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Zuko.7132

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Posts posted by Zuko.7132

  1. 16 hours ago, Lighter.5631 said:

    btw also still being unable to stow.

    now it was playable due to AS being instant and only blooming fire has 3/4 second cast time

    now AS has a 3/4 cast time too.

    if the enemy cast any kind of invuln/block/evade at the same time as you casting AS.

    you basically just waste 20 seconds of skill while locked into a long-kitten animation(the one skill that's not only your big damage but also your CC somehow). while other classes can cancel.

     

    bladesworn is literally so not interactive, it's insane, not only you can not cancel your long cast time skill and lock yourself into those long animations, but you also self root and gunsaber 1-4 literally feels the fkn same.

    Ya, we still have to use escape shenanigans.

    • Thanks 1
  2. 3 hours ago, Pati.2438 said:

    @Nomad.5204 the Main DMG comes by Skullgrinder and Impale (since it do overall 7k DMG plus a Bit of Condi pressure to negate regen of course) plus as you said Arc Divider and of course Sundering Leap (a extra ranged 3k DMG Skill that gain aegis now) 

     

    Only negative Point of this build is atm Impale is actually pretty hard to Hit even while its a Ranged Skill. (It miss often a moving targed) tho its overlap Skill is even more Harder to Hit since you need to stay into your enemy to do it. (Would be nice If this one would be also ranged so its Not useless 99% of time)

    Change Rip to Yoink. I know we're dumb brutes, but I don't think tying a sword to a string is beyond us.

    • Haha 2
  3. I’m happy with the new auto. I’m not happy with blooming fire, the cast time on artillery slash, or break step.

     

    Make blooming fire pure melee, ramp up the damage, lower the cast time.

     

    Lower the cast time on artillery slash.

     

    Make break step 600 range and do damage at the end as well as the start.

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  4. 1 minute ago, Dr Meta.3158 said:

    If you just only lower the cooldown of celestial avatar then druid becomes unstoppable, like in the past, and they'd have to nerf it into obscurity, again.

    Learning from the mistakes of the past is key to a better future.

    That’s a fair point. So long as they don’t outright remove the debilitating effects, I’d be okay with that. Like a shave to daze 3 and lower immob on 5. However, ideally I’d like them to lower it first and see where we stand. If it went from 20 to 15, I don’t think it would need any nerfs. If it went to ten, ya probably.

  5. 34 minutes ago, Dr Meta.3158 said:

    Lower the cooldown, lower the debilitating effects, increase the support capabilities.

    The debilitating effects are part of the support and let you peel for your team. The daze on 3 is better support than the healing. I would lower the damage of 5 happily though in exchange for more support. Also, the auto needs a larger radius.

    • Confused 1
  6. 13 hours ago, eXruina.4956 said:

    Its why taking anything besides Resilient Roll in that line is a trap, as powerful as Defy Pain and Merciless Hammer are, at the end of the day you're not going to be landing kitten without that Resistance.

     

    Unless i guess if you're just fighting another Warrior. 🤣

    Haha ya. Hammer war beats gs war, but gs war is better overall because it can deal with blind and land it’s attacks.

    • Haha 1
  7. I would happily give scrapper hammer buffs and holo forge buffs if grenades couldn’t be thrown behind you. Hammer and forge are fun to fight against. Chasing an engi with superspeed throwing nades over his shoulder is not. 
     

    I don’t thin engi burst is op, but I do think it shreds new and bad players. Maybe some damage modifiers could be traded for sustain for the sake of lower tiers. I think we can all agree that the scrapper build does have an absurd amount of modifiers. Even if that’s not broken at higher tiers, it definitely is at lower tiers. I would love to see a scrapper build that does better at higher tiers and doesn’t cheese the lower ones.

  8. 7 hours ago, Hotride.2187 said:

    You got core support and wb dps, play some other profession if that is not enough for you. FB is strong elsewhere, its very far from a dead spec.

    I don’t think it’s unreasonable to ask for your spec to be playable in pvp. Every spec should be at least playable, and firebrand is not.

    • Like 8
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  9. 44 minutes ago, Padrion.7382 said:

    You can say a lot of things about Berserker but difficulties to proc burst skill related traits? Which game mode are you talking about? I do 2 burst every ~5 seconds in beserk mode (and at least 1 during those 11 seconds when it is on cooldown).

