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Blumpf.2518

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Everything posted by Blumpf.2518

  1. Problem with Warrior: Youre 99% of the time a Bannerslave. As Bannerslave you have to take "Discipline" Traitline cause of improved Banners. As Berserker: You have to take Discipline to build up Adrenaline fast enough with bonus Adrenaline on Crit. Without the bonus adrenaline you cant spam F1 often enough as Power-Berserker. Even as Condi-Berserker you need the Discipline Traitline to get Adrenaline back after you use F1. Arms traitline has stuff for power and condition, but the problem is, the thing that makes it good for power is the trait that gives +100 Ferocity if you use a Signet. But to always have +500 Ferocity you have to play with 3 Signets and use them on cooldown. So that means your utility skills are: HealSignet, Signet of Fury (cause lowest cooldown), 2x Banner, Signet of Rage. And if you play a power build the traitline that grants most DPS increase is the "Strength" Traitline. So as Power youre basically locked on: Strength-Discipline-Berserker/Spellbreaker or on the Core Version Strength-Discipline-Tactics (for empower allies as teamsupport). As Condi youre locked on: Arms-Discipline-Berserker Taking Tactics and Discipline Traitline and an Elite specc is no real Option cause thats less DPS. So as Power Warrior the only thing where arms might make sense is a core-DPS build that uses Strength-Arms-Discipline, plays without Banners and with at least 3x Signet. Good luck finding a group as a warrior whos not BS. Warrior needs a real rework. First thing aNet should do is remove the improved Banners trait and make Banners affect 10 Players again. This would remove the need to take the Discipline Traitline as a BS. Then add Minor traits to each Traitline that improves some weapons and remove the traits "Axe Mastery" and "Burst Mastery" from Discipline. The Minor Traits could look like: Strength: Improved Power-Based Weapons like Greatsword and Axe. Bonus Adrenaline on Crit with these Weapons. Arms: Improved Condi-Based Weapons like Sword and Longbow. Bonus Adrenaline if you Apply a Condition. Defense: Improved Defensive Weapons like Mace and Shield. Bonus Adrenaline if you block an attack or stun an enemy. Tactics: Improved Support Weapons like Warhorn. Bonus Adrenaline for each Player you give Boons to. Discipline: Improved competitive Weapons like Hammer and Rifle. Bonus Adrenaline if you interrupt or stun an enemy. If aNet doesnt force players to always take Discipline as Warrior, then we get more ways to play it.
  2. Main Problems (PVE only): First, youre a Warrior, so in PVE you have to take Banners. And that means you have to take the Discipline Traitline, so that Banners effect 10 Players. So your Basic PVE Bladesworn will have Bladesworn Traitline + Discipline Traitline and at least 2 Utility Slots are blocked by Banners. Now with that in Mind what Weapons are good then ? Well, Axe/Axe + Mace/Mace of course ! DoubleAxe does good Damage and builds up extra flow with discpline traitline. Maces are for CC. And this is exactly the same Power-DPS Weapon Setup that the Core-BS and the Berserker-BS already have. Congratulations, you created a third version of the PVE Power-Banner-Warrior! Now, next Problem, the Gunsaber. Does it count as a Greatsword or not ? If it counts, is is affected by the Greatsword traits in the Strength traitline ? If yes, then if you play Bladesworn, you need Bladesworn+Strength Traitlines, which very limits Build Diversity. If you are a Banner Slave, there is nothing else than Strength-Discipline-Bladesworn. Then, the class Mechanic. F1 ist nothing else than changing to another Weapon. Now F2 is a diffrent thing. Three diffrent attacks that charge up for more DPS, an Aegis Skill and a short Range Teleport. First: The charge up time is ridiculus. In PvE 5 Seconds standing around as Warrior and doing nothing means a Damage loss of at least 75.000, assuming youre an average Warrior who does about 15.000 DPS. To compensate that the F2 Skill you use then should have to deal at least 75.000 Damage which would for a single Burst Skill way too much Damage. For PvP and WvW it would be quite impossible to balance it cause you could probably one-hit anything with it. Next thing: MOVING cancels the F2 charge up, which in pvp/wvw makes anything except the weakest charge up useless. If you dont move in pvp/wvw for 5 Seconds, BAM, youre dead. In PVE there is Bosses that drop nasty stuff on the ground that kills you fast if you dont get out instantly. Makes charged up F2 more useless. And the teleport range is too short to get out of large area effects on the ground. So how to improve this: If you activate F2 it instantly consumes all the flow you have and fills the Ammunition/Bullet Things that increase Damage and are consumed when using F2 Skill 1, 2 or 3. That would mean you can instantly use a charged up Version of the Skills 1, 2 or 3 but then, if you want to use it again you have to wait for flow to recharge or use only a weaker Version. Would play like this: use normal Weapons/Gunsaber until flow is full, then use F2, activate a Strong Version of F2 Skill 1, 2 or 3 and after that you could use a weak version of F2 skill 1, 2 or 3 and then all flow is gone and it would take a while before you could use F2 Skill 1, 2 or 3 again.
