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Vitali.5039

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Posts posted by Vitali.5039

  1. > @"Zero.3871" said:

    > > @"Dadnir.5038" said:

    > > You don't get it, I don't say "scourge is op", I'm saying that scourge shroud skills are imbalanced. No skill should be able to apply some harming effect instantly and without any tell. The same way, a skill like _desert shroud_ on a very short cool down shouldn't exist in the game.

    > >

    > > Yes you can beat a scourge easily but no! There is no counterplay to scourge's shroud skills and that's where things are imbalanced. Being objective is often necessary in one's life and you're not objective here.

    >

    > nope, scourge f skills are not imbalance because they are very limited by lf of scourge. scourges are slaves of their life force. everyone cry scourge is facerolling about their f skills, but use all of them in 1 spike kills 70% of your lifeforce. and lf reg is very limited too. only spectral armor is a good lifeforce reg skill, thats the reason every necro play with it. its the same with rev skills that often have low cd's but are limited by energy they need to cast.

     

    Scourge don't faceroll all the F skills, only Nefarious Favor and Desert Shroud.

    And the first can give a good amount of life force. Another round of "defence/offence at the same time" meme.

  2. > @"zealex.9410" said:

    > > @"Vitali.5039" said:

    > > No downed state = OHKO fiesta, better if from stealth

    > > No downed state = revive skills useless

    >

    > Obv revive skill would be revisited. kitten do you mean???

     

    Well, say some possible changes to Ritual of Life, Life from Death and Transfusion.

    And all the others traits/skills. Too much work, no?

     

    > @"Mirrodin.8729" said:

    > > @"Vitali.5039" said:

    > > No downed state = OHKO fiesta, better if from stealth

    > > No downed state = revive skills useless

    >

    > i havent used a single rez skill in the last 3 years besides warrior banner and ranger shout skill, most have a long cast time or a dumb condition also countered with poison which is VERY common nowdays, but to remove downed state anet needs to rework all base game/skills.

     

    Sorry man but I really don't care what/how you play.

     

    > imagine lasting less than 10 secs outside of your base only to a thief/mesmer 1 shotting you

    >

    > inb4 "l2p issue" as always from this forum

     

    Wut?

     

     

  3. > @"Josh.4016" said:

    > This seems like such an underrated ability. It never gets used because the grandmasters in corruption just beat it. It seems like it would fit rather well in the blood tree, which lacks a self centered offensive grandmaster. It might entice people to actually use blood specialization, just a thought.

     

    We appreciate your try to lower Scourge's Weakness output but this will also nerf all the others Necromancer's build.

  4. > @"Crinn.7864" said:

    > In the first pic he died to a x/sh + x/Torch burn DH. I'm not sure how a thief managed to get hit by Zealot's Fire in the first pic. Zealot's Fire struggles to hit any kind of moving target, let alone a target as mobile a s a thief.

    >

     

    Maybe Judge's Intervention while throwing Zealot's Fire. Paired with Focus n°5 (Shield of Wrath) is a good burst combo.

  5. > @"Sephylon.4938" said:

    > > @"Vitali.5039" said:

    > > > @"Sephylon.4938" said:

    > > > >But it isn't a +10% damage if <100% endurance anymore: better for PvE and Worse vs players.

    > > > >No tradeoff is good, counting that its a minor trait: our is a major and we'll pick it only if we want.

    > > > Stick and move has been changed, you don't get 10% damage while endurance isn't full anymore. It now does what awaken the pain does, except it doesn't reduce the bonus to condi damage you get with might. The fact that warriors now get virtually the same functionality without the trade off is what irks me.

    > >

    > > > @"Sephylon.4938" said:

    > > > >But it isn't a +10% damage if <100% endurance anymore: better for PvE and Worse vs players.

    > > > >No tradeoff is good, counting that its a minor trait: our is a major and we'll pick it only if we want.

