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Blood Red Arachnid.2493

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Everything posted by Blood Red Arachnid.2493

  1. > @"ugrakarma.9416" said: > HoT, > Pof is "non-diffult" is just crazy aggro range, that probably is a glitch and some players think is a "design" It's intended. PoF was designed from the ground up with mounts in mind. This means that, for enemy groups to pose as any sort of obstacle, they had to be able to take out a careless mounted player. To ensure that they could do this, the PoF mobs were given ranged attacks and leap attacks with a high aggro range, both to hit and give chase to the fast running raptors.
  2. It's fun, isn't it? Though I usually run water/air Marshalls, I'll occasionally switch it up and go full blown fire/air in marauder if I'm with a group, or if a guy is sitting at camp with his back turned to me.
  3. I, too, lament that so few people use the LFG. Last time I downloaded discord it messed with how my speakers and mike worked every time I used it. Because I can't use headphones I have to mute the entire game's audio, because otherwise I can't hear what people are saying.
  4. ... I'm the only one that picked warrior? O.K. hear me out. The rate at which I see warriors doing anything is nill. The dreaded February patch that split damage and CC killed a lot of the roaming builds, so whenever I fight one their primary tactic is to spam Full Counter and hope for the best. I don't see them in zergs often, either. Their main benefit is Winds of Disenchantment, because the rest of their group buffs are either done better by other players (shouts) or they're too immobile (banners). I did get burst down by a berserker once, but lately it just seems like warriors are in dire need of... just about everything. I don't play warrior in WvW, but I've seen every other profession on this list do something well, with but one exception. I do have some general comments on the other professions in no particular order: Revenant: Way too overnerfed. Hammer is extremely inconsistent and unresponsive, the boons have all been reduced to the point of tragedy, and energy costs are so overinflated that you get, at most, one utility skill every 10 seconds. This is my second place for the most overnerfed class, because boon builds still have a place in Zergs. Guardian: Largely fine, though I do hate retaliation with a fiery passion. Quite frankly, I'm not sure there should be any skill that gives group retaliation. Engineer: It isn't good to have one profession render condi builds irrelevant in zerg vs. zerg. Ranger: Don't have much of an opinion on them. They're fine in small scale, though they don't have much to offer zergs outside of Barrage. I've heard word of the legendary immobilize-build, but haven't faced one yet. Thief: In spite of my terrible matchup with them, I think they're mostly fine. Mesmer: Another over-nerfed profession. The phantasms are too inconsistent for power builds to function, and the condi damage has been reduced so much that most of their damage comes from down state. They have no adequate zerg weapon, for either sustained ranged damage or for pushes/melee balls, and all of their utilities are mostly niche and largely unnecessary. Elementalist: The weaver is fine. It is core and tempest which are way too weak. Necromancer: Hard to put my finger on this one.
  5. IMO it is only a couple of skills/traits that need to be fixed. Players responded to the 33% damage nerf by increasing their damage. Though there are some stalemate fights I get in to, a lot of the combat takes a surprisingly little amount of time. I'm still laying people out with Fresh Air Burst.
  6. The bosses can be quite fun in this game. Just, not the gigantic world bosses. My personal favorites are the Molten Duo, the Nightmare Fractal, and Ysshi Hessani. The issue of visual clutter comes and goes with the fights. It's actually one of my chief complaints about the new Claw and Drakkar fights. Hardest part about learning what to do with any of these is that it is nigh impossible to see what is going on. Putting the player/enemy count to lowest doesn't stop all of visual effects, it just means you end up dying from invisible enemies.
  7. The starter zones are designed to be approachable by the lowest common denominator. A lot of us are seasoned gamers around here, so we've lost perspective on how [low that denominator is.]( ) Anet wants to sell this game to people who don't know what hit points are, who don't know how to type yet, who don't know what damage is, who don't know how to auto attack. A lot of the lower level enemies may seem like they're trivial gimmies to us, but that is because we know how to play the game. But, there are potential players out there who upon being attacked will quickly panic, freeze, look at their keyboard, struggle to remember where the keys are, struggle to remember what the keys do, begin mashing randomly hoping that something will happen, panic again when they open a bunch of windows, ask the nearest person what they should do, and then maybe they'll mouse over the auto attack skill and click on it. Even if these enemies are so easy that you can slaughter them in mass by auto attacking, even that is not guaranteed for a new player. And that is why we need a defiance bar tutorial somewhere in the early game.
