity

Except you are noname yourself. You aint skillful whatsoever, every monkey can record some vids in wvw where they 1v10 enemies but when you get your kitten kicked you dont post it – normal.

And yes i did, just like i beated your esl “pro” players when they played rev. Since beta i havent lost any 1v1 fair matchup vs another rev. I mean i even won a match vs Rom and Frost with Ventari bunker rev..rofl (they havent killed me even once) but for sure you know better. Right.

And just bc i stopped playing doesnt mean i stopped understanding how this game works. Solo rev will be a horrible experience for anyone now.

Ladies, please, you’re both pretty.

Class limit

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

It doesn’t. When people go to character select when they’re already in a match, they should get an error message when they try to load their DH telling them that their party has reached the max limit on that class, assuming they already have 2. People should still be able to switch though, preventing switches just reduces the already limited strategic aspect of Conquest.

Gravity Well vs Plaguelands

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

Stepping into a necro when he has dropped plaguelands, well of corruption and when he’s landing marks on you is practically a death sentence.

kitten someone figured out my secret. So many peeps ignore the red circle and I just dodge around inside it.

Helseth carries bronze 4v5

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

It’s sad that a “pro” player would go take an account go through bronze and mock new players. I watched the stream and tbh it looked like he was just pumping his ego, trash talking to bronze players. Now those players will see that they’ve been smashed 5v4 and sure they will think “oh yeah this matchmaking is crap” when in fact you have sad people like him boosting their own ego by “smurfing”.

I think this is just an experiment on his part. Good for him to do regardless of whether he says annoying stuff where they can’t hear it. And they are correct, in a sense, that matchmaking is crap if players that bad are being matched against Helseth. Although I’m sure that’s more to do with his account’s current lack of MMR history.

Banners: Can we finally get these updated?

in Warrior

Posted by: Huskyboy.1053

Huskyboy.1053

I mean the effect of banners is far better (individually) than Facets. But the CD is insane, I’d much prefer to see that cut in half. Ofc the duration would need to be shorter, 90s is far too long for sPvP anyways.

Change or remove Sigil of Absorption

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

God these PI discussions are always so hilarious. I love this certain one “let’s put PI on 5 sec CD! It won’t be spammed then!” You can still headshot and still interrupt theres just no damage this existed Pre HoT and was used the same way, so what part is the part that is considered OP? The damage or the interrupt? Since we already got tuned on the damage in this patch included no air/fire.

Anyway seeing this thread is like full popcorn let’s go lads

It’s the damage. It wasn’t used as a damage source pre-HOT so idk why you’re saying it was used “the same way.” PI triggers on autoattack rupts kitten , were thieves really doing that pre-HOT? I just tested it yesterday with a friend, I was playing condi rev, he was hitting 1.7k-2.1k per PI proc. Skills that disable and deal heavy damage aren’t so great for the game, which is why Skull Grinder got a huge damage nerf and Smash Brawler was also nerfed (to prevent spamming of primal bursts). The difference there being that Skull Grinder was never actually spammable just low-CD; Headshot is spammable.

Yeah it’s annoying to be interrupted if a thief cleverly predicts what I’m doing and interrupts important skills then that’s my bad, and that was reasonable pre-HOT. PI introduced damage but didn’t increase the thief’s risk; sit at range and spam the skill and what are revs and necros going to do about? Slowly die.

Also why are you bringing up sigils? That’s relevant to thief’s damage but is irrelevant to this thread or PI. You’re a great thief dude, why not advocate for where PI’s damage could be moved to instead of just defending the status quo?

matchmaking algo BROKEN. w/ evidence

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

Just going to offer my preference here: I’d rather the matchmaker put me in a match where the average MMR is even for both teams than be on a stacked team. I was on a stacked team recently and the game was boring, we swept 500-50. I don’t log on for that, I’m 1600 and I’d rather carry some 1500s and rage at them and ping like a madman on the minimap but have a competitive match, than just steamroll or be steamrolled.