    > > > Stick and move has been changed, you don't get 10% damage while endurance isn't full anymore. It now does what awaken the pain does, except it doesn't reduce the bonus to condi damage you get with might. The fact that warriors now get virtually the same functionality without the trade off is what irks me.

    > >

    > > But it isn't a +10% damage **anymore** if <100% endurance anymore: better for PvE and Worse vs players.

    > > No tradeoff is good, counting that its a minor trait: our is a major and we'll pick it only if we want.

    > >

    >

    > I'm sorry, but I'm not quite understanding what you're saying. Can you please clarify what you mean by "+10% damage **anymore** if <100% endurance anymore:".

     

    Thay had a damage increase trait that got changed into another damage increase trait, both of them (the old and the new version) into a minor trait spot.

    Their damage will be better at high might stack but VS players the increased damage will be lower thanks to boon corruption and boon rip.

     

    We got a choice when running Spite: picking Awaken the Pain or not. This could not be possible for Strenght Warriors.

    Strenght is a line that also have condition traits: what about condition Hammer builds running Strenght? Could it be fair for them to have reduced condition damage gain from Might? We got a good power buff with Awaken the Pain (that we can pick or not) changing a useless trait, their minor were a good trait and making it lower condition damage only for choosing Strenght could have been pretty stupid.

     

    I'm not saying that lowering our condition damage was right but that making "pay a toll" to warriors was wrong.

  6. > @"Sephylon.4938" said:

    > >But it isn't a +10% damage if <100% endurance anymore: better for PvE and Worse vs players.

    > >No tradeoff is good, counting that its a minor trait: our is a major and we'll pick it only if we want.

    > Stick and move has been changed, you don't get 10% damage while endurance isn't full anymore. It now does what awaken the pain does, except it doesn't reduce the bonus to condi damage you get with might. The fact that warriors now get virtually the same functionality without the trade off is what irks me.

     

    > @"Sephylon.4938" said:

    > >But it isn't a +10% damage if <100% endurance anymore: better for PvE and Worse vs players.

    > >No tradeoff is good, counting that its a minor trait: our is a major and we'll pick it only if we want.

    > Stick and move has been changed, you don't get 10% damage while endurance isn't full anymore. It now does what awaken the pain does, except it doesn't reduce the bonus to condi damage you get with might. The fact that warriors now get virtually the same functionality without the trade off is what irks me.

     

    But it isn't a +10% damage **anymore** if <100% endurance anymore: better for PvE and Worse vs players.

    No tradeoff is good, counting that its a minor trait: our is a major and we'll pick it only if we want.

     

  7. > @"ArmageddonAsh.6430" said:

    > > @"Shirlias.8104" said:

    > > I did read really fast the patch notes but it seems really good.

    >

    > Not at all. The conditions will still do about the same damage, they werent nerfed. They just moved some over the damage to be over time. Havent fixed the never ending application nor the VERY heavy reliance on long cool down condition removal to be ablt to last long enough to win the fight seeing as how the constant application still hasnt been fixed.

     

    Condition application could not be slowed but the condi pressure is lower than before as targets will have lower stacks for application, even if for more duration.

    More time to work around the C.damage without making it useless. And more duration with less pressure means that clearing will be easier.

     

  8. > @"Sephylon.4938" said:

    > What really gets to me this patch the change they gave to warrior: "Stick and Move: This trait has been renamed Pinnacle of Strength, and its functionality has been changed. **Might now grants you an additional 10 power per stack at level 80.**" That is EXACTLY what awaken the pain does, except it doesn't reduce the bonus condi damage you get from might. But hey necro right, gotta loose something for that mediocrity.

    But it isn't a +10% damage if <100% endurance anymore: better for PvE and Worse vs players.

    No tradeoff is good, counting that its a minor trait: our is a major and we'll pick it only if we want.

     

     

  9. Now we only need boss spamming stability to let the fun begin with Nightfall, Dread and Superior Sigil of Severance!

    Good overall buff for power builds and some damage increase for PvE conditions builds.

