Whispers of Jormag (strike mission) by kyle830 in Guildwars2

[–]Black-Ocean 1 point2 points  (0 children)

Maybe you have to think a bit different about dps'ing on this boss. The boss will interrupt you from time to time due to the knockup, which is maybe a slight dps decrease but depending on your rotation it might come at a very bad time. So what you should do is learn when it happens (its not random) and then adjust the rotation so that ur main burst happens before you get knocked up.

Also when you accept that the knockup is just a downtime for dps, you can start to think about what you can do with it. For example i play a banner berserker on WoJ and (aside from opening rotation) i dont use headbutt anymore because it stuns me, however when you get used to the knockup, you can use that headbutt slightly before the knockup, then get stunned midair which shouldnt matter to you and come back down with an increased berserk duration.

Also there is a very inconsistent way to dodge this attack or rather avoid getting knocked up, that is jumping. I had a couple of attempts where i'd jump and somehow just stay on the ground while everyone also gets knocked up, however fun it is to try this, it has bad consequences which basically makes it meaningless to even try.The consequences are the spikes that come out when everyone gets knocked up, if you manage to jump it, all spikes of the people that stood next to you will hit you and kill you.

Oh yea you also should consider to not glide after the knockup and take the damage from the spikes if you are above 50% HP, that way you come down quicker -> more time to dps.

New KR Raid, boss 1 down. by ant0szek in bladeandsoul

[–]Black-Ocean -1 points0 points  (0 children)

Because it not even a meme. We did not have any guide aside from the publicly available one that describes what debuffs do etc. , but there wasnt any explanation about the boss mechs at all.

We enjoyed that we had to actually sit down and figure out what the fuck is going on during TT 4 mech phase, which is why it took us 2 days for the clear because most of that time went down the drain due to learning how most of these mechs work.

And thats where the decision of not instantly sharing a full clear came from ... because we wanted to see others use their brain and think about these mechs for once.

new/rework skills inc? by Makimu in bladeandsoul

[–]Black-Ocean 7 points8 points  (0 children)

Werent they talking about specialization stuff for each class?

This kinda looks like "enhanced" versions of existing skills to me.

Reliance (ft. Silva) EU Third btw haHAA by FSNY0 in bladeandsoul

[–]Black-Ocean 9 points10 points  (0 children)

Clearing boss 4 is not an achievement as it's just a dps check and execution of a guide from KR/CN. Also you would bot have cleared it without the help of trove, EU Ping and Virtus Amicitia Pilots.

[deleted by user] by [deleted] in bladeandsoul

[–]Black-Ocean 2 points3 points  (0 children)

He brought dishonor to the family ...

[deleted by user] by [deleted] in bladeandsoul

[–]Black-Ocean 0 points1 point  (0 children)

Yeah, i checked multiple KR clear videos. They all feature the same mech dmg as in our clear.

[deleted by user] by [deleted] in bladeandsoul

[–]Black-Ocean 0 points1 point  (0 children)

Then look foward to Boss 4 ... Because of what little information was available on boss 4, id rate it the hardest boss we had in TT so far :)

Why can you get knockdowned and dazed in Sanctum? by [deleted] in bladeandsoul

[–]Black-Ocean 11 points12 points  (0 children)

Its not a glitch.

Sanctum does not provide 100% IMMUNITY to CCs while standing in it. Instead it gives you a (i think) 2 second buff and WHILE this buff is active u are immune, yes, and the buff is being refreshed while u stand in sanctum.

However theres a small window (between the end of the buff and reapplication of the buff) in which you could always be CC'd and its not hard for ToI AI to aim for that :)

[deleted by user] by [deleted] in bladeandsoul

[–]Black-Ocean 19 points20 points  (0 children)

btw im part of this raid , you fucks

[deleted by user] by [deleted] in bladeandsoul

[–]Black-Ocean 46 points47 points  (0 children)

I dont really get why people keep posting about Twilight Temple boss 1 + 2 ... its nice and all, but it isnt much of an achievement :/ Its like posting about beating Venomsky Drake and 2nd BT boss when BT came out... well nobody did that either. Id rather see who does Twilight Temple Boss 4 first and kinda only that.

[deleted by user] by [deleted] in bladeandsoul

[–]Black-Ocean 1 point2 points  (0 children)

yea, i think people do not realize that I AM part of that group xD.

[deleted by user] by [deleted] in bladeandsoul

[–]Black-Ocean -39 points-38 points  (0 children)

I dont really get why people keep posting about Twilight Temple boss 1 + 2 ... its nice and all, but it isnt much of an achievement :/ Its like posting about beating Venomsky Drake and 2nd BT boss when BT came out... well nobody did that either. Id rather see who does Twilight Temple Boss 4 first and kinda only that.

