Showing Posts For ryokoalways.3450:

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: ryokoalways.3450

ryokoalways.3450

-Staff feels like it was made to be an alternative to shortbow. Staff feels somewhat lackluster because of it. Primarily, staff #3 is a fairly useless skill as it doesn’t provide enough protection or spacing. Also, having projectile reflect on auto 3 makes it unusable for that particular purpose. I think moving dust strike to #3 as a 4 initiative skill, and adding a new #4 at 5 initiative that fills a more needed role would be better.

-Distracting dagger has a 1s cooldown between usage right now. I think that is unnecessary. Additionally, while the bigger hitbox makes it easier to land the hit, it also makes it much harder to get past obstacles between you and the intended target. Hopefully there is a way to reach a medium between reliably hitting but not detrimental to spacing.

Berserker BWE3 Feedback

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

-Currently primal burst and regular burst share a cooldown, so you can’t get any synergy between them. Is it possible for separate cooldown to be a consideration?

-Decapitate still feels extremely weak compared to other primal bursts. The cone aoe behind the target is unreliable since the ability requires melee range. Player does not have ability to take angles. Changing the burst to a range skill (similar to part of the change to sword) would make the cone aoe more reliable.

-Rage skills are still overall not useful. Primary issue is that warriors take utiltities to stay alive, and most rage skills do not have any properties that help in that manner. The heal and the three utilities that are not outrage simply don’t offer enough to take over survival utility, and the amount of offensive punch they will need to pack for them to be worth taking would be imbalanced. If nothing else, at least 1 rage should help in someway in condition clearing.

-Not specifically berserker related, but it seems axe 5 is still split between pve and pvp. I don’t know if that’s intentional or not, but I thought it’s worth mentioning.

An attempt at a hybrid

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

Hello,

I am trying to make a hybrid with 1 weapon set being hammer and no longbow in the other. Basically, a hybrid build that allows for more aggressive play (in theory). I will eventually translate the build from PvP to PvE/WvW gear, but I would like to request for some input especially since I haven’t played the game for 9 months (although I’ve done some catching up the last 2 weeks). The following are some ideas that I’m throwing around with a preliminary loadout.

http://gw2skills.net/editor/?fJAQNAS8cjMdUFahHmhwJigkgC5ofCXDgCQ3WkaGA-TpRGwAAOCAJuAAEOIAGeAAo2fYZZAA

-Attempt at poor man’s ele/engi might stacking loadout, with a battle and a strength on hoelbrak runes (could use strength instead). Unfortunately I can’t squeeze out 30% duration from traits (currently not looking at shouts).
-In PvP, going celestial (probably won’t be the case in WvW/PvE loadout), and make up for the low power with damage modifiers (10% bleed and 20% disable).

The current loadout has three issues

-On the glassy side, a problem since no range weapons is available.
-Adren gain will be lackluster after intial surge. Won’t have frequently available lvl3 burst.
-No vigor, which can be easily rectified. Also has energy sigil to compensate for now.

Other ideas to consider

-Sacrifice firepower by switching offhand to warhorn and going 20 in tactics. Better might sustain and more condi clear. Big problem is losing the only block available
-Moving condi cleanse to traits instead of utility. Open utility slots for other possible combinations.

I’m hoping to put together something respectable and fun to play. I’m not too concerned about being able to compete against the meta builds in a vacuum. It’s also possible that this wouldn’t work, but if anyone has any suggestions it would be greatly appreciated.

Thank you.

Edit: I should mention I haven’t ran that exact loadout yet (will later today). I ran various other loadouts yesterday to get an idea and I believe this is where I’d like to start tinkering with the details.

(edited by ryokoalways.3450)

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: ryokoalways.3450

ryokoalways.3450

The only thing you must craft is vision crystal.

The only thing that must be farmed is shards.

Everything else can be bought. Item assembly is the forge.

This means any crafting at lvl500 will be sufficient.

You also need to craft the Gift.
Which requires lvl500 in either Leatherworker, Tailor or Armorsmith.

Oh right. Sorry about that mistake.

Tempered Spinal Blades cost...

in Battle for Lion’s Arch - Aftermath

Posted by: ryokoalways.3450

ryokoalways.3450

The only thing you must craft is vision crystal.

