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Buran.3796

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Everything posted by Buran.3796

  1. I known, that's why I wrote "each time they fail landing a skill, they lose both damage and defensive utilities". Traps are not instant casting, they are clearly visible and people known what a DH is going to do, so if any have problems with DHs mixing cc and mobility or Judge's Intervention, why they don't bring up stability or skills or boons to mitigate or counter that?
  2. The Dragonhunters which do damage, run around with 12k HP. Their whole plan is to burst you before that pity 12K goes to 0, and each time they fail landing a skill, they lose both damage and defensive utilities. Again: they lost stealth, quickness and overall damage. Wasn't their F1 and True Shots from stealth the may reason people moaned for months despite they had 0 presence in tournaments? Didn't Anet removed stealth from the trapper runes? So, are you not entertained???!!!
  3. I have literaly no clue of what the F skills do on Mesmer, I rarely play light armor classes , and yet Mandulis (which is one of the bounties with more cc in the game) was really easy to kill just spamming evades and some bubbles. My point is just that is really easy to run a Mirage and just facetank/solo almost everything while not knowing how to play the class, so I don't think Mesmer is just a glass canon or squishy. I'm not advocating for "hey just play bad the profession", I'm just saying that can be very good for newcomers just knowing some basics and then they could build knownledge and finesse on top of that and do much better. What I wouldn'r recomend for solo is starting as Virtuoso, which is very single target centred, or using a raid build designed to deliver high dps while a healer covers our backs, since that wouldn't work if you're starting with the class.
  4. You're not familiar with the profession and foes and probably not using a build which allows to forgive mistakes. Mesmer is arguably the easiest profession to level solo, and once you reach 80 goind Mirage asap makes things even easier. I really don't known how to play Mesmer yet leveling it with a condi build and staff + greatsword was really easy, and with celestial gear and Mirage soloing bounties and other hard bosses became really easy (again: without even knowing how to properly play the class). Core build: http://gw2skills.net/editor/?PigAEZlJwuYWsE2IO6L6neA-DSIUbUxDAA-e Fight vs Mandulis: Build: http://gw2skills.net/editor/?PigAYZlZwQYRsEmJWyP9PNA-DyIY1oi/MyUJ0rMQhPEAA-e
  5. Staff + greatsword Mesmer. Longbow + hammer Warrior. I think that they are the easiest core professions to level and work perfectly at range.
  6. I don't understand how people can have troubles with DH... They removed the stealth runes + quickness and in order to get the burst they need to devote most of their skills to traps, and you only need to avoid the F1 to counter the whole plan for the next 20 seconds. Hasn't been a DH in the MATs for years, and in Conquest I feel like they are entirely overrated (one of those one trick pony builds you can defeat even if the player is more skilled than you).
  7. They don't have to be worried about doing ANYTHING for PvP, WvW or even raids (only PvE and gemstore) and yet they are failing at such low bar... I known you're being sarcastic, but I'm not: I don't think the "effort" put in those game modes is affecting anything in PvE. Game is buggy and akward because that's how they do the things.
  8. ^I think He posted the same in Reddit. My take: * Every player should have its rank vissible in every match, so players would be aware of how useless the matchmaker is with such low population. * Duos should have been visible from the start, so knowing that and the ranks you should be aware of how unbalanced will be the math. * Game should have a "surrender" vote system before even the match starts, since extremely unbalanced matches are a waste of time for veveryone. * Chat should be disabled in PvP since if you really care about the aftermath chances are you're already in a duo or team using voip. Nothing of this will be implemented because Anet didn't provide a single new feature in PvP/WvW for a lustrum, and PvP had decayed to a point it will never recover. All is vain.