  8. I can see why they toned it down for PVP. I run a marshall weaver in WvW myself, and the barrier generation can get a bit... insane. At 1173 healing power, I get the following: Stone Resonance: 1,245 per pulse, 6,225 per cast, 18,675 total Bolstered Elements: 1196 per stance cast, assuming two twists and 3 stones gets 5,980 Elemental Refreshment: 598 per dual skill. If we assume a fight is around 30 seconds, this gets you around 8 dual skills (more or less), so 4,784 barrier Lava Skin: 2,466 barrier, can be used twice in 30 seconds, comes to 4,932 Invigorating Strikes: 1,445 per dodge. With perma vigor, get 4 dodges in 30 seconds, comes to 5,780. TOTAL: 40,151 That is a lot of fake health. Now, personally, I don't run Invigorating Strikes, because Woven Stride + Cleansing Water is excellent against conditions. Left to my own devices, I will end up stacking around 35k barrier through the duration of a fight. Granted, this is WvW. That much barrier is often not enough, considering how the power builds there can kill through stone resonance, and the evasive/stealthy builds will often just wait out the barrier before attacking. But in PVP, when you're pressured to confront somebody on a point with a time limit, the ability to forcibly generate that much barrier is ridiculous. Anet cut the worst offender (Stone Resonance) down to half base. Now, I'm not too familiar with the amulet system in PVP, but if this change were made to WvW that would be 3,555 barrier on my marshall build. That's still plenty of barrier. Before anyone asks, yes I do think that core and tempest are underpowered. I don't think Weaver needs any nerfs. I certainly have a hard enough time playing one. But, Hardy Conduit is simply no match for 32k additional fake health.
  9. The first tip is this: the raid build assumes maximum healing with no mistakes, and teammates who will always maintain permanent weakness. Since the only place this happens is raids, you'll want to take the trait Master's Fortitude over Superior Elements everywhere else. That gives you enough extra health to survive a few extra weak hits, or one additional strong hit. The second is the utilities. Personally, I run Arcane Shield over Arcane Blast. This is both because the damage contribution of Arcane Blast is minimal, and because the stun break and shield are a life saver. If you still have trouble surviving, the third utility to take for PVE is Stone Resonance over Primordial Stance. It effectively acts like a second and third heal. Though the only places I've ever had to take it were Dragonfall and Lake Doric. For the healing skill, take the Glyph of Elemental Harmony. The raid build recommends the signet as supplement to a dedicated healer and under quickness, and without being a healer yourself the bonus it gives it minimal. No matter what, you'll want to take Glyph of Storms. The final part is how you start out with your attunements. For maximum survival against anything without a break bar, you'll want to sit in Earth/Fire (that is, Earth Primary and Fire secondary). The reason you want to do this is twofold: first is the dual skill Lava Skin. This will give you stability and around 3,347 barrier eventually. The second reason is it transforms Glyph of Storms into Sandstorm. Now, Sandstorm pulses 3 seconds of blind every second for 11 seconds, which is a lot of ways to say that anything caught in that Sandstorm will miss you over and over again for 11 seconds. On a berserker build, that is more than enough time to kill anything that is attacking you. So, against multiple enemies that do not have a break bar, you'll want to go like this: Start in Earth/Fire Sandstorm + Primordial Stance (swap to Fire) Lava Skin Flame Uprising Earthquake Auto until attunement swap is off recharge (Double attune to fire) go into the standard DPS rotation from there. Finally, there's what to do when fighting an enemy with a breakbar. You can forgo the sandstorm, and instead go for the CC chain. It looks like this: Start in Earth/Fire Lava Skin Swap to Air (Fresh Air) Polaric Leap Gale Strike Earthquake Swap to Air (Fresh Air) Updraft This will do 757 breakbar damage, stunning most things with a bar. This will also leave you in Air/Air, which will then let you begin the DPS rotation again. Unless you have healing power on your build, going into water is largely useless. It doesn't give enough health to matter in the long run. The only reason why you'll want to go into water is if you need an evade skill, but you can't go into earth for Earthen Vortex.
