Showing Posts For Ayestes.1273:

Make grenades auto-target out of water too.

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

Right now grenades underwater do not track enemies movement. If you want our land grenades to have the same targeting functionality, they pretty much aren’t going to hit anything period unless you are point blank.

I could understand asking for single target with at least the movement tracking assigned to it, but the current way it is done underwater isn’t optimal as a targeting solution.

Honestly all I’d ask for is that both the underwater and land Grenade 1 skills be updated to be single target with movement tracking enabled. It’s possible the damage would have to be looked at though, since now it’d be much harder to miss.

Virydia – Hearld
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Thief Class I just don't understand

in PvP

Posted by: Ayestes.1273

Ayestes.1273

The Memser Shatter build has repeatable high bursts of damage on a low cooldown, while still having very effective survival tools. It’s in a simliar place as the Thief by having too much defense in its glass cannon state, but instead of having extremely high burst on a higher set of cooldowns it has repeatable (but still very strong) burst on an extremely short cooldown.

Virydia – Hearld
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Why Transparency is paramount to success.

in PvP

Posted by: Ayestes.1273

Ayestes.1273

I don’t think the community could handle the iterative process of possible balance changes they are looking at and testing. The overreaction to everything from one of Jon’s chat sessions with people in the Mists was astonishing. Anything he didn’t mention as suddenly seen as not being worked on, and anything that he did mention was blown way out of proportion.

Virydia – Hearld
Tirydia – Scrapper

Downstate makes it impossible to win 1v2 fights...

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Posted by: Ayestes.1273

Ayestes.1273

Suggestions to fix improve on it are fine, I just tend to get a little annoyed at those who simply suggest flat out removing as if that would make the game better. I mean, I know there needs to be work done in particular in terms of the balance between the profession’s downed states, but that doesn’t mean I want it removed entirely. I don’t mean to pin this concept on those I’m speaking to in particular here either, but it’s something that’s been somewhat pent up for awhile and it’s probably being released in a slightly misguided fashion.

Flat out, I love the downed state..

Virydia – Hearld
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Downstate makes it impossible to win 1v2 fights...

in PvP

Posted by: Ayestes.1273

Ayestes.1273

@Ayestes:

I would have to agree that multiple people rallying off of one kill is excessive. ME and a friend were doing a 4v2 and actually ended up downing 2 of them and almost a third when I finally went down. After blowing my knockback and my ally not being able to get close enough to down someone, they downed me and got all their allys back. They were completely unhindered by the fight in the end, didn’t lose anyone or anything despite being completely outplayed.

I understand that there was more I could of done to of lived against them and more my ally could of done to of downed someone faster, however, to have 3 people rally from one kill is excessive. It ought to just be one rally for one defeat in FIFO order.

Other than that, I also love down state and what it brings to the table. I would just like to see that rally part change.

That’s an understandable argument, because you’ve actually specified something in particular you dislike and how you’d solve it. I’m fine with the way it is, but I can’t see it removing the strategy I so much enjoy surrounding it with this change.

Flat out removal of the downed state would leave so many issues in the wake it would be catastrophic.

Virydia – Hearld
Tirydia – Scrapper

Downstate makes it impossible to win 1v2 fights...

in PvP

Posted by: Ayestes.1273

Ayestes.1273

Rally is also really horrible. Stomp one guy, rally 3.

Learn to deal with downed state then? If you are letting 3 opponents rally off of one downed guy then you have problems with how you are fighting. Notably, you should probably be reviving someone.

Why are you so defensive about this? The situation I was thinking of I was the one who got the stomp and rallied 3 players and I couldn’t tell you what they did to all go down. However I don’t think it’s fair that I just happened to get a stomp at the end of a lost 3vs2 that almost instantly turned into a 4vs1.

Obviously many people don’t find the current implementation of downed state and rally fun. What makes the current implementation so fun for you that you don’t want it to change? Can you at least understand how it exponentially increases the disadvantage facing a smaller force in pvp and why some people think this is bad?

I’m defensive because I enjoy the downed state as it is. I understand that others don’t enjoy it, but I want others to understand that I enjoy it as well. I used to hate the downed state as well in the beta, but once I had some tPvP under my belt I fell in love with the strategy around it.

