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AliamRationem.5172

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Everything posted by AliamRationem.5172

  1. I don't know where fast farming gets their numbers. They're pros at it I guess because I never see anywhere close to their numbers on anything. Add 20g worth of keys to open all those encryptions and I just don't see how it's possible to make that much gold even if you do all 4 CMs plus 3 T4s.
  2. Seems more than a little exaggerated to me. Assuming a good selection of short T4s, no issues, no disconnects, nobody having to AFK, nobody swapping to the wrong template and having to /gg, and nobody from Asia taking 2 minutes to log back in every time they swap classes, I'd say an hour for CM + T4 is on the quick side of "half decent" and I have a hard time buying 40-50g from that unless you aren't counting the cost of keys?
  3. Dire is only suitable for condition builds in solo play, but celestial is generally a stronger option for such builds. These will also have much better passive sustain (tankiness) than dragon/marauder. But don't use celestial with power builds. The damage is usually pretty low if you don't also deal condition damage.
  4. Feel of movement. Mounts, jump puzzles, fast, fluid combat. GW2 does a really good job when it comes to how the gameplay feels. I also like the animation-based combat as opposed to games that use a static GCD. As well as the light feel to combat animations where it doesn't feel as locked in as more modern games such as Elden Ring. It strikes a nice balance that feels great to play. Open world map design. In particular HoT is simply amazing. I doubt I'll ever experience anything like exploring the jungle for the first time again.
  5. An item that replaces all of your character's combat voicelines with Aurene yelling "This magic, it's so wild!"
  6. Maybe they could add an achievement that unlocks a portal to the final boss in Sunqua like it is with CM. It's easily one of my favorite fractals on CM, but I hate it on normal mode. The rest of the fractal is just boring and takes too long. Also hate aquatic because underwater combat feels like garbage, solid ocean because the boss is extremely boring, silent surf boss has too much health and it makes the mechanics feel very repetitive. I agree nightmare is a good one. I also like shattered observatory. All the CMs except silent surf are great.
  7. Turn down character model limit and quality to low and you should probably be fine. That's what really kills your framerate when lots of players are around.
  8. So this is what happens when two people who each have to have the last word get into an argument? I always wondered. 🤷‍♂️
  9. The only way people would know the specifics of your build would be if you're telling them (we have no way of viewing other player's gear). So, if you're initiating conversations about buildcraft and then getting defensive about it when other players try to explain what you're doing wrong, I can understand why you might see negative results. So, what are you doing wrong? Trait-wise you're in good shape. Blinding ashes is fairly useless, but so is persisting flames with no power damage, while pyromancer's puissance has the unfortunate side-effect of burning off 10 might stacks every time you rotate out of fire. Otherwise you're using the obvious picks for a condi DPS build. The big standout here is burn duration. If possible, you should use full trailblazer for this build to benefit from expertise and trapper rune to increase condition damage and further increase condition duration. Scepter/warhorn would increase your damage as well, although I don't see anything wrong with dagger/dagger for an open world build. The focus on crit rate is also misguided as you don't have a lot of on-crit damage and your power damage is very weak. Expertise would benefit you a great deal more. Where you might run into issues with this build is in group content. Group compositions typically include support roles and those that don't are going to require top tier damage. For this reason you should avoid sacrificing damage for sustain and limit choices that negatively impact damage output for personal preference. Unfortunately, you haven't reinvented the wheel with this. It's a pretty standard meta condi DPS build modified with some questionable choices that come down to you being a new player. As I said, the big one to change is the rune and gear to increase that burn duration. Beyond that you're fine. This build should work well for open world and deal plenty of damage. When you get into group content, I'd switch it up to viper stats and play scepter/warhorn and take persisting flames instead of burning ashes. Minor details: Food should be expertise primary until you cap condition durations at +100% and I'd probably work the fire signet in to a utility slot and use glyph of elementals if you want better damage.
  10. I don't think DPS checks or rotations are the problem. I think what people are saying when they point these out as issues is that they don't like the way many encounters feel static. You just stack on the boss and belt out your rotation while your supports keep you supplied with stability, aegis, healing, etc. So you can just focus on DPS. They have a point. When you ask people what their favorite raid encounters are, I find twin largos reliably sits at or near the top responses. Yet this is a DPS check. So why do people like it? I think its the focus on dodging, movement and positioning that often feels lacking in stack in a pile encounters.
  11. So can the other specs which can not only do it far better, but without giving up a ton of damage in the process. All the OP is asking is that this stuff be taken into account when balancing, which they absolutely should be doing (power budget and all that).
  12. If you know anything about the classes in question you know the comparison is not even remotely close. Pick any condi weaver build. Even those with some CC don't have anywhere near what Virtuoso is capable of and they are saddled with additional limitations. These can be overcome via utilities (i.e. more CC and unravel to be able to use weapon skill CC in a timely fashion) but Weaver pays a massive cost in DPS to do so. These are not new issues. One class was designed with endless nearly free utility while the other has to tie an arm behind its back to get a fraction of that. It's not unreasonable to ask that these overtuned do-everything classes like cvirt and boon herald follow the rules other classes follow or else pay for what they have in other areas (i.e. power budget).
  13. Translation: I don't care about balance. It's okay for some classes to have everything and others to have nothing. Just don't play those classes if you don't like it. Buddy, you should work for ANet!
