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How to deal with crit necro?

in Necromancer

Posted by: WeihGuy.9320

WeihGuy.9320

Make sure you have melee assist unchecked in the options menu. Simply walking through a Necro will cancel their life blast channel.

Holy kitten it works pretty well, but it’s still not reliable enough. And for those who are saying that 2.9k is too much, I am running a celestial ele build with toughness signet and earth attunement toughness bonus. My real toughness without the signet and the attunement is about 2600. I dish out very good damage, but necros who use utility condition spams such as chill, cripple, weaken, poison etc… and also have amazing condition clears are just too much for me to handle. I have tried the suggestions to use more aggressive play to out dps them and starve their death shroud. Though I beat most crit necros (mainly because of anti crit earth grandmaster trait), they almost beat me too and I know it’s because they weren’t that good. The good crit necros are just the hardest thing to deal with

(edited by WeihGuy.9320)

How to deal with crit necro?

in Necromancer

Posted by: WeihGuy.9320

WeihGuy.9320

After getting constantly crit for about 2k + when I had 2.9k armor, I decided to try out the crit necromancer build and found it to be…quite easy to roll my face on my keyboard and have good results (first time playing necro too). Life blasts amazing damage, range, survivability of the death shroud and the 50% crit trait in death shroud made it seem incredibly strong. I love to play short range classes with decent survivability (dag/foc ele, gs/hammer guard, flamethrower engi, etc…) so I always get life blasted for max damage because I’m under 600 range of the necro. What am I suppose to do in these situations? Getting feared multiple times and condi spammed then the have to deal with a crit death shroud necro seems like am impossible situation. The attack is slow, but I don’t have unlimited endurance. HELP T_T

Does our CC need to be nerfed?

in Engineer

Posted by: WeihGuy.9320

WeihGuy.9320

Coming from someone who runs rifle, flamethrower and personal battering ram, I say yes. Though I have a ton of CC, my build is still good with sustained damage, huge bursts, minor condition damage, condition clear and escaping with perma swiftness and knockbacks. It’s crazy strong is 90% of situations and a real buzz kill for anyone who doesn’t have stability. Even someone with stability doesn’t pose much of a problem since you can easily immobilize, blind , cripple and daze them.

Is flamethrower still a troll build?

in Engineer

Posted by: WeihGuy.9320

WeihGuy.9320

Fun things to do with flamethrower: Get juggernaut trait, get a bit of crit (knight set does it well), get might on crit sigil and voila. You have such a high rate of fire (pun intended) that you get a steady flow of 10+ might stacks with just a little bit of crit. Works well with any crit sigil. Tossing a rune of strength in there is pretty dope too.

How is this class in terms of

in Thief

Posted by: WeihGuy.9320

WeihGuy.9320

I find thieves to be the weakest class in the game, with the exception of pistol/dagger condition thief. Anyone who played thief a few times knows their weaknesses, and they are quite a few. As long as you don’t panic when fighting a thief, you will most likely win a duel every time with almost any build. They are incredibly vulnerable to CC and conditions with the lack of conditions removal, lack of stability (crowd control immunity buff) and very low base health. They also lack team fighting power since squishy assassin builds get instantly blown up in the team fight AoE, they don’t have a lot of AoE abilities. Though they do have one of the highest DPS on paper, you have to work really hard at getting it in because they are heavily punished for missing their abilities.

However, they are very good at roaming and turning every 1v1 fight into a 1v2 and taking out vulnerable targets fast. That being said, they are a VERY specialized class. I’d rather play something that can accomplish what a thief does slightly less efficiently, but have more versatility throughout the game.

Longbow Rangers are Broken

in Ranger

Posted by: WeihGuy.9320

WeihGuy.9320

Maybe you can insta gib someone with your guard, but you’ll never do it as safely as a ranger. That the whole point of melee: You trade off range for a little more damage up close. You’ll probably even need all your slot skills in able to do so too.

There’s just too many things to dodge in PvP to always keep an eye on the ranger a mile away. Just like a good player would do, you wait until you see the guy using his dodges and then you go for it. Or better yet, CC him. And we all know that rangers have a lot more CC than stuns. With ranger, rapid fire makes it even worse to not have endurance left and I find it even takes 2 rolls to mitigate enough damage if it’s a zerker. He can wait patiently for that moment a lot better than most classes with their 600 – 1000 range attacks.

In a 1v1, there are many ways to beat a ranger with good chance of success. Of course I can see stuff coming in that situation. It’s in team fights that they become ridiculous.

