http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
The only change turrets really need is focus fire targets you target. Apart from that, I think turrets are fine.
Warriors need to find a new way to run Greatsword or just accept Rifles and Axes as the new meta.
I think the problem here is that Necros are now good on a 1v1 scenario and people can’t handle it…. yet.
One thing I do agree with though, is that the necros were a bit overbuffed. Spectral wall of fear? Was anyone really complaining about the amount of fears a necro has? The change is cool but a bit overkill. I would have thought more places to put torment would have been the goal rather than fear.
The last thing is burning. This class just got a new condition and a bunch of ways to apply fear and then throw burning on top of that….crazy damage. I think if Anet was going to add burning, the extra fears shouldn’t have been added to the equation. It just makes things a lot harder.
I need to fight a smart person with my new full gagdet SD build. I can only guarantee a fun time on my part though…..
You probably could 1v2 because of the fact that the net turret would shoot the electric net 3 times (normally it would shoot it twice) but now it shoots the electrified net once and only once.
Also, condi full-turret builds were never that great anyway. No defence or escapability unless you use the flame turret.
Grackle…. I wish I could tell you what I just put together but all I can say is….. SOO MUCH FUNNNN!!!!!!
Lol, I can’t wait to put together my build updates for the engineer and the next build videos. Anet just gave me a new lease on life.
WHY WOULD YOU NERF SOMETHING SO AWESOME???!!!
I wonder what people said about LoL when that first started stepping into esport territory…..
Sky Hammer is a pvp map.
RiP Phantasm Mesmers. Long live Shutdown Mesmers.
I don’t think we will be replaced but Necros will definitely end up being a valid choice now. Engies still make great backpoint defenders and far point attackers so they still have a place in the varied meta.
When you look at team fights though, Necros with weakness and torment will definitely start bringing the hurt.
I think you guys are limiting yourselves to a solo perspective. Think of it like this; if you are in a team, your guardian is going to be spitting out protection shouts like crazy and you throwing down weakness, adds to not just his mitigation but yours as well.
Add in an Ele that throws down frost aura for a few seconds and you’ve got yourself 50% damage mitigation.
Haha. You know I only noticed now that there isn’t any sound effect.
The sound effects for the auto-attack “hitting” and even the kick just sound so unrewarding and unfulfilling. Needs more boom!
I’m an Engineer because; TOO. MANY. POSSIBIRITIES.
Unfortunately Engineer is very much a one trick pony..
If you truly believe this then you really haven’t explored the possibilities on the Engie.
I actually thought this was just me. I have the same lag when I try to go into elixir S during a burst combo initiated on me.
Necro has burning……end of the world
Personally, I’m more afraid of when Engineer turrets start to focus fire the same target the engi is focusing. That will be the day the net turret will need a nerf.
Yeah, not sure about relying on Radiation Fields either – you can probably get better utility from Skale Venom and Signet of Judgement active. ( and situationally the Shield of Avenger command skill )
Skale Venom; probably only hits one target and if it hits multiple, you get a lot less uptime. Signet of Judgement, you lose out on the passive as well as, the weakness only lasts a few seconds.
This build is trying to go for high weakness uptime whilst keeping your passives and stacking other beneficial boons.
Yea, it would be a build that only Asuran guardians can run effectively but it would work. And you could also have Geomancy to get your bleeds on swap so that makes 3 conditions.
4v5 is caused by people leaving mid-match (could be caused by crashes or people feeling the match is futile) or not even entering the match (afk, crash, bugged out enter buttons etc).
Which is why it will help tremendously to punish these players. If you leave mid match it is the players fault. If you feel the match is futile (and leave) it is still your fault. If you akitten and can’t enter it is your fault (Note: In the scenario a player does not enter the match it should never start – Just kick the players to lobby and put them back in queue. This will fix akitten’ers crashers and bugs where people never get in the game, and while it is annoying to get back in queue it is way better than a 4vs5.)
