Showing Posts For Khenzy.9348:

Fresh Air is awesome now!

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Posted by: Khenzy.9348

Khenzy.9348

Scepter is good, but all players are just bad. D/F is like turret engi or minion master. Total boring easy mode.

Scepter is just not good, period. Low tier, average and high tier players say the same. The other two sentences… are just… I… wont even comment.

Rune set for staff ele. Help pls.

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Posted by: Khenzy.9348

Khenzy.9348

maddoctor, staff ele in meta has no uptime. Air4 not uptime.

I can stack over 1 minute of swiftness with just air 4, air 5, eath 2 and Elemental Attunement.

Traveller Runes are a waste in the vast majority (if not all) of Ele builds currently.

Academy Gaming: Disaster

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Posted by: Khenzy.9348

Khenzy.9348

Having Nos as a caster made it three times more enjoyable to watch.

x1 because he accurately called the missplays.
x2 because hating on vampirism runes.
x3 because he seemed to genuinely enjoy the matches and the plays and that really carried over to the viewer.

A random ‘F*** YOU’ happens all the time.
They just said Ranger is not as optimal as it could be but definetly an interesting choice. That’s it.

This is nothing worth making a thread about.

(edited by Khenzy.9348)

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: Khenzy.9348

Khenzy.9348

What I’d change from traits:

—You now have to wait 3 seconds to get an overload instead of 5.

—15s attunement lockdown is now base. Harmonious Conduit redisigned. It now gives 2 seconds of quickness after finishing an Overload (nice reward to get that Overload off).
Afterthought: Or it gives 3 stacks of might when an overload is finished or during the channels (if you have to interrupt your might stacking rotation, might as well get some might in return to compensate!).

—Speedy Conduit minor trait now provides Super Speed (instead of swiftness) as long as the channel lasts, if the channel stops or gets interrupted, you lose the buff (eles already have tons of swiftness, it kind of overlaps, this would also provide much needed mobility to Warhorn).

—Earth Overload no longer has a breakbar. Lucid Singularity, in addition to it’s current effects, gives 1 stack of stability during an Overload channel.
Or Earth gets to keep the breakbar, and only Air, Fire and Water recieve the stability stack.
I don’t know if giving all the attunements a breakbar would be too strong or not.

—All Overload skill numbers adjusted accondingly to be worth the cast.

What I’d change from Warhorn skills:

—Wildfire CD reduced to 30s. Number of pulses reduced to 6.

—Lightning Orb redisigned. Launch a fast traveling orb of lightning that pierces foes. You can teleport to your current orb location, in doing so you release a barrage or damaging lightning bolts. Each bolt applies 1 stack of vulnerability.
Or easier alternative to change it: The orb stays as it is, it just moves way faster and now gives you the option to teleport to it.

—Sand Squall is now a blast finisher.

^Post heavily edited.

(edited by Khenzy.9348)

Plz Robert Gee balance all classes

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Posted by: Khenzy.9348

Khenzy.9348

You must be crazy, he basically made his favourite class (said so by himself) stupidly overpowered. For that only, he has 0 credibility besides introducing unneeded ridiculous power creep into the game.

All you see is stealth complaints. Let’s buff PU! All you see is lack of counterplays. Let’s introduce 5 sec ICD stun and give mantras background recharge, just for giggles! But, but… ALSO… let’s make all the core Illusions traits… baseline! becouse why not!!!

Nah, he didn’t see that coming. C’mon.

PS: Also celestial necro is nothing to scoff at. Basically immune to conditions, hardcounters all the boons, passively, no matter how effective it may be, kitten it, PROC WARS duh!

(edited by Khenzy.9348)

Tempest, Elite skill specifically.

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Posted by: Khenzy.9348

Khenzy.9348

Let me, in my opinion, define this particular elite skill in two words: very impractical.

Tempest Discussion Thread

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Posted by: Khenzy.9348

Khenzy.9348

snip.

I think the current implementation of the elementalist promotes ‘stance dancing’ while the tempest clearly interfers with that. Let me clarify that I always tend to speak from a purely sPvP perspective, I just don’t see staying there channeling a 3 second cast being of any benefit when I’m risking my attunement CD on an interrupt, when I could just be doing my usual stuff and gain almost the same benefits with less risks.