  9. I wasn't one of voters with a confused emoji but I can't agree. Last EU MAT showcased 0 Rev builds in the semis and that means that of 4 teams with 5 character slots (20 in total), and we have only 27 specs (36 if you count core, and arguably some core professions as Guard are meta). So out of 36 choices no one picked a core Rev, Herald, Renegade or Vindicator, and has been this way for a while in most of the semis at MATs since EoD. Meanwhile we saw some MATs at which the winner team stacked 5 Ele builds; is not the case anymore but is a testament of how much the designer team cares about PvP balance (hint: nothing). I think that at the balance showcases you can see in the eyes of the developers how much they struggle to even care about some of the professions... CMC, which clearly doesn't play Rev, has been in a streak of condi Rev buffs and nerf to everything else which lead to absolutely no use of condi Rev in MATs and power builds unable to reach semis. BUT i recognize that "PvP is fine", but mostly because I no longer care which performance I get with the choices I make.
  10. I struggle to deal significative damage to Warriors as a Vindi, but I think is fair because I I need to retreat my mobility is similar/better and and fights are clean because there's no stealth cheese and attacks have clear calls and if I get hit was my bad, not anything broken or a invisible burst out of nowhere...
  11. If you like death Elemenatalist is a good starting point; downstate is oftenly considered part of its rotation... If you like hitting with 2 handed weapons Vindicator is decent, albeit the celestial builds are stronger foir solo (in PvP and WvW you can keep using the greatsword, tho).
  12. They released an expansion with no new specs or skills, no new WvW or PvP content, no new legendaries, no new raids; their only goal was the story mode. And yet they failed: 4 months into and the campaign is still bugged in some parts and doesn't let you to continue (happened to me that last weekend). Ther's 0 chances they rework alacrity for Rev (or fixing any major bug). You can expect nerfs, tho.
  13. Man, 4 months after release and this crap remains the same... Exp with no WvW/PvP content, no new specs, no new weapons, the only thing they had was the story mode and ANet isn't even able to do that...
  14. I would argue that in PvP doesn't matter since Rev is not meta there and no Rev reached the semis in the past weekend MAT (EU). So is not like we lose anything...
  15. Because Stronghold is nothink like a MOBA, and the PvP players refused to play a PvE game disguised in PvP.
  16. I think that I finished my mest with WvW hammer: is just a worse short bow. Very little damage even in extreme glass cannon builds, ultra-slow casting abilities and surprised about aegis lasting so little thst is like doesn't exist. So it can root in the scrapbag along the shield, staff and the scepter, imo. Don't plan to touch it again.
  17. Ha. Since the SotO's Weapon Masteries (or mid September in my case), I haven't touched staff again.
  18. To be honest the path is really really easy and starighforward, but takes 18 to 28 hours playing normally so I don't think you'll get a video of it since "speedrunning" still means some time: * Create a character. * Do the prologue. * Now you are at level 2 and in your first area. You're now allowed to play PvP and level up entirely with the tomes if you want, or to do PvE. Lets say you chose that last option: * Move across your fisrt map unlocking every waypoint, vista, point of interest and hero point. Don't waste time with hearts, since hearts are way faster to complete with level 80 characters, which can one shoot most enemies and complete the task in seconds. The main source of XP is exploration and the Raptor unlocked at level 10 will be crucial for speeding the proccess. * One your initial map is done (except hearts) go to the initial maps of other races and do the same. Then move to the secondary maps (level 15-25) and then higher. Always remain 3 levels behind the level of the foes in the zone of the map you are AT WORST, since beyond that your damage gets compromised and you'll suffer extra damage from them. Avoid falling damage, since falls and foes 4+ levels above you will be the main risk of deads. Also avoid fighting champs since the old ones are mostly easy (aside a few exceptions) but some added to the game over the years are dangerous to solo even for fully geared lvl 80 characters. * Aside for exploration a good source of XP when happens is OW events, so if they happen on your sight jump in. * Around level 55 you will find out that the maps with lower levels than yoiu are done and you'll start to face foes with 5+ levels above you. This is a good moment to go back and complete hearts in the initial maps to keep your level paired to your enemies, since there's a lot of low level maps in core Tyria but only a few high level maps. That's all. You should expect to buy gear 2-4 times from 1 to 80 and the total cost wouldn't exceed 4 gold coins. I've manually leveled all the professions recently and it tokk me 18 to 28 hours depending of the build.
