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Arheundel.6451

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Everything posted by Arheundel.6451

  1. http://gw2skills.net/editor/?PSQAEhVAOsWntdA-zVIYfUwfCKeA-w You can't do this on ele...a trait giving out 40% crit dmg.....another giving out 35% crit chance...just press F1 and spin to win....crazy build..but possible, I'd be you...I'd go back to the necro forum and don't come back here Next time I may show how I tank focus dmg by simply pressing F1 on a necro...no need to be minstrel...no need for food or other gimmicks....I just press F1... Go now....
  2. It sounds like you are rolling tempest support, dagger LR weaver, and fire weaver into one mega build. I don't know of any ele build that has all of these strengths at once. There are good players who make it work to such an extent but again I don't expect players to recognize a better player and it's much easier to blame balance and whatsnot
  3. I never said that healing is part of the rotation. I am saying that even in the dps build, skills which are healing are available for you.It's about versatility. Yes, switching to water magic and using these skills will make your dps shrink. But in case of emergency, if it is really needed, there is the option.This option is not available for other dps builds, since other classes would have to actively chose skills to do this. If engineer wants to have the option to heal their allies, for example, they need to slot in skills like med kit, elixir gun, etc. This is the opportunity cost. I am building myself to do a specific task. However, this is not how elementalist works. Because of all 4 attunements being always available, all these tools like group healing, defense, power damage, condition damage, etc. are always available in every build, no matter if you actually build for it or not.Elementalist is therefore truly the "jack of all trades, master of none" by design, because they can't legit exclude any of these things from their build, even if they tried. I didn't say that they have better CC than other classes or anything like that. I said that every elementalist build naturally always has several hard CC spells in the kit without investing anything to achieve this, simply because all the weapons come with CC spells in at least one of their 4 attunements. Disagreed, for the simple fact that you get access to all these tools without dedicating utility slots or even weapons to them at all.If other classes want CC, they make active choices. Like a warrior picking hammer or some of their physical/rage skills.Correct me if I am wrong, but I think there is not a single weapon combination for elementalist which doesn't have hard CC in the kit. Where is the opportunity cost for specs like : scourge -holosmith -scrapper -firebrand -spellbreaker -heck even soulbeast and a renegade can offer the same level of support a dps ele with water line can offer....actually much better support while not losing in dps or sustain You can run a condition barrier spammer with condi strip and conversion scourge....where does the opportunity cost come from?You can run a dps firebrand with shared stability, resistance, heal and condi clear........where does the opportunity cost come from? I could go on and on but you get my point I don't remember ele gaining any CC by simply swapping attunements , we equip weapons just like the rest and.....ele has like 3-4 usable weapon sets so it's logical that overall we have CC on all of them where a warrior can choose different weapon combinations. What do you even mean with your point? FoR hard CC ele needs to equip weapons just like the rest....that's an active choice
  4. Meta means : highest reward for the least amount of effort, I believe it's obviously the best candidate for balance, not once in the history of this game we had a meta with high risk builds.....not once, every balance patch should always target these builds above anything else Yes, that's the 'interesting' part I'm talking about ... clearly in a game where meta ISN'T the balancing target in PVE, the idea they are even looking at it should be concerning because of how it will impact new content. Like always, I suspect that Anet has their own definition for what meta is, based on the language used in the OP; I'm sure many people will be bringing torches and pitchforks if we start seeing some contradictions in meta balancing efforts, even in PVP. Meta is definitely the balancing target in PvE! Heck they massacred ele with nerfs for years due to RAIDS, Dungeons : -Icebow nerfs due to Dungeon-Fireweaver and Staff due to golem benchmarketc etc etc And yes I can believe and expect people to be outraged if they nerf anything but meta, I would be one of those people taking up torches and pitchforks, that's how you balance your game....really try to keep it afloat for one more year. The most hilarious part though it's those people getting angry and the balance patches when they don't work in their favor. Nerf spellbreaker...nerf mirage...nerf weaver...nerf ranger....nerf holosmith and suddenly you see 3 revs per team during an AT final...then they nerf the rev and :"oh now rev is dead...other professions are still OP though"..wtf?! It's time for people to realize that the more you nerf your counter...the more nerfs you will receive after
