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LadyKitty.6120

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  1. Gaining Mirage Cloak on shatter would *technically* work for power builds but...Mirage still doesn't have much in the way of supporting power damage as with Infinite Horizons, clones still use their separate miniscule stats for power damage on Ambushes (while condi ambushes do weaker but actual condis, clones should inherit power damage stats from mirage for ambushes, maybe with 50% nerf) and Nomad's Endurance only giving condition damage.
  2. Also, something to note for people testing now: Relic of the Thief is bugged with necro swords (Kitty reported it and they're looking into it) so the numbers are likely 2-3% lower than they will be when fixed. But yeah, Kitty likes the feel better now and damage-wise they seem to almost compete with GS according to Kitty's quick test so that's a good sign. (and will prolly be equal post-fix)
  3. Just as the title says. Kitty went testing on golem and she noticed that she ran out of that effect when swapping to swords. Meanwhile the relic works normally with at least greatsword. On a side-note, swords seem to be at a good spot now.
  4. Nice to finally see those mirage ambushes get power buffs. But still, there's something Kitty would very, very much like to see addressed (been posting about this for years now): warrior's main-hand mace! The auto-chain has literally seen no changes (aside from one PVP nerf) since GW2 launched in 2012 while pretty much everything else has been buffed a lot.
  5. Looking at OP's post history, this does indeed seem like a case of using wrong gears and traits. Pretty much every class has a trait or two or a skill that converts outgoing damage to healing/barrier (relevant to OP, for ex. Invigorating Precision on DD and Restorative Strikes on Untamed) and with those traits, it's usually most useful to maximize DPS (while trying to get might, fury and quickness on self) to maximize heals and to minimize the enemies' life expectancy to minimize incoming damage.
  6. Umm... 2. Kinda true for 4 years ago when top deepsers were indeed doing about 40k. Not true 6 years ago pre-PoF when small hitboxes were 33k. Use wayback machine if you don't believe Kitty. 3. Quickness and Alacrity uptime hasn't really increased since raids came. Already in 2017 when Kitty started raiding and W4 was released, full might+fury+quickness+alacrity+banners+Empower Allies+spirits+Grace of the Land were required in basically every squad. In autumn 2018 BP they made rene's Orders from Above alacrity and druid's GotL might+spirits 10-target (though not 100% sure if spirits were at that point or later) which did allow using quick/healbrand as 2nd healer and chrono to focus on quickness. Uptime didn't change. Then they made most of the boons 10-target which allowed further condensing for a moment. Uptimes didn't change. EoD reverted them to 5-target and a year ago they removed unique buffs which actually resulted in big dps losses (but somewhat broke the support monopolies) but since then they've made heavy-handed buffs to traits, condi stacks/durations and power coefficients to compensate for those losses and to creep up base DPS level from 30-33k of 2017 to 40-44k these days. Pretty much 33% buff in 6 years. Just had to fact check those since those have been waaaay too common misconceptions on these forums lately.
  7. Umm, no ty. Problem with 1s block is that it'd cause severe timing issues against certain mechanics and would kinda guarantee that less exp tanks would get downed by Mind Crush at Deimos. It also wouldn't be long enough against Xera's Blurred Frenzy and would also make handkiting on certain classes noticeably more painful. (for ex. herald and spellbreaker greatly benefits from 3s block to stack 5 hands while getting heals from Relic of Defender). And at Matthias, that 3s reflect is kinda mandatory if backup reflect.
  8. Kitty's instanced PVE 20 coppers... -Shortbow 2's blast finisher felt really unreliable. Dunno what was up but Kitty has issues triggering blasts for Scrapper's Kinetic Accelerators, esp. if not specifically setting up multiple fields together with Shortbow 3 and 4 before detonating. -It's quite purely a support weapon and Kitty personally fails to see the point of auto-attack's secondary hit since the power coefficient is so low. Making the auto-attack heal a bit as secondary effect instead(maybe something like 208 (0.15) as healing values) would make it better for its role, in Kitty's honest opinion. -Third thing Kitty noticed was that it grants tons of might but not really other boons, except alacrity as Mechanist if you use Shortbow 2 as the detonator for multiple barrier applications. If possible, it would be nice if shortbow 2 was changed to give protection/resolution/aegis if it combo-detonated shortbow 3/4/5 and shortbow 4 gave swiftness/vigor/fury for combo-detonating shortbow 2/3/5. Esp. Aegis on shortbow 2+5 combo would be nice as Scrapper is one of the few healers that can't share it to allies when needed which makes it worse option for stuff like Deimos CM. In the same vein, shortbow 5 could apply weakness/chilled/blind if it combo-detonates shortbow 2/3/4 respectively. Nonetheless, it's a pretty fun idea even though it kinda requires thinking like a chrono does due to delayed effect and thus thinking a few seconds ahead for positioning. With the aforementioned changes it would become a pretty competent option for support engi builds.
