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Mains Power Necro for team Radioactive[dk]
I play support guard in high tier pvp play. I have “Stand your ground!” and Virtue of Courage. Between these two skills I have plenty of stability AOE stablity; however, it is a completely useless buff. When going for a rez it gets immediately stripped by Mesmer and I am interrupted, same goes for when I heal, for when I stomp, for when I’m just standing there with stab.
I think it would be more useful to instead have protection and stun breaks, these days stab will either turn into fear or a false sense of security.
So, arenanet, either get rid of stab because it is completely useless and protects no one from anything, if anything else it causes so much frustration for getting repeatedly interrupted through stab, or fix Mesmer.
By fix Mesmer, I do think you should make it just a tad less then an all out god class.
Also, as a second note, moa is stupidly strong, and if Mesmer can already strip stab like like crazy make it so stab will immune moa so moa has some skill involved, just a suggestion.
BTW, this post is intended to be sarcastic, facetious, and/or sardonic and is really just another post about Mesmers being overpowered as kitten and needed to be nerfed before January (6 months from now).
I hear ya brother. The worst part is melee classes like war and guard are “balanced” around the presence of things like stability.
Then you get thieves who can insta cast teleport 1 shot steal your stabos (with priority) and daze/interrupt all in the same instance. And on such a low, spammable CD (even out of stun). It’s so broke, and yet nothin aint nevea gun be dun ’bout it.
personally, i think only guaridan shout bunker and warrior shout bunker in the game should have stability exclusively though.
I like having stab being easily removed or corrupted, it provides “counter play” and that’s what makes guard balanced, now if only other classes get the same treatment…
Dude, I would kill to have more stability on necro. Value what you have!
The lack of stability has bring wvw into a massive pirateship where meele are nothing than shields and false targets defending the massive pew pew behind. Actualy in wvw playing melee requires double the skill, but meh if arenanet like this meta, then we will keep the game.
Talking about pvp, stability should be the last priority boon to be rip. Aniway if you think you dont have enough stability in pvp, try wvw!! Static fields are actualy the counter to stability (his counter).
(edited by Shala.8352)
The lack of stability has bring wvw into a massive pirateship where meele are nothing than shields and false targets defending the massive pew pew behind. Actualy in wvw playing melee requires double the skill, but meh if arenanet like this meta, then we will keep the game.
Anet have said many times they don’t balance around WvW.
WvW fights depend entirely too much on numbers, siege and terrain to have an effective “Meta.”
What will be best for said situation will vary a lot.
Guild meta is what you’re refering to (Or GvG meta) and anet have never balanced around it and won’t balance around it. They’ve said multiple times they have no intention of supporting it as a gamemode, therefore no balance around it.
What is fun for once person is drastically boring for another.
Although i don’t partake in fighting from groups that large, Fighting against the full melee train prepatch was boring.
I don’t think playing melee requires double the skill either. I think that depends entirely on the situation at hand.
Example, Playing a staff ele in a zerg is relatively easy. Move over to him being solo/smallscale and hes going to struggle. It’s about using the correct classes for the correct situation.
Aniway if you think you dont have enough stability in pvp, try wvw!! Static fields are actualy the counter to stability (his counter).
I think that was the intention. Prepatch you was never punished for running through these fields. They was effectively useless skills in that situation. I’m sure Anet wanted them to be more of a large group blockoff skill.
I think we can both be in agreement that passively running through long cooldown skills without them having any negative effect on you was a poor mechanic.
I like having stab being easily removed or corrupted, it provides “counter play” and that’s what makes guard balanced, now if only other classes get the same treatment…
- cough cough cough…
Welcome to my lovely post snowcow, and while I know you’re being sarcastic, I would like to point out that counterplay to things is great! However, when there is TOO much counterplay it makes some things completely useless (stab)…
Then you get thieves who can insta cast teleport 1 shot steal your stabos (with priority) and daze/interrupt all in the same instance.
Wait what? Wasnt boon removel/steal/corruption randomized not long ago? So how can stab have priority unless Anet messed up their coding?
Then you get thieves who can insta cast teleport 1 shot steal your stabos (with priority) and daze/interrupt all in the same instance.
Wait what? Wasnt boon removel/steal/corruption randomized not long ago? So how can stab have priority unless Anet messed up their coding?
http://wiki.guildwars2.com/wiki/Bountiful_Theft
Unless it has been changed with the changes, BF has always had a priority.
@Firebird.8324, tell me about it. If the a “Good” Mesmer is still up and not focused all game and I mean “ALL GAME”, good luck trying to res a teammate.
The lack of stability has bring wvw into a massive pirateship where meele are nothing than shields and false targets defending the massive pew pew behind. Actualy in wvw playing melee requires double the skill, but meh if arenanet like this meta, then we will keep the game.
Talking about pvp, stability should be the last priority boon to be rip. Aniway if you think you dont have enough stability in pvp, try wvw!! Static fields are actualy the counter to stability (his counter).
does it look like someone care bout pve/zergs vs doors?
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