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vardeleanu.8972

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  1. > @"Hannelore.8153" said: > Busted breakbars are near-permanent in high-level instanced content like Fractals, to the point where one of the most common sigils taken for all classes does the same thing that Stormsoul does, more or less. > https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Impact Ah yes, the 3% permanent damage increase that occasionally turns to 7%. There's this funny thing, called Superior Sigil of Force, and to my understanding they're usually used together, but if they're not someone would rather take force than impact. Wonder why that is ? Why is 5% permanent damage better than a 3 that turns to 7% when your enemy is cc'd? I was going to let this be a rhetorical question, but I realised that some people might actually not know, so I'll explain. The time it takes for the enemy defiance bar to recover will always at least double the time the enemy is stunned. That's just how game mechanics work. A simple look at the wiki will tell you that the smallest defiance bar recovers in 15 seconds, and I don't know about high tier fractals, but I'm sure the enemy doesn't just sit there stunned for 8 seconds. Add in the time it takes you to break the defiance bar and it becomes pretty obvious that Force is a lot better. Why is this important ? Because Sigil of impact is only taken because when you're crit capped and already have sigil of Force, then a 3% dmg sigil is the only other existent sigil that will further increase your damage. Sigil of impact is simply the only one that can, _occasionally_, activate the 7% side effect, so that's why it's taken over Ghost Slaying and the such (obvious exception being sigil of the night, but that's beyond the point) I'd say that comparing stormsoul with Sigil of Impact is ridiculous to begin with, but it's accurate to some degree : both are 2nd tier damage choices, one inferior to a fellow sigil and another to a fellow trait. The difference is that you get 2 sigil slots, but only 1 major trait > The other trait is a more reliable, consistent option, but its overall damage is lower unless you're crit-capped, at least in such environments. It's a direct dmg buff, not an all dmg buff. Power weaver crit-caps with full berserker, furry and an accuracy sigil, and Condi builds don't even run air, so thank you for agreeing with my point that even in such dedicated environments raging storm is "a more reliable, consistent option", which provides overall better damage (since you **are** crit capped on power ele) > The problem with threads like these is they show a lack of experience with builds. For example some players are saying Inscription is bad, when its the backbone of Elemental Summoning builds and they'd be much weaker without it. Inscription **is** bad, and elemental summoning builds are bad too if you want to play any end tier content, competitive or PvE. But at least Inscription is important from a design perspective, since it gives the player the option to directly improve how certain skills work, and use those preferred skills more often, witch is really important for player happiness, creating a choice or at least illusion of choice. I'm sure a lot of new players that just get into the game and start leveling their eles have a fun time with it. So on this trait I'd say both opinion sides are valid I'd say a much bigger problem for threads like this is "experienced" end game content players running a build that they took from somewhere for ages, doing the same thing that everyone around them does without bothering to try to understand why they use certain skills/traits in their build, or what those skills/traits really do, and then coming here to comment about balance with a false sense of superiority. Wouldn't you agree ?
  2. If you want to make them sit on the ground and grant their passive bonuses aoe instead, like banners, that'd be great. Personal modifiers means ele is better in raids. But if you want to keep the skills on each weapon I think making them like kits would be better. Having other people be able to pick up your weapons is cool, but probably a balancing nightmare, since classes like thief have a lot of stat modifiers, and they don't have anything to do except auto attack between combos anyway. Or JUST REMOVING THE CAST TIME even would make it feel a lot less clunkier. _However_ , it's very fun to see a new discussion on this topic. **Again**. I'm not going to tell people to stop creating them, but at this point there have been numerous threads and a huge amount of different, creative improvements proposed and re-proposed for the conjure weapons, and the devs obviously never even bothered to try and improve them in the last 3 years. Not trying to be mean, but it's even funnier to see a post on this topic created now, right before a new expansion, where the chances of community complains and proposals being ignored is even higher than the usual 100%.