  10. General rule for this game: unless something specifically says it increases condition damage, then it doesn't increase condition damage.
  11. Personally I see the it from the opposite side: we wouldn't have an issue with aesthetics if people didn't dress themselves so brightly. Cat Ears and gigantic glowing wings are popular, and you can tell they are popular because everyone is wearing them.
  12. Also remember that most of us here are adults. With adulthood comes varying levels of sobriety, as well as the ever-growing-in-legality leaf.
  13. > @"Leonidrex.5649" said: > > @"Blood Red Arachnid.2493" said: > > I've been out of the loop. Can anyone tell me what this supposedly busted Fire Weaver is? I'd like to know, largely for WvW purposes. > > its for 1v1 in pvp, I doubt it applies to wvw since nobody has to every fight anyone 1v1 if they dont feel like it. Making 1v1 builds mostly pointless. You'd be surprised how often I 1v1 in WvW. Besides most things that are good solo are good in anything up to large groups. Anyway, I did some digging on my own. As far as I can tell, the reason why it is that nobody lists the fire weaver build is because there isn't one build. Weapon choice is largely up to preference, but traits alternates between two different setups. The anti-condition build runs Burning Fire, Smothering Auras, Blinding Ashes, with off-hand focus. It pops in and out of fire over and over again in an attempt to spam as many fire fields as possible, and thus cleanse as many conditions as possible. It hopes to win with counter-burning the opponent to death. The second build is the DPS build, which runs Burning Precision, Burning Rage, and Pyromancer's Puissance. This is the one that twirls around while spamming primordial stance, in the hopes that all of the ticking burning will kill the enemy quickly. Regardless of the fire line, the rest of the traits are all the same: defensive weaver line, and arcane with elemental lockdown, evasive arcana, and either arcane precision or renewing stamina. Gear is Celestial with burning duration runes. Sigils are transfer and energy. I've been on both ends of Weaver for awhile now, and I can definitely tell you that Stone Resonance isn't as reliable as you'd think. It doesn't give you 5k barrier, it gives you 5k barrier _eventually_. Berserker and Marauder builds have powered through my health before that happens. To ensure I survive, I need to use my evades and defensive skills to make it so my other defensive skills get enough time to work, which basically means I have to shuck and dive in place for awhile before I'm comfortable enough to do damage. Stuff like Twist of Fate and Earthen Vortex have an aftercast, so lay down an immobilize and a few damage patches, and I'm a dead duck no matter how much I twirl around. There's always the tactical side: kiting around barrier is effectively the same thing as doing damage to barrier. If you see that yellow bar and decide to do nothing, then it is the same as doing 5k damage. I've had plenty of players turn tail and run, only to come back 5 seconds later and pummel me while Stone Resonance is on cooldown. To get all the defensive traits, you have to forgo all of the movement traits/utilities, so the Fire Weaver has poor swiftness and a paltry few movement skills.
  14. A large amount of the moderation on the forums comes from reports. If there's a backlog of tickets, then the moderators are going to prioritize those first. They might not have time to patrol the forums.
  15. I've been out of the loop. Can anyone tell me what this supposedly busted Fire Weaver is? I'd like to know, largely for WvW purposes.
  16. Oh I've had weird ones, too. The weirdest I got was when I was... standing around doing nothing. Literally, waiting for 10 minutes for the Shatterer to spawn. Said nothing, did nothing, etc. Suddenly I get a whisper saying "How utterly disgusting," or something to that effect. I tried to whisper back to ask them what they meant or if I was the wrong person, but I was blocked already. Maybe they just hated the design of my character? Another one I got was when I was the commander. I was leading the escort to the Hall of Ascension in Elon Riverlands, when something weird happened. The escort mysteriously teleported back to the start of the event. No idea why. Once this happened, I got an angry whisper from somebody: "You think it's really funny wasting other people's time!" Or something to that effect. Tried to send them a message telling them that I have no idea what is going on, but I am blocked. That's the unfortunate thing about the internet. It is a psychopathy aggregation machine. All of the regular people are invisible, because they don't spend their time obsessively sending messages behind block walls to signal their mediocrity and indifference.
