Showing Posts For larocca.8391:
Lucky enough to duel a scrapper, looks like Impact Savant lets them get interrupted, still shows immune but the lingering effects (under 1 second cc) get ignored. A full 3 second skull crack stun still lands but anything reduced under a second by the 25% presumably gets to only interrupt and not stun or daze.
Never realised how powerful impact savant was until now.
1870 is right. In fact I even use an automatic stunbreaker in my build. So the problem is OP assumes he knows about Engie’s access to stab, but probably have not actualized his data.
Wouldn’t that mean the engi would be hit with the cc, get interrupted and immediately be broken? Instead of just being preemptively immune?
Considernig the auto stun break, Reactive Lenses im guessing, has a 40 second cooldown he shouldn’t have been immune to the next 2 cc’s yet he still was.
I know base engi access to stab from my own engi but i avoid playing as scrapper.
This might be a case of the scrapper trait Impact Savant just nullifying any cc under 1 second since CC tooltips won’t display any cc that isn’t rounded to a full second.
Considering i have sigil of paralyzation on my mace to increase skull crack and shield bash the game may be having a hard time rectifying the -25% from Impact Savant and the +20% from my sigil.
Going to have to test this much much more.
It was happening without stability though, 100% without he only had might regen and swiftness.
He also did not evade. I noticed it happening and watched his boons exclusively when i fought him again. I can say with 100% confidence there was no stability or outside influence yet still pure immunity to my stuns and dazes.
He was also not summoning he was part way through his rocket charge animation, and it was a hit, it did damage and was not evaded by the frames in the charge animation.
There is something seriously wrong here and the fact it is an elite spec is likely why there hasn’t been any fix.
(edited by larocca.8391)
I’ve found a very confusing bug, with my mace/shield warrior, im outputting so much cc i can effectively lockdown any class with 2-0 stacks of stability with 2 short cd dazes and 2 long cd stuns, however scrappers have been consistently immune to every single cc i do.
I have checked for stability, and i know engis have a hard time coming across stability in general.
Every single time i cc a scrapper immune pops up no matter what. I know they have the trait that reduces cc by 25% but that is 25%, not complete immunity. It shouldn’t nullify this, my 1 second dazes do absolutely nothing.
Had the same face melting success with this build as well, very very similar to above but a bit more defensive, plowed my way through 3 people without getting downed thanks to rousing resilience/outrage, shield, defy pain and dead or alive.
A fantastic burn burst setup is to leap your torch field to get fire aura, then burst it using shattering blow to cleave stack easily 10k+ ticking condis in both burning and bleeding.
Also distracting strikes with berskerker and mace is beautiful, lock down the enemy with multiple confusion stacks. God i love this class..
Rune of nightmare helps with the variety of condis from burn to bleeds and confusion.
Build does lack stability though and the only classes i’ve had significant trouble with are druid and bunker tempest. Mace shield with their lockdown rip apart reapers and scrappers and the shield reflects/blocks help so much with DH.
(edited by larocca.8391)
Warr is hybrid and is far from a pure condi class atm, merc amu gives everything you need.
IMO even thieves have better passives, heal and utility skills. What thief lacks is what warrior has which is huge burst damage in condi and damage that can be quickly reapplied.
Problem is every class in the game except thieves and warriors can have it all which is sustain, dps, and bursts. These 2 classes have to choose.
I play warr and wreck people, not sure who you are or why i should care really.
In what way do thieves have better passives? Signet of malice? Quick Reflexes? Thieves have massive burst with their autos which outperform backstab, they have a hard time actually applying it because they’re so squishy, also vs a valk vault bound daredevil and try avoid his 8k vaults, no burst my kitten .
Warrs can have sustain and burst they just need to be played right and they unfortunately have to put in considerably more effort to keep up with other classes in that respect, you seem to dispute this so you clearly aren’t doing it properly.
Warrs are incredible in a 1v1 environment, headbutt and mace/shield lockdown in a condi build is brilliant, but in group situations they fall under focus fire like most other classes.
is it fair to compare dragon’s tooth to true shot?
