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Sifolstour.3210

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  1. I was thinking on doing a last run too with a harbinger build. I stopped playing after eod and i was running a build like the one i'm going to link. With something similar you will be able to run through all content without any issues with tons of sustain, mobility and ranged aoe damage. I'll add some trait/utility skill variations for pvp but the playstyle will keep the same, keep in mind the the counter for this build is projectile hate but even tho if you master it (its quite simple) it will serve for a roaming playstyle. I've tried to go as cheap as possible and assuming you are going to use a lvl 80 booster. I like to keep the same set of weapons for all modes, so staff is a must for pvp (for pve i only swap to staff to clear packs of trash or before jumping into shroud to throw all marks) and warhorn is a well rounded secondary weapon. For WvW just take the same traits as for pvp (sigils don't fit for wvw so if you take it serious think on geting a secondary set of weapons with something like cleansing/energy/intelligence for staff and doom/battle for pistol/warhorn) . pve build: http://gw2skills.net/editor/?PSwEoEmpMUGLDk5xaxS/KPeC-DyIU1ojvQAk7KFCsCE+FALw8sBA-e pvp build: http://gw2skills.net/editor/?PSwEoEmpMUmF7j5xaxi2ZNeC-DaoOlGFCRqAyUEkwEwx/GAA I hope you find this helpfull.
  2. How about first Anet finally release the xpac we've bought already this 2023 summer? half+ year and still waiting for those weapons
  3. For every single game mode my personal choice is Greatsword. It's a well rounded weapon that fits the mighty spirit a warrior should have.
  4. Besides core support guard that has been running strong since launch i can't think about others. That doesn't mean that you cant play them, but by any means they are meta.
  5. Even not being listed here my vote is for Celestial Harbinger with Parasitic Contagion traited, this class is a no brainer for open world. High dps, good mobility, good cc, good aoe, incredible sustain, and not many keys to press nor difficult rotations. The only thing missing here is your preference for shield/sword.
  6. Sadly what we all should know at this point is where the coin has fallen. The worst part of it is that I'm 100% sure they are making now more money than when anet was doing the right thing with this once amazing game. This later exp was like an april's fool, sadly soto is going to be my last purchase if they keep with this stuff.
  7. I couldn't finish any daily yet only doing pve. They bring me to places im still far away
  8. Any task needed to unlock weapon master or just buying soto enables it
  9. Ive played through beta 3 and 4 mechanist, 4 on harbringer and 4 on the untamed (open world and pvp). I was quite impressed specially on the changes made for the untamed. On my opinion they have to change some stuff; -Ambush skills are a good concept for the class and i like them all mostly, but they have to implement them properly, timers are not clear so you dont know when they are up. -Also it would be so cool to change at least 1 of the unleashed pet skills and make them more focused on pet archetype, calling it a beast ability would be great taking profit of some of the beastmastery/wildness of survival traits out there(f2 skill will fit perfectly for this). I've only played harbringer on beta 4 and those elixir improvements felt good but they need more work on some of them: -Elixir of Ignorance/Bliss/Anguish: I feel there are more skills on core necro that outshine those and need to be improved. As an example Ignorance and Bliss could be merged into 1 elixir and grant also superspeed on the impact zone, that will leave open 1 elixir skill to work on (maybe some kind of defensive elixir with aegis and a good amount of barrier for the impact zone for more support builds builded around 5 elixirs). For Anguish remove the swiftness, double the time of quickness and add a dark field on the impact area. Also some adjustments on traits and skills would be great, nerfs on 3/4 shroud skills (from 900 to 600 range) hurts specially on pvp cause they also removed the life regeneration from shroud life bar, making the class so squishy and punishing roaming and decaping capabilities of the espec. Also i would love to make 3 trait changes to make the especialization a good support and a add some strike damage buffs not making only condi focused builds viable. -Revert back to 900 at least shroud skill number 3. -Make skill 4 from shroud form a leap finisher. -Wicked corruption; i would like to make it to lose torment damage/aplication on skills for added strike damage. -Vile Vials and Twisted Medicine should be merged into 1 trait. With one trait slot open they could add something more support focused, as an example, throwing elixirs grants vigor, swiftness and recover a bit of heal on the impact zone. Mechannist feels more of the same than on beta 3 but nerfed to the floor, those nerfs hurt so much the espec specially strike damage builds. With the reduction of the cooldown on mechs death they did not solve the problem, having to rely heavy on alacrity and forcing you to use signet elite to respawn the mech on death. Someone posted on the feedback post a good solution to the problem that i liked alot. It was something like puting a turret on mechanist shoulder on mechs death with selectable f1, f2 and f3 skills depending on trait choices. +1 for the Untamed Let's see what they bring on release, I can't wait!!
  10. I'm lost with this legendary amulet, i mean i can start now doing those achivements or they have a timegate. What should i do in order to get it.
  11. That sounds pretty good XD. +1 for the turret on our shoulders when mech is not summoned 🙂 .
  12. Ive played mechanist on both betas and i can say that the only significant improvement that ive noticed is the Crisis Zone skill (F2), the condi cleanease and stun break on it feels good but thats it. The most important thing about players feedback from beta 3 was mecha death timer but reducing it to 50 seconds doesn't change anything. You cant stand 50 seconds waiting for the respawn, not even 1 so the best reliable way to call it down is using the elite signet skill and relying heavily on alacrity to use it immediatly after mechs death; that hits build diversity. The nerfs that i noticed the most are on strike damage builds. Condi builds still manage to put some good numbers even with those nerfs cause the condi signet outshines its strike damage counterpart. In my opinion removing rocket fist from mechs passive skills was a fail, specially now only being able to use it with the mace. Mech commands doesnt feel responsive cause (as an example) when i try to use crisis zone or sky circus the mech doesnt cast it on demand if the enemy runs away, so first the mech runs into your target and then, if it reaches the target it procs the skill, only being able to activate it immediatly if i detarget before using those skills. Mechanist theme could have been implemented on the untamed to maximize its potential with the big diversity on ranger pets much better, and even liking it, i can only see mechanist viable on casual open world. But at the end of the day it is what it is. Anyways thx for your work put on it.
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