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Infusion.7149

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  1. You mean sigil? https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Frenzy It might have to do with it being an ammo skill.
  2. ^ I second jishi's opinion on Ryzen 5 5600X (if you can get it from Microcenter or other retailer for near MSRP) or Ryzen 5 3600 series over an Intel 10th gen CPU. I would not buy an Intel CPU if you can help it: they don't have any PCIE 4.0 support , require pricier motherboards to tweak RAM, and consume more energy generally due to the older 14nm node so any minimal cost savings is going to be negated after a year or two unless your power is dirt cheap. Here's what [Anandtech](https://www.anandtech.com/show/15787/amd-ryzen-5-3600-review-amazons-best-selling-cpu) had to say: > Every so often there comes a processor that captures the market. It ends up being that right combination of price, cores, frequency, performance, features and compatibility when added to the right sort of motherboard that makes it fly off the shelves. The main CPU this cycle seems to be the Ryzen 5 3600, offering six high-performance Zen 2 cores and 24 lanes of PCIe 4.0 for only $199.
  3. If you mean food+utility then it is unlikely. The durations tend to be 30 min - 1 hour without primers so there's no reason for there to be a hotkey. If you mean CC consumables, then forget it. From Oct 27, 2020 patchnote: > The existence of consumables that equip players with high control skills creates an unintended play pattern involving combat with the inventory panel open. It's our goal that encounters with substantial defiance bars be addressed by build changes rather than reliance on consumables, and for this reason we are disabling several items in dungeon and fractal content.
  4. There is no incentive to do it when it isn't a daily for the general playerbase. The only groups that tend to do it right after weekly reset want a fast clear because those people are likely raiders just trying to get their weekly content done. If you haven't done it before I would suggest you check some guides on how to do it instead of going in blindly. There's a few on youtube that explain it rather well, for example on metabattle or Mukluk's youtube channel there's a guide "Whisper of Jormag made easy". For WoJ I have found the best overall build for it is condi scourge with a wurm, because people can't seem to get the last 25% right if you don't "cheese it" with the wurm blocking strategy. Heal tempest and heal druid tend to be better for this as they have further ranged heals , there is not much reason to run heal firebrand over condi firebrand or power quickbrand, or even seize the moment chronomancer if you have a person that can actually play it properly in LFG. The heal demand isn't very high either unless people are standing in the hitbox there's players chaining people. The wurm strategy is illustrated by Lucky Noobs' content creator _flaschorLP_ here:
  5. Numerically for PVE: * Shortbow auto is 0.65 coefficient + 3s base bleeding on ~0.7 second auto chain if you include aftercast and animations --- ~0.93 coefficient per second plus bleed * Bloodbane path / Shortbow 2 is on 3s cooldown and has 1.2 coefficient + 3 stacks of 8s bleeding --- minor increase in damage if no condition damage improvements as it is 1s cast time * Sevenshot / Shortbow 3 is on 7 cooldown and has 2.17 coefficient + 7 stacks of 7s torment * Spiritcrush / Shortbow 4 is on 9 cooldown and has 2.0 coefficient + 4 stacks of 3s burning _Hammer weapon strength is 1100 while shortbow is 1000 with slightly lower variance._ * Hammer auto is 0.95 coefficient on ~1.25 second auto chain --- you can normalize this to 1.045 coefficient on shortbow and it's about ~0.84 coefficient per second * Coalescence of Ruin / Hammer 2 is on 4 cooldown and has 1.75 coefficient --- you can normalize this to 1.925 coefficient on shortbow , it's a damage increase over autoing due to 0.75s cast * Phase Smash / Hammer 3 is on 8 cooldown and has 1.75 coefficient --- you can normalize this to 1.925 coefficient on shortbow and also take into account the exceedingly long 1.25s animation due to the evade frame * Drop the Hammer / Hammer 5 is 15s cooldown and has 1.5 coefficient --- you can normalize this to 1.65 coefficient on shortbow and note you would only use this for CC of 2s knockdown as the animation takes 1.75s In PVE where cleave or radius damage is more valued than piercing or line attacks or added 300 range it's clear hammer isn't a superior choice on renegades.