I flat out disagree with many of the reasons why people dislike the downed state as well. It’s not impossible to win a 1v2. To me it increases the level in which skill has to do with the outcome of a fight, because it requires manipulation of different “phases” of combat. Other games to me had different mechanics (Primary Healers) that made winning outnumbered fights even more difficult then what the downed state is now, and to me it doesn’t even produce that much of a factor. I’ve pulled off frequent 1v2 and 2v5 fights. I don’t even consider myself that good. It’s just a simple understanding of the downed state as it is.

I mean, frankly I think many of the complainers will change their mind eventually. Not everyone, and perhaps not you. I respect other people’s opinions, I just hate it when other people won’t open up their mind to how it is now instead of simply hating it for absurd reasons.

Virydia – Hearld
Tirydia – Scrapper

Downstate makes it impossible to win 1v2 fights...

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Posted by: Ayestes.1273

Ayestes.1273

Rally is also really horrible. Stomp one guy, rally 3.

Learn to deal with downed state then? If you are letting 3 opponents rally off of one downed guy then you have problems with how you are fighting. Notably, you should probably be reviving someone.

Virydia – Hearld
Tirydia – Scrapper

Fix FOTM bunker builds already

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Posted by: Ayestes.1273

Ayestes.1273

It’s possible to deal with them given condition damage builds with Poison and optionally Chill, and boon removal builds. The bunker builds (Guardian and Ele) are overpowered, but it’s possible to deal with in meantime.

both can remove conditions you know…

Yes they can. It’s not enough, however.

Virydia – Hearld
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Fix FOTM bunker builds already

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Posted by: Ayestes.1273

Ayestes.1273

@Ayetes and I guess every class can do that? Games are suppose to be made in a way every class can stand against one another. In the beginning when everyone had different builds and everything was sort of unknown everything stood a chance. Then people understood the power of a bunker and bam problem rose. Bunkers and healers always been the problem of every mmo gameplay.

How do you call that balance?

I didn’t ever say it was balanced. I agree it needs to be fixed (albeit not by that much), and the Bunker builds are far too resilient against most direct damage users. I’m merely offering advice on how to deal with it in the meantime.

Virydia – Hearld
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(edited by Ayestes.1273)

Why Warriors are under par in general in pvp.

in Warrior

Posted by: Ayestes.1273

Ayestes.1273

The only thing off with condition damage builds on a Warrior is the vulnerability to counters compared to say my condition damage build on an Engineer. My Engineer can apply Cripple, Immobilize, Burning, Confusion, Poison, Chill, Blind, Bleed, and Vulnerability. My Warrior can apply lots of Bleed, lots of Immobilize, and then Cripple with Vulnerability. The Warrior has more direct damage output then my Engineer (both given Carrion Amulets), but that doesn’t make up for the vulnerability to condition removal having 3-4 conditions on the stack compared to 8-9 conditions on the stack. Most condition removals only remove 1 to 3 at a time, not the entire set. As my Engineer, I often overwhelm my opponent’s condition removal with ease.

Warriors can do plenty of damage in the condition damage builds, don’t mistake that. Opponent builds that have ways of mitigating your Flurries though, in my opinion cause a lot of problems for you to deal with. The Rifle or Longbow in a condition damage build are great in team fights, but not in duels which creates a major problem. The issue isn’t the damage output or amount of control they can output, it’s the ease of being countered much more severely.

To be frank though, I don’t know what should be done in the area of condition damage builds for a Warrior. Maybe a little more damage via bleeds on Sword 2 or 3, maybe Stability during the Flurry, or maybe some better inherent defenses. I like the theme, but it doesn’t live up to what other condition damage builds are capable of.

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(edited by Ayestes.1273)

What would you replace Great sword adrenal with?

in Warrior

Posted by: Ayestes.1273

Ayestes.1273

I’d just add Swiftness to it as well, same duration as the Fury. Sure it still conflicts with Signet of Rage… but you don’t always have the boons from Rage up. Kinda fits with the mobility (except when dealing damage) theme on the Greatsword.

I don’t like re-adding Might onto it, because I thought that was useless in Beta as well. Was always better to save the Adrenaline.

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Fix FOTM bunker builds already

in PvP

Posted by: Ayestes.1273

Ayestes.1273

Where are all the Thieves/Mesmers to save the day? I thought they were OP.

