To OP: I’m pretty sure the order of things is that you test the new content, THEN give feedback.
I think the 3rd hit of the auto-attack chain should hit 5 enemies
5 man cleave would be great but think about how that would interact with signet of malice.
It’s kind of hilarious that the d/d build carries over so well into s/d.
The ground targeting and burst-y-ness of s/d makes it funner than d/d for me. Thanks for posting OP.
Idk, I’m not sold. That’s a really initiative heavy build.
No more than yours. It regenerates initiative in stealth. Not sure if you caught that.
You’ll be able to land a lot of Pulmonary Impact, sure, but I don’t think you’ll land much damage from Pistol Whip.
1. There’s an additional 2k damage on pistol whip if you interrupt. I really don’t follow how I’ll be doing less.
2. Regardless this build doesn’t rely on pistol whip for damage.
I don’t think that this is the new meta or anything. It just makes s/p viable in the current meta.
Dahkeus, I don’t see how the DD trait line defines your build at all. I don’t think a couple of extra dodges for some more initiative so you can use more clunky pistol whips will bring s/p into the limelight.
What makes DD so appealing for s/p is impacting disruption. If gw2 skills calculator is right, thats 2k damage on every interrupt (hilt bash, headshot, pistol whip, steal, distracting daggers, bandits defence, basi venom).
^^^^^ Thats a ton of potential interrupts at 2k damage per interrupt!
So instead of maxing out pistol whip potential, you can devote your build to other things. Example: http://gw2skills.net/editor/?vZAQNAsaVn0MBdPhFmCOmC8PhFkiyLGCiegrBCgFY+9v/9H-TJBFABC8AAEvMgO7PAwJAAA
For a more offensive variant, swap in DA instead of SA.
I hope they buff the flame axe.
The hype behind s/p largely comes from pulmonary impact, the alternative to pistol whip being too slow. S/p has a ridiculous amount of interrupts. So the playstyle behind the hype isnt there yet.
My solution that will bear no meaning on development therefor another fart on the forums that will get blown away by the winds of time:
Traited cantrips give one stack of might instead of three. Cleansing fire and ring of fire give two stacks of burn instead of three.
Welcome back. One thing I wish someone had told me – stock up on minor sigils of bloodlust. After 25 kills they will give you +125 power, which is crazy OP at lower levels.
Total click bait. Brace yourself for thread getting pummeled by everyone and their step sister on how they would balance the class.
I don’t know who geralt is, but warriors are fast, deadly, and sought after in group play for their damage increasing buffs.
I wouldn’t stress out too much about picking a class. If you stick with guild wars 2, pretty soon you’ll have more level 80s than you know what to do with.
Thanks for reminding me that warriors were fun, Burr.
Sword / shield for disengage, 100b setups, and final thrust. It jest feels good bursting eles down before they can pull off a 2nd water rotation.
Carrion is condi / power / vitality
Hai guys we here the complaint but we are so so busy on our journey to the heart of thorn, so for now we say no 4 ele. We jus dont have time to figure out how2 make just one burn on circle of burns, or just one might on can trips for now no 4 ele. kthxbye
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PvE: unless raids are actually difficult, full sinister.
WvW Roamer: Full dire, happy trolling
WvW Havoc/Zerg: Carrion so you can damage siege.
lol WP OP
/15chars
This from a pvp pov.
One thing that I think is worth mentioning, that I’ve yet to see brought up in this manner, is the fact that impairing lotus has a near identical animation to death blossom. D/D #3 now has a new use – faking people out. You could potentially bait some dodges by mixing up impairing lotus with death blossom. DB is also good for applying that devourer venom with its multi-hits.
I plan to stack as much torment as I can, cover it up with usual stuff. Will it be viable? Maybe. Too bad bleeds dont do diddly squat. At least poison reduces heal effectiveness while sucking at dealing damage.
Yes! With traited tricks, traited stealth, and infiltrators strike (what I’m currently running), condis aren’t much of a threat.
Edit: Oh wait you were talking about d/p. With more stealth the same should apply, but is DD even worth taking on d/p? The 10% damage modifier has some synergy with backstabs, though it’d be difficult to make use of unless you run dash. I feel like every other weapon set benefits more from DD but I’d be happy to be proven wrong.
