Showing Posts For xDudisx.5914:

New Idea: Leave Cele/Zerker, Buff Others

in PvP

Posted by: xDudisx.5914

xDudisx.5914

Which is easier?

Buffing 18 other amulet or nerfing 1 amulet?

but cele/zerker meta exists for a reason. zerkers need to spike people down, and cele’s need to survive it while doing damage in return, holding points and sustaining teammates. other amulets simply need buffs to open up more specs that can do the same thing.

Zerker uses direct dmg. Cele uses a bit of everything. How do you plan buffing others without the side effect of buffing those 2 even more?

I don’t understand. Im suggesting to leave cele and zerker as is. make other ammies more relevant.

How do you plan to do that? Just increase the base stats looks a poor design choice. If you just buff weapon skills/traits/utilities that are used by the meta builds will make them even stronger.

Ouroboro Knight’s [OK]

Self rooting MELEE skills need to go.

in Guild Wars 2: Heart of Thorns

Posted by: xDudisx.5914

xDudisx.5914

The ammount of cc and/or immob needed for them to work just makes most of the self rooting melee skills useless.

Hence, High skill and high reward.

gs warrior completely useless anyone can dodge 100blades. If you plan wasting utilities to cc the enemy they still can just stun break and walk away.

GS warrior does extremely high damage. Wasting utilties to CC the enemies is what should happen.

churning earth takes so long to cast that you will never land that in a 1v1 if the enemy knows how to dodge.

Churning Earth has a Cripple pulse. It also have a big AoE ring. Which means it is intended for team fights, not 1v1. Not every skill has to work for 1v1 situation.

The few self root skills that work are the ones that have inherent stun or immob in the same skill or weapon set. Like pistol whip that comes with a stun and blurred frenzy that has the immob in the same weapon, making combos easy.

It also come with a cost. The fact that you become a sitting duck. Players can focus fire on you.

When was the last time you landed a complete 100blades in anything other than a pve boss that sits and eat the dmg?

The GS/Longbow Warrior build is a viable build. I played a bit and I was able to get a lot of HB down on enemies. Opening with Bull’s Rush + Hundred blades allow me to get a high burst damage on the enemies. I can also use HB on downed enemies to make their hp go down and also get the resser’s hp down. If the enemies dodge out of the way, it isn’t a big deal, HB cd is only 8-10 seconds.

But to answer your question, the last time I landed a complete 100blades was 3 hours ago when I was playing with the GS/LB build.

It is not ‘’high skill high rewared’’. It is actually impossible to land a complete 100blades in a 1v1 vs any decent player and the reward is not that great. If it was only a player skill issue then we would see people using GS on tournaments, which is not the case.

If a player take full 100blades dmg that is because they are completly noobs. In a hotjoin MM works, does not mean it will work when facing a competent player.

And about gs/lb, it is not viable. No one is using it in tournaments because it is several times worse than a shoutbow or the old hambow.

You might as well say, it is actually impossible to land anything worthwhile in a 1v1 vs any decent player. If you want to pull the “Skillz players can dodge dis!” card

I fought someone that dodged all my most important d/d ele attacks because he was simply more skilled than me even if my skills are not self-rooted.

But yeah, GS/LB isn’t meta. But what you are wrong is that GS/LB doesn’t need a buff, it is that cele stuff needs a nerf.

Wait there. Now you want to compare a self root skill that has a 3.5s to cast with all the other skills in the game? A player walking is able to avoid most part of 100blades. Also the biggest hit at the end makes it even worse.

Ouroboro Knight’s [OK]

[suggestion] discover stealthed

in WvW

Posted by: xDudisx.5914

xDudisx.5914

Not breaking stealth on the discovered character, only making him targetable – and attackable, maybe only while out of fight.

And what exactly would be the use of stealth then? You can target and attack the stealthed target.. :-/

Not instantly. After “some” time the skill to detect stealthed would activate – and not at 100%.

How about a skill that makes mesmer unable to cast clones, or one that locked out certain elements on elemetalist. How about one that makes Guardians unable to cast boons and necros unable to shroud.
Sounds crazy aye?

Blind will make a clone cast miss.
For blocks you can use unblockable skills after they start blocking.
For boons you can remove after they use them.
For condis you can remove them after they used them.

For stealth there are very few skills that prevent it and most are single target long cd skills that are just available for some classes.

Would you not say that blind/block/evade preventing Cloak and Dagger from giving stealth is the same? Or interrupting a heartseeker through smoke?

Don’t just think about the counter once they’re in stealth, think about the counters before stealth.

First there are forms of stealth that require no hit to active, so block is not a solution for everything. Second you can CnD from a pet, from a minion, from a trash mobs in wvw, from guards, etc. They will not blick unless you have some aoe aegis, also they will not evade. Third CnD has a very short cast time 0.5s, same problem as the old pin down before nerf.

Ouroboro Knight’s [OK]

The return of Raid on the Capricorn

in PvP

Posted by: xDudisx.5914

xDudisx.5914

If it was removed from all game modes because of lack of balance might as well remove spirit watch and skyhammer.

Ouroboro Knight’s [OK]

[suggestion] discover stealthed

in WvW

Posted by: xDudisx.5914

xDudisx.5914

Not breaking stealth on the discovered character, only making him targetable – and attackable, maybe only while out of fight.

And what exactly would be the use of stealth then? You can target and attack the stealthed target.. :-/

Not instantly. After “some” time the skill to detect stealthed would activate – and not at 100%.

How about a skill that makes mesmer unable to cast clones, or one that locked out certain elements on elemetalist. How about one that makes Guardians unable to cast boons and necros unable to shroud.
Sounds crazy aye?

