Showing Posts For makiface.3286:
It looks like a symbol blowing over a shield… still doesn’t make much sense
Thanks all! Though in a group setting, it doesn’t seem like burning and conditions in general would be that effective.
Hey everyone,
Started a guard recently. Wish somebody told me at launch that they used ghost fire. I think the ankhs on their armor confused me, and made me think of them as traditional paladins.
Anyway, with the new marionette fight and other world bosses, I’ve been trying to come up with some sustained aoe dps builds. Best I’ve managed so far is a 25/15/0/30/0 GS/H symbol build.
Any thoughts? Hammer isn’t the greatest, but between the 100% symbol uptime, GS aoe and cleaves of both, it seems like the best bet.
I like a lot of the pistols. For my thief I’m partial to the ascended and aetherized versions for the “revolver” look. But on my engineer, the big blunderbuss style pistols (ie norn) seem to fit the multipurpose nature better.
Great video! Makes me want to fulltime sword (which I often end up doing in pve anyway for survivability reasons).
Also curious about your setup, noticed your other set is p/d. Care to explain your thought process? I’ve never considered it.
Shadow trap is situationally fun. I use it as a 10k range shadowstep for Claw of Jormag fights or random pvp trolling.
The biggest downfall is that you need line of sight for it to work. Imagine my sadness when I dropped one by the bank, ran to the Trading Post, and went to teleport back like some sort of sorcerer, only to be stopped by the chairs
Is the might you get from the longer duration worth the loss of condition dmg/utility from the runes? Particularly perplexity, which gives you a whole new condition to apply.
My other toon is an engineer, so forgive me if I’m not a fan of RNG
Curious what everybody’s thoughts are, as I almost have enough mats for an ascended set ankitten ow pulling my hair out deciding what to go with.
Ah yes. The one instance where the other half of the trait is useful.
@babazhook Would be curious to see your Condi build. I usually go 10/0/30/0/30, though lately I’ve been going power for the more versatile weapon loadouts and useful pve damage. Can’t say your post didn’t make condi sound enticing again, though.
Improvisation text is pretty clear. But somewhere the rumor got started that if you slot all of one type it will reset that type 100%. Terribly false.
I’m on the fence about the talent. I’d rather take dagger training or sundering strikes.
We can already apply Torment, so go with 4 Perplexity unless you’re 30 Trickery/Sleight of Hand, then go for the full 6 to get that sweet interrupt confusion.
There’s a few cheese torment build running around, but for maximum effect, you want to spread many conditions, not just a lot of one.
I love the FT to death. My favorite kit, hands down. But it’s useless in pvp situations, and in any situation where Retaliation comes into play.
I hate nades gameplay, but kitten are they good. Until they make some real changes to FT, it’s only going to be useful for faceroll pve and tagging mobs in world events.
I don’t know why posts from other classes complaining about thieves aren’t just deleted on the spot…
There’s no useful discussion to come from it. It’s just people venting
I have to agree with Trav. Who cares? If you want more pressure, go Carrion. If you really want to bunker, go Dire. The whole, “This is the best and everything else can eff off” is what kills this class for me sometimes.
Right now, I run a mix (3dire/3 carrion – carrion weaps, rabid trinks, perplex runes) and do just fine. Shadowshot ain’t nothing to laugh at damage-wise.
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Played around with this and found it really easy, especially in areas where you can kill a mob while running past anyway. Great for guild missions, roaming, etc.
I always liked it as a condition thief because it let me put confusion and burning on mobs as I shot through it.
-Not a fan of being forced to go grenades to be competitive
-Would love SD to work on all skills (currently, elixir throws, aoe effects, and buff gadgets don’t hit the target)
Is this guy for real? Flag the thread and ignore him.
1/10 would not troll again
Nah, while builds like this are cool, they’re cooldown dependant. Also, it’s better to mix conditions than stack a ton of one.
I was just going to ask what the trick was to turning around so fast was. I bound “about face” but it doesn’t work if I happen to be mouse looking/turning, nor does it turn me around that fast.
