Besides the fact that thief venoms have no damage except some torment they face other issues as well. Namely the fact that if the target survives the initial burst they can’t pressure further and can’t defend themselves either. Also in this current meta any condi they might land gets instantly cleansed.
Dagger will be used to deal damage instead of the greatsword. Because of the lack of sustain of necromancers generally but expecially in melee by the time they land their fancy slow attacks they will be dead. Meanwhile with dagger you can jump in, deal huge damage then run like a kitten.
In the odd case they actually survive enough to cast a few attacks all their hits will be completely shut down by blinds, dodged because of the huge ramp up time, interrupted etc.
Shoutbow.
Yea what the guy above me said.
Condition is very much worth it in silverwastes because of the multitude of mobs that take significantly more damage from conditions.
These mobs include husks and…nope…that’s it!
To be optimal I suggest you have 2 gear sets ready. One sinister/rabid to kill husks and another berserker set for literally every other mob on the map.
I have 1 idea.
Don’t kittening nerf the grenades!
Bifrost is much much cooler. It also fits the ele theme more while incinerator is fire-themed.
Depends on how fast you generate gold it might be worth it to just wait for the new legendaries. Maybe you will like them more.Speaking of expansion. It seems they keep nerfing eles, especially d/d and soon fresh air too. Staff will soon be the only viable choice in pvp unless the new weapon changes everything.
Staff is already king in open world farming, dungeons, wvw zerg and pretty strong in spvp.
ummmm to me i like playing ele/thief/necro and all of them use dagger. bifrost ele,guard,measmer,necro
im not that big fan of guard or measmerthe looking yes the bifrost looks much cooler that’s what cause me to think about what should i pick
Well personal experience isn’t the best source but better than nothing.
I made bolt roughly 2 years ago because I thought “hey so many classes use sword!” instead of my original plan of making juggernaut.
I used the skin for roughly 1 month or less then I realized I actually hate how it looks and never used it since.
tl;dr Make which legendary you like the most, not the one you think you would get the most mileage of.
your target is now immobile
I don’t think you know what cripple actually does. You confuse it with immobilize. That’s another condition. Here’s a helpful link: https://wiki.guildwars2.com/wiki/Condition
Additionally, dancing dagger is another gap closer. It’s just more bang for your buck.
What? How is dancing dagger a gap closer? LOL!
Also what I meant with death blossom root is that the evade frame is much shorter than the whole animation which prevents you from using other skills or dodge.
Congrats. Most useless thread I have seen in a while.
Bifrost is much much cooler. It also fits the ele theme more while incinerator is fire-themed.
Depends on how fast you generate gold it might be worth it to just wait for the new legendaries. Maybe you will like them more.
Speaking of expansion. It seems they keep nerfing eles, especially d/d and soon fresh air too. Staff will soon be the only viable choice in pvp unless the new weapon changes everything.
Staff is already king in open world farming, dungeons, wvw zerg and pretty strong in spvp.
It’s very simple. The difference between them are skills 3-4-5.
3 on d/p is a gap closer, the projectile is unblockable and it blinds too! On d/d its some silly very short evade that roots you in place and adds some bleeds that stack up fast if you run condi but anybody with half a brain will kite you or cc you outside of the evade.
You can also use shadow shot for some fancy backstab tricks.
4 on d/p is a very fast cast interrupt, it can reliably stop heals/stomps and whatnot. On d/d it’s a dagger throw that used to hit harder but not anymore.
5 is a blind and also a smoke field which can be used creatively by yourself and your allies too. On d/d it’s personal stealth which is nice but again, once people realize this they can kite you forever and you won’t gap close. It works on s/d because of the teleport and evades the sword has.
tl;dr d/p has a lot more utility and it’s pretty much impossible to kite
5 might for 10s is worse than 2 blast finishers. If your 5-man group can’t somehow manage 2 blast finishers you have much bigger problems than pet choice.
So it’s not a math issue. It’s a common sense issue!
PvP as others said Wolf. Other very strong pets are the krytan drakehound and jungle spider, but they can never replace the wolf so pick either of these two as the second pet.
