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Vinny.7260

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Posts posted by Vinny.7260

  1. 19 hours ago, Azure The Heartless.3261 said:

    patient Spellbreaker (dear god you have to be patient), DH, Sic-em Soulbeast, Projectile hate classes (including reflect mesmers, but every other mesmer is getting nuked). Everyone else is getting annoyed to death.

    You can't chase them, you have to count their initiative uses and camp obstacles until they get frustrated and come in close, then beat them into the floor twice (because theyll have shadowstep at least.)

    As a willbender you should be playing like a thief vs DE. Show up while theyre engaged, preferably if they are trying to recover or escape without a stunbreak. Don't overcommit, because by nature of their build they cant really stand on points. That's a losing MU if you're spending your ports chasing a DE around, they can do it better than you and -want- you to spend your offensives. Go put yourself someplace where they need to come to you in a chokepoint. 

    Just to expand on the list of things that can counter DE:

    • Carrion Axe Mirage or just Power Block in general
    • Holosmith (with Lock On and good LoS spots)
    • FA Weaver (A good Earthern Synergy burst + immob from Arcane Blast)
    • LR Weaver (Mudslide do be bangin their DS)
    • uhhh... Yeah.
  2. 43 minutes ago, Vegeta.2563 said:

    I mean maybe, but maybe the downstate invuln was supposed to be there the whole time?  We will never know.

    I know at one point invulnerability was intentionally removed from downstate. I just can't remember the year or patch date of when it happened.

    It was the same patch that also allowed conditions from downstate to carry over to when you were revived.

  3. Elite Specialization: Designed around Stealth.

    Community: NO! REMOVE THE STEALTH!

    Elite Specialization: Designed around Stealth; without stealth.

    Community: lol, skill issue.

     

    (DE is degen, but there are better ways to go about bonking it on the noggin for hitting too hard and having more escape mechanics than any character from the Spy Kids movies).

    Death's Advance getting hit and Skirmishing Shot getting hit was a perfect approach imo.

    • Thanks 1
  4. Y'all are missing the things that actually need hit. You keep claiming things like Dragon Maw being WAY too good, but forget they're sacrificing their sustain. You'll get after things like "i GoT oNeShOt" as if you're a martyr.

     

    Here are the things that need fixed. Plain and simple:

    Hunter's Premonition: This trait is currently BUGGED and does not need to be equipped to grant Aegis. Many DHs, in secret, are abusing this and using other traits. Fix the trait, DHs have to sacrifice F2 damage or cripple on CC. Looks like they fixed it. 🙂

    Spear of Justice: We're in an age where there are plenty of new players unable to sightread the same way a lot of veterans are able to. This skill just needs a glowy projectile on the wind-up and the actual projectile being sent out. That'll make it more obvious for what people need to dodge and when.

    Test of Faith: There are actually a couple ways to go about this getting an adjustment. Do NOT do all of these at once. Pick one of them.  Looks like they did a smaller adjustment than I suggested, maybe it'll work out cuz they hit True Shot too.

    • Reduce the duration to 3 seconds instead of 6 seconds.
      • This reduces the amount of time a DH basically can own an area; it still allows them to punish people via quick combos but gets rid of the safety net against things like phantasms and pets.
    • Reduce the pass-through damage by 45%.
      • Currently this skill has one of the highest coefficients in PvP. Reduces the damage from 1,619 (on Heavy Armor with none of the modifiers calculated) to 876 (on Heavy Armor with none of the modifiers calculated).
        • On Marauder Amulet with Lynx Rune and Aegis (+7% Strike Damage), 90% or more health (+7% Strike Damage), Retribution (+10% Strike Damage), Inspiring Virtue (+10% Strike Damage), Inspired Virtue (~5% Strike Damage), Zealot's Aggression (+10% Strike Damage), Pure of Sight (+10% Strike Damage), Big Game Hunter (+15% Strike Damage). Approximately 102% Strike Damage Increase. These numbers are hypothetical and against Heavy Armor.
          • Current Damage (non-critical hit): 3723
          • Current Damage (critical hit): 7197
          • Purposed Damage (non-critical hit): 1770
          • Purposed Damage (critical hit): 3421
    • Recharge Increased to 35 seconds.
      • This would force Dragonhunter to have more down time and weigh in on whether to place the trap or not. It's currently able to drop the trap on a node, rotate to the next node and have it almost ready or it is ready.

    Pure of Sight: This skill got a free boost in one of the recent patch most likely to accommodate hammer changes. I don't expect this to happen.

    • Reduce it back to 5%, it does not need a free 10% damage boost.

     

    From there, things should be easier for those who are inexperienced with DH and how it plays. Feel free to roast me DH lovers, I know ToF is kind of a touchy skill.

    • Like 7
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  5. Let's make Guardian's best elite, and frankly only good elite, worse so that the others look better...

