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XECOR.2814

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  1. This is a typical case os some1 who thinks he knows what he is talking about but not really knows the real broken builds cause he is not on top of things. Yes alacrity on willbender is the best build much better than the other ones that the other build websites for soloroaming.
  2. My grievances with the skills in game is: Warhorn#5: No impact, useless effect when required. Warhorn#4: Tracks like kitten during the cast. Fear is inherently an extremely difficult cc to apply and get value out of. Focus#4: Too slow, does nothing. No impact, Fluff skill which just give numbers in life force to do something else. Might as well be a skill that u press and your hp+1000. Not a game skill, an excel sheet skill. Core Shroud Autos: Auto attacks not worth casting in any gamemode, 2013 design. A 1sec cast time with even more pre cast and post cast wind up times. Whew. Core Shroud#2: Extremely slow projectile that never reaches its destination because gets intercepted by an unintended target or ran away from. Super speed enemy player is faster than this projectile, and if they use a movement skill u will never hit target. The core effect is bad, only becomes good with path of corruption. Core Shroud#4: Too high channeled cast time makes the skill have a ton of risk, which is not paid of in its reward. Both power damage on this skill and condi duration on bleed is very low in all gamemodes. Its a bleed. You can give it double the durations and it still night not be the best skill to use in any scenario. Dagger OH#5: Dogshit skill and now super low impact after corrupt is removed. Needs an additional effect if they want it to be useful in any capacity in all gamemodes. Feels void to use. Dagger OH#4 projectile based, high cd for its effect. 3->2 condi transferred change was bad because it de powers the skill way too much and the spam has not gone anywhere. Also inconvenient in pve because 2 transfer is not enough when you actually need it. 3 has always been perfect. Greatsword: Slow, deliberate like how its supposed to be. Too bad other classes greatsword are not slow but still do more damage its kinda funny. Gravedigger needs to do more damage in competitive gamemodes and Autos need to be faster. In any case its nerfed to oblivion anyway in wvw cause of zerg settings. Theres no saving this weapon. If they add movement component to gs#3 then it might be something but that will never happen. Reaper Shout Trait: Useless in every capacity. Needs new effect. Lise steal is bad effect. Devs use excel sheet to calculate max value one shout will give in the most calibrated scenario but too bad the unlikeliness of that scenario of happening is astronomically high. Probably could make Shouts give 5might to self and self fury in melee and call it a day. Blood Magic: No reason but F U to remove movespeed in the traits. Warhorn improvement trait useless cause the initial effect on warhorn skills is bad. It doesnt give u with anything that you might need for survival, just fluff effects for excel sheets. Transfusion gutted to oblivion, better just remove the port to player and buff the skill like a normal skill and stop being binded by some rp reasons. Devs stop giving a f about rp reasons when they gutted every other aspect of the class flavour, why let this one toxic thing continue. Death Magic: Posion damage buff trait not useful cause very low poison application sources on necromancer, other than harbinger or something which makes very niche builds which also do very bad performance wise. The grandmaster with carapace on condition application is the only good carapace producer. Other sources of carapace production are very low performance and also dont interact with high carapace stacks. Minion traits and minions all useless for every gamemode. One fan think of 10 different ways to make it better and non toxic but it would be a waste of words. Spite: Single ceanse on heal, joke trait compared to its contender which arent that great except vuln on chill for reaper specifically, otherwise everything is just stale. Funny part is it says"heal based on conditions consumed" and then says conditions consumed 1 lol. Spite signet trait just ruined. Epitome of dogshit changes worth quitting the game over cause its a display of being disconnected with community and display of incompetency. Changed Corrupt to boon remove on Grandmaster trait lol while also being nerfed in number of boons removed while also having the effect based on enemy % and also nerfed power damage into tickle damage while also having extremely low cripple and resolution bonuses to make use of. Clap Scepter: Autoattack nerfed to oblivion in condi damage, Scepter#2 low impact in current scene. Scepter#3 nerfed to oblivion in every aspect, even the base skill that is single target lol. The whole scepter