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Zhaid Zhem.6508

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Posts posted by Zhaid Zhem.6508

  1. Now with the lost of GoE, unless your group has trouble with might cap some others "healers" seems quite nice rather than druid, at least as second healer or with a soulbeast. Like FB who shares 2 Signets of Wrath in condi compo, or even renegade on "pillar" bosses. But yes people are not looking for a simple "healer" they want a buffer or a boonshare too; that why druid is/was OP with spirits, GoE, mights fury prot etc to 10 allies.

    Tempest has good healing and condicleanse, but no real buff and poor stab, mights etc in middle of fight.. Auras effect are too negligible in their current state : need you to be hit, 1 or 2sec of burning, or chill ... It lacks an unique buff to elem/tempest to share, like why not a "lesser harmonious conduit" or "fresh air" ferocity bonus ...

  2. It's a lot of armor and sustain only for pve ... Mobs will die, ... of boredom.

    Playing elem/weaver can be a bit perplexing because sustain comes from mostly weapons skills and combos, but I'm not sure gearing with so much toughness and defensives traits would help to improve "skill", neither the pleasure.

  3. > @"Lillbryschan.3281" said:

    > > @"Zhaid Zhem.6508" said: Tempest; good healing, mid range healing, some boons, no buff.

    >

    > Long range heal with staff, plus can spread Auras (buff?).

    > https://wiki.guildwars2.com/wiki/Aura

     

    Shouts and overload are mid-range.

    Auras are not "buff" like dmg buff in hl scenario with DPS race, at very best you spread 1sec burning if you get hit; this is more than negligible. Magnetic aura could be strong if you time it well.

  4. > @"Nocturnal Lunacy.8563" said:

    > After seeing everybody's builds, I am seeing why necro is such a ...... show right now. None of you have absolutely no clue as to the intention of the necro or what a necro can actually do. You're all severely limiting yourselves. Taking metabattle builds and changing some things lol. Learn the class, learn the game, quit making builds where all you have to do is spam to win. Seriously, spite? curses? rofl

     

     

     

    Thanks, it was fun.

  5. Earth #2 and #3 are incredibly weak;

    Earth #3 was already clumsy and half the time it didn't immobilise the target, but now ... spikes have 60 radius + it slighty shorter than burning speed + final impact low dmg. So it feels more "smooth" more spectacular, but you lose a lot of range only to immobilize 5 foes on final impact instead of 1.

    Earth #2, ~25% dmg first impact but they nerfed bleedings .... why ? We haven't win dmg (or negligible, condi/power/celestial ...), we already had the anti-proj ... but now animation is longer ... At least if it could be a combo finisher, like a leap or a blast....

     

    I was happy, skills are smooth and cool to watch, but in fact now earth #1 #2 #3 are worse than ever.

    Main hand dagger Earth is still incredibly weak. No power dmg, no condition, "regular", short duration and small number of soft CC that everybody cleanse with their passives ...

      #2 should REFLECT projectiles and #3 should apply at least 2 soft CC or bleedings or leave a wall of "earth".

     

    Water skills : always good to earn some buffs, but it doesn't change anything in the necessities of elem : healing power, water spec ...

  6. You don't play GS to camp it, be a melee brawler and spam AA, you play GS for the terrific utilities.

    You keep axe/# at midrange and when you see the opportunity #4 + #5 + #3 or #4 +#5 + shroud= monster kill. #3 + #2 on downed enemies.

     

    Other wise I play the soul reaping/spite meta, but more and more, against all the boon bunker (particulary scrapper/chrono) I play full "power corruption" [gw2skills.net/editor/?vRAQNBhOD7kjGo2GsmGw4GgeTsgLYxXxtYZMaDkv+AQXtAwBA-jpAXABAs/QulBAA](http://gw2skills.net/editor/?vRAQNBhOD7kjGo2GsmGw4GgeTsgLYxXxtYZMaDkv+AQXtAwBA-jpAXABAs/QulBAA "gw2skills.net/editor/?vRAQNBhOD7kjGo2GsmGw4GgeTsgLYxXxtYZMaDkv+AQXtAwBA-jpAXABAs/QulBAA") Curses is not that bad as "power" as you earn your own fury, +180precision +2% precision for each condition, you're easily at 90-95% critical chance.

  7. All traits and utility skills work mostly if you're on berserker mod. If you're not ... :#

    Plus, still a pain with sword /LB to rise adrenalin; I hoped it could be a "condi" buff somewhat to not compete with core warrior; but no, all interesting buff and skills are for power dmg again.

  8. You can play your renegade.

    Harrier, ventari/kalla, invocation/Salvation, or devastation/salvation if you want AP but less energy.

    What's good with ventari/salvation you can spread perma alacrity AND 25 mights; with diviner and not taking salvation you need to chose LL or RR (chose RR)

     

    FB is very strong too, good package. Honor/Radiance, or Honor/virtues, both strong. All weapons are good, all skills are good; you can adapt to all needs if you need more mights, more protection, more healing, perma stab, more Wall and F3, or share bane signet, etc.

