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kornfanxxx.9143

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  1. Geeze, I thought I was the only D/D Unravel fanboy out there. Your D/D Weaver build's identical to the one I've been pedaling around the forums, youtube, & reddit - only thing I would change with that build you linked is to swap a trait in water, mainly soothing ice>piercing shards. Then swap your energy sigil on your dagger to cleansing. You'll pick up pretty significant damage bumps, applying vuln to people with primordial stance is easy to do, and the added 10% or 20% bonus damage really compounds with vulns bonus damage well. (you can also use a Frailty sigil to increase vuln output) and the cleansing sigil is really strong in wvw, making up for the lost clears from ditching cleansing wave.
  2. That is a really good gameplay. As a fan of dd core ele myself I approve any dagger weaver play. But it seems like your victories are a result of your skill, and I wonder if that combat would be easier with a sword or not. I am not saying that dd weaver is bad, it feels like it is just not as good as sw/d, at least not for me. But thanks for the vid, you made me wanna try dd weaver again :) I like to think that D/D weaver's skill floor is just really high. creating a muscle memory to use unravel to access the majority of your I-frames on the 3 key (burning speed/steam surge/mud slide/earthen rush) seems to be difficult for most people, since your pressing anywhere from 2 to 4 keys extremely fast then hitting your I-frame to dodge vs just hitting one key (Like riptide/earthen vortex i-frame combo) required to use an I-frame. I just really like D/D since I can weave alot of individual damage reduction bonuses(Weave self's 20%, frost aura 10%, Food 10%, protection 33%, Grinding Stones 25%) and offensively natured I-frames (Burning speed,Steam surge,Mud Slide, Earthen Rush, Updraft) to just dump pressure and AoE CC on others while avoiding it myself.
  3. After reading the comments above mine and becoming slightly triggered at the shameful things said about d/d weaver - I just have to object & put some information out there on the weaponset. https://en-forum.guildwars2.com/discussion/66433/d-d-weaver-prepare-to-be-refuted-you-naysayers#latest https://en-forum.guildwars2.com/discussion/66568/d-d-weaver-video-that-you-guys-wanted#latest Up to date build: http://gw2skills.net/editor/?PGhAgilZwiYQMJmJm8WbvOA-z1IY1ohvMCsAKNBU7AEwG4tQ/rF-w screenshots of ARCDPS damage breakdowns of my attacks from a while back: https://imgur.com/a/vkDD7at
  4. I prefer steamsurge to riptide honestly, I main D/D weaver & Steamsurge is an excellent skill, it pulses approx 500 health in the field every 1/2 for 2 seconds, Reason I like that is I can reap the most benefits from the heal without having to sit in a field for a long time. the heal totals around 2000 health heal, and if blasted twice ends up being about a 5000 hp heal. it also deals decent damage for me to other players, anywhere from 3k - 4.5k on a crit.
  5. Hi there, Yes there's still celestial ele's running around. I personally use celestial with D/D & weaver. Here's more details in the following links : Most current build iteration I'm running:http://gw2skills.net/editor/?vFAQJAoYncMA94i14CG5CM5iFTA7eM3mfzEVgAQDo4EUADBA-j1RGABJcCAA4BAElyvHV/hO9Aws/QeKBDAgAcz2MAu5Nv5Nv5NrNv5Nv5Nv5Nv5NvZpA2arF-w more reading:https://en-forum.guildwars2.com/discussion/66433/d-d-weaver-prepare-to-be-refuted-you-naysayers#latesthttps://en-forum.guildwars2.com/discussion/68557/jenzi-follow-up-d-d-weaver-gameplay#latesthttps://en-forum.guildwars2.com/discussion/66568/d-d-weaver-video-that-you-guys-wanted#latest
  6. I play d/d Weaver exclusively as I enjoy the game style (without unravel) and I agree with pretty much everything here. For me in spvp I play sage, and it feels maybe 400 toughness and another hundred heal away from a good place (also ignoring useless traits etc) I also have been using sage alot myself recently, combined with elements of rage, thief runes, and superior elements i can hit approx 50% crit chance w/ fury, and 65-70% w/ fury+weakness on my opponent. It works pretty well in spvp, with no really well defined role other than that of a team fighter. and not much of a roamer, it can hold a point relatively well 1v1 and 1vX, depending on map & node size ensuring your aoe's punish those trying to keep the node contested. But its not a clear cut defined "job" holder like sword/dagger and its side node bunker niche.
