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Strider.7849

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  1. > @"Bardock.4718" said: > It's about the matchup in pvp and wvw:) > > Since when is Warrior a losing matchup against thief? > He counters everything I can do with blind/daze or the thief just evades or blinks away and reset the combat, bc he tanked damage, to reengage and to finsih you off. > > Every D/P thief I just see spamming its 3 and 4 button while you cant do anything. You cant even press Mending because of pistol 4 or instant F1 > S/D I just even more blinky. The spam of blinds isn't there exactly but still obnoxius. > Condi thief is just doing his thing while triggering the whole soul out of you xD > and Deadeye is just teleporting arround the block while being strealth etc. pp > And if I hit eventually a bullcharge because the thief messed up, he just blinks away and took his resonable 10 damage from bullcharge. > > Rightnow the only real counterplay vs D/P bullcharging while the thief is performing is P5 D2 Stealth jump because he's locked in a animation > Against others it's just watching out for a mistake while they slowy drain your health. > > Don't see this as a flame post please. I just wanna know how to beat them? Or I wanna know it's not my fault:3 It's just "anet fault" > > Greetings from Germany:) Thief has almost always been the counter to warrior - it utilizes tools that warrior is innately weak to - weakness, poison, blind. The ability to evade consistently, interrupt instantly, and rip off whatever boons you have are just icing on the cake. The downside to this, is the thief can't make very many mistakes (based on it being glassy), it's more reliant on ping and good FPS, and awareness. What are thieves weak to: high burst, channelled skills, blind, reveal, weakness. You can use these things to defend against and kill a thief who chooses to fight. "Good" thieves who abuse their abilities will reset over and over again until the situation is favourable. If you're running DPS spellbreaker (Greatsword-X/shield) a few things that will help you kill or at the very least fend off thieves: tether (reveal/pull when they try to flee), damage trades are general favourable for the warrior (i.e. if the thief uses the stolen whirl combo in black powder on-top of you, hundred blades should still do more damage to the thief then they do to you), when you need to use full counter defensively - use that time to immediately heal and don't wait til near death, and utilizing rampage for mobility/positioning, and throw rock, as opposed to doing damage (this is due to the fact that blind pretty much shuts down rampage). If looking to counter thieves specifically, I recommend greatsword/rifle berserker. Double gunflame or a full arc divider is instant down; rifle has the added bonus of the channelled shots on #3 to force dodges.
  2. Honestly, what's the point. Delete the post, already getting reported 100x over. It doesn't change anything.
  3. > @"asterix.9614" said: > > This. It's way too tanky for the amount of pressure it brings to the table, particularly in duos. Unless you can pull off consistent ranged pressure à la soulbeast, you're not killing them - even if you outskill the player. > Their counters are soul beast and dead eye, but yea paired with a heal bot condi rev is unstoppable. > Condi scourge can be 50/50 with them if they play aggressive. If they keep distance and abuse necros innate weak to cc with axe/mallyx leap while focusing more on transferring it is in favour of the condi Herald. I agree with you though that in the current state of the game where everything's been toned down, condi rev is overperforming - it feels like it was a prenerf January 2020 class that still exists in today's weaksauce forgiving environment. What held it back before was damage was high enough to overwhelm it's ridiculous level of resustain.
  4. > @"solemn.9608" said: > Hello, uncatchable mortar Zephyrite rune elixir near-perma-superspeed engi build player here > The real issue imo is grenades; it's like anet's nerf actually made them stronger. Seriously. Before patch it wasn't a huge issue in WvW, post-patch it seems like grenades can 3-hit through a modest amount of toughness which is ridiculous. > > Mortar damage seems fine and if they're playing extremely defensively/running away constantly then just don't bother, they're too scared to duel. Correct me if I'm wrong but I remember when I read those patch notes on release - they ONLY nerfed the grenades in sPvP. In game, I have still been getting 1 shotted by the toolbelt skill. I've had many fights where I'll be outplaying the opponent, have them low on health while I'm still at 90%~ and while in melee I get just 1 shotted from near max health. I check the log and it was just grenades critting for 3k~ per.
  5. > @"cobbah.3102" said: > The time to fix this rubbish that is called WvW , no balance whatsoever , perma stealth which should not exist , nerfed siege that has no impact on blobs for defence , blobs that cover the walls with aoe , Rangers that shoot into structures along with pets that come through gates , nullifying any hope that defenders can even defend against, {defender = roadkill} . Broken population along with linking which is a shambles . Professions broken out of all proportion. Broken Promises eg Alliances , Balance Patches , Server Lag , lets not forget the promise of communication to player base who support this game . Wonder who will actually make mention of it or when any of this this will be addressed You forgot a few things but another big problem is that permastealth thieves also have portal. Anet should NEVER have given thief portal. They need to make it a solo-use only portal - yes not even one other person should be able to use it.