  6. > @"ollbirtan.2915" said: > Bunker guard? Oh please do share that build! Ohh wait....it got deleted with the symbol nerfs ! In complete fairness I think he means core support guard in PVP. The one with AH (altruistic healing) plus stalwart defender shield trait ; the symbol trait still heals even if the radius isn't increased anymore in competitive modes. It also runs virtues with Absolute Resolution.
  7. > @"ThrakathNar.4537" said: > > @"Infusion.7149" said: > > Engineer is essentially the least utilized and played class per GW2Efficiency. It's in Arenanet's best interest to make the most played classes the predominant sources of "must have boons" which is why the suggestion of a banner warrior like spec is the best option for the poll. The chrono nerfs and subsequent buffs to firebrand to make it the number one choice for quickness reflect that design philosophy. > > > > Right now the order of most common classes are: > > * Guardian --- #1 playtime > > * Warrior --- --- #3 in playtime > > * Necromancer > > * Ranger --- #2 playtime > > * Mesmer > > * Elementalist ---- #4 in playtime > > * Thief > > * Revenant > > * Engineer > > > > What is scrapper? A support. One that happens to be dominant in WVW and semi-unwanted in PVE due to lack of DPS or "must have" offensive boons (quickness/alac/might) if run as healing. > > What is the poll option: "Support that buff alac/quickness to team". So essentially if wells (what used to be gyros as a skill type) added quickness then you would already have that option ingame. It would also achieve role compression similar to HB or druid in that it also heals. > > > > Given that engineer already has viable condi options (unlike thief) , that leave the question of what a new spec would bring if it is condi focused. The two main things would be a better weapon than pistol mainhand and an easier skill rotation if it doesn't have a profession specific bonus similar to banners or ranger spirits. > > According to GW2 efficiency, that data isn't correct. Elementalist is #5 in playtime, Mesmer #6, and Revenant is #9 in playtime. But setting that aside, Anet definitely doesn't use that methodology to decide which class gets the boons, otherwise herald, renegade, and tempest would all have gone to higher bidders. > > Scrapper is not a support, and it never was intended to be a support. If you look at the scrapper traitline, the top row one focuses on increasing personal damage mitigation and superspeed, the middle row on CC, and the bottom row on damage. Impact Savant, Scrapper's minor grandmaster and probably the most build defining trait, is a completely dead trait if you run scrapper as a support. It's a power DPS trait. This is in the same position as Druid's [Natural Mender](https://wiki.guildwars2.com/wiki/Natural_Mender), or Firebrand's [imbued Haste](https://wiki.guildwars2.com/wiki/Imbued_Haste), both of which buff your healing output, clarifying the roles of those elite specs. The main reasons why Scrapper is used as a support in WvW is because of Purity of Purpose (a core trait), Medkit (a core heal "skill"), Superspeed (A scrapper mechanic that both DPS and support can output) and Stealth (a scrapper elite). Core engineer is just such a strong healer that it doesn't matter your third traitline isn't dedicated to healing. However, core engi can't put out those offensive boons. > > A condi focused elite for engineer would hopefully bring the option to not run triple kit (hopefully only one or two) by giving engineer a strong autoattack and a strong condi utility. Fixed the bit about elementalist. Regardless the reason people don't run heal core engineer or heal holo (there's prot holo but not heal holo) is because of Purge Gyro, Defense Field on Bulwark Gyro , and function gyro in general combined with superspeed. _Purity of Purpose_ could be further gutted and the condition clear would remain the same. It used to be that stealth gyro also had reveal on the toolbelt skill which meant it was a counterplay to enemy scrapper stealth and mesmer veil pushes. People can and do run DPS scrappers in WVW, but after bomb kit autos were nerfed there isn't as much damage output as before. In terms of effectiveness it is far more useful to run