-
Posts
477 -
Joined
-
Last visited
Recent Profile Visitors
7,056 profile views
BobbyT.7192's Achievements
-
Janthir Wilds Spear Beta Event Feedback: Thief
BobbyT.7192 replied to Rubi Bayer.8493's topic in Thief
The way he write makes me think he is a bot for some reason. -
Janthir Wilds Spear Beta Event Feedback: Thief
BobbyT.7192 replied to Rubi Bayer.8493's topic in Thief
222 4 231 or 222 4 331, this seems like a good combo, it lets you build the buff and get a stealth attack in. It flows really nicely and you dont have to worry too much about running out of initiative if your smart with your class mechanics and you don't mess the rotation up. Which can be fairly easy to do but I was doing it as a condi spectre, if I did mess up then I would just enter shroud for a bit to help reset. 231 does more damage then 331, but you gain health with the latter and it cost 1 less initiative. It will works well for both condi and power. I do recommend turning auto attack off on the 1 skill. The best damage I've done is around 20k on the golem, that's with beta gear and being bad. -
I did some quick math, and came up with the coefficients for anyone that cares. It may not be exact, but I believe the numbers are fairly close. It was really helpful that the devs swapped weapons during the presentation and that we got to see the what their power was. This was also assuming that the weapon damage for the spear matches it aquatic counterpart, which would be 1000. Just for those unaware, most 2 handed weapon are around 1100. Stealth: 2.31 over 6 hits 1: 0.36 2: 0.96 / 1.54/ 2.16 3: 0.76/ 1.35/ 1.63 4: 0.67 AGAIN, these are rough numbers, but they should be close enough. In terms of the damage, most of it seems fine, except the auto attack. which is lower than the pistol auto, but strikes much faster in melee.
-
I kinda have a D'Alessio Seaboard/Sanctum Cay vibe from this video. Meaning we could get the Kryta Tengu involved with this one.
-
I was more talking about Keen Observer than Twin Strikes. TS also had a health threshold component for critical damage, as well as the increase crit chance from behind. Doesn't seem like the new TS will have the added crit chance anymore. So I wonder if it will be rolled in KO KO is a total of 15% (10 pvp) currently, with TW adding 7 for total of 21% ( 17). I don't see them making the new KO give 20% in my pessimistic opinion.
-
I'm not understanding the wording on that. Besides the health threshold percentage change, did something else change? or is it still just increase crit chance above the health threshold? what they have written there makes it seem otherwise to me.
-
As I mentioned, i want to see retal as a concept come back but just not in to form is was before. Instead of a boon, make it skills that deal out damage based on damage taken or defended against. Rev GS4 as an example, more of these types of skill.
-
CORE PROFFESIONS HORIZONTAL PROGRESSION IN FUTURE???
BobbyT.7192 replied to arazoth.7290's topic in Professions
If anything, that hornet nest should be punted across the field like an asuran during a football match. Can't be afraid to add anything new in the event it could break the meta or something. -
From what I remember, boon hate wasn't really adequate enough to properly deal with retal in a lot situations. Since one of the most played classes in PvP could easily pump more of it faster than you could rip it. So i want to see retal come back in another form and not just as a spammable boon.
-
For as better or for worse, retaliation was a necessary evil to counter AoE spam, it just wasn't design well. It was pretty spammable even though only one class had any access to it. While it was not perfect counter to AoE spam, it's pretty much all we had. Engineer flamethrower is my favorite example, it's damage was getting buffed for years but still wasn't really that popular due to how you could easily kill yourself on multiple retal targets. You get rid of retal and FT engis start running amoc in PvP, so of course you got to nerf it. That doesn't change the fact that it's still really easy damage with little counter. (Disclaimer, it's still my favorite engi build in PvP and WvW) Range counters comes in the form of reflect and blocks, and there is mixed opinions on those mechanics. Some would say there is too much anti range opinions, and others would say there is not enough. With each side saying their problem is the most game breaker one. Even if in an unlikely scenario, you remove all anti range options and nerf the damage accordingly, people will still complain about the damage while you are losing an interactive combat mechanic (Again, for better or for worse). In short, a lot of problems perceived by the players IMO can't be solved with nerfing numbers alone, and IMO the combat just need to be more interactive in general. Retal doesn't have to come back it's previous form, but a real way to counter the carpet bomb approach is what this game needed since forever.
-
That's half the reason why I don't play as much anymore...... I know what I'm about.
-
Off... Hand... SWORD!!!