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Zhaid Zhem.6508

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Posts posted by Zhaid Zhem.6508

  1. WvW : http://gw2skills.net/editor/?PGgAgilZwkYRMImJm8WZvUA-zRRYVhJGcRUaBo2ss1yG-e It's my old build but with a bit more marauder and buff traits. Really, really, good condi cleanse, good sustain. Dmg okai when you mix primordial stance (vulnerability) with burning speed, plasma burst, air#2 etc.

    PvP : tempest fresh air or lightning rod, with schoking aura sharing, I also try with the conjured hammer or shield ; I'm not a big fan but it changes from fire weaver.

  2. I'd like rifle a bit as the Engi or war, or mace/axe of revenant : midrange (900-600) with some melee skills (480-130) to block, knocback ...

    Scepter is fine ... with weaver ... otherwise it lacks "multi-target", damage or just instant skills. Fire #2 #3 water #2 ... all skills that do dmg are just too long or too obvious to cast/hit and not usable without focus' CC/chilled .... or just not available for core/tempest.

    Staff and scepter have been nerfed, with balance attempts, almost only because of weaver (remember the 44k benchmark staff weaver)

     

    But alternatively it's true the only melee weapon will be Dagger. A new set of two weapons; mace/mace, axe/axe ... would be cool too.

  3. I'm not sure you test your builds. Because, yes, you don't die with full celestial but you don't kill anyone either. All dagger skills have been nerfed, you have no dmg buff, and you don't have enough condi pressure without weaver stance and dual attacks; you won't be dangerous with 2k power and 30% precision and burning speed that do 2k dmg.

    Equip some marauder or grieving accessories and weapons. 30

  4. > @"Axl.8924" said:

    > I got a question guys. Say if i summon FGS, do the abilities count for the bonus for fire for getting fury in pve? technically it says fire should give fury on burning and FGS should have some, so i should be able to stay in lightning overload for lightning bonus hit with fGS get str bonus or vice versa.

     

    I'm not sure to understand.

    It works if you blast a fire combo field, FGS has a fire field but no blast.

     

    Otherwise, if that's not the question. Conjured weapons skills are affected by boons and traits.

  5. > @"Anna.7845" said:

    > > @"Zhaid Zhem.6508" said:

    > > Yeah but the support part of bunker chrono is kinda weak since the rework of Signet o inspiration, no ? The fact wells don't pulse the boons ; the phantasms from chronphantasma die even before the end of the daze, Seize the moment only 1sec per clone, very low Slow application, distortion not shared anymore, the end of concentration amulets and boon duration on runes.

    > > I'm pretty sure chrono bunker can hold caps, that's not the problem; but if you're just a shield with legs, I dunno .... kinda useless.

    > >

    > > May be something with mantra/inspiration http://gw2skills.net/editor/?PiwAw6ZlNwqYWsJWJeaSqtdA-z5ADA Heals from Inspiration haven't been too much impacted by the last patch.

    >

    >

    > The build looked more like this:

    >

    > http://gw2skills.net/editor/?PiwAw6ZlVwOYXMFWJW6T7NdA-z5AXGZmC9WB6MA

    >

    > Blink and blurred inscriptions was equipped, I dunno about the chrono traitlines. I’m also not sure about the amulet/runes. The signets were equipped also for distortion.

     

    Yeah but Signet Of Inspiration + distortion don't work as before (You don"t give all boons, nor share distortion anymore (that 's a reason why chrono bunker died)) It's okai for zerg wvw, but in pvp with all the "2sec duration" and low boon applications on every classes now it feels pretty useless except to share aegis.

    Between signets for self sustain and mantras with awkward heal design, i don't know what s the best.

  6. I already try fire/earth; big issue : swiftness. All your skills are melee but you can't even reach it. You should try with signets instead of diamond skin, signet of air for the 25% movement speed + fire + restoration.