No.
This is correct dragons tooth was designed with the intention of being borderline useless, while true shot was meant to be good.
Essentially this. Ive seen people stop dodging and just tank my dragons tooth now..
Nope, berserkers are incredible in my experience, able to burst down 2 people with condis if they aren’t paying attention. The general idea that warrs suck really helps when people underestimate you while you hack away their healthbar.
Warrs have loads of passive defenses, healing signet is probably one of the best out there, healing 21k over a minute.
Roll a shield with defy pain and you have incredible staying power, berserker stance when used correctly (dont elt it get corrupted) gives full condi immunity for 8 seconds.
Outrage a 10sec stunbreaker tied with rousing resilience which gives 1k toughness and a heal.
This class is far more powerful than people imagine. Use your actives correctly and the passives as a backup.
Berserker rules for a condi build, especially since many classes dont expect the sheer amount of burns and bleeds a condi warr will put out. Won many 2v1’s because of the cleave nature of the condis as well.
Last blaze and king of fires with shattering blow gives a ton of burn and bleed with a quick combo leap to get a fire aura.
A sword torch and a distracting strikes/body blow build with mace shield is pretty phenomenal, i rip apart many classes in a 1v1 (especially reapers and DH) and in group situations focusing the most threatening class is a good way to turn the tides.
Do not underestimate the lockdown potential of a mace shield berserker with distracting strikes. A good warr can chain together stuns and dazes to effectively shutdown most classes without lots of stability.
The class diversity on teams needs to be adjusted, had a winstreak ruined when my team was stacked with squishy classes mesmer/thieves and the opposite team with heavies reapers and guards.
Unless my team played flawlessly and beyond the ability of emerald players, it will be and was a straight loss 500-100.
There needs to be a system that puts at least an equal amount of squishy and heavy classes otherwise there will be many matches out there that are just a simple win for the team that had a better hand dealt to them.
Any thoughts or anyone been in the same spot?
Playing against a necro, especially as a rev/theif, to a lesser extent ele and mes and warr, is akin to getting your balls or boobs flicked repeatedly with reasonable force by a very close friend.
The game has become an extended duration death simulator with flashy particles. It’s getting pretty boring…
Ive seen more graveyards than the reaper who sent me there and he’s an avatar of death itself.
Run dash OR (not both) unhindered combatant [would recommend dash imo] and you’ll be fine. If the DoTs still get you, pick the trait in the daredevil lines that removes a condi on evade and you’ll be fine lol.
Also, pick the heal that pulses and gives vigor and evades back so you can continue to cleanse condi.
Not sure if this post was serious or not, but just in case:
Unhindered Combatant is the trait that turns your dodge into Dash.
Also, there is no healing skills that both pulses and evades.… a condi bomb from signet of spite i think with a condi geared neco is a literal death sentence, considering there’s no real tell for it to evade.
There is actually. The signet pops up over their head during the cast time.
I’m going to have to watch necros far closely for this because i had no idea.
Also maybe learn cast times for the best time to dodge that. Cheers!
Am i right in assuming the only source of stability for a reaper is in Chilled to the Bone?
So avoiding that, they have no stab and essentially are susceptible to interrupts regardless of DS or not?
Loving these changes they seem pretty fair, although i can see many classes having a lot of problems reacting to some new functionality of these changes. I propose nothing too extreme as it will be daunting for some players to relearn warrior abilities. However many of these changes are beautiful and aren’t just +dmg but improve functionality and qol and even refreshingly in some cases a nerf to balance out the added functionality of some abilities.
One things that i am all for 100% in this are the trait reorganisations, having a mishmash mix of power and condi traits along with the odd defense trait in trees is confusing. Having dedicated power trees/condi trees and def trees are a huge move in the right direction. Having to take a power tree JUST for condi distracting strikes is bad design and considering the amount of players taking disc for fast hands is already a resounding example of the trait disorganisation.
