(edited by Sadrien.3470)
Valk will be op, question answered lololol.
Just a thought…
…
Would you guyz trade your rapid fire for exactly the same damage, with the same cast time 1 hit charging shot?Similar to what Wintersday Mayhem scout had.
Ofc we will!
That way it becomes a true “burst”. (damage over 2.5 seconds is not true burst)Even though it’s predictable, you wouldn’t believe how many people will get hit by it!
Ik block will become an issue, but I would rather have true burst, and handle block with good timing and skill usage, than having a channel skill that’s destined to lose half of the damage to any competent players.
And keep half the damage rather than be completely gone, really? This will make rangers worse vs good players and stronger vs bads which is the opposite of what it needs imo.
Rangers are probably at least as strong as thieves from roaming and very good for cc in zergs. Most rangers think the class is useless for zerging but that is completely l2p.
Fyi Justin’s doesn’t say anything reasonable he is a troll. But yeah rangers are the 3rd glitchiest class in the game!!! After mesmers and eles ofc.
Off-topic… But I think it’s just utterly absurd that they have not only put Spiked Armor as a minor in Defense, but they buffed it as well. Will hurt us a lot in WvW, not just LB, but all skills.
But ranger will be the class that punished the most thanks to the rapid fire multi hits + pierce, and trash barrage outright killing yourself with that plenty of small damage.
Ironically, Anet cleverly designed DH in a way that wouldn’t be punished by retaliation at all, with the newly enhanced burst 2 and enhanced barrage that gather damage in 3 seconds. Good one Anet.
Why not make the least used skill on warrior a base part and remove one of the most used ones? Rangers are a mere side affect. Besides I already ran a permanent retail guard sometimes just to blow up a.c. users, coincidental lots of rangers raged at me :p.
I think the -50% damage in stealth was to stop the guaranteed free kill from lb rangers when thieves cast black powder 2k range from a range most likely without knowing that ranger exists, or the attack people in stealth exploits.
They could just make the range bigger, if they changed the animation to make it longer, it would be a big DPS loss, imo, they should just make the radius 600.
Moans deal damage ??? I always thought they dealt low base damage , were easily kitted, and don’t crit often. Unlike other avians that can one shot full glass thieves.
I strongly feel barrage should have instant-kill instead of cripple. This would really put rangers in a new position. Currently barrrage is a bit underwhelming, and the damage it deals is not insane to begin with (and I’m a full zerker ranger saying this). Changing the cripple to instant-kill would really give rangers a huge buff in WvW viability, as well as making barrage and the longbow a weapon a lot more rangers would really want to use. Thoughts?
I second this, I feel like this is a step in the right direction.
You’ve wanted to be an arrowcart since launch that can bot to win in wvw, you be almost as op as legendary guards. And don’t even talk about pvp capture points.
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Give thieves a off hand torch that make sword viable on condis / hybrid.
But anyways that file dark water is a good hint like Marjorie gs that thieves will get rifle which I will ofc not use.
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26600 soldier d/p hilariously op at dueling …
Mug is meta today lolz, sign of a bad thief is that they don’t run mug cause it’s so blatantly op compared to any other adept in the game
And venoms, especially in group environments are ridiculously op when used properly.
So… lets see, for all the weapon sets (despite the title of the thread being melee)
VoJ: now does more burning damage, aoe, based on staying close,
VoR, leap, gap closer.
VoC: destroys projectiles, great for when getting kited,Traits:
Piercing light, bleed for traps, which can obviously used well in melee builds, despite weapon,
Zealots Aggression, free 10% damage to crippled enemies, count cripple from any source
Soaring Devestation: an attack AND IMMOB on VoR.
Defenders dogma: instant VoJ passive on block, good for focus and mace
Bulwark: increase to VoC, bigger range and duration, helps more with dealing with kiting,
Dulled Senses: cripple on knockback, hammer/shield both have knockbacks, and also the honor trait protective reviver. wondering if this works for wards as well, though i believe those are only knockdowns, if so, would like seeing the trait buffed to any actual stuns, knockdowns and knockbacks
Pure of sight: extra damage at range, includes scepter and staff, torch throw, if they ever fix it sword #3….
