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What is your ""plan B"?

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Probably yolosmith while playing star wars as custom music

Really Curious on The Ventari Hate

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Yeah ventari rely on camping on pts and knock everyone else out, which scourge counters badly with its sand shades. This is another topic on itself but I’m actually curious whether scourge will change current meta to a more range or offpt fighting manner in low/mid tier.

Back to the topic, I think an easy fix to this dilemma they should make energy expulsion a 2s knockdown instead of knockback, then buff team support ability of that skill to provide 3s AoE protection and vigor. In this case ventari can make a good bunker that doesn’t steal node from pretty much most builds that doesn’t have accessible stability.

Furthermore ventari need more team support ability. Change all ventari skill range from 240 to 360 like elemental bastion and you have ventari compete with elementalist for healbot role. You’ll probably need stun break on natural harmony though they’ll have to increase the energy to 30 or something.

(edited by NICENIKESHOE.7128)

Please delete this build from the game

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Reaper should be able to deal enough pressure for ventari rev in WvW since each chill stack 3 bleeds instead of 1 in PvP.

Is it me or is PVP decay a really dumb idea?

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

You could ask your teammate what rank they’re in or observe what your opponent plays like after decay. There are couple of times where I got 700 decay due to life commitments, but as I return my teammates still say they’re platinum. Outside of afkers etc majority of players I face and play with still holster weap against defensive skills/smart rotate/coordinate as a platinum instead of silver/gold etc.

So I can concur that decay doesn’t really affect your match making. Only what it appears.

Also by logical deduction if decay affects MMR a player may abuse this system to get easier opponents and rank up in long run, which I suspect ANet has addressed that when designing decay.

Rate New Specializations from 0 to 10

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

My assessment for the classes I’ve test in beta PvP.

  • Weaver 6/10. Some potential to be a bruiser class there but I’m cautious. Namely the universal attunement CD restricts the amount of burst potential yet the normal attacks can easily be healed through by say a tempest. Overall I doubt weaver will change the current meta comp in PvP.
  • Holosmith 8/10. Absolute blast, able to kill scrapper if they’re not careful, and I’m doing that while running tanky amulet. Survivability is an issue but with elixirs you can actually sustain quite well against bruisers. Could be a significant power dps source in teamfight. So kudos for giving engineer something else than side cap/res bot. Hard to see its higher end play when daredevil can farm it easier than anything else.
  • Scourge 8/10. Scourge vs reaper seems like a fair 50/50 chance. But moreover sand shade on point is going to make conquest very interesting. With the amount of pressure sand shade can do on point…scourge will force mid/lower tier meta into a more range or melee-off-point fashion as players dancing around the point to kill scourge first. Scourge also synergise better with tempest seeing how the heal goes through. Though I doubt scourge can change that much in higher end seeing fight tends to end near but not on point.
  • Mirage 2/10. Really underwhelming. Its designed as a roamer with weaker teamfight, survival and boon potential than chronomancer, yet it doesn’t deliver enough damage to justify the sacrifice. Suboptimal damage, utility/axe shadowsteps are have chunky cast time or short range (why cast time?), reliance on clones yet lack consistent clone generations, weird mirror mechanics that has no real practical use, and buggy ambush attacks. I tried all types of builds because I love my class, which literally involve 10 different traitline (not traits!) combinations with power/condi. I agree with most mesmer’s assessment, from new players to top players like Helseth – It can’t compete with chrono at all. If we want to look at roamers ability a daredevil will surpass it in every way even in terms of condi pressure.

How Are PoF Elite Specializations Unlocked?

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

I came across a “Mirage trainer” near the temple runes during beta, whom you can talk to etc. Perhaps its not as similar as the ones in HoT but we’ll see.

Too many Globs of Dark matter

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

If I remember correctly, daily exotic/fractal drops can’t be sold/mystic toilet so salvage is the only option. Its quite easy to get excess glob if you play enough frac.

90+ second teammate dc, -15 rating anyway

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

I took a look at this match and the longest disconnect was a player who disconnected about 70 seconds before the match ended.

