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XECOR.2814

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  1. I didnt test the new patch in that comment and was coming off based on prev comments, i did test afterwards and realized the same. Tbh the skill putting you in combat is not that big of an issue cause you just get ooc in like 2secs after getting in combat because of sacrifice and I would assume the health cost needs to be at the start cause thats the intended design and thats the resource cost for this skill.
  2. The fact that you can't understand the fact that heaven's palm is so strong but still not getting used because renewed focus is broken op on willbender speaks for itself.
  3. https://wiki.guildwars2.com/wiki/Relic_of_the_Necromancer I believe this might be the most useless and ignored relic in the game so much so that it wasn't even mentioned in the balance patch when they improved the usability of some relics despite being one of, if not the worst relics in the game. Its very specifically made for necromancer class because other classes don't have access to fear. (Not a significant amount that is useful at least) Its current effect is very weak, unhelpful and does not create any benefit for the necromancer. (Controlling movement when you have already feared someone is not something you especially care about or require from a relic) It would be great if a core effect like Fear did something cooler for the class if we built for it through traits and the relic. Some examples i can think of: 1. Fear you inflict siphons health for its duration on target. 500/sec (Needs to be powerful siphon) 2. Fear you inflict applies weakness(5secs) on target. (in theme) 3. Fear you inflict rips boon for its duration on target. 1boon/sec (ICD 1sec so it doesn't get abused in AOE scenarios) Or any combination of these together with existing effect and with balanced power budget. Something like that will be helpful in competitive modes and in theme too and would make this relic not the worst one in the game and most importantly make it more fun to use.
  4. Power damage is busted in wvw on thief in wvw on dagger mainhand. After runes change it gave the streamlined stats(in general higher stats) and damage mod from relics too. Deadeye is downright broken op with rifle in wvw in its damage and stealth uptime. The only thing thief has to care about if its getting revealed by towers/sentry or not, other than that if you are a fairly decent player who is playing cautiously you are effectively a god in current meta. No new weapons or elite specs get revealed in their kit at all, they essentially forgot that stealth exists and needs some sort of counter.
  5. From wvw perspective: - Self barrier should be higher on F3, F5 and Scourge Heal skill, remove shared barrier by default. It only becomes sharable if you take Sandstorm Shroud or Desert Empowerment but then it makes the number -50% or so . - Desert Shroud (Base Scourge Shroud, Not Sandstorm Shroud) should pulse barrier rather all at once throughout its active duration so we can use abrasive grit and have better self cleanse and not forced to take support shroud trait like Sandstorm Shroud. Since its a selfish skill in all aspects barrier and cleanse it shouldn't be a problem. - Hence Desert Shroud can have less Life Force cost, comes up more often(like 25secs Cooldown) and does more condition damage from torment(more durations) This way you don't break the game cause conditions are already irrelevant in zerg and gvg but you may give some people dmg builds to play on small scale with enough cleanse and damage to pull it off. Side note: The vigor duration is very short on the grandmaster trait. The boon duration made sense because it was a powerful boon like Alacrity but it doesn't make sense for irrelevant boon like Vigor for necromancer.
  6. Here I go another suggestion for Warhorn#5 in the void: 1. Make the swiftness be shared to allies. 2. Increase the life steal hit radius to 240. 3. Buff the healing number on each tick by like 30%-50%, and 4. Make the skill last longer but more infrequent(for performance): Current: 10hits, 5secs, hits happen every 1/2 sec. New: 12hits, 9secs hits happen every 3/4 sec. After this the Warhorn trait should probably do something else and actually be useful. BTW Warhorn#4 is 1sec fear in current era which gets hard countered inherently in like 5 ways, a complete joke of a skill with its trash tracking and cast time.
  7. That's cool if it works for you but its not the best build since swords have no condi components and damage is heavily reduced due to not being full power build and swords already having low damage. Harb has better builds for roaming, similar case for Reaper even if you want to use swords. But if its fun, its all cool anyway.
  8. bruh you are completely delusional. 1. Renewd focus is extremely overpowered so much so that even an instant port finisher with evade on low cd cant even replace it. Meanwhile if you put heaven's palm on an other class it will instantly become permanent slot. 2. Willbender is grossly overpowered in WvW in almost all aspect damage, sustain and boons. Its fine to be bad at the game, but whats worse is being delusional
  9. Thats cool and all but why it puts you in combat on the first skill tho. Shouldnt the life cost go on the second skill press? Not to mention im not a big fan of health cost anyway. They could very well put no health cost and no healing component and it would balance out. The weapon might even be better without it cause then it might be given vuln or something on skills or better damage and not handicapped cause you gain health so cant do high damage argument.
  10. You are doing 0 damage pressure with 2sword and staff on cele harb. Its the harbinger shroud thats putting in work. Better off playing pistol torch/ sword wh. Or pistol wh/sword sword Or pistol torch or wh/staff like usual. Make sure you have cleansing sigils tho.
  11. - I didn't test extensively but the healing part in transfusion only works if there is a downed body while you use Harbinger Shroud #4 skill. Also, if you leave shroud transfusion healing effect ends too. - Not only that it works based on your initial location not your end location? Im not sure about that though. The porting of downed body is at the destination location of the leap but the range check starts at the beginning of leap is my guess. I didn't test thoroughly but these were my initial impressions, could be wrong on some things. If someone did more testing please correct me.
  12. Did you check if they didnt had regeneration before you gave it to them? Or if someone override your regen? How regen works is the person with higher healing power gets the regen application.
  13. Scepter#2 is skill split for competitive modes. Does less bleeding and power damage(even though power damage is very low in pve anyway). Imo this skill is split for no reason, its just bad in general. Nothing becomes op if it does 3 bleeding instead of 2 on a weapon skill. Scepter#3 does 1 boon corrupt on single target and does like 4sec torment. The power level of the un-traited version is so low its actually unbelievable. The only reason this skill exists so that the curses gm trait can make it playable. Which is a twisted logic to balance something. A much healthy approach would be offload some of the power of the scepter trait by adding condition durations baseline and make it corrupt 2 boon single target. So that you actually have a functioning skill and if you want to trait in the curses gm trait you gain 200 condi damage and the 2 single target becomes 1 aoe corrupt.
  14. 1. Cause its a gm so it can. 2. The purpose of this skill is to to give a certain amount of crit chance and it is callibrated based on pve. Since we share the same gear as pve but the fury value is different we need to account for the power this trait provides is much much lower. 3. And yes that is not enough for reaper in 2024 wvw. If you want to have fury generation you need to take grandmaster traits, and give up cleanses and sustain while other builds gets stab+prot+resistance out of the box in their kit. The arguments you have work only on paper thats "these stats look good enough" but as soon as you jump in game you get hard resource countered because you invest so much in making the power builds bare minimum requirements you tradeoff many qol things for survivability or extra damage or effect.
  15. Someone in the forums who actually plays the game before posting comments. You are on point with every thing in this. Too bad, comments like this that know what they are talking about get drowned amongst comments who have no idea whats happening but they form an opinion anyways.
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