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Planned changes to be implemented on Oct. 1


Virtuality.8351

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@Stand The Wall.6987 said:

@Stand The Wall.6987 said:can't wait to see consecutive 15k gunflames either lol.

Yea in montages, gj. Posting a video of a selected few videoshots that actually worked.

This is a gimmick, i dont even care if its nerfed, removed or reworked lol, its just not used by ppl who have a brain, the rest might use it and win 1 out of 10 matchups. Who cares, its already in the game in other classes, why not give warrior one too. Lel

again, i'm talking about zerging. its really easy to land hits in a zerg. I don't see why you're so reluctant to realize that this damage boost is going to be insanely op.

im also talking about zerg buddyboy, i also ALREADY told you that winds of disenchantment kills MORE ppl than your kitten gunflame, arc divider setup will ever down. jeez, i dont understand whats so hard to understand about that

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@Lighter.5631 said:

@"Lan Deathrider.5910" said:Well if its Gunflame in a Zerg fight, then No there will not be 30% crit damage, not even 20% due to vulnerability, and the unblockable won't proc on the first hit, so yeah an extra 25-50% damage on the first Gunflame will probably be better. If it were back to back Arc Dividers, then yeah sure, you'd get those goodies after the BMode Strike and/or first wave of Arc Divider.

Tactics Rifle Zerker may be stronger than Arms Rifle Zerker.

bro, zerg fight is a long fight with tons of downs, not a one shot and finish kinda thing.you will proc 30% crit damage and you will proc unblockable and you will have more signet uptime for CD reduce for more berserk up time thrus you will do more damage in a zerg fight.

like what do you mean by "not even 20%due to vulnerability on first hit", it's auto proc on burst skill, it's the same as warrior's cunningalso u go gunflame/arcing slice in a zerg, 5 people takes 20 vuln and everybody deals 20% more damage to them...that alone is better then warrior's cunning for damage in zerg fight.

and like by your logic, on first hit people wouldn't have barrier either..like who build barrier when fight start, your entire first hit argument crumbles.

i don't know why you keep trying to convince yourself how tactic will be better then arms for damage, you are so tunnel visioned and stubborn yet you lack logic to back yourself up, so all you do is throw random sentences that make no sense.

The first Gunflame will apply 10 stacks of vulnerability after the damage, the second one will apply another 10 stacks after the damage.https://wiki.guildwars2.com/wiki/Sundering_BurstBurst skills inflict vulnerability if they hit and inflict additional vulnerability if the attack is a critical hit.

You got to hit for that vulnerablity to be applied. So yes that first Gunflame does not benefit from any vulnerability unless someone else in the zerg applied it for you, or if you for some reason took On My Mark. As the Zerg probably is throwing out vulnerability, that makes Sundering Bursts a dead trait and you would be better with Warrior's Cunning for either the 25% increase of the 50% increase if they have barrier, which they most likely will.

Lesser Signet of Might from Signet Mastery has a 20 CD on proc, even in a long fight your looking at 300 ferocity after a 1 minute engagement from the trait alone which is a 20% increase in crit damage not 30%, although you can blow Signet of Fury if you are carrying it for more. The unblockables will be invaluable certainly, but Signet of Might can also be used for that for when you use Gunflame. Burst Precision is great while roaming, but you should have high crit chance anyway without it with at least an 88% chance with Fury up, which the revenants should be providing.

So, Leg Specialist is 7%, Empowered is probably good for 5% on average in a zerg, Warrior's Cunning will probably hit for 50%, which comes out to 1.071.051.50 = 1.68525. Or 68.5% more damage, where as Arms in a zerg fight will vary between an extra 17% to 30% more damage. To take your into consideration if "Who has barrier in the beginning of the fight" 1.071.051.25 comes out to 1.40 or a 40% increase in damage, which still puts it ahead of Arms, while providing sustain from Mender's Might, more group Might, and your choice of a Grandmaster Trait.

