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Scepter Auto Attack

in Guardian

Posted by: oscuro.9720

oscuro.9720

One of the big drawbacks to guardians is their range damage, and a lot of that comes from the weak auto attack of scepter (you all know what I’m talking about)

PvPing today I got this fantastic idea. They symbol they throw down has a bunch of fists falling in the animation. Why isn’t the scepter auto attack changed to a 3 hit chain with the same fist/punching animation?

Have the first hit be slightly weaker than the current AA, the second hit be equal to the current AA, and the third hit harder. The third hit can also have either a soft CC or a boon on it (either cripple or might).

While I believe this alone would boost the scepter, even more possibilities open up. The scepter trait we have could cause the auto attack to trigger an explosion that hits 3 surrounding enemies for a slightly less amount of damage. This would help with ranged cleaving.

This was a very impromptu post, just wanted to know what you guys think.

Spellbreaker will improve pvp (mine included)

in Warrior

Posted by: oscuro.9720

oscuro.9720

I agree.

/15characters

Feedback on Spellbreaker

in Warrior

Posted by: oscuro.9720

oscuro.9720

Last night I posted everything I thought needed improvement, now I will post everything I thought was done very well on the spell breaker as well as the results I got using spell breaker in primarily WvW (only one pvp match)

Play style:

If you don’t read anything else, I encourage you to read this. I know some people dislike warrior daggers, or think this espec is weak. I have a different opinion. I had a decent amount of success in WvW roaming + small group.
A decent amount means:
5 1v2’s
1 1v3
1 2v3
2 2v4
1 2v5
1 3v7

My roaming partners were a minstrel ele and a zero longbow Druid. So I’m either case I had to provide high dps or high sustain (being targeted over the Druid). It went well.

I found spellbreaker useful by playing it like the old dagger dagger ele (used to main it). When I started doing this, my sustain and damage both skyrocketed. The key is that spell breaker ISNT like core warrior or berserker.

Spell breaker plays like a battle Mage. It rewards proper timing and good spacing of skills. A properly timed fullcounter can set up two people to be downed. However, activating fullcounter too early, too far, or too late means that you won’t get the maximum effect.

Furthermore, properly playing spell breaker gives you very high sustain with pretty good damage. Full counter and the limited use of adrenaline lets you stack 3 adrenal health very quickly and maintain it very easily. This gives you very high passive regen (higher than normal war from what I could tell). the full counter is also a short cool down PbAoE burst that can change the course of a fight.

Overall, I think spellbreaker is incredibly fun and well thought out, even if there are parts that need to be improved. It has high sustain and damage, if played properly, and has a fairly high skill ceiling.

Traits

Overall I think the traits were very well done. There may be some slight shortcomings, but they synergise well with existing lines and weapons. A lot of the traits try to balance sustain and offense, and I feel the line as a whole does it very well.

Sun and Moon Style:
Very effective trait IMO. Sybergized well with dagger 3+4 combo allowing the combo to pop off 5-12k damage very quickly. It also helped some with sustain though I am not sure how much.
With having 3 adrenal health stacks more often than core/berserker, I was not able to tell how much sun and moon style added to my overall sustain. I am guessing it added enough to make a slight difference, though doesn’t make or break the added sustain I was having.

Loss Aversion:
While I am highly critical of this trait because of its lack of damage, I feel that the idea behind it is very good. It adds more unblockavle damage (never a bad thing) and makes adrenaline gain a non-issue.

Vengeful Counter:
I love this trait. It allows you to have relatively high resistance uptime and really makes full counter shine if you are using full counter correctly.

Magebane Tether:
Basically a screw you skill to thieves. With full counter, it makes landing it very easy and helps you dominate mobility and stealth based classes.

Weapons:

Overall, the main thing I have to say about the daggers is that their animations are beautiful. Other than that, there are only a few things that really shine.

Dagger 1:
You can just stare at the animation while running and be entertained

Dagger 2:
Animations again.

Dagger 3:
I really like the concept of the dagger 3 rewarding interrupts. It promotes higher skilled gameplay rather than being a tool only setup burst. This skill has solid damage if you do get an interrupt and synergizes very nicely with traits.

Dagger 4:
Another awesome skill. Rewards hard CC, which is plentiful in this build, and has a nice 5-8k burst on crit.