  3. How about this: Warrior gets 3 Weapon Slots. 1 for Mainhand, 1 for Offhand, 1 for Pistol. Since he doesnt have 3 arms the pistol skin is overridden by the Gauntlet Skin. And Weapon Skills 3, 4 and 5 get additional pistol effects, for example 3 could shoot an additional bullet, 4 could be an additional stun and 5 could be a fireshot or something like that.
  4. Since i guess they wont apply this to the new End of Dragons Warrior Spezialization, heres a Suggestion for the Addon after that. Warrior Elite Specc: WEAPON EXPERT Gains Access to Deception Skills. - First Minor Trait: You lose the Weaponswap. All Weaponskills deal 20% more direct- and condition-Damage, you gain 20% attackspeed and 20% cooldown on weapon skills. This stacks with other traits that improve Weaponskills. F1 counts as Weaponswap. You gain an extra F2 bar with 1 Bars, that fills after the 3 F1 Bars are full. - First 3 Traits to chose from: 1 - Using F1 with full adrenaline bar and full F2 Bar grants you superior quickness for 2 Seconds. Superior Quickness: Skills and Actions are 100% faster 2 - Using F1 with full adrenaline bar and full F2 Bar applies 1 stack of every condition on the targeted enemy for 2 Seconds. 3 - Using F1 with full adrenaline bar and full F2 Bar now is a stunbreaker and grants 1 Stack of Stability every 1/2 Second for 2 Seconds. - Second Minor Trait: Dodging now grants Magnetic Aura for 2 Seconds and makes your next Attack after the Dodge unblockable. Second 3 Traits to chose from: 1 - If the F1 and F2 Bar is full, every weaponskill will perform an additional 360° Strike that hits all enemies around you. Cooldown 1 Second. 2 - If the F1 and F2 Bar is full, every weaponskill will apply all damaging conditions on all enemies around you for 1 Seconds. Cooldown 1 Second. 3 - If the F1 and F2 Bar is full, the next attack that would hit you is instead deflected back unto the attacker. Cooldown 5 Seconds. - Third Minor Trait: For every F1 Bar used you gain 10% Endurance. Using the F2 Bar grants 20% Endurance. Third 3 Traits to Chose from: 1 - After using Weapon Skills 2, 3, 4 or 5 you gain improved Alacrity for 1 Second. Improved Alacrity: 50% Skill Recharge Speed 2 - Whenever you apply a damaging condition to an enemy, the nearest 9 players will also apply this condition to the enemy, but for only 1 second. Cooldown 5 Seconds. 3 - Whenever you use a Deception Skill, you gain Superspeed and Stealth for 2 Seconds. Deception Skills have 20% less Cooldown. Deception Skills: Heal: Deflection: Gain Blur for 2 Seconds, evade all attacks and heal yourself Utility Skills: - Counter-Riposte: StunBreaker. Gain Aegis and Stability every second for a second. If being hit while you have Aegis, deal Damage to the Enemy. Duration 5 Seconds. - Feint: Your next 3 Attacks are unblockable and deal double damage if the enemy has barrier or is in downstate. - Speed of Light: Teleport behind the selected Enemy, gain Blur for 1 Second and Superspeed and Superior Quickness for 3 Seconds. The enemy is crippled, slowed and chilled for 2 seconds. Can be reactivated to Teleport back to former position. If no enemy is targeted can be used as a normal teleport/teleport back. - Bladenado: Create a deadly Bladenado that chases the enemy and hits him 15x. Then the Bladenado returns to you and hits everything in its way. Elite Skill: Blade Dance: After Blade Dance is activated your Weaponskills have no cooldown. Duration 5 Seconds. Cooldown: 30 Seconds.
  5. All classes should be changed in EoD, that they can take 3 Core Traitlines + 1 Elite Traitlines or 4 Core Traitlines if they dont play an Elite Specc. That would be kind of a power creep, but without the need to improve stats on items and it would also make the classes more versatile and youd have more build diversity.
  6. People who hate on this topic and try to make fun of it obvisouly dont understand that fractal meta. The haters who have never played it and never will, just to "prove a point", will of course never understand it. And while they think that their comments like "why dont you play with 5 supporters!" are clever or smart, theyre in fact just plain dumb and show only that these people have no idea what theyre talking about.
