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Zagerus.8675

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  1. Wasn't spear basically deleted from PvP afterwards? Why didn't we see such presence before spear? Is it because spear allowed for ranged pressure and also provided two additional evades? There is still no clear consensus on what makes Spellbreaker so godtier.. Spear's kit just landed really strong and you would agree if you could integrate any objectivity into how you approach the game.
  2. True. But I just don't think Spellbreaker is an issue for good players. When a good player loses to a 1v1 it's because the Spellbreaker played well/brought the correct traits for the matchup.
  3. Dagger F1, FC, Dagger F1, weapon swap..... Arcing Slice. That is 8 condi cleanses xd. This absolutely matters when you are in a 2v1 or vs. something like condi mirage where sequencing 4 burst skills in a row isn't that difficult to do. A 3 second CD would literally directly target FC burst chaining in this way and nothing else really. Or just add the cooldown while you have Spellbreaker equipped.
  4. If you put an ICD on the cleansing portion of Cleansing Ire it would open up more opportunities for condi sidenoders or a + to gain an edge vs. sloppy play. A 3 second ICD would mean no more 8 condi cleanse burst chains on any sidenode variant of warrior.
  5. Honestly, if Spellbreaker is constantly a problem in strict 1v1s, it's likely that you aren't bringing the proper tools to participate in 1v1s in the first place. Condi druid has a similar presence to a Spellbreaker in a 1v1, except it punishes you with oppressive condi pressure *if you play too aggressively and eat the celestial skills.* Many skills function in a similar way to Full Counter in that they punish aggressive button mashing and substantially contribute to getting the upper hand in a skirmish. A search through the wiki on skills related to *block* yields a ton of skills across all professions that gain benefits vs. careless opponents in this way. Stow-cancel skills! Bait out FC. Get out of range. Don't feed the skills.
  6. Weakness helps a lot with slowing down the dodges and lowering the potential burst capability. Vindi has sustain but insert consistent weakness application and it starts struggling.
  7. Hey all, just wanted to share these hand exercise videos again. Warm Up Coordination and Dexterity I know from experience that trying to put max effort into GW2's combat system can lead to nasty hand fatigue - not good. YT recommended these videos a while back and I've used them ever since. I think they would be useful to most PvP gamers so I'm dropping them here again. Underneath the novelty xD there is actually a lot of benefit to doing them consistently. I follow the 5 sets each of the warm up exercises, as suggested, and I follow a 10 set routine for the coordination and dexterity gauntlet. It takes about the length of a 480-502 PvP match to get through them once you get going. I hope they help!
  8. The main goal when fighting warriors should be to deny Adrenal Health and Cleansing Ire as much as possible. Only one set of burst skills in the game will give free Adren Health just for using the skills (and not hitting anything,) and they are both on longbow. You must dodge/blind/block burst skills to get the edge, no questions. For Spellbreakers, make sure Full Counter hits nothing but air again, and again, and again. Blind can be exceptionally powerful vs. FC, provided resistance from Resilient Roll is not present. You can also interrupt FC by converting the stab from FC into fear. You can also interrupt it with a beefed up Steal + boon removal + daze trait. Also, bind your stow weapon key and get good at using it. For Condi zerkers - a ton of the skills in both weapons are heavy hitters @ melee range. 3/5 skills in the Longbow kit need the war to be facing forward to use, so stay behind them when it's logical to do so. Also, Shield Master means that you need to play patiently with your ranged skills. Abuse unblockables vs mace/sword. For Bladesworn - Similar to condizerker, a ton of the skills are loaded at melee range. For the pistol burst, the dmg occurs in a small area, so you can run around the back/out from the bladesworn to avoid most of dmg. Treat it like a burst skill, but don't waste a dodge - just use movement. Use patiently placed auto-attacks to get rid of aegis. Basically just play thoughtfully and don't feel pressured to do a PvE rotation. Not getting hit by bursts usually will end w/ a dead war or a decap 🙂
