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Aktium.9506

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Posts posted by Aktium.9506

  1. 20 hours ago, CutesySylveon.8290 said:

    I really don't get why you want to exclude Celestial when you're proposing bringing back Minstrel and Trailblazers.

    There never was a Trailblazer Amulet for PvP. It was never added for the same reason that there was never a Dire Amulet.

    The closest thing was Mercenary Amulet which lasted like 3 months before it was deleted because it was wildly OP lmao. And that was just Power++ Condi dmg++ Vit+ Tough+

  2. On paper, Elementalist. Since you could chain Obsidian Flesh, Earth Shield 5, Burning Speed, Earthen Rush, Mist Form, Arcane Shield, Lesser Arcane Shield and and then instantly self-ress with Renewal of Fire. So theoretically if something kept throwing attacks at you that hit you for a million damage, Ele would survive for the longest.

  3. 12 hours ago, Arheundel.6451 said:

    How is Untamed a S class?....you literally do not see the spec being played outside pvp onetrick pony mode, a class design perceived as OP in one game mode and trash in others

    Well, the tierlist was exclusively for sPvP. And Untamed's ranking in it is in part because of the fart cloud which cucks Harbingers. It does to Harbinger what Tempest used to do to Lich with Swirling and Mag Aura. If Harbinger was lower on it, Untamed would be lower too.

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  4. 1 hour ago, Trevor Boyer.6524 said:

    It only looks that way for a plethora of reasons, but mainly two big reasons:

    1. It's easier to notice 50 people with Baron title standing in a pool of 200 players than it is to notice 50 people with Ruthless standing in a pool of 2000 players.
    2. The sheer amount of alts that a single player will go out of their way to play into top 100 nowadays is much much larger than what was being done back with Ruthless titles.

    Hm, I was going mostly by the GW2 Efficiency unlock statistics and my own anecdotal experiences floating around those ranks perpetually ever since they reworked ranks. Feels like I'm playing against mostly the exact same 200~ish players on the leaderboards that I was playing against 5 years ago. Pretty much the only times I see new faces are during my placement matches.

  5. 2 hours ago, Azure The Heartless.3261 said:

    I think we have different concepts of what damage being high means.

    I dunno man. I'm looking at it in the context of the Feb 2020 nerfs. A lot of people act like burst was completely neutered and more or less removed when it came about. But the reality is that you can still get your HP dunked from 100 to 0 in 1-2 seconds if you mess up a dodge or get caught with stunbreaks on cd.

    2 hours ago, Azure The Heartless.3261 said:

    Like, if you consider hitting someone for 6k in RS when you're both glass high damage, would a more modest number there still be appealing for you when it gets buffered down to like 1-2k by someone running rabid? 

    The only builds currently running any sort of toughness I can think of on EU plat is Mechanist? Everything else only has semi-passive mitigation from Protection and Weakness. Maybe the odd 5-15% conditional damage reduction from a trait. Otherwise its just active mitigation like blocks, blinds, mobility and counterpressure. Ultra offensive builds will generally hit for full damage when they connect in the current meta, assuming you've played around or circumvented the active defenses put against you.

    2 hours ago, Azure The Heartless.3261 said:

    If two people take every trait they have for doing damage, take no defensive options, then attack people without dodging, that doesn't mean the numbers they hit would be indicative of the state of the game, especially when the meta allows them a myriad of defensive options that they can use to prevent that from happening and is currently dominated by builds that succeed by doing just that.

    I think the meta is currently in one of the healthiest places it's ever been in. At least in terms of build diversity and balance between playstyles. The most meta of builds with all those defensive options have them mostly in the form of active mitigation or defense. Not statchecks or passive traits. Aggressive high damage builds can still function against those builds because they are mostly counterable.

  6. 44 minutes ago, Azure The Heartless.3261 said:

    This thread has a bunch of people complaining about taking damage numbers that would only be possible if both the person dealing the damage and the person receiving the damage were glass amulets/glass traitlines, and its kind of baffling to me that's happening when we have a bunch of builds that need two people to move them.

    If you don't wanna get hit for 7-10k, dont use zerker/marauder, or use a mitigative traitline. Cause if you're getting hit for 7-10k from a strike in this meta, odds are you'd do just as much damage to the person that hit you,  and they just managed to hit you first. 

    Yall would rather have more bunker than dodge or die? 

    I'm not complaining. Just pointing out that damage is still really high. And yeah, I'm doing just as much damage running Reaper with Spite over BM and Berserker Amulet. We're looking at 6-9k auto attacks in RS. Did a beautiful Axe 2 for 13k into a Spinal Shiver for 10k the other day.

  7. 5 minutes ago, Sahne.6950 said:

    you are aware that HS only hits high numbers when you are below 25% hp? its supposed to be a execute. You cant be mad if it executes xD Thats literally the design of it. If you have anything over 25% its like throwing cottonballs at your enemys.... cottonballs that cost initiative! also 6.4k Shadowshot... meeeh With the core critstrikes thingy i talked about... but your everyday Shadowarts thief will hardly ever hit 4k on you.

    Well, the point is that you can absolutely get deleted by the current meta's damage. I've also gotten hit by a 14k Rapid Fire + 17k One Wolf Pack recently.

  8. 15 minutes ago, Sahne.6950 said:

    14k Heartseeker? There is no way on earth that your everyday SA d/p teef hits these numbers. If the thief is running Core with kitten/trickery/CS... then it MIGHT be possible. But even then i doubt that a thief can hit 14k Heartseekers.

