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spirit weapon build

in Guardian

Posted by: Tous.7082

Tous.7082

Note: that should be 50% increase duration.

And I understand the fix, it’s a very strong build, and that’s not putting it lightly. If you knew how to use it, it could be dominating but what profession couldn’t be? So, it was very over-matched and needed the nerf, but my main say was not that it was fixed, but how it was fixed. Bryan should have thought more on this. I understand the knock-down is it’s initial purpose and all little Bryan wanted to do was capitalize on that, turn the tide into that favor as it was initially intended to be. With the added dmg it can do on the side. I hear ya Bryan.

But the traits have to be changed along with that! And that is what I am stating. You can’t lock one thing in place and leave out all the screws. Thanks for the fortune cookie.

spirit weapon build

in Guardian

Posted by: Tous.7082

Tous.7082

Let’s get down to business. These utilities are fundamentally broken. Everything that they were is now gone, and if you’re a spirit weapon Guardian, good for you; you are now a member of an endangered species. In fact, we were always 1 in a handful so I have no idea who plays this anymore; please report to Gate 9, you have lost luggage.

To assume: is to make an a— out of you and me, so suffice it to say, the nerf was intended for SPvp. Let’s just say that. Most nerfs come from a player vs player environment. As dungeon minions don’t really have “a say” over what goes on in the utility/trait pool. <—- as I’ve mentioned, the traits have diminished along with them.
Let’s go over them shall we?

1. Spirit weapons cause burning? For a lucky 1 hit, yes they do (and might I add that as a Guardian, our condition damage is amazing).

2. Spirit weapons are not destroyed when activated? Again, you should activate this immediately before its 3 shot-obliterated. [You’re lucky if it lasts more than 10 seconds]. The auto-attack of up to an additional 2 knock-backs — NOTE: Not Knockdowns, that’s the command button Sgt.Thompson — that can easily be dodged, mind you. if one were so inclined as to count, let alone, SEE, with THEIR EYES, when it would strike it’s third hit. NOTE: Third hit usually comes after two hits: the first hit, which is quickly followed by a second hit, and so on… Actually, scratch that – there is no so on – the third hits comes directly no sooner after the second hit, please make mental note. [The animation is quite flawless, i.e. easily ascertained].

3. Spirit weapons last 20% longer? You’d be lucky if they last the first round, i.e. the normal 20 duration that they get. You might as well stick to PvE; mind the AoE. [Useless trait #64]

*Here to speak with us is random person:

Random Person:
‘But this is how it was always intended. To be target-able. It’s a 8-month release fix; not a nerf. It’s now in comp. with Mesmer illusions (except they don’t give you a combo-wombo of up to 9k dmg), necromancer pets (except they aren’t out of way, but in your face so you’re pretty much forced to attack them) and Warrior knock-down; you don’t see them getting extra damage from some invul. thing that follows you. YOU DON’T SEE THAT.

[Tangent: Except if you’re a ranger’s pet with full beat-mastery, then you tell me the difference of 1v1ing that as a bunker guardian. Cause you can’t handle the dps on that thing, it’s not even equivalent to your own dps, let alone you’re hp regen. End Tangent].

-Okay, then save us the trouble of summoning it. Who are we fooling? We’ll just take the ele’s updraft instead, i.e. the knock-down is a lot longer. (Have you seen this animation? Your character will collect his thoughts longer than you! Buy Now!)

Random Person #46:
‘They just fixed it so that guardian weapons are now target-able, because it was so unfair that many people didn’t know they could just wait 20 seconds in a duel and walla, they have a wasted utility; jeez you’re telling me? I used to laugh at guardians with full spirit-spec. That meant they were missing some very useful utilities such as Stand Your Ground and Shout/condtion Removal Capability, least of all some bring-back meditation juice. Let alone, you wouldn’t see a bunker with them. So, in essence, they would be quite squishy to burst. -You’re welcome.

Whomever designed this should be shot, hanged, gutted, and tried for their laziness, lack of consideration, and lack of will/judgement in fixing this so-called problem; because now you actually have one.

It’s kinda like the cautionary tale of those who take a path to avoid their fate, usually end up meeting it. A self-fulfilling prophecy as it were. Let’s fix these spirit weapons to their initial intent, 8 months after it’s release to get things back on track. We have one person using the Spirit Hammer on Khylo and it’s getting a lot of complaints during the 20 second duration.

“Sir, can’t we just prolong the gap between attacks?”
“No! Or any other suggestion to be suggested. Bryan! (cause you’re name is Bryan). You have till friday to fix this Guardian issue, or you’re FIRED” Regular Show voice
“-But that’s only 5 minutes away! What am I supposed to do? Make it target-able?”

*Boss’s eyes light up as his face cringes with a smile.
*Bryan’s eyes do the same; except they’re twitching every now and then from the caffeine deficiency, as this is what happens during sleep deprivation, children!

“I’m sure they’ll get over it,” Boss says “Now, let’s give these ele’s more mobility”

Does revivise speed stack?

in Elementalist

Posted by: Tous.7082

Tous.7082

It does not. From what I found:

I just tried it during dueling matches, ally would be about 75% hp while downed and i counted the seconds (same healing on either down) and I did not see any noticable difference. both rezzes were between 5/6 second. Hope this helps.