  7. I'm probably going to be trying to talk to a bunch of concrete blocks for all the good this post will do, but I get a bit triggered when people call d/x weaver bad. I argue its not the weapon set thats bad, but rather the set currently interacts with weavers bottom tier health pool/armor rating and traitlines not to mention the current stat choices available (this is more pointed at pvp than wvw) The weaponset has developed an interesting theme of almost exclusive cone & PbAOE damage/CC abilities in its kit. It's ability to produce, or arguably even spam reliable (sometimes unblockable) CC and deal surprisingly high damage in a circular radius around the player. It's also seen several changes providing with them 5 different I-frames just within the weapon set itself, 7 including ToF. Add into the equation that Anet has added reliable stackable damage reduction modifiers to certain skills, (Weave self, Grinding Stones, Frost aura, Protection) and you have a build that has excellent staying power in the thick of a team fight & impressive offensive presence in its burst rotations and amount as well as consistency of its CC. Not even mentioning the plethora of blast finisher access & moderate group support via heals & condi clear if one is using water traitline. Most everyone here knows I gush about celestial d/d unravel weaver (WvW Mainly) enough to annoy even myself but it's a very fast build that is by far one of the most complicated, yet stimulating & rewarding builds i've ever had the pleasure of playing. It has its upsides and yes, it does have its flaws. D/D (especially if used with unravel & primordial stance) is somewhat reliant on its hybrid style damage which can be lackluster if your build relies on might which is very vulnerable to being stripped, or your opponents condition clear game is on point and they can clear fast enough to trivialise your condition damage. It's also very complicated, using unravel wisely will win a fight, whereas careless use will lock you into an attunement with a row of cooldowns you forgot you used, leaving you vulnerable. But really the scenarios I describe tells mainly the story of a d/d weaver in WvW, Where I can abuse the celestial stat to its fullest potential. Spvp is sadly a different story right now: Celestial amulets in Spvp right now are a watered down version of what they were, equaling in total stat allocation what all of the four stat amulets currently provide in total stats, previously this was not the case & celestial amulets provided about 12% more total stat points than 4 stat gear, and about 26% more stats than 3 stat gear, also factoring in all of the rune & sigil changes and offensive/defensive power creep of other classes, the amulet in current form doesn't have enough offensive stat allocation to provide reasonable damage output, even with high might output (Which is also much harder to reliably achieve in spvp) you just cant get your power & condition damage numbers high enough to be dangerous. With that in mind your forced to choose a 4 stat amulet to bring your offensive stat points up, this is where some of the bigger issues with core ele itself start to present themselves, having bottom tier health pools & light armor rating means your forced to supplement those stat points one way or another with either amulet choice or runes. Now once you've decided how to supplement those inherent weaknesses you have to deal just because your an ele, your now trying to fit together a build with enough offensive juice to reliably down players in short order, but Spvp's amulet & rune system unfortunately in its current form does not offer enough stat point allocation to provide elementalist with enough stat points to cover the glaring armor rating & health pool weakness AND provide enough offensive stat points to end fights. It's not nearly as prevalent an issue in WvW, where you can introduce far more stat points into a build. Obviously anet wont change amulet stat allocation or rune stats to accommodate weavers, so another approach must be made, where your gonna have to introduce active sustain via invulnerability/blocks or I-frames (they're already obviously pushing this method with d/d adding i-frames to earth/earth 3), or you introduce more stat points into the build by increasing availability of might access, or flat out giving a bonus stat amount passively or with conditions. This isn't even considering my thoughts on the traitlines as they stand, or my specific thoughts on the weapons ele has access to, thats for another thread one day. Sorry for any typos its 3 am and i just wanted to fit my novel in before bed.