Also, on rune of Balthazar, does the heal burn kick in at the start or end of the cast? I know Rune of Torment does it at the end, and it kind of breaks the usability of it with Withdraw. kitten , (d erp is filtered?) found the video and answered this. Wish it worked on cast rather than on finish.
Either way, really fun stuff. I love this build but shelved my condi gear because power builds seemed to put out way more damage. Would love to try this again, though.
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Engineer pull is really buggy too. Barely works half of the time. What they need to do is make pulls and dashes lift the player up a bit to avoid random floor obstacles. Treat it more like a leap.
You’re all ridiculous. Who cares? The challenge was “How fast can you kill this guy?”
Mission Accomplished.
/thread
Go someplace else with your posturing and semantics.
Whaaat— guardian cheated. No dogs allowed >:/
In my anecdotal playtesting with modified ammo, I didn’t really notice that big of a gain unless I was in a dungeon or world event. That’s where it really seems to shine.
Somewhat baffled that this hasn’t been addressed.
Love this video. Brb, need to practice my nightcrawler bamfing skills
True, bombs hit like a truck. Dat melee range tho… shudders Suppose it’s not that much worse than FT
I like it. My duration is 7.5 sec with the 25pt in DA
No, definitely faster. 1 per second.
I’d use FT in zergs and world bosses when there a lot of conditions flying around. I know grenades are the omgawesome, but I just can’t stand the playstyle. Unless there’s some trick to circle strafing while aiming a grenade, I’ll never enjoy it. I end up just standing there throwing stuff.
This didn’t change the functionality of the Mortar at all. If you used it, you’d know that the GCD and fire rate didn’t match up. All they did was fix that.
People keep suggesting Dire, but I’m pretty sure somebody did the math and found that the measly survivability you get from the toughness is far outweighed by the increased attack capability gained by power. Trying to find the post now.
The talent was never worth taking. RNG + vestigial bundle mechanic meant it was just a waste of points.
Seems fun, but improvisation just seems too RNG. Plus the second part of it doesn’t do anything (unless they’ve finally fixed it)
Agh, alright. I knew I was probably missing something silly.
Was trying to see if there was any synergy between Power Armor (power from toughness) and Juggernaut when I noticed that my power was going down whenever I switched to the flamethrower kit. Suffice to say, I wasn’t happy as it would drop, and then the might stacks from juggernaut just brought it back up to normal levels, making the talent seem worthless.
I chalked it up to kits not factoring in weapon stats other than damage [Edit: Just saw a post below which confirms this is not how it works], but then when I used p/shield, no such drop occurred.
With rifle I have 3152 power. Switch to a kit and it becomes 2916.
With p/s I have 2916 power and there’s no change while switching.
All berserker items, so P/S is 180 power, while Rifle is 179 Power. Yet it’s almost as if the rifle has 235 more power somewhere. I was away on break for a while.
Did I miss something?
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Can’t tell if real figure… or Hitchhiker’s Guide joke… >_>
Thanks so much for the input!
So I had been greatly enjoying the new Perplexity runes (Just saw the minor nerf, no big deal in my book. More on that…) using THIS BUILD
Where Sleight of Hand was my interrupt. The reason I figure the new nerf is no big deal is that my interrupt is tied to the steal recharge anyway. A 30 second ICD would have broken this spec.
Somewhere tonight I read that the extra condition duration from putting more points into DA was better than the 300 condition damage from Trickery. With that in mind, I came up with THIS BUILD
And dropped 2 Perplex runes in favor of Might duration runes.
Looking at the two specs side by side, I’ve been wracking my brain on which is better. The might stacking, extra mobility/survivability, and condition duration of the 2nd build seems to make it a clear winner, but I’m still left wondering if I’m doing groups a disservice in dropping the trickery tree’s buffs and daze. Plus the loss of a sizable chunk of confusion stacks
Would love to know what you all think, especially if you have more insight into the stat weights than I do. Many thanks!
Charzooka does the same. Really annoying. Does the detector make a different sound at all?