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Brokensunday.4098

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  1. Like he said. If your on a tome while casting renew make sure to drop the tome before renew ends so it insta recharge. If your on the tome it will have no effect
  2. > @"NorthernRedStar.3054" said: > 3 viable builds yet nothing gets touched in patches. Trapper is burn so only 2 builds and the “bunker”u say is a full support with no damage that only works with organized groups in tourneys.
  3. I won like 5 games and find out season ended early lol.... bug wars 2
  4. Sometimes you can win games and some times your team will make you lose, you can for example hold far win all your 1v1, 1v2 and kite 1v3 but your team gets farm and lose both nodes, right bow is an rng you have to be lucky you get competent team mates to climb up the ranks because population is low and most of the times if ur gold 3 you will be march with silver 3.
  5. I have seen matches with 6 necros 4 thief 6 revs so whats the point of this thread?
  6. Don’t forget to nerf thief and mesmer while your at it
  7. > @"Shao.7236" said: > Honestly all those DH underpowered claims. I guess Meditrapper never was a thing? I remember playing it, I still see people playing it. (Mes afaik) Was decent and fun. > > An ICD won't kill the build but make decisions something to value upon. > > That’s what the build need to stop being braindead go to steal for escape or land your damage.
  8. > @"Crackers.9628" said: > > @"Pimsley.3681" said: > > most dmg I've gotten from a burn guard was 56K, weaver, over 80K. I was cleansing like a mofo but couldn't keep up. Please stop attacking DH and core burn guards. They are not the problem. Cheers. > > Most I got from a guard was about 120-150k Counting downstate?
  9. > @"Azure The Heartless.3261" said: > You can probably get away with: > > MM necro with Lich Elite > Bunker Condi Druid > Healbreaker > Trapper DH > Condi Shortbow/Staff Renegade > > If you have zero situational awareness. Of that list Trapper DH is the most auto, followed by MM necro then healbreaker. Scrapper might also make that list in some cases, but only barely if it does. If he has 0 awareness he will die in 3 secs on trap dh, mm necro is the most braindead build in existence that is true,heal breaker is easy too and do jot need to pay attention too like you say also scapper is super easy to play the flamethrower build.
  10. > @"Crab Fear.1624" said: > > @"Ragnar.4257" said: > > > @"Filip.7463" said: > > > > @"Crab Fear.1624" said: > > > > I know it is not prevalent on the forums now, but this class is probably the best at 1 v 1, with like zero bad match-ups; the only problem lies with the primate at the keyboard. > > > > > > In second post you are saying guard is the strongest, in third post you are saying spirit weapons are op, in fourth post you are saying trapper rune is op... decide now pls > > > > Goldfish can only remember the last thing that killed them, and that must be the most OP thing ever. > > Guard is still the strongest. > > Unfortunately, I don't see any real patching happening. > > It is not happening because you are right, it is just not happening because no one is there to patch it. > > I said don't forget about ele, not that it is the strongest overall, but it is the strongest side noder/1v1, duelist atm. > > For once I have the most thumbs in the thread, maybe I am right lol. > > I think thief is fine, condi thief can be toned down (or deleted IDC). > > Some classes are too prominent after the damage nerf last feb, and they need to be brought in line. > > You see, when you attack my "IQ" without argument, you already show you don't have one. Ele does need a shave in barrier, thief is ok power and condi, guard is not strongest like you say, i do think it need a shave on burn but a buff on power.
  11. > @"Arheundel.6451" said: > > Is this Gold rank? ..There are like 5 guardians in a match here , if somebody new would take the forum seriously they'd think that PvP is 10 rangers per match....where each pet can facetank a whole team (minimum) by itself and then the ranger comes in and Maul one shot what's left standing xd Didn't saw the whole video cuz work but it was pve from what i saw, don't get me wrong you can go to p1 with guard but beyond p1 g3 ur at a disadvantage running a guardian, every one is running guard cuz of how easy is to burst cuz of the trapper runes.
