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warhorn pve enjoyers


peperoncino.2516

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so, because anet decided to release sword/warhorn without spending time to make sure its viable, but not the best out of the best for all of especs, now both cata and weaver just had to get their damage cut by ~10% overall... with nothing to compensate for it...

...while barely touching warhorn - a single skills power scaling was changed from 0.66 to 0.44 there.

imo people will be even more compelled to run the thing now, like, how can you not see the issue? weapon releases in an overperforming state, hence gets abused by almost everyone - better nerf everything around it as a whole with nothing to show for it 🙂

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Yeah they screwed up there. Hammer cata for example is now way objectively worse than sword/warhorn. They could have just targeted the overperforming weapons instead of traits, but nope they had to go the lazy route and screw over anyone hoping to not run the same weapon set on every build...

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Since 2012, elementalist has been stuck with a fundamental problem. All of its weapons are garbage after you use the high-cooldown skills and you want to cover up the bad autoattacks/low-cooldown skills with conjures etc. as much as possible. Swapping through all your attunements is supposed to mitigate this in theory, but in practice it doesn't; there's still quite a lot of time spent on filler where you either juggle conjures or just deal with terrible autoattacks, and you don't want to swap to all your attunements in every build anyway because even the high-cooldown skills that are supposed to cover for bad autoattacks are also bad. Sword is the only weapon that has autoattacks that actually do damage like other profession weapons, which is why everyone runs it on everything. All other weapons need massive buffs to their autoattacks and low-cooldown skills to bring them up to sword's level.

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6 hours ago, Shaman.2034 said:

Since 2012, elementalist has been stuck with a fundamental problem.

The problem is actually that most of the weapon skills are useless or close to being useless. They are there just to justify the "hey you got 20+ weapon skills!". And Anet is just too afraid to actually give players tools they need to play the class. I remember when POE launched sword water 2 was actually a decent sustain skill and if you combo it with blasting skills you could sustain urself even in glass canon builds that made those builds actually playable. After the nerfs its only used in pvp/wvw for its evade potential.
 

5 hours ago, draxynnic.3719 said:

Dagger autos and short recharge skills are okay, just not quite as hard-hitting as sword.

Dagger autos are one of the worst (except air one). You might aswell not use any skills at all than to use dagger autos. 

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Fire sword chain is 1.35 coefficient, plus 1.64s burning, per second. Dragon's Claw is 1.075 coefficient per second as long as all three strikes hit. It's not as good, sure, but hardly 'might as well not use anything at all' bad. It also has longer reach, can hit more targets (although it won't necessarily do full damage to all of them), and isn't reliant on a chain and therefore you don't need to worry about breaking a chain. In raid conditions, yeah, you'd use sword, but outside of raid conditions, other factors come into play.

Not saying I'd turn down a buff there, but ultimately sword should be better than dagger if you can remain in melee - dagger is more of an option for when you might always be nearby but aren't always within sword's length.

Similar comments apply regarding the earth autos, except that Impale doesn't have cleave, but can ramp up more bleed if there aren't cleanses.

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14 hours ago, draxynnic.3719 said:

Fire sword chain is 1.35 coefficient, plus 1.64s burning, per second. Dragon's Claw is 1.075 coefficient per second as long as all three strikes hit. It's not as good, sure, but hardly 'might as well not use anything at all' bad. It also has longer reach, can hit more targets (although it won't necessarily do full damage to all of them), and isn't reliant on a chain and therefore you don't need to worry about breaking a chain. In raid conditions, yeah, you'd use sword, but outside of raid conditions, other factors come into play.

Not saying I'd turn down a buff there, but ultimately sword should be better than dagger if you can remain in melee - dagger is more of an option for when you might always be nearby but aren't always within sword's length.

Similar comments apply regarding the earth autos, except that Impale doesn't have cleave, but can ramp up more bleed if there aren't cleanses.

Dont get me wrong, i fully agree that sword should be more potent cause of melee. But the point i was making is there is an opportunity cost to using any skills/autos. The higher the damage/better the utility of the used skill the higher is the opportunity cost of using a different skill. Using a weaker skill by default means you are paying a high opportunity cost by not using better skills. And when it comes to dagger autos you are better of using ANY of dagger/OH skills than using auto. 

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That's very different to 'might as well not use any skills at all than to use dagger autos'. They compare favourably to most staff or scepter autos when you take the time taken to use the skills into account, with the exception of fireball, and flame strike on condition builds.

Yeah, you're usually better off using cooldown skills where appropriate. Sword isn't really much different in that regard.

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