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Stallic.2397

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Everything posted by Stallic.2397

  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.
  13. > @"Khalisto.5780" said: > > @"Stallic.2397" said: > > As of now, Core Ele is penalized for being the jack of all trades. They can do a little bit of everything and yet it never adds up to anything. That's why the Elites are so much better. Tempest and Weaver have a defined role; all you need is One or Two elements to fulfill your goal. No need to even invest in the other two. > > > > For Core Ele to be viable, buff traits to solely affect Core Ele. For Example, every Adept Minor affects a certain Element. As Jack of all trades, add a buff so that all elements play to their advantage. > > Empowering Flame- Gain 150 Power while in Fire Attunement. **Core Elementalists gain increased power in all attunements** > > Zephyr's Speed- Move 25% Faster while attuned to air. **Core Elementalists move faster in all attunements** > > Stone Flesh- Gain 7% Damage Reduction while attuned to Earth. **Core Elementalists gain damage reduction in all attunements** > > Soothing Mist- You and nearby allies recover health while you are attuned to water. **Core Elementalists recover health while attuned to all attunements.** > > > > Give Core Ele a chance to be good at a little bit of everything. These would not be drastic changes, but enough to give an edge. Otherwise, it would always be more advantageous to solely spec into one attunement with an elite specialization, rather than trying to master all elements with Core. > > I don't think this "affect core ele only" can be made, i don't think anet wanna go that way too. > > Problem is the elites have too much potencial to make a good modifier too good. So they'll have to nerf both elites to the ground to finally bring ele up. > > The best idea i had was fill other traits with extra bonus based on other attunents you have equipped > The Core Traitlines definitely need better synergy. Tempest and Weaver has so much better and clear cut synergy than core. For Example, Woven Stride (Weaver) and Cleansing Water. Or Tempest as a whole and Smothering Auras/Cleansing Water. I would love to see better Synergy between Air and Earth Traitlines. Or just a huge buff to Earth since it's probably the worst traitline out of all of them. But any buff to Core inadvertently buffs Tempest/Weaver as well. The Elites would have to be nerfed then, which would require even more work and analyzing from the Devs. Seems like less hassle to just buff Core and Core alone. If the above idea can't be implemented into traits, then maybe put that idea into an F5? Some type of passive that triggers when you're traited into certain traits. So if you're traited into Fire, then the F5 grants a passive 150 power buff. And if traited into Earth, you get the passive 7% damage reduction as well. Etc, etc.
  14. As of now, Core Ele is penalized for being the jack of all trades. They can do a little bit of everything and yet it never adds up to anything. That's why the Elites are so much better. Tempest and Weaver have a defined role; all you need is One or Two elements to fulfill your goal. No need to even invest in the other two. For Core Ele to be viable, buff traits to solely affect Core Ele. For Example, every Adept Minor affects a certain Element. As Jack of all trades, add a buff so that all elements play to their advantage. Empowering Flame- Gain 150 Power while in Fire Attunement. **Core Elementalists gain increased power in all attunements** Zephyr's Speed- Move 25% Faster while attuned to air. **Core Elementalists move faster in all attunements** Stone Flesh- Gain 7% Damage Reduction while attuned to Earth. **Core Elementalists gain damage reduction in all attunements** Soothing Mist- You and nearby allies recover health while you are attuned to water. **Core Elementalists recover health while attuned to all attunements.** Give Core Ele a chance to be good at a little bit of everything. These would not be drastic changes, but enough to give an edge. Otherwise, it would always be more advantageous to solely spec into one attunement with an elite specialization, rather than trying to master all elements with Core.
  15. Now that Cele is gone, Core Ele lost a lot of its viability. With Cele, there was a chance to make a bruiser type build. Like someone mentioned earlier, there's so many different stats you need for core Ele to work, the only amulets available now is a 4 Stat amulet that doesn't have vitality. Easy to play 1v1 if you know the class but the build blows up instantly with any type of enemy focus. This problem wouldn't be fixed with lower attunement CD's. A buff like that would benefit Arcane traitline use. But even so, it's still not enough to bring core Ele back
  16. It's still core though, vs elite specializations, which says something in itself. Wvw allows you to bend and manipulate your stats much better than PvP, but no matter what, achieving success on core is commendable. Great video
  17. > @"Yasai.3549" said: > > @"Quadox.7834" said: > If it were the previous balance team, they would have straight up replaced Tempesteous Aria with something new because the trait's value is now diminished. > Whatever this new balance team is doing, it's not good for the game. Period. 300 sec traits would like a word. Diminishing all the worth of a trait is Anet's core plan. At this point, every class should get hit with the nerf hammer until all previous worth is gone. Reset the game
  18. What stats are you using? In Pvp either I'm running Cele or Destroyer. Wondering if it transfers similarly in WvW
  19. Thanks guys. I tried something similar to what was suggested before. Hold down SHIFT key and right click on a running program icon on the taskbar, a popup menu should appear, click on Move then use the Left/Right Arrow key to move it. Do the same for the rest of the running programs. For some reason, the program couldn't be seen even though it was running. After doing this, I was able to locate it, and expand the program so it was actually viewable. Thanks again!
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