I know Tempet is trying to promote a different approach, or strategy, but if is not as good as other alternatives it won’t get used, ever. Remember, this spec is trying to offer more of the same just performed in a different way, so both play-styles have to be compared. That’s why I think Overload numbers would have to be extremely high to even be taken in consideration, honestly. Let’s say you enter water and proc healing ripple+evasive arcana heal+healing orb/healing wave+SoR ticking away, all of that while never stoping doing my rotation, providing a pletora of boons and doing some dps at the same time. These are often all the clutch heals you’ll ever need as well. If you channel water overload, it just needs to heal for far more than all of that combo to be worth it, remember you’re are taking huge risks in order to do so. That’s not currently the case.

Leo G, we can definetly conclude it’s all a matter of numbers. Don’t get me wrong, I see huge potential with this spec, I think it’s just not quite there yet. As others have said, if all they want is a WvW fronliner, without any stability, blocks, invulnerability or mobility, it’s going to get squashed, fast.

Tempest Discussion Thread

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Posted by: Khenzy.9348

Khenzy.9348

Also, overloads have a double penalty, one that forces you to stay in an attunement (completely destroying your rotation in the process) and the additional attunement CD after an overload. It’s not even practical. As you very well said, you’d be doing more healing, more damage, and more support by just rotating normally… with less than half the risks.

The more I think about it, the more I think this mechanic seems inherently flawed already. Much has to change, I’m afraid.

That’s not a double penalty. Once you use an overload, you can swap out of the attunement if you’d like, you’ll just be locked out of it for its 20sec cooldown. If you choose to stay in the attunement after you fire it off, you get the bonus of not needing to wait for it’s 20sec overload cooldown + the 5 or so sec attunement cooldown, you just wait for the 20sec cooldown. If you’re talking about swapping out after the overload then getting the overload+attunement cooldown to use it again, that’s not a double penalty. Lol the overload isn’t meant to be spammed.

It’s a choice, but I wouldn’t advise sticking in the attunement unless you just want to spam one particular overload. Air is likely the best spammable overload.

It is a double penalty, you seem to not get it. In order to make any use of an overload you are required to stay in an attunement for a while (it’s even longer if you take into account the additional channel time), that’s very unoptimal considering you’re losing potential migh stacks, or boon stacking from elemental attunement. Also, elementalists were designed to swap attunements contantly, that’s whay you fart boons everywhere only when swaping constantly and this is one of the reasons your AAs are mostly trash, this is why most of the useful traits and the main hand weapons were designed the way they are. The playstyle this elite specialization promotes is contradictory to the way the core profession was designed.

If an overload was to be considered in a rotation or even situationally useful, the numbers would have to be ridiculous.

Also, spamming a 2 or even 5 second channel that locks your attunement for 20 seconds afterwards (or when it gets interrupted) is stupid, noone’s saying that play-style should be promoted.

Why does no one use Tornado? Yeah.

(edited by Khenzy.9348)

Tempest Discussion Thread

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Posted by: Khenzy.9348

Khenzy.9348

The risk/reward on the Overloads are way off.

For example: Channeling the Water Overload is a huge risk. You have to stay in water for a minimum of 10 seconds to go through the overload (5s to gain access to overload, another 5s channel). And during the second half of it, you’re stuck in a channeling animation (no dodging!). What do you get if you manage to pull it off? A tiny bit more healing than the healing ripple you get just from swapping into water.

You’re better off swapping out of water immediately, using all your other skills and dodging attacks etc., and then swapping back into water 10s later for soothing mist + healing ripple + water EA, which together heals for more than a Water Overload. Doing a Water Overload gives you less burst healing, less overall healing, less damage (b/c you’re channeling rather than attacking), and makes you more vulnerable to incoming damage (b/c you can’t dodge while channeling). There is no sane reason why you would ever want to overload water.

The fire and air overloads have similar problems, in that you’d do more damage and build up more might just cycling through your normal rotations.

I think they need to tweak the Overload numbers, reduce the channeling time by a second or two, and remove the requirement where you have to stay in an attunement for 5s before gaining access to the overload. Otherwise, I only see this being useful in PvE content or as a gimmicky WvW frontline blobbing build. Any skill above a 2-second cast time is already super easy to interrupt / escape from. A 5 second channel is just crazy.

This post right here sums up my thoughts on Overload pretty well.

