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[Holo]: Please add stability back to coronaburst!


Yakuzai.6593

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I love engineer class, especially holo - for pvp and for pve - since i created my account. Especially nowadays i feel overwhelemed against a lot of classes during a fight. When i fight against warriors, rangers or revenants its always pretty hard to cc them because they all kinda have "perma stability" in their kit ... of course not in the literal meaning but stability for longer than 2 seconds or multiple stacks at once. On top of that all those classes have excellent evade, block mechanics.I know iam probably just not good enought to keep up with the current meta and stuff but when stability was on corona burst it was really good (seems legit, right? XD) but i know that it also was pretty op against other classes. But with removing this source of stability there is not much more options left to get some decent stab.So can u please re-add stability to corona bust but in an adjusted way so that u increase the cooldown of the skill or decrease the stability duration from that skill?

And the obligatory comment "get gud" is already integrated in this thread xD so thx.

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Better not. Holosmith is build to become a strong damage dealer. When it gets too many tools defensively, it becomes too strong.

I'd rather reduce some stab of rev jalis. Warrior and ranger don't really have sustained stab, but some longer surces (Rampage for example). Wait them out, then you can CC them. Ranger can get some longer duration indeed, that can be annoying, but I don't think that is too problematic right now. I'd think about reducing the amount of CC some classes can dish out (warrior, LR ele with tornado, fear spam etc.).

I think it is more a question about the purpose of specialisations. Holosmith is not really designed to be a defensive bruiser (though it can obviously be done, Prot holo or literally any holo build a year ago), but an engineer with a burst kit in the forge. I like how they fleshed them out, could even adjust it more here and there.

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@Megametzler.5729 said:Better not. Holosmith is build to become a strong damage dealer. When it gets too many tools defensively, it becomes too strong.

I'd rather reduce some stab of rev jalis. Warrior and ranger don't really have sustained stab, but some longer surces (Rampage for example). Wait them out, then you can CC them. Ranger can get some longer duration indeed, that can be annoying, but I don't think that is too problematic right now. I'd think about reducing the amount of CC some classes can dish out (warrior, LR ele with tornado, fear spam etc.).

I think it is more a question about the purpose of specialisations. Holosmith is not really designed to be a defensive bruiser (though it can obviously be done, Prot holo or literally any holo build a year ago), but an engineer with a burst kit in the forge. I like how they fleshed them out, could even adjust it more here and there.

Problem is with all the hard cc spam in the game will become even more of a ping pong match, but yeah holo doesn't need more stab, its strong enough as is.

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Disagreed. As others have mentioned, holosmith is strong as it is. No need to remove a weakness from holosmith.

And if you need stability, you can always go scrapper. This elite spec has more access to it and also way better synergy with that boon, thanks to it's traits.

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As a warrior sidenoder, I've had the most trouble against condi p/d thieves and Holos. Holo may be glassy, but if you play your blinds and interrupts smartly, the warrior on the node who needs to contest but also kite to not burn all their CDs, will be at a major disadvantage as long as you play aggressively. Turning your back to a warrior will most definitely get you.

But again, unless against some god tier warrior, Holo should win. I played Holo for fun and defeated 3 sidenoder warriors in a single tournament. With warrior I need to go full effort to defeat a decent Holo. And no, I'm not better with Holo.

Keep in mind this only holds true for Strength Spellbreaker, less for Core Tactics Warrior and not at all for Power Berserker.

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Tbh the only reason I'd want stab back on holo is so that I can turn Overcharged into a half-way usable skill, but Anet can easily accomplish that by getting rid of the attrocious self-knockback.

Why is it that this skill needs multiple trade-offs to be balanced because "CC's should have tells" but Mesmer can spam you with 1 second dazes with no cast time or tell, including while they themselves are stunned?

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Holosmith as a straight upgrade doesn't need to have Stability built in, Explosive Entrance + Flashbang can already be challenging to deal with. Prior to those traits not existing, when Stability was available it dominated even more for how careless it could be played.

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@"Kuma.1503" said:Tbh the only reason I'd want stab back on holo is so that I can turn Overcharged into a half-way usable skill, but Anet can easily accomplish that by getting rid of the attrocious self-knockback.

Why is it that this skill needs multiple trade-offs to be balanced because "CC's should have tells" but Mesmer can spam you with 1 second dazes with no cast time or tell, including while they themselves are stunned?Don't mention it allot cause it can backfire if arenanet notices and decides to rework it , case and point https://wiki.guildwars2.com/wiki/Head_Butt ,bonus damage if it removes stab but it doesn't do damage, stonks 5/7 rework.

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@Vancho.8750 said:

@"Kuma.1503" said:Tbh the only reason I'd want stab back on holo is so that I can turn Overcharged into a half-way usable skill, but Anet can easily accomplish that by getting rid of the attrocious self-knockback.

Why is it that this skill needs multiple trade-offs to be balanced because "CC's should have tells" but Mesmer can spam you with 1 second dazes with no cast time or tell, including while they themselves are stunned?Don't mention it allot cause it can backfire if arenanet notices and decides to rework it , case and point
,bonus damage if it removes stab but it doesn't do damage, stonks 5/7 rework.

I find it funny that you think this skill is a meme because of the rework.

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@Shao.7236 said:

@"Kuma.1503" said:Tbh the only reason I'd want stab back on holo is so that I can turn Overcharged into a half-way usable skill, but Anet can easily accomplish that by getting rid of the attrocious self-knockback.

Why is it that this skill needs multiple trade-offs to be balanced because "CC's should have tells" but Mesmer can spam you with 1 second dazes with no cast time or tell, including while they themselves are stunned?Don't mention it allot cause it can backfire if arenanet notices and decides to rework it , case and point
,bonus damage if it removes stab but it doesn't do damage, stonks 5/7 rework.

I find it funny that you think this skill is a meme because of the rework.I find it even more funny that this skill still works better then the rest of the elites even though it has more negatives than a STD.
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