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Buran.3796

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Everything posted by Buran.3796

  1. 95% of that builds were ubernerfed long ago. Actually I think that devs nerfed the kitten out of that builds after each vid. Quite the compliment for Hizen... Actually damage from the condi Herald went buffed in the last balance patch of 2019 and remains untouched in PvE in the 2020 patches, so is better than ever.
  2. Glad to see a hammer viable in a game mode; hard to see any class using them anymore.
  3. I entirely agree with this. I would remark some milestones about the Revenent identity: The staff was never envisaged as a weapon that roots you in place; Herald already provided that with the block in the shield and we had already lost a block on movement in the off hand sword. They botched the block in the sword "to provide damage instead", then erased the sword damage, made it slow as the hammer, removed the interrupt in the staff #2 and finally made the #5 useless to disengage.Condition Revenant was designed to be slower but tankier, and to have better AoE damage and better tools to endure conditions; the main source of damage was torment, with a bit of burning. Then with PoF they provided a condition weapon based on bleeds with 0 synergies with the core condi Revenant, and without defensive or mobility tools. Kalla was also designed as squishy, with summons than die easily, the stunbreak in the heal, and some other atrocities. They should have nerfed the damage of power Herald instead of botching the flow of its skills, it would have lessen the weight of the class in PvP without turning it in a trainwreck. I don't buy the argument of "less frequent skills, more weight in their use"; the game is as spammy as before the patch: the only difference is that now it takes longer to kill foes.
  4. Last year when I played power Herald zerk amulet arleady was the logical choice, because being their role to +1 the vit stat in marauder felt lke a total waste. 12k between DS and CI sounds cute: you can almost halve the life of a condi Rev or a Necro stacking those two hits (assuming that aegis, a barrier or something equaly instantaneus and balanced doesn't suddenly appears).
  5. They should rise the cost to 55 to everything seriously. I kill with mace autoattacks; when I swap to Mallyx I tend to not use skills, saving energy to breakstun or proc resistance with Pain Absortion if is needed, or using Call to Anguish to interrupt rezzes, or after stacking energy for a while activating the Embrace the Darkness upkeep, which seems to be the passive agressive gameplay ANet expects from us.
  6. I would ditch the staff from that loadout; does very little damage, is not better for defense against the A.I. than the shield, and the current #5 is a shadow from its former glory. But yes, Mallyx/ Jalis with mace+axe works perfectly fine.
  7. Hizen made pretty much the best PvE/open world Revenant build you can run in terms of survability/solo playing potential: http://gw2skills.net/editor/?PmxAke7lhQKsIyiJRXMICjBSiMBqgj7SdrD-zRJYkRLfZ0RBESK49BJI6tsonG-e The latest changesfor condi Revs in PvE even buffed it a bit, and since doesn't use Invocation or staff the changes in the megapatch from February 25 didn't hurt it. There's other alternatives that can do damage faster or being more safe (using the short bow, of breaking defiance bar from dangerous champions with the staff) against some particular bosses, but broadly speaking those can't reach the things that that build achieves.
  8. That's because there's no "meta" condi Rev; there's at least 3-4 viable condi builds which move from core Mallyx+Jalis, Herald Mallyx + Glint, Renegade Mallyx + Jalis and even Kalla sometimes. And weapons usually include mace and axe but sometimes also shield, shortbow and even the sword. The only thing that settled is that power Herald is now crap. Enjoy the bunker Nurgle meta which everyone was asking for.
  9. Lost 3-2 vs a 2 Firebrand team in the Asuran Arena playing as Herald Rev along a Mesmer. Las round was lost due map mechaning after exceeding the time cap by ~30 seconds. They aren't unbeatable, that's for sure.
  10. Don't trust this man. He wan'ts you to run brittle builds so he can score the second kill. : 3
  11. I won't ever land staff #5 again because I won't even use it again. Worst thing about the shield was how it rooted us, and now the staff is worse, because the shield at least can be paired with a weapon which does, you known, damage (mace) so staff can root (pun intended) in hell. The same with the hammer: I won't touch those two (or power Revenant builds) with a 10 feet pole. Shiro was an agressive legend based on attack speed, mobility and evasion with high risk (weak to condis) and high reward (burst damage) and now instead is a phat no one with harmless weapons which makes you slower. I refuse to play a shadow of its former glory.
  12. Shao's previus build (core with Jalis Mallyx, mace + axe/staff): http://gw2skills.net/editor/?PmwAkeZldQIMHKi1QSsHCi9RgsASgD7SfqC-zZB8UiUEkpEIghQCLA5NA Cevni's from WvW (Renegade with Jalis + Mallyx, mace + axe/short bow): http://gw2skills.net/editor/?PmwAkeVlhQHsIgJBMIgBSfMBKgD/S7rC-zVRYcRHpjMCuiLlcCxMDkcrqiTAvPAh73C9faA-w Hizen's for solo PvE (Herald with Glint + Mallyx, mace + axe/shield), I've been running this adapted to PvP for the last two months: http://en.gw2skills.net/editor/?PmABkel7lpQIMLKidRSMMCiJSgsCSgj7SdrD-zZoOleFBRLBaXIkwCwfDA Caith's celestial core Rev (Jalis + Mallyx, mace + axe/double sword): http://gw2skills.net/editor/?PmABwylflhQHsIyhJRNMI6hBSfMBKgDzSfqC-zZgAA There's not a "meta"; tons of options util the strongest builds settle.