  8. Hi all, I was notified by a friend today that the trait Bolstered Elements is bugged, in which it prevents all other stances from providing the stability proc after the passive lesser stone resonance passive activates. so pretty much lose any stab access once i'm below 50% health, which is pretty crippling in a hard fight in wvw. I've tested it myself and can confirm this is the case. Need a fix ASAP.Thanks
  9. Hi all, I was notified by a friend today that the trait Bolstered Elements is bugged, in which it prevents all other stances from providing the stability proc after the passive lesser stone resonance passive activates. so pretty much lose any stab access once i'm below 50% health, which is pretty crippling in a hard fight in wvw. I've tested it myself and can confirm this is the case. Need a fix ASAP.Thanks
  10. Oh ho, well your lucky i decided to check this thread my friend. The D/D Weaver build Auburner mentioned was originally of my design & I have a little bit of material you can do your homework on before taking a crack @ D/D Weaver. I won't go into details here within this thread unless you have specific questions after going over the links provided below. One thing I will say, is DON'T blow unravel all willy nilly, you get 2 charges each on a 20 second cooldown, and its easy to accidentally use unravel to lock yourself into an attunement with a full row of cooldowns, D/D weaver has to manage more cooldowns in their heads than any other class in the game. it won't come to you overnight, but once you get it down there's very little that can trade blows with you, let alone beat you. https://en-forum.guildwars2.com/discussion/66433/d-d-weaver-prepare-to-be-refuted-you-naysayers#latest https://en-forum.guildwars2.com/discussion/66568/d-d-weaver-video-that-you-guys-wanted#latest https://en-forum.guildwars2.com/discussion/68557/jenzi-follow-up-d-d-weaver-gameplay#latest
  11. dagger being able to slot in superior elements for the 15% crit on enemies with weakness & elements of rage for the 10% damage on double attune & 13% of vitality turning into precision gives them a huge amount of crit chance over sword weavers, my crit chance on dagger in FULL celestial gear & pack runes is 55% base, 70% with weakness on my opponent, 90% with fury+weakness. not to mention if you check that imgur link i posted in my previous post you'll see daggers power damage potential is really impressive with very dangerous burn stack potential if you unravel to double attune to fire & use drakes breath+primordial stance, easy 10 or so burn stacks. on the evade & sustain topic, that I do agree, d/d has a alot of evade frames, but they're not as easy to access as swords, since they all fall on dagger 3, which means you'll have to use unravel the split second before you want to use the I-frame in burning speed. and other big thing too, is that daggers evade frames are on skills that are much more offensive in nature than swords in that they allow you to have I-frames up while doing your damage combos whereas sword allows for fast access to riptide & earthen vortex which let you heal over time & blast a water field while having 2.75 seconds worth of I-frames, which are much more defensive in design.
  12. Weaver doesn't have issues with dagger. people who don't know what they are doing have issues with dagger. Your comments on cleansing wave are not accurate & general pessimistic views are really off-putting. When you compare weaver's dagger to the sword, it has lots and lots of issues. Sword isn't even on a good level of other viable/meta classes, so how is dagger main hand. Sw/d or Sw/f are much much better than d/d on a weaver any day if both of the same skill level. The damage isn't there, PvE, PvP, WvW, you name it, same for healing, same for survivability, why is weaver even 25% viable, it's because sword is able to make use of water line, not because weaver is good or anything, the trait line is worse than tempest's, even before the recent changes. Cleansing Wave was never used to heal, why would I waste a potential condi cleanse, when we're already struggling with holding on as much sustain as possible to live in this wild forest. Why would I take fall damage to cleanse 2 condis, better deal with condi than actually killing myself. I love D/D and would love to use it over Sword as it got really boring, and D/D is quite faster, but I am trying to hold onto a middle ground, as in the current stage of video games, the closer you are to meta, the better, the maths beats the skill level at some point. I'm only referring to Spvp & WvW with my comments on D/D. The majority of the ele playerbase never really did the homework on what d/d weaver can really do since it requires smart usage of unravel to provide its niche of extremely fast attunement swap spamming (which everyone labels unravel as garbage & that is totally false, once its potential is realized on dagger it becomes a critical and mandatory utility pick.) & practiced memory of all the weapon set's cooldowns to avoid wasting time & cooldowns going into an attunement that has cooldowns active. Your looking at cleansing wave's individual procs by itself, which in itself is not an accurate method to measure how well the skill performs. It's a piece of a system of passive & active heals that make up celestial ele's insane self healing potential. You at most have 3 heals that are itself cleansing wave, or the variant healing ripple, which is essentially the same thing, and procs on swapping into water. Each one of these procs will heal you for approx 2000-2200 health