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Shao.7236

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Everything posted by Shao.7236

  1. I don't get your reasoning. Power Burst meta would suck the life out of this game. Conditions as much as people complain is not meta and it's damage overtime justifies all the reasons why they are allowed to be tankier. If one condition build overperforms in every way, there'a a lot more to consider than just it being condition. Knight Power Rangers were the best example of that, the amulet allowed all their REALLY good tools to cover even more while the pet could do the work, this is still kind of a problem and they have hit Paladins in the past for it. Also there's other factors such as player understanding over all the modifiers this game has, at peak gameplay some classes are extremely impervious during a set amount of time that needs to be deciphered by typically waiting it out which is a viable strategy given the game is cooldown based, tools come into play at that time.
  2. > @"melandru.3876" said: > > @"Shao.7236" said: > > > @"melandru.3876" said: > > > > @"Shao.7236" said: > > > > > @"melandru.3876" said: > > > > > > @"Shao.7236" said: > > > > > > > @"melandru.3876" said: > > > > > > > > @"Shao.7236" said: > > > > > > > > > @"melandru.3876" said: > > > > > > > > > > @"Shao.7236" said: > > > > > > > > > > @"melandru.3876" Elaborate on throwing your heal away. > > > > > > > > > > > > > > > > > > > > Traps can also be strategically placed at the benefit of later while the cooldown is going down. Doesn't have to be right away, that goes very well in combination of Trapper rune for unseen ambushes or getting in the flank to kill some necro's wurm so they have nothing to back out of the Dragon's Maw in the first place. > > > > > > > > > > > > > > > > > > > > It's easy to get 15 burns stack on a target that can't move, I did mention with all combined factors down the line, obviously SoJ can't applied so much by itself but that's not the only thing applying burning in here. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > what is there to elaborate? > > > > > > > > > you made the claim that the dh can port (from stealth) to an target and plant traps at his location (in stealth) to land his combo > > > > > > > > > > > > > > > > > > i said: in order to get stealth, the dh has to actually put a trap beforehand to get the actual stealth, before he can port and put some traps reducing his combo UNLESS > > > > > > > > > i went further, and went with your theoretical version of the dh aiming to plant both his offensive traps on target(from stealth) . in order to do that, he had to put his third and last trap which would be HEAL first, to get stealth, to then try to land his combo > > > > > > > > > the dh, that is allready a glass cannon, now with his heal allready casted (rip active heal part) now has the high risk of the fight not going how he want to (smart player not falling to a predictable movement) and his heal is allready cast and not even guaranteed to be triggered (rip trap activation part) > > > > > > > > > so all that is left is f2 for +- 3.9k heal. shield 5 for +- 1.3k heal and that's it. > > > > > > > > > > > > > > > > > > > > > > > > > > > if you can land 15 burn stacks on a single target then you 100% are playing in low, very low, divisions. > > > > > > > > > > > > > > > > > > and i'll end this here, this is getting ridiculous > > > > > > > > > > > > > > > > Dude, are you memeing? Carrion is not full glass canon, there is reliable sustain for what it is, guardian from the very basic always does. Would be considered glass if it was Destroyer/Grieving. > > > > > > > > > > > > > > > > I asked to elaborate on why using a trap early is bad, it's a trap, you have no reason to hold on it when you can have another back to back not long after. > > > > > > > > > > > > > > > > It's really easy to fall back to traps that are already set on DH, to say it's not viable setting a trap to use later while the next one could be ready after is laughable. > > > > > > > > > > > > > > > > Most builds currently in 2v2 have little to no blocks, resistance or stability. It's easy to melt anything when knowing what they've already used as you can straight up Symbol of blade into dragon maw and use the hell out of them with everything you got while they can't escape. > > > > > > > > > > > > > > > > I guess that playing on top of the board is still low divisions rofl, who would have hilariously known. Thanks for the compliment, I must be THAT good at the game even thought the build we are talking about is rated meta. > > > > > > > > > > > > > > > > 15 burns is not impossible to apply within the right plays, it never was uncommon to do so. Permeating Wrath is going to get nerfed soon anyway, mostly because it's stronger than it's PvE or WvW version anyway. > > > > > > > > > > > > > > lmao "top of the board" yet nowhere to be found in top 250, good one > > > > > > > > > > > > > > and what??no stability or resistance... the best setup right now is support tempest and necro mostly reaper but any necro build would work > > > > > > > tell me that has no condi cleanse when tempest literally removes condi with nearly everything it does.... > > > > > > > > > > > > > > "labeled meta" yes by metabattle, where everyone can make builds and have their friends upvote it i would not really call that trustworthy..at best > > > > > > > > > > > > > > i'm out of here, it hurts to much. keep losing to burn dh and ask for nerfs, i'll see you on the next thread when class x is deemed to strong > > > > > > > > > > > > > > > > > > > > > > > > > > You're so out of touch. Up votes don't mean anything on Metabattle, curators decides if it's good or not and that's how it ends up with a rating. > > > > > > > > > > > > Did you actually look for me? https://i.imgur.com/JeCL8Ab.png > > > > > > > > > > > > It's all just going above your head from here, you seem unable to grasp how powerful it is to have Wards and this much burning at low effort, don't even know how build rating works AND you can't even conclude that you might be EU or didn't look properly at LB. > > > > > > > > > > > > It just sounds so entitled and the way you actually treat me, so really. Yeah no hard feelings, have fun. I particularly don't have issues with Necro or Tempest, they're strong but far from unbeatable. > > > > > > > > > > so you are on na, not eu > > > > > different meta > > > > > > > > > > but by all means https://ibb.co/6w5mtHD > > > > > tell me again how random users can't manipulate ratings > > > > > (this is directly from the burn dh build) > > > > > > > > You're confusing the "number" rating with the "badge" rating, the number is by all means done by users yes, what appears on the lists of Meta, Great and Good however are done via curating, not user rating. > > > > > > that is correct, but they are more or less connected to each other in a way > > > > > > higher rating builds attract more (casual players). making the build appear more often leading eventually to a meta tag > > > even in the mat 2 days ago nearly every team we faced had 2 burn dh, which were a push over for our condi heralds > > > > > > also the reason why burn dh is meta (it got the tag 2 days ago,n right after the mat) just because how common it is > > > > Anything condi is a push over for Mallyx given you play with transfers, that doesn't mean DH ain't good enough. > > > > Mallyx heavily relies on damage output of the player itself to fight back with. > > > > You try and play without transfers you'll quickly notice the discrepancy show and that will affect all classes not just Condi Herald, besides that we have the fact that since Mallyx weaponizes everything, that indirectly buffs or nerfs it in the end. Mallyx no matter the state of conditions will always be right behind it because of that. > > > > Given that you play that build, if those DH's have no counterpicks, they deserve to lose regardless for their lack have experience with the class to vary their approach, again doesn't mean the build is not good. We aren't in the days of untouchable Tetherbreaker anymore. > > oh i don't play condi herald. i am shoutbreaker, which in a way counters dh aswell > normally our heralds are power, but swap to condi when the fights seem condi heavy > > and i'm not that positive on the need of having transfers, you cover plenty of resistance to largely negate any possible burn burst > both the heralds, and the spellbreaker have more then 1 source of resistance and most are group effects. > > With Rune of Resistance nerf coming, a lot of things will change again anyway.
  3. > @"melandru.3876" said: > > @"Shao.7236" said: > > > @"melandru.3876" said: > > > > @"Shao.7236" said: > > > > > @"melandru.3876" said: > > > > > > @"Shao.7236" said: > > > > > > > @"melandru.3876" said: > > > > > > > > @"Shao.7236" said: > > > > > > > > @"melandru.3876" Elaborate on throwing your heal away. > > > > > > > > > > > > > > > > Traps can also be strategically placed at the benefit of later while the cooldown is going down. Doesn't have to be right away, that goes very well in combination of Trapper rune for unseen ambushes or getting in the flank to kill some necro's wurm so they have nothing to back out of the Dragon's Maw in the first place. > > > > > > > > > > > > > > > > It's easy to get 15 burns stack on a target that can't move, I did mention with all combined factors down the line, obviously SoJ can't applied so much by itself but that's not the only thing applying burning in here. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > what is there to elaborate? > > > > > > > you made the claim that the dh can port (from stealth) to an target and plant traps at his location (in stealth) to land his combo > > > > > > > > > > > > > > i said: in order to get stealth, the dh has to actually put a trap beforehand to get the actual stealth, before he can port and put some traps reducing his combo UNLESS > > > > > > > i went further, and went with your theoretical version of the dh aiming to plant both his offensive traps on target(from stealth) . in order to do that, he had to put his third and last trap which would be HEAL first, to get stealth, to then try to land his combo > > > > > > > the dh, that is allready a glass cannon, now with his heal allready casted (rip active heal part) now has the high risk of the fight not going how he want to (smart player not falling to a predictable movement) and his heal is allready cast and not even guaranteed to be triggered (rip trap activation part) > > > > > > > so all that is left is f2 for +- 3.9k heal. shield 5 for +- 1.3k heal and that's it. > > > > > > > > > > > > > > > > > > > > > if you can land 15 burn stacks on a single target then you 100% are playing in low, very low, divisions. > > > > > > > > > > > > > > and i'll end this here, this is getting ridiculous > > > > > > > > > > > > Dude, are you memeing? Carrion is not full glass canon, there is reliable sustain for what it is, guardian from the very basic always does. Would be considered glass if it was Destroyer/Grieving. > > > > > > > > > > > > I asked to elaborate on why using a trap early is bad, it's a trap, you have no reason to hold on it when you can have another back to back not long after. > > > > > > > > > > > > It's really easy to fall back to traps that are already set on DH, to say it's not viable setting a trap to use later while the next one could be ready after is laughable. > > > > > > > > > > > > Most builds currently in 2v2 have little to no blocks, resistance or stability. It's easy to melt anything when knowing what they've already used as you can straight up Symbol of blade into dragon maw and use the hell out of them with everything you got while they can't escape. > > > > > > > > > > > > I guess that playing on top of the board is still low divisions rofl, who would have hilariously known. Thanks for the compliment, I must be THAT good at the game even thought the build we are talking about is rated meta. > > > > > > > > > > > > 15 burns is not impossible to apply within the right plays, it never was uncommon to do so. Permeating Wrath is going to get nerfed soon anyway, mostly because it's stronger than it's PvE or WvW version anyway. > > > > > > > > > > lmao "top of the board" yet nowhere to be found in top 250, good one > > > > > > > > > > and what??no stability or resistance... the best setup right now is support tempest and necro mostly reaper but any necro build would work > > > > > tell me that has no condi cleanse when tempest literally removes condi with nearly everything it does.... > > > > > > > > > > "labeled meta" yes by metabattle, where everyone can make builds and have their friends upvote it i would not really call that trustworthy..at best > > > > > > > > > > i'm out of here, it hurts to much. keep losing to burn dh and ask for nerfs, i'll see you on the next thread when class x is deemed to strong > > > > > > > > > > > > > > > > > > You're so out of touch. Up votes don't mean anything on Metabattle, curators decides if it's good or not and that's how it ends up with a rating. > > > > > > > > Did you actually look for me? https://i.imgur.com/JeCL8Ab.png > > > > > > > > It's all just going above your head from here, you seem unable to grasp how powerful it is to have Wards and this much burning at low effort, don't even know how build rating works AND you can't even conclude that you might be EU or didn't look properly at LB. > > > > > > > > It just sounds so entitled and the way you actually treat me, so really. Yeah no hard feelings, have fun. I particularly don't have issues with Necro or Tempest, they're strong but far from unbeatable. > > > > > > so you are on na, not eu > > > different meta > > > > > > but by all means https://ibb.co/6w5mtHD > > > tell me again how random users can't manipulate ratings > > > (this is directly from the burn dh build) > > > > You're confusing the "number" rating with the "badge" rating, the number is by all means done by users yes, what appears on the lists of Meta, Great and Good however are done via curating, not user rating. > > that is correct, but they are more or less connected to each other in a way > > higher rating builds attract more (casual players). making the build appear more often leading eventually to a meta tag > even in the mat 2 days ago nearly every team we faced had 2 burn dh, which were a push over for our condi heralds > > also the reason why burn dh is meta (it got the tag 2 days ago,n right after the mat) just because how common it is Anything condi is a push over for Mallyx given you play with transfers, that doesn't mean DH ain't good enough. Mallyx heavily relies on damage output of the player itself to fight back with. You try and play without transfers you'll quickly notice the discrepancy show and that will affect all classes not just Condi Herald, besides that we have the fact that since Mallyx weaponizes everything, that indirectly buffs or nerfs it in the end. Mallyx no matter the state of conditions will always be right behind it because of that. Given that you play that build, if those DH's have no counterpicks, they deserve to lose regardless for their lack have experience with the class to vary their approach, again doesn't mean the build is not good. We aren't in the days of untouchable Tetherbreaker anymore.
