cyberzombie.7348
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Posts posted by cyberzombie.7348
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> > > @"Sobx.1758" said:
> ...but it shouldn't and if a single trait from a single person would be supposed to "phase an organized group" then that would be pretty stupidly strong, right?
Not really since there's phasing and there's outright shutting down a comp. Ripping 3 boons every 17-25 sec on a single target that's in a boon-heavy comp isn't going to make the whole group instantly falter, but it can help create a better window of vulnerability if the right person is targeted, while not being effective as break enchantment or corrupt boon.
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> @"Sobx.1758" said:
> @"cyberzombie.7348" The "logic" behind that is the same as other skills having less charges, less dmg, lower duration, higher cost and otherwise weaker effects -because in competitive modes you play **against** other players and skills generally shouldn't be too powerful to make room for some counterplay. In pve you play **with** other players and mobs don't care, so the effects can be stronger. If you'll want consistency, then there's nothing standing in the way of them nerfing pve versions of the skills to the level of wvw/pvp, but somehow I don't think it will be welcomed by you, me or, well... anyone.
My main take is that boon rip abilities should be buffed in pvp and slightly more in wvw because unless you're running deadeye with mercy, ripping 2 per steal isn't going to phase an organized groups that's nigh unkillable by spamming boons and heals indefinitely with corruptions from necromancers and aoe rips/negation from spellbreakers the only 2 realistic options for counters rn.
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I'd much rather have pre-existing support traits/utilities to get buffed before considering a whole new e-spec.
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My issue with bountiful theft is the logic of retaining the 3 boon rips in pve, but only allow 2 in pvp/wvw is a** backwards. In pve, almost none of the npcs generate boons while pvp/wvw, organized groups can generate and and maintain a whole array of boons.
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It mostly depends on what build I'm on but here's my general ranking
1. Healing seed: Free regen even if I'm not in the aoe and when I am, I spam combo finishers to help facetank or heal others.
2. Whirling axe: Although the damage is point blank its devastating to be hit by it. Plus I can use it defensively with a smoke field along with reflecting shots.
3. Gunk: I never used it at first but I learned the ethereal field is pretty useful to get chaos armor since it can grant protection and regen if hit, while giving out confusion on projectile finishers.
4. Blinding tuft: Free blind and invis.
5. Plasma: Although its a completely selfish skill, its a life saver at times with the defensive boons it gives.
6. Essence Sap: It's good for extra damage and slow if I have enough cc to consistently interrupt
7. Mace: Its a good cc and even better with mesmer runes but its telegraphed, point blank, and negated by stability so hitting someone with it feels like a craps shoot.
8. Ice shard: Much like the mace its good when it hits but its telegraphed and point blank although the deadeye variant is much more reliable.
9. Skull fear: It's good in conjunction with other soft like cripple or chill but unless I have full fear duration and time to cast it, it's a really situational skill.
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Geopolitics/artificial competition, for lack of better words. I understand being in certain tiers can offer a more balanced matchup, but if the server I'm with purposely throws matchups, allow our home borders to remain derelict all while EBG has a consistent que and barely gain territory beyond our keep, and both opposing servers double team us on all fronts with impunity. That makes me question the point of even trying.
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> @"VICBEAR.1529" said:
> What is about Engineer, Warrior, Ranger, Mesmer etc?
> Many classes can escape from fight but why is thief so big trouble?
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> Just make topic "Please delete thief class"
From personal experience, most other classes except for some rangers actually commit to escaping. It's more common to see roaming thieves (dash d/p daredevils specifically) to be cocky and just ooc, stack on stealth, then come right back to anyone with their back turned and run away again when they realize they're still in hot water.
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Try posting the issue in the bug sub forum, they'll more likely to look into the issue there than here.
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Nice, ty for resolving this issue. May this thread be closed now that its been resolved?
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Going 1v3 against up levels as a warrior. I can't remember whether or not I won that
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-Cleric / mercy thief: this build used to guarantee a res back to 85-92% hp but with both amulet and rune removed along with aoe reveals introduced in the game I've yet to find a direct alternative.