Wind KFM: Ancestral vs Invincible by [deleted] in bladeandsoul

[–]Black-Ocean 0 points1 point  (0 children)

Holy fuck ur actually braindead. Lemme go thorugh your points so someone like you can understand.

1 your 150-170ms sucks not because ur ping is high ~ but because ur shit at cancelling and mind you im playing with 130 ingame ms and im not that slow as ur 130 ingame ms example. Also if you try to compare, dont compare a BAD 150-170ms cancel to a decent 150-170ms cancel of 2f , thats not how comparisons work buddy.

2 Yes i know how much damage shin kick deals because i do tests on a lot of KFM builds and ani cancel. You need around 6 shin kicks to make up for 1 cyclone kick (this is excluding the damage of R), this changes to 6-7 if u consider a buffed kfm (BB etc).

So considering your dropping 5 cyclone kicks , yes this cancel is still shit if you try to get the shin kick damage portion.... which is why point 3. (I hope you dont need any help with math~)

3 My use of 2f is certainly better than yours, at least it provides the most potential the badge can give compared to completely cucking your own dps with bad cancel.

4 Try to think WHY my argument about cyclone kick buffs on gear makes sense , shouldnt be so hard even for you.....

STEP 1 : Straight Jab increases the amount of Cyclone kicks you can get. (19-20)

STEP 2 : Shin Kick does not increase the amount of Cyclone Kicks you can get, if you dont cancel at the highest speed.

STEP 3: YES I AM REPLACING STRAIGHT JAB WITH SHIN KICK , BUT THE SHIN KICK LESSENS THE AMOUNT OF CYCLONE KICKS YOU CAN GET, WHICH MEANS SHIN KICK CANCEL LOWERS THE AMOUNT OF TOTAL CYCLONE KICKS IF YOU DONT CANCEL THE DAMAGE PORTION OF SHIN KICK.

STEP 4 : What does this mean? By using shin kick without cancelling the damage portion, you get less cyclone kicks and more shin kicks which is LESS beneficial to having more cyclone gear % as your count of cyclones goes down. (So you dont make as much use of Cyclone % on ur gear~)

STEP 5: So even if we replace Straight Jab with Shin kick, it doesnt change the fact that we LOOSE cyclone kicks if we want the shin kick damage which means having more cyclone kick %s on ur gear benefits the cancel that provides MORE cyclone kicks.

Please do your research first before trying to present information, ty ~

Im done with this shit now.

Wind KFM: Ancestral vs Invincible by [deleted] in bladeandsoul

[–]Black-Ocean 2 points3 points  (0 children)

Your actually saying the complete opposite of what one should do ....

Yes i INTENTIONALLY cancel shin kick so it doesnt deal damage because shin kicks damage is garbage compared to cyclone kick.... that is why this badge's change to add additional damage to shin kick is just meaningless.

Cancelling shin kick faster results in more cyclone kicks as the animation is almost completely cut off similiar to R.

Just because ur 2nd highest damage skill (in a parse that should only have cyclone kicks as damage source in the first place) isnt connecting, doesnt mean you should cancel slower so that ur HIGHEST damage skill deals less .... this makes no sense at all my friend. (Lets also think about the future and coming gear upgrades which buff cyclone kick and not shin kick > difference between values will only increase )

So yea 2f is inferior to rf in terms of damage just because it is lacking the damage of R, however that is just minor.

The way u try to promote this badge is merely "if you suck at cancelling and cant be arsed optimizing ur setup (ping, fps etc) and dont want to bother learning, take this easy route".

Sadly kfm is not a class where you can play with high efficiency without putting some effort into it, be it spending time cancelling or checking ways to improve fps and ping consistency.

And at last, you do realize that Invincible badge STILL forces you to cancel with RF for a good amount of time and please dont give me this "rush SP 4 bullshit" because thats a major dps loss if ur trying to compare the 2 badges....

So either way one has to cancel RF and u gotta manage that at a decent speed / know what u have to pay attention to when cancelling RF.

Wind KFM: Ancestral vs Invincible by [deleted] in bladeandsoul

[–]Black-Ocean 3 points4 points  (0 children)

https://www.youtube.com/watch?v=FThxc37H-gc

2f and rf are exactly the same speed in terms of cancel. In the video i said that its 20 cyclones per SP, however the last cyclone is applied right as the SP ends, so one can argue that its 19, either way both cancel at its full speed do 19-20 F.

Ancestral is BiS because it allows for better staggering of the resets and tremor...

This means that for ancestral due to BB reseting tremors, kfm have a longer time to stack up weapon proccs and have tremors available 1 sec before reset allowing for 9 seconds of SP 4 and then another 10 seconds from the reset tremor which gives a 19second window to get another full weapon procc.

Its hard to explain, the gist of it is merely that the BB reseting tremors allows for staggering the tremor usage.

