Leg specialist
It’s so broken. You should have posted this in the bug section https://forum-en.gw2archive.eu/forum/support/bugs we should all make a ticket.
Just needs an internal cooldown, I like it and it has tactical applications and tactical ways to be defeated.
To be fair, it’s the only reason you’d pick a warrior over any other class~
Former top 50 spvp engi main.
I’d take an internal cd. Better than nothing.
The sorry I’m against an internal cool down for leg specialist, just fix it on the arrow carts.
In WvW? I’d take a warrior whenever… They are super good in WvW. PvP however.
Basically they need to make siege ignore traits and stats of the user.
Having a necro giving you extra long/damaging bleeds/chills from siege is quite bad also.
I meant internal cd on arrow carts, not in general.
Just needs an internal cooldown, I like it and it has tactical applications and tactical ways to be defeated.
To expand: It sucks if you run into it against a coordinated group, and if it had an internal cooldown it would still be devastating when used by the right people.
However.
This is WvW, and strategies can be used if you throw your brain at the problem.
You might just have to do a long siege, break the gate, drain supply, treb down arrow carts and spend your night on a keep. That’s a good thing. It promotes good defensive play and good offensive play.
If you’re not interested in that, there are other objectives on the map and other borderlands to karma train in.
If you’re like me and you are interested in putting the time forth to defeat a smart enemy sieged up in a keep, then let Warriors have their little tool to be useful behind a gate. Condition damage on siege is also cool. It makes you prioritize the right people in the right positions – the same as cannons and ballista do now as well.
No. why do you zerglings insist on taking everything out of the game that could actually require a counter or some strategy? leave it to you ppl and wvw will be like the adventure box given time.
Except it’s working as intended…
Iverna//Ranger
Adrienne Stormborn//Elementalist
I fine with it as it is and I would like to see more like this.
I wouldn’t mind it requiring wxp even to get various traits across all the classes to apply to siege. Siege is a weapon. It may be fixed in place but it still is a weapon and I feel that traits should work with all the skills available.
(edited by CreativeAnarchy.6324)
So… is it time to start letting Thief Venoms apply to siege attacks?
So… is it time to start letting Thief Venoms apply to siege attacks?
they apply to golems
As a warrior main char i’ll ask the same please fix it asap.
Keld I – XxX – Warrior
Working as intended, great way to combat zergs that rush in blindly.
Northern Shiverpeaks
Whether you like it or not there is not way they intended traits to impact siege and especially not in this way. I wouldn’t mind a specifically balanced cool down for each trait that applies to siege to balance them out more but truthfully its much easier to just remove them. Truthfully as far as balance goes why should any class get an advantage over another when operating siege? As far as tactic goes I think this is on par with using a pet to revive someone who is fully dead inside a tower. You probably call that a tactic too.
bumpity bump bump with a request from the devs to reply.