heal scrapper because med kit scales insanely with boons. It's also an ideal support build to give new WVW players because you don't need to worry as much about vital cooldowns (kits don't have the long cooldowns of firebrand tomes) ; even a scrapper spamming med kit autos and purge gyro/bulwark gyro/stealth gyro as needed does respectable support while not being extremely susceptible to well bombs due to barriers and superspeed. Also I'm not sure what offensive buffs you mean since if you look at the meta heal scrapper for PVE it specifically states a lack of offensive boons. https://snowcrows.com/raids/builds/engineer/scrapper/heal/ * Might comes mainly from HGH. * In order to output fury you need to run Experimental turrets in conjunction with Rifle Turret. * No quickness or alacrity but defensively it has heavy condi removal along with some regen and protection output (along with superspeed) which isn't going to replace druids. I don't know how long you've been using engineer but it used to be that gyros were borderline unplayable because they were minions. Gyroscopic Acceleration, Object in Motion, Kinetic Stabilizers, and Speed of Synergy only existed since 2019. Even function gyro was changed. Most of the changes were oriented toward PVE and regardless so long as it is less power damage (even if it's something akin to 33K versus 37K) people will continue to run holo over scrapper as a DPS despite scrapper being less intensive (it's only 1 kit with no Photon Forge) and innately more robust. Almost all scrapper utilities have effects not concentrating on damage, including shredder gyro (spare capacitor is more for the lightning field and daze) and blast gyro (the damage isn't the main feature, you would want it for the launch CC and superspeed from bypass coating ; indeed the LN [suggested build](https://lucky-noobs.com/builds/scrapper-power) runs rifle turret over blast gyro). Even further in recent memory, the February 2020 competitive rework added sustain into the Explosives line in the form of Big Boomer and Blast Shield. At the same time people were/are complaining holo has too much sustain in PVP. Before complaints were about tools holo and now about sword+shield explosives holo... A future condi spec with profession specific bonus and less intensive skill rotation would still be a better option than an alacrity/quickness generator.
  8. > @"Joxer.6024" said: > So i guess the question remains.....if I sign up for a raid will I get kicked? yea its been 3 yrs but the fights will come back I am sure so will it be based on class choice? Man I hope not, part of the reason I left before......was hoping things have changed? There's a few fights people use necro even if it's not optimal if I remember correctly: * Soulless horror it is meta for epidemic on scourge , it's a condi fight * Vale Guardian as scourge for red guardian both for learning groups and as a failsafe for casual groups * Qadim the Peerless as pylon for some PUG groups that don't use deadeye * Matthias as condi scourge because it's a condi fight * Cairn as condi scourge * Mursaat Overseer as condi scourge with epidemic for statues Nowhere is reaper meta or even typically chosen by PUGs though it has a much easier time on fights where life force generation is available such as Slothasor , siege the stronghold ("escort") , spirit woods, or bandit trio , also in Qadim for lamp. The biggest dilemma for power reaper right now (if you run death perception and soul reaping) is you can either optimize for in shroud and get higher damage in shroud, or try to deal with low shroud uptime scenarios and wasted stats in shroud.
  9. Elementalist is basically a mage class aka magician / wizard or magic using spellcaster. I don't know why anyone would think otherwise. The only projectile attacks tend to be the autos which are magical in nature (i.e. stone shards, stoning). Even on a physical weapon such as dagger or sword it will use elemental attacks such as lightning whip or vapor blade. The instant damage in this game just hasn't been split between "actualized physical damage" and "actualized magical damage" and conditions and frankly it doesn't need to because damage is damage and it isn't specified as physical.
