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meepeY.2867

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Everything posted by meepeY.2867

  1. WvW Solo Roamers POV with Rifle (Power build) - obviously the weapon is supposed to be a "support weapon" but just some thoughts on the power coef Auto - Pretty low damage unless you've got quickness then it's about on par with Greatsword auto Skill 2 - Takes a bit too long/too hard to land with minimal damage. Skill feels kinda clunky to use. Compaired to things like Mirror Blade (GS 2), Illusionairy Counter (Sc 2), even Blur (S 2), it doesn't really compare in the Power department. Skill 3 - I quite like this skill, It's similar to Mind Stab (GS 3) but with a bit more flavour. But again it's a bit clunky to use/manually pop it - It's something I could get used to though. Skill 4 - It's literally a worse Magic Bullet (Pistol 5) but you need to land this skill to reliably land the Skill 3+2 burst combo. The shot needs to be sped up or it needs to be changed to something more reliable. Skill 5 - Make this a one use, two way portal. It's nice to shoot your feet for the barrier+resistance but the portal has 0 use for a solo player. You can limit the range the Mesmer can port but keep the 5k range for the friendly side of the portal. The Mirage Ambush is a total meme. I would've done more damage just auto attacking. It's range is far too short and in its current state it's not worth using. I'd recommend a rework of the ambush skill to something more impactful.
  2. [TESTED IN WVW ONLY] Using Bladesong Distortion will immediately give you aegis from the trait Bladeturn Refrain instead of after the immunity ends. If you use 5 blade Distortion the aegis drops off of you before the immunity does, rendering it useless. The trait works correctly ish, with Bladeturn Requiem, giving you the aegis after the 2 second block - though, as a doubled up bug, if you're using the trait Master of Fragmentation to add an extra 1 second block duration to Requiem, the aegis is still given (approx) after 2 seconds, rendering either the aegis or that bonus second useless depending on if you're being hit multiple times.
  3. Oh man, no Celestial nerfs... Celestial needs a flat nerf in WvW cause people are now slapping it into every build because it's just that good. I'm sick of fighting never-die but never-does-damage builds, except Cele Harb, that one does TOO much damage.
  4. Probably been posted already but just in case: (For pvp/wvw fights) - F3 Bladesong Dissonance's player tracking is awful and will often 'miss' without being blinded. Even sometimes when casted nearly point-blank. - The trait Psychic Riposte's unblockable bladesongs seems to only apply to 1 blade out of 5 for both Bladesong Harmony/Sorrow. Not sure if intended or a bug, but worth mentioning.
  5. Oh dear, on the surface the class is fun to play for the most part but every practical element of the skill set just doesn't work well in a PVP/WVW environment. Again, we're still slaves to [Fast Hands] if we ever want to use our main weapon over the Gunsaber but considering Dragon Trigger puts weapon swap on cooldown... oof. We lose two Sigils which is a big part of Warriors kit, again, due to [Fast Hands]. After extensive duels vs the other beta specs and against regular meta builds, it simply just doesn't hold up. Extremely low damage on Gunsabers skills 2/5, skills 3/4 ranged aspects randomly miss but without the "miss" notification popping up. Above all the only defensive utility you have available on your 1-5 is a missile block... We can't quickly swap weapons to Shield anymore because it's likely on cooldown if you ever want to use Dragon Trigger. Because the weapon skills do so little, my opponents rarely ever feel pressured. With #3/#4's ranged skills easily being blocked or absorbed or reflected (or disappearing) and with Dragon Trigger leaving me standing there for a few seconds (whilst my opponent literally walks away out of range) I feel borderline useless. I found some fun in constantly spamming Dragon Trigger #2 but waiting 5 seconds for 4k damage is just a disaster. The best combo by far is to CC your enemy and then with quickness spam Gunsaber 4/3/3/3/4. It does more damage than a fully charged Dragon Trigger #1 and it also does it faster. Looks cool. Low to no defensives, low to no damage pressure. Needs serious buffs.
  6. If it was running signets, then it was something like this (maybe different gear stats).
  7. Hey guys, I'm relatively new to FA Ele builds, been playing them for about a month now, originally learning on FA Tempest. 'Lemme know what you guys think, cheers!
