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Edu.6984

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  1. I believe you are wrong on this one. Most projectiles are single target skills. Even if there was zero projectile reflect it is hard to imagine someone hitting 1 guy will do more dmg overall than people blasting aoes hitting 5 people. Also, I suggested projectile hate to be toned down, not completely deleted. A group could still run full projectile immunity, like current state, but that would require more investment. Right now there is almost zero trade off. Only way for a projectile based skill to bypass a perma 100% projectile block/reflect is to have unblockable, witch very few skills have baseline and very few classes have access to that as a buff, and the ones that have only last a few seconds. If you are advocating that bringing non projectile skills is the solution, that is the equivalent to balance the game so melee becomes useless and saying that the bypass is don't play melee.
  2. Reflects and projectile block need to be toned down. 1 single wall of reflection or ventari bubble can conter an infinite amount of projectiles. IMO those skills should have a cap, block X amount of projectiles and disappear. That would make non ground target ranged skills more reliable. That would remove one of the benefits of stacking.
  3. Most annoying spec by a huge margin necromancer underwater. Other annoying specs: glass sword thief and harbinger.
  4. Harb is one of the most broken specs right now. Cata looks weak compared to that. Even on full cele the fight favors the harbinger. Your best chance is probably try to burst him super fast on a glass build, if it fails run away. Antitoxin runes makes harb nearly immune to condis, and very few builds have enough direct dmg to do more dmg than they heal. Harb mobility is also quite decent, so he can outrun some slow specs too. That said, like core necro, their defenses don't scale that well in groups. It is easier to fight harb in groups. The life force generation may be enough to tank people 1v1, but can't handle multiple people focusing. A cleanse spam build like tempest reduces the condi pressure a lot. Also, avoid the elite elixir. The animation is poor and it is hard to avoid when melee. It is easier to avoid if you are playing a ranged build, 99% of the time they will drop the elixir on their feet.
  5. This HP on the final boss is too much and needs to be reduced. The same group that completes other fractals ins 15min can easily take 30min on this one. It is overtuned. Let the big hp sponges to CM only
  6. Creating a a top 100 list is highly subjetive, specially when you don't use objetive criteria. Anyone can make its own list and put whatever game on it. That said, GW2 is not that popular. Outside the mmorpg niche, hardly anyone knows this game. Doesn't help that GW2 is also not very good at marketing...
  7. I prefer the effect been on swap instead of camping earth, but the duration is too short. Increase it a little bit and the trait becomes amazing.
  8. I would like to see trebs and mortars getting the same treatment as the treb in Batle of Kyhlo (spvp), where you have a better vision an can aim like an AC. OP is right about mortars been way harder to use than offensive siege.
  9. Meme worth patch. Another ele nerf.
  10. Didn't they profit hundreds of millions with Diablo Imortal? Sure the game is trash pay2win, but if people keep giving them money, I don't think it can be called a failure for the company
  11. For pve elementalist has a terrible risk/reward. You can achieve same dmg with a lot less effort playing other classes with a higher hp, armor, active and passive defenses. Other classes also tend to have simpler combos and setups.
  12. Right on point. Cele is not a problem, boon spam is. Without lots of might cele dmg is quite weak. Might should be made more scarse.
  13. "where it needs to be" is highly subjective. If anet just listened to everybody's demand the powercreep would be even worse. Everyone wants their skills to have smaller cd, do more dmg, pierce, be unblockable, cost less initiative, etc....
  14. Source? Pretty much every single build website suggests marauder for roaming DH. Don't belive? Go look at Metabattle, guildGen, etc. It is quite reasonable claim that the most popular version is the one most avaiable on the most popular websites. Except it is not. A full marauder guardian has less hp than naked warrior. A warrior has room to run full berzerker and still have enough HP, blocks and mobility to survive, while a DH running zerker can just get its true shot blocked and then get 1shotted by pretty much anyone. It does not matter if the power scaling coefficient is slightly higher, if the warrior has acess to 25 might and the guardian doesnt, the warrior will hit higher. Those 750 power do make a big difference. Not berzerker as a whole, but gun flame. I consider that gun flame needs a nerf dmg wise. Could be combined with a buff to make it pierce, but the dmg needs to go down. true shot coefficient is actually higher, go check your data. you and most guys on the warrior section are just doing some hard mental gymnastic to twist any facts in favor of buffing warrior
  15. I took a nearly 18k gun flame on a full ascended/legendary cele catalist. While it was not a 1 shot because I have 20k hp, not all classes are running so much toughness and vitality, and that is not even close to be glass on under-geared. You are still ignoring the fact that guardian does not have quick access to unblockable and 25 stacks of might. Your true shot will simply get blocked/reflected. Not only those classes have a lot less hp, armor, invul frames and overall survivability than warrior, most of those combos are not unblockable, are not aoe, take longer to complete most do less dmg. There is a huge difference between 1 shot kill and a couple seconds kill. If you are not 1 shotting, the enemy has room to teleport away/ invul/ block/ reflect, well, not block/reflect since warrior has unblockable.... It is a big joke to compare a 11k guardian wasting a stun break and getting melee range to try to land a hammer hit that can be blocked with a warrior with about twice that HP hitting from 1200 range. You may not be familiar, but guardian does not have a healing to ignore dmg like defiant stance.
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