  5. Meta means : highest reward for the least amount of effort, I believe it's obviously the best candidate for balance, not once in the history of this game we had a meta with high risk builds.....not once, every balance patch should always target these builds above anything else
  6. I believe they do have an idea especially CMC, I had my doubts up to now but this patch showed me that the guy is paying attention to the opportunity cost of builds when played at the highest level, where imbalance truly shines. The reason behind the huge difference between AT and soloq meta is due to skill level, with AT you face people who know your build already...maybe even better than you and that's why some specs/professions stop being viable....as they rely on the ignorance of the opponent to win, against people who play off rotation and button smashing off CD...anything goes really. The dev @CMC himself said during stream that he'd rather take feedback mostly from TOP players than any other source, as biased as their feedback, can be.....I still prefer their opinion over a game balanced around "forum feedback"
  7. http://gw2skills.net/editor/?PSwEYaNssC2Hzi5xIxS1Zf5B-zZwCB/B-Just use the cloud to buy time and re-position yourself to LoS him-You can't really play aggressively against a DE if he knows what he's doing...you need to play smart-DE is a pain to deal with but you don't have to die to it...my build doesn't guarantee you victory, it gives you a fighting or running chance
  8. Really? then here a list of things I want back because they were not a problem for the 0.001% 1)FA ele with the arcane utilities2)Meteor Storm and lava font3)Dragon Hunter traps4)Glacial Heart and GS burst5)Fire weaver burst6)Boonbeast with moa and dolyak stance7)Sic-em burst8) To infinity........ These are all things the "the top 0.001%" never cried about and these are things which would you lot cry 3x harder than now if balanced back, you lot should remember that if we start balancing the game based on the low common denominator....things will end up much much much worst for you. Make sure to remember what you're asking for All of you should remember that the Feb 2020 patch was in response to goldie and bronze tears....they were dying too fast, so Anet nerfed damage to let you catch up, the game was dumbed down because you were unable to keep up
  9. I am afraid your soloQ rank and experience matters jack squat outside your personal view, people can reach platinum with a berserker staff ele if so they wish, If we'd start balance the game around the low common denominator, your favourite class would see 5x the number of nerfs it has seen up to this moment, nobody cares about your personal struggle against core rangers, games don't get balanced on emotions! Hard data! That's what we use to balance the game, your personal experience is not real hard data...simple as that. The game should be balanced around a level where people know how to dodge, who know what they're up against.......we can't balance the game around a level where people don't even know what killed them. You are blinded by arrogance
  10. The game got powercrept. The solution to powercreep is not powerdip. Thats just replacing the problem with a different, bigger problem. We shot well past normal. Damage now is lower than its ever been, and its hurting the game. :lol: Its not even remotely as good as it was in any of those periods. Its worse. Its so much worse. Its stagnant, limited and skillless. The balance is now at the worst its ever been, and its all because damage is too low. Only because damage is non-existent. The solution is to return damage, not nerf them.You've got it wrong...people want damage removed from your class while being added to theirs.....you do the same though...it's a vicious cycle
  11. idc how many amulets are in game as long as they don't allow unkillable do-it-all builddepends on conditionalso depends on skilli know very well how we got here... it is called p2w. You don't have xpac, you lose in most cases. I'll just quote you something from one of my favorite movies. "You keep telling yourself what you know...but what do you believe?" It's self-reflection. You keep telling yourself you know how you got where you are, and you keep saying you know where you are going, but do you really know where you are? Do you really know where you are going? People have all the answers, but haven't bothered to ask the questions. And, as we continue down the path in this forest, thinking we are on our way out, we are just heading deeper into the forest.The simplest answer: People lack humility! They will keep asking for nerfs for as long as PvP exists in an MMO...so for as long as the servers will run
