aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld
Rank: Top 250 since Season 2
#5 best gerdien in wurld
When I was defending, I couldn’t help but wanting to kite back towards my Guards for some type of strategic support. They don’t have the “help me” feature I’d hope to have when I run back to them.
I’m not asking for moba level sentry Guards, just added strategy that’s similiar to something like it.
Moba sentry points attacks npcs, but the moment players are attacked by other players within a fixed area the sentry will prioritize that attacking player.
The way I would like to play is, I’d like each Guard to offer a hard CC. This CC can occur to any single person but only once every 10 or 15 seconds or so.
This would mean that it’s less of a race between which burst class can kill guards first. If that class gets hard CC’d, he’ll have bigger issues if some one like a Thief comes along that split second. It would make roaming with NPC’s (mainly skrit and occasionally ranger) more wanting, yet risky, as skrits could die if they’re targeted first. But they can take the cc.
Ranger minions should nullify Guard’s CC effects. Guards CC effect proc range should be less than the Ranger minion so they can nullify the Guard effectively. This would probably make people choose at least 1 ranger minion per start of map.
Thoughts?
The guards between the two gates do have CC. I think the first set stuns and the second set has a bola which knocks down on the return. What you’re seeing is that guards don’t dodge or avoid damage or CC, so they die quickly. Like practically every other NPC in this game.
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