Dagger 5:
I love the animations, and the missile reflect can be used to merc dead eyes when they used the charged shot with the big telegraph.

Dagger Burst Skill:
Despite slow movement and short range, this skill is awesome. The damage is good combined with boon strip and unblockable, it is a very nice burst skill.

Utilities:

Heal (don’t know the name):
High value and good condi clear. I like it (even if heal dog is still better)

Sight beyond sight:
More thief hate is ALWAYS a good thing, and I think that having an ammo system reveal really helps make reveal a weapon and not an inconvenience for thieves. The blind loss is a nice touch too.

Break enchantment:
Decent dps on a nice short cooldown. Offers more boon strip and rewards stripping those boons, which is rewarding slightly higher skill play. An overall solid utility of you are looking to add more dps and/or boonstrip.
This also has a beautiful animation and a nice large radius.

Featherfoot grace:
Stunbreak: good. Resistance: good. Verdict: good.

Elite:
the animation on this skill is awesome. I really like the whole golden dome look and it makes it very easy to tell wether or not you are inside.
As for utility, it’s awesome in an outnumbered fight. The boo strip is unreal and forcing melee combat in the highly ranged metals fantastic, especially in a group. This skill basically kitten s the other group if you fight in any sort of choke.

TL;DR

The animations are great. A lot of the traits and utilities are pretty decent. The play style is not like core warrior/berserker and requires slightly more skill. When played right, it’s very strong.

Feedback on Spellbreaker

in Warrior

Posted by: oscuro.9720

oscuro.9720

Long post, probably will put TL;DR at the end.

Overall I felt the spell breaker was fun. It has a skill floor with hard counter and dagger melted range, but after some time it really started to shine, especially in wvw. The animations were amazing and some of the lower cast time skills are a nice change from the heavy telegraphing warrior normally has.

Traits:
I built mostly around full counter. I have a few comments on some of the traits that need to be buffed to provide both more diversity and balance to the spellbrealer in WvW and PvP.

Loss Aversion:
I feel like this needs more damage. I was running with 2.2k power and it would do 175 damage. I feel this should be somewhere closer to 200-400 to be worth while. The concept is great, and could make for interesting play, but the damage is just far too low.

Slow counter:
Th cripple is very short. Overall, i feel this trait lags behind the other two. It’s not just cripple duration, but the overall lack of ultility it provides in a pvp landscape. Something more along the lines of “reduces cooldown of full counter by 1 sec for every boon fullcounter removes” would be better. Yea, that’s a little OP, but that’s just an example.

Revenge counter:
A solid trait. Adding 1 more second to the resistance would be a wonderful thing.

Utilities

Sight Beyond Sight:
Didn’t really try this one. Seems good in theory, especially with all the dead eyes.

Break Enchantment:
I landed around with this one and it is really nice. Needs a little more does, but I like the way it rewards boonstrip. Maybe +100% damage PER BOON instead of just if it strips a boon. This could give a very heavy burst if you strip the full two boons, and less if you use it at an inopportune time.

Featherfoot grace:
I like this skill. It’s hard to not take berserker stance over it, but I do like it since it gives a stun break too. I would reduce the cool down to 20 or 23 seconds, since we don’t have a meditation cooldown reduction trait. At 30s it’s an annoyingly long cd for what you get.

Elite
Awesome skill. It’s missing 1 thing: stability on cast. If you add 3 or 5 stacks of stability on cast, the 90 sec CD is justified. It would also go a long way fighting melee once it’s up.

Weapons:

Dagger 1:
Needs more dps. Might on more than the last hit would be very helpful too, but mostly jst MORE DAMAGE.

Dagger 2:
Needs a shorter after cast and longer range. 450 would be okay, 600 would be ideal.

Dagger 3: I like it. Maybe slightly higher base damage would help, but I do like it. It should remove a boon on interrupt (along with the increased damage)

Dagger 4: hits nice and hard. I don’t have the tooltip in front of me, but it should remove a boon if they aren’t using a skill (along with the increased damage)

Dagger 5: one of the key words in the text is that it “applies damage”… Can we get it to do some damage. I feel the whole chain should reach 5k, not 2k. It’s just pitifully weak, though the utility of missile reflect is nice. If damage buff is not a possibility, I think that enemies within melds range should get daze or stun (1s). Damage would still be better.

