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Loboling.5293

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Posts posted by Loboling.5293

  1. In terms of fun, I'm only enjoying condi weaver (sw/f). As someone with countless hours on ele, I can't help but feel clunky with weaver and the old weapons. They can be effective, but I just don't have fun. The rhythm feels off, and only sword/focus condition build has mee singing while I weave through combat and take out my foes.

  2. I have to say, soulbeast is the mot success I've had with the new specs so far in platinum. All the new specs (I haven't played Scourge or Spellbreaker) are mostly underperforming. Granted, I only played two games in ranked with soulbeast so far, but one of them ended with us spawn camping the enemy team.... Of course, this is a team game, but Soulbeast has more pressure than core ranger or druid, which means he can put pressure in situations he previously couldn't.

     

    I think once they buff the random junk pet skills (bite?!?!?) and allow for pet swapping in soul beast, I think the spec will be on-par (but different) from the druid.

  3. I agree they aren't fun to fight. However, I still think we need to give more time before judging. It reminds me of DH traps when they first came out, step on point and splat!

     

    Going to take some getting used to, since they can put "all their traps" with a single button press from range. But at least they need a decent amount of life force for that super lame and unfun combo (mash all the buttons for large condi spike)

  4. > @anduriell.6280 said:

    > OWP (one wolf pack) is trash. If wetake a second to look into the skill:

    > * Does 1 extra attack very half a second. That mean in an spwan of 8 seconds does 16 extra attacks, for your team if traited is 8 extra attacks if they can keep up the pace (usually don't).

    > * Has a fixed damage independent from your damage. The only thing that actually can benefit from it is sharpened edges trait because any other effect has an internal cool down.

    > * the damage of this skill is really low: 186 (0,7) wich is lower than the sword auto.

    > * 60 secs CD which mess with any "on elite skill" rune.

    >

    > Unless the skill actually clone your original attack (if you did a maul after one sec later produces the same damage or a portion of it, or if you apply conditions apply them again) taking this skill is almost a wasted slot.

     

    Have you tried the skill? haha

     

    On the build I was running (in pvp) it was hitting for 2k dmg. If properly coordinated that is probably a lot of damage from one skill. I liked to pop it with my axe4->5, but it works well for rapid fire with longbow too. Anyway, if you stack all your damage buffs you can practically 1 shot chieftan in hotm with this combo. (more like a million little hits) You kill him really fast, way faster than anyone can respond to normally. I didn't do much of this, only played around with soulbeast, since I found weaver to be more interesting to play around with first.

     

    I'd rather they increase the share duration to full, rather than reduce cooldowns. But this is for sure a cool trait, since some of the stances are quite unique.

  5. > @juno.1840 said:

     

    > Are you Mr. Trump now ("trust me")? Kidding aside, where's your sustain coming from? Signet of Restoration and Diamond Skin? That's almost nothing to be honest. With a total armor of 2600, you're pretty fragile. You do have 18.4k of health, so that's not bad (but it doesn't count as sustain really).

    >

    > I started out with a nearly identical build (it's posted in the forums pre-launch) with pure celestial, Fire + Earth, Sword + Focus, and also used the defensive Weaver traits. It was a beat-down, especially with condi-pressure.

     

    Weaver has 2 evades and an invulnerability, both evades are on really short cooldowns. And yes, the healing with water 2 into earth 2, along with signet of restoration, keeps you up really well. Diamond skin really helps with condi pressure. (we're still talking pve right? ;P ) It's plenty for pve I find, and during the evasions and invuln, I tend to easily kill white mobs; only veterans and above can survive more than 3-5 seconds next to me with all the aoe burning.

     

    Generally, I'm starting fire + earth, here I'll fire 2 and invuln if needed (like when I bursted down like 20+ mobs from the story mission), and then blast with earth 4. Swap to earth (earth + fire), cast molten armor, earth 2. (meanwhile I can use my instant burns or massive aoe glyph of storms in fire, when needed) Here you can do a lot of things depending on context. (water for some range bleed to keep distance, air to cc and gap close, back to fire to start your cycle to fire+fire, or go double earth and use your destructive 3 skill) The spec is like a huge dance routine, but I find I can kill things really fast, and the evades, constant healing and condi cleanse, and mobility tools (water 2, fire 2, water+earth 3 (ranged), air 2) allow you to keep moving around the battlefield, shifting in and out a lot like a revenant or sword thief would. I just think it takes some time to learn the skills, the healing scaling is great, the condi scaling is great. Celestial works really well. Now if we could just make America Great! ;P

  6. How far into the story did you see some indication of this? I'm playing a human who worships melandru, but it seems like I don't have anything to consider in regards to the god of war. He's just a human god, who we need to stop. I'm starting act 2 now. Kas seems completely crazy to my pc. There is nothing similar about our reactions.

