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Turk.5460

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Everything posted by Turk.5460

  1. This bug fix is fine. What "almost all other classes" have auto attack fast moving projectiles that track? Also it pierces and is the highest damage Rifle auto attack out of the 3 Rifle users. Your outrage at this is beyond comprehension.
  2. it appears to be so, tho its impossible to tell in combat especially when the models are all invisible. Tho 1 mesmer can still summon around 8 targets. Really? 8 targets? please tell me how Also don't know about 8, but 6 is definitely a lot anyway. It's 5 not 6. clones (3 target)fantasm traited to respawn after effect (2 target)the last target is the mesmer and he won't summon himself. There is just an "illusion" of 6 targets per mesmer when in fact the 2 fantasms are just short lived weapon effects that have the drawback to be CC'ed/killed.We are 7+ years in the game and there are still PvP players that are confused by clones. I can only say that this is sad to see, especially when experienced players take time over and over to give easy tips on how to fight a mesmer.It's not about being confused by clones, it's about most skills only hitting 5 targets (sometimes less), target drops and screen clutter making targeting the real mesmer insane (even when you know which one it is), and professions lacking piercing on their skills. All the while these problems do not apply to the mesmer that you are facing.
  3. not disputed, slightly irrelevant. I'll take "Lying by omission" for 1200, Alex
  4. Thank's for making a video, its always good to see new content. I think you would yield better results if you used M7 and Swapped to Rifle more often. Consider using Sigils of Rage and Celerity to make up for the missed quickness from BQoBK.
  5. I agree that Rifle needs more range. If they allowed the projectile to be coded like arced projectiles, that would be sufficient to me - "1500" tooltip range would be icing on the cake, but not absolutely necessary. I disagree that DJ needs unblockable. It made too many fights far too easy. Ideally I'd rather that attack be removed replaced with Cursed Bullet.
  6. Yikes, I didn't mean to hurt anyone's feelings. :cry: Here you go OP, some reading material https://www.guildwars2.com/en/news/coming-soon-wvw-core-swap-special-event/It's super simple to extrapolate that Rev will drop mixed core rev skills that don't require upkeep, or are the active portions, and that mesmer most likely will not include skills that spawn clones.
  7. I feel like picking up rev skills is will be far more beneficial than any other profession, considering the skillsets are unchanging per pickup. Rev skills are definitely going to be more useful than other professions, if their preview of Thief pickups is any indication of how the other profession skills are going to be...
  8. If you're fighting a competent opponent 1v1 as an Acro staff daredevil, then Debilitating Arc is your most used staff skill other than autos.
  9. OP as @"kash.9213" said, check out the thread below for a few builds that use minimal stealth. Those builds are not specifically for use against Holosmith and will work against most opponents if you pilot them well enough. https://en-forum.guildwars2.com/discussion/79679/advice-for-beating-a-holosmith-as-a-deadeye#latest
  10. Where are these mythical "most squads" that don't seem to allow rangers/engies/thieves to join them? I'm in T1 and T2, and I've yet to see anyone booted or denied entry into squads that aren't closed guild groups...
  11. Right ... but you can manage initiative .. you can CHOOSE what to do that affects your initiative pool ... Actually, I was told this by a thief main.And I quote So. Obviously, thieves have it harder and it can't be managed because initiative is actually a cooldown.What's the rest of the context of this post you're tagging me in? Initiative as a resource isn't the exact same as a cooldown, but this is a general response I would give to someone who ignorantly claims "Thief skills have no cooldowns!" without providing reasoning as to why Thieves are able to use skills in succession. Your [wildly inaccurate] comparison of "Initiative is a cooldown" and "Initiative can't be managed" is asinine and clearly shows you are losing ground in whatever argument you are having.
  12. Wow, 5 pages already. This must have garnered some attention by ANET by now. I'm excited to see the trade-off they're going to create for Soulbeast like they did recently with other elites. Currently it's just a straight up buff to core ranger, right?