Dagger Burst skill:
Awesome skill. If the dagger 2 isn’t given 600 range, this should have it. Give something on the daggers 600 range so I don’t get kited by literally EVERYTHING!!!

TL;DR:

Very fun especially with a few flaws and a few areas that need buffs. Daggers just need more deeps and longer leeps!!!

Seriously, make the dagger leaps farther.

If u missed it: MAKE. DAHHER. LEAPS. FARTHER. (Both dagger 2 and burst skill)

WvW Roam: How do you do it?

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Posted by: oscuro.9720

oscuro.9720

I’ve got a few roaming videos, but I’m on mobile so I don’t have the link. Basically you should run mostly marauders and zerk (sometimes I’ll throw in some celestial). Also DB makes it much easier, though it is deffinetly not necessary.
Side note: Miguelsil, I’ve seen you vids, I want to duel u

Since when where conjured weapons viable?

in Elementalist

Posted by: oscuro.9720

oscuro.9720

I’m still waiting for the day they make conjure weapons into kits…

I know that you are thinking, but I can dream, right?!

[Video] Oscuro's Scrub Roaming Vol. 3

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Posted by: oscuro.9720

oscuro.9720

Another Upload for this week. Its old footage b/c im out of town. Please, comment on how scrub I am, how I made an error in the title screen, or just anything in general.

https://youtu.be/d6pvO61Qmdc

[Video] Oscuro's Scrub Roaming Vol. 3

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Posted by: oscuro.9720

oscuro.9720

Another Upload for this week. Its old footage b/c im out of town. Please, comment on how scrub I am, how I made an error in the title screen, or just anything in general.

https://youtu.be/d6pvO61Qmdc

Small group vs zerg

in WvW

Posted by: oscuro.9720

oscuro.9720

Well my roaming group of 5 + 1 pug killed somewhere between 15-17 without being organized (no teamspeak, didn’t might or anything to engage, just happened upon the groupwhen going up the slope to NET on Alpine BL) a few days ago. I definitely think if we were to get 5 more mates and choke a zerg, they would die.

Race for Guard/DH based on Aesthetics?

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Posted by: oscuro.9720

oscuro.9720

Asura master race.

Core guardian roaming VIDEO

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Posted by: oscuro.9720

oscuro.9720

It can be fun but will get frustrating sometimes with so much diference from hot elites :/

Yea, i prefer hammer & sw/f when running core guard. I find the cc allows it to do better than the GS, especially in 1v2/3.

Guardians too slow, pls fix

in Guardian

Posted by: oscuro.9720

oscuro.9720

I’m okay with low out of combat mobility for our pretty decent combat mobility. Maybe its just me tho…

Core guardian roaming VIDEO

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Posted by: oscuro.9720

oscuro.9720

Someone else who will roam with core guard! Yusss!

Request for fair gearing

in WvW

Posted by: oscuro.9720

oscuro.9720

I roam with exotics (only 1 set of ascended trinkets across all 8 characters) and do 1vX and win many duels against people with full ascended and legendaries.

Life isn’t fair. Suck it up and kill some kitten.

Done with WvW

in WvW

Posted by: oscuro.9720

oscuro.9720

I run beserker pretty exclusively during my wvw time, though I concern myself with guild groups and am built to zerg surf for bags. Generally in the off 1v1 while doing silly stuff like trying to get veteran daily, I am able to stalemate and flee or win, if it is too hot I can generally succeed in fleeing.

So sayeth the… thief?

Well duh…

Beserker as in warrior

But are you a berserker Beserker???

Beserker Guardian (Both DH and Guardian), Beserker Warrior (both Beserker and Warrior), beserker Chrono, Beserker Dare Devil, beserker scrapper, beserker Rev, beserker ranger all work. I know people who play them very well.

Marauder Beserker lol

No – 100% boon duration Commander/Wanderer build for me :P Much more survivable for longer duration zerg fights when your cooldowns are up and still 90% of the raw power of the berserker/marauder version. It’s a freakin’ selfish build though.

Marauder is solid.

People still play tank builds, whut?! Wut uh-bowt da beeg noomberz????

[PvP] "Tough Cookie" Bunker Guard 2017

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Posted by: oscuro.9720

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Played in Gold 3

Sweet, maybe i played against you :P
Just wanted to see how well its been tested. I will try this out once i get back from traveling.

Without a vilain, WvW is meaningless ?

