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kshaeko.5647

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  1. We need to take a long, hard look at Soulbeast Longbow Ranger and its impact on WvW as a whole. The Sic 'Em Roamer is now the most egregious new-player stomping build in the game mode as it: has a sustained burst from 1500+ range that will downstate a player in under a second, unless they dodge twice or carry an anti-projectile utility, can use a weaker burst again every 10s from 1500+ range, until 35s/60s have passed, can disengage or catch up to most specs with its great mobility and stealth, even without speed/pack runes, to either reset a fight or get their kill, can switch to melee to GS or spin to win with axe 5 to down unsuspecting players who thought the ranger would be more easily defeated when caught up to. The SB longbow is an overly efficient solo/small-scale roaming build that preys on unsuspecting victims and it's always disheartening to see a low-ranked player getting annihilated in under a second while being unable to even react or reach their enemy. This kind of game play may be fun for the people who play it, but it's very oppressive and toxic to new players and casuals.
  2. Play cele harbinger. Or mechanist. Deadeye is a dead spec now.
  3. In Pvp and Wvw, rifle deadeye kind of needed the 4 sec stealth provided by dodging to reposition and replenish initiative through Shadow's Rejuvenation. Going all-in with 2 rifles with sigils of energy allows 3 dodges, but is shut-down by any class with reflects. Since that spec isn't tanky and has clunky mobility that depends on careful initiative usage, I don't see the SA rework serve it well at all, unless the variables provide actual buffs instead of a rework with comparable values. If thief has reduced stealth and has to take a risk when engaging knowing it has less chances of successfully disengaging, then the reward should be potentially higher. With all the invulns, reflects and prot in the game, windows of opportunity could be reduced just enough so that thief is a diluted class that has no purpose and often ends up being a sitting duck.
  4. Thank you for helping.Currently using this: https://metabattle.com/wiki/Build:Spellbreaker_-_Magebane_RoamerWith Mending instead of Healing signet.I'm using the same build in sPvP and am doing a lot better than in WvW somehow.I guess that I'm mostly struggling to position myself, but I definitely have other issues. I see people bragging about getting tons of bags, while I get very little and generally feel useless in a larger fight. When there are cloud fights, I just run away and do something else because I feel so useless.
  5. Before I make yet another character, I would like some direction as to which class is currently the most effective melee attacker in the current meta.I've seen some reapers deal some ridiculous DPS, but I'm not sure about their survivability?Deadeyes seem like a troll build, little use in groups?Warriors are standing idly in the mid-line waiting for a push of some sort so they don't just die if they try an offensive move.Guardians are better off playing a supporting role like FB.I just want to play a generic but effective melee build, nothing too flashy. Any ideas?
  6. Thanks everyone for all the great info. I'm still having a hard time figuring out why I should use Cleric's over Minstrel's? In this build, Power seems unnecessary? Also, I imagine that shout runes are Trooper's? How do those compare with the healing provided by Monk's?
  7. The Warrior is a new class for me. I still have a lot to learn and I think that a lot of information is missing in current discussions and the impact that the latest balance patch had on the different specs. Unfortunately, I haven't found a thorough analysis of the current meta on the Warrior, as I imagine that things are still evolving, from seasoned players.So I've been playing Support Spb (build on metabattle) for about two weeks now, geared in cleric's exotics and minstrel's asc. trinkets. So I run around doing some OK heals, keeping Might up, breaking a few enchantments, surviving basically everything with the help of F2, and dealing do damage whatsoever. Hammer seems like a joke. I would gladly trade some of the CC (5 skills, really?) for damage, because it's not doing any! Fierce Blow is supposed to be a big hitter, but the most I get out of Crits is 900. Also, with all the stability buffs around, skills 3-4-5 end up missing completely (invuln.), even with Break Enchantments cast just before. With a 25 second cooldown and a 1 second wind-up, Backbreaker seems to land maybe once every 20 attempts. Earthshaker and Staggering Blow also seem very flawed. The tradeoff for the absence of damage is that I can give some heals, boons and rip enchantments while surviving through pretty much everything but a coordinated nuke. I sometimes find myself standing in the middle of my dead group, giving boons to nobody but myself, until they eventually put me out of my misery. I feel like I have too many tools to help me survive this long. So my question is: Is this what a Warrior should be doing? I'm kind of having fun doing it, but it seems broken in that the spec seems highly situational, and that I'm rolling the dice every time I try to use my weapons offensively. Lower the survivability and give back some damage, maybe? Being a support obviously means having limited damage, but I feel like a two-handed Hammer should have some weight to it. I know for sure that I'm doing many things wrong, so I want to improve and understand things better. What are your thoughts?
  8. I was also confused the first time I bought an armor skin set with gems. The skin is unlocked for your whole account when you use it. After having used it, you will need to use a Transmutation charge afterwards to use it on a different weapon or revert back. Transmutation charges are plentiful in WvW.
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