Increasing the effectiveness of many useless traits makes a huge difference.
In my current case as condi war i literally have 1 trait that is empty as none of the options help in any capacity.
Increasing the viability of dual wielding is also an awesome move to see less power warrs with GS and more hopefully with axe/sword or mace warhorn or something equally rare.
Tactics tree is essentially useless in pvp as well so a reorganisation of that to synergize better with the rest of the warrior is something i’d love to see. Mace/warhorn/LB shout condi build would be amazing to see.
The potential here is huge and i truly hope anet looks at this and considers any amount of the proposed changes.
Gotten all of those, it’s just the sheer amounts and a condi bomb from signet of spite i think with a condi geared neco is a literal death sentence, considering there’s no real tell for it to evade.
Plus there’s 2 people saying here to do hit and runs and to do more damage, its nigh impossible to do both.
Hit and runs will keep you alive at the cost of damage
The opposite will do damage to the reaper, if unlucky recharge his life force and get the thief killed or make them do more hit and runs.
I’ve done a lot of games recently against a few necros, both power and condi and it’s the condi that seems to be significantly more difficult.
Gravediggers and that swirly death thing are easy to avoid, persistent hard hitting condis are hard to avoid without blowing all my evades on daredevil cleanses.
Smartest move imo is simply to run away, unless its a 2v1
Agreed 100%, would prefer infinitely to just forfeit a bad matchup (almost all of them) than waste my time playing a guaranteed loss.
Would also fix the problem of players just alt tabbing or ragequitting and wasting others time as well.
Scratch that had a whole team kitten about warr and abandon me many times to a 2v1 and blame it on me.
Some people are just piles of fermented excrement with a keyboard.
Watching a fotm scrapper tank every DH trap and theif burst while comboing off the other scrapper nearby to have insane leap heals and x2 turrets and x2 elixir mist, couldnt kill one at all.
All while having enough cc and damage to lockdown the DH and thief with one slick shoes
How is this even close to ok, he dipped to 1/3 health from that burst and from the dmg outout and lack of dodge rolls i assume he grabbed the marauder scrapper build from metabattle to fotm for a while.
Sounds like the dh, thief and other scrapper (lets call that one scrapper B ) were not very good if they couldnt blow up in 3v1 the enemy scrapper (lets call that one scrapper A).
Obivoulsy the dh alone or scrapper B alone, could give scrapper A enough trouble to win a fight 1 on 1.
When facing dh +scrapper B +thief in 3v1, obviously the other scrapper A has no chance.
There is even another scrapper, scrapper B, that he faces for goodness sake and a dh and thief on top.
If the 3 of them cant take more than 1/3 of the health away, than they were obviously not playing very well.Only the heal turret resets btw on a 120min internal cd.
Not regenerative mist.
https://wiki.guildwars2.com/wiki/Automated_Medical_ResponseBtw, many scrappers run with a toughness amulet now, called Paladin amulet, instead of Marauder.
As explained in this thread a few times, you can prevent the leap heal. In 1on1 and especially in 3v3 with cc and killing the turret or knockback on overcharge.
Just as other tactics that can help vs scrappers.Also people explaining a view that scrappers might need a playstyle shift to a bit more team support and a bit less 1 on 1 power. Rather than blindly nerfing.
What use are examples of a scrapper+dh+thief, unable to take more than 1/3 away of another scrapper his hp?
It does not point out that scrapper is not ok.
It points out that the 3 enemies were not very good if they cant take out a scrapper, while even having one on their own team.
I explained a bit poorly, it was a 2v2, thief and DH vs x2 scrappers.
Focused 1 scrapper to avoid flailing about, hit him with traps and thief burst yet he recovered like it was nothing.
Although i didnt know people were shifting towards Paladins amu.
Still, having a -20% condi dmg trait with superspeed regen, leap heals and regen with that dmg output is incredible.
Is there a trait or gyro that eats stuns and dazes? Played one on my warr and it was immune without stability to all my cc.
