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Ourasa.7306

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Posts posted by Ourasa.7306

  1. > @"Shiyo.3578" said:

    > Good warriors are invul to damage as often as a good s/d thief, the class does not need more sustain.

     

    You... you’re kidding, right? I remember that warrior does not have the capacity to disengage in every fight almost instantly.

  2. > @"Bawi.9541" said:

    > > @"Ourasa.7306" said:

    > > My guess on the **general consensus**: They should reduce energy costs but add cooldowns.

    >

    > Absolutely not general consensus. The energy + cd system is fine as is. Stunbreaks for rev, maybe not so much.

     

    I was indeed referring to the stunbreaks. Sorry, should've clarified.

     

    Also, that, or stunbreaks should just do less and cost less.

  3. People still use rampage? Really now.

     

    Every CC it does pretty much deals 0 damage, so the only reasonable source of damage they have is rush and auto attacks. Any form of kiting will almost instantly shut it down. Blind spam is especially effective. If you keep eating auto attacks, then you’re probably doing something wrong.

     

    Even before all its CC damage was nerfed, there’s clear counterplay.

     

    Lich form is pretty much a better version of rampage, with hard hitting 4-5k auto attacks that are RANGED.

  4. Of course it's not fun. If there's something that this meta screams at you, it's that you should never go in a fight outnumbered. And even then, there's no guarantee that your teammates is competent enough to make the enemy team take their focus off you.

  5. > @"sokeenoppa.5384" said:

    > > @"Ourasa.7306" said:

    > > From what you said, I think you’re using a longbow. Don’t. The only meaningful attack move you have would be rapid fire. Stealth shot, knockback shot, and barrage are borderline useless in a timed boss fight.

    >

    > Longbow is a meta weapon for power soulbeast in all bursty raids tho.

    >

    >

     

    Why is that so? I don’t play ranger, as I mentioned earlier, but I don’t see how only rapid fire can make this a good weapon for maximizing dps.

     

  6. First off: What gear are you wearing? At most, you only want to have your gear support one stat that is non damage related. What would be better is gear that have none at all. If you have things like vitality or toughness, you’re sacrificing a lot of damage.

     

    You want to focus on the following: power; precision, ferocity, and condition damage (if you run condi). Concentration can be run for some classes, since certain boons greatly bolsters their offense (like guardian with retaliation).

     

    Next, make sure you have a full set of a rune: They provide hundreds of stat points, which is like wearing an additional piece of armor.

     

    And finally, make sure you’re consistently rotating between high damaging moves. Autoattacking should be seldom used, unless all cooldowns are blown and you have nothing else meaningful to do.

     

    Warriors, for example, will maybe go through one auto attack cycle of their axe once, before moving on to eviscerate, dual strike, cyclone axe, whirling axe, eviscerate again, weapon swap, hundred blades, arcing slice, weapon swap, repeat.

     

    I don’t know how a ranger might rotate since I don’t even play the class, but I do know that many use an axe (for whirling fortress I think), and a great sword. Some would use maul, hilt bash, maul, then Worldy impact, auto attack a few time, then maul.

     

    From what you said, I think you’re using a longbow. Don’t. The only meaningful attack move you have would be rapid fire. Stealth shot, knockback shot, and barrage are borderline useless in a timed boss fight.

  7. I honestly think it is a well designed boss. Unlike the other strike missions, this one requires you to not mindlessly clump up.

     

    The first phase is your typical, go full ham at his face, but the second one forces players to pay attention to their positioning to not kill get killed by the chains, and to save a friend targeted by the green circle. The third phase is harder by a level, as you have to be ready to retreat when he does his spin+orb attack; and to retaliate after he stops.

     

    Boneskinner, while having a much greater fail rate, doesn’t require much thought: Simply grab a ton of heals, and roll left when he starts wiggling his fingers. Only times people fail is when they screw up dodging and rotating left.

