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Jugglemonkey.8741

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Everything posted by Jugglemonkey.8741

  1. I don't need to tell you. I can show you. Lets do this "experiment" together. I'll add you to my contacts list and hit you up in game. You can play your Scourge, and me my DE. And when you are proven wrong, I hope I will have your permission to share the recording here? Im pretty sure youre from NA. Im from EU. There is no server crossplay. So that will not work. Not that thats a very good argument anyway.He's only making the same argument you did. Just saying.
  2. Ah, I see. You're just trolling. DE Rifle literally hard-counters all iterations of Necro. Thief does. Deadeye, unfortunately, doesnt. The standard issue of "you do less damage and are less survivable" apply. All the Necro has to do is dodge your Deaths Judgment, while applying their choice of condi or power pressure. You dont even really do enough damage to kill a Necro through his survivability, so technically a necro could just dodge and be fine. Usually you might think "well, I have the range advantage", but thats only the case if you kneel. And kneeling is bad, since 300 units are quickly covered, and then youre a sitting duck. And thats really it. Incorrect. DE hard-counters Necro. I dare you to go to the Necro forums and tell them that that DE does not. I don't need to land Death's Judgement to win 1v1s. Nor should it land, it's the easiest attack to dodge in the game. It's great for using up enemy dodges however! If you'd like me to teach you how to play rifle DE, I may be able to set aside some time... Then they must be AFK. Lets do some math. I am playing the glassiest, highest damage build possible. All-in on berserkers, Scholar rune, Critical Strikes, DE, Deadly Arts lineup. Literally the highest, possible damage. Now, lets assume the Necro is on, hm, Scourge, since thats the closest to beatable. Now, on a scourge, with the standard gear setup that a power scourge has, your highest damage skill, Skirmishers shot, hits for about 3k-3.5k. I note, this is the highest damage you can get. Since you wont be running Malificent seven (if you do, the Scourge snaps his fingers, and your boons become conditions you simply cant clear fast enough), you get 4 shots of skirmishers shot. 5 if you wait 3 seconds after the first one. You do, best case scenario, a total of 17.5k, plus another 1k from mug. The scourge meanwhile has 24k health baseline. Thats without doing anything. In other words, after 3 seconds of non-stop attacking, hitting the necro hard as you can, with a full glass build, you barely get rid of 2/3 of their health. With the scourge just watching you. Now, lets say the scourge isnt just watching you, and instead is using his skills to survive. Now, we have 8k from Sand Flare, almost 5k in a barrier, and a little over 3k in healing. Suddenly, your 17.5k damage have turned into a measily 9.5k. Less than half the necros hp. Now the Necro well might have Spectral Armor, if he is expecting to fight you, thats another 33% less damage, so your 17.5k turns into about 12k, of which you lose 8k, so youre left, after a full 4 seconds of attacking, with having done 4/24k health in damage on the necro. And this entire thing was just the necro sitting there. Doing nothing but avoiding damage. No counterattack. And I havent even brought up the sand shade barrier. Now, we have established that for Deadeye, an unfortunately very low damage class thanks to DJ being impossible to hit, simply doesnt have the damage to kill Necro. Not even remotely. What about Necro killing you? Hoo boy. See, there is this little skill called "Ghastly Claws". Its an axe skill that the current power scourge builds use. Its got a lengthy channel time of 1.75 seconds. Over the course of these 1.75 seconds, it does as much damage as 5 skirmishers shots. Thats right, the entirety of the initiative you dumped into your highest damage skill gets trumped by Necros Axe 2. And thats just one skill, Necro has an entire arsenal left to unleash. So no, Deadeye does anything but hard-counter necro. Its helpless against any necro who can dodge Death's Judgment. Regular thief does counter Necro in WvW, mainly on account of doing actual damage. But deadeyes damage numbers are so pathetically low, its signature initiative skill worse than Rangers longbow attack, that it simply stands no chance whatsoever. So yeah, either theyre hilariously undergeared, or you hit DJs. Otherwise you