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Eddbopkins.2630

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Posts posted by Eddbopkins.2630

  1. No amount of nerfs can fix this problem....this is how the class mechanic plays...if you want it changed you got to change the mechanic of deadeye.

     

    The only nerf i see really being usefull is lowering the range from 1200 to 900....this will make the class be alittle more risky being in range of other classes abilitys. And slowing the projectile speed down.

  2. > @"Trevor Boyer.6524" said:

    > Let's look at this from a different point of view.

    >

    > **Quintessential roles for Conquest gameplay, regardless of class played:**

    > * _Bruiser_ - These are builds meant to stay in the team fight. Wherever the bulk of the team is, these builds should be supporting them. They are generally builds that have lots of AoE DPS/CC support, and abilities that synergize well with other Bruisers on point. The priority is to stay in and win the larger team fights that more mobile 1v1 oriented builds have difficulty surviving in. Bruisers should not be concerned with doubling as a different conquest role unless the match is desperate and someone needs to fill in for the lack of presence of another role.

    > * _Team Support_ - These are builds meant to primarily follow around the Bruisers to greatly enhance the team fight presence. Team Support builds are typically healers with a lot of boon share and usually the builds are strong enough to survive a 1v2 for some time before being gutted off a node.

    > * _Side Node Bunkers_ - These are specifically designed for individual selfish survival rather than team support role. They are also typically designed to have knockbacks as CCs specifically so that they can forcefully decap nodes out from under someone else without needing to kill them. Side Node Bunkers place much less priority on DPS capability than Bruisers or the following Side Node Decap/+1s. Their strengths are within perpetually surviving 1v2s, winning 1v1s through attrition and out sustaining and stalling or decapping nodes. They should also have at least, mid range mobility, usually should have a bit more than that. The greatest strength to this role is that when it is 1v2ing or sometimes 1v3ing, the rest of its team can advantage 4v3 or 4v2 on the other two nodes. This role should be much less concerned with the team fight and more concerned with solo pushing enemy nodes or solo defending nodes for the team so that the rest of them can leave and DPS other nodes.

    > * _Side Node Decappers/+1ers_ - These play sort of like the Side Node Bunker but rather than try to hold the node it takes, it generally decaps and runs. The idea behind this is that, the very mobile Decapper doesn't take long to get to a node, decap it and run back to +1 a team fight or a different side node battle, but it takes the opponent at least twice as long to go where the Decapper has gone and full cap a node, then return to a team fight. In other words, the Decapper/+1ers main job REALLY is to omit an enemy from combat through decapping which in turn denies the enemy of equal numbers in combat where the Decapper's team is contesting 2 nodes. An example of this working perfectly is like this: Example - Say your team is in legacy and you have a Side Node Bunker defending your home against 1 opponent who cannot kill him. There is a 4v4 at neutral mid and far is the enemy's color. Your Side Node Decap runs to the far node and decaps it. Some Bruiser from mid tried to chase the mobile Decapper and by the time he gets there to fight the Decapper at far, the Decapper has decapped and is now returning to mid. The enemy Bruiser stays to recap the far node to his color while your Decapper is now back at mid, creating a 4v3 advantage situation. By the time the enemy Bruiser tries to go back to the mid fight for his team, your team has already downed 1 player and sent it on respawn, keeping the fight a winning 4v3 when the Bruiser arrives. Of course some matches may not present such opportune moments and game play gets more advanced at that point, but what is listed is the general theory behind playing a good Side Node Decap/+1.

    >

    > So what we as players do, for every given patch, is identify which builds on each class are the best at these job roles. right now it looks something like this:

    > * Firebrand - Only applicable Team Support

    > * Scourge - #1 most important Bruiser. The perpetual boon conversion in to conditions and barriers that stop critical hits is too good to ignore. This isn't even to mention the extremely large AoE that its DPS lands in.

    > * Spellbreaker - #2 most important Bruiser. Big DPS, unblockable CCs, lots of damage mitigation, lots of health regeneration that stacks with regeneration boons and hard heals from the Firebrand. The other thing that makes a Spellbreaker good is that its mobility is decent and it is capable of doubling as a Side Node Bunker at times when it is necessary.