Cheers for the advice everyone it seems to be very strategic and at times a game of attrition which can quickly go balls to the wall with damage.
Going to need a bit more practice..
Just laugh as you outperform them.
Had the same come from a DH today, soloed 2 players twice while he flailed about dying. Not everyone is bad even teammates told him to apologise, just ignore “The Haters”.
All up it was probably about 25-30 seconds for the fight though, mostly delayed by kiting.
Are these thieves dagger/pistol? I know it has more burst but sword is far more gratifying to play.
I’l try some hit and run tactics a bit more often maybe
Heya instead of whingeing im trying to figure out what the best way to beat reapers is. Or at least get constructive help on how to beat them.
Playing s/d
One fight i did against a chillomancer , i kited his shroud and he did no damage to me while it was decaying, i burst and cc’ed him outside of shroud and without stability for cc’s, dodged ‘all’ his heavy hitters and warhorn daze, yet still succumbed to his persistent dots, essentially only chill and bleeds from staff marks.
Locked him down with dazes and basi venom outside shroud to get a great burn, however he didnt dodge any of my abilities, he kinda just stood there mostly. He didnt even use the staff fear to get me off him.
I did hit him a few times in spectral shroud to give him life force once he hit 50%, he used it all up while being kited and popped it again towards the end but it didnt matter at all since i melted slowly to dots.
Am i doing something wrong here?
Watching a fotm scrapper tank every DH trap and theif burst while comboing off the other scrapper nearby to have insane leap heals and x2 turrets and x2 elixir mist, couldnt kill one at all.
All while having enough cc and damage to lockdown the DH and thief with one slick shoes
How is this even close to ok, he dipped to 1/3 health from that burst and from the dmg outout and lack of dodge rolls i assume he grabbed the marauder scrapper build from metabattle to fotm for a while.
Played through the final mission on my Order of Whispers character, when the illusions appear that you have to kill to gain allies, didn’t really care until holy crap Tybalt appeared! kitten got personal real quick, never been 0% to 100% invested in this game until right then.
It was so good to see him again, actually teared up a bit, so many feels.
However powerful necros may be, at least they have a weakness: kiting.
My other gripe is with scrappers. The amount of combined damage and sustain they have is way out of line. Add to that a lot of CC and utility to the team. Either shave of the damage, or the sustain.
Try kite a Reaper while chilled, with the reaper having -66% on any cripple etc you put on him.
If your class has any leaps or teleports you’re lucky, otherwise bend over to the fotm necro overlords.
Scrappers have too much synergy with the scrapper tree and their kits, also the insane heals from an evade framed multi leap finisher, gl trying to stop that.
Damage is ok if their survival went down or vice versa, no class should have considerable damage AND sustainability.
Yes! More pvp less gimmicks!
Yes. That is exactly the challenge. Try to play something, anything, without meta builds, or without the elite trait line, and see what happens.
The challenge is to create your own build, something completely different, but not meta. With that in mind you can see how “beautiful” the balance is, and how they do “not love” money while “not making” you to buy expansion.
Meta builds are “meta” because meta builds are builds that are extremely well put together and synergize well with the current game mode.
Believing that non-meta builds should be on par with meta builds is essentially saying “please make craptastic builds equal to well thought out builds”
Now yes you could argue that there needs to be more builds considered “meta,” but people really need to abandon this delusion that balance means every possible build is equal.
This ^^
There is so much synergy within some classes that it becomes simply unfair.
Mostly they certainly are well thought out builds, by people who deserve all the success they get by figuring out these builds, but when some fotm class hopper rolls you with little to no effort, stands there getting smacked by all your heavy hitters while dodge rolling your autoattacks, it’s disheartening to see how little effort it takes to win in this game.
It is a huge bug, unblockable being blockable is a pretty basic error, and instead of arguing over pointless things lets focus on the blockable unblockable interrupt bug.
