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Zagerus.8675

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  1. The main goal when fighting warriors should be to deny Adrenal Health and Cleansing Ire as much as possible. Only one set of burst skills in the game will give free Adren Health just for using the skills (and not hitting anything,) and they are both on longbow. You must dodge/blind/block burst skills to get the edge, no questions. For Spellbreakers, make sure Full Counter hits nothing but air again, and again, and again. Blind can be exceptionally powerful vs. FC, provided resistance from Resilient Roll is not present. You can also interrupt FC by converting the stab from FC into fear. You can also interrupt it with a beefed up Steal + boon removal + daze trait. Also, bind your stow weapon key and get good at using it. For Condi zerkers - a ton of the skills in both weapons are heavy hitters @ melee range. 3/5 skills in the Longbow kit need the war to be facing forward to use, so stay behind them when it's logical to do so. Also, Shield Master means that you need to play patiently with your ranged skills. Abuse unblockables vs mace/sword. For Bladesworn - Similar to condizerker, a ton of the skills are loaded at melee range. For the pistol burst, the dmg occurs in a small area, so you can run around the back/out from the bladesworn to avoid most of dmg. Treat it like a burst skill, but don't waste a dodge - just use movement. Use patiently placed auto-attacks to get rid of aegis. Basically just play thoughtfully and don't feel pressured to do a PvE rotation. Not getting hit by bursts usually will end w/ a dead war or a decap 🙂
  2. I agree with a lot of the feedback posted already. Staff feels like a nice support weapon with skills that offer a lot of value when you use them properly. 1. Staff auto attack chain: AA 3 could synergize with Relic of Dwayna, but just raw healing/barrier as suggested may be a better fit. On the plus side, having regen on the auto does free up the slot that Banner of Defense would hold if you wanted a lot of regen in your build. 2. Valiant Leap: Excellent skill that can be used in a variety of different ways; for kiting, helping allies burst ect. 3. Line Breaker: The enemy/ally element is cool. Has some really good conditions/boons as far as Conquest SPvP is concerned. 4. Snap Pull: This skill deceived me at first.. but it plays so nicely into the flow of staff as a support weapon. Being able to yoink stuff off of allies and disrupt the enemies' bursts is quite useful. Definitely feels skill shot-esque. A lower recharge..? hehehe 5. Bullet Catcher/Defiant Roar: Another thoughtful skill (s), like Line Breaker, with good payoff when used at the right time. The Inspiring Focus niche-buff somewhat resonates with how Tome 123-skill 5 effects feel on Firebrand, but I feel like something more could be done with it to flesh it out more. Maybe 5-10% bonus healing too? Maybe increase adrenaline gained from attacks? Also, prime spot for a blast finisher so we can blast dem smoke fields for stealth @ mid 😄 Burst : Path to Victory: The weakness being embedded into PtV is a high point of this skill, really allows for you to potentially control the amount of pressure coming out of power bursts. Synergizes with the weakness from Line Breaker. Overall staff has a nice skill flow that hits the sweet spots as a support weapon. Just what warrior needed! Bug fixes and we gaming.
  3. I think a lot of it might be because of Holo, Deadeye, Chrono ect. A lot of builds don't have very good interaction with the kind of burst those specs have, even on a bruiser setup, so sustain is the logical route. Also: Relic_of_Fireworks_(PvP)
  4. xd Honestly, just like with any skill in life, I think practice is key. There are so many things to practice and so many ways to practice as a gamer. Your mindset, your reflexes/coordination, your game sense/game knowledge, the social aspects. I wish more people would practice. Practice helps you build the road to gamer salvation. Practice practicing! It's practical. Some good ways to practice: 1. Type. There are several free online typing assistants that use A.I. generated words to help you become more fluid with your inputs. Great for helping stomp out keybind dysphoria 2. Slow the game down. Read skill descriptions, look up internal trait modifiers on the wiki, acknowledge the individual minutiae. Then work toward stimulation level: lightspeed. Repeat. 3. Detach, expand, flow.
  5. Anything that has consistent confusion application alongside other condi burst pressure seems to be pretty effective since you need to use skills to heal with Signet of Resto. Reflects are also handy for Scepter earth 2.
