ulchanar.4309
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Posts posted by ulchanar.4309
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I'm new to mesmer and tried the Disenchanter Mirage build in unranked but couldn't get it going (not feeling any learning curve) . I'm now playing the [Power Shatter build](https://metabattle.com/wiki/Build:Mirage_-_Power_Shatter "Power Shatter build") with much better success. Give it a try, it is fun to play and can be very effective.
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How about going for celestial armour to combine with viper/trailblazer weapons/trinkets for a hybrid build or with berserker/knight/marauder for power? Will that work? Ascended trinkets are cheap and you'll use different weapons for the builds anyway, but having two different armour sets is expensive.
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> @"ShadowDove.8329" said:
> I know most people are upset over not being able to complete Aurora, and personally I just want the mastery point-
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> But could we _try_ to be a little understanding of how they're trying to fix the problem? GW2 is a big game and the maps aren't small, plus there are bigger bugs that they're trying to fix right now. A bit of patience won't kill anyone.
If the developers would explain why this fix is difficult or give any other reason why it can't be fixed immediately I would not post a sarcastic comment like I did. That "we can't talk it" mystery behaviour is what causes the upset. This is not new content, so why does it have to wait until a content release?
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A bug fix comes with a release of content that adds things to the game and isn't just bug fixes or unplanned hotfixes. Makes total sense.
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Still bugged, please fix!
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How does Destruction of the Empowered work with skills that remove boons? Is the damage calculated before or after boon removal? Has anyone tested this yet? I'm considering whether it's worth to take DotE over Brawler's Recovery. The whole concept of removing boons speaks against DotE - but on the other hand, if you deal with conditions through resistance anyway and thus not need Brawler's that desperately, DotE could still be a thing, especially if the damage was calculated before boon removal... What do you think?
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Ok I understand, thanks for clarifying!
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I don't have much WvW experience, so maybe I don't get it, but why is repairing a damaged wall/gate hurting the defense? Isn't it better if they get repaired? Or is supply better spent on other purposes? When I see damaged structures in our bases and no fight is going on I usually go and repair them. Is that wrong?
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I've had the same issues with Holosmith when I started playing it. I can tell you what I have changed in my build and playstyle, so maybe it will help you as well.
* I switched to Paladin's amulet and focussed on not dying as main priority. Once I had less trouble surviving I switched back to Marauders but still run Paladin against Power heavy teams.
* I switched Tools to Explosives (Tools was the Metabattle build at that time) and got used to dodge rolling offensively (thereby preventing overheating as well). That made a huge difference as I started to really pressure the enemies with the additinal damage from dodging.
* In the beginning I kept stealth as an escape tool but now I often use it early in the fight. That way you avoid being focussed and can instead pressure the enemy first.
* Pretty much the same goes for Elixir S. I don't hesitate to use it early to let the enemy waste his big burst first and then counter pressure right afterwards.
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I recently started playing Holosmith in PvP (Zan's rifle build) and try to get it to work somehow. I never played classic engineer, only some matches as Scrapper when HoT came out so I have very little knowledge of the class itself. So far I can utilize the build's mobility to help my team by decapping and +1-ing, but when it comes to even fights - either 1v1 or group fights - I'm absolutely lost. I know I have to pratice my mechanics with the class/build a lot more, but I suppose I'm doing things simply wrong right now, like using the wrong skills for certain situatiuons or using them in a bad order.
My auto Elixir S usually procs way too soon into a fight, so I guess I'm playing too aggressively and don't care for positioning, dodging, cleansing enough. But at that point I usually still havent really pressured the opponents, which tells me that I'm just doing it wrong. Then once Elixir S runs out I'm usually dead 8 out of 10 times, only sometimes I can get away with Rocket boots. I tried to lay down a water field with Regenerating mist before using the boots for the blast finisher healing, but very often that little delay means I'm dead before I can make the distance. If I don't use the boots and try to just run/hide and heal up with Healing Turret I'm usually getting focussed down easily. And if I stealth up I'm still dying to AE and condis.
I could try to stay off point in teamfights to avoid getting pressured, but with 300/600 range of PF attacks and Blunderbuss/Jump Shot also requiring close range I don't see how I can be a threat to anyone without getting into melee at some point. And if I do conditions on me stack up so fast I can't really do any damage but have to start cleansing and leave the point asap.
Any advice on how to set up a burst, when to enter/leave PF, how to sustain when pressured (especially after Elixir S runs out) and matchups I should be looking for would be appreciated.
Which stats for Glint/Mallyx WvW solo roaming build?
in Revenant
Posted
Metabattle has [this roaming build](https://metabattle.com/wiki/Build:Herald_-_Hybrid_Mallyx_Roamer) with a mixture of Grieving, Celestial and Trailblazer gear. Is this really enough toughness/vitality or would you rather go full trailblazer, especially for solo roaming?