Showing Posts For Rainbird.9458:
How about something like this:
http://en.gw2skills.net/editor?fhAQJARWlknpMttpxWNcrRipxcqqQda1NHpCokhMOA-TJxHwADeCAa2fAwlAQZZAA
You keep Illusionary Persona and Shattered Strength and instead swap Shattered Concentration for Mender’s Purity. To compensate for the loss of boon removal you take Arcane Thievery, which you can also use as condition removal depending on the class you fight.
I just checked, they definitely changed the BS+LF behavior. It’s a lot harder now to hit with both.
Really? To be honest I thought it felt easier haha…not trying to argue or anything.
I have tested some more. I am totally sure they changed the behavior in the patch. You can still pull it off with the right timing, though. I had some strange results in some tests, where I ported to the target and then back to the beginning of the fire trail.
At least they didn’t totally nerf it.
I just checked, they definitely changed the BS+LF behavior. It’s a lot harder now to hit with both.
Well, you could go for a shatter mantra build 10/30/0/0/30 now …
I would like to hear opinions (and experiences) about running a tournament build without condition removal. I am especially talking about shatter builds like this (20/20/0/0/30 build):
http://intothemists.com/calc/?build=VNFRZ-FKWPkz047sUF71;9;4JJ;0T06-39;505AUNl6-wl6sV2DsV2D5Bc
When I play other classes, condition removal is always an important part of my build. As mesmer, I usually take Null Field. However, I see a lot of builds without any condition removal. How do you guys fight necros, condition rangers etc. without it?
Could you at least name a spec and utility setup for every class that has at least a chance to kill a good DD ele (this should include tools to prevent thre ele from running if things go bad)?
Here are some builds that work very well against D/D eles:
- Sword/pistol + staff shatter mesmers (common 20/20/0/0/30 traits and power/crtit gear); Staff #2 lets you kite them very well and pistol stun + shatter + blurred frenzy burst kills them
- Condition-trap-ranger: Can kite the ele very well and apply tons of conditions. Once the condi removals of the ele are on cooldown, he goes down fast.
- “Perma-stealth” condition-thief (with regen + condi removal in stealth): These can simply outheal and outdamage the D/D ele and are uncatchable in stealth.
- Bomb-engineer or Turret-engineer: The D/D ele needs to get close and thus has a hard time to avoid the bombs or turrets.
- Spirit-weapon guardian (goes well with szepter and sword or hammer): If the ele kites the weapons, he cannot do damage. If he does not, he will go down pretty quickly.
- Condition-necro with corrupt boon: Many D/D eles have a lot of boons. They will run out of condi removal pretty fast.
- I don’t really know about warriors. I rarely see anything but frenzy-100 blades burst warriors anyway.
Preventing a D/D ele from running is not so easy if he times it right. But the same is true for thieves going stealth, mesmers using portal, warriors using the elite signet + mobility skills from weapons + mobile strikes, engineers with speedy kits + automated response etc.. It’s not really special that some builds (or nearly all builds in case of thieves) are good at running away.
I can understand that locking weapons makes balancing easier. I can understand that for example a D/D-ele changing to staff to destroy a treb is not intended. However, with weapons locked I think that mobility is imbalanced now. Engineers can easily (10 trait points) get speedy kits for nearly permanent swiftness. So bunker engineers can be very durable and very mobile at the same time, almost independent of their weapon or utility choice. Guardians however are very restricted in terms of mobility. With weapons locked, I think guardians need a mobility buff. Otherwise, they are forced into the role of immobile sand bag bunkers. A trait in the offensive trait lines would be good as an option for offensive guardians.
On a side note: I really miss the GW1 freedom to choose all your skills independently. The weapon choice in GW2 feels somewhat limiting the build variety to me. And the small choice of stat combinations on PvP amuletts makes it even worse, IMHO.
I normally don’t post much on the forums but this change warrants it.
Worst change to date. Never mind utilities and traits, everyone relies on weapon swapping in PvE, WvW, Dungeoning, sPvP, every facet of the game, why would decide to just disable it for tPvP?
Multiple developers have stated on multiple occasions the desire to create a pathway for new players to get into the tPvP scene. Why would you just now decide to go and break the golden rule of Design Anything 101; consistency?
This change hurts casuals more than it does anyone else. Simply put, fewer weapon sets = less build diversity = less opportunity = less intricacy.
My eyes are bleeding from all the “Pro vs Casual” and “Less is More” BS in this thread. It doesn’t matter whether you play 8 hours a day or 8 hours a week, less is less and more is more. It’s that simple, they’re mutually exclusive by definition. If you remove the ability to swap weapons, players will either A. Design their builds around weapons that give swiftness. B. Forgo their maximum amount of mobility for the utility provided by a different weapon set. Ultimately everyone is going to be designing tPvP builds for 2 weapon sets as opposed 3, 4, or however many they were using before. Regardless of how much play time you put in weapon-locking hurts everyone equally.
The weapons in GW2 are designed to serve different functions and thus designed to be interchangeable. At least half the classes in the game have a weapon whose only useful function is a swiftness buff. It means more time is spent running from point A to point B which is not fun for the player or a spectator. The more time you have to spend setting up a strategic attack the less strategy you get in a timed match. The more one sided the math becomes.
I sincerely hope Anet refrains from keeping this terrible, terrible change in game.
Good post.
I hope this thread gets 1000+ posts long and Anet reverts the lock on weapons and utilities.
EDIT: But if you dislike nerfs, stay away from Thief/ Guardian/ Mesmer. They’re the top priority targets to take down. Have you seen how much Mesmers were nerfed last patch? :P You would come at the forums stating the future isn’t bright for those.
If you like buffs, pick underpowered classes like the elementalist. For example, the Ranger and the Necromancer. But then you would come at the forums stating the future isn’t bright for those.
I see this a little different. (Remark: I am mostly talking about sPvP here where IMHO the shortcomings of the class are most painful.) It seems Anet does not see the major issues with eles (only one half-decent elite, bad fire traits, pathetic fire skills on the focus, attunement switching cool down too long, etc.). They only buff the ele in areas hardly anybody really cares about (conjured weapons). If you look at all the “your hopes for the patch” thread, I doubt you will find “stat bonuses on conjured weapons” there. Looking at the patch notes, I don’t expect any significant (i.e., making it fun again) ele buffs/fixes in the near future.
Regarding Thief/ Guardian/ Mesmer as nerf targets: I agree with you on the thief and mostly on the mesmer part. But the guardian has so many viable builds … I doubt any nerf will really hurt him.
He bursted me down, mainly lightning strike from my combat log, took almost no damage from me, and regenerated his lost health with a surprisingly high speed.
He probably got some lucky procs from sigil of superior air (http://www.gw2db.com/items/28032-sigil-s-of-superior-air) and used signet of restoration (http://www.gw2db.com/skills/1119-signet-of-restoration) and water skills from scepter and/or dagger to heal.