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sneakytails.5629

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Posts posted by sneakytails.5629

  1. The problem is blowing your 2 dodges on the unblock-able teleport channel evade, you cant afford to eat it. Shield does not help, and the few evades we have are too short so we still eat 1/2 a second of it. Just eating the tail end of the channel twice during a fight is enough to down you, they do that much damage.

  2. Ran the build with no changes for another 2 nights. Using the auto-attacks a lot more as suggested really helped.

     

    The real problem was condi, specifically Burn guards, and Condi Revenant. 5.5-7.5k burn ticks and torment damage were impossible to deal with without resistance. Even with dual cleansing sigils, the weapon swap alone was long enough for an extra few ticks of burning that were fatal most of the time. Cleansing ire also felt a bit too weak with the longer weapon swap due to the reduced bursts.

     

    34 for 14 on fights with half of the losses coming from condi (7) and messing up versus necros. That's without changing any traits or skills.

     

    I usually have to go full condi defense for it to work as condi application usually outpaces clear/resistance if I only grab a bit of it.

     

    I really think that running this build in specific match-ups against mostly power works. Power builds only gave issues on SA thieves, and Smoke-scale spamming Rangers.

     

    Solo I will run my normal builds, and break this out in small-scale rather than make changes to it. I like it the way it is in certain match-ups and situations.

  3. So I ran the build last night while roaming. The value of this build is sticking to your target and pretty much locking them down, they will blow all of their stun-breaks (even the 4 stun-breaks I run are not enough), heal, and movement abilities, but you can follow them and crush them into fine sand particles. This build can obviously stun lock opponents as well, and with other allies especially high DPS, it can end fights pretty quickly.

     

    As I mentioned above I have fought this build before, If you run a non meta build/weapon set you should really never win against it. I would describe it as "suffocating" to play against, but that's what this builds job is.

     

    Is this my preferred play-style? no its not. Would I run this build again? I might. I can see the value of this in WvW at say a really important camp that you are trying to protect, holding certain areas like ruins, the CC guy in a small scale group, etc.

     

    Therefore most of my critiques are personal. Both from playing against, and with the build.

     

    Personally I never liked Rampage, but its earlier versions were hella strong. The current version kind of sucks, having all the damage removed from CC really hurts the value and we lost the health increase, I find this forces me to use the skill earlier, or I can find myself in one shot territory upon skill exit from taking damage in Rampage mode. Personally I find Shield Bash, Stomp, Bulls Charge, Disrupting Stab and Full Counter (especially with certain traits) to be more than enough CC on this build. It's already twice what i normally run.

     

    I do prefer banner because there are many important stomps that you have to make in order to win in small scale fights. You have limited time to do this before the fight flips and you loose. I found myself in Rampage during some of these moments. Since the CC skills no longer carry the damage they used to have its pretty much not likely to cleave downs this way.

     

    You do gain a lot of CC with having Bulls Charge, Stomp, and Rampage but I feel you do loose a good bit of utility with having 3 CC skills on the bar. Especially with the damage cut from them.

     

    Overall I do prefer Discipline Spellbreaker, I feel bursting more often is important with one bar f1's, as well as a faster weapon swap to get those bursts when you need them. A lot of times you can get 3 off in short order with a successful FC. Most of the time you can spam 2 just from swapping. I feel this ups the damage significantly and it feels more fluid to play, and that's fun for me. Example below.

     

    [gw2skills.net/editor/?PKwAgiFlJwwYWsQWJe0X+vdA-zRIYR0xfIlKC6VK0yCwoHiQsHeLjusB-e](http://gw2skills.net/editor/?PKwAgiFlJwwYWsQWJe0X+vdA-zRIYR0xfIlKC6VK0yCwoHiQsHeLjusB-e)

     

    I threw Girth's build on one of my empty gear/build templates. I can see using it again.

     

     

     

     

     

     

     

     

     

     

  4. I will try it in WvW roaming. It's really hard to tell on paper without details. Pretty sure I have fought this before, cant remember exactly when though.

     

    [gw2skills.net/editor/?PKwAceRlVwwYWsQGJe0XevdA-zVIYR0xfKVpACTE0rEIahgRPEhYP8WG91C-w](http://gw2skills.net/editor/?PKwAceRlVwwYWsQGJe0XevdA-zVIYR0xfKVpACTE0rEIahgRPEhYP8WG91C-w)

     

    That's what I have been running for years in WvW. I have Variations on Core and Spellbreaker using GS/X-SH. I would rather have more stun-breaks, and the higher toughness combined with the Damage Reduction really helps. Once I break a stun I am sitting near 4k armor when DR is considered. The healing nerfs to Doly and RR hurt though.

     

    TBH I am sick of Rampage/Bulls Charge/GS on every build.

  5. Play thief more and find out its weaknesses. You will find out your counters, and when you are getting countered deliberately by players changing up their build/approach to do just that.

