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Antipode.7830

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  1. tldr: 1v1 stalemate loses participation for the defender and isn't worth it - if you fail to kill on the initial pass, just let them have the camp Just had an interaction in WvW where I couldn't kill the attacked, and attacker couldn't kill me in camp, but because of stealth and mobility, they could reset at any time but also get at least one NPC killed. I started losing participation for actually defending, and it never counted as part of the defense event. Please make NPC kills not count for their participation after the first time so that at least they also start to lose participation. Yaks limit this a bit, I know, but it felt awful to be penalized for playing the game as intended. Alternatively, please make defense events give credit for something other than kills.
  2. I don't think generating the 10 stack might is a problem for fire weavers. It's very easy to stack that much between the might from PP, combo blasts and fire shield transmutes. You're limited by how quickly you can rotate in and out of fire. The bigger problem is that the damage output of this skill isn't remarkable at all. It's just a nerf that adds questionable group utility at the expense of solo play. Aaahhh, I see. Well that sucks then. Feels like ele combo ability has been a target for a while. Sad to see it just getting worse and worse.
  3. So wait, this is a no icd fire trait, yeah? This feels more like a small scale weaver trait than a tempest trait. I haven’t played with it yet, but this looks like an ele take on Phalanx Strength, and I could see a weird feedback loop with a warrior running PS in small scale WvW or something, where they keep feeding you might to use to burn and re-feed them might for the healing and endurance regen. They make you burst more/harder, and you heal them more, and you don’t have to actually run anything other than what weaver tends to run in WvW for this to actually work out half-way decently. Just a weird thought.
  4. It's less about "engaging in fights" and more about engaging in a fight I have a chance of winning. I'm not good enough to 1v2 decent players, and I don't think my builds would do well. I'm very comfortable doing 1v1, but I'm not going to leap at you 1v2. If either of you were alone, I know a lot of people on my server wouldn't hesitate to go for it. Being in a party at all in WvW, in my opinion, drastically reduces your chances of getting a fight. As a suggestion to actually help: take another team's camp and hang out. They'll come to you.
  5. Wanted to chime in that, aesthetically, I like the animation and prefer shoot first. I just don't think it achieves the given purpose that way, nor will it even if it's faster. Maybe if it was followed by a much longer roll/evade that would be something, but as is... nah
  6. I dunno. Thief and ranger have similar skills on shortbow 3, with half the cast time doing both at once. Even halving the cast, needing to do one then the other might still cause the skill to feel off.
  7. Eh, while it definitely gets me killed every so often, I feel like it's an appropriate trade-off for something that also gets to move.
  8. I was just thinking the other day that it feels terrible. Evade then fire would absolutely be better.
  9. I've had this happen against every condi bunker I've come across while learning. Power builds I can actually fight with, even if takes forever to reach a conclusion. My damage is so low that it feels like I just shouldn't fight condition builds. Honestly, I've only been trying it a few days, and I'm already tempted to put it down because it just feels pointless. Compared to other classes, it feels like it can't do enough at once to be useful.
  10. Would that be Arms, Discipline, Berserker with signets? I just don't know what to do with this class. I picked up Warrior on a lark after the patch because I like the character I created, and I feel like it's a meme class at this point. It's a lot of fun, but it has no unifying strategy to help fight... anything. Mostly praying they suck and stay near you. Really wanted rifle to be cool now, finally, but... ugh. It could do literally double damage and still be bad outside the burst skills.
  11. Burn guard and power guard use the same general stuff, since burning isn't really tied to the weapon skills. Thief can also do power or condi pistols/daggers/rifle/shortbow and I think even sword/dagger can be used for conditions I think. I don't know if necro has any setups like that. Deathly Chill reaper maybe?
  12. What about Infiltrator's Signet instead of RFI? I'd keep Assassin's Signet, but push for the extra engage. Lean into shadowstep > backstab. I'd also say adding DA instead of DD might be good. Dagger bonus, reveal training, and the longer range on Steal to improve capacity to just reach target and stab. The idea is really cool, and I kinda want to try it now!
  13. LOL no, thief is very good, borderline overtuned in Plat+. After ANet nerf Ranger and Condi Rev (which needs more damage nerf), Thief is gonna be oppressive. Wait, what build is kicking that much ass? I can't carry 2v2s in silver ><
  14. He's fighting a Scourge. Scourge isn't actually powerful 1v1 right now that I can tell, it's Reaper and Core. Maybe show a more relevant fight?
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