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AliamRationem.5172

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  1. This. I wish they'd at least make the icons more distinctive.
  2. Yeah, it's pretty sad. Weaver even gets outperformed by tempest and catalyst. What's the point of a pure DPS spec that isn't great at DPS?
  3. It's not RNG. The behavior of the eye mechanic is consistent, but it's not as obvious as most kill zones (e.g. a big orange circle or cone). It would be nice if it provided a better indication of pass/fail state before the attack triggers.
  4. I think it's more a response to the implication that because one has a feeling it must be valid and the subsequent righteous indignation when that validation does not occur.
  5. Just be glad you didn't have to deal with them when they could trait immobilize on interrupt.
  6. Soulbeast is the easiest to play and probably deals the best damage in groups as well. It's easy because you mostly just merge with your pet, so no more messing with pet swapping. And unlike untamed it doesn't have unleash pet/ranger and ambush skills to deal with. On the other hand, if you want self-sufficiency in solo play I think druid or untamed are better options. Untamed is one of the few specs I've seen that can almost instantly ramp 25x vuln, 25x might, quickness, and fury and maintain those on its own. It also has excellent sustain even if you run it full power DPS. Just a really fun and powerful build for solo play that translates well to group play, albeit with a bit more complexity than soulbeast. Condi druid is like most condi builds for solo play. You can safely tank up so that you don't have to worry about taking damage and you'll still deal solid damage. I don't see druid played as DPS in groups much, but it's a popular pick for raid/strike healing. Compared to these two, I think soulbeast will probably deal less damage and have more issues with sustain in solo play, although that does depend somewhat on how much sustain you feel you need.
  7. Let it be known that neckbeards in bathrobes with titles represent the pinnacle of ambition and human achievement, you casual scrubs!
  8. Mobility is also a problem, yes. The general mistake GW2 is making in its competitive class design is that it's far too easy for players to disengage (via stealth or mobility or both), either partially or fully resetting the fight, forcing a stalemate (i.e. you cut and run, opponent expends resources to follow, now you're back to square one), or simply walking away. In my opinion, and apparently in the opinions of the developers of every other MMO I've played, that isn't conducive to engaging PvP. It would be better if we did more combat and less disengaging. Call me crazy.
  9. Just started playing untamed a few days ago. It's pretty fun and quite strong for solo play. So far, this is what I've come up with for a build. It feels pretty good. Great burst, able to do 25k DPS on a champ solo, CC for days, but it doesn't feel flimsy (except when I get stunned...but I could just take a stunbreak).
  10. Or stop making mechanics that favor only ranged with bonus points if you can also portal. I don't understand why this is so difficult for the devs in this game. Let's just officially throw in the towel on not having healers. You have them. Okay? So build the UI and skill support for targeted ranged healing, cleansing, and boon support. Then start designing your encounters such that ranged DPS have a role other than being exactly the same as melee DPS with bonus damage during split phases. You know? Like have them actually play at range with mechanics built into the encounter that specifically require targets at range to handle them? Then you can let your melee do what they do without having to rely on 31 different flavors of specifically kitten melee as your only way of making encounters challenging.
  11. I think you're missing the bigger picture. Nobody likes ambush attacks. But as you say, that's the profession. The problem with the way GW2 handles stealth is that they don't restrict in-combat stealth, so it can be used to repeatedly disengage. I feel like if you showed a video of the way rifle deadeye is played as a WvW roamer to any competitive player from any other MMO they'd have a good laugh at how utterly stupid that is as a design.
  12. I'm inclined to agree. I usually like to break from the story to explore the associated map and work toward achievements. I don't need the story to ask me to do the same thing and those who wish to knock the story out in one go will view this as a needless hurdle. I also agree that the reason for it is pretty obvious. We just aren't getting much story. The last two episodes would have been a single story episode in years past.
  13. It's more or less an accurate statement. You can fill the roles of healer, quick/alac, and DPS with any class even if some are more popular than others. "Play your way" is more ambiguous. Obviously, there are limits. But one might argue that having the ability to use a wide variety of builds with different roles, weapons, traits, damage types, etc. provides a degree of freedom that fits that description. Where it breaks down a bit is this bleeding edge content where certain classes are stacked to provide a better chance of success. But that only applies to maybe two encounters in the entire game and contrived challenges (e.g. low man, speed runs, etc.).
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