Current state of classes in PvP

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

@BlackBeard – I agree that chrono shatter spam is real and is a problem, but I disagree with your solution to that. Instead of increasing the CD of SoIllusions, I would change the active effect to just decrease shatter CD by 50% of their base CD. So if you aren’t running the Illusions line it would cut 25 sec off of Distortion’s CD, 6 sec off of MW’s CD. If you just increase the CD of the skill, it doesn’t stop anyone from using it in CS, and it doesn’t stop anyone from using all of their shatters twice or even 3 times in a row. Decreasing the active effect however does stop people from using all of their shatters twice in a row on core mesmer, or 3 times in a row on chrono. So this is a larger nerf to the optimal utility you can gain from the signet without just increasing the CD of it.

Yeah I support Ori on this, it’s nice when skills can be used more frequently but have weaker effects, instead of longer CDs but stronger effects. The latter just causes 1v1s to be decided based on who was fighting most recently, that’s not fair or fun.

Sorry Pro Leaguers, ELO hell still exists.

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

The real question is, did Helseth also queue at 5-10 am like the rest of the top 10 (you know who i am talking about, i have seen you and have screemshots, don’t deny it) so he could farm players divisions (silver/gold) below him and thus never lose matches?

Oh that’s the ‘’real question’’ huh?

I didn’t do that a single time. My entire path was done on stream and primarily during primetime. My usual stream schedule is 16-22. This is easily verified by just looking at the dates/times of my past broadcasts.

I’d love to see screenshots of me qing at 5-10 am considering that I have a job lmao.

Like, a single one.

I can put a 500g reward on it.

Did you even read what i wrote?

I did.

I adressed your comment that suggested I could have been doing it at silly times. After that I also offered up to you and absolutely anyone if they could spot a single time where I’ve been qing at 4 am .

If you took the tone of the comment as something else it’s probably because it’s tiresome when people on the forum keep posting exaggerated claims as if they’re facts and then give no acknowledgement when called out on it. I’ve lurked for a minute and constantly seen it repeated. It would be nice to have this stop happening all the time.

Although let’s go ahead and prove me wrong;

‘’like the rest of the top 10 (you know who i am talking about, i have seen you and have screemshots, don’t deny it)’’

This suggests that the majority of the top10 q at 5-10 am which is the only reason they have the winratio that they have.

I’ll call you out on it. Give me 6 screenshots (majority) of the EU top 10 qing at that time.

500g.

Dude you posted a video of you doing just that on your own stream!

Automated Tournaments are not the answer

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

So let me get this straight.

Automated tournaments which are literally pure 5on5 where you have plenty of time to set up a comp with your pug, sort out communications and then also time to prepare for enemy comp when match starts are all unfair.

What is fair is you getting 5 people in the same party and voice coms to face one duoq and 3 soloquers.

The reason this is fair is because you cant win an AT. If you get to make a premade and face soloqers you can win. Which is fair.

????????

He said that there should be separate 5 man and solo queue. To me there should be separate tournaments based on your pvp rank without decay. Have a bracket for bronze to silver 2, one for silver to gold3, and one for gold 3 to legend. Make the rewards scale with the bracket.

Having tournament where you have a chance to win makes sense. No sport throws novices and pros on the same bracket. People need to be challenged, and learn how to play as a team, but a bronze level team isn’t going to learn anything going up against a legendary team.

Most sports have a much more limited number of teams selected by a small numbers of elites, so that’s not in any way an accurate comparison. Tennis, though not a team sport, is similar in that basically anyone can try to get into tournaments, which is how you get big surprises like Rafael Nadal winning Roland Garros at the age of 19.

I suppose you could have noob and “pro” tournaments, but really these low-level players should just be practicing their 5-man game more if they want to win. Not ask for easier opponents. True competitors ask for true competition. If you bring a level 10 bulbasaur to challenge the elite four, is it their bad for being so strong? Or should you maybe have evolved it to a Venusaur before challenging them?

Dagger mainhand

in Necromancer

Posted by: Huskyboy.1053

Huskyboy.1053

This is a sPvP thread

Alright so I’ve been playing dagger main hand for the last two weeks with marauder amulet. I’m really torn on it; on the one hand, its boon corruption, healing, and LF generation are great! On the other hand, its range sucks hard, and there’s a reason it’s not meta. The LF generation from the autoattack is great… except for the fact that necro can’t just blindly autoattack. I only get to use it on downed bodies. So here’s some suggestions for dagger buffs, not all of them should be implemented together:

  1. Change dagger autoattack to 300 range. This alone would make it a much more competitive option
  2. Add lifesteal to autoattack and dagger 2. This seems like a no-brainer considering it fits with the overall “necrotic” theme of the dagger itself. Dagger 2’s damage should be lifesteal instead.
  3. Add either chill or some high amount of vulnerability to Dagger 3, like 8 stacks for 10 seconds.