simply cant kill Necros, your damage isnt there. Well, this explains why you think deadeye is bad, you're on a PvE build which is plain terrible but more importantly your tactics suck because you're too focussed on max DPS. Firstly, I run SA trick DE for the boon steal on DJ so protection is a non issue. You have way more DJ attempts than a necro has dodges so eventually you will land it, no matter how good the necro is at dodging. Secondly, M7 is more than viable because you shouldn't be in range of most boon corrupts. You have 1500 range on rifle, use it. If you're being hit by scourge corrupts that's your fault. Thirdly, you don't use skirmisher's shot Vs necros, you sit at max range with spotter's shot for the immob. This forces them to use cooldowns to close the gap and avoid being killed hilariously because on my marauder build that hits for 4k a shot against anything not full trailblazer. Fourthly, don't dump ini into barrier or shroud, this is just obvious. As soon as you see it pop, that's your cue to stealth and reposition. Fifthly, use shadowstep aggressively to take advantage of their low mobility. You should be running multiple stunbreaks on any thief build these days, and shadowstep is a cleanse. So you spotter's shot from max range until they close to 900 range, dodge for stealth and port to their flank, spotter's shot for the immob and DJ before it hits (with quickness at 1200 range the DJ will land before the immob wears off), DPS til the close the gap, dodge and return shadowstep, cleansing 3 condis if you got hit on the second engage. Usually the necro is dead or all but dead by this point. This is all ignoring the fact that if I run one shot and land the burst, the necro is dead before any of this can happen. Deadeye Vs necro is like bird Vs potato, one of these things is never going to catch the other if played correctly. Seriously tho, most of the skills you reference have 900 range. That's entirely on you if you're getting hit by them. No, Im focused on max DPS, because as you can imagine, if you do less damage then the Necro is even less likely to be killed. Unfortunately, the Necro has more boons than just protection. Ones that are higher in the priority and as a result get stripped first. That is, if you ever hit a DJ, because unfortunately, dodges are not the only way Necro can stop those from hitting, so realistically, you wont hit a single DJ until well into the fight (when youre already dead). You only have 1500 range if youre kneeling. Which is actively very bad and something you should never do. And even then, they can just walk up, youre a sitting duck while kneeling after all. And Necros best boon corrupt has 1200 range, so youre gonna be hit by it, no matter what. You dont use spotters shot because its bad. Youre just doing less damage over the same amount of time, and the Necro is in no rush to get to you. Theyll just wait til your burned all your initiative, then walk up slowly and kill you. That is, if they dont just pop stability and walk through your spotters shot. Also, your Spotters shot will not do 4k. It will do 3k-3.5k, except on your build with SA, it will do less, so probably 2.5k-3k on a properly geared scourge. They will use barrier while your shot is mid-air. You cant stop that, and each barrier only barely takes more than one shot. They only have to close to 1200 range. Which is like a second of walking. Or a singular dodge. Your attempt at hitting the DJ obviously wont work since the DJ animation starts before the Immob hits, so they just dodge both (unless theyre really bad), the gap is already closed (Shadowstep has 1200 range, so you wont be able to get a port that isnt them already in range), so they will now be killing you. And even then, with this entire attempt, you will not have killed the necro. With your build, you will not even have gotten them to half health. Nope, the cheesy oneshot build needs to hit glass cannons. It does about 14k damage against any non-toughness/damage reduction builds. Against Necro, it does about 8k, since its a toughness/damage reduction build. Thats 1/3 of their health, and now youre dead. Its more like tank vs cloaked guy with a knife. Sure, the tank might not be able to stop the cloaked guy from running away, and only is able to kill them if they stay too close for too long. But the cloaked guy with a knife actually can never, ever kill the tank. Its a 1v1 that only has 2 possible outcomes: 1, the thief runs away. 2, the thief dies.Well, I tried. Deadeye clearly isn't for you.
