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Josif.2015

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Everything posted by Josif.2015

  1. Warrior using a staff is a solid choice, especially for support builds. Here are my thoughts on the weapon: Balanced Strike, Reverse Strike, Inspiring Whirl (staff 1): reduce the cast time of Inspiring Whirl from 0.75 to 0.5 seconds and increase the regeneration duration from 3.25 to 5 seconds. Valiant Leap (staff 2): make it a blast finisher. Line Breaker (staff 3): reduce the weakness and cripple duration from 5.25 seconds to 3 seconds and remove the unblockable boon on ally target, the heal, protection, aegis and stun breaker are more than enough. Snap Pull (staff 4): reduce the number of targets from 5 to 3 and reduce the pull range from 600 to 300. Defiant Roar (staff 5): reduce the resistance duration from 6.25 seconds to 5 seconds.
  2. Revenant using a scepter is a solid choice, however there are some skills that need to be nerfed. Here are my thoughts on the weapon: Serene Slash, Acerbic Cut, Motivating Whirl (scepter 1): reduce the cast time on Serene Slash and Acerbic Cut from 0.5 to 0.25 seconds and change the animation so it properly matches the attack range. Blossoming Aura (scepter 2): reduce the weakness duration from 4 to 2 seconds in PvP/WvW and reduce the range from 900 to 300 because this skill becomes stronger only from autoattacks at 300 range. Otherwordly Attraction (scepter 3): the upkeep cost is too low and you can just keep scepter 3 active on an enemy, use scepter 2 with autoattacks and the enemy is permanently weakened, crippled and slowed. Increase the upkeep cost and reduce the duration on crippled from 2.75 seconds to 1.5 seconds and slowed from 1.25 to 0.50 seconds.
  3. Thief using an axe isn't a bad choice, however it was somewhat too strong in the beta. Here are my thoughts on the weapon: Spinning Axe (axe 1): reduce the duration on spinning axes from 10 to 5 seconds. Venomous Valley (axe 2): reduce the number of axes from 3 to 2. Harrowing Storm (axe 3): reduce the number of torment stacks from 2 to 1, remove the immobilize and increase the initiative cost from 4 to 6.
  4. Ranger using maces isn't a bad weapon choice, however the main-hand mace could be better. Here are my thoughts on the weapons: Germinate, Burgeon, Cultivate (mace 1): no changes needed. Flourish (mace 2): either reduce the healing and regeneration duration or increase the cooldown on this skill from 6 to 8. Oaken Cudgel (mace 3): replace the stun with a daze. Thistleguard (mace 4): reduce the number of conditions removed from 2 to 1. Wild Strikes (mace 5): no changes needed.
  5. Necromancer using one sword would've been fine, similar to weaver, but it wasn't necessary to use two swords. Here are my thoughts on the weapons: Enervation Blade, Enervation Echo, Deathly Enervation (sword 1): reduce the chill duration on Deathly Enervation from 2.5 to 1 second. Ravenous Wave (sword 2): reduce the life force. Gorge (sword 3): reduce the boon corrupted from 2 to 1 and remove the life cost. Gormandize (sword 4): remove the chilled condition and increase the additional damage dealt. Consume (sword 5): make the orb of death magic detonate instead of traveling back to the necromancer.
  6. I can somewhat understand thief using a rifle for the whole sniper theme with Deadeye, but it doesn't fit for mesmer. Here are my thoughts on the weapon: Friendly Fire (rifle 1): no changes needed. Journey (rifle 2): remove the cripple. Abstraction (rifle 3): remove the blindness, the high damage and 6.5 seconds of weakness is more than enough. Phantasmal Sharpshooter (rifle 4): replace the stun with a daze. Dimensional Aperture (rifle 5): teleport the mesmer to the targeted area and leave a portal entry for teammates to follow where the mesmer teleported.