  7. This is my dream set-up.

     

    http://gw2skills.net/editor/?vFAQJAsdncMAFNgNNAG5C8RgFBA7eVHrv1CXySQNMIAEKPAA-jxBPQBW6BAcpTAA/UCaOlfYUPgIV/BA7PEA4AY8iHAjP+4jP+4V8xHf8xHf8xHf8SB8oGM-e

     

    I'm not sure about raids, but for open world and fractals, I'm so excited to see 20k+ burning ticks along bursty power damage. Grieving looks like it'll offer some really nice damage.

     

    I think for power damage though, it scales so damn well off itself, the condition damage you gain will likely not offset to dps loss in a benchmark scenario. However, condition damage is so easy to stack with this build, and the power damage makes sure you are truly flexible in what you can do.

     

    Regardless of what does higher damage, griever's is my dream set for ele. (outside cele) It's so easy to cap 100% burn duration, so you only need condition damage; leaving you room for power/prec/fero.

  8. > @juno.1840 said:

    > > @Loboling.5293 said:

    > > For open world, I'm having great success with celestial weaver. Earth, Fire. I have about 1k condi dmg, and 2k power, but I feel like I tear through mobs. And my sustain is just amazing I can solo group events. (not sure if a lot of classes can do that, I've only really played holo (glass) and ele (glass and cele).

    > >

    > > Sword seems to excel at hybrid damage, but mostly condi. However, ele scales so well with celestial, for situations you don't need to maximize burst, it allows you to stay in the fight and keep damage up. Power is pretty bad with sword, you're better off with almost any other weapon. They could definitely buff swords power damage, while bringing down their condi slightly. (I suggest the fart burning utility, that procs 10 stacks of burning aoe, by reducing burning duration a bit) Then you'd have some more flexibility with sword.

    > >

    > > For now, sword weaver seems to have two main advantages, higher condition potential and maximizing the bruiser nature of the ele. You can't really capitalize on both at once, but I'm still amazed by my damage output with a defensive celestial set-up. I easily stack 20 burns in aoe within a few seconds.

    > >

    > > Until some changes happen, you'll have to get your damage from condi. (Although feel free to experiment, I'm just pointing out what I've observed)

    >

    > It's hard to hit 2k power and 1k condi wlth celestial unless you trait Fire+Earth and take the condi-power conversion traits. Also you must be including food and utility buffs. These things I just listed are not unique to celestial (as in any gear setup can do it).

    >

    > I'm confuzzled on your comment: " my sustain is just amazing I can solo group events" -- because I think sustain is extremely lacking. You can go arcane+water but then you lose those fire+earth condi conversions. Also celestial doesn't provide great toughness, vitality, nor healing power -- just enough to be better than zero, but not nearly as good as a stat set design for survival.

    >

    > Honestly you'd be better off with a condi-set than celestial since you can take the power/precision/ferocity stats and redirect them to condi/vitality/toughness/expertise.

     

    Here is my build:

    http://gw2skills.net/editor/?vFAQJAsdncMAFNgNNAG5C8RgFBA7eVHrv1DxgdwNMIAEKPAA-jBiAQBAUHA/0CAgHAgpU/RCnAA0o8zmKB93+DAA-e

     

    I don't need food for the stats I mentioned. Trust me, the sustain is incredible for open world and story missions. Just did a mission where you want to avoid alerting sentries. I ran right through, alerted sentries, pulled everything, and killed it all. Group events are quite slow. (I brought down the branded Hydra in about 10 minutes solo) But I find the weaver very flexible, so long as you ensure a decent amount of condition damage.

     

    Power is more of a benefit to running sword than the main focus. I sometimes swap in lightning flash. But, I know power works well for scepter weaver and staff weaver. Sword and dagger seem more hybrid (with a inclination towards condi). If you want to run power weaver, I suggest staff, scepter or at worst, dagger.

     

    I ran a build with arcane utilities and traitline instead earth, and it worked really well for open world as well.

     

    Once, I get some condi gear for my ele, I'm sure to see sword weaver in it's intended form. For now, I settled on a hybrid condi build using my wvw roaming set.