Just out of curiosity, and probably doesn’t matter in long run. Does the count ends when dced player successfully relaunch GW2 or when he re-enters the match? I’ve seen players complained of getting stuck in loading screen etc and wonder if that counts.

Is retaliation too strong?

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

48k without downing them? Any guards want to jump out and correct that? *facepalm

Is retaliation too strong?

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Its simple. If you can down players with your damage there’s no reason to worry about retaliation.

Retaliation at best can do 250 per hit and quite frankly even auto-attack can top that. Most class have around 13-20k health so I don’t see how you can’t kill them when landed 6 unloads. We can talk about other skills if you want, but the result will always be that the damage you inflicted is more than the damage you receive from retaliation.

Regarding your “without doing anything” theory…only guard has reliable access to retaliation, maybe even engi if his lucky with condition conversion. Guard has more block than retaliation so you should be worry about things other than killing yourself. And rarely rev traits for retribution nowadays.

Back before ANet completely broke that trait, I tried retaliation build on guard when you can convert it to scale with condi. You get 350 per hit and I still hardly find anyone clueless enough to be killed by it. If you really want to talk about when retaliation was OP, that’s 4 years ago with Pyro’s Immortal Mesmer build. Back then retaliation from iDefender will proc when mesmer take damage, and both mes and iDefender has retaliation. This allows opponent to take 2 procs per hit on mesmer (roughly 550 per hit). That build was butchered soon after and leave a bunch of useless traits for mesmer.

Is retaliation too strong?

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Retaliation is a two way thing. If you can’t deal enough damage to nearly down the player with 3 unloads, then its time to change strategy…

I have nothing against unload, but its a range attack that can ramp up a lot of damage if you land it. And provided that you get retaliation it means they actually landed.

Phantasms are affected by Alacrity.

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Put it in slow traits and suddenly it can compete with chronophantasma…

Are there any plans for smaller guild halls?

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Capturing was never an issue tbh, upgrading is.

I’ve done 4 capture missions in total and in small parties (4-6 people) we were able to capture them in one go. Two of my capture missions are with 50-100 large guild and they usually failed first time because of terrible RNG placements. When you have greater than 20 that’s when you get 3 vine spawns and possibly at very far distances, forcing your zerg to split up. Upgrading, on the other hand, is what costs me enough gold to buy 5+ precursors. Though I kinda enjoy playing Sim more than actual character cosmetics.

Anyways you could have dedicated scribes who have gold to sink in, generally this will be much more difficult for WvW/PvP guilds (is there still PvP guilds?) since there isn’t exactly a way to farm. But seeing how you’re asking for less mats I think having more people chime in would relieve a lot of unnecessary stress from individuals, though I perfectly understand its kind of embarrassing to bring this up. It all depends on how your guild want to set up for the hall and I encourage you to discuss with your guildie.

Completely one sided match, but?

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

A week ago I had a completely one sided victory with 500 to 0 or something in platinum. That’s right, 0. Admittedly one of them gave up around 200 mark but there are numerous occasions where they couldn’t score a kill despite 2v1 or 3v1.

Both teams are soloQs. Guy on the other team said he lost 13 and I really feel for him. Point is MMR is very unstable right now and to me it shows that soloQ is more or less a gamble.

Give us more game modes

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Trouble with courtyard is its map design and lack of refinement in TDM mode. It has been discussed to death how tight corridors only served to promote AoE spam rather than getting people off conquest mentality. The mode also require team presence whereas latching onto old 20s spawns only encourages ill-informed players to streamline into their death. Several good suggestions were made to improve such phenomenon, including making map larger, restricting to no-respawn short rounds rather than first to 20 kills etc. But none of the advises were acknowledged and the map was removed instead.

Man even bring back 8v8 or 10v10 would spice things up a lot. But I guess WvW would do.

Non-meta broken builds

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

If it is start of the match its most likely due to basilik venom share, which make the team’s opening attack unblockable and stuns. I play GS domi/inspi a lot and daze does not go through blocks.

