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Blood Red Arachnid.2493

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  1. I'm in WvW mostly for easy daily achievements. Because of this, with rare exception, I run solo. I'll join a tag or tag up for difficult weeklys like taking keeps, but otherwise I'm on my own.
  2. I haven't encountered any real problems with it myself. So, just pick a profession to play dress-up, and bring a ranged weapon for when something tries sniping you off the boat.
  3. There's a reason why it is that Ele is main (and basically only) toon in WvW. It's the fields. Ele was designed back before everyone had a "give boons" button, and a lot of that still lingers today. There's a lot of inherent flexibility that comes with combo fields and finishers that people don't take advantage of that often. I frequently run celestial in WvW (judge me fairly), the while alone or with small groups it is really beneficial to pivot depending on circumstances. With ready access to both fire and water fields, I can run as a miniature cleric for my team, group cleansing and healing. Or, I can stack up a bunch of might and boost their finishers with the fire field. Those Fire Auras aren't to be underestimated in PVP settings, since it is the closest thing to old-school retaliation that we have. When running Staff, the standouts are the CC. Unsteady Ground and Static Field are great at staggering an offense or catching feeling players, with Lightning Rod raining down weakness the entire time. That wide array roles to fill is unparalleled IMO. I can be an excellent healer with stun/reflection fields that stick to allies, or I can cause immense group CC/Damage with staff, or I can be rather effective duelist and skirmisher. Just press a few buttons, swap the template, and then I'm done. With my recent purchase of Soto, I've been practicing the pistol by benchmarking on the treasure mushrooms. The standard builds have condi scepter/pistol standing in melee range, but it isn't necessary. All of the condi sets have a wide variety of options to choose from depending on circumstances. Swap out Primordial Stance for something like Glyph of Storms or Signet of Earth, and you'll do nearly all of your damage at 900 range. Signet of Earth is a standout, both due to the high amount of damage it does, and because it acts as a second source of magnetic aura. I use this to great effect while fighting champions, since it allows me to trivialized the projectile fighters. It also helps to shred beak bars, since all of those disabling condis are draining the bars down by up to 138 defiance per second.
  4. Well, it is very nice to know you're bi-lingual, but most of us can't read Japanese.
  5. You're poisoning the well with the supposition that the chief reason the OP doesn't like the fractal is because he isn't doing it right.
  6. His intro makes me doubt the entire video. One of the biggest assets I found with Weaver is its ability to do good CC at a moments notice. I don't know what build he was running, but in my standard sword/dagger build I have 732 hard defiance damage available at nearly any time from the weapon skills alone, and this is on top of the chill, weakness, and cripple that the build constantly doles out. Warhorn would have 450 available using the same setup, which isn't as much but still is nothing to sneeze at. The only difference is that I run Fresh Air, and instead of alternating between fire and air when not weaving self I pop into water or earth for their DPS skills before doubling into air. He also says that there's no utility on the build... while he has warhorn equipped. Warhorn comes with several group boons, boon extension, and also a projectile reflection skill when necessary. He has glyph of storms on his bar, which has a pulsing AoE blind for 10 seconds, and the warhorn also has Dust Storm for more blind spam. He can take the healing signet off for either Aquatic Stance for additional group healing or Arcane Brilliance for an additional blast finisher. Finally, Arcane Blast gets swapped out for other utility skills a lot, because it does so little overall DPS to begin with. The benchmark has it do 900 DPS throughout the fight total, amounting to just 2% of the overall damage done. That can be switched out with things such as Signet of Earth for immobilize, Signet of Water for group healing, Glyph of Renewal to revive allies with whatever flavor desired, Arcane Wave for more CC, Lightning Flash for mobility, Arcane Shield for a stunbreak and an emergency defensive option with no animation, or any of the Conjures for a more niche use. Times like this I really hate how ubiquitous and domineering groups like Snowcrows are. Players use the builds on their websites religiously, and then complain about things that can be fixed by changing around one trait, one utility, or an off-hand weapon. ---------------------------------- Now, I don't play Weaver in PVP that much. However, I play weaver in WvW every day. The change I like most from that list is to Superior Elements. IMO one of the greatest changes that could be made to Weaver is to give Superior Elements better. I'd prefer to change the ICD from 10 seconds to 4/5, instead of changing the duration to 4 seconds, because it would give a more consistent performance that is less vulnerable to cleanses. That said, more weakness from that trait is the easiest way to give weaver more damage, more survival, easier time catching enemies, additional covering conditions, and it works for basically every build. Really, we're taking Master's Fortitude because the other options just aren't good, and not out of any innate value for Fortitude. There's a big problem, though: the way you've made the suggestion it would make the new Electric Discharge only work against a single target. This is a big step down from how Superior Elements works currently, which has an ICD per target and can hit multiple enemies with weakness at the same time. I do wonder what is with the modern desire for self-quickness. The biggest problem that weaver has isn't the speed at which their skills are executed, but rather the speed at which attunements can be changed to access those skills. In those drawn-out fights that WvW is known for, managing the cooldowns becomes a great pain for me, sometimes literally. I'd much rather prefer that Weaver gets personal alacrity over personal quickness, as that would improve everything instead of just improving damage. Elemental Pursuit is already an inconsistent trait with a 10 second ICD, and it isn't taken because randomly getting superspeed when you chill or cripple (AKA you've attuned to the defensive elements of Earth and Water) an enemy means that it is neither well timed or particularly crucial. Getting random bits of quickness while attuning to water isn't going to help much either, so the reliability of alacrity would also be a better option here. Not sure the changes for Bolstered Elements or Elemental Refreshment will go through. I do love me some barrier, but the Superior Elements buff is already massive. Anet is polarized against giving generic buffs 1200 range for tactical reasons, and that isn't changing anytime soon. Finally, giving Invigorating Strikes Resistance isn't going to distinguish it from Woven Stride, and wouldn't be much of a buff IMO. Woven Stride already self-heals and cleanses disabling conditions, which isn't much different from gaining resistance. Woven Stride already pairs well Water traits. Fire Traits, which are usually taken with Woven Stride, come with Smothering Auras and Burning Fire for cleanses. Unless there's some specific case or matchup that I'm not thinking of, resistance here wouldn't be a significant buff.