    My bad, forgot to include the 2x like the OG post.

  9. 10 hours ago, jdawgie.1835 said:

    The test determined that this is a lie. 

    Well, I don't have a screen of that specific death card, but I do have a similar one with 14k dmg from 2x HS rounded up and 6.4k from Shadow Shot. So I don't know what test you did, but it sucks.

  10. Spellbreaker deserves to be nothing except a shout support build. Warrior is a cool class and I'd probably have played it the 2nd most if not for my vow to only ever play Necro in PvP back in early HoT. But Spellbreaker is lame as hell both thematically and gameplaywise.

    Berserker > Baldsworn > Core > Spellbreaker

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  11. Pretty much all  Necro builds are hardcountered by long range damage. If you can do damage from 1200 - 2000 range and you have just enough mobility to stay around that range against a Necro running at you with swiftness, it will counter Necro. A decent DE, SB or DH can make life very awful for any Necro.

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  12. I do think it's kinda sad that Soulbeast has a better Unrelenting Assault than Revenant. Now, Power Herald is strong enough as it is and definitely doesn't deserve to be stronger than it already is. But the disparity between them is still messed up considering the Ranger version is just straight up better.

    https://wiki.guildwars2.com/wiki/Unrelenting_Assault

    https://wiki.guildwars2.com/wiki/Smoke_Assault_(soulbeast)

    Pretty much the same damage in PvP except Ranger's version has twice the range and twice the might duration.

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  13. 24 minutes ago, Dadnir.5038 said:

    I think signets were meta when signet of suffering was giving boon corruption to the signet's active skills instead of boosting the passives.

    Well, they also gave really long duration Might as well. Like 3 stacks for 20 seconds or some such. In an era where stacking might was more limited at that.

  14. 3 hours ago, FrownyClown.8402 said:

    Toughness only worth it with the heals to back it up and base healing isnt great.

    Also if you dont think its possible to be chain cc'd and die in 4 seconds you havent played vs good players.

     

    You can die even faster in the current meta if you try hard enough. I've taken a 10k backstab into 2x 7k HS when I was playing Zerker Ammie on Reaper just last week.

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  15. 16 hours ago, Paradoxoglanis.1904 said:

    They arent fun, no one like fighting them, they are lazy builds to play. Lets make pvp great again and just delete them all.

    I like fighting condi a lot more than high burst power builds.

    In fact, I do not enjoy it at all when fights play out like an iaido duel between samurai.

  16. 56 minutes ago, FrownyClown.8402 said:

    Most dont impact gameplay much at all and need to be buffed honestly.

    That's by design though. It's been stated by ANet that they don't want runes or sigils to enable entire new playstyles or dictate balance in PvP. Just slightly enhance your existing build.

    Although they said this and left Trapper runes in. So I dunno 🤷‍♂️

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  17. 7 hours ago, CutesySylveon.8290 said:

    Life Transfer having a CD is trivial when 4 full auto attack chains on 5 targets is what reaper AA needs to be equivalent, especially when it takes FAR longer to do 4 full AA chains than Life Transfer takes to cast.

    They take about the same amount of time to complete? Life Transfer is generally never going to have Quickness when used and will take the full 3½ seconds plus a bit of aftercast to complete. 4x Reaper auto chains with quickness takes about 3-4 seconds to complete. And you're always going to have quickness in RS.

    7 hours ago, CutesySylveon.8290 said:

    Disregard the fact that you will never AA 5 people for that long anyway. 

    In a more realistic scenario, if you're fighting  a ranger and a mechanist you're already hitting 4 targets most of the time. My entire point is that it would only take a little shifting of numbers to cause Reaper's sustain vs Damage to become incredibly oppressive. Now, imagine if RS was back down to 3% drain and the autos up to 2% gen. Are you seriously arguing against the likely fact that the increased drain is there to stop this from happening?

  18. 4 hours ago, CutesySylveon.8290 said:

    The LF regen is only on the final hit of the AA chain.

    Shroud 4 is 600 range, hits 5 targets 9 times, and restores 3% LF per hit.

    Reaper auto is 220 range and only restores 1.5% per target hit. Don't try to argue Reaper has it better here, because Life Transfer is FAR better.

    Yeah but Shroud 4 has a cooldown. It's always going to be regulated by that cooldown. Reaper auto only needs 4 auto chains in theory on 5 targets to generate more life force than Shroud 4 does in its entire long kitten cast.

    Shroud 4 will generate more LF 9/10 times in PvP. Hands down. But in a completely unrealistic vacuum, Reaper auto has the capability to generate 30% LF every 3-4 seconds with no cooldown regulating access to that sustain.

    Reaper sustain definitely isn't a problem. It would take relatively little to make it so that it was. The increased LF drain on RS is definitely there to make sure that never happens.

  19. 1 hour ago, CutesySylveon.8290 said:

    Core Shroud has Life Force regen with shroud 4.

    Well, Shroud 4 isn't an auto.

    Would be pretty cool if it kinda was tho. Like a toggled mode or some kitten that keeps going until you turn it off.

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  20. 14 hours ago, Meteor.3720 said:

     The "tradeoff" between core and reaper was originally that reaper was higher damage but lost sustain as shroud drained faster.

    I thought they added the increased drain because Reaper Shroud also has Infusing Terror on top of Shroud damage reduction as well LF gen on the auto, both of which Core lacks

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