  13. I think the cast time for Mark is fine. Of course I would welcome any buff to DE at this point, but the Mark's cast time isn't really that much of an issue. Adding piercing to more/all rifle attacks and reworking kneel would be much higher on my list of things that would improve DE gameplay.
  14. There is zero reason for this utility to give 12s of superspeed.
  15. Wut.Are you even allowed to be on the internet without a chaperone?
  16. @Zexanima.7851 I don't offer any definitive walkthrough on any of these fights that I call good matchups because they're all very in the moment. DE and Thieves in general don't have a rotation to follow and our success depends on how we react to the enemy's counter burst and mitigation. Each fight starts and progresses differently than the last. That being said, I know many people feel Soulbeast is a direct/hard counter to DE, and I stated that I usually win against them. I can offer a few constants that I've noticed in my usual wins against Soulbeast. They are probably the most predictable enemy you will encounter by far: I don't let them start the fight. Mark/Rifle2 until M7.Signet of Stone has been popped, they now try LB 4+2.Mercy + Mark interrupts this.They are now on the melee offensive, it is almost always the same - Smoke Assault + Worldy Impact.Shadow Meld as they start smoke assault, juke WO while in stealth.Signet of Stone is gone, hit them with Death's Judgement.Did they save a dodge for DJ? If so, swap to S/P, Infiltrator's strike, Pistol Whip under quickness from Sigil of Rage ^This is only for the LB Soulbeasts that everyone complains about. My fights against boonbeasts follow the same rule as everything else, those are different each time and less predictable, more reactionary.
  17. Even without merging and using sic 'em my 1875+ range autos on Soulbeast hit for 5k. Pretty sure there's more to it than just Sic 'Em.
  18. How do you do enough damage to bring anyone down though? I was fighting a holo the other day and I couldn't get him below half health. Went at him for a good 10 minutes too. It seems like any roamer built with sustain could easily out last being pecked at by damage long enough to close the gap and pressure you. You shouldn't be fighting Holosmith in general unless you are extremely confident that you outskill them. Their kit is far more equipped to handle any of ours than we are to handle theirs, it's one of our worst matchups. But to answer you question about damage - my build does damage very well. Mark does ~2k, and Skirmisher's shots crit anywhere from 3.5-5k. And that's before the 10 stacks of might from M7, also they are under quickness from Sigil of Celerity so landing multiple is easier. Pistol Whip does quite a bit of damage - it will easily take over half the HP of your normal Holosmith build if they don't have protection. What are the good matchups? It seems like anything besides a scourge running back to its zerg is going to be a hard fight. All the other roaming professions seem to have the advantage over DE. DH has spear of justice, traps, projectile hate. Holosmith has good protection up time, counter stealth, revealed, ect. Core s/d thief has gap closers for days. Soulbeast has superior range, Sic em, counter stealth and equal mobility. I guess the only matchup I can think of being in the DE favor is warrior as you can just kite and stealth. It seems your mind is made up that DE doesn't work for you and therefore shouldn't work for anyone else. I apologize if this is not the case, but that is how you are coming across. I have no reason to fabricate my own success. Below is my personal view of matchups with my build based on many fights, wins, and losses and assuming close to the same skill levels. Good matchup (I will win these most of the time)Thieves, Warriors, Necros, and Rangers of any build/elite. Chronomancers. Core Guardians. S/F burst Elementalists/Weavers (Durability Runes required for this). Dragonhunter (no longbow - this is specified because without longbow DH cannot continue pressure on me past JI and SoB. SoJ is incredibly easy to dodge) Bad Matchup (I will lose these most of the time)Power Herald. Dragonhunter (with longbow) Stalemates (I can't kill them, they can't kill me)Holosmith, Scrapper, Mirages, S/X Sustain Weavers Any build/elite omitted is not seen enough or at all. YMMV, experience and knowledge of your opponent's profession abilities and their animations is extremely relevant to your success.