Blind will make a clone cast miss.
For blocks you can use unblockable skills after they start blocking.
For boons you can remove after they use them.
For condis you can remove them after they used them.

For stealth there are very few skills that prevent it and most are single target long cd skills that are just available for some classes.

Ouroboro Knight’s [OK]

Suggestion: Consecration

in Guardian

Posted by: xDudisx.5914

xDudisx.5914

I support this idea for hallowed ground. But for purging flames and sanctuary would be op. Purging flames is already too powerful the way it is now.

Ouroboro Knight’s [OK]

I cant win a single 1v1, help

in Engineer

Posted by: xDudisx.5914

xDudisx.5914

The solution for your latency problem:

http://metabattle.com/wiki/Build:Engineer_-_Turret

Ouroboro Knight’s [OK]

New Idea: Leave Cele/Zerker, Buff Others

in PvP

Posted by: xDudisx.5914

xDudisx.5914

Zerker uses direct dmg. Cele uses a bit of everything. How do you plan buffing others without the side effect of buffing those 2 even more?

Ouroboro Knight’s [OK]

Nomads ele wvw?

in Elementalist

Posted by: xDudisx.5914

xDudisx.5914

If you just want to follow the commander and stay alive try full pvt (soldiers) +melandru. Seriosly you don’t need more survivability than that. The healing power doesn’t work in large fights anyway. Unless you wan’t to make a 100% troll immortal build or make a full zerg of nomads and build AC’s for all fights focusing 100% on ppt.

pvt: http://gw2skills.net/editor/?fFAQFAWA8RDAAAkxIlBA-TlBEABKq+jN7P4kyPAeAAcpE0NdABAOA+93AwyLv8yLvc/+7vLv8ylCgJlRA-w

nomad: http://gw2skills.net/editor/?fFAQFAWA8RDAAAkxIlBA-TlBEAB8q+jN7PAwDAgLlg6qDQZlfBAOA+93AwyLv8yLvc/+7vLv8ylCgJlRA-w

Ouroboro Knight’s [OK]

Sug: Reveal AR same way as AP in Fractals

in Fractals, Dungeons & Raids

Posted by: xDudisx.5914

xDudisx.5914

If they reveal the entire gear, then yes. If not then no.

Ouroboro Knight’s [OK]

Self rooting MELEE skills need to go.

in Guild Wars 2: Heart of Thorns

Posted by: xDudisx.5914

xDudisx.5914

The ammount of cc and/or immob needed for them to work just makes most of the self rooting melee skills useless.

Hence, High skill and high reward.

gs warrior completely useless anyone can dodge 100blades. If you plan wasting utilities to cc the enemy they still can just stun break and walk away.

GS warrior does extremely high damage. Wasting utilties to CC the enemies is what should happen.

churning earth takes so long to cast that you will never land that in a 1v1 if the enemy knows how to dodge.

Churning Earth has a Cripple pulse. It also have a big AoE ring. Which means it is intended for team fights, not 1v1. Not every skill has to work for 1v1 situation.

The few self root skills that work are the ones that have inherent stun or immob in the same skill or weapon set. Like pistol whip that comes with a stun and blurred frenzy that has the immob in the same weapon, making combos easy.

It also come with a cost. The fact that you become a sitting duck. Players can focus fire on you.

When was the last time you landed a complete 100blades in anything other than a pve boss that sits and eat the dmg?

The GS/Longbow Warrior build is a viable build. I played a bit and I was able to get a lot of HB down on enemies. Opening with Bull’s Rush + Hundred blades allow me to get a high burst damage on the enemies. I can also use HB on downed enemies to make their hp go down and also get the resser’s hp down. If the enemies dodge out of the way, it isn’t a big deal, HB cd is only 8-10 seconds.

But to answer your question, the last time I landed a complete 100blades was 3 hours ago when I was playing with the GS/LB build.

It is not ‘’high skill high rewared’’. It is actually impossible to land a complete 100blades in a 1v1 vs any decent player and the reward is not that great. If it was only a player skill issue then we would see people using GS on tournaments, which is not the case.

If a player take full 100blades dmg that is because they are completly noobs. In a hotjoin MM works, does not mean it will work when facing a competent player.

And about gs/lb, it is not viable. No one is using it in tournaments because it is several times worse than a shoutbow or the old hambow.

Ouroboro Knight’s [OK]

Self rooting MELEE skills need to go.

in Guild Wars 2: Heart of Thorns

Posted by: xDudisx.5914

xDudisx.5914

I disagree.

Self rooting melee skills is for the high risk and high reward which is needed for skill based games.

The ammount of cc and/or immob needed for them to work just makes most of the self rooting melee skills useless.

A few examples:

gs warrior completely useless anyone can dodge 100blades. If you plan wasting utilities to cc the enemy they still can just stun break and walk away.

churning earth takes so long to cast that you will never land that in a 1v1 if the enemy knows how to dodge.

The few self root skills that work are the ones that have inherent stun or immob in the same skill or weapon set. Like pistol whip that comes with a stun and blurred frenzy that has the immob in the same weapon, making combos easy.

When was the last time you landed a complete 100blades in anything other than a pve boss that sits and eat the dmg?

They are contrary to the core game design that is fluid movement and quite frankly not that good over all, they need their self rooting thing removed.

Whirling Wrath is a good example of well designed skill. 100 blades is an example of a fail one. They could make 100blades more like whirling wrath removing the root and to compensate that reduce the dmg or increase the cd. For the wvw/spvp point of view it would make GS better, but for pve point of view it would be bad because the bosses are just HP sponge and don’t avoid your slow 100blades.