  12. Ofc the best argument of the day on the table is if you “disagree with this decision” than you disagree with a “healthier game”. I gave you the reasons why it's better compared what you prefer, like said. You prefer having double scourge mender every game with unending mid fights of damage soaking. (According to Mender's being fine to you.) I prefer have the scourges actually participate in the fight, have to deal proper damage and avoid damage. (Mender is not fine and tuning Scourge will only kill it, double Guardian or double Tempest will now sit on node to soak damage instead.) Making Avatar/Sage the go to support to instead of Mender (or Marshal but who uses that, just me probably.) Is a better solution that changing co-efficients that are not overperforming on the latter amulets. In fact by modifying co-efficients, you're making Mender/Marshal mandatory and it kills Avatar/Sage to be a viable solution, because they currently are, players just prefer sitting on the ezpz solution rather than actually trying, nothing new. If anything, I don't see any convincing evidence that Mender/Marshal being removed a bad thing in any of the posts, neither the OP. Guardian is told to not be doing any damage as of late, that's untrue. Guardian is fine. Ranger always was overtuned with the pets, Anet has a lot of work to do for that self carried profession. Who hurt you? And you're the one saying I ain't providing anything to discuss, good looking on you. @"Psycoprophet.8107" I see them often dancing around nodes on plat games winning any fights, are you going to tell me that because mAT doesn't have any it must be bad? They said the same thing about Renegade and Burn Guards for a while then it was everywhere regardless. People are probably just that disgusted from playing it and it's not as often seen. The direction taken by CMC about the game clearly consider AT as the true source of good feedback, assuming that soloq level is anywhere near AT is laughable at worst ....sad at best, your class was rightfully nerfed because it has been dominating the top scene for the last 10 months or so from start to end, finishing at 40-50% representation for final match When a team reaches the final of the official tournament and wins it while using 3 iterations of the same class, it's at that point that concerns are raised and when that point is reached....nobody will complain about rightful nerfs The day a top team win a tournament with 3 core rangers or 3 druids....yeah we can say that those builds need even more nerfs on top of the ones they received( did you seriously imply that ranger hasn't received nerfs for the last 2 years?....ok) Otherwise if we start nerfing based on so called "feedback" of soloq experiences than even your class got away lightly with the recent nerfs and many more should be applied, heck necromancer and engi would have to receive their own page listing all the nerfs, given how many would be required. If we want to balance the game around the low common denominator rather than the top..by all means but.....no class will be left standing if we go that route I just want to point out that I am happily taking all nerfs to my class without much complain outside unintended bugs or oversights under certain circumstances such as Initial Stability on Inspiring Reinforcement having a 1 second gap or Ventari Energy Expulsion having the tablet going to waste randomly leaving no cc or shards. I otherwise remain playable in all possible ways I can think of, (Ignoring Hammer being dysfunctional.) Which is why I am to believe they're doing good work with the balance, unless Revenant always OP no matter what, pay2win game memes. I have been calling for nerfs on my class for the longest time and occasionally others from observation. (Sometimes they take a while but eventually come anyway because they are obvious however ignored like it's normal.) To say that because I don't care about AT's means I have no clue on what is logically busted makes no sense when eitherway it's the same gamemode with the same rules, maybe from a team aspect you can't evaluate the same as an organized team but in 1v1 aspects you definitely can observe and test what's going on within the game to which Ranger has undeniably more than few things that deserves to be changed which likewise won't affect good players much like it should affect the mindless gameplay. Those nerfs do work well. Personally I like that my profession has gotten harder but also more rewarding the play, however I shouldn't be the only one to face that challenge in change, everyone should somehow and to deny one of their fundamentals (Pets) or mechanics (Cooldowns) to which 90% haven't changed to be judged as fine is a blantant lie, they should all be investigated properly.Pets have been nerfed multiple times already but the general idea is to have an actual working mechanic for the ranger class, people wishing to nerf pets to a point that the class goes around with a non-existent mechanic will remain with their wishes unfulfilled.You can either choose to have all pets acting like smokescale where they do virtually no dmg but offer max utility or pets that deal burst dmg in support of the ranger, it is clearly that the forum community doesn't accept either and simply wishes for the ranger class to have a dead mechanic doing no dmg and offer no utility. Now to dispel all your blatant lies on how your class got hard nerfed and ranger is untouched 1)Feb 2020-Revenant:Surge of the Mists: Added a 0.5-second warm-up before the dash occurs. The evasion granted by this skill is active during