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Zhaid Zhem.6508

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  1. The chill on sword's AA is quite annoying for foes . Added to the gap-closer Sword is a great weapon for roaming. Depending your gameplay and build you could also drop GS and play staff + sword/X to harass people at range, and punish people at melee with DS. But GS is a lot better for PvP.
  2. I just don't understand why they put modifiers on weapons skills combo/gimmick ; this is obvious it would unbalance DPS and utility of each skills with the combinaton of all. But at least they nerf the modifier rather than skills, which is the good way.
  3. Inflict Chill could also heal allies around or leech life. It won't be a dps trait, but will greatly improve offensive gameplay as you'll build more around chill (relic of ice, sigil, frost aura etc) then get an other "regen" and so could decrease healing power in pvp/wvw.
  4. Cleansing Water really triggers me. It was not bad for long, but with the huge powercreep overall on all classes last years, the "nerf" on woven stride, the changes on cantrips/Soothing Disruption, the loss of some runes, ... it lacks value. There is no interest to build around Regen sources while you can build around auras/shouts with smothering auras, or it doesn't compete with other classes spamming resolution, added effects with the condi cleanse... It feels more like a Minor trait than a Major Grandmaster trait. Edit* I like the idea to merg it with Soothing power or Cleansing wave.
  5. IMO it's actually better to nerf all modifiers, or just delete some. Elem has just too high modifiers, this is ridiculous at some point you just rotate with useless elements and skills only to loop modifiers. ...If they compensate with weapons buff.
  6. I don't know, it seems nice but the 600 range feels kinda poor. It is mainly close-gap with daze and two charges, which is okai. But base power is still relatively low; the immob still doesn't have nice synergy with the earth trait, and 600 range ... come on, it's lame ... It could be a little more worth it : stun, or 900 range, or more power, just one of these.
  7. It works, but remember it only gives 1sec with Channeling Conduits. Relics for extra BD or healing could be more reliable.
  8. Why would you play swords for condi reaper ? Offhand sword could have some value compared to offhand dagger. But mainhand sword isn't really usefull ; you only have chill on final hit from AA, this is bad compared to Scepter / GS.
  9. Because if enemies die from condition you don't get the "kill" for the achievement. Yeah it sucks, pistol has so low power damage and you can't "negate" the conditions. Abmbient creatures (white name) count too. Like crows etc.
  10. They should be inspired by what they did with necro's traits to adapt with scourge and the lost of DS : Instead of "While attuned to X element : Y", something like "When using the 3rd skill : blast a Flame expulsion (Icd?) Earn Quickness. Inflict Immobilize" ...
  11. I played a bit of everything for roaming with elem, less catalyst despite I find it truly superior to weaver and tempest, and sadly celestial is not just "kitten/lazyness" but optimal for an average level and for most of situations. You need BD to loop fury, to stack might because you have low duration and not so many sources, you need some CD too because of how synergies work with elem even power ... Equip Celestial armor or some accessoeries can actually increase dps depending of your build. Others sets less bulky work too, dueling, zerg/raids, but for roaming it is highly risky, you can just be OHKO by any thief, rev ... Celestial elem versus celestial elem is just boring af, it also shows how catalyst is superior on almost all facets, but at least it is more manageable than versus celestial harbinger or whatever.
  12. Man, the fire aura from Fire/Water (with fire bullet) is shorter than the one from Fire/Fire !? Did they read skills at least before the release ? With dual skills you have 12 new effects to know, 2 effects per dual skills depending of the bullet (because they couldn't give the same effect per bullet, too simple) AND it doesn't give bullet if you don't have one ; plus the "previous" 8 effects from core #3 and #2. So you're forced to use #2 before dual skill in some way, but if you're fire/water with no water bullet (because you used it 2 sec before ; you don't really have the choice because AA is lame) and you want the effect from water bullet then you have to wait for attunement swap. Same with core effect from #2 you can't have it until you swap attunement to fire/fire (Bye bye Raging Ricochet, unless you play unravel I guess). Etc, etc. Still no boonstrip, no resistance/resolution, no might/fury/quickness, 3 bleeding or some sec of burning, no condi bomb, 1stab of 3sec (and paired with an evade effect !?) ... Pistol with weaver in pvp modes you need to see the future and have a predetermined gameplan even before engaging fight, or may be play with 400 ping to take time to read the iconbar and tooltips, IDK. No, it's not just a matter of dmg, it's a matter of design. They wanted to develop further the gimmick for weaver, but no one ever tried it for real, I can't believe it. Weaver is already not attractive for players, and despite is my main e-spec for wvw roaming (and Balthazar knows we're outmanned) pistol is a clown weapon. Edit. I just wanted to be sure, but yeah, there is not even "Immobilize" in dual skills, nor fire field. So the synergies with condi traits are quite low actually !? A bit akward for a "condi weapon" ?
  13. is may be the most effective LI build you can find !? It's like power reaper, but with even less keys to hold. http://gw2skills.net/editor/?PeQAIlxysYvMXWMO0LnRNA-DSJYwhVEBWAVkAAA-e Just equip Elixir U + Mech core:dynamo jade + some boon duration, boom : perma quickness for you and the mech. Pinpoint Distribution is quite nice rather than No-Scope because it gives 10 mights to golem instantly, up to you. The trait Channeling conduit isn't a need since sanctuary runes don't exist anymore, but if you're already full berserker with no BD it will help to loop quickness easily + it's a breakstun, a cleanse, and stab, protection, it's nice. Overall in OW : Quickness + might + fury > Damage Modifiers (that why I don't understand some choices from "metabattle"'s builds) You'll have very solid dps to chain mobs just by holding AA (and elixir U, and mechs' skills on auto).
  14. You're talking about OW or instanced content ? Sorry about double-post*.
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