    Barriers now are pretty good and can reliability prevent peoples from dropping under 90% hp, so i'm happy :+1:

  10. > @"Darknicrofia.2604" said:

    > > @"Vitali.5039" said:

    > > > @Darknicrofia.2604 said:

    > > > > @Vitali.5039 said:

    > > > > > @FOX.3582 said:

    > > > > > You are just a really bad player if you lose against a deadeye.

    > > > >

    > > > > P/P Thief counter DHs

    > > >

    > > > what?

    > >

    > > Never heard of "I'm swapping to P/P" thieves when versus DHs?

    >

    > There's almost no other build any form of DH hardcounters harder than P/P

     

    What P/P Thief avoid when fighting DHs:

    ToF damage - You'll not be Knocked out of it by Shield's Knockback and you'll have endurance to escape it as long as you don't dodge to brawl the DH

    (as if you should going to melee it)

     

    Hunter's Determination - It will not prevent the opening damage from Steal/Backstab, your damage isn't loaded into a big hitting skill but into more hits

    (better vs Aegis)

     

    You don't have to waste Steal to open with your burst and you can use it with Basilisk Venom to deny Shield of Courage block + stability.

    (stability is a pain)

     

    The DH should play more aggressively to hit it and thieves can make a fool every builds avoiding their damage.

    (gz, you have countered your DH)

     

     

    > @"otto.5684" said:

    > > @"Vitali.5039" said:

    > > > @FOX.3582 said:

    > > > You are just a really bad player if you lose against a deadeye.

    > >

    > > P/P Thief counter DHs

    >

    > If you are a bad DH, it does.

     

    So many good DH died to Unload spam~

    You could be the next.

     

  11. (not talking about change utilities or traits)

     

    > @"Lethion.8745" said:

    > [Mirage](http://gw2skills.net/editor/?vhAQRAra3fnELDVoh1qBmpBMMjlXDrsC0bCOoBgcyzx//VATgA-jJRHABIVGw89HE4kAAwTAAA "Mirage")

     

    Use your blinds to load the thief with Confusion while negating their damage and endurance regen (if dagger's 2° AA miss), reset fights with The Prestige + False Oasis and chase it with your leaps when it want to flee.

     

    >[Chrono](http://gw2skills.net/editor/?vhAQNAW7encfCFqh1qBmpBEgilnjCdCynD4sACgDreQP0FF-jJRHQBA4JAcvyAH8iAYu9HAA "Chrono")

     

    Force their double Shadowstep and then make use of Gravity Well + Shatter skills to burst it down. Follow it with Blink while throwing Tides of Time if it disengage, then channel your Confusing Images.

     

    > [scourge](http://gw2skills.net/editor/?vRAQNBLhZ6koXozGsrXwpXgtXs0NY690haSl6DMCOUTPgBQAA-jJRHQBmZ/BAcKAuXZgA+EAAA "Scourge")

     

    Use Trail of Anguish before trying to heal to prevent interrupts and seek teammate's help: you can't burst thieves with this build.

     

    > [Reaper](http://gw2skills.net/editor/?vRAQRBHbhG2JJNQLNYpNgPNA9mYpXwgGTFgAQ8TsKeFneCDhlAA-jphIQBgsMwxOIAsY/BAcEAE4DAwfnAAA "Reaper")

     

    Your reaper build require targets to stand into your ground circles as it don't have any damage proc or instant skills and you don't have defensive stats on amulet/rune.

    Rune of Vampirism could help with your damage/sustain but it will not be enough to prevent resets from thieves or survive enough to cicle another round of CDs.

    I suggest you to run with GS + Axe/WH to have more multi hitting skills (to deny blind value), gain a pull, a blind/corruption field and better burst.

    Life Siphon isn't reliable without Quickness (rune of the Chronomancer) and the Immobilize comes with a long CD.