The only thing that must be farmed is shards.

Everything else can be bought. Item assembly is the forge.

This means any crafting at lvl500 will be sufficient.

Ascended Back Crafting

in Battle for Lion’s Arch - Aftermath

Posted by: ryokoalways.3450

ryokoalways.3450

Getting leatherwork to 500 is the best way. It’s also not too expensive (although price has spiked since release for t3 and t4, t5 and t6 are still dirt cheap).

3-4 runs through LA (while getting all achieve) should be sufficient for 1 backpiece. You can buy the elonian leather if you don’t feel like making it over a 15 day period.

It’s not all that much crafting to be honest. Only thing you must craft yourself is the vision crystal. Everything else can be bought.

Enough with the zergs already...

in Battle for Lion’s Arch - Aftermath

Posted by: ryokoalways.3450

ryokoalways.3450

The funny thing is they actually designed the event to be non-zerg friendly this time around. To actually achieve the 1500 civilians, you want teams of 5-10 all over the map (with the 10s attacking large events like miasma). It’s easier to complete the large events, and you absolutely need to grab every single non-event civilian as they respawn to get to 1500.

Unfortunately, the loot distribution is suffering from Scarlet invasion syndrome; You get more loot from the kills rather than completion. Therefore, no one will try to do the event to succeed just like the invasions.

Warrior Roaming - Strengths and Weaknesses

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

Warrior solo roaming is more near the middle of the pack in terms of efficiency. Outside of superior mobility, warrior cannot reliably engage 1vX and cannot flip camps safely (ie, minimize the use of utilities due to scout blind spam and lack of compression).

Warrior small group roaming (or even 2 man roaming) is near the top. Warrior’s ability to train down a single target (or a group of targets) really shines when there are other players flanking and providing some support, allowing warrior to effectively scatter the enemy group.

Good alt for Thief main

in Thief

Posted by: ryokoalways.3450

ryokoalways.3450

What aspect of thief game play do you want to be similar?

I personally went in this order

thief > warrior > necro > guardian > ele > engi.

Engi Stat Question

in Engineer

Posted by: ryokoalways.3450

ryokoalways.3450

Hello,

I am trying to put together a power build. The default build will be

Rifle
Grenade
Tool
Elixir S

30/0/0/20/20

I am currently fiddling with stats, and wanted to ask what are the accepted thresholds for various stats. How much Power, vitality, toughness is acceptable? Additionally what rune set is the standard for engi (currently 5 eagle + 1 divinity in PvP)?

Thank you,
TJL

Theifs are easy kills wvw video

in Thief

Posted by: ryokoalways.3450

ryokoalways.3450

Fighting a thief will also get easier if you play the profession for a bit. This is true for all cases, but more important here because counter to stealth is all hinged on experience.

Windborne Dagger?

in Elementalist

Posted by: ryokoalways.3450

ryokoalways.3450

If you are using evasive arcana, then no.

If you are not, it’s worth trying out to see if you like the benefits.

There will be a period to get use to the loss of vigor though, especially if you have no experience playing builds on other professions that do not have access to vigor.

Run with 20/25; s/a & a/m build

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

Sword/shield and perma swiftness is sufficient mobility. Fill other holes with a couple of utilty (condi clear/stability, which you need for actual fighting anyways) and you should be fine unless you are deep in enemy territory and run into a full sized zerg.

What do you run for utility skills? The same as the build above? I know healing signet and signet of rage are no brainers, but what about the other three?

Situational/build pending. Again, as long you have something like stamina sig/zerker + dolyak sig/balanced stance, you will be able to run for long distances before they eventually kill you/you find a safe location. In the OP’s situation, that’s even more unnecessary because 20-25 people will have plenty of skills to deny areas so individual gap generators are not as important.

Regarding sigil selection, don’t take so many that share ICD. You want at max 2 (and honestly, 1 is probably better on war because of their short weapon swap CD, outside of several combinations). Your sigil of energy and hydromancy will not proc if you just landed sigil of air/fire. In your situation, keeping the former is probably better than the latter since you are not running small team/solo.