  4. > @"melandru.3876" said: > > @"Shao.7236" said: > > > @"melandru.3876" said: > > > > @"Shao.7236" said: > > > > > @"melandru.3876" said: > > > > > > @"Shao.7236" said: > > > > > > @"melandru.3876" Elaborate on throwing your heal away. > > > > > > > > > > > > Traps can also be strategically placed at the benefit of later while the cooldown is going down. Doesn't have to be right away, that goes very well in combination of Trapper rune for unseen ambushes or getting in the flank to kill some necro's wurm so they have nothing to back out of the Dragon's Maw in the first place. > > > > > > > > > > > > It's easy to get 15 burns stack on a target that can't move, I did mention with all combined factors down the line, obviously SoJ can't applied so much by itself but that's not the only thing applying burning in here. > > > > > > > > > > > > > > > > > > > > > > what is there to elaborate? > > > > > you made the claim that the dh can port (from stealth) to an target and plant traps at his location (in stealth) to land his combo > > > > > > > > > > i said: in order to get stealth, the dh has to actually put a trap beforehand to get the actual stealth, before he can port and put some traps reducing his combo UNLESS > > > > > i went further, and went with your theoretical version of the dh aiming to plant both his offensive traps on target(from stealth) . in order to do that, he had to put his third and last trap which would be HEAL first, to get stealth, to then try to land his combo > > > > > the dh, that is allready a glass cannon, now with his heal allready casted (rip active heal part) now has the high risk of the fight not going how he want to (smart player not falling to a predictable movement) and his heal is allready cast and not even guaranteed to be triggered (rip trap activation part) > > > > > so all that is left is f2 for +- 3.9k heal. shield 5 for +- 1.3k heal and that's it. > > > > > > > > > > > > > > > if you can land 15 burn stacks on a single target then you 100% are playing in low, very low, divisions. > > > > > > > > > > and i'll end this here, this is getting ridiculous > > > > > > > > Dude, are you memeing? Carrion is not full glass canon, there is reliable sustain for what it is, guardian from the very basic always does. Would be considered glass if it was Destroyer/Grieving. > > > > > > > > I asked to elaborate on why using a trap early is bad, it's a trap, you have no reason to hold on it when you can have another back to back not long after. > > > > > > > > It's really easy to fall back to traps that are already set on DH, to say it's not viable setting a trap to use later while the next one could be ready after is laughable. > > > > > > > > Most builds currently in 2v2 have little to no blocks, resistance or stability. It's easy to melt anything when knowing what they've already used as you can straight up Symbol of blade into dragon maw and use the hell out of them with everything you got while they can't escape. > > > > > > > > I guess that playing on top of the board is still low divisions rofl, who would have hilariously known. Thanks for the compliment, I must be THAT good at the game even thought the build we are talking about is rated meta. > > > > > > > > 15 burns is not impossible to apply within the right plays, it never was uncommon to do so. Permeating Wrath is going to get nerfed soon anyway, mostly because it's stronger than it's PvE or WvW version anyway. > > > > > > lmao "top of the board" yet nowhere to be found in top 250, good one > > > > > > and what??no stability or resistance... the best setup right now is support tempest and necro mostly reaper but any necro build would work > > > tell me that has no condi cleanse when tempest literally removes condi with nearly everything it does.... > > > > > > "labeled meta" yes by metabattle, where everyone can make builds and have their friends upvote it i would not really call that trustworthy..at best > > > > > > i'm out of here, it hurts to much. keep losing to burn dh and ask for nerfs, i'll see you on the next thread when class x is deemed to strong > > > > > > > > > > You're so out of touch. Up votes don't mean anything on Metabattle, curators decides if it's good or not and that's how it ends up with a rating. > > > > Did you actually look for me? https://i.imgur.com/JeCL8Ab.png > > > > It's all just going above your head from here, you seem unable to grasp how powerful it is to have Wards and this much burning at low effort, don't even know how build rating works AND you can't even conclude that you might be EU or didn't look properly at LB. > > > > It just sounds so entitled and the way you actually treat me, so really. Yeah no hard feelings, have fun. I particularly don't have issues with Necro or Tempest, they're strong but far from unbeatable. > > so you are on na, not eu > different meta > > but by all means https://ibb.co/6w5mtHD > tell me again how random users can't manipulate ratings > (this is directly from the burn dh build) You're confusing the "number" rating with the "badge" rating, the number is by all means done by users yes, what appears on the lists of Meta, Great and Good however are done via curating, not user rating.
