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Ezrael.6859

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Posts posted by Ezrael.6859

  1. I've not played since the start of March; but I enjoyed playing this build solo a lot in WvW, worked against Power and Condi.

     

    The build is Marauder / Diviner for 50% boon duration (75% Retaliation). Maintains 25 stacks of Might solo, perma Fury & Retal giving 94% crit chance

    (104% vs burning enemies) & high uptime on other boons. Has excellent condi cleanse and self healing + decent mobility & 3400 Power in combat.

     

    http://en.gw2skills.net/editor/?PWxAw2FlVUx8ybgBusy2YjW+PqLdA-zVRYiR3HIcQfnSbCi+EQBqC6Vqq4DQA/+PLCaGB-w

     

    Songs: All available on Bandcamp.com

    * Meteor - When the Moon Rises

    * Retouch - Awe

    * Dance with the Dead - Banshee

    * Dance with the Dead - Master of Puppets (Remix)

     

  2. > @"otto.5684" said:

    > > @"Ezrael.6859" said:

    > > They don't balance only for PvEasy. Core / DH PvE specs were at 140% crit and now they are at 115% crit... So... what's the problem, you were overcap before and you still are. Nothing for your Berserker PvEasy build will change after the patch for group play, are you complaining just for the sake of complaining?

    >

    > How about WvW and sPvP. These modes still do exist, you know...

     

    I know, that's all I play.

     

    RI change is fine, and the Guardians I've been chatting to for the past several months all expected it, though we've been running at 50% crit for a while anyway. The only person I know that was full Valk was Helly, I'm sure he'll just add some Marauder or Berserker to pad his Hammer build. I'm also sure he'd admit that core Guard with Valk could do insane damage too easily, it wasn't at all hard to get 250% crit damage with 90-100% crit chance and 25 Might stacks with 20k HP and retain all the regular defenses and sudden mobility a Guardian has.

     

    It still gives 25% crit, it's still a lot when you can maintain Retaliation for 100% of the fight and we have so many ways to access it that boon stripping isn't a concern either.

  3. They don't balance only for PvEasy. Core / DH PvE specs were at 140% crit and now they are at 115% crit... So... what's the problem, you were overcap before and you still are. Nothing for your Berserker PvEasy build will change after the patch for group play, are you complaining just for the sake of complaining?

  4. Everyone isn't saying the nerf is out of line, a lot of people saw it coming and agree, there are several people that have been stating so in this very thread.

     

    Try not to say 'everyone thinks' in order to back-up your own subjective opinion, it really waters down your argument and means you won't be taken seriously.

     

    As for reasons why the nerf should have been expected; Retaliation uptime on Guardian is not difficult as Core or FB and not bad either for DH in PvP and WvW, in PvE it's significantly easier. The trait was essentially giving +1050 to a key stat with significant availability and that is too much. The other traits in game with that sort of power are tied to extremely limiting factors like being in stealth and only affecting one attack.

     

    If Elementalist or Thief had +50% crit when they had a boon like Might, Swiftness or Regen it would also be overpowered, this is nothing to do with base hp levels.

    As for similar traits; Hidden Killer, Danger Time and Death Perception all have far lower uptime than Righteous Instincts.

  5. With the future of WvW and GW2 less certain right now, I put together multiple clips from videos made between early 2013 and mid 2015 before the trait revamp patch and HoT launched.

     

    Mixed solo roaming and with a small group of players I met in WvW, formed as [HATE] then [baah].

     

    Build played was exotic Berserker with a couple of ascended Celestial jewellery items.

    5 Zeal

    30 Radiance

    30 Valor

    0 Honor

    5 Virtues

     

  6. Golems require you to build them at a static location using a lot of resources, you can't just push a button and summon it.

     

    Rollers require an upgraded camp to generate and due to this are extremely rare.

     

    Your comparison makes no sense.

     

    Gliders are at least restricted to your own areas of control, however the mount is clearly not due to its ability to attack gates and evade through chokes into enemy forts.

