Showing Posts For Rezlind.6015:

Problem with DH? It overcomes it's weaknesses

in PvP

Posted by: Rezlind.6015

Rezlind.6015

There are two main reasons why you don’t see many dhs at higher level play.

First, projectile hate. Auramancer ele shuts bow down so hard. Scrappers and warriors also have an easy way to deal with it. On top of that true shot is quite telescopic and easy easy to avoid. Beyond that the bow doesn’t really do much. And guardian doesn’t have good way to set up melee burst. Not to mention its melee burst isn’t anywhere near other power builds.

Secondly, on the trap side of things, its a one trick pony. The trap bomb is easy to deal with while taking minimal to no damage with obsidian flesh, endure pain or any teleport. Plus it can be easily triggered with clones, pets, minions etc. And if you’re running the meditation variant, most decent players will know not to strafe on the edge of test of faith.

Beyond that, as you mentioned, the movement speed is abysmal, which makes it really unsuited for roaming, therefore how strong it is in certain 1v1 matchups is irrelevant.

I also disagree with it being good for beginners. Yes, it is absolutely very beginner friendly. However it encourages camping on point instead of rotating, which is a practice that needs to go.

[PvP] Analysis on Overloading

in Elementalist

Posted by: Rezlind.6015

Rezlind.6015

Maybe a bit of topic but I’ve reached pretty much identical conclusions whilst trying tempest solo in dungeons. The recharge cost is too high and you rarely have the chance to finish casting. More like discharge than overcharge

A reduced/removed casting time seems like a must, as for the mechanic itself I had high cost/high reward idea bit similar to OPs

Overcharges could give something for the attunements rather than a separate buff at the cost of longer cooldown. For example, overcharging air could give quickness, super speed and refresh the cd of last attunement used, including its abilities. Something along those lines.

Unplayable Solo

in Guild Wars 2: Heart of Thorns

Posted by: Rezlind.6015

Rezlind.6015

I, for one, think that the new content is very well balanced between challenge and doability . It’s been a while since I actually had to pay that much attention to what regular mobs are doing. And it’s not as much as them being really hard as the mobs in rest of the zones being too easy. Endgame zone finally feels like its actually endgame and so far every single person I’ve had conversations with about this seemed to have similar position. Really surprised to see a thread like this.

Regular mobs aren’t that hard either once you learn their attacks and animations. You can’t steamroll them like its metrica, but they aren’t really a problem. What helped me was switching few pieces of my gear to soldiers and making few adjustments to traits; a friend reached similar results by replacing accessories with celestial. I also know people who took this as a challenge and stayed full berserker.

Didn’t have many problems with the events either, big ones like legendary wyvern always have a lot of people. Defending the pact base or killing some of the champs that spawn can be done with few people, and people do start coming in after a short while. The maps are big after all, there aren’t many way points and events are quite spread out.

Same with hero points, a number of them can be solo’d and for the tougher champion ones a few lines in /map and lfg had a full party in no time. Between that and the evening guild runs we do, the new content is going really smoothly.

Lastly, yeah, you can play the game however you like, but mmo’s are usually centered around the multiplayer part. It’s even in the game title. You’re not supposed to be able to solo everything.