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Posted by: oscuro.9720

oscuro.9720

But WvW does have villains.

That group of players hiding in a paper tower sieging it up with superior ACs who won’t come out to fight equal numbers?

That zerg spawncamping your server for hours?

The enemy commander running a zerg of 40 against your squad of 12 .. while streaming?

They are the villains. It’s immensely satisfying to beat them.

This but usually solo to 5 man groups since my guild is small

Done with WvW

in WvW

Posted by: oscuro.9720

oscuro.9720

I run beserker pretty exclusively during my wvw time, though I concern myself with guild groups and am built to zerg surf for bags. Generally in the off 1v1 while doing silly stuff like trying to get veteran daily, I am able to stalemate and flee or win, if it is too hot I can generally succeed in fleeing.

So sayeth the… thief?

Well duh…

Beserker as in warrior

But are you a berserker Beserker???

Beserker Guardian (Both DH and Guardian), Beserker Warrior (both Beserker and Warrior), beserker Chrono, Beserker Dare Devil, beserker scrapper, beserker Rev, beserker ranger all work. I know people who play them very well.

Dear Anet, Na WvW Population Out Control

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Posted by: oscuro.9720

oscuro.9720

I wish i was that outmanned…so many loot bags just waiting to be claimed!
only partial /s

Asura Guardian - Male or Female?

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Posted by: oscuro.9720

oscuro.9720

I dont have screen shots, but i have a male asuran guard. If you have a full face helm (like the Halloween ones), it is almost impossible to tell the difference other than the voice lines.

[PvP] "Tough Cookie" Bunker Guard 2017

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Posted by: oscuro.9720

oscuro.9720

What tier you have been playing this build in?

We don't need content

in WvW

Posted by: oscuro.9720

oscuro.9720

Reading the forums this seems to be subjective.

I don’t think the forums accurately reflect the overall consensus.

Me neither. This forum is over-populated by players who prefer fighting other players for bragging rights rather than those who just like easy wins to collect karma and loot.

Self-evidently there are far more of the latter than the former actually playing the game-mode these days.

Myself, I would prefer a meaningful competition with structure and results. The main content I want would be akin to the Seasons we used to have or to the intermittent periods over the last four and a half years when circumstances meant a critical mass of players were invested in outcomes rather than performance.

Most people in WvW would rather fight than play for PPT. I literally cannot think of any major WvW guilds that cares about who wins the matchup (for reasons other than what tier they roll too). Large combat scenarios are what make WvW interesting. Anet should be focusing their manpower on creating fight scenarios rather than designing new maps or creating new siege weapons.

WvW guilds used to set up their own competitions in the OS with proper turns and structure. We had actual GvG tournaments, and the winning guild was rewarded with lots of gold (and of course bragging rights).

If the WvW team doesn’t want to make the mode more fight focused, than perhaps they need to create a new mode catered to the GvG guilds?

They fight for fights, and dont care about the matchup that much, true. But part of that is fighting for the OH SO prized Loot Bag.
You see, the Loot Bag is the key to a WvWers heart. It not only symbolizes the physical dominance you have jsut exterted on a single, group, or zerg of enemies, but also rewards you with that sweet sweet chance of getting a precursor 1 in 20385729375930294857929 times.
That, mr Fluffy, is why we DO care about loot.

Done with WvW

in WvW

Posted by: oscuro.9720

oscuro.9720

You look at this game too result oriented. You need to just say “kitten It” and go out there and have fun.
Another thing is to ask for help. So many people try to just do things alone. “I can be great by only solo roaming” “i can kill all these people by myself” “I am already so good i shouldnt die on my own”.
We’ve all been there. Its okay. The problem is most people take a stance similar but not identical to yours, where they blame the game or themselves, or both. Sometimes you need to dual, triple, or small group roam just to improve on your skills (THIS DOES NOT INCLUDE ZERGS UNLESS YOU ARE AN UBER NOOB).

If you want help, you can whisper me in game if im on. Do some regular pvp in unranked and coordinate with a team. Ask in map for a roaming only guild. THere are ways to do things so you arent alone, and when you arent alone, even dieing is a little more tolerable.

