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Shroud.2307

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  1. It isn't built for organized zerging - I realize I didn't state this, but it's for pugging. And when it comes to pugs, as long as you're doing damage and staying alive you're being useful. The reason I like this build for pug zergs or roaming/small scale is because it's extremely durable and versatile. It has high enough hybrid damage to deal with high Toughness or high cleanse builds, and it has a ton of Corrupts for bombing. I agree that some of the stats are going to waste, but a Grieving, Sinister, Carrion, or some other kind of stat/mix isn't going to be as durable as Cele, and it's going to have a lot less Condition Duration and Boon Duration - if any. Boon Duration is actually pretty useful for Reaper too because you can get a lot of Protection, Stability, Might, and Quickness. By no means is the build top tier, but I can attest to the damage and durability having played a lot of it and a lot of Necromancer in general. At the very least the Corrupts and cleave are useful where most Power Reapers are just dying in the push.
  2. In zergs, I had the most success with this. Lots of Corrupts, super tanky, lots of damage. Actually feels quite useful if you know when/where to use your Corrupts because you can also capitalize on it by going deep in the push. Honestly I hate how good Cele is on so many things, but Reaper was by far and long my favorite thing to use it with. Super fun to zerg surf frontline with and a pretty solid roamer too. (Empty trait slots are up to you. I prefer Decimate Defenses + Unyielding Blast because it makes Shroud autos with Dhuumfire really nasty.)
  3. Just reduce Cele's overall stats to Exotic level, Exotic's to Rare level, etc. Here's a Cele Harbinger build in Ascended. And here's one in Exotic. The difference per stat is only 2 and it makes it a pretty big impact on the stats overall. Could even knock it down to a difference of 3 and it'd still be usable, but I'll bet significantly worse on things that aren't already overperforming with it. The problem with blanket nerfs like this though, is that it often punishes the niche builds and does little/nothing to the builds that are a problem. Making a change like this might stop a lot of people from using the stat, but I'll bet Cele Harbi's and Mechanists would still be doing just fine. Usually I disagree with nerfing a stat, but in Cele's case, I do think it needs to be taken down a peg. And I think the best way to do it is just as I'd said above even if it doesn't kill off the worst offenders. ANet can always make more direct changes later (targeting specific traits/skills, etc. as they should be).
  4. Wish I could make a vid for you, but I haven't played in 6 months and I'm not able to either. It's exactly as I'd said though. Be aggressive. My Engi build has a lot of damage ( 1 ) ( 2 ) and several CC's. My CC's are a lot more dangerous than a Cele Harbi's CC's because a nade Barrage or Pry Bar can cut your health clean in half even with a lot of armor. Sometimes I'd opt for Supply Crate if I felt the fight might go a little longer, but generally I preferred Elixir X for the versatility of the elite and how often Moa could insta-win a fight if waiting for the right moment. And you said yourself, you shred Harbi's. So it has it's weaknesses. Busted/broken, OP, etc. doesn't mean a given build will have 100% success. It just means it's low risk/high reward and most counters will be soft counters. Cele Harbi can still be dunked with the right builds, it's just obnoxious because it snowballs fights way harder than pretty much anything else. Once you're on the backfoot it's really hard to recover from the constant barrage of Torment and cover Condi's. Either flat out disengage if you have the mobility, or hard abuse LOS. Otherwise, the best way to fight it is high damage, aggression, projectile hate, and CC's. EDIT: Here's an old unlisted vid if you want to see the damage. Pointless zerging junk, but it gives you an idea of how I might be able to delete a Harbi.
  5. I want to start by saying that I'm not a Harbinger main, I'm a Necro main. Most of my time is on core Power. Sometimes core Condi, sometimes Power or hybrid Reaper. Never liked Scourge and didn't play a lot of Harbinger, but enough to know what it could do. I started by agreeing that it's busted, so I don't know why you've gone on this spiel like I'd said it's perfectly balanced. I'm only making the point that everything has weaknesses and Harbinger is no different. The only reason is because 90% of players are built like they're in open world PvE. I've never been a very good player, but capable enough to handle myself while roaming with extremely shoddy builds. I never had issues fighting Cele Harbs with core Power Engi (which had literally a single cleanse from Cleansing Sigil), and core Power Necro literally 3 shot most of the ones I fought. It's not unkillable, it just has very high pressure at range. Don't let it ramp up damage and it's a lot easier to deal with is all I'm saying. Not that it isn't busted. The real issue here is that so many players react like yourself. Never willing to take responsibility for your decisions or to listen to advice. You just want to point fingers and call it a day because it's easier than admitting you're not as good as you think you are.