    > * Holosmith - #3 most important Bruiser. Enormous DPS but sustain is significantly weaker than a Spellbreaker. This class should never attempt to 1v2. It is however, an excellent Bruiser that can double as a Decap/+1 role.

    > * Core Thief S/D - Any Thief with a Shortbow can play the traditional Decap/+1 role that the Thief has always been cast as. It has the highest mobility in the game and can out rotate anything. Other thief builds are gimmicky and won't take a player past plat 1-2ish "Aside from D/P which I still feel is viable."

    > * Mesmers of all kinds - Not as fast as a Thief but still gets the job done in terms of Side Node Decap/+1. It can however win more 1v1s than a Thief can and is generally viewed as the dominant 1v1 class and jack of all trades "Anet's favorite child". It's 1v1 strength is only contested by Druid.

    > * Druid - The only real Side Node Bunker as a primary attribute. A good Druid should win all of its 1v1s with exception for very good Mesmers which can contest it. The Druid may have to leave the node and sacrifice the cap vs. a Scourge but the Druid will be able to kill the Scourge at range 1v1 and retake the node. With no Mesmers or Scourges present, the Druid should be able to 1v2 hold nodes and sometimes 1v3 if situations are advantageous.

    >

    > Playing any other class/build that is not listed in the above is a liability in this current meta. Before a player should ever attempt to customize and play their own spec within a given meta, they should understand the 4 basic conquest roles and make sure the customized spec is designed to function as one of them. The customized spec "let's say is a support spec" doesn't need to be as good as the Firebrand but it should be able to fill in for his role in some adequate fashion within a team comp. The roles are important and attempting to play outside of these 4 roles never seems to yield good results.

    >

    > Again, there are times when a player must perform out of role rotations due to a team wipe or lack of presence of another role. Just use common sense as to when this is advantageous and when it is not. Remember Conquest is about holding 2 nodes for winning, not 3. The 3rd node is really for decapping and making the enemy waste time to recap. It is rarely advantageous to actually attempt to cap and hold 3 nodes. The above simple basics, if followed, should bring even a new player to a gold 2ish or higher level by the end of the week.

    >

     

    Im an idiot..this is to many words. I need this in video format please.

  3. Becuase they droped the last balance patch in the beginning of the season and that turned necro into a super power house. I am really looking foward to this one. I hope it lowers some of reapers dps. 3 more months of this kind of op spin to win power reaper is not healthy game play at all nor is it fun with it happening in everygame and sometimes have 2 spin to win necros can be a real frustrating ting...

    You have to let go of this anger twords irregular balance patchs or rather the scarcity of them. Just be glad to have it and to have the devs put there attention into pvp balance instead of mounts, gem store items, or pve living world agendas.

    Anet is a pve company now, long gone are the days of gw1 pvp scene got to get over that sorry to say it. It hurts me soul saying it. It will never come back. Maybe it still exsists but i dont know about it.

  4. When i see a mini mode engi i get so giddy cuz either they leap away immediately after or my necro will kill them the second it ends. As far as stomping goes im ok with it. Alot of classes have safty stomps. But haveing the stomp robot do it infuriates me. Like theres so much going on, ontop of downed bodies in terms of skill effects that you dont even see the robot stomp happening. + the point to stomping is that u stop your dps to do something else Like stomp. every class has this limitation its equal, its fair, buut stomp bot un dos all of it.

  5. > @"Feanor.2358" said:

    > > @"Eddbopkins.2630" said:

    > >

    > > > @"Feanor.2358" said:

    > >

    > > > >

    > > >

    > > > No thanks.

    > >

    > > Why? Because it not your idea...just saying no thanks with out an explantion is thoughtless and condescending. You could add aome constructive criticism instead.

    >

    > Because it's just bad. It's extremely limiting, in more than one way. You can't switch to conjure during global attunement cooldown - which is primarily when you want to. You lose all the weapon skills from a selected attunement, and if they don't have at least niche usage you're using the wrong weapon set. And what happens with FGS? Honestly, I can't offer any constructive criticism, I see no positives to the idea.

     

    You did great ty. I understand now. Way better then a flat out no thanks.