  6. > @"Mil.3562" said: > > @"juno.1840" said: > > > @"Dediggefedde.4961" said: > > > Especially since many Scrapper cleanse- and heal-skills don't apply boons you can overcleanse effectively, meaning you can support multiple groups. That's why you usually need only 1-2 scrappers per 15 people. > > > > Purity of Purpose turns those condis into boons (at least until ANet nerfs it, which I heard is in the works). That makes scrappers indirect boon-bots. There are almost always conditions going down. My favorite is chill (for alacrity) and burn (for aegis). > > > > Is this true that ANet is going to nerf Purity of Purpose? Heard from what source? The only reason why healing Scrapper is still a thing in WvW is because of PoP. You nerf that to the ground (knowing ANet always throw out high handed nerfs) and with Tempest 10 allies buff taken away in WvW too, all we have left in WvW is FBs as support. The King of support will soon be God. Yes. They have done this pre-hot where they made the game garbage and feel unfinished by breaking things (i.e. 300s CD's) and doing pointless, without direction, and thoughtless nerfs AROUND everything that's the real problem (I got banned for insinuating laziness before); about a year-ish before an expansion drops. Then just before the expansion is released (1-3 months) they start hard nerfing EVERYTHING that had actually been a problem - the issue is they don't actually implement positive changes that keep build diversity in this, they straight destroy all build options and even knock classes out of the meta (or from being used at all). I can pretty much guarantee this will be nerfed into the ground before the new expac as it does need an ICD at least 1s - so not as many boons are output and condi builds will do some damage in zerging. However I predict they will either change the trait entirely or add an ICD like 10s a couple months before the new release, initially everything but a couple things (probably firebrand/renegade) will be inferior to the new releases.
  7. > @"Tridentuk.1625" said: > Hey, > > As a thief you obviously want to utilise mobility and burst to isolate vulnerable targets, however I'm having a small mechanical issue that I would like to sort out. My current method of selecting target in the middle of fights is to right-click them, but I find this to be inefficient and awkward- firstly it costs a valuable split second to do, and secondly I'll sometimes miss the click especially if the fight is hectic (I currently run steal-stealth and infiltrator's-CnD as my gap closers on pd core which means having the wrong target selected or not being able to switch targets efficiently isn't the best). Even just the fact that I don't feel confident in it causes a split second of me checking if I have successfully targeted who I want. > > This also costs me in situations where I'm outnumbered because it's just another factor that can create a mis-step that will get me killed. > > Was wandering if a more experienced player could help me out with this particular mechanic- is there a better way to go about this so that I can be quicker, more efficient and more reliable in selecting/switching targets? Tab target/left click to select them. I wouldn't use right click as your camera view and intentional movement is too important to let go of. Something I'd suggest as well is getting a better cursor icon as well. Sindrener has a really good one if you check out his videos, the default cursor on GW2 sometimes blends in with the environment or can be too small to see, which might be why you're missing it. This is especially important for thief because the fight can be won or lost in fractions of a second.
  8. > @"Voltekka.2375" said: > Necro has booncorrupt, i think its fair scrapper has condi conversion. Just remove condi conversion skills (apart from contemplation of purity) from firebrand and make it condi removal instead. Booncorrupt is still a thing and several nec skills turn one boon into multiple condies. Boon corrupt is what got scourge severely nerfed. It affects 2 targets now (not including utilities and wells) and is no where near the level of rapid conversion that scrapper is at. Scrapper alone keeps condi builds entirely out of zerging. This doesn't take into consideration the other support it provides - damage reduction, stealth, projectile destruction, the best group super speed in the game, AND some of the strongest healing in the game provided that your group is booned up.
