Showing Posts For Zenith.7301:

Why ranger's bows don't work well

in Ranger

Posted by: Zenith.7301

Zenith.7301

Piercing arrows should be baseline and the new trait should function like the thief trait where your abilities have a chance to splinter.

Barrage needs an outright large buff in damage and reduction in cd, and Poison spread for shortbow needs to be much better.

Knockback shot or rapidfire need to apply a cripple.

(edited by Zenith.7301)

Ele isn't useless. It's powerfull.

in PvP

Posted by: Zenith.7301

Zenith.7301

Staff just needs to be babysat too much.

As soon as 2-3 players turn their eyes on you, you are dead if you don’t get some serious peeling from your team.

My mesmer or d/d setup can deal much better with getting focused, and I’m not even going to mention thief or engineer as far as getaways go.

And warriors of course just stance and leap away while signet patches them up.

Can we PLEASE get new game types !!!

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Posted by: Zenith.7301

Zenith.7301

A new game mode not based on conquest would eliminate the presence of any bunker specs, and all you’d be left with is warriors, mesmers, and thieves.

Ele isn't useless. It's powerfull.

in PvP

Posted by: Zenith.7301

Zenith.7301

They need to give staff ele more escape options. Lightning Flash is not enough.

3 sec fury, 10 sec cd.50% proc

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Posted by: Zenith.7301

Zenith.7301

Twenty deep in NM for this trait probably means you’re running a power sustain build, which means your crit chance absolutely does not sit at 60% normally. You also are going to have boon duration to boost this to (at least) four seconds, but likely more.

It also means you have Fortifying Bond, so all this fury goes to your pet. On top of already having Hilt Bash to increase pet damage, this is gonna be really nice for guys running x/x/30/20/x builds.

I run 20/20/5/25. Fortifying bond is a must in pve if you want your pet to get any meaningful amount of boons.

What most of you don’t seem to understand is that it will take far more than a 3% increase to put the greatsword in competitive terms to the mainhand sword or shortbow.

PU Signet of the Ether Mesmers

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Posted by: Zenith.7301

Zenith.7301

Considering I run PU at its most broken in WvW, I beg to differ. Please offer actual arguments, not appeals to popularity.

What sort of condition cover do you have on a s/p+s/t variant? All your condi comes from the duelist, which is basically bleeding. If you rely only on bleeding for your condi you won’t scratch anyone with any decent amount of condi clear.

Your variant is at best a wannabe phantasm build that uses PU for survival, but it doesn’t pack the condition ramp up or coverage of a staff variant, and it’s sorely lacking in multitarget damage let alone defense and ranged capability.

By relying solely on iduelist you’ve committed to a single target spec.

P.S. My build only loses on Prestige in exchange for greater offensive potential, aoe, and disengage options with the staff. I run Mass Invis, Decoy, Blink, and Null Field in WvW.

(edited by Zenith.7301)

PU Signet of the Ether Mesmers

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Posted by: Zenith.7301

Zenith.7301

Why would you dump the staff, you get no condi cover at all if you just rely on bleeds from iduelist to pressure damage.

Build I run is staff+scepter/pistol. You get lots of condi trash cover for your burning/bleed, and you only miss out on an overrated stealth skill with a long cd that actually hampers your damage. Sit on an Arcane storm, trigger chaos armor and you’ll sit on a cascade of boons and aegis spam while your opponent stays in interrupt city.

Build is 10 dom, 30 dueling, 30 chaos. crippling dissipation, deceptive evasion, debilitating dissipation, pistol trait, staff cd+toughness, and PU.

Basically every time my clones get killed by splash or I replace them, I apply guaranteed confusion+cripple+either bleed or weakness, on top of the conditions I’m already applying.

Crippling Dissipation is particularly amazing against melee. You have so much condi cover that if your opponent stays, they’ll be overwhelmed.

The real weakness of this build is no chasing potential. If an opponent wants to kite your damage or retreat, they can.

(edited by Zenith.7301)

PU Signet of the Ether Mesmers

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Posted by: Zenith.7301

Zenith.7301

It has begun. Discuss.

Stop moaning about dueling builds that are uselsss in tpvp.

If it pains you that much to lose to a dueling spec, roll a warrior with signet heal build and never die to them anyways even if you can’t kill them.