  3. > @"Bleikopf.2491" said: > > 1. Ele has a wide variety of cc (knockdown, knockback, launch ,daze, pull, float, sink, immobilize, cripple, chill, freeze and finally stun) out of witch only the last two mentioned are improved by **the stun duration part of the trait**, so the utility of the trait rarely comes into play, and > > I'm afraid I don't quite follow? The Trait mentions that knockdown, knockback, launch, daze, pull, float, sink and stun all work. Stormsoul : Deal increased damage to disabled foes. Outgoing **stun** duration increased. Keywords, keywords...
  4. > @"Zhaid Zhem.6508" said: >the developpers can't work on all priorities at once. > It sure looks like their only priority is new black lion items every other month, but hey what do I know. At least the artists are doing their jobs.
  5. I don't play warrior, revenant, or ranger (the only 3 classes I don't have lol) so I don't know too much about their skills, but I suggest, as a general rule, to not use focus if you're not playing in a group. Mobility is very important to roamers, so D/D or S/D should work better. Also about playing only weaver, fresh air weaver definitely has the most mobility out of all ele builds, with 6 seconds of superspeed, but give tempest a shot. If you can avoid getting outnumbered it could just maybe provide the non-never-get-hit playstyle that you're searching for. Just stay away from core ele. Not even worth trying.
  6. Weaver was made to be played with sword, which has very fluid transitions between attunements thanks to amazing weapon slot 2 skills. What I'm trying to say is that sword on ele is so good that it compensates for how clunky weaver is. I often find myself playing weaver just so I can equip sword and get those sweet evades/ gap closers every other second. The only other weaver used weapon I have seen is scepter for fresh air shenanigans or the occasional unravel dagger/dagger. If you find weaver clucky to use even after you get used to the rotations try implementing unravel into them. It has 2 stacks on 25 sec cooldown with 5 sec duration, so you can get 2 full attunes out of 1 cast
  7. I think AED is actually one of the best heals in the game once you get to using it right. It works very well if you run other gadgets, as they are all cc/mobility. I usually run AED with personal battering ram, as you can launch your target and then heal safely. However, if you play it in PvP/WvW and don't want to take another gadget for some reason (rocket boots is amazing), then the tool belt skill Static Shock is a 2 second stun that should give you more than enough time to aed and maybe even blast some mortar kit water field. Also, use AED while at a higher hp% when fighting against condi, as their damage starts up slow and builds up, and you might not have the time to cast it later.
  8. If the new expansion gives thief another two handed weapon that would be the last straw .
  9. Oh > @"Leonidrex.5649" said: > > @"ArcanistSeven.8720" said: > > theyre not were nothing but a b tier class in all modes and it seems thats what anet wants us to be better reroll > > thief was S+ in pvp, legit any team that didnt use thief was automatically losing a game by default, after the nerfs thief MIGHT just MIGHT not be so overpowered to be a CHOICE and not a must. But I dont get my hopes up, logical part of me knows thief will still be mandatory but im open to a possibility that it might not be the case. Oh look another post that says "thief was must have in pvp so nerfs are ok" without even reading the main post. Yes thief was a must because thief was turned into a ROAM BOT. Now that that has been addressed and thief can't even play it's own capture the point minigame, what fighting power does he get in return ? nerfs to survivability. Pretty epic if you ask me
  10. > @"KrHome.1920" said: > > I don't know if someone uses it in PvP or WvW > =) > Take a look into the pvp forum and you will see that it's one of the main targets for core necro nerf demands. > > There will always be traits that fit more into one game mode than into another. And esp. for pve your best pick is usually the one that grants you the most damage. Variety in pve comes less from different buffs, debuffs or control effects but more from your class and weapon choice. The rest is just damage. > > We could say in pve you are experiencing just half of what the game offers mechanically because the other half is not needed (and looks to be useless to a pve player) when fighting dumb npcs. > > guess someone can't read more than 2 sentences
  11. Still bothering trying to play thief in competitive game modes ? Just make a guardian/revenant and smash your head on the keyboard. At this point it's beyond clear that not all classes are created equal
  12. I'd rather see scorpion wire work with trickster reduced recharge, as even if the projectile itself is it unreliable, the skill usually hits since no one expects the scorpion wire. But I'm just going to say gl hf getting someone from anet to read forums and change the game acording to what people want. There are bugs as old as the game still not fixed.
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