Leg Specialist + Arrow Cart = Enemy lockdown

Leg Specialist + Arrow Cart = Enemy lockdown

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Posted by: Pinko.2076

Pinko.2076

I’m convinced there’s two crowds here: people that think it’s okay in theory, and those that actually have the coordination to abuse it. We who have abused it know that this is stupidly overpowered and has to go. None of the half-baked ideas in this thread actually work against it.

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Posted by: selan.8354

selan.8354

We are aware of this little strategy and have our top minds hammering out possible solutions.

Let me ask you something: why take away something that gives defenders a chance to hold a location, just because a few people cried over it? It seems pointless. You might as well remove traits altogether, and have only 1 attack, that way everyone quits crying… :|

-Sir Tryce

P.S. Devon, can you give me a VALID reason to get rid of something like this? I’d appreciate it.

hmm I agree i wouldn’t remove it completely, but it shouldn’t stack with every hit taken.if 2 or even 3 warriors are on arrowcarts u get perma locked down and die standing there.I can use phase retreat but will get locked down immediately again, so maybe 1-2 sec invulnerable after being stunned would be great.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

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Posted by: SteepledHat.1345

SteepledHat.1345

I was wondering how this happened yesterday.

“Failure to remain calm is the sign of a weak mind.”

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Posted by: Waffler.1257

Waffler.1257

It’s fine. Thieves can spam AoE weakness with treb, Rangers can give all siege bonus damage(spirit of frost), Engineers can have their turrets out while operating, Eles and guardians can swap out and drop some anti projectile fields… Every class got something to offer on siege…

Guardians Sanctuary and Wall of reflection DO NOT stop Siege projectiles of any type.

Sanctuary DOES stop siege projectiles.

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Posted by: Svarty.8019

Svarty.8019

Not at all. It’s not one 5 second immobilize, its five 1 second immobilizes. Even if you cure it, it just gets reapplied a second later.

I often find this is the case. It’s extremely frustrating when people tell me I can cure conditions but to have them reapplied time negates that ability.

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

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Posted by: Draygo.9473

Draygo.9473

It isn’t just using cure
its using cure+dodge.

You can spam the dodge button as you cure because you wont dodge till the immob is off. That way you instantly dodgeroll when the immob is off and avoid getting it reapplied.

Delarme
Apathy Inc [Ai]

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Posted by: Nnekk.5806

Nnekk.5806

Seems OP to me.

People will ALWAYS find the most effective way of killing the enemy. There will be another “thing” down the road considered just as OP. Still…it cannot be ignored when discovered.

Traits for damage to an enemy should not apply while on Siege.

The traits were designed with our normal weapon sets in mind.

There is now a separate trait list for Siege weapons (WXP); let that be what makes using Siege more powerful.

Yak’s Bend

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Posted by: SmoothHussler.6387

SmoothHussler.6387

Oh no, we found a team utility warriors can bring to the table in WvW. Quick, nerf it before the sun explodes and it begins raining blood.

Maguuma: Thug Life: [DERP][ME][PYRO] and other assorted dead guilds.

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Posted by: Brassnautilus.2941

Brassnautilus.2941

more nerfs to wars and ranger
hoorah

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Posted by: RyuDragnier.9476

RyuDragnier.9476

How is this nerfing ranger at all?

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: DarthMohax.2593

DarthMohax.2593

This trait must not be changed, because its at least little something that provides tactical depth (well, imagine difference between ele using AC#2 and war using AC#2 with leg spec), and gives small teams chance to actually kill enemy zergs in choke points designed for it (like entrance to Vale camp, or Lowlands camp). 1 AC, 2 ballistas and zerg is wiped IF it doesnt get past that choke point. Currently there is only one way to prevent that – combine guardian walls and warrior leg spec to hold them in place while ballistas shoot (and if you gonna argue that killing superior force using choke points and tactics is not something that works as intended – well, you can as well request WvW to be just plain map with 3 zergs)

That aside, necromancer Hemofilia should work on ACs too, and similar trait of other professions as well (this will add even more tactics).

Darth Mohax, Charr Warrior in Underworld

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Posted by: Brassnautilus.2941

Brassnautilus.2941

How is this nerfing ranger at all?

if they nerf the immob, chances they nerf rangers on ballista too

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

How is this nerfing ranger at all?

if they nerf the immob, chances they nerf rangers on ballista too

Out of curiosity, what do rangers have on ballista? Moment of Clarity?

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Posted by: Aurust.8961

Aurust.8961

DONT nerf this… Its one of the few ways in the game that a much smaller force can take out a larger one.

This game already favors zerging far too much.

Master- [DKLT] The Darkness and The Light
JQ WvW

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Posted by: RyuDragnier.9476

RyuDragnier.9476

How is this nerfing ranger at all?

if they nerf the immob, chances they nerf rangers on ballista too

Out of curiosity, what do rangers have on ballista? Moment of Clarity?