  10. Engineer is essentially the least utilized and played class per GW2Efficiency. It's in Arenanet's best interest to make the most played classes the predominant sources of "must have boons" which is why the suggestion of a banner warrior like spec is the best option for the poll. The chrono nerfs and subsequent buffs to firebrand to make it the number one choice for quickness reflect that design philosophy. Right now the order of most common classes are: * Guardian --- #1 playtime * Warrior --- --- #3 in playtime * Necromancer * Ranger --- #2 playtime * Mesmer * Elementalist ---- #5 in playtime * Thief * Revenant * Engineer What is scrapper? A support. One that happens to be dominant in WVW and semi-unwanted in PVE due to lack of DPS or "must have" offensive boons (quickness/alac/might) if run as healing. What is the poll option: "Support that buff alac/quickness to team". So essentially if wells (what used to be gyros as a skill type) added quickness then you would already have that option ingame. It would also achieve role compression similar to HB or druid in that it also heals. Given that engineer already has viable condi options (unlike thief) , that leave the question of what a new spec would bring if it is condi focused. The two main things would be a better weapon than pistol mainhand and an easier skill rotation if it doesn't have a profession specific bonus similar to banners or ranger spirits.
  11. "Should" is probably the wrong word. 10 templates were datamined before, so it's definitely possible but the economics or technical aspects (bugs?) of it probably stopped Arenanet from unlocking all 10. Any equipment templates above 6 are probably only used by WVW players anyway. Most PVE players are very unlikely to run more than three or four equipment templates because you have berserker's (+ assassin's to reach crit cap) , viper's, and harrier (or diviner) for most classes other than chrono.
  12. After nearly 2 months of this poll I'm not sure why there's so many votes on quickness/alacrity. If you want quickness then basically you can just ask for a slightly lower cooldown on the blast gyro well skill and/or just adjust chronomancer rune (2s quickness on wells) to 3s with sharing such that 50-80% boon duration can attain 100% subgroup coverage without needing to run full wells. 4 wells with 100% boon duration in the current state would put you at 100% coverage with alacrity if blast gyro was slightly lower cooldown. Currently you would need to run defensive gyros (medic, bulwark, purge, shredder). Unless there's utility nobody is going to take it over StM chrono / cQB / pQB / HB. This is extremely unlikely to happen since while firebrand and chrono can have 100% self quickness (and to subgroup) with 25 to 100% boon duration, scrapper can't even attain 100% self quickness with Applied Force since it has 10s cooldown and 3s base duration. Alacrity doesn't fit engineers as well and I believe renegade revenant will remain a dominant pick for alacrity due to ease of use , group coverage (10 players) and the large radius as well as the condi RR option which is much less clunky than a chrono for alacrity.
  13. If you mean PVE I think the banner could use half the cooldown. Most res skills on other classes such as Glyph of the Stars on druid , glyph of renewal on ele, merciful intervention on guardian (not full res sometimes) , search and rescue on ranger, elixir R, signet of undeath on necro are lower cooldown _and not elite_. Fury , might and swiftness generally aren't the domain of a warrior so unless the might gain is sufficient to replace a healbrand or druid then it is mostly for the emergency res capability. Head butt is a trainwreck in competitive because berserker is a trainwreck and it self stuns and does no damage. I'm not sure why anyone would use it over rampage. Signet of Rage's active functions solely as a spiking skill, the 20 might gain in competitive is a large increase in power for a short duration. I don't think it would be broken in PVE if it was 40 cooldown across all modes, there seems to be excessive splitting for no reason sometimes.