Your “20k hp 1/2s burst from stealth” also requires GS mes to blow pretty much all offensive CD and half the defensive ones, making them vulnerable to attacks and very little pressure in the next 10-20s. An evade and that mesmer will have to play in defensive.

(edited by NICENIKESHOE.7128)

Good Job Anet!!!!

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Fair enough, I might have misinterpret what Faelun mean by “downstate”.

Good Job Anet!!!!

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

I’m not in the match and I hate to be that guy……but that’d be a mistake made by your stuck teammate. If you’re down in that state just let yourself bleed out, it’ll only take 20s or so. The bug shouldn’t happen in the first place, but its worse if you let that bug affect “most of the game” if given the opportunity to get out.

Mirage is not Chrono

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Except mirage is designed to be a condi glass cannon build in an era where condi cleanse and resistance are given out like candy. There’s a reason why current meta has very little glass cannon power builds, not to mention condi ones. Try use mirage against competent opponent on current meta and you’ll see its shortcoming.

Trust me, I’ve spend whole weekend trying to get power shatter work like the good o meta, you’re still better off as chrono and in some cases base mesmer. GS/staff, sword/torch/GS, scepter/torch/GS, sword/pistol/staff, scepter/pistol/staff blah blah blah, You get the idea.

[Feedback] Mirage Traits

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Personal favorites from this list so far…

Adept trait

  • Self-deception (Xenon): Each shattered phantasm produce clone.
  • Renewing Oasis (FJSAMA): Gain regeneration when Mirage Cloak is active. Cure damaging conditions when you gain regeneration. (1 condi, 5s icd to the cleanse part)
  • Riddle of Sand (Exciton): When entering combat, your first ambush attack that hits creates a clone. The ability refreshes when you use a shatter skill.

These 3 on major adept sets up the illusion generations for mirage, allowing mirage to be chosen without the near-must requirement to invest into dueling. They also provide very competitive choices that each player must decide, though I’d argue self-deception needs to have 20% CD reduction like glenndevis suggested. Top one provide sustain ambush damage after shatter, middle one provide heavy cleanse that allow mirage to stand without inspiration (and even mantra of resolve), and lower one provide burst damage for consecutive shattering when mesmer want to blow all CD for that instant kill like old shatter builds.

  • Nomad’s endurance (Tseison): This trait should trigger off Mirage Cloak. Also increase power by 150 as well.

Vigor is the most important aspect of mirage so I wouldn’t recommend remove it completely, but obtaining it through shatter contradicts with you wanting the clone to do ambush. In this case Tseison gives pretty good way of generating vigor though the duration should be much shorter for mirage cloak to avoid too much dodging. As for power…it’s almost unprecedented for a minor trait to provide both power and condi damage.

Master traits

  • Shards of Glass (Exciton & Xenon): Create a mirage mirror at your current position when using a shatter skill. No more random trigger chance. Keep th 20sec iCD. In addition to that (FJSAMA): When you shatter a mirage mirror you gain stealth (1s) and protection (1s).
  • Mirage mantle (Exciton): When your mirage cloak ends, apply protection to both yourself and all your illusions.
  • Mirage Axes: No change.

Everyone’s suggestion for major master is tricky to pick, as mirage mirror currently is too rare to get yet reward too little with no clear directions. I think having these 3 people’s idea together allow mirage mirror to be a competitive choice that people actually would take 30s CD skills for, though mirror actually damages so that damage component needs to be removed for stealth. Mirage mantle I’d definitely prefer Exciton’s one since illusions die too easily if you left them standing for ambush.

  • Speed of sand (almost everyone): should be merge with infinite horizon, no brainer. You want mirage to be thematically utilizing clones yet you force players to trait for it in major?

Grandmaster

  • Infinite Horizon: should be merged with speed of sand as suggested. This leaves a vacant.
  • Elusive Mind (glenndevis): Increase the condi cleanse from this trait by 2 (up to 3) but give it a 10 second cooldown.
  • Dune Cloak (glenndevis): Add another bleed stack to it and increase its radius to 240.