the warm-up.Temporal Rift: This skill no longer inflicts confusion. Increased the amount of torment applied in PvE from 2 stacks to 4 stacks.Rift Slash: Updated the animation to be more prominent. Skill timing is unchanged.Precision Strike: This skill has been reworked into a new skill called Chilling Isolation.Chilling Isolation: This new skill is a 240-radius circular melee strike that chills up to 5 foes for two strikes. If the second strike hits only 1 foe, it does bonus damage. Increased the cooldown from 6 seconds to 8 seconds in PvP and WvW.Banish Enchantment: This skill no longer inflicts confusion. Instead, it inflicts chill for 1 second and removes 1 boon per hit. The number of hits has increased from 1 to 3. Increased PvE damage by 380%. Damage in other modes increased by 20%.Phase Traversal: This skill no longer increases damage for the next few attacks, and it now uses the new unblockable effect. Damage increased by 100% in PvE only. Energy cost raised from 30 to 35 in WvW to match the PvP version.Unwavering Avoidance: This trait now grants vigor instead of stability when evading an attack. The cooldown of this trait has been reduced from 8 seconds to 5 seconds.Determined Resolution: This trait now reduces incoming damage while revenants have vigor instead of stability. It no longer increases the duration of stability.Fierce Infusion: This trait has been retired and replaced by Glaring Resolve.Glaring Resolve: With this new trait, gain stability and heal when you break stuns.Empty Vessel: This trait has been retired and replaced by Contained Temper.Contained Temper: With this new trait, revenants gain fury when they disable a foe.Sudden Reversal: This trait has been retired and replaced by Bold Reversal.Bold Reversal: When revenants break stuns, they gain several offensive boons and full Kalla's Fervor.Minor:Expose Defenses: No changes.Destructive Impulses: With this new trait, outgoing damage is increased by 5% for each currently equipped weapon.Targeted Destruction: This trait has moved to the Grandmaster minor slot.Adept:Aggressive Agility: With this new trait, movement skills remove immobilize.Unsuspecting Strikes: This new trait increases outgoing damage when attacking a foe above 80% health. The damage increase is 25% in PvE and 10% in competitive modes.Battle Scarred: With this new trait, gain 5 stacks of Battle Scars after using your heal.Master:Assassin's Presence: Moved to the top slot of the Master tier.Notoriety: This trait no longer grants bonus might when using Legendary Assassin skills.Thrill of Combat: This new trait grants 1 stack of Battle Scars every second while in combat.Grandmaster:Brutality: This trait switched positions with Swift Termination.Swift Termination: This trait switched positions with Brutality.Dance of Death: Each stack of vulnerability applied to a foe grants a stack of Battle Scars. The Battle Scars healing amount is doubled when revenants are below 50% health. Buffs all around from weapon skills to traits -RangerSoulbeast: Soulbeasts can no longer swap pets while in combat. Entering and leaving beastmode with your pet now counts as a pet swap for the purposes of the Clarion Bond and Zephyr's Speed traits.Lightning Assault (Electric Wyvern): Added a 0.5-second warm-up before the dash occurs.Glyph of the Stars: Reduced the cooldown of this skill from 90 seconds to 60 seconds.Call of the Wild: This skill now uses the new unblockable effect.Throw Torch: This skill now applies its effects in a 180 radius around the target struck by the torch.Winter's Bite: This skill is now always an area-of-effect skill even when not traited with Honed Axes. Increased bleeding stacks in PvE from 2 to 3, and increased bleeding duration in PvE from 8 seconds to 12 seconds to match the competitive mode version.Honed Axes: Baseline ferocity is now also applied to your pet. This trait no longer causes Winter's Bite to become an area-of-effect strike.Hunter's Tactics: This trait now increases damage when attacking from the side or behind by 10% in addition to its previous effects.Lead the Wind: This trait no longer grants swiftness when performing a projectile combo. Instead, it grants swiftness for 10 seconds and quickness for 5 seconds (2.5 seconds in PvP and WvW) when striking with an attack from beyond 1,200 range. This effect has a 15-second cooldown.Druidic Clarity: This trait no longer causes entering Celestial Avatar to break stuns.Unstoppable Union: This trait no longer causes entering beastmode to break stuns. Entering beastmode now grants protection and vigor in addition to removing movement-impairing conditions.Beastly Warden: This trait now has a 1-second delay before the ranger's pet taunts nearby enemies. Fixed a bug that could prevent this trait from working with underwater pets.Clarion Bond: This trait now uses the new unblockable effect.Twice as Vicious: Increased the damage and condition damage bonuses granted by this trait from 5% to 10% in PvE on Added drawback to soulbeast where renegade has none plus several nerfs 2)April 2020-RangerMaul: Increased cooldown from 6 seconds to 8 seconds in PvP only.Swoop: Increased cooldown from 15 seconds to 18 seconds in PvP only.Counterattack: Increased cooldown