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Lucentfir.7430

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  1. It was for a time when signet cata dominated, and during that time I've ran into plenty of well played hammer catas. Cata is still a thing in wvw too btw, it's also obnoxious af to fight against in roaming/low man. Also by no means is Spb meta either. Combination of Everything else it brings, you mean the fact that it removes boons the crutch that every boon heavy spec relies on? Warriors bring CC/and sometimes damage to the table, which non of those are exclusive to warrior. You don't deal with blinds, ports, pure invulns, or AoE Vomit when you fight spb and is in fact 95% of the time melee. For duels having better duels is subjective since It's all about the class you play against said classes(your match ups/builds), like engi/ranger/ele/mesmer are all obnoxious fights in the hands of good players for things like warrior because they have all the tools to shut you down or just kite you out. Meanwhile I can hop on Deva Vindicator and completely blow most of these up up since it has the ports, resistance, unblockable and burst damage to heavily shift things in my favor quickly. Well played Vindi can also blow up Spb and most forms of warrior pretty easy too. 🤷‍♂️
  2. Ofc the perception of honest would be power zerker, the class that gets kitten by weakness, blind, and has very limited ways to remove or deal with boons/Prot, much like core warrior. I will say you should give strength/dis/spb a shot if your whole thing is about "skillful" play. Stalwart Strength is definitely doing something special for its stability, it has counterplay to it being evading/blocking/blinding ccs or just having stability since it needs a sucessful cc to proc and not just hitting someone with a cc skill , especially when compared to something like Staunch Auras.
  3. It basically functions like guardian's binding blades on gs(5), When it used to do strong strike damage it was not uncommon to spike people with 3+ blades going to thier intended target but being body blocked by the closest person because that's the way projectiles work.
  4. Increasing the damage on 100b and maybe shortening the cast time would put it in a good place. They're kinda already doing the coefficient increase in spvp but this should also extend to wvwas well. An interesting thing they could try doing is increase the outgoing damage of 100b by 5% for every hit it lands (cap it by hits and not by per target hit)
  5. I'm a strong advocate for bringing back duration based unblockable utilities rather than numbered charges. I miss being able to run Signet of might, or "Nothing Can Save You!" As a good option foe encounters where there's tons of blocks present, or projectile denial.
  6. 1v1 queue with no rating, and the ability to rematch as much as you like as long as both players agree. The only people getting bent out of shape about it are people that can't handle swallowing their ego if they get dunked on. A 1v1 queue would be a good way to brush up your dueling skills or test dueling builds. If you're focused around team fighting then it's off season 2v2s/3v3s or ever present conquest
  7. I weep when I see people whining about Spb or Warrior doing any sort of significant damage with long wind ups and animation locks. Having learned and playing Deva Vindi as secondary it's VERY strong when you nail down how to play it, people are underestimating the consistency of a well executed Vindi since it has some massive explosive tracking damage and ports, and is even less prone to Whiffing because of resistance on movement skills, Shiro port -> Deathstrike lands you a Unblockable. Unblindable, unweaken-able 7k single hit(after hitting the first), if not evaded, and could combo into any other of the high damaging skills, it's a little condi prone but managing alliance stance and legend swapping well you don't worry too much about it since Tree Song Cleanses and it heals per condi on top of regen.. I feel like the Energy Mechanic only matters sometimes if you're being reckless with spamming skills but like if you sit on it for just a few seconds instead of going buck wild it's easy to just get extended burst combos off as long as you're in combat . Energy would really be crucial management resource if it did not reset to 50 every time you legend swap(this is a bad idea btw). Though tbh I think it's fine where it is currently mainly because there are plenty of other specs around that are pretty obnoxious to fight too.
  8. Idk what it is but honestly wish berserk mode would be achieved automatically after using or hitting regular burst skills and once in berserk mode your burst skills are primal bursts, and your Adrenaline ticks down. Your berserk mode timer is basically your Adrenaline bar, and you upkeep it by hitting things and using utility skills. Hitting primal burst skills counts as consuming 2 bars of Adrenaline but doesn't take it away from your Adrenaline bar.