    Guardian having an invulnerability is perfectly fine... It's on a 105CD and is super obvious to time bursts into and forcing them to blow their F1-F3 immediately after.

    Heck, many Guardians panic and MESS UP their invuln...

    • Like 4
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  6. On 1/27/2024 at 6:38 AM, Parasite.5389 said:

    this doesn't seem like a bug:

    Escape artist makes the Phantasm immune to Condition, as such it can't gain a condition through Sympathetic visage

    The only reason I state it as a bug is that Chronophantasma applies Daze before the Distortion.

    Meaning, they could easily just change the order of operations for these effects to allow for Sympathetic Visage to transfer conditions before Escape Artist applies Distortion.

  7. Considering how long it took for the to touch Death's Advance on Rifle. I'm not shocked in the slightest.

    Scrapper is still totally capable doing work, it just isn't a lopsided win anymore when having them.

     

    I think it's because DH is kind of a niche right now and they tend to focus on mATs for results, probably. It's why Specter constantly got smacked in the face again and again. Especially Sc/Pi 3's ability to slow so much.

    I've seen DHs running things like Defender Relic to be a pseudo on-node fighter or Brawler Relic to be a roamer sort of thing. I think people are still trying to figure out what to do with it, because it does have potential to do things, but other things are just better at it and/or just move faster.

    It'll just take for it to be an actual meta to get a proper slap to the face, but that won't be for a bit most likely. Especially if Firebrand actually ends up being a decent support choice.

    • Thanks 2
  8. On 1/12/2024 at 3:11 PM, ZephidelGRS.9520 said:

    In short, Mantra buffs and farewell to Mirage again.

    Mesmer

    Condition mirage's damage output is getting toned down after it landed too high with the changes in the November update. The November update also pushed mesmer support builds a bit over the top in WvW, and we're starting with some reductions to its alacrity and quickness access. We'll be keeping a close eye on the effectiveness of these builds once the rifle is available, and we will make additional adjustments as needed to bring them in line with other support builds. Supportive mantras are also getting minor usability improvements to prepare for the release of the rifle.

    • Lingering Thoughts: Reduced the number of whirl finishers from 4 to 2.
    • Lacerating Chop: Reduced the clone condition durations from 3 seconds to 1 second in PvE only.
    • Imaginary Axes: Reduced the clone torment duration from 4 seconds to 3 seconds in PvE only.
    • Mantra of Pain: Increased the radius from 240 to 360. This mantra no longer requires a target.
    • Mantra of Recovery: Increased the radius from 240 to 360.
    • Mantra of Resolve: Increased the radius from 240 to 360.
    • Mantra of Distraction: This mantra no longer requires a target.
    • Split Second: Increased the cooldown from 12 seconds to 15 seconds in WvW only.
    • Illusionary Membrane: Reduced the condition damage bonus from 10% to 7% in PvE only.
    • Chaotic Persistence: Reduced the expertise from 250 to 150 in PvE only.
    • Restorative Mantras: This trait now triggers when using a mantra ammunition skill instead of when charging a mantra. Reduced the base healing from 1,640 to 820. Reduced the healing coefficient from 1.0 to 0.5.
    • Escape Artist: Reduced the distortion duration from 5 seconds to 1.5 seconds in WvW only.
    • Improved Alacrity: Reduced the alacrity recharge speed from 50% to 35% in WvW only.
    • Flow of Time: Reduced the alacrity per clone from 1.5 seconds to 0.75 seconds in WvW only.
    • Seize the Moment: Reduced the quickness per clone from 1 second to 0.75 seconds in WvW only.

    They were a little over the top with Mirage nerfs. No one was playing it to the same efficiency that Virtuoso was being played to so it didn't need slapped so hard. Mirage was a good alternative for people who wanted to challenge themselves, and be rewarded. The benchmark must've just been too scary. 🥴

    Cool that they're buffing Mantras... A little disappointed they didn't specify that Pain Spike or Power Lock are what got the target requirement removal (Mantra of Pain and Mantra of Distraction's activation skills respectively). I'm also a little confused if they mean both the activation AND the pre-cast for the Mantras got the increased radius or not... If they used the actual skill names, that would clear things up. If they increased the radius for things like Power Lock... I could see that being a bit annoying in PvP... It's one of the few Mantras in PvP that do not need that sort of QoL.

    The fact Restorative Mantras got put into the activation skills instead of the pre-cast is pretty good, if not necessary. Probably gonna see people using Mantra of Pain for Power Spike to heal allies cuz of the low recharge.

    They really cracked down on Chronomancer's support capabilities in WvW. Which was arguably necessary considering the boon output. I think they're wanting Chrono to invest in more boon duration or something. WvW isn't my go-to game mode, just speculation.

     

     

    TL;DR

    Mirage in PvE: Smacked WAY too hard considering the difficulty.

    Mantras: Neat, wish they'd clarify the skill names.

    Chrono: Still gonna be a nice option, probably.

     

     

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