Hopefully Karl reads this.

+1 my friend.

What about if it gave you the option to press your attunement again during the overload cast time to cancel the channel and activate the final effect instead? If you see an interrupt coming at least you could cancel the channel and gain the final part at that specific moment.

Also, overloads have a double penalty, one that forces you to stay in an attunement (completely destroying your rotation in the process) and the additional attunement CD after an overload. It’s not even practical. As you very well said, you’d be doing more healing, more damage, and more support by just rotating normally… with less than half the risks.

The more I think about it, the more I think this mechanic seems inherently flawed already. Much has to change, I’m afraid.

(edited by Khenzy.9348)

Tempest Discussion Thread

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Posted by: Khenzy.9348

Khenzy.9348

For PvP: Poor sinergy with scepter, which means it’s paired with dagger. Main hand dagger means it needs fire (or mayyyybe air attunement) for additional damage, as water+arcana are still mandatory. Warhorn does not offer more damage/CC/healing/defense than dagger offhand or focus to compensate not taking water+arcana or fire/air. Which leaves tempest specialization out of the question.

Shouts will not be replacing cantrips and their incredible water specialization sinergy.

Fire, Air and Water overload are interrupt bait. No godly awareness and positioning is going to save you from 1200 range instant cast mantra of distraction, from stealth.

Tempest needs a trait that gives 1 stack of stability for Fire, Air and Water overloads to even be considered casted in structured PvP.

Warhorn desperately needs a mobility skill and a blast finisher to even be compared to offhand dagger (or even focus). Wildfire 40 sec CD for a fire field? Hehe, no.

With that said, this spec just seems it was just not made for sPvP. This is all speculation on my part, take it for what it is.

EDIT: AoE stun breaks on 10s ICD could be a thing, but that’s it.

(edited by Khenzy.9348)

who's your favorite character?

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Posted by: Khenzy.9348

Khenzy.9348

Season 2 Canach.

Revenant is a Big Problem

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Posted by: Khenzy.9348

Khenzy.9348

Revenant has no out of combat mobility nor any decent disengage capabilities, it removes all the fun out of it to me, that’s the single reason it’s not going to be my main. It’s looking more and more solid though, I have to give you that.

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: Khenzy.9348

Khenzy.9348

I’m pretty confident there will be a trait somewhere to deal with interrupts or else the viability of Singularity will definetly suffer in pvp. You can’t have ‘good timing or positioning’ against insta-cast interrupt skills, specially on professions with teleports and stealth.

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: Khenzy.9348

Khenzy.9348

Screwing up with attunement CDs is a big nono considering eles are all about constant rotations. But we’ll see…

Valkyrie ascended back item?

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Posted by: Khenzy.9348

Khenzy.9348

It there a way to get this stat combo in ascended form? Not talking about the berserker+valkyrie mix, but just purely valkyrie? Is there a way to get a back item of this kind in any way, shape or form? =/

What is up with this Blind Obsession?

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Posted by: Khenzy.9348

Khenzy.9348

I agree. You often miss key skills due to all the random blinds been thrown around constantly in team fights, it’s incredibly annoying and there’s just no counter for such a thing. Blind is such a powerful condition, much more than it’s been given credit for, it should not be anywhere near as abundant.

It’s a lot like Weakness in that regard. Super strong but you rarely see it mentioned cause few have ready access to it. I’m actually looking at making some sort of Hybrid Hambow Warrior because Body Blow is actually a really interesting trait.

Yeah, weakness is really powerful too, even more so now that vigor has been nerfed. Both blind and weakness should be applied only under certain circumstances, like with the trait you mentioned or like with Lightning Rod. They shouldn’t be applied passively like with traits such as Blinding Ashes or Weakening Shroud, these are not the kind of conditions that should be spammed around or have a high uptime of.

Blinding Disipation is an entirely different beast. It’s just flat out overpowered and shouldn’t even be a thing on such a slippery and bursty profession with so many other active defenses. Being able to dodge it or not is not the actual problem.

I do agree that Mes didn’t need that blind, the problem is that it’s probably not going anywhere. If it was blockable/evadeable/dodgeable and had like a 10 second ICD it probably wouldn’t be too bad though. To a Mes 10 might sound high, but let’s not forget that there’s 4 skills that can trigger it.