That’s it! Dagger’s autoattack needs to be revisited most, it’s almost unusable in sPvP and its melee range doesn’t even make sense with dagger 2 and 3 being 600 range.

Sorry Pro Leaguers, ELO hell still exists.

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

The real question is, did Helseth also queue at 5-10 am like the rest of the top 10 (you know who i am talking about, i have seen you and have screemshots, don’t deny it) so he could farm players divisions (silver/gold) below him and thus never lose matches?

Oh that’s the ‘’real question’’ huh?

I didn’t do that a single time. My entire path was done on stream and primarily during primetime. My usual stream schedule is 16-22. This is easily verified by just looking at the dates/times of my past broadcasts.

I’d love to see screenshots of me qing at 5-10 am considering that I have a job lmao.

Like, a single one.

I can put a 500g reward on it.

Did you even read what i wrote?

I did.

I adressed your comment that suggested I could have been doing it at silly times. After that I also offered up to you and absolutely anyone if they could spot a single time where I’ve been qing at 4 am .

If you took the tone of the comment as something else it’s probably because it’s tiresome when people on the forum keep posting exaggerated claims as if they’re facts and then give no acknowledgement when called out on it. I’ve lurked for a minute and constantly seen it repeated. It would be nice to have this stop happening all the time.

Although let’s go ahead and prove me wrong;

‘’like the rest of the top 10 (you know who i am talking about, i have seen you and have screemshots, don’t deny it)’’

This suggests that the majority of the top10 q at 5-10 am which is the only reason they have the winratio that they have.

I’ll call you out on it. Give me 6 screenshots (majority) of the EU top 10 qing at that time.

500g.

Dude you posted a video of you doing just that on your own stream!

Just to save everyone the trouble you will get rickroll.

Don’t listen to him guys this is legit.

Necromancer Ranked PvP Guide (Season 6)

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

@Huskyboy.1053
Many thanks! I’d write something reflective, but I think I’ll get more out of your tips by doing more queues and watching what’s happening as I fight these builds.

Best of luck. You’ll learn more about how to beat these specific builds by playing as them rather than against them. Watching streamers (Sindrener for thief, maybe Drazeh’s past broadcasts for warrior) will help you tremendously. Nos streams power necro so watching him will be very helpful to you. Obindo and some others stream warrior but I’m not up to date. For DH there aren’t many high-profile streamers, but Meditrapper is easy to understand and counter. Symbolic is a bit trickier. Feel free to send me a letter in-game and I can help you practice.

Nerfs too harsh?

in Revenant

Posted by: Huskyboy.1053

Huskyboy.1053

Yeah I understand your examples, the issue is that the numbers are arbitrary. Rev also does not have better survivability than DH, dunno where you got that. In a very specific situation, 1v1 or 1v2 versus pure power classes, power rev has much better survivability. That’s it. Any whiff of condi and rev does worse than Meditrapper, which has 2 condi clearing meditations (if they take contemplation of purity), condi clear on F2 and infinite block for 4s on F3, invuln on their elite (72s recharge) and then they can reuse their virtues.

Also Meditrapper has 1200 range, rev does not, you’re not taking that into account. That’s both an offensive advantage (can hit from range and attack from outside enemy’s aoe) and a defensive advantage (can avoid dangerous melee attacks). With the updates, the only category where I agree that DH is inferior is mobility, that’s an easy win for rev. Power rev doesn’t have the AoE denial of a DH which is very useful in conquest, and now its damage isn’t so superior. It’s easy to say that rev’s AA does much higher damage, and it does, but with LB, DH just lands its AA and true shot in many more combat situations. Rev has a lot of bad matchups whereas DH is very flexible, its only bad matchups is a 2v2 vs either a condi necro or a condi rev (Ha!).

Whats the plan for necros?