Ouroboro Knight’s [OK]

(edited by xDudisx.5914)

Nobody cares about: World Tournament ...

in WvW

Posted by: xDudisx.5914

xDudisx.5914

I don’t what about you?

I don’t care either. I really don’t like that we get spvp advertisement in the forums, in the game, everywhere. I don’t remmember getting the same treatment for pve or wvw events.

Ouroboro Knight’s [OK]

stat infusion vs basic agony infusion

in Fractals, Dungeons & Raids

Posted by: xDudisx.5914

xDudisx.5914

You can buy the wvw one with laurels and badges. You also get some extra dmg/defense against guards.

If you already have the rings there is not a good reason to keep doing fractals anyway. IMO it is a waste of gold to get the angony infusions when the wvw ones are cheaper and better.

Ouroboro Knight’s [OK]

Rampage is solo fun

in Warrior

Posted by: xDudisx.5914

xDudisx.5914

One thing that would improve rampage is if we could keep the signets active during rampage. You get higher hp, armor and resistance to condis but you lose the healing signet. That is a big problem. If you stay for full duration you just lost 20s of healing signet.

Ouroboro Knight’s [OK]

PvP player ban

in PvP

Posted by: xDudisx.5914

xDudisx.5914

If they leave they get 1 loss to the score. That is enough. Ban a player because he left a pvp match in a game that aims for casual player base is insane.

Ouroboro Knight’s [OK]

HoT Demo. Possible bad news for thieves.

in PvP

Posted by: xDudisx.5914

xDudisx.5914

If they are really fixing those bugs this is a great change. Thieves and mesmer will have normal mobility like other classes that cannot take advantage of those bugged spots.

So what you’re saying is, thief and mesmer should lose their mobility. That way they have just as much mobility as classes who out perform thief/mesmer in many other aspects. Seems legit! You must balance for Anet

They will still have the same mobility skills just won’t be able to exploit terring glitches to have even more.

Ouroboro Knight’s [OK]

(edited by xDudisx.5914)

add sinister, dire and nomads amulets

in PvP

Posted by: xDudisx.5914

xDudisx.5914

However from a competitive point of view, diversity at the cost of balance is definitely not worth it as these should be games of skill, not who plays the most broken builds.

Diversity does NOT mean that balance is ignored. Proper diversity means that a given build or composition is not the best each and every time.

Yes, but the OP was this:

Anet has already added assassin, magi, sentinel and cavelier. Next step is add all the stats that we are still missing. Even if they create new op/meta builds it can be fixed later and will give us more options and diversity.

So yeah… the OP was proposing prioritizing diversity over balance.

I said “Even if they create new op/meta builds it can be fixed..” which I don’t think is the case because none of the new amulets would be op.

Perplexity would not be worse than hoelbrak +celestial amulet or zerker.

Ouroboro Knight’s [OK]

add sinister, dire and nomads amulets

in PvP

Posted by: xDudisx.5914

xDudisx.5914

I don’t see why people think nomad would be op. It will just be a bunker that can’t kill anyone in a 1v1. Only thing they will be able to do is bunker down a point that is already capped. The amulet would probably be underpowered. Still it is good to have more options.

Sinister would be our only good hibrid offensive option. I would rather fight a sinister engi than a celestial one.

I don’t think any of the suggested amulets would be more op than zerker/celestial for some classes.

That’s the exact reason why they SHOULD be added to spvp. So it can finally get the nerfs it deserves in wvw. Pretty much everyone in wvw is a condi bunker with perplexity. something needs to be done about it. And anet doesnt give a crap about wvw, so the only way we can see this OP crap nerfed is if they put it into spvp. So i’m all in favor of adding dire and perplexity in for the sole purpose of them being nerfed finally.

People here don’t want to sacrifice 6 months just for anet to shave this rune in wvw.

Are you implying that they only do class balance every 6 months? They just shaved d/d drake’s breath, might stacks, and several other changes a few weeks ago.

Ouroboro Knight’s [OK]

BROKEN - Reflect Consistency

in Bugs: Game, Forum, Website

Posted by: xDudisx.5914

xDudisx.5914

Slick shoes drops the oil on the ground. Makes sense that you can’t block the ground. Is the same principle as frozen ground, static field, wells, etc….

Also it has a kitten cooldown compared with base 8s cooldown mirror blade (most mesmers have it on a 6.5s cd though).

Ouroboro Knight’s [OK]

add sinister, dire and nomads amulets

in PvP

Posted by: xDudisx.5914

xDudisx.5914

anyone suggesting dire and perpexity have either never fought these in wvw, or play them in wvw and want their easymode cheese in pvp. normally i’m not one to scream OP, but dire are perplex just are.

Adding dire and perplexity to spvp would bring the devs attention to the issue and it would be fixed very fast. The reason it is not touched is because no one cares about wvw/pve balance wise.

Ouroboro Knight’s [OK]

I am against the "pve-everywhere" politics

in WvW

Posted by: xDudisx.5914

xDudisx.5914

It is ok to have guards/npcs. They make wvw more active. The problem is that people can rally from trash mobs and guards. IMO rally should be only from killing players.

About what pve in eotm are you talking about? The only big difference between eotm and regular wvw pve is that Bad land’s side has the turrets. Other than that it is only guards/ keep lords like regular wvw.

Ouroboro Knight’s [OK]

BROKEN - Reflect Consistency

in Bugs: Game, Forum, Website

Posted by: xDudisx.5914

xDudisx.5914

Haven’t tested the first 2 ones but I agree that there is no good reason for a normal ranged weapon skill on such low cooldown to be unblockable.