About crashes.. Well if they happen often you shouldn’t be playing anything that includes a team since you possibly can’t contribute anything. Not saying it’s the players fault that he/she crashes, but that doesn’t mean he/she should take it out on 9 other players.
I don’t see how a simple system to block people from new matches would hurt anyone.
Example:
Player leaves a game.
Player leaves a game again – Can’t enter a new game for 20 minutes
Player leaves a game again – Can’t enter a new game for an hour
Player leaves a game yet again – Can’t enter a new game until daily resetPeople who leave on purpose will get tired of this pretty fast. You can still crash your computer a few times without being impaired by the system. It hurts no one but improves a lot of matches.
People will still leave regardless or they will stay in the spawn point and not move.
Wtf, what is the purpose of this build? The PvE versions rather appear like the ultimate junk to me. You will do a ridiculous amount of damage (read: none at all) and have a uselessly giant bar of health that will never be refilled once empty due to the lack of healing power or AH. The support capabilities of this build are also sub-par.
I won’t go into any details because that would take half a day probably. Just the conclusion: a suitable AH build with mainly knight’s gear will be superior to this in every single aspect.
The purpose of the build is to improve the amount of damage you can mitigate within an encounter. Weakness doesn’t just benefit you alone but your team as well.
I didn’t think about healing power when I was putting the build-link together. My mind was on Toughness and Vitality. So that’s an oversight on my part but I’ve fixed it now
The thing about this set-up is, it can be latched on to any other bunker build (so AH works fine with these runes) but I wanted to get some level of condi removal in the build so left it out. Also, you don’t necessarily have to take Rune of Rata Sum (like I said quite a few times in the video!!). You can just ask your Necro to bring Poison Cloud(or any asuran with Radiation field) and it would achieve a similar result.
(edited by Dirame.8521)
The 103 is in quotes for a reason.
I put together a build for the Guardian that is all about mitigating as much direct damage as possible in PvE. Essentially trying to come up with what I consider to be the ultimate tank character. With this build (and the correct playstyle) that can definitely be achieved.
Right now the build can mitigate between 75-80% of damage due to some sort of bug or soft-cap for percentile mitigation. You can check the video above to see how the build came together and the reasons why things are the way they are.
PvE Build for Non-Asurans: http://gw2skills.net/editor/?fUEQNAR5elUgKC33xKEf4ESmCDEBxeoRfUHdpwhkIA-jgzAo8Ah3gJHQ0nAnzjYScIr1yioxqmjq+GTDDoiTsFPqmchMbOsQAeHDA-e
PvE Build for Asurans (any rune that suits you can be used here): http://gw2skills.net/editor/?fUQQNAR5elUgau33xKEf4ESmCDEBxeoRfUHdpwhkIA-jgzAo8Ah3gJHQ0nAnzjYScIrF4ioxqmjq+GTDDoiTsFPqmchMbOsQAeHDA-e
And if you just want to be THAT guy;
PvP Version: http://gw2skills.net/editor/?fUAQNAR5elUgKC33xKEf4ESmCDEBxeoRfUHdpwhkIA-TsAg2CoIWStkbJzSylsLN+Y1w+DA
(edited by Dirame.8521)
Personally, I still use Elixir S to prevent damage from being applied to me. It also prevents conditions from getting to you AND it’s an elixir which means with Cleansing formula it removes 1 condition.
Still pretty useful in my eyes.
The reason why ppl go afk/leave is:
- They are paired against a premade (soloQ v. Premade)
- The 5 players matched together have a huge difference in terms of experience (can’t be that I’m (r54, +2000 tournament wins) matched together with r 1-10 players)The issue that ppl tend to not play (wheter leave or afk) is a result of a bad Match-Making-System.
Trying to solve the problem based on the consequence is not gonna change anything, it has to be solved right at the origin of the problem.