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

necromancer can’t win a single 1v1,

That’s a lie, necro beats engi and support ele. It just loses vs the other 6 classes.

and warriors…. just saying~

As for discussion, it is pointless to type anything it seems, people just read what they want to read and if they see what they can’t accept or can’t provide proof against it they just dismiss it with various irrelevant excuses or continue to claim same crap without any actual facts (e.g. necro has weakest dmg in game…. based on what exactly? Or they just go on about thief when the discussion is not even about thieves but the fact that necros HP pool gives them more time to react compared to low HP classes like thief/ele/guard and there is reason why those classes have dodges/blocks and necro doesn’t -_-‘… but noooo we would rather twist the words for the sake of flaming).
Bottom line, i don’t think necro needs buffs. We don’t need more powercreep. Elites need more nerfs /thread.

I’m on NA, feel free to bring your necro against my warrior any day. Warr versus necro, even with 50% lifeforce, is still a really imbalanced matchup.

I don’t need to xfer to NA for it, i have seen plenty of necros soloing warriors in my matches.

Yeah I’ve seen thieves solo DHs before, in fact I’ve done that myself. The issue there is that I’m average and the DH was below average.

Reasons why necro loses to power warrior:

  1. Cleansing Ire and Berserker Stance negate condi necro
  2. Mace 2, Shield 5, and Endure Pain give enough sustain to approach power necro and tank its stronger attacks
  3. Necro has no stability outside of shroud aside from its very obvious blockable elite, and warrior has mace 3, shield 4, headbutt, skull crack, and skull grinder to constantly take advantage of that lack of sustain.

Nobody really cares about random instances of necros outskilling bads, that can happen on any class versus any class. Structurally necro is built to take a beating and warrior is optimized to 1v1 against slow enemies.

Condi evade thief needs to be fixed

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

I am not defending the build (it is probably one of the stupidest things produced by HoT) but can someone actually tell me how it is any different from current warrior or DHs meta builds? They have even more point presense than thief, as much if not more survuvability, just as low skill floor. Why do i not see you crying for nerfs for those classes? Why are they fine?

As far as counters go, i can deal with those thieves just as fine scrapper or necro. As thief (i play dp) i would have to give up point ew a bit but 1-2 burst is usually enough to finish those thieves off.

We’ve seen plenty of threads about DH and how brain dead easy it is so it’s kind of been done to death but by all means open another thread. Berserker is also stupid but we see less posts about that, the few I’ve seen have all talked about nerfing adrenal healing but really the culprit is spammable T3 burst skills.

Perhaps if you ask Henry he will make one about warriors, guaranteed to get a lot of attention and discussion.

I’m going to keep saying this until everybody agrees with me: the biggest problem with Berserker is Eternal Champion. I think it should work like necro’s Foot in the Grave rather than pulsing stability throughout Berserk mode. Giving amplified offense and defense at the same time is classic HoT powercreep.

The other thing that should change is the adrenaline generation on Cleansing Ire should have at least a 1s CD. Punishing players for successfully attacking warriors is total bullskritt.

Let's talk about the spvp bot array

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

I haven’t seen any of that in S7 but I also haven’t played GW2 in over a week now. The last obvious bot I saw was during S6 and it was alone. It was a full trap DH that would spawn and go to camp home the entire time it was in the match without ever moving.
It was programmed to sit in the middle of the home point, spam traps and fire a LB. Every time you CC’d it off point, it would bug up or something and just stop taking actions all together until someone killed it, then it would resume it’s patterns.

It was needless to say, a very kittenty bot program.

I’ve seen one of these. I think it was an actual player but otherwise description is correct

Attachments:

Rev obviously over nerfed.

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

You don’t have to play Rev… in order to what? You do have to play Rev to actually have a working knowledge of how the class works, its limitations in specific matchups and situations and so on. But in order to click the “Post Reply” button, no, you don’t have to play Rev. If you don’t feel comfortable competing on Rev then isn’t that an indicator you haven’t played it very much?

What I'd like to see in patch

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

Idk what you mean by “Unblockable skills NEEDS to be toned down.” Yeah sometimes when I get ganked on necro I think that necro needs defensive buffs. Then I take a deep breath and realize that the class is in a good place right now.