Elusive mind is a tricky one, it is true that current cover conditions made this trait not as strong as it seems, but on the other hand allowing it to remove too much will create a super daredevil that no one can stop. Personally I’ll just go for 2 condi removals on 5s CD so you can’t weasel out of condi burst and your condi cleanse is still gated by your endurance.

Surprisingly not many people come up with suggestions for GM traits outside of baseline IH. Personally I think the vacant space should be replaced with something that can boost phantasms during mirage cloak such as gaining 5s alacrity on their skills. This will allow mirage to utilize phantasm during their ambush window as well as promoting mirage use in PvE, which is GW2’s main gamemode that has been completely neglected by mirage traits. The duration seems a lot, but with alacrity down to 33% effectiveness it’ll only reduce phantasm CD by 1-2 seconds depending on which.

Mirage Feedback - WvW Based

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

They’ll find random way to bandaid it…like they give might to iSwordman then realize its such an embarrassment that they make phantasmal force to save their face.

I’m terribly disappointed with Robert Gee this time. Chrono was innovative and new but mirage is simply a mixture of non-cohesive idea throw onto the word “Mirage”. And they dare say mirage is the first elite spec they come up with in stream.

the bigdaddy of mirage=chronomancer.

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

English is one thing…but put together comfortable paragraphs should be quite basic.

Anyways I do agree, mirage is quite lackluster atm and a lot of “nice stacks” you see in streams are commonly done on stationary golem only. In actual fights clones died within seconds after spawn, which is detrimental to mirage’s damage. Mirage’s own ambush has 1.25s to activate after dodge which defeats the purpose and is often ignored. More importantly whatever mirage does a chronomancer could do better and easier.

Overall mirage just lack utility/support, lack tanking and lack damage. This was reflected across forums and reddits, by both new players and experienced veterans like Helseth.

Mirage Demo Weekend Feedback

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Been having massive fail on condi builds, but somehow I’m doing quite good in PvP with power GS/staff build. See if anyone else want to test it out.
Marauder + adventure runes
Dueling – 1,2,3
Chaos – 3,3,3
Mirage – 2,2,2
Utilities are mirror heal, SoI, blink, mantra of resolve and jaunt.
SoI is a bit of a free slot, you can go portal or mirror images if you want.

Between phase retreat, blink and jaunt you can be really annoying to melee players. And the high reflect and stability uptime makes you easier to dash in and out without being focus by range (down a couple of deadeyes with reflects). Offensive just rely on GS so its a bit reliant on how well opponent dodge, I suspect this will fail against bunker opponents which haven’t encounter many in beta because everyone want to test that deeps. While it is difficult to hold points, I do find myself easy to fight or even win in 1v2 with this much in-combat mobility.

Some of my key points from playing mirage, not limited to this build:
Pro:

  • Very easy for mirage to stomp opponents
  • Infinite horizon allows you to tweak utilities a bit, and synergize well with BI
  • Jaunt synergize well with GS, allow you to dash in and out like a thief to reset your burst even if you fail
  • Jaunt + mantra of resolve allow you to move out of inspiration, though you will still have difficulty when focused or fight condi thief (like inspiration anyway after the nerf).
  • Super speed is handy if you want to leave battle to reset, especially with blink/jaunt

Con:

  • Nobody ever got tricked by clones unlike what dev feared, and this is day 1!
  • Ambush rarely got used with the short time window, should be around 3 seconds
  • Ambush from clones goes completely unnoticed, hence I just discard infinite horizon. Scepter clone is kinda alright but does fall short when there’re so many projectile denial.
  • False Oasis is too slow and the overall heal is too low for a skill of 30s CD.
  • Almost all utilities are not comparable to what we have on base mesmer, they give too little for the CDs.
  • Jaunt is annoyingly short for an elite skill, basically mesmer still can’t live without blink
  • Axe ranges are wonky and all 3 skills hardly hit without some significant HP sacrifice. Skill 1 is close range that’s difficult to stack on opponent, skill 2’s clone died the moment it spawns in enemy AoE, skill 3 misses almost all the time if opponent move out of original position (very bad design!!!)