    Arcane, in spite of the nerfs, is still very recommanded, mostly because of the perma swiftness, and regen/prot/mights

  7. Yeah but the support part of bunker chrono is kinda weak since the rework of Signet o inspiration, no ? The fact wells don't pulse the boons ; the phantasms from chronphantasma die even before the end of the daze, Seize the moment only 1sec per clone, very low Slow application, distortion not shared anymore, the end of concentration amulets and boon duration on runes.

    I'm pretty sure chrono bunker can hold caps, that's not the problem; but if you're just a shield with legs, I dunno .... kinda useless.

     

    May be something with mantra/inspiration http://gw2skills.net/editor/?PiwAw6ZlNwqYWsJWJeaSqtdA-z5ADA Heals from Inspiration haven't been too much impacted by the last patch.

  8. > @"steki.1478" said:

    > http://gw2skills.net/editor/?PGgAg2lZgFhZiF912LA-zVRYVRTRRM06lRmJQvFgazR1MA-w this is the general "template" of the build that I'm using.

    >

    > - Weaver traits can vary from 1-3-3 to 1-2-1, based on preference, matchups, experience. 1-3-1 or 1-3-3 is usually what I use.

    > - Utility skills options: flash, air signet (currently the best stun break), primordial stance, stone resonance (both work great when you trait stances), conjured shield (cc, defense, mobility).

    > - Sigils: you can play around with sigil of battle, absorption and impact (or even doom vs heavy sustain bunkers).

    > - Runes : leadership, durability or any offensive rune of choice (I like runes with power+precision because they allow me to have >90% crit chance with fury + weakness on enemy).

    > - Gear stats: I found marauder to be the best choice since the build has quite decent base sustain through regens and barriers, but 200-300 healing power helps a lot too. I've noticed that a lot of my damage comes from burning as well so having a few celestial (or marshal) pieces can help. For pvp there's marauder, cele and avatar amulets.

    >

    >

    > Electric discharge doesnt need damage, it applies 8 vuln instead of 1, which increases your damage elsewhere. I'm kinda glad that tempest defense got nerfed because we'd have very low fury otherwise (and extra shocking aura would be way too strong in this build). There's way too many ele traits in the same column that are competing for the same thing, whether it's same type of damage in air or healing in water.

    >

    > As for condi cleanses, you dont have many in this build, but you can keep enemy under pressure a lot with CC so it's hard for them to burst you down, especially if you take defensive weaver traits and stances.

     

    I try it again, it lacks too much condicleanse for wvw and ability to handle 1v2~3. Immobilize (or frost etc) is extremely fatal.

    Even fresh air is still better imo, faster burst and range/kite. It's okai for PvP, but not for 2v2, as if you disengage people don't follow or you can expect some support.

    I take back d/d water/arcane but with more power/precision and mights.

  9. What's your build for WvW ? I tried it a long time ago, it worked. I tried it a week ago, I got smashed by a core necro ; a SB with 40sec of stab and a tons of condi bunkers like heralds, ... fire weavers ...

    Tempest Defense got nerfed a year ago. Electric Discharge deals Zero dmg, I still press Obsidian flesh like an kitten. And overall it lacks condi mitigation : one immobilize and you can't dodge in water, you only have earth#4.

     

    Yes it works, but it's scissor in the hand game, when half the roamers and pvp players are now Rock.

  10. I just don't want to play traiblazer, but it seems it's the only effective set in wvw. Abandon my d/d marauder/celestial for traiblazer fire makes me sick. It's like playing the old cancer mirage. (Still cancer in WvW by the way with +40% endurance regen food, +50% on weapon swap, perma vigor ... )

    Otherwise in PvP, tempest shines again a bit. I don't 100% agree this is meta; there are too much counters (and popular ones, a necro or spb can just cancel your build and dance on your body) but it works better than others spec/builds.