  6. Instead of all that how about this...it just poped into me noggin.

    How about making conjure weapons an attunment swap? This could be cool. When u swap to fire u pull the axe swap to water pull the ice bow lighting hammer and sheild earth. Well i guess this can be a new specialization in it self and the traits will further bolster there effect like blasts feilds additions to weapon skills and damage modifiers for them as well. Idk but it juat poped in me head this idea. I think it could be something cool for ele maybe?

    Edit: you can have a utility that will summon a weapon you a attuned to at your feet for your team mates to use that be a cool ting.

  7. How about making conjure weapons an attunment swap? This could be cool. When u swap to fire u pull the axe swap to water pull the ice bow lighting hammer and sheild earth. Well i guess this can be a new specialization in it self and the traits will further bolster there effect like blasts feilds additions to weapon skills and damage modifiers for them as well. Idk but it juat poped in me head this idea. I think it could be something cool for ele maybe?

    Edit: you can have a utility that will summon a weapon you a attuned to at your feet for your team mates to use that be a cool ting.

  8. > @"Dharma.9123" said:

    > Hey!

    > Question is.

    > Is legal to roleplay in pvp?

    > For example, if I playing charr (Flame legion soldier) , can I fight only humans and revenge for the conquest of Askalon?

    >

    > Ty!

    >

     

    Can i roleplay as a ascolonian decendant and avenge my ancestors and kill every charr from child to grown up? The fact that my ancestors are still fighting the charr as ghost and me unable to help them hurts my soul. I really hate the charr from there toon design down to there history. I would LOVE to fight for old ascalon and recapture the lands that was lost befor Pre-Searing charr destrution.

  9. > @"Peutrifectus.4830" said:

    > And power isn't free kill if you land the burst?

     

    No its not...a few classes have invuln traits that stop the power burst free kill....i dont know of anything other then condi clearing to stop a condi burst. There are so many ways to stop a power burst even mid burst can be haulted with either shocking aura or a skillful utility use or a traited invuln as mention earlyier.

  10. I wish tbis was a game of dodges but when Rangerlongbow 2 last longer then a dodge its insufficient. When you dodge gastly claw and still get with for 3.5k after the dosge its insufficient. When you have pulsing cc like mesmer well its insufficient. When rev uses sword transveral and u dodge and atill get hit with3k its insufficient...do i need to go on?

  11. Some classes are easier to learn and play then others. But all and i so mean all the classes have the capable dps/ quick kill move to the next target play style you described. No class has a specific play style. Like gaurdian can dps with dragonhunter or even core while be tanky and support with fire brand. Or ele can be dps with weaver but be support with tempest. Druid be support while soulbeast be damage. Now that i think about it only one class cant do both and that i think its warrior. Some one correct me if im wrong on that....

    My favorite class is ele though. Tis a bit tough at first but deffinitly the most engaging class in the game i feel.

  12. > @"Jaka.3182" said:

    > [https://youtube.com/watch?v=WRzYWesu6Fo](https://www.youtube.com/watch?v=WRzYWesu6Fo "https://youtube.com/watch?v=WRzYWesu6Fo")

    >

    > Core d/d from this guy...

    > He also dueled one other top weaver and he won (or it was close, cant remember). So build must be ok, i guess

     

    That video is from a solid year ago...it outdated and irrelevant. Sorry

     

    The changes to electric discharge and scepter air 2 has made fresh air really diffacult to have a reliable burst like its counter part thf or any other burst build.

  13. > @"coro.3176" said:

    > > @"Eddbopkins.2630" said:

    > > Well with firebrands and decent warriors(shake it off, clears like 5 condis i think from yourself and allies) in almost every game, clearing condis from one source isnt so diffacult any more. But if you got 2 scourges or 2 of any condi dpser its practically immpossible to have enough clearing.

    > > I feel condi is still very strong its just not a free kill if they land all there condis any more. Like power classes they have to work alittle more now....however there are exception tp this like mesmer that class can put out an enormous amount of confusion, ans since confusion doesnt have an icd i feel its still really really powerful.

    >

    > Right, but like .. why bother when it's easier and faster to kill with power and you'll be just as squishy either way?

     

    I completely agree...power all the way.

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