Showing Posts For deception.7239:

Astral Force nerf yet again.

in Ranger

Posted by: deception.7239

deception.7239

It needed the change to be honest, probably not as drastic, but the astral force generation was best just before the raid patch. When the raid patch hit, astral force was way too easy to generate and you could use it everytime you want only limited by the cooldown.

ANET Warriors are not easy mode

in PvP

Posted by: deception.7239

deception.7239

@Rodzynald, do you even play warrior at all? If you do, please demonstrate how strong warriors are, I’ll be happy to duel you on any class at all, or every class if you have the time. If they are that simple, surely you can manage right? I’ll be glad to play on a build that you think warrior counters too.

If you can’t, then you can play your guardian instead, usually only newbies or noobs complain about warriors or think they are strong.

Tell me, what role does warriors play that offers a more competitive edge than builds from other classes? It isn’t like they have an excellent elite spec either.

Edit: typo

(edited by deception.7239)

ANET Warriors are not easy mode

in PvP

Posted by: deception.7239

deception.7239

Rampage warrior are only an issue, if you happen to not be paying attention, suck at kiting, used up every single defensive utility and all your dodges. With any awareness it is insanely easy to avoid all damage from the elite. Stance warriors have brief periods where you need to be aware of their stability, invulnerability or resistance, and after that they are easily taken down.

All skills are highly telegraphed and are easy to avoid, let alone dodge unless you manage to get in awful positioning and end up eating a cc without any stun breaks up. Sure, warriors are easy to play in PvE against mostly predictable AI that just stands there, but in PvP it is another story. To be decent at warrior you need to actually bait out their dodges and defensive cooldowns, and maximise your burst with the proper window of opportunity when they are vulnerable. If you execute this poorly, you often don’t get another chance (due to poor sustain outside of stance) unless you manage to disengage/playing bunker. If you are standing in 100b, and getting hit by every F1, that you could have otherwise avoided, then it is clearly a l2p issue.

Diamond SKILL

in PvP

Posted by: deception.7239

deception.7239

Elementalist has poor condition removal if not invested in cantrips and the water traitline. Diamond skin (earth) is fine, it is mostly a l2p issue, 1.7k health is easy enough to strip if you do pretty much do anything besides apply pure conditions. It is less than an auto attack of damage for a power build, and in a team fight removed against any decent player, removed in a blink of an eye.

A good condi player can find the window of opportunity to load their conditions rather than just spamming all their cooldowns and proceed to condition autoattack and cry. It is kind of like full zerker classes complaining they can’t kill someone because they used all their burst when the enemy was immune/evading, or that the bruiser they are fighting has too much sustain. Most builds have strengths and weaknesses and in the current state tempest is far from overpowered even with diamond skin against a condi class. It is an even bigger sacrifice against power builds or a team fight environment, in which the game was balanced upon.

With the right builds, most classes can get an insane amount of counterplay to conditions to not even feel pressured at all against a pure condition build. It is why most conditions builds are not meta, because against a good player, there is too much cleanse/resistance/immune that someone can build of, that just doesn’t compete with a good power build that can also be highly mobile with decent sustain. Although, that itself is another issue altogether.

Tempest (In PvP) Needs Buffs

in PvP

Posted by: deception.7239

deception.7239

Tempest is for the most part balanced. The new weapon, the warhorn however is totally rubbish, both in PvP and PvE. The overloads have their uses, you get 1 stack of stability while overloading with a trait during the 4 sec cast time, enough counterplay since it is ridiculously easy to interrupt in a duel, let alone a team fight with cc flying everywhere. The overloads all have their uses, although water overload is just plain bad and hardly ever worth using in combat due to its cost investment and weak heal. The elite skill ‘rebound’ is still crappy, it is basically a conditional aura based on your current attunement that you receive 5 sec later, on a 75 seconds cooldown. It can also serve as an extra 2k heal if you happen to receive a deathblow, in most cases you die right away since it doesn’t really buy you time as you are less than an autoattack away from death.

Classic celestial D/D still have better sustain, mobility and can deal with conditions better. Tempest are in general better in team fights if used properly since their auras scale better the more allies around and because they decent access to AoE and have a team mate provide the extra stability to reliably get off overloads.

In general, tempest are fine, they just need some adjustments to a few of the more useless abilities they have access to.

Are warriors dead in the pro scene?

in PvP

Posted by: deception.7239

deception.7239

Warrior is only easy to learn, but difficult to execute as you face increasingly better opponents. The ability to time your skills and highly telegraphed abilities at the right time when they are vulnerable through all of the enemies defensive cooldowns. A bad warrior is a free kill since even though he has potential damage, it is hard to actually hard it on any competent player. A good warrior will pressure you hard so you waste defensive cooldowns and dodges, so they can time a good burst on you.