  11. > @"lodjur.1284" said:

    > > @"Zhaid Zhem.6508" said:

    > > > @"steki.1478" said:

    > > > If enemies can see the aoe radius then it's intended. Revenant also has a big delay on staff 5 (which is also cc+evade) so those cant be coincidences.

    > >

    > > There are big differences.

    > > The CD (20 vs 40s). The damage (dmg vs zero dmg). The aera/range (Hmpff i don't remember). The delay (0.5sec cast vs 1 second) I'm okai you can interrupt the #5 staff as well as dodge it; but this is revenant issue.

    > > Here the skill is clumsy, you see the end of animation before the effect occurs, it means a full second. If at least they have reworked the animation or shortened the delay so the effect* triggers during the animation ... but no. You cast your skill and you watch your foe confusingly awaiting for the cc.

    >

    > Because this is the forum and I am not a very fun person I feel compelled to say this.

    >

    > Rev staff 5 no longer does "any" amount of damage, extremely few if any hard CC skills do. It only does dmg in the sense that it counts as a strike, the actual dmg is very close to 0.

    >

    > It's also arguably clumsier than updraft.

    >

    > Unrelated to this, updraft could probably have a shorter delay like 0.25-0.5 only (I was fine with 0 delay but it apparently doesn't fit with the new design philosophy for CC skills)

     

    Why ? You stop and load your charge and realease it, the knockback goes with the animation. Is the precast slow and boring as every skills and classes since the patch ? Yes, but nothing clumsy, nothing confusing in the skill. Have you tried both recently ?

    This is the forum and i'm fun sometimes.

  12. > @"steki.1478" said:

    > If enemies can see the aoe radius then it's intended. Revenant also has a big delay on staff 5 (which is also cc+evade) so those cant be coincidences.

     

    There are big differences.

    The CD (20 vs 40s). The damage (dmg vs zero dmg). The aera/range (Hmpff i don't remember). The delay (0.5sec cast vs 1 second) I'm okai you can interrupt the #5 staff as well as dodge it; but this is revenant issue.

    Here the skill is clumsy, you see the end of animation before the effect occurs, it means a full second. If at least they have reworked the animation or shortened the delay so the effect* triggers during the animation ... but no. You cast your skill and you watch your foe confusingly awaiting for the cc.

  13. >Some Ideas to make Support Tempest better.

     

    Quickness / alacrity / dmg buff (And not "on hit, icd 2sec")

     

     

    >Replaced by Soothing Auras

    >Auras grant the Soothing Mist effect for 5 seconds. (Even when not in Water Attunement)

     

    You can already give a good uptime of soothing mist as the buff lasts for 10sec even if you leave water, and repeat every 3sec. So you can loop it easily even if you don't stay in water.

     

    >Elemantal Shielding

    >In addition to granting Protection, this traits now grants 1 stack of stability for 2 seconds when applying an Aura.

     

    I would prefer it grants a magnetic aura for 2sec but stab is cool too, may be a bit too powerful. Otherwise the trait is just poor

     

    >Soothing Ice. Removed from the Game. Replaced by Soothing Auras.

    >Removed the Frost Aura on 75% Life. Replaced by : Aura last 33% Longer.

     

    You want to delete auras from traits to make support tempest better ... !? IMO the ideal would be to do the opposite. I want more auras, like Magnetic aura on "elemental shielding", a light aura on " Zephyr's boon" even if it's only 2sec.

    I'm okai, the +33% fire aura in fire lane is may be a bit too powerful for the core fire spec and should be in tempest lane, like "auras last +1sec"

  14. I think unravel need added boons than swiftness/regen/protection/fury, but not particulary Stab otherwise it'll become an awkward stab skill if you need to be in earth.

    Boons like Quickness(fire)/unblockable(air)/alacrity/resistance. We need a real power variant to Primordial stance, not a Bs/stab skill.

  15. You should play fire/water or air/water. Earth is just useless, so selfish, no aura, the 1 stack 2sec stab is useless, I don't get what you could do better about healing and cleansing than FB or scrapper in a small group. Or may be you do better, but it's because they're bad or you cut them grass underfoot while you can reach another spot in the group.