  5. > @"melandru.3876" said: > > @"Shao.7236" said: > > > @"melandru.3876" said: > > > > @"Shao.7236" said: > > > > @"melandru.3876" Elaborate on throwing your heal away. > > > > > > > > Traps can also be strategically placed at the benefit of later while the cooldown is going down. Doesn't have to be right away, that goes very well in combination of Trapper rune for unseen ambushes or getting in the flank to kill some necro's wurm so they have nothing to back out of the Dragon's Maw in the first place. > > > > > > > > It's easy to get 15 burns stack on a target that can't move, I did mention with all combined factors down the line, obviously SoJ can't applied so much by itself but that's not the only thing applying burning in here. > > > > > > > > > > > > > > what is there to elaborate? > > > you made the claim that the dh can port (from stealth) to an target and plant traps at his location (in stealth) to land his combo > > > > > > i said: in order to get stealth, the dh has to actually put a trap beforehand to get the actual stealth, before he can port and put some traps reducing his combo UNLESS > > > i went further, and went with your theoretical version of the dh aiming to plant both his offensive traps on target(from stealth) . in order to do that, he had to put his third and last trap which would be HEAL first, to get stealth, to then try to land his combo > > > the dh, that is allready a glass cannon, now with his heal allready casted (rip active heal part) now has the high risk of the fight not going how he want to (smart player not falling to a predictable movement) and his heal is allready cast and not even guaranteed to be triggered (rip trap activation part) > > > so all that is left is f2 for +- 3.9k heal. shield 5 for +- 1.3k heal and that's it. > > > > > > > > > if you can land 15 burn stacks on a single target then you 100% are playing in low, very low, divisions. > > > > > > and i'll end this here, this is getting ridiculous > > > > Dude, are you memeing? Carrion is not full glass canon, there is reliable sustain for what it is, guardian from the very basic always does. Would be considered glass if it was Destroyer/Grieving. > > > > I asked to elaborate on why using a trap early is bad, it's a trap, you have no reason to hold on it when you can have another back to back not long after. > > > > It's really easy to fall back to traps that are already set on DH, to say it's not viable setting a trap to use later while the next one could be ready after is laughable. > > > > Most builds currently in 2v2 have little to no blocks, resistance or stability. It's easy to melt anything when knowing what they've already used as you can straight up Symbol of blade into dragon maw and use the hell out of them with everything you got while they can't escape. > > > > I guess that playing on top of the board is still low divisions rofl, who would have hilariously known. Thanks for the compliment, I must be THAT good at the game even thought the build we are talking about is rated meta. > > > > 15 burns is not impossible to apply within the right plays, it never was uncommon to do so. Permeating Wrath is going to get nerfed soon anyway, mostly because it's stronger than it's PvE or WvW version anyway. > > lmao "top of the board" yet nowhere to be found in top 250, good one > > and what??no stability or resistance... the best setup right now is support tempest and necro mostly reaper but any necro build would work > tell me that has no condi cleanse when tempest literally removes condi with nearly everything it does.... > > "labeled meta" yes by metabattle, where everyone can make builds and have their friends upvote it i would not really call that trustworthy..at best > > i'm out of here, it hurts to much. keep losing to burn dh and ask for nerfs, i'll see you on the next thread when class x is deemed to strong > > You're so out of touch. Up votes don't mean anything on Metabattle, curators decides if it's good or not and that's how it ends up with a rating. Did you actually look for me? https://i.imgur.com/JeCL8Ab.png It's all just going above your head from here, you seem unable to grasp how powerful it is to have Wards and this much burning at low effort, don't even know how build rating works AND you can't even conclude that you might be EU or didn't look properly at LB. It just sounds so entitled and the way you actually treat me, so really. Yeah no hard feelings, have fun. I particularly don't have issues with Necro or Tempest, they're strong but far from unbeatable.
  6. > @"Ziggityzog.7389" said: > > @"Blake.8476" said: > > > @"Ziggityzog.7389" said: > > > Conditions would be great tif they were just that. Conditions. > > > Yes conditions applied and tick damage of them far outway the amount of cleansing options unless every match has a proper healer, but 99% of spvp players dont play healer. > > > What really ruined things are when confusion and torment started to do damage even when not activated. > > > > What do you mean by "when not activated"? > > When torment does damage while standing still or confusion does damage when not casting a skill. Confusion damage is very negligible when not using skills. Torment damage is too much somehow? If anything, it's actually the most balanced condition because of that, if it did no damage then nobody would play anything with Torment, condition builds have bad power damage already and you being able to sit in there taking all the torment makes no sense, even if you had to move for avoiding a different aoe of conditions, the damage you'll take is insignificant and I doubt people wants to see Torment with Confusion levels of damage in exchanging of no damage at all for standing.
  7. Since shield 4 after dagger 3 is the main arguement here, yes it sounds counter productive but a LOT of people do it anyway, at least on specs that have no stability after stunbreaking, it puts them in a really bad spot which is a viable strategy in the end.
  8. Core doesn't have this good balance in between Offense and Defense. It takes way too much effort when playing either way as well, it does play pretty good against some builds but rarely stands a chance against the higher tiers because those have a better balance in between their abilities. Stuff like Stone Armor or Mist Form have cooldowns that are way too high and could be lower. Elementalist is light armor, whether it has a lot of options or not is no excuse for having cooldowns so high, especially when base health is extremely low, why should most of the utility be impossible to use but everything in the e-spec totally fine or way better. It makes no sense. There's like huge potential that's stopped short by the lack of sustain options and when you go into having sustain, you lose practically all damage.