Lol, if you think that will solve 4v5 then you’re wrong. 4v5 will never stop happening as long as this game lives. There no way to stop it unless you employ a hot-join mentality into tournies in which case it won’t be tournies anymore, it’d be hot-join.
4v5 is caused by people leaving mid-match (could be caused by crashes or people feeling the match is futile) or not even before the match even starts (afk, crash, bugged out enter buttons etc).
Even if they employ a punishment system, people will still leave matches because they don’t care.
Actually, what they need to nerf is not BoB but damage boosting elites because necros can drop wells and go into Lich Form to do more damage. Same with Eles and their Tornado + Meteor Shower.
BoB doesn’t need a nerf at all.
But it’s so easy to evade BoB though…. and the strength of the damage depends on how much power/might stacks you have.
Stomping underwater will definitely need immobs and sinks in order to get to the target and then rip their masks off but I think there’s enough pulls and immobs underwater that it would work out. ’Cos on land you still need blinds and other things to finish off the stomp.
There is something terribly wrong with this thread’s title.
“Make hard to play builds viable” …..
Hard to play doesn’t necessarily mean it’s viable.
Don’t you think this is like asking Anet to make all skill combinations viable?
Think about it. Let’s take the Warrior for example; If you make a Warrior build, using all Physical skills on your utilities and you keep dieing whilst using it, which makes it “hard to play”, you’re asking Anet to make that viable when the real problem is, you chose a very unsynergetic set of skills. Don’t you think that’s a little….. misguided?
I know most of us have come to accept it as a part of the game but, I once heard that we were going to get a second sigil slot for 2-handed weapons. What happened to that?
yea if that goes through pretty big nerf to warriors
Weakness would benefit Hammer and Mace, though. And Warhorn.
Out of those, Warhorn is only used a sidearm by majority, Hammer is used by some and Mace by pretty much no one.
Except this guy; http://www.youtube.com/watch?v=wiQQw9c9sPs
And all those other guys who focus on stun locking.
Guardians are very easily kited, and deal not enough burst damage when they finally get close. Generally very bad at dueling, yes.
The reason you’re not seeing any QQ about guards being UP is because they are very strong at teamfights / bunkering.
There is a 10/30/30/0/0 build that can deal some decent dmg, but you’re sacrificing a lot of defense with it which makes it bad for duels.
Guardians will lose pretty much every 1v1, only standing a chance against warrior since they often have to get close as well.
Question; Have you fought against a good burst guardian before? Because they literally work like this; it seems like you’re winning but your health is dropping either because of retal or burning and all of sudden you’re dead because you inadvertently put a condition on them and they activated Smite Condition.
They are, but people are more interested in playing classes that are more popular in 1v1s.
Ideas I’d like to see;
Packaged Stimulants and Turrets.
Ideas I didn’t like;
Gagdets.
My reasoning;
I agree that these skills need a shorter cooldown but I feel like giving them a 10sec cooldown with all the benefits they have would lead to them being too spammable and considerably OP. The truth is, many people (including myself) have suggested things to improve gadgets and how they function. The idea I liked the most was the one that suggests making gadgets act like the engineers version of signets (because really, it makes perfect sense).
That and a drop in cooldowns would make them slightly more viable but not completely. There still needs to be something that pulls gadgets together to make some cog in a cohesive build (stun breaker for Slick Shoes nudge nudge wink wink).
Tried a condi mesmer today (spamming one on staff ftw) and it seems to work alright. Compared to the AoE conditioning that Engi can do, it’s nothing but it can hold it’s own in a 1v1 I think.
Also, the fact that the auto-attack bounces between your clone and the target actually helps your damage, if it didn’t do that I’m pretty sure my bleed stacks wouldn’t pass 8.
Personally, I play Bunker builds regardless of win or lose because bunker is the one build that no one likes to play in solo queues. It’s kinda like healers in all those games with auto-sorting LFG tools.