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I like it the way it is. It would be more effective if it was like the warrior trait, 5% damage increase when endurance is not full, but thats boring and passive. The way it is now is active and spikey = fun.
Oh and anything higher than 10% would likely break backstabs.
Shadow Arts!
1. I love being a resbot.
2. Make the most out of limited stealth on staff.
3. Added sustain. I enjoy the play-style of offensive gear and defensive traits.
T.T I’m gonna miss you mug!
DA, SA, and CS are all fantastic lines. Can’t go wrong really.
Thanks Necortize for using your mind brain.
This thread is ridiculous. As soon as thieves can do something besides decap a point, the tears start flowing.
This isnt the time for balance patches. Devs are busy working on giving you new content. There will be balance patches after HoT is released.
Thieves had to get more sustain from somewhere so it was either evades or stealth. If they had mesmer-like stealth you’d all whine just as hard. Such babies.
@Lordrosicky evades are a defining trait of gw2, how are they the least fun thing?
I still have hope. We’ve been getting 100% crit chance without signet of precision for a long time (not including downscaled dungeons of course). I’m not really sure how the extra ferocity compares to the 5% vs bleeding foes, but berserker gets attack speed buffs as well – only when berserk but for all weapons. So maybe, just maybe with new weapon rotations to include rapid fire primal burts, berserker damage could come out on top.
No mention of confusion on steal?
It seems to me like the issue is bleeds. Pre-berserker warriors had the same problem when trying to go full condi. The bleeds take to long to dish out decent damage and end up getting cleansed long before they cause any pain.
I think that the new spec line adds enough sustain to warrant a full condi build, but is held back by near-useless bleeds. Hopefully the increased torment will make it viable.
@DarkSyze what does any of that have to do with this thread?
OP, don’t forget about distracting daggers and the block skill as well! Daredevil is really breathing life into s/p. With damage on interrupt s/p will no longer be a one trick pony press three to win (Thaddeus) and will reward skillful play (T raw).
I can’t wait to try this build. But new meta? Unlikely.
I’d be happy with it in its current form if it wasnt rooted.
The dungeon meta is a long shot but berserker might be able to replace the arms line.
For PvP I think the strong condi clear and DoA trait make it the perfect replacement defense.
Good idea OP I like it.
Being able to swap what kind of dodge we have on the fly would be broken.
^ This is also true, but can easily be balanced. Since all of the dodges are multifaceted, simply take away a property or two for baseline f3-f5. Add cooldown after leaving a dodge type. For GM trait, you still spec into a dodge to bring out its potential, and remove the cooldown on swapping into it.
The Arrow counters Daredevil.
I didn’t know that we had a leap on dodge before!
Our true mechanic change is a customizable dodge.
s/p and p/p absolutely needed more stealth. DD stealth uptime will be better than the current meta d/p but it will still be nowhere near mesmer.
Anything higher than a one second immob would be over the top. A short cripple would work as well.
From the vid it looks like you’d have to stay <500 range away from target to hit with the full burst.
HEY OP I’m gonna joke all over you with my staff lockdown wombo combos.
Im then i’m gonna joke so many condis with my d/d DD evasive condi build LOL
Today. Just 20 minutes ago with an earth 4, 5, lava font combo. (staff)
Alekt, you were just talking about how hard it is to land flame leap! Are you playing devil’s advocate or do you honestly think that flame axe is in a good place right now?
Also, it would be really cool if instead of one big aoe for flame axe 2, it threw a spread of axes that had overlapping aoe in the middle of the spread, so that if you got someone right in the middle it would hit really hard. It would promote skillful play.
Ultimate zergbusting team – 4 warriors 1 mes.
Step 1: Head butt ambient mob, go berserk.
Step 2: Stealth port to enemy zerg.
Step 3: Gun flame zerg. maths: 6.6k dmg * 5 targets * 4 shots = 132k over potential 20 targets. PLUS splash 700 * 5 targets * 5 people pierced by shot * 4 shots = 70k over potential 100 targets.
Step 4: ???
Step 5: Profit.
How would a berserker power build “not cut it?” The attack speed and ferocity bonuses should be enough to make it viable. It could very well become the new meta, but we wont know until the optimal skill rotations are discovered and tested for berserker builds.
It should absolutely be four seconds
Robert Gee’s commented on like 5 or 6 posts since reveal.