  9. > @"melandru.3876" said: > > @"Shao.7236" said: > > @"melandru.3876" Elaborate on throwing your heal away. > > > > Traps can also be strategically placed at the benefit of later while the cooldown is going down. Doesn't have to be right away, that goes very well in combination of Trapper rune for unseen ambushes or getting in the flank to kill some necro's wurm so they have nothing to back out of the Dragon's Maw in the first place. > > > > It's easy to get 15 burns stack on a target that can't move, I did mention with all combined factors down the line, obviously SoJ can't applied so much by itself but that's not the only thing applying burning in here. > > > > > > what is there to elaborate? > you made the claim that the dh can port (from stealth) to an target and plant traps at his location (in stealth) to land his combo > > i said: in order to get stealth, the dh has to actually put a trap beforehand to get the actual stealth, before he can port and put some traps reducing his combo UNLESS > i went further, and went with your theoretical version of the dh aiming to plant both his offensive traps on target(from stealth) . in order to do that, he had to put his third and last trap which would be HEAL first, to get stealth, to then try to land his combo > the dh, that is allready a glass cannon, now with his heal allready casted (rip active heal part) now has the high risk of the fight not going how he want to (smart player not falling to a predictable movement) and his heal is allready cast and not even guaranteed to be triggered (rip trap activation part) > so all that is left is f2 for +- 3.9k heal. shield 5 for +- 1.3k heal and that's it. > > > if you can land 15 burn stacks on a single target then you 100% are playing in low, very low, divisions. > > and i'll end this here, this is getting ridiculous Dude, are you memeing? Carrion is not full glass canon, there is reliable sustain for what it is, guardian from the very basic always does. Would be considered glass if it was Destroyer/Grieving. I asked to elaborate on why using a trap early is bad, it's a trap, you have no reason to hold on it when you can have another back to back not long after. It's really easy to fall back to traps that are already set on DH, to say it's not viable setting a trap to use later while the next one could be ready after is laughable. Most builds currently in 2v2 have little to no blocks, resistance or stability. It's easy to melt anything when knowing what they've already used as you can straight up Symbol of blade into dragon maw and use the hell out of them with everything you got while they can't escape. I guess that playing on top of the board is still low divisions rofl, who would have hilariously known. Thanks for the compliment, I must be THAT good at the game even thought the build we are talking about is rated meta. 15 burns is not impossible to apply within the right plays, it never was uncommon to do so. Permeating Wrath is going to get nerfed soon anyway, mostly because it's stronger than it's PvE or WvW version anyway.
  10. @"melandru.3876" Elaborate on throwing your heal away. Traps can also be strategically placed at the benefit of later while the cooldown is going down. Doesn't have to be right away, that goes very well in combination of Trapper rune for unseen ambushes or getting in the flank to kill some necro's wurm so they have nothing to back out of the Dragon's Maw in the first place. It's easy to get 15 burns stack on a target that can't move, I did mention with all combined factors down the line, obviously SoJ can't applied so much by itself but that's not the only thing applying burning in here.
  11. @"melandru.3876" I'm taking the 3 seconds with a grain of salt without video evidence. However I am very aware of the kill potential a well timed dragon maw can do as a burn dh. Because if you can't block, nullify or get out of said area, all the combined factors with SoJ can easily stack in a quick downstate. It's not that people can't dodge, if you don't have utility to deal with the events, it's over. It's possible to port from stealth then place the trap at the same time just to finish off with SoJ burns.
  12. > @"The Boz.2038" said: > Facets and Consumes should be standardized. Facets should have zero activations. Consumes should have ~3/4 activation, across the board. This will nerf Infuse Light, as intended. And shield really could use some love, I'm really trying hard to like it, but it's so difficult. Right now, the only saving grace is "I get to sometimes clear some conditions, yay!", which depends on a trait. But why? It's design is fine, it's the latter following it. Defiant Stance has just as short of a cast time or in fact has it way lower because Infuse Light requires 2 inputs for the player, it's short but can make a difference. What makes it overpowered is the duration lasting too long, making it shorter for requiring proper plays would make it balanced because that's the better aspect outside of Defiant Stance itself, there's a preparation then an instant cast, they're otherwise equal. Of course the base heal should be increased by about 50%, it'll otherwise be too weak. Being able to tell when someone has the Facet activated in their status bar is already pretty big of a tell. While I agree that shield is quite a bit underwhelming. It's not that bad, it does work well enough as it is and could use more team oriented benefits.
  13. Probably got Dragon Maw into SoJ, I typically get about 15-16 burns on me from just that happening. Only Stability or Resistance can reliably save you from that.