Ouroboro Knight’s [OK]

Zerker Meta Would be Awful.

in PvP

Posted by: xDudisx.5914

xDudisx.5914

Another possible idea would be split “traits” and the stats from the traitline in 2 different systens. Like some games let you get character stats when you lvl up.

Keep the trait system for traits and a new system similar to the trait one but only with stats.

Ouroboro Knight’s [OK]

What is your favorit party composition?

in Fractals, Dungeons & Raids

Posted by: xDudisx.5914

xDudisx.5914

Not an order of prefference. Just the 5 classes I like to see togheter.

1)me staff ele
2) 1 ranger: that extra precision
3) war: banner bot
4) 1 conjure s/f ele
5)1 guard

Would drop the ranger for thief when you have to stealth skip too much.

Ouroboro Knight’s [OK]

Zerker Meta Would be Awful.

in PvP

Posted by: xDudisx.5914

xDudisx.5914

How come we don’t have an amulet that’s power main stat, a bit of crit, a bit of crit damage, a bit of toughness and a bit of VIT? Celestial or bunker shouldn’t be the only viable “tanky” or “point holder” options. This game needs more bruiser options, currently there’s only really 3 classes that can play bruiser.

I feel that bringing true support/bunkers are under-tuned and currently only serve to counter enemy teams stacking berserkers, while generally being utterly under tuned against any balanced comp or otherwise.

This is why I think there should be an amulet like I mentioned above, for more bruiser options.

As for celestial amulet, isn’t a problem, ele/eng are. This is an RPG, we need numerous types of builds and play styles, anyone who wants “zerker only” isn’t an RPG player.

PvP lacks customization,so usually players attach playstyle with gear but we can’t freely focus on stats we want so we have limited roles. WvW is closer to it but the siege focus gets annoying. Stats should just be attached to level of gear no traits or defined combinations.

I agree with this. Trait lines should’t give us stats. It would give us much more options to custom builds. The only problem I see with that is how would they implement profession specific stats like reduce cooldown on virtue, attunement, addrenaline, etc.. ?

Ouroboro Knight’s [OK]

Zerker Meta Would be Awful.

in PvP

Posted by: xDudisx.5914

xDudisx.5914

Zerker meta would be terrible. There are already too many zerkers in the celestial meta.

If I wanted to play a game where everyone dies/kills the enemy in 3 seconds I would be playing battlefield.

Ouroboro Knight’s [OK]

The return of Raid on the Capricorn

in PvP

Posted by: xDudisx.5914

xDudisx.5914

They should add the map at least for custom arena and hotjoins.

Ouroboro Knight’s [OK]

add sinister, dire and nomads amulets

in PvP

Posted by: xDudisx.5914

xDudisx.5914

As title says, my suggoestion is to add sinister, dire and nomads amulets for spvp.

Anet has already added assassin, magi, sentinel and cavelier. Next step is add all the stats that we are still missing. Even if they create new op/meta builds it can be fixed later and will give us more options and diversity.

We also need rune of perplexity to be available in spvp. If they feel it is op in spvp it could get a nerf across all game modes.

Ouroboro Knight’s [OK]

Found dead: the 'Zerker meta?

in Guild Wars 2: Heart of Thorns

Posted by: xDudisx.5914

xDudisx.5914

Explain me how your question is even related to what I said in the quoted post?

Because you are implying that people who are wearing full Zerker want easy dungeons while those in Soldier or Knights want harder ones, even though by wearing Zerker the dungeon is harder than it would be if you were wearing Soldier or Knights.

You are quick at making false claims. All I said is AI and dungeons need to be harder. If you think you can’t kill the bosses I cited as examples if they remove the exploits than the problem is not the gear, is you defending an easy time for zerkers.

In a boss that requires no dodge how exactly is zerker harder than nomads? The skill involved at jumping on a rock/beam or walking 2 steps to the side must be very high.

Ouroboro Knight’s [OK]

Celestial or Ele? Let the Devs know

in Elementalist

Posted by: xDudisx.5914

xDudisx.5914

The survivability side of d/d should be better than the offensive one because they put all traits in defensive trait lines. Celestial has only about 500 less power than zerker. With 17 might stacks you have the same power as zerker. Might stack is still a problem.

Nerf might stack won’t make ele bad. Will just move from almost god mode for 1v1 to balanced like other classes.

Do you have anything against the signet build?

You don’t get it, do you?
Cele DD has 1500 base power, while zerker has 2000 base power.
With those 17 might stacks, Zerker ele will have 2500 power, which is a huge increase in damage.
Even if DD ele has 2000 power, that doesn’t make it as strong damage wise as Zerker, because it does not get the huge boost in precision and ferocity.

And 17 might stacks? How often do you have 17 might stacks? I’ll tell you right now, not very often at all, in most fights, you will have like 12 stacks and then they will start running out, even if you have 12 at all, unless your group constantly keeps blasting your firefields too.
Which means that D/D cele ele, has around on average 1700~1800 power.

If you put too much emphasis on might stacking or distract yourself too much with it, you are going to be dead way sooner than you expect, it takes away your concentration and messes with the free flow of the build, where you can’t exactly run fire>earth>water every time just to might stack, because you might need to pop water right after fire, or lightning to get some healing off, or remove some conditions.

And what i don’t understand is, why do people think that might stacking is exclussively an elementalist trait? The might stacking nerf will never happen, because it doesn’t just affect elementalist, it will affect every class in the game to some extent and will affect class that can create fire-fields themselves.

