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DarkFlopy.8197

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Everything posted by DarkFlopy.8197

  1. I see, very weird that in Spvp they kept the 25%. I use Mace/Warhorn and Sword/Mace, also chaining CCes, gives great mobility too for WvW.
  2. Isn't the damage buff already 15%? I didn't check PvE and Spvp but in WvW it's already 15%, unless I am missing something.
  3. Welcome to the mace club, hope you enjoy your stay 😁 P.S bingo nights on Sunday!
  4. It's easier for ppl to complain than actually learn, we have a lot of proof for that in the forums overall.
  5. Talking competitive here I don't really think it needs even that, was testing vs a power reaper. I had 2.7k power (no might), 77% crit chance, 231% crit damage, fury up and 11 stacks of might while the enemy had 25stacks of vulnerability + I attacked him from the side (hunters tactic proced) and I unleashed myself (15% more dmg) and I hit with #5 2.7K x3 + 5.1K, that's 13.2k from one skill but talking about almost a perfect scenario here, very close to full glass as well. Even with all that #4 hit 4.5k at most. Maces are strong but their burst is not comparable to GS and Hammer, they can continue do DPS for longer period of time but they can't really do fast big bursts like GS and Hammer.
  6. Hahahahaha No they are not, Anet said MH has support capabilities and OH has defensive capabilities and the weapons when used together fill variety of roles, they never said "it's only used for support and this weapon is not suppose to do anything else". Rifle on Mesmer on the other hand was classified as a support weapon by Anet and that's why it's doing absolutely nothing. Ppl will complain about anything related to ranger that somehow make it fun meanwhile since EOD release harbinger and willbender keep getting buffed while being over tuned (not to mention getting superspeed next patch).
  7. Can totally see that, altho it's sad that it's quite squishy, like 15k HP in competitive and almost no armor, also power is 1.6k compared to other squishy pets where they have like 1.9k power 😞
  8. Personally I am starting to run some tests, from yesterday's initial testing the damage is not in the sky especially after the nerf to #5 so don't expect greater bursts than Hammer/GS main hits but it is definitely bringing a new play style to the table since it can fill roles that other weapons can't do.
  9. Have to agree with @Gotejjeken.1267 here, WS and especially Shared Anguish is used in duels and roaming (overall competitive) by power builds especially soulbeasts, tbf for power it is almost the perfect trait line when it comes to roaming and duels in competitive modes. It has increased endurance regeneration, protection on dodge, small Regen from protection, the stab on pet swap which will go away soon, great condi cleanse and fury uptime, not to mention that Troll Unguent is one of the best healing skills ranger has and Lighting Reflexes is one of the best stun breaks a ranger has. There is a reason WS jail is a thing, it's not easy to not be tempted to take that trait line, yes you can play without it but it's just a very good trait line to give up on.
  10. I can understand where you are coming from but I have to agree with @Beddo.1907, this is a band aid and not a proper solution to the horrible design they have done. On the consideration side of the solution you gave I believe it will be too overwhelming, giving the abilities to the ranger himself will actually make you less worry and even "abandon" your pet's safety so you can gain the abilities, look at it that way you will get a TP, a boon strip and a movable dome, that is quite a game changer if you really think about it in competitive modes. You have just described Elementalist in a nutshell. So you are basically adding another mechanic to the already 1-button tied mechanic and also removing the almost none-existing boons we have and forcing the use of cantrips to actually make somewhat use of that new mechanic which closes ways for build creativity. This looks like it will hurt the spec more than help it, for PVE maybe it is cool but for competitive its a death sentence, not many people play this spec right now claiming its too complicated so imagine if you add that mechanic in... sounds good on paper... in reality I don't see how its going to work. Now, I am not against the solutions provided but I am not in their favor as well.
  11. True but talking about Meta in competitive modes (WvW and SPvP) there are very specific pets being used. Outside of competitive modes there is the meta for PvE content outside of open world. I personally use Smokescale/Turtle/Fern-Hound/Electric-Wyvern/Bear/Pink-Moa/Blue-Moa and... hear me out... I am thinking about theorycrafting a build for roaming in WvW that includes maces and is built around BM for Untamed, trying to imitate mechanist although it might be impossible due to the very big differences between the mech as a pet and what ranger has as pets and the various differences between them in the core.
  12. Interestingly maybe it's going to give stab and that can be *one* of the reasons they decided to remove Shared Anguish? 🤔 But anyway so far any pet they brought after POF were not really used EXCEPT turtle so I got my hopes low for this one. (Please Anet prove me wrong!)
