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fuzzyp.6295

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  1. > @"DeceiverX.8361" said: > Needs to be posted on the ele forums where so many are absolutely insistent the class as a whole has zero chance to beat DE. > > Nice play, though. Deadeye is still an extremely difficult match up against pretty much any variation of Elementalist, FA Weaver included. The bursts in this video are intense and its possible to catch unprepared DEs who can't escape to stealth, but once your Swirling and Magnetic Wave are gone, you're donezo unless you can LoS till your next evade or blind returns. @"Exzen.2976" Great video, great fights. I love FA ele and these were some great engagements. Do you think ToF is still worth it to run over Arcane Shield or Signet of Air? Lots of Eles keep telling me to swap to Signet but I don't really see why and your vid atleast proves it still pretty useful.
  2. Out of curiosity (if you're still looking for pointers) are you running mostly Air as your damage dealing trait line? What traits and stuff are you running? Air is great for dps but really gets countered hard by most Condi classes. Even some hybrid classes that can whittle you away with their own extra condi damage. I usually find running Fire as the best middle ground for fighting condi mesmers and other condi classes You can get some good power through might stacking, extra condi pressure and Fire has some really good condi cleanse built into it. It might be worthwhile looking into having a Fire build just for these situations. Fighting them with Air is all about who lands the burst first. Maybe consider swapping out a trait or skill for something a bit more defensive to eat up the condi like Stone Resonance or Bolstered Elements. If they are pure sustain/condi hybrids I would just swap to water and let the battle go on forever haha. Core D/D is a beast on itself. Whenever I encountered a condi player I struggle with on core, I have to run Fire/Water/Arcane just to survive. Surviving isn't too hard but there is little damage so that really just prolongs it. I have tried (with some success) Ether Renewal when dueling heavy condi players. It can work... but its awkward to use.
  3. > @"AliamRationem.5172" said: > > @"DeceiverX.8361" said: > > >it is INCREDIBLY easy to wreck unprepared/prepared people on deadeye, and its moderately easy to wreck prepared people on daredevil. > > > > Yeah I'm sorry but you very clearly have no idea what you're writing. D/P DrD is the hard fight and DE is often downright weak into ele due to your reflect/crit immune access and sustain beyond the initial combo. Thief is straight-up carried by Daredevil more than anything else. I literally have 1v2'ed Deadeyes on my reaper of all things, which has enough projectile denial to deal with rifle for the most part. It's only fairly menacing when terrain is heavily abused and is played quite well. > > > > Half the time it consists of camping earth/earth shield and laughing at the fact that they can't deal meaningful damage since almost all if it comes from easily-blocked crits with tons of negation. You'll just grind them down or can walk away from the fight if they continue to try and kill you. > > > > Unless you're playing zerk staff, there are ample ways to burst them down pretty easily and sustain through most of their damage on an offtank roaming build on S/F Weaver. > > > > You have to either learn their patterns and just counterburst accordingly, and/or know when to get ready to deny their damage by sustaining correctly and whittling them down. > > Like superspeed engineer or soulbeast, they can run away and reset if they really want, but that's not exactly them "winning" either. Is it easy for them to reset? Yes. Is it good design? No. But the class is hardly an unstoppable killing machine. > > > > Maybe you should post your build and preferred style of play and let people help you fix it. > > > > Okay, so deadeye isn't a problem as long as you...run earth trait line and camp earth to completely deny criticals while also taking focus offhand and shield conjure for projectile hate? Oh, but they could still be "fairly menacing" if they don't suck and you aren't really trying to kill them so much as walk away from the fight alive. Are you sure that isn't broken? It sure sounds like you're saying it's broken! > > > > Yeah I was taking issue with that statement too. DE is an extremely hard match up against Weaver since it insanely out ranges our tiny little Sword range and can keep its distance without any much trouble (not to mention the stealth spam of which we have no way to deal with, not that it matters since they can remove reveal). I mean sure, DE can be a joke if you literally build your entire build around surviving, but if your definition of winning is "I didn't lose" then you're not winning you're just wasting everyones time lol. On the topic of OP, I hate to say it but thieves are tough man. The best thieves out there won't die because they know when to pull back and known when to commit. Its really hard but you'll have to learn the flow of how thieves work and use it to your advantage. Try and save your burst for when they have wasted their shadow step, don't just throw out your CC skills randomly, remember to use the terrain to LoS and force them to blink around to attack you. You said you're running Fresh Air, well FA is a great spec for ganking or dueling, but if you're going face to face with another glass class, it really comes down to who can land their full burst first. It's a hard match up because Thief can just peace out. Consider swapping to Sword Weaver for a bit. Sword has much more defense built in plus its PBAoE punish thieves that get right in your face. Don't be afraid to run a bit more mixed stats too, I find celestial the easiest for dealing with thieves. The extra condi damage helps keeps them in check as they pull off and try to kite around, making them softer for when they re-engaged. If you're running purely power, swap out FA for Lightening Rod, Weakness is no joke and will cut the thieves burst in half. You have so many CC abilities on Weaver that you can proc LR pretty often. There are some really awesome LR Scepter Weavers out there too. Otherwise it takes time man. You said yourself you're new to WvW. Thieves really benefit from fighting newer or unprepared players because they are built to be single target assassins. It will take time. And sometimes you just can't win. WvW is different than sPvP, it is unbalanced by design and admitting that is kinda hard to do. Carry Target Painter traps on you to Mark annoying thieves. It won't always save you but it should scare them enough to the point where you can retreat.
  4. I don't think I've ever seen Trebs hitting the spawn on any EBG area. Do you mean it goes into the actual spawn area with the NPCS? Does it contest the waypoint you use to respawn? If not... then... it doesn't really matter? Or do you mean it hits you as you are leaving spawn? Because, as many point out each time spawn camping on EBG is brought up, there are three exits in each spawn you can take. If you are getting farmed at one, leave through another, or change your map. Spawn Campers will get bored and leave. If the trebs are hitting inside of the spawn area and killing NPCs or knocking players around with no damage then yeah, that should be fixed, but I've never seen that happen.
  5. > @"Zeesh.7286" said: > Can someone give a tldr? I'm a bit intimidated by 2 full pages given that the 3rd page makes no sense to me as to what even is being discussed... TLDR: Elementalist is a dead class, Long live the Elementalist.
  6. I don't particularly find it annoying unless you encounter that glitch where the effect continually remain on your sword even after you've holstered it, repeating the sound constantly. But even then I think that mostly happens more with the Fire and Water attunements then the Air.
  7. Weave Self might be a really good example of a PvP based skilled. It doesn't really seem to have much use in PvE since FGS is just better all around. But in PvP and WvW? It's incredibly good. I can't live without Weave Self when I run either Fire or Water based Sword Builds. The buffs are fine, but I'm not using it for the buffs. Its that sweet 2 second attunement swap that is just amazing. It has helped save me so many times. Tailored Victory is also a pretty good CC that can combo with Pyro Vortex since its an unblockable. You can chain it with LF if you're quick enough to catch players out of your range and take em by surprise and I've used it many times to stop full parties from chasing me down since it hits 5 players. My only complaints are that its doesn't last as long as I wish it would and I find myself interrupting the casting more times than I'd like to admit. Wish it was an instant cast. But those are small nitpicks. I will say that if I'm running a LightningRod build, Tornado is still probably a better choice, even with Sword. That CC is crazy. I also don't think Weave Self really makes sense in builds that use other weapons besides Sword, it just doesn't flow as nicely IMO.