  19. Vindicator is rather easy to play and have some strong AoE burts (albeit used to be better). The celestial versions with condi damage are almost unkillable; the power builds are my favs but have much less self sustain. For support you can run Vindi or Herald, but I have no idea about thst variants... Celestial Mirage is very powerful at solo content and has great versatility in weapons of choice, but I'm not sure about the support variants.
  20. My main source of gold is farming materials. In the past was iron ore, then quartz, then orichalcum... Nowadays is falx and seaweed but can change over time. Of course I take advantage over having 19 characters; Usually 17 of them farm this route and the other two are alt-parked. This gives me materials to sell for ~15 gold coins after 30-35 minutes of farm: Then is the PvP, I PvP a lot and just doing the daily (one or two matches) brings up another 5+in terms of Wizzard Vaul value. And bizantium chest at 50% w/l ratio are30+ gold coins after 24 matches, so is easily 6+ gold coins x hour of gameplay. There's methods with higher rewards but require a group. Some metas are also lucrative (I usually do Dragonstorml and Palwadan, or Dragonfall and Drizzlewood) Mukluk just posted a sueful guide of how He farms gold in 12 minutes, but of course requires specialized gear (or buying the volatile magic tools with karma). Related to the goal of the game, is quite simple: you should try to get full legendary gear for your main, then for your alts. Now that the legendary wardrobe exist to benefit all your characters, is the most convenient move. Legendary gear allows you to change your stats at will, so you no longer will be bothered with balance patches and changes in the meta. You can also will be able to change your skins at will, and add and retire runes, sigils and infussions without destroying them. I haven't crafted an ascended piece of gear in four years...
  21. Hard to care about it after all the nerfs. What is staff for? * In PvE, you swap to staff to do two things: one is to deal massive defiance bar cc (150x9,) albeit with the root+ cast time is hard to land in foes with mobility or invuln phases; the second is to tank your dps. * In PvP/WvW is a shadow of what it was; the blind from Warding Rift used to be functional, the block was nerfed in duration and at WvW/PvP is maybe the only skill #3 in a two handed weapon which has longer cooldown than the #4. Warding Rift also doesn't work that well because aside of the lame damage, after the i-frames that root you, in the middle of the animation you have no stab, so a simple line of ward or well with fear will interrupt you, am I wrong? Meanwhile a Harbinger enters in Shroud, gains stability and cast Dark Barrage to corrupt you boons and deal massive damage at 900 range... Why you want a staff, to block unblockable wells? Compare it to the greatsword: much better damage, much better mobility, a longer block (which sadly was nerfed as counter starike) and a large AoE damage burst which forces foes to either endure the pain or spent defensive skills avoiding it. Should be tha same weapons as the greatsword? No, but staff was functional, and if deserved nerfs, were mostly in numbers (damage, cooldowns or energy costs) not in mechanics. So what should they do? Since they won't revert the mechanical changes, I just don't care about what they would do for support builds/roleplayers. I'm alreday used to not wield it in PvP/WvW/PvE and is a great feeling, like being carrying a boulder for long time, and being suddenly free.