Or you can reroll necro/engi and murder them with aoe condi spam.

PU condi doesnt lose to Necro / engi not even Close lol

they also eat warr for breakfast

PU mesmer has crap for condi removal. If you lose to a PU mesmer as minion condi necro or a grenade engineer, you are terrible.

What?

I never have Problems with conditions on my PU condi mesmer even when i get spited

Arcane thief + torch 4 + torch 5 is enough

Ofc if you stand still and eat every single condi applying skill you gonna have Problems…

hint: you can dodge a lot + stealth a lot to avoid cough

Oh and lol @ gettin killed by nades…

Torch is terrible, anyone who gets killed by a torch offhand PU mesmer deserves to die. You have virtually no quick pressure whatsoever.

If somebody died to you is because they stood there eating clone attacks for a while.

This is like people saying they stood still on a point and the OP ranger pet mauled them to death.

PU Signet of the Ether Mesmers

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Posted by: Zenith.7301

Zenith.7301

It has begun. Discuss.

Stop moaning about dueling builds that are uselsss in tpvp.

If it pains you that much to lose to a dueling spec, roll a warrior with signet heal build and never die to them anyways even if you can’t kill them.

Or you can reroll necro/engi and murder them with aoe condi spam.

PU condi doesnt lose to Necro / engi not even Close lol

they also eat warr for breakfast

PU mesmer has crap for condi removal. If you lose to a PU mesmer as minion condi necro or a grenade engineer, you are terrible.

PU Signet of the Ether Mesmers

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Posted by: Zenith.7301

Zenith.7301

It has begun. Discuss.

Stop moaning about dueling builds that are uselsss in tpvp.

If it pains you that much to lose to a dueling spec, roll a warrior with signet heal build and never die to them anyways even if you can’t kill them.

Or you can reroll necro/engi and murder them with aoe condi spam.

3 sec fury, 10 sec cd.50% proc

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Posted by: Zenith.7301

Zenith.7301

Is really bad.

You look at the warrior greatsword with 100b giving them easily 10+ stacks of might for a longer time at the much lesser cd of 100b, and this trait is a joke. My ranger sits at around 60% crit chance anyways and with warhorn has much higher fury uptime.

This won’t make greatsword any more usable.

The sad truth about Rangers....

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

That is correct, and that’s why they need to restructure stat builds so that building for a tanky support has necessary uses for a group setup.

I believe I mentioned this by saying zerker self sufficiency is too high. Basically, zerkers exist because of the broken crap that are guardian reflects (and feedback should not reflect massive damage either), and the damage dealt by them in the time period they can evade all damage is so high that the fight becomes much cleaner if you just burn things down.

And as you said, a mechanic where damage is unavoidable sticks out, but it’s exactly what’s needed. This game needs more mobs with pulsing damage auras and unavoidable downing skills so that classes with rez traits or healing are restructured to come in and counter these mechanics.

This game’s completely shallow PvE is due to the total independence of the DPS archetype.

And that would be fine if the only gear that existed was berserker, but you have to ask yourself why you would waste so many assets introducing traits, weapons, and gear stats that are deemed obsolete in huge parts of the game.

I mean, outside the BM ranger, no other class really uses shaman stats. Maybe a condi warrior. It’s even worse for some stats like giver’s or rampager’s or PVT.

I hate design where you put in stuff that won’t realistically have use. If something can’t be made to be useful and competitively desirable, then it should not be introduced at all.

Developer’s can’t design based on liking a gimmick. They must commit to successful implementation or cut it out of the game until it can successfully be supported.

I say this specifically with pets and their AI system, where they were vehement about saddling the ranger class with a AI as its central mechanic, and then a year later you get a post from Peters saying they just don’t want to “open a can of worms with ai”.

I mean, what the hell? You opened that can of worms to begin with by forcing a mechanic on a class you knew would be deeply flawed. A year later, pets still can’t hit moving targets, their useful abilities like knockdowns are on automatic queue to be wasted, pets can’t function properly in WvW or PvE because they’re aoe fodder and don’t cleave (with the exception of drakes at a lower 3 person cleave cap).

And then they go and introduce ascended gear but forget to scale pet stats to the new ascended gear scaling classes have access to now.