  7. You have to take Discipline cause of the bonus Adrenaline on Hit trait. Without it you cant use F1 on cooldown. Spamming Axe F1 as Berserker isnt possible without Discipline. And even if you dont play with Banners, the Banner trait is also very good cause you get the bonus even if you dont have banners equipped. If they want more versatility, they should give every traitline 1-2 traits that improve weapons and put the bonus adrenaline on hit trait into the weapon trait. Weapon Traits would look like: Greatsword: +120 Power, 20% less Cooldown, Adrenaline on Hit Axe: +30 Power and +30 Ferocity for each Axe, 20% less Cooldown, Adrenaline on Hit Sword: +60 Condition Damage for each Sword, 20% less Cooldown, Adrenaline on Hit Longbow: +120 Condition Damage, 20% less Cooldown, Adrenaline on Hit, Shots Pierce Enemies Hammer: +120 Power, 20% less Cooldown, Adrenaline on Hit, Bonusdamage to stunned Enemies Rifle: +120 Power, 20% less Cooldown, Adrenaline on Hit, Shots Pierce Enemies Mace: +60 Power for each Mace, 20% less Cooldown, Adrenaline on Hit, Bonusdamage to stunned Enemies Shield: +60 Toughness, 20% less Cooldown, Adrenaline on Hit, Shield Skills reflect projectiles Warhorn: +60 Concentration, 20% less Cooldown, Adrenaline on Hit, Warhorn Skills affect 10 Players i'd do it like that: Strength Traitline gets Traits for Greatsword and Axe (Power DPS) Focus on traits that improve direct DPS Arms Traitline gets Traits for Sword and Longbow (Condi DPS) Focus on traits that improve condition DPS Defense Traitline gets Traits for Mace and Shield (Defense/Heal Traitline) Focus on Traits that help yourself stay alive and punish the enemy for attacking you Tactics Traitline gets Traits for Warhorn and improved Banners (Support/Heal Traitline) Focus on traits that support the whole group and punish the enemy for not attacking you Discpline Traitline gets Traits for Hammer and Rifle and less cooldown on weapon swap (PvP/WvW Traitline) Focus on traits that are useful in PvP / WvW like Stuns, Stunbreak, interrupts, Condicleanse, dodging etc. And to make some traitlines more interesting add some new traits like Defenders Retaliation: Everytime youre hit, all your Skills gain 1 Second less cooldown and you gain 30 Strength for 10 seconds. Activates only 1 / second. Max 10 Stacks Tacticians Battleplan: You and everyone in your group gain 15 Strength every second for 10 seconds. Max 10 Stacks. If hit, the stacks disappear.
  8. Well you all obviously never played this. You can stand at the Bosses and do DPS all day long and ignore all mechanics. You just Block/Shield/Stabi/Reflect everything. You dont have to care about Fluxbombs or area damage or anything at all.
  9. 1x Chronosupport 1x Healscourge 2x Dragonhunter 1x Bannerslave A Chrono for all the nice Boons who pulls stuff together and can reflect: http://gw2skills.net/editor/?PiABw6x3lVwOYNMH2JeyT1tXA-zxIY1onvMaJFSvCUbaGx4G-e A Healnecro who buffs the Group, Heals and spreads conditions all day long http://gw2skills.net/editor/?PSwAYt/lNwCZgMN2Im6X+vKA-zxIY1omvMSPFCpCUbaKw4G-e DPS class with high Burst for Short Fights http://gw2skills.net/editor/?PWwAEt3lVwQYOsJWJO0L+tcA-zxQYhomZDuMqNFqoCsdaowMA-e BS for Banners, Empower Allies and a lot of CC http://gw2skills.net/editor/?PKABcelnlZwQYdMOGJO2SdLLA-zxQYhoH9tDH4p0iIICJQFKgWGC2aWkfZD-e Fracs have never been that fast and easy.
  10. http://gw2skills.net/editor/?PiABw6x3lVwOYNMH2JeyT1tXA-zxIY1onvMaJFSvCUbaGx4G-e Chaos Traitline for Beginners. You get extra Boon Duration while you have regeneration and you get stability when shattering. Inspiration Traitline for Groupsupport. Very good at some Bosses where you can reflect stuff with focus or pull. And Chrono cause Chrono. That build is a group support build with focus on buffing and helping people stay alive.
  11. Problem with Power Warrior in PVE: Not enough Critchance. You need all the Bonus Critchance you can get from Fury, Spotter, Banners, Food etc. to reach 100% Critchance. While other Power classes can easily reach 100% Critchance, for Warrior its extremely hard. And you absolutley have to take the Discpline Traitline because of the improved Banners trait to gain 50 more Precision from Banners and to have enough Adrenaline for your F1 on Cooldown. And you also need the Strength Traitline because of the high DPS Bonusses there. So almost every Powerwarrior in PVE looks like Strenght - Discipline - 3rd Traitline. And in PVP and WvW its all about stuns, interrupts and stunbreaks. This forces the Warrior to play a very defensive build, but with a defensive build its hard to kill stuff, forcing the warrior into the role of a defensive supporter that is annoying but not such a high thread that it has to be dealt with.
