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Jakkun.4561

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Posts posted by Jakkun.4561

  1. @"Pterikdactyl.7630" said:

    Wait what? Everybody running these skills is proof that they aren't OP? What kind of logic is that? If anything, it proves the opposite. People can MI a downed and rez them before the downed invuln frame is even up. It IS a busted skill and absolutely deserves to be nerfed. Signet of Mercy has a 2 second cast time, a 90 second cooldown, 300 less range, and has a very relevant counterplay of being invalidated by knocking away the downed target. Even more, there is the counterplay of being able to focus and interrupt the FB once they start cast signet. That is how a rez skill should work. MI is still even used in sPvP because the skill is actually solid even with a majorly nerfed rez functionality (albeit a bit difficult to properly land if uncoordinated).

    Double geyser is overpowered as well, but Tempest's overall kit is less powerful than Firebrand so it isn't as glaringly egregious. Function Gyro is trash right now because of how easily it dies. It easily has the potential to become busted if it gets overtuned, but right now, it is a sad excuse of a class mechanic. Imagine having your class mechanic invalidated by a couple auto attacks.

    Let me clarify. The fact that both groups run similar meta stuff, only shows that, if one can kill the other and the other can't, it's about skill level and execution. In the end, it's not related to whether skill they choose, because they all run the same things.

    Also as you said, MI ''CAN'' instanly rez people. And its well balanced around that. If you take longer than the invulnerable frame to MI the downed body, it will start to get cleaved/get Poison, so your MI will be uneffective. You also to have be constantly aware to MI and recognize you can't MI sometimes. You can easily distinguish a good from a meh Firebrand in WvW by his MI usage, because they all press SYG regardless.

    We aren't in HoT anymore, people don't run Hammer to knockback people from hand rez or signet radius. Only build that has a skill which does that is herald with glint elite. The downed cleave is very high, uncoordinated hand rez is very risky and any cast revival skill that takes longer than IoL is unoptimal. Don't expect people to preemptively pre-cast signet, or interrupt the signet (maybe in smallscale or GvG) like they do in PvP, there's way more things to worry about. Let me tell you, if they nerf the hell out of MI, people are just going to stack more FBs, because no one is slotting these new revival skills (maybe Feedback, but mesmer is dead so)

    Function Gyro is used for on demand superspeed and field blast now, it is what it is.

  2. Feedback won't make Chrono viable in WvW. Function Gyro is straight up better for on demand SS and safe hand rez.

    MI, as instant, and Geyser, for hand rez, will still be the best revival skills for WvW despite the changes.

    If you guild can't kill other guilds that run these "busted" revival skills, it doesn't mean the skills are OP, it just means you're bad, because everyone run Firebrands with MI and Tempests with Geyser trait nowdays.

  3. Devouring Darkness now corrupts 2 boons instead of 3Devouring Darkness now corrupts 1 boon instead of 2

    I'm waiting for the day where Devouring Darkness will cleanse and convert 2 conditions into boons on your target.

    Nerfing corrupts without fixing stuff like Purity of Purpose and FB puking boons 24/7 will only bunker up the meta even more.

  4. Eh, why would you remove the Fury from Axe2. Literally you have no fury access outside of sword2 axe2 and Save Yourselves (if you run it). Also, Valor is irrelevant if you are running any hybrid build. It only works for Support FB and the fury access the traitline gives doesnt matter. If you want a symbol that ticks regen pick Mace.

    Don't touch Mantra of Truth weakness. Its one of the reasons why you can handle (not win) some matchups like holo, rev and spellbreaker decently without instant dying to rampage or deathstrike.

    Whats the point of granting 25% movement speed on F3 under cooldown. If you run Support you have good swiftness access, if you run any hybrid FB or DH build you gonna pick Traveler/Lynx. Makes no sense.

    People complaining about symbols being "unfun" and covering the whole node. Its very simple, if the hybrid FB drops all his symbols on node, you give up the node, and win later on.

    Signet started to be relevant ever since they removed Magi and nerfed Valor and tomes skills, not only when double rev comp was the meta. It also requires a lot of skillness to use, awareness to pre cast, watch for launch CC on the downed, communication, etc. And has ton of counterplay due to big cast time: steal, staff5 rev, CC in general, stab corrupt. No reason to nerf it at all.

    Don't run Scepter, it's bad. Not even Arken runs it as often with his Harrier build. Only reason why the "top" firebrands on NA are trying scepter now its because USA lost mAT agaisnt Zyn's team, that had one Harrierbrand with Scepter.

  5. We fellow best NA server players hard struggled the last few weeks trying to guarantee our spot back in the superior tier. We needed a link to fulfill our roaster and strengthen our numbers. Yet, Anet didn't want to give us a link, they would rather listen to our haters than our lovers. Now the best server NA is faded to destruction, we can't withstand this. Jarvan won't be able to make a decent reform because Anet, RISE won't be able to come back as the best NA guild, simply because if they cant beat us they start hating on us.