  6. As far as the Warrior boon-share changes go, I think they would be functional, but only boonsharing when hitting enemy with a skill is a real snag. Those little moments of downtime when phasing a boss or waiting for the next mob to spawn -and then having to get into the profession mechanic - and then use the attack - and then the boon application happens - it doesn't feel that satisfying to play. A player can adapt to it, but it doesn't feel has good as huddling with your team and smoothly blending in quickness like Firebrand or using the reprieve in fighting to infuse teammates on alacrev. These warrior changes would be usable, but clunky in certain scenarios compared to other options. On that note, I do find enjoyment in utilizing clunky aspects of GW2's combat, especially if the payoff is good for executing correctly. Flurry root is/was a good example! For Daring Dragon, maybe grant some barrier to allies per charge consumed along with the Alac. Just something to where it's like "Ok, I can't boonshare immediately all of the time, but when I do you can skip this dodge" Those little touch's, like in other updates, have pushed ok changes into sterling changes where the skills/playstyles flourish up into viability.
  7. 1. It's stable. Other than a few niche cases the matchmaker builds matches seamlessly. I feel like that's something that I could be taking for granted. 2. It tries to balance out profession compositions between each team in a given match. This can have the corollary benefit of spreading out various team roles in a given ranked match, which I think is nice. 3. Despite placing random players, sometimes Ranked matches are secret-sauce levels of fun and intensity. The 496-501 down to the last 3 second stack of stability-stomp type of matches, you know which ones! GW2 PvP
  8. Hey guys, just wanted to share a video I found while browsing YouTube that goes over some dexterity training techniques that might help us.. exercise more control over our digits while enduring those tough SPvP matches. I know how valuable it is to have precise inputs for competitive gaming AND to also take care of your hands so just thought I'd share 😄 They also have some other videos about warmup's ect. but I haven't studied those yet. Gamer Performance: Coordination & Dexterity
  9. I agree. Maybe it's time to implement a skill cast or action bar UI so we can add a skill name/icon to an animations we see in-game. Perhaps let us adjust it's position and size. Perhaps even let us check a box where we can see the skill casts of enemy players right above their characters. I know they've said in the past that they'd prefer that we watch the battlefield rather than bars and icons, but I think a cast bar would be really handy. FPS games have a similar effect with the directional damage indicators to help you better understand which direction another player is shooting you from. Elegantly conveying when 3-4 different skills are used at once would be a challenge but I think they could pull off some sick UI fades ect. to make it look great. Maybe a fancy new system we get with the next expac?
  10. Instead of nerfing Catalyst or Defense Spellbreaker, I think we should rebuff Willbinder, Specter, and Scourge. Let's break that glass ceiling and make sure that -no one- is comfortable on a single powerful build. Don't nerf, buff counters, let skill decide.
  11. No one really cared about Spellbreaker until they buffed traits in the Defense traitline to try and help Berserker have more viable options for sidenoding. Spellbreaker uses those traits more effectively, so target/retailor the newly changed traits instead of gimping Strength Spellbreaker - which is completely in line and has plenty of holes that can be used to kill someone who is careless with their resources.
  12. Most of these defense builds are propped up by Adrenal Health and Banner of Defense. You could target Banner of Defense by reducing regeneration duration and by making Double Standards mandatory to get any useful boon duration out of banners in SPvP. Adrenal Health could be mechanically changed so that the effect lasts for 2 or 3 seconds after using a burst skill and is refreshed for 1.5 seconds (1s ICD) after gaining adrenaline. This would allow for things like kiting/LoSing to have more influence in a 1v1 scenario vs Defense wars. The other change would be to make it so that Combustive Shot has to hit a non-minion enemy to trigger burst traits.
  13. I'd actually prefer going a step further with a codex-style format where a build is pre-defined (Built by Anet) for each profession for the duration of the death-match season. GW1 had something similar for things like Costume Brawl and it was actually really fun experimenting and trying to squeeze out what you could from the skills you were provided with.
  14. Try to survive and keep the point neutral as long as possible until either a) a teammate comes to + you and you guys either get the kill or get the cap, or b) you're forced off node enough times trying to survive that they finally get the cap. Try to funnel their bursts cleanly into your dodges or your GS 4 blocks - do not waste these. Also, cleave down clones at the right times to keep bursts and distortion duration to a minimum. Every little bit that you actively take away from their kit helps.
  15. I think it's a good idea, but it will most likely need to come at the cost of even longer queue times for gold+ players. I'd be willing to make that tradeoff. The player skill gap is a very difficult thing to work around since one of the mandatory aspects of getting skillful is investing the time. If you're constantly pulled into high rated matches vs. experienced players.. that's just not a reasonable learning path for most gamers. Adversity has a place but like with any competitive sport it is -usually- gradual.
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