  17. I'd still wear berserker gear.. All of the bonus crit chance that necromancers get make it so the extra precision from Marauders does almost nothing for DPS. The easiest way to be durable is to change utilities and traits for it. For example, take the standard Spite/Soul Reaping/Reaper build, and go with the following traits instead: Spite: Spiteful Talisman, Signets of Suffering, Close to Death Soul Reaping: Unyielding Blast, Vital Persistence, Eternal Life Reaper: Chilling Nova, Soul Eater, Blighter's Boon Utilities: Signet of Vampirism, Rise!, Well of Darkness, Signet of Undeath, Flesh Golem The amount of self-healing and life force generation is unreal with this setup. You'll get: 195 Health Per second with Signet of Vampirism. Twice that with two or more enemies. 192 per boon or 1% life force per boon. Remember that the Spite traits give a lot of self might, including on shroud attack. 1.77% life force per second from Signet of Undeath 3% Life Force per second from Eternal Life up to 66%. Each 1% of Life Force is roughly 174 health. 5% of damage dealt while out of shroud 33% reduction in damage with Rise! Protection upon entering shroud If you're facing an enemy that is immune to blind, you can swap out Well of Darkness for Spectral Armor to gain even more protection and life force.
  18. > @"JusticeRetroHunter.7684" said: > > @"Sigmoid.7082" said: > > I'll accept anti-positive under the premise but I won't agree with the premise in general. The game really isn't designed to support it and has moved away from the concept of it in the past in favour of other methods, which by the fervour of your posts, you disagree with. > > Right, I disagree with the those methods, currently employed by the game's design, but I also firmly believe they do not work either. > > > You're far more likely to see dampening effects or changes to logarithmic growth instead of exponential being introduced. > > Right, this is some-what how trade off's are structured currently in Guild Wars 2. Usually in the form of hard limits like target caps, soft limits like diminishing returns, or nonconsequential trade-offs like -vitality stats on exponential growth effects like Impact Savant. > > If I were to draw the feedback curves for a set of current gw2 game examples, their benefit-to-tradeoff growth curves would probably look something like this > ![](https://i.imgur.com/379wURF.png "") > > Now in many cases, you can not change the shape of these growth curves by adding cooldowns or cast times. In the example for Deathly Claws, let's say you added a 10 second cooldown. You would still have a positive linear growth curve because in all cases, it is most optimally used by using it off cooldown, so it would remain the same. > > Twist of Fate in the above picture shares similar traits to many other evade skills. One can essentially evade an infinite number of attacks...so the growth curve is beyond exponential, based on a per attack/per person basis. Again adding a cooldown would not change the growth curve on this skill, as it will always be more beneficial the more attacks you evade, for each additional person. In simple terms, it just means you will never be penalized for using this ability on cooldown, even if you don't evade anything...So even in scenario's where one uses this ability on cooldown it will always yield a net positive beneficial effect (0 or greater). > > This to me at least is a huge problem. You can see this problem manifest when bots perform on builds and can play almost as efficiently as real human players. It's because the skills or builds they exploit will almost always yield net positive results, regardless of whether they blow their cooldowns or not because of the nature of the benefit to tradeoff imbalance present in those builds. > > Just a disclaimer, there are some skills that have things like range, are projectiles, respect LOS etc, and those in themselves provide a little bit counter-play and are in someway trade offs in and of themselves...not exactly as straightforward to quantify these kinds of mechanics, but I do acknowledge their existence and I don't discredit those in any way. What I'm really talking about here is more about how skills are balanced in a "general" sense. > > > > > > I am really not sure that this is the best model to regard skills in this game. One of the things that kept bothering me about our previous posts is that I know games that have no cooldown, no recharge, no mana system, etc. Fighting games, hack-and-slash