How many times has this elementalist had 17 stacks of might in this video? Twice.
Mostly because he kept using Glyph of Elemental Harmony, in fire, which people dont do anymore, so he wouldn’t have had more than 14 stacks otherwise.
https://www.youtube.com/watch?v=dYbyag78jf0
How many times has this elementalist had 17 stacks of might? Once.
https://www.youtube.com/watch?v=7hZiCpMBuYQ
How many times has this elementalist had 17 stacks? Once, why? Because his team blasted a few fields, he reached 22 stacks, that quickly ran out there after.

Well i think you get my point.

Now if you will also notice, all these videos are dated, before the sigil of battle nerf, so what does this mean? Well it simply means that Might stacking is even more scarce now. And where you would have seen 17 stacks, now that would be 14-15 instead.
So basically, 14-15 stacks, is even less frequient nowadays, and 17 is even harder to get an maintain in real pvp.
And even if you get 17, like i said – you aren’t running 80% crit rate with 210% crit damage like you would have had in zerker, so you don’t utilize the damage as effectively.

Comparing the same build just changin the amulet the difference is just 10% crit chance. The biggest difference would be in power but might covers it. Reduce sigil of battle to 2stacks and nerf might from 35 to 30 was a good move, but might stacking is still too strong.

Ouroboro Knight’s [OK]

Found dead: the 'Zerker meta?

in Guild Wars 2: Heart of Thorns

Posted by: xDudisx.5914

xDudisx.5914

Lol people complaining about making AI better and content harder.

Right now there are bosses that you don’t even need to dodge on full zerker because you can just walk 2 steps to the sides and avoid all dmg. The most common example is ac p1 final boss.

Some other bosses are so underpowered that a simple wall or reflection makes the boss do less dmg than some elite mobs. Example: CM p1 first boss

Also several cheap mechanics like Frost from CM where you can avoid almost all the dmg jumping on the beam or rock. SE p3 carier where people can sit on the ledge and range it…..

Explain to me how having to build defense makes the game more challenging, because defense is passive and is easier by far because it doesn’t require you to do anything.

Explain me how your question is even related to what I said in the quoted post?

Ouroboro Knight’s [OK]

Found dead: the 'Zerker meta?

in Guild Wars 2: Heart of Thorns

Posted by: xDudisx.5914

xDudisx.5914

Lol people complaining about making AI better and content harder.

Right now there are bosses that you don’t even need to dodge on full zerker because you can just walk 2 steps to the sides and avoid all dmg. The most common example is ac p1 final boss.

Some other bosses are so underpowered that a simple wall of reflection makes the boss do less dmg than some elite mobs. Example: CM p1 first boss

Also several cheap mechanics like Frost from CM where you can avoid almost all the dmg jumping on the beam or rock. SE p3 carier where people can sit on the ledge and range it…..

Ouroboro Knight’s [OK]

(edited by xDudisx.5914)

Current State of PVE Combat

in Guild Wars 2: Heart of Thorns

Posted by: xDudisx.5914

xDudisx.5914

My fear is this: That nothing more will be done to completely flesh out the PVE combat complexity by continuing to add to the complexity of combat in order to put together teams that use a trinity system (in which trinity lite is an option but not required) and instead we’ll see groups of all guardians, warriors, and now revenants in these dungeons and if you aren’t one of those three they’ll kick you at every opportunity.

.

Right now zerker is an option but not required. What is the problem of making trynity an option but not required? Also almost every class can spec for a support role if they want. I don’t see people kicking other classes because of that. Right now we have necro as a useless class for speed runs anyway.

The wvw and spvp meta is always changing. Looking foward for pve changes in the expansion.

Ouroboro Knight’s [OK]

Found dead: the 'Zerker meta?

in Guild Wars 2: Heart of Thorns

Posted by: xDudisx.5914

xDudisx.5914

If the content is challenging enough pure dps is not optimal look at pvp and wvw.

Both of those game modes have people that use zerkers, not all classes benefit from celestial in sPvP, and plenty of backliners use zerkers in WvW.

But you don’t see a zerg with only backline and is very rare to see a spvp team with 5 zerkers.

The reason being that it is not optimal. You do, however, see groups with all soldiers, or all celestial, etc. You don’t see zerk players demanding a content or game design change to “fix” that. Why is that? Why is it so hard to accept that everything in every game mode may not be optimal for your gear set up? Why is it so important for players not in zerk gear to chase zerk players around trying to force themselves into zerk groups? Its not even like there are many zerk only groups anymore. I know I haven’t seen one in a very long time…and I pug in LFG nearly every day.

Full soldier? Soldier is almost not even present in spvp. Even groups with celestial most times bring a zerker thief. Even in wvw is not common to see entire group of soldier.

Do you play in NA server? I see more zerker in lfg than anything else.

Ouroboro Knight’s [OK]

Found dead: the 'Zerker meta?

in Guild Wars 2: Heart of Thorns

Posted by: xDudisx.5914

xDudisx.5914

If the content is challenging enough pure dps is not optimal look at pvp and wvw.

Both of those game modes have people that use zerkers, not all classes benefit from celestial in sPvP, and plenty of backliners use zerkers in WvW.

But you don’t see a zerg with only backline and is very rare to see a spvp team with 5 zerkers.

Ouroboro Knight’s [OK]

Imagine if 100% health regen gets removed

in Guild Wars 2 Discussion

Posted by: xDudisx.5914

xDudisx.5914

like the title says.

Imagine they remove the quick health regeneration after you leave combat?

Would you change your build somehow?

Would it become more defensive?

Would health regen per second food increase in price?