  7. Guardian using a pistol is bad enough, but two? This is without a doubt the worst weapon decision for guardian, it doesn't fit the holy knight / paladin theme at all. Anyways, here are my thoughts on the weapons: Through the Heart (pistol 1): no changes needed. Peacekeeper (pistol 2): reduce the number of targets from 5 to 3 and change its angle to a cone so you have to aim at enemies. Symbol of Ignition (pistol 3): can apply a lot of burn stacks with skills like Peacekeeper and Whirling Light, so increase the ignition time from 0.25 to 0.5 seconds. Hail of Justice (pistol 4): remove the cripple. This skill already applies bleed, pierces targets and it's an ammo skill, the cripple would make it more annoying to deal with. Jurisdiction (pistol 5): reduce the charge time from 2 to 1.5 seconds and make the blue fire ball knockback enemies only when it's fully charged.
  8. Engineer using a shortbow isn't a bad idea, however in the beta, it's not as fun as I thought it would be. Here are my thoughts on the weapon: Arc Detonator (shortbow 1): make it apply weakness instead of vulnerability like it says in the tooltip, but it doesn't. Essence of Animated Sand (shortbow 2): reduce the cripple duration from 1.25 seconds to 0.75 seconds. Essence of Living Shadows (shortbow 3): increase the healing. Essence of Liquid Wrath (shortbow 4): reduce the initial might stack from 5 to 3. Essence of Borrowed Time (shortbow 5): reduce the stun duration from 2 to 1 second and reduce the slow duration from 1.25 seconds to 0.50 seconds.
  9. Even if I think that elementalist using a pistol is stupid and doesn't fit the profession's theme, here are my thoughts on the weapon: Scorching Shot (pistol 1 fire): no changes needed. Raging Ricochet (pistol 2 fire): reduce the duration on the 5% condition damage from 10 to 8 seconds in PvE and from 10 to 5 seconds in PvP/WvW. Searing Salvo (pistol 3 fire): make it a blast finisher. Soothing Splash (pistol 1 water): should heal both the elementalist and teammates for each condition on the enemy. Friggid Flurry (pistol 2 water): replace the bleeding with condition cleansing and add the ice bullet icon in the tooltip. Glacial Shot (pistol 3 water): no changes needed. Electric Exposure (pistol 1 air): no changes needed. Dazing Discharge (pistol 2 air): reduce the daze duration from 1.5 to 1 second. Aerial Agility (pistol 3 air): change it so it fires an enemy on the first dash and if you hit an enemy, you can dash and shoot again and make it remove immobilize, cripple and chill when you dash without an air bullet. Piercing Pebble (pistol 1 earth): no changes needed. Shattering Stone (pistol 2 earth): increase the bleed stacks from 1 to 3 when using an earth bullet. Boulder Blast (pistol 3 earth): remove the immobilize, make it apply barrier without an earth bullet and have it knockdown an enemy if you use an earth bullet.
  10. Of all things to focus for engineer, why condition holosmith? Does nobody at ArenaNet know that core engineer exists? Holosmith is a power specialization, not a condition specialization. 4 of the 5 Photon Forge skills are power based and Photon Blitz is the only condition skill that applies burning. I don't know why you would buff condition holosmith when you can just buff core condition engineer which is, in my opinion, better than condition holosmith. And you can give it more buffs rather than just reducing the cooldown on Incendiary Ammo from 40 to 20 seconds in PvE only. Not saying I don't appreciate it, but I think more buffs would've been appreciated. Let's hope that the June 27th balance patch offers more meaningful changes rather than just lowering or increasing cooldowns.
