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Set.7461

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  1. Neither Nomad's Advance nor Battle Dance are affected by Aggressive Agility. It cannot remove Immobilize.
  2. It's so silly. You're literally sniffing this dead guy's ashes like wtf is up with that. All while he does damage to you and you're just taking it. Terrible design. To those who may not know, an "Urn" is a container used to store the cremated ashes of a person. The Urn of Saint Viktor is what you're holding when you used the skill.
  3. using GS 5 and dodging before it finish casting causes the energy to be used, the skill to be cancelled(rightfully so) and the skill to go on full cooldown instead of the 4-ish cooldown when you cancel a skill(ie Glint's Chaotic Release). This bug also effect hammer 5 for as long as I can remember. Also weapon swapping before the landing(dodge animation) causes you to lose the landing effect(no damage/barrier/etc).
  4. Jumping 100 ft in the air does not let you overcome 4 foot walls. /Joke. The animation is just that. A longer, controllable evade that does not take priority of such "walls" like line of warding/ring of warding/spectral ring no matter how stupid it looks visually. So stupid, you would think it's gotta be a bug but knowing how lazy anet is, it's probably intentional.
  5. I think NC Soft missed a few guys on their axe grinder.
  6. no-so-fun-fact. You can dodge Gaze of Darkness so that adds to the unreliability of the reveal. It's weird that AOEs like GOD, shouts, and wells can be dodged but I suppose that's done for balance. Makes no sense that you can dodge sound waves, or in terms of GOD, literally having Glint look in an area, and not being able to see simply because someone dodged but that's ANET. Having an increased radius will help for sure. I find Scrapper toolbelt reveal to be more reliable.
  7. A few take-aways. I'm glad they are giving core rev an F2. No word that it has a passive so I'm assuming it's a 1-and-done skill. Staff didn't need a revamp. It's like the Devs are completely disconnected to its userbase. We've been asking for Shield/shortbow changes for a while but staff gets changes that affect key things like res interrupts by removing Debilitating Slam. I've said it before and I'll say it again. Platforming elements have no place in this game. If I wanted to collect orbs or other random crap, I'll play Super Mario Sunshine or whatever. Initial impressions, adding orb management to Salvation is lazy and only exacerbates the resource management of the class.
  8. You're right, I tried it again and yes, it's pretty close to superspeed. -10 upkeep is expensive though. I'll reserve final judgement after playing with these traits for a bit. Now the real question is if it stacks with superspeed. My eyeballs can't tell a difference but if it does, it would be worth taking for escaping. If some has a more scientific test for that, please share.
  9. All of Glint's facets are consume skills but F2's True Nature is not for some reason. This makes Shining Aspect useless outside of Glint. > @Turkeyspit.3965 said: I've tested this. My initial impression is that it does not go over 33% swiftness speed. It also does not ignore in-combat speed like superspeed does. The only use I can think of is pairing it with Jalis/mallyx/ventari and activating the upkeeps. Anything with Shiro or Glint greatly diminishes the usefulness of that trait. Pretty garbage trait.
  10. I know many people are voting GS but I voted Dagger(both mh/oh) because that opens up the most build diversity in mixing weapons. To be fair, pistol does the same but I don't think it would work thematically with Revenant.
  11. You seem to be hung up on the semantics of "practice." You can infer whatever you want from my post yet you hang onto that word while completely missing the point. Sevenshot is not a good skill in it's current state and no amount of "leading" your shots will make an impactful difference in PvP. You throw PvE scenarios as if people are having trouble killing dumb A.I. My issue with spirits have always been about PvP/WvW. The spirits can definitely use a buff, we can agree on that, but to preach about hypothetical scenarios on effectively using them is not helpful. My comment on marks was hyperbole, I'll admit but if you can pressure mid as a Renegade with a scourge on the other team, you won't come out on top considering equal skill. The point I was trying to make which went over your head is that it takes so much effort to use your spirits. Cast time, low impact, CC-able. The CC in this game is crazy and 1 mark can and will negate your whole class. But let's say we follow your perfect Renegade scenario. You spread them apart and a scourge only CC 1 spirit. Not to bad right? A Sand Savant shade which covers the whole point, followed by F4 fear(which fears at the necro's location too) will disable the rest. Honestly, I don't think people are mad that Icerazor has cripple instead of chill if it was due to balance. The main issue was it was clearly designed for chill but ANET decided to ship out a shitty version before we can see for ourselves. You are claiming it as potentially OP but you're using lab scenarios considering it's maximum potential. Let's see what we have. In it's shipped state, it's a filler skill which is fine for any other class. Since we don't have the luxury of swapping utilities like other classes, we're stuck with it and have to ask what is this utility good for? Damage? A single precision strikes does the same, maybe more on lower CD/less energy. CC? Again, PS gives chill instead of cripple. Zoning? Cripple is a very weak CC that is easily negated by a single dodge. Vuln? Again, requires your foe to literally stand still for 6 seconds in an area to get the full 20 stacks. All of these things(damage, soft cc) is negated if there is another target in the circle which means mesmer's clones/ranger's pet negate it just by existing. Meanwhile Herald's Burst of Strength can apply the same 20 stacks while doing more damage to 5 targets in an AOE cone in 1 second costing only 2 upkeep(virtually free)! Let's take away chill from Icerazor because of the potential. Let's make spirits have health and allow them to be CC because potential. Cast time on cast time because potential. Throw in some random alacrity. Why? Fuck if I know. Shortbow having no defense? This have been covered extensively. Your post is a great example of ANET's development of Renegade. Balance was done mathematically based on the maximum, optimal scenario. Things look great on paper but when you take him to battle, all he has is a pretty F-skill and annoying arrows that misses or tickles your opponent. I like your optimism but we're discussing what the class IS, not what it potentially COULD BE. Sure, it can pull out great numbers in a perfect world. Sure you can proc 7 burn combo finishers while dazing and crippling your foes. Sure you can make it work in blobs(not hard with any class TBH). The odds of them happening in-game is extremely low and the majority of users agree. Simply put, Renegade IS the most poorly designed elite spec bar none. You're doing a disservice to people when you think you're helping. Nobody in PvP thinks Kalla is competitive, let alone viable. It's not even listed in the major elite spec poll. That's how bad it is. https://en-forum.guildwars2.com/discussion/9250/most-broken-pof-elite-spec/p1
  12. Wells and shades also have 900 range while these spirits only have 600. So you suggest that they remain useless in PvP/WvW by keeping them this way?
