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Yasai.3549

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Everything posted by Yasai.3549

  1. Been finding success as Celestial Core Rev with Mace/Axe - Hammer if you wanna give it a swing. Hammer would be your defensive set but still packs quite a punch when used together with Impossible Odds after their recent AA buff. Mace is your Might stacking set and your pressure set if you are safe to go melee range, if not you can simply Might Stack with it and nail enemies with Echoing Eruption from 1200 range just fine. You can hit 25 Might comfortably with proper skill rotation, making both your Hammer and Mace actually slap hard. Traits are: Invocation: 1 2 1 Devastation: 1 2 3 Salvation: 3 2 2 Sigils for Mace will be Sigil of Might and Air Sigils for Hammer will be Sigil of Energy and Cleansing Divinity Runes and Antitoxin Relic
  2. They are afraid of giving Mace too much Might stacking capability in PvE because it'll make Scepter look bad. Source I made it up, but everyone knows it's true.
  3. This is because Alliance is the only Legend left that isn't kitten. It's just the sorry state of Revenant right now. Man imagine if next expansion just decouples Espec utilities. Alliance being free to use across all specs would make everyone better because they wouldn't be forced to use Legends that have both their kneecaps popped.
  4. Ah that makes sense. Yea PvP Revenant is a joke. I stopped playing any sort of Revenant in PvP after PT nerf. It's just not worth the effort. Renegade is better on a Cele set because of its innate attributes of having crit chance passive, insane 25 might generation and Fervor's Crit Damage and Condi Damage bonus. It's pretty much propped up by the entire traitline which lets the build run Salvation at all because Renegade traitline hardcarries all your damage.
  5. I'm inclined to disagree. I still roam as Renegade and I win a huge majority of fights against EoD specs. The only thing I ever lose to is still dumb stuff like Druid which has historically bullied Revenants of all sorts. That's why I specifically mentioned careful play. Renegade is very powerful if you play carefully and has the capability to beat out many builds due to its very easy conditions to stack Might and having a rather good weapon when it comes to fighting enemies with directional projectile hate (SB2). If you aren't spamming your skills, Shiro's Energy is more manageable as a Stunbreak due to Contained Temper's small refund knocking the cost of the ability back down to 35 Energy in practice. Combined with Salvation dodges and Dwarf Song swap, Renegades are unnaturally beefy against a majority of builds in the game. The only problem is what I've stated: ability to kite. They survive most encounters by being mobile and then stalling enemy burst then go back to kiting again. Having Cripple on SB2 will help Renegade kite even better and safer.
  6. They do have defensive utility imo, but it's just not so obvious as a built in Evade, Stealth, bonus utility. SB4's Firefield does heavy damage and staggers slow application, it in itself has won me many duels because people got impatient with me and tried fighting me in it. It's such an impactful equalizer on the playing field. A good SB user vs a bad one is very noticeable. No, these are not needed imo. What it needs is SB2 to apply Cripple. Revenant/Renegade is very good at keeping out of hands reach with clever play, but the reason they still get caught up with is unlike other weapons, their effective range isn't actually very good, which makes the lack of additional CC options, both soft and hard, more felt when put in practical play. If SB2 was given a 2s Cripple, it would help the player kite much better or harass much better. No point overloading SB3 and SB4 which are already solid and powerful skills in SB's kit.
  7. Honestly the only clear design win here is the fact that sword 3 requires no targeting or conditions for both halves of its leaps to be functional. That alone is what makes Necro sword good. Everything else, especially the autos, leaves much to be desired. Having majority of your weapon skills including its autos be projectile with travel time is really iffy for a weapon set that has not one but two AYEAYAEYAEAYAEYE gap closers. So I'll disagree slightly here for your being "good inspiration" (Imo best sword in the game is still the Virtuoso's version of MH Sword and Guardian's OH Sword) Revenant swords are fun but their skill fantasy is often curbed by functionality issues. Most people would simply be fine if Sword 3 was changed into Smoke Assault as it's one of the strongest draws of the weapon's flashiness and style, not to mention damage and utility. Offhand suffered too much from repeated nerfs unrelated to the then issues of Sword, those need to be reverted somepart or reworked entirely. Do that and Swords will be at least fine, if not just decent but boring.
  8. Why are condition players so obsessed with dealing Burst Damage. Just play Power then. If there are ramping issues, maybe the build has problems and needs more base duration from skills and traits. Besides, doesn't Mirage deal mainly in Torment anyway? Why the random Confusion change to "improve" it.
  9. They probably tested it on a Golem and that's about it. No one in the right mind puts so many LoS blocks on a weapon for no reason, especially one that emphasizes on supporting.
  10. If Especs can be seen as "borrowing mechanics from other classes" then Summons are just VERY BAD Phantasms. If they functioned more like actual Phantasms, it would have been still a major upgrade to how they were. Now they're VERY BAD Wells. Big disappointment tbh.
  11. It's still hilarious that the Summons have a small delay on summon before they actually do their "cast animation" and land the attack. Somehow Summons are just Wells that suck even more.
  12. It feels old, clunky and unnatural to the game's natural flow, especially how Fields are plopped onto the floor and many encounters have mobile enemies. Before even discussing things like buffing Combos or adding Combo support, there needs to be a functionality improvement first imo. I still think Fields have a place in the game but I think by adding an additional component like a "Combo follow up" to certain skills would be great for helping players expressing their Combo finishers better without being always shackled to a Field. Example, you cast a skill and instead of it slapping a Combo Field down, you gain a Combo Follow Up status for a few seconds that let you unleash Finishers from your position the moment you hit a skill which has a Finisher component. The major drawback is probably that your Finishers are now casting from a local position which does limit your skill expression a small bit but does allow you to be more mobile in the application. Also the fact that this is a "personal combo state" and not shared with allies.
