Showing Posts For Arkiels.9016:
We have to spec defense to fight a thief because let’s be honest here, their glass cannon specs survivability puts our classes glass specs survivability to utter shame.
I think this part basically counts for all classes, not just guardians and Anet already knows about this so expect changes to burst damage in the coming future.
I usually end up in a downed battle with thieves if they actually stick around. Its kind of funny.
Steel…keep it real.
I tend to agree that most of the time I’m mashing 1….1111111111111
I just escaped from combat in wvw.
Renewed Focus is beast mode to push through siege lines or retreating defenders. Love the skill, and it definitely feels elite.
Probably the only one though. Tome of Wrath feels pretty powerful as well, but more situational.
I use my guardian in WvW for supply camp raiding parties. You feel pretty beast. I usually run a group of 2-3 (I can solo supply camps).
I personally enjoy when the opposing server has to send 20+ to come kill me and back cap. Makes me feel very valuable.
Coming from a guild that left Anvil Rock to join SoS because of the oceanic pressence. The exact same things were said on our server….“if we had the night pressence we would be good.”
Well you know what, now we do. We can play during the day, achieve something, log off and come back the next day with equivalent or better numbers while we sleep/work. You have the option to transfer to a competitive server as well.
This is by no means saying that your daytime crew isn’t good. Far from it, just without 24/7 coverage, your kittened.
Yeah some siege just randomly disappears sometimes.
Was retaliation really that powerful? I’m finding it hard to believe that’s the case. Why isn’t it something that guardians should be striving for in wvw??
@ Kracin if this is a good company, you’d identify a problem (if it is even a problem to this company). Setup a project schedule. IE: 30 days to resolve. You would then let your customer know what the ETA is. If you are in jeopardy of missing that time frame. You need to re baseline your project and extend commitments.
That being said the 30 days is just an example of how long one of their internal projects would take.
I find your thread about being orb hacked hilarious as well.
Give us an eta then and people will stop asking. Project management 101.
1. Feedback does nothing to daggerstorm, daggerstorm is not a projectile attack
2. Daggerstorm cripples and does tons of damage, smart thieves only use it when they have a zerg behind their back, which is 100% of the time in WvW
3. There’s no counter to it, which is why all good thieves spam it whenever its up
4. Thieves are ez mode which is why i rerolled one and am OP at level 23 with 75% crit rate and unkillable with short bow out
Again I will say this so everyone can read it, retaliation. End story, bye bye thief.
Yes NSP should be jumping a tier. We have come a long way in regards to our Population.
Fixed for accuracy.
What im saying is, the counter to a glass cannon is someone who builds the complete opposite.
I roll people who go glass cannon and I enjoy that there is that aspect. Cause they think, 1 shot to down this guardian, and I just keep smashing them in the face with my 2h hammer
""Stand Your Ground!"
Grant stability to yourself and allies.
Stability: 5 s
Retaliation: 5 s
Breaks stun
Range: 600
Base is 297 dmg per hit and scales with power.
Glass cannon vs glass cannon is always going to be about who swings first.
I run wvwvw, with 3k toughness, 18k hp and I smash ppl in the face. Mitigation through dodge is your friend.
Dodge….he waste bladestorm, now pound him…Duh.
Heck I can run in to a group of like 30-50 people, drop reflect shield and back peddle my way out…. I’m kind of missing what the point of your thread is??
the point was to inform me on how to stop blade storm with my hammer warrior and shortbow/great sword ranger.
A counter to blade storm is retaliation, a counter to not being hit by a massive dmg ability is to dodge.
is dodging really the only option if I don’t have this skill? that is pretty lame
Every class can dodge. Its a counter to every move.
I don’t get how they get away free… did they kill anyone if you dodge out of the way??
Heck I can run in to a group of like 30-50 people, drop reflect shield and back peddle my way out…. I’m kind of missing what the point of your thread is??
A counter to blade storm is retaliation, a counter to not being hit by a massive dmg ability is to dodge.
FYI all the big guilds are moving while the transferring is free.
Don’t build glass cannon and you wont get 1 shot.
Guardians counter thieves so bad its not funny.
You could dodge out of the way….just saying.
Pro tip, anything that attacks super fast is owned by retaliation.
Why would you pass on the stat that is probably rated one of the highest.
Melee would become a lot more important if trebs were changed to now be included in the field to siege reinforced points. Melee would be huge in protecting them.
@Kracin, you looked foolish doing that, next time take the time to read before you post.
Hmmm….
Range again. We have all seen Anets explanation of units, i am not arguing that, what i am challenging is the perceived and “real” distance values ingame for seige weaponry.
But you -are- arguing- just that. You are trying to change the definition of Guild Wars 2 “units” by trying to link them to meters but you can’t do that. You can’t just change the definition of a unit of measurement and then complain that no one else goes along with you.
A unit in Guild Wars 2 is NOT equal to one meter in the game. If I travel 1 unit in the game then the graphical representation does not have me moving what would appear to be 1 meter.
I don’t think you fully understand how far ten kilometers truly is.
Anyone typing on this thread should have already did their math and got the actual meters, feet, inches, units, or whatever you like to use and then compare them to the actual usage ingame. I figured them out before i posted the first time, maybe some folks need to do the same.
If you figured them out how did you manage to be so very wrong?
For example the Treb has a unit measurement of 254 meters give or take a meter according to Anet, 10000 units, actual distance ingame is far far greater, and the reason i state it looks like 10k meters, because it does.
You make no sense. This isn’t logical. This does not compute.
No one will tell me a Treb firing from a cliff and reaching a keep more than a certain “percieved” distance is correct, anyone playing WvWvW knows what i am referring to, even flat on the ground trebs fire much to far. Even with calculations for height/angle, etc, etc the treb still would not reach the distances it does currently.
