Yak’s Bend
Ir Regardless – Engineer
Flamethrower auto attack is another classic example. Potentially 30x retaliation hits in 2 seconds.
Fast-cycling channeled AOE really, really sucks vs. retaliation blobs.
The other thing they could consider doing is putting a really, really short duration effect on players hit by Retal that make them immune to Retal.
Or something like that Sigil that builds charges then makes you immune. Gain a charge everytime you suffer Retal. After x charges, you get an immunity to Retal for a bit.
The biggest problems I’ve had dealing with Retaliation damage are Barrage on my Ranger (because I can’t stop it once I’ve started and found out Ohnos, a lotta Retal) and being a Grenadier.
And, someone said up there the max you can hit by it is 5x on one attack. Well, that’s not true for a Grenadier at least. Roll up an Engi and go Grenade Barrage a zergball.
I wonder if they could put a short ICD on the Retaliation boon itself that only happens after x amount of fires, or just give Retaliation a fixed # of charges (like a summoned weapon).
I’ve had fun with variations of http://gw2skills.net/editor/?fcAQJAqalIqyaX3ynF8LJxoCdOUB7DSRdvroH6vxWG-jUxAYrAmALiGbFsIasqaAV5iqDAKA-w
The protections on being disabled help a lot imo.
The Bomb Kit is optional; can also swap in Rocket Boots for trouble or Tool Kit because Magnet is fun (and for trouble with Gear Shield).
The passive regen in a kit plus the 2x Regeneration fields helps with Retaliation problems. Fair amount of AOE Heal help + AOE condition removal with WT and Elixir Gun #3/5. Flame Blast, Air Blast, and Smoke Vent as often as possible.
Elixir X whenever for great fun imo. Can also use Supply Drop.
I feel like a combo of some damage, fair amount of AOE disruption, and support.
Also here’s a pic for you :P greetings from Yaks’ morning crew. And before you QQ further, there was only one omega and 4 alphas with 15 ppl max. Lol.
:thumbsup:
Lord I hope we use 50 Omegas today on CDBL
I admit to not finishing the OP’s wall of text, but I’m guessing
I’m not Qqing
is false.
c/d?
Why? because you know I’m right ;d
Sorry, nop. cccccccccc was the correct online mumbo jumbo response.
I admit to not finishing the OP’s wall of text, but I’m guessing
I’m not Qqing
is false.
c/d?
No idea, I’m messing with stuff I’ve liked in WvW.
Toolkit + Pistol for conditions. Ability to apply every source of condition damage except Torment.
Turrets for extra DPS plus knockbacks, blast finishers, and Immobilize.
Static Discharge on 3 targeted utility skills for extra DPS.
Immobilize cripples and stacks Vulnerability.
Multiple interrupts.
Two different channel blocking abilities.
No swiftness or stability, though, so
You will want the Immobilize and knockdowns for any build that wants to melee.
We have a handheld mortar kit already. It’s called Grenades + Grenadier.
I just can’t see a reason to run Mortar in WvW.
Right now I’m running something similar to what was posted above, though I don’t agree with the traits.
It has a mild amount of tankiness from toughness and condition removal and 1 get out of jail card (Elixir S). The other survivability comes from positioning – hanging back tossing grenades. The elixirs can both mess with opponents via Damage and boon stripping as well as helping allies (and myself) quite a bit with boons and condition removal. You build up Vulnerability on multiple targets very fast. There’s a little bit of extra sneaky DPS from the boon stacking % damage increase trait in alchemy, as well as the might you build up with elixirs.
I ran that build for a bit myself but i found the damage with RHS to be worth more than the 5 in virtues. I also love the 1h sword lol. I actually dont have too many issues with getting caught as you can use purity as a clear all skill then just shelter/renewed focus walk out. If you cant do that you were pretty much screwed anyways. Also MI doesnt work based on target so you could end up really screwing yourself with it. Thats also why I take the 5% crit talent, because 1/4 of a second cast time isnt that much.
It’s not just the cast time; in fact, I’d say the cast time reduction is the lesser of the two benefits. It’s that you can MI and/or Smite Condition while disabled.
I also liked 1hs, but I grew to love Hammer more for it’s two different lockdown skills (the Immobilize and the Ring).
Will be interesting to see what the progression, if any, is based on. I wouldn’t put it past Anet to base the progression more heavily on things like being involved in the DE’s in WvW including keep takes/defenses, yak guarding, etc., and not just player kills. After all, kills already reward badges.
