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Regon Phoenix.8215

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Everything posted by Regon Phoenix.8215

  1. Did +25k damage dealing abilities got nerfed recently?
  2. Increase health pf minions by 30% and damage by 20%ORAllow to use minion abilities while in shroud
  3. Somebody killed his dog. Then Virtue 1 should also give him a pencil, virtue 2 a book and virtue 3 increase all skills number of targets from 5 to 50F1 is already a long ranged pencil....
  4. Is it any different to bunker mesmer, though?Also, if you will focus everything on blocks and evades, then what else would you do? You would sacrifice both damage and healing for avoidance. So, yeah, you could dance around and evade everything, but other than that you would pretty much be a dead weight. Thanks for reading through.
  5. Previous version. - - - - - - - - - - - - - - - - - Several build examples:1) Traits 1, 5 and 8 for scepter condition based build2) Traits 2, 4 and 7 OR traits 2, 6 and 9 for sword power based build3) Traits 2, 4 and 8 for sword condition based build4) Traits 3, 6 and 9 for anti-healer/bunker build
  6. Well, that's to keep the class basis on the direct damage.Red charges means direct damage and this elite is focused on dealing direct damage, but it also offer some versatility like some other elites.For example it is not optional for dragonhunter to be played as healer support, but it is possible. It is not optional for spellbreaker play as condition bow, but it is possible.Well, same goes for this elite. The most viable build would focus on red charges, but you would also be able to play while focusing on other two. It wouldn't be optional, but it would be possible.Also, regarding blue charges:Major Trait 2 (Blue Means Degeneration) - a blue charge every 5 secMajor Trait 7 (Overcharged) - gain a bonus charge every time you gain a chargeUtility Charge-up 2 (Generate Aggression) - a blue charge every 8 secLets assume you would be using dagger in main hand, because it is the main condition weapon.Dagger's burst have 14 sec cd, yet you can generate 4 blue charges in 8 sec (with right traits).Now, if you want to generate blue charges for other weapons for their utility, then yeah, it would be hard to generate 3-4 charges. However, blue charges mostly offers conditions, so if you play power build, then why would you want to apply conditions? Except for pistol, but pistol benefits from blue charges greatly, so constantly generating them for pistol would be quite overpowered. Well, that's debatable. Dragonhunter is quite bad without traps, just like scrapper without gyros.I do see your point. However, you don't need heal/utilities/elite from this elite for it to work, because traits already allow you to generate charges on your own. Heal/utilities/elite does help it perform much better, but they aren't necessary for you to play, because you would be able to generate enough charges through traits faster than CD on burst skills run out. So, technically you don't need any other way to generate charges outside of traits. Condition:Major Trait 2 (Blue Means Degeneration)Major Trait 5 (Tactics? Nahhhh)Major Trait 7 (Overcharged) or Major Trait 8 (Only Madness Spreads) or Major Trait 9 (Madness Fuel) Power:Major Trait 1 (Red Means Power)Major Trait 4 (Unstoppable Mobility)Major Trait 7 (Overcharged) or Major Trait 9 (Madness Fuel) True. GS would be the best and most optional weapon for this elite.P.S. you don't sacrifice steal. Steal gets replaced by burst. When an ability gets replaced by other ability, then old traits will still effect the new ability.
  7. Poor kitty, you looked up where i posted, but you didn't look what i posted. Shame. Really? Core guardian defines meta? Do tell. Elaborate further.
  8. What... lol if u loose more healing than dps u will get more 1 shotted?!?Did u just take bait of a troll comment? ...... Math should be mandatory class in every country....Lets take soulbeast VS basic guardian as an example.Guardian have about 17k HP in a moderate build. Soulbeast can potentially dish out 12k DPS. Currently, that guardian survives for 1.4 sec.If all damage get reduced by 80%, then soulbeast would only be able to deal 2.4k dps. So, the same guardian with 17k HP would survive for at least 7 sec.Where are you seeing 1-shot in here?
  9. Well, these numbers were an estimation. Of course actual reductions should be very accurate and tested before implementation, but ain't nobody can deny that this game pvp vise is horrid. Everyone either plays 1-shot ponies or unkillable monsters (or soulbeast, who is these two combined). When average fight last for 1-2 sec you know that something is wrong.
