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Stallic.2397

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  1. No, I wouldn't. Looks like there is a typo in the options. The combat of this game is what appeals to me the most. Diverse classes are nice too. But if pvp is gone, time to move on to the next mmo
  2. If weaver recieves nerfs it would be ideal to hit the barrier production. It's much easier to play Ele with stone resonance and separates the good Ele's from the casual ones. But honestly, weaver was supposed to be a bunkier Core Ele. Complaining about its sustain seems silly. In the past few months I've met plenty of weavers who spam through the utilities, then get stun locked and die. Others are pure tanks and need a 2v1 to die. Is that unreasonable though? A tank should survive 1v1's. Few weavers find the perfect balance between offense/defense. Not enough of a problem to call it OP. Either nerf the barrier or leave it be. Don't touch smothering auras, that affects more than just weaver.
  3. If they nerf weaver in Pvp I feel like core might be a good side noder. That's if the fotm players ever get sick of playing Tempest
  4. > @"FrownyClown.8402" said: > > @"Stallic.2397" said: > > Nice builds. I tried core D/D for a few months not too long ago. Fun but difficult for sustain. I would try Renewing stamina over arcane restoration, especially since you're relying on dodges for cleanse/heal. > > > > I've been using this build and have been easily defeating Reapers, DH's, thieves, rangers, etc. The constant burns are killer. > > > > http://gw2skills.net/editor/?PGgAg2lZwuYZMF2JOSPnLNA-zZp8MiUCkvCwtDA > > > > You're always crit'ing, applying burns, gaining might and prot, and cleanses are easy to come by. Signet of fire is the bread and butter of this build. Got to plat pretty easily. > > Yep. I figured my uptime from cantrips was enough. > > Signets are great. Wizards might be a better choice though. Its hard to run signets with 1 stunbreak though. Water signet is good with -condi duration runes. If cele amulet was still a thing i could see a full signet build working. Yeah, wizard might work with rune of the thief to keep the precision high. Burning precision is really good, even just to bait cleanses. Signet of air and arcane shield are actually good combo. Both have relatively low cds for stunbreaks. Plus the constant evades from fire and earth 3 help with survivability > @"FrownyClown.8402" said: > http://gw2skills.net/editor/?PGgAgilZwuYYsM2JOqPnpcA-zZwKBpHA > > This build looks like it would be op on paper. I feel like water is good with the elites. They complement each other. But on core it feels lackluster. Even coupled with arcane it just doesn't bring enough sustain.
  5. Nice builds. I tried core D/D for a few months not too long ago. Fun but difficult for sustain. I would try Renewing stamina over arcane restoration, especially since you're relying on dodges for cleanse/heal. I've been using this build and have been easily defeating Reapers, DH's, thieves, rangers, etc. The constant burns are killer. http://gw2skills.net/editor/?PGgAg2lZwuYZMF2JOSPnLNA-zZp8MiUCkvCwtDA You're always crit'ing, applying burns, gaining might and prot, and cleanses are easy to come by. Signet of fire is the bread and butter of this build. Got to plat pretty easily.
  6. Before mesmers, rangers and thieves got nerfed they were all memes. No way you can forget condi Mirage, boonbeast, etc. Honestly, Gw2 pvp has been all about memes since HOT. Anet will probably keep nerfing but I would rather have them tune up the weak classes and leave everything else be. I'm seeing more lost games cause of player mistakes rather than some OP build completely shredding a team. DH, crev, flamethrower scrapper, etc can all be beat with the right counters. They're not OP
  7. Guardian is a noob stomper and overpowers team fights without much effort. Which exasperates the problem of so many players stuck in gold. Honestly, pvp is plagued by the fact that every player on the team has to do their part. If 1/5 or 2/5 of the players somehow throw, make a series of mistakes, or whatever, then the whole team fails. You either carry with a duo or hope that the other team is worse. But none of that is guardians fault and it clearly has counters. Guardian's assumed OP status is more a symptom of the problem, not the cause.
  8. > @"Megametzler.5729" said: > > @"Kachros.4751" said: > > > @"Filip.7463" said: > > > Why would holo and weaver get nerfs? > > > Where did u get info about damage nerf? > > > > (...) Weaver deserves nerf since its a simple build with insane value that doesnt lose any 1v1 right now. (...) > > **Assuming** all the other major outliers are severly nerfed: > > I kind of agree. I still want changes of the fire traitline into not giving this much condi cleanse, or at least not AoE-wide (looking at you, Smothering Auras). It forces eles into focus which in turn leads to the huge projectile denial potential and fire aura spam. Make dagger offhand great again! > > However, I do not think it is high on the priority list and would need some more tweaking of other traitlines. I doubt it will happen. > > Simple adjustments would be reduction in some barrier values and some projectile denial duration. Would hurt and change nothing about the lack of options on ele, but adjust the strengths. > > If revenant does not get major nerfs, druid stays the way it is and all these: No need to change weaver at all. Nerfing smothering auras would be a huge core nerf and take away perhaps the best ligitimate cleanse option they have. If sustain is too strong on tempest and weaver, then nerf those classes. Ex. Barrier or aura spam, etc. Smothering auras and transmuting auras was probably the best thing Anet did for core ele in years. But core doesn't have an overpowered sustain problem and shouldn't get nerfed for it. But I agree, offhand Dagger should definitely be a thing and needs some love
  9. Gotta admit, there's a core Necro build with minions and tons of life force that basically does nothing but spit out condi and stand on node till either you give up or die. Irritating as kitten. Talk about low effort for a build that can 2v1. Just an example of the gimmicky meta.
  10. Good rotation is also a delight to see. So many lost games just cause of bad rotations. Everyone rotates out of mid or no one watching close for decap, etc.
  11. Granted it's a cool idea, but I think conjures need more changes than that.
  12. The Air and Earth Buff are pretty decent. Get those two immediately. Then switch to fire for the third. You should get another ten seconds or so of a buff from those three, which is why anyone would take it anyway. At the last second, switch to water for the final buff and get an additional ten seconds. The final CC at the end I rarely use. The damage reduction and speed buff are more useful. It's not the best and requires the right timing. I would vote for 20 sec of weaving and then 20 sec full buff. But I wouldn't say it's useless.
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