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LyraOrpheo.8450

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  1. high karen energy here, tagging the "manager" to complain lol gathering nodes is a meme, liven up you people
  2. Still waiting for a rollback, Daredevil and Specter are far outperforming it, while the latter brings barrier and utility. DPS Deadeye thing is to bring the highest single target damage in the game, but its barely in the top 10 now. They just needed to nerf One in the Chamber's damage.
  3. Way of the Master trait, adjust or buff Twisting Fangs, Repeater and Stab (and I guess Triple Threat) so they're competitive with their dual counterparts, as some of them offer evade frames. That would be super interesting
  4. I thought we were using Consume Shadow with Dark Sentry for that. I dont recall any of the rotations applying stealth
  5. It feels like this would've been better off as a Major for heal builds to invest in rather than Minor, since the use is pretty situational for a build with a single objective, that may be why it feels useless.
  6. What use is there for changing them aside for wanting to use Rune of the Trapper? I really dont understand what you're asking for here
  7. If you want a tornado cleaving then Death Blossom gives you the AoE and the constant evades can make a lot of mobbing trivial, I'm not sure what Cele build you were suggested to use but its just a matter of getting the right Rune for condi I guess, since more focused on exploration and not doing raid rotations something like Aristocracy Runes could work, you get those by doing Dungeons where Thieves are notorious for using their stealth and shortbow to skip stuff, or for Power there's Staff Daredevil handling your AoE, this channel has a lot of dungeon runs you can reference and get there after a lot of practice and I guess see it as the end game of stealth gameplay
  8. I dont meant to be a debbie downer but "remove the ally targeting feature from Specter" is a great way to probably have your feedback skimmed over by the devs who crafted it for WvW/PvP purposes, much development resources have been spent just to strip it off, its more realistic to expect UX/UI updates and improvements to ease up on how ally targeting works
  9. Wouldnt this just let you do it forever? Black Powder > Heartseeker (Leap Combo) > Once stealth is over use Shadow Meld > Repeat OP is asking about PvE, perma stealth or stealth in any form for that matter is a more nuanced conversation in PvP but it shouldnt be more complicated than just giving OP a simple 3 step rotation for PvE
  10. On June they just said "we're stilll trying to figure out a fix for Deadeye outperforming" and basically just re-released the first album reusing the same existing PvP/WvW values, I wish there had been a preview of it so we could at least get a say about it instead of this just dropping on us
  11. They havent done reactionary golem nerfs in a while, if anything the criticism has been that balance feels like a trickle down from PvP/WvW, they basically decided to pass the same existing damage coefficients that OiTC, Premed and Iron Sight already had in PvP, instead of all the possible choices they had to differentiate DPS DE from qDE, it seems that not even tweaking quickness duration to necessitate Diviner gear was on the table.
  12. The damage nerfs were a bit too heavy handed, at least Iron Sight didn't need it (it already has its built-in tradeoff). Having the actual Assassin archtype class do the highest damage in the game was a good thing thematically, giving it the highest damage as a band-aid to make up for the mechanical clunkyness (stealth reveal by allies blast, shut down by a single sec of blind/weakness, No Valid Path to Target, high reliance in M7 for rifle, etc) was not ideal but it made people pick up this class, without that I think it'll be back to just Deadeye mains who played it before the buffs. The fact this class has absolutely no cleave (Sword autos dont count) or utility was already a tradeoff in itself. Even Quickness DE gives little utility aside from quickness (which really is "you get a seat at the team comp table") so high single target damage is all it really gets, well used to. Now its outdamaged by druid, catalyst, virtuoso, berseker, all which provide more than just damage.
  13. So its 38k WITH allies, which comes from the spider, skale and rot wallow venoms. And then there's Basilisk venom which is something like a 3-5k dps trade with Guild (guild's dps is RNG af), your build editor also says you're using Sleight of Hand instead of Quick Pockets, going into shroud counts as a weapon swap so that's potentially a Twilight Combo per cycle you're missing. Plus the boons, ascended gear + infusions, utilities/food that everyone above is saying. They're all little things that add up to the 10k difference (you can safely assume you'll be doing 28k once you fix all of that, benches aren't easy to reproduce unless you practice for hours, assume you're gonna be getting 80% of that). In the real encounter even less for a variety of reasons.
  14. I feel this would be great for all forced movement like Death Blossom, let it be something that we control and works for us rather than a weakness. The difficulty should be on the enemy not our own characters.
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