     

    Fire/water : you still cleanse condition, you blind foes, good uptime of auras. You can even play with the conjured weapon trait + conjured shield and gain another fire aura+magnetic aura

    Air/water : fresh-air + schoking aura; you can also play "transcendant tempest", you lose the frost aura and heal but you can spam schoking aura very easily. Even if Fb still farts Stab, everyone got their BS/stab skills nerfed so Schoking aura starts to be viable in small group/zerg.

  16. Roaming : Power is dead, hybrid is dead. Condition still works, but the rock/paper/scissor hit pretty hard now, not because everyone got a buff but you can't count on power/precision anymore to scrape some HP. The "skill" level is limited to your build and you can't expect to punish mistakes from better classes/builds like you did before patch.

     

    Zerg. We should need some time to figure what's really meta or not. Tempest is still fine, staff weaver is still fine (at least more than hammer rev) but with the condi/bunker meta coming hard ... I don't know.

  17. In roaming, there is too much candies (Food with -10% dmg, +40% endurance regen, ascended gear + infu, OP runes) added with the overalL nerf of Power and CD ... that I don't play my marauder/celestial weaver build anymore for roaming. I think there is not point to play Power or hybrid anymore, really too slow too uneffective against all the tanky builds, like Mirage, necro, soulbeadt, Herald, Guard ...

    Fire weaver with 20k HP. Still broken in WvW. I try it with fire/Earth or Fire/Air, as arcane lost a lot of its utility to me.

    Edit, for zerg. Change class.

  18. I get your point to play with Schoking aura. IMo you should try with Lightning rod.

    Something like this : http://gw2skills.net/editor/?PGgEgEWWAbktx8YlYpPd22B-z5QfEhsAc4A

    You cast the earth shield > Air overload (+flash on foe if needed) > Earth Shield #4 and # 3 under the storm. Kite or Achieve.

    Your shocking aura will protect you while you chain skill/cc, and you can even unequip the shield to transmute schoking aura then use again schoking aura.

    You can also use Piercing Shard as you will apply a lot of vulnerabilty.

    Warhorn is better IMO (or focus) than Dagger : you lose the frost aura but you have magnetic aura, a pull, a Knockack and some support (Might/blind/ healing)

     

    Edit : may be with the thunder hammer it could work too : #2 for quickness then #5 and #3. Better DPS but lower range and sustain I think.

  19. > @"FrownyClown.8402" said:

    > I made this post to provide feedback, not complain about what ele could of been. It's probably discouraging to the balance team to see all this negativity when what we should be doing is providing ideas on what would make ele better

     

    Revert half the changes ?

     

    Arcane has nothing anymore to offer except the -15% on attunement swaps :

    Arcane restoration shouldn't have a nerf, but a rework.

    Elemental Contingincy is trash now as it doesn't work with half the builds and/or affinities. + we lost our only access to retaliation. But the others Master Traits are worst. Revert the change, make it on crit, or at least STOP WITH REGEN/SWIFTNESS. We'll pay for Quickness/Alacrity.

    Final shield shoudln't only get a nerf, but a merger with Elemental Surge.

    Elemental surge is trash since the nerf of Arcane Power years ago, and the recent nerfs of Arcane blast, Arcane Wave, Strength of Stone, and has always been awkward, weak, on its effetcs. The ferocity bonus should be permanent or granted to allies too, and it shouldn't be "hybrid" condition/ferocity.

    Bountiful Power : it's okai ... for a Master trait, not for a Grandmaster trait. And with the nerfs of the others traits, boon duration ... it's not effective at all in PvP/WvW. It should also reduce a bit the attunement swap CD (-15% again) (Like the Steal of thief in trickery)

     

    Water lose healing AND its bonus dmg. I get the reasons, it's just .. IMO DMG bonus were already dependents of precises conditions, but now are too low to make the spec viable for power build, and the nerfs on healing won't help to gear without healing power.