In the OP, if you swap Retributive Armor for Focused Mind, the meditations Smite Condition and Merciful Intervention become insta-cast, useable even when stunned/disabled. MI will help you get out of the middle of a bad situation sometimes.
Because of the lack of a lock down skill, I’d kept falling away from Right Hand Strength builds in favor of Hammer or Greatsword. Last thing I was running was 10/25/30/0/5 build. I sometime ran Binding Jeopardy instead of Fiery Wrath because with a weapon combo of Hammer and Scepter/Shield, I had two immobilizes.
Definitely noticed this. I’ve even had it with instant abilities; e.g., I’ve had massive lag trying to use Guardian Virtues or Shouts. I’ve had better luck getting Empower to channel than Virtue of Courage in 3-way SM fights. I’m not sure, but I think there’s some kinda queueing/logic issue with the game handling insta AE abilities.
Your thinking far too hard on this lol. JI cancels the original state of whatever your using. And drags it along (like I mentioned in the video) or outright does override things. Say if you use the staff heal you won’t still heal. If you use line of warding and before you land you will dash out of thus (cancelling the original move). I said it exactly how it works don’t over think it.
Depending on timing of what you do JI will either cancel or link the orginal move together with it. Brings some extra added flavor and fun to things that are kinda boring usually. Also like I said because it places a dot. It links total damage together. We don’t have a combo meter in game. However the game itself does keep track and tells you when you do a big one. Maybe that’s something Anet should add. It might spice things up a little and get people to switch weapons and display a little more skill.
Combos are from using finishers in combo fields. http://wiki.guildwars2.com/wiki/Combo_field The game gives random voice messages in a gender specific voice sometimes when you set off a combo finisher in a combo field.
JI does seem to cancel some things and not others, but I’m afraid what you wrote originally and from what I heard in your video sounds like you’re naming everything JI does as “canceling”. I don’t think I’m the only one who got this perception.
Hmm, maybe it’s just that prefer Hammer over GS
Curious, how much does Symbolic Power increase the symbol damage? 10%?
I think there’s a semantics problem. I would argue, Silentstorm, that JI’s not “canceling” the other attack move. It’s adding, or complementing it.
And, FWIW, I’ve found that JI will work with Ring of Warding if you do the JI early enough. When I wait too long during the RoW casttime, the JI seems to interrupt RoW instead. I don’t get the Ring anywhere, and RoW goes on the short 3ish sec cooldown like when I cancel a skill during it’s casttime.
Zeal’s not the best for soloish play imo. However, running 10/25/30/0/5 has been pretty good running with others in an assault role.
Maguuma Charr Ranger in the water south of Garrison in Yak’s Bend border. Right after they ran from trying to ninja garrison, this little ranger alt-f4’ed in the water about 10% from defeated.
We already have the crappiest 1200 range DPS weapon (it’s only good DPS at shorter range, but will actually travel out to 1200 range).
What, you don’t like splattering bubbles across the breadth of a zerg?
I’ve been running the Meditation build 0/0/30/20/20 in WvW lately and really liking it. I do use Focused Meditation solely to make Smite Condition instant. It’s a subtle but big playtime change imo – you can then Smite Condition anytime while not interrupting your other skills. Smite Condition only has a 16 s cooldown and hits very hard, making for good burst opportunities all the time.
Build:
Honor: Meditation Mastery, Focused Mind, Monk’s Focus
Valor: Writ of Exaltation, Empowered Might
Virtues: Vengeful, Absolute Resolution
Skills: Signet healing, Smite Condition, 2 of the following depending on situation (Judge’s Intervention, Merciful Intervention, Contemplation of Purity, Stand your Ground)
Generally use Hammer/Staff, though sometimes use GS and mace/shield. Depends on which symbols I want to leave around. I find this build decent as anything I’ve tried for soloing and still very group friendly with all the virtue and symbol benefits spread around.
Not commenting on Zeal because I haven’t really tried it outside of a 10/25/x/x/x build (for the combination of 10% damage to burning and % damage increase to anything affected by conditions). However, generally speaking, if you’re running with a group/guild, consider that Guardian is the best source of AOE stability. Stand Your Ground or Hallowed Ground are very beneficial to your group.
If a P/D thief uses Shadow Strike and the dagger hit is blocked/misses (blind), do they still get the teleport/shot off?
Crashed for us, too. Had one of you dead to rights. I blame him for crashing the server :P
To whomever the FA hammer warrior was that I just fought for 5 min, epic fight bro. You had me if not for that dolyak you killed bringing me back from downed.