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@Stand The Wall.6987 said:

@Stand The Wall.6987 said:can't wait to see consecutive 15k gunflames either lol.

Yea in montages, gj. Posting a video of a selected few videoshots that actually worked.

This is a gimmick, i dont even care if its nerfed, removed or reworked lol, its just not used by ppl who have a brain, the rest might use it and win 1 out of 10 matchups. Who cares, its already in the game in other classes, why not give warrior one too. Lel

again, i'm talking about zerging. its really easy to land hits in a zerg. I don't see why you're so reluctant to realize that this damage boost is going to be insanely op.

RedShark prefers group utility, which is fine. But there is also utility in being the anti barrier guy in the zerg.

@Stand The Wall.6987 said:

@Stand The Wall.6987 said:can't wait to see consecutive 15k gunflames either lol.

wait, so ur tactic gunflame/arcing slice is gonna hit harder then 30% crit damage, 20% damage through vul, 100% crit chance and auto proc unblockable that is not limited to 90% hp nor barrier - arms line gunflame/arcing slice?man that's nice

so, what are you talking about?

He is shopping for a new bridge.

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@Lan Deathrider.5910 said:

@Lan Deathrider.5910 said:Well if its Gunflame in a Zerg fight, then No there will not be 30% crit damage, not even 20% due to vulnerability, and the unblockable won't proc on the first hit, so yeah an extra 25-50% damage on the first Gunflame will probably be better. If it were back to back Arc Dividers, then yeah sure, you'd get those goodies after the BMode Strike and/or first wave of Arc Divider.

Tactics Rifle Zerker may be stronger than Arms Rifle Zerker.

bro, zerg fight is a long fight with tons of downs, not a one shot and finish kinda thing.you will proc 30% crit damage and you will proc unblockable and you will have more signet uptime for CD reduce for more berserk up time thrus you will do more damage in a zerg fight.

like what do you mean by "not even 20%due to vulnerability on first hit", it's auto proc on burst skill, it's the same as warrior's cunningalso u go gunflame/arcing slice in a zerg, 5 people takes 20 vuln and everybody deals 20% more damage to them...that alone is better then warrior's cunning for damage in zerg fight.

and like by your logic, on first hit people wouldn't have barrier either..like who build barrier when fight start, your entire first hit argument crumbles.

i don't know why you keep trying to convince yourself how tactic will be better then arms for damage, you are so tunnel visioned and stubborn yet you lack logic to back yourself up, so all you do is throw random sentences that make no sense.

The first Gunflame will apply 10 stacks of vulnerability after the damage, the second one will apply another 10 stacks after the damage.
Burst skills inflict vulnerability if they hit and inflict additional vulnerability if the attack is a critical hit.

You got to hit for that vulnerablity to be applied. So yes that first Gunflame does not benefit from any vulnerability unless someone else in the zerg applied it for you, or if you for some reason took On My Mark. As the Zerg probably is throwing out vulnerability, that makes Sundering Bursts a dead trait and you would be better with Warrior's Cunning for either the 25% increase of the 50% increase if they have barrier, which they most likely will.

Lesser Signet of Might from Signet Mastery has a 20 CD on proc, even in a long fight your looking at 300 ferocity after a 1 minute engagement from the trait alone which is a 20% increase in crit damage not 30%, although you can blow Signet of Fury if you are carrying it for more. The unblockables will be invaluable certainly, but Signet of Might can also be used for that for when you use Gunflame. Burst Precision is great while roaming, but you should have high crit chance anyway without it with at least an 88% chance with Fury up, which the revenants should be providing.

