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Infusion.7149

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Posts posted by Infusion.7149

  1. All I have to say is there is no such thing as a sword weaver WvW zerg build at the moment. If there is, it likely is severely hampered by 130 range with no weapon swap and having to dump a ton of stats into toughness to not implode (i.e. cele trinkets).

     

    I've only seen sword weavers on several occasions roaming with all their defensive utilities , they don't hit hard as say holosmith / daredevil / any shatter mesmer / soulbeast / spellbreaker and generally aren't a threat.

     

    Unless it's a tempest with at least a few hundred healing power + powerful aura for aurashare , the support really isn't amazing compared to 2018 standards. Auras other than magnetic aura aren't that strong.

  2. IMO 5% , 10% , 15% would have been fairer than 5, 15%, 30% . Maybe with only damage increase.

     

    Right now: power, precision, toughness, vitality, condition damage, healing power, and ferocity are all increased.

     

    30% is quite a substantial boost , even exceeding traits. If there were an effective decap (completely or percentage) every tick on all enemy BLs even if enemy doesn't decap it would probably be less crazy.

  3. Revenant is comparable to weaver in damage realistically due to most weavers running marauder gear (the ~100 power loss from armor is supplemented from the 120 power weaver minor trait while in fire attunement ; if you decide to run fire traitline over arcane then +150 power in fire as well).

     

    If you have fury from heralds I would recommend using the air traitline.

     

    As far as having the most damage goes, I'm pretty sure holosmiths in Photon Forge and soulbeasts (especially with "sic em" + signet of the wild) do more damage but with less cleave.

     

    If you run marauder armor then the dual attacks (pyroclastic blast will hit about as hard as rev CoR , with lightning surge and eruption coming close and piledriver hitting hardest. Meteor only does high damage on the initial hit, without quickness it is a liability to cast it outside of chokepoints and on wall siege

  4. > @"Hot Boy.7138" said:

    > the stat swap on legendary weapons is useless cause you can't change the sigil. I have Bolt AND Shining Blade and I still walk around with 3 extra swords in my bag. It's ridiculous.

     

    It's not totally useless. If you plan on using a legendary in PvE and WvW , usually a swap from berserker to marauder does the trick if sigil of force or sigil of concentration is used.

    i.e. for chronos (sword/shield) + firebrand (staff) : Berserker's/commander's or whatever to minstrel's typically

     

     

  5. "Descended" = all ascended armor+weapons+trinkets demoted to exotic ; no buffs from tower/keep , no food/wrench : similar to Queen's Gauntlet

    "Vanilla" = no elite spec week with only alpine BL without shield generators

    "Wasteland" = all ambient mobs removed , no veteran dailies

    "Sleeping sentries" = no marked effect when structure flips , no watchtower effect

    "Well Trained Guards" where Guard killer / Defense against guards bonus = 0 instead of +20%

    "Time-out" = RI is removed from all lords but capping circle is not up until tick time is up

    "Downgraded" = rune and sigil effects are nullified (i.e. durability / sigil of concentration, sigil of force , sigil of air , monk rune)

     

    Maybe:

     

    "Tactician off-duty" = no tactivators other than supply drop (no airship, dune roller, chilling fog, Emergency WP, invuln fortifications, dragon /turtle banners)

    "Siege wars" = trebuchets do double damage to other trebuchets , do zero damage to players other than knockback + ignore shield gens , minimum range increased to 3000 but hit up to 20000 range

     

    "Roamer training" = all roaming NPC guards run roaming builds with stealth reveal , stun, and gap closers

     

     

  6. Eh in its current state I run Draconic echo in WvW every time. The hundred or two hundred HP you get per second on 5 people doesn't compare with Fury on 10 people & extra might stacks when you consume facet of strength.

     

    In PvE , maybe if rev healers were wanted and it scaled better with healing power then elevated compassion could be worth it for a 5 man party. For most PvE cases the extra damage is better from Forceful persistence when you're using mallyx / Kalla elite , dwarf hammers, or just the glint facets.

     

    Shining aspects feels like it is very reserved in fear of what could happen in PvP.

  7. Ultimately I think Berserker is the warrior condi spec (look at the majority of berserk mode attacks) although Blood reaction is a ferocity bonus.