Run with 20/25; s/a & a/m build

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

Sword/shield and perma swiftness is sufficient mobility. Fill other holes with a couple of utilty (condi clear/stability, which you need for actual fighting anyways) and you should be fine unless you are deep in enemy territory and run into a full sized zerg.

Run with 20/25; s/a & a/m build

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

If nothing else, I would suggest switching out offhand axe for a shield, which is the exact weapon set that I run.

I don’t know how effective that particular weapon set would be in a 20-25 group though. I run that weapon set in a 3 man party. I occasionally merge with the zerg and do fine, but that’s more with warrior in general rather than that particular weapon set.

Any other suggestion is going to be hard to specify because if it’s a 20ish group, it really depends on your group composition. You are most likely going to specialize more in large groups like that.

WvW guardian

in Guardian

Posted by: ryokoalways.3450

ryokoalways.3450

AH is not good for solo roaming. You should take some out of valor and put them elsewhere. Like someone said, 5 in virtue is really important just for the on-demand protection. I personally also find 5 in radiance to be a necessity since on-demand blind is also really good.

Also as mentioned, your dps is way too low. When building for solo roaming, you must have a respectable level of dps and/or secure method of extraction, as you will frequently be deep in enemy territory. Since you are shout guard, you have no JI and you are gs ham so no sword for teleport. GS 3 is not great for extraction because it’s not a true leap (ala ranger or warrior sword), and can be slowed down by cripple/chill. By itself it’s not reliable.

That means your dps has to be respectable enough to kill relatively quickly, be it a 1v1 or 1v2. With a guard, it’s an even bigger issue because you are going to be fairly easy to kite in a 1v2. With your build, which has no teleports, no passive movespeed and 1 source of swiftness, you will not win any 1v2 that has at least a ranger, necro, engi, or mesmer. If they never engage you directly, you will just die to auto-attacks/condi kite. Also, unless you are condi bomb and/or stealth based (so engi, necro, thief, or mesmer), don’t think about a 1v3. As long one of the players is competent, you will never win.

1. Rework your stats. Lose some armor and HP for more firepower.

2. Rework your traits. You don’t need to go that far into valor. Things to consider are 10 into zeal, 5 into radiance, and 5 into virtue (this one I believe as mandatory).

And meditation is probably overall better for solo roam. If you want the same weapon set, then probably look at 0/0/30/20/0, and spend the last 20 as you see fit.

Post a Screenshot of your Guardian

in Guardian

Posted by: ryokoalways.3450

ryokoalways.3450

Can’t find a good scepter skin. Any suggestions?

Roaming Guardian build Help

in Guardian

Posted by: ryokoalways.3450

ryokoalways.3450

I would disagree. It’s really match-up dependent.

Additionally, it would also come down to the personal definition of competent. For me, I am not crazy enough to pick a fight against 2 marauders (And while ranking doesn’t speak volume on actual skill, it does generally speak volume about experience). But I am totally ok with picking a fight against avengers, and maybe even ransackers (match-up pending).

That aside, as I’m also fine-tuning my build (and also since I’m still relatively new to guardian), if anything i mentioned is wrong or not advisable please comment on those.

(edited by ryokoalways.3450)

Roaming Guardian build Help

in Guardian

Posted by: ryokoalways.3450

ryokoalways.3450

I’m still in the process of refining one, but there are several things to note. I am running either gs sc/f or sw/sh sc/f.

As mentioned, meditation is better for roaming. However, I’ve found that triple utility meditation generally is not that great for outnumbered fights. Guardian is fairly easy to kite, and with triple meditation, you have no on-demand swiftness or stability. While 1v1 you are incredibly powerful, in an outnumbered fight you have no chance of winning if your opponents just refuse to engage you head-on. Guardian disengage capabilities are also on the lower end (especially since the weapon set isn’t sw/x gs, and staff is also missing). Only necro has a harder time getting out of a bad situation in my opinion.

If you run the 10/5/30/5/20 build (which is the one I run with GS sc/f), consider dropping purity. I personally replaced it with stand your ground for accessible stability. It also helps because I chose to run litany instead of shelter, so the stability covers the activation and burst.