(edited by Zenith.7301)

Roles and purposes of classes in a group

in Guild Wars 2 Discussion

Posted by: Zenith.7301

Zenith.7301

first of all, you say swiftness but I think you mean quickness, better correct that so you don`t sound like a noob (btw, guardian can also give 10 secs of quickness)

second, you`re talking like pve dungeons are the only thing in the game, there are many more parts of this game where classes do different things

but talking about dungeons: you don`t need just warr,guard,mesm

what you actually need is:
- 25 might
- 25 vulnerability on bosses
- fury
- quickness
- (sometimes) reflects, stability, boon stealing

talking about the classes u said are useless:
- ele can bring the 25 might + fury (+ other buffs + dmg)
- engi, necro can bring the 25 vulnerability (+ other buffs + dmg)
- ranger, thief can bring massive dps on bosses only if the rest of the roles are covered (+ other buffs)

now, if ppl playing these classes don`t know how to do their job, it`s another thing

and talking about warrior dps, a good one does more than DOUBLE the damage a noob warrior does, so when a dungeon run is bad, blame the ppl, not the classes

Except for the part warrior and guardian alone already stack 25 might and vuln and do more damage than the other classes anyways.

The actual setup is 1 conjure ele, 1-2 warriors, 1 guardian, 1 mesmer or thief. Ranger>Engineer>Necro in the order of weaker classes. Put ele at the bottom with necro if he’s not running conjure because ele do garbage damage without conjure weapons.

[Merged] Signet of Vampirism and related changes

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Posted by: Zenith.7301

Zenith.7301

The concept of a heal that requires getting hit is just dumb. If anything, it should have been necromancers who got that warrior heal as “vampirism”.

You mean the Guardian heal, right? Because Guardians healing on hit makes total sense.

No, the warrior heal, which absorbs damage into health.

The original version was very promising. It had a high risk vs. reward aspect to it.. with setup/strategy required to make the most of it, and easy counters built into it.

If it were something like.. 150 health stolen from enemies that hit you(with no internal cool down) passive, and an active that lasted 5 seconds with no ICD that leeched about 500 HP per hit, on a 20 sec cd… I could see that being not only useful in group PvE, but also a very balanced heal in PvP that forces both the Necro and his opponent to use skillful play to use/counter it.

This heal had potential and I was really looking forward to using it in a Blood siphoning build.

Sadly, its current state is so terrible that I doubt anyone will even try it. Max 5200 HP on 35 sec cd lol… with a passive that heals less per second than Healing signet and also requires the necro to constantly be under attack. What a joke.

Nobody will run anything other than consume conditions because necro condi removal is heavily pigeonholed. You got putrid mark, and you got dagger offhand. That’s about it. Both weapons usually for condi sets.

Without consume conditions you’ll die miserably to burning and poison spam.

(edited by Zenith.7301)

[Merged] Signet of Vampirism and related changes

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Just some perspective, there are 11 different threads in the Necro forums right now in response to this heal, with 19 pages of content.

Since the preview, a total of 2 people have expressed a positive opinion of the healing skill, and both of those 2 are PvE players, where the skill will arguably be passable in a few niche builds.

You can’t be serious. In PvE, in high level fractals and some dungeons like a Arah, you can get 1-2 shot.

This signet will be the least viable in PvE where something like the Ascalonian mages in fractals can autoattack you for 8-9k damage each.

The concept of a heal that requires getting hit is just dumb. If anything, it should have been necromancers who got that warrior heal as “vampirism”.

The sad truth about Rangers....

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

The problem is that pretty much the only good utility and support in this game is the one that can be turned into an offensive boost.

If there were encounter mechanics where you needed to have someone in healing power gear with some support traits to get through, encounters would encourage a lot more gearing and build variety.

There’s just no point on introducing so many stat combinations when only one will blow all the others out of the water.

The real problem is the sheer self-sufficiency of berserker builds. This game’s PvE needs more dependence on other builds/setups that are not guardian aegis/reflect/mesmer feedback.

The reason this game can’t stand up to the PvE standard that is WoW is because in trying to abolish roles they just watered it all down and only made the damaging role stand out. Healing and tank roles are obsolete.