If you’re interested here’s a silly Weakness gimmick build I’m messing around with for fun. The Rata Sum rune is a bit much but there’s no other way that I know of to get the duration up to 4 seconds. There’s so much condi removal that I feel like the duration is needed to make it good. There’s also the ever-annoying fact that Merciless Hammer is competing with Burst Mastery. I can’t decide which one is actually better. I’m using MH because without it the CD on the hammer skills seem so obnoxiously long.

@Grimreaper.5370 I thought about that to. It’s an interesting concept but also a potentially high-labor one as well.

We are getting offtopic in your own thread! But well… I’d change it to something like this: http://gw2skills.net/editor/?vJAQJASTjMdQZHWFCmhApIGICMsF8CGBWA4D2z0vw0LGA-TpBHwAAeAACOEAJLDE4IAM4CAIb/BA

Sigil of Debility plus Rata Sum Runes are kind of a wase if all you want is to raise up a single second on Body Blow or Cull the Weak which both don’t even have ICDs. As long as you land your stuns and hammer 2, your foe should have near perma weakness anyways. I changed celestial amulet with Carrion, otherwise I think your damage would be on the low side. Rune of Vampirism with such low armor and lack of disengage is kind of a must have. You could try Sigil of Impact or even Paralyzation over Intelligence.
Burst mastery is there to promote might stacking with F1s, it should be up to you.

Still, don’t get your hopes up with warrior builds, this profession is a ‘one skill wonder’ right now (rampage), outside of the elite, warriors are kind of underwhelming.

What is up with this Blind Obsession?

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Posted by: Khenzy.9348

Khenzy.9348

I agree. You often miss key skills due to all the random blinds been thrown around constantly in team fights, it’s incredibly annoying and there’s just no counter for such a thing. Blind is such a powerful condition, much more than it’s been given credit for, it should not be anywhere near as abundant.

It’s a lot like Weakness in that regard. Super strong but you rarely see it mentioned cause few have ready access to it. I’m actually looking at making some sort of Hybrid Hambow Warrior because Body Blow is actually a really interesting trait.

Yeah, weakness is really powerful too, even more so now that vigor has been nerfed. Both blind and weakness should be applied only under certain circumstances, like with the trait you mentioned or like with Lightning Rod. They shouldn’t be applied passively like with traits such as Blinding Ashes or Weakening Shroud, these are not the kind of conditions that should be spammed around or have a high uptime of.

Blinding Disipation is an entirely different beast. It’s just flat out overpowered and shouldn’t even be a thing on such a slippery and bursty profession with so many other active defenses. Being able to dodge it or not is not the actual problem.

What is up with this Blind Obsession?

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Posted by: Khenzy.9348

Khenzy.9348

I agree. You often miss key skills due to all the random blinds been thrown around constantly in team fights, it’s incredibly annoying and there’s just no counter for such a thing. Blind is such a powerful condition, much more than it’s been given credit for, it should not be anywhere near as abundant.

Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: Khenzy.9348

Khenzy.9348

Singularity, which is most likely going to be the ‘profession mechanic change’ that comes along with the elite spec, at least it looks cool on paper. When you stay in an attunement for a few seconds, you press your attunement botton again and your ele performs a PBAoE pulsing skill for a few seconds. With that (180) range, when can speculate Warhorn skills could be melee range as well, with some whirl attacks and other persistent fields to combo with them, possibly.

Attachments:

Revenant Changes

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Posted by: Khenzy.9348

Khenzy.9348

Jalis Heal cleanses conditions…

…and actually, Mallyx has no condition cleanse, just stacking resistance.

EDIT: In fact, Jalis and Ventari are the only two legends with universal condi cleanse. Shiro is movement-impairing conditions only and Mallyx just stacks resistance (okay vs. an engi, catastrophic vs. a condi necro or mes)

I’ve found it to be nowhere near enough condi cleansing. You can’t feel tanky on Jalis if all a condi user has to do is do some condi overload on you after you heal, which can also be easily interrupted. I don’t know, maybe non Ventari Revenants are supposed to be weak against conditions, like non HGH full elixir Engineers.

Revenant Changes

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Khenzy.9348

So what if hammer got damage buffs if you never land it?

I think Phase Smash should apply a 2 sec immobilize when it lands, so you can reliably combo it with Drop the Hammer followed by Coalescence of Ruin for some nice burst. Right now everyone can dodge Drop the Hammer efortlessly and therefore hammer pressure plumets.