  14. They should also fix Revenant Coalescence of Ruins for not registering damage at all, and NO sound!
  15. TDM is still here technically. There's simply no matchmaking for it.
  16. Anytime they touch a skill in a way, it seems to break it in every other. That happened with Gaze of Darkness, same for Coalescence of Ruins, doesn't even have sound anymore.
  17. > @"memausz.7264" said: > > @"Shao.7236" said: > > > @"memausz.7264" said: > > > > @"Sigmoid.7082" said: > > > > > @"memausz.7264" said: > > > > > I thought we were done with amulets that granted players more than 500+ toughness... seems not to be the case if Rabid amulet is still going to be around. It allows condi revenants and condi rangers to sit and bunk nodes even against two direct dmg dps players for extended periods of time with not much effort. > > > > > > > > > > It needs to go, in my opinion. > > > > > > > > You need to actually think about the amulets that have been removed if "it has more than 500 toughness!1!1!" is your reasoning > > > > > > Well that's literally the reasoning for deleting all the other amulets with lots of toughness or lots of toughness and vitality. Barbarian amulet - gone. Paladin amulet - nerfed. Cavalier's Amulet - deleted. Knight Amulet - deleted. YEah, there's precedent for it. Not this inconsistency of "Oh, let's nerf CC direct dmg to zero... except Lightning Rod, Fear, etc. This inconsistency screws with the balance if there is no consistent design philosophy. > > > > > > So yes, 100% justified in deleting an amulet based on precedent. If you don't like it, petition for knight's amulet to return. > > > > Barbarian had only vitality, so the hypothesis doesn't hold much value. Besides we still have Valkyrie and Carrion. > > > > Look carefully, we have the option to delete traits and multipliers from a class or delete what causes any class to be OP with those traits. Let's keep damage in. > > They can just play Wizard's or Carrion. I shouldn't adjust because the game is rewarding such lazy builds. And yeah the theory holds up because that was still the reasoning behind it - super high sustain builds. With Barbarian, you could legit have a 35K base HP Necro. Think of shroud with that - that's an addition -50% incoming direct dmg and condi dmg - a permanent Spectrum Shield. Add to that all the sources of protection.... and for a little less HP, also having access to Eternal Life... and you've got yourself a trait tank that's unkillable. But no damage. Since when is being a tank not allowed? Carrion is arguably better for Necro, those running Rabid clearly don't care, Wizard is if you care to be hybrid. Condition stats deserve to have some Toughness, they're bound to wait for you to die, you aren't waiting with instant damage. Knight was removed because toughness just like condition damage is a two way benefit, makes your starting vitality better and so the same for all that you can heal for, weak to conditions but its nothing if it can be cleared. Condition damage doesn't need 2 extra stats to be well worth, but expertise was removed from the mode, damage isn't instant and can be removed. It's only fair and why power is still meta. We kept Paladins because it balances investments as Vitality makes it so you're tankier but healing doesn't compensate as much and the Toughness makes your vitality much more valuable so healing sorta benefits, it's pretty much a weaker version of Knight. They still had to balance it prior because some professions like Ranger have broken traits of which investing in Toughness was too good. Some would argue Rangers with their pet damage are still whack with current Paladins. Cavalier being removed was a good measure to make sure they wouldn't cheese their way further with Sigil of Intelligence and repeat the same annoying problem.
  18. > @"memausz.7264" said: > > @"Sigmoid.7082" said: > > > @"memausz.7264" said: > > > I thought we were done with amulets that granted players more than 500+ toughness... seems not to be the case if Rabid amulet is still going to be around. It allows condi revenants and condi rangers to sit and bunk nodes even against two direct dmg dps players for extended periods of time with not much effort. > > > > > > It needs to go, in my opinion. > > > > You need to actually think about the amulets that have been removed if "it has more than 500 toughness!1!1!" is your reasoning > > Well that's literally the reasoning for deleting all the other amulets with lots of toughness or lots of toughness and vitality. Barbarian amulet - gone. Paladin amulet - nerfed. Cavalier's Amulet - deleted. Knight Amulet - deleted. YEah, there's precedent for it. Not this inconsistency of "Oh, let's nerf CC direct dmg to zero... except Lightning Rod, Fear, etc. This inconsistency screws with the balance if there is no consistent design philosophy. > > So yes, 100% justified in deleting an amulet based on precedent. If you don't like it, petition for knight's amulet to return. Barbarian had only vitality, so the hypothesis doesn't hold much value. Besides we still have Valkyrie and Carrion. Look carefully, we have the option to delete traits and multipliers from a class or delete what causes any class to be OP with those traits. Let's keep damage in.