  22. Well, first of all not every build that performs well is equally easy to play and sometimes a build can work well, be easy to play and still be boring. For example: my fav build to play in OW PvE is power Vindicator with greatswords + swords, but ceslestial Vindicator with mace & axe + short bow is more powerful (close enough damage with x10 the sustain) and easier to play, so usually I run celestial there. In WvW instead celestial Vindicator with greastword + short bow is just the best, and more fun to play than the full condi variants (power Vindi is also fun but much weaker in terms of survability). For PvP I mainly play power Vindi with gs + sb since there's nocelestial stats there and the condi variants are easier to counter. On the other hand, I like a lot Firebrfand in PvE, either celestial or pure condi, but albeit is great to clean weak mobs, is worse vs bosses. So I play either celestial or condi Willbender in PvE more oftenly than Firebrand despite I like more the Firebrand gameplay becuase WB just performs better. In WvW roaming Willbender is stronger thsn Firebrand and in PvP Firebrand doesn't even exist. So likes and results aren't going in hand. With Warrior, I play mostly condi Berserker in PvE 8Bladesworn is stronger and I like it but is harder to play), whereas in PvP I can play either condi Berserker or stunchain Spellbreaker. I usually don't play Warrior in WvW. So: I play mostly my main, but with different buils and sometimes specs based on how they perform in each game mode. And even there there's differences: PvE can be split in solo OW, cooperative OW and instanced content; WvW can be split in solo roaming, small scale skirmishing or large zergs combat; equally PvP's Conquest and 3 v 3 and 2 v 2 have different requirements.
  23. That was fantastic! Which weapon combo did you like the most to pair with pistols and why?
  24. Context: the first 3 fights are from the week before the patch (Nov 28th), then the next 3 are after that date. First Mesmer fights goes in the usual way: high initial Chrono burst and strong condi pressure that can be endured and allows to recover if not too much mistakes are made (still exposing my weak use of Kurzik), then the we enter in a plateau in which I gradually gain advantage. The second Chrono is way weaker and falls faster; a Harb arrives and is though but the thing was balanced; the Reaper forces me to step back and I make the mistake of insisting in the Harb instead of the much worse Reaper; two more arrive and the fun ends... The Mirage follows similar path as the Chronos: condi overload and high initial burst, He uses well its blocks, reflects and mobility but eventually my AoE cleans its clones and its abilities start to enter in cooldowns; they punch hard even in downstate as the Ranger tasted in the firt clip, but I'm aware of that. The Holosmith fight was one of my two fav since the patch (sadly didn't record the other one): a frentic 4 minutes battle which started from a mutual warclaw charge: tons of AoE, cc and constant pressure from diamond player running a power build; that allowed me to ditch Kurzic and to focus in reacting to the Holo moveset and patterns. The environment wasn't perfect to the use of my bow but my build is versatile enough. The condi Herald wasn't a fast skirmish but was easier than the Mesmers: my HP never fell below 13k. This was a hard counter since that build can't really damage Vindicator, specially giving up the short bow (even then Vindi's cleansing game is just superior). I don't think the Spellbreaker was running a proper roaming build. The second video is post patch. The first fight is really bad gameplay on both sides: the Vindi and the Necro are low ranked and they probably don't known much about how to use their skills outside a zerg; I wasted too time downing the gs/hammer vindi, did decent defense but it should have lasted much less (again, did chose the wrong target to focus). The Daredevil in the camp was much more interesting: She dazes, immobilizes, burst, disengages and contest the camp to prevent the capture and spawn the guards; pre-SotO weapon mastery's would probably crush my full mele build, but with short bow now the constant pressure is bidirectional and I've cleansed camps below heal Scourge supports, so once his last burst fails and the guards are down again just choses to retreat. The last two fights are very different: a full ranged condi pistol Daredevil which smartly uses stealth and relocation to break my targeting and daze, blind and fill me with conditions. Toys with me and utterly destroys me, remaining almost untouched. The second encounter is barely better due I finally use some blue skills, so it last longer but I spent most of the time blinded (22 times in less than 150 seconds), dazed or in retreat so never got his HP below 58%. Super annoying and humbling, but I see ways to improve. Just only hope ANet never provide Revs stealth: I don't want to be part of that lame circle. So how has been the patch? So far, Vindi nerfs, no more vigor and might stacks (doesn't matter in PvP), much less fury (doesn't matter in PvE). Haemmer buffs but I have to test yet in WvW.
  25. Imagine being so salty/kitten of achievements from others long time ago to try to be both dimissive and jealous in a single line.
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