  12. > @"otto.5684" said: > Have been out of the spvp for a while. Is guardian even viable nowadays? FB was extremely strong solo pre Feb patch. Now it is garbage. Burn guardian is not a solo build, core or DH. It can do well against melee enemies, especially without good access to cleanse. But loses to any competent range and cleanse. DH trapper, power or condi cannot solo kill anything with 2 brain cells. Symbolist is probably the strongest solo, but I have better things to do beside dancing on a point for 5 minutes. And there are better builds that can do that. Power guard is gold tier, burn core is gold tier same as dh fb is non existant and core heals is plat 1 but is good for tourney and not good to solo queue.
  13. Depends on your needs, movility rev mes thief ranger warrior and even necro with speed runes, power, rev thief warrior mesmer ranger, engi, condi is diferent guard has more burst on condi because of burn but lest sustained damage over a longer fight Suport warrior and ele are better over all unless your are counting raw healing. So to answer your question in short it depends really on what your team needs “build”
  14. > @"Ragnar.4257" said: > > @"Curennos.9307" said: > > > @"Ragnar.4257" said: > > > > @"Curennos.9307" said: > > > > > @"Brokensunday.4098" said: > > > > > > @"Curennos.9307" said: > > > > > > I'd rather they add a little more...What to call it, variety? Depth? To the setup. Traps as a concept are all well and good, but maybe it isn't a good idea to have a trap with such narrow counters. > > > > > > > > > > Stability, blocks, ports out, invul. Does not seem narrow at all to counter it .. just saying if you get stuck on it with 0 cooldows yes i see how you can die to it but thats not dm fault. > > > > > > > > Stab - yes, after Anet has stripped down stab access across the board. > > > > > > > > Blocks - iirc this doesn't work? It'll knock you back into it similar to how dodging into the barrier will bounce you off. I've tried this multiple times (as a warr with shield5, most recently) and it has never worked if I try it after the trap has procced. I can still get yoinked into it too due to the unblockable spear. > > > > > > > > Ports - GW2 has some issues where even if you port, it still considers you as having 'passed through'. They do work but it can be very wonky. > > > > > > > > Invul - yes. > > > > > > > > I'm not here to debate semantics and the nature of language and humanity. You're welcome to disagree with my word choice. > > > > > > > > The issue is that trap stacking eliminates each others' counters (and the design of Maw negates other things - like as the OP mentions, blind) and the stuff that is available is either rare or self-defeating (ex: yes, I can certainly evade across a node to proc all the traps. And then I can't stand on it for a while, and the CD of said traps likely is already down or close to it so it happens again in short order. What is the point of this). Individually I find the traps fine, but stacked together it gets ridiculous. And then there're the slows, so anything you do is extremely vulnerable to everything ever. > > > > > > > > Just...consider this. There's a Maw trap you have to get out of. You're slowed and you're taking damage from the spinny thing. Sure, fine - on my warr I'll use Stomp, no big deal. But I'm slowed, so it takes a bit and I'll take a decent chunk of damage regardless. But wait, there's another trap that damages me if I leave its circumference - which is fine, but there's still the spinny one that is gonna hit me if I stay in there. And then there's an unblockable spear that can yoink me back into it (the yoink goes through dodge, too). > > > > > > > > All of these things are fine alone - trap that damages you if you cross it? Okay, dont' cross it. It has a pretty decent radius. Or there's a trap that damages you if you stay inside it and you can just walk/dodge out. But then, and then, etcetc - and then comes the part where the goal of the entire mode is to capture a point. Do you see how all of these things have conflicting counters? Are there counters? Yes. But they're totally inadequate, conflicting, convoluted...however you would like to describe them. > > > > > > > > > > > > > > You keep talking about spear. > > > > > > I don't think you have even the tiniest understanding of what it is you're complaining about. > > > > > > Burn DH will not use spear to pull into traps, because then it loses all pressure from VoJ. If you're against a burn DH, the BEST THING that can happen to you is that it uses spear. It's literally the DH giving you a free win and going "hey, guess I won't do any damage for the next 20 seconds". > > > > I'm explaining how the mechanics can stack and create convoluted counters resulting in unfun gameplay. Not being paid to read things to you, but you can copy/paste things into google for some help if you need it. > > Nope, sorry, your "counters" only make sense if you're imagining some magical DH build that is somehow both simultaneously a power build (the references you make to the damage from Test of Faith) and a condi-build. A magical build that is somehow able to use spear, and also retain VoJ damage. > > All while ignoring the most obvious counter, which is that if a DH blows its entire utility bar to make a point un-contestable for 3 seconds, then the DH has made itself super vulnerable to any pressure outside of those 3 seconds. > > If a necro uses all its utilities on Wells, then you can't go on point when it drops them all. Does that mean necro wells are OP? Or does it mean you are expected to be able to apply the 3 brain cells it takes to not stand on point for that short duration, and then punish the necro afterwards for having 0 sustain utility? > > Just imagine it was a PvE boss. Every 20 seconds, for a period of 3 seconds, it farts out massive damage in its immediate vicinity. Even PvE players can grasp the concept of "don't be near the boss when the big damage is happening". Although I guess they did have to make the PvE boss damage fields ultra-bright in order for people to understand something so basic. This resumes it all.