So, Leg Specialist is 7%, Empowered is probably good for 5% on average in a zerg, Warrior's Cunning will probably hit for 50%, which comes out to 1.07
1.05
1.50 = 1.68525. Or 68.5% more damage, where as Arms in a zerg fight will vary between an extra 17% to 30% more damage. To take your into consideration if "Who has barrier in the beginning of the fight" 1.07
1.05
1.25 comes out to 1.40 or a 40% increase in damage, which still puts it ahead of Arms, while providing sustain from Mender's Might, more group Might, and your choice of a Grandmaster Trait.

first of all 20% vulnerabiliyu makes everybody hit for 20% more, that alone makes better then all tactic damage trait combined, you noobs really have no idea what you talking about don't you

zerker gunflame builds are not one shot huge damage build, it does multiple big spike damage, once barrier is removed you do really little damage, while arms will always gives you 30% crit damage, 100% crit chance and 20 vulnerability, the second gunflame will do more then first gunflame and rifle 3 can do more damage with 30% crit damage and vulernability. not to mention zerg fight has high projectil reflect up time, u need high unblockable up time to be reliable range pressure, not even going to mention the gunflame not criting with tactic.

but hey im still waiting for you to touch that weaver, before you start talking.

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@Lighter.5631 said:

@Lan Deathrider.5910 said:Well if its Gunflame in a Zerg fight, then No there will not be 30% crit damage, not even 20% due to vulnerability, and the unblockable won't proc on the first hit, so yeah an extra 25-50% damage on the first Gunflame will probably be better. If it were back to back Arc Dividers, then yeah sure, you'd get those goodies after the BMode Strike and/or first wave of Arc Divider.

Tactics Rifle Zerker may be stronger than Arms Rifle Zerker.

bro, zerg fight is a long fight with tons of downs, not a one shot and finish kinda thing.you will proc 30% crit damage and you will proc unblockable and you will have more signet uptime for CD reduce for more berserk up time thrus you will do more damage in a zerg fight.

like what do you mean by "not even 20%due to vulnerability on first hit", it's auto proc on burst skill, it's the same as warrior's cunningalso u go gunflame/arcing slice in a zerg, 5 people takes 20 vuln and everybody deals 20% more damage to them...that alone is better then warrior's cunning for damage in zerg fight.

and like by your logic, on first hit people wouldn't have barrier either..like who build barrier when fight start, your entire first hit argument crumbles.

i don't know why you keep trying to convince yourself how tactic will be better then arms for damage, you are so tunnel visioned and stubborn yet you lack logic to back yourself up, so all you do is throw random sentences that make no sense.

The first Gunflame will apply 10 stacks of vulnerability after the damage, the second one will apply another 10 stacks after the damage.
Burst skills inflict vulnerability if they hit and inflict additional vulnerability if the attack is a critical hit.

You got to hit for that vulnerablity to be applied. So yes that first Gunflame does not benefit from any vulnerability unless someone else in the zerg applied it for you, or if you for some reason took On My Mark. As the Zerg probably is throwing out vulnerability, that makes Sundering Bursts a dead trait and you would be better with Warrior's Cunning for either the 25% increase of the 50% increase if they have barrier, which they most likely will.

Lesser Signet of Might from Signet Mastery has a 20 CD on proc, even in a long fight your looking at 300 ferocity after a 1 minute engagement from the trait alone which is a 20% increase in crit damage not 30%, although you can blow Signet of Fury if you are carrying it for more. The unblockables will be invaluable certainly, but Signet of Might can also be used for that for when you use Gunflame. Burst Precision is great while roaming, but you should have high crit chance anyway without it with at least an 88% chance with Fury up, which the revenants should be providing.

So, Leg Specialist is 7%, Empowered is probably good for 5% on average in a zerg, Warrior's Cunning will probably hit for 50%, which comes out to 1.07
1.05
1.50 = 1.68525. Or 68.5% more damage, where as Arms in a zerg fight will vary between an extra 17% to 30% more damage. To take your into consideration if "Who has barrier in the beginning of the fight" 1.07
1.05
1.25 comes out to 1.40 or a 40% increase in damage, which still puts it ahead of Arms, while providing sustain from Mender's Might, more group Might, and your choice of a Grandmaster Trait.

first of all 20% vulnerabiliyu makes everybody hit for 20% more, that alone makes better then all tactic damage trait combined, you noobs really have no idea what you talking about don't you

zerker gunflame builds are not one shot huge damage build, it does multiple big spike damage, once barrier is removed you do really little damage, while arms will always gives you 30% crit damage, 100% crit chance and 20 vulnerability, the second gunflame will do more then first gunflame and rifle 3 can do more damage with 30% crit damage and vulernability. not to mention zerg fight has high projectil reflect up time, u need high unblockable up time to be reliable range pressure, not even going to mention the gunflame not criting with tactic.

but hey im still waiting for you to touch that weaver, before you start talking.