     

    If I were fighting thieves with that build: camp Dagger/WH all the time to lower the change of getting interrupted, Dark Path only vs 0 endurance (Unhindered Combatant) thieves followed by Well of Suffering and Wail of Doom, then swapping to Axe/WH, but only if the Thief were running out of initiative while disengaging (90% shadowstep away). Shroud to prevent the burst after the opening, to gain stability and CC the thief before Heal: be careful with stolen fear if you want to "kite".

     

  12. > @"Dadnir.5038" said:

    > - _Path of corruption_ will now corrupt boons into vulnerability.

     

    This could decrease _Target the Weak_'s, Necromancer's and Reaper's synergy for PvP/WvW builds (even if putting _Decimate Defenses_ in a better PvP/WvW spot).

    At this point they could just add the boon corrupt to Dark Path and Death's Charge, and reworking the trait.

     

  13. > @"Sir Vincent III.1286" said:

    > > @"Nimon.7840" said:

    > > > @"Sir Vincent III.1286" said:

    > > > > @Nimon.7840 said:

    > > > > > @"Sir Vincent III.1286" said:

    > > > > > > @Nimon.7840 said:

    > > > > > > > @"Sir Vincent III.1286" said:

    > > > > > > > > @KrHome.1920 said:

    > > > > > > > > > @ArmageddonAsh.6430 said:

    > > > > > > > > > > @"Sir Vincent III.1286" said:

    > > > > > > > > > > My [burning Sand Scourge build](http://en.gw2skills.net/editor/?vRAQNBIhZ6koXoqXssXw6GgtXssMYTfgAw1SfsmWfrUDhjwqC-jViAABB8AACc/hjU/BgzAAO6DyQJ4BHCArU+9g5PA-w "Burning Sand Scourge build") is highly superior to this Power Reaper build and I'm only using Exotic gears. 30k HP, 2700 armor, 1600 condi dmg for solo with group support. Stats would be even better if I'm using Ascended, but that would be over-overkill.

    > > > > > > > > > http://gw2skills.net/editor/?vRAQNBIhZ6koXoqXssXw6GgtXscMYR9stVAgaJ8EmV6p146dF-jViAABEu/wBHCgjU/xKlfAcGAwRfQCPAgHM/lhSQA-w

    > > > > > > > > ArmageddonAshs build is superior in every single way. It's good enough to facetank everything while mashing F-skills except Druids, Soulbeasts and P/P Daredevils. And even these classes are only a threat when you run into them in open field. LOS and you are fine. You are so tanky and your counterpressure is so high you don't need to care about stunbreaks in most scenarios. Only in teamfights vs. competent players you get some serious lockdown issues, if no one babysits you - but that's a rare scenario like I mentioned.

    > > > > > > > >

    > > > > > > > > Dagger is a bit weird in a Dire build and Warhorn is redundant to the speed increase rune, but it's okay for LF generation.

    > > > > > > > >

    > > > > > > > > But like for every Scourge build: Everyone can run away from you (which is good as long as the spec is not fixed).

    > > > > > > > >

    > > > > > > >

    > > > > > > > Dagger is for permanent 25% movement speed without opting to Traveler Rune (plus skill CDR). I have 1600 condi dmg, that build has 1400 -- and btw it uses dagger + warhorn without Blood spec that improves the weapon set (Blood = long duration, low CD). That build has 17 sec swiftness from Locust Swarm at 30 second cooldown.

    > > > > > > >

    > > > > > > > Traveler is a horrible rune I don't need to buff all stats. I have no need of boon duration when I know it will either get stripped or corrupted. I definitely don't need power nor crits. This is not a hybrid thus Traveler and Dire don't mix.

    > > > > > > >

    > > > > > > > Curses without scepter don't make any sense. Abrasive Grit is a waste when I can get 25 stacks of might really easy. Condition sending is unreliable for Scourge since the only time I can enter Shroud is using F5 which is in a 16 seconds CD. Plague Sending is good for Death and Reaper Shrouds where it is at 10 seconds CD, but not for Scourge.