PvE people are pretty wrong with jungle stalker. It’s the second best. The best is the jaguar. Ideally you take both but keep in mind jaguar deals more damage. Also worth mentioning the drakes. They are the only pets that cleave and are tankier than felines. They shine in fights where there is a lot of aoe that might kill a squishier pet or if you need to hit multiple targets.
There are also utility pets that have niche uses. Porcines can give you stuff similar to thief steals like stealth, fear and invulnerability, red moa gives a pretty long duration fury, jungle spider has 2 immobilizes etc.
Well things like overcharge shot and chains of light can be predicted.
For overcharge, most engis will get close to you because there aren’t many reasons for them to be at 400 range. Most even do it in a hilariously obvious way by slowly walking towards you with the rifle out.
As for chains of light it’s the same idea. Scepter skills are 1200 range except chains of light so most of them start to autoattack you and use the immobilize as soon as you are in range.
But none of this really matters because anet servers are potatoes and you will get hit by stuff like pindown mid dodge anyway.
Sword.
Other stuff gets randomly obstructed too. Like pin-down. Just less often.
ITT: People who have no idea how to personalize chat options to only show whispers, guild, combat log or whatever the kitten they wanna see.
If you remove rewards farmers will move into unranked/ranked for dailies and whatnot. This is a terrible situation that is luckily avoided by hotjoins having rewards.
Matchmaking is pretty broken but it’s still much better than the lack of matchmaking present in hotjoins. This, combined with the randomness of everything that occurs there, makes matches blowouts with the very rare comeback.
Just ignore the cleric/soldier advice. It’s hilariously bad.
Go full berserker so you can kill stuff. Yes, you may never die in clerics but you will take forever to kill anything and even longer to level up. You will also never learn to dodge anything since you can facetank it.
You can noscope the dragon tooth with camera tricks.
Well lets think this through. A long time ago, eles has icebow, fgs, lightning hammer as strong conjures with flame axe borderline useful(at least fire field, blast finisher) and earth shield almost useless except nieche situations.
Then they nerfed fgs. They said they will nerf lightning hammer and icebow.
Soon ele will have 0 useful conjures.
Conjures were already pretty bad in pvp/wvw. Now they are utterly useless.
No. Lyssa were good a long time ago. Very good. Everybody used them. Meta shifts and nerfs made them pretty useless.
They ignored the fall damage bug too until they fixed it 3 years later!
Such a pointless and delusional thread.
:D
…
The bug is back actually. It was fixed and now it’s back. I made a post about it but some clever moderator decided it belongs in the bug section nobody ever reads.
I would like to just see my own mmr.
Well, I have a feeling that we’ll see another nerfhammer on engi then, looking how effective it was for turret, I’m realy concerned.
Gear Shield with Power Wrench is legitimately a problem though. A 3s block on a 16s cooldown is too strong no matter how you look at it.
Almost as strong as 2.5s evade on 10s cd!
Deceptive evasion – 20s icd
Distortion – works like endure pain, conditions/cc still apply
Ether feast – no longer scale with illusions or heals 50% less
That’s it, tyvm
The invisible player bug that used to occur in the past and was fixed is back!
Movement speed stacking didn’t work because it’s hard capped at 33%. So you can’t really go over that maximum but certain things like super speed help you a lot especially since they counter cripple and chill. Also not really relevant but superspeed affects movement skills much more than swiftness. It’s pretty crazy actually.
If somehow robo-legs would be like superspeed that would be an extremely huge buff so I doubt it will occur.
If making mortar whatever you want to roleplay it as means they won’t touch grenades then you have my vote.
Since having speedy kits will require 6 into tools(because of stupid design reasons) the only real choice for mobility would be the new power shoes in firearms, especially with incendiary/napalm stuff there too.
Except power wrench, static discharge and speedy kits the tools line is pretty horrible.
Why go into tools when the new inventions has fancy sustain stuff that probably benefit more than 50% vigor uptime and slightly higher speed.
Alchemy is probably still a valid choice because it offers backpack regenerator and protection injection.
Since anet finally killed this abomination they will be forced to reroll to farm the skill-based leaderboards.
I’m guessing power ranger and maybe bunker guard. What do you guys think?
It’s funny that they decided it’s perfectly balanced to let thieves have both panic strike and executioner. Nobody asked for it.
People have been asking for last refuge fix since the trait exists. I think most thieves would even accept the spot it has to be empty than to hilariously kill them so often.