For the most part the Thief/Mesmer OP stuff is incredibly overblown. However, a Thief Sword/Dagger with Bountiful Theft, or a Mesmer with Shattered Concentration and Null Field can realistically deal with it due to the Boon control. Not perfect, since it’ll still take a little bit longer then it should, but it’s killable.

Virydia – Hearld
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Hot Join PvP. Defending?

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Posted by: Ayestes.1273

Ayestes.1273

Open sPvP isn’t really conquest. It’s more like… do whatever you feel like. Which often means running around getting as much glory as you can and fighting players as often as possible.

I’d rather they preserve 8v8 open sPvP for the “I just want to PvP”, and open up a literal solo queue tournament system in addition to a team tournament system and paid tournament system. This would add a decent outlet for the folks that want to do something more serious but don’t want to gather up a team.

Virydia – Hearld
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Fix FOTM bunker builds already

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Posted by: Ayestes.1273

Ayestes.1273

It’s possible to deal with them given condition damage builds with Poison and optionally Chill, and boon removal builds. The bunker builds (Guardian and Ele) are overpowered, but it’s possible to deal with in meantime.

Virydia – Hearld
Tirydia – Scrapper

Downstate makes it impossible to win 1v2 fights...

in PvP

Posted by: Ayestes.1273

Ayestes.1273

Is it harder to 1v2 because of this feature? Most of the time, yeah. It’s more then possible to do though, heck it’s plenty possible to perform 1vX period in this game. I’d argue it’s easier to 1vX in this game then in other MMO varieties I’ve played.

Learn how to deal with the downed state – often you can use the downed person as bait and take advantage of it. Let them be the mindless victim that exposes themselves to damage instead of yourself.

Virydia – Hearld
Tirydia – Scrapper

Thiefs Discussion Thread [Merged]

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Posted by: Ayestes.1273

Ayestes.1273

I was surprised by a death blossom thief once. I was more surprised by the amount of condition damage he did. 15k bleed damage in a matter of seconds.
Sure I guess I could have cleaned the conditions, but with no other class is it necessary to do this fast. When a thief has better condition damage than a necromancer, it just isn’t funny anymore.
All of their builds are overpowered, and they are centered around 1 ability.

It would take around 6 seconds if the Thief could somehow give you 25 stacks of bleeds instantly to deal around 15k damage. The only thing the Bleed Thief has going for them is Caltrops, so don’t stand in them. Beyond that, the damage output is actually extremely comparable to Ranger Condi-Dmg, Engineer Condi-Dmg, Warrior Condi-Dmg, and Necro Condi-Dmg. In particular, the Ranger and Warrior both the capability to burst their bleed applications just like a Thief can in this case. Obviously, as well, condition removal is extremely effective when it’s pretty much only a single stack of bleeds dealing the damage.

The way to beat the Thief build is to not stand in the Caltrops and to actually time your attacks so they aren’t thwarted by the Death Blossom evasion. The stereotypical version of this has a lot of healing and evasion on it, but the Thief chassis on it’s own is still extremely squishy if you can hit em’.

Virydia – Hearld
Tirydia – Scrapper

(edited by Ayestes.1273)

0.5sec starting cd on all abilities when moa'd please.

in Suggestions

Posted by: Ayestes.1273

Ayestes.1273

I actually think this is the only problem with Moa. It could also use a silly dodge animation, to point out to people that you can dodge during it.

Virydia – Hearld
Tirydia – Scrapper

Can It Work? 0/30/10/30

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

To me personally, I can’t stand not having Grenade Kit and/or Bomb Kit in a condition damage build anymore. I used to run a build like this with pure Elixirs and dual pistols, and have gradually moved over to using the kits. Can it still be effective? I don’t know, I guess that is up to you. In my opinion no, but my opinion is neither your opinion or fact.

Virydia – Hearld
Tirydia – Scrapper

Why are Warriors so underpowered in PvP in general?

in Warrior

Posted by: Ayestes.1273

Ayestes.1273

The issue to me, by and large the Warrior is not that great of a duelist. There are some builds that are pretty good at it, but in these cases there are some severe hard counters to the builds. I mean, I’d rate a Hammer control-damage build as a fantastic duelist, but you dodge a few key pieces of control or heaven forbid encounter stability and you have a lot of problems.