Revenant Changes

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Posted by: Khenzy.9348

Khenzy.9348

jalis just… doesn’t feel very defensive atm…

I agree. It needs protection or a more usable elite. Lower activation time and energy cost.

the hammer upkeep skill doesn’t feel like any sort of defense as well.

Agreed. The hammer upkeep skill should apply protection, or destroy projectiles, or both… or whatever, anything. It’s just a weak glorified PBAoE passive temporary damage buff. It’s that bad.
Also, the revenant needs more condi clears outside of ventari, Jalis would be a good place.

Revenant Changes

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Khenzy.9348

The energy cost on weapon skills needs to be removed. The utility skills already cost a lot of energy which killed a lot of potential combos with weapon skills. Now with weapon swap it’s just going to get worse. It’s just a restriction that should not be there.

But it also might be necessary to balance things like Shiro’s Impossible Odds, which gives constant quickness and superspeed so long as you can maintain it with your Energy. That skill is already really powerful—you’d be increasing its duration and making it even easier to use if you also made it so the Revenant could easily spam all of their weapon skills while using Impossible Odds.

What’s the problem? Not only the weapon skills have CDs to prevent them from being spammed, also said skill consumes energy at an incredibly fast rate. If you maintain it for too long, you are potentially preventing yourself from using other utility skills, or most importantly, your healing skill. That’s risky enough. The energy resource should not interfere with the weapon skills. That’s just my opinion.

Revenant Changes

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Posted by: Khenzy.9348

Khenzy.9348

The energy cost on weapon skills needs to be removed. The utility skills already cost a lot of energy which killed a lot of potential combos with weapon skills. Now with weapon swap it’s just going to get worse. It’s just a restriction that should not be there.

Tempest & Warhorn confirmed – Feedback [merged]

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Khenzy.9348

Better to get Warhorn now than later. Although you still don’t know what skills and mechanics will come along with it.

Criticize my roaming D/D ele's stats

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Posted by: Khenzy.9348

Khenzy.9348

I’m pleasantly surprised how helpful the elementalist community has been so far, I can’t say the same of other profession communities, not gonna say which. I’m going to be trying out air when solo, and fire in small groups with consistent swiftness uptime, I think hoelbrak+food is too valuable to give that up. I also think Lightning Rod, Electric Discharge, extremely high weakness uptime, perma fury and swiftness, 17s CD Shocking Auras and 27s CD Updrafts (lower CD on RtL is the cherry on top) have nothing to envy the fire specialization.

I’m also seeing that most builds just go the typical zerker+knight mix that most other professions do, so I guess condi damage and healing power are not as impacful as I thought? I’m seeing some weird amounts such as 150 or 250, is such a low amount even worth it?

Criticize my roaming D/D ele's stats

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Posted by: Khenzy.9348

Khenzy.9348

healing power becomes more valuable the higher your toughness is. Pre-patch around 300-400 healing power was good if you had about 1600 toughness. Other factors to consider is roaming builds don’t have as much condi damage as their celestial counterparts in pvp so bunkering down isn’t really all that valuable for roaming either.

For a build like yours I wouldn’t go over 400 healing power unless you plan to add more condi damage into your build.

Something like this I guess: http://gw2skills.net/editor/?vFAQJAoYhcMoyhdOwwB8RM0AY0RoG8DkCQAIGWZhb4UA-TVSHABLquCfqEAlSwmU+BoKECcCBIZ/BAeQAhpnIAACwMLzgMnZ+5P/5PP6Qbmz8m3coDtMALbB-w

400 healP and 400 condiD alongside 2700 amor should be enough from what I’ve been reading here.

Thanks!

Criticize my roaming D/D ele's stats

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Posted by: Khenzy.9348

Khenzy.9348

http://gw2power.com/

This lets you plug in numbers, determain effective health/power and compare builds.

That’s nice, but no info on healing power though.

How much would be enough for decent sustain?

Criticize my roaming D/D ele's stats

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Posted by: Khenzy.9348

Khenzy.9348

Is there a ‘soft cap’ when condi damage/healing power becomes useless or useful?

Thanks for the advices so far!