The other thing is that you absolutely need is passive movement speed because you don’t have a staff (even then staff has become lackluster out of group situations), and you really want to avoid retreat if you can help it. For any build, consider trying traveler or speed runes, and then work your build from there. The 25% movement speed will help you stick to your target much better. Not only is the regular move speed important, because leap of faith doesn’t function like a true leap (it can speed up or slow down depend on boon/condition), so you really want to make sure that you are going at max speed when you use it.

With the above, in 1v2 against competent opponents, I can win fairly consistently as long it’s not 2 range condi professions (I got ran over by a condi engi/necro the other day. Not even close). Another reason I dropped purity is because after that fight, I realized that they can reapply conditions so fast that purity really doesn’t matter, and I would be better served to take stability to not get stun-locked. Additionally, absolute resolution provides sufficient condi cleanse and when matched with some stability, provides you enough time to burst down one player quickly to make the fight more even.

For personal fine-tuning, only JI and smite condition are mandatory I think. I personally would like to have 3 meditations with meditation build though, so I am trying either litany and stand your ground or shelter/sig with purity (traits of course would need to change though).

As far as soloing camp, just swap out your 3rd utility for wall of reflection for the solo. Run into both scouts to force their black powder, move to center of all enemies, drop wall, pull everything in with gs, and just spin them to death. When the scouts can’t perma blind you or damage you, a camp can’t really hurt you and you are bursty enough to kill them and take the camp in under 90 seconds. Wall of reflection will also be off CD by the time camp flips so you can switch your utility back after taking the camp. Save JI for emergency extraction if you don’t think you can fight whoever shows up. Blind the supervisors backbreaker with F1, and just eat stun time from shield bash if you fail to dodge it.

(edited by ryokoalways.3450)

Please critique my WvW build

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

I think someone else can provide retal for you. Problem with spiked armor is that you cannot control when it activates.

Fast hands is arguable as to if it’s worth taking since you will stay in hammer for long durations, but I think break immob is essential especially since you are a front line build. You will get hit by immob early and frequently, and you really don’t want to waste shouts just on yourself for one condition that will be heavily covered.

Alternatively, you can clear it with warhorn, but then you absolutely need fast hands, and if you are taking 5 out of defense, you may as well go 10 out.

In both instances, I think 10 more in discipline would be more well served.

Edit: Oh, also I would not recommend last stand. That 90 second cooldown is too brutal.

(edited by ryokoalways.3450)

Please critique my WvW build

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

If you are going to go that low in crit chance, don’t bother with any zerker gear.

Take 10 from defense to get fast hands and break immob since hammer and sword both benefits from it.

Good non-hammer PvP build?

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

Tarsis’ longbow/gs (and any variation of it) is fun to play

20/0/20/0/30

I think the default build is bull’s charge, frenzy, dolyak/balanced stance.

I run a variation that I saw from another warrior, which was bolas, zerker stance, dolyak sig.

Best possible stats?

in Elementalist

Posted by: ryokoalways.3450

ryokoalways.3450

Best possible stats?

in Elementalist

Posted by: ryokoalways.3450

ryokoalways.3450

D/D, non-standard. Playing around with 20 water 20 arcana primary and 30 variable. Trying to build something where I can switch between various trait allocation and maintain respectable stats through those allocations.

Edit: Also correct, rune of strength. I was trying rune of wurm for HP, but I was told that was overkill.

Best possible stats?

in Elementalist

Posted by: ryokoalways.3450

ryokoalways.3450

Hopefully this is a good place to ask.

What is the accepted requirement for vit/tough?

I have several stat combinations that return

18.5k, 2646
18.5k, 2543
18k, 2605
17k, 2651
17k, 2558

I’m pretty much trading survivability for crit dmg and crit chance (mostly crit dmg, I am maintaining 35 or 40% crit chance), and wanted to see where I should stop giving up vit and armor. I am maintaining minimum 2200 power with T2 sharpening stone and steak-asp.

Thank you.

Axe/Shield for WvW??

