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Yasai.3549

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Everything posted by Yasai.3549

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. And whoever suggests Guardian nerfs gets a notice.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.)
  16. 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.
  17. I think this point is the entire reason why it feels bad and everyone hates it.
  18. 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.
  19. Jalis/Alliance is pretty much the best open world set for Vindicators. It's just packed with all you need to survive, especially Jalis' hammers and stability road allow you to face tank many encounters. Ventari's Tablet only refreshes when it is resummoned via any of its ways which make it extremely unwieldy to use as an on-demand anything if what you're looking for is sustain because while Ventari can heal and cleanse as you wish, some effects require the empowerment. You're better off with Viktor Alliance stance which offers great healing and cleansing as well.
  20. No one does tbh. Because Renegade somehow finds some use in WvW roaming I'm guessing. Ironically, Kalla being the Legendary Guerrilla Fighter has one of the worst kits for actually fighting enemies while being mobile. Literally everything she has can be walked out of. People find much better use with Renegade's entire shortbow playstyle with Shiro of all Legends which is hilarious to me since Shiro is the Legend with the most nerfs due to "problems" without prompting a "hey maybe we should rework him a little?" and instead Kalla gets reworked into being a weird wonky version of her previous state.
  21. Well having two utility sets in Alliance as a whole breaks the mold which is a design choice for Alliance stance in particular. Ironically, the skills were meant to be flip skills so it wasn't even initially designed to be so egregiously different. Even so, no Legend, not even Glint, actively encourages the player to heeheehaha and throw all their Energy down the drain for maximum effectiveness. Granted, it's interesting for Soulcleave to have synergy with the other utilities instead of just being a Siphon buff and Fire field. The way they did it just isn't it.
  22. But that's literally how new Kalla Stance is supposed to work? You're meant to throw Soulcleave down first and then start spamming the other utilities so that Soulcleave does her Bonus attack in an AoE for more damage. Soulcleave is literally the keystone here for your burst rotation as it does the Bonus attack for spamming other Renegade Stance abilities.
  23. Literally needs none of these because Herald is already a boon generation powerhouse. Revenant doesn't really need boon generation or a tether, it just needs a good solid weapon to supplement healing by allowing them to heal from a distance rather than melee melee melee melee. Ventari's tablet is like the only sort of healing you can use from range but if you heal this way, you are not healing people you're stacking with because somehow Anet still doesn't give Revenant the ability to Ventari skills from their position and tablet, like a Scourge does. Scepter just needs to be able to heal from ranged to be a decently good set, and without clunky ally targeting mechanics. Make it simple: Scepter 1: Shoots out waves that grants barrier to allies and damages enemies. Scepter 2: Casts on ground, pulses barrier per second and explodes for a heal at the end. Can recast early to pop it for the final heal in case you really need to use it immediately on someone who's dying. Give it a Blast finisher. Scepter 3: Cast to link up to 5 allies. Gain barrier up to 10% of the damage these allies take. When duration ends or the player recasts early, consume all barrier currently on you to heal in a 600 radius aoe for the same amount.
  24. The reason they feel underwhelming is because it's fundamentally anti-Revenant in design. The March balance sent it down a path which is even MORE anti-Revenant. Spamming your utilities like piano keys is the anthesis of Revenant gameplay where the cost of the utilities are made high so that you can use them multiple times back to back, but you usually have to wait between each cast due to the Energy regeneration period. THIS IS AND WAS THE POINT OF REVENANT ENERGY. Kalla's old summons were functionally kitten but they still supported this logic to some extent. Band Together completely disregards it, and that's why they feel much weaker or dare I say it WORSE. If they really wanted to make Kalla a spam-type Legend, they needed to reworked her harder in order to break the rule by design. The ONLY Legend that actually benefits and desires anti-Revenant gameplay are Glint Facets, specifically because they are designed to be that way. None of the other Legends are, and should, behave or encourage the same sort of playstyle.
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