Oscuro's Scrub Roaming 2 [Video]

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Posted by: oscuro.9720

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If you dont want to watch the whole thing, skip to 2:40

[Video] Oscuro's Scrub Roaming

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Posted by: oscuro.9720

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Posted a second video if anyone wants to watch it! Just a few fights from about 2 hours of roaming, similar to this one, but with a pretty good fight at 2:40

Fighting Revenant

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Posted by: oscuro.9720

oscuro.9720

So just a few tips:
As mentioned previously, LB #3 cancels the shield 5. It is very useful when they are low health. If im already in melee range, i like to combo this with Test of Faith, triggering the trap and then pushing them out of the trap and canceling their block at the same time. Works great if they are low on health.

You can use their sword 3 to set up a trap. Standing just inside the ring of Test of Faith as their sword 3 ends can get you 1 or 2 procs on the ring. You can also plant alot of symbols (LB 4+Sword 2) for a lot of dps if they try to auto attack you after sword 3.

The most annoying rev skill imo is sword 2. They will usually follow sword 3 with sword 2, so setting up counter burst while they’re in sword 3 is important to capitalizing on them not dodging if they combo the two skills. Because of this i save my block (focus 5) for after sword 3 and do 1 dodge instead.

Staff i found very easy to counter with longbow. Use wings of resolve for mobility and set up some true shots to DPS them. If you are 1200, just use auto attacks and let CDs replenish so u can burst them to death.

Finally, when they heal, use LB 3 and stop attackign. This keeps them from getting free auto attacks in on you and i find it helps me mentally stop my attacks to keep them from healing.

Theres more but im in a bit of a crunch for time, and they have been mostly covered in the other posts

Oscuro's Scrub Roaming 2 [Video]

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Posted by: oscuro.9720

oscuro.9720

This is what happens when i hotkey my heal to a button
(All footage captured last night PST)

https://youtu.be/ufCQkmta_44

Oscuro's Scrub Roaming 2 [Video]

in WvW

Posted by: oscuro.9720

oscuro.9720

This is what happens when i hotkey my heal to a button

https://youtu.be/ufCQkmta_44

[Video] Oscuro's Scrub Roaming

in Guardian

Posted by: oscuro.9720

oscuro.9720

My mouse has like 3 extra keys. I use one for heal and even a easy comb of keys like Alt+mouse 5

My mouse has two, but they are right next to each other so ill hit the wrong one a bunch, which is worse than clicking >.< . ill figure something out.

If anyone wants me to make more videos, this only took an hour or so to record, so I can do them pretty easy if I’m not traveling.

[Video] Oscuro's Scrub Roaming

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Posted by: oscuro.9720

oscuro.9720

Not too bad. Just think u need more practice and maybe use less mouse to click

Didn’t play for a few months before recording this last night. Still trying to find a comfortable key for my heal to go on.

Oscuro's Scrub Roaming [Video]

in WvW

Posted by: oscuro.9720

oscuro.9720

You really should bind your heal of all skills. Clicking it is like adding on a 1/2sec worth of cast time.

Haven’t played in a few months (travels), so I’m trying to find a comfortable key for it to go on

Oscuro's Scrub Roaming [Video]

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Posted by: oscuro.9720

oscuro.9720

Just a scrub trying to act like he knows what is going on.

All video captured on 4.16.2017 between 10:34 & 11:58
SBI v YB v HOD: EB

Character Info:
name: O S C
guild: Sinless Dictators [SIN]
class: Dragon Hunter
main: IDK, can’t make up my mind

Please comment on how scrub I am, that I clicked my heal with my mouse twice, how OP DH is, or just about anything in general.

Shout out to Nof (teef) + Rok (engi) for killing things with me

https://youtu.be/Hj1Wi7IujY8

[Video] Oscuro's Scrub Roaming

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Posted by: oscuro.9720

oscuro.9720

Just a scrub trying to act like he knows what is going on.

All video captured on 4.16.2017 between 10:34 & 11:58
SBI v YB v HOD: EB

Character Info:
name: O S C
guild: Sinless Dictators [SIN]
class: Dragon Hunter
main: IDK, can’t make up my mind

Please comment on how scrub I am, that I clicked my heal with my mouse twice, how OP DH is, or just about anything in general.

Shout out to Nof (teef) + Rok (engi) for killing things with me

https://youtu.be/Hj1Wi7IujY8

Revenant Not In An Acceptable State: Legends

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Posted by: oscuro.9720

oscuro.9720

Preface: Removing energy costs from weapon skills would fix many balance issues in my opinion, and should be the first change. The rest are functionality changes that are more logical.