    If only Percing Shard could proc Vunerability when in Water Attunement, it would help a lot.

     

    Earth : no comment. Still no clear vision of the purposes but now with a 900sec icd trait, and a nerf of an already not used trait. But somewhere the spec is now viable compared with Water and Arcane specs.

    Earth's Embrace needs to be merged with Rock Solid or Written In Ston (even it's about Signet and not Cantrips ) and we need a new trait that proc immobilize.

    Elemental Shielding should also proc 2sec or 3sec Magnetic aura when disabled, hit in the back or something.

    Stone Flesh constitutes an overlap with the other minor trait. It looks like slackness. At least make it a buff like Soothing Mist. Or a barrier, proc bleeding, cleanse movement speed ...

     

    Air :

    Electric Discharge is dead, as scepter Lightning Strike and autoattack, and so fresh air dps build. May be Weaver still has a chance with the dual attacks....

     

    Dagger got unnecessarily more nerfed than Sword.

    Arcane skills shouldn't be useless and absolutely didn't need the -50% nerf. Revert the nerf, revert the old nerf or Arcane Power.

     

    While Fire spec, Glyph of Elemental Power + primordial stance is still completly broken; but with shorter burning duration. And is may be the only High Tier viable build. (Support/tanky tempests are okai, but it's just tank ... IMO it's not hard to be a tank these days ... )

    Sunspot it may be a bit too overtuned with Smothering auras (the +33%). Burning precision looks like more like a grandmaster trait than adept. IMO they should revert the nerf but merg it with Blinding ashes it would make a serious choice between persisting flame, Pyromancer's puissance and blindind ashes/ Burning precision

     

     

    Glyph of Elemental Power should get a Strike CoolDown or a "on weapon skills" and a shorter effect duration (15 or 20sec instead of 25sec with a 30sec CD ) and it will be more balanced.

    Conjured Earth shield need a "stab" skill. Conjured weapons need shorter CD.

    We had synergy with Weakness (weaver, arcane adept trait, air...), and they started to nerf all weakness duration : STOP, or make it work with more conditions (Slow, cripple ...)

    Aqua Stance is trash, the worst healing skill of the game. Delete the strike CD or make it shorter, increase the radius.

    Make Armor of Earth pulse stab, and add a cool effect (-10% dmg or condition dmg, resistance, a smoke field...) Others classes have a better version of this skill.

    Unravel is okai, but with the lost of stab and as it was already a niche skill, it becomes too complicated to equip it rather than a BS, a stab skill or primordial stance It should be a F5 skill or give quickness/alacrity/resistance/Unblockable to be attractive/viable enough.

    Transcendant tempest would be better if it reduces AFFINITY CD and not "singularity" CD

    Aura's traits, for example in Air Lane, should also give power buffs (and not on hit), like +100 power, +4% dmg .... or QUICKNESS/ALACRITY. It will help tempest to be a viable support in Pve, more than just a regen/swiftness farter while FB farts aegis/quickness/stab/might/fury/protection/resistance/regen/vigor/switfness and bane signet, wrath signet

    The transmutation should work too on auras applied to allies, in a 240 or 300 radius.It will help tempest to be a viable support in Pve.

    Let Sand Squall transmute.

    Weaver doesn't need more barriers, stop addind weak barriers everywhere. Weaver need a trait adding a second effect to barriers like scourge/scrapper.

    Elements of rage should be stronger. In pvp/wvw, attuning to a single element is very often a handicap. The trait is not worth. Something like "+14% the first 5 seconds, then 7%" or add a conversion of dmg into barrier, double the double effect (x4 so) of Elemental Polyphony when attuned to a single element ... would be more attractive. (I know I said "no more barrier")

     

    It's easy. But no one will read this thread.

    They made/moved a thread about it once, guess what they never answered. They just didn't wanted it in the pvp section.

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