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killahmayne.9518

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  1. Are phantasms any good for mesmer, or are they trash? Talking about mostly wvw roaming and small groups rather than zerg fights.
  2. In my opinion it is a lot easier to balance around an idea that core elementalists have something unique that the other two classes don't. It's hard to buff up traitlines without inadvertently buffing the class specs unless somehow you can introduce synergies that somehow buff core specs the most. If you wanted to go that route, I think it would involve creating synergies between say Fire and Water, Air and Earth, or trait lines you typically wouldn't see together in a Tempest/Weaver build. But as you tinker around with things and balance over time this could become problematic. You can tweak some trait lines for sure though. I think for example certain traits are enhanced because you picked core or are lesser because you picked Tempest/Weaver. Or another thing is attuning to a certain element while a core player gives you an additional effect. Hell, maybe even add an "ultimate" F5 skill, something based on the traitlines you chose. For example if you chose Fire, Water, Arcane, form a ball of energy that explodes, inflicting damage, burning and healing after 2 seconds or some chit. Or if you chose Air, Fire, Arcane, unleash a powerful fire storm that knocks down and burns foes. Something cool like that.
  3. I feel like Core Engineer should be given a free swap on any of their utility kits (i.e: Tool Kit, Flamethrower, Elixir Gun). Core Engineer lacks diversity as it is with your choice being an underwhelming rifle or a pistol that is not quite up to par. As far as utility belt skill goes not sure what to do there, perhaps it activates when you switch to that weapon? Or I think even better just make it the F5 skill, and perhaps incorporate the F5 elites into the Elite's somehow by buffing them a bit? I think it's basically the same idea as yours. It would really bring some diversity to the class while giving them the flexibility and options by allowing them to choose utilities, and perhaps even more kits if so desired. Rifle is in such a terrible spot imo, for such a slow and clunky weapon, it does like zero damage. IMO it's more tricky to balance traitlines with the objective to buff core specs. They are better off adding something unique to the core specs which Scrappers and Holosmith do not have access to. But some of the traitlines themselves could use cleaning up. To me Tools and Firearms are the worst offenders of needing a cleanup.
  4. I don't think condi engi is the worst. Been trying a little condi holo build and it does OK. will have a hard time obviously with classes with lots of condi clear and is a bit clunky. DPS can be a bit slow to ramp up though. I've tried core engi builds most of them aren't really so great. Scrappers and holos have lots of good builds tho.
  5. lol at people crying that mounts aren't a free avoid combat card like it used to be it still is if you aren't a bad player
  6. Thief is one of those classes that might seem broken when seeing them, but that's usually because the said person has never played a thief before. Once you play a thief you will fully understand their strengths and their weaknesses. So that's my first suggestion. Second thing is how you deal with a thief seriously depends on the build they are running. However Guardians in general counter thieves so I'm not sure how you would struggle so hard against one. Especially if you run Dragonhunter. Warrior also isn't bad for dealing with thieves, especially if you run Magebane Tether on a stealthy thief. Also most thieves are really squishy. As far as power builds ... D/D builds kinda suck right now in general but with the amount of blocks and blinds a guardian has basically nullifies this build. Backstab damage is also laughably bad for how hard it is to setup. Usually CnD will be their main source of stealth. However it is a high initiative skill, requires you to be right on top of the person to land. The backstab is also fairly predictable because the stealth from CnD only lasts a certain amount of time AND they will try to aim behind you. S/D might be a bit harder but this build I find is pretty rare. They are generally less bursty but a lot more mobility. Same thing generally is that they kinda rely on that CnD to to set up their damage. Larcenous strike chain is their strongest skill but you can easily avoid it and can be a huge initiative sink. D/P is annoying as well but usually they are more annoying than anything and can stall a fight infinitely. Only thing you have to watch out for is backstab really. Black powder also takes a lot of initiative so they will have periods where they are doing zero damage and can't stealth. Capitalize there. Wouldn't necessarily call it a strong build just mostly annoying. Staff build I feel like is the most versatile but the most straight forward to deal with. They don't really have any gimmicks but can deal some reliable damage and the blinds are annoying. Probably a bit tankier as well but kind of predictable and telegraphed. Also lack sustain as with most thief builds. Can't really comment much on Deadeye or Condi thief builds. Some of the condi builds are pretty aids though from what i've experienced. I think you just need to pick up the thief for yourself to understand how to play against one. They aren't some godly character and most builds are highly punishing if you mess up with your cooldowns and positioning and miss a heavy initiative skill.
  7. looking for a guild, mostly small-scale roaming/fights and what not
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