  8. Then:

    - Arguably the easiest class to learn for both the user and the opposition

    - Attacks hits like a truck, but are slow and telegraphable

    - Requires CC to lockdown before going ham

    - Seldom complained about (except spellbreaker)

    - Can 1v1 almost anyone, provided that did the right actions at the right time.

    - Can also get completely wrecked if played badly

     

     

    Now:

    - Can’t kill most classes in a 1v1 reliably (even condi is inconsistent)

    - Often too fragile to go in the center of a team fight

    - Only excels at CC spamming (much to the dismay of everyone)

    - Retains slow attacks, but now hits like a wet noodle

    - Mostly replaced by classes that do not require a setup CC or relies on condition.

     

    Plz buff ;-;

  9. Dual daggers is actually playable (lol), since most people aren’t used to disrupting stab to wastrel ruin combo (it’s a quick 6k, quite high for this meta). Should be noted that if you mess this up, then a large amount of your damage is gone.

     

    Other than that, warrior is all about either abusing a ton of CCs to control opponents but do no damage, or just weave in and out of fights like before, though to a greater extreme.

  10. Grind in this game is minimal for me. Of course, legendaries will indeed be grindy, taking maybe two to three months make, but even that pales to comparison grinding for LEVELS on some other MMOs. My first time leveling a character to level 80 took merely 3 weeks of daily, somewhat casual gameplay. Not bad at all.

     

    Maplestory was my first MMO, and its grind is literal insanity. A character can get to a max level of 275. Doesn’t sound bad at first, and early on, it may seem like a joke. Level 1-20 can be done in a day. But the exp scaling is ridiculous, to the point that to get to level 200, you need to spend 4 months of ENDLESS button mashing, 2x exp boosters included. Nothing else. Just doing “quests” which was pretty much additional grind, and killing the same monsters over and over again with the same button setup/rotation for 5-10 hours a day. Worst part is that the main STORY is also locked behind these levels. I stopped after grinding 3 months to get from level 200-212 with a Phantom.

  11. Core power warrior is kinda irrelevant as of recently. Sure, they CAN still do damage, but it’s not eye watering damage. Ex: 5k crit arcing slice with some might. Definitely not enough to keep up with the Rez speed, sustain options. Cleaving-wise, it sucks. Best you can do is stun lock people.

     

    Core condi warrior... well, I got no clue about that.

     

    Spellbreaker is still a thing. It can run power just fine (me thinks it’s due to the f1 that has yet to be nerfed).

     

    Beserker grew much more popular now, due to their abundance of CC and emphasis on condi damage, and the fact that they can’t really be one shotted by any decent player, unlike prepatch. Mace/shield + Sword/Torch became the way to go.

  12. If you want fun, they could just make another mode and add items (Or what this game calls, bundles).

     

    Some fun jank would make the game more enjoyable/replayable, especially since you can now blame the item for allowing a person to win, rather than the class they’re using.

     

    It’s also a mode that would be easy to expand upon: Just add more items (though they can’t be ludicrously broken of course).

     

    Examples:

    A light gun that shoots prime light beams, but only has 3 shots, with a 10 seconds cooldown in between.

     

    A bomb that creates the biggest explosion you ever seen, but after some time.

     

    A golem that counterattacks anyone who attack it with an unblockable launch.

     

    Freaking Sohotin, but can only be wielded for 30 seconds.

     

    The ideas of what can be added are endless. But it’s definitely a doable thing. Just look at the crab activity.

  13. > @"ButterPeanut.9746" said:

    > Something similar to this is what I was running pre-patch. It was weaker to power builds, but it may be okay after nerf on some power builds. Some folks like rousing resilience, but I'm a big fan of cleansing ire for the adrenaline.

    > http://gw2skills.net/editor/?PKABw+l7lZwYYLMMmJeaX+NVA-zZwOlIVAZKC6VIkwEQpDA

     

    Just tried this. I initially questioned why use the tempest rune, but that stunbreak heal is really good, especially when things get heated and CCs are flying all over the place.

    I always ran carrion at first, but then I came to realize that I rarely every got the fire aura that way.