  13. Buy some stability, most of classes have access to stab in one or another form but the players refuse to equip it because like to run "perfected" cc/burst chains. I play without stab but my build has 29k HP, reliable access to (expensive) breakstuns and plenty of resistance. Also: the better the power builds perform in the future, the worse will do the condi Revs.
  14. Mostly rifle Holos and some hammer Scrappers. But is hard to value "builds that counter a condi Rev" because currently there's not a clear "meta": there is a lot of variety in the builds that Rev players are using. Yesterday Caith was running in PvP a celestial core Rev with double sword/mace + axe, Jalis + Mallyx and corruption + retribution + invocation; I'm running a carrion Herald with mace + axe/shield, Glint + Mallyx, and I found Renegades running Jalis + Mallyx or Kalla + Mallyx, sometimes wielding short bows, sometimes not. There's a lot of differences in terms of strong and weak points on those builds: Jalis provides better sustain and great team access to stability but is lacking in cc; Glint has better cc, mobility and breakstun access but is weaker mitigating damage. I think that will take probably a few weekly tournaments and the end of this 2 vs 2 season in March to settle a bit which loadouts overall offer better value for Conquest teamplay. I also found a lot of players "bandwagoning" the Necro but being unable to do crap with the class, because despite how tanky can be is really vulnerable to cc.
  15. Not that odd taking in consideration that in the real world maces are weapons specifically designed to negate the protection from armors creating trauma through delivering kinetic energy instead of slicing and bleeding enemies. A non armor/light armored fighter has no business wielding a mace vs foes with metal plates.
  16. Had a match in the asura arena with firebrand + core guard vs a mesmer and my condi herald; we lost 3/2 in the last round 28 seconds over the time cap due the map mechanic (which I didn't known) but made over 500k damage. They were a duo team with builds designed to support and bruise the enemies and still we beat them two times (almost 3) and the two times we lost was due the mesmer was unable to endure the pressure. So far Mallyx builds are working really well in the current meta. My thoughs on the matchups: Elementalist: tie fight, they have better ranged pressure and mobility but less cc and ways to deal with condis.Engineer: favorable; usually tanky and able to disengage, but the longer the fight goes the worse it becomes to them. Saw variety of builds.Guardian: tie; lot of builds, the best ones are either firebrand support or burn centered. Not that hard: those dps oriented can be killed and those focused in self sustain can be almost unkillable but they can't retain the control point forever.Mesmer: very favorable, our AoE damage cuts clones like a hot knife through butter, Mallyx nulls the condis and power mesmers can't burst carrion Rev nor Jalis Rev.Necro: sligh advantage to us, my fave fight. Their corrupt and chills can be lethal, but their limited acces to stability makes easy to chain cc effects on them. Their strongest builds seems to be condi based, and after four years dealing with them with power Herald the new matchup is refreshing.Ranger: favorable. Their power variants are still effective and can burst quite well, but they won't keep a control point vs a condi Rev.Revenant: wide variety of builds, classic power builds have better mobility but the nerfed skills and the heavy condi meta will make the things hard for them.Thief: favorable. I heard that staff Daredevil works well against us but didn't find them. The classic thieves which fought against seemed frail.Warrior: unfavorable. They still run mostly power builds that can endure condis pretty well and have access to good burst and chains of cc; our break stuns are expensive and saving energy for them greatly reduces our damage making very hard to wear them down. That as a first impressions as gold player, ended season 20 scoring ~1430; I'm sure better players with deeper knownledge of the game would disagree with those opinions but I would gladly read others talking about the subject.
  17. Core Necro could lose both dodges as it currently stands and the bunker build would still be unkillable 1v1. Saw Necros dying in the first 6-10 seconds. I think that a lot of people is jumping in the hype train without even knowing what an evade is.
  18. Condi was reduced mostly in stacks, in exchange of longer duration so the dps is lower. But cleans now have larger cooldowns, and since physical damage is weaker and everyone is running condis the spam is larger than before.
  19. Cast a visual and audio signal when the proc happens and delay the effect ~1 second so people can react to; make evades and i-frames to ignore the effects.