  13. I chuckle everytime I see a guide that warns the player that using Blinding Powder as part of their rotation potentially ruins the fight for other players because forcing Stealth on them stops all their AA chains.
  14. And whoever suggests Guardian nerfs gets a notice.
  15. This is Low Intensity Quickness, yes. Normally you play Herald by popping the consumes for damage as you continue pulsing boons. Herald is the only unique QuickDPS that can spam out boons. But honestly if you ask me, if you want a real LI DPS build, there's better things to play than Revenant. Like DD for example almost hits 30k on Golems by simply auto attacking with Staff and Dodging. Herald is more useful for its boons.
  16. If you're still very interested, use this build:http://gw2skills.net/editor/?PmwAwyFlxQHMPyh1RNMO6hRSfMCKgp2la7G-DSIYR0xLLAAA-e It's basically a Low Intensity DPS build I would only recommend to players who have severe disability because it's gonna bore you out of your mind if you are capable of pressing more than a few buttons. You turn on Upkeep and keep it on while spamming Sword 2 4 and 5 or GS 5 2 and 3. Once you hit below 10 Energy, you swap. You only use True Nature when exiting Shiro. That's literally it.
  17. You have to realize that the key point of Herald is bringing Quickness and all the other Boon uptime along with it. It's like going into a group and telling them "I want to play Condi DPS Druid" Like sure...? We can probably clear but why...? Gonna just tackle this one directly: Technically, yes if you're only expected to do damage. You'll be some boring Forceful Persistence Upkeep camper but it will be able to do decent enough damage. But you could be playing Power Vindicator and do much more damage.
  18. It's been like this from the start. There are clear favourites when it comes to balancing and it's rather obvious for anyone keeping tabs on the class health and performance in various game modes. There was the infamous Mesmer dominance Era followed by the absolutely ridiculous Firebrand dominance Era. Game's never been "balanced" in the sense where every class is equal but at the same time, it's pointless to try and even get that to happen. At the very least every class can see some form of play in all content which I guess is good enough for Anet. In the past, the class balance was even worse to the point there were only a handful of "viable" builds one can use for hard content.
  19. Weapons Mastery shouldn't be locked behind an expansion. New weapons should have been the highlight of Soto class progression. We should have had more weapons. This sort of Class progression while hugely impactful is uninteresting. It's like expecting people go go WOW when you open a glass door. The stuff is ALREADY THERE, all they did was open the door. Honestly looking at future class progression, one can already guess what's gonna happen: Unlocked utilities. I rather they just dropped the whole expansion pretense and tell us straight: We have to buy Living Worlds now, and but they are being supported more frequently compared to older Living Worlds.
  20. Jalis Shiro Shortbow: Skill importance: 5 >4 >3. 2 and 1 for poke. Shiro: Don't use Impossible Odds. Bad even for running away or chasing because Teleport is just better. Can use Teleport on neutral targets too to get around quickly. Use Shiro only for Stunbreak/Evade, Heal and Teleport. Jalis: Swap to Jalis if enemy is melee and jumps on you. Put down Road, Turn on Hammer, kill them if they don't run away. Free kill. Use Heal only when you are being hurt alot, you will be using Salvation dodge roll to handle Condis. Use Rite of the Great Dwarf to Stunbreak but also good if enemy is an annoying power damage build like Willbender or Thief because you just ignore their burst with this skill when used properly. Enemies to avoid: - Scrapper. Not worth fighting. Too much projectile hate, you are wasting your time. - Thieves. Don't bother playing with Thieves. You never win because a good Thief never loses. If you can run and go OOC, then just leave. If they keep chasing you, use Jalis to prevent them from killing you and use Shiro to get away. - Druid. Annoying build. Has projectile hate and too much Immob. They also have very good mobility. Just annoying all around.
  21. There's only one build for this and that's Celestial Renegade Roamer. Won't bore you with the details but the build is just: Full Celestial. Everything. Rune of Divinity, Relic of Isgarren. Optional Relics: Relic of Antitoxin Shortbow: Sigil of the Demon and Sigil of Corruption Staff: Sigil of Cleansing and Sigil of Energy Invocation: 1 - 2 - 1 Salvation: 3 - 2 - 2 Renegade: 2 - 2 - 1 (If you don't know how to understand this ^ the numbers simply mean the trait taken in each column, 1 2 3 is from top to bottom.)
  22. I think Renegade can rival that once again tbh. The Soulcleave burst is pretty stupid damage and Breakrazor heals a massive ton. It's a rather effective Cele build if you run Invocation Corruption Renegade. Can even run Devastation if you want Battle Scars generation but honestly Corruption is more damage due to Torment spamming with Mallyx and Shortbow. Not to mention rather decent sustain with Soulcleave. Between having high Prot uptime by just chucking summons out and perma 25 might, you're kinda set.
  23. I think this point is the entire reason why it feels bad and everyone hates it.
  24. Ground Targeting. I don't see why so many supports can just ground target stuff and BOOM BIG HEALZ but we're stuck with Barrier pulsing that needs to follow 1 dude and that's on top of our Autochain also providing barrier already.
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