Venturi: Make the tablet like scrapper gyros, it just follows you around until you instruct it do something somewhere. Could add a lot more utility to it, providing defensive utilities on the user as well as some ranged utility (primarily ranged heals)

Dwarf: lower CD on heal, lower energy cost on all skills. Increase the damage on the hammers, and increase stability application from the road. Make the elite skill also grant super retaliation so when you are struck it damages people.

Mallyx: don’t know, don’t play it

Shiro: reduce the cost of impossible odds slightly, maybe reduce the cost of the teleport slightly as well (from pvp stance, using the teleport to engage means you have no energy to use any weapon skills)

Glint: feels fine to me, but it feels kind of like rev was built around herald instead of herald adding on to revenant, which i dislike. Really sucks having upkeeps while weapon skills cost energy. Make the actives cost energy if weapon skill energy cost is removed.

Revenant Not In An Acceptable State:Weapons

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Posted by: oscuro.9720

oscuro.9720

Hammer 3 could be a 2 part skill, a leap there with damage plus a leap/tele backwards. Retyrn clears condi or gives stability. Gives some nice mobility and utility we desperately need.
Edit: also, link weapon skills to either CD or Energy, but not both, it’s just frustrating and illogical.

Necro AA???

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Posted by: oscuro.9720

oscuro.9720

I’ve been gone for a month or so now and was wondering if there has been any change to the necro’s AA? It wasn’t great when I left, and was wondering if it has gotten any better, or if there are plans to make it better?
Much Thanks,
Osc

Elementalist elite spec idea: Dervish

in Elementalist

Posted by: oscuro.9720

oscuro.9720

As much as I’d love to see the Dervish return, I do not think it is a right specialty to Elementalist. At this point it feels more suitable for Guardian, since they have the bit of endurance we’ve seen Dervishes had back on the first Guild Wars, and the supportive aspect also suites better.

The fact that the Elementalist already has a Tempest as his/her specialty, which pretty much focuses on healing and supporting team-mates, it already drives it off from the typical Elementalist spectrum. Of course, in Guild Wars 2 each an every class has to be able to handle every three corners of the triangle (dps, tank and support), so that kind of covers it.

I’d be more happy to see Elementalist turned into a glass-cannon with something like, let’s call it Sorceress/Sorcerer, or a Shaman (the elemental side of the supportive Druid). This is of course, if we’ll ever see the second specialty for the current classes, which I hope we do at some point!

I could imagine a DPS focused class as a dervish. The Idea of mantras is good too. For every element plus one for healing and the elite.
And the transformform could be changing its role per element. Tanky in earth, supporty in water and bursty in air and fire.
But i would give the form another weapon per form like reaper shroud changes the weapon of the player. And the elite spec weapon could be dualwielding sword.

Yea, i love the idea of a dervish melee self-sustaining role for elementalists. Eles dont have that kind of role with the nuedering of D/D.
I could see mantras being tied to current attunement, like glyphs are. Have different mantras for mobility, damage, sustain, CC (all self-buffing, maybe traited to make them AoE splash to allies) and have them all be called down on yourself rather than enemies, so its kind of a PbAoE effect. For example:

A damage Mantra that strikes where you are, doing PbAoE damage plus granting fury to self/allies,

CC mantra: Knocks back foes around you and grants 5 stability to self/allies,

Mobility mantra: Immobilizes or chills nearby foes and grants superspeed or swiftness to self/allies (Break Stun)
OR
Mobility Mantra: Slow nearby foes, aply quickness to self

Mitigation Mantra: weakens and cripples foes and grants protection, vigor, and regen to self/allies.

Sustain Mantra: Slows nearby enemies and cleanses 2 condis to self/allies (Break Stun)

Heal Mantra: Heal self (3-4k?) plus:
Fire: Cleanse 3 conditions plus 1 per enemy hit
Water: 1k health per enemy hit
Air: 2s stealth plus 1s stealth per enemy hit
Earth: 2s magnetic aura per enemy hit

Elite: Trouble your enemies with a slew of problems and boost yourself with great benefits that increase for each foe you hinder
Fire: Burn (5 stacks, 3 sec), blind, and damage (2k) nearby foes, and grant yourself 5 might (10 sec) and fury (10 sec) pluse 2 might (10 sec) and 5 seconds of fury fo every foe hit