     

    I did prefer the old damage though, you could really punish Thieves a lot better. After multi-classing more I dont really sweat things too much.

  6. Thief and Ranger can counter certain builds/classes more than others. Its part of the game. They are still weak to Immobilize and CC spam. They are also fun to play.

     

    If you keep coming across certain builds/comps you have to change traits/builds or even professions OR go to other maps/areas. It happens to everyone where you constantly keep running into hard counters to what you are playing. Its up to you to adjust and counter things, that's what keeps this game interesting.

  7. > @"Caedmon.6798" said:

    > Tether is also amazing vs thieves and easier to land with it if gs missed and they dodged or ported back when comboing it with dag 2,even if they port again after landing it they will still get pulled back and have the reveal status aswell. Its a good counter against them.

     

    If you time things right you can burst right on top of them when they are knocked down. I try to leap at them with dagger 2 (to close the distance) and then swap into a Greatsword F1.

  8. I dont think Axe on Spellbreaker is that great, the t1 bursts on Eviscerate hit like a wet noodle. It's much better on Core where you can stack more damage traits, and modifiers. T3 burst's, that's when Axe hits like a truck.

     

    You are much better off running dagger as mentioned above.

     

     

  9. The most fun I had recently was the first no down state weekend before the big damage nerf. Peeps would show up with their cheese tanks and get blasted without the training wheels of downstate to carry their support saturated small group.

     

    Good times.

     

    The only thing more fun than that were the huge battles that would organically develop over something like a T3 northcamp about to get a keep to T3 and having things snowball from small scale battles to finally zergs colliding with long drawn out reinforcement lines to attack. Those were the days, such good fights. Rarely happens anymore.

  10. They nerfed the experience gain from escorting dolyaks and successfully guarding camps/sentries. Siege was nerfed along with the Warclaw. Too many commanders complained along with the zerglings getting chased down by defenders WHILE IN ENEMY TERRITORY.

     

    Finally look at balance/rewards and you can see that literally everything is slanted AGAINST small scale/roaming in WvW.

     

    Its easier, faster, and safer to just follow a zerg. But it has been DESIGNED that way.

  11. " Oh and Sun and Moon trait needs buffs. Off-hand dagger trait healing on crit for 7% is so much lower than you'd think. If you manage to deal 10k damage while wielding a dagger in your offhand you've healed yourself for 700 health. Wut."

     

    Yeah, it should be based on healing power so we can mix some of that into our gear. Or just up the percentage of healing on crit. 15% or so.

     

  12. Dagger was awesome upon release, then it was constantly pecked at until our current destination where daggers feel like using pool noodles against enemies.

     

    I still remember playing Spellbreaker that first night upon release, we were wrecking balls!

     

     

  13. Agreed.

     

    Removing our ability to burst the cheesy tank specs has hurt WvW drastically in solo/small scale. No surprise there is tons of them floating around WvW now.

     

    Sometimes I sneak into my screenshot folder and look at my wonderful glass core 18k+ killshots, I giggle a bit, and then close the folder and sigh.................

     

     

  14. I still think Warrior has to be tuned slightly higher than other professions simply based on how the class works. We have very limited access to evades, and virtually zero stealth, and teleports. Those 3 are some of the most powerful mechanics in the game if not the most. Warrior has to successfully do things in order to even fight properly. We have to land our F1 bursts, and in many cases its tied to our survival. Other professions simply do not have this problem.

     

    The more I play Daredevil and Soulbeast the more it solidifies this opinion.

  15. > @"RedShark.9548" said:

    > > @"Valik Shin.9027" said:

    > > Warrior isn't great right now but not horrible. It is however no longer a group fighter. Its really a roamer. The spellbreaker build on meta battle is what I would recommend to based off from. Your big stuns are useless anymore so having danger 3 and full counter are their replacements. You can't just tank damage you really have to move out of aoe and even LOS at times to keep yourself alive. You do however have a great match up against guardian and most boom heavy classes

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    > In what world has warrior ever been good against guardian, and hiw have recent changes favored warrior against guardian? I dont even rly play this game anymore, but still, please explain what advantage warrior has over guardian with its permablocks and blinds.

     

    I think he means the unblock-able boon rip (3 boons) from f1 dagger. It went from 2 to 3 boons. 3 is good. Break Enchantments was also increased from 3 to 4 Boons. Along with FC (1 Boon), and certain sigils, you can really strip Guardians important boons, without them they are squishy AF.

     

    That's on paper though. We all know that in reality Dagger F1's are not always landing as well as FC's. Boons are also re-applied so quickly that if you are missing any rips then you cant keep up and it feels like you are not even doing anything. They did up the power Co-efficient on Dagger F1 though from .7 to .9 which helped a little.

     

    I still feel like dagger was gutted, especially the offhand.

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