CutesySylveon.8290
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Siege Distuptor or Siege Disabler?
CutesySylveon.8290 replied to Dinas Dragonbane.2978's topic in World vs. World
Disables had real opportunity to stall enemy groups and forced them to stagger out their siege if they didn't have shield gens. If they did have shield gens, then neither are very useful aside from against rams. Disruptors sound nice on paper, but are really only useful against rams where you can hit them with meaningful siege, because AC's don't really do much unless you have a lot of them. And again, shield gens stop both because they blocked Disables and block the siege that would do more damage after something is hit with a Disruptor. -
How to solve boonballs/monoblobs
CutesySylveon.8290 replied to Pluton.7364's topic in World vs. World
It blocking boons at all while Winds cannot despite being the originator is not okay, in my book. It might be minor on necro spear in comparison, but Winds is also an elite skill explicitly designed to remove and prevent boons. They could at least give Break Enchantments more than 1 boon rip per enemy, and remove the stupid CD on Mallyx's boon rip. -
How to solve boonballs/monoblobs
CutesySylveon.8290 replied to Pluton.7364's topic in World vs. World
It really is a shame just how much Winds has been nerfed. I get that it was a death sentence to stay in, but the only way it deserves to be as weak as it is now would be if it were mobile again. For Balthazar's sake, they gave the anti boon application to Necro spear after removing it from Winds. Just...why? -
My two cents on Willy is the same as it's always been: Renewed Focus is the primary culprit. I've played Willy and fought countless of them and one thing remains true when I use it and enemies, and that's RF resetting all Virtue cooldowns means they are never in any realistic danger until you get through that, in most circumstances. Most of their burst is incredibly telegraphed outside of Judge's Intervention, and that's an issue, but that only gets them in for the burst. If it fails, then RF and at least 4 more virtue skills are at their disposal to escape, and that's not even counting any they have prior to using RF. The build is incredibly annoying, but can be dealt with by pretty much any thief build, most ele builds that aren't made of paper, and Spellbreaker, to name a few, and rangers with LB are your best bet to down them as they try to escape if you aren't fast enough to catch them. Tldr: A change to how RF interacts with Willbender will better address how safe of a hit and run class it is, and without hurting other Guardian specs.
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Harbinger is more annoying than Reaper because it's substantially more difficult to kite. Reaper has basically the same level of mobility but its shroud is entirely melee based with far less threatening CC, while Harbinger has more threatening ranges and greater condi burst potential, especially if you get caught in hs5; rs5 is significantly easier to dodge and doesn't tick repeatedly. Core necro is way too slow and doesn't output enough damage to keep up when the extra bulk you get isn't really needed, and if you are outnumbered, then all of them die anyway to competent enemies. Getting every boon is never 'nothing' and is something Reaper cannot do. If kiting either were that simple, nobody would die to them at all.
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Y'all really in here overstating Cele Willy because you hate power Willy so much. It's really nothing special and loses WAY too much damage when invested in sufficient defenses to stand with other Cele builds, and Harbinger can outlast it very easily because the burst from Willy, outside of Judge's Intervention, is extremely telegraphed. If you really want to stall out or beat a Cele Harbinger, use Cele Catalyst or Cele Vindicator. Both have a ton if defensive uptime and Vindicator has a lot of evade frames and cleanse with Saint Victor. Your damage will be very low because your condi will aid the Harbinger, but you have plenty of CC to abuse necro with and you have a lot of resistance. I've seen some ridiculously annoying Condi P/P Bound Daredevils that beat or stall most builds in 1v1 as well, and it's unbelievably monkey-brain to play.
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Don't worry, Cele Vindicator is still disgusting. I've both used and fought it a lot and it's very good at handling single or group pressure that isn't a thief or mesmer, mainly because those specs have consistent ranged instant cast interrupts. You're right in that both it and Renegade are very slow, Renegade more so, but Alliance adds some mobility with Archemorus and a LOT of sustain with Saint Victor.
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Even groups struggle. Only thing to worry about is potential reveals from watchtower or a Ranger using Sic 'Em. I usually keep my glass armor on, but I've seen plenty of thief players use tanky armor to tap as well, which my guess is Cele that they use on Specter but swap to Daredevil to move quicker or DE to just keep stealthing and continuously tap. If they don't want to be caught, you won't catch them unless they screw up.
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Nice story, bro. I'm sure that totally happened. Oil doesn't get disabled because you just die when using it until it gets destroyed, and you can't even disable defensive siege unless it was placed outside or so close to a ledge that it gets destroyed by ranged attacks anyway.
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Now who's being bad faith? Shield Gens pulse stability and are often protected by Ventari bubbles, and by trying to deal with them, the main siege is still busting through the walls. They're a huge problem that nobody wants to talk about, and disables at least helped against them.