is made to be bad because it needs to be bad so that the curses gm trait can make it actually usable and worth taking. Peak design from incompetent devs. Harbinger: Shroud#3 is very low speed in its movement and clunky to use because it has animation clunk at the beginning of skill. Shroud#4 has less time of evade than its animation time, i get they want to make interval where its intractable but this is not the skill where u want to do that as this is the sole survival skill for harbinger. Lack of leap and blast finishers on these two skills is also confusing. Swords: They really want you to purchase the expansions but what can you do, they are hamstrung by their own incompetency. The inability to see how the things they create will turn out is especially what forces me to lavel them as such. In any case its strong at something and bad at somethings but it will be just bad as soon as they fix the range on leaps to intended distance. Sword autos and #2 still do low damage and the flip skills are not worth using cause damage is extremely low. The weapon doesnt provide any pressure on enemy. Again an excel sheet weapon. Compare that to axe, focus lol, you have high impact skill that actually create pressure. Where does the pressure in sword comes from? Even if its a hybrid weapon for self sustain, where does the impact on sustain comes from? Nowhere yo cant name it cause its trickled down which is useless. The underline with all these changes is that everything core is nerfed and bad and only things playable and better are expansion ones. Which is the push they are doing which most people might not realize but its making the experience very frustrating. Its not so bad rn that its evident to casual players, but im sure in time everyone will see cause these type of behaviours ramp up automatically with time even if the company dont plan to.
  3. The concept behind willbender is that it is super mobile and it one shots you. So it is balanced that way LMAO /s Too bad the concept behind builds i play is not "it just wins". WvW is just clown fiesta with willbenders one shotting everything even with weakness and when opponent is full trailblazer or minstrel with protection. Similar case for boon uptime and re-sustain on catalyst, damage and high initiative and stealth duration on almost all thief builds and multiple mesmer builds with insane invuln, block and evade uptime. The gamemode is a joke rn. Edit: I forgot the dogshit tempest minstrel builds that ones just funny, after 5 people manage to kill the tempest through 4different auras spamming 5 different kind of debilitating conditions. You have to play the minigame of being able to immob the downstate or you just dont even bother attacking lol. Even if you immob them you have to play the rng if thei cleansing sigil on cd or not so if they go mist form it cleanses immob or not. Too bad if your build doesnt have ranged immob and luck on your side, you just cant kill them.
  4. I didnt test the new patch in that comment and was coming off based on prev comments, i did test afterwards and realized the same. Tbh the skill putting you in combat is not that big of an issue cause you just get ooc in like 2secs after getting in combat because of sacrifice and I would assume the health cost needs to be at the start cause thats the intended design and thats the resource cost for this skill.
  5. The fact that you can't understand the fact that heaven's palm is so strong but still not getting used because renewed focus is broken op on willbender speaks for itself.
  6. https://wiki.guildwars2.com/wiki/Relic_of_the_Necromancer I believe this might be the most useless and ignored relic in the game so much so that it wasn't even mentioned in the balance patch when they improved the usability of some relics despite being one of, if not the worst relics in the game. Its very specifically made for necromancer class because other classes don't have access to fear. (Not a significant amount that is useful at least) Its current effect is very weak, unhelpful and does not create any benefit for the necromancer. (Controlling movement when you have already feared someone is not something you especially care about or require from a relic) It would be great if a core effect like Fear did something cooler for the class if we built for it through traits and the relic. Some examples i can think of: 1. Fear you inflict siphons health for its duration on target. 500/sec (Needs to be powerful siphon) 2. Fear you inflict applies weakness(5secs) on target. (in theme) 3. Fear you inflict rips boon for its duration on target. 1boon/sec (ICD 1sec so it doesn't get abused in AOE scenarios) Or any combination of these together with existing effect and with balanced power budget. Something like that will be helpful in competitive modes and in theme too and would make this relic not the worst one in the game and most importantly make it more fun to use.