From what I can tell, only our spirits. Oh wow, 10% bonus damage with a 35% shot of that…which rarely comes into effect. Arrow carted numerous players with my spirit out just to see if it works. Out of the volley that occurred from shooting it 30 times into a pile of 20 players, it kicked in only once. It’s not worth it IMO.

DONT nerf this… Its one of the few ways in the game that a much smaller force can take out a larger one.

This game already favors zerging far too much.

Oh they’ll nerf it…and then give us an Arrow Cart Mastery ability line that will give us the ability to immobilize with arrows as the first ability.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Atrophied.8725

Atrophied.8725

Why are arrows not projectiles? Swirling winds should destroy those inc arrow waves.

Xandra – 80s in all classes – Ele/Guard mains – [TL] – NSP

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Posted by: eithinan.9841

eithinan.9841

Why are arrows not projectiles? Swirling winds should destroy those inc arrow waves.

because they could then be reflected…

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Posted by: timidobserver.7925

timidobserver.7925

I hope this is in the next patch. I can’t wait until I can use arrow carts again without a bunch of w hining and complaining.

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Posted by: naphack.9346

naphack.9346

How is this nerfing ranger at all?

if they nerf the immob, chances they nerf rangers on ballista too

Out of curiosity, what do rangers have on ballista? Moment of Clarity?

From what I can tell, only our spirits. Oh wow, 10% bonus damage with a 35% shot of that…which rarely comes into effect. Arrow carted numerous players with my spirit out just to see if it works. Out of the volley that occurred from shooting it 30 times into a pile of 20 players, it kicked in only once. It’s not worth it IMO.

DONT nerf this… Its one of the few ways in the game that a much smaller force can take out a larger one.

This game already favors zerging far too much.

Oh they’ll nerf it…and then give us an Arrow Cart Mastery ability line that will give us the ability to immobilize with arrows as the first ability.

the spirit has an internal cd of 10 seconds(that’s why it sucks to begin with) but with long recharge attacks like the ones from trebs and ballistae, it can be devastating.
You may laugh, but ~5% more damage against a wall means ~5% more repair costs and that the wall will be down 5% faster.
Of course, on arrow carts, it does nothing remarkable, but trebs really love this stuff.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

How is this nerfing ranger at all?

if they nerf the immob, chances they nerf rangers on ballista too

Out of curiosity, what do rangers have on ballista? Moment of Clarity?

From what I can tell, only our spirits. Oh wow, 10% bonus damage with a 35% shot of that…which rarely comes into effect. Arrow carted numerous players with my spirit out just to see if it works. Out of the volley that occurred from shooting it 30 times into a pile of 20 players, it kicked in only once. It’s not worth it IMO.

DONT nerf this… Its one of the few ways in the game that a much smaller force can take out a larger one.

This game already favors zerging far too much.

Oh they’ll nerf it…and then give us an Arrow Cart Mastery ability line that will give us the ability to immobilize with arrows as the first ability.

the spirit has an internal cd of 10 seconds(that’s why it sucks to begin with) but with long recharge attacks like the ones from trebs and ballistae, it can be devastating.
You may laugh, but ~5% more damage against a wall means ~5% more repair costs and that the wall will be down 5% faster.
Of course, on arrow carts, it does nothing remarkable, but trebs really love this stuff.

Actually the Frost Spirit effect does not have an ICD like all the other spirits even though it says it does.
Which is the only reason it’s even nominally useful :/

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Posted by: naphack.9346

naphack.9346

Btw, you also gotta take care to place the spirit properly.
It doesn’t matter whether you got the buff, the important thing is that the siege weapon gets the buff.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

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Posted by: yanoch.7051

yanoch.7051

How is this nerfing ranger at all?

if they nerf the immob, chances they nerf rangers on ballista too

Out of curiosity, what do rangers have on ballista? Moment of Clarity?

From what I can tell, only our spirits. Oh wow, 10% bonus damage with a 35% shot of that…which rarely comes into effect. Arrow carted numerous players with my spirit out just to see if it works. Out of the volley that occurred from shooting it 30 times into a pile of 20 players, it kicked in only once. It’s not worth it IMO.

DONT nerf this… Its one of the few ways in the game that a much smaller force can take out a larger one.

This game already favors zerging far too much.

Oh they’ll nerf it…and then give us an Arrow Cart Mastery ability line that will give us the ability to immobilize with arrows as the first ability.

the spirit has an internal cd of 10 seconds(that’s why it sucks to begin with) but with long recharge attacks like the ones from trebs and ballistae, it can be devastating.
You may laugh, but ~5% more damage against a wall means ~5% more repair costs and that the wall will be down 5% faster.
Of course, on arrow carts, it does nothing remarkable, but trebs really love this stuff.

Didn’t knew that. In WvW 5% is a lot. It’s might be the difference between facing no one while taking a tower or having to face a whole zerg.

I do like the idea of some class better on some siege. It add a whole new layer of strategy and also I think I experimented a bit of the condi necro / tainted cow yesterday and it really hurted a lot.

Heiann – NSP