  12. 6x Rune of the Elementalist: +175 Power +225 Condition Damage 10% Condition Duration 6x Rune of the Nightmare: +175 Condition Damage 10% Fear Duration 20% Condition Duration If you play Condition the powerbonus is almost useless because you dont have 100% critchance and no ferocity. And thats what makes power DPS strong. Only high power without enough critchance and ferocity does very little DPS. The 50 less Condition Damage is only a very small DPS loss, BUT 10% less Condition Duration is a HUGE DPS loss. For your main Conditions you want to reach 100% Duration. If you play Rune of the Elementalist you need something else for Condition Duration like the 10% Condition Duration Sigill, while with Nightmare Runes you could play with Sigill of Torment + Sigill of Earth or something like that. And it also depends upon the class. If you play condi warrior or condi engineer, their main conditions are burning and bleeding, but they also get bleeding and burning duration from traits, so you dont need a Rune with a lot of condition duration. Or for example Firebrand. A lot of burning and a bit of bleeding, but its enough if you maximize only the burning duration to deal high DPS.
  13. At the moment we have 2 Stat "Versions" and Celestial. The first since Core GW2 is one Main Stat and two Off stats. Mainstat, Offstat, Offstat Or in Numbers (Greatsword): 251 Power, 179 Precision, 179 Ferocity (609 Stat Points) Then with Addons we got Two Main Stats and two Off Stats, but with Main Stat not as high as the three stats only Gear. Mainstat, Mainstat, Offstat, Offstat Or in Numbers (Greatsword): 215 Power, 215 Precision, 118 Vitality, 118 Ferocity (666 Stat Points) Hail Satan! +59 Stat Points compared to 3 stat gear So for the Addon i would expect maybe something like Equip with a High Mainstat and three lower Offstats. Where maybe the Mainstat is as high as in the Core Gear with 3 stats, but with offstats lower. Mainstat, Offstat, Offstat, Offstat Could be something like 251 Power, 157 Precision, 157 Vitality, 157 Ferocity (723 Stat Points) +59 Stat Points compared to existing 4 stat gear. Or Maybe we will even get 5 stat Gear with 2 Mainstats and 3 offstats. Mainstat, Mainstat, Offstat, Offstat, Offstat Something like 215 Power, 215 Condition Damage, 97 Precision, 97 Ferocity, 97 Expertise Or 1 really high Mainstat and 4 Offstats Mainstat, Offstat, Offstat, Offstat, Offstat Something like: 251 Condition Damage, 118 Power, 118 Precision, 118 Ferocity, 118 Expertise The Four- or Five-Stat Gear would not only be good for pure DPS classes but it would also allow people to to build something Tanky that still does decent damage or a healer that does some DPS too. For Tanks equip with "Toughness, Vitality, Heal, Concentration, Power/Condition" would be nice or for Healers something like "Heal, Concentration, Power Precision, Ferocity" or "Heal, Concentration, Condition Damage, Expertise". Or maybe we will get a new Stat. Remember that concentration and expertise werent in the game when gw2 was released. So maybe we get something completely new. Here are some suggestions: Mastery: Your highest Stat is improved by a certain percentage. If more than one Stat is the highest the percent are split between the highest stats. (For example highest stat gets +10% or 5 highest stats get +2% each). Speed: Increases Attack Speed Doublestrike: Attacks have a % Chance to hit the enemy twice Absorb: Some % of incoming Damage is delayed and evenly applied to you over the next 3 Seconds Heal-DPS: If you heal a target enemies around that target take damage equal to some % of the heal.
  14. Celestial is good for Tanks and for Support classes, for example a Firebrand or a Necro. They can tank and heal at the same time and deal more DPS than with pure Tank/Heal Gear. I switched my quickness ChronoTank and my Healnecro to full celestial gear and it works really well. Chrono: http://gw2skills.net/editor/?PiABw6x3lVwOYNMH2JeyT1tXA-zxIY1onvMaJFSvCUbaIx4G-e Necro: http://gw2skills.net/editor/?PSwAYt/lNwCZgMN2Im6X+vKA-zxIY1omvMSPFCpCUbaKw4G-e Celestial Necro is quite good at tanking, too.