Hunters fort: free prot on virtue activation, works for any weapon.
Big game hunter: vuln when attacking Voj’ed enemies, GREAT for multi hit weapons such as GS, scepter, sword, and torch, but also allows for free vuln regardless.
So based on the OP saying that the trait line is focused around traps and LB, there is ONE trap trait (which honestly i wish had some more substance to it), and a total of TWO Longbow specific traits in the DH line, Hunter’s determination, and heavy light, which were not included in the list above. EVERY other trait than those 3 can be used with other weapons, or actually help a set of weapons (Pure of sight for ranged, and big game hunter for mutli-hit attacks for more specific examples.)
Honestly, after being gone from the game for a while, and going through the forums about these changes, I really feel like so much of the guardian community doesnt even LOOK at what we have and what we are getting together in a bigger picture. Everyone except a select few look at the specialization and see nothing but Longbow and traps, and doesn’t even seem to look and see what could be done using different combinations.
+1
+10000000000000 * 300000000 / 1
Relentless , you hate everything about the game and complain about everything universally so why should we be surprised your going to continue to add negative feedback and offer no real intellectual responses? If you would theory craft and stop complaining you could find something you enjoy.
And trap ranger works in anything below tourney lvl game play
You can’t hit 11k hp on mesmer vizad lowest is 16k
And don’t forget arrows being blocked by pebbles!!!! Or guards still spawning hostile in towers you own.
Best response ever is to say “have a nice day” or “how terrific”, in the event they specifically say scrub you must reply “ty for the compliment!!!!!!!!!!”
-snip-
All that is well and good, if you can 100-0 someone it is a bad thing. And power creep in spike-damage always leads to a conversation that ends with “these classes need this if they ever want to keep up with thief who has mobility and superior active mitigation capabilities through stealth/blinds/ports.” Every spike build is kept in-check by that 1 singular class, and any montage of selected kills is generally cut from a total reel that features WAY more deaths than kills.
However, ALL discussion of spike damage has NOTHING to do with elemental attunement and evasive arcana – both of these are sustain + support traits, and are generally necessary for eles to get active defensive from attunements. Those silly 100-0 builds you were referencing don’t even utilize these usually, and they have NO influence on the burst combination if they DO show up in that build.
Now if you are talking solely about power-creep, this is also a problem. While it is clear that every class is being power-creeped to high heaven, eles are actually being nerfed in general. This is a reaction because the class is strong in the current meta, it is being punished in the next-rebalance as everything is brought up to its former power level while it is brought DOWN to the weakest of the current classes. Thus continues the cycle of “OMG ELES TOO STRONK, NERF NAO —> PLS STOP HANDICAPPING MY TEAM BY PLAYING ELE” that cycles every year or so.
Also, for those who don’t understand why eles get so defensive about core mechanics (of which elemental attunement, evasive arcana, cleansing water, and renewing stamina have been necessary in every working build since forever) a little context of the times when they took one of these away (cleansing water):
https://forum-en.gw2archive.eu/forum/game/pvp/Elementalists-are-OP-and-need-nerf-ASAp
https://forum-en.gw2archive.eu/forum/game/pvp/Am-I-a-masochist-1
I am not saying that these traits, or ele, should never be touched, but it is clear from their track record and comments in regard to proposed changes that they are completely clueless about what makes the class work and not.
What you said about 100-0 builds and doing that being bad for the game is completely wrong, it requires far more skill to fire off 10 skills in under one second than to fire off 3 and beat that person who just used 3x as many cds anyways. And even very burst builds need sustain in the event they are hit and they will be. Your comment just proves you have never played a burst build pvp vs adequate players.
I believe only you.
stealth is already Nerf outside of duels because of stealth traps and capture points, and I have even seen stealth traps used to 1v1. Of course people who are too lame to spam AoE or predict stealth and cast a channel too kill the poor low hp stealthily mesmer or thief cry because they have an L2P problem with stealth.