Criticize my roaming D/D ele's stats

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Posted by: Khenzy.9348

Khenzy.9348

Oh! I must have mistaken it, it should be celestial, soldier or whatever.

Criticize my roaming D/D ele's stats

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Khenzy.9348

Yeah! Sure, I just put those traits without much thought. It’s the gear, the stats that I’m most interested in though. Changing traits is just two clicks away, ascended gear on the other hand…

(edited by Khenzy.9348)

Criticize my roaming D/D ele's stats

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Posted by: Khenzy.9348

Khenzy.9348

Hello there!

I’ve been planning on coming back to my old D/D ele roaming build. I’m going to gear it up full ascended but I want to nail those stats to be as optimally effective as possible.

I came up with this: http://gw2skills.net/editor/?vFAQJAoYhcMoyhdOwwB8RM0AY0RoG8DkCQAIGWZhb4UA-TFSHABLquDfqE0kyP9UCSy+DA8gAE4ECEmeiAAIAzsMDycm5n/8n/8n/sZOzfOzf+zyAssFA-w

Would this make up for decent enough damage plus durability? Maybe I need more armor? More power? Crit. damage? Less condi damage/healing power? Thoughs? Feedback?

Thanks in advance!

Wish we all could try out a revenant

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Posted by: Khenzy.9348

Khenzy.9348

You’re not missing much, revenant is very underpowered right now.

will new weapons influence your main?

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Posted by: Khenzy.9348

Khenzy.9348

More than the weapon, the game-play they might offer. So, from that perspective, definetly yes. I always play what I find the most fun, regardless of profession, its theme, its looks or aesthetics. Obviously, fun is relative and is directly related to effectiveness, so there has to be a balance between those as well.

Let's talk about Runes of Vampirism

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Posted by: Khenzy.9348

Khenzy.9348

Let me clarify first, I’m going to criticize this rune set from a viewer’s perspective not from a player’s.

I just finished watching the EU and NA ESL tournament, and something became pretty clear to me, this rune set is the single most game changing element in the current meta right now, by far. Not Rampage, not Mesmer/Thief burst, nor Elementalist sustain, the real culprit, the most impactful element is the sixth bonus. It’s true that sometimes when the sixth bonus proccs, some conditions are still there and he/she just dies afterwards, but that’s not always the case.

So many well set up bust spikes ruined becouse of that proc, so many possible clutch moments that never happened.

I’ve seen thieves just eating all the damage deliberately and this proccing, recieving a couple heals here and there and using withdraw to safety, reset HP and come back. That thief should be downed, period.
I’ve seen mesmers surviving multiple times and then using portals to go out to safety, only to come back with several other team mates changing the course of the battle entirely. That mesmer should be downed too, period.
Giving engineers enough time for a second heal with Automated Medical Response.
I could keep going, but you get the point.

This sometimes created a rollercoaster of people disengaging and re-engaging multiple times, I just wanted to see people actually die. It even created a turn-over on multiple team fights that should have never occured.
For example, I might be wrong (my apologies if given the case), but I’m pretty confident when I say that without this rune set, oRNG wouldn’t have performed just as well with their 5 marauder amulet comp. Not to say they wouldn’t have won anyways, they are among the best around, but their performance was definetly improved by this rune set. It’s just an example, it could be applied to any other team.
Maybe these runes are a necessary evil, you know, damage is pretty crazy nowadays, but I think that particular sixth bonus is just too impactful.

Thoughts?

(edited by Khenzy.9348)

What makes The Abjured so unstoppable?

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Posted by: Khenzy.9348

Khenzy.9348

Because they just don’t have competition. There are several teams that are at their level… in EU.

Good dueling build?

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Posted by: Khenzy.9348

Khenzy.9348

Warriors are trash tier outside of Rampage in 1v1 right now. Quite possibly the worst 1v1 profession in the game, so don’t get your expectations too high regarding this.

Necros

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Posted by: Khenzy.9348

Khenzy.9348

Bunker necros are a thing. Really.

Anyone else feels Eles are in good place now?

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Posted by: Khenzy.9348

Khenzy.9348

Eles are soooo good now that I started playing mine after a while. Unless the elite specializations from warrior, thief or ranger are not attractive enough, I’ll be maining this one, at least until a significant balance pass settle things down to a little less crazy level (in terms of PvP, specially).

[PvE] What do warrior condi builds look like?