Water: Inflict Vulnerability (15 stacks, 10 seconds), chill (8 seconds) and damage (1k) to nearby foes and grant yourself Vigor (6 sec), regen (6sec) and frost aura (3 sec) plus 700 health and 1 sec frost aura per enemy hit

Air: Stun, weaken (5 sec), stun (2 sec) and deal a lightning strike (2k) to nearby foes while granting yourself swiftness (12 sec) and 3 sec stealth plus 1 or 2 sec stealth per enemy hit

Earth: Immobilize (5 sec), bleed (6 stacks, 12 seconds), and blind nearby enemies and grant yourself protection (4 seconds), Obsidian Flesh (3 seconds) and stability (2 stacks, 6 seconds), plus 1 seconds of protection and 1 stack of stability per enemy hit.

Heal and elite are efected by attunement, others are more tailored to generic attunement use, though they could be changed. Probably have mantras focused on self buffing with a trait that can make them affect allies. traits to also increase the number of casts possible. Probably 2 casts per mantra plus a third like mesmer, but have longer cooldowns per mantra.

Elite mantra is supposed to change the course of a fight or allow you to escape/survive a burst (read: really OP 1 time use skill that and elite is supposed to kind of be). cooldown would be long, but this would be the first really useful elite for ele in pvp gamemodes…

Just to avoid flame, these are completely biased to make ele super powerful and may be completely overpowered, so that is noted.

Just some ideas for possible mantra skills

edit: Elite Mantra

(edited by oscuro.9720)

Sword 3

in Guardian

Posted by: oscuro.9720

oscuro.9720

Makes sense. It only happens with the warrior reflect as far as I’ve noticed.

End of Year, Where's the Overhaul?!

in WvW

Posted by: oscuro.9720

oscuro.9720

There is no cake.

That’s okay, I like pie better.

What if these recent 2016 developments were done to weaken the WvW game mode, and to prepare for a massive steal of its player base from a vendor that would offer a similar product?

Anyway…these recent developments…intentional or un-intentional…I like pie better.

It’s a massive conspiracy from a rivaling company to draw player bases from not just GW2 but they have been slowly worsening every other game to launch the greatest game in history
Or maybe not…
Long Live the Pie God!

(edited by oscuro.9720)

What's the best tier to zerg bust?

in WvW

Posted by: oscuro.9720

oscuro.9720

What?? Why are we talking about builds lol… I asked which server will be best for finding fights..

You asked for zerg-busting, not zerging. Those are two very different things, and the former depends heavily on the meta. Right now, there is no countering the existing meta with fewer players pretty much regardless of how good you actually are. The professions have been changed in ways where zerg-busting (a build-dependent area of the game) no longer exists, because there’s currently no way to shut down larger groups of players without just having more numbers, because the dominant builds do not have any means of getting shut down.

That still was never requested nor brought up. And self supportive teams can still take down larger groups, ZEN on eu I think has some good vids up. Heck me and 2 of my friends mesing around contested an ebg keep and sat on the spawn killing them as they rolled in until around 12-14 guys had showed up. Was fun, messing around in completely off the meta builds but people who know how to play together are still stronger.

I gave an answer and got criticized for saying none because the game-state doesn’t allow for what the OP wants right now. Would you lie or give a bad answer to someone who came in asking about a frontline-one-push thief build for T1 zerg fights rather than saying there is none?

Killing 14 unorganized pugs (probably with blob-oriented builds) at spawn is not zerg busting. A zerg these days pushes closer to 30-50 in most tiers in NA.

10v25 with roaming builds count as a Zerg bust? Or just great outmanned?

Pug 25 or a guild? In T1 guilds run into the 25 numbers and most of them that I’m familiar with aren’t going to go down to a 10-man guild with roaming builds. If you’re talking about NA T3 that’s a different story.

T2 pug guild OP

Ascended Shards of Glory

in PvP

Posted by: oscuro.9720

oscuro.9720

Can’t you repeat Byzantinium?

Byzantium is repeatable but you don’t get the shards repeated..

3rd time through buzantinium and I did not realize that.

