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YTKafka.4681

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  1. One thing I'm mostly worried about with this is that it's anti-synergistic with the core concept of the trait line itself. That the first skill you use upon summoning the tablet is more powerful. The only way to get rid of the tablet is to swap out of legends and back in (~10 Sec... soon to be 15 sec.), destroy the tablet with Energy Expulsion (2 -> 15 sec CD), or move 1500 units away (you can only move the tablet manually 900 units away so you literally have to walk away 700 more units just to despawn it) The if the increased power to skills isn't reliable to activate more then twice every time you invoke Ventari in a realistic way then it makes a core concept of the salvation traitline useless and as a point seems like a regression in the quality of the Legend back to a more clunky state where things have to be planed out strategically far in advance to an unrealistic degree. Even 10 seconds would be more reasonable, but kittenING 15 SECONDS??? You want me to wait 15 seconds so I can get the 25% increased healing? You want me to wait 15 Seconds so I can give 4 seconds of protection? Here's an idea: Don't load Resistance, Stability, Healing, Clensing, and a Blast Finisher on a single skill. Do you see what the REAL problem is now? ... ok I'm getting a little... ugh...
  2. Ya like I said it's a hot take, but when I tried it the last 2 nights with "Charged Mists" it not only felt GOOD, but it actually felt FUN (I was hitting Charged Mists ~80-90% of the time). Which I think is nice. People can be confused all they want and hell if at the end of the day it's not the "super top tier meta", I think it's... honestly pretty good. It can't put out the "random boons on cleanse" or SS like scrapper can it can easily keep up in burst cleanse (Tree song still cleanses 5 conditions on 5 allies, and you still cleanse on dodge) and strong access to resistance, stunbreak, and pulsing stability (A really really big thing I'm sure everyone can get behind) and the unique Rite of the Great Dwarf.
  3. Ok, look they hit Vindicator hard with the bat yesterday (Oct 18th), but let's clear it up. Tree Song still cleanses 25 Conditions, you can still output a lot of resistance. you can still group stunbreak, you can still run Energy Sigils and Food, you can still give barrier and healing no matter what legend or weapon you have by dodging, you still have 4 seconds of blocks. Vindicator is good in WvW still. Look Swap Retribution for Invocation 3-1-2. Invocation Grandmaster 2 (Charged Mists) is INCREDIBLY easy to use with Urn because the energy holds steady with -5 cost and Dwarf still is a huge energy dump with both Rite and Roads. You can use R&R both at the same time now that you can start with 75 Energy then dodge for heals and burn remaining energy below10 with hammers and staff (for more healing) and go back to Alliance. Then bring out the Urn again and use your massive energy pool to use skills without feeling like you're going to run out from the constant -5 cost. Repeat. Vindicator has so much going on and people are dropping it because "I can't dodge infinitely anymore". Think of this as an opportunity to free yourself from having to run Retribution for the Energy Regen. If you want to get off of Scrappers for once in your goddamn lives then just try it. Just my 2 cents.
  4. That being said Vindi has the ability to dodge in place so lines, statics, baby cages don't stop them but they do slow them down. They can also outlast the CC by standing still and spamming both their dodges and double block. Edit: And then the dodge they get on their utility skill... and then their projectile block which lasts 50 seconds and then their sigils... and then their group stunbreak... and then...
  5. Medkit 3, Elixir Gun 3, Purge Gyro: "Are we a joke to you?". Ele doesn't even have Light Fields which can combo off of allies blasts. NGL I love Tempest and it's mostly on par with Scrapper, but Scrapper can split up their Super Speed and Stealth Gyro can still be used if comboed [Medkit 5 -> Stealth Gyro -> Shield 4]. That's STILL 6 seconds of stealth on the run not including the 1 1/2 second stealth from the pulses in addition to hitting allies that are further behind. Even passing through one messes with targeted skills like Scepter 3 on Necro. What tempest does have is imobs on Earth Dagger 3, might generation, and big healing/cleanse on Exploding the Frost Aura with off hand dagger combined with Flash Freeze to triple up your Frost Aura. (Some people like to use Warhorn, but then again some people like to use Hammer on Scrapper because they think Hammer 5 does things, but you do you.). Problem is there that Water Traitline for clensing on Regen application not only competes with Aura Share, but you also have a completely different weapon set. You might be able to get away with Staff Tempest by relying on the High Target CCs from Unsteady Ground and Static, but then you're completely shifting your focus anyway from cleansing. Tempest is great, but it's not going to replace Scrapper... especially if they replace Quickness buff with an arguably equally valuable Fury buff. Hell at that rate we might be able to even get rid of Heralds... maybe we'll drop Heralds and take Tempest for Alacrity and to cover cleanses for the Triple support Meme.