Ya I think MI works much better now, though it’s still a dice roll depending on who’s in your zerg. Watch out if a thief is in even deeper than you are – ported to a friendly thief once only to watch him stealth and me become the only target!
I really think both teh 1-h sword and Judge’s intervention teleports should work as straight ahead teleports if we don’t have a target selected.
Unless they changed it, I got the kitten beat out of me more than once via Retaliation when on my ranger and I laid down the longbow barrage on a group beating on a gate in WvW. It’s especially brutal since the channel can’t be stopped once it’s set up.
LIke I said in the other thread, I actually am fine with Portal. I wish culling wasn’t an issue, but I’m all for organized magic use moving armies! Mainly, I think a skill like it should be available to more than just Mesmers (e.g., could see Elementalists, Engineers, and mebbe Necros sporting it)
Also, just to be more on-topic, I really don’t have a problem with Portal outside of the fact that such a massive effect on WvW is only available from one class. TBH, I think Portal-like ability should be available to Elementalists and Engineers, maybe Necros, too (but when you portal through, you get a random Condition :P )
Anet should go ahead and actually give counter-stealth skills, i.e. True Seeing/Heightened Senses/Detect Illusion or something like that. Portal attacks, imo, benefit too much from Anet’s awful stealth implementation.
This is something I do not understand about GW2. In GW1 no skill was left unchecked. I’m saying each skill had a skill that could negate it. Knockdown had balance stance type skills, then there were skills that removed stances. If you were fighting a hex heavy group you could make a build that was anti hex. I’m sure everyone gets what I’m saying.
None of that is in GW2, many things are left unchecked and unlike the original game. Everyone patiently waits for the developers to nerf or boost skills. Were as before it was more so up to the individual to intelligently create a counter build.
There should certainly be stealth detection and it should be given to every class in some way, since we can’t choose a secondary class to borrow skills from.
I could see every class having the option, but kinda thought Arenanet would want to follow their apparent design paradigm of having some kinds of skills only accessible to a sub-group of classes. I was picking the ones I thought most obvious: True Seeing ability feels guardian/cleric/paladin, tracking/perception for Ranger, and illusion detection/negation for mesmers.
Arenanet really dove into some messy class balancing with the way they’ve gone about implementing Mesmers and Thieves. Rampant target-breaking is a pseudo-CC effect that’s particularly brutal imo in the larger WvW fights. It’s pretty much impossible to lock down a thief or Mesmer from getting their burst off and hiding.
Anet should go ahead and actually give counter-stealth skills, i.e. True Seeing/Heightened Senses/Detect Illusion or something like that. Portal attacks, imo, benefit too much from Anet’s awful stealth implementation.
I went 0/15/30/20/5 to get Inspired Virtue with Empowered Might, improved crit chance, and a better ability to spam the AOE blind/Vulnerability from Virtue of Justice.
TBH, I kinda agree with the complaints against Mesmer and Thieves. I really think the constant target breaking functionality available to these classes is too good, especially in WvW. I’m not sure how much thought Arenanet has really put into it, but constantly having to find and reaquire the target to do anything but unload AOE in what you hope is the right direction isn’t particularly fun imo. I think the game could benefit from sort of ability/boon like True Seeing available to classes to slot as a Utility/Elite skill, something like that. I know Mes/Thief would cry about it and maybe need readjustment, but the inability to have any counter to what’s effectively a CC ability (target breaking) is pretty bad design, especially for as often as those classes can do it. It’s really, really awful to deal with in big fights.
Stealth preventing point capture needs to be changed.
The stealth spamming breaking target lock over and over is a major problem with the game design, too, imo. It’s basically CC. This actually also can apply to clone-spamming mesmers. In both cases, you’re basically shutdown to just spamming non-targetted AE in the hopes of killing something.
Stealthed reviving allies and downing enemies needs to also be removed from the game.
(edited by Kurieg.4158)
Staff Orb attack is pretty good offensively tbh now. Fits in nicely to 2-handed weapon swapping, which I tend to do going from Staff on defense/support to Greatsword offense.
I found about 30 “everybodies”, Ato. They just took a keep I and 10 or so other “everybodies” tried to defend.
JI jumps can be beautiful. I just wish it wasn’t taken away when reading from the book of Wrath
Both the Bane (knockdown) and Wrath signets have 3/4 s casttimes.
Enjoyed the fighting with TC and CD this week. Except PiNK. Kitten PiNK.
;)
Also, about the “cheesing” tower thing, isn’t taking towers the easy way a smart thing?
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