  15. Warrior: Juggernaut Loses Weaponswap but can wield 2 handed Weapons of the same type in one Hand. Weapon Skills are improved. F1 counts as Weaponswap and is improved. Can choose between these Traits as first Traits: Double Greatsword: Can wield 2x Greatswords, +20% Damage, +20% Attackspeed, 20% Cooldown Reduction on Greatsword Skills. Double Hammer: Can wield 2x Hammer, +20% Damage, +20% Attackspeed, 20% Cooldown reduction on Hammer Skills Double Rifle: Can wield 2x Rifle, +20% Damage, +20% Attackspeed, 20% Cooldown on Rifle Skills. Improved Greatsword Skills: 1. Autoattack-Chain: 1/4 Second - Strike your enemy with one Greatsword + Vulnerability, 1/4 Second - Strike your Enemy with the other Greatsword + Vulnerability, 1/2 Second - Whirl in place and strike all your Enemies with both Greatswords + 5x Vulnerability 2. Twohundred Blades: 4 Seconds - Hit all enemies around you 20x 3. Whirlwind Charge: 1 Second - Whirl towards your target and hit enemies on the way 4x then whirl 4x at your targets position and hit all enemies there. Dodge all Attacks for 1 second while whirling. 4. Boomerangswords: 1 Second - Throw your Greatsword at the enemy and cripple him. 1/2 Second later throw the other Greatsword at your enemy and cripple him. After hitting your enemy, the greatswords bounce to nearby enemies and cripple them too. 5. Rushing Impale: Instant - Charge at your enemy and root him in place if you hit him, then whirl at your enemies position and hit all enemies there. Improved Greatsword F1: Swordocopter: 1 Second: Jump at your enemy while whirling with both Greatswords, hit your enemy one time plus one additional time for each Level of Adrenaline. Deals increased Damage for each Level of Adrenaline. Everytime F1 hits the enemy you get all Boons for 1/2 Second. Improved Hammer Skills: 1. Autoattack-Chain: 1/2 Second - Bash your foe, 1/2 Second - Bash your foe again, 1/2 Second - Bash your foe twice, if both attacks hit, daze the enemy for 1/2 Second 2. Legbreaker: 1 Second - Strike your enemy with both Hammers and cause cripple and weakness. Deals increased damage to CCed foes. 3. Earthquake: 1/2 Second - Smash the Ground with both Hammers and send out waves in all directions. Waves that hit the enemy cause slow, cripple and cold. 4. Hammernado: 1 Second - Whirl at your Position and push back all nearby foes. Hits 4x. Causes Weakness. 5. Paralysation: 1/2 Second - Knock down your foe for 2 Seconds, half a second later hit your foe again and knock him down for 2 Seconds. Enemies with non-damaging conditions on them are knocked down for 3 seconds instead. Reduces the cooldown of all Hammer Skills by 3 Seconds. Improved Hammer F1: Meteor Hammer: 1 Second - Taunt your enemy and throw one Hammer in the air. Then Jump at the enemy and Stun him for 1 Second per Adrenaline Bar. After hitting your enemy the thrown Hammer hits the enemy and stuns him for 1/2 Second per Adrenaline Bar. Remove all Boons from your enemy everytime F1 hits. Improved Rifle Skills: 1. Autoattack: 1 Second - Hit your enemy 2x and cause Vulnerability per hit. 2. Semi Automatik Shots: 1 Second - Hit your enemy 6x, increases Damage by 20% for each consecutive hit. 3. Full Auto Rampage: 2 Seconds - Fire 20 Shots while performing a 360° turn and hitting all Enemies around you. 4. Double Headshot: 1 Second - Hit your enemy Twice, cause 10x Vulnerability per hit and Daze your enemy for 1 Second per hit. 5. Shotgun Showdown: 1/2 Second - Hit your Enemy and knock him back, then hit the enemy again, jump back and evade all attacks for 1 Second. Improved Rifle F1: Rifleplosion: Throw your Rifles at the Enemy, where they overload and explode, causing area damage to all enemies and knocking them back. They explode one additional time for each Level of Adrenaline.
  16. Yerah, Mesmer Pistol Mainhand of course. And with Simulacrum you would have only 1 Simulacrum. So theres the Mesmer, the Simulacrum and Phantasms and no clones at all. First Clone: Becomers the Simulacrum Next Clone: Spawns as Phantasm, then doesnt become a clone, but improves the Simulacrum. So instead of Mesmer + 3 lookalike Clones you'd only have to fight the Mesmer and the lookalike Simulacrum.