  11. I wouldn't say that both Death Magic and Blood Magic are entirely useless, but they definitely could use a few buffs. Even without Death Magic, necromancer has the most abilities to cleanse conditions, like Consume Conditions, Well of Power, Spectral Walk, Putrid Mark (staff 4), Deathly Swarm (dagger 4) and many more. I think necromancer would deal with crowd control better if ArenaNet brought back the Soul Reaping trait called Foot in the Grave, which turned shroud into a stun breaker with 3 seconds of stability. In 2020, ArenaNet replaced Foot in the Grave with Eternal Life, a boring passive trait that gives 3 seconds of protection when you enter shroud and life force when not in shroud, but only up to 66% in PvE, 20% in WvW and 10% in PvP. If berserker can have Savage Instinct, which turns berserk mode into a stun breaker with 2 seconds of damage immunity, I don't see why necromancer can't have Foot in the Grave back.
  12. The changes for engineer's tool kit and elementalist's scepter are good, even if I think these two professions could've used a few more buffs. Deadeye being able to move while kneeling, even if it's really slow at 25% movement speed is an interesting buff in PvE, but Firebrand's tome rework is definitely the most interesting change about this patch and I'm curious to see how it turns out.
  13. I like the rework for engineer's Takedown Round. It's a weak trait that I never use, but after this update, I might try it out and see how much it would improve core engineer's damage in all game modes. Nerfing the boon removal, stability and resolution skills of support builds in WvW is good as some of them can be problematic especially in zergs. I also like the buffs for warrior like "Shake It Off!" having a shorter cooldown and Shield Master giving warrior adrenaline instead of might. Warrior is getting the most buffs in this update which is always good to see underperforming professions getting buffed. What I don't like about this update is removing the tradeoffs for the elite specializations. Why would you remove them? They are a good way to balance elite specializations. Soulbeast was one of the most broken elite specialization in Path of Fire and having two pets meant that it can use a pet like the smokescale for combat and have a bird pet to move faster, in other words more options for damage and mobility compared to core ranger. Removing this tradeoff will make core ranger obsolete in PvP and WvW like it did back when Path of Fire was released. Also, why you would remove the tradeoff for ranger and berserker, but not mirage or holosmith. Mirage still has one dodge and Holosmith doesn't have access to the elite toolbelt skill (F5). You can balance elite specializations to be on the same level as core professions even if they have tradeoffs, but having no tradeoffs means that there are no downsides to using elite specializations, makes core professions obsolete and will leave F2P players at a disadvantage.
  14. Why would you nerf the elixir gun and the med kit? They're good the way they are now. If you really want to give other support options, then nerf Mechanist, not the kits. Other than that, good buffs for every profession, though I wish I'd see buffs or any improvements for core engineer. You can start by not nerfing kits.
  15. Even if they do something like that, it's still something to teach new players about the defiance bar and how to break it. Besides, not too long ago they added how much defiance break certain weapon and utility skills do in their tooltips, just to help new players figure out which weapon and utility skill deals CC.
  16. I'm aware that the defiance training mechs were introduced in End of Dragons, but that's no excuse to not put them in the Tyria zones. Core GW2 is free to play and every new player starts in those zones, therefore I see no reason for ArenaNet not to put a defiance instructor in each starting zone. If they want to, they can recycle the defiance training mech from EoD, put them in the vanilla zones and replace the mech with a golem.
  17. Hello everyone, On the 19th of July, 2022 ArenaNet released Clockwork Chaos, bringing back episode 3 of LWS1, made minor changes to some of the professions, improved the fractal instabilities and reworked the Core Tyria world bosses to their current design standards. This is what they wrote in the update notes: To me, it's always great to see ArenaNet go back and rework content that is years old, especially one that was released in 2012. Since then, they improved so many things, especially in 2014 with the 15th of April and the 9th of September Feature Packs. Why did I bring up these feature packs? Because in the second feature pack of 2014, they added a dodge roll instructor in each starting level to teach new players about this mechanic since it's so important. Now that this update is adding defiance bars for world bosses, I believe now is the perfect time to add an instructor for breaking defiance bar. It would be better if we put a defiance bar instructor next to the dodge roll instructor so new players can learn how to dodge and break defiance bar. I know that this question has been asked before, but with the 19th of July, 2022 update I think it's necessary to teach new players how to break defiance bar.