Think of warrior for example, before the big trait line change last year, we saw hambow, shoutbow, signet warriors, banner tank warriors, gs warriors, even though they all used the healing signet, there was more variations I saw in pvp.
I can’t say this is true for all professions, ranger was sidelined for so long and am glad they’re getting played now, but ranger was also the only profession not in tier 1 for awhile. Now I feel like it can only home about 4 professions reliably for high tier play. Don’t even get me started on stacking revenants lol
This so much, the sheer amount of viable builds even for warrior at that point was brilliant. The fact that seeing a warrior in the pregame window and NOT BEING ABLE TO PREDICT THEIR BUILD was what made spvp unique.
(Other classes i can’t speak for atm, its 2am and i just got back from work.)
See a class now and its almost always the build you expect, roll up against a team of Guards, you bet they’re all Dragonhunters and very rarely does anyone play anything different, those that do, kudos seriously.
It’s great to see more rangers rolling about they are actually in a great spot at the moment, you can doo brilliantly with most druid specs and mix it up with shortbow or a condi axe trap etc build
However, consider the amount of effort put in by some builds compared to these top tier builds, you literally have classes that can output more damage than another can with 1 ability.
An offensive tempest ele will struggle to output the same damage as a reaper for example and when the ele specs to do so, they sacrifice so much survivability in order to “keep up”.
A shatter mes is in the same boat, fantastic damage and certainly able to still do significant burst but melts when looked at
Sword thief will do the same yet succumb to another thief rolling d/p
Some classes have strong options for non meta but they will typically get rolled by 1-2 classes that are no competition.
Diversity is fun, it always is, because having viable options in a game is a hallmark of great design and at the moment there are very few viable options for many classes, with or without HoT.
Attitude will only get you so far and its downright depressing when you’re repeatedly smacked down by simply better, more damaging, tankier and more versatile builds, you can only do so much with what you’re given. There are too many one trick ponies yet not enough opportunities for something deeper.
(edited by larocca.8391)
Lets play a game, choose your main class, choose any class and play a spec that is not the best, play the 2nd best, 3rd, hell make up your own or a reasonable variant of the best spec your class has.
You will quickly see how horrific the game design is, it’s not even rock paper scissors. Its the version of rock paper scissors where some idiot includes dynamite, volcano and gun.
This is true, but i like being volcano .
Some people find volcano boring and find rock or paper much more interesting to play, yet chuck either of those in a volcano like a virgin sacrifice and see how quickly they melt.
Lets play a game, choose your main class, choose any class and play a spec that is not the best, play the 2nd best, 3rd, hell make up your own or a reasonable variant of the best spec your class has.
You will quickly see how horrific the game design is, it’s not even rock paper scissors. Its the version of rock paper scissors where some idiot includes dynamite, volcano and gun.
In order to even win you must play as the cheapest spec you can imagine because if you don’t you will get rolled consistently by anyone with the power of google and a vague awareness of metabattle.
You can play this 2nd best spekittenil you become a master and all that mastery will mean nothing when you get wrecked in a few hits by anything meta. You can outplay all you want and in some cases simply succumb to the more powerful autos of a different spec.
Why even bother giving people the illusion of choice? In this game you don’t get to successfully play the way you want to because if you do, you get kicked in the groin repeatedly until you submit to the all powerful meta, oh want to be a unique snowflake? Too kittening bad your snowflake will get trampled by traps, chill fields and overpowered autos until you stop playing or give in.
Anet, you’re only human but come on even you must see how crap this is at the moment.
I came across the valk bound dodger theif which heavily used the Rune of Daredevil p6 which gave you a guaranteed crit after a dodge roll, considering valk gives you large power and ferocity, you could theoretically use the daredevil rune and sigil of intelligence to get free and very strong crits.
This is for spvp.
Any thoughts?
http://gw2skills.net/editor/?vFAQJArdhcMozhFOwxB8RM0AYSgMA8BpjQN4HUZhrwUA-TJBFABUVGAgTAACPAg43fAA
Played a game against 3 necros, couldn’t win against one with my ele, not even close.