  8. I despise No-Downstate week. I've been solo roaming for years and these events make me want to pull my hair out. Sure, it makes 1vx easier and that's IMO the biggest upside as a roamer buuuuttttttt... This event makes most people join the local zerg and the only 'roamers' you tend see are groups of Thieves or Rangers trying to build as bursty as possible. No-Downstate makes duelling impossible too, which sucks. I've met some really great (and not so) people through duels. I'm aware that players like me are a small minority of WvW but it really does kill my enthusiasm to play :/
  9. Condi mesmer actually isn't too bad to fight, so long as you've got decent condi clear, maybe Sigil of Cleansing for good measure too. We've got lots of ways to create space, evade, block, etc which prevents the condi bursts. Most of the damage comes from Torment+Confusion combo but that's only two condi and if you clear one then it opens opportunities for yourself. Thief D/P should kick a Warriors ass, no question. The blind spam alone is enough but then factor in that they can reset the fight whenever makes it near-impossible.Thief S/D... Ehhhh 60/40 for the Thief to win that one. Depends heavily on the technical skill of the Thief player's mechanics. There are some NUTTY S/D Thieves out there. Condi Rev is similar to Mesmer, we've got a decent toolkit for preventing their condi application but with the added benefit that almost all of the Revs attacks require melee range/are short distance. Face tanking any condi build is the fastest way to die so skill management, correctly kiting and diving for damage is key.
  10. When it comes to Warrior, post-feb patch, it's the player that hard carries the profession. Currently, yes it is a tough class to play but not because the class is tough to play, if that makes sense? It's a simple class, regardless of build. Land CC and then burst. Most of our skills are big wind-up, telegraphed skills which are easy to dodge, avoid or kite. Most of the skill in playing Warrior comes from our ability to bait dodge rolls, fake out utility by wep stowing, and swap cancelling so that we can then land our important skills... But none of these are Warrior specific mechanics. The tough part is simply being outclassed, on current patch, by every other profession you come across. If someone plays their Ranger/Engi/Thief/etc as well as you can play warrior then they should always win. Our sustain through Might was gutted, as well as Healing Signet which got a 30%ish nerf, so we can't really fulfil a full brawler role anymore. When a Warrior takes damage now, it really does stick. We have to hit and run so that we can slowly heal off any damage we've taken. Burst skills hit much lower, which means that now when we land CC it isn't as punishing for our opponents, thus we now have to land CC more often for damage to stick and stack. A lot of classes are pooping out stability left, right and centre so good luck with landing a Shield Bash. Overall, the class plays the same as it always has. The nerf patch just hit Warriors (arguably) the hardest, dropping it very low on the totem pole. Your outplays aren't nearly as rewarding anymore and your mistakes are far more punishing, thus making it artificially tougher to play.
  11. I believe it's because of some weird application rules with the way it interacts with FC but It's one of the most frustrating things when facing Engi. Simply traiting Flashbang lets Engi counter most Warrior builds super hard
  12. When I play sPvP Warrior feels perfectly fine but it's WvW where Warriors are struggling hard unfortunately. Copy pasta from one of my responses to another thread:(Talking about Roaming Warrior's sustain in WvW) "Core Tactics/Str (with "For Great Justice!" & Vigorous Shouts) was the only build which didn't really rely on landing skills for healing but now both MMR & Mending Might heal for very little compared to old numbers so that build has fallen off in the sustain department. For Spellbreakers, Tether only gives 1 might per tick instead of 3 + MMR only healing for 64 means that you're lucky to regenerate 1000 hp whilst you're tethered to your opponent. Prior it gave 24 might and MMR healed for 133 = 3192 healed over a full Tether duration, with an ICD of 12 seconds. Now its 512 healed over the whole Tether duration... Which is an absolute brutal nerf to sustain." Putting some thoughts on paper: If they revert the might gain on Tether to 3 stacks per tick then you'll heal for 1536 over 8 seconds - But then you're generating too much might for recent blanket nerfs, people will complain.If they keep the might gain on Tether at 1 stack per tick but increased MMR heal back to 133 then you'll heal for 1064 over 8 seconds - Which is fair enough IMO, it won't provide the necessary sustain to keep Spellbreaker afloat but it's a step in the right direction. However this then re-empowers Core Tactics/Str, so you'd have to look at nerfing how much Might "FGJ!" gives. Maybe take some might stacks away and give another boon, like Retaliation which has been outputting strong damage since the balance patch dropped.I think if Tether gave 2 stacks of Might per tick with MMR healing for 96 (or around this area) then over the 8 seconds of Tether you'd heal for 1536 which seems pretty solid. It doesn't make Core Tactic/Str super strong and it gives Tether its sustain back in line with recent nerfs.