And mind, the point of a tank and healer role isn’t just to remove responsibility from the DPS, it’s there to allow more types of interactions with an encounter.

Nerf reflects, and give more use to group condi removals and application of conditions like chill/poison/weakness.

Right now most encounters are ball up on the boss, beat him and dodge his crap. You don’t have waves of different types of mobs that need to be dealt with differently while fighting the boss and his own mechanics. Most encounters are just flat.

Tone down defiant on all bosses to 2-3 stacks but make missing CC on an ability something that can cause a wipe.

(edited by Zenith.7301)

Your opinion on new heals (After livestream)

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Posted by: Zenith.7301

Zenith.7301

The thing is, while you’re channeling a mantra, you’re not attacking. It’s also why mantra of pain is useless (besides its terrible damage) outside being a restorative mantra heal fodder.

Even at 1.5 sec channel it would mean 1.5 sec of not doing something else, and the ability needs to balance itself on that account.

Your opinion on new heals (After livestream)

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Posted by: Zenith.7301

Zenith.7301

Restorative mantra is a 3k heal on top of the two heals you have, which can be activated even when cc’d and paired with the very traitline will remove more conditions.

MoR is the highest HPS heal for mesmer — it’s just not used because in order to use it you need to pair it with stealth or distortion, as D/P thief or warrior will CC the crap out of it, as can an engineer or a shortbow ranger.

Mantra simply do not have strong enough effects to justify the cast time, It’s a design that will have to be scrapped because if the effects are strong enough, people will complain mesmers precast them, but in sustained fights mantras will never happen.

And even as a tanky build you need spike defense because D/P thieves and warriors will still nuke you for half your health or more in a combo, so EF will be the go to heal.

Your opinion on new heals (After livestream)

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Posted by: Zenith.7301

Zenith.7301

Necro/engi will rip a PU mesmer a new one any day. AoE condi walks all over PU mesmer.

And a warrior will not die to a mesmer unless he stays there waiting to be worn down.

PU mesmer is a duelist build. Not roaming, not spvp, not dungeon. Just for duels where someone will stay and allow you to hit them because PU mesmer can’t chase a retreating target at all.

Water Spirit Discussion

in Ranger

Posted by: Zenith.7301

Zenith.7301

It doesn’t remove conditions, so it defacto does much less for your health in pvp than any other heal would. It’s not a water field you can blast on repeatedly.

It’s also a useless heal for any non-bunker ranger as a 2.5 sec activation time for the direct heal and not the proc one, which is weak, means a dead offensive geared ranger.

Ranger is getting another Spirit !

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Posted by: Zenith.7301

Zenith.7301

The damage healing spring saves you from conditions removed will far outperform any marginal difference in healing from the other heals.

Hell, if Healing Spring removes immob from you it’s supremely more useful for staying alive than any other heal.

Ranger is getting another Spirit !

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Posted by: Zenith.7301

Zenith.7301

Plz someone with some logic plz explain me this..
Why after all this talk that had been made about Spirit Rangers Anet thought that adding another spirit is the way to go?

Didnt we show up the problems that Spirit Rangers had?
Didnt we explain constructively that the petting zoo isnt a good thing for the pvp community?
Didnt we asked for more active playstyle?

I seriously need to know what is on Anets mind?

How they thought that this will help Rangers and the pvp meta at all?
Plz tell me that you thought a use of it out of the standar Spirit Build…

Nobody will use this spirit over healing spring.

What’s so hard to understand. Blasts on water field will heal more, people get regen, and the spirit does not clear conditions like healing spring.

Given that healing spring is the only source of condi removal besides empathic bond and signet of renewal, both of those being crappy removals and healing spring being the only decent one, Healing Spring will still be used over spirit.

Why not fix Heal as One?

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Posted by: Zenith.7301

Zenith.7301

There are already plenty of inferior healing and utility skills in the game, why not change them instead of introducing additional skills?

The water spirit is just another heal effective only for the condition bunker ranger as more fragile power rangers won’t have the luxury of waiting for a heal proc off an attack or 2.5 seconds total of spirit summon+activation to get something of a heal.

I thought out of all specs, condi bunker rangers would be in the least need of help or attention when it comes to new designs….