  17. Warrior-Samurai: Loses Weaponswap. F1 Cooldown is reduced to 5 Seconds. Every different attack within 5 seconds creates a combo-point. F1 consumes all Combo-Points and increases damage of the F1 skill by 10% for each consumed Combopoint. No New Weapons, but instead gains enhanced Weapon Specialization as first Trait: 10% Damagebonus, 10% Attackspeedbonus, 10% cooldown reduction with all Weapons. Samurai-Shouts are improved and create combopoints. Guardian-Blackguard: Virtues now become sinful spirits that can be summoned to haunt the enemy. New Weapon: Mainhand-Shield Meditations become Curses that weaken and damage enemies. Revenant: Spirit-Shaman Summoned Legends summon more spirits the mists who attack the enemies. New Weapon: Greatsword New Legend: Tybalt Thief: Ninja F1 becomes a finishing move. Whenever a Skill uses Combopoints, the thief gets 1 Chi. F1 consumes all Chi and deals increased damage per point of Chi. New Weapon: Greatsword New Skills: Mantras Ranger: Master of the Hunt Both Pets are active at the same time New Weapon: Rifle Survival Skills are improved. Engineer: Golemancer Turrets become Golems that follow the Engineer. The Golemancer can absorb the Golems and use them as armor for some time. While worn as Armor the Engineers Attacks are improved by the Turrets/Golems Skill. Supply Crate Elite Skill changes to 0m3g4-G0l3m. It drops the usual supply crate stuff but then all turrets/Golems (utility skills turrets/Golems) are fused into an 0m3g4-G0l3m who is stronger the more turrets it absorbed. New Weapon: Staff Necro: Bloodmage Deathshroud becomes the Bloodshroud. If Bloodshroud is activated it cannot be deactivated for some time. Damage taken doesnt reduce Bloodshroud Energy, but reduces Hitpoints. While in Bloodshroud every Skill consumes Bloodshroud energy and Hitpoints. While in Bloodshroud, all Skills deal increased damage. If the Necro runs out of Lifeforce while in Bloodshroud, his skills consume additional Hitpoints instead of Bloodshroud energy. New Weapon: Sword Spectral Skills become Bloodmagic Skills that focus on gaining Bloodshroud Energy or restoring Hitpoints. Elementalist: Arcanist Gains ARCANE as new Element, but loses his F4. F1 ist always bound to Arcane Element and F2+F3 can be assigned to 2 of the 4 elements. (Gains new Arcane Element, but loses 2 other Elements). New Weapon: Mainhand Focus Arcane Skills are improved Mesmer: Simulacrum Whenever the Mesmer would summon a clone, he summons the simulacrum instead. The Simulacrum is a copy of the Mesmer that uses all the attacks and skills of the Mesmer. If the Mesmer has an active Simulacrum, every Skill that would summon clones, summons phantasms instead that do the same as the clone would do. The Simulacrum starts at 10% of the Mesmers damage and Hitpoints, but everytime a Phantasm would become a clone, the simulacrums max. life and damage is increased by 10% up to 50% New Weapon: Pistol New Skill: F5 The Mesmer becomes the Simulacrum and the Simulacrum becomes the Mesmer. They exchange position. Enemies that targeted the Mesmer will now target the Simulacrum instead and vice versa. Manipulation Skills are improved.
  18. Thx Balance Patch ^^ Necro new raid meta 😛 No Fine Tuning, no rota optimization, just quick and dirty dps at 2 golems Singletarget Golem DPS: about 31.000 https://www.bilder-upload.eu/bild-a54d64-1620812116.jpg.html With infusions, rota optimization etc. theres a lot more dps possible. The Balance patch was really good for us condi necros. Guildmate already reached 34k. Equip. Full Viper. Rune of the Nightmare Weapons: Sceptre/Torch + Sceptre/Dagger Sigill of Malice, Sigill of Earth 1x +5 Expertise Infusion Bufffood: Koi Cake, Furious Tuning Crystal Traits: Curses: Up, up, low Soul Reaping: up, up, low Scourge: middle, middle middle
  19. Since Warriors new Elite Specc will of course be the Samurai, they should go for something like this: No new Weapons, but Samurai can specialize in a type of Weapon. First Minor Trait: Youre a Samurai now. You lose Weapon swap. Every skill you use that deals damage gives you one Point of CHI if that skill hasnt been used in the last 9 Seconds. If within 9 seconds you use a skill twice, you lose all CHI. Your F1 deals 10% additional Damage per point of Chi and consumes all CHI. First big traits: 1: Two Handed Spezialization: Melee Two handed Weapons deal 10% more Damage, attack 10% faster and have 10% less Cooldown on Skills. 2. Two Weapon Spezialization: When wielding 2 Weapons, attack Speed and Damage increases by 10% and Weapons have 10% less Cooldown on Skills. 3. Ranged Specialization: Ranged Weapons deal 10% more Damage, attack 10% faster and have 10% less cooldown on skills. Something like this would be nice.