I’ve been playing a mix of the Engineer, Mesmer, Thief, and Warrior as of late. There are a lot of very good builds out there for the Warrior that few people use. Flat out however, the Warrior would be my bottom choice for a duelist. Arguably the Shatter Mesmer is what you’d want if you want to have the largest advantage in a duel. (Arguably by me, as I think the Shatter Mesmer loses to a few things while the Engineer build I run only loses to a Shatter Mesmer)

However, being a bad duelist does not necessarily mean you are underpowered. There are a lot of builds out there that just bring absurd amounts of control and this control can make you an extremely effective team fighter. Similar to how the Ele while not being the greatest duelist brings a ton of “splash support”. The effectiveness of the profession goes up dramatically in a team fight. Heck an Ele and Warrior combo is flat out ridiculous as they give each other exactly what they need.

Is it enough? Not sure. There are bunch of great builds out there for the Warrior beyond that of the Greatsword. Experiment. If you want to win duels though, the land of the Thief and Mesmer is probably optimal.

Virydia – Hearld
Tirydia – Scrapper

Longbow could use better traits, and one to reduce cooldowns

in Warrior

Posted by: Ayestes.1273

Ayestes.1273

At least warrior LB is worth using in the first place.

As someone who has played both the Ranger and Warrior… not really. They are in the same boat.

Virydia – Hearld
Tirydia – Scrapper

Warrior greatsword dps. (never use hundred blades)

in Warrior

Posted by: Ayestes.1273

Ayestes.1273

I ran some tests last night and they are much closer to Sami’s conclusion then to Mell’s. The swing time for Hundred Blades is closer to 4 seconds, and the total chain time is closer to a little under 2.5 seconds. Hundred Blades does more damage during the activation time of the ability then the total activation time of the auto attack chain. Flat out, your best damage option for those 4 seconds between those two choices is Hundred Blades.

Mobilty and the Greatsword is rather quirky in the end. Let’s not get too confused. It’s both less mobile and more mobile, in different ways. Less mobile while doing maximum damage and more mobile in terms of leaps and terrain movement. The Greatsword offers a lot more then just Hundred Blades obviously, and you should be happy with the entire kit. To me you use the Greatsword for it’s leaps and mobility with Hundred Blades as an optional tool to take advantage of. The MH Axe auto attacks are actually a lot closer to Hundred Blades in damage per second as well. Reminds me I should’ve tested MH Axe “DPS” over the chain as well.

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Longbow could use better traits, and one to reduce cooldowns

in Warrior

Posted by: Ayestes.1273

Ayestes.1273

Not only does it need better traits, it needs the 1200 trait completely removed and made automatic.

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Warrior Sword Flurry is disappointing.

in Warrior

Posted by: Ayestes.1273

Ayestes.1273

With 50% Condition Duration, 50% Bleed Duration, and 1300 Condition Damage, it’s not unreasonable to get 2 Precise Strikes procs and 2 Earth Sigil procs within the flurry. Yes I know about the Earth Sigil cooldown, that’s why it’s only 2. The damage is actually fantastic with a focus on condition damage.

x12 4s bleeds give you about 5000 damage, coupled with the x4 10s bleeds for an additional 4000 damage, and around 2000 damage in the build I’ve run on average. This utilizes the Carrion Amulet. That’s 11k, on top of a 6s Immobilize. It’s awful for a pure direct damage build, but when you have the right condition damage enhancers it can be downright devastating.

Can is the keyword though, as condition removal tends to destroy Flurry bursts.

Virydia – Hearld
Tirydia – Scrapper

Warrior greatsword dps. (never use hundred blades)

in Warrior

Posted by: Ayestes.1273

Ayestes.1273

The cooldown is irrelevant to DPS in this case. All that matters is the amount of time that is taken up by the Greatsword Chain and the channel time of a Hundred Blades. Take the total damage of each, and divide them by the time they take. This would give you damage per second of each skill use.

Now if you want to calculate your average dps over a loner period of time, then sure you’d want to factor in the cooldown of Hundred Blades assuming you are using it. This doens’t work if you are comparing skills directly though.

Since you lack even the actual timed channel time of Hundred Blades (including the time it takes before you can start another attack, I do see the 3.5s, but does that include this?) and the total auto-attack chain time of the Greatsword (again, including the time it takes before you can start another attack), then I’m not even going to ask for video evidence as I flat out think this has been calculated incorrectly. The addition of whatever math you are trying to accomplish with cooldowns only gives me confidence that my assertion is correct. You need to give us more data, at the very least. Not tooltip numbers.