     

    There would need to be improvements to axe , hammer (mostly used on spellbreaker for interrupt), and greatsword in berserk mode. Right now it's competing with strength which has Berserker's Power (ironic), peak performance, and merciless hammer.

     

    I think the bigger issue at hand is how much stronger spellbreaker is offensively, i.e. Pure strike critical damage trait , the 12s full counter, & Revenge counter trait.

  8. I wouldn't use shield on revenant. When offhand sword blocked I used it for that purpose, now I just use 2x sword for max damage.

     

    Staff has heal + condi removal if that's what you want. Skill 3 also happens to be a block.

     

    For shield to be worth using it would need to be mobile and give you barrier , reduce facet of elements/strength cooldown, or something worth it on skill 5. Right now it is a block+ weak heal.

     

    The fact that there are unblockable skills and that you are immobile means if you get caught in AOE with poison you're worse off than not casting it.

     

     

  9. (I fixed the damage per the API. I didn't have the API ID yesterday when I created the article.)

     

    Anyway, double-checking it seems like it has 2 boons corrupted in PVP and 3 in PVE/WVW.

     

    2 boons is barely anything for WVW: Aegis / Swiftness / Might is easily 3. Fury if there's heralds around. Stability / Vigor / Protection / Resistance / Quickness are less likely due to the shorter windows of uptime. Alacrity isn't going to be up on everyone unless you have a chrono per party or something. I don't think retal has high uptime either.

     

    The issue is when necromancers are hyper stacked , the same situation occurred with scourges.

     

    Right now it is like condi hot potato with scrappers and scourges (Nefarious Favor) , unless you're outright cleansing using Firebrands.

     

    Anyway, it could probably use a higher recharge time in WVW.

  10. > @"SpellOfIniquity.1780" said:

    > I'm actually pretty upset about these changes. So much so I'm actually revisiting the official forum, which I tend to avoid.

    >

    > Speaking from a WvW perspective, the Blast Gyro change needs another look, as does Shredder Gyro. Mind you the latter needs a 100% overhaul, not just number adjustments.

    >

    > Blast Gyro is a good utility if you use it properly. Throwing the Tag at people and hoping your opponent is stupid enough to get hit by it isn't the right way and why a lot of people dismiss it as useless. The Toolbelt skill that grants Superspeed + stunbreak is extremely good, especially for supporting friends. The Gyro itself when used with the proper traits is also very good. I will say however that it was never about the damage it did and more so about the speed of the cast, the effect of the CC and the personal buffs it granted. Still, Scrapper, a spec that doesn't do a whole lot of damage to begin with, LOSING DAMAGE, isn't good. And especially on one of only 2 of the Gyros that are any good.

    >

    > Purge Gyro is meh. Medic Gyro is decent but the other heals always outclass it. Shredder Gyro is awful. Bulwark Gyro is great. Blast Gyro used to be great but is now more like decent.

    >

    > I appreciate it a TON that ANet has made multiple attempts to adjust Scrapper since it's creation. Not every elite spec has gotten as many reworks as Scrapper but, I think this particular change, the Blast and Shredder Gyro changes, need a second look. Maybe they could do some impressive damage with 25 Might on a Vuln stacked target but... Seriously how often do you think that's going to happen. It's not like Scrapper is ever used in PvE nor like it has the means to easily do either of those things by itself without sacrificing something major.

    >

    > Pardon my rant but, Scrapper is my favorite elite spec. I know that's hard to believe considering how underappreciated it is by most but, I hope these changes aren't left how they are.

     

    It's so people using tanky gear can't use gyros for damage. However, gyros should take far less damage if not targeted, maybe with a defiance bar of sorts.

     

  11. > @"yusayu.3629" said:

    > Good buffs for Sword Weaver, Raging Storm giving a free 240 Ferocity seems like a nice boost for air line too.

     

    Been running air line in WvW. The ferocity is insane (compared to pre-patch) with a herald in the party for fury if you're running weaver.

     

    180 ferocity from aeromancer's training (so run weaver in air+earth or air+fire)

    240 ferocity under fury

    120 ferocity from Elemental Polyphony

     

    total = 540 ferocity ---> 36% crit damage

     

  12. Well for me, in WvW I am unable to play condi renegade with the same effectiveness as power builds such as power herald.

