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HowlKamui.5120

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Everything posted by HowlKamui.5120

  1. I agree that scepter is the ez mode for weaver, but if you wanna learn sword, definitely slap on exotic celestial gear. It's very forgiving and provides a lot of room for error. The key is to always be casting something (even auto attacks while kiting) so you get heals from your signet heal passive. Never cast the heal signet.
  2. Yeah staff needs some help definitely, but I dont think drastic changes are necessary. I think fire staff just needs more ways to inflict burning, and air staff needs to deal more damage (maybe a better auto-attack and stronger air 2 damage?). Air 4 could also be changed to something more interesting because it's boring AF (maybe a mobility skill could be nice or superspeed). Water and Earth are both already in a good spot imo (maybe make earth 2 more reliable as a blast finisher by reducing activation delay). Ranged spellcaster casting big spells with a cast time has always been my favorite archetype so I would like for it to retain the "clunkiness," but it should be the tradeoff of having good ol big damage.
  3. Yes I get you, and I actually agree with you that going all out damage is best in OW. In my point of view though, buildcrafting in GW2 is actually basic compared to other rpgs so yeah no cool points in claiming that a certain armor set is what people with no "knowledge of buildcrafting" default to. I also dont see anything wrong with someone going to the forums to ask a question. It doesnt automatically have to be "someone looking for validation" when they post something like this in the forums. Everyone, even you, was new at some point, and there's more than one way of getting up to speed on the game's mechanics, and the forums SHOULD be one of it. I just dont like how arrogant you are I guess, but you're not wrong.
  4. Wow that rude statement came out of nowhere. Isn't soloing bounties part of open world?
  5. The only thing I want is for even just the ambush attacks of other weapons be able to target allies and do a supportive effect.
  6. If you wanna use Hammer, a marauder set-up with arcane/air works. Get the arcane grandmaster trait that reduced arcane utility skill cds and use arcane blast/arcane wave to proc combos for the auras. Aside from the arcan gm trait, Arcane restoration (health gain on attunement swap) and zephyr's boon (fury and swiftness on gaining auras) and empowering auras are great to have. It's a pretty active rotation with a bit of a learning curve but it's fun and can solo bosses. If you want an easy open world build, go with Fresh air tempest and spam air overload. Also uses Marauder setup. Pair it with water traitline for the heals, but up to you.
  7. On the other hand, that's what I like in GW2. Open world is actually a challenge.
  8. ngl I'd pay a monthly sub for gw2 if it meant having more bank tabs, unlimited material storage, or other quality of life features
  9. Sadly, Yes because they believe that the sub fee game is worth the money (and it is), while with GW2 they cant see past the freemium game with a cash shop model and they automatically nope out when I say “you have to buy the episodes in between expansions too”.
  10. This is actually a limitation of the model gw2 chose to run. No sub fee=they need to charge for content in-between expansions otherwise they just dont make any money at all aside from the gemstore (where they actually let us convert gold to gems). They're actually being very fair, but I can see why people are hesitant to go for it. For the uninformed, it seems like GW2 is a freemium game that's trying to milk you for cash for cosmetics and content, and because of the track record of other freemium games, people are inclined to think that the same appliles for GW2. For sub fee MMOs on the other hand, public perception is you are getting a complete good quality game without having to spend any more than the sub, and people are much more willing to do it especially since the big subscription MMOs are parts of big IPs, whereas Guild Wars is not really a big IP.
  11. Sorry but now that you can make gold reliably, you WILL be looking at the cosmetics in the gem store, and you WILL be tempted to convert your gold to gems.
  12. If gw2 is all about wvw, why hasnt it been updated in like a gazillion years?
  13. This is my main gripe in gw2. The repeatable gold farms don't require skill at all, and this is always what puts me off gw2 to switch to ESO (telvar farming in ESO is so rewarding and you need to be very skilled to do it solo). I will try soloing HoT bosses though, as mentioned earlier in the thread and see if it really is a good gold farm, because if it is, that'd be something im interested in.
  14. Don't let these people's comments affect you. You'll find that the GW2 forums is a toxic place filled with people who have too much time. They will make confused reactions on sensible posts that challenge the status quo, and comment things they think are witty just to farm reactions from others like them. Haha. There are exceptions though.
