http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
I made a full gadget build a while ago(video here; http://www.youtube.com/watch?v=NJPsxW-myW4 , Build here; http://gw2skills.net/editor/?fdAQFAUlUUpxrdexvLseRCbhMy4hBVHRON6HjEA-TZBFwACeAAI3PI0CCVLDA4CAAA), was just a fun build you could play, nothing you can really play against a good team though.
You can move the traits around to fit in your favourite heal skill.
The shield change means that you can ignore a ranged attacker whilst you focus a melee enemy and you can also safe stomp with it as well.
Depending on the cast time, it may also still be perfect for deflecting pindown or other projectiles in “clutch time”.
Get in line with the crazy amount of things that shouldn’t be projectiles but are.
In any case, just to add to the discussion, why not have Dark Path act like a Burning Speed. A short range Dash with the added effect of blasting at the end of it, dealing chill and bleed and leaving a trail of chill behind you.
Perfect combo with a successful immob from Tainted Shackles or even a fear and also a good disengage because of the trail of chill.
This is interesting but like Brandon said it would be ridiculous with Path of Corruption. Unless PoC only procs at the end of the dash in its small 180 aoe? Leaving behind a trail of chill would be a really strong change.
Yes that would be how it would work. I thought it wouldn’t need an extra explanation. Sorry for the confusion.
What that guy said, has been said several times. I don’t know the excuse for not trying to nostalgiarize GW2 PvP but it is a major opportunity that is getting neglected possibly for simpler implementations of things.
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Get in line with the crazy amount of things that shouldn’t be projectiles but are.
In any case, just to add to the discussion, why not have Dark Path act like a Burning Speed. A short range Dash with the added effect of blasting at the end of it, dealing chill and bleed and leaving a trail of chill behind you.
Perfect combo with a successful immob from Tainted Shackles or even a fear and also a good disengage because of the trail of chill.
With PoC I could easily see this be a bit over the top – especially with its current range ._.
It would be exactly like burning speed. Range would be the same as burning speed.
Get in line with the crazy amount of things that shouldn’t be projectiles but are.
In any case, just to add to the discussion, why not have Dark Path act like a Burning Speed. A short range Dash with the added effect of blasting at the end of it, dealing chill and bleed and leaving a trail of chill behind you.
Perfect combo with a successful immob from Tainted Shackles or even a fear and also a good disengage because of the trail of chill.
(edited by Dirame.8521)
I feel it all comes down to one thing. The game isn’t new anymore. The new car smell is wearing off.
New expansion would fix that. Just saying Anet, just saying.
Next year’s April fools.
Throughout my time playing in the past few hours, it’s been only Khylo and Temple in Team queue. Is there any particular reason for this or did something happen with the dice roll again?
I’ve only seen one turret engie be good at playing the spec and even then, I think he’s moved to something else now.
You just have to keep trying to figure out what their weakness is to beat them. If YOU play engie yourself, the best thing to use to fight a turret engie is Elixir U (because the toss elixir U creates a projectile defence) or Flamethrower (which also has a 1second projectile defence and the added ability of knocking people around) and if you are any other class, you can try figuring out which skills can hit through projectile defence (just incase they are using the turret bubble trait) or AoE because that’s pretty good as well.
People like to go far at the beginning because they believe they can win, when they don’t win, they’ve basically just messed everyone up in mid. So safest option is to start by going to mid and then, if the enemy is over-zealous, they will leave their point and you can go cap it or decap it.
The only time I go far is when there’s a 5v4 in mid and I know I can get a decap OR when I know a decap on far is THE ONLY way my team can come back into the match.
so necro atm:
3rd best boon removal
discuss
Who removes boons better than Necros?
-
409 is explained in the video if you care to watch it but simply put; passive Elixir B passive Elixir S, toss Elixir S and Elixir S itself all function to remove those conditions that do affect you. PBR over FT is the simple fact that they have different mechanics; PBR knocks the person back and to the ground whilst FT just pushes them back, very different timescales for set-up for other abilities between the two. Watch the video and you’ll see what I mean.
So i took the time to watch most of the video.
Looking at your montage, most of your examples were Necros who kept missing with their marks and rather squishy Warriors. I believe your lack of active defenses will see you struggle against any half-decent Thief, Mesmer or Ranger.
All your defensive skills are on a long long cooldown leaving you open way too often. My suggestion of the FT vs the PBR goes a little way to address this as the FT cc cooldown is 15 seconds instead of 25 while also giving you a Blind to pop when Thieves come at you with Mug. You can also use the FT4/HT + Blast + Jump to gain Might/Healing increasing your overall damage and survivability on demand.