Overall I feel really lackluster even though I’m surprisingly more successful on power build. Personally I don’t feel the difference of having mirage or not. I’m not the best player but I feel like the overall skill ceiling isn’t as high as chrono, which determines how far this spec can go and how much hope and time players can invest in it. I think devs are way too cautious with concept of mirage and didn’t actually test its effectiveness, and I seriously hope this beta will change their mind.

Sword, Greatsword & Underwater Ambush Skills

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

If these are the same for clones/phantasms then yeah mirage can replace domination in raids. But does illusion attack also add daze? If so it’ll be a huge boost to mesmer CC potential on top of moa. But honestly it feels like the info is incomplete since none of them mention illusions, which can be different as we seen in scepter.

As for PvP, I feel like condi will still dominate there though the extra clone from mirage thrust can solve a lot of illusion generation issues with DE.

Base mesmer power dps for raids

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

In case anyone wondering if qT is testing this, here’s the version

Props for testing as always! But it does strikes me that mes can easily pull out 30k as oppose to ele with a lot more rotations required (hence more likely to mess up in real raid scenario).

All jokings aside, we now have 2 spare utilities outside of 900 breakbar CC moa, which can easily be used for distort share/feedback with just sacrificing very minimal condi addons that doesn’t really matter to power build. These will significantly improve party survival if chrono were too busy with their rotations (or even extra signet of inspiration if your chrono aren’t good with quickness).

EDIT: ah nvm someone posted the vid

(edited by NICENIKESHOE.7128)

DPS meter really?

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

ANet has confirmed that dps meter is allowed to check party dps, which is commonly used in raid.

However 3rd party that checks other people’s gear are not allowed. Granted players who’re experienced with raid etc maybe able to make educated guess, but there are such program exists and to make the boundary more confusing it is allowed in China server.

Either way I agree that in fractal players shouldn’t be pushing for those dps so harshly. Raid already has a culture of high expectation to get optimal but fractals can really be done by anyone in short amount of time.

PvP Post Persistence of Memory Nerf

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Yes I’ve been running dueling/illusions/chrono with sword/shield + scepter/torch or pistol slotting cleanse mantra instead signet of illusions. I find that pistol has really good instant bleed damage for 1v1 potential. Torch has better group damage but probably not as significant if a half decent ele is close by, which is unfortunately fate of most mesmer builds in group battle. One thing of note is gravity well + close range torch 4 + 5 along with shatters can ramp up a lot of burst damage so I kinda discarded moa when its not favorable against certain comp.

Still tampering which amulet to use though, been swapping between destroyers, deadeye and carrion to see the effect.

mistrust gutted

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Yeah I was testing dueling/illusions/inspiration or dueling/illusions/chrono today and manage to pump out 15+ confusion easily. Only issue is you have much less sustain but again mistrust builds lack that as well anyway.

Mirage F5 Discussion

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Similarly, chrono can’t really control clone damage with dodging. This makes mirage also synergize with DE rather than replace it. So I rather have an alternative choice than direct upgrade from chrono.

Would be hilarious if evasive mirror also works on infinite horizon though, so much reflect.

Infinite Horizon shouldn't be a GM trait.

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

By itself Dune Clock is not GM worthy in almost all game modes, and slapping extra 20% duration is very unoriginal. Heck with the 50% vigor nerf how can you justify 2 bleed that you can only give when dodging. I’d see Dune Clock + IH being OP only in PvP mode, since reaper’s deathly chill trait by itself can already deal similar if not higher burst bleed stacks in PvE/WvW.

So make IH adept, but change Dune Clock’s function with it in PvP can easily prevent this issue while satisfy all parties. Something like 1 stack of bleed for clones only but longer duration. Remember when mesmer had to use DE to get damage? Its a tradeoff that’s unviable in current meta and I doubt IH + Dune Clock will be any different.

Scourge got portal.....

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

I presume the range will be much lower, such as 1200 or something where you can’t really cover 2 nodes to prevent/initiate decap etc like mesmer meta. Its more for necro mobility which people has been asking for.

Mirage dodge?

