http://metabattle.com/wiki/Guide:Guardian_-_Bunker Bunker guard guide
Revenant needs counter play
http://metabattle.com/wiki/Guide:Guardian_-_Bunker Bunker guard guide
More then once I was stunned our of unrelenting assault, and more then once I missed every hit with it when I was blinded. There are ways to counter this.
I wonder, if a guard places a Line or Ring of Warding and moves through it, will UA get interrupted?
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
Unrelenting Assault is fine. Its been discussed to death on other threads and the consensus is that there are lots and lots of ways to counter it.
I agree that Unyielding Anguish should not affect those with stability.
I’d suggest posting on one of the other threads next time. But as it has been answered here’s short answer.
It is avoidable and counterable many ways.
It’s 100% a L2P issue. It’s s new class with new skills. Have to learn them and get used to them.
That is reasonable. Dodge or blind the first one, the rest don’t hit. The same could be applied to other skills that will make the target go invulnerable or evade and still deal damage, like pistol whip.
Also, getting into stealth should halt any skill that channels and hits continuously and requires a specific target instead being able to hit an area like projectiles, AoEs and claves do. Examples of this are Spatial Surge, Confusing Images, Unrelenting Assault, and Arc Lightning. These skills that do nothing unless there’s a target selected should not be able to go on if the target goes under stealth, so they should just halt without getting an interrupt.
If the channel is skill that goes on automatically tracking and facing the target like Rapid Fire, Poison Dart Volley and Unload, getting into stealth should also stop the skill from automatically tracking the target anymore, because the target can’t be targeted, so how can the skill target it if it can’t be targeted? It doesn’t make any sense! So if the target goes into stealth, the skill should just go on without reorienting the player to face and target the one who went into stealth, just as if they had activated it without a target, the player will have to guess where the cloaked enemy is and reorient the character themselves.
I’m fine with Rapid Fire hitting me in stealth. I dislike the 2-3 Long Range Shots queued up during RF that will still hit me, though.
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
@Pithus.7598 can you explain what rupted it? i can imagine stuff like shockaura and engi shield5 would work/should work also stealth should help, but what i want is that every class can avoid it.
@Sylent.3165 ye i should have posted it in a existing thread sorry. can you explain to me how to counter it? For every class. As i stated above. I think every class should be able to avoid it. There should not be skills you cannot dodge imo
@MithranArkanere.8957 pistolwhip for example is fine because you can dodge it. the thief is rooted and therefor wont hit you after you dodged
http://metabattle.com/wiki/Guide:Guardian_-_Bunker Bunker guard guide
It can be dodged. But just like Ranger’s rapid fire you can’t dodge all of it, but most of it can be dodged. Not to mention the second you have another person or pet around the damage goes down considerably. So mesmers, necros and rangers can easily mitigate damage without even having their team mates around.
Please stop trying to get things nerfed over 1v1 pvp. You just end up gutting it in pve.
I agree about unyielding anguish, but I believe it should have a reduced energy cost to compensate, or pulse more torment (only 1 stack) if they stay inside with stability.
Taking a break from GW2 to play various
Nintendo games..
That is reasonable. Dodge or blind the first one, the rest don’t hit.
Hunter’s Call on ranger warhorn already function like this. Miss the first hit, and the skill is wasted.
Anet need to get their act together and be consistent with their balancing.
(edited by Lazze.9870)
Unrelenting Assault is fine as is. Tweaking it down too much could make it as useless as it was before the evade. There have been multiple suggestions to adjust this skill, such as toning down the damage on the first 6 hits and rewarding the 7th hit with higher damage. As the weekend progressed, I encountered more and more people able to deal just fine with UA. Sword Rev is still relatively squishy if geared to have UA deal high damage, especially to well-timed condi bursts. Wait for them to use Infuse Light, then you have a 26 second window to burst them down, minus the evade frames.
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Unrelenting Assault is fine. Its been discussed to death on other threads and the consensus is that there are lots and lots of ways to counter it.
I agree that Unyielding Anguish should not affect those with stability.