  3. Ah, I see. You're just trolling. DE Rifle literally hard-counters all iterations of Necro. Thief does. Deadeye, unfortunately, doesnt. The standard issue of "you do less damage and are less survivable" apply. All the Necro has to do is dodge your Deaths Judgment, while applying their choice of condi or power pressure. You dont even really do enough damage to kill a Necro through his survivability, so technically a necro could just dodge and be fine. Usually you might think "well, I have the range advantage", but thats only the case if you kneel. And kneeling is bad, since 300 units are quickly covered, and then youre a sitting duck. And thats really it. Incorrect. DE hard-counters Necro. I dare you to go to the Necro forums and tell them that that DE does not. I don't need to land Death's Judgement to win 1v1s. Nor should it land, it's the easiest attack to dodge in the game. It's great for using up enemy dodges however! If you'd like me to teach you how to play rifle DE, I may be able to set aside some time... Then they must be AFK. Lets do some math. I am playing the glassiest, highest damage build possible. All-in on berserkers, Scholar rune, Critical Strikes, DE, Deadly Arts lineup. Literally the highest, possible damage. Now, lets assume the Necro is on, hm, Scourge, since thats the closest to beatable. Now, on a scourge, with the standard gear setup that a power scourge has, your highest damage skill, Skirmishers shot, hits for about 3k-3.5k. I note, this is the highest damage you can get. Since you wont be running Malificent seven (if you do, the Scourge snaps his fingers, and your boons become conditions you simply cant clear fast enough), you get 4 shots of skirmishers shot. 5 if you wait 3 seconds after the first one. You do, best case scenario, a total of 17.5k, plus another 1k from mug. The scourge meanwhile has 24k health baseline. Thats without doing anything. In other words, after 3 seconds of non-stop attacking, hitting the necro hard as you can, with a full glass build, you barely get rid of 2/3 of their health. With the scourge just watching you. Now, lets say the scourge isnt just watching you, and instead is using his skills to survive. Now, we have 8k from Sand Flare, almost 5k in a barrier, and a little over 3k in healing. Suddenly, your 17.5k damage have turned into a measily 9.5k. Less than half the necros hp. Now the Necro well might have Spectral Armor, if he is expecting to fight you, thats another 33% less damage, so your 17.5k turns into about 12k, of which you lose 8k, so youre left, after a full 4 seconds of attacking, with having done 4/24k health in damage on the necro. And this entire thing was just the necro sitting there. Doing nothing but avoiding damage. No counterattack. And I havent even brought up the sand shade barrier. Now, we have established that for Deadeye, an unfortunately very low damage class thanks to DJ being impossible to hit, simply doesnt have the damage to kill Necro. Not even remotely. What about Necro killing you? Hoo boy. See, there is this little skill called "Ghastly Claws". Its an axe skill that the current power scourge builds use. Its got a lengthy channel time of 1.75 seconds. Over the course of these 1.75 seconds, it does as much damage as 5 skirmishers shots. Thats right, the entirety of the initiative you dumped into your highest damage skill gets trumped by Necros Axe 2. And thats just one skill, Necro has an entire arsenal left to unleash. So no, Deadeye does anything but hard-counter necro. Its helpless against any necro who can dodge Death's Judgment. Regular thief does counter Necro in WvW, mainly on account of doing actual damage. But deadeyes damage numbers are so pathetically low, its signature initiative skill worse than Rangers longbow attack, that it simply stands no chance whatsoever. So yeah, either theyre hilariously undergeared, or you hit DJs. Otherwise you simply cant kill Necros, your damage isnt there.Well, this explains why you think deadeye is bad, you're on a PvE build which is plain terrible but more importantly your tactics suck because you're too focussed on max DPS. Firstly, I run SA trick DE for the boon steal on DJ so protection is a non issue. You have way more DJ attempts than a necro has dodges so eventually you will land it, no matter how good the necro is at dodging. Secondly, M7 is more than viable because you shouldn't be in range of most boon corrupts. You have 1500 range on rifle, use it. If you're being hit by scourge corrupts that's your fault. Thirdly, you don't use skirmisher's shot Vs necros, you sit at max range with spotter's shot for the immob. This forces them to use cooldowns to close the gap and avoid being killed hilariously because on my marauder build that hits for 4k a shot against anything not full trailblazer. Fourthly, don't dump ini into barrier or shroud, this is just obvious. As soon as you see it pop, that's your cue to stealth and reposition. Fifthly, use shadowstep aggressively to take advantage of their low mobility. You should be running multiple stunbreaks on any thief build these days, and shadowstep is a cleanse. So you spotter's shot from max range until they close to 900 range, dodge for stealth and port to their flank, spotter's shot for the immob and DJ before it hits (with quickness at 1200 range the DJ will land before the immob wears off), DPS til the close the gap, dodge and return shadowstep, cleansing 3 condis if you got hit on the second engage. Usually the necro is dead or all but dead by this point. This is all ignoring the fact that if I run one shot and land the burst, the necro is dead before any of this can happen. Deadeye Vs necro is like bird Vs potato, one of these things is never going to catch the other if played correctly. Seriously tho, most of the skills you reference have 900 range. That's entirely on you if you're getting hit by them.
