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Ezekiel.1985

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  1. Pulmonary impact in my experience is really destructive as long as you run enough things to trigger it. I trigger it with fist flurry (into Palm Strike, it adds a 3rd stack when interrupting). Kick from bandit's defense. Each hit on the Impact Strike chain can also trigger it, although if you're hitting a single target, only one will actually trigger it (the one that interrupts). You can also have some interesting effects with shortbow #4's interrupt + pulmonary. I think it's very good, personally. Staff master is also quite good, but I don't use a staff, and I have no endurance problems with dagger + dagger and don't need the endurance per initiative spent. I do have three thieves and two are daredevils - one is a staff thief, and he uses staff master. He's a very dodgy/defensive-ish build though, whereas my main thief is a mix of sustain/dodging and burst damage. The other is a Deadeye and is an overall offense build with a gunslingery theme, usually with pistol+pistol and rifle. Rifle is up while damage is the pure focus, pistol + pistol when it's time to move and survive and sustain (pistol spam + signet + keep moving is very good for sustain, EVEN MORE SO with piercing shots, which I kinda swap on and off depending on the situation leading into a fight)
  2. I like the idea, but it should probably be a trait or something to do this. I like the manual block on mace #3 and am going for kind of a monk-ish build with my willbender. But yeah, I was surprised this wasn't a thing when I started messing with willbender, so mostly agree here.
  3. Are you lumping sPVP and WVW together? Cause I don't do much/any sPVP really but I enjoy WVW and my commentary from the "PVP" perspective specifically refers to WVW I also think you're not accounting for people switching on utilities for specific instances but not having them as part of their "always on" loadout (such as smokescreen or Shadow Refuge) Some notes on the notes: Shadow Refuge: is very useful for "pausing" and escaping a fight to heal up for a decent amount of time when you need. That's basically its function and it's good at that. It can also be used to sneak for extended durations in a way that nothing else is as good at. Smoke + shortbow bomb can get a decent duration, but not as much, and the area has to be totally clear. Impact strike: Really? This is shocking to me, as it is ridiculously good for break bars and I use it for this purpose constantly. In PVP it's a nice way to quickly down kill a key player. Although I mostly mean WVW, as I don't do sPVP much, so I dunno if it's different. I use it that way in WVW though. Bandit's Defense: is great for stopping incoming ranged damage , and is similarly decent for break bars if timed right. It's also a stun break, which is it's own kind of useful. Good for surviving/escaping/charging through ranged barrages in WVW. Extremely short cooldown for all of this is very very nice. Smokescreen: Does exactly what it's supposed to, stops bullets. Very useful in WVW and a number of situations in PVE. Can be used with shortbow blasts for some extended stealth runs, but Refuge is better for this purpose. Caltrops: Caltrops is good condition damage and also simultaneously good for self-heals in an AE fight with healing signet. Blood Red Arachnid also said a ton of stuff I concur with across the board.
  4. Didn't notice this thread till I made a similar one complaining about getting spammed to leave instance in PoF maps, but I wholeheartedly agree.
  5. It's an MMO. I'm fine with there being more than like two other people on my map. I dunno what the max number is for PoF maps, or what the low end threshold is where it asks you to leave, but it feels like a new instance of a map is spawned if there are more than 10 people on it which is kind of insane. I dunno what the maximum is, but is there any chance we could NOT spawn a new instance until we get closer to cap? I wanna be around people, and I want to not be spammed on average of once around every five minutes to leave my current map.
  6. Thank you for posting this. This is the fix. The unfortunate part is that this is also not tenable for me as it makes the UI ungodly tiny. But this appears to be the disconnect. The windows UI scaling and GW2's UI scaling are not playing together correctly. Bolding this post to hopefully draw some attention to it, since if this was not already known or was missed, this will go a long long ways in working on a solution.
  7. Worked for me, but now my interface is tiny. Hopefully they fix this soon rather than make us wait another month. FOR THE RECORD: This is happening to me while playing in my native resolution.
  8. Also having this issue. Preview pane and hero window do not show my character unless I drag them to the top left corner of my screen, and even then most of me is missing.
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