  8. 1) More communication around balance: This means having the Devs come on and layout their thoughts for balance updates more frequently as well as clarifying their thoughts on how certain classes should be performing in the game mode. I'd love for them to lay out all their changes and listen to our feedback, but I understand that there is only so much that can be done with balance. Still, more communication is important, even if its communicating that it seems like things are more balance than they have been in the past so less extreme balancing is coming as a result. Just some communication regarding future balancing would be nice. This also includes any new "major" updates to be added as they could play into game balance. While there were many reasons players were outraged by the Warclaw's inclusion (it being a completely broken, unbalanced mess for starters), a lot of players were also upset because it came out of no where without gauging the communities thoughts on what exactly should go into a WvW Mount. That could have been avoided by a post asking for feedback on what makes a good mount in WvW. 2) More communication about the future of the game mode: An update on Alliances is overdue, leaving the community in limbo for years while we wait for the "coming months" to discuss the topic is just unacceptable for a triple A developer. All it takes is a quick post: "Yes, we're still working on Alliances but have no new information to share." or "No, Alliances were scrapped and we are currently assessing new methods of World Balancing." Or hey if you feel the worlds are currently balanced, say that too. Right now the only reason I can see ANet remaining quiet on the issue is that Alliances are pretty much done and ready to go, but they still don't have a good way to monetize them yet or someone is pressuring them not to lose out on the money lost with server transfers being removed. You know, I'd even take a post admitting that at this point, just something. I'll also toss in here updates on the anti-mount traps that were being discussed, are things like this still in the pipeline or were they scrapped? It's better that people know if something is scrapped or not than to just leave them without an answer. 3) More events: People who complain about events are a vocal minority. Its fine to toss in an event once in a while. No Down State is a fun one, but also ideas for Core Week or maybe have world goals where you need to flip SMC like 500 times in a week and you get a little trophy in your home boarderland spawn. I'd also like to see the WvW Holiday that was disucssed, or at least have an update. 4) More rewards: This doesn't just mean a flat gold increase (which I think really should be added to some of the higher tier chests to offset the gold sink that is WvW but whatever). This means introduce things that makes people want to play and grind WvW. Introduce a WvW Infusion that scales with your World Rank, give us the Stonemist Throne to sit on when we're hanging around in PvE, add unique armor and weapons that shows that you are a devoted WvW Player and you feel accomplished by sporting it. Skins for siege weapons? You could link those to the gem store even, I'd probably buy a cute quaggan flame ram. If you're concerned about them looking weird to new players, just include icons or something over siege to indicate what type of weaponry you're looking at. 5) Revitalizing Edge of the Mist: This could go with more rewards, but lets bring some love back to EotM. If you give us reason to play it, like EotM exclusive armor/weapons/infusions, people will play it. But I think ANet might not want EotM to really be a place people WANT to play since its just supposed to be an overflow area. 6) Obisidan Shard gobbler: hm, okay maybe this isn't just WvW but idk man I have stacks and stacks of these shards now cause of WvW with nothing to spend them on. Pls anet. 7) Fall Damage mastery: Pls.
  9. > @"Shroud.2307" said: > > @"fuzzyp.6295" said: > > I believe part of the reason most novelties are turned off are to avoid unintentional exploits or unfair advantages. If I remember correctly, the Executioner Axe Toy was used for incredible mobility back in the old days of vanilla WvW, which I think is why ANet just removed them all together. It would be nice to have some things work in WvW... and it would be even more exciting if ANet added some chairs/novelties exclusive to WvW that we can purchase with WvW currency. > > > > Atleast you can still tonic. > > Mushroom tonic was another one that was heavily abused for mobility. The #2(?) skill is a long range dash with a brief pause at the end that could be skipped by exiting the transformation and re-entering to spam the dash repeatedly uninterrupted. It was pretty much a no-cooldown Warrior GS #5 _(Rush)._ You can actually still use this tonic in WvW too, but obviously because you can't Tonic while in combat anymore it doesn't have any use. > Funny enough, ANet removed the ability to rush really quickly on the basic Mushroom Tonic, if you tried you wouldnt go very fast, but you can still get an insane mobility boost via the other mushroom tonics (king, queen, emperor) under certain circumstances. Yes it doesn't work out of combat, but it's pretty fun to use zipping past Warclaws lol. I reported the bug months so I assume as nothing has been done it must be a feature. EDIT: Actually, the mobility boost might still work on the original mushroom tonic, now that I'm thinking back to it I might not have been under the correct circumstance. Ah well, either way I know it atleast works with the others.
