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Posted by: BeastPixels.4531

BeastPixels.4531

Post here what your OP class is to play or what class you hate to play against and why.

Kyooooob

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Posted by: choovanski.5462

choovanski.5462

condition ranger when im playing engineer (because all the smart ones entangle after ht. ugh fml)

longbow ranger on the ledges at forest when im on full melee warrior (i have to hide behind the statue and hope they come down to decap so i can kill them)

ah, but those aren’t OP they just counter what i’m running. here’s what’s really OP: midair immobilise. no counter play. nearly always results in death.

. Engi & Warr . Beta > 2017 Death of PvP
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria

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Posted by: The Wizland.8435

The Wizland.8435

Healing Signet on warrior. It has no counter and is just infuriating to fight. Gotta DPS the warrior as hard as possible and avoid defensive play if I wanna keep hurting them, and any sentient player will take advantage of this. Only solution is to DPS and focus them down, hoping they don’t activate any invulnerability. And again, there’s nothing I can do about it. Aside from that there’s honestly nothing else I really hate.

Jesusmancer

(edited by The Wizland.8435)

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Posted by: Saiyan.1704

Saiyan.1704

Well…


Thieves are op when it comes to adding a +1 in a given fight. They can glue themselves to a player 24/7 if they wanted to, peel away at any given time, and “1 shot” glassy classes who’s at 50% health, if the Thief is a zerks. Their node backcapping abilities are second to non.


Ranger’s are notorious for pinning classes down from afar. A Thief has to get the Ranger under control or the Thief hinself will be controled by the Ranger. A Ranger has little to no team support abilities but if they’re ungoverned, they can do a lot of damage from across the map due to their single target burst abilities with Bow. Power Ranger’s get raged at the most for either playing terrible, not offering anything to the team, or they’re scorned upon simply because they’re a very easy and “cheap” class to play. Power Ranger’s Rapid Fire is considered op to to glassy classes.


Mesmers are notorious for making big plays with their “Portal”, clone burst potential or even their knock back abilities. They’re considered one of the toughest classes to master but even tougher to syncronize effectively on a given team (personal opinion). Many newer classes find them op in that they don’t know when a Mesmer will burst, or simply because they can’t target the Mesmer at all amongst his clones. Many new players find the class frustrating to play against in general.


Guardian’s numerous Blinds and Blocks will frustrait any player, experienced or new. Most people, however, complain about their Zerker dps, burst, abilities. Mainly in part, that the Guard is efficient at self-sustaining himself while simultaneously doing high damage. The Guards lack of mobility is their Achille’s heel. Much so that any class can out damage the Guardian through kiting, therefore out-sustaining him.


Elementalist’s (specifically celestial) are known for playing three different role types. They can offer moderate amounts of AoE damage; as well as, be very tanky through mobility, a high AoE prot/regen uptime and having moderate condi cleanses. They’re regarded as a jack of all trades, master of none. Before the might nerf, they could sustain long enough to stack up Might and out-damage most classes, or rather, their damage to “tank” ratio outperformed most.


Warrior’s Shoutbow build (oddly enough) is quite efficient in their team support abilities. As Metabattle puts it, they’re a tanky, supportive build with a mixed of offensive capabilities. They’re especially good against condition specs/comps. Overall, imagine a Guardian that doesn’t blind, block, but instead has heavy health regens, facetanks everything and is twice as mobile.


Engineer’s are mostly known for their knockdown abilities, being tanky through mobility/prot/regen as well as having specific skills that frustrates players. Among these are Grenade kit’s AoE condi damage from afar, Gear Shield’s AoE block, Slick Shoe’s multi knockdown effects, and the fact that these items are all on a relatively short cooldown. Turret Build’s were the bane to most new players (or unorgonized ones) due to being a very, very easy build (3x easier than ranger) and very effective. That, however, was nerfed to oblivion.


Necro’s Lich Form’s 5k to 7k damage is their most op trait. I’ve witnessed a Lich form wipe a full team. That said, it’s not only counterable, but they are also the most vulnerable during this form. Necro’s in general offer little team support, much like Rangers. Even Mesmers offer more team utilities. There really isn’t any op trait to them, other that minion mancer prowess in 1v1 scenarios.

aka FalseLights
Rank: Top 250 since Season 2
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(edited by Saiyan.1704)

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Posted by: Knighthonor.4061

Knighthonor.4061

Good post……

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Posted by: Tissitra.4153

Tissitra.4153

After the patch:

engis being able to reduce the duration of their heal by half when using medkit (there is a trait that resets cooldown on the next toolbelt skill after you evade) and the fact that they can now have more dodges than sd thieves (adrenal implant is now the same as permanent vigor AND you have vigor on top of that. So up to 200% endurance Regen, whereas for sd it is now 175% at most. Hope that I got these numbers right).