Virydia – Hearld
Tirydia – Scrapper

(edited by Ayestes.1273)

If you're whining about PVP try this...

in PvP

Posted by: Ayestes.1273

Ayestes.1273

Good post. You had me until I read you said people complain about Ele kiting. If you complain about Ele anything, it’s a fail.

Other than that, I pretty much agree with you.

Ele’s are more then fine in tPvP. Even in their damage builds they bring a whole lot of support and healing via 10 points in Arcane and 15 points in Water. Not to mention their damage builds have most of the burst that other builds have. Honestly I think Engineers and Eles are probably the most powerful professions in the game for tPvP, and no one realizes it.

Ele have powerful burst? They must be glass cannon you can’t have both as a ele, You either spend points to do damage or survive and as it looks a lot of eles are running the same D/D build with points invested into water—>earth—>arcane. Also using more defensive slot upgrades.

The Valk Amulet gives you most of the burst that other burst damage builds offer and plenty of survival. It’s not as powerful as other burst professions, since I never even said that, but it comes equipped with a lot of splash healing, boon support, and control. Absolutely ideal for a roamer that supports an ally.

Specifically, I’m referring to the Valk build with 0/20/0/20/30 as a S/D Elementalist. I’m sure you will mock it’s low health, but the Healing and Toughness it offers makes it incredibly durable. It is one of the most evasive builds in the game due to Ride the Lightning and plenty of Swiftness. Mist Form and Arcane Shield offer extra active mitigation and Arcane Blast offers some extra burst. Glyphs for the Elite and Healing. Assuming you can move between Attunements without too much trouble, it’s exceptional. Are you going to win a duel against a everyone? No, but that’s not what is even needed in tPvP.

If you are referencing some D/D build, I honestly have yet to see a viable one personally. I fully support some D/D changes and obviously, just as for any profession, would like to see all of the inadequate traits and skills made useful. Claiming that Ele’s are completely useless though is silly to me though, as they have at least two viable builds in tPvP. Do they need more? Of course, but that doesn’t invalidate the options they have right now. Their open sPvP status in my opinion is garbage though, and as stated above needs to be improved.

Virydia – Hearld
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What exactly constitutes a Glass Cannon?

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Posted by: Ayestes.1273

Ayestes.1273

If you have a Berserker’s or Rampager’s Amulet equipped with less then 40 or so Trait points in the Toughness and Vitality lines… you are probably a glass cannon.

Virydia – Hearld
Tirydia – Scrapper

Warrior greatsword dps. (never use hundred blades)

in Warrior

Posted by: Ayestes.1273

Ayestes.1273

If this is what you scraped off the tooltips, then the tooltips are inaccurate. Hundred Blades may not do as much damage as some people believe when you look at DPS, but it’s not lower then the auto-attacks especially if you can land that final strike.

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Superior Sigil of Fire or Air [input needed]

in Warrior

Posted by: Ayestes.1273

Ayestes.1273

I’d recommend Blood as well, but if you want maximum damage you want Air. Fire is nearly as effective as Air though, and in an AoE. If I were to ignore Blood, I’d pickup Fire.

Virydia – Hearld
Tirydia – Scrapper

Condition Warrior-Pure Condition or mix in power?

in Warrior

Posted by: Ayestes.1273

Ayestes.1273

I find it’s best to run with a good chunk of Power as well. Where the Warrior loses on condition diversification they make up for it with great direct damage coefficients on their condition attacks.

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Yet another "LOL OP PLZ NERF" thread.

in PvP

Posted by: Ayestes.1273

Ayestes.1273

Heh, I just wasn’t sure if it was all sarcasm or not so I skipped it. Reading it over with that picture in mind though… lol. Still have no idea what the intention of the OP is though.

Virydia – Hearld
Tirydia – Scrapper

What kind of mentality is "Just don't fight the Guardians"

in PvP

Posted by: Ayestes.1273

Ayestes.1273

That’s true, if you lack the key builds to take them down the this mentality is a reality. It needs to be toned down, but that doesn’t mean you can deal with it in the meantime. Don’t wait for fixes when the problem is fixable.

Virydia – Hearld
Tirydia – Scrapper

If you're whining about PVP try this...

in PvP

Posted by: Ayestes.1273

Ayestes.1273

Good post. You had me until I read you said people complain about Ele kiting. If you complain about Ele anything, it’s a fail.