  14. Seems pretty reasonable to me. And obvious in the particular comparison is that cvirt is overtuned in basically every possible way in PvE while cweaver has practically every disadvantage you can have packed into a top tier DPS build. They really need to pay attention to power budget and stop creating these do-everything monstrosities and if they're just going to let them be that way forever, then add some things to the builds that have nothing.
  15. I'm not trying to convince you to do anything differently, but as a point of fact burst is not applicable over these lengths of time. Both builds will reach peak DPS and begin a series of ups and downs as cooldowns are recycled before the 34 second mark, although the 30 second Weave self cycle does have a larger impact than it would over longer periods. A more significant factor is that your build has a large portion of its traits and skills devoted to support and sustain while my weaver is using a pretty standard full DPS condition build just with celestial gear. This was also part of the debate. While celestial is certainly capable of sustained DPS right up there with a lot of pure DPS builds in solo play and the baseline sustain is obviously better than full glass stats, it isn't enough on its own to do the things the OP finds problematic like solo 100CM unless you also use a high sustain build.
  16. It's exactly like you say. I have nightmare aspect, I love all of the other CMs and do them pretty regularly, but this fractal just isn't very enjoyable and it definitely feels like a roll of the dice because the only way it's acceptable time vs. reward is if you 1-shot. If anything goes wrong and you have to start over, the reward simply isn't worth the time investment. Even then I still might feel inclined to go through with it if it were as fun and interesting as the other fractals, but it really isn't. The mechanics are annoying and they just repeat the same things over and over until you manage to whittle down the boss's gigantic healthbar. I don't understand the obsession with mechanics that force you to constantly move away from the boss. It feels ridiculously punishing to melee builds and they keep using more and more of this in newer designs. Enough already! You didn't need to rely on these cheap tricks to design interesting fractal bosses before. 98 and 99 CM are some of the best boss fights in the game with lots of phases and mechanics, but they didn't have to kick melee in the nuts repeatedly to make it happen. The eyes. Yeah, they're punishing. They happen so frequently and if you fail you die. It's easy to miss one out of the hundred you need to avoid during this fight, even if you know the mechanics. I don't know what to do about that. Making them not kill you would trivialize this fight to the point where you couldn't call it a CM anymore.
  17. His cele vindi build from 3 months ago showed a 54 second kill time on mushroom queen. That's <15k DPS, which is great for a build that has enough sustain to actually out-heal/barrier a champion that can kill a full DPS build pretty much instantly when her area effects explode. Now if he dropped some of that sustain (he's using an entire trait line devoted to nothing but sustain in addition to cele gear!) I have no doubt he could hit 20k on a cele vindi build. But then it might not be the "best" for soloing legendary bounties and such, which is what that build is designed for. I'm not saying cele is low damage with the right build (Here's my cele weaver doing a champ solo at 24.7k DPS!). But can I solo legendary bounties with this build? Maybe an easy one like corpserazor? But for most I would take more sustain and for some I would need a lot more sustain. And can this build keep up with bursty power builds for trash clearing and such? Absolutely not. It's still a condi build with about 75% of its damage coming from conditions that take a few seconds to get going. It might be fast enough (for me it is), but that just illustrates the point that this comes down to priorities. What is "best" for soloing legendary bounties may also be "good enough" for everything else or you might say "I don't care about soloing legendary bounties, so I don't need to run salvation trait line and use cele gear on my vindicator."
  18. More a problem of weaver being a concept that they did away with. It used to be part of the plan to have specs with specific purposes like druids that could only heal or weavers that can only DPS. But they tossed that out the window when they decided every spec should fill a role. Now weaver is one of the only specs left with no role. No boons for weaver because...no reason at all. The specs that have boons are all allowed to DPS and have utility in their specs. So maybe instead of weaver being the hands down best DPS, they just need to give it some of the stuff it wasn't supposed to have to bring it up to date with the current design.
  19. Much of the debate in this thread comes down to mismatched priorities. You're talking about soloing legendary bounties. This is an activity that most players simply don't care about and never engage in. For the average player interested in such things, builds like Hizen's salvation cele vindi are attractive options because you almost can't die playing that build. But even Hizen himself is getting <15k DPS with it. What do you think average Joe is managing? A lot of players prefer to deal more damage and don't consider legendary bounty solo-level sustain a priority at all.
  20. That's not intelligent and not interactable. It's as uninteresting as giving enemies more health and more problematic as it serves as a penalty on conditions where none is needed.
  21. My issue with templates is that I feel like they should just have every part of a build in one button. Traits, gear, dyes, visibility toggles, mount skins. All of it.
  22. The problem with "intelligent" enemies is that it can just be annoying. Cleansing conditions, for example. It would be smart of enemies to cleanse if they have the ability. But if every trash mob can cleanse conditions, then condition damage becomes even less effective when it's already at a disadvantage for clearing trash mobs. Dodging attacks would also be a smart behavior. But now you have to go through the same dance with every trash mob, baiting out its dodges before you can kill it. Immobilizing melee attackers. How great would it be to get constantly spammed with immobilize by the endless stream of trash mobs you face in open world? Hope you like ranged combat only, because melee just ain't worth it! A better way, in my opinion, is the HoT model. You're usually faced with a mix of enemies. There's nothing intelligent about their behavior, but they can force the player to intelligently approach the encounter with the various threats they present.
  23. You don't need advanced gliding there. Jump through the hole in the tree to access an updraft, glide to the center updraft, then glide over toward the updraft to the right then toward the hero point on the cliff.
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