  9. I don't think Shield Master reflecting with aegis is a bug , and moreso a oversight on Anet's part when they first gave aegis access to warrior via Bladesworn. The shield master interaction has been there since the beginning, main hand mace 2 is effectively a single block exactly like aegis without shield master.
  10. Funny enough I play with friends in unranked as a full premade or stacked 4+ when we want to get dailies or weekly out of the way, I will say about 90% of the time matches tend to be blow outs in our favor. Kinda feel bad for the other full solo team sometimes. We also participate in ATs once a week normally just for the weekly and gold rewards. I don't think full premade mixed queue should be a thing in ranked, if the desire for ranked is to actually be competative, probably the most competative I remember it being since the beginning is full solo queue since good players would often land on both teams rather than 1 while playing the queue dodge game to avoid other good players. Mixed queue ranked back then were always blow out matches galore after a certain threshold.
  11. Mending is still better by far, the Noryus relic has a short ICD on boon removal stacking. You only get one stack of the relic from Natural healing for a the stack of boons removed while getting however many procs of attacker's insight per boon.
  12. You can go the extra mile with the about face tech. How you style on Spellbreakers is you stand still or you stow weapon to trick them into FC. I know this because it's happened to me once or twice and I feel real dumb right after.
  13. I said it before. People on the spvp only side that never stepped foot in wvw don't know the horrors of what goes on in the roaming scene. Wait until you run into cele axe untamed and cele catas.
  14. @Lan Deathrider.5910 I swear I didn't see your previous post featuring similar ideas, you beat me to the punch by like a day 😭
  15. I've been brewing up a thought on how to rework arms to be a competative alternative to our other lines, basically it goes as followed below. (Current) Deep Strikes (Minor Master) - This effect has been moved to Wounding Precision. (New) Deep Strikes (Minor Master): While under the effects of fury, disabling, or striking a immobilized a foe grants extra adrenaline. Bloodlust (Minor Grandmaster): Removed Bleed duration increase and replaced it with a 1% (per stack) condition damage and strike damage increase against bleeding foes, capping at 10 stacks. Opportunist(Major Adept): When you strike a disabled or immobilized, foe, apply 1 stack of vulnerability(no cd) and gain 1 1/4 second of quickness. (ICD 1/2s) deal 3% increased damage against disabled and defiant foes. Signet Mastery: - Removed the stacking ferocity bonus, this now improves signets and retains their passives. Healing Signet - increased passive effectiveness by 33% Might Signet - Unblockable stacks now deal 10% (25% in PVE) increased strike damage on outgoing hits when used. Fury Signet - Gain 2 seconds of quickness, when used. Dolyak Signet - protection and resolution (3s) when used. Stamina Signet - Gain resistance and vigor (3s) when used. Rage Signet - Gain Superspeed and stability when used. Dual Wielding(Grandmaster): Attack Speed is increased when wielding a main-hand weapon in your offhand, when you deal strike damage gain a stack of dual wield agility(1/2s icd). At 5 stacks of dual wield agility consume it and gain 3s seconds of quickness. While under the effects of quickness, when you strike an enemy, deliver an additional strike with your offhand.(1/2s ICD) -Axe: moderate strike damage and gain might (5s) -Dagger: low strike damage/moderate crit damage and deals more damage against inactive foes, gain fury(2s) -Mace: moderate strike damage and applies vulnerability -Sword: moderate strike damage and applies cripple and bleed Burst Precision(Grandmaster): Your burst skills have an increased 50% Increased Strike Chance, critical strikes from burst skill deal increased 15% critical damage, deal additional increased 15% critical strike damage (not restricted to burst skills only) when striking foes with more than 15 stacks of Vulnerability. Furious(Grandmaster): In addition to it's current effects gain 1/2% condition duration per stack.
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