Showing Posts For Demandred.7930:
I for one’d happily sacrifice my WvW server’s performance for this pet.
Elementalist:
Also anet nerfed mist form so that you can’t use profession specific skills during mist form so that vampirism rune (for players suffering l2p issues and for no one to die during the game, overskill runes) will be available for tournaments.
Amazing pvp-ers like you who don’t suffer l2p issues shouldn’t have problems with players with l2p issues like me, right? Vampirism runes are simply one of the best options for certain builds. Deal with it.
All of the Ele haters coming out of the woodwork it seems.
Mesmer main, ele is a good second. Love the changes. Nope, I don’t hate myself.
Amen, great changes!
I wonder if anyone could truly pinpoint when this idea became commonly accepted, because it certainly hasn’t always been held in prominence by the visible aspects of the metamind conglomerate. =)
Beautiful sentence, very poetic! I think that by its very nature, build design for speed-clearing inevitably gravitates towards optimal group dps.
Nemesis himself uses this as a credo to design many of his builds (‘never take an advantage at the cost of your team’s disadvantage’). Nemesis has some great points as usual, but I agree with you that he’s also a tad to aggressive here. I also don’t see the need to polarize the community just before hot.
(edited by Demandred.7930)
It’s the first time i try to speak in “the language of the internet” and the results unbelievable…
What you are asking is possible yet irrelevant, i can not say more without spoiling part II…
All i can say right now is that you are asking the wrong questions, i will answer the right questions in part II…It’s true… warrior is used as a buffer + DPS not as pure DPS, but… buffer for who though ?…
There is such a thing as too many buffs (because of the buff cap) otherwise all parties will have… idk… 5 warriors ?… SO… shouldn’t warriors be glad to see the necromancer, the high DPSer ?…
Why aren’t they ?… Because Icebow exploiting does 10x BURST-DPS then any other class… and it just so happens that most of the fights are over in that period, and the BURST-DPS doesn’t have time to fall short…
Now… should the monsters have 10x more HP ?… or should the Icebow be fixed ?… (which is already a confirmed change for HoT btw)Another delusional idea is that necromancer not only doesn’t bring any buffs to the party, but also has LOWER DPS, then a warrior who also brings support… that’s why necromancers get kicked… LOW DPS + NO SUPPORT
No my friends… i bring the damage + debuffing, you bring the support + damage = balance, as soon as Icebow is gone…
That is all i can say for now without spoiling part II… if you think part I was controversial… ohhhhh just you wait
.
Thank you for your support on the matter.
Give me some credit, I never said that necro couldn’t bring support :p Debuff and buff is all the same, the team members just have to bring complementary assets, as you point out. But buffs and debuffs are saturated anyway in a good team, it’s just a matter of ‘who does what’ to ensure that you don’t overbuff/overdebuf. Necro brings sustainable max vuln (right?), but so can ele with glyph of storm, and many classes contribute to vuln.
I’m also aware that in most cases, kill times are so short that repeatable dps rotations are irrelevant (for now at least). Ok, so your point is that the short term (de)buffs are only mandatory because they can be timed with massive burst damage, i.e., ice bow. I got that. After the HoT fix (hopefully) , we will get a shift to builds that allow sustainable (de)buffs and dps.
If this gentlemen can get it, so can the rest of you…
I took a very big chunk out of this video, the initial size was 37 minutes… that chunk along more things will be in part 2… and now that i have your attention… ohhhh… part II…
It’s going to be beeeaaauuuutiful
Hey Nemesis,
It could be interesting to estimate the indirect dps by group support. Any chance, you could do some dps calculations for class X with and without the support from warrior? As a setup, I propose the same team with war and necro, and compare the kill times on 5+ runs or so? By considering kill time, the variable performances of the four others average out, which should yield better estimates on the indirect dps. Tbh, I think you made your point about direct dps already clear two years ago. I think that quantifying the indirect dps is necessary for an objective comparison. You intentionally made this a war vs necro thing to provoke people, you cheeky person :p Looking forward to your next vid! I’m planning to patreon you btw. There, I said it.