  10. Reality. It is quite strong, though. Do you want some?
  11. 2H berserker does more damage than any necro.Soulbeast does more damage than any necro.Core guardian (my main) does more damage than any necro.Power dragonhunter does more damage than any necro.Holosmith does more damage than any necro.Any mesmer does more damage than any necro.Power revenant does more damage than any necro.Deadeye does more single target damage than any necro.Majority of classes does more damage than necro in pvp.Who have told you that necro deals at least decent damage? Also, during team fights necro can't even do anything as it have no blocks and no evasion, so it is instantly focused and instantly killed.
  12. Did i said to reduce some multipliers?Just a blanket reduction on damage done. Everyone will be scaled completely equally in reductions, thus the current classes would work the same and stack the same, but their damage and healing would be way lower.Also, why "nerfing healing won't be enough to stop everything from just surviving indefinitely"? Currently immortal builds are immortals because of massive amounts of self-healing they can produce. Scale down all healing and their survival will scale down as much as damage of other classes.It seems you have massive problems with math, so i will help you out: Scenario 1 (about classes who can 1-shot nearly anyone)Class A does 8k damage per sec.Class B does 4k healing per sec.This means that class A does 100% more damage than class B does healing. Technically, class B loses 4K HP per sec, so a class with 20k HP dies in 5 sec (however, in reality it is closer to 1 sec).After nerf, class A: 8000 x 20% = 1.6k damage per secAfter nerf, class B: 4000 x 15% = 0.6k healingSo, after blanket nerf class A does 166% more damage than class B does healing. However, 1-shoting becomes impossible and glass cannons will be forced to play more tactically instead of relying on one trick, because to kill anyone with 20k HP would take up at least 20 sec.Basic math shows that it would solve issue with 1-shot classes and make the game WAY MORE focused on tactical and skillful play.Scenario 2 (about immortal builds)Class A does 4k damage per sec.Class B does 5k healing per sec.This means that class B does 25% more healing than class A does damage, so class B is technically unkillable by class A no matter what.After nerf, class A: 4000 x 20% = 0.8k damage per secAfter nerf, class B: 5000 x 15% = 0.75k healingSo, after blanket nerf class A does 6% more damage than class B does healing. This would allow class A to kill class B and would solve the problem with immortal classes, but it would not completely delete viability of such classes, because for class A to kill class B (assume it have 20k HP once again) it would take up to 400 sec.Oh, look, math solves everything once again.
  13. Necromancer. Purpose - to die to every other class.
  14. Nerf damage in pvp by 80%Nerf healing in pvp by 85%All problems with 1-shot builds will get fixed instantly.
  15. Oh boy....Everyone who have ever played necromancer in pvp have left the chat
  16. Solution: nerf all damage in pvp by 80% and all healing in pvp by 85%.Here, problem solved. No more 1-shot builds, fights would last more than 2 sec and overall pvp experience would shift towards tactical and skillful play instead of button mashing.
  17. Why are you acting surprised?Deadeye can hit for +20k from stealth.Mesmer can hit for +20k from stealth.Soulbeast can hit for +20K from stealth.This game is dominated by these kind of builds and average fight lasts for 1-2 sec. PVP in here require 0 amount of brain power, because all have to do is to sneak on an enemy and one-shot them. And that's literally the reason why i can't play this game more than few days per month - brain-dead gameplay. This game require at least 80% nerf in damage and healing so that fights would last on average for at least 30 sec.
  18. When average PVP 1v1 fight last for 1-2 sec, then it should be obvious that whole game needs massive nerf in damage (and healing).I play PVP in MMO games for tactical combat, outsmarting other players and building my class to suit my play-style the best. This game have absolutely no tactical combat or outsmarting other players when everyone can one-shot everyone else.I would go with blanket 75% to all damage and 85% nerf to all healing on PVP. Maybe then tactical thinking and skillful play would determine outcome in PVP instead of button mashing and ridiculous one-shot-one-kill builds.
  19. Many weapons don't fit many classes, but it still fit somehow. Anet could make it fit and why doesn't it fit thief. Thief essentially is an agile and fast attacker who avoid attacks as a form of defense and perform specific heavy attacks then retreat after attacking either through stealth or mobility. What i presented fits this perfectly, but my elite more focused on damage instead of mobility/stealth, but other than that it is fit to the core idea of thief. There is nothing fast and agile about greatswords. Thieves are also considered far less muscular than warriors, i doubt a thief could even lift a greatsword, thats why they usually stick to small one handed weapons. Giving staff to thieves was a mistake on anet's behalf, it must have been the choice with least work. but it just does not fit thief in any way.Then what does fit thief?
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