from 25 seconds to 30 seconds in PvP only.Hilt Bash: Increased cooldown from 20 seconds to 25 seconds in PvP only.Attack of Opportunity: Reduced damage bonus from 50% to 25% in PvP and WvW.Furious Pounce (Tiger): Reduced power coefficient from 1.0 to 0.75 in PvP only.Kick (Rock Gazelle): Reduced power coefficient per strike from 0.31 to 0.2325 in PvP only.Charge (Rock Gazelle): Reduced power coefficient from 0.825 to 0.733 in PvP only. More nerf for ranger...revenant untouched 3)July 2020-Rangersome minor nerfs -RevenantDemonic Resistance: Reduced damage reduction from 20% to 10% in PvP and WvW.Fiendish Tenacity: Reduced base heal from 197 to 132 in PvP and WvW.Crystal Hibernation: Reduced pulse base healing from 620 to 496 in PvP and WvW.Spirit Boon: Reduced protection duration when invoking Glint from 3 seconds to 2 seconds in PvP and WvW.Shining Aspects: Reduced base heal from 444 to 355 in PvP and WvW.Facet of Chaos: Reduced protection duration from 3 seconds to 2 seconds in PvP and WvW.Fixed an issue that caused utility skills to appear in the wrong order.Breakrazor's Bastion: Reduced pulse base heal from 369 to 321 in PvP only. Reduced pulse healing coefficient from 0.3 to 0.1 in PvP only.Soulcleave's Summit: Reduced life-stealing base heal from 386 to 328 in PvP only. Reduced life-stealing healing coefficient from 0.2 to 0.08 in PvP only they slapped condi herald a little Too long to list all major updates, so I'll just cut to other major nerfs:https://wiki.guildwars2.com/wiki/Counterattackhttps://wiki.guildwars2.com/wiki/Rugged_Growthhttps://wiki.guildwars2.com/wiki/Protective_WardRest are from 2019 so won't list them...so now about the pets.... Birdshttps://wiki.guildwars2.com/wiki/Blinding_Slashhttps://wiki.guildwars2.com/wiki/Chilling_Slash Bristlebackhttps://wiki.guildwars2.com/wiki/Spike_Barrage Tiger, Rock Gazelle, smokescale.....any pet that could see dmg competitively has been nerfed, next step would be to make pets give out candies and heal the enemy, now just jacaranda may do some burst dmg....in PvP maybe and nobody cares except those killed by such thing Overall they nerfed ranger consistently for the last couple of years with some quality of life changes along the way; before there was druid and then boonbeast so ranger itself has been nerfed throughout.......sorry though to those who wish to see any profession they don't play being reduced to nothing, the class remains viable and fun to play although it struggles at the top. Back to your class now.... I doubt that a couple of nerfs will suddenly change the meta and see a triple ranger team winning an AT 500 to 0.....pls tell me more about the 90% of ranger being left untouched, it doesn't seem you're informed about the nerfs other professions receive unless it makes life easier for you You just got your behind handed over by somebody playing core ranger and now you're salty as hell that's all there is to it....if the same player would destroy you while using soulbeast...you'd say the same thing about soulbeast lol
  13. Just because something isn't abused, it automatically doesn't mean it's not broken, it just means that these "used" things are currently the most cheese out of all possible sleepers and that's it.Shave some stuff here and there and you'll see how "unplayable" builds start to blossom and dominate meta. Nothing new.Still same "but others are more broken than me so leave me alone on my broken!"... so boring... I think you are confused with the results of a race to the bottom.....if you remove all tyres from a car even a tricycle would be considered a far better choice to move around....but then people here would start whining about the tricycle being too ..good to move around...xd
  14. Ofc the best argument of the day on the table is if you “disagree with this decision” than you disagree with a “healthier game”. I gave you the reasons why it's better compared what you prefer, like said. You prefer having double scourge mender every game with unending mid fights of damage soaking. (According to Mender's being fine to you.) I prefer have the scourges actually participate in the fight, have to deal proper damage and avoid damage. (Mender is not fine and tuning Scourge will only kill it, double Guardian or double Tempest will now sit on node to soak damage instead.) Making Avatar/Sage the go to support to instead of Mender (or Marshal but who uses that, just me probably.) Is a better solution that changing co-efficients that are not overperforming on the latter amulets. In fact by modifying co-efficients, you're making Mender/Marshal mandatory and it kills Avatar/Sage to be a viable solution, because they currently are, players just prefer sitting on the ezpz solution rather than actually trying, nothing new. If anything, I don't see any convincing evidence that Mender/Marshal being removed a bad thing in any of the posts, neither the OP. Guardian is told to not be doing any damage as of late, that's untrue. Guardian is fine. Ranger always was overtuned with the pets, Anet has a lot of work to do for that self carried profession. Who hurt you? And you're the one saying I ain't providing anything to discuss, good looking on you. @"Psycoprophet.8107" I see them often