  15. > @"Curennos.9307" said: > > @"Brokensunday.4098" said: > > > @"Curennos.9307" said: > > > I'd rather they add a little more...What to call it, variety? Depth? To the setup. Traps as a concept are all well and good, but maybe it isn't a good idea to have a trap with such narrow counters. > > > > Stability, blocks, ports out, invul. Does not seem narrow at all to counter it .. just saying if you get stuck on it with 0 cooldows yes i see how you can die to it but thats not dm fault. > > Stab - yes, after Anet has stripped down stab access across the board. > > Blocks - iirc this doesn't work? It'll knock you back into it similar to how dodging into the barrier will bounce you off. I've tried this multiple times (as a warr with shield5, most recently) and it has never worked if I try it after the trap has procced. I can still get yoinked into it too due to the unblockable spear. > > Ports - GW2 has some issues where even if you port, it still considers you as having 'passed through'. They do work but it can be very wonky. > > Invul - yes. > > I'm not here to debate semantics and the nature of language and humanity. You're welcome to disagree with my word choice. > > The issue is that trap stacking eliminates each others' counters (and the design of Maw negates other things - like as the OP mentions, blind) and the stuff that is available is either rare or self-defeating (ex: yes, I can certainly evade across a node to proc all the traps. And then I can't stand on it for a while, and the CD of said traps likely is already down or close to it so it happens again in short order. What is the point of this). Individually I find the traps fine, but stacked together it gets ridiculous. And then there're the slows, so anything you do is extremely vulnerable to everything ever. > > Just...consider this. There's a Maw trap you have to get out of. You're slowed and you're taking damage from the spinny thing. Sure, fine - on my warr I'll use Stomp, no big deal. But I'm slowed, so it takes a bit and I'll take a decent chunk of damage regardless. But wait, there's another trap that damages me if I leave its circumference - which is fine, but there's still the spinny one that is gonna hit me if I stay in there. And then there's an unblockable spear that can yoink me back into it (the yoink goes through dodge, too). > > All of these things are fine alone - trap that damages you if you cross it? Okay, dont' cross it. It has a pretty decent radius. Or there's a trap that damages you if you stay inside it and you can just walk/dodge out. But then, and then, etcetc - and then comes the part where the goal of the entire mode is to capture a point. Do you see how all of these things have conflicting counters? Are there counters? Yes. But they're totally inadequate, conflicting, convoluted...however you would like to describe them. > > I have no problems on thief porting out on guard using stab or blocks to get out, mesmer same thing invul or port, same with warrior block and stab to get out, same with all clases. Traps are ment to be stack at least on dh maws deals no damage heals deals no damage same as the one that reveals, dh has 2 “big” damage traps that are supposed to be staked. On the part of teleport is true theres some weird terrain that sometimes does not let you port out, The dh pulling you back... then he loses his dps until the spears recharge again, there is in reality no problem on how dh works its just that burning is too strong of a condition, also the dh build is a meme it has no stunbreaks, is weak to range and condis, lacks good sustain. On other topic trappers runes is what is making this trash build busted, it gives the dh mobility and a disengage option that is supposed not to be there.
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