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

You can try the following utilities

Bolas
zerker stance
Dolyak signet

Bolas, along with leg specialist, provides you ability to stick to a target. It also allows you to occasionally go for a full burst with bolas, 100B, shield bash, evi.

zerker stance I feel is necessary for your weapon selection because you don’t have longbow, so you need more sustain than normal as you have to be on your target.

Dolyak or balance stance would both work. Dolyak allows you to go a little more glass with the passive. Balance stance is generally better for larger fights though with shorter CD and added swiftness.

traits maybe try

10/0/20/10/30.

fairly bursty. 10 for dual wield in strength and 10 for leg specialist.

Again, there is nothing wrong with going shout warrior, but those are more support, which doesn’t really fit axe/X, and is not optimal for solo roaming. You probably want to stay with physical, stance, and signet utilities. With those, just play around with them to find something you like. As long you have healing sig and 20 in defense, your survivability should be solid, allowing you to go for various build diversity in terms of other utilities and weapon set combinations.

Axe/Shield for WvW??

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

Shout is not that great for 1v1. It’s better for team. Additionally your stats doesn’t make full use of shouts (as in your HP efficiency is low due to low armor). Your build can work, but not optimal. It’s a bit more lacking for 1v1 purposes because of that.

Axe/Shield for WvW??

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

If you want to go shout that’s fine.

Take 10 out of strength

0/0/20/30/20.

Cleansing Ire is mandatory. Don’t forget it also provides gain adren when you are hit. It’s not just for condi clear.

Grab move skills break immob in discipline. Great with GS for sticking to an enemy or running away.

Ele vs Thief, who wins?

in Elementalist

Posted by: ryokoalways.3450

ryokoalways.3450

Thieves can’t be killed unless they fully commit. As far as WvW goes, forcing them to run away is good enough.

If the thief actually fights to the end, it really comes down to forcing shadow refuge without having to burn too many CDs.

Alternatively, make a Norn ele so you can also stealth open. I ran a fairly glass S/D 0/30/0/10/30 for awhile with leopard, and being able to open from stealth is all kinds of funny, even at the cost of once every 4 minutes. The benefit of having no good profession elite I guess (although fiery GS for maneuverability in battle has grown on me since I started trying D/D, but that’s strictly sPvP).

(edited by ryokoalways.3450)

Axe/Shield for WvW??

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

I was just commenting on the weapon sets you can use with axe/sh. GS offset was the most common one. If your primary is axe main, your secondary is generally gs or sw to cover for the lack of mobility.

As far as regen war, unless you are going a niche banner bunker (which I assume you are not because you want to use axe main), your standard dogged march, adrenal health and healing sig will be sufficient. 20 into defense, 15 into discipline, and 35 points to go wherever.

Axe/Shield for WvW??

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

You can always do the old axe/sh gs combo.

It would be easier to comment if you specify what you are looking for with a bit more detail.

gear for new 80 wvw

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

Ascended gear release made a lot of gear really cheap to purcase. If you don’t care about looks that’s probably the fastest way. Putting in buy orders will probably allow you to get a full set of gear for under 10g. (2-4 weapons and 6 armor pieces). Laurel your trinkets.

Runes for _Hidden Killer_ Valkyrie Thief

in Thief

Posted by: ryokoalways.3450

ryokoalways.3450

Runes of strength is worth looking at now.

Scholar is actually fine for perma stealth builds due to rejuvination. There is just little room for error as far as maximizing damage is concerned.

WvW build and gear, feed back appreciated.

in Guardian

Posted by: ryokoalways.3450

ryokoalways.3450

-There is a bit too much overlap in hammer and GS for WvW purposes. Drop one of them and use another weapon set. Also, always have a staff available in WvW, even if you are not using it outside of ZvZ.

-Remove purging flames for something else. Any one of the shouts is better. You can either go for stability or swiftness, both of which are important to stick to a target. Smite condition is also worth looking at as it is the most efficient use of all your meditation traits. I think smite and JI are more desirable for meditation builds than purity.

-Never go celestial for trinkets. Their stat efficiency is terrible. Likewise, limit celestial for armor and weapon as well since you don’t want to have no specialization. This is more prominent in your build since you are doing meditation, so you are pretty much going to be dps in some format.

-Change your rune set. Power or passive movement speed are good. Anything is better than what you have at the moment to be honest.