New Healing skills preview (discussion)

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Posted by: Zenith.7301

Zenith.7301

Warriors obviously needed more invincibility skills! 8+ seconds of total immunity wasn’t enough.

To think they nerfed mist form to not even allow heals while mist form doesn’t even let you attack…..it’s nauseating.

The sad truth about Rangers....

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Even without the modifiers, conjures on a ranger considerably outdamage any of their main weapons.

Remember that the reason why outside PvE all the ranger specs are condition based is because ranger conditions don’t get halved in effectiveness compared to power based weapon attacks because of the pet.

Not that this is out of the ordinary, because the elementalist weapon autoattacks are even worse than ours and so their only viable PvE DPS specs are with conjures.

Feels less rewarding than before

in Fractured

Posted by: Zenith.7301

Zenith.7301

Just like they “buffed” WvW by heavily nerfing badge drop rates.

was that before or after the flooded me with those achievement chest badges?

After. Achievement chest badges you only get once and are account bound.

Sensotix' Thoughts On The Dezember Patch

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Posted by: Zenith.7301

Zenith.7301

A stun is a stun. The utility of the stun from UF is hardly an issue considering the stunned person is taking mainhand axe levels of damage, which actually outdamages UF hammer.

Feels less rewarding than before

in Fractured

Posted by: Zenith.7301

Zenith.7301

Just like they “buffed” WvW by heavily nerfing badge drop rates.

Sensotix' Thoughts On The Dezember Patch

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Posted by: Zenith.7301

Zenith.7301

nerfing hammer is a good way to start but after the patch warrior will still be a truck running over everything with his sustain mobility

Hambow has very limited mobility. Not sure how this is a problem.

and just with a different weaponset i predict longbow and axe mace and these weaponsets are hardly touched so nerfing hammer will not change the state of the warrior after the patch..it will make him a little bit harder to play since he cant rely on his cc but it will still be too tanky for the dmg he does

Axe/Mace has no stun and given the fact that most Hambow Warrior’s are using Soldier’s, there is no way that the damage is comparable to what it currently is, as you are not able to take advantage of Unsuspecting Foe.

Sustain will also drop in such a build, because you can’t lock down the opponent like you can with the hammer.

Axe/mace has no stun? Do you even play the class? You got a ranged conal stun on it.

And axe/mace users run that setup with hammer, the rationale being that targets only have so many dodges that force them to choose between eating axe auto+eviscerate or use the dodges for the hammer lockdown.

The fact is with axe/mace+hammer you got 3 relatively low cd stuns, 2 spike burst skills, incredibly high sustained damage from axe autoattack, 2 low cd ranged cripples.

All you miss is the burning from the longbow, but gain control/better spike or sustained pressure.

Signet of rage+lyssa+healing signet+cleansing ire+berzerker+balanced stance+signet of the dolyak and you got a warrior you can’t CC at all for a long time, with near permanent swiftness uptime, with good gap closing capacity and extremely high single and aoe damage on top of hammer CC while being ridiculously durable for the damage you do.

(edited by Zenith.7301)

Power ele coming back dec 10th

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Posted by: Zenith.7301

Zenith.7301

Guardian aoe stability is a 24 sec cd. Warriors have more access to stability than just lyssa.

The only class really affected by it would be thief, as other melee classes have ample sources of stability.

I think proccing frost aura would have been far more useful as shocking aura only affects melee, so the ele’s nemesis of engineer and necro really will hardly be affected by this change.

Will Professions Get New Weapons?

in Guild Wars 2 Discussion

Posted by: Zenith.7301

Zenith.7301

Better that they fix the worthless weapons first before introducing new worthless weapons or weapons that make the previous ones worthless.

Power ele coming back dec 10th

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Posted by: Zenith.7301

Zenith.7301

So you’ll die even quicker to a S/D theif, hurray!

Not sure what you read, but nowhere did I mention after the buff elementalist would be easier to kill. How’d you even come to that conclusion lol. The freed extra 10 point gives a 4sec static aura on a 25sec CD, which is a huge survivability buff.

Nice trolling thanks

Too bad with a guardian around in a teamfight or runes of lyssa you get stability, which makes your point null.

Fractals 30 -> Non infused ring

in Fractured

Posted by: Zenith.7301

Zenith.7301

Too bad by this point most of us don’t even need the kitten rings.

