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No one talked about it but as I expected...


Blackthunder.8679

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Artillery Slash got a huge nerf

 

Testing it on special forces training golem the best I got was a miserable 6,5k crit fully charged with 24 stacks of migth.

 

From an ability that could easily do 3x 4-5k dmg to basically half dmg and 2 less procs of guns and glory and immobilize from leg specialist on a cool 50 sec cd for a full charge. (5 sec icd + 3x15sec for 3 charges).

 

The added effects are nice but it doesn't cover the dmg loss imo. At lest the way I see it dragon slash was not the burst but the setup for the artillery slash burst.

 

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1 hour ago, Blackthunder.8679 said:

Artillery Slash got a huge nerf

 

Testing it on special forces training golem the best I got was a miserable 6,5k crit fully charged with 24 stacks of migth.

 

From an ability that could easily do 3x 4-5k dmg to basically half dmg and 2 less procs of guns and glory and immobilize from leg specialist on a cool 50 sec cd for a full charge. (5 sec icd + 3x15sec for 3 charges).

 

The added effects are nice but it doesn't cover the dmg loss imo. At lest the way I see it dragon slash was not the burst but the setup for the artillery slash burst.

 

This is "Failed Banner Re-work" level of bad change.

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The design direction of Gunsaber taken with this patch was great.  The implementation, however, is very poor.  Even if Artillery Slash didn't have its damage reduced so much, the speed of the Gunsaber is just incredibly slow now and it's largely because of long aftercasts that don't seem to get reduced with quickness.

 

The idea of giving some CC to the saber and adding in ranged utility is a great way to get Bladesworn back into a viable spot with competitive game modes, but there's still too many glaring issues:

 

1) Bladesworn damage is terribly weak without going Tactics/Strength and is still pretty mediocre even with that choice

2) There is no way to stow weapon cancel cast with the Gunsaber since it's a bundle mechanic

3) The loss of stability on Dragon Trigger was an over nerf to a build that was destroyed with the Tactical Reload change alone

4) Gunsaber is slow and projectile mechanics of the weapon are very unreliable

 

If devs can at least address 1 and 3, Bladesworn might make a return.  Gunsaber is clunky as hell...but then again, so are most of your normal Greatsword skills.

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I will need to agree on this, It feels horrible, and on top of it all I find all the hard work that was done into making a Legendary great sword only to be left with a crappy looking sword skin when activating the skills ugh its just nasty... wtf were they thinking???? I wish they would just fire the person who took away our banners and turned them into crap, I want a better build then this, I have only tried the PvE build with great sword/Axe and Pistole I hate it, its slow and no fun with a bad look to the sword when activating skills. and there is no point into having a legendary Great Sword if we can't keep the looks or the skin we want...

Edited by Rhapsody Dragonfly.5136
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Well, playing around with the new Eternal Champion I can say that we will never see counterblow or riposte ever get reworked to be like the blocks of other classes... The amount of strike immunity, damage conversion, block, barrier, and CC you can chain together has a rather high upkeep...

Between Headbutt fueling DP, EP, Shield Stance, Defiant Stance, and the double Savage Instinct proc from Eternal Champion you can have ~9594% upkeep of strike damage immunity.

5s/18s, 3.75s/40s, 3s/3033s 5s/30s, 4s/13s respectively. Traited Berserk has a 11s CD, but it doesn't start until after you leave, so 2s of Savage instinct in BMode, then exit for 2s more for an effective ratio of 4s/13s. All sums up to about 94.59 93.68% upkeep but it comes with barrier procs on stances, so the accumulated barrier will end up covering the downtime, or you can CC a target.

Edited by Lan Deathrider.5910
correcting a minor mistake
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4 minutes ago, Lan Deathrider.5910 said:

Well, playing around with the new Eternal Champion I can say that we will never see counterblow or riposte ever get reworked to be like the blocks of other classes... The amount of strike immunity, damage conversion, block, barrier, and CC you can chain together has a rather high upkeep...