Conclusion- Build currently lacks damage and mobility. Review weapon choice (not detrimental) and skill choice (doesn’t cover enough situations at the moment and doesn’t maximize use of meditation without smite condition). Completely redo gear choice (limit amount of celestial gear in all slots, but especially in trinkets).

Edit: Played around with what you posted and tried to match your stats with same weapon sets and traits. Changed utility and gear selection.

http://gw2skills.net/editor/?fUAQJASRlUgiDnGyKEf4ESmiVCBxUgRZ01DIKiaIA-jUDBofBCjBDzBhABgKAK1EKBiIjtYqIas6aYKXAaXJV/KyW0pWGA9JA-w

(edited by ryokoalways.3450)

Full DPS thief in fractals... am I an idiot?

in Thief

Posted by: ryokoalways.3450

ryokoalways.3450

I run 25/30/0/15/0 in fractals. You don’t need to use traits/stats for survivability. You use utility skills and weapon skills for that. Spam blind is your best defense, not stats. Rely on black powder, smoke screen, etc to survive a situation where you can’t rely on regular dodging. If you can’t use blind (like the dredge), rely on sword/X for pistol whip or flanking.

Some help with a wvw build

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

At least having gs or sword/x as one of your weapon swaps will allow you to move quickly between locations and engage/disengage with relative ease.

Outside of that anything can go for the warrior. Mixtures of stances, signets, shouts, and physical skills are all viable. Their weapon sets are very versatile. The only lackluster ones are rifle and axe offhand in my opinion.

It would be easier for you to come up with something and have people fine-tune it. Narrowing down preferred weapon sets would be a good start.

How is this backstab possible?

in Thief

Posted by: ryokoalways.3450

ryokoalways.3450

http://en.gw2skills.net/editor/?fYAQRAoa8YlcmSOHfy4E/5Ex2DfKUiy9wpGtpdFwKA-j0yAY/BRTQgJLBiKAm9CY6bRrF3ioxqrxUuCpaXYVMEA-w

You can get 10 stacks of might from 25 in shadow arts, and then the other 15 from 3 sigs. Also 15% more dmg from assassin sig.

On top of food and stacks, you can get about 4700 attack, 4800 if you have guard leech.

On glass, you can hit upwards to 16-17k, even against medium armor (an example was an engi, who is 80 and should be in exotics at least considering he was a bronze general). On heavy, I’ve hit (what I was told) full bunkers for over 8k.

It’s a little more inline now with the nerf to perma stealth, but this build (default build credited to cruuk) was all kinds of hilarious before 12/10.

Stats for WvW

in Guardian

Posted by: ryokoalways.3450

ryokoalways.3450

Your power is too low in relation to your crit chance and damage.

http://www.guildwars2guru.com/topic/85254-power-vs-precision-berserkers-vs-assassins/

While you don’t have to match those values as they are for best dps, you can use it as a determinator for threshold values that you want to move away from. In your case, you need a lot more power in your build. Best thing to do is to reduce crit chance and go for more power.

If you are theorycrafting around all ascended, in your case, use sentinel weapons, and then swap out shoulders, hands, legs, and feet for berserker. Those have a better stat to crit damage ratio (12.5 stats per 1% crit damage) than weapons (13.4 stats per 1% crit damage).

If you are willing to change your stats around, I would suggest trying to up your armor a bit more. As you are running meditation, you want high quality HP, not high max pool.

I don’t think rune of wurm is bad, but there are probably better options out there. Additionally, losing 3% damage for 25 vit is not worth it, in addition to reasons stated above.

If you are willing to change your traits, don’t neglect 5 in virtue. On-demand protection is the best method for guaranteeing high quality HP. That alone, when used right, will more than make up for any amount of vitality you can add to your max pool.

Lastly if I may, your build has no source of swiftness, no immobilize/warding or passive movement speed increase. You will get kited around really hard.

(edited by ryokoalways.3450)

Superior Sigil of Torment

in Necromancer

Posted by: ryokoalways.3450

ryokoalways.3450

I wouldn’t build something around torment with runes and sigils.