Going back to your point on the 409, passive condi removal is vastly inferior to active removal. Your examples of 409 removing a long stacked condition by itself is highly unlikely and given that you only have 4 skills which activate this (all of which has like 60-90 second cooldown), you might as well not have it at all.
My suggestion to you would be to take Rune of Hoelbrak/Sigil of Battle combination, take a Flamethrower (or even Throw Mine vs PBR) and change out 409 for something else.
http://gw2skills.net/editor/?fdAQFAUlUUpWr1Wx+KseNCbBByOsBRekO+5IEgWD-TJxHwADeAAAuAAi2fQZZAA
As you probably realise, the build is still far from viable in any competitive format as the Rocket Turret is kinda bad on it’s own but i suppose fun in hotjoin can be had with this build ^.^!
Tested out the Flamethrower already and I’m telling you the target is able to react a lot faster than when you use PBR. If the cooldown on PBR is really an issue for you just move 10 points from arms into tools and get that Speedy gadgets.
I also spent a lot of time playing with the things you call useless and the reality is, the time between fights allows those CDs to recharge fast enough. I’m totally okay with replacing SRD but not 409, can’t live without that.
Speak for yourselves. Napalm can and does take down targets that you need just a little more burst to take down and if players used it more consistently, it can rank up there with good DPS abilities because of it’s low cooldown.
Ummm, we’re talking about the 30 CD fire field on the Flamethrower.
My bad I mixed the Flame blast with Napalm.
This build definitely wins the award for weirdest build i’ve seen today.
I feel you should really run the Flamethrower over the Personal Battering Ram (especially if you aren’t taking Static Discharge).
I also think Cleansing Formula 409 is very out of place given you only have Elixir S.
409 is explained in the video if you care to watch it but simply put; passive Elixir B passive Elixir S, toss Elixir S and Elixir S itself all function to remove those conditions that do affect you. PBR over FT is the simple fact that they have different mechanics; PBR knocks the person back and to the ground whilst FT just pushes them back, very different timescales for set-up for other abilities between the two. Watch the video and you’ll see what I mean.
mmh when i saw spirit weapons i was a bit diffident but after trying your build i had a blast, it’s so much fun !
You can bounce people around with hammer of wisdom and your hammer,block them with line of warding and ring of warding, chill… oh the chill, i love it XD Want to kite my hammer ? Nope, chilled. Want to get out of the teamfight ? Nope, chilled.
I think i will try a variation with soldier amulet, berserker gives you some nice precision but i feel too squishy with so little thoughness, maybe i’m too used to world vs world where you can have both :PI have one question though, wouldn’t it be better to take defender’s flame instead of meditation mastery ? That way you can burn enemies when they remove your aegis and more burning is always nice.
You would get a slightly longer cd on renewed focus though, not sure if that could kitten your survivability :S
I don’t think the reduced cooldown on Renewed Focus changes much. It’s more the fact there’s no stun breaker. A CC chain from a Necro could see you dead in seconds.
Just a though, but do you think you would be served better with bomb kit over rocket turret for BoB, glue bomb, smoke field, and fire field?
Already have a build that uses that; The BoBomber
I wanted to make something different.
(edited by Dirame.8521)
Speak for yourselves. Napalm can and does take down targets that you need just a little more burst to take down and if players used it more consistently, it can rank up there with good DPS abilities because of it’s low cooldown.
Hey fellow engies, it’s been a while since the last time I released a guide but I finally have a new one up and you can check it out here; https://www.youtube.com/watch?v=N3SpPnUr7f0
The build is weird (as it always is with me) and doesn’t really function well in anything other than 1v1s but it is fun and I’ve enjoyed playing it. So, take a look and try it out yourselves.
Build: http://en.gw2skills.net/editor/?fdAQFAUlUUpxr1Wx+KseNCbBByOUCROlo85IEgWD-TJBFwAQeAAk2foaZAAXAAA
(edited by Dirame.8521)
What bunker Guardians need is a good engie. Not the meta engie though, a different type of engie that is a hybrid of healing, damage and CC and engie that can rez cleanse and still have time to knock someone into next tuesday. The DREAM ENGIE!
Guardian
I don’t look at builds in forum personally because I like to make my own
It’s good to look at builds and find out the reasons why other people do things. You never know when you’ll be given a cool idea for a new build.
Very true I think I might have to rethink my statement.
P.S was looking at your youtube channel……… very cool builds took and idea or two :P hope thats ok.