The good thing about Sun Spirit is, the effect can last longer than the cooldown but right now it’s bugged and you can’t extend the duration with condition duration runes but you can with trait points in marksmanship.
The only spirits I find really ineffective are Storm Spirit and Frost Spirit. Those two just leave me scratching my head.
I’ve already made the suggestion here on how I think Frost Spirit and Storm Spirit should change. Hopefully someone hears our pleas.
(edited by Dirame.8521)
This is my feedback;
I expected a larger dungeon. I also expected NULL to be a rampaging golem in a one-time event. That said, NULL is one of the best boss encounters in the game. It needed the trinity you guys claimed to be in the game, Damage, support and CC not Damage, Damage and more Damage. And a well coordinated group that had all these things would be able to take the boss down amazingly easily.
I think you guys are getting a hang of what you need to do to make dungeons challenging but not cheap. Canach was too easy though and he didn’t pose a threat at all, if you guys made his auto-attack hit a lot harder (Cos COME ON! This guy cleared Molten fac. on his own!!!) it would have had a bigger sense of urgency and a bigger sense of accomplishment at the end.
I’m hoping for bigger and better living stories in the future.
(edited by Dirame.8521)
For me, staying in grenade kit for anything other than freeze, poison, blind, bleed is just a waste.
1) Reduce Turret hitboxes, they are too large (or you can just file this in the fix turrets section)
2) Fix Rifle bugs, they are really frustrating.
3) Fix Unused and not so powerful traits. (I’d give suggestions on what the traits should change to but I haven’t really thought about it yet)
You haven’t even played the map yet and you think you know how it works already.
How my team beat this boss;
We had 3 Rangers. They stacked Healing Springs on top of one another when he got to 25% health and we kept all the mines around him up as often as possible.
It is quite easy when people know wth they are doing.
Recently Anet has continued to buff spirits and their chance to proc effects, but really, the only spirits that people are likely to use are Sun Spirit, Stone Spirit and Spirit of Nature because of the high-impact benefits they give.
This is the problem the other two Spirits have, they do not give benefits that are really worth notice. The 10% increased damage given by the Frost Spirit is great but the 10sec cooldown coupled with the fact that the proc is also based on chance just lessens it’s potential impact. On the other hand the Storm Spirit gives swiftness…. I’m still left wondering why I’d want to use it when I could just take a bird pet and Warhorn.
My suggestion for improving these skills is to give them a different proc ability. Frost Spirit should proc 2s of chill every 10sec. This may not be an offensive based proc but the utility of chill is undeniable, being able to constantly keep someone slowed and their defensive skills on long recharge can really put a damper on things. My suggestion for Storm Spirit is to change it to a chance to proc lightning strike once every 10 seconds or Proc Blind once every 10 seconds. I can see the lightning strike proc being very favourable in teams (maybe too favourable) and in that case, instead of lightning strike, a new skill could be in its place; Storm Strike. Lightning Strike but with 30% less damage.
That brings me to the active abilities. These skills have such a long cast time, yet they do so little. Nature’s Renewal is the best one out of all of them and yea it deserves its cast time but Solar Flare? Call Lightning? Quicksand and Cold Snap? Their cast times are just a bit overdone, on top of the fact that you have to bring the Spirits into melee to actual make use of those skills which furthers the unwillingness to use these spirits. My suggestion is to make these active abilities ground targeted and the targeting distance is based on distance from the Spirit itself. Having the abilities be ground targeted means that you can have the Spirit hidden out of arms way but still be able to send a rez or immob to someone with reduced risk of losing your Spirit.
So those are my suggestions. Please feel free to leave yours or scrutinize mine.
I main an Engineer so people’s assumption that I play a Guardian is misplaced. “Save Yourselves” doesn’t give every boon, it lacks two boons; Stability and Aegis. If “Save Yourselves” actually gave every boon, I’d also say it needed a nerf but the duration has already been nerfed so…. no need to touch it.