  13. You're practicing on big hitbox stationary heavy golems. I'm practicing on moving people which means I have to account for optimal distance, predicting where they're moving, trusting that they'll keep moving is said direction when I release it shot, and seeing it completely miss due to cast time, arrow velocity, and lag, change of direction after the shot, and combinations of everything. Yes. Once again, you're practicing on A.I./stationary targets. I'm considering real people who knows how to dodge which can easily negate a good chuck of Icerazor's bolts. And they also know not to stand in the middle of the field. When you're in PvE-land and you see a big red circle under your feet, do you just stand there? Of course not. We should have utilities that actually do damage instead of being a little bit stronger than Precision Strikes which costs less energy and more reliable(yes, never thought I'd say that). Honestly, the stoic in me thinks this is a bug due to the tooltip but I hope it stays. Again, this is in a lab environment. I said it in another thread. Choyas and sand sharks aren't tweeting about how OP these spirits are. It's the players that complain and I'm sure you've noticed even other classes have visited this forum commenting on how weak Renegade is. Players are just going to throw 1 fear mark and all those fancy numbers you've just calculated turns to 0. 0 damage done, 0 effectiveness, 0 energy for your efforts, and 0 Health because you're playing Renegade and the enemy team knows you're a free kill. However you want to justify the result, it's not hard to see that(chill) was the design of the skill and it got scrapped for launch. Besides the name, the spirit was shooting white, icy projectiles during beta before the instagram overhaul. I mean, it even had the cold misty effect. Crippling cold? Uhhh, what comes before the "cripple" when this happens? The cold! What "cold" skill do we have in this game? Chill! I'm not going to waste any more time arguing with you if you can pull off such mental gymnastics. It's clear to me, and to many others here that Icerazor was designed for Chill. Obviously, if you're not convinced, this won't change your mind but to those who didn't make it during the beta, here's Wooden Potatoe's showcase. Icerazor starts @ 14m 46sec
  14. You combo'd Soulcleave's > Spiritcrush > Sevenshot and were left with 10-15 energy. It's just too expensive for what you get. I'm not knocking the idea and yes, comboing skills for finishers is fun and interesting but it's just leaves you with no energy. I don't find Soulcleave very useful after the nerf. Sure, I can combo it with Citadel Bombardment and specced Vindication butt requires lots of energy. I do find it useful as a good energy dump before legend swap. For shits and giggles, I ran a valk/zerk power build in dragon stand. Once the Thornheart was CC'd, I used the Soulcleave > Citadel combo and all missles procced lifesteal. Honestly, the siphon life is terrible after the nerf. It scales terribly(if at all) with power. Sure, all 15 hits siphoned for ~450 dmg but the real showstopper was the missles were hitting for ~11-15k each. Granted this was done to a debuffed(CC'd) Thornheart and you need a large hitbox enemy, that's still ~165k dmg-225k(+ ~6,750 siphon) in ~2 seconds. Tons of fun in open world with lots of setup. Not very realistic though. Seems like using Impossible Odds' 10% dmg boost would have been better overall. 16,500-22,500 extra direct dmg vs 6,750 siphon dmg. I don't. It's is a hard skill to land. Using Soulcleave is already a huge upkeep investment. Why doesn't it reward you after this setup? There's lots of "anti-synergy" with Renegade. Icerazor not having chill. Soulcleave not affecting the summons. Imagine combo-ing Soulcleave with Icerazor. The anti-synergy with Soulcleave + Sevenshot? Can't say I'm surprised at this point.
  15. It doesn't matter if your invoking charr, sylvari, or Jesus himself. This thread is about mechanics, not flavor.
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