dancing around nodes on plat games winning any fights, are you going to tell me that because mAT doesn't have any it must be bad? They said the same thing about Renegade and Burn Guards for a while then it was everywhere regardless. People are probably just that disgusted from playing it and it's not as often seen. The direction taken by CMC about the game clearly consider AT as the true source of good feedback, assuming that soloq level is anywhere near AT is laughable at worst ....sad at best, your class was rightfully nerfed because it has been dominating the top scene for the last 10 months or so from start to end, finishing at 40-50% representation for final match When a team reaches the final of the official tournament and wins it while using 3 iterations of the same class, it's at that point that concerns are raised and when that point is reached....nobody will complain about rightful nerfs The day a top team win a tournament with 3 core rangers or 3 druids....yeah we can say that those builds need even more nerfs on top of the ones they received( did you seriously imply that ranger hasn't received nerfs for the last 2 years?....ok) Otherwise if we start nerfing based on so called "feedback" of soloq experiences than even your class got away lightly with the recent nerfs and many more should be applied, heck necromancer and engi would have to receive their own page listing all the nerfs, given how many would be required. If we want to balance the game around the low common denominator rather than the top..by all means but.....no class will be left standing if we go that route
  15. Lol sorry pal, core specs will see even more nerfs once the 3rd elite is released...it's guaranteed
  16. Maybe you can design elite around the core aspect without making it a direct upgrade in order to sell copies of the new expansion....
  17. Yeah it was easier to release core ele 2.0 : Weaver...let the kids be happy for while then nerf Weaver and core ele so now core ele is 2x worst than before Weaver...quality balance
  18. Let's put it in practical terms, the current climate is a direct result of Anet moving from a Meritocracy to a more "democratic" system, when you make people believe that everybody is a winner regardless of the effort then people will start believing that anything which undermines this notion is clearly broken and in needs of adjustment ...it's not them...it's you and your OP class/spec. For the GW2 community, the only time you're "balanced" is when you don't win and kill them and their way to play the game is the only acceptable way, anything else is wrong. If I like to play melee...anything not melee is broken and OP, If I win easy vs direct power builds....anything condi is broken and OP, if I win easy vs condi class...my class has too many condi clear and it's OP, if I can't kill you with my rotation...your class has too much sustain and it's OP
  19. These types of threads always devolve into: "My class no strong...yours is".....so to end once again this kind of thread: the class you play the best....it's the best roaming class , if a player sucks...he will sucks even if he plays the professions/spec deemed OP by the "forum council" You can roam and win on anything if you know what you're doing and what you're facing
  20. It's totally possible to balance every elite independently ...that's it when you design the elite to be an actual change of gameplay and not an upgraded version of the core spec itself like in holosmith or weaver cases. I believe necro is a perfect example of balance between core and its elites: core is tanky, reaper is dps/bruiser and scourge is support/corrupt
  21. actually let me elaborate on this it’s a little bit more complicated. nades scrapper is probably nr1 for roaming in small groups as it brings direct support with projectile blocks vs rangers, it also has gyro and i think can easily be equipped to res and stomp more easily, on top of the nutters damage that nades do. soulbeast shares spot nr 2 with thief as it has a ton of single target burst dmg with decent sustain unless enemy is running reveal or has boon strip which is why thief counters soulbeast. thief is nr 2 even though it doesn’t have the insane single target burst as soulbeast or the very high aoe damage as nades scrapper, and it is usually forced to play somewhat defensive but it is very good at keeping consistent pressure on a target with unblockable steal + boon rip and other cc, without being able to get focused down as they have too many ways to avoid getting pressured themselves because of evades and stealth. thief does win 1v1 against pretty much everything though. also bonus points for being able to leave pretty much any fight they want cus of stealth and mobility.And to further elaborate on that, for every nade scrapper there is at least 20 daredevils and 30 soulbeasts so being number 1 is clearly relative. Yeah ...those 2-3 de and soulbeast surely make a difference killing that blue uplevel at 3am....good thing rest of the day is dominated by roaming parties of scrappers/tempest/firebrand/condi heralds and reaper/core necroYeah all those minstrel pocket healer scrappers sure do devastating damage with grenades.Pocket healer much?