(edited by WeihGuy.9320)

Longbow Rangers are Broken

in Ranger

Posted by: WeihGuy.9320

WeihGuy.9320

High damage abilities and great defensive abilities all on low cooldowns and huge range are ridiculous. With their entangle and pet CC they can get their rapid fire off on you every time they want. I can’t constantly have to be dealing with rangers in a fight because I’ve only got a limited stun breaks and short stability buff (if any). It’s all just very obnoxious. That signet of stone is just such a pain when you actually want to get some burst out before they knock you on your butt or stealth away again.

I’ve learned to deal with them by keeping my stun breaks, stability or energy up until I get rapid fired or knocked back, but I’m wondering why I have to be so worried about just that weapon set among so many others. They are THE mofos that require the most attention to take down in a team because they dish out so much damage at such a safe range.

You can’t use the argument “Learn to play vs ranger”. You can learn to play vs any class, that doesn’t excuse them of having a little bit too much in their kit.

(edited by WeihGuy.9320)

How Stronghold should/could be!

in PvP

Posted by: WeihGuy.9320

WeihGuy.9320

I’m afraid that in such a wide map, 5v5 or even 8v8 will leave most of the map empty. I don’t understand why they didn’t add creep waves. You want to fill the map with as much warfare as you want. The idea of gathering supplies at a central location to bring it back sounds bad to me. Central location of supplies will create zergs and waste the potential for roaming or ambushing other areas. And even if you do gather supplies the time you spend bringing it back is time you’re not doing what PvP is about: Stomping nubz lolololol. No, but really, you want it to feel like a big battle to differentiate from conquest, kinda like a miniature WvW.

We need some more visual effects.

in PvP

Posted by: WeihGuy.9320

WeihGuy.9320

Less effects please. Having flashy stuff in your screen is not gameplay. I want to be able to know what’s going on. Having a 4v4 or 5v5 fight at a point is already bad enough.

Knight's flamethrower build

in Engineer

Posted by: WeihGuy.9320

WeihGuy.9320

I made this build recently and I’ve had quite some success with it. A lot my friends told me it was bad because of the fact that I have no grandmaster traits, but meh =/ The quick rate of fire of the flamethrow with the juggernaut and strength runes allow me to stack up to 19 might fairly quickly. The rest is your basic, shoo condition elixir, stun break and dps boost googles and a rifle for quick burst. Going for the offensive tank build here.

Can anyone tell me if I could improve it somehow? Should I take speedy gadgets or kit refinement for my tools trait? Also thinking of maybe using celestial instead of knight

http://gw2skills.net/editor/?fdAQFAUnUISBWWrFudBrXI5ugG1SC5N/HInQAE5BbBA-TJRFABE8AAA4CAQy+DQXGAA

(edited by WeihGuy.9320)

Turret engi too strong

in Engineer

Posted by: WeihGuy.9320

WeihGuy.9320

It’s strong and easy. Just because it’s a simple build doesn’t mean it can’t wreck kitten up. That turret drop elite that give turrets for a few minutes + 3 other turrets makes it impossible for me to solo that engi unless I’m built for around big AoE and survivability. It take a really long time to kill that little shet even with 2 people and by then back up probably came.

Turret engi too strong

in Engineer

Posted by: WeihGuy.9320

WeihGuy.9320

They are completely immovable in sPVP. Theres a reason you see so many of them. Once they drop their turrets they can just kite around and you’re done for. Unless you have very strong and very wide AoE (I found gs/hammer guardian to be the only class to easily take out turrets, especially 1v1) there’s nothing you can do. Whacking at a turret doesn’t get you anywhere and that’s even truer when they spec into turret traits. Since turrets don’t scale with stats bunker engi is ridiculously good at just not giving a kitten about anyone.

Staff - Orb of Light ally targeting

in Guardian

Posted by: WeihGuy.9320

WeihGuy.9320

My gosh… alright it works, BUT this is such a pain to do in a skirmish. I guess I have to get used to it

Staff - Orb of Light ally targeting

in Guardian

Posted by: WeihGuy.9320

WeihGuy.9320

I want to aim my orb of light at an ally so I can make it detonate on him. However, I seem to be unable to do so since the projectile moves correctly only when targeted at enemies. If I target it at an ally, it will do the same as if I’m targeting nothing: Aim for the ground. I still manage to heal allies with it by activating the orb at close range, but it’s frustrating how I can’t use it in situations where the intended effect would’ve made a good play. They need some way to fix this.

Superior rune of water working?

in Bugs: Game, Forum, Website

Posted by: WeihGuy.9320

WeihGuy.9320

Hello,

I was just wondering if the rune of water’s 6th effect actually works. It says it will heal in a radius when you cast your heal skill, but when I try looking at the combat text, I do not see any heal coming from the rune…is it actually working?