  6. Ya, but most groups are... not good at utilizing abilities and don't stagger their scrapper blocks to increase overall projectile hate. They only see the 3 stacks of stab and ignore the fact the dome itself is a core defensive skill and stacking them does nothing. Also the stab isn't pulsing, it's 1 time application on use. But that's not here or there.
  7. Honestly I'm still waiting on the new Signet of Humility meta. Anet promised tons of Moas, and being the genius designers they are I can expect that meta to pop up any day now... yep... any day now... soon...
  8. Honestly if that's reason enough for Anet to drill the build into the ground that's good enough for me. (Sort of like when they destroyed that Perma Stealth trapper build for thief because someone soloed a Raid boss.)
  9. Super Speed isn't Broken. You have no mobile melee pressure and your positioning sucks. Use Scourges not Dragon Hunters(You idiots please stop using Dragon hunters they're too easy to just 600 range with scourges and revs and you stand there looking like flipping kittens. They're only good against idiots who can't dodge. Which granted is 75% of players anyway but still...) Burning isn't broken (well it is but...). Your just don't know how to cleanse or apply resistance tbh. The only thing powerful about Condi builds is their abiliity to tank while still doing massive damage to bad players. This isn't PvE where you can skip on the condi cleanse (Stop, Drop, and Roll for Ele/Actually Bringing Warhorn on Warrior/Understanding how Guard applys Burning/etc. Longbow isn't Broken. You shouldn't be getting hit by DH LB5 in small scale the tell is huge, large scale you should call out if you're babby cage or use your personal stab to get out, and Ranger LB2 can be made unblockable not undodgeable. Reflects, LoS, and Target Cap makes Ranger useless if you stick in a group. Also I assume you're not talking about Warrior Longbow because if you are well... Stability isn't broken. It's the only thing that stops the game from becoming a CC fest full of lines and statics. However I agree that Stability only being removed on a stack per .75 seconds is a bit long. I would have gone with .6 seconds personally.
  10. So just as a question were these guys by chance all in the same guild? Because I mean what are you even expecting at that point if they are?
  11. Shade Skills: These have been changed back to triggering at both the necromancer's location and their shade locations with each use. Blood Bank: This new trait replaces Vampiric Rituals in the Blood Magic grandmaster slot. It causes healing over your maximum health amount to be converted into barrier. Regeneration effects do not trigger this trait. Well of Corruption: Reduced recharge from 40 seconds to 32 seconds. Dread: This trait has been moved to the grandmaster slot previously occupied by Signets of Suffering, and it has been reworked. It now grants 5 seconds of quickness and 10 seconds of fury whenever the necromancer applies fear to an enemy, with a 3-second internal cooldown. Additionally, it reduces the recharge of Shroud skill 3 by 50% whenever an enemy is killed in PvE and PvP, and by 5% in WvW. There's more buffs to necro but these are the main ones that effect the WvW meta directly as it is right now. https://wiki.guildwars2.com/wiki/Upcoming_changes_and_features/Game_updates/2020-07-07
  12. It does only cleave 3 people. The problem isn't in the shades it's in Sand Savant (i.e. Big Shades)
  13. Doom? That a berserker skill? Doom:Death Shroud 3 (Base necro) It's a Single Target 1200 range Fear for 2 seconds (was 1-1.5 Seconds dependent on range). 20 Sec CD (3/4 Sec Cast) Overall a sort of meh change. Personally I would have kept it at base 1.5 for all ranges or give it a 3 target AoE around the hit target, but Anet does what Anet wants.
  14. You're misunderstanding the reason behind the diversity problem Soulbeast has. It's not that the pets were ever the problem, it's that Soulbeast had all the advantages of Base Ranger, but better overall damage. There was no reason to run Base Ranger anymore. By removing the pet swapping the Devs are forcing players to chose between: 2 petsor1 Pet and Merging. Those that want more pet options for utility would drop Soulbeast, and those that want direct bonuses while merged would take Soulbeast. Thus leading to more build diversity.
  15. People probably crashed support page as well by clicking on "Forgot your Password". I wouldn't chalk it up to anything particularly malicious.
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