  20. So, with the Patch at Mai 11th Warriors Banners get changed a bit, and not to the better. Anets Intention was: We dont want all Warriors playing the Discizpline traitline, so lets change banners to 5 people and reduce the bonus of the improved banners trait that the warrior gets. And we want more diversity in builds, so that playing warrior doesnt mean 2 utility slots are blocked by banners. Unfortunately that leads to: "Raids are 10 people content, so the "banners affect 10 people" trait is absolutely needed, making the Discipline Traitline even more neccessary. Oh and what makes that traitline so strong too is the last trait. "Bonusadrenaline on crits with Axe". Without that trait you cant spam F1 as Berserker. In WvW Banners arent good cause the battles arent at fixed positions / rooms. If you run out of the banner effect, the banner is useless. And in PvP its all about stuns, interrupts and stunbreaks. The only Good Banner there is the elite banner cause it can stomp / rezz at range. If you drop Banners at a point youre supposed to cap you will lose the fight cause you dont have enough CC / Stunbreak. So basically the only content in which Banners are relevant is PvE and that content has a max group size of 10 people in raids, aside from open world events, but since they dont require people to be in a group at all to participate, its 10 people group size. Now if you change banners to effect only 5 people, the only result will be that raids will have 1 warrior in each subgroup, which is bad for raid setup diversity. The Raid setups will change to QuicknessSupporterClass + AlacritySupporterClass + Tank/HealSupporterClass + Warrior, so that most of the time 3 / 5 slots in each subgroup are blocked by thoses classes. So, Banners on 5 people only is a bad idea. And - a bit off topic - stat increasing buffs to only 5 people are a bad idea as well. If a class has a trait that increases stats, it should always affect 10 people. Warrior - Empower Allies 100 Strength. Ranger - Spotter 100 Precision. Guardian - Strength in Numbers 100 Toughness. Engineer - Pinpoint Distribution 100 Condition Damage. Revenant - Assasins Presence 100 Ferocity. All these traits should affect 10 people instead of 5. But now back to warriors Banners and how they should be. First, remove all banners, except the elite skill "Battle Standard". There wont be 4 diffrent banners that block utility skills then, but only the battle standard. And its effect should be: "+100 to all stats. Affects 10 people. Revives Allies and stomps enemies on cast. Grants Fury, Might and Quickness" Then remove the double standards trait and replace it by something that effects the Battle Standard. Maybe cooldown reduction or more Boons spread by the banner. Every warrior would have 2 free utility slots then and could focus on diffrent playstyles. Berserkers could take more Rage Skills, Spellbreakers more Meditations and Core Warriors more of the regular utility skills. The Warriors playstyle would be more diverse, and would better represent the elite spec you have chosen. And raids could be running more warriors, one for Banners and support and the rest for DPS, so that warrior would be a good option, too as a DPS class.
  21. The biggest nerf is the banner trait nerf, decreasing banner bonus from +100% to +50% for the warrior. This means you lose precision and you wont have the 100% critchance with banners+fury+spotter anymore so you must adjust gear and switch some items from berserker to assassin, which is another dps loss. The good thing about the balance change is the improved tactic traitline. This improves the Core Warrior, who is a great supporter and performs really good in raids. As Berserker you cant take Tactics, cause you absolutely need the Strength+Discipline traitlines and Tactic+Discipline+Berserker and no Strength Traitline is a huge DPS loss. But Core Warrior can take Strength+Tactics+Discipline Atm. im playing Core Warrior in raids ( http://gw2skills.net/editor/?PKABcelnlZwQYdMOGJO2SdLLA-zxQYhonQfH6yp0iQICFQFSgWGB2aWkfZD-e ) and its really good there. At the Golem the Berserker does more DPS, but under realistic raid circumstances the Core Warrior can do the same DPS but offers more support cause ofd the empower allies trait.
  22. So, i read the upcoming Balance Changes and what came into my mind was, if Celestial Gear now also gives Boon Duration + Condition Duration then the Healscourge will be REALLY good soon. I've made this build based on the good old plaguedoctor healscourge: http://gw2skills.net/editor/?PSwAs+ZlNwCZgMN2Im6X+vKA-zxIY1oj/MSXKEiKQpTTBu0A-e This is the OLD celestial gear without Boon/Condiduration. The new Celestial Gear will have +639 Expertise and +639 Concentration, which transfers to 42,6% Boon/Condi Duration. Plaguedoctor and Celestial have almost about the same Healing Power, so heal will be same. The new celestial Necro will have, with Runes, Sigills and Food, a Condition Duration of 84,67% and a Boonduration of ~67 % BUT the Necro also has the Trait that each shadow gives +5% Condition Duration and +5% Boon Duration, so if you drop the one Big shadow that countes for three, you have 99,67% Condition Duration and 82% Boonduration. Add an infusion of expertise and you have the 100% Condition Duration you want. 82% Boonduration is fine for keeping Might Stacks up. Since this build also has a lot of vitality and toughness you can tank with it. Heal output is the same as plaguedoctor, so healing will be easy too. Boons, also no problem, Blood is power + Shields give Might, so you wont have any problems keeping Might up. And now the really interesting thing. DAMAGE. Its a Condibased build, so the 100% Condiduration is nice, but celestial also has power, precision and crit, so the direct damage wont be bad, too. Compared to a Plaguedoctor who does mostly condi, has less duration, but already does about 7.000 DPS in raids/strikes, this build with its maxed condition duration and the power damage too, should easily hit 10.000 DPS or more. As Celestial Scourge your Job in a raid would be to Facetank the Boss, Shield/Heal and Buff the Raid and do a lot of DPS. And with the upcoming changes to celestial gear, it will not only affect the necro, but i guess a celestial Firebrand or Scrapper TankHealBoonDPS build should also work fine. All the support classes who are able to tank should be doing really fine with the new updated celestial gear.
