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Emferno.5219

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Posts posted by Emferno.5219

  1. > @"Blood Red Arachnid.2493" said:

    >

    > When it comes to gear choices, you'll want Harriers for PVE, and Minstrel for WvW. The reasons for this are simple: Additional toughness will PVE aggro, and with all of the healing/aegis you have it will matter very little for your survival. >

    You have explained most of stuff right but i disagree on running harrier gear . Toughness matters in raids where boss agro you.but with harrier u have 11k hp , in fractals u often get oneshoted because of instabilities like boon overload or outflanked . Even some strike missions like boneskinner it's easier with minstral.talkong about damage if u want more damage , why would u run healer in fractals , u don't need a healer to do fractals and also harrier gives u power and fb's most damage comes from burn so it's not much damage difference.with minstral gear u can carry pug groups in fractals as you are tanky and can't die easily.

  2. > @"TinkTinkPOOF.9201" said:

    > Right now I have lots of trouble getting any dmg out of test of faith, I have pulled someone fully though the trap (as in both sides of the ring) and then shield pushed them back in and because of lag/player sync they will take zero dmg. Not fun cutting someone down and baiting out their stab for a burst trap rotation only to be denied the dmg and a big skill going on CD for a bug to totally negate it.

    It sometimes bugs out yes , u don't deal pass through dmg

  3. > @"Irenio CalmonHuang.2048" said:

    > Greetings fellow Tyrians,

    >

    > We've been thinking about implementing the following changes and wanted to share them with you to hear your thoughts and feedback. We’re aiming to bring into line some of the more dominant builds and compositions of the current WvW meta so that new options can be brought to the table, so the bulk of the changes shared here are WvW-centric. This is not the full list of changes that are being considered for the next balance update.

    >

    > This is not a call for general profession feedback. Here are a few questions to think about while looking over the potential changes:

    >

    > * Would your gameplay change as a result?

    > * Do you feel these changes would improve or worsen the state of the game?

    > * Are you looking forward to these potential changes?

    > * What are your concerns with this set of changes?

    > * What consequences do you expect would come from these changes?

    >

    > With those types of questions in mind here's some of what we're looking at.

    >

    > **Engineer**

    >

    > * Chemical Field:

    > **Guardian**

    >

    > * Sanctuary: Increase number of enemies that can be knocked back by this skill from 10 to 20 before it expires.

    > * Tome of Resolve, Chapter 2 - Radiant Recovery: The existing split from PvP of cleansing 2 conditions is brought to WvW as well. This ability would continue to cleanse 3 conditions in PvE.

    > * Tome of Courage, Chapter 2 - Daring Challenge: This skill grants retaliation for 3 seconds instead of aegis.

    > * Tome of Courage, Chapter 5 - Unbroken Lines: This skill no longer grants aegis or retaliation.

    >

    > **Mesmer**

    >

    > * Illusion of Life: Increase the cooldown of this skill from 75 to 90 seconds in PvP & WvW and reduced the duration from 15 seconds to 8 seconds of its effect in PvP & WvW.

    > * Power Break (Mantra of Pain): This skill now requires you to face your target and respects line of sight.

    > * Power Lock (Mantra of Distraction): This skill now requires you to face your target and respects line of sight.

    > * Chaos Storm: This skill now always dazes on the first strike but can no longer randomly daze on other strikes. This change also applies to Lesser Chaos Storm. Added skill fact to show chaos storm's duration.

    > * Chaotic Interruption: This trait has been re-worked and now reduces the cooldown of one of your weapon abilities by 5 seconds when you interrupt a foe.

    >

    > **Necromancer**

    >

    > * Feast of Corruption: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE.

    > * Devouring Darkness: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE.

    > * Sand Cascade: Reduce the barrier granted by this skill by 33% in WvW & PvP.

    > * Sand Flare: Reduced the barrier granted by this skill by 25% in WvW.

    >

    > **Ranger**

    >

    > * Long Range Shot: Reduce the damage range of this skill from 0.7-0.9 to 0.65-0.75 in WvW only.