  18. I'll try to make this list brief for every profession: ElementalistRevert back the changes made to Electric Discharge and Arcane skills. Nerfing core fresh air elementalist was a bad move considering how low sustain core fresh air elementalist has. Also, rework lightning fields so they apply quickness with blast finishers instead of swiftness. I know this may seem off-topic and something that is more suited for PvE, but give support elementalist more utility than just healing and cleansing. EngineerNerf holosmith's sustain. Reduce the healing from Heat Therapy, reduce the block duration on Photon Wall, reduce the damage reduction on Spectrum Shield, reduce the stealth duration on Toss Elixir S from 5 to 2 seconds in PvP and WvW only. Scrapper is fine for the most part, please don't focus solely on this one elite specialization for the 4th or 5th time in a row. Core engineer needs to be buffed. Buff the main hand pistol by having the auto attack apply vulnerability if you're using the Explosives specialization since it's called a Fragmentation Shot and can hit multiple targets and reduce the cast time so that it shoot as fast as ranger's shortbow. Buff or rework some of the kit skills, make them more effective like reducing the cast time on Box of Nails, the Tool Kit auto attack and of course revert back the change to Gear Shield's block duration. Make the explosion radius and throw velocity from the Grenadier trait baseline and have it just reduce grenade skills cooldown by 20% and increase the throw range from 900 to 1,200 similar to the old Grenadier. If you're planning on reworking core engineer, just make it so core engineer is the only one who has access to kits, similar to how scrapper has access to gyros and holosmith to exceed skills. Instead of the kits being utility skills, they are on the toolbelt skills so for example if you swap the slots of the Med Kit and Bandage Self, the Med Kit's healing skill will function similar to other healing skills on the 6 key instead of on the F1 key. This will nerf the elite specializations mostly in PvE, but if you think about it Scrapper only uses 1 kit in both PvE and PvP (Elixir Gun) and holosmith uses 1 kit in PvE (Grenade Kit) and no kits in PvP so I highly doubt this will nerf them greatly. Considering that core engineer relies on using a lot of kits in both PvE and PvP, I don't think this would be a huge issue for the elite specializations, but it'll certainly make core engineer better. GuardianRework the scepter's auto attack. We've wanted a rework for the scepter for years and with the latest balance patch you decided to not rework it, but instead nerf its damage and buff the sword's damage. I get it, you want melee weapons to deal more damage than ranged weapons, but can you get rid of those slow projectiles that are so easy to dodge and replace it with a beam like attack, similar to elementalist's scepter air auto attack or mesmer's greatsword auto attack or even guardian's downed state auto attack Wrath. MesmerNerf the number of clones mesmer can have active. Ever since mirage was released, clones have made fights such a visual mess. As for core mesmer, it's fine in PvP if you play power shatter builds, but I think it would be nice if you buff the other mantras like Mantra of Concentration. Buff it so whenever you use it, it gives you and allies quickness instead of just stability and reduce the cooldown from 15 to 1 second like Mantra of Pain. It may not be much, but it could give core mesmer some viable builds for end game PvE content. Restorative Mantra can also provide boons rather than just healing from using mantras. NecromancerRework some of the Death Shroud skills. Life Blast, Doom and Life Transfer are the only skills that most people use. Dark Path is better than it once was, but still mediocre and Tainted Shackles is still a very delayed skill. Also, make the fire condition from the Dhuumfire trait baseline, make Death Shroud overall a hybrid of power damage skills and condition skills. Nobody should be forced to use a trait just so they have a way to reliably apply conditions when using Death Shroud. Core power necromancer builds don't have to use those kind of traits. RangerRanger is fine for the most part in both PvE and PvP. Soulbeast and Druid are still more dominant than core ranger in PvE so just give core ranger some utility. RevenantRevenant is also fine as it is in both PvE and PvP. Sure, some may want to see Facet of Light's healing reduced, but overall revenant is good as it is. Core revenant's Ancient Echo skill could use more useful. ThiefReduce the stealth duration on Deadeye and remove the evasion on Dagger Storm. That elite skill should've never been buffed this way. WarriorNerf Rampage and buff Signet of Rage. So many warriors are using Rampage as a crutch skill to CC and kill enemies while having stability. Signet of Rage can be a lot better if it gives 2 strikes of adrenaline every second instead of every 3 seconds.