Thanks. The reason why I put them up is so people can take a look and get an idea or two.
Guardian
I don’t look at builds in forum personally because I like to make my own
It’s good to look at builds and find out the reasons why other people do things. You never know when you’ll be given a cool idea for a new build.
Hide your builds! Hide your wife!
Calling IWAY the cheesiest etc etc is one of the most ignorant statements I’ve ever heard. You wanna know why r10+ IWAY existed? because it worked.
That’s the exact definition of cheese: a build that works even in the hands of mediocre players.
That’s taking his words out of context though. He did say that people couldn’t use iWay past a certain point because they didn’t know how. And [MATH] apparently showed people how.
In order to have situations like iWay where a synergetic relationship is built for conquest, you either have to split your team into two’s or Anet needs to bring in the GvG-type game mode so we can all make team builds.
Sure, I like the FT. It is fun and functional, but I have to ask, what can the FT do against a long bow ranger, since you brought it up, that bombs/grenades cannot? It is not as if the FT has some extensive range to counter long bow attacks, over other skills.
Glad to see your enjoying the flame thrower. I really am. But is it really necessary to spam the forums with the same new threads both here and the balance sub forum?
Air Blast reflects projectiles.
I don’t think we are playing the same game if you compare necro’s 1sec casting life blast ( or staff 1 lololol ) to a LB ranger .And all the others examples are … wrong
Give me one good reason why an LB Ranger isn’t basically the same gameplay as a Rifle Warrior.
I loved every minute of it… I felt like a world beater..I actually feel like I cheated and have a little guilt going on..
And those of you defending rapid fire…as much as you love your rangers and want to keep this ability.. I have to say in it’s current form it’s very, very strong.
Dodge!! Evade!!! Invuln!! Reflect!! yadda yadda . I know these arguments are used and Yes people did do use these things sometimes to mitigate or even avoid the damage..but most times I just waited for the mid fight to get really heated and I picked out either my teams target or the first thief I see and—-
Rampage as One>Quickening Zephyr>Point Blank>Rapid fire and a few AAs and that was usually pretty close to game over. I used Air and Impact sigils Pack or ogre runes and zerk ammy.
Sometimes if mid was really cluttered (clones turrets etc) and it was hard to see what was going on I even pulled off Ramp as One>Quickening Zeph>Rapidfire>Muddy Terrain>Barrage>Point Blank Shot>Rapid-Fire with a few AAs in there.
My conclusions:
In the fog of battle you will not stop me from smoking you with rapidfire. Maybe once or twice if I get sloppy..but most times you wont know I’m coming till PBS knocks your kitten in the dirt..then my impact sigils make that rapidfire do an extra 20%.This is just the opinion of an average joe schmo. I could be wrong and have just faced crappy competition. Just gotten lucky.. Or hey maybe this class and I are just a good fit.. But I kitten you not, the after patch ranger is the most faceroll profession I have played.
Yea….. P/P thief can say the same thing, Well Necros can say the same thing, Zerk Staff Ele can say the same thing, hell even Rifle Warrior can say the same thing. What’s really so special about LB Rangers? It’s new, that’s what.
I think WvW is where you’ll really see it. PvP they kitten your stats to where nothing really does a lot of burst damage.
In that case it won’t get nerfed because Anet doesn’t balance for WvW unless it directly affects objective capping or profession viability.
The way I’m seeing it, enjoy lightning rod while you can, it’s going to get nerfed. The potential for bursts is really high and people will cry about being melted by Eles almost instantly. Lightning Hammer and Tornado make lightning rod deadly. Static Field + Gust will also be dangerous.
We’ll see an internal cooldown or gutted damage in a month or two max.
Lol, it doesn’t deal THAT much damage geez. The only way a Staff Ele would kill someone is in a combo where he goes, Static Field -> gust -> Lava Font -> Unteady Ground. And that’s a hard combo to pull off if your enemy can dodge.
Well I see no way to hide it, it’s going to get nerfed so..
okay there’s no ICD on lightning rod so there are some combos you can do that will trigger it multiple times for massive burst damage.
Static field + Gust an enemy INTO static field will trigger Lightning Rod twice, and it can do about 8k damage almost instantly that way.
Tornado when it hits will hit someone for about 4k (electrified tornado) + 3k (Tornado’s normal hit) + 4k, for over 10k damage every 3s to 5 targets, and that’s not even 25 stacks of might and all that.
Lightning hammer … the burst from that will kill people almost instantly. it’s about a 20k burst in 1s.