    > > > > > > >

    > > > > > > > None of the suggestions made sense. So, I'm sorry if I don't find that build superior as claimed.

    > > > > > > >

    > > > > > >

    > > > > > > Lul nobody takes bloodmagic. Is freakin weak compared to curses and soulreaping.

    > > > > > >

    > > > > > > Cause it gives you almost nothing

    > > > > >

    > > > > > Curses is even worst. If I am to change Blood I'll take Death first before Curses. Corrupter's Fervor trumps anything Curses has to offer.

    > > > > >

    > > > > > > Wow. Cdr and movespeed while above 75% health. -kitten - everyone can take u below that very easyly

    > > > > >

    > > > > > Health threshold only affects CDR but not Movement speed. Even with this limitation, it still frees me up from taking a useless Traveler Rune.

    > > > > >

    > > > > > > Everything from second traits: kitten.

    > > > > >

    > > > > > If you say so. 22.5 seconds of Swiftness instead of 17 seconds is a big deal and 3 seconds Daze instead of 2 seconds at lower cool down are big deal.

    > > > > >

    > > > > > > Vampiric presence - you dont do enough hits to be worth

    > > > > >

    > > > > > I don't use that.

    > > > > >

    > > > > > > Better warhorn skills - böp

    > > > > >

    > > > > > Again. 22.5 seconds of Swiftness instead of 17 seconds is a big deal and 3 seconds Daze instead of 2 seconds at lower cool down.

    > > > > >

    > > > > > > Healing that doesbt affect you -möp

    > > > > >

    > > > > > How does the increase in Healing Power doesn't affect me? The bonus gets better the lower my health is.

    > > > > >

    > > > > > You don't know what you're talking about.

    > > > > >

    > > > > > > And from the last ones only one is useable: the one that removes conditions. Like you said. Shroud cd is way too long for that

    > > > > >

    > > > > > Only one? wow, really?

    > > > > >

    > > > > > Mark of Blood on dodge.

    > > > > > Last Rites gives Healing Power depending on health. Less health more power.

    > > > > > Warhorn 3 second Daze and 22.5 seconds Swiftness while applying 3 seconds Cripple every second. Plus Life force. Low skill CD.

    > > > > > Dagger immobilized every 16 second instead of 25. Low skill CD. Movement speed that opens up Rune slot.

    > > > > >

    > > > > > What do I get from Curses?

    > > > > > - Useless crit based minor traits

    > > > > > - Plague sending that only transfers 2 conditions upon entering shroud, which is once every 16 seconds.

    > > > > > - Useless fury minor trait

    > > > > > - Useless major Master traits. Path of Corruption does nothing since F2 already does that. And with 6.5 seconds CD, removing additional conditions is useless.

    > > > > > - Useless precision minor trait

    > > > > > - Unless I'm using Scepter, major GM traits does nothing for me

    > > > > >

    > > > > > I'm sorry, but, switching to Curses is a very bad, in fact horrible, advice.

    > > > >

    > > > >

    > > > > Sorry but since im like only playing necro, i think i know what im talking about:

    > > > >

    > > > > Power always uses spite and soulreaping

    > > > > Condi uses curse and soulreaping

    > > > >

    > > > > I tested every constellation.

    > > > > - deathmagic is good in some cases but not a really good option

    > > > > - bloodmagic is fcking useless for either build. That only works for real support scourges and i dont like them very much either, since you loose too much of what the necro can do.

    > > > >

    > > > > And before i take wh, i take focus, torch or dagger. Wh is so useless right now, cause every class has access to stability, or evades line crazy or blocks that even seem to block unblockable skills

    > > > >

    > > > > Soooo...