per use, so back to back thats at least 6000 health regained via active healing from cleansing waves & healing ripple. Also consider frost aura has a transmute option to heal for an additional 1000 health & regen application, for a total amount gained of around 7000 health, give or take. This doesn't include signet of restoration massive healing, arcane abatement's contribution, regeneration, & soothing mist, all acting as your passive healing contributors When looking at Cleansing Wave changes, the already existing 2000/heal shouldn't come into consideration, only the 20% more. 7000 heal with buffs, that is 1400 more healing, and for actually what, for wasting quite significant skills, but since they aren't all used at once, let's put a 20s timer, 1400/20, that's 70/s, which is really nothing, same goes if we lok at it as the 400 extra burst heal from each. Sw/d already has dagger played on off hand, so the buff is for both, and both are still bad. For Unravel, Flash, Twist of Fate and Primordial Stance, any of these are 100% more worthy to pick. Even when dropping Flash, I pick Glyph of Elemental Power, that is more damage than Unravel, and talking of burst, sword's capabilities are higher than dagger's and it's still not running Unravel to fit in tons of skills within a short time frame. Unravel would've been magical as F5, but somehow it's so hard to get it there, the technology is lacking. When I look at the changes, I see nothing but a completely well-baked joke, even the statement before this states how they are looking at close range AoE and bursts, does anyone see that addressed? Maybe that's my PoV on this patch, however, to each their own, so what you might see good, can be bad in my eyes, and the opposite goes.Unravels purpose in the build is to bypass the global 3.5 second ICD weavers have on attunement swap, allowing instant follow up from one damage burst to another or to chain ride the lightning & magnetic leap instantly to create a gap and escape a gank. its scope of use & utility is unrivaled in my mind. Keep in mind unravel got a buff a while back, so even after bringing your off-hand to your main hand to double attune, it resets the global ICD for weaver's attunement swap, provides stability (traited) & provides one of four boons. (which contributes to dagger's far superior fury uptime along with pack runes & lightning touch, elemental contingency is a common theme through both builds though so I won't count that. ) you can go from air/earth to air/air to fire/fire as fast as your fingers can mash the buttons, sword can't dream of attunement swapping that quickly, especially if it's got chill on it which can spell a death sentence for weavers, not to mention poor tempests & ele in general. chill makes the attunement swap recharge rate 3.5 to 5.81 seconds (4 to 6.6 seconds un-traited), a thing which dagger weavers can ignore with unravel. You could also instantly clear the chill via unravel, since with my particular build you could instantly access water. https://imgur.com/a/vkDD7at Those numbers were from a gank me and a fellow guildie on her mirage did against about 12-15 TORK guild members outside of smc a few months ago, we pre-stacked 25 might and wiped them within about 30 seconds, with the first five or six being downed within the first few seconds. notice I did more damage than my guild-mate who was a full zerk greatsword mirage, & it's extremely rare that anyone exceeds my damage while roaming, & I'm usually in the lead by a large margin, keeping in mind my guild mates are extremely talented players themselves, & are regular AT winners, with the more well known spvp AT regular winners like thane, drydude, general jenkins, the mighty lubu, ect. On a related note, I tend to run sw/d myself when im spvping in ranked or doing an AT with my guild mates, due to sword/dagger being able to side node bunker better than D/D, which is an obvious cleaving teamfighter with heavy CC, but has a hard time finding a legit purpose or job in spvp that it can perform better than swords role @ bunkering side nodes. part of the problem here is celestial amulets nerf to +460 making it match the total stat point count of all the four-stat amulets, and compromises with 4 stat amulets have to be made though there are some good contenders i like with d/d like swashbuckler & wizard amulets. if you wanna see it in action for yourself just pm me in game, & we can set up a duel or whatever floats your boat. Build Link:http://gw2skills.net/editor/?vFAQJAoYncMA94i14CG5CM5iFTAroKWADB3j528bmoCEAaAA-j1RGABws/QCPAgHV/JKlf5pEEgTAAd6BmHEAMBgVVqqqKpA2arF-w
  13. Weaver doesn't have issues with dagger. people who don't know what they are doing have issues with dagger. Your comments on cleansing wave are not accurate & general pessimistic views are really off-putting. When you compare weaver's dagger to the sword, it has lots and lots of issues. Sword isn't even on a good level of other viable/meta classes, so how is dagger main hand. Sw/d or Sw/f are much much better than d/d on a weaver any day if both of the same skill level. The damage isn't there, PvE, PvP, WvW, you name it, same for healing, same for survivability, why is weaver even 25% viable, it's because sword is able to make use of water line, not because weaver is good or anything, the trait line is worse than tempest's, even before the recent changes. Cleansing Wave was never used to heal, why would I waste a potential condi cleanse, when we're already struggling with holding on as much sustain as possible to live in this wild forest. Why would I take fall damage