     

    Anyhow, against spellbreaker, it seems to hold its own, given that you don't mindlessly spam moves.

  14. Ever since the last patch, condition became the predominant means of dealing damage. For warriors, virtually every build deals with power, with one exception: Berserker.

     

    Unfortunately, I am completely unfamiliar as to how to play it as a condition build. The best thing I could come up with was a bow and sword/torch making use of the rage traited skills + King of fires, but this comes with obvious flaws, with nearly no way of dealing with pressure (which shield usually took care of). On top of that, it literally relies on berserk to apply any real amount of conditions.

     

    So can someone perhaps give me a few pointers as to how to play condi berserker, and if possible, include a build?

  15. > @"Gwaihir.1745" said:

    > Hammer is now probably the worst pvp/wvw weapon.

     

    Yeah, it’s definitely lackluster. I mean, the only redeeming factor was its mighty/glacial blow being a high damage AoE with a low cooldown, but now that cooldown got bumped up... so even if you do get close, one dodge is all it takes for you to be a sitting duck for 10 seconds, unless you switch weapons. But in that case, aren’t you better off using any other weapon?

  16. If there was such a thing, then I would like it to have greater than average melee range (maybe 200-240 instead of 130). This would make it so that they don’t always need to charge in face first or constantly stick to their opponents, much like how a spear works in real life.

  17. A dodge that works even when stunned, allows for a free attack, and allows a person to control their movement.

     

    Sorry, I don’t hate core mesmers and chronos at all (since once you learn their strats, you can fight on fairly even grounds), but this dodge is probably one of the most hated moves in the entire game due to it being a get out of jail for free card.

     

    It’s similar to Twist of Fate, but even better, with higher uptime (especially with vigor) and offensive capabilities.

  18. Random idea (off the whim thought):

     

    Make players impassable, or just really hard to pass through (they cannot occupy the same space for long). A big change, since it would force people to actually pay attention to the formation instead of forming a ball. Scouting would also become easier.

     

    Smaller groups would have more flexibility when it comes to moving around compared to larger groups, especially if it’s an uncoordinated group.

     

    Coordination would now play a much larger role than it would ever had before.

     

    Very unlikely to be implemented, for there are very likely going to be flaws that are too glaring to ignore.

  19. From the start, they should’ve make it so that the bonus damage caps at the barrier health that the opponent has. This would prevent ridiculous damage output against a very lightly barriered opponent, and still retain its purpose.

     

    As long as they add in the cap, I’m all for buffing it to 25%.

  20. Pistol whip is a mostly fair move (aside from when steal is used right before the whip). Long startup usually means that you can land a CC of your own, dodge the whip, or if they miss the whip entirely (lol)... just walk away.

     

    It does become more problematic attack if the thief uses it right after sword 2, which is a spammable teleport that immobilizes the target. Fortunately, doing this as a 1-2 combo burns a lot of initiative, and you can usually Stun break and dodge the most damaging portion of the move.

     

    Of course, you can’t punish it once the whipping is actually done, and that’s why it feels unfair. But considering the long startup it has, outside of the use of a steal, it’s predictable and has clear counterplay.

  21. Holosmith is pretty much a variant of core warrior at this point, and I’d say that’s a good thing.

     

    Holo has easy to use cleave, a spammable gap closer (holo 2), an AOE CC (holo 5), excellent burst heal (turret + combo field), and more consistent endurance through vigor.

     

    Core Warriors on the other hand have easier to use single target CC (Bull Charge/Shield Bash), more in combat sustain (Might makes right + Vigorous shouts), and higher potential damage output (might generation).

     

    However, both classes now have a similar playstyle in which they need to focus on weaving and landing important bursts instead of relentlessly assaulting whatever is in front of them whenever they want.

  22. Depends on what that sustain is. If it’s something like Might Makes Right, then I would think a vast majority would think that it’s not worth it.

     

    If it’s something like Vigorous shouts, though, I would think that some would pick it up, and trade Tactics for Defense.

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