  7. Power damage is busted in wvw on thief in wvw on dagger mainhand. After runes change it gave the streamlined stats(in general higher stats) and damage mod from relics too. Deadeye is downright broken op with rifle in wvw in its damage and stealth uptime. The only thing thief has to care about if its getting revealed by towers/sentry or not, other than that if you are a fairly decent player who is playing cautiously you are effectively a god in current meta. No new weapons or elite specs get revealed in their kit at all, they essentially forgot that stealth exists and needs some sort of counter.
  8. From wvw perspective: - Self barrier should be higher on F3, F5 and Scourge Heal skill, remove shared barrier by default. It only becomes sharable if you take Sandstorm Shroud or Desert Empowerment but then it makes the number -50% or so . - Desert Shroud (Base Scourge Shroud, Not Sandstorm Shroud) should pulse barrier rather all at once throughout its active duration so we can use abrasive grit and have better self cleanse and not forced to take support shroud trait like Sandstorm Shroud. Since its a selfish skill in all aspects barrier and cleanse it shouldn't be a problem. - Hence Desert Shroud can have less Life Force cost, comes up more often(like 25secs Cooldown) and does more condition damage from torment(more durations) This way you don't break the game cause conditions are already irrelevant in zerg and gvg but you may give some people dmg builds to play on small scale with enough cleanse and damage to pull it off. Side note: The vigor duration is very short on the grandmaster trait. The boon duration made sense because it was a powerful boon like Alacrity but it doesn't make sense for irrelevant boon like Vigor for necromancer.
  9. Here I go another suggestion for Warhorn#5 in the void: 1. Make the swiftness be shared to allies. 2. Increase the life steal hit radius to 240. 3. Buff the healing number on each tick by like 30%-50%, and 4. Make the skill last longer but more infrequent(for performance): Current: 10hits, 5secs, hits happen every 1/2 sec. New: 12hits, 9secs hits happen every 3/4 sec. After this the Warhorn trait should probably do something else and actually be useful. BTW Warhorn#4 is 1sec fear in current era which gets hard countered inherently in like 5 ways, a complete joke of a skill with its trash tracking and cast time.
  10. That's cool if it works for you but its not the best build since swords have no condi components and damage is heavily reduced due to not being full power build and swords already having low damage. Harb has better builds for roaming, similar case for Reaper even if you want to use swords. But if its fun, its all cool anyway.
  11. bruh you are completely delusional. 1. Renewd focus is extremely overpowered so much so that even an instant port finisher with evade on low cd cant even replace it. Meanwhile if you put heaven's palm on an other class it will instantly become permanent slot. 2. Willbender is grossly overpowered in WvW in almost all aspect damage, sustain and boons. Its fine to be bad at the game, but whats worse is being delusional
  12. Thats cool and all but why it puts you in combat on the first skill tho. Shouldnt the life cost go on the second skill press? Not to mention im not a big fan of health cost anyway. They could very well put no health cost and no healing component and it would balance out. The weapon might even be better without it cause then it might be given vuln or something on skills or better damage and not handicapped cause you gain health so cant do high damage argument.
  13. You are doing 0 damage pressure with 2sword and staff on cele harb. Its the harbinger shroud thats putting in work. Better off playing pistol torch/ sword wh. Or pistol wh/sword sword Or pistol torch or wh/staff like usual. Make sure you have cleansing sigils tho.
  14. - I didn't test extensively but the healing part in transfusion only works if there is a downed body while you use Harbinger Shroud #4 skill. Also, if you leave shroud transfusion healing effect ends too. - Not only that it works based on your initial location not your end location? Im not sure about that though. The porting of downed body is at the destination location of the leap but the range check starts at the beginning of leap is my guess. I didn't test thoroughly but these were my initial impressions, could be wrong on some things. If someone did more testing please correct me.
  15. Did you check if they didnt had regeneration before you gave it to them? Or if someone override your regen? How regen works is the person with higher healing power gets the regen application.
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