Thermite got in the top 10 this season playing DH. I believe Saiyan was around top 50, he was definitely inside top 30 during the season. The only “unblockable skill” that should be giving you any trouble is signet of might warrior. Just F2 away, kite, and once it’s over you can face the warrior. Learn to play the game instead of whining about how there are some counters to your class.

Whats the plan for necros?

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

actually,necros got stability in the spectral tree line,one DS/RS you can get stun break and stabil,with traited DS/RS we talking about 6sec CD on stun break with stabil.not bad at all

Technically that’s true but power necro loses a ton of damage by taking that trait. Necro plays Death Perception because otherwise shroud hits like a limp noodle. Landing RS 5 is a huge part of power necro’s burst if it crits; if not then it’s not that scary. At that point you should just play another class, even with that trait necro still has no blocks, invulns, not even vigor. Defensively it’s a trainwreck, better to trait for extra damage.

Desertion

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

i hope they read this too and decide to implement a penalty if there is none

or an option for people to pick maps they want to play insteand of a russian roulette

So long as Anet is giving rewards for playing certain maps, which is stupid imo, they should have a separate “beta queue.”

Did we lose CONDI vs. DIRECT dmg stat ?

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

Crucial to what? For a dps profession, kills, deaths, offense, and defense are all far more important. Damage dealt is a vanity stat, what matters is whether you’re helping your team gain points or not. Engis deal plenty more damage per match than a thief ever will, but a thief should get more kills if they’re playing at the same level as the scrapper on their team.

ELO hell climb was a complete joke LUL

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

Helseth’s climb proved that by playing a good class with a good build and being generally better than the people in your ranking, you will climb. That’s all that it was meant to prove and it did. You can’t toss in the argument that “Well he didn’t play x subpar class so his climb is meaningless” because it just doesn’t apply to real life. You don’t play something not designed to do what you’re aiming for and then wonder why the hell your goal isn’t being reached. It’s like setting a goal of spending less on gas for a month while driving a Hummer.

DeceiverX’s position is that a player who belongs in Silver doesn’t possess enough skill to get from Bronze into Silver while SoloQing, despite possessing the same skill level as the average Silver player. Feel free to substitute Gold for Silver and Silver for Bronze, it works any which way.
And skill aside, your build affects your overall performance; power mes is undertuned in the current meta compared to condi mes, and so DeceiverX is saying that since the skill gap is massive (therefore boosting Helseth’s overall effect on his team’s score) a way of limiting Helseth’s disproportionate superiority to those in Bronze/Silver would be to play an inferior build. I don’t think that it would be enjoyable for Helseth to do that and I’m not making any challenges or demands myself, but it would make him slightly more comparable to an average player trying to climb out of a division where they “don’t belong.”

Helseth seems to be under the impression that his experience mirrors that of other players who belong in higher divisions; many people disagree, and this is why. Were he to limit his performance level to that of a Gold player, either by playing more poorly or playing a worse build, this “Helseth vs ELO hell journey” series would’ve more accurately portrayed a Gold-level player’s experience getting from Bronze to Platinum. But he didn’t. He played at a Legendary level on the highest-rated meta build (which he probably created and tested many times himself), and as a result did in fact climb quickly. Good for him, still isn’t really relevant to average players stuck in below-average divisions.

GW2 is 4.5 years old and...

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

Probably changes in management. It’s a business after all. Besides, the devs won’t have jobs if the game is on autopilot.

Upcoming Changes to Skills

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

Lots of great feedback in this thread! I see a lot of concern about the nerfs to revenant so I would like to discuss those a bit more.

Surge of the Mists is a skill that does everything. It evades attacks, is a massive cc, and does a huge amount of damage. The defensive capability and cc fit well with the rest of the staff set, so we felt the damage was the best spot to bring the skill down a bit. 50% is certainly a big reduction, but consider just how much damage this skill does right now. Even after the nerf it will still take a chunk out of a squishy’s health bar, in addition to providing cc setup for another skill (and teammates).

Precision Strike is another skill that we felt did too much damage on its own, particularly when all 3 projectiles hit one player. This is another case of a big reduction on a skill that does a ton of damage, resulting in a skill that still does a reasonable amount of damage.