Behind the target lol. The sides will do.
not necessary…. now imagine if shatter had positional requirement~
Mind wrack is fine and has drawbacks just like backstab: easier to dodge, cd, positioning is actually crucial, we often exhaust our dodges to get up clones, we need to take the time to get up the clones, and the clones get easily cleaved in team fights.
Unless you do it exactly right, the damage will not be that high.
There is some role overlap with thief, but there’s clear differences in playstyle considering team support, mobility, and the way the bursts are applied. Our burst mechanic leaves us very vulnerable and requires some defense besides dodging.
About this “Please show me where i ask for massive buffs to thieves (besides making fun of some stupid comments). If you actually do check my history you will find that i think thieves are OK atm, they may need bit help in survival department but otherwise they are fine and what really should happen is that other classes should get toned down to thief level of risk/reward/opportunity costs.”
I fail to see how this is different from asking buffs for all classes you consider lower tier, since it’s all about relative strength. You want PU to be toned down, I could live with that, really.
Actually, the mesmer can spike far harder then the thief, and has more survivability. This is why PU is OTT.
Can you show me where to find concrete numbers on this? I’m curious how mes and thief compare. Out of the top of my head for mesmer, it’s about 4.5k phantasm, 1.5k Mind stab, 1.5k mind slash, and say a 3-hit mind wrack for 5k . So I’m up to 12.5k for a good burst where most attacks crit (+2.5k for air, fire, leach), repeatable every 12-ish(?) sec (except for the phantasm, unless you alternate or use signet of the ether). I’ll verify this later, can anyone correct me on this?
Of course, if you land all of this, your opponent is probably afk…
3 burning stacks every time it’s crossed (plus physical damage at cast) with a short 10s traited cd is probably the most powerful burning skill in the game.
With absolutely no counterpla…wait, just don’t cross the flames. Who thinks crossing flames should be a good thing?
because eles don’t have any other skill to force you out of circle~
Wrong: updraft. But it’s hardly the point, it limits your movement a lot, which can be really strong in teamfights (other knockbacks, guardians bursting in the center with you). When I see eles on point as a PU shatter mesmer, I don’t even bother to engage, it’s a loss of time.
Gotta say, as an ‘OP’ PU shatter mes, I hate to go up against guardians after the burst nerf: burn is dangerous, bunker leads to stalemate. And rampaging Wars are still kitten dangerous to squishies.
So now that air and fire sigils hit for 2/3 of their previous damage, are these still optimal for shatter mes (pvp)?
(edited by Demandred.7930)
Just a thought: compare this elite with guardian’s renewed focus (90s), that recharges team regen (50s) and team aegis (75s), with protection and stab when traited… Nonetheless, it could be very strong in organized teams, I think that the pros are happy with this one. Useless for scrubs like me though :p
I’m experimenting with a gsword-staff shatter build, and I’m trying to play it like the old shatterbuild. I think it’s ‘alright’, but I’m having a terrible off day, so it’s hard to say. Any suggestions for improvements?
The build:
Weaps: Gsword-Staff
Dueling: phantasmal fury, blinding dissipation, deceptive evasion (up, up, down)
Domination: empowered illusions, shattered concentration, mental anguish (mid up mid)
Illusions: compounding power, shattered strength, master of fragmentation (up mid mid)
Zerker amu (also tried valk amu, worked fine, perhaps better, but I didn’t like the reduced bursting potential)
Dolyak rune
Sigils: Fire, Air, Energy, Generosity
:/ I was looking forward to that, it felt like having a worthwhile goal to work towards… So, I guess this a nerf to all classses with low base hp.
all amulets (in pvp) and armor (in pve) will get additional stats, they stated this. the only question is how many and which ones.
Irrc, they also stated that the cele amu in pvp will receive a 10% reduction in effectiveness.
People usually prefer D/F for dungeons for the utilities and comparable dps/blasting, but there’s a lot of relevant and up-to-date information here, including a D/D rotation: https://www.youtube.com/watch?v=Fw0D9xtv8W8
. 