Jump to content
  • Sign Up

Yasai.3549

Members
  • Posts

    3,112
  • Joined

Everything posted by Yasai.3549

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.)
  7. 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.
  8. I think this point is the entire reason why it feels bad and everyone hates it.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. Revenant was already a foot in the grave in my eyes ever since they decided to nerf everything from Core traitlines to Shiro to Jalis instead of addressing the actual problem that was Herald Might stacking. I'm still waiting for revert buffs after they finally stamped Herald down in competitive. Where's the justice? Is this really balance?
  17. Most important and desired change for me: Increase casting range for the Summons and also get rid of their NPC model. I feel like the NPC model is still coded as a minion and cannot be placed on certain terrain. This severely affects the smoothness of Kalla.
  18. Me waking up from the dream that was spamming GS non stop and stomping people Sword really sucks right now in competitive. I just dusted them off yesterday and was playing it and I was pretty much forced to run Death Drop Vindicator to make it work. It's just way too weak on its own without Devastation's Strike Damage boost and Death Drop's addition avenue of attack and 15% damage boost. If a weapon has to rely on two traitlines just to prop it up, it's really really not doing well. On the same build with GS, I was doing way way more damage and much easier too because of all the nice cleaving and non animation kitten abilities. All I can say is that I'm glad that Scepter sucked. MH Sword is still the best power mainhand despite its bugged out 3. Also the auto sound doesn't grate on the ears anymore (Hammerbolt now wins that position) As with my own topics, I usually come back to it with additional ideas that I've cooked up so here's just a couple: Shackling Wave: - Cleaves an area infront of you (450 cone, same 6 hits but the damage is distributed much better now) - Inflicts Vulnerability (12 stacks) - No longer inflicts Immobilization, instead draws enemies in the cleaving area, knocking them down and pulling them to you. - Retains current animation speed. - Change name to Vacuum Slash (?) Reasoning: If the animation speed cannot be sped up for any reason I reckon it's fairer to the skill if it was changed from a soft CC to a hard CC that gives OH Sword set the ability to better entrap enemies as is the design of the original Shackling Wave skill. Deathstrike: - Mostly the same - Now puts the Revenant player behind their target if the first hit lands Reasoning: Oftentimes, Deathstrike's 2nd hit can miss not due to the fault of the player but because of terrain differences, movement speed, or simply bad luck when the server tick decides nope. Instead of something as obnoxious as 100% confirmed guaranteed hit with the skill's two portions being combined into one, I think it's good to have additional utility as something that lets the Revenant instantly flank the target they hit with the first portion of Deathstrike. This is also quite a huge change despite how small it is because of a mechanic built into the game which essentially "cancels" a skill if it tries to attack something that has moved behind you before the skill finished casting. A clever Revenant player will use such a flanking mechanic built into Deathstrike to avoid and interrupt enemies.
  19. You can counter Ranger Longbow by literally standing behind something. Part of learning how to Necro in competitive is clever use of terrain to make up for your limited reach and Flesh Wurm placements so you can surprise or get away as you need to.
  20. Glad you mentioned DD because it's another thing to look at comparing Dodge Especs. We're gonna bring in Mirage as well btw. DD has a unique dodge and +1 Endurance bar but what really makes them different is that the 3 GMs give different dodges. Now that's huge because you suddenly unlock 3 different functioning playstyles with the Espec. One for good mobility, one for oppressive damage, one for Condition pressure. Mirage has only 1 type of unique dodge but do you know what they have that works on that dodge? 7 different Ambushes in which up to 2 can be equipped at once. Suddenly, Vindicator feels super shortchanged with their Dodge staying the same but just different properties. It was fine because the dodge was just really powerful but then these nerfs again hammer it down to the point it's clearly a weak link in what makes Vindicator Vindicator.
  21. I just consider it ill defined because it's characterized by something can be swapped out of the utility bar. Notice how Alliance Swap also disappears when you remove Alliance? It's because it's not a Vindicator mechanic, it's an Alliance mechanic. That's my problem with Vindicator: It's not really the Espec defining itself, it's the utilities you gain access to defining the Espec. And I really do not consider having funky dodge as having a strongly defined identity. And as I've mentioned, they keep nerfing the dodge too. So what's really left is just Death Drop keeping Vindicator as an option and this is after Anet's heavy tampering. It just feels bad to be pigeon holed into "using dodge as an attack" because all other options were nerfed.
  22. They really should have planned Vindicator a little clearer as to what made them unique over the other specs or builds. Dodge is just uninteresting and shouldn't have been what made Vindicator's trademark, but that was fine for awhile because Dodge was very powerful. Now they're hammering Dodge's utility down, making the only point of running Vindicator being the Alliance stance or being a Death Drop user. Of all the EoD Especs, Vindicator literally felt like "Core Plus" to me, with a majority of their uniqueness tied to Alliance Stance. If people could use Alliance stance out of Vindicator, no one is gonna use Vindicator, I can assure you.
  23. Not wrong, but it's still crap compared to Mace actually in terms of damage output. The coefficient for CoR is VERY BAD and only gets a reset for Hammer 5 landing. Mace just has 2 charges of Echoing Eruption for higher damage with no conditions. It's definitely a good alternative to Staff now, however. I started using Hammer as a swap to replace Staff and between its Evade and 1 stack Aegis + Projectile block field, it's a surprisingly good option for roaming after its autos got beefed up.
  24. Green has the absolute best layout with tightly packed towers next to Keep and rather tucked away RQ. It's also often suicide if you attempt to attack Green Keep without an overwhelming advantage because no matter what avenue attack you choose, you're walking right into several defensive locations. Blue is slightly worse but otherwise good too. Its main weak area is Dorito's Gulch and its camp because of its placement downhill and far from the protective view of Bravost and Keep. QL gets defended from up the hill with siege if your team is smart enough to use the terrain advantage and it's also a very good watchtower if allowed to upgrade because it overlooks two chokes coming into green from frogs. Red? Aside from having Veleka, Keep and OW near to each other, EVERYTHING ELSE IS A JOKE LAYOUT. Mendons is a ridiculously easy tower to flip because it is so far from keep to be protected by siege, has awkward defense spots spotting a huge bridge but no proper width to put siege on and none of your siege save mortars can reach Cata spot for Mendos. Absolute joke. Splendon is a disowned orphan camp that sits so far away from the protective reach of any towers of keeps. Gets flipped constantly before anyone can react. Anzalis is an overexposed placement with easily sieged walls facing SMC and Dredge tunnel. It gets flipped so often by all 3 sides it's almost a joke if it's considered Red leaning territory. Again, it has 0 protection from Keep and other Towers and even has a large cliff blocking gliding/los from Keep and also serves as a defensible cata spot to crack Anz open. It's a joke, an absolute joke. Then there is Pangloss which while looks great location wise, actually benefits attackers more than anything. It sabotages itself by being located inside a cave area with two chokes, meaning if a large boon ball decides to hold out there, you cannot kill them at all as the two chokes funnel you into their open jaws.
  25. The fact that Summons STILL only have 600 cast range and wonky placement on terrain is making me so sadlife about Kalla.
×
×
  • Create New...