  15. I agree. Having hard solo content in MMOs is good for when you can't stick with a schedule to do hard group content because of irl things. While Dragonfall farms and similar content are already drop-in drop-out, it's too easy (just have to tag things). Having a mode that tests your build is great. My advice to you though is to try soloing bounties. It's a fun do-at-your-own-pace style of content that tests your skill/build. The downside though, is that it's a waste of time in terms of getting gold or any mats to progress your account. I do it solely for fun, but it kinda feels bad that it's not a good gold farm.
  16. True I get the most hate when roaming on a thief as opposed to my mirage, which is waaay more obnoxious to fight against imo. At least, with the builds im running. It's like, people see the thief icon and they automatically get on a mindset... I don't really mind though. Just an observation I have.
  17. Adding some more after duelling a bit more in wvw and pvp. Overall the class feels like multiple things rely on cooldowns other than its own. Like, if the heal augment is up, but the jade sphere is on cooldown, it feels like the heal is on cooldown as well because you lose so much of the augment when not used with a sphere. Jade Sphere cooldown needs to scale with how long it was out. Dropping it at low energy to proc augments should at least mitigate how bad it feels and how much value is lost when not using augments because the sphere is on cooldown. Also, why does the jade sphere have a 2 second cooldown when switching attunements? I sometimes find myself switching to water or earth for healing/protection but find it awkward that I have to wait 2 seconds to drop the sphere for my heal or earth augment. Sure I can drop it before hand, but if my above suggestion of scaling the cooldown with the energy consumption will be implemented, the cooldown on attunement swap needs to go to maximize low energy jade sphere drops. So far, those are the 3 main points I think need the most improvement. Otherwise, I like the feel of the class. Won't talk about damage numbers or anything since I'm not an expert on that. In summary: -Using augments on the wrong attunement without the jade sphere feels punishing and feels like a misclick. -Jade sphere cooldown should scale with the energy it consumed to enable quick jade sphere deployments to combo with augments. -The cooldown of the jade sphere should be removed on attunement swap.
  18. Augments are pretty underwhelming. Using it when not on the correct attunement feels like a mis-click and doesn't feel good. EDIT: Adding some more after duelling a bit more in wvw and pvp. Won't be commenting on the hammer too much because it's not a weapon to be used in pvp in it's current state imo. Damage is fine but it offers too little defense. It needs more blocks and/or reflects on its kit. Either that or mobility, but theme-wise it makes sense for it to be more bruiser-y. Things I would like improved: 1. Overall the class feels like multiple things rely on cooldowns other than its own. Like, if the heal augment is up, but the jade sphere is on cooldown, it feels like the heal is on cooldown as well because you lose so much of the augment when not used with a sphere. 2. Jade Sphere cooldown needs to scale with how long it was out. Dropping it at low energy to proc augments should at least mitigate how bad it feels and how much value is lost when not using augments because the sphere is on cooldown. 3. Also, why does the jade sphere have a 2 second cooldown when switching attunements? I sometimes find myself switching to water or earth for healing/protection but find it awkward that I have to wait 2 seconds to drop the sphere for my heal or earth augment. Sure I can drop it before hand, but if my above suggestion of scaling the cooldown with the energy consumption will be implemented, the cooldown on attunement swap needs to go to maximize low energy jade sphere drops. So far, those are the 3 main points I think need the most improvement. Otherwise, I like the feel of the class. Won't talk about damage numbers or anything since I'm not an expert on that. Things I like: Fortified Earth Augment In summary: -Using augments on the wrong attunement without the jade sphere feels punishing and feels like a misclick. Also, augments feel like they have two cooldowns: its own or the jade sphere. -Jade sphere cooldown should scale with the energy it consumed to enable quick jade sphere deployments to combo with augments. -The cooldown of the jade sphere should be removed on attunement swap.
  19. Game running waaay better on my RTX2070 at 1440p at max settings. Haven't noticed anything wrong with it so far!
  20. IMO instead of changing weavers (as some people enjoy complex rotations), maybe buff core eles, which was meant to be the mage archetype.
  21. Would be great if shatters gave some endurance back.
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