  10. > @"Grand Marshal.4098" said: > kitten, I would never be able to 3v1. I've 2v1 a couple of times but this is very good. Any tips to someone who wants to start playing weaver (builds, tactics)? > A couple players have offered good advice on surviving outnumbered. But I feel it also needs to be said that the quality of your opponent will also dictate whether or not you win. What I mean by this is that a lot of 2v1 or 3v1s you see in these montages tend to be against players who are mostly new to WvW, unfamiliar with PvP or play mostly in zerg settings. Even at the top of your game, fighting a 2v1 against actual roamers can be incredibly difficult, let alone impossible when compared to fighting a few zerglings pugs that got lost on their way to a zerg. This doesn't reflect anything on your own skills however, its just how the game is balanced. Don't get discouraged if you find yourself loosing outnumbered fights. For the vid, I think the fights were awesome and I love seeing Weavers kick butt. I'm pretty sure I've fought fought you and know you're a great Weave and either you beat me or I think we went 1-1 in the times we fought. I don't remember but great vid, hope to see more from you.
  11. > @"Spartacus.3192" said: > i am seeing way less condi heralds in WvW in recent months. And when i say way less i mean like i haven't seen a single one in the last few weeks in T1/T2 NA. > Its still a plague of thieves and rangers in wvw roaming scene. Same here, I recently went through a couple hours of recorded footage to put together a video of my fights and out of the hours I had saved I only had three fights with Revs, two condi and one power. Condi Rev is still strong but its no where near as oppressive as it was back in the early spring of 2020. Had plenty of Soulbeast and Daredevil fights though!
  12. Its harder to roam nowadays as builds have changed a lot from when the game first launched. Back in those days, it was much easier to fight outnumbered if you knew what you were doing and had a strong build. But recent nerfs and balance changes have made the roaming meta more or less into a 1 v 1 meta with a couple of classes able to fight 2 or 3 to 1 depending. I still solo roam nearly 100% of the time and really enjoy it, but its changed a lot. People here complaining about cheese or gankers are not wrong, but its also not a completely accurate representation of roaming. Its just no longer about being able to successful defeat large groups of people and changed to more being able to who can hit and run the best. What to look for in the Roaming Meta? Mobility and Sustain are key to stay alive. Classes with access to Stealth will always have a leg up on those that do not. Thief, Mesmer, Ranger and Engineer are considered top tier roaming classes since they have both the Mobility and Stealth checked down. If I had to make a tier list of how the roaming meta looks I'd put it something like this: S Tier: Thief (Deadeye, Daredevil, Core), Ranger (Soulbeast) A Tier: Engineer (Scrapper, Holosmith) B Tier: Mesmer (Core, Mirage), Revenant(Condi focused Herald/Renagade) C Tier: Elementalist (Weaver), Warrior (Spellbreaker, sometimes Core), Necro (Core, Reaper), Guardian (Core and DH) thats just a really rough list. Obviously, different builds could land you better or worse success and skill level of the player is highly dependent on how well a class does. You will still lose to a Elemenatlist who has thousands of hours on their character if you fight them with a Thief you've only spent 10 hours on. This might actually be a hot take, but I think the roaming scene is actually one of the most balance it's been in a long while if you consider just 1v1s... outside of the immortal necro bs haha. EDIT: It seems others are adding their own tier lists. That's great, the more input the better defined a meta can become. Just know my list isnt just considering specific builds, but how effective the class can roam overall in this current meta. I hope that helps.