Professions mechanic, hexes targets
F1 foe based pulsing AoE which cripples enemies and spams unneeded red circles ( 2s cripple, 3 seconds, 500 base damage, 20s cd, 1/2s cast)
F2 mental oppression, your opponent becomes dazed once evey second for 3s ( 50s cd, instant
F3 chains attach 5 opponents within 360 range of each other. Affected opponents who leave 600 range of your target are yanked back towards him. ( 4s duration , kitten cd, 1s cast )
F4 gain distortion for 2s and your foe is blinded once every second for 4s. ( 40a CD instant)
Utilites:
Empathy; your target takes 300 base damage every time he executes and attack ( 20s CD, 6s duration instant, hex)
Virtuous insanity; apply a random hex to a foe (30s cd, 1/2s cast, hex)
Wastrels terror; your foe takes 1000 base damage if he does not use an attack within 2s (30s CD, 1/2s cast, hex )
Confounding situation ( swap location, boons, and conditions with your target, stunbreak, kitten CD, hex )
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Making a hex based hammer specialization but my kindle crashes everytime I try and post it!
Now thieves are jerked w/o stealth so mesmers can rule pvp!, except we need stealth too
agreed no thief or memser gameplay tonight ( seriously considering that anets servers have been hacked )
We got silent nerfs, why not silent buffs? Robert could just increase the attack speed and call it a day
while he is at it he can give us a 3k range sword 3!
i do not believe it affects non stuns. and anyhting that is projectile based including engis nades can be reflected unless it has unblockable.
hurray ! lets have a parade for not beingexcluded anymore !
If they want to clean up the Mesmer weapon sets, they need to go back to the drawing board on some of the skills that just don’t function properly. Illusionary Leap, for example, has massive technical flaws, and tweaking the numbers around won’t save it. Other skills are just too cumbersome, such as the scepter autoattack. A streamlined setup would look something like this…
Scepter
Ether Bolt: no longer a projectile, acts like Necro scepter. Torments.
Counterspell: channeled block, negates attacks for a brief time and confuses attackers.
Confusing Images: flick your scepter and spawn a clone that casts the beam, then autoattacks.This cleans up the scepter by switching clone production to Confusing Images, allowing the Mesmer to make clones on demand rather than relying on clunky 3rd attacks and the counter. Similarly, Confusing Images is now more flexible, since the Mesmer doesn’t have to be the one channeling the beam. Reduce the amount of direct damage and allow this weapon to thrive as a pure condition weapon.
Sword
Mind Slash: all skills in the chain should have the “more damage against foes with no boons” effect to give it teeth.
Blurred Frenzy: rename this to Flourish. Mesmers do not frenzy, it’s undignified. Frenzying is for peasants and products of inbreeding.
Illusionary Leap: when cast, spawns a clone behind the target who executes a crippling attack with a built-in evade. This will protect the clone for ~1 second, thus allowing the mesmer time to Swap, and ensure that there’s no bad pathing problems to the target. 900 range.Cleaning up iLeap and solving the damage issue will go a long way towards streamlining the weapon. Add a mainhand pistol as a ranged direct damage option, and we’re golden.
best post ever !!!!!
anet probably reset everythign with the wvw servers
mobs in mags keeps have been turning hostile while we still own the objective
Hahaha!!! I love that idea, be as annoying as possible!
Edit: @ anet pls let me use Skype venom in wvw it’s perfectly balanced!!!!
I like BB but it’s icd needs removed and sum of all fears is terrible needs a buff to even come close to torment buff.
Let’s consider the benefits of SoH being baseline and the problems.
Pros:
Opens the ability for thieves to play 6066 which have extremely strong surviavbility + damage and cc ( is this really a pro ???)
Cons:
Will make thieves stronger as a class which will affect balance as they are already very strong.
Makes 10 stacks of confusion on steal possible ( destroying balance because no other class can do that on a under 30s CD. )
Ruins gm choice in trickery line.
I don’t really understand the critique because this is just an above / average thief roaming around fighting average wvw players ( terrible ).
I beat a respected ele running diamond skin 6/10 times on my rabid condi thief running perplexity runes… maybe I’m just too strong.