  9. I agree with a lot of the feedback posted already. Staff feels like a nice support weapon with skills that offer a lot of value when you use them properly. 1. Staff auto attack chain: AA 3 could synergize with Relic of Dwayna, but just raw healing/barrier as suggested may be a better fit. On the plus side, having regen on the auto does free up the slot that Banner of Defense would hold if you wanted a lot of regen in your build. 2. Valiant Leap: Excellent skill that can be used in a variety of different ways; for kiting, helping allies burst ect. 3. Line Breaker: The enemy/ally element is cool. Has some really good conditions/boons as far as Conquest SPvP is concerned. 4. Snap Pull: This skill deceived me at first.. but it plays so nicely into the flow of staff as a support weapon. Being able to yoink stuff off of allies and disrupt the enemies' bursts is quite useful. Definitely feels skill shot-esque. A lower recharge..? hehehe 5. Bullet Catcher/Defiant Roar: Another thoughtful skill (s), like Line Breaker, with good payoff when used at the right time. The Inspiring Focus niche-buff somewhat resonates with how Tome 123-skill 5 effects feel on Firebrand, but I feel like something more could be done with it to flesh it out more. Maybe 5-10% bonus healing too? Maybe increase adrenaline gained from attacks? Also, prime spot for a blast finisher so we can blast dem smoke fields for stealth @ mid 😄 Burst : Path to Victory: The weakness being embedded into PtV is a high point of this skill, really allows for you to potentially control the amount of pressure coming out of power bursts. Synergizes with the weakness from Line Breaker. Overall staff has a nice skill flow that hits the sweet spots as a support weapon. Just what warrior needed! Bug fixes and we gaming.
  10. I think a lot of it might be because of Holo, Deadeye, Chrono ect. A lot of builds don't have very good interaction with the kind of burst those specs have, even on a bruiser setup, so sustain is the logical route. Also: Relic_of_Fireworks_(PvP)
  11. xd Honestly, just like with any skill in life, I think practice is key. There are so many things to practice and so many ways to practice as a gamer. Your mindset, your reflexes/coordination, your game sense/game knowledge, the social aspects. I wish more people would practice. Practice helps you build the road to gamer salvation. Practice practicing! It's practical. Some good ways to practice: 1. Type. There are several free online typing assistants that use A.I. generated words to help you become more fluid with your inputs. Great for helping stomp out keybind dysphoria 2. Slow the game down. Read skill descriptions, look up internal trait modifiers on the wiki, acknowledge the individual minutiae. Then work toward stimulation level: lightspeed. Repeat. 3. Detach, expand, flow.
  12. Anything that has consistent confusion application alongside other condi burst pressure seems to be pretty effective since you need to use skills to heal with Signet of Resto. Reflects are also handy for Scepter earth 2.
  13. As far as the Warrior boon-share changes go, I think they would be functional, but only boonsharing when hitting enemy with a skill is a real snag. Those little moments of downtime when phasing a boss or waiting for the next mob to spawn -and then having to get into the profession mechanic - and then use the attack - and then the boon application happens - it doesn't feel that satisfying to play. A player can adapt to it, but it doesn't feel has good as huddling with your team and smoothly blending in quickness like Firebrand or using the reprieve in fighting to infuse teammates on alacrev. These warrior changes would be usable, but clunky in certain scenarios compared to other options. On that note, I do find enjoyment in utilizing clunky aspects of GW2's combat, especially if the payoff is good for executing correctly. Flurry root is/was a good example! For Daring Dragon, maybe grant some barrier to allies per charge consumed along with the Alac. Just something to where it's like "Ok, I can't boonshare immediately all of the time, but when I do you can skip this dodge" Those little touch's, like in other updates, have pushed ok changes into sterling changes where the skills/playstyles flourish up into viability.
  14. 1. It's stable. Other than a few niche cases the matchmaker builds matches seamlessly. I feel like that's something that I could be taking for granted. 2. It tries to balance out profession compositions between each team in a given match. This can have the corollary benefit of spreading out various team roles in a given ranked match, which I think is nice. 3. Despite placing random players, sometimes Ranked matches are secret-sauce levels of fun and intensity. The 496-501 down to the last 3 second stack of stability-stomp type of matches, you know which ones! GW2 PvP
  15. Hey guys, just wanted to share a video I found while browsing YouTube that goes over some dexterity training techniques that might help us.. exercise more control over our digits while enduring those tough SPvP matches. I know how valuable it is to have precise inputs for competitive gaming AND to also take care of your hands so just thought I'd share 😄 They also have some other videos about warmup's ect. but I haven't studied those yet. Gamer Performance: Coordination & Dexterity
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