Could use backpiece drops instead or accessories. It takes 2 weeks of full guild mission grind just for one accessory…..that’s longer than an ascended weapon.

Are we getting a new FOTM

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Posted by: Zenith.7301

Zenith.7301

It seems burst-longbow warriors are the new fad. I thought I could do high ranged damage on my Engineer as static discharge build (glass cannon), boy was I wrong. A warrior comes along and literally melts me with longbow.

Here’s the catch – if I try to go toe-to-toe against a longbow warrior in a ranged fight, he turns out to be VERY defensive with so much more toughness and health (+ blocks + heal signet)….while dealing better ranged damage than me. Not “bunker”, but they still have insane survivability for how much damage they can do! Guaranteed stomps with stability really rub it in.

That’s just not fair. Not fair at all.

Because warrior base numbers are much, much larger than the other classes. Only the thief kinda approaches those numbers in sustained damage, but the thief is far more fragile.

It’s a problem that’s been noted on the PvE side for quite a while, but wasn’t apparent to PvP people because warriors could be shut down in PvP teamfights.

Then they made it so warriors could wade in for extended periods of time, and suddenly people started noticing how broken the damage is.

Yeah, Healing Signet is dumb too, but it wouldn’t be such an issue if the warrior wasn’t constantly smacking you for 4-5k crits right and left.

Not even a full glass cannon signet gimmick thief can dip a bunker low.

I could run a BM ranger decked out in shaman at 2.2k toughness, and the most beefed up backstab that requires 40+ sec cooldowns and setup would not dip me the same way a mace stun>100b does or a full hammer combo.

(edited by Zenith.7301)

Are we getting a new FOTM

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Posted by: Zenith.7301

Zenith.7301

I told you months ago if they gave warriors uptime on targets, they’d be broken. Everybody waved it off.

Lo and behold, patch makes it possible for warriors to stay on targets, and now everybody melts because warrior damage was and has always been since even beta, the highest possible damage in the game by far.

They don’t need to nerf hammer, or stuns, or even the stance/lyssa. They need to nerf warrior damage. That’s all that needs to happen. Just a flat nerf across all their weapons except mace and to a lesser extent rifle.

Grawl Shaman Level 80 Duo | Fractal Riders

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

I would be genuinely impressed at a roaming/successful dueling videos for a staff ele in WvW or tpvp.

Range may be easy in PvE, but it’s actually the inferior dueling/roaming option in pvp formats. Melee is easymode there.

P.S. I really want to see some necro melee solo videos. That’s easily the hardest spec to run given necro’s lack of access to vigor, forcing them to have stew food for the endurance regen buff. It feels like the least forgiving, encouraging you to waste not a single one of your dodges.

I could actually even see an arch diviner melee with necro if you took the cooldown reduction on shroud to tank some melee swings in place of dodging. The projectile whirl would probably be the wrench thrown in for this fight since the lack of reflect/block will force a dodge on that and you may run low for when he leaps at you.

(edited by Zenith.7301)

BM Roaming Build?

in Ranger

Posted by: Zenith.7301

Zenith.7301

The pet’s bleeds have little condi damage base. It’s a garbage trait. Just play a power toon and use condi attacks — that’s what those 3-4 bleeds the pet may stack on a stationary target may do.

Right now rangers just have builds that are mediocre. You’ve got some decent duel builds, but dueling builds don’t make roaming builds.

Roaming builds for one need good counters against getting zerged. Take a thief or PU mesmer or a warrior. They either have invincibility and strong gap creators in the same build they can kill most classes.

A single root on your ranger will gut you because your condi clear goes as far as random removal from signet/empathetic trait. It’s not a good roaming class, and CC in particular counters rangers.

A good hammer/bow or hammer/axe+mace will crap all over a ranger because stunbreakers for rangers are crap with long cd’s and nowhere near the potency of other stunbreakers.

Most importantly, the ranger has nothing of value to offer to skirmish teams compared to a warrior or guardian, even mesmer or necro (a team taking care of their necro, and that necro is by far the most destructive force on the field).

