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Dark.5674

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  1. It might come back though, the devs stated somewhere that they want to readd all past effects eventually.
  2. That dueal attunement bug has been there since PoF launch, it will never get fixed I assume.
  3. The Catalyst "Spectacular sphere" trait, which makes the area affected by Jade Sphere larger, does not correspondingly increase the size of the targeting reticle to 360 radius. This makes targeting groups of allies that are spread out rather difficult.
  4. Condi weaver now runs scepter/focus in pve and it is actually pretty potent, but you still have to stay near the boss because of stance, fire transmute and boons of course. Unfortunately there will never be a true ranged playstyle as long as heals and boons require close range stacking. But now you can at least move around when needed.
  5. Well, neither scepter nor dagger is exactly a good support weapon. Dagger is strictly better for healing with elemental bastion, since it can provide more auras, but in pve you typically want to run the alac trait + soothing mist anyway, which makes those weapons kinda equally bad as a result. Scepter has one more blast skill for a bit more might or maybe blasting water globe if you can time it perfectly, but might is now overly abundant and dragon tooth + phoenix into water orb is almost imposible to pull off and position effectively under realistic conditions. Trident is a better healing skill than cone fo cold of course, but blasting water globe with frozen burst is easy to do and more practical than the fire shenanigens. Honestly you could play healalac tempest without a main hand weapon and no relevant skills would be lost, your boon uptime would remain perfect and healing output would be almost unaffected. The choice between dagger and scepter is not about support, it's about how you want to spend time doing your insignificant dps when not overloading or using the actually relevant warhorn skills.
  6. Nothing was announced unfortunately, but it's highly unlikely they will release the patch in its original state, so we'll jsut have to wait and see whether there will be just some small changes or actual major twists.
  7. This is what I run to easily solo bounties/champs and generally burst down OW stuff: http://gw2skills.net/editor/?PGgAwilZwmYSMKmJOKX5vLA-zxIY1opvMCLRatI04EEkm5ts1yGA-e Basically a condi fire weaver from pvp with celestial stats and quickness sigils. It's optimized for shorter engagements (bursting down large packs of mobs), so it foregoes some condi duration to focus more on strike damage and quick boon accumulation and uptime, hence the divinity runes. If you want to focus on solo killing champs, other runes might be better, eg. balthazaar, firebrand, tempest, weaver, flame legion, fire etc. In open world it kill stuff faster than dedicated fractal/raid dps builds like power/condi weaver or catalyst despite the celestial gear, simply because of how strong boons are in this game. Stat conversions from weaver trait helps too. Quickness + arcane and weaver traits allows you to cycle through all your powerful weapon skills really fast and you can use both condi and power oriented ones, so your damage reamins comparable to boonless dps builds with insane survivability on top. Playing with near permanent quickness and faster attunement recharges also makes playing the spec more fun imho.
  8. I mentioned shouts because of damage reduction (flash freeze frost aura + prot) and aegis from aftershock, not because of heals. Damage mitigation reduces the need for bigger heals. Regarding soothing mist, I'm not entirely sure how to quantify it. Soothing power adds roughly 2k heal per second, probably affected by consumables, so maybe something like 2300 in practice, though with only about 75 % uptime depending on your rotation. Regeneration does about 2900 healing per second. The constant flow of regen from aurashare would therefore be better in a vacuum, but even without the auras you probably already have 100 % regen uptime fro flash freeze, attunement, tidal surge + sand squall, so in terms of healing soothing power is easily the better pick. The aurashare is therefore only about vigor and endurance. Powerful aura let's you provide three extra auras within one roration cycle – sand squall, earthern rush into for overload and shocking aura. That's 30 endurance and permanent vigor uptime for 4 people. Whether that's more than the extra 2300 hps from soothing mist is hard to quantify, though to be honest now that i've put the numbers here, it looks less impactful then I felt before. 😄 Another thing is that both perks often get wasted (overheal or full endurance bars).
  9. Agree, playing a fire weaver, I always feel confident going against a catalyst when sidenoding. But to be fair, I've definitely gotten decisively beaten by them 1v1 too, so it's hard to spot any balance issues. It seems to come down to player skill and I see no clear reason to nerf it. It's not like weaver is currently a dominating duelist spec, yet it can still compete just fine with cata. But as an ele/weaver main, I m ight be of course missing something that occurs in entirely different matchups.
  10. IMHO aurashare is still the better pick because of latent stamina + invigorating torrents. Soothing mist is basically another regen in disguise and most of the time you are not even in water anyway. GW2 group content except for a few exceptions does not require much group healing and heal from aurashare has always been a massive overkill. I have zero trouble keeping my group topped up most of the time, the only notable exception being boneskinner (which is problematic for all healing specs that don't go all-in heal, so not a specific tempest issue). Staying out of water is not risky at all, wash the pain away, rebound and shouts are more than enough to handle any unexpected damage spike. Biggest heals come from switching back to water + evasive arcana + weapons cooldowns, not from camping water. So unless you somehow get cooldown on both wash the pain away and water attunement at the same time, you are always ready to react, the standard cooldown from switching from water is short, especially with arcane.
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