  20. There's 3 main ways to play in WvW: Large zerg vs zerg formations or pacted guild vs guild skirmishes called scrims (usually up to 15 vs 15). Small group fights/squad roaming (usually up to 5 members). Solo roaming and duelling. In the first case the gang under the commander fights as a unit, and players have asigned roles: some classes as Necros or (before the patch) hammer Revenants provided ranged damage, while others as Guardians and Eles provided support, healings and cleansing, etc. They usually faight as a compact mass butome specialized units provided specific roles, as rangers and thieves sniping spell casters at range. Most of those classes and builds are geared with tanky stats to endure large fights; some of their builds are bad for roaming and duelling because they rely in team support. The second group of builds is usually less ortodox and gives more freedom in terms of composition, since they run builds capable to 1 vs 1 but with some synergies between teammates. Solo roaming is oftenly dominated by builds with high mobility and high capabilities to engage/disengage in combats and to reset a fight, so classes with access to stealth as thieves, mesmers, rangers or engineers usually highlight there. Conquest PvP 5 vs 5 is different: usually you have a very mobile decapper wich helps with burst of damage to kill enemies engaged against one of their peers (a role called +1) which is oftenly picked by a thief, mesmer or revenant, a support oriented classes as the guardian, and a couple of bruisers (classes capable to endure a fight for a while and slowly wear out the enemy or keep them busy until support arrives (warriors, engineers, eles...). Mind that every class in this game has a wide array of different builds, but most of them had limited viability in specific roles in each game mode. As example: thieves are superb at roaming in WvW, and as decappers and +1 in PvP, but they are weak as a bunkers and very bad at healing/supporting the team. So, based on your description: Necro: stong as ranged AoE damage dealers in big groups in WvW, capable to corrupt enemy boons, tanky due their powere and high base HP. Powerfull access to chill and cc. Weakness: limited mobility and access to stability, can be countered at range by some high mobility classes as rangers. In PvP they provide huge AoE pressure and plenty of cc. Engineer: good at support builds in large WvW groups, excellent bruiser in both roaming and PvP; can combine ranged single target pressure and resilient mele combat in the same build; very good at disengaging from combat. Ranger: less use at zerg vs zerg figths, is a very strong roamer with tons of mobility and stealth access. Their single target pressure at range is excellent and before tha last patch their mele burst was really high. Warrior: their zerg builds and roaming builds are very different; in large groups are focused in mele combat, cc and team support, whereas their roaming builds are very mobile, have huge self sustain and capable to land huge burst of damage or long chains of cc effects. Most of them are exclusively mele; builds con rifle can be made but at the moment aren't very popular. Revenant: previous to this week patch their hammer Herald was along guardians the backbone of most of large groups, delivering AoE damage at range while providing heavy boon support or using Mallyx builds to absorb and null conditions. Their main roam build (which was also a +1 in PvP) was the very mobile power herald, with tons of evades, a pure mele fighter. I would recomend you to follow Caith in Twitch due He is a top tier engineer player focused in PvP which uses builds which can fight very effectively at range and mele in both Conquest, roaming and small groups teamfights. Necro is currently VERY powerful in PvP but you will find that in WvW his lack of disengaging tools will be a big handicap until you become familiar with "how to fight other classes". Warrior is very solid and resilent but fights mostly at mele range; you should take a look at the Vaans chanel in Youtube or the irAjaxx channel in Twitch to learn about this class. The Revenant until this week was mostly a mele roamer based on physical damage, now is moving more towards being a condi bunker which in some builds can use the shortbow. You cand fin excellent videos of the class in Youtube from TubbyTwoTons, Nici, Torben... Ranger is along the Engineer the class which will provide (from the 5 you have) a closer mix to range and mele: they usually fight with longbow and mele weapons, are very mobile, have good tools to disengage... Check Kitsurugi Emeya for Ranger clips... Out of the other classes you don't have: Mesmers trend to fight at range at to poke; thieves trend to interrupt/daze/stun you at range, then hit at mele and retreat to safety; guardians are mostly oriented towards mele combat and team support, they have some nice ranged tools and close gapers but aren't that good at disengaging. The elementalist can be a good alternative to engineers and rangers in terms of mixing ranged attacks and cqc.
  21. I have a legendary PvP armor set and several ascended armors. If I put that armor in the slot 1 with, lets say, berserker stats, scholar runes and agony infusions, and then the same legendary armor in the slot 2 but with viper stats, torment runes and WvW infusions and I save those configurations, will the game reset the full loadout to the desired stats and combos named in each slot template or will just equip the gear with the last stats, runes and infusions I put in them? How usefull are the legendary items compared to just asign specific ascended gear in each template?
  22. Enough. Axe is fine. Transfering conditions without any kind of call is dope, but so also is backstabbing from stealth. Mesmers and Thieves would have the rigth to moan when stealth ends ditched from the game. Embrace papa Nurgle. Spread his word...
  23. Your core Jalis/ Mallyx build is great, but also is Cevni's renegade with shortbow and condi Herald with Glint/Mallyx works great. Don't see the problem with people enjoying some variety (specially before the dust settles). And by the way current Rev staff is just crap.
  24. ...So piling up 30 stacks of condis on a single target in PvP/WvW is fine but throwing them back not? Maybe the source of those condi stacks should have noticed the resistance boon in the target before spamming all his skills on him. But I'll concede: I agree that is too strong, not because the volley back is undeserved but because a lot of times the transfer happens accidentally just because you need to swap reset your depleted energy levels, so sometimes in skirmishes the Rev nukes the entire opposition surrounding him not due a planned move but just because luck, and the game shouldn'r reward luck as a basis.
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