  14. Eh then you'd make it into a butchered Arc Divider. I feel like Hammer 2 (Fierce Blow) is in need of more help than Hundred Blades which would be usable if the last hit was reverted from the damage nerf and movement was allowed. Against an opponent with stability in WvW or stunbreaks/extra evades in PVP it's nearly impossible to make the payoff on that skill. That said the 100 Blades cast time is excessive because there's basically no way to stun someone that long unless you're using headbutt or burst with level 3 mace burst. Here's my analysis: Power coefficient currently is 2.8 which is relatively high even for melee skills , with a 0.8 final strike. The huge drawback is the 3.5s cast time on top of the self-root and unlike on axe, quickness is not easy to come by. In comparison , Whirling Wrath on guardian greatsword has comparable damage coefficient in terms of the initial strikes and is on a short cast time of 0.75s. Even if you compare to Death Spiral on Reaper, which has 1.8 coefficient and only 1 second cast time it would pale in comparison. The patch last year nerfed it from 0.525 to 0.35 per each of 8 hits with final strike power coefficient from 1.1 to 0.8. I would say given a normal melee autoattack is around 0.6 that's underwhelming. The payoff on the final strike could be reverted to 1.0 or 1.1 because someone has to be CCed for a long time with no stunbreak or crippled/chilled/immob to be sitting in all the hits. Having it function as a homing skill (light of judgement / hunter's call) is going to reduce skilled use of it, so I would advise suggesting that. If 0.6 is the average autoattack chain on a 0.5 second cast then over a 3.5 second time interval just wailing away without using skills you would be at 4.2 coefficient already. In actuality the warrior autoattack chain on greatword is 2.4s and in competitive modes it deals 0.469 , 0.6365 , 0.8375 coefficient per hit for a total 1.943 per 2.4s due to aftercast and animations. If you just add movement it becomes an inferior version of whirling axe which has 5.595 coefficient (so roughly ~5.1 adjusting for lower weapon strength of axe). Instead, psycoprophet.8107's idea of a flip skill if all hits connect is probably better for the game overall, along with a change to allow movement during channeling (only root while doing windup) and a revert on the damage nerf on the final hit. It would definitely make it a more interactive weapon. We see a similar mechanism in Arc Lightning on elementalist scepter. So in short: * Movement because the skill is 130 range anyway , the damage nerf hit it immensely such that the initial hits are of little threat and act as a huge tell * flip skill on final strike to make it more skill based , have this part of the skill root if necessary * revert damage nerf on final strike > @"KelyNeli.4516" said: > They could remove its damge and put 1 second stun on it, beng balance done, we could play wow now. Then nobody would want to play greatsword over sword. Sword has a burst skill comparable to greatsword and mobility could be supplemented with shield or even axe. People that ran DPS berserkers (which needs help due to the profession mechanic in general) in WVW did so solely for arc divider and that's with supports providing sustain and stability. Most of the time they built adrenaline on axe. If someone is running berserker in PVP they're usually laughed at.
  15. > @"FrownyClown.8402" said: > > @"KelyNeli.4516" said: > > Oh and adding a salt to the wound. > > Why does ele doesnt have a good ranged weapon or a reliable and fast aoe with it? Why is this class forced to go melee range, when it dies by a single hit from a boss of any sort? Have you ever seen a mage in ANY game out there in the world that would be completely useless when using a mage weapon - a staff? I never did, but i guess guildwars2 and its developers tried their best to make the class design of this game make absolutely no sense at all. > > Not to mention, majority of the skills on the hotbar plays no significant role to the gameplay, while other professions has skills packed with utility buffs, mechanics and more. Elementalist? All he has is some damage, some condi, have fun. Jesus this profession sucks. > > > > Staff sucks cuz of wvw nerfs. Try fresh air tempest with glyph of storms. > > https://snowcrows.com/raids/guides/elementalist/tempest/power/ Well a few years back meteor was nerfed along with lava font. At the time on big hitboxes the staff weaver topped the chartsin PVE (not WVW), by over 20% although on small hitboxes it was maybe 5-10% over the average DPS class. I do second the fresh air tempest suggestion though. If you are struggling with survival, then fresh air tempest with marauder armor (or trinkets) + water traitline (i.e . the old meta build which is still meta in fractals) is pretty decent. https://discretize.eu/builds/elementalist/power-tempest --- > @"Cromx.3941" said: > I will say weaver is particularly overly complex for mediocre results. This game has a lot of classes like that though where simple classes with no skill requirements are balanced on par or even better than well played very complex classes. The elementalist is fairly complex in the same way that engineer can be. About 2 years ago before power overwhelming was changed I believe the average benchmark for weaver was only 33K or something on sword. Raging Storm also was changed to add a massive 180 ferocity bonus with fury. It's in a far better spot now, the only thing that exceeds it is rifle deadeye (low cleave) and power chrono with danger time damage bonus (which requires chrono stacking). Power weaver (BttH variant) mainly focuses on two attunements: fire+ air which makes it comparable to the typical DPS class with 2 weapons. Master's Fortitude blunts some of the vitality drawback if you run sword.
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