Contemplation of purity, I totally forgot about that but yea, it should be nerfed down to 5 condis as well.
Would you please kindly post your design calculations of how you came up with this magical number of 5?
And my previous offer still stands, please consider maining a necro for a few months.
Funny thing, I mained a Necro for some time before I flipped over to Engineer and I mostly played a power necro anyway so, there’s that.
The magical number 5 is what it is a magical number because, at most these conditions will be on you; Poison, Chill, Burning, Bleed and probably a few cover condis like Vulnerability. 5 slots would be enough to remove most of the damaging conditions if not all of them.
———————————————————————-
My argument is just based on the fact that Anet seems to have created these extremist skills with equally extremist counters and I personally feel they shouldn’t be that way. Then again, if the extremist counters make it all feel like the game is well balanced then I guess there is no problem.
(edited by Dirame.8521)
I think it should be brought down to 5 boons converted because, at most, people are only rocking 5 boons anyway and even if they are packing more than 5, you can be rest-assured that those boons won’t last long.
This is quite an interesting argument. You first stated that it is OP to be able to convert every boon in the game into a condition, and propose a nerf to only convert 5 boons. To support this proposal, you state that most people will only have 5 boons implying it will still convert every boon into a condition on most players (unless they are of course a Guardian using “Save Yourselves!”, aka You). It’s also interesting to note that you find an ability that can potentially cast every condition to be OP, but you think an ability that always casts every boon to be fine. You also seem to think Contemplation of Purity is fine despite it being the exact opposite of Corrupt Boon. Very, very interesting.
I main an Engineer so people’s assumption that I play a Guardian is misplaced. “Save Yourselves” doesn’t give every boon, it lacks two boons; Stability and Aegis. If “Save Yourselves” actually gave every boon, I’d also say it needed a nerf but the duration has already been nerfed so…. no need to touch it.
Contemplation of purity, I totally forgot about that but yea, it should be nerfed down to 5 condis as well.
(edited by Dirame.8521)
At least the dodge queue bug got fixed…
Funny, I didn’t notice that it did get fixed until I read that and thought about it.
This is the first time in 9 months I’ve seen anything pertaining to Necromancer and the term OP share the same sentence.
I’m taking a screenshot.
But seriously?
We have a skill that’s a hard counter to one of your skills.So what?
Have you seen what Mesmer’s Moa does to whole builds of Necromancers?
I play Engineer mostly and Corrupt Boon doesn’t really do much to me because I don’t run a boon based build. But looking at the skill in context, I don’t know how I didn’t see it as OP before. It just feels too powerful.
Also Moa is an elite. Context, we have it.
So I’ve been taking a look at some Necro utilities lately, one of them being Corrupt Boon and I have to say, this skill is quite OP.
To put it into a bit of context, using corrupt boon on a Guardian that uses “Save Yourselves” is like the GW1 Necro being able to strip all enchantments from a healer Dervish… with no cast time… and is unblockable…
That’s like insta-shutdown and I would like to believe that those types of insta shutdowns are saved for Elite skills rather than utilities.
Now I’m not trying to shaft the Necros in any way, I know that they need help with their damage and all that but, Corrupt Boon is just way too powerful for how little it costs.
I think it should be brought down to 5 boons converted because, at most, people are only rocking 5 boons anyway and even if they are packing more than 5, you can be rest-assured that those boons won’t last long.
Anyway, that is my two pennies and a stopwatch. Please feel free to add yours.
I don’t play Warrior all that much but when I do, I play this;
http://gw2skills.net/editor/?fIAQNAneUjcO5uBPyQMxBEjiiIIOPAwAsJUKsj6A-ToAg0EFpKyVkpIZR2iGcssYaB
That awkward moment when you watch someone evade your killshot only to follow up with an eviscerate right after.
Kill shot 1500 range
Eviscerate 300 rangePVE?
PvP, where most fights are around points and people run in your face half the time.
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