The hype is there. The berserker was very well received.
The problem now lies on how they decided to implement the new burning on the weapon. The Ring of Fire gives 1 stack, and the Fiery Leap gives another 1 stack, but a very long one. For the Fiery leap, it would make more sense to have a short buring with a decent amount of stacks for the difficulty to land (3 stacks over 4 seconds).
I agree. Ring of fire needs more burning. A burst burn on fiery leap would be good. Or it could have its ranged buffed a bit so its easier to land.
Also, you might be commiting the mistake to think that a conjured weapon will make everything good. It needs to be used smartly. If you are staff, the flame axe offers the best auto-attack in range you can hope for when it comes to chasing a low enemy down. If you want, you can combine it with Pyromancer’s Puissance (which now works with Conjures!) and stack the might like no tomorrow.
I just want this conjure to do something good, not everything. Its not good at chasing someone down at all. It has worse range than staff, no gap closer, no cc. Anyone could just blink or leap away.
Its unclear. They said conflicting things in the POI. Something like…
“A primal burst counts as a level 3 burst.”
and
“Since burst mastery is a percentage adrenaline gain you’ll only get 3 since its 10%.”
Meanwhile the tooltip of burst mastery reads like every other adrenaline based trait and says nothing (directly) about a percentage.
I have no hope with fast hands being baseline. Even if it was the other traits in it are almost to good to give up. I just hope Dead or Alive and the condi cleanse on beserk provide enough sustainability to drop defense for tactics or strength, even arms for a condi build.
But yea, fast hands is a problem. While its a tough choice between all the other trait lines, without discipline you face a HUGE dps loss because you’re stuck auto-attacking.
Gives me a serious headache
@Alekt If you’re going to hijack this thread you could at least mention the flame axe in your list of conjure things you want changed. That’s what the thread is supposed to be about… Have you ever used the flame axe? It needs the most love from devs yet all you pointed out was cast times.
As for the conjurer trait, the aura is nice with the flame axe. It provides might and protection when traited which are both awesome.
The flame axe has 2 fire fields, a blast and leap finisher. You’d think you’d be able to camp in it until it exhausted its charges but you cant. It doesn’t have a high damage ability or cc, so it ends up being absolutely useless in its current state.
Ice Bow is king in pve and really good in wvw. Lightning hammer and earth shield have their place in dungeons. If flame axe doesn’t get any help it will remain useless across al game modes.
The flame axe has the ability to provide might, fury, protection, and high aura up time (traited). However its damage is so bad that no one in the game runs it. In terms of burning and raw damage, heck even projectile velocity, its just plain bad.
I realize that the dream of running my flame axe build will likely remain just that: a dream. But WHAT IF it was viable? What would GW2 be like? That GW2 is just a small numbers tweak away…. yet so far away.
five warrior meta
damage on selected golem was done in 1 hit, and if there were more golems the skill would have hit them too with rifle penetration. That skill has no limit, even if they add a 5 targets limit it will still hit up to 125 targets, with multiple hits on many of them
C’mon Kidel – Proof that you’re wrong. https://youtu.be/mxMm0hz2_d0?t=1162
At 19:29 you can see the damage against full health golems. The splash damage isn’t as crazy as you’re making it out to be. At 19:34 you can see that the entire mob of golems are near death and NOT at full health as Kidel would like you to believe.
Please stop spreading misinformation.
That being said they obviously have to tweak it. You could in theory take most if not all of a 30 man zerg by landing a couple of these in a stack. 1 mesmer 2 bezerker killshot war – new zerg busting meta.
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Mad props to Robert Gee! Thematically its golden. Looks viable in condi, power, and hybrid.
5/5 Would run
The stack meta you speak of only applies to dungeons. WvW stacking is to hide numbers, share boons and heal. The sword never made it into dungeons anyway.
Also, I suspect that HoT will attempt to disrupt the stack meta with their challanging new group content, but this is way off topic.
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Warriors can launch fireballs from a sword, but ricochet goes against “purity of pistol.”
Its a sad fact but you’re better off accepting that now than dealing with the frustration of trying to make one happen. Maybe this will get changed in the future but for now just stay away from speccing into condi. The venom heal is actually pretty good as far as numbers go but it lacks utility. Withdraw and hide in shadows allow you to disengage and re-position which is vital to the survival of squishy thieves.