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Posted by: Khenzy.9348

Khenzy.9348

I’ve been trying some full ascended celestial warrior. With Sword/Axe and Longbow. Strength, Arms and Discipline. I have like unlimited Adrenaline, 100% crit chance, high vuln and might stacks, and with furious, vitality conversion trait and vitality to damage conversion runes you can have some nasty stats (I don’t use those though). Whirling Axe into a Combustive shot asures you up to 8 stacks of burning in a single target, that’s up to 4k burning ticks. It may not be an optimal set-up, far from it, but I just have fun with it and my damage is just fine.

Elementalist is very OP

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Posted by: Khenzy.9348

Khenzy.9348

I think their damage is tolerable in comparision with other professions but it’s still way too high considering how stupidly tanky they can be. Speaking of their sustain and tankiness… OMG… it’s absolutely off the charts, it’s even stronger than what we percieve considering all the damage flying around. I think ele is the strongest profession right now. Mesmers can at least die.

My Friends, Rampage...

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Rampage is broken without Peak Performance. With it… it’s just incredibly stupid. It’s funny when you hear Tarcis defending it, he’s so pleased with this patch. Of course! 3 shotting everything left and right sure is fun.

He also doesn’t mind to get 1shotted back when he isn’t using it.

I don’t want the game to go back to invincible celes spamming heals. Although they never truly left.

He doesn’t get one-shotted with double endure pain.
Nerfing stupid damage does not imply the return of invincible celestial, not everything is black and white, there can always be a middle term.
Also, not only is damage too high, there are certain specs that are extremely tanky for the damage they do, namely elementalists, necromancers and certain engineer specs. Mesmers are just too splippery too.
I think Warrior’s only viable spec in this meta is Greatsword/Hammer, and such spec is not as good as other alternatives from other professions, but some players are just getting carried by Rampage, this elite is nuts right now. If it ever gets nerfed, I’m all for buffs in some other aspects.

At this point, Rampage is one of the few redeeming points left to Warrior. Everyone else got buffed to hell, and we got left in the dust.

Indeed, wouldn’t you rather have other viable choices?

My Friends, Rampage...

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Rampage is broken without Peak Performance. With it… it’s just incredibly stupid. It’s funny when you hear Tarcis defending it, he’s so pleased with this patch. Of course! 3 shotting everything left and right sure is fun.

List of OP traits/skills

in PvP

Posted by: Khenzy.9348

Khenzy.9348

I’ve encountered Elementalists with infinite sustain capable of tanking three people at a time, that was pretty crazy to watch. I’ve never seen something like that pre-patch, they were also doing crazy high damage, specially with burning. I’m not sure what combo of traits may be causing this.

I’ve also seen DPS engineers downing people in a split second. Granade Barrage… that thing does an absurd amount of damage right now. Their rocket proc and bunker down also add up too. Their condi and celestial variants are crazy strong as well.

Warriors and Thieves hit extremely hard, but warriors are the easiest to counter, evade their burst skills and their damage and condi cleanse plummets. Whirlwind Attack may be a little too strong right now, with the movement speed normalization you get more hits on an enemy resulting in very high numbers.

Thieves are just extremely squishy right now, so that’s their compensation for such damage, it’s still may be a little too high though. The Improvisation trait is just too strong period. Back to back Whirling Axe or Consume Plasma is broken, also having the chance to reset their healing skill shouldn’t ever happen. I think this trait needs a massive redisign.

Necromancers can proc you to death, like, literally sometimes. This happens with their condi and power builds alike. Chill of Death and Siphoned Power; Signet of Suffering and Plague Sending; that’s the epitome of skill right there. I can’t be the only one that sees something’s wrong there.

Nothing in particular from Guardians and Rangers. Their condi builds are a little too strong, but that’s it. Clarion Bond needs to be combat only and it’ll be fixed.

Last but not least. Mesmers. They are gods right now. From Power Block, to PU, to Mantras, Blinding Disipation, Confounding Suggestions, +15% damage on phatasms for free to Illusionary Persona being made baseline, they don’t even have to manage having clones up that much anymore. Also, Mantras not having any CD at all in practice becouse their CD starts when you finish casting them instead of when you deplete the charges, this just makes them over the top (I’m pretty sure this is a bug).
They were undeservedly buffed defensively and offensively, when the only profession they only ever struggled with were Thieves.