to cleanse 2 condis, better deal with condi than actually killing myself. I love D/D and would love to use it over Sword as it got really boring, and D/D is quite faster, but I am trying to hold onto a middle ground, as in the current stage of video games, the closer you are to meta, the better, the maths beats the skill level at some point.I'm only referring to Spvp & WvW with my comments on D/D. The majority of the ele playerbase never really did the homework on what d/d weaver can really do since it requires smart usage of unravel to provide its niche of extremely fast attunement swap spamming (which everyone labels unravel as garbage & that is totally false, once its potential is realized on dagger it becomes a critical and mandatory utility pick.) & practiced memory of all the weapon set's cooldowns to avoid wasting time & cooldowns going into an attunement that has cooldowns active. Your looking at cleansing wave's individual procs by itself, which in itself is not an accurate method to measure how well the skill performs. It's a piece of a system of passive & active heals that make up celestial ele's insane self healing potential. You at most have 3 heals that are itself cleansing wave, or the variant healing ripple, which is essentially the same thing, and procs on swapping into water. Each one of these procs will heal you for approx 2000-2200 health per use, so back to back thats at least 6000 health regained via active healing from cleansing waves & healing ripple. Also consider frost aura has a transmute option to heal for an additional 1000 health & regen application, for a total amount gained of around 7000 health, give or take. This doesn't include signet of restoration massive healing, arcane abatement's contribution, regeneration, & soothing mist, all acting as your passive healing contributers
  14. Weaver doesn't have issues with dagger. people who don't know what they are doing have issues with dagger. Your comments on cleansing wave are not accurate & general pessimistic views are really off-putting.
  15. With the addition of the weaver and sword abilities in Path of Fire™, the main-hand dagger weapon set has been struggling with its identity. The weaver's sword is intended to be a single-target, high-DPS weapon that relies on direct hits to deal damage. In this update, we're leaning into the dagger's close-range area-of-effect damage and burst attacks. Cone of Cold: The base healing value of this skill has been increased by approximately 20%.Cleansing Wave: The base healing value of this skill has been increased by approximately 20%.Evasive Arcana: The base healing value of this trait has been increased by approximately 20%.Arcane Abatement: Cleansing Wave: The base healing value of this trait has been increased by approximately 20%.Swirling Winds: Reduced the radius of this skill from 400 to 360. The visual effect of this skill now displays a red ring for enemies and a white ring for allies.Vapor Form: Fixed an issue in which this skill would sometimes fail to revive a poisoned player. Fixed an issue in which applying barrier to an elementalist in Vapor Form prevented them from being downed when the skill ended by timing out. Removed an unlisted function of this skill that caused it to apply regeneration to nearby allies.Dragon's Claw: Projectiles from this skill now pierce enemies.Ring of Earth: This skill has been slightly reworked. It now delivers an attack early in the animation, and then another attack upon impacting the ground. Bleeding duration per impact has been reduced from 12 seconds to 6 seconds. Initial impact damage is 27.5% of the final impact. Final impact damage has not changed from the skill's initial value.Magnetic Leap: This skill has been renamed Earthen Rush and reworked. Earthen Rush: Quickly dash along the ground, summoning damaging spikes along the way and then delivering an area attack, immobilizing any enemy struck.Lightning Whip: The range of this skill has been reduced from 300 to 240. Lightning Touch: This skill has been reworked and renamed Convergence. Convergence: After a 1-second delay, lightning strikes the elementalist, dealing damage and weakening foes in a 240 radius while granting the elementalist fury for each foe struck.Invoke Lightning: Fixed an issue in which this skill ignored the Disable Player Camera Shake option. Glyph of Storms (Air): Fixed an issue in which this skill ignored the Disable Player Camera Shake option.Imbued Melodies: This trait now uses the Lesser Sand Squall skill instead of the Sand Squall skill. So, we got some interesting reworked skills, which me personally am interested to see. I'm sure some of you remember I'm one of the very few weavers who main D/D celestial in wvw. D/D was frankly super strong for me to begin with. Now we get 20% stronger heals from cleansing wave via Dagger 5 & evasive arcania, Cone of cold also will be more impressive as a healing skill as well. maybe not enough for my satisfaction, but better than nothing. Lightning touch has been reworked to also become a PBaoe skill, which will only make fury uptime even more reliable. And Magnetic leap got a similar change, embracing d/d's concept of PbAOE spam, which means the skill will HOPEFULLY be more reliable, the animation will hopefully be smoother, and the damage portion & AoE immoblize is excellent. all in all, I'm extremely satisfied with these changes minus the nerf to lightning whip, having LW at 300 range was a nice bonus along with impale to kite and continue to deal damage at the same time.
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