  9. For open world, I'm having great success with celestial weaver. Earth, Fire. I have about 1k condi dmg, and 2k power, but I feel like I tear through mobs. And my sustain is just amazing I can solo group events. (not sure if a lot of classes can do that, I've only really played holo (glass) and ele (glass and cele).

     

    Sword seems to excel at hybrid damage, but mostly condi. However, ele scales so well with celestial, for situations you don't need to maximize burst, it allows you to stay in the fight and keep damage up. Power is pretty bad with sword, you're better off with almost any other weapon. They could definitely buff swords power damage, while bringing down their condi slightly. (I suggest the fart burning utility, that procs 10 stacks of burning aoe, by reducing burning duration a bit) Then you'd have some more flexibility with sword.

     

    For now, sword weaver seems to have two main advantages, higher condition potential and maximizing the bruiser nature of the ele. You can't really capitalize on both at once, but I'm still amazed by my damage output with a defensive celestial set-up. I easily stack 20 burns in aoe within a few seconds.

     

    Until some changes happen, you'll have to get your damage from condi. (Although feel free to experiment, I'm just pointing out what I've observed)

  10. I love my springer, so far the teleport wolf is my least favorite to navigate tight terrain where I might fall. All the mounts are a little clunky, but I like the flavor of them. And springer was the one I was most excited to max out. As a bunny owner, I'm glad to have the springer, and it's forward tilting jump seems quite nice, although I wish it went even higher. I'd also love to see some alternate movement mode where you do a series of medium sized hops. Similar to T1 spinger jump, but mobile. Would be so much fun to jump around.

  11. > @Bear.3689 said:

    > "This ability will no longer queue and will interrupt skills, if able, in order to cast."

    > what does this even mean

     

    It means if you are casting another skill, and activate that ability, you will interrupt yourself to cast it. It states: "if able", to clarify this won't occur during abilities like ride the lightning. This is to allow you to pull off these abilities at a moment's notice without worrying of about a huge delay. Players could already do this with the escape button, but it's more clunky, so this code is included for some abilities.

  12. I'm not a fan of limiting depositing materials. High costs are part of the expansion, if players choose to store them for later use, or sell them its their choice. I don't like the idea of materials purposfully being blocked from accessing storage. I've bought all 14 bank tabs, and have 20 slot bags on all my characters.... It still feels limiting on my main characters, who often hold 3-4 sets of gear and multiple weapons.

     

    Crafting materials need to go into storage please. Don't worry about pricing, players will control that themselves. Back then, I (maybe 1 months after launch) realized what the flax was for and sold my reserves. I'm sure many players do this too. Nothing wrong with supply and demand meeting the reality of holding assets.

  13. > @Ryouzanpaku.1273 said:

    > Here is the video secretly taken on the AN meeting regarding new Legend for Revenant:

    >

     

    This is how the conversation on where to place the stun break for Kalla.

     

    "We could in theory put it here, but the gents that designed that skill don't quite believe a stun break would fit...."

    "Perhaps over here?"

    "That would be a problem because the skill starts with the letter W, which may remind players of the weaver, who not only got their profession mechanic, but they had it implemented for underwater combat..."

    "So what do you propose?!?!?"

    "I say good chap, we put on the healing skill, so players can get an amazing skill that saves their lives. Both a healing skill and a stun break, so to balance it, it'll do it's healing over 10 seconds... in a fixed area, and you can cancel it out by dealing 10k dmg to a spirit with no armor. Sounds reasonable."

    "People will be lining up the use that skill now!"

     

    "Only problem is with such an overpowered healing skill, we'll need to make sure each utility skill is virtually worthless on their own; can be killed, and require additional action from the player to see any real benefit."

    "Should we give them a short bow to remind them that the spec fell short?"

    "Good IDEA!"

     

    haha rant over. ;P

     

    As someone who never played gw1, Kalla doesn't seem any less random than Malyx. Shiro has a badass backstory, Ventari is talked about a bunch in season 2, glint is a main component of the story, jalis I don't know much about, but his people are legends and he is their king.

     

    I really hope that some work was done since the beta week-end. I was really hoping for some back and forth for the development, but it looks to have only been one sequence of feedback and we don't know what they are doing with it. If nothing changes for launch I might believe, *at least in principle*, that the devs stopped caring. (ps: this is a reference to the video)

     

  14. Rev has more mobility than guard, and you feel a bit like a water dancer. You weave through combat, and the herald is a lot of fun. But the guard is a true powerhouse. Guardian, like the Necro are the group stompers. They can slaughter large groups better than most. (ele contends in pve)

     

    So with mounts coming, it's unclear how much revenant mobility will be valued to you. I prefer the theme of the class, but it's also been a little abandoned early in development. They never finished the underwater combat for rev, so while it's quite potent for dealing damage, there is zero build options under water. So any time you face a new situation you need to use shiro and malyx. Something require stability? Shiro and Malyx.... Hard escort mission and you want some healing? Shiro and Malyx....