Blinding dissipation

in PvP

Posted by: Khenzy.9348

Khenzy.9348

It’s kittened. Mesmers spam more blind than Thieves now, while having 3 times the survivability. Oh! you landed a high CD CC skill on that slippery Mesmer and the burst is coming? Nope! Just press any shatter skill! I’m a Mesmer and I blocked your attack, hehe but I also blinded you… GG! WTF. Really.
Robert Gee, you made Necromancers (yeah, you know it) and Mesmers extremely mindless. You and your team totally failed at balance… in my opinion (:D).

Give me a reason to go Arms

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Is this about PvP? If so, I’ve found this: http://intothemists.com/calc/?build=-wFwo;1NKFO0d4gLkQ0;9;4efh;0157037158;4Uo07T;1F-03F-030P
(I haven’t decided on what runes to use right now, btw, Pack due to fury and high stats for now).

To be extremely effective. Utility skills and Elite can be freely changed. I just find Zerker Stance and Signet of Stamina invaluable right now. With vigor nerfed and conditions being so strong, they are almost mandatory, you can change the signet for a second Endure Pain. Shake it off is your shortest CD stunbreak and Rampage is your overpowered elite (you can use the signet instead).

Regarding the traits. Honestly, I think Signet Mastery is one of the best traits in the game. You don’t even need signets in your build, Signet of might proccing alone will be enough the get perma 200 precision, even more if you include the use of other signets. Trust me, you will have crazy high crit chance, specially with a sword.

The passives from arms are incredibly effective with a celestial amulet. The minor traits providing additional bleeding, damage and vulnerability. Furious + Burst mastery provides you with unlimited adrenaline, you can spam sword immobs and longbow firefields to your hearts content and also have high Adrenal Health uptime.

You can maintain an average of 10 Furious stacks and 10 stacks of Might or so per fight. That’s like 2100 power and 1k to 1,1k condi damage on average. Remember you’ll have like 50% crit chance on bow and like 70% crit chance on sword (without fury) with like 187% crit damage. I’ve seen 3k burn ticks, 1.5k bleeding ticks and 7k final thrusts. 1.2k and 1.3k sword AAs are fairly common.

It’s also really good with double sword instead of shield. But the shield traited is sooo good, well timed blocks can give you 20+ stacks of might, provides a set up stun for Final Thrust, additional mitigation and sweet reflects.

6s CD Savage Leap is crazy mobility, really. I’ve found it even better than greatsword.

It’s a pretty interesting hybrid. Try this one out.

HoT boxed version - Hard Copy [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Khenzy.9348

Khenzy.9348

^The boxed version may contain a pamphlet of some sort with summarized info of the expansion, including all the elite specializations, who knows? Maybe the retailers engaged in the pre-purchase program already have it? wink wink

Powerful Synergy

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

I’m pretty sure the trait is designed so that you can run a S/S + LB build and can potentially take Arms + Defense + Tactics. With Powerful Synergy it might be possible to make up for the lack of Fast Hard with long lasting Fire Shields. In theory this means that while on Sword you’ll have much more burn application.

I think the wording should be more like “Leap finishers are doubled in duration” because that’s probably what it actually does. Right now the shield lasts for 5 seconds which means this trait will make it last for 10 seconds.

With both Cleansing Ire and Furious your adrenaline gain will be really fast so even with 10 second swaps you should be able to have really high up time on the shield. With Arms + Tactics + Defense you could theoretically have close to 100% up time on the shield. You’ll have to be more careful about condis but with a offhand Warhorn you could maybe do OK with the trait and Brawler’s Recovery. Burning Arrows actually looks really strong as well.

I can see Carrion or possibly even Rampager’s builds being pretty fun with this update.

I think Burst Mastery makes Powerful Sinergy that much stronger with Sword+Longbow. Still, it’s most likely going to be a crappy trait. Maybe if it had some additional benefit such as longer field duration or somothing else. It’s pretty underwhelming for a GM trait as it is.

Nerfing vigor value by half a bit extreme?

in PvP

Posted by: Khenzy.9348

Khenzy.9348

Good change. But this makes Energy sigil mandatory for most builds, so I say: nerf that too.

@josh: Why 'Fast Hands' is not baseline?

in Warrior

Posted by: Khenzy.9348

Khenzy.9348