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

hmmm I can sort of see dueling/mirage and possibly illusions for another pvp condi spec, seeing how dueling gives vigor and synergise with bleed on dodging.

It could also work with raid if there are something else to buff dps. Condi mesmer dps is around 12k short from top, maybe something else could help? Haven’t seen any builds that can replace chrono’s utility in raid group though, so we either get >2 mesmers if dps holds up or falls back to our old job.

UGO NA - AT player incident Stance.

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

I can tell you’re really upset about S5, but what happened in the past doesn’t dictate what happened recently. You can make hypothesis based on ANet’s inactivity against boundary crossing in S5 but without clear response from ANet, they’re at best just hypothesis. What we do see now is ANet takes AT a lot more serious and people will get punish for account sharing in tournaments (I can’t believe I have to spell it out).

Also your examples of duoQ or coms doesn’t affect AT. Not saying I don’t condemn it, but whether players can be punish by that depend on ANet’s themselves.

Finally I just want to say if you do find Jeff and his team account sharing in AT you can exact the same report. There are no special snowflakes, it’s as simple as that.

UGO NA - AT player incident Stance.

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Seriously guys why now?

Here we are S7 and with AT’s and now we want to implement rules?

You are condemning the Abjured yet all these other players have done things that you could say go against everything in your comment and the ideology of what jebro is enforcing.

Where is all this principle for the other players? And all the negative things they have done in the past? I assume we are just picking and choosing so X people can be high and mighty.

You answered your own question. AT is a new thing for ANet to sustain PvP and naturally boundary crossing will be viewed more harshly.

Regarding your second question: these principles also applied for other players. If you can find evidence that other players are account sharing to win AT then by all means report to ANet. With the most recent outcome of ANet’s investigation I think UGO’s action is justified, and if you manage to find evidence then UGO should be able to apply the same principle.

Btw do you need a tin-foil hat for your last statement? Because conspiracy theory almost always ridicule own arguments.

MASSIVE Balance changes.

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Unblockables are necessary in current meta. In the past you only have few well timed aegis or single block skills. Now a lot of classes have duration blocks which render perfect timing obsolete.

the elite specializations added so many block/evades/invluns etc.. ofc they needed to give players a way to hit their target. The devs dug themselves a hell hole….

Yeah unfortunately that’s the power creep we’re currently living in. Look back on any MMO and you can find that their PvP suffer the same fate with expansion packs. GW2 may have dodge the bullet on level cap, but no game has been able to satisfy both “selling expansion” and “avoid power creep”.

Back to the topic, you can probably tell they’re resistant to change current meta builds with only few exceptions. Most recent patches are more about buffing unused traits. With the amount of buffs on those core traits lately, I’m actually curious on how the meta will shift if they manage to pull their ass off for removing HoT in pvp.

I’m all going for removing unblockables provided that other layers of power creep (evade/blocks/invul) are removed together. Taking baby steps backward is even more frustrating than taking no steps at all.

MASSIVE Balance changes.

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Unblockables are necessary in current meta. In the past you only have few well timed aegis or single block skills. Now a lot of classes have duration blocks which render perfect timing obsolete.

can we have some waypoints pls?

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

some of you may not notice that you can unlock more wp….just have to buy it. I have no idea who come up with the idea but its not player friendly at all

The surprise announcement

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

We’re getting announcement on August 1st, not the expansion itself.

condi thief has too many cover condis

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Well if you want to ignore the breakdown and smash on that point sure, doesn’t really help letting OP know what’s going on nor did it help him countering it though :P

condi thief has too many cover condis

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

I think people are too soon to jump to their LTP gun on OP. He’s wrong about only dodging give 5 condis, but he is referring to the following build, which probably has gained popularity lately.
https://metabattle.com/wiki/Build:Daredevil_-_S/D_Condition

As you see thief can start off with sword 2 then dodge, thus giving 4 unique condis even after immob wears off. The immob from sword 2 is more than enough to secure a caltrop proc. If sigil of fallibility proc that’s 5 unique condi as OP stated. Typical thief will wait for opponent to panic and cleanse before using more deadly steal (with confusion) but ofc if he decides to do it earlier it is possible to get more unique condi. 8 IS an exaggeration though.