    >

    > **Revenant**

    >

    > * Coalescence of Ruin: This skill would no longer deals increased damage with successive impacts; instead it deals damage equal to what was previously the middle impact damage. Damage remains split between game modes. A red warning rectangle visible to enemies has been added to this skill.

    > * Gaze of Darkness: This skill would reveal stealthed enemies up to 600 range away in addition to striking enemies within its 360 radius.

    >

    > **Warrior**

    >

    > * Charge: This skill would only removes movement impairing conditions and then increases the damage of affected allies' next 2 attacks by 25% in addition to its previous effects. Increase swiftness duration from 10 seconds to 15 seconds. This skill becomes a blast finisher.

    > * Call to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.

    > * Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.

    > * Quick Breathing: Thinking of kicking re-working it a bit to pair with the warhorn skill changes so they feel more cohesive. Continues to increase number of targets for warhorn skills from 5 to 10 and causes warhorn skills to grant an additional boon instead of reducing the cooldown (Fury for Charge and Resistance for Call to Arms). Grant +120 Concentration.

    >

    > We look forward to seeing your thoughts and feedback!

    >

    > Sincerely,

    > GW2 Systems Team

    While I totally agree with changes to number 5 skill in f3 tome and F2 tome 2 , I don't think removing aegis from f3 tome 2 is good idea as it leaves the tome completely aegis less .there will be only one aegis when u enter f3 and then u won't be able to apply aegis using tome skills .Rather you should focus on dragon hunter , reworking heavy light will make the profession lot better.it doesn't need any damage buffs (buffs are always welcome) but making lb3 knockback baseline will provide Dhs opportunity to run big game hunter for more damage .if heavy light will improve lb (as many others suggested)then it will be option for lb build anyways ,so changing its location can give better options for traits selection as well. The trait which removes condition on block in Dh(forgot the name) is not that great and some rework would be awesome .

  4. > @"Arken.3725" said:

    > Hello there fellow gurds, I'm here to talk about (and hopefully inform) those who can adjust the current skill-sets of each Guardian weapon. Here's a list of what we have and what I, personally find wrong with them.

    >

    > **Sword**: AA is solid, .Symbol of Blades is also good. Zealot's Defense shouldn't root you in place. As a kit that requires you to be in your enemies face, widening the gap has zero sense attached to this.

    >

    > **Long bow**: AA is too slow with below-average tracking. Trueshot hits like a wet-noodle. Deflecting Shot requires too much skill for the meager benefit it provides. Symbol of Energy's cast-time is too long with the idea of symbols(in a VERY mobile game) being near-useless, Hunter's Ward requiring the last proc to trap makes this skill too difficult to land.

    >

    > **Axe**: AA is great. Symbols are a terrible concept but to me, It's the best one we got. Blazing Edge is phenomenal.

    >

    > **Greatsword**: AA is a joke with a meager amount of might attached to the third hit. Whirling Wrath should have its projectiles removed and the damage merged with the physical aspect. leap of faith needs an evade. Symbol of Wrath sucks, like nearly all of them. Binding Blade is too slow and should be unblockable.

    >

    > **Mace**: AA is still too slow even with the tiny buff it got. Symbol of Faith takes years to cast. Protector's Strike isn't bad but it's bugged to only work on every other proc.

    >

    > **Scepter**: AA has TERRRRRRIBLE tracking(WHY is this still a thing after 6 years?). Symbol of Punishment is decent but again, the concept of symbols suck in a mobile-type MMO. Chains of light needs a slightly reduced CD.

    >

    > **Staff**: AA is much better than before but still has REALLLLY bad tracking. Holy strike is solid. Symbol of Swiftness is okay but read my opinion on symbols above. Empower is solid. Line of Warding needs its hit-box expanded.

    >

    > **Focus**: Both skills CD's are too long. Ray of Judgement is alright but too obvious and easy for even a below-average player to avoid(light below your enemies feet before it procs). Shield of Wrath is sorta Wrathy??

    >

    > **Torch**: Both skills are terribad. Zealot's Fire has terrible tracking on the throw like many other Guardian Skills, Cleansing flame isn't worth using, AT ALL.

    >

    > **Shield**: Shield of Judgement is fine. Shield of Absorption is fine but needs to block instead of destroy projectiles.