  22. 1.No it sucks, they removed pet swap for soulbeast, barely good vs uplevel during a pugfest...you will get zerged down and die these days on a condi bunker2.OP in normal hands, vastly so in experienced hands, pivotal part of gank parties3.Burn dh and burn core are in a great spot, core condi guard used to be zerg meta not too long ago before scrapper arrival ranger should easily be able to beat condi revenants. if you play WS traitline you’re just farting cleanses left and right. especially with cleansing sigil which cleanses 3 condis. i beat them on my skirmishing build cus i run 2 cleanse sigils. I was answering to the OP in regards to the roaming scene not considering what he can or cannot beat on his own, so I have assumed he wanted to know what are the most common roaming specs and about that....since his time in WvW things have changed greatly, solo roaming is mostly dead, not entirely but mostly so, and these days is all about ganking parties composed up scrappers healbot, tempest, reapers often but also firebrand, condi herads and holosmiths Which is why I suggest not to use condi soulbeast because he's most likely planning to use shortbow and these days you need mobility, stealth and burst to survive as solo roamers, sure you can win fights with a shortbow but what's the point in that when you get jumped on by 2-3 people a sec after? No to condi soulbeast as solo spec in 2021 and yes to shortbow druid for the much easier disengage, for anything else I only recommend power soulbeast as solo roamer
  23. 1.No it sucks, they removed pet swap for soulbeast, barely good vs uplevel during a pugfest...you will get zerged down and die these days on a condi bunker2.OP in normal hands, vastly so in experienced hands, pivotal part of gank parties3.Burn dh and burn core are in a great spot, core condi guard used to be zerg meta not too long ago before scrapper arrival
  24. actually let me elaborate on this it’s a little bit more complicated. nades scrapper is probably nr1 for roaming in small groups as it brings direct support with projectile blocks vs rangers, it also has gyro and i think can easily be equipped to res and stomp more easily, on top of the nutters damage that nades do. soulbeast shares spot nr 2 with thief as it has a ton of single target burst dmg with decent sustain unless enemy is running reveal or has boon strip which is why thief counters soulbeast. thief is nr 2 even though it doesn’t have the insane single target burst as soulbeast or the very high aoe damage as nades scrapper, and it is usually forced to play somewhat defensive but it is very good at keeping consistent pressure on a target with unblockable steal + boon rip and other cc, without being able to get focused down as they have too many ways to avoid getting pressured themselves because of evades and stealth. thief does win 1v1 against pretty much everything though. also bonus points for being able to leave pretty much any fight they want cus of stealth and mobility.And to further elaborate on that, for every nade scrapper there is at least 20 daredevils and 30 soulbeasts so being number 1 is clearly relative.Yeah ...those 2-3 de and soulbeast surely make a difference killing that blue uplevel at 3am....good thing rest of the day is dominated by roaming parties of scrappers/tempest/firebrand/condi heralds and reaper/core necro
  25. That's how supposed to be, the game should always be balanced around a level where people know how to use the dodge button and bother to keep track of the enemy skillbar/build. Also it seems CMC taking into consideration the effort/reward ratio of a build before applying changes which are more good news for all us.As long as CMC keeps taking the forum "feedback" with a grain of salt and focus instead on tournament and win rate by profession, we will reach the most favourable version of balance...may be not ideal but certainly anything better than balance based on forum so called feedback
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