Are you talking PvP or WvW? Because in PvP Static field + gust is just 3k damage, 4k on a good day, and 6 on a very very good day.
They didn’t overbuff anything, people are just excited to see the Ranger play well. When the newness dies off, you’ll see less of them.
I really feel that Spectral Attunement is a necessary component of the build. The longer duration of Spectral Armor/Last Gasp and Spectral Wall especially are important. Remember: Spectral Wall grants 5% life force (5.5% with Gluttony) every time en enemy comes in contact with it, so fighting a melee opponent by running through it constantly does wonders to keep you high on life force. This is not a bug, it’s just not in the tooltip. It got added to Spectral Wall when it got changed to apply Fear.
The real counter of the build (and really, a weakness of necros in general) is S/P thieves. Between Headshot and Pistol Whip, you accomplish nothing.
I don’t believe it’s that important. You can gain a lot deathshroud in other ways. Just making sure you have at least 15 point in the soul reaping line is good enough.
I’ve given this a try as well and I found that whilst you can still play in deathshroud, the key is to spend as little time in deathshroud as humanly possible so that when you’re indeed going to die, it procs the Unholy Sanc. Basically, take everything to the fast as much as you can and dodge the hits you can as well, use deathshroud to open up opportunities but use it sparingly.
And it Works well.
Since it’s on a 30s cooldown, I’ve found that it is almost always up. The only time it really won’t function is when you get downed immediately after using it.
(edited by Dirame.8521)
Definitely something that needs to happen.
Its up there for 1 of the most annoying elites in the game that I am considering no longer playing after 2 turret engineers 1 pu mesmer and 2 zerker rangers were on opposing team
You do know that if you walked up to an engie you can literally make his turrets do a spin-dance of death by hitting them with that skill right?
You can already do that. The issue is dealing with skill cooldowns, player positioning, etc.
In interest of just getting the match going again, I don’t believe that should be factored in. Especially when losing 1 person is already a game changer in a high level match.
There’s also the issue of the timer, We’ve thought of doing this before, but the issue arises if the player remains DCd for 5 or more minutes the game could restart at 150-250 with only a minute and a half left on the clock.
Wouldn’t there be exceptions in those scenarios?
Currently, dcs in matches can lead to those matches being restarted even when they are half way done. The question is, would the ability to set starting scores be anyway to alleviate that problem?
For instance, a match that has to be restarted from scratch when teams are at 250 – 157 would instead be started at 250 – 157 because you can manually put the numbers in for each team and set the timer for the correct remainder of time. Giving free caps where necessary rather than restarting the match from scratch.
Final thrust deals almost the exact same dmg as eviscerate to targets below 50% (1 dmg less check the wiki if you want). It is on a condition damage/hybrid weapon and has a painfully slow animation and standard melee range.
Arcing slice gives fury, has damage that is constant at all adrenaline levels and is a easy way to prock cleansing ire.
I honestly don’t get why so many ppl are disliking the skill, it is almost as if they were expecting great sword to get a aoe eviscerate.I expected it to be an AoE Burst skill (as the name suggests) that could crit for 5k by chance. But time after time, it’s been underwhelming.
I do understand the AoE caveat though. Make sense.
It does crit for that high if you are running damage instead of nomads.
My bad, I shouldn’t have called this topic PvX when I hadn’t really tried Arcing slice in any other mode.
I tried Arcing Slice in SPvP and it’s very underwhelming there.
Right now there burst is INSANE.. and with allot of healing
Every meditation skill heals for 2k…
Where merciful intervention heals for another 2k (its like a second healing skill for 4k healing) + virt of resolve guardian have like 18-20k healing every 38 sec… (if you count all the skills together)20k every 40 sec lets say.. thats insane!!
Now this is OK if there burst is more like warriors, but its much more direct dmg..
There are just some classes you can’t beat.
Final thrust deals almost the exact same dmg as eviscerate to targets below 50% (1 dmg less check the wiki if you want). It is on a condition damage/hybrid weapon and has a painfully slow animation and standard melee range.
Arcing slice gives fury, has damage that is constant at all adrenaline levels and is a easy way to prock cleansing ire.
I honestly don’t get why so many ppl are disliking the skill, it is almost as if they were expecting great sword to get a aoe eviscerate.
I expected it to be an AoE Burst skill (as the name suggests) that could crit for 5k by chance. But time after time, it’s been underwhelming.
I do understand the AoE caveat though. Make sense.
It could, however, use a little more sustained dps in melee, although I still need to play around with the utils some more.
Pet?