  19. You're gonna need to dodge their big skills to win, there's not a lot to do. No matter how tanky you can get.
  20. Should you remember that conditions are damage overtime, if people can't even keep themselves going for 2 seconds against Power DPS, what's the point of playing any at all. I play Rabid on Core Revenant, used to be Destroyer and Carrion, two amulets that proven themselves to not be as useful because I have no use for power/precision/ferocity even if I play properly with my hard hitting skills along the way as Mallyx utility does almost nothing in term of Power Damage. Vitality is further more useless because never I'll have myself fully healed in a fight with so little to begin with, Herald can though. Most Condition builds that play on Rabid have no use for precision which makes it quite close to being a 2 stats amulet, way more balanced than what Wanderer was at Precision, Condition, Toughness and Expertise. People have complained about condition damage being too easy build on damage and now here we are complaining about it on 900+, not even it's highest number because it has 900+ Toughness to help it survive for the wait it has to deal with as damage overtime? I think it's time to accept some builds counter yours. Also it's not illegal to survive 1v2's, some other builds do it without Rabid and with better means to do damage. If you have problems fighting Herald Revenant in it's current state, clearly someone is feeding it damage, ironically having Toughness prevents Infuse Light from being as efficient as it normally would be without.
  21. > @"Leonidrex.5649" said: > > @"Shao.7236" said: > > > @"Master Ketsu.4569" said: > > > > @"Shao.7236" said: > > > > > > > I don't personally agree with the 1 Stability second pulse as the game is full on clunk with 1 second intervals, but I would agree with it being 2 seconds like before. People can always remove stab on CC to effectively nullify the skill so I don't see why it's a good thing to encourage players to CC someone in the middle of the road because you can't have 2 stacks for defending your area of the skill that's being pushed now. > > > > > > > > > > Honestly the best change would just be reverting the skill to October 01, 2019: > > > > > > Initial stab: 2 > > > Pulse: 1.5 stab > > > Range: 600 > > > CD: 10s > > > > > > The buff they gave it that made it 3s was IMO an actual overbuff, this coming from someone who used Jalis a lot. The nerf they gave it was over the top, and may actually be bugged because I am noticing you don't get initial stab at all anymore sometimes. > > > > > > > In current practice, 1 second is definitely not enough. Also Initial Stability does come out but doesn't seem to be in proper sync with pulses which leaves holes at the start. > > > > It can be 1.5 although I did enjoy 2 seconds with the old duration increase from Retribution, it didn't feel unfair at all. With how 1 second feels, kinda like the old superspeed impossible odds, feels inconsistent. > > > > The cooldown I'm still uncertain, it does make me vary my plays more because I swap too quickly in between, but I wouldn't deny that it throws off to have it on cooldown while swapping back to Jalis. > > > > If game is kitten and cant time stab between pulses I see no reason not to increase stab to 1,1s or 1,25s to ensure that doesnt happen Man, as long as Revenant doesn't get CC'd unless it's the pressure of 2+ players or someone with the means strip stability with a CC which is fairly common given it's pulsing, it will always be the first boon to be removed, the skill boon duration was slightly broken but had it's obvious downsides. (Such as getting CC'd by someone downstate because of Revocation.) It's a limited area that should reward players for staying in, not be at risk so easily still with how expensive the skill is now, can't stunbreak if freshly used like any legends which Jalis is meant to alleviate that because one or the other sustain is a large investment. Besides, if not hit by Weakness, doesn't make immune to damage. So initial Stability does need to come back at 2 while something needed to be done for consistency.
  22. > @"Master Ketsu.4569" said: > > @"Shao.7236" said: > > > I don't personally agree with the 1 Stability second pulse as the game is full on clunk with 1 second intervals, but I would agree with it being 2 seconds like before. People can always remove stab on CC to effectively nullify the skill so I don't see why it's a good thing to encourage players to CC someone in the middle of the road because you can't have 2 stacks for defending your area of the skill that's being pushed now. > > > > Honestly the best change would just be reverting the skill to October 01, 2019: > > Initial stab: 2 > Pulse: 1.5 stab > Range: 600 > CD: 10s > > The buff they gave it that made it 3s was IMO an actual overbuff, this coming from someone who used Jalis a lot. The nerf they gave it was over the top, and may actually be bugged because I am noticing you don't get initial stab at all anymore sometimes. > In current practice, 1 second is definitely not enough. Also Initial Stability does come out but doesn't seem to be in proper sync with pulses which leaves holes at the start. It can be 1.5 although I did enjoy 2 seconds with the old duration increase from Retribution, it didn't feel unfair at all. With how 1 second feels, kinda like the old superspeed impossible odds, feels inconsistent. The cooldown I'm still uncertain, it does make me vary my plays more because I swap too quickly in between, but I wouldn't deny that it throws off to have it on cooldown while swapping back to Jalis.
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