games, old-school adventure games, and so on. The one that kept ringing in my head was Street Fighter, largely due to a series of articles I read about competitive gaming revolving around it. These are games where you can spam attacks and abilities indefinitely, yet I cannot find any way in which they suffer for it. I can now articulate my contention: You aren't alone. Years ago, I called it the Auto-Attack War. It is a basic way to model inequality in this game, and it works like this: the player who has the higher DPS X Effective Health product will, by default, win the fight. I.E. if a Warrior and an Elementalist walk up and start auto attacking each other, the Warrior is going to win, simply because they have roughly the same resting DPS but the warrior has 8.7k more effective health by default. That's 75% higher, which is no small ratio. An elementalist achieves victory by avoiding the damage spikes of the warrior (thus lowering the warrior's DPS) while simultaneously landing their own. The means through which this is done is endless, but in concept it is really simple: combat exerts pressure on your character, and failure to alleviate that pressure or beat it back with greater pressure results in defeat. Combat is a race, in this sense. This is the thing that is lacking from your analysis. It is true in theory that spamming Twist of Fate off cooldown will avoid a limitless amount of damage given no definite timeframe. But in practice, I know not a single fight in this game where doing this would improve performance, either in PVE or WvW. Indeed, spamming Twist of Fate without regard for appropriateness will either lead to defeat, or a slower victory in a definite timeframe. There are two sides to every skill: how it affects your own damage, and how it affects enemy damage. Both have to be considered for any practical sense in this game. Twist of Fate, for example, has a negative effect on both. You can't attack while spinning. So, if you twirl about when the enemy isn't attacking, or if the enemy is using low-priority skills, then all it succeeds in doing is hindering your own performance. Worse yet, in PVP you telegraph that you can't Twist for the next 5 seconds, opening you up to burst skills. You gain value only if you avoid a damage spike (or CC that would lead to one), because then the drop in enemy DPS is significantly higher than the drop in personal DPS. Doing the math for all of this would be difficult, because human psychology in PVP becomes a factor. The general trend, however, is the same: when you consider that all skills are used on an opponent who is trying to kill you while staying alive themselves, then all of these skills have a tradeoff that is contingent on proper timing. That tradeoff is the decreased ratio of DPS x Effective Health product as compared to your opponent.
  19. > @"Eraden.8740" said: > Gee, I wish I had your problem. Admittedly I have a metric crapton of Bloodstone dust but I have very little Dragonite ore and Empyreal fragments. I have been working hard to craft a set of Zojja's gear and I have just about everything else I need in spades. Finally just got finished making my second piece. Now it's back to grinding for several days all over again to try and get enough to make 2 Dragonite ingots and 2 Empyreal stars for the next piece. That's even with being lucky enough to get in on the big events in those zones. I don't even know if they are tradeable. They don't show up at the trade shops. Then again, given how much trouble I have had getting the stuff, I can see why people don't put this stuff up for auction, even if it was possible. > > As a side note, I had a peek at the infusions for the first time on the auction house. PRICEY! Of more concern to me however, is the crazy coloring effects most of them have on your character. Effects that I really don't want. I like my character looking the way it is. It seems any infusion that comes with more than just agony resistance also comes with a hidiously garish effect. Can these things be crafted? I may need to look into making one that does not come with an icky effect attached to it. If you've got a lot of alts, you can get tons of both from the bitterfrost frontier. You get dragonite ore from the berry spawns, and you get emp fragments from the chests that spawn after doing the meta event. You can get about 150 of each per toon you take through there. Though the chests re-spawn for each character, so even if you have just one you can get limitless emp fragments.