Remove it would be bad, but it could get a nerf. Right now is too easy to leave combat and reset to 100%, even when your group is fighting. The time it takes to reset the hp is too short.

I think that the best would be only reset the hp if all the party members are out of combat. Or reduce how fast it goes from 0 to 100% when reseting. Maybe 10% every second.

If it was removed 100% people would probably change builds a little bit or always bring a staff ele and blast water fields. If they just nerf how fast it regens and/or how easy is to strat reseting hp it would’t change much.

Hp regen food would still be useless/underpowered.

Ouroboro Knight’s [OK]

(edited by xDudisx.5914)

New Map: RIP Open Field Fights

in WvW

Posted by: xDudisx.5914

xDudisx.5914

Did they post any new video about the new map?

Ouroboro Knight’s [OK]

Celestial or Ele? Let the Devs know

in Elementalist

Posted by: xDudisx.5914

xDudisx.5914

The survivability side of d/d should be better than the offensive one because they put all traits in defensive trait lines. Celestial has only about 500 less power than zerker. With 17 might stacks you have the same power as zerker. Might stack is still a problem.

Nerf might stack won’t make ele bad. Will just move from almost god mode for 1v1 to balanced like other classes.

Do you have anything against the signet build?

You don’t get it, do you?
Cele DD has 1500 base power, while zerker has 2000 base power.
With those 17 might stacks, Zerker ele will have 2500 power, which is a huge increase in damage.
Even if DD ele has 2000 power, that doesn’t make it as strong damage wise as Zerker, because it does not get the huge boost in precision and ferocity.

And 17 might stacks? How often do you have 17 might stacks? I’ll tell you right now, not very often at all, in most fights, you will have like 12 stacks and then they will start running out, even if you have 12 at all, unless your group constantly keeps blasting your firefields too.
Which means that D/D cele ele, has around on average 1700~1800 power.

If you put too much emphasis on might stacking or distract yourself too much with it, you are going to be dead way sooner than you expect, it takes away your concentration and messes with the free flow of the build, where you can’t exactly run fire>earth>water every time just to might stack, because you might need to pop water right after fire, or lightning to get some healing off, or remove some conditions.

And what i don’t understand is, why do people think that might stacking is exclussively an elementalist trait? The might stacking nerf will never happen, because it doesn’t just affect elementalist, it will affect every class in the game to some extent and will affect class that can create fire-fields themselves.

How many times has this elementalist had 17 stacks of might in this video? Twice.
Mostly because he kept using Glyph of Elemental Harmony, in fire, which people dont do anymore, so he wouldn’t have had more than 14 stacks otherwise.
https://www.youtube.com/watch?v=dYbyag78jf0
How many times has this elementalist had 17 stacks of might? Once.
https://www.youtube.com/watch?v=7hZiCpMBuYQ
How many times has this elementalist had 17 stacks? Once, why? Because his team blasted a few fields, he reached 22 stacks, that quickly ran out there after.

Well i think you get my point.

Now if you will also notice, all these videos are dated, before the sigil of battle nerf, so what does this mean? Well it simply means that Might stacking is even more scarce now. And where you would have seen 17 stacks, now that would be 14-15 instead.
So basically, 14-15 stacks, is even less frequient nowadays, and 17 is even harder to get an maintain in real pvp.
And even if you get 17, like i said – you aren’t running 80% crit rate with 210% crit damage like you would have had in zerker, so you don’t utilize the damage as effectively.

First, most zerker builds have a hard time might stacking. Thief is a good example of this.

Second, the crit dmg from zerker and celestial is pretty much the same (179% vs 180%). This happens because spvp zerker is not pure zerker it has vitality.

Third, 80% crit chance? From where are you getting those number? Pve dungeon builds? The difference from celestial to zerker is only 10% crit chance. Considering ele has a access to fury and some zerkers like mesmer don’t I think it is a problem.

Finally,

It is not hard to get 15+ stacks.
1-2 from fire attunement
9 from 3 blasts
1-2 from hoelbrak passive
4-6 from sigil of battle
can get more 1 or 2 with fire aura from leap combo

Ouroboro Knight’s [OK]

Celestial or Ele? Let the Devs know

in Elementalist

Posted by: xDudisx.5914

xDudisx.5914

The survivability side of d/d should be better than the offensive one because they put all traits in defensive trait lines. Celestial has only about 500 less power than zerker. With 17 might stacks you have the same power as zerker. Might stack is still a problem.

Nerf might stack won’t make ele bad. Will just move from almost god mode for 1v1 to balanced like other classes.

Do you have anything against the signet build?

Ouroboro Knight’s [OK]

Celestial or Ele? Let the Devs know

in Elementalist

Posted by: xDudisx.5914

xDudisx.5914

Just my 2 cents.

What makes D/D Ele OP for PvP?
Celestial Amulet and decent skills.

How can you say that Ele is only OP when he uses Celestial Amulet in PvP?
Is D/D Ele OP with zerker amulet? No.
Is D/D Ele OP with soldier amulet? No.
Is D/D Ele OP with any other amulet aside from Celestial? No.

TL;DR – Celestial amulet lets an ele have more than enough of what it needs to do its role. Tankiness and Decent DPS. People won’t call an Ele OP if they use zerkers since they die in a few hits. People won’t call an Ele OP if they use Soldier amulet since they don’t deal enough damage (lack of crits).

What should ANET do to tone down Celestial D/D Eles then
They should definitely NOT nerf elementalist traits and skills. They should nerf celestial amulet.

What you said does not make sense. I could say that no thief or mesmer build is OP if they are not zerker and by your logic the solution would be nerf zerker amulet. Fearmancer OP? Let’s nerf rabid/carion even though they dont even work for most classes….