Perma-dodging Daredevil?

in PvP

Posted by: deception.7239

deception.7239

A skilled thief would have finished that fight against the mesmer with 90+% hp and way faster. He missed an insane amount of abilities, and didn’t even pressure the mesmer right and allowed a heal even though he could have just steal to finish off the mesmer off at that point instead of just circling around with full initiative.

Let's talk about balancing Dragonhunter!

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Posted by: deception.7239

deception.7239

DH is very balanced in my opinion, there are a lot of counterplays to the class, in most classes it is just a pub stomper.

How to fight revenant on D/D ele

in Revenant

Posted by: deception.7239

deception.7239

Counterplays:
1) Elemental contigency: You can opt to switch to fire and gain retaliation during that time. Sword 3 hits 7 times, so at least they get 7 hits of retal back. Immediately switch to earth when you see retaliation buff proc on you, and have the trait Stone Heart, so you none of their hits actually crits. You end up with the better trade with your build, since you can sustain better.
2) Positioning: Don’t stand in spots where they can easily land a good staff 5, position yourself to avoid getting hit by it since it can hurt, same goes with any of their other skills.
3) Avoid hitting them when they activate glint heal, since that is a major part of their sustain, without it, they only have shiro heal (with a meta build) and it won’t be enough to sustain them.
4) If they have stability on dodge, pay attention to their buffs and cc them when they don’t have stability on to land your burst.
5) As a celestial build, your mixed damage should eventully wear them down, they have limited access to condition removal without running mallyx. Abuse ring of fire, kite in and out of it, if they are silly they die fast, if not then it is still fine.
6) You can immobilize them during their 3/4s cast time animation of unrelenting assault, and their big burst is also wasted. With enough practice it is fairly easy to use magnetic grasp as they start the animation (they will start with the lifting of the knee).
7) Another of their damaging abilities is popping quickness in shiro and auto’ing with sword, you can easily win the trade just popping shock aura and getting some burst in. If needed you could even pop armor of earth for an even better trade.
8) As a good elementalist, know when to cancel cast certain abilities, like baiting out a dodge with ‘earthquake’, just cancel cast it. It is usually nice to do if they are using shield 5, you can wait until it ends and fake a cast or proceed with it if they don’t dodge.
9) Always keep up the pressure (a mistake that a lot of ele tends to make is preferring to sustain instead of keeping high pressure and just ending the fight). You can always sustain yourself when they their blocks.
10) Both of their elites (shiro and glint) are easy to dodge or just avoid in general in the case of glint just by circling to their back. Even a simple dodge roll in air form for blinding flash does the trick.
11) Don’t waste your cooldowns when they block with either staff 3 or shield 5. Be prepared for it and ready to counteract.
12) If they happen to have a hammer in their weapon set, it is even easier, as it is fairly slow and quite easy to avoid most hits, and they will lack the sustain to fight you.
12) Really, just train with a revenant buddy in a duel and practice learning animations to experience it yourself.

Best profession for topping damage stat?

in PvP

Posted by: deception.7239

deception.7239

It is always better to do less total damage and actually get the kills. At the of match, 25 kills and 500k damage is better than 6 kills and 1 million damage. Total damage stats racks up because they are sustaining for too long and you arn’t pressuring them hard enough. It is easy to stack damage by doing your rotation on the enemy bunker in a 1v1 while they sit on their node and be totally useless overall, since you arn’t going where you are needed and focusing the right targets.

That said, if you want to just get useless top damage stats, just pick a high DPS pve build and sit on the enemy team bunker all match. Alternatively pick a heavy AoE build with decent sustain and follow the enemy zerg. Also try not to die, since that would reduce your overall total damage.

Sometimes playing a bunker build, clueless players would try to contest a point by trying to kill me. By the end of the match, they may have gotten over a million damage done, but I would have something like 2 million damage taken overall and zero deaths.

I'm never one to complain....

in PvP

Posted by: deception.7239

deception.7239

Being dazed is the warning to dodge roll asap.

Balance suggestions

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Posted by: deception.7239

deception.7239

I agree that overloads should be high risk high reward, it should have obvious strengths and weaknesses. You should bait out enemy cc and cover up the overload channeling with defensive skills, but once you get it off it should be worthy of the 4 sec channel time. The only lacking overload at the moment is water, since you usually swap to water if under pressure, and you need to then wait 5 secs before even starting to channel it. It you do happen to get to start the cast, you are easily CC’ed even with harmonious conduit as it only provides 1 stack of stability, which is easily removed during a 4 sec cast. If you somehow do manage to get the water overload channel off, it heals for a measy amount not worth the effort.