  13. I'll start by saying that Warrior in sPvP feels perfectly fine. Probably even after the F1 bug is fixed and when Arcing will do less damage. Warrior (solo) roaming however is in a really rough spot atm because of the MMR nerfs and arguably the Healing Signet being nerfed by about 30%. Warrior's sustain has always been through heal over time / might stacking (or a combo of both) which really helped with the general combat flow. You didn't have cast a 1 second+ healing skill but instead the warriors sustain was based on how skilled the player was. Miss your burst skills? No proper healing for you! No Adrenal health, no Tether might stacking. Signet always felt like it was 50% of your healing, the rest came from other sources. People have realised now that kiting a Warrior makes them extremely trivial in the open fields of WvW, lots of space and very little cover. Warriors aren't really running Healing Signet anymore, instead most are running Mending which is easily interruptible. Traited it's a 16s cooldown and it does heal more per second than old healing Signet did (by around 1000) buuuut as I said above, healing signet was never Warriors big heal. It's always either been Might stacking or Adrenal Health ON TOP of the Signet to give the Warrior good sustain. Core Tactics/Str (with "For Great Justice!" & Vigorous Shouts) was the only build which didn't really rely on landing skills for healing but now both MMR & Mending Might heal for very little compared to old numbers so that build has fallen off in the sustain department. For Spellbreakers, Tether only gives 1 might per tick instead of 3 + MMR only healing for 64 means that you're lucky to regenerate 1000 hp whilst you're tethered to your opponent. Prior it gave 24 might and MMR healed for 133 = 3192 healed over a full Tether duration, with an ICD of 12 seconds. Now its 512 healed over the whole Tether duration... Which is an absolute brutal nerf to sustain. Adrenal Health went from 1995 to 1497 per stack which actually isn't too bad but then you have to factor in that the main reason to take defence, the auto passives, are now on 5 minute cooldowns. There are still some solid trait choices in defence, as it does add a lot of toughness and retaliation which is doing NUTS damage this patch. Sooooo, it probably looks like Defence for sustain is a solid choice but if you want to play Spellbreaker you might have to drop Strength or run both without Discipline... idk it's weird. It'll probably take a few weeks for something solid to set in. From dueling a bunch I had mixed successes across Core, Zerker and SB, nothing ever felt complete but if I took any substantial damage then I couldn't really ever recover by outplaying my opponent and trying to play the long game. Either I blow them up early or I lose in the long run. Good luck trying to 1vX, with damage being nerfed across the board. Depending on what you're fighting. you can't even burst players quickly enough anymore, even if they don't stunbreak Bullscharge or know how to dodge GS F1. TLDR: Warrior/SB feels perfectly fine in sPvP but now for WvW it's struggling hard because if the Warrior takes a lot of damage, Mending alone isn't enough to sustain the Warrior in long fights. You HAVE to win quickly or lose the long game. 1vXing is now harder than ever because of this. It'll take a week or two for Warrior players to figure something solid that works.
  14. To add to a lot of the great ideas on here, I would absolutely love to see Warriors get better ways to deal with condi other than Resistance. There's a lot of boon stripping/corruption these days and Warrior can struggle pretty hard vs those match-ups. If two equally skilled players clash, Warrior vs Condi build, then the condi guy will almost always win. Cleansing Ire isn't too strong with SB, it's okayish with Core and terrible with Berserker. Remember that your burst has to land for the conditions to be removed. How about changing Cleansing Ire to: Gain Adrenalin when hit. For every 10 Adrenalin you gain remove one condition & using a Burst Skill removes 1 condition (no ICD)? (Small note: If you're sat at max Adrenalin then you're not removing conditions) This way, Berserker Stance would remove 3 conditions over 4 seconds, Signet of Precision would remove 3 conditions instantly, Berserk (f2) would remove 1 condition, Outrage would remove almost 1 condition, Sundering Leap would remove 1 condition or 3 conditions if it lands, Wild Blow would remove 1 condition (or 3 if you include Weakness / Blind), Shattering Blow would remove 1 condition, Headbutt would remove 3 conditions. Signet of Rage would be good just to keep the passive for increased condi removal - gives the skill some actual impact/utility on whether you use it or not. It also gives a reason to take Berserker utility skills. This way it would give the Last Stand trait some competition for the Grandmaster trail in Defence. With this proposed change to Cleansing Ire, I would suggest a nerf to the resistance gains from Berserker Stance, Featherfoot Grace & Signet of Healing: Berserker Stance - Gain Resistance for 2 seconds (instead of reapplying it 4 times, 1 second each application)Featherfoot Grace - Gain Resistance for 4 seconds (down from 5)Signet of Healing - Gain Resistance for 4 seconds (down from 6) Brawlers Recovery is a pretty decent trait but maybe add "if you're lower than 50% HP then cleanse 2 Conditions instead of 1". idk, maybe these are too overpowered but I imagine they could be tweaked or worked around. Also it goes without saying that some of the trait lines on Warrior are downright garbage: Tactics sits in