You must have missed the part about fighting in a zerg and vulnerability coming from other sources causing Sundering Burst to be useless, both for you ,and for your zerg. Arms will not give you 30% crit damage, see the above math, 100 Crit Chance can be achieved without Burst Precision. Ergo, in a zerg pick a trait line that actually helps. You call others noobs, but ignore when you're proven wrong. How is that bridge hunt going for you?

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I had been using a shout warrior build prior to these changes designed to take advantage of stun breaks for heals via Tempest runes and Rousing resilience. Shouts were running 2000 per at minimum and generally much higher with a Tempest rune trigger+ rousing added together adding a fat heal with regularity. Adrenal running in conjunction with regeneration did a per second add of heals that was all but equal to healing signet+ adrenal so I had dropped signet for menders.

This was a condition build relying on fire/bleeds.

Now I have tested with these changes and this build even more resilient. the barrier he throws up is over 3k and the heals he can dish out to a party are very significant. I never used warhorn before (was sword/torch and then Longbow) but have been testing it as well. I like the changes. While I am using in a Condition build (settlers gear), the line looks to have plenty to offer power.

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@babazhook.6805 said:I had been using a shout warrior build prior to these changes designed to take advantage of stun breaks for heals via Tempest runes and Rousing resilience. Shouts were running 2000 per at minimum and generally much higher with a Tempest rune trigger+ rousing added together adding a fat heal with regularity. Adrenal running in conjunction with regeneration did a per second add of heals that was all but equal to healing signet+ adrenal so I had dropped signet for menders.

This was a condition build relying on fire/bleeds.

Now I have tested with these changes and this build even more resilient. the barrier he throws up is over 3k and the heals he can dish out to a party are very significant. I never used warhorn before (was sword/torch and then Longbow) but have been testing it as well. I like the changes. While I am using in a Condition build (settlers gear), the line looks to have plenty to offer power.

In wvw yesterday i was healing myself with for great justice with 4 other ppl around for 8k due to mending might, ofc with lots if healingpower. Each mightstack i was giving out healed myself for 86 hp, fgj gives 60 stacks of might + 3k healing from vigorous shouts

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@RedShark.9548 said:

@babazhook.6805 said:I had been using a shout warrior build prior to these changes designed to take advantage of stun breaks for heals via Tempest runes and Rousing resilience. Shouts were running 2000 per at minimum and generally much higher with a Tempest rune trigger+ rousing added together adding a fat heal with regularity. Adrenal running in conjunction with regeneration did a per second add of heals that was all but equal to healing signet+ adrenal so I had dropped signet for menders.

This was a condition build relying on fire/bleeds.

Now I have tested with these changes and this build even more resilient. the barrier he throws up is over 3k and the heals he can dish out to a party are very significant. I never used warhorn before (was sword/torch and then Longbow) but have been testing it as well. I like the changes. While I am using in a Condition build (settlers gear), the line looks to have plenty to offer power.

In wvw yesterday i was healing myself with for great justice with 4 other ppl around for 8k due to mending might, ofc with lots if healingpower. Each mightstack i was giving out healed myself for 86 hp, fgj gives 60 stacks of might + 3k healing from vigorous shouts

Can confirm on Mender's Might. I ran it with Phalanx Strength in my static FotM group yesterday just to try it out, even though we have a druid. FGJ healed for a good amount even with only my armor and backpiece as Zealots. I figured that Mender's Might would end up being great self sustain, I'm glad that I was right.

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