  13. Yes, Weaver is much better in duels but requires a bit of practice to get used to the rotations as compared to Core or Tempest. What makes Weaver better is that the class has built in survivability ( barrier and evades ) to pair well with the Elementalist's normal intense vigor supply. Core elementalist mostly have to rely on vigor for dodges alone as their only means of damage mitigation. In todays meta, Core just can't compete effectively with what Weaver offers in 1v1s in most situations, and sPvP the disparity is even worse than WvW. The only "viable" core Ele build in sPvP (if you can call it that) is usually a variant of Fresh Air, which Weaver can arguably perform better. Tempest is much better in sPvP than Core and probably more favored over Weaver, but not as a dueling or damage class. It's mostly used for Support. Like core, you can try some Fresh Air shenanigans with Overload Air and Warhorn, but other than that Tempest isn't particularly good for dueling in sPvP. Both Core and Tempest have better dueling potential in WvW because of the more varied armor stats. For Weaver, builds usually come in two varieties: A sinister or grieving (sage amulet is often used too like Aliam mentioned) condi focused sword build that uses burning to help keep on pressure while comboing with CC to to land your bursts or a power focused Lightening Rod build that uses the Air Line to inflict loads of Vulnerability with your many CC skills so you can land thick bursts. This build can come in Sword/Focus or Dagger/Focus (or Dagger). The condi build is arguably easier and probably more effective but the Lightening Rod build is still incredibly fun to pull off.
  14. NGL I've been running Pyromancer's Puissance in my roaming sword WvW build and absolutely loving the Flame Explusion. The explosion can hit like a truck if you have enough might (which is never an issue since you get stacks upon stacks super quickly between regular rotations and combos) and combos really nicely when you swap into air and use Polaric Leap for a nice burst. Its also a great way to force players off the Elementalist because no one wants to get caught in the explosion, giving you a few moments of breathing room. I still wish they would rather get rid of the might sharing trait of this skill and straight up just improve the explusion to make it a bit stronger. If they moved the Explusion over to Blinding Ashes that would probably be a little bit too powerful. They should instead make Blinding Ashes the support fire trait considering its more a defensive support trait than the original Puissance was.
  15. > @"Stand The Wall.6987" said: > this is not so much about weaver being clunky, that was just the title. its more about that the spec seemingly has 2 trade offs. i would like to hear anyone with an opposing opinion on why i'm wrong about the 2 trade off thing. i suppose it would be fine if there was no cd on double attuning (maybe no cd on switching attunes but cd on double attune?) but imo its just too much. Well, I'd argue the idea of replacing the third skill with a new skill while still having access to the original skill if you double attune isn't actually any sort of trade off, it just adds more variability to how your play. Burning Speed, Shocking Aura, Geyser, Blinding Flash... they are all still there for you to use, you just need to fully commit to an attunement to use it. They even gave you an entire utility skill _just for this purpose_ if its really what you're into, which synergies with one of the strongest Weaver grandmaster traits. If you really want to classify this as a "trade off" then we should count ourselves lucky. I'd take having more options as a trade off to losing one of our dodges any day! I also wonder why someone would play Weaver if you specifically run a build that needs those skills. Weaver's identity is in the dual attunements... like, why pick Reaper if you're never going to use Reaper Shroud? Your second point of attunements getting a 4 second global recharge being a trade off has more merit. But I think that the recharge time change is the intended trade off for the class. Could the recharge time be less? Yeah, it could. I remember thinking the same thing when learning Weaver, I hated the extra attunement recharge on my other attunements. Using Weave Self feels really nice with that 2 second cool down. But after playing Weaver for so long... I just honestly don't even notice it anymore. I'm sure a lot of veteran Weavers can agree with that. I honestly can't stress this enough, with enough time on Weaver you just start to know your cool downs and rotate around them and it becomes second nature. In fact there are actually times I am grateful to the cool down time as well since it prevents you from accidentally double attuning and completely losing the benefit of the dual attacks. There needs to be a recharge on these attunement swaps because it just wouldn't be balanced if there wasn't. Try playing Fresh Air weaver and count the amount of times you may accidentally attune to Air twice. You may find a new respect for the cool down.
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