purgatory. It's rarely taken, it's rarely useful, it's out shined by other support classes - it needs a facelift: Minor - Determined Revival: When reviving a friendly you both gain Minor Determined Stance - ICD 30 seconds T1 #1 - Leg Specialist: When you cripple an opponent apply 2 seconds of Immobilisation - ICD 2 secondsT1 #2 - Quick Breathing: Warhorn skills gain additional effects, remove 2 conditions & have a 20% reduced CooldownWarhorn 4: Give 5 seconds of Retaliation & 5 seconds of Regeneration (855 total heal + 0.05*Healing power) to yourself and alliesWarhorn 5: Give 5 seconds of Fury to yourself and allies & apply 6 seconds of Blind to all(5) enemies hitT1 #3 - Empowered: When you apply a boon to an ally gain 2% Increased damage, give the effected ally 1% Increased damage - max 10 stacks, each stack lasts 10 seconds Minor - Reviver's Might: Heal for 2500, increase the might to 5 stacks, apply 3 seconds of Protection to yourself and the ally on a successful revive T2 #1 - Shrug it off: Increase the conditions required to 2 - increase the conditions removed to 2T2 #2 - Burning Arrows: Bow skills inflict 2 stacks of Burning, 1 second duration, same damage, Bow skills have 20% reduced CooldownT2 #3 - Empower Allies: Increased effect to 200 power & now gives 100 precision too Minor - Inspire Presence: Each stack of might also gives 5 concentration in addition to the 10 healing power T3 #1 - Powerful Synergy: Combo finisher effects are tripled - ICD 3 secondsT3 #2 - Vigorous Shouts: Shouts heal for 1350, give 10 Adrenalin, 20% reduced cooldown. Enemies inside the range of shouts are now inflicted with 3 seconds of WeaknessT3 #3 - Phalanx Strength: When you gain a boon, grant yourself and allies 2 might (3 seconds) Obviously, Phalanx Strength is the big one because it's out shined heavily in all aspects of GW2 by other classes. This way, your warrior is a consistent source of might but it has a short duration meaning constant boon appliance is needed to keep the might up time. This way it won't spiral out of control if the warrior is solo (pvp/wvw). Signet of Rage would give 11 Might but only for a short period of time, allowing the Warrior a window to burst. Berserker Stance, which currently applies Resistance 4 times, would give you 8 Might over its duration but you wouldn't actually reach 8 stacks due to the Mights duration - Similarly with Balanced stance. Phalanx Strength would have a good combination with traits which give you boons for solo might application. With these trait changes you can take several support or selfish choices which benefit yourself &/or allies whether it be PvE, sPvp or WvW The Arms trait line moonlights as the Condition trait line but has identity issues throughout trying to force Precision/Crit but lacks actual viability. Whilst some of the traits in the line are decent, I would highlight the following for changes: T1 #1 - Wounding Precision: Obviously this trait is meant to mean "take some power gear to compliment the condi" but running anything other than TB or Dire is sub-optimal. Spiting your damage output through Power and Condi tends to lead to lesser damage. Instead I would suggest renaming the trait to suit "Gain Expertise based off of 7% of your Power" because any might you gain would help boost power and condi damage at the same time - It has positive synergy. It also promotes the Tactics line I suggested above for Might stacking. T1 #2 - Signet Mastery: Why is this here? Move this to Strength and tie it into Brave Stride. If you really want to keep it in this traitline then you'll need to change it to something more utility based. "Using a Signet grants you 50 Toughness for 60 seconds, max 5 stacks" and I suppose keep the Signet of Might effect for the unblockable attacks.If not then rename and change it to something like: Applying a Condition to an enemy heals you for 32 (+0.01*Healing Power) T2 #1 - Unsuspecting Foe: Once again, trying to push this critical strike stuff but this trait has no synergy with Wounding Precision or Burst Precision. Instead change it to something like: "Conditions applied to a foe who is disabled have a 20% increase duration" T2 #2 - Sundering Burst: Pretty neat skill but once again trying to push the crit theme. Instead of it being a critical hit, I would make it apply the additional 5 stacks of vulnerability if the opponent has 3 or more conditions. "If your opponent is suffering from 3 or more conditions, apply an additional 5 stacks of Vulnerability" T3 #1 - Burst Precision: More crit pushing but doesn't work well with the way i'd change Arms. We could keep it burst related but change it from 100% Crit chance to "Burst skills apply 3 Stacks of Bleed & cripple - 5 seconds. This way it has good synergy will most condi weapons and would work quite well with Spellbreaker, potentially uprooting Berseker as the "must use" condi spec. Gives some usefulness to Tactics trait "Leg Specialist" T3 #2 - Furious: Change the crit to applying a condition. "Each time you apply a condition to an opponent gain 10 Condition damage and 1 Adrenalin (stacks 25 times, 10s per stack) Keeps the theme going for my proposed Signet Mastery Change & Sundering Burst. I was mulling over in my mind if it should be 1 stack of might for 4 seconds per condition instead of 10+ condi but idk, could be OP. Like I said above, not sure exactly how powerful these would be in practice but I hope that it would give some more viability to the trait lines. I've got a bunch of other things In mind but now I've only just realised that I've been typing this for over an hour :L
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