Correction: People playing rev think it is fine. People fighting against rev think it is OP. In other words, pretty much the same as any other questionable skill in the game.
People who need to learn to play think it’s op and then come crying here about it. I’ll take it more seriously when a high ranked pvper complains about this. And even then it’s still 1v1 pvp, which they should not balance the game around especially when it might wreck other game modes.
Unrelenting Assault is broken, ability with 10 sec CD and make 11k+ DMG vs heavy armor.
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
Unrelenting Assault is fine. Its been discussed to death on other threads and the consensus is that there are lots and lots of ways to counter it.
I agree that Unyielding Anguish should not affect those with stability.
This
I often missed it with people running away…so …lol?
Wat r u, casul?
People who need to learn to play think it’s op and then come crying here about it. I’ll take it more seriously when a high ranked pvper complains about this. And even then it’s still 1v1 pvp, which they should not balance the game around especially when it might wreck other game modes.
what is a high ranked pvp player for you? they most of the time dont bother going to the forums because they know about the kitten people say here. saw it a couple of times. the come to the forum to complain and get called l2p
(i talked abit with chozen and lyp on this. they agree, that you should be able to dodge the initial hit and therefor prevent it completly. i play esl on a regular basis and won a couple of cups and i was in top25 teamq pre december couple of times. idk if that counts as high ranked pvp player for you tho)
http://metabattle.com/wiki/Guide:Guardian_-_Bunker Bunker guard guide
Unrelenting Assault is fine. Its been discussed to death on other threads and the consensus is that there are lots and lots of ways to counter it.
I agree that Unyielding Anguish should not affect those with stability.
None of those threads came to that consensus. The end result was that, with the exception of a very few set of weapons, there is no counter for most other than double dodging or blowing a utility like immunity or shadow refuge. No other weaponskill has so few counters in the game.
Actual non-utility counters:
1. Shock aura, ele mainhand dagger only.
2. Long evade weapon skills: mes sword 2, pistol whip, ranger 1h sword 2 plus 3.
3. mes torch 4
4. shield block, warrior, gear shield, engi (all other blocks cancel out after 1-3 melee hits, and even these dont work with phase traversal).
It may be possible to stop this before it begins with blind or interrupts, but the initial backflip is too fast to actually do that intentionally. Teleports SHOULD be a good counter, but right now this 450 range skill is tracking people through mes portal, blink, flash, lightning reflexes, shadowstep, all of which move well over 450 units.
Some Revenants have supported moving more of the damage to the end, so that 1 evade is a moderate counter, I have suggested making the evade during UA 1s instead of 2 so that there is some point where you can land a normal interrupt.
No one is on here screaming for the skill to be neutered into uselessness. The request is just that it be counterable like every other weaponskill. Revenants absolutely should have good burst abilities. Other classes should absolutely have ways to stop those abilities outside of “blow a utility skill or use all your dodges.”
Celestial Avatar is like an old man: Takes forever to get up and is spent in 4 seconds
I wouldnt say its broken, but it does need a longer CD. I dont think its damage should change, but it def needs a longer CD
People who need to learn to play think it’s op and then come crying here about it. I’ll take it more seriously when a high ranked pvper complains about this. And even then it’s still 1v1 pvp, which they should not balance the game around especially when it might wreck other game modes.
what is a high ranked pvp player for you? they most of the time dont bother going to the forums because they know about the kitten people say here. saw it a couple of times. the come to the forum to complain and get called l2p
(i talked abit with chozen and lyp on this. they agree, that you should be able to dodge the initial hit and therefor prevent it completly. i play esl on a regular basis and won a couple of cups and i was in top25 teamq pre december couple of times. idk if that counts as high ranked pvp player for you tho)
I would be ok with a change like that because then it would not hurt the pve side of things. The damage must remain and it must have the evade. That cannot change. Period. But making it so that if someone dodges the first hit the rest misses is ok I suppose. Or going with the other idea where the most damaging portion is on the final hit. That is ok as well.
And NO a longer cd is not acceptable for pve purposes.