Mesmer stealth and protection uptime from the chaos line (HUGE uptime on both just from the traits in this one line).

Eles now having dhumfire (just joking – even though eles do have essentially what used to be the GM dhumfire trait on necros as a minor, noone will care cause on eles the trait being minor is actually justified, given how strong everything else is).

I am sure there will be a lot more broken stuff now, these would be just obvious ones.

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Posted by: Frightlight.3796

Frightlight.3796

After the patch:

engis being able to reduce the duration of their heal by half when using medkit (there is a trait that resets cooldown on the next toolbelt skill after you evade) and the fact that they can now have more dodges than sd thieves (adrenal implant is now the same as permanent vigor AND you have vigor on top of that. So up to 200% endurance Regen, whereas for sd it is now 175% at most. Hope that I got these numbers right).

Mesmer stealth and protection uptime from the chaos line (HUGE uptime on both just from the traits in this one line).

Eles now having dhumfire (just joking – even though eles do have essentially what used to be the GM dhumfire trait on necros as a minor, noone will care cause on eles the trait being minor is actually justified, given how strong everything else is).

I am sure there will be a lot more broken stuff now, these would be just obvious ones.

100% is the cap and you also have to go into an entire trait line and grab that over 2 other very good looking traits atm for a few more dodges better off just grabbing energy sigil.

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Posted by: Lachanche.6859

Lachanche.6859

engis being able to reduce the duration of their heal by half when using medkit (there is a trait that resets cooldown on the next toolbelt skill after you evade)

That trait has 20s of cd, you won’t be able to use it efficiently on Bandage Self (16s cd), you are better off using it on your f5 (double moa ? double bandage drop ? quadruple orbital strike ?).

It also contends its spot with gadgeteer and gadgeteer basically gives you 50% cd reduction on slick shoes + an overcharge (no idea what the overcharge does but it’s probably going to be op like double duration or smthing)

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Posted by: Tissitra.4153

Tissitra.4153

engis being able to reduce the duration of their heal by half when using medkit (there is a trait that resets cooldown on the next toolbelt skill after you evade)

That trait has 20s of cd, you won’t be able to use it efficiently on Bandage Self (16s cd), you are better off using it on your f5 (double moa ? double bandage drop ? quadruple orbital strike ?).

It also contends its spot with gadgeteer and gadgeteer basically gives you 50% cd reduction on slick shoes + an overcharge (no idea what the overcharge does but it’s probably going to be op like double duration or smthing)

Hmmm? What do you mean it would not be efficient? You could use your main heal on 8-10 seconds cooldown… But granted, double AOE moa or half the cooldown on slick shoes + overcharged might be even more problematic.

As for adrenal implant: not sure how it compares to the other staff, just finding the fact thar engis would, if I understand the way endurance and vigor work now correctly, be now the profession with access to more dodges than anyone else (sd thieves included) problematic. Adrenal implant is now actually better than having perma vigor.

Edit: Sorry you meant overcharge, not overcharged shot. Still, halfthe cooldown on slikshoes (even better actually, since sliskshoes now have lower cooldown than before by default) would seem really unreasonable.

(edited by Tissitra.4153)

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Posted by: Toxsa.2701

Toxsa.2701

engis being able to reduce the duration of their heal by half when using medkit (there is a trait that resets cooldown on the next toolbelt skill after you evade)

That trait has 20s of cd, you won’t be able to use it efficiently on Bandage Self (16s cd), you are better off using it on your f5 (double moa ? double bandage drop ? quadruple orbital strike ?).

It also contends its spot with gadgeteer and gadgeteer basically gives you 50% cd reduction on slick shoes + an overcharge (no idea what the overcharge does but it’s probably going to be op like double duration or smthing)

Hmmm? What do you mean it would not be efficient? You could use your main heal on 8-10 seconds cooldown… But granted, double AOE moa or half the cooldown on slick shoes + overcharged might be even more problematic.

As for adrenal implant: not sure how it compares to the other staff, just finding the fact thar engis would, if I understand the way endurance and vigor work now correctly, be now the profession with access to more dodges than anyone else (sd thieves included) problematic. Adrenal implant is now actually better than having perma vigor.

Edit: Sorry you meant overcharge, not overcharged shot. Still, halfthe cooldown on slikshoes (even better actually, since sliskshoes now have lower cooldown than before by default) would seem really unreasonable.

Not to mention Moa form on short cd will kill Rampage War, Lich Form Necro, Minion Necro, Plague Necro, basically anything that transform at a long CD. Post patch Power Necro would be game-over too thanks to new Engi total domination.

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Posted by: MarkPhilips.5169

MarkPhilips.5169

For now, thief.

No contest.

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Posted by: abc.5790

abc.5790

I’ll tell you what’s definitely NOT OP:
necros

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