  9. > @"dou.7083" said: > I've spend at least 250 hours on this very class in the last month and I still struggle to find a comfortable build to play story and OW content on. > I've considered 2 of the popular suggestions: marauder power chrono and rabid staff/staff mirage > As for the former, I just can't stand how it lacks self-sustain. Even if you play it with a proper healing ability instead of the signet. I really like playing s/s (or s/f) and gs but whenever I get hit for half of my hp but some random ability I just run around for my life > The latter is complete opposite - it's impossible to kill, but it also can't kill anything fast enough. What takes me on the power build (or any other character with the power build) around 3 seconds to kill, this build will work through for at least 10 seconds. What takes 10 seconds on a power build, this build tackles in a solid 1.5 minutes. This TTK is highly uncomfortable, even though you're practically unkillable. > > I've tried many variations of the builds and I've by now memorised almost all of the available traits of this class, but I just can't find the combination that would be comfortable to play > It is for sure a matter of skill and I don't claim that I play perfectly on chrono (which is the go to recommendation from what I've read), but I just don't want to memorise every single animation of every single enemy that I fight to be able to... not die? Staying alive on half of other classes takes no attention or effort, but staying alive on power chrono is the primary goal of the gameplay, so you're playing monster hunter against every enemy you encounter. > > Any suggestions? Rabid used to be good on Mesmer prenerf. Now the conditions fall off too quickly without any investment in duration. Also staff/staff, while it may be functional, promotes bad playing behaviour that will only keep your abilities at or below average. My suggestion since you're still learning the game and want to be beefier, use the GW2 build editor and have a mix of rabid/trailblazer (only if you are using the dueling trait line). If you don't take dueling, go full trailblazers. Stats to aim for is 41% Crit chance (a bit less is okay too), minimum 20% condi duration (aiming for 40-53% ideally with expertise/without modifiers). If going mirage use axe/torch-staff, if core Mesmer scepter/torch, sword pistol (or staff). Also for your power build, if you're feeling too glassy and haven't mastered use of the mesmers invuls/blocks/etc, I suggest swapping out your trinkets for Knights trinkets, and slowly adding back in your zerker ones as you get better. You shouldn't notice too much of a significant DPS drop in open world.
  10. > @"Lan Deathrider.5910" said: > > @"Strider.7849" said: > > Norn looks the best to me in heavy (male) but if you ever PvP or WvW, it's better to go human or Norn female. The animations/size and distance judgement on skill range are heavy disadvantages on Norn males. > > > > As someone who's played both you can pull off amazing combos on human male or land attacks that you will never land on a Norn male. Some very notable and important skills include killshot, eviscerate, full counter, arcing slice, and skullcrack and it's berserk form. This effectively eliminates a lot of options both in weapon choices and an entire elite spec. Even in massive zerg fights I've had people just dodge my full counter when on a human male it literally tags everyone. > > > > You want to avoid Norn males on classes that are dependent on animation/animation cancelling - rev/warrior especially > > If that is the case then how about Asura instead? I hear that they don't kneel for Killshot, not that I ever rolled a rat, or fought one that was a warrior... Azura has a lot of advantages for warrior (I had one in the past too alongside my Norn and human male warriors). The most notable: no kneeling on kill shot, the dodge animation is a flip and in fast combat looks almost exactly like eviscerate (axe F1 burst is a similar style of flip). Mace skills are virtually impossible to see, making stun-locking easier. The only "disadvantage" (if you can call it that) is that being such a small size, sometimes you end up closer to your target then you need to be. That was why I prefered human male since the range of skills (this is especially on greatsword) is true to size. These kind of things only matter when you've reached a point of mastering certain abilities/timings/ranges, like intentionally trying to clip 100blades at the very top of it's range (allows things like following up with a jump dodge past your target if they had broken CC, at the same time hitting them with reckless dodge, then using whirlwind backwards and clipping them with all 3x hits for maximum damage output on a few attacks).
  11. > @"Lan Deathrider.5910" said: > I'll reiterate. You have to consider all the minor traits when discussing what is gained and what is lost as they are the new chassis that is gained and is how the espec alters the class. > > If stats are apart of the new chassis, even things like health and damage modifiers, then they a apart of the discussion. > >* Some especs impose stat penalties, some don't. The ones that don't tend to perform better.* Not sure I can agree with that. Scrapper is very strong in WvW and part of the meta with different builds. Take scourge for example which offers stat buffs - scrapper turns that spec into a buff machine in conjunction with purity of purpose. If you're referring to berserker - the biggest drawback to berserker is the loss of its F1 bursts, not the -300 toughness.
  12. Problem with separating the skill is that if the block stays active the combination of mace 2 + shield 5 gives too long of a blocking duration for both PvP and WvW. That would only lead to further nerfs down the line. If you meant that it will only block once then the other skill pops for activation then it should be alright
  13. Norn looks the best to me in heavy (male) but if you ever PvP or WvW, it's better to go human or Norn female. The animations/size and distance judgement on skill range are heavy disadvantages on Norn males. As someone who's played both you can pull off amazing combos on human male or land attacks that you will never land on a Norn male. Some very notable and important skills include killshot, eviscerate, full counter, arcing slice, and skullcrack and it's berserk form. This effectively eliminates a lot of options both in weapon choices and an entire elite spec. Even in massive zerg fights I've had people just dodge my full counter when on a human male it literally tags everyone. You want to avoid Norn males on classes that are dependent on animation/animation cancelling - rev/warrior especially.