  6. I'm not going to say Cele Harbi isn't broken, because it is, but it's also easier to deal with than people care to learn. This is Harbinger remember, maximum health will be reduced, it doesn't have protective Shroud, and it's not an evasive or very mobile spec. I'm not trying to downplay the strength of it, but what makes it so strong is how quickly it snowballs a fight. If you use your cleanse(s) and stunbreaks wisely, the best way to deal with them is to be hyper aggressive. Don't try to work the field waiting for openings, as soon as the Harbi has you on the backfoot the fight is over. The amount of pressure and passive sustain it has means as soon as you try to back off to recover you're going to be stuck trying to kite while the Harbi is getting passive health back. Counter or avoid the CC, dump your damage on them, and don't panic cleanse. I think I could agree that Cele is most obnoxious on Harbi or maybe Mechanist, but practicing against it and learning how it plays is the best way to lessen your frustrations against it.
  7. This change basically killed my long time favorite core Necro build, so I'm glad I'm not playing anymore. I need my base crit chance at 47% so it's 100% in Shroud. I need that crit chance because with a core Power build I cannot afford to be trading hits and taking long fights. I don't have the mobility or defenses to attrition. I've understood for a long time that glass core Necro is a suboptimal build, but it has its benefits and it has always been very fun to me. Having 100% crit chance for big Life Blast crits is what made it work at all because otherwise it just doesn't have the pressure to deal with any half decent player. So I guess that's it for something I've enjoyed playing for several years. Too bad ANet loves to kill off niche builds all the time... Not like having fun is a part of playing video games or anything.
  8. Should also get permanent +10% Magic Find bonus for every 10 Stonemist Defense, and a stacking defense bonus for every objective captured within X # of minutes, up to a maximum of 100% damage reduction. Ooooh also, also, add a new rank to Warclaw that grants all Boons to self and allies on mount and dismount!
  9. Balance is bad because this community continuously refuses to learn and instead come here to complain unwilling to accept advice before they even post, or rant and bemoan the devs in game, on streams, or other mediums. The game keeps getting dumber because the players keep demanding it.
  10. From best to worst for roaming, something like this. Obviously I don't think this list is very rigid. It very much depends on the situation, stats used, etc., but in general this is how I would tier each spec for roaming which includes; 1 v 1, small scale (<10 v 10), and outnumbered. Although Daredevil is pretty limited in build options, I still think it is worthy of being top tier just for the sheer versatility in fights. It may not be the best duelist, but nothing controls the field like a Thief. And in WvW roaming, being able to do that is about the strongest tool you can have. I understand some people will very strongly disagree with my list, and that's fine. Just please don't be coming at me with the "you're wrong" nonsense, because I don't think there is any way to be right about this either. There are just too many things to consider for a tier list to be objectively correct.
  11. Your options: 1 player can't kill them? Bring another. 2 can't kill them? Bring another. 3 can't kill them? ... Bring a; Necro, Thief, or Mesmer. BOON HATE. Quaggan tonic and flee. Kind of getting outside the topic here but, there are lots of things that are obnoxious and/or very difficult to kill 1 v 1 in WvW. Catalyst ain't unique, and like everything it has its weaknesses. This is another matter of Celestial being too good. I don't think it's ever good to blanket nerf things, but Celestial is a special case where the bottom line is that it offers too much and makes every other hybrid stat irrelevant. It doesn't matter if only some things can get the maximum value out of it. It doesn't matter if it's only a issue in roaming. The stat is bloated, limits diversity, and makes some things stronger than they have any right to be. Personally, I enjoy Cele. I like how it feels to use, and I do sometimes use it. I'm not going to complain if ANet never nerfs it, but it absolutely deserves to be.
  12. I've been playing for nearly 9 years now, and all of it has been WvW. This year may be the last year I play this game at all - a lot of things are changing for me. I've always been optimistic and believed Alliances will come when they're done, and have enjoyed my time regardless of what ANet says. But every time they bring it up and nothing changes, it makes me think a little differently about why. ANet isn't my friend, and I know that. They're a company. If they make money from me, it doesn't matter how they make me feel (within reason, of course) because I'll be replaced by new players if I leave. I've always chosen to ignore their promises so I can better enjoy myself by not risking a feeling of let down. But they continue to push it with nothing to show, and it starts to feel to me like - It isn't that they're done with you and failing to deliver on promises knowing you'll be replaced by new players so it doesn't matter... It's that they want to keep what few players they have because they're losing them faster than they're being replaced. We're being lead on. I'm sure anyone could tell you this, it isn't a revelation. The point I'm making is that they don't keep reminding us of Alliances and doing nothing about it because they don't know how to handle their business. They're doing it to keep long time players playing as an investment in case new players can't replace them. If you want to make a point, leave. I'm sorry my thoughts are so disjointed here, just saying what I feel without bothering too much organize it.
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