  19. How do you do enough damage to bring anyone down though? I was fighting a holo the other day and I couldn't get him below half health. Went at him for a good 10 minutes too. It seems like any roamer built with sustain could easily out last being pecked at by damage long enough to close the gap and pressure you. You shouldn't be fighting Holosmith in general unless you are extremely confident that you outskill them. Their kit is far more equipped to handle any of ours than we are to handle theirs, it's one of our worst matchups. But to answer you question about damage - my build does damage very well. Mark does ~2k, and Skirmisher's shots crit anywhere from 3.5-5k. And that's before the 10 stacks of might from M7, also they are under quickness from Sigil of Celerity so landing multiple is easier. Pistol Whip does quite a bit of damage - it will easily take over half the HP of your normal Holosmith build if they don't have protection.
  20. Your build isn't going to be very successful with the state of WvW balance right now. In fact, you'd probably fare better with full Valk, but even then it's still not viable in most encounters - especially now with everyone on a Warclaw. DE survivability took a big hit with the nerf of Silent Scope, and rightfully so, but we were not compensated for the loss of survivability elsewhere, which we desperately need. My success with DE doesn't revolve around setting up a big attack or Death's Judgement. I play DA/Trick/DE - I chunk my enemies from afar with Skirmisher's Shot and auto attacks, keeping Mark and Mercy at the ready to interrupt and boonstrip so I can continue my pressure. That's not to say I won't use DJ, I have to try to clear malice somehow so I can activate M7 frequently - but if I'm facing an aware opponent, I will swap to S/P and try to dump malice with Tac Strike instead, as it's much less likely to be dodged. Malice dump attempts are used with the longer stealth from your stolen abilities rather than a dodge. Since Silent Scope is only 1s of stealth it's hard to predict an opportunity to land it using dodge as your stealth (dodge time + cast time + projectile travel time). You'll also be surprised how many players, even the experienced duelers, don't know how to handle pistol whip. I also swap the runes to Durability when I feel like I'm going to face an opponent who can reliably keep up with Death's Retreat often. The loss of damage from Scholar is not very significant. The initial burst still does 9-10k in under 2 seconds.
  21. My point was that one is a minor adept, and the other is a major grandmaster, and they are similar enough where there should be greater disparity between the two for one being a free trait, the other being a major choice. And I don't mean a nerf to Reckless Dodge, but a buff to Bounding Dodger. Or better yet, the three dodge grandmasters are pretty OK, if they were in the Master tier instead, and we had better Grandmaster traits.
  22. This is a nonsensical suggestion as steal (swipe) by default does not daze, sleight of hand does. Swipe is meant to be a downgrade from steal in exchange for better dodges, so if daredevil is to be buffed it ether needs to be in the form of buffing traits, buffing physical skills, buffing staff, or making new daredevil stolen skills. but not power creeping swipe. The concept of the tradeoff is nice, but tbh our Grandmaster Dodges are lackluster at best when compared to many other profession "tradeoffs." A prime example is be that one of our Grandmaster Traits, Bounding Dodger (Bound - 4651.75) is not that much better than a minor Warrior trait: Reckless Dodge (Reckless Impact - 3981.5, unblockable).
  23. The nerf to Silent Scope was necessary for the health of the game, but unfortunately we were not compensated with an increase in survivability elsewhere. Now that people have seen how laughably easy it is to counter-pressure and kill a power DE that only has 1 second to re position, maybe we will finally see an improvement in non-stealth defense.
  24. Core week? Meh. Roaming will be reduced to S/D Thieves and Axe/GS Warriors only. Zergs will be made up almost entirely of Hammer Revenants.
  25. I'm still hitting players for 5-8k per section of a single Arc Divider. Doesn't seem very noodle like to me. OP please don't be like the Necro forums...
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