    Pvp

    • Like 2
  10. 1 hour ago, Koensol.5860 said:

    Uhm.. no. Marksman soulbeast (the name says it) takes marksmanship + BM. This isn't rocket science, as you'd need the increased movement speed + fury from BM for the opening strikes proc in marksmanship + the increased dmg and cd reduction on greatsword. These two traitlines synergyze perfectly. WS isn't needed on a roamer build. Even the sicem + one wolf pack sniper is often played without WS and uses skirmishing instead for more damage.

     

    @Zuko.7132I've ran many different variant of this build, and my favourite uses sword + warhorn in the offhand and takes the boar as 2nd pet. Sword compensates the mobility loss taking boar over bird and gives some evades + with warhorn gives 2 more combo's for your smokescale smoke field. But boar is perfect for this build as it not only has prelude lash as well, but the merged F1 maul also hits INSANELY hard. It's 100% the hardest hitting skill on soulbeast. With sicem, 25 vuln and 25 might and opening strike I've had it hit for 22k on a low health reaper. That was with eagle rune. But even without sicem you will regularly land 10-13k crits when using it after a cc or maul. Another option would be to use boar + gazelle which also has high burst attacks and gives nice mobility.

    I use this setup: http://gw2skills.net/editor/?POwEEiNsMCWI7hBxQxx7a9pVygSD-zZILlGLgSTgejgsDBTGAA

    With this setup, you can open by using strength of the pack into warhorn 4, use smoke assault and swap to greatsword (sigil of battle proc) and you will be at 25 might. If strength of the pack is on cd, you can also use smoke assault into warhorn 5 (ruthlessness sigil gives 5 might for 10 seconds on interrupt) which gets you to 25 might as well after weapon + pet swap. You can then f1 into f3, swap to boar and and use prelude lash into maul + boar f1 maul + hilt bash + maul. And then you still have the f2 left for another cc. 

    Most of the time I use griphon stance over sicem because it helps so much in escaping out of melee. But if I just want to meme some 20k boar f1 mauls I take sicem. 

    Another idea could be to use axe instead of sword. Axe 3 hits hard as well, but then maybe you'd find yourself lacking in mobility when playing as a roamer. If you play a more duelist type variant with valk amulet, I'd definately go for axe + dagger as 2nd weapon set though. 

    Thank you for the rec! I’ll try it out. Ya, I don’t know why people think it’s unviable. Probably not the best way to play ranger, but it definitely works, and big numbers are fun.

  11. 57 minutes ago, Dreams.3128 said:

    Remember when people used to say "just bring necro" when ele was being a problem? Or just bring Rev to eat them? What happened to those people? Necro still does it's job and not a complete throw class. Now suddenly people respond with: "Oh, we shouldn't HAVE to bring these classes." The heck happened to folks over the years???

    Necro gets bursted way too easily right now in competitive play. It’s solid for ranked though.

  12. 12 minutes ago, Beddo.1907 said:

    What do you do when they stunbreak, how do you deal with condi after Bear stance, why are you running quickness SoulB trait without quickness.

    Just a few things I don't like about this build.

    If you know they have stunbreak available you space out your ccs or bait them with pb shot and counter kick. For example, Prelude lash into taunted maul, start worldly impact, if they stunbreak, cancel wait for dodge smoke assault into smoke knockdown into worldy impact, if they stun break, cancel cast, then hilt bash after dodge, maul, worldly impact. If bear stance is on cooldown you stay at range, or quickly disengage with perma swift, swoop (bird skill), swoop (gs), get decap, come back. It’s a roamer build. You have quickness from Beast skills.

    also prelude has immob

  13. 19 minutes ago, tyler.1653 said:

    I really don't understand why class builds are limited within PvP gameplay. Not only does this force anet to need a different balance mindset for PvP, apart from wvw & pve, but it also makes it difficult for players since you are creating two different metas; one for pve/wvw, and one for pvp. Players going from wvw to pvp tend to have a hard time adapting because of this and vice versa.

     

    It is really not hard to see how a new player could get confused and turn away from the game after seeing the differences between pvp, pve, and wvw stat setups. All stats, runes, and sigils should be allowed in pvp. That would make it significantly more inviting. I can understand why some would want to keep infusions out, so that is fine but seriously there is so much missed potential in PvP just because of countless restricted builds. Sure it may come with some initial issues, but you would then have a stronger foundational meta within the game to balance off of overall.

     

    What do you think?

    No. Certain stat combos are just broken.

    • Like 4
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