Funny, Thieves are supposed to be the heavy spike damage class, but it didn’t stop everyone QQing and getting them nerfed into the ground does it. It’s nice seeing other classes trying to defend themselves from the same trash they dished out.
When did thieves get nerfed to the ground? All I see now is 2 builds that are equally viable for the Thief, one of which is extremely good at killing the Ranger.
(edited by Dirame.8521)
That doesn’t make any sense. You spend adrenaline when you use Arcing Slice, It should do at least 5k damage to a 50% or lower target or at least 1k more than final thrust.
My Final thrust with no crits (3261) does a similar amount of damage to Arcing Slice when arcing slice crits. On a good day, Final thrust could even hit for 5.7k!
So what’s the point of me even using Arcing Slice anyway? Why don’t I just save that adrenaline for Berserker’s power. I mean seriously….. what’s the point……..
#dissapointed
The way I’m seeing it, enjoy lightning rod while you can, it’s going to get nerfed. The potential for bursts is really high and people will cry about being melted by Eles almost instantly. Lightning Hammer and Tornado make lightning rod deadly. Static Field + Gust will also be dangerous.
We’ll see an internal cooldown or gutted damage in a month or two max.
Lol, it doesn’t deal THAT much damage geez. The only way a Staff Ele would kill someone is in a combo where he goes, Static Field -> gust -> Lava Font -> Unteady Ground. And that’s a hard combo to pull off if your enemy can dodge.
the main issue.is that they buffed something with such a low skill floor/ceiling. so there are alot of people auto attacking thier faces off.
Don’t you think the fact that people are getting melted so easily means that it’s actually quite difficult to play?
I’ve recently been trying out lightning rod and so far it works extremely well with D/F. D/D definitely has the heals but I’m wondering if anyone is finding D/F more fun now.
Same problem. There’s a short delay for the stomp button upon downing someone.
It’s really annoying when you’re getting destroyed by a thousand people and you’ve popped your invuln to finish someone off and you can’t actually cast rez or stomp for the duration. It’s criminal.
Needs to be fixed.
• Energized Armor : Each time you lose control of your character you will recieve a Energized Armor visual Buff stacking up to three times. On the third and Final Stack you will detonate knocking back and damaging nearby foes. (Essentially functioning as a Big ole’ Bomb detonation but from your source.)
• Stabilized Armor : The first time you lose control of your character you will instead be inflicted with Daze for the incapacitations duration. You will also Cure Immobilize. Internal Cool Down: 40.
I don’t think I would take these because they don’t create another opportunity for me to create a build and they seem weaker than their current iteration.
Energized Armour will only function well against multiple CC, foes like Warriors or in team fights and Stabilized Armour still gives you a negative effect. Reinforced Shield sounds good though. It would be very interesting to see if the effect persisted even when using kits.
(edited by Dirame.8521)
So the build is OP because of the “million” of conditions necromancers place, the fears, or is it Rune of the Nightmare?
It’s the fact that Doom, Nightmare Runes, are nigh impossible to counter. Reaper’s protection can be outplayed but there’s no telling when it’s going to happen so, that becomes problematic.
But overall, the way fear scales via traits is super strong when it becomes available via runes, as well.
If Rune of the Nightmare was reverted, or even changed on the 6pc bonus to something less obnoxious, it would remove a great chunk of the fear procs that are just out of nowhere.
Anet could just give them all a small cast time. For instance, when you CC a necro, you would see Dhuum pop up over his head and then you get feared, just like the downed state ability. Same thing for when the Nightmare rune procs on any prof.
I think that would definitely give it some counter play.
Everything?
Now that Mi is ground targeted, it will be a lot more difficult for me to use. So many times it’s saved me without me knowing where I was going, I was able to retreat from a losing fight. But now I actually have to have an eye for where my ally is, which sucks.
Also, it’s pretty much a Shelter heal with no allies around or a full heal if your allies are close together or they have pets. I wonder if they’ve fixed that.
Actually, you’re a bit off.
Yes, part of the damage comes from Lightning Strike, but Blinding Flash does NOT do damage at all, it’s used for a quick Blind ( as it is instant. )
The other part of the damage comes from Air Attunement’s 15pts ( or 3 ) minor skill Electric Discharge. Everytime you swap to Air Attunement, you proc a Lightning Strike on your target.
Not that it wouldn’t be funny having to do a move when going into Air Attunement, but I really don’t see what you can do
Air Attunement should a projectile strike like Staff Air 1 and Lightning strike should be given the Longbow 5 treatment.
(edited by Dirame.8521)
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