/s
(edited by TheFrighteningFrenchFry.3275)
So I was trying to look at what comp might be used in raids when I came across what looks to be a problem. The problem is a 10 man chrono comp can perma evade. Now I ain’t going to start to panic, hopefully they already noticed this. There might be a time limit to the boss ( hopefully, that way we have to balance defense and offense ), there might be unavoidable attacks or something I’m just missing but just thought I would put this out there in case they didn’t. This is the build I was talking about: http://gw2skills.net/editor/?vhAQRAsc8encfC9fiVoB2fCUrhFVj68JGijgMAGhirOZn2qF-TxRBABXt/o8oQ9DacSAEV9HyUiBwTAwMlgBAOAGuwFuwBrv+6rv+6N8wDP8wDXKgqkZB-e
(edited by TheFrighteningFrenchFry.3275)
The same argument could be made of 10 Hammer Guards: Everyone run up to the boss, AA, and go to the kitchen to grab something to eat.
The implied difference in raid is that you’re challenged by both the bosses/mobs as well as the environment. So it won’t just be a matter of stack and slap, but different players will supposedly be running around completing different objectives while a few are hacking and slashing.
The same argument could be made of 10 Hammer Guards: Everyone run up to the boss, AA, and go to the kitchen to grab something to eat.
The implied difference in raid is that you’re challenged by both the bosses/mobs as well as the environment. So it won’t just be a matter of stack and slap, but different players will supposedly be running around completing different objectives while a few are hacking and slashing.
Yeah true didn’t think about them splitting the group up. That will also probably do it. But still they would have to at least split them up into 3 groups. And even then you might be able to perma evade. I mean chronomancer has a ridiculous amount of blocks, blur, and distortion effects. And then on top of that you have CS to use some blocks/evades more than once.
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