  14. > @"Kodama.6453" said: > > @"Arheundel.6451" said: > > > @"Kodama.6453" said: > > > > @"Argon.2405" said: > > > > Bring back the exclusive end of story phoenix. > > > > > > > > Also let's push for level able pets. I'm fed up with it saying "juvenile ____". Let me raise a dire pet again. Pets were so much more in gw1. > > > > > > This could become a pet focused new elite spec, tbh. > > > > > > Being able to train your pet into a bigger and stronger version, maybe even if slightly altered command skills. Ranger themselves most likely would get a penalty to their own stats to make up for that, tho. Stronger pet, weaker ranger, but the playstyle is focused on hard CC, so that you deal less damage doesn't matter that much, since your job is mostly to keep the enemy in place for your pet to kill it. > > > > > > Revival of the bunny thumper thematically! > > > > That's the worst idea ever no pun intended. It's not the idea on its own that it's bad but....the general environment in which is created . The GW2 community would not care at all about the diminishing stats on ranger as all they'd see would be them...being killed by an AI and not the actual ranger; the community would rise up in arms to see the pets being nerfed to the ground and below...no compromises ...no mercy. > > > > Just recently we had **core ranger pets butchered** because of the beastmaster build with double bird....why would you think that an entire elite based on the same concept would fare any differently? > > > > We have all seen the modus operandi of the GW2 community and the devs ...one cries for nerfs all the time..the other ready to oblige at every turn for as long as it takes to change the subjects. > > > > **Tiger - Smokescale - Bristleback - rock gazelle - Birds - Iboga - Wyvern**....all of them have been hard nerfed and you guys ask for more of the same thing while knowing the end result? > > > > If the ranger community can hold any hope of seeing the next elite succeed then...you better pray it will have nothing to do ( for bigger part) with pets or ranged combat, these are two aspects of ranger which have been always hated ( undeniably and unjustifiably ) by the GW2 community. > > > > Please for the love of the class....**do not ask for stronger pets, new pets or super ranged burst** > > That's quite a pessimistic view. > > I think it can work well while also requiring input from the ranger themselves. > Let's say that the pet becomes stronger, but struggles to actually stick with a target. As long as your enemy is on the move, the pet won't deal alot of damage to them. > > That's where the ranger comes into play. Like the bunny thumper playstyle, the ranger themselves is focused on CCing an enemy. They try to pin the enemy down, so the pet can actually do it's work. > This is way less passive than just the ranger running circles kiting the enemy and the pet is dealing damage to them in the meantime. > > And the counterplay would, once again, not be focused on the pet itself, but on the ranger. Measures to avoid getting cced (stability, stunbreaks, evades, etc) will help you keep moving and the pet won't be a threat. > This might also work well in PvE environments, since rangers will get the "beastmaster" feeling of having a powerful pet, which also can apply it's damage to the enemies, since PvE enemies don't tend to move alot if their target stays on them, which might be the pet in this case. > > There are ways to make this work without being overly passive and just an AI playstyle, I hope they will do something along those lines, since beastmasters are the ranger thematic I am interest in the most. I do like many of the comments you post Kodama, however this one I have to agree with the pessimistic view. The counter play you mentioned and offered is common sense to most of us ranger mains but for some reason the GW2 forum community really struggles with them. I personally have no issues fighting other rangers and even 1vX against groups that often contain 1-2 soulbeast in them because there is very strong counter-play against both it's meta builds (boons rip/corrupt) and its base mechanics (literally moving makes the pets near useless, abusing obstacles/terrain negates the rangers strong points like being able to shift between range/melee). I often wonder if the same people who begged for pet nerfs until they reached the state they are currently in, struggle with open world mobs in Kryta - i.e. getting rekt by a pack of yellow moas in Queensdale. I'm not sure, but what I do know is when you know how to fight rangers and what their strengths/weaknesses are you really don't lose against them again unless it's someone who is very exceptional on the class or you're caught unaware in open field enemy territory. Back on topic, again as a ranger main and my love for having a pet companion - I would really like to see new pets and strategies that arise from having more useful ones. In my heart I know it will be short lived even if they are slightly useful as this community hates rangers. There are still nerf threads and requests in both the sPvP/WvW forums and even this subforum for rangers wanting more heavy and class breaking nerfs, please take a look at them because this is why we are worried about new pets. We already have the majority of our pets in complete uselessness, don't want to have more especially if the new specs are designed around synergy with them.
  15. I see your ranger tag, I main ranger. In order to deal with these thieves that camp spawn you can build to counter them. My suggestion to cheese them, run soulbeast + black raven - taking one wolf pack, and sic em quickening zephyr, and signet of stone. Bring along some stealth removal traps as well. This build mind you, is specifically just to counter thieves and to deny them the ability to disengage. When you have see that thief, drop your stealth removal traps and range him so that's he's forced to fight near your trap if he wants to melee. Keep pressure on, if he tries to disengage or reaches 50%~ health, use sic em so he can't stealth and the bird swoop to keep on him in melee. Then rapid fire his kitten down. Throw a ram on his body after you let your bird slowly auto attack him to death. Cap the camp you want then change maps. Do the same thing to all thieves you fight.
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