Between Headbutt fueling DP, EP, Shield Stance, Defiant Stance, and the double Savage Instinct proc from Eternal Champion you can have ~95% upkeep of strike damage immunity.

5s/18s, 3.75s/40s, 3s/30,s 5s/30s, 4s/13s respectively. Traited Berserk has a 11s CD, but it doesn't start until after you leave, so 2s of Savage instinct in BMode, then exit for 2s more for an effective ratio of 4s/13s. All sums up to about 94.59% upkeep but it comes with barrier procs on stances, so the accumulated barrier will end up covering the downtime, or you can CC a target.

Most of that existed before the patch. And it sucked.  The extra 2s of savage instinct when leaving berserk mode will be nice, for sure, but I don't think it's going to suddenly push berserker into A-tier (let alone S-tier) territory.

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17 minutes ago, CalmTheStorm.2364 said:

Most of that existed before the patch. And it sucked.  The extra 2s of savage instinct when leaving berserk mode will be nice, for sure, but I don't think it's going to suddenly push berserker into A-tier (let alone S-tier) territory.

Not in PvP certainly, but I can see it working in WvW where there is more gear flexibility.

Not to mention PvE where you can have a Berserker tank with that kind of rotation. So, yeah our hopes of making Counterblow and Riposte usable as full blocks are pretty much dead.

Edited by Lan Deathrider.5910
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4 hours ago, Lan Deathrider.5910 said:

Well, playing around with the new Eternal Champion I can say that we will never see counterblow or riposte ever get reworked to be like the blocks of other classes... The amount of strike immunity, damage conversion, block, barrier, and CC you can chain together has a rather high upkeep...

Between Headbutt fueling DP, EP, Shield Stance, Defiant Stance, and the double Savage Instinct proc from Eternal Champion you can have ~95% upkeep of strike damage immunity.

5s/18s, 3.75s/40s, 3s/30,s 5s/30s, 4s/13s respectively. Traited Berserk has a 11s CD, but it doesn't start until after you leave, so 2s of Savage instinct in BMode, then exit for 2s more for an effective ratio of 4s/13s. All sums up to about 94.59% upkeep but it comes with barrier procs on stances, so the accumulated barrier will end up covering the downtime, or you can CC a target.

Agree here and want to point out that you can exit berserk even when cc:d, it whont break the cc but still give you savage instinct and stab wich still is strong. And shield stance is 3/33 and not 3/30, the cd does not start untill the skill is over, same as counter blow and riposte :(

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5 hours ago, Gertymf.2734 said:

Agree here and want to point out that you can exit berserk even when cc:d, it whont break the cc but still give you savage instinct and stab wich still is strong. And shield stance is 3/33 and not 3/30, the cd does not start untill the skill is over, same as counter blow and riposte 😞

Thanks for that correction. It was late in the day after a very long day for me.

 

I updated the numbers. Still 93.68% upkeep. In WvW at least you can pair that with a stronger cleansing sigil and antitoxin runes. There is also the option of running Dogged March, condi duration reduction food, and Runes of the Stars to greatly lower the uptime of chill, cripple, immobilize, and weakness. Having a warhorn in the other weapon set to cleanse more conditions along with SiO on the utility.

I suppose one could give up on Shield and run other weapon sets, there would still be an 85% upkeep.

Edited by Lan Deathrider.5910
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I find it ironic that they give you an option to exit berserk mode (the main reason why you take this spec to begin with) ahead of it's duration.  Considering they removed the downside of being in berserk form now why go with the route of giving us incentive to get out of it.

bladesworn changes you'd instantly feel how unintuitive it is just by doing an auto attack and artillery strike was already good why break it....

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1 hour ago, Firellis.7954 said:

I find it ironic that they give you an option to exit berserk mode (the main reason why you take this spec to begin with) ahead of it's duration.  Considering they removed the downside of being in berserk form now why go with the route of giving us incentive to get out of it.

bladesworn changes you'd instantly feel how unintuitive it is just by doing an auto attack and artillery strike was already good why break it....

They broke AS because of how it could be used to quickly immob and then spike down a target in PvP. 

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