Grawl Shaman Level 80 Duo | Fractal Riders

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

So, has anyone encountered with the updates anything new that might make this fight more interesting? Not necessarily saying the encounter was bad — I wish more encounters had been like this (sans the ridiculous projectile reflection cheese just happening everywhere).

BM Roaming Build?

in Ranger

Posted by: Zenith.7301

Zenith.7301

Kyubi linked his build on a differen thread, but he is referring this to PVE only. His build while it would seem fun in PVE would utterly get destroyed in WvW or PvP.

Keep in mind that not everyone on the forums play WvW or PvP

If you’re using a bunker build in PvE you are doing it wrong anyways. Anything that isn’t berzerkers is dragging the group down.

But that’s only because most PvE in this game is faceroll easy/

No…..it’s the core design of combat. You can stack toughness but most bosses and high level fractal mobs will 2-shot you regardless. So you use damage to shorten the time window for someone possibly dying because with the damage bosses do, you really are not in a position to outlast them — they’ll wear your cooldowns down first.

BM Roaming Build?

in Ranger

Posted by: Zenith.7301

Zenith.7301

Kyubi linked his build on a differen thread, but he is referring this to PVE only. His build while it would seem fun in PVE would utterly get destroyed in WvW or PvP.

Keep in mind that not everyone on the forums play WvW or PvP

If you’re using a bunker build in PvE you are doing it wrong anyways. Anything that isn’t berzerkers is dragging the group down.

Why are some bunkers allowed so much DPS?

in PvP

Posted by: Zenith.7301

Zenith.7301

Because not all classes have equally balanced berserker/glass builds.

Engineers run bunker because when they run rifle burst, thieves , warriors, and mesmers eat them alive. Same goes for power ranger and necro and ele.

Thief and mesmer, and now even the warrior all hardcounter all the other glass specs, so in order to survive the kittened spike and defensive capabilities of these glass specs, they go for condi bunker.

There will not be more glass specs that are not thief/mesmer/warrior so long as these three are not addressed, so the bunkers are here to stay. When they nerf the damage from these three, then they can go nerf the bunkers.

Rangers play spirit/BM simply because all their other options are kitten as hell.

A ranger’s power skills are halved in effectiveness due to the pet, but condis don’t receive the same halved damage penalty, so rangers will never run power builds given that they do not have boonstrip or ways to deal with prot, they do not have any meaningful defensive tools against other glass specs/getting trained, and conditions are just much better with dealing with the current meta of high spike/high toughness builds.

(edited by Zenith.7301)

Sensotix' Thoughts On The Dezember Patch

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Posted by: Zenith.7301

Zenith.7301

Burning is by far the condition in most need of nerfing.

Blood Fiend needs a buff.

in PvP

Posted by: Zenith.7301

Zenith.7301

That kind of thinking is what got us into this mess in the first place. The OP skills/traits need to be nerfed, not buff other kitten to power creep level.

Blood fiend is just a bad heal all around. That’s the thing. Blood fiend has almost never (if ever) been in a good build. Always completely outshined by Consume Conditions. I was just stating all the downsides Blood fiend has in comparison to the signet. Based on all the drawbacks over a course of a game it probably heals for 2/5 the healing a signet will. OR less. Not even an exaggeration.

Yes, but that speaks to how OP Consume Conditions is (because it really kittening is).

I don’t disagree in your saying that Blood Fiend is super weak, but the fact is MM necros are already pretty strong, and simply buffing BF without nerfing the rest of the build to compensate would put that spec in a dangerously OP pedestal.

Consume Conditions is weak, lol, right. It’s a 25 sec cd condi clear heal with an easy to interrupts cast time.

It’s also the only available condi clear besides putrid mark for power necro specs.

Grawl Shaman Level 80 Duo | Fractal Riders

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Complaining that they did reflects is like complaining that you didn’t do a duo of rangers/necro (classes with no meaningful reflects, kitten for dodge, and kitten burst aoe; they are possibly the two worst classes for grawl and naturally the hardest).

You can call it easy all you want but so is playing a warrior of all classes. At least the thief actually has something to risk for his damage output.

When that first necro lupi solo came out I don’t recall the same people kittening that the necro did it with a scepter condition build instead of just daggers.