PvP how is it going?

in PvP

Posted by: oscuro.9720

oscuro.9720

I disagree with the selected answer on their DH rage. If a child stands in their traps and autos with LB, they will die to a plethora of classes. (To be fair I play DH, scepter/shield+sword+focus with meditations and a trap. Still, everything can be countered if you are a good enough player)
Also pvp is only in a bad state in bronze and low silver. I’ve found higher tiers (gold 3+) to be fairly skilled and very enjoyable still. But to each his own.

well mmr is working

in PvP

Posted by: oscuro.9720

oscuro.9720

after 100 game i was still in bronze now im in gold and can still win fights. am i a bronze rank being carried? or am i a legendary being held back by bad players? or is it all based on luck and not skill?

You are the sum of your team, ie 20% your skill and 80% RNG luck.

Good explantation, it is based more on luck than skill that is why the “pro players” team up to reduce luck,

So why is our skill being displayed individually in a team/luck game?

Of course.

A good duo where both players are on TS or otherwise know how to complement each other is 40% skill and 60% RNG luck. That is a massive boost to your chances of winning.

I would say 80% RNG since the other team can have a good comp to counter yours. I started gold 1 and quickly went to plat 2, was in play for a bit, then hit a 15 game loss streak that dumped me down to gold 2. I got either terrible teams, or we lost by 20-25. I’m 1 win away from being back in plat. Lost 15 games 3 days ago.

Too much weakness

in PvP

Posted by: oscuro.9720

oscuro.9720

Resistance: full removal of any conditions effects, including blind, immobilize, chill, cripple, vulnerability, weakness, etc. It’s more than just damage mitigation.

Weakness: reduction of an enemy unit’s ability to deal damage by dealing glancing blows instead of full powered attacks.

I think the answer is fairly obvious.

Guardian Trappers, create build diversity

in PvP

Posted by: oscuro.9720

oscuro.9720

If you are firing to full trap guard repeatedly, then you need to learn to kite. Full trap DH lacks sustained damage and sustain. They are a one trick pony. Just because most DH have a trap does NOT mean they are all the same build. That’s like saying all thieves use shadow step so they run the same build…
It’s this kind of thinking that makes any non-full trap DH be able to roll over people who think DH is OP…they don’t expect variation, and see a trap and assume that it’s all traps.
I run my own medi symbol build that’s slightly different than the ones on metabattle, yet I get called a trap stacking noob when i have one trap…
DH isn’t as OP as it once was. It’s been merged, but people prefer to falsely blame a class or build than accept they aren’t the best player…

Ascended Shards of Glory

in PvP

Posted by: oscuro.9720

oscuro.9720

Can’t you repeat Byzantinium?

DH Spear pull should NOT work on evade!

in PvP

Posted by: oscuro.9720

oscuro.9720

Have you ever seen a dog dodge it’s way out of a leash?

Scoring Idea - bonus for attacking leader

in WvW

Posted by: oscuro.9720

oscuro.9720

This isn’t a bad idea, I think increasing points per kill based on server would be interesting to test out. I think that kills should add a good portion to our reward track, motivating people to kill other servers and increase the number of fights in WvW, even if it is selfish motivation. Add maybe 15-25 points per kill (you can get 195 per tick ATM) double the reward per kill (30-50 reward points per kill) when you have the outnumbered buff. Have your own death subtract a small amount from your reward track (5-10 points).

(edited by oscuro.9720)

Positive thoughts

in WvW

Posted by: oscuro.9720

oscuro.9720

Negative feedback is important for game development as long as it is taken into account, considered, communicated on, and action is taken on it.

Positivity and gratefulness is important because it gives the debts motivation to continue to change things and gives them an understanding of what we DO like instead of only hearing negative things.

Why WvW isn't fun/ Wish list

in WvW

Posted by: oscuro.9720

oscuro.9720

1. More new maps that are less intricate then the desert borderlands, but still hold there own unique flavor (beach maps, swamp maps, plains of ashford maps, forest maps, there is a lot of potential for map expansion that would add some unique map rotations)
2. New siege: siege tower (moves real slow, extremely vulnerable to trebs, catas, and mortars), constructable walls (lower health then gates, can be pvd’d, though it’s not exceptionally fast. Die fast to siege), barb wire, asuran cannons (in between trebuchet and catapult, can only hit one wall, damage of a super cata with the Same speed, can kill siege and enemy players well too, requires target like a bali)
3. Add a third set of gates on SMC and move lord to the third floor. Make the vertical aspect of SMC more dynamic and add gates at the end of the inner corridors to make defense easier on inner.

(edited by oscuro.9720)