  20. > @"JusticeRetroHunter.7684" said: > For example, Spectral Grasp, when targeting 1 player gives you 15% Life Force. When targeting 5 players, it gives you 80%. Where is the counterplay when a reaper uses this ability in a teamfight? There is none...there is no diminishing return for less active gameplay...you just spam it and wham it because it rewards you for using it in more favorable situations, rather then punishing you for taking the easy route. > That was me. Well, I was one of the people who got stuff like this put in to the game. A long time ago, the balance team maintained the passive-aggressive belief that they knew better than the players when it came to profession balance, and they also refused to tell us the answers to all of our little dilemmas. They were all about letting us figure it out for ourselves. It took a lot of effort to break through to them and get our grievances considered, and one of the big talking points was the necromancer. For many years the necromancer was the worst profession in the game. The reason why was pretty simple: it didn't have the active defenses that other professions had. It didn't have the movement skills, the invulnerability, the dodges, the stability, the boons, nothing. Necromancers had two things going for them (life shroud and debuffs), which ultimately lead to the most frustrating and polarizing class in the game. Whether a necromancer won or lost was ultimately out of their control. If they approached a lone player with a full bar of shroud, that lone player had nothing they could do to win. They were beaten into the ground by superior statistical strength. But, if a necromancer didn't have a full life bar, or if they faced more than one person, the necro was dead with no hope of escape or victory. This lead to a situation where nobody was happy: people fighting necromancers felt overpowered and helpless, and necromancers also felt like slow moving prey for everyone else to eat. The solution to this problem is the very thing you're objecting to: scaling effects. It started with reaper shouts, but soon expanded to other skills. By giving necromancer skills and utilities abilities that will upscale with the number of enemies they face, this gives necromancers the ability to fight against multiple foes and at least stand a chance. Without these upscaling abilities, necromancers would fall back into the situation they were years ago, where everyone hates them whether they play them or not. See, I disagree with your assertion here. Mostly because I've seen it fail before in other games (I.E. Yugioh and it's infamous de-powered versions of old cards). It isn't plainly shown, but every skill already has a series of drawbacks to it through opportunity cost: Every utility and trait you take means that there's dozens of others you don't get to take. Every time you use a skill, you lose access to that skill for future use. The gear you pick limits your access to weapons and utilities, and also limits your ability to receive or inflict damage. Every skill you use opens you up to being interrupted or punished due to bad timing or spacing. Etc. and so on. If you start with the assumption that all toons are zeroes at base, then it makes the game look like it is nothing but strengths. But, if you consider each toon as being fully built from the start, such as it is with PVP, then every build choice you make comes with the tradeoff of sacrificing what is there prior. For an example, lets do a full breakdown of Twist of Fate vs. Arcane Shield. **Twist of Fate** Positives: Can be used twice in close succession Avoids an infinite amount of damage in its short time frame Grants superspeed Grants Barrier when traited Cons: Can't attack while using the skill Only lasts 1 second 2.5 minutes to get both charges back Requires Weaver Specialization Loses out on significant DPS bonuses when traited for **Arcane Shield** Positives: Can attack while using the shield Lasts 5 seconds Relatively short recharge Does damage when it explodes Can be taken on all builds Gains reduced recharge, inflicts conditions, and gives ferocity when traited Cons: Can be overpowered by multi-hitting attacks Can only be used once per engagement Can be bypassed with unblockable skills Must Sacrifice a specialization line for the beneficial traits Doesn't upscale well Sure you can run both at the same time, but then what else are you sacrificing? The game's problems are not caused by skills not having additional drawbacks aside from opportunity cost. It just comes from skills being either too strong in what they do, or not strong enough. Too frequent, or not frequent enough. Rarely will a skill need a radical rework in order to become balanced. The pendulum swings between too tanky and too frail partly because of the cyclic balancing nature of the game.
  21. Anet does very little balance for zergs. Long range damage and mass support skills aren't on their radar, or they're actively trying to fight against it a la the shout change for tempests. The good news is, Thieves already have a lot of support skills for zergs. They just don't have a sustained offense: Venoms for CC, Immobilize, and Chill support that sticks to teammates. Scorpion Wire to rip players away from enemy zergs or walls. Smoke Screen to stop projectiles and area denial. Seal Area for stability stripping and group control. Shadow Portal for re-taking lost towers.
  22. You know, there are many in-game recipes that use those to make tradable goods. Heck, I recently discovered myself that the new Magnanimous utilities are over-inflated in price.
  23. There needs to be more options. As far as this game goes, there's only two places that will regularly down me: Lake Doric, and Dragonstand. Both of which are part of the living world updates that came out after both expansions. I would like to see the difficulty be somewhere between those two maps and the core maps of the expansions.