     

    Anyway on land, both professions are quite versatile. I suggest trying them out in heart of the mists. They haven't forgotten to try and balance the core class, and while it's still too weak, revenant core builds can be used now. (For a little while, I was solo roaming hard-mode wvw with a shiro/jalis core rev build; and it was fun for some moments, but straight weaker than herald)

     

    Core guardian still sees some play, but not really in pve or pvp. DH has really shown to offer great damage while sustaining fairly well. The original support of core guard didn't survive well into the expansion, which is why firebrand was made, to give guards back some support.

     

    Both are great, one a powerhouse, another a finesse fighter.

     

    However, one thing to remember, outside maybe necro, no class gets countered as hard as rev. Revenant is vulnerable to conditions, in a way that will make you laugh. I once got hit with a single signet skill as I was phase traversing away form a necro. From full health, I slowly died. Right as I was escaping into some water, I switched to glint to heal back the damage, but as I entered the water, my skill bar went to shiro with malyx on cooldown. I died about 5 seconds later, and the necro caught up and finished me... Literally got stuck underwater in the wrong hero, and got hit with a single condi skill.... It's quite frustrating to play power rev vs condi, but if you are proactive with dodges and blocks it's doable. But if you get caught off guard, a single condi bomb and if you don't have glint, you're toast. (jalis can manage too)

  15. I've only lost a single game to a bunker rev, and I was playing auramancer support. Any time I play my damage engie, I can manage these players fairly well. Although I do see how they have a little too much sustain. I would do two things.

     

    1) Nerf healing orbs by 20% healing.

    2) Add 3-4 second cooldown to detonate.

     

    I wouldn't do much else, especially with pof launching in a few days. Again, they are weak to cc and pressure. It kind of works out that my engie has rifle 4, and the ram knockback gadget. Along with elixir X, I find it a matter of avoiding projectile reflects and the one stack of stability they get on evade, and then you can decap them and cap the point... But you usually kill them by then. They can survive my damage by reflecting projectiles, but then they can't knock me back.

     

    At least for me, I run a build that counters them, so I never notice much issue. I mean a bunker rev that can't stay on point is pretty dead weight on a team.

  16. I was 2 (1604) points from top 250 last night (mostly played with a kitless engie build and a bit of auramancer) all done in soloQ. No match manipulation. I also solo roam wvw, so the armor is useful.

     

    I'm really glad that after dedicating myself to pvp as a solo player, I'm finally going to get a nice reward. pvp legendary armor would be better with it's own skin, but it's for sure the only place in the game, where I have a shot at legendary. I've been playing for 5 years, and I still don't have a single legendary. Now I just need to decide which armor weight.

  17. For solo roaming I have a lot of success with d/d ele. Full celestial armor, marauder weapons, and varying trinkets depending on situations. (Often full celestial)

     

    I managed a 1(2)v3 a few days ago against a condi mes, tempest and necro. To be fair, I had a thief with me, and we got the necro low, but when he saw the other two approach, he ran. I finished necro and 1v2 the other two. Thief came back just in time to stomp mes. Basically, you can put out some acceptable pressure, while sustaining really well. Truly, the build is weak against multiple thief gank squads. I can often get away, but some of them keep chasing and if I don''t quickly teleport back to base, I can't get away and eventually get downed. A good thief shouldn't die to d/d cele. But that won't stop you from killing many thieves you encounter.

     

    If you don't want to play d/d, s/f fresh air) is an even stronger build for dueling. Although, I never had more success than I did with d/d cele. Cele bulds is excellent at killing a bunch of "zerglings" that have wandered off; or longer 1v1 fights, where it wins by attrition and a few surprise bursts. It can also sustain outnumber situations really well and can escape everything except a good thief.

     

    Another build that is quite silly, and not as good, but still fun for roaming is condi ele. You have a lot of matchups where you have a strong advantage. But you don't handle outnumber situations as well. (or at least not with my condi ele build using arcane power/signets) Condi ele is the easiest to play, and will sometimes feel a bit like the single target version of burn guardian. It's not all single target in fact, but it doesn't have that area denial presence of a guardian.

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