  4. Unblock able attack, boon steal, sw2 allows u to port in and out also the range on s2 kinda make up for swipe range(when traiting DD). Those are the main reasons I'd guess. It's evasive, but has more tools vs other builds than what D/D has. S/D in general can counter mesmer quite nicely, so there's that. I never liked S/D condi though, always thought it was outclassed as a condi weapon by shortbow since choking gas was buffed to apply daze.
  5. Understood , but that said NEEDING to hit a target every 5 seconds is still easier then needing to hit a target every 2 seconds. The main advantage of a 2 second cooldown over a 5 is after a cleanse by the enemy you can get that poison on again quicker but again this more about inhibiting a heal then it about accruing more overall stacks relative to the other. My main point is that this change will not translate to a rush of more players into condition builds. It much more likely to result in more power builds dropping mug to take this over mug. You don't really need to hit a target every 2s, although ideal it's not necessary. Even if you hit 4 out of 5 tries within 10s, this proposed change will still put you ahead of the current iteration. As the math shows above you are talking a minimal difference. It comes to less then 3 percent IF those 4 attacks are made every two seconds and again that important. It not hitting with 4 attacks in 10 seconds. It is making sure those 4 attacks are two seconds apart. I can hit with the full 5 attacks out of a singular sneak attack in a second but that still only one trigger. Again in a typical fight the added damage from conditions due to the number of stacks obtained by the proposed version over the old will not be of any great consequence. With Potent, you have a 1.5 second margin of error which make it unnecessary to hit every 2 seconds. If you take Runes of Thorns, that extends the duration further to 5 seconds, which gives you way more leeway when trying to hit your target. The ICD will go out of CD before your poison drops off. How do you manage to extend a duration to 5 seconds for that poison? You seem to suggest you can do this. I think he meant to say 2 and hit 5 instead. 2 stacks of poison (3 with panic strike) with 3s base duration and 100% extra condi duration from thorns etc is 6s poison on 5s cd, so you get 1s leeway. After the patch, you'd get 2 stacks for 4 seconds on a 2s cooldown with thorns, panic strike etc, so you get 2s leeway which is a duration buff, and potentially keep up 4 stacks of poison if you attack consistently. It's a nerf that actually turns out to be a buff, whichever way you look at it. Are thorns runes in PvP? for WvW it would be a buff, but I'm unsure if the change wouldn't make more sense in PvP. I still do not see it as a buff as far as condition damage concerned. You are not squeezing a whole lot more damage out of this even if you manage an attack every 2 seconds. We are talking about a single extra stack of poison after all IF those attacks maintained. If that added stack that telling we would have condition users rushing to use Sigil of Blight and doom. It IS a buff for power as they will have on demand poison for heal inhibit. This does not apply to a condition build as much as they tend to have other poison sources other then the steal. (which is where power generally got it from)I don't disagree with what you said above, I guess my point is more that if the change was intended as a nerf, it didn't work.
  6. Understood , but that said NEEDING to hit a target every 5 seconds is still easier then needing to hit a target every 2 seconds. The main advantage of a 2 second cooldown over a 5 is after a cleanse by the enemy you can get that poison on again quicker but again this more about inhibiting a heal then it about accruing more overall stacks relative to the other. My main point is that this change will not translate to a rush of more players into condition builds. It much more likely to result in more power builds dropping mug to take this over mug. You don't really need to hit a target every 2s, although ideal it's not necessary. Even if you hit 4 out of 5 tries within 10s, this proposed change will still put you ahead of the current iteration. As the math shows above you are talking a minimal difference. It comes to less then 3 percent IF those 4 attacks are made every two seconds and again that important. It not hitting with 4 attacks in 10 seconds. It is making sure those 4 attacks are two seconds apart. I can hit with the full 5 attacks out of a singular sneak attack in a second but that still only one trigger. Again in a typical fight the added damage from conditions due to the number of stacks obtained by the proposed version over the old will not be of any great consequence. With Potent, you have a 1.5 second margin of error which make it unnecessary to hit every 2 seconds. If you take Runes of Thorns, that extends the duration further to 5 seconds, which gives you way more leeway when trying to hit your target. The ICD will go out of CD before your poison drops off. How do you manage to extend a duration to 5 seconds for that poison? You seem to suggest you can do this.I think he meant to say 2 and hit 5 instead. 2 stacks of poison (3 with panic strike) with 3s base duration and 100% extra condi duration from thorns etc is 6s poison on 5s cd, so you get 1s leeway. After the patch, you'd get 2 stacks for 4 seconds on a 2s cooldown with thorns, panic strike etc, so you get 2s leeway which is a duration buff, and potentially keep up 4 stacks of poison if you attack consistently. It's a nerf that actually turns out to be a buff, whichever way you look at it. Are thorns runes in PvP? for WvW it would be a buff, but I'm unsure if the change wouldn't make more sense in PvP.