In general, revenant isn’t lacking in sources of damage. Unrelenting Assault, Facets of Strength, Elements, and Chaos, Equilibrium, and sword autoattack are all strong damage skills as well. Precision Strike and Surge of the Mists will continue to bring relevant damage to the table, so rev should still have plenty of damage to go around.

With that said, we will definitely be keeping a close eye on things going into the season.

I’d say you should’ve removed the evade, or shortened it to 1/2s. This is a case of the nerf bat hitting the wrong thing; damage was high yeah but it wasn’t “insane,” rev could get more damage off of sword AA in the same timeframe (when you factor in Devastation traits and vulnerability). However, the evade was and is silly, they already have a block on 3 and a (difficult to land) CC on 2. SotM was a nice damage and CC, and now it’s just a watered-down version of its former self. Rather than making it a lame skill as it now is, why not instead remove or tone down the evade to give it some counterplay? People who complained about the skill beforehand had a combination of need-to-git-guditis and a genuine lack of ability to counteract the skill. The same issue continues to be just as true, but now the skill itself is just meh. Staff was already the weaker set for damage compared to sword, now it’s legitimately a bad choice overall with the nerf to Warding Mists.

Necromancer Ranked PvP Guide (Season 6)

in PvP

Posted by: Huskyboy.1053

Huskyboy.1053

Hello, thanks Dustin for writing this up – currently studying the Necromancer in Season 6 and it’s a lot different from the bunker builds and classes I’m used to run. In all honesty, I’m pretty much used to bum-rushing and fighting on-point (War, Engi, Guard, Ele), so what I’m used to is absolutely counter-intuitive to my Necro’s well being (read: just another scrub).

Granted there are some impressive moments when – anyone/monkey can do this honestly – you find the moment to dive into a team-fight, target someone for boon-stripping and wipe everything inside of ten seconds (like you said, killing some guy, killing his rezzer, killing whoever is unfortunate enough to be caught in the spins and AoE)…

I’m just struggling to kite and run from half the team trying to gank me when they see me a mile away. I have to work on my non-existent kiting skills.

This guide is giving me a lot of helpful tips.

P.S. If anyone from the Necromancer community can chime in regarding matchups like Dragonhunters, D/P Thieves and Power/Condi Warriors, that would be awesome.

I can give advice about power boonstrip. Against DH, trigger their passive trait with either warhorn 4 or staff 5, make sure to step on the trap to trigger it. I usually use staff 5 for that. That will give them stability, corrupt that and it turns into fear. Switch to axe/warhorn and hit them with axe 2 while they’re feared. From there you should expect longbow 2 or 3 if they haven’t used it yet, be prepared to dodge True Shot and look for the animation. If you feel like you have enough LF then you can go into shroud at this point, if not then depending on your positioning you can try to hit them with axe 3. Remember that they get protection when Test of Faith is triggered, so don’t burn your high-damage skills on them without first corrupting it. This is a winning matchup if you walk into it with around 5k LF or so. If you’re empty when you start then you have to play carefully. Make sure you know the animations for True Shot and Spear of Justice so you can dodge them.

Against thief, you usually lose. To win you need a good bit of LF to start. Things you need to do to win, not necessarily in this order:

  1. Corrupt their Fury into blind
  2. Land Axe 2
  3. Dodge Steal
  4. Land Staff 5 and Warhorn 4. Remember that Warhorn 4 is 600 range, you can land that when it would seem the thief is out of range.
  5. Land most of your shroud skills
  6. Don’t get interrupted a lot

There’s no point in me giving you a rundown of the fight like I did against DH, the thief mostly controls this matchup. If you can’t anticipate when they’re going to use certain skills then you will always lose against thief. Remember that if they haven’t used Steal yet then LOSing them isn’t safe. Letting them steal your stability is ok if you’re going to corrupt it right away, if not then it’s a bad move.

Against warrior, it’s pretty easy. Stay at range, kite a lot, corrupt their stability (they get it in Berserk mode), and don’t waste high-damage skills when one of their Endure Pains is up. Really it’s just about proper kiting, timing your corruptions well, and landing your CCs. Pro-tip: your CCs are unblockable so use them when the warrior is using shield 5. Also it’s ok to use axe 2 if you need LF but the warrior is damage-immune. Axe 2 has a low-CD so it’s spammable.