If we were to get picky, an arrow cart has a much greater range in seige but is a one shot deal if you are familiar with how they are employed and loaded, the other seiges weapons have their own range and proper use issues.
Okay, so this is your issue: You think trebs have too great a range in game.
I have no idea how you figure that an arrow cart has a greater range. That’s…. I really don’t understand. So I’ll set that aside.
Anyway, if you are going to try and make a case for something, try to do so in a manner that is logical and doesn’t rely on making up stuff.
You think that trebs have too great a range.
You also think that it’s too easy to take out an undefended keep / tower.
Those are your points. Now try to make them.
I think the point here is, the trebs have to great of a range, or the keeps/towers/castles don’t have enough between them, and I think everyone can agree on that.
If they don’t move up, get ready for another NSP/AR matchup! lol
I’m under the strict belief that trebuchets should not be able to siege other towers/keeps/castles from their relative defensive structures. I really don’t get the point and it doesn’t really fall in line with what a realistic siege would be… if anything you should have to bring your trebs with you, and place them in the field if you wish to use them to siege a castle/tower/keep.
“A siege occurs when an attacker encounters a city or fortress that cannot be easily taken by a coup de main and refuses to surrender. Sieges involve surrounding the target and blocking the reinforcement or escape of troops or provision of supplies (a tactic known as “investment”2), typically coupled with attempts to reduce the fortifications by means of siege engines, artillery bombardment, mining (also known as sapping), or the use of deception or treachery to bypass defences. Failing a military outcome, sieges can often be decided by starvation, thirst or disease, which can afflict either the attacker or defender."
Question, why didnt NSP just let AR take the keep back once they knew someone on their server hacked the orb??
I agree with a title progression system and vanity crap to go along with it, but giving abilities, stat points etc etc are just asking for snowball mechanics to be implemented to anyone new or can’t play as much doesn’t have a chance.
I like stiv’s idea a lot. Gives you clout but now power over any other player at equivalent gear/level ratings and it doesn’t become a, well I play 16 hrs a day so I’m better kind of deal.
Snowballing is never fun in any game.
I put in a respectable amount of wvwvw time and I’m still saving for my amulet! Another 50 to go. I’m at 1650 kills.
I play a hammer/staff Guardian and I know I’ve missed tons of bags. Sometimes I notice they take awhile to spawn.
Agreed….for the love of gaming, add this feature next patch.
I have to agree with the logic that Daish is supporting. I don’t tend to agree with limiting the number of players playing but I do see this creating several key aspects:
1. Low pop servers (with a good pvp base) will start to compete vs good servers and rise in the Elo rankings. Any given server can be competitive.
2. Populations will start to disperse since, numbers, can’t win the day anymore.
3. The army sizes will be relative and thus creating more exciting pvp
4. No more 50 vs 20 scenarios. Its not fun for any side to just steam roll the opponent or we steam rolled. I play wvwvw to have epic battles, and lately, there just hasnt been any.
5. People will still queue for pvp, during peak times, low pop servers have a queue. If nobody is queuing, what are you doing on a high pop server anyways? Reinforcing, running supplies, stacking the deck until some unfortunate soul from lower pop server joins?? Sure thats fun for a whole 5 mins.
Right now, my server Anvil Rock, we have 1 server active during the day time w/ anywhere from 50-75 ppl. Borlis pass most likely has around that same amount. The cap wouldn’t effect NSP that substantially but would also prevent them from having total domination. Sometimes I wonder if its even fun for them since most of the time they own everything…what exactly are they doing…. Playing against weak competition doesn’t make you better.
Yes I use the Melandru runes, I mostly wvw.
I also find that bags of loot are spawning too slowly. As a melee I run in and smash everyone drop a reflection wall, then bounce out and collect kills. Its usually 5 secounds after bags start appearing which for a melee is a LONG time to stand still in the fray.
Infact, the sigil of accuracy dont work period at the moment. Either that or it doesn’t reflect on that character screen.
I think 18k around that mark is good. I feel pretty beastly. I wear full melandru exotics, with ruby accessories/rings/neck.
Its all a matter of preference.
Well considering we are a direct counter to everything ranged. I can see why we don’t need a true ranged weapon, yeah I can see it, bombing ranged from behind our wall of reflection…sounds legit.
Yeah we had a good foothold in Eternal BG last night. Too bad we just started to dwindle in numbers. I had to log just after we lost Quentin Lake after like a 2 hours battle. Most we can do is, during our peak server times is hold our corner and then do it all over again the next day.
Kind of sad it comes down to larger numbers then anything else really.
- #4 with altruistic healing and lots of people around you makes you immortal, why would you want to move.
I find Guardians to be OP in wvw. That’s the beauty of opinions, everyones is different. Go for a survivability, control, retribution build and you can really eat up a zerg.
Love the hammer builds, I geared pure tank and the damage doesn’t seem to be a problem. I can still down people 1v1 and I dish out a ton of reflection/retribution damage.
Guardian abilities need to be built in with homing capabilities or make them more like skill shots.
Including the chain move on the hammer.
I treat my Guardian as more of a pusher, pushing the front line, pushing their line back, pushing in to keeps, champs, etc. I’ve never really had an issue with the melee aspect of a guardian, I quite enjoy it. Maybe you need more melee to make it work.
Flanking and driving through enemies lines aren’t really accomplished by ranged.
We also counter the mass range thats in the game. Wall of Reflection decimates a ranged zerg. Push in as far as you can, wait till all the range target you, wall, shelted, double roll back evade for big time jokes.