Is celestial necro op? No, not even viable.
Is celestial mesmer op? No, not even viable.
Is celestial thief op? No, not even viable.
Is celestial ranger op? No, not even viable.
Is celestial guardian op? No, not even viable.
Is celestial non dd ele op? No

Conclusion: celestial is ok. It is not even viable for 5 out of 8 classes. Out of the other 3 classes 2 (engi and war) have good and solid builds even if not running celestial. A few dd ele traits and weapon skills are op.

one more question…
Is D/D celectial ele OP without mightstacks? No.
many blasts + fire field = dmg
D/D + celestial + dmg = OP

maybe reduce might from 3 to 2 for blasts?

That has been suggested before. I think it would be a great change for spvp and would make it harder for people to keep perma 25 stacks of might on dungeons/pve. Also makes sense to keep the sigilf of battle at the same lvl as the blasting fire field.

It seems that you don’t get the point.

Nerfing the traits and skills will just kill the other less viable builds hanging around. It seems that you can’t understand that simple statement.

You claim that the class itself is OP, if it is then D/D should be fine using any other amulet aside from Celestial but that isn’t the case.

And the way you compared them makes no sense. Zerker thief and mesmer can deal burst damage but that’s all they have. Celesial Ele can deal decent direct and condition damage but they also have more than decent sustain and tankiness. Celestial amulet should make you “average” on everything, not above average.

Since D/D’s playstyle is about out-sustaining your enemies. People complain that Celestial DD Eles have decent damage while being tanky. Nerfing might will hurt all classes, nerfing skills and traits will hurt most of other Ele builds. IMO they should nerf celestial’s offensive stats, nerfing might stacking again should be the last option.

Celestial makes your build average/underpowered on 5 classes. It makes your build average on ele if using weapons other than d/d. The problem is not the amulet. Is the d/d build.

It’s because the class mechanic of those other 5 classes is not about bunking. They can’t utilize the healing power because it scales bad for them so it’s pretty much a wasted stat.

Like I said before, celestial amulet makes D/D above average on almost every aspect that you need in PvP when paired with might stacking.

Your argument was “is thief/mes OP without zerker amulet?”.
Zerker Thief/Mesmer = high DPS with/without might stacks. Low sustain and survivability.
Celestial D/D Elementalist = decent DPS with might stacks, high sustain and survivability.

My opinion is that Might covers up the lack of damage from Celestial amulet, and D/D ele is too good at stacking might. It’s like we’re not sacrificing that much power at all by using Celestial amulet.

You can’t nerf elementalist skills and traits because it will hurt other builds a lot more than it will hurt D/D celestial. Zerker/Soldier D/D is already subpar, nerfing the traits and skills more will make it utterly useless. What needs to be nerfed is either celestial’s offensive stats or might stacking. In case you haven’t noticed, the 3 classes that shine with celestial have good abilities to stack might on their own.

You can’t nerf celestial just to nerf 1-2 specific builds hurting all the others. It is possible to nerf traits and weapon skills that will affect d/d more than any other build.

Since when guard and ranger can’t utilize healing power? Lols

Ouroboro Knight’s [OK]

Celestial or Ele? Let the Devs know

in Elementalist

Posted by: xDudisx.5914

xDudisx.5914

Just my 2 cents.

What makes D/D Ele OP for PvP?
Celestial Amulet and decent skills.

How can you say that Ele is only OP when he uses Celestial Amulet in PvP?
Is D/D Ele OP with zerker amulet? No.
Is D/D Ele OP with soldier amulet? No.
Is D/D Ele OP with any other amulet aside from Celestial? No.

TL;DR – Celestial amulet lets an ele have more than enough of what it needs to do its role. Tankiness and Decent DPS. People won’t call an Ele OP if they use zerkers since they die in a few hits. People won’t call an Ele OP if they use Soldier amulet since they don’t deal enough damage (lack of crits).

What should ANET do to tone down Celestial D/D Eles then
They should definitely NOT nerf elementalist traits and skills. They should nerf celestial amulet.

What you said does not make sense. I could say that no thief or mesmer build is OP if they are not zerker and by your logic the solution would be nerf zerker amulet. Fearmancer OP? Let’s nerf rabid/carion even though they dont even work for most classes….

Is celestial necro op? No, not even viable.
Is celestial mesmer op? No, not even viable.
Is celestial thief op? No, not even viable.
Is celestial ranger op? No, not even viable.
Is celestial guardian op? No, not even viable.
Is celestial non dd ele op? No

Conclusion: celestial is ok. It is not even viable for 5 out of 8 classes. Out of the other 3 classes 2 (engi and war) have good and solid builds even if not running celestial. A few dd ele traits and weapon skills are op.

one more question…
Is D/D celectial ele OP without mightstacks? No.
many blasts + fire field = dmg
D/D + celestial + dmg = OP

maybe reduce might from 3 to 2 for blasts?

That has been suggested before. I think it would be a great change for spvp and would make it harder for people to keep perma 25 stacks of might on dungeons/pve. Also makes sense to keep the sigilf of battle at the same lvl as the blasting fire field.

It seems that you don’t get the point.

Nerfing the traits and skills will just kill the other less viable builds hanging around. It seems that you can’t understand that simple statement.

You claim that the class itself is OP, if it is then D/D should be fine using any other amulet aside from Celestial but that isn’t the case.

And the way you compared them makes no sense. Zerker thief and mesmer can deal burst damage but that’s all they have. Celesial Ele can deal decent direct and condition damage but they also have more than decent sustain and tankiness. Celestial amulet should make you “average” on everything, not above average.