  7. The only time I've thought it was totally stupid recently was when another server managed to take and fully upgrade our blue corner in EB, and were hovering between keep and spawn. Since marked was introduced we've been given stuff like mounts and 360 smoke screen, they help a lot combined with a little awareness of your surroundings.
  8. I feel like this is only being debated because poison reduces an opponent's healing, and the short cooldown. If we were talking about bleed, and even if bleed did the same damage that traited poison does, I doubt anyone would care about this change.
  9. The problem with retal is the fact you can stack up to spread damage and make it impossible to kill individual people. Either the ability to stack like that needs addressing (nerf guardian) or retal needs addressing (nerf guardian).
  10. Not sure if "I took one cheese and a hard counter against other cheese so it's not OP" should be a valid statement. If you wanna cut hard cheese, use a cheese knife.
  11. ssd has nothing to do with connection to the server. ssd is only to load maps, games, software, windows faster. It's like saying that a restaurant has stock delivery problems, so it's going to fix that by replacing poor staff with better staff. Doesn't matter how fast your staff are at making a burger if the buns are still en route from the factory.
  12. Something is kitty here.OH YEAH, clearly I meant that very literally and that absolutely nobody is online, it definitely wasn't just an exaggeration in order to make a point that there aren't enough people active in t3/t4 in non-na timezones. You got me.You gotta watch those skritt, always after the shinies.
  13. As long as they have an idle animation of juggling torches, I'll be fine with this xD
  14. If people are still looking at this thread, I'd love some way to get the Arcane Marksman Rifle from the gem store, be it gems or whatever. From what I see it was available for a week and then never again, which sucks as it's a cool skin. https://wiki.guildwars2.com/wiki/Arcane_Marksman_Rifle
  15. If that would be so, then answer me why there was so much hate towards rangers (SB) even before mount release? Thank you, nice discuss, we should have another one in the future.Have a good day. Why is there so much ranger hate now while all the mesmer/holo/thief hate has died down?If anything, your argument that people are only complaining about soulbeasts because of them being dismounted is actually a reason to nerf them. Holo can be outrun by mounts, mesmer can spike them down but I've seen very few mesmers recently, I suspect they got hit by the nerf bat like thief did in the last 2-3 major patches. If your argument is that holo, thief, mesmer and soulbeasts were problems before mounts, and now mounts make movement easier and less risky only soulbeast is perceived as a problem, it just goes to show how stupidly overtuned the damage was on soulbeast pre mounts, no?
  16. I think the meaning is evolving. it used to mean a group of people ganging up on one person. now people use it to describe unwinnable matchups vs any amount of people. I'm guessing in the near future people will use it to say: "ah man that other zerg just ganked our zerg, that really sucked eh". That doesn't make a lot of sense to me tbh, but I see where you're going with it. To me ganking is indistinguishable from better tactics on the opponent's part, so complaining about it without adapting to it is essentially just being a bad loser in my opinion. ^ This is kinda my stance on roaming in general tbh, if the enemy saw you coming you didn't plan well enough.
  17. Well tbh thief roaming "died" when they added reveal on mark, why would u roam with a thief if with thief taking a t1+ camp takes like 2-4 minutes, on war it is like 1 minute It's much faster taking camps if you make use of the pierce from spotter's shot to damage everything between you and your mark. Also using daggerstorm with assassin's signet popped will deal a surprising amount of damage in camps, I've seen that kill veteran scouts by itself. Wow, an actual thief roamer response, not a ganker. Thank you. We will hash over your confusion with the use of verbs and nouns in reference to "gankers" for now but I truly am curious why he's not a "ganker" when he's doing exactly what everyone labels as such.He's in enemy territory, stealthed and killing people. I genuinely am curious what seperates him from the rest?Or is it just ran off assumptions that "gankers" do nothing but kill players?Even then, its open world PvP so nothing wrong with that either.This is kinda what I mean when I call ganking vs roaming a semantics thing, the difference is basically whether the person views the activity favourably or not. I'll cap camps and kill dolyaks to cut supply lines, call enemy group movements in map chat when I see them, and if I can sneak into an open enemy tower then cap it myself I will. But if I get caught, I'll hide in the tower and kill as many people as I can before they force me out or kill me, and I'll happily one shot people on catas and trebs just to punish their group for not paying attention. My current favourite game is to permastealth behind the enemy zerg, killing backliners where I get the chance but mostly to wait for downs, mount up, stomp, then stealth up again.