Other than that, I pretty much agree with you.

Ele’s are more then fine in tPvP. Even in their damage builds they bring a whole lot of support and healing via 10 points in Arcane and 15 points in Water. Not to mention their damage builds have most of the burst that other builds have. Honestly I think Engineers and Eles are probably the most powerful professions in the game for tPvP, and no one realizes it.

Virydia – Hearld
Tirydia – Scrapper

Heartseeker

in PvP

Posted by: Ayestes.1273

Ayestes.1273

I see nothing wrong with having a profession designed like this, and I don’t play one. If they use all their initiative for damage, they lose their utility options. There are times for damage and times for their utility. The good ones utilize both, and to me that makes a unique experience because it brings a lot of choice to the user. If you get destroyed by someone who simply spams one button, the fault isn’t the design or the user of that, it’s on the defender.

As for complaining that you got caught at low health when a Thief walked up to you with full initiative…. that’s no different then any other profession coming up to you with low health and all thier cooldowns up. If you lack the cooldowns to defend against a little Heartseeker spam, you lack the cooldowns to defend against other burst combos as well.

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What kind of mentality is "Just don't fight the Guardians"

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Posted by: Ayestes.1273

Ayestes.1273

Shatter Mesmers, Sword / Dagger Thieves (possibly any with Bountiful Theft, but it could take too long), Condi-Grenade-Bomb Engineers, and Condi Necros can beat the bunker Guardian builds on a point in a reasonable amount of time. Boon stripping and/or condition removal without much vulnerability to Retaliation is how you beat them.

Heck, that’s like my entire role on a team now. I either roam as my Engineer or rarely now, hold a point with my Mesmer that a Guardian is likely to try and hold while I kill him repeatedly. Chill, Poison, Condition Damage in general, and Boon Removal are generally the best ways to beat them. Heck Bunker Guardians are easier to kill then Bunker Ele’s because they have less get out of jail free cards in comparison.

Virydia – Hearld
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PvP Sigil of Superior Paralyzation

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Posted by: Ayestes.1273

Ayestes.1273

Do you have any source for that information Pray? The tooltips at the very least deal with things in fourths, and when it was tested during beta I recall it being capable of tested accurate to smaller fractions then that.

Virydia – Hearld
Tirydia – Scrapper

Heartseeker

in PvP

Posted by: Ayestes.1273

Ayestes.1273

People play what they perceive as most powerful. Not necessarily what is most powerful. There were a ton of 100B Warriors earlier on as well, and very few of those now. Does it need changes? Maybe. Is it counter-able? Yeah. Does it stomp the lower skill spectrum? Yes.

Virydia – Hearld
Tirydia – Scrapper

I Don't Know How Else to Say It

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Posted by: Ayestes.1273

Ayestes.1273

I disagree with the dying in seconds part. To me that is a very, very rare thing to happen. I know it gets said a lot, and it’s not the ultimate solution or anything, but dodging the burst is quintessential in improving your play. Of course, you can’t always do that, so you need to always be equipped with backup plans. Possibly multiples of them until you get more used to things. Overall though, I think the best piece of advice these forums should be giving is not to dodge more, but to dodge less with more precision during their peak outputs of either control or damage.

I primarily play the Engineer, and my only backup plan in the sense of things is 25k Health and Runes of the Earth. I don’t die to any of the traditional combos whether it’s Engineer Lightning, Warrior 100B, or Thief Backstab. Heck I don’t even die to the Shatter Mesmer combo, and that strips my Protection. The vast majority of my burst mitigation is preemptive through blinds, dodging, and two high cooldown pieces of control. I very, very rarely am even caught by a burst combo, but when I am I don’t die. I think every build needs either a team behind them, or a way to deal with these.

The vast majority of my fights are 20 seconds or longer in duration. Heck, with higher skill in my experience, the fight takes exponentially longer. I have a couple of buddies in which my fights always last more then 60 seconds. Given, they don’t use the burst builds (or straight up bunker builds), because they don’t find them very effective. Honestly, this burst phenomena is frankly not effective in a 1v1. In team fights I see more value in it, but it takes coordinated bursts and control.