Since D/D’s playstyle is about out-sustaining your enemies. People complain that Celestial DD Eles have decent damage while being tanky. Nerfing might will hurt all classes, nerfing skills and traits will hurt most of other Ele builds. IMO they should nerf celestial’s offensive stats, nerfing might stacking again should be the last option.

Celestial makes your build average/underpowered on 5 classes. It makes your build average on ele if using weapons other than d/d. The problem is not the amulet. Is the d/d build.

Ouroboro Knight’s [OK]

HoT Demo. Possible bad news for thieves.

in PvP

Posted by: xDudisx.5914

xDudisx.5914

If they are really fixing those bugs this is a great change. Thieves and mesmer will have normal mobility like other classes that cannot take advantage of those bugged spots.

Ouroboro Knight’s [OK]

Easy class for disable player ?

in Guild Wars 2 Discussion

Posted by: xDudisx.5914

xDudisx.5914

So what is an easy class which doesnt require fast reaction for chains and stuff like that (combos and stuff) ? but does well in sPvP/WvW/PvE ?

For spvp turret engi. You don’t have to press many buttons, but it still require skill. You need to use dodges right and make corret placement of turrets.

For wvw zerging: warrior or guardian. You can play with more armor and more defensive if you feel you need to. Try full pvt shout guardian/war with melandru.

For wvw roaming: you can’t really do much roaming if you have slow reflexes. Try to stay with a medium-large group.

For pve: warrior. Your utilities are only banners that you drop or signets that you never activate. Only 1 button for profession skill (F1) that you also never uses in pve. Basically you just drops banners and use weapon skills +dodge.

I guess overall your best choice is make a warrior as main character and for spvp use an engi.

Ouroboro Knight’s [OK]

Celestial or Ele? Let the Devs know

in Elementalist

Posted by: xDudisx.5914

xDudisx.5914

Just my 2 cents.

What makes D/D Ele OP for PvP?
Celestial Amulet and decent skills.

How can you say that Ele is only OP when he uses Celestial Amulet in PvP?
Is D/D Ele OP with zerker amulet? No.
Is D/D Ele OP with soldier amulet? No.
Is D/D Ele OP with any other amulet aside from Celestial? No.

TL;DR – Celestial amulet lets an ele have more than enough of what it needs to do its role. Tankiness and Decent DPS. People won’t call an Ele OP if they use zerkers since they die in a few hits. People won’t call an Ele OP if they use Soldier amulet since they don’t deal enough damage (lack of crits).

What should ANET do to tone down Celestial D/D Eles then
They should definitely NOT nerf elementalist traits and skills. They should nerf celestial amulet.

What you said does not make sense. I could say that no thief or mesmer build is OP if they are not zerker and by your logic the solution would be nerf zerker amulet. Fearmancer OP? Let’s nerf rabid/carion even though they dont even work for most classes….

Is celestial necro op? No, not even viable.
Is celestial mesmer op? No, not even viable.
Is celestial thief op? No, not even viable.
Is celestial ranger op? No, not even viable.
Is celestial guardian op? No, not even viable.
Is celestial non dd ele op? No

Conclusion: celestial is ok. It is not even viable for 5 out of 8 classes. Out of the other 3 classes 2 (engi and war) have good and solid builds even if not running celestial. A few dd ele traits and weapon skills are op.

one more question…
Is D/D celectial ele OP without mightstacks? No.
many blasts + fire field = dmg
D/D + celestial + dmg = OP

maybe reduce might from 3 to 2 for blasts?

That has been suggested before. I think it would be a great change for spvp and would make it harder for people to keep perma 25 stacks of might on dungeons/pve. Also makes sense to keep the sigilf of battle at the same lvl as the blasting fire field.

Ouroboro Knight’s [OK]

(edited by xDudisx.5914)

disable whispers from who blocked you

in Guild Wars 2 Discussion

Posted by: xDudisx.5914

xDudisx.5914

Block them. They blocked you which means the whispers are literally the only form of contact that can be engaged in. If they block you, just block them and move on.

I said that in my post.

The player first blocks you and then start trash talking because you can’t whisper back.So your only option is to block him too.

The point is that they could automate it. Saving the player time and avoinding receiving the first annoying messages that you can’t repply. Right now the one blocking you always will have the last word. Unless you log another account or tell a friend to whisper what you want.

Ouroboro Knight’s [OK]

disable whispers from who blocked you

in Guild Wars 2 Discussion

Posted by: xDudisx.5914

xDudisx.5914

It is annoying when someone blocks you and keep sending whispers. That happens a lot in spvp and dungeons. The player first blocks you and then start trash talking because you can’t whisper back. So your only option is to block him too.

When someone blocks you they shouldn’t be able to send whispers you back. Blocking should have 2 effects. Block sending and recieving whispers from blocked player.

Ouroboro Knight’s [OK]

Vanilla GW2 is Dead when HoT releases:

in Guild Wars 2 Discussion

Posted by: xDudisx.5914

xDudisx.5914

If you devide the cost of the original game by 2.5-3 years it seems pretty cheap compared with any subscripion based game.

Ouroboro Knight’s [OK]

Official. Anet don't work on build template

in Guild Wars 2 Discussion

Posted by: xDudisx.5914

xDudisx.5914

RIP templates. Lol one of the top things on the list of things I was expecting from the expansion…

Ouroboro Knight’s [OK]

Revenants, going all the way

in Guild Wars 2: Heart of Thorns

Posted by: xDudisx.5914

xDudisx.5914

It is easier to balance the class with weapons having fixed cooldowns.

Ouroboro Knight’s [OK]