See mailmail’s malignant inscriptions.
Hydro looks sub par on this build, I would run bursting instead.
I may add a changes / fix section. Would love more change / fix ideas.
Anyone else? or should I let this thread die :/
Scepter is a clunky weapon so I can see why few people feel it is strong but some people ignore its obvious strengths, other do not understand it’s weaknesses.
Scepter skill #1 – applies torment and low power damage on first 2 attacks, 3rd attack summons a clone and deals significantly more power damage though the power damage is still terrible and applies no conditions via 3rd chain attack —- why people believe it doesn’t work —- terrible power damage, but it can function well in condition builds, is slow and clunky.
Scepter skill #2 – applies 5 stacks of torment and deals a acceptable amount of power damage —- why people believe it doesn’t work —- all block skills on mesmer leave you vulnerable during the delay between the block and the damage + clone summon allowing foes to burst you or forcing you to dodge canceling the cast.
Skill #3- long cast hits for the same power damage as blurred frenzy from medium range and applies 5 stacks of confusion —- why people believe it does not work —- the long cast time works for 3 results #1 it makes the attack easy to predict and avoid before taking serious damage #2 it makes it impossible for most classes to dodge because the duration is longer than 2 dodge frames #3 it has slow effect and offers and easy way to interrupt the mesmer or apply pressure by attacking from behind LoSing the Ray on skill 3.
Sword is a commonly used weapon in shatter builds outside of tournaments and often considered a strong weapon, however, it needs some obvious reworks.
Sword skill #1 – this is the weakest pure power damage melee auto attack in the game ranger longbow hits for the same amount of power damage from 2k range —- why people believe it doesn’t work —- it’s a weak auto and mesmer shouldn’t melee anyways they are squishy!
Sword skill #2 – this is the strongest skill on sword mainland, it evades for over 2s and deals good power damage —- why some people believe it does not work —- this evade can be bypassed by shatters and some other abilities if the ability begins before blurred frenzy starts and lands during blurred frenzied cast, 1/2s delay on beginning to evade. ( same problem can be found with distortion shatter )
Sword skill #3 – this is mesmers’ only weapon skill that can close a gap and it has 600 range, the leap is based on a clone, but immobilized foes when it lands —- why people believe it doesn’t work —- it is unreliable due to aoes killing the clone preventing the leap, it also is the shortest range gap closer in the game.
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I probably best for zerging but i think pistol is much stronger roaming around wvw.
No, if you are running staff the chaos armor / reduce cds trait is almost as good as ci
Anyone with builds that deviate from what chaos said? Come on be brave! Don’t continue to forum stalk!
I think I will theorycraft a Skcamow build (Yes! that build!) inspired interrupt heavy build.
How wonderful!
Yeah I saw that earlier, pretty nice looking spec. I’m considering a confusion/ crit based condition build for roaming right now. Spec would be:
Dueling : iii vi vii
Chaos: iii vi vii
Illusions: i vi vii
Sc/p staff rabid perplexity runes
Blink, decoy, mantra of distraction.
The numbers look totally op. Maybe this is the best interrupt spec
let’s have a test eh chaos :p
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Anyone with builds that deviate from what chaos said? Come on be brave! Don’t continue to forum stalk!
I’m more excited for the condi traits thief get and the interrupt trait s on Zerker mesmer but the on crit bleeds+confusion might be enough to warrant condos especially when solo roaming!
………….Lol…………..
Cc aura pvp support build.
Earth: iii vi ix
Air: I vi ix
Water: I vi viii
Valk armor and earth runes, df
Everyone post a detailed description of their new spec( you don’t have to use the chronomancy line). I am still working on refining my specs before posting
And a net why do my posts act as QandA when I never enabled it?
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Hey everyone! Interrupt mesmer is finally getting buffed to where it may be strong enough to be meta. Anyone think they know what the best build for interrupts is going to be assume the am a live stream traits are the only ones available? I made some pretty broken specs for all of the classes and think pvp balance might shift towards glass profession outside of specializations.
) 