I’ll admit I used to always use burst builds, and I used to play a Warrior. It’s just not that good once you find real opponents. These combos should just never land. You can use skill to achieve this, but in my opinion and experience the advantage is by far with the defender. Unless of course, you both don’t see the combo coming and lack backup plans. I’m not saying it’s easy, but it’s possible. I don’t consider myself that great at the game, and I can do it. I really think everyone else can do it too. I don’t even think practice is the fastest way to learn this, but knowledge and experience. Play all the “overpowered” stuff (or have close friends that do it for you), and you learn how to counter it.

Virydia – Hearld
Tirydia – Scrapper

(edited by Ayestes.1273)

1v1 Duels?

in PvP

Posted by: Ayestes.1273

Ayestes.1273

Also do keep in mind, that this is only a temporary solution. They have said they will implement dueling, they just have priorities ahead of that.

Virydia – Hearld
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Heartseeker

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Posted by: Ayestes.1273

Ayestes.1273

You are right, in that a Crippled Thief can keep up with you. In my experience, Swiftness and Chill can change this, as well as your own forms of leaps or teleports which many professions have access to. The damage output is still laughably low until you drop below 50% though, which considering we all have access to a Healing skill can be prolonged for the majority of a fight.

Virydia – Hearld
Tirydia – Scrapper

Is P/P condi/elixir still viable?

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

To be frank, I don’t think pure pistols is worth it without at least Grenade Kit or Bomb Kit as a supplementary “swap”. The issues lies with the Pistol Explosive Shot being not so hot. I personally run just Elixir B and then both Grenade Kit and Bomb Kit to supplement my options. I rarely if ever even use Explosive Shot, with 20% reduced cooldowns on Pistols, Grenades, and Bombs. Minimizing that means I’m always using the stronger “cooldown” abilities.

Builds with Elixir S, Elixir B, and Bomb Kit or Grenade Kit are also viable, and I’ve run them before. It’s a bit of a defense vs. offense trade-off there. Bottom line is I think Pistols are great, but you need some kind of extra cooldowns.

Virydia – Hearld
Tirydia – Scrapper

1v1 Duels?

in PvP

Posted by: Ayestes.1273

Ayestes.1273

Paid Tournaments will offer gems to the victors.

Virydia – Hearld
Tirydia – Scrapper

OP classes in PvP Nerf or buff

in PvP

Posted by: Ayestes.1273

Ayestes.1273

All of the current professions have viable builds depending on the team composition. Some have a lot less then they should, and some could use some more viable builds for open sPvP.

In regards to anything being borderline overpowered, that is pretty much only the Shatter Mesmer build and possibly some bunker builds out there. Everything else is by far in the realm of being counter-able within a reasonable cost.

Virydia – Hearld
Tirydia – Scrapper

1v1 Duels?

in PvP

Posted by: Ayestes.1273

Ayestes.1273

It will be possible if you want to pay money for a private server.. lol

Gems, which is the likely currency to be used, doesn’t necessarily cost money.

Virydia – Hearld
Tirydia – Scrapper

PvP Sigil of Superior Paralyzation

in PvP

Posted by: Ayestes.1273

Ayestes.1273

Do you have a link to those tests? I know they changed the tooltip from Stun to Daze, but I had no idea they changed how it worked as well.

Virydia – Hearld
Tirydia – Scrapper

Heartseeker

in PvP

Posted by: Ayestes.1273

Ayestes.1273

@Ayestes: you say that it is easy to kite? That when heartseeker comes. Cheap leap and also some damage.

Unless they are also using Dancing Dagger to cripple you, it’s still easy to kite in terms of distance. Besides, if they are spending whatever amount of initiative to cripple and also to leap, then they aren’t going to have much left to execute you with. Positional mitigation in Guild Wars 2 is easy due to the way you can miss with melee attacks by simply facing the wrong way. You can practically “kite” someone in melee range while running circles around them, although that somewhat messes with the definition of what most would view as traditional kiting. All I’d really say is it’s rather easy to mitigate the melee damage output done to you with just positioning. Creating distance is the easy one to do, and is most certainly still possible with people using Heartseeker as a distance closer. Since, if they are using it that way when you are above 50% they are effectively doing next to nothing for damage. The only exception is when Heartseeker does actually damage under 50% health, in which case Heartseeker spam is actually justified.

It’s important to note that the conditions Chill, Cripple, and Immobilize also cut the range on leaps. I explicitly said it was only more difficult, not impossible to kite. These can really help you out, especially when paired with Swiftness.