  18. Wow, an actual thief roamer response, not a ganker. Thank you. I'm just glad someone reads what I write haha. I've always seen roaming vs ganking as a matter of semantics tbh. It doesn't matter how much I do for the server in between killing people, some people will accuse me of being a filthy ganker when I kill them simply because I'm a thief. I've had the exact same reaction when playing permastealth DE, condi daredevil, and lockdown S/P daredevil, it doesn't matter what build, some people just don't like being killed by a thief. At the end of the day, they're dead, I'm not, and if they expect a fair fight from a rogue class that's their fault not mine, so why worry about it?
  19. I'm a thief main and I like the mount. Firstly, when playing deadeye it takes a lot of pressure off of me when I've been marked by a sentry etc, as a 30s duration on marked for a stealth based spec is basically a death sentence if any other players are around. Mounts offset this somewhat by making marked not so much of a hard counter; I cap sentries while mounted and marked. It means I have to disengage and wait out the debuff if someone comes along, but it means I'm not a free kill due to a mechanic I can't do anything about either. Secondly, mounting up is also a lot faster than travelling in stealth between areas, which is way more convenient and it saves dodges and cooldowns for actual fights. Since you can now see me moving between areas, this means that if you have scouts you'll get fair warning I'm in the area before I try to kill something. It also gives those roamers that can dismount players easily (like soulbeasts and revenants) a fair crack at killing me as I travel. So while it's an advantage to me, it can also work to the advantage of the other team too. Thirdly, it makes for much more entertaining roaming. I still have the stealth opener, which if I'm careful and play well will likely result in a down. Regardless of whether I get the stomp or not, I've likely blown most of my stealth utilities and my shadowstep doing so, which means if I've been pressured at all while trying to stomp my best option is then to get OOC. Before mounts, if I went OOC just before I left stealth I'd regain the ability to stealth before you caught up to me. Now that stealth duration is lower on dodge, I'm forced to mount up after going OOC to wait for cooldowns, but your mounts move faster (I'm almost always in enemy territory) and you can now see where I am, giving you an advantage you didn't have before. I've been caught by a couple of players because of this, and while I lost I had fun doing it, so it was OK to me. Fourthly, it ends all arguments about ganking being unfair because it removes any excuse for being killed while travelling. Now if I manage to dismount and kill you, I deserved the kill.
  20. It depends entirely what you're doing in the maps. I hunt players and stragglers, and fight over camps and supply lines. This is inherently way less profitable than zerging.
  21. Depends, I used to get accused of hacking and using macros a lot simply because I rarely play meta and people didn't understand what I was doing. It's also gotten significantly easier to play some classes and builds because of new options like the AoE snap to target etc which significantly reduce the time and effort needed to pull off a combo. I have no doubt that players exist that use macros, but honestly, anything that you'd use a macro for is doable if you have a gaming mouse and you're willing to change keybinds to suit whatever combo you want to use.
  22. This isn't anything new, to be honest. Yes, there's people who cheat, but they're generally a minority and easily spotted (movement hacking golems for instance). That said, I get regularly accused of cheating because I regularly run shadow trap, and half of the playerbase seem to be totally unaware of how that skill functions. Also, there is a massive imbalance in individual sustain and sustain in a zerg, this may appear to be cheating but is actually just the result of power creep. So yeah. With respect to you, OP, you'll need a bit more than a week's experience to spot the difference these days.
  23. Just do the winterberry reward track a few times and blammo, new stuff. Yeah, I like my Mawdrey tho haha. Also I swap between power, hybrid and condi a lot, and I have celestial infusions in it, it just makes things simpler not having to bother changing it when I change build. Tbh the stat difference on a backpiece is pretty small anyways.
  24. I have celestial for my backpiece, mostly as I'm too lazy to change it. Good all round choice.
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