Instead of making the mobs scale with your gear and builds(??) maybe just add a debuff that for every piece of berserker gear you have you deal 10% less damage.
Call it “tryhard elitism”. Kinda like the fractal instability is called.
Turrets aren’t the same as decap lol
You can thank NA for that from getting Turrets to get streamed live. I actually had the goal of getting it nerfed by getting it streamed a few weeks ago on that Apex match.
Yes no coincidence they push this out so soon after the recent Go4s.
What classes have issues with their heals being interrupted except necromancer? And the odd ether renewal ele?
Signet of restoration, healing signet get interrupted?
Withdraw?
Shelter only gets interrupted by unblockable stuff but they can heal with stability anyway.
Ether feast is quick enough and mesmer has plenty of ways to prevent interrupts like stealths, teleport, distortion.
Ranger heals are arguably interruptable but I haven’t noticed it being an issue to be honest.
Power ranger is braindead but not overpowered nor broken.
Ranger should be harder than warrior. S/d is amazing though.
Have you considered using a 0 dps tank pet like bear? Since the bubble is bugged you don’t have to worry about your beloved companion killing you and they can probably facetank the autos pretty decently. Maybe birds since they evade?
For warrior there are already quite a few videos. You can also take defensive utility and stuff like mace mainhand.
I honestly like the bomb kit look(except the backpack obviously). Holding a huge bomb is pretty neat.
The grenades are so horribly ugly there are no words to describe it.
Except the hobosacks, which I hate but to be honest the way grenade kit will look isn’t that good either, they didn’t fix anything.
Ignoring the super stupid advice of “just change your whole utility bar man..it doesn’t matter you are useless when it comes to actually fighting something!” speedy kits should be included in base class mechanics. It’s not only mobility it’s also great synergy with invigorating speed which is a huge part of the sustain.
Really 900 range is this a kittening joke?? 1200 would be reasonable to a point but 900 makes them useless.
Forcing people to go mortar cuz it has been useless since launch by nerfing grenade into the ground is one of the dumbest things ever.
Toolbelt is a stunbreak and unlike elixir s you can do things after you broke out of stun instead of having to wait around for 3s. That doesn’t mean elixir s is not good, it just has a different purpose and usage.
Auto is nice in pvp when chasing or when fighting a highly mobile target like thief. You won’t land your grenades on a thief but you will land elixir autos. The bleed pressure isn’t the best but the weakness is pretty neat.
Elixir F is pretty meh. I guess it’s a good cripple when chasing somebody and can be used against mesmers to get rid of their clones.
Fumigate has many uses. It removes conditions from allies that one is obvious. It also poisons and adds vulnerability to cover it making it harder to remove. Poison is amazingly strong in pvp. It also removes blinds, aegis and burns through duration blocks like guardian focus. All on a pretty low cooldown. It also reliably procs on hit/crit stuff because of the multiple fast hits. Amazing against thieves too!
Acid bomb is great damage, unblockable too. The damage is the highest you can get on engineer but that’s more for pve. For pvp it’s a great way to disengage, deal some extra damage, blast your own fields for heals and whatnot. Toolbelt+acid bomb is a great way to run away and kite.
Super elixir removes 1 condition(and we all know engineer is lacking in that department). It also heals for quite a bit.
tl;dr For pve people use it for acid bomb(dps) and the stunbreak is a nice bonus while for pvp it’s just a nice all around kit but it fell out of favor because of the broken slick shoes.
Rifle range pressure is not bad in 1v1 but it’s horrible in team fights. Killshot is also dangerous if they have even the slightest latency which knowing how bad lag has been lately is something worth considering.
Bow is just amazing that’s why every warrior build uses it.
Don’t let power rangers fight you in open field and at range. That’s where they shine. Close gaps fast and line of sight them. The moment you get close if they can’t create a distance they are dead.
Condi rangers are harder to deal with. Many run empathic bond and survival of the fittest meaning they got plenty of condition removal. But they lose to shoutbows, cele eles because most of their dps is 10+ stacks of bleeds that are easy to cleanse.
Both of those builds usually run1 stunbreak in the form of lightning reflexes because it’s just the best utility. If you force them to burn that then they are very weak to cc.