However, as someone already said, sigil of torment is good because it provides a consistent source of one more condition the enemy has to clear out, and even better since it’s AoE.

TJL

An honest question on move speed runes.

in Guardian

Posted by: ryokoalways.3450

ryokoalways.3450

I’ve been playing with various runes for a meditation build the last couple of days. The thing I found with speed runes, when compared to traveler runes (just for the guardian itself), is that the commitment in vitality makes it so that your offensive capability is hardcapped due to lack of any power or crit damage bonuses from the runes. When you try to make up for the difference in gear, what happens is that, since power primary only goes with 3 combinations. You will have trouble getting a setup where power and toughness are both at respectable levels.

From a team perspective, I feel that speed runes limits the variety of builds you can push out with optimized stats (where the 15% boon duration really becomes a more interesting factor) for the same reason as above.

That being said, the difference isn’t all that large. The min/max definitely produces notable differences, but is it worth the price difference of the runes? That’s much harder to say. Additionally, speed rune’s primary advantage is that swiftness, which, by preference, may be more important than anything else travelers can offer.

Guardian SBB build

in Guardian

Posted by: ryokoalways.3450

ryokoalways.3450

For min/max purposes, you may want to do your offhand as soldiers, and your shoulder/hand/feet as zerker, since stat to crit dmg rate is better on those pieces of armor than weapons, and the exchange rate between 1 one-handed weapon to those 3 pieces of armor is fairly identical.

[spvp] Litany of Wrath

in Guardian

Posted by: ryokoalways.3450

ryokoalways.3450

1. I agree shelter can be interrupted. However, how frequently do you think it happens? Similarly, healing spring and healing turret can also be interrupted at 1/2s cast, but how frequently do those happen? The reliability of these heals are what makes them so desired. If you go through all the unblockable abilities in the game, there are a total of 3 that can be used quickly and on-demand to bypass blocking, and only one of them is actually used in any accepted builds at the moment.

2. Regarding you have to be doing damage to the target for the entire 6 seconds for it to be worth the hp gain to cd, I disagree with the accessment. Shelter is 153 per second of cd, whereas litany is 151 per second of cd if the guardian lands 0 hits during the 6 seconds of litany. As far as healing amount goes, they are identical. The difference, and the reason why all guardians are still on shelter in tPvP, is because how guaranteed shelter is along with the additional damage mitigation. It has nothing to do with hp gain to cd efficiency in this instance.

In the case of being unable to keep up with a target, that’s what your teammates are there for. You can’t expect guardian to have everything in the game available to them.

Just to clarify, as I feel things went slightly off-topic: Shelter is by far the best heal a guardian has, and for any legitimate build shelter will still be the heal to take. But using shelter as the benchmark for the shortcomings of litany is an unfair comparison, as it sets shelter as the benchmark of healing skills, whereas the benchmark is closer to traited litany. That was the point I was trying to make. In comparison to other healing skills, traited litany has parameters that are inline with the benchmark.

[spvp] Litany of Wrath

in Guardian

Posted by: ryokoalways.3450

ryokoalways.3450

I think the real issue is that its just not good enough even for offensive guardians, which is what this was geared for. Bunker’s obviously aren’t going to run it, since the damage isn’t there. But why would an offensive guardian run it when it can be countered so easily. I wouldn’t say shelter is too good, as I think it is just right as a heal for us, lower healing than signet, but the added bonus of blocking, which can still be countered by certain skills. Litany however is easily countered by any cc, or just by simply kiting away from the guard while you see it active. In PvE it is fine, because you don’t have to worry about your target moving, in anything PvP it is near useless.

That’s a guardian’s perspective, in that shelter is the norm and interruptable heals are too weak. I think it needs to be mentioned that the norm for healing skills are 1 second casting time, and that while in theory that’s easily interruptable, in practice that is not the case. Otherwise no healing skills would be up for consideration unless it had less than 1/4 cast time (which would even leave out heals like healing spring and healing turret).

A lot of the acceptable heals at the moment such as Hide in Shadows, signet of malice, Ether Renewal, Ether Feast, Consume Conditions, Troll Ungunt, etc, all have “interruptable” casting time, but they are being used because in practice the player using the heal isn’t just a sitting duck waiting to be interrupted. Additionally, not everybody is running 10/30/0/0/30 thief.