Getting blasted by considerable power dmg (carrion amu)while getting decimated by chill (watched my health bar melt with only cripple and chill on me).
All while getting a decent 20 stacks of vuln from i presume combined sigil and Bitter Chill (chill inflicts vuln) and them sitting on an easy to maintain 10 stacks of might from shroud auto.
Starting a fight with a condi bomb from signet of spite, cleanse it to avoid dying only to get blanketed in chill and wasted my cleanse on an opening condi bomb.
Doing all the right things i can but most boons i get from simply using abilities get corrupted, i avoid hitting them in spectral armour and try to cc them in shroud but there are too many huge abilities to avoid i end up soaking up some crap trying to cc them in the first place.
Then the second they’re low they swap to shroud and you do it all over again.
I swear its like fighting a mini boss in spvp, i’ve begun resorting to just bailing, not worth inevitably dying pointlessly and wasting my time.
Does anyone have good tips for an ele against a reaper? Normal necros are alright it’s just the sheer condi and power pressure of necro combined with having my core attunements in ele slowed down by a neverending wave of chill, its no competition.
Last few days playing Mercenary amu power/condi ele with scepter and warhorn, it works alright, only build i have found recently after the patch that i’ve had success with apart from fresh air.
Build was originally with focus but i found better survivability with warhorn and the water abilities.
Condi bombs aren’t a problem and theives are ok, reapers you can only stalemate and survive had a hard time actually beating one, had to bring a theif freind in spvp and it still nearly got both of us, ridiculous but besides the point this is a reasonable build, try it and feed back it up if you can.
Runs merc amu but works well with sages too, and carrion, pick your poison.
http://gw2skills.net/editor/?vFAQJBLhdSfJ0fJ24AY4AwhJWMAshcwKIIGEAyk9Q3SbqN2C-TpQWAAw+DbZAA
(edited by larocca.8391)
In my opinion:
- Staff never was a SOLO PvP weapon as it needs a team to shine and 1vs1 you can only win if you outplay your opponent because of the multiple disadvantages. (longer casting times, no instant protection -CC needs to be aimed- , no single-target burst)
- D/Whatever IMHO just doesn’t work anymore: You MELT vs anything because you need to melee people and that exposes you FAR more than ranged options. This is aggravated by the amount of necros that just corrupt most of the few defenses we have (boons) like there is no tomorrow + the auras nerf. OFC you could go full bunker and that really helps to survive, but the dmg gets heavily hurt.
- Then we have scepters fresh air build, yes it deals considerable single target dmg, but you are still food to the conditions and cant really deal with stealth so I’m not fully convinced by it.
- Finally I tried to play a little out-of-the box and went for a (scepter-focus) fire-water-earth “SAGES” condition build with a really improved success: Suddenly I could fight and down reapers, help the team by doing strong area dmg and burst low-HP opponents in 2 secs easily. I’m still testing/tweaking it but -at least for me- the improvement was far enough to share it.
This is the build if you change the carrion amulet for the SageĀ“s one. (I need to try the carrion still)
http://gw2skills.net/editor/?vFAQJArdhcMovhdOwxB0RMQAYRBIAEEpswRIKMtgXQQA-TJhAwAw2fY0JAAwDAYcZAA
Actually had reasonable success with this, with a bit of practice it could be quite capable.
Trying so hard to make an aggressive d/d work
Fire, Water, arcane menders amu
Its not bad against anything melee usually 50/50 but anything with strong ranged burst and it melts, most rangers and unload thieves wreck it same with DH and their traps.
Well timed dodges will be a 50/50 against most d/p theives at least.
Tried D/F and felt much worse, died constantly and struggled to do damage.
Staff tempest but died just as fast while doing less damage, not used to the playstyle
It’s depressing ele got hit this hard, juggling 4 attunements with 12 abilities between them is trumped with simple 1 button attack chains.
Going to keep trying d/d or s/d but a few more losses just gets depressing after a while when kittenloads of effort is put into ability juggling to get smacked down so easily.