Balance suggestions

in PvP

Posted by: deception.7239

deception.7239

Tempest does not need a buff. In its current state it is neither underpowered or overpowered, I think it is fairly balanced. It is meant as a team fighter not a duelist.

After 3 betas, thoughts on Tempest in new PvE

in Elementalist

Posted by: deception.7239

deception.7239

After witnessing professions in berserker and sinister gear outputting insane DPS in a raid environment, it is hard to justify bringing an elementalist, let alone a tempest that requires so much investment in the ‘ramp up’ time of the overload and attunement lockout. You can’t simply spam the highest damage overload, you can’t cast while channeling, and the only shout you can use as a tempest is the fire based one since it is instant cast.

Compared with classes that brings a lot of utilities like the engineer as well as insanely high mobile damage, I can’t see how the current overload can compete with the damage nor support through healing done (really low base values with water overload). I guess the tempest can provide buffs, but that can already be accomplished by other classes especially in a 10 man raid. Aura is really the only thing that the tempest can reliably apply for allies in the raid, but even then only shocking and magnetic aura makes any real use. The aura seems to be more balanced around the PvP aspect, making it quite underwhelming in PvE.

High mobile damage seems to be a key factor in raid success, while the tempest is mobile with daggers, it is severely lacking in damage, especially if you were to bring shouts. With glyphs and ice bows being less useful since the mobs (with smaller hitboxes) can move out of your AoE, there is a deep drop in DPS. Even though in a PvP environment you can do a rotation to include sustain, it isn’t optimal in PvE, you want to do as much damage as you can during a phase if not at risk, and that would not require water/earth attunement, which are basically utilities. There isn’t really any high co-efficient spammable skill in fire/air either, so you are really left with just autoattacking for the most part, which is extremely underwhelming. When you are preparing for an overload, and manage to get it off, the effect for the time investment is quite poor too, compared to things a lot of other classes can do within that time interval. There isn’t really a competitive weapon set the elementalist can use to be up to standard in raids. Warhorns could offer a supportive option that may be of use, but still requires tuning.

In general, for overload to even have some effect, you need to plan for it in advance, since it isn’t immediate then hope that you arn’t required to cancel it to react to a mechanic/danger and that the boss/mobs actually stay in your AoE. You sacrifice so much for so little. While I find the concept of the tempest to be fun, and I do enjoy playing it, it just seems rather underwhelming in its current state.

Sept 29 Bug - Pet F2's no longer work

in Ranger

Posted by: deception.7239

deception.7239

The problem is with the trait: Go for the Eyes.

Hardest Class to Play?

in Guild Wars 2 Discussion

Posted by: deception.7239

deception.7239

Burst Ele, zerkers gear, no cantrip build. Have fun.

Thanks for the Retal nerf

in PvP

Posted by: deception.7239

deception.7239

Did you miss my question? How is he getting 100% retaliation uptime when he is using a sword and scepter mainhand? (obviously not just from his utilities and virtues)

-Please review the guardian skills.

I multi-class all classes.

You should probably review the skills first.

Same here, I play all 8 classes.

I’m still at lost though, so please explain.

From the deathcap: First, he is using sword + scepter mainhand, both doesn’t give retaliation or a light field to combo off. Secondly none of the offhands weapons give retaliation either.

So, he is either triggering retaliation from his virtues with the trait to give 3 sec of retaliation/virtue (long cool-down). He could also be triggering it from utilities skills, but none of the utilities skills allow for high retaliation uptime. Could it be other traits? Maybe, but three are only a few, but it gives a very short retaliation (3 sec). Wraithful spirit used to be bugged and could give a VERY long retaliation, but its fixed.

So…. Please enlighten me?

Source: http://wiki.guildwars2.com/wiki/Retaliation

(edited by deception.7239)

Thanks for the Retal nerf

in PvP

Posted by: deception.7239

deception.7239

Did you miss my question? How is he getting 100% retaliation uptime when he is using a sword and scepter mainhand? (obviously not just from his utilities and virtues)

-Please review the guardian skills.

Thanks for the Retal nerf

in PvP

Posted by: deception.7239

deception.7239

Notice that the guardian is using sword and scepter mainhand. The retaliation nerf that guardian received was through the greatsword nerf.

He is therefore obviously NOT getting his retaliation from his weapon sets, and thus presumably from utility skills (high cooldown). The question rather is how would he be getting “perma” retaliation with his utility skills alone? It shouldn’t be possible, or perhaps you just did all your crazy multi-burst with frenzy or something while he pop a retaliation. Its pretty obvious from his weapon sets he has quite a low uptime on retaliation.

Note: With the right traits for it, he gets 3 sec of retal for popping a virtue (long cool-down as well).

Something sounds off….

(edited by deception.7239)