What is so hard about healing signet?

in PvP

Posted by: Zenith.7301

Zenith.7301

Warriors are currently using soldiers amulet in the meta game for better surviveability in taemfights, they still eat a kittenet amount of damage in melee range and are easy to train. Anet is doing the right step to reduce the dmg instead of defense so players have a choice between tanky and bursty builds dependant on whats better for their team.

They’re the only class that can use soldiers and still crit people for 4-5k. Of course they’re gonna use soldiers.

Warrior damage just blows every other class bar thief out of the water, but at least the thief is fragile.

And I’m not just talking burst before the geniuses bring up s/d ele and mesmer. Those classes have good burst, but their sustained damage is garbage.

What is so hard about healing signet?

in PvP

Posted by: Zenith.7301

Zenith.7301

Yeah, like endure pain, shield stance, zerker stance, balanced stance, greatsword evade+4k crit (on the same skill plus being a mobility tool).

By all means keep buying into your little myth of light armored targets having more avoidance.

The Power Build That Works (Immob Master)

in Ranger

Posted by: Zenith.7301

Zenith.7301

The speed from those runs is such a big life server especially for disengaging in WvW.

I can tell you my PU mesmer would have died a lot at the hand of 6+ people chasing me all over if I didn’t have the traveler runes.

If you play a greatsword+sword/axe build, with those runes you’ll be really good at disengaging when things go south.

What is so hard about healing signet?

in PvP

Posted by: Zenith.7301

Zenith.7301

50% reduction would be fine

150% reduction would be a start

Hopefully this is a joke, if not “Lol” and such.
Also; a 20% nerf tops would be sufficient. Any more than that and it’s completely useless AGAIN. x.X (don’t play warrior)

If every warrior always picks up healing signet amongst the other choices, then that’s silly. IMO healing and utility skills should be toned down or brought up so that the player will have some kind of tough choice to make. If this does not happen, it means the other skills are useless or the ones always picked are too good or borderline broken. Just sayin.

That’s because the other healing skills are bad, not HS being too good.

False. Your heals heals as much as the other classes. Complaining that it doesn’t recover the same percentage of your HP when you are gifted a free 7k hp buffer to be less prone to burst than a class with 10k hp and light armor is laughable.

You have 7k more base HP and take 14% less damage compared to a class in light armor.

The Power Build That Works (Immob Master)

in Ranger

Posted by: Zenith.7301

Zenith.7301

Can you kill people with that though? Can you kill a guardian?

Bunker or zerk I sure can.

I’ve never tried full power without crit. How much damage does maul and path of scars do?

I wonder how it compares to a clerics build, if the regen is better than the HP from soldiers…

what’s with the crit damage rune and spotter? They seem like a total waste.

Runes of the orge are for the +4% damage bonus, spotter because there really isn’t another trait worth taking.

Depending on your target, maul does around 2-2.5k and PoS around 1.5-2k.

Well that +4% damage is taking your maul from about 2400 to 2500, so not really worth it imo. I would probably take runes of the fighter instead.

And spotter is taking your crit chance from 4% to 11%, so still totally worthless. I would take signet of the beastmaster for the SotH active which will give you some sort of burst, and put your immobs to use. The trick would be getting your spiders to immob first before you attack, so that you can stack SotH and your opening strike for guaranteed crit. That is the best burst you will have with this build.

I still don’t know if those numbers are worth it but I think I will give it a go. Condition builds are just so boring.

Signet of the beastmaster really isn’t worth it. Every 30 sec pop really isn’t good imo and I dont want to be without the speed buff for that long.

Runes of the fighter are just bad. Extra toughness which I totally don’t need and one perma stack of might? Ogre runes give me much better damage and since I have so much immobile the rock dog it summons can actually hit my target.

+25% movement is very important for mobility and my ability to stay on my target. Since I have no way to gain swiftness, losing it for even 30 seconds is pretty bad. Not only that but the slight damage buff I’d gain from having higher hitting mauls probably would drop my overall dps as my target gains an increased ability to kite me from my speed boost loss.

Runes of the Traveler. Great all around runes whose 6th bonus is basically a free signet of the hunt.

I got traveler runes on my mesmer and haven’t regreted it ever since.

Again with the separate instance bug.......

in Fractured

Posted by: Zenith.7301

Zenith.7301

Good god, please fix this.