  9. Instanced PVE perspective: After basically doing strikes and easier raid wings twice on it as well as after spending some at golem, Kitty really likes the pistols. And yeah, while the "symbol on self"-design of pistol 3 might feel counter-intuitive on ranged weapon, it does seem like a good way to prevent people from just kiting away. Therefore naturally adding a price that would otherwise have to be paid with lower numbers due to higher DPS uptime. Though even then, Kitty would shave 20% of the burn damage away from main-hand pistol skills as the off-hand is currently overshadowed by torch but Kitty can still do 10% higher damage (37k at golem) on condi p+p willbender (no torch) just spamming skills off-CD compared to similar builds like Condi Scepter+Dagger Deadeye that requires some serious brain athletics. (34.5k at golem with way more practise required)
  10. Instanced PVE healer perspective: Overall, rifle is now extremely strong heal weapon, even to the point that Kitty would shave some raw healing off from rifle 2. Main gripes would be slow clone generation (though that's a valid way to pay for being otherwise so strong) and rifle 5's portal being pretty easy for allies to miss so Kitty would increase its visual size a bit. (Scourge has the same issue with Sand Swell.) The concept also seems to be a bit confusing to some so making it point-to-point similar to normal portal might be better and would also make it useful for mesmer itself, even if boring (and ofc gotta require "valid path to target location" when shooting it). Many people have been making the portal and wondering "whut, why nothing happens?". And another gripe, though that's not so much on rifle itself, is that on Heal Mirage you need to specifically focus on keeping up staff clones if you want even semi-reliable alacrity output which kinda wastes the chance of showering people with purple from all directions. It is a possibly problematic thing to ask for but to make rifle mirage a thing, please increase the Mirage Mantle alacrity duration of staff clones from 0.5s to 1.0s. That particular build already pays a hefty price in not being able to bring focus or shield for utility. If on DPS-side it would become too strong, nerf Chaos Vortex's condi durations on player from 8 to 6 seconds and on clones from 4 to 3 seconds, respectively.
  11. Yay, finally back to the HoT screen! Kitty kinda likes her character selections pretty clean and she often forgot to log out before going to sleep and kinda slept with the HoT Overture on. Was pretty good sleeps.😸
  12. As a buildcrafter, Kitty legit had every even remotely useful rune and they took 2 whole bank tabs and were a PITA to transfer between characters. Now? Kitty would first need to farm bunch of relics (all good condi relics are expansion ones) and buy/make another for at least one character per class and use one bag per character to carry them 'cause soulbound and all that gold+farm would be wasted when legendary relic comes. And Kitty's not alone with that, that's the situation for many endgame gamers.
  13. Nonetheless, for more that a few people it's led to a situation where they rather wait 'til the leggy relic than play (maybe quickly doing weeklies and logging in for static obligations on one build).
  14. And people who play more than one build and character and now have to farm and carry a pile of soulbound relics on every character. Before SotO launch we had complete legendary sets that allowed being rid of inventory space-hogging gears and the hassle of moving gears around. If they had released legendary relic right away, it might've been more tolerable. And people who experiment with builds, meme or RP. There were bunch of builds that relied on the interaction between now-removed 6th rune bonuses and some traits/skills.
  15. Does Kitty need to say this in every thread to correct you? Situation with boons has mostly the same since HoT and including unique buffs that could be counted in, boons been nerfed since then with just Fury getting slight buff to partly compensate for crit rate lost with unique buff removal. Boon uptimes haven't changed since 2015. Meanwhile the numbers on skills and traits themselves had essentially caused combined 50% increase in the class's own numbers (combined 'cause most of traits' buffs are multiplicative). And those increases first caused overall power creep from 33k to 40k between 2018 and EoD and then over that in early 2023. Though true, removal of unique buffs did allow further role compression since BS was replaced by DPS and tank chronos by "now-75% on pure DPS" boon DPSers. When 10-target Alac was a thing until EoD launch, the comps indeed had 7.5 total DPS instead of 5.5-5.75 of pre-Firebrigade era (pre-autumn 2018). Not sure if you're aware of that but there's something like 1200-1300 skills in this game and looking at how long the time between balance patches has been, it doesn't seem to be like changing condi durations and power modifiers is just "open excel, change number in a cell, done". Not to mention that it's mostly 3-4 weapons per class overperforming and plenty of others underperforming so slashing the numbers further on those underperforming weapons would be a horrible idea. Though dropping baseline DPS from 40-43k back to 30-33k for most efficient builds would be a healthy thing to do. Things had just the right amount of challenge at that point.
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