    >

    > **Hammer**: This weapon is just terrible all-around, complete rework for me to even consider this in spvp.

    >

    > Under Water Weaponry

    > BOTH under water weapons have FAR better tracking than ANY of the Guardians land-based weaponry. WHYYYYYYY. I'm tired of my projectiles missing even though I'm within range, holy geez.

    >

    > Also, this is strictly from an spvp and maybe even WvW PoV. Thank you.

    >

     

    Hey,I agree with few of stuff but I don't really agree at all that greatsword is terrible .it is pretty strong weapon.about focus 4 being dodged you can weapon stove to bait dodges using it .sword 3 root doesn't matter as it gives projectile block + heavy damage .mace aa still slow but it's supposed to be support weapon .may be they should nerf damage on mace and make it supportive .DH longbow if in good hand is really good except longbow 5 I don't really think DH longbow is that weak . (Edit:i forgot main thing that longbow 3 knockback is needed to traited which is not good . It should be baseline)

  5. > @"Phoenixtwolf.9213" said:

    > > @"Emferno.5219" said:

    > > In current state for fractals I'll say for DPS DH or Soulbeast (pls no weaver).FB or rev heal , quickbrand or alacritygade .and fifth slot core warr bs or spellbreaker bs depending on instabs . This is ideal comp for fractals :D

    >

    > Thank you its good to see that someone understood what I was asking, (tho I do think I asked it clearly) it does seem most people here think I was asking what one (1) class could be the best lol (and that was not what I was asking).

    >

    > like you (Emferno) posted for DPS -- DH or Soulbeast (pls no weaver). That is the what I am looking for the idea is to see what people think or like the best.

    > For example (a thief) would thief be the last choice or first chose for dps in a raid or fractal if you had a choice of any good dps player same with druid or FB would it be first last etc

    >

    > The idea of what I am looking for is like > @"Emferno.5219" said:

    > > "for DPS DH or Soulbeast (pls no weaver)"

    > What I want to see is: Are there classes that are so to speak last choose (when it comes to what is the best?) That may even not be wanted on fractals or raids if you had the choice of good players in ever class

     

    You can check websites like https://discretize.eu and for classes non preferred will be all condi builds (ramp up time and after phase certain bosses lose condis ).power classes like herald and reaper do not provide much dps as meta ones do .deadeye has no cleeve (multi targets) .hope this helps you :D

  6. > @"crazyhusky.2985" said:

    > > @"Irenio CalmonHuang.2048" said:

    > > ‘allo fellow Tyrians,

    > >

    > > Just wanted to give you a heads-up that we’ve been preparing a set of balance changes that are slated to go live next Tuesday.

    > >

    > > We look forward to playing with you and discussing the changes to skills and traits once they’re available next week!

    > >

    > > Sincerely,

    > > GW2 Systems Team

    >

    > How about fixing and updating Dragonhunter.

    > Can we please get longbow revamp or a fix for Dragonhunter, at least the longbow. With the release of Living Season 4 episode 5 you gave us the legendary longbow but you didn't give us a reason to use the longbow. Longbow on dragonhunter is still terrible.

    >

    > Awhile back you said that you were doing through ALL of Guardian's weapons to fix and tweaking them, That SHOULD include the longbow, it's a weapon for guardian. You've gone back and tweaked and updated all the other guardian's weapons a part form the longbow it is still untouched, some of the weapon even got new skills on them.

    >

    > The longbow is not good in any mode right now.

    > - It's not suitable Raids unlike most other weapons for elite specs

    > - WvW/PVP wise it's out classed by the base weapons and doesn't have any use, foes can see a dragonhunter's attacks from a mile away.

    >

    > The longbow is suppose to be a good but it doesn't offer anything and it's questionable in what you intend with it.

    > (LB3) Deflecting shot NEEDING a trait to give it knockback... but Ranger's Longbow doesn't require a trait to knock back foes.

    > The trait Heavy light we use for it gives stability...? WHAT! If you're knocking back a foe why do need Stability, you're already a distance from the foes that can CC you.

    > and by the time the foe has got to you to the Stability has gone. Dragonhunter needs a way to gain Retaliation within the elite spec. heavy light should be giving Retaliation or fury not Stability.