As always, these thieves are susceptible to focus fire themselves and their effectiveness really depends on the opening strike. So personally I don’t find them OP or anything.

EDIT: actually forgot lotus poison also gives weakness, but it does have CD.

(edited by NICENIKESHOE.7128)

Wells Underwater

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Yeah I doubt they’ll look at underwater combat anytime soon unless the new maps depend on it. I mean look at rev, half their legends don’t work underwater and they can’t swap out utilities like the rest of professions :P

Mesmers one shotting people

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

I always find it funny how sometimes Helseth play power shatter for views/sub goal and end up complaining about it, with most recent complain come from AT as well lol. Entertaining gameplays indeed, but players using that spec often get frustrated by how easily its countered.

Outside of top tier gameplays, power shatter can easily be filled by other power class in mid/high tiers. In low/mid tier you’ll probably see players that doesn’t have enough skill to pull off full damage or survive after your random dodge/block/passive.

the nerf of steal on thief

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

umm are you talking about a specific steal tool? Mug has been dealing that amount of damage and it hasn’t crit for 4 years.

Bunker rev and class stacking

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Its not unbeatable, I faced some of them and eventually people figure out that they can’t really sustain focus fire after blowing through defense CDs like UA, ward rift and crystal hibernation.

It is however a very solid decap comp in 1v1 situation since you get 450 range knockback (240 range AoE) every 3-5s. This number is not just in theory, most bunker rev running ventari in 1v1 will actually attempt knockbacks at that frequency unless they’re using aforementioned CDs against your burst. You also don’t have much ways to kill them unless blowing your CDs as the amount of fragments generated from that explosion is able to heal up to 5k hp or more. Ultimately these mean that the rev can force 1v2 at far etc to relieve teamfight pressure.

Guard or mes can probably prevent decap from them, but other meta builds don’t have enough blocks/evade/stab to avoid being knock out. Other way to counter would be to have thief capping their home if the rev decides to stay that node, though that rev probably have terrible map awareness if it comes to that.

Thief reroll

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

There is a reason why double thief isn’t used in most scenario. Thief simply can’t hold points reliably and it lacks sustain for teamfight. That means you’ll be moving a lot and other teamfighting bruiser teammates will be spending a lot of time running from spawn.

Have that in ranked and you’re basically putting bets if you think your team can coordinate a sides/roaming strategy. In a meta where active defenses are everywhere, all it takes is a good bruiser in opponent team to delay your decap long enough for duo thief to waste time.

Durability vs. Chronomancer Runes

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

durability for sure, chrono runes only give quickness to yourself. And given enough practice you’ll be able to maintain 100% quickness uptime with just your skills and no need for extra source.

Necro buffs were good

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Isn’t that’s the whole point of this patch other than choking gas nerf? They did say changing meta mid-season is something they want to avoid.

Rev buff...

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

The reason I request access to stability is that Rev is a heavy armor class. Being able to secure kills in a team fight is a must for heavy armor classes.

Secure kills as in? If you’re talking about stomps pretty much no one stomp nowadays unless you have terrible cleaving potential like bunker ele or druid. This is even more so with power rev since you have quickness cleave.

If you’re talking about damage in teamfight then rev does fall a little short. But warrior also doesn’t have as impressive teamfight cleaving and it tend to focus on single target damage. Guard has better teamfight ability with symbol build but its only more reliable if enemy is committed to fight on node.

If you’re talking about condi like fear then I’m with trekon on this.

(edited by NICENIKESHOE.7128)

Necromancer Die Die Die no skill no score

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

No build can work without stun break, not to mention he only has one condi transfer on staff.

Some of the crying on the same necro stuff is hilarious. We have 5 similar threads and instead of analysing what OP needs in this thread some people just repeat the same argument.

GS Burst (sPvP)

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Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Pretty sure if he slot power block (which give 1k damage on power lock) he won’t get the benefit of mental anguish though.