This takes on multiple topics really. Melee auto attacks deal with positional mitigation and distance kiting as mechanics that reduce their damage output. A D/D Thief and particular can use Heartseeker and Dancing Dagger to alleviate these issues, but that initiative spent weakens their execution phase. In my experience it’s rather easy to mitigate the damage output of a D/D Thief to nothing more then Dancing Dagger and 50+% hp Heartseekers. The exception being caught by a high powered Backstab, but that requires a lack of awareness on my part.

I mean the sheer amount of thieves in hot join lately have been making it enjoyable for me to play honestly. It’s absolute domination with people incorrectly performing their Backstab combos, being unable to recover after missing Heartseeker or Pistol Whip spam, not comprehending how to use the Shortbow properly, or those spamming Unload only finding themselves unsure of what to do after. To be specific, I mean I’m dominating these poor souls as they do next to nothing to me and I take them down flawlessly. People say it’s difficult to 1vX opponents, well when they are all garbage melee Thieves I beg to differ as I kite them to death.

Virydia – Hearld
Tirydia – Scrapper

(edited by Ayestes.1273)

Heartseeker

in PvP

Posted by: Ayestes.1273

Ayestes.1273

Melee auto attacks are generally rather strong throughout all of the professions, this kind of connection has nothing to do with just a Thief. There are exceptions of course, but it’s a generic theme that melee does more damage then ranged, and it’s mostly the case in the auto attack chains. I don’t see anything wrong with this given how easy it is to kite.

Virydia – Hearld
Tirydia – Scrapper

I think my class is broken...

in PvP

Posted by: Ayestes.1273

Ayestes.1273

You dodge moments of opportunity. I mean, flat out while you dodge you aren’t doing damage in return (okay, there are some traits that sort of do, but they are meager). Thus, you dodge during their peak moments of output whether it be control or damage. In a given fight, there are rarely more then two of these peak moments in which you should be dodging. Positioning (even with melee attacks) can avoid a lot more of the sustained damage then most people realize. Best advice anyone should give is not to dodge more often, but to dodge less with more precision.

Heck, there are a lot more ways to give more active mitigation mechanics as well via Endure Pain, Signet of Stamina, Vigor, Shield Block, and much more including things like offensive control. Utilizing all of this combined with the knowledge of what you need to specifically counter in an opponent is part of the skill in this game. Ascertaining what you need to look out is important as well given the variety of builds in this game. If you haven’t grasped these fundamental mechanics, then you are quite simply going to have a bad time. Practice makes perfect.

To be frank though, the Warrior profession has issues.

Virydia – Hearld
Tirydia – Scrapper

Sigil of Battle

in PvP

Posted by: Ayestes.1273

Ayestes.1273

On Kill sigils don’t have any cooldown related issues to other sigils that aren’t of the the on kill variety. Just don’t ever mix two different on kill sigils.

Virydia – Hearld
Tirydia – Scrapper

The MOA skill- my point of view

in PvP

Posted by: Ayestes.1273

Ayestes.1273

The only thing I hate about Moa is that the attacks force you to stand still and finish. Due to the queuing system, you usually use one of them and that leaves you open for a moment. Beyond that, Moa isn’t an issue at all. Not only is the animation obvious making it extremely dodgable, it’s rather easy to survive via LoS and Dodging. This comes from experience as my Engineer, as I don’t even use Moa on my Mesmer anymore.

Virydia – Hearld
Tirydia – Scrapper

Sigil of Battle

in PvP

Posted by: Ayestes.1273

Ayestes.1273

All sigil cooldowns prevent any sigil with a cooldown from functioning. This is incredibly important.

So your on swap sigils (which all have a cooldown of 9 seconds) prevent the on crit, on hit, and on swap sigils from functioning for those 9 seconds. Your on crit and on hit sigils prevent on crit, on swap, and on hit sigils from functioning for their respective cooldowns as well.

Effectively, this means you should be only using a single on swap, on hit, or on crit sigil per set, and you shouldn’t mix them up at all between the sets. If you are using Sigil of Battle, your other weapon set should be using an on swap sigil as well (probably Sigil of Battle, but you can pick here). If it’s a duel wielding set, then you should probably bring in something like Corruption, Bloodlust, or Force to supplement. Other options tend to conflict via cooldowns.

Virydia – Hearld
Tirydia – Scrapper