  7. Honestly, after playing WvW for years now, I've become convinced that all the untouchable/invulnerable thieves in full glass gear are just hackers. I've played thief for years, and I've fought thieves for years, and some of them are displaying abilities that are just outright impossible for any reasonable setup. There's a good chance that when that thief immediately popped into stealth again, what they really did was teleport behind an object or very far away. On our side it looks like the thief is popping in and out of stealth, but that is because the way Anet implemented stealth and teleports in this game makes it really easy to hide cheating tools. There's no way to tell if someone is using a legitimate skill teleport behind a rock, or they're injecting code.
  8. Why are you presuming that this isn't something SatyricL is already doing?
  9. The immobility of the rifle deadeye becomes a problem in later chapters. GW2 gets pretty heavy with all of those AoE circles in later content.
  10. Enough to be 10% higher than your current crit damage modifier. So, if you currently have 210% critical damage, to get a 10% boost you'll need 315 total ferocity to gain a total of 21% higher crit damage, totaling to 231%. Assuming your critical hit chance is 100%. If it isn't a guaranteed crit, divide the additional ferocity by the decimal of your crit chance.
  11. Well, condition weaver is a ranged spec that does 44k DPS on the golem. You have to fight with the pistol. But I do wonder how much damage condi scepter weaver and power scepter weaver/catalyst do now... I can understand wanting power weaver to be better myself. I wouldn't complain if it was buffed. But, each of the specs has advantages and disadvantages to them that really changes their appropriateness and usability. Personally, I like power weaver for the immense CC, barrier generation, the skill evades, and the simplicity of it. Not to get everyone's hopes up, but there's a chance that power tempest won't get nerfed into oblivion. The benchmark is high, but tempest still suffers from the same big flaw that it always has: everything hinges on that overload. To do damage, you need to sit locked in an element for lengthy periods of time, and then get locked into an animation for lengthy periods of time. It isn't as easy as catalyst or weaver to swap to another element to utilize a particular weapon skill. The tempest's DPS is contingent on an enemy that doesn't move out of the AoEs, doesn't have high pressure that forces evasive maneuvers, doesn't have plentiful mechanics that will interrupt either placement or actions, and doesn't spam counter-CC. So, if you tried taking this build to something like Slothasaur, your DPS will tank because you'll be too busy avoiding the shakes, getting feared, chasing the sloth, or trying not to kill your teammate. If that overload gets interrupted, kiss 43% of your DPS goodbye. Because of this, I highly suspect that this build will have substantially lower real-world performance than what the benchmarks show. The advantages that Fire gives are conditional, usually on two things. First, sitting in fire attunement (Empowering Flame, Power Overwhelming). Second, enemies sitting in fire fields (Persisting Flames, Pyromancer's Training). For most builds, power or condi, this isn't an issue, because they spend a lot of their time sitting in fire attunement while sending out fire fields. Scepter tempest does neither, spending most of its time in Air attunement. With those gone, the DPS bonuses from Water (Piercing Shards, Flow Like Water) are better, because they give flat 10% bonuses each that aren't reliant on sitting in any particular attunement. Assuming that you have an enemy that's given burning from teammates, you'll lose out on Pyromancer's Training 10% bonus by not taking fire. The fire line normally gives 450 bonus power while attuned to fire, which will be gone...but it wasn't going to be used anyway. Persisting Flames is another 10% that isn't going to be active anyway, so that can be discounted. Aside from those, Burning Precision and Sunspot are paltry amounts of bonus damage. So, taking Fire over Water with this strategy will probably net you around... 9% damage reduction, maybe 8% over sticking with the water line.
  12. The benchmark video has a DPS report in its description: https://dps.report/3X2S-20240630-042844_golem 43% of the damage is from overload air. 12% from Arc Lightning, 10% from lightning strike, 7% from lightning orb. Other than that, the strat for this build is to swap to fire/water and use the two highest DPS skills they have, then swap right back. This strat accounts for around 19% of the total damage done.
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