    > > > >

    > > > > The only thing i cant speak for is pvp. Cause i think its the worst pvp mode in any of the games i played in the past few years

    > > >

    > > > I respect that and I've used Curses when I use Scepter in my Core Necro Condition build ages ago. However, Curses and Scourge are not a right match and I've listed the things Curses offer that gives zero benefits for my build; it's a dead traitline.

    > >

    > > Guess your the only one thinking this way.

    > >

    > > Corrupt on f2 is nuts in curses. Since f2 has fking low cd

    >

    > The low CD of Scourge's F2 makes this trait unnecessary. This trait is for Death and Reaper shrouds, not for Scourge.

    >

    > > Healing from curses is nuts. Over 1k heal/s is amazing

    >

    > Parasitic is not necessary due to high health and high Healing Power at 50% due to Last Rite.

    >

    > > These two traits are better than everything combined from bloodmagic. And for zerg-play using a dagger feels awful. Szepter/torch + staff is just way too amazing.

    >

    > Scepter+Torch lacks mobility which will require using a horrible Traveler rune. Using Traveler Rune drops my condition damage by 300 points. That's a horrible trade-off.

    >

    > When you look at these traits in Curses, you're not taking into consideration what you're replacing. You're not just replacing Blood with Curses, you're also replacing weapons and runes. The weapon skills are not the source of my damage, thus they are just for utility.

    >

    > > @"KrHome.1920" said:

    > > > @"Sir Vincent III.1286" said:

    > > > However, Curses and Scourge are not a right match and I've listed the things Curses offer that gives zero benefits for my build; it's a dead traitline.

    > > Curses is THE reason why Scourge instantly applies 7+ conditions - you know, the 7 conditions everyone is complaining about, when fighting a Scourge.

    > >

    > > Curses applies: minor trait bleeds, F2 corrupts, Weakening Shroud corruption, weakness and more bleeds

    >

    > Minor traits that rely on crits which will never happen in a condition build, a minor trait that grants fury is useless and precision which is not part of this build. I have explained this. These traits are dead traits. Weakening shroud only happens when I enter shroud, which is only every 16s, it is not feasible. This GM trait is for Death and Reaper shroud where the shroud CD is every 10s. Again, I have explained this.

    >

    > > Scourge alone just applies: cripple, torment, burn

    > >

    > > Even a Power Reaper that runs Spite, Curses, Reaper instantly applies 7+ condis on one engage.

    >

    > Power Reaper is easily kited and Scourge solved that issue.

     

    You are free to play your build as you like but saying things as

    > The low CD of Scourge's F2 makes this trait unnecessary. This trait is for Death and Reaper shrouds, not for Scourge.

     

    does not make sense.

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

    > * Re-vamping several passive vulnerability traits to offer more distinct opportunities or create synergy with other traits

     

    Hoping for a rework of one of the underperforming Spite's minor traits :3

     

    > - e.g. Mutilate Defenses: This trait has been reworked and renamed to "Expose Defenses". This trait now causes your first attack when entering combat to inflict 5 stacks of vulnerability for 5 seconds. This ability refreshes whenever you use an elite skill.

     

    The reset idea could be a good thing but putting it into (elite) skills could be problematic.

    Maybe putting the reset on weapon (or legend) swap could be better, lowering the vulnerability to 3 stacks.

     

     

  15. > @Zero.3871 said:

    > activating ALL f skills cost 66% or something like that of whole lf. so you cannot brainless spam it.

     

    Spam skills is always bad but the major culprit of Scourge's spamming is Nefarious Favor, wich turn condition into boons and (if traited) corrupt boons and increase life force for every boon corrupted. And spamming Fx skills isn't required to be successful.

     

    > @Zero.3871 said:

    > in wvw i see deadeyes, weavers, mesmers one shot people with 20-30k dmgs

    And about the damage of Mesmers and Thieves..

     

    skills should follow the law of _"biggest tell = biggest burst/effect"_ and class the one of _"high survivability = low damage/mobility"_ but this seems true only for certain professions.

     

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