-Shadow trapper thief: for the longest I used shadow trap for home defense in conquest enabling me to take down anyone who popped it in seconds along with countering permastealth thieves.
-Marksman Engineer: I used to run a mobile rifle build using synaptic overload, rifle turret, slick shoes, and mines. I had to redesign the build after the removal of synaptic overload since I no longer had quickness right after stunbreaking from a overcharged shot but eventually folded when all rifle specific traits was removed and the global weapons nerf.
-Infiltration Warrior: I used to run a gs/rifle build using the infiltration rune to clutch from stealth but they got rid of the stealth.
-Hybrid Spellbreaker: Before the removal of confusion from merciless hammer and cc damage nerf I was able to fully exploit the trait using m/sh, hammer, full counter, megabane tether, and physical skills
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Yeah, its not registering as a leap finisher. I made a post about it in the bug subforum.
https://en-forum.guildwars2.com/discussion/120368/bound-isnt-registering-as-a-leap-finisher#latest
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The daredevil's [bound](https://wiki.guildwars2.com/wiki/Bound) isn't registering as a leap finisher for any combo fields or game modes.
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I typically name mine to describe their function like 'area denial' or 'scout'. For builds that are general-purpose I label them power, conditions, or hybrid.
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Again this puts sb builds that doesn't use trickery in a precarious situation if used during engagements as they will be practically tabbed out from a single use.
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What concerns me is sb builds that doesn't use trickery. If used even once, a thief would be practically tabbed out of other skills unless they manage to regen initiative through other sources or buy time with aa.
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There was a period when you could summon up to 7 theives if you had ambush, thieves guild, and improv.
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I like to use Grove runes with malicious seven since it helps extend the protection and I become a complete tank when combined with flickering shadows and negation foods. In addition it gives out regen on my healer build
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One issue about discussing nerfs or balancing in general is that there are too many variables between hp, armor, traits, utilities, weapon sets/functions, roles, amulets/stats, runes and sigils to have an established benchmark to measure how a class should perform at x role using x build.
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Magi staff ele. You'll deal pretty much no damage and have no real sustain.
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I haven't had any luck of that happening they just spread out regardless of charge or elevation.
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> @"Burnfall.9573" said:
> > @"Psycoprophet.8107" said:
> > > @"manu.7539" said:
> > > Didnt we all saw some thieves perma tap a keep and stall 5-10-20 and more guys trying and fail to kill them? Would u say 30 guys having a hard time to kill thief is normal?
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> > Lmao 30 vs a thief, I'm sry but most classes can 1v1 a thief with little issue in wvw if they know their class and how thieves work and are more skilled than a thief player, even if 2 players cant down the thief either the thief is far more skilled than both players or those to players are very very unskilled, notice I didn't say bad at the game.
> > Who and what players are u playing with where u need a army to down a teef wow lol
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> how about 20 versus 1 Thief Profession player?
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> (date-what results?)
That's why you don't use an entire horde to catch a permastealth thief. Idk how many times I have to reiterate this but you have to outsmart them because a smart thief isn't going to stick around a whole group that obviously want him dead. Instead of having a whole group have a permastealth thief to get sneak on them with [target painters](https://wiki.guildwars2.com/wiki/Target_Painter) or setup traps using dragonhunters and rangers.
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> @"Justine.6351" said:
> From a high elevation it can one shot people apparently.
One shot seems to be an overstatement but from what I've tested (around 700-3000+ units of elevation), the damage caps around 6k per rock. So in theory it can be useful if fired from vantage points targeting stationary zergs, but requires two or more to deal heavy damage.
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Refine projectile tracking and hit detection for starters. There are still skills like tremor and impairing daggers that can't reliably hit from a distance due to their low velocity. Even higher-velocity projectiles like true shot and hip shot can still miss at random on open fields.
What is your ideal squad composition?
in World vs. World
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All 50 physical daredevils with staffs for the lulz.