    I play mostly [this](http://gw2skills.net/editor/?vVAQRApe3ensADFBjlBBGCBEEhF+BzqAYCgFAUE2zod0TKA-jhxGQBLV5XueAADZ/BAcCACq6PQVJIA-e "gw2skills.net/editor/?vVAQRApe3ensADFBjlBBGCBEEhF+BzqAYCgFAUE2zod0TKA-jhxGQBLV5XueAADZ/BAcCACq6PQVJIA-e"). Bow of truth really stron healing, but Hold the line if you need to loop protection/regen, you can take wall, merciful intervention, stand your ground, mantra of lore ...

    Virtues/honor for Chaos with hallowed ground, mantra of liberation or Siren's reef with wall and renewed focus to spam F3 #3 and #5, lot of possibilities. Staff or scepter if mights are needed, GS for some particular pull like 99cm or aetherblade, etc.

     

    Druid got some nerf with the lost of GoEmpowerement.

    Scrapper is pure healing, no buff no boons.

    You have chrono too, it's a "boon chrono", but with some healing.

    Scourge, barriers, 25 mights, little dmg buff with lifesteal; best rez machine ever.

    Tempest; good healing, mid range healing, some boons, no buff.

  9. Earth 3 is very smooth, but no bleeding, 2sec immo, 600 range instead of 900 .... and the "spike" radius of 60, it's really really short and upsetting.

    A bit like earth 2, okai it deals +~25% dmg, but they have nerfed bleedings ... why ? And yes, it feels like a blast finisher, but it isn't :anguished: At least it blocks projectiles.

    Theyre are nice looking skills, but it still feel a bit underwhelming.

  10. it's 600 range, we lost 30% but it's so smooth now. You can feel it when you need it to run away, you have the evade, but less range :#

    Earth #2 is not bad either, it's fancy, but long animation and less bleeding. Air# 1 bad :angry: :angry: Air #2 not bad, but ... it has a delay ...

     

    edit* 3sec of weakness instead of 5sec.... it's a lot, mainly when you play with Superior Elements.

  11. I don't get the new Physical Supremacy, do we lose the +50% endurance ?

    And 600 range I get the trade off, it's fair imo, but "unblockable" ... who cares really ? it's useless, give is something like "recharge weapon swap" "recharge 25% endurance" or something like magebane/scorpion wire, Idk something useful to daredevil.

  12. This is untruie, condi d/d is around 32k and condi or power sword/d 34~35K

    But anyway this is true d/d is less convenient because of leap (fire#3) that ask very good placement to hit and don't land in a aoe or something, cast time of fire #2 to no interrupt etc. Sword, you have auto-focus, you stay at melee, it's easy.

    This is a bit same issue in pvp, less sustain, leaps that land you out of cap, unravel near mandatory in the skill bar, and it asks also more skill, more knowledge about combos/rotation.

    In WvW /roaming, it works really fine; first because people don't know anymore about d/d and less about d/d weaver; second because you can do whatever about armor and stats, and because you have strong hits, better range, better cleave/multitarget.... I'm berserker armor, celestial trinkets ; In duel I play Sw/D, but roaming often I take d/d because I can handle more foes in the same time and always leap out of melee. Even Swoord weaver vs sword weaver that are boring and endless, you can outplay them with d/d, because of cc, because of range.

  13. > @"Megametzler.5729" said:

    > Anyone noticed:

    >

    > > @"Irenio CalmonHuang.2048" said:

    > > (...)

    > > - Gravedigger: Increased the range from 170 to 180 to make **the range a standard multiple of 60**.

    > >

    > > (...)

    >

    > Why do I think we will get more range nerfs to sword skills? They all have 130 range. :lol:

    >

    > Thank god Anet just ignores ele. Maybe it won't come.

     

     

     

    You're right !!! It's not a standard multiple of 60.

     

    - decrease the range of sword from 130 to 120.

  14. Actually I tried some builds in pvp, to wait the fix of woven stride (I have hope), and I like very much lightning rod weaver, with dagger and focus you have some sustain and kite, and so strong cc . But defenitly about fresh air I would recommand TEMPEST, over weaver. A lot more sustain, and yes overload is a bit long and intteruptable, but in fact with superspeed or Harmonious conduit + lucid singularity I have no problem, and big aoe, big dps; you can "brawl" melee/midrange.

  15. May be taunt or blind people, or block attacks while casting the zerk mod. I get it why give cast time while entering zerk mode, like to not surprise in melee with a 12k skill and let people react; but in fact it'ld be like rampage, people would just kite ~10sec.

  16. It's a bit like DH, or scourge who just spam 1 :

    When you see a reaper in group you're like "Meh, pls don't be a noob" and sadly this is often the case.

     

    But it's not bad for fractals, good cleave/aoe, 25 vulnerability, boonstrip, strong CC, easy rotation; Not "strong burst as you can have with weaver/dh/SB, but decent DPS. Reaper might be not "meta" for CMs but others fractals with a lot of adds it's fine.

     

    In raids : you're useless the first 50% of boss, and for the others 50% there are better DPS.

  17. I don't really like magnetic leap as it is.

    The grasp + leap was really stronger, of course it was not instant leap, so you cannot use it to flee, but now half the time you launch the skill it doesn't hit even if you're right on him....

    But I fear they change the range too, 450 or600 over 900; at least hop it'll still be a combo finisher, otherwise it'll be smoother and multitarget it seems.

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