As far as litany itself is concerned, as a stand alone heal when traited for meditation, it’s actually a respectable amount of heal on a short cd (24s) that offers additional heal through pressure for 6 seconds. Theorycrafting states that you should just not engage the guardian for 6 seconds, but I can guarantee that in practice you are not going to avoid fighting the guardian for 6 seconds. That will have a far worse result than fighting the guardian while trying to minize damage taken, which is what you do normally anyways.

If there is a complaint about the heal (other than it’s not shelter), it would be the same complaint for several of the new heals, in that they are not applicable unless you trait into that particular utility skill type (skelk, along with litany, are by far the worst offenders).

(edited by ryokoalways.3450)

[spvp] Litany of Wrath

in Guardian

Posted by: ryokoalways.3450

ryokoalways.3450

The issue isn’t really with Litany in my opinion. It has its benefits and drawbacks.

The issue is that shelter in comparison is just so much better.

Guardian isn’t the only profession with this issue either. Majority of the professions gravitate towards one heal. Only a couple of professions have multiple heals that all are very respectable (Thief being the only one where all heals are worth consider taking). Whether it’s because one heal is too good or alternate heals are too weak is different per profession.

What build are you currently playing?

in Thief

Posted by: ryokoalways.3450

ryokoalways.3450

http://gw2skills.net/editor/?fYAQNAsaVlYmqN3dS2E/5Eymiean0Zwg4UPjtirA-TsAg0CnIKSVkrITRyisFNsYZxsAA

Just as a different flavor to 10/30/0/0/30.

Fun to play, but wouldn’t try running it outside soloQ or hot join.

Primary reason for choosing 25 into two lines instead of 30 into critical is because extra dmg from 6+ ini and executioner is not always available, whereas the 2 +10% from condi and <100 endurance should always be available (in theory, since you can control both pretty easily).

Also want to try to see if possible to not go 30 into crit for dmg build. That 30 point commitment pretty much kills build diversity.

More precision or more power

in Warrior

Posted by: ryokoalways.3450

ryokoalways.3450

Probably be more helpful if you can put it into a calculator so we can see exact utility, traits, and gear.

There was a thread about this when assassin gear came out. It was power to precision for a certain amount of critical damage. You can look that up too.

How to defeat this......

in Thief

Posted by: ryokoalways.3450

ryokoalways.3450

That’s just standard shatter mesmer build. If you have trouble finding the real one then that’s a problem with lack of experience. Just play against them some more to get use to it.

Thief vs shatter mes is not a bad match-up for thief.

Can a Power Necro ever be viable?

in Necromancer

Posted by: ryokoalways.3450

ryokoalways.3450

Like most of the above, power is not great for solo roaming due to various match-up problems and inability to fight outnumbered with efficiency. It’s difficult to reposition when enemy reinforcements show up due to lack of CC pressure (fear not doing damage) and movement condi to buy you time.

Team roaming is not bad since team can provide cover and DS is enough survivability in those situations. Power wells is also great for space control and rez/stomp denies.

Power necro really shines the most in ZvZ in my opinion, and especially in siege (both attack and defend). DS is also maximized in this scenario.

Good PvP partner for a Condi/Terror Necro

in Necromancer

Posted by: ryokoalways.3450

ryokoalways.3450

Tank wells necro or condi-spectral should work pretty well with condi-bomb.

Yaks Bend- Stormbluff Isle - Ehmry Bay

in Match-ups

Posted by: ryokoalways.3450

ryokoalways.3450

This brings back memory of the henge/sbi/et match-up from a year ago, when sbi and et (coordinated or not) double teamed henge to a sbi lead of 70-80k or something (may actually have been higher, can’t recall but it was something ludicrous). By Sunday night everyone was crowning sbi winners.

Edit: Memory fails me. The peak lead was about 35-40k. Way to overexaggerate, me. >.>

Then after monday the lead shrunk to 15k and everyone finally accepted that wvw is more hinged on coverage than anything else.

This one is nothing compared to the hilarity of that match.

(edited by ryokoalways.3450)