  13. After testing it myself I found: Yes that's what I meant. You are correct. Now I shall go and beat up my friend (main soulbeast) for telling me those lies. Thanks for making me check, Now I will need to fact check him more often. 😅
  14. That trait was indeed good, It was a good stab source for none-soulbeasts, on soulbeast on the other hand it would proc every time the pet is brought out or swapped while merged since it has no internal cool down therefore: Getting in combat after dismount -> pet comes out -> trait proc Merging -> trait proc Swapping pet while merged -> trait proc Unmerging -> trait proc Swapping pet while not merged -> trait proc It's quite abusable, you can have 3sec stab every 10sec (maybe even less?) or so by just playing, not even aiming for it while none-soulbeasts have 3sec every 20sec (16 if traited with BM). Now toss in SotP and dolyak stance (can add offhand mace but it's just 1sec so not really considering it) and boom, a VERY high uptime of stab. UPDATE: Merging and Unmerging DO NOT proc the trait.
  15. It also uses PVE modifiers so the damage is not even correct regardless how many projectiles come out
  16. Correct me if I am wrong but Path of Scars is a projectile, I do remember if I threw it into a fire field it would catch fire and in addition any projectile blockers destroyed it (made it go poof). Therefore they will have to change it completely to not act as a projectile at all, most likely being a projectile is the main reason why sometimes it bugs out and never returns. And about Whirling Defense they will need to change the animation or create a new one since part of the animation is grounding yourself which will cause you to look weird (you will slide) if they will allow us to move with it, that's why for Mace offhand #5 they made a new animation.
  17. Relying on the gimmicky Force of Nature buff is possibly the worst choice to ever take in terms of balance. I do agree that the weapons should not have a pure DPS power coefficient but they never said it's pure support weapon, it's like a hybrid also depends if they are both present in the same weapon set then they fill all roles. They never said the pure role of each of them, they just said that MH has support capabilities and OH is more defensive with survivability capabilities (best defense is offense? 😆) Almost no one liked how you acquire the Nature's Strength stacks, their lasting duration and the cool down until you can acquire them again, that's at least what I have seen ppl commenting about it in the feedback thread.
  18. If you think about it, all the changes they done regarding removal of the lake in the middle, removal of orbs of power in the borderlands and overall most of the fun in WvW is because there can't be a boonball underwater, boonballs will control the orbs almost constantly, like the MU we have right now where one team is dominating the other 2 the entire week with no effort and many other things. All those changes and removals were foreshadowing boonballs and lack of content. Sadge.
  19. Where was I childish? Where was I whining? You are just going full defensive kitten for no reason, I literally said if it's open world no one cares what others run as long as you have fun and it does what you wanted it to do. kitten soy boys getting offended about anything that doesn't match what they want. Go full minstrel for all I care lol.
  20. I don't think it was specified anywhere to what game mode the build was purposed for, if so that is my bad for missing it out. And now that I know that it's for PVE then running celestial is a giant waste of stats unless you are trying to solo group content on your own. But anywho now that I know it's for PVE open world no one really cares what you will run as long as you have fun, it does what you wanted it to do and you are able to kill something on your own in a time frame less than eternity. 😂
  21. Now change the stats from celestial to anything else and let's see how it's gonna go 😂
  22. Well it might be more simple than you think depending on how Anet built their infrastructure for that, the audio files are saved on the client side and normally they would have unique identifiers that the server will tell which to play. Normally the unique identifiers are short to save on data and are for inner understanding like: "suma" - spec unique mode activate "sumd" - spec unique mode deactivate Or perhaps going more specific like: "slbma" - soulbeast merge active "slbmd" - soulbeast merge deactivate Since we don't know how it's built we can just assume.
  23. They did, I have tested it yesterday and it doesn't have an internal cooldown. I wanted to pair it with antitoxin relic for extra benefit but it has an internal cooldown (I have tested it multiple times and recorded it to verify) Personally I can totally see wilderness survival not being used and I am running a roaming build (power melee untamed) without wilderness survival, the thing is wilderness survival had 3 key features why it was the preferred choice: 1) condi cleanse 2) fury uptime 3) stab and protection You can get the fury and the protection from other sources and "somewhat close" to the same condi cleanse but still there are some things that wilderness survival has that others don't like the stab and heal with protection.
  24. Looking at it from WvW perspective. Considering a druid takes full minstrel meta build and uses mace instead of sword that means he can: Give 1k (1.3k if using NM) AOE heal and 3.2k in Regen (7sec duration) every 8sec. Perform an AOE blast, a stun (5 targets) and grant protection to allies every 16sec. If I'll be honest with you that is hell of a fitting weapon for a support than watching your support bounce around with a toothpick around that doesn't do anything to help your group except it running away. From PvE perspective the healing is almost doubled and the power on the weapon itself is very strong, especially if force of nature procs and now you have increase % damage and % healing to others.
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