  7. Core has very straightforward and telegraphed damage, it doesn't have the gimmicks of DH. It sounds more like you're just angry that your gimmick build was outplayed recently by some of the most telegraphed damage in the game. The only way you miss Judges Mighty Blow is if the enemy comes from outside your view, well that's no different to the burst a variety of professions and specs can put out from getting the jump on an opponent.

     

    If you want to whine about dumb damage spam that would be the current Holosmith in Holomode or SB sick em unblockable rapid fire out of stealth.

  8. Scepter Auto is the issue.

     

    It's balanced well against PvE mobs that don't move.

    It's utterly unreliable and easy to strafe in PvP and WvW.

     

    Ideally the auto-attack needs to become a guaranteed hit, then tailor the damage to match this. This could be achieved either by making it a damage stream like Ele Air Scepter or by making it a three part instant hit chain like Necro scepter.

     

    _Even the Mesmer Scepter confusion beam deals great damage against a single moving target with a Berserker build (10.5-12.5k vs light golem) and it's a condi based weapon!_

  9. Ranger GS has a 1s evade on its 3rd auto chain.

     

    Perhaps put this onto Mace's Faithful Strike to justify the slow attack speed with no gap closing ability, then move the heal to Pure strike.

     

    (Sword has 600 teleport, Axe has 600 pull, Scepter is 900 range).

  10. > @"Raiden The Beast.3016" said:

    > > @"Ezrael.6859" said:

    > > Play a profession that doesn't rely on cheesy stealth mechanics.

    >

    > ... Jupp... so much more skillfull to play with perma blocks ,gozilla dmg, boonbitch, invu ... godsubstain... wvw isnt balanced at all for roaming no need to nerf stealth to the ground. Let me know what U R playing sensai

     

    Are you sure you're old enough to play this game unsupervised?

  11. Are you sure the other classes are gaining barrier through the runes at full hp and not just through skills or traits that grant barrier?

     

    There's a lot of barrier around these days, and available on other runes too. (Scrapper, Holo, Weaver, Scourge) Mount - Pounce. Runes - Rebirth, Scourge, Weaver.

     

    Of course Sanctuary won't grant barrier at 100% hp to you, you're not doing any healing.

  12. > @"Drarnor Kunoram.5180" said:

    > > @"Coinhead.7591" said:

    > > > @"Drarnor Kunoram.5180" said:

    > > > Personally, I'm sticking with Rune of Rage on my Ranger. Now it's nearly perma-Fury while you're in combat (9.6 seconds every 10), which works nicely with Ranger's Fury boosting traits.

    > >

    > > (4): Gain Fury for 8 seconds when **entering** combat (Cooldown: 10s)

    > >

    > > You only get fury on entering combat, if you stay on combat it will not trigger again.

    > >

    > > Relevant links: https://wiki.guildwars2.com/wiki/Superior_Rune_of_Rage

    >

    > Not true. In the original blog post announcing rune changes, they said that if you remained in combat for the entire cooldown, it would trigger again. Their example was Ogre Runes and the Rock Dog, but the Rune of Rage will follow the same rules.

    >

    > Also, my numbers were wrong. I calculated for +20% Fury duration, not the +30% it actually is. That brings it to 10.4 seconds of Fury every 10 seconds.

     

    You're mistaken.

     

    There are two types of runes.

     

    Ones that activate upon entering combat and ones that activate during combat.

    They are worded differently on purpose, you'll notice the ones that are worded entering have lower cooldowns (10s/20s).

    The ones worded while in combat are much longer (60s) those are the ones that auto-renew.

  13. > @"EremiteAngel.9765" said:

    > > @"Zero Solstice.9754" said:

    > >

    > >

    > > Video proof of this great stuff lul

    >

    > Sustain was nice but didn't look OP to be honest. It was just right.

    > Sustain was something that necro lacked but needed all this time.

     

    If you can't see how horribly overpowered that rune set is while it allows a condition based spec to have better sustain from simply focusing on applying conditions than any of the available heals in the game then you're either a horribly biased person that knows it's OP and just refuses to be balanced.

     

    Or you've clearly been overburdened with an abundance of education.

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