    > (LB4) Symbol of Energy it's slow and it gives vigor... I am sure there is a better boon you could give instead of vigor, it's kinda useless you can't even use it to support an ally, Fury or Regen would be better.

    > (LB5) Hunter's Ward is again so slow and takes too long to do, most people dodge it before you can trap them, and when you do 9/10 in pvp/wvw people walk right out of it... despite it supposingly having a ward effect to prevent that. ontop of that it has a long 40-45 second cooldown.

    >

    > Please just re-vamp and fix the longbow. it's not been updated in years.

    >

    > ------------

    >

    > Also on separte note about Dragonhunter traps, could make a new virtue (F4) for Dragonhunter only that detonates your traps and gives you a buff like barrier and retaliation or something like Stun a foe.

    >

    > Because it's rather annoying that bosses who don't move don't trigger the traps even when you place it on them. Stuff like Octovine I can't damage with traps since it doesn't move. In fractals the anomnly is hard to damage with the traps since you can barely get him in the trigger radius but the overall trap range will reach and damage him.

    >

    > There are objects you need to destory don't trigger the traps. Prime example is In raids in spirit vale when you're running away from the ghost horde, you can't damage the spirit walls with your traps because they're an object. Despite being able to hit them with weapons. The issue is you NEED to damage the walls otherwise you all die, making you a possible liability for your team. If you were able to denoate your own traps then this would not be an issue, since you could place them next to the wall then detonate them.

    >

    > In WvW, dragonhunter traps don't trigger/detonate on Siege, which is resonable given that they're objects but having to the option to set off dragonhunter traps would help a dragonhunter clear out rival's siege quicker.

    >

    > These have been a big issue for a while, it limits how you can use the traps at parts during the game limiting the amount of damage you can do, when you should be able to always use them.

    > I think to solve the issue, rather than going back trying to make traps trigger/detonate all bosses and objects, instead Give dragonhunter a new virtue (F4) that detonates/triggers the player's traps so then we can trigger/detonate them when we want, if the traps don't go off like they should.

    >

    > it's been ages since you've done anything with Dragonhunter, it's starting to show for a while now. It's not been properly updated in 2 years, many traits and effects feel out dated or bad and questionable. You've been tweaking everything in base guardian to fit Firebrand and then tweaking Firebrand but Dragonhunter it's self hasn't gotten any love.

    > The only tweak i can think of that Dragonhunter specfically has recieved is the slight buff to big game hunter increasing it's damage from 10% to 20% and that was back in october, before that I don't even recall when the last time Dragonhunter was touched, Maybe it was early 2017 before Path of fire and the nerf to guardian's staff.

     

    I'll say as DH main longbow is really good ! It's either u can't play using it or you don't like the style . The unblockable lb3 , trueshot doing lot dmg is really good .the only thing I would suggest is passive movement speed ,lb 3 knockback on weapon skill itself .and main is pulsing boonrip on F1 . It will help us rip stab and destroy professions with high stab uptime .

     

  7. > @"Ruufio.1496" said:

    > > @"Ayrilana.1396" said:

    > > I’m looking forward to the one week plus of complaints about the balance patch, how it didn’t meet up to so and so’s expectations, how out of touch Anet apparently is, and so on. This all coming after people wanting it in the first place. You know, the typical scenario we’ve seen with every other balance patch.

    >

    > as long as soulbeast gets buffed its fine, too many counters it sometimes feels disadvantaged

     

    You are not getting buffs mate , soulbeast such a brain-dead class . Nerfs coming !!!!

  8. Got few ways to balance mirage , while under effect of mirage cloak deal like 50% less damage(adjust it accordingly). After distortion ends for a period get increased incoming damage or while distorted do less damage .

    Soulbeast also needed to fixed so much tabky.

    Holo rifle damage and holo mode damage combined with cc and that reset capability and insane mobility is just too much .

  9. It may be you healer as well , when I play with my mates I don't even need to dodge they just outheal everything on druid ez (ofc some things must be dodged).and u got Ur f3 block and the heal you use on meta build heals u lot while it's up if you keep doing the damage .

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