  23. Im playing this build now since 1-2 years in raids and fractals and often people ask what im playing cause they dont seem to know this variant and are surprised how good it is. http://gw2skills.net/editor/?PSwAYt/lNwkYgMN2Im6X+vKA-zRJYvRNfZkeKESFo2ss7XF-e Equip is full PlaguedoctorWeapons are Staff + Szepter/TorchRune of the Pack10% Condition Duration Sigill10% Boon Duration SigillBoon Duration Buffood Soulpastry + Toxic Maintenance Oil. Its a healbuild that focusses on barrier, heal over time and providing boons. You heal people with regeneration and lifeleech while barriers absorb incoming damage. You always have some direkt heals like the F4. Should someone go down you can rezz him really fast with F4 and starting to revive which will spawn a well that rezzes too.And this build does a good amount of damage for a healer. The shadow gives 15% Condition Duration, Sigill another 10% so we have 25% condition duration which, for a healer, aint that bad.With Staff + Torch + Golem +F4 it has a shitload of CC and and easily break bars.And its not dependant on staying in melee range all the time, so you can run around/dodge etc. as you want. What many people dont seem to know about healnecro is, that he can provide a lot of might, but since theres many builds out there without boon duration, the might doesnt last and so many people think necro is bad at it. Now this build isnt. It has 81% boon duration which increases to 96% if you use F1 to spawn a shadow.Blood is Power gives 2x 5 Stacks of might, Rune of the pack gives 5 stacks might and everytime you shield someone you give 2 stacks of might. So we give a lot of it and can easily buff up the raid. Another problem of the necro is, that he doesnt give any Fury. Rune of the Pack solves that problem by giving fury every 30 seconds.If you combine this healnecro with another support class that runs rune of the pack, it is enough to permabuff fury. (And except Druid all supporters should use it cause its so good). Now considerung the lifeforce. We use lifeforce for barriers/heals and we dont have any problems generating it. The Signet of Undeath creates Lifeforce all the time. Do not ever use it to rezz people! Its casting time is too long and you want the passive effect, so dont ever use it. If you want to rezz, use F4.The staff generates a lot of lifeforces too. Its Marks generate 3% lifeforce each and if we use fear we gain 15% lifeforce. So Staff 5 alone generates 18%. Dodging leaves a mark too that generates lifeforce. F4 is a fear and gives us 15% lifeforce. And sceptre 3 and Torch 4 also generate Lifeforce.With this build you will not have any lifeforce problems at all. Now how to play this. As the fight starts, use F1, Blood is power, Staff2, Blood is power, Staff 4 as opener. That way you buff the group with might, regeneration and you send your condis to the enemy. As Healnecro you can use the F-Skills while casting other Skills, so feel free to do so.After that, you will most of the time stay on szeptre/torch and attack the enemy while using the F-Skills and Utility Skills to heal the group. Should regeneration run out, or should you need lifeforce, switch to staff and use staff2 and then the other marks.If you know there will be a lot of damage incoming, use your Healskill +F5 to give a lot of barrier. And if someone is down or you need a lot of heal, use F4. And depending on the fight, you can switch serpent siphon for epidemic if you have a fight with adds. This build is best combined with a Chrono in your 5-Man-Group. That way your group has Quickness+Alacrity+all the other boons.In raids a chrono in your group is best, but condi-quickness-firebrand works too if there is an Alac-Renegade in the raid.
  24. You can close or delete this thread. I just realized that 1/4 of my postings in this thread got censored/deleted. And under such circumstances a discussion is pointless.And im quite sure someone will come up with "youre violating our rules" or "you were rude" or "youre not friendly enough" but there is a diffrence between an insult and criticising something. But i got it, youre not interested in what i have to say, so i wont trouble your forums any longer. Bye.
  25. The Problem is that people think that KPs are required to "sort out the bad players" and are fucking paranoid about fakes.And if you tell people youre using the KPs for what they were originally intended you get kicked instantly."I used my KP for guildhall stuff or to buy infusions" gets you kicked out of a group really fast because people instantly assume that youre a noob and dont have any KP which in most cases isnt true.The problem is in the peoples heads, because they are so distrusting and are not using LFG the right way.People have a trust issue and problems to trust other people that they speak the truth. If you want a smoth run with "pros", try putting something like that on LFG"Fractals all CMs, fast run, be experienced or kick" And btw. theres a lot of good players out there who dont have the time to farm fractals daily but are still so good that they can easily do the CMs, but if they see the 250 KP requirement, they just think "fuck those elitists, im going with another group"
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