  19. Thief, at least in PvP isn't designed to be a 1v1 profession. Due to its low health, thief isn't going to be victorious in fights against professions that have far better sustain skills like guardian or revenant so you'll only be +1-ing or outnumbering fights and decapping points the majority of time. As for builds, I'm a non-meta person, that is I don't just copy paste a build from Metabattle thinking that it's the only good build. I find it lazy to just take someone else's build without coming up with your own builds. Now sometimes you do get those situations where a meta build is the only viable build that is worth running, Power Herald being a good example of a meta build that is only worth running compared to core revenant and renegade. I never liked the sword/dagger core thief build mainly because I don't like the weapon, so I decided to make a build that is in my opinion better at bursting targets in outnumbered fights using dagger/dagger. Here is the build I use for core thief in PvP. I know a lot of people will ask: "Why not use dagger/pistol instead of dagger/dagger?". It's because you've got evasion on Death Blossom (dagger/dagger 3) and because I like the Assassin's Signet > Cloak and Dagger > Steal > Backstab combo. It's a very high risk, high reward type of playstyle that can kill almost every profession. If you're curious, try it out and see if you like it. Also, please use Basilisk Venom if you want your team to like you rather than being a selfish coward who uses Dagger Storm which is a very crutch skill.
  20. Weaver and elementalist in general is the second hardest profession. Core condition engineer with 3-4 kits still comes out on top.
  21. I'm not exactly sure which setting allows you to turn off the flamethrower lighting, but these are the settings I use. They may not disable the flamethrower lighting, but they will tone it down. Animation: LowAnti-Aliasing: SMAA LowEnvironment: LowLOD Distance: LowReflections: NoneTextures: LowRender Sampling: NativeShadows: NoneShaders: LowPost-Processing: NoneCharacter Model Limit: LowestCharacter Model Quality: MediumAmbient Occlusion: DisabledBest Texture Filtering: DisabledDepth Blur: DisabledEffect LOD: EnabledHigh-Res Character Textures: DisabledLight Adaptation: EnabledVertical Sync: DisabledMotion Blur Power: Lowest
  22. You're welcome. I'm always happy to help any player, especially new ones.
  23. While the staff has longer range than the scepter, it's a very slow weapon that falls flat in terms of dealing damage and it's not as fast or as fluid as the scepter. The staff in my opinion should only be used as a support weapon. It's one of the best support weapons in the game since it allows you to heal from range, making support elementalist a what I like to call sniper support. The healing tempest build on Snowcrows uses dagger/warhorn. The reason for this is because it has better boon application, but in terms of healing allies the staff is the superior weapon. Your auto attacks heal allies, Ice Spike (staff 2) has a short cooldown, applies vulnerability and it's a blast finisher which is great for additional healing if used in Geyser and Healing Rain. Geyser has the highest direct healing and it's a long ranged rallying skill, meaning you can rally a teammate if they get downed. Healing Rain is the best long ranged cleansing skill.