     

    I have seen others use it, but renegade with shortbow is more DOT-focused than hammer and cleanses nullify a lot of the condi damage. At 900 range the renegade shortbow ends up in scourge range. For me, power hammer on rev remains more relevant. The reason why scourges can push out more condi is due to boon corrupt : renegade boon corrupt is minimal , even if there's "steal a boon" in the corruption line & banish enchantment (it only provides confusion).

     

    Kalla looks good in PvE because the allies might actually last the full duration whereas in WvW their stationary nature & applied DOT effect are holding them back. Mobs don't cleanse for the most part, and you likely won't be dodging as often . I don't see why the allies can't move (mainly Razorclaw) : the Ventari tablet is able to , as do minions and ranger pets. The turrets from engineer have a similar issue, which is one reason why scrapper is used in WvW (bulwark gyro is a staple for the dome).

     

    The way I use most of the Glint skills in battle is to double tap it, to get the effect rather than maintain the facet. This results in far less energy use versus the other legends. The only facet I usually maintain while in Glint is facet of darkness since it is a stunbreak / reveal (against veil) & party-wide fury is hard to come by.

     

    Out of battle, Glint's facet of elements provides swiftness to the slow scourges. Renegades don't have this effect on party mobility , the best you'll get is mace 3 blasting the stone road for swiftness (which isn't as likely due to people running Mallyx+Kalla).

     

    Running invocation means swapping legends breaks stuns , with Harmonize Continuity from Herald you break stun on allies as well. With the sheer amount of CC in WvW , the legend swap stunbreak along with Pain absorption / Rite of the Great Dwarf end up doing double duty.

     

    When running condi your main options are seraph and plaguedoctor stats for concentration to boost pain absorption's resistance duration by 50% (as well as alacrity), provided you have durability runes. Due to the loss of the concentration from herald traitlines you need more pieces of gear with concentration if you do want boon duration.

     

    Similarly, for power builds (hammer + staff , hammer + sword x2) the fury applied is only to the renegade itself. Kalla's Fervor allows for greater ferocity, but that's not a huge deal when you factor in the boon duration loss and fury uptime when a herald isn't in the party. Also Herald has access to the 2% more damage per boon from Elder's Force. The use of Shiro alleviates some of the mobility concerns, but it's not party wide & there's much more legend swapping involved to keep energy up. At 5 energy per second energy regeneration, the hammer has less issues than shortbow with respect to utility skill and F4 alacrity skill use (Spiritcrush and Scorchrazor are a major energy drain). The dwarf legend does rather large damage with the Inspiring Reinforcement skill (the colloquial "stone road") at a hefty energy cost but the other skills are largely defensive in nature.

     

    Unless Kalla is competitive , the protection from the *All for one* trait will remain largely unused.

     

    In any competitive game mode you can't expect to always retain the 33% crit chance from Renegade with full endurance. The wrought-Iron Will trait runs counterintuitive to the 33% critical chance from the minor trait (Brutal Momentum) too.

     

    So in short, I feel Renegade needs work for WvW (not necessarily PvE) not in the damage sense but in terms of mobility when not using Shiro (i.e. most condi builds).

     

    In PvE, as long as you don't bemoan the lack of swiftness (there's mounts) you're fine running Renegade with Kalla+Mallyx.

  13. I'd keep trails for legendaries. Anyway, in WvW it it's better not to have trails on.

     

    I like the mace, hammer, + axe. The axe is fitting for a core warrior or berserker ; if you wanted to you could run it on a mesmer / firebrand / necromancer (mostly on power scourges in WvW). Most spellbreakers run dagger , hammer, or mace.

     

    The mace is rather unique and mace is used on firebrands in WvW , renegades running condi , as well as spellbreakers for CC.

     

    The Shining Blade is a shinier blade ; so are Bolt (sword) & Sunrise (Greatsword). That is why I wouldn't go for the luminous blades.

     

    It's a similar situation with daggers (Incinerator , storm daggers overshadow it).

     

    The shortbow gives Chuka & Champawat a run for the money but the only character currently competitive on shortbow (not for mobility) is condi revenant in renegade spec. Very rarely do rangers use shortbow ; thieves use it for mobility only pretty much.

     

    Anyhow the weapons go closely with Auric weapons in coloring.

     

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