Anyone have a reasonable d/d build with some success? Don’t want to bail on my ele so easily.
GL hitting something at 900 range with a scepter, liking the changes had the same ideas as well.
Playing solely s/d on my ele, I’m not pro but I have a huge amount of experience with scepter.
The only way to do reasonable damage is do might stack hard using ring of fire.
Your heavy hitters need to be comboed really well between attunements and timed very well due to might duration. I can’t see tempest working well with scepter as is since its strengths, albeit small strengths are in attunement switching
Base ele with arcane is really helpful to be able to switch attunements when you need to in order to do what you need to.
You have to also be right up in melee range to do any damage, otherwise at range, your abilities will not hit and the only ones that will hit are the bad autos.
With celestial you have pretty reasonable defense for those unsure about scepter defenses, combined with dagger cc’s, however with celestial you pretty much need really high might stacks to become an actual threat, otherwise you’re just there as support which unless you’re a tempest, is pretty pointless.
You will have to run full cantrips to survive with a scepter, and the might removal from cantrips hurt scepter hard.
Autoattack buffs would help significant to apply general pressure but so many more skills need to be tweaked to be worth casting, shatterstone is the most obvious example, 5% vuln with miniscule damage and a long burst time? You’ll do more damage with the crappy autoattack.
Scepter fire abilities are reasonable tied with dagger, large potential for might stacks, dragons tooth ground target was a QoL godsend but even still if it hits, it packs less of a punch than most classes heavy hitter abilities, freakin UA which targets and evades hits harder. Not to single them out but a the DH bow 2 skill hits just as if not harder, and is player targeted.
Dragons tooth atm is only used for its blast finisher, cant really bait a dodge even unless the player isn’t great since they can just walk out of it.
Would do well to have a significant dmg increase since it is beyond obvious where it will hit , or reduce the damage a bit and make it a reliable dmg source.
Air auto needs work, the rest is ok.
Off topic but dagger RTL would benefit greatly from an evade during its cast. Too many times im getting burned down through that skill.
Earth could be so much more, rock barrier could be a few seconds block similar to a shield, or the shards from it could do more damage/poison/bleed and bump the toughness a bit. Or even heal the caster when the barrier shards hit a player?
Happy with the projectile finisher whirlwind blind unsure how to tune that if autos get buffed. If autos stay bad, maybe turn it into a short duration 1-2 pulse pbaoe blind minisandstorm?
Kind of excited to see what they’re doing with scepter, it can only get better.
(edited by larocca.8391)
DISCO INFERRRNO
Had a lot of fun with this build i came up with a while ago
http://gw2skills.net/editor/?vdAQJAqalUUhSuYBWw+KQ7FLsFF4HWiBQYKeRvmYHNFPBA-TJhHABAcCAQqMAwPAgg2fAA
Pretty much base power but with rabid, you have the toughness and condi to take hits and outlast and melt enemies, and the precision to proc bunker down so many times since it has only a 2 sec cooldown that youre sitting on a limitless supply of medkits. For this to work you need to have constant pressure to generate the crits for bunker down medkits.
Mecha legs helps you run and evade, the 25% move speed really makes a difference and when in trouble, blast your water fields with orbital strike.
Condi cleanse is the hardest thing for an engi and most people know that, ive found with reasonable stacks you can clear them with the elixir C toolbelt and massive stacks with the elixir itself.
May not work for everyone but i love it, the passive healing from bunker down plus regular heals and mecha legs makes you incredibly slippery and hard to kill.
This is such a weird yet immensely infuriating phenomenon but my ping shows it sitting at a normal level, 200 rarely reaching 300 yet when i play spvp and enter combat with somebody, it still displays normal but the actual delay of everything spikes massively, it is both horrific and unplayable, yet it still only displays 200-300 the kitten thing is lying or broken because it feels as if the ping is at 1-2k not 200-300.