  24. Sustain and defensive stats are not needed in end-game PvE at all. Assuming your team has at least 1 healer, just go full power damage. The traits in earth only give the elementalist self sustain, a good example being Stone Heart which grants you and only you immunity to critical hits while you're attuned to earth. The only boon you can give allies from earth is protection whenever you apply auras, but that's nothing compared to what healing builds have to offer. Tempest is easier to play at least when compared to sword/dagger weaver and even fresh air scepter/focus core elementalist (weaver having plenty of skill rotations and core elementalist requiring good timing skills and constant attunement swapping) and you can avoid using the shatterstone skill because you've got plenty of vulnerability stacking abilities thanks to Glyph of Storms, Overload Air and Lightning Orb. Arcane is a must have because most of the time your team will have a support or even if you don't, other non-support professions can provide some boons so you get the 2% damage increase anyways. Power tempest isn't a build that's meant to provide boons to allies, you can certainly do that, but if we're talking about might stacking, the duration of those boons won't be long enough. Elementalist and engineer are the only two professions who can't weapon swap. The other 7 professions are capable of swapping weapons and they provide most of them 10 weapon skills. It may seem like you're missing out on weapon skills, but when you think about it, elementalist with the attunements gives you a total of 20 weapon skills. How many weapon skills does core engineer using 4 kits have? 25 weapon skills, 30 if you count the toolbelt skills.
  25. Power Tempest is a build that is similar to core elementalist's fresh air build, only it uses warhorn instead of focus or off-hand dagger. Most meta sites show builds with power tempest using scepter/warhorn because the scepter is a very fast paced weapon that has plenty of instant cast skills especially when attuned to air and the warhorn is used for stacking might, CC, stacking vulnerability, reflects, water fields and blast finishers that can be used in that water field. It's a fresh air build because that trait instantly refreshes your air attunement by 100%, so anyone can just start overloading air, stack vulnerability and deal damage in an area. I don't think if I've ever seen a power tempest build using the water or earth specializations on meta sites, let alone see anyone use them in-game. Most players use air, arcane and tempest, occasionally switching arcane with fire. Thanks to the recent balance patches, core elementalist using that same build only with scepter/focus can be viable in end-game PvE content, but only if they are using the water specialization for the damage increase while enemies have vulnerability. i see i wish i understood everything but i understand most of what you are saying. some i still dont because i dont really know the elemtalist mechanic first time trying it.so overall power tempest is a good choice? and is tempest better or worse than core? Most players would say it's better because of the overload mechanic which provides plenty of vulnerability stacking, cleave damage and stun breakers, something that core elementalist lacks. Not saying that core elementalist is bad in PvE, far from it and the recent balance patches buffed the water specialization which has helped core elementalist become more viable, maybe not as viable as power tempest but it's very close. I'll explain the reasons for you then, but first I would like to mention this: Metabattle and Snowcrows showcase builds, but Snowcrows showcases builds made specifically for raids, not for all game modes. Metabattle has builds for every game mode and these are all user created so not everything is going to be exactly the same. Now about the specializations: Earth is a defensive specialization that only protects you so there is no point in using it in PvE, it's only used in healer tempest builds in PvP. Arcane is widely used because of the boons you provide to allies, the reduced attunement cooldowns and the 2% damage increase per boon which comes in handy if you have a support on your team, mainly druid, chronomancer or renegade. Like I mentioned, the recent balance patches buffed the water specialization. It did buff weaver in PvP with the trait Flow like Water which heals them when blocking or evading attacks, but in PvE it's core elementalist that got buffed the most. The damage increase while above 90% health and while enemies have vulnerability in any attunement is something that I especially wanted to see happen instead of being forced to camp the water attunement in order to get that damage increase. Shatterstone is great for stacking vulnerability, 5 stacks that last for 15 seconds every 3 seconds (2.5 second if using the water specialization) and if you're playing core elementalist, make sure you use this skill so you can stack vulnerability as much as the tempest's air overload. You don't only have to use this skill, you've got Water Trident for additional self and team sustain and the focus provides an AoE daze. The water specialization also provides core elementalist more sustain than tempest because every time you attune to water you heal yourself and allies, so you can play it as a full power damage build while also providing some sustain to your allies. I really believe that balance patch has somewhat helped core elementalist by bringing it into the PvE meta.
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