  24. > @"Sobx.1758" said: > > @"Veprovina.4876" said: > > > @"voltaicbore.8012" said: > > > > @"Veprovina.4876" said: > > > >You can only stunbreak when you're stunned but there's nothing against being knocked on the ground as far as i know. So once you're insta kncocked down, you're dead. > > > > > > This is very, very wrong. Any stunbreak recovers from knockdown/stun/daze, basically any condition that is indicated bu the purple debuff icon and lays your character out on the ground. The whole list of things that stunbreak solves is at the wiki page [here](https://wiki.guildwars2.com/wiki/Stun_break). > > > > > > I'm not sure at this point if we need to look at the game's design, or individual players, when it comes to figuring out how so many people can make it so far into the game without learning important information like this. For me, stun breaks are among the first abilities I make sure to hotkey on every class for every game I play, and I very quickly found out that abilities marked as stun breaks got rid of all hard cc's. This also taught me the utility of soft cc's like cripple, chill, and immobilize - I knew that I could throw those at targets in pvp who were using stability and stunbreaks, and find ways to pin them down regardless. > > > > > > EDIT: oops had this page open for too long, didn't see that someone basically made the same response already. > > > > > > > Then let me repeat myself. If all my skills go on cooldown, what do i use then? Doesn't happen with "normal" stuns, but some enemy abilities knock me on the ground, all my skills 1-0 get on a 5 second cooldown so how am i supposed to "use a stunbreak" then? > > > > I know what sutns are, i use them every day in WvW, and i know how to get out of them. > > But you can't get out of some stuns and CC effects. Especially if they don't have a tell like some mobs do. > > > > Besides, i don't know why you're all arguing with me, if you read my post (thouruogly this time), you'll see that i have no problem with this. don't just read the first thing i said and have a kneejerk reaction, read and understand the whole post. > > People aren't "arguing" with you. You've made a false claim about stunbreaks not working on knockdown, so people are correcting you so you don't spread information that's not true. > > I would also like to address this part: > > @"Veprovina.4876" said: > >So far i know which mobs do that and i approach them differently so that problem kinda fixes itself. I still think it's an oversight that shouldn't happen, but you CAN deal with it. > > If you can play around it, then I don't see how that's oversight. Having a need to actually approach certain mobs differently seems like something that's desirable, so the mobs don't feel like just reskins of the same thing with same skills and effects. I can actually explain this. There is a very small number of enemy skills in the game that completely bypass all stun breaks. These skills, however, are quite rare. The only one I can think of that does this off the top of my head is the Icebrood Trolls in Bitterfrost Frontier. They have an AoE stun that locks you in place for 5 seconds, and it puts stun breaks on cooldown. To extrapolate this to be the norm, however, is incredibly misleading. However I digress. ------------ The OP hasn't provided any further information on what their situation is, and we know that the starter zones are definitely not a CC fest. So either one of two things is happening here: (1): Troll Post (2): The OP has blundered into and end zone, but knows so little about the game that they can't articulate what is going on or what is happening.
  25. > @"kharmin.7683" said: > > @"Jski.6180" said: > > > @"kharmin.7683" said: > > > > @"Jski.6180" said: > > > > Its not good for the game it makes a real split between the haves and have nots and makes ppl exclude others from playing content. > > > This is entirely subjective and your opinion. There is nothing that is preventing core elementalists from playing and completing content. > > > > Number are not subjective. > What numbers? Where is it shown that core elemental cannot complete content. Granted, it may be easier or more difficult depending on the build, player's skill/experience or compared to other professions but that does not mean that the core elementalist cannot be used to complete content. Can you show empirical evidence where this is not the case? > This whole thread reminds me why I adopted the 3-exchanges rule. I.E. if a disagreement cannot be resolved or reach a point of clarity within 3 full exchanges, then it will _never_ reach one. After all, you can't reason someone out of a belief that they didn't use reason to arrive at in the first place. However I digress. I did a couple of baseline tests. I happen to have an ele with full berserker ascended gear. I did a couple of auto attack tests with standard boons and setup to compare how much damage each one does. Basically, I auto-attacked a golem with air dagger. Here are the results: Tempest: 13.2k DPS Weaver: 15.9k DPS Water Core: 15.9k DPS Arcane Core: 15.0k DPS This all demonstrates that Core has the same scaled effective power that weaver does, and more than tempest. The difference in performance comes from the skills available, and not the traits themselves. It hasn't been run in awhile, and I'm too disabled to test it, but I do wonder exactly how powerful the old conjures + arcane skills core ele would be nowadays.
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