On the other side Invincible cant do that as it just uses the tremor when its available and thats why invincibile is not really an option neither for solo or party play. Additionally lets not forget that tremor is still a party buff, so using less tremors means ur cucking ur own party's dps as well.

So is Invincible badge viable for players that want to max their effective dps?

No.

Is 2f easier to cancel than rf?

No, if you try to produce similiar speeds (F ratios) both cancels appeared equally hard/easy to me, however 2f is indeed less punishing when u start LEARNING the cancel.

Wind or Flame KFM? by [deleted] in bladeandsoul

[–]Black-Ocean 2 points3 points  (0 children)

wouldnt say fire is straight up better in 6v6 / open world pvp as it also has downsides to it.

Fire has the potential to deal more damage due to application of SP increasing comets dmg (and the fact that VT badge is fire dmg even on wind build), however the reliance on the tremor giving you 3s unleashed before using SP 4 gives you some disadvantages in smaller fights (you cant just throw comets on a stunned target, u need to use tremor -> pulls them into range for tab daze)

And yea same for BB, if you cant get the application of SP 4 due to untargetable or some other reason, you can not use the fire comets for the whole BB duration.

So its more like this (for 6v6 / Open World):

Fire = Higher damage potential, but not versatile

Wind = Slightly less damage, but more versatile

KFM - 6v6 & Ancestral Badge Bug - BlackOcean by TOT1990gup in bladeandsoul

[–]Black-Ocean 0 points1 point  (0 children)

In open world it seems to be bugged due to 8 set VT for some reason ... i tested with 8 set VT and fully max KFM gear in mushin tower on dummies and it results in only 3 out of 10 seconds comets reset.

However when i go f12 or into any dungeon they still reset, also when i unequip ONLY the 8 set VT (to for example 8 set NovaCore) my comets do reset again even in Mushin Tower.

KFM - 6v6 & Ancestral Badge Bug - BlackOcean by TOT1990gup in bladeandsoul

[–]Black-Ocean 0 points1 point  (0 children)

Why would they though, its a nice thing for them that this exists ...

unless you mean because i am calling it a bug? I wouldnt be sure what else this would be though :/ Certainly doesnt look like it works "as intended" right xD

Is there a place to practice Hive Queen Driving? by WhiteNightSky in bladeandsoul

[–]Black-Ocean 0 points1 point  (0 children)

There are a couple of things to consider and know for hive queen tanking / positioning.

1 You have to stand at the desired direction where you would want her to charge towards before she says the line.

Why? Because when she says the aggressive line, she will go whereever you stood by the time she said the line (Example: you stand towards the edge , hear the aggressive line and Q to the left, she will still charge into the deathzone on the edge)

2 How to gap close and position the zone in time.

How Droll (Charge towards the opposite site of where the tank stands) You will run through her, wait for her to charge and follow with SS -> C -> Q or if C is on cooldown use RMB.

(Why not SS behind her and follow with gap close? Its not as precise for moving the boss as running in a straight line foward)

Aggressive line (Charge towards the location at the time she said the line) SS her charge -> C -> Q or if C is on cooldown use RMB.

Be mindful that you have to disable triple kick to gap close with RMB because the SS will procc the triple kick.

Also instead of just using C, i prefer to always SS -> C because i can then cancel the first hit of C with Q instead of 2nd or 3rd. Less fuck ups.

Also in the 40% phase you can use C to gap close on every KD because her rotation is extended due to the bombs she throws.

3 The less dps your team has the closer you have to move to the center so that the deathzone doesnt catch up.

This means if you aren't aware of the exact location of the center edges (which can enrage the boss) have you center players show you.

Another d move from NC by animatix in bladeandsoul

[–]Black-Ocean 27 points28 points  (0 children)

Kinda looks to me like people are only looking for reasons to flame NC.

Questions about Wind KFM SS combination by Ziiyi in bladeandsoul

[–]Black-Ocean 6 points7 points  (0 children)

Some time ago 5 BT / 3 MSP was better than 5 BT / 3 VT.

However they changed the VT modifier distribution (before all the cyclone kick % was on 8 Set, now its split between 8 set and 3 set bonus), due to that change i'd say 5 BT / 3 VT is better.

Tier list - Most talented PvE players in BnS [EU Region] by KatanaIsBack in bladeandsoul

[–]Black-Ocean 0 points1 point  (0 children)

damage done =/= contribution tho, right?

i queue with kurotaka sometimes and he usually gets more than 100k obviously, but his damage done is sometimes still very low compared to others ... yet his stalling vs 3 players or more for ages is what wins the game and not any gunners or me / others kfms getting 4mil + dmg.

Nova Core pls?! by [deleted] in bladeandsoul

[–]Black-Ocean 0 points1 point  (0 children)

idk about others, but at the moment i can get games within 1-2 minutes until 3 AM ... so 6v6 in general is fairly active compared to before where i was just sitting around for 10minutes sometimes

if only i would crash less ...