I’m from Aus so i’d be on the SEA/Oceanic servers, is there there anybody else experiencing lag despite the game ping “saying” otherwise?
I can see this being a very slippery build to catch, also Opuio ftw.
Mostly commented for the Opuio love.
Can't finish last file of Nov 5th patch. [Merged]
in Account & Technical Support
Posted by: larocca.8391
+1 for the Tunnelbear VPN fix, Sydney player and after downloading it instantly worked perfectly, strange it only worked with Tunnelbear, had trouble with another VPN.
I tried this for a few games, and I got absolutely wrecked by burst, even from mere flies of the burst world like zerker ranger, and thieves just had way too much pressure on me.
And to me that doesn’t make sense. Would I blow up as fast if I ran D/D instead? The only things I can think of are the shocking aura and evade on burning speed, but I don’t think they’d matter too much, but for some reason survivng with this build just felt downright difficult against burst and focus pressure.
Get all up in their face for the zerker ranger, ride the lightning and lightning flash can be used as gap closers, use them to get close and after they knocback.
Stability will negate their pushback and you can keep nice and close with your interrupts and blinds. They are go down quick once you get a few solid hits on them. Interrupt and trapping them in a ring of fire will put a nice burn stack on them, which is great followed by a fire grab.
Use line of sight if you can’t reach them.
Thieves will melt from your ring of fire and a fire grab, you can stack might while damaging them since they like to stay close sometimes.
Use mist form to avoid any backstabs and stunlock burst, lightning flash for good positioning.
On top of everything Blackbeard said,
Ring of Fire is not only offensive but defensive, if you are unable to heal the best defense is offense and people often either sit outside or disengage to avoid entering the ring. Use any time it buys to stack might and/or heal up.
Get used to rotating water attunement for heals, sometimes it helps to enter it early to let the regen do its work. If possible, heal with a teammate, they will love you.
You will need to apply immediate and early pressure to an enemy don’t sit back and faff about. Get them on the back foot with early fire burst, save interrupts to buy time, disrupt an ability or save a teammate you don’t want to waste them.
Phoenix/fire grab combo is devastating done properly with might stacks. It is your secret nuke and will turn the tide of battle.
Really in love with this S/D playstyle. It’s phenomenal.
Tried again playing at just after midnight, nobody is awake, nobody is using any internet, it’s all mine.
Webpages load fine, other games have no issue.
5k ping constantly in GW2. Literally no idea what is going on. Presumably to a point where my ping is affecting others, had an spvp match where 3/5 of my team disconnected, myself not included.
This is getting unplayable.
Been having severe lag spikes as well, reaching up to 4k ping where my avg should be around 200 (Australia). Tried the /clientport 80 fix and still the same issue and this massive ping problem appears to be only from GW2, i have not had the same issue with any other games and when there has been a problem it’s been easily identifiable (another person on the net). These problems even happen when i am home alone and the only person using the internet.
As S/F fresh air.
Dragons tooth could really appreciate a reasonable buff, i’ve hit a newbie guard twice with it and still didnt even bring him down anywhere near death let alone half health. Something that hugely telegraphed should do solid damage.
Warrior rifle kill shot comes to mind since it has an obvious tell and long cast time and when it hits it hurts like hell, but this has a similar if even more obvious tell and hits pretty weakly, assuming it hits.
Currently it’s only use is for area denial, baiting a dodge and wasting a cooldown while crossing fingers waiting for ‘some’ damage.
Only really used because fire autoattack is so weak.
Phoenix is still really good, very happy with it since it’s the only thing that really does damage in fire attunement.
Shatterstone is an empty button, not worth the time casting it, even if it were a blast finisher i’d still consider just autoattacking.
I’ve been unable to test this with other classes but on my warrior if i equip a rifle, i cannot do range damage to any mordrem teragriff, the shots are fired, they vanish before impact and no damage happens, it not even that the number doesnt show, just nothing happens at all, zero feedback. It’s only rifles on warrior that ive found, unsure if it happens for engis with rifles.