  6. I used to be a meta monkey, spamming CoR and such, but then they broke CoR and i playedsoulbeast for the first time. I legit outdps'ed every single weaver and herald in a recent 50v50 rvr. I legit did more supporting by Rapid Fire'ing their best weaver than my "meta" firebrand supports. People than say Boonbeast is bad but they just all sit on my Maul and Worldly Impact. These people that yell you that ranger is bad, have never played ranger before or don't understand anything about the game mode.

  7. Engineer

    • Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro.
    • Purge Gyro: Reduce the number of cleansing pulses from 5 to 3 in WvW.
    • Sneak Gyro: Increase the cooldown of this ability from 45 to 75 seconds in WvW.Good changes, also adding an ICD to Purity of Purpose or Superior Rune of Antitoxin 6th effect to make sure conditions are viable again in WvW.

    Guardian

    • Sanctuary: Increase number of enemies that can be knocked back by this skill from 10 to 20 before it expires.Mostly irrelevant due to the amount of stability and Superspeed available in WvW. No one is dropping any utility skill for it, not even cleanse mantra.
    • Tome of Resolve, Chapter 2 - Radiant Recovery: The existing split from PvP of cleansing 2 conditions is brought to WvW as well. This ability would continue to cleanse 3 conditions in PvE.Good change
    • Tome of Courage, Chapter 2 - Daring Challenge: This skill grants retaliation for 3 seconds instead of aegis.
    • Tome of Courage, Chapter 5 - Unbroken Lines: This skill no longer grants aegis or retaliation.Removing Aegis from all the Tome3 skills ISN'T a wise choice for ALL the game modes for sure, since it hurts directly all the support Firebrand builds in raids/fractals, PvP ATs and WvW zerging.

    Mesmer

    • Illusion of Life: Increase the cooldown of this skill from 75 to 90 seconds in PvP & WvW and reduced the duration from 15 seconds to 8 seconds of its effect in PvP & WvW.
    • Power Break (Mantra of Pain): This skill now requires you to face your target and respects line of sight.
    • Power Lock (Mantra of Distraction): This skill now requires you to face your target and respects line of sight.
    • Chaos Storm: This skill now always dazes on the first strike but can no longer randomly daze on other strikes. This change also applies to Lesser Chaos Storm. Added skill fact to show chaos storm's duration.
    • Chaotic Interruption: This trait has been re-worked and now reduces the cooldown of one of your weapon abilities by 5 seconds when you interrupt a foe.The IoL change makes no sense, but the rest good changes for PvP mainly.

    Necromancer

    • Feast of Corruption: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE.
    • Devouring Darkness: Reduce damage by 20% in PvP & WvW. The existing split from PvP of corrupting 2 boons is brought to WvW. This ability continues to corrupt 3 boons in PvE.
    • Sand Cascade: Reduce the barrier granted by this skill by 33% in WvW & PvP.
    • Sand Flare: Reduced the barrier granted by this skill by 25% in WvW.Good changes for WvW even though barrier application is meh in WvW unless you are running Celestial Scourge, which isnt the case at the moment. Sand Cascade doesn't need a nerf at all for PvP though, no reason to gut or change anything about scourge in PvP, its already balanced.

    Ranger

    • Long Range Shot: Reduce the damage range of this skill from 0.7-0.9 to 0.65-0.75 in WvW only.Good

    Revenant

    • Coalescence of Ruin: This skill would no longer deals increased damage with successive impacts; instead it deals damage equal to what was previously the middle impact damage. Damage remains split between game modes. A red warning rectangle visible to enemies has been added to this skill.
    • Gaze of Darkness: This skill would reveal stealthed enemies up to 600 range away in addition to striking enemies within its 360 radius.Good change, let's see how the visual will affect WvW since we already got Shade visuals.

    Warrior

    • Charge: This skill would only removes movement impairing conditions and then increases the damage of affected allies' next 2 attacks by 25% in addition to its previous effects. Increase swiftness duration from 10 seconds to 15 seconds. This skill becomes a blast finisher.
    • Call to Arms: Removes 3 conditions from affected allies instead of specific conditions. Grants barrier in addition to vigor.
    • Sight Beyond Sight: Increase the radius of this ability to reveal hidden enemies up to 600 range away.
    • Quick Breathing: Thinking of kicking re-working it a bit to pair with the warhorn skill changes so they feel more cohesive. Continues to increase number of targets for warhorn skills from 5 to 10 and causes warhorn skills to grant an additional boon instead of reducing the cooldown (Fury for Charge and Resistance for Call to Arms). Grant +120 Concentration.Good change, bringing other supports options to the table, even tho i don't think it will verse scrapper, but a niche pick for sure in WvW
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