Showing Posts For BloodMoonASURA.3564:
Here. Pets unresponsive and Staff3 cancels pet skills now.
Forsty is dumb and forgot to mention, but this was soloq only.
Read the title of the thread?
Boi “only”
Some silver hero will accuse him of wintrading eventually, have to make sure the information is there :p
(edited by BloodMoonASURA.3564)
Forsty is dumb and forgot to mention, but this was soloq only.
YouTube comments: “support rev isn’t optimal, if you want to succeed, you should play other specs.”
Messiah: “No support revenant is really good.”
1 week later makes a thread on forums claiming to deserve a higher rating when ends up in silver. Hmm, I wonder why.
Dunno why this is still a heated topic.
The commander is the one who made the squad. He decides who he lets in. If you want to be included, tag up yourself and stop whining.
Guardian is main force of the frontline, gives stab, needs to be in squad.
Warrior is main part of DPS, needs stab, needs to be in squad.
Necro is main part of DPS, needs stab, needs to be in squad.
Revenant is main part of support, needs stab, needs to be in squad.
Boonshare Mesmer is main part of support, needs stab, needs to be in squad.
D/F ele is main part of support, needs stab, needs to be in squad.
Staff Ele is main part of support and dps, but doesn’t need stab, doesn’t need to be in squad. There are range tags, who can work together with squad markers.
Druid is a healer or single target dps. Does not need stab to accomplish either of these roles. Doesn’t need to be in squad.
Engineer is support class, with lots of stealth. Doesn’t need stab to accomplish either of these things, and has bunch of personal stab from ElixB, dodges and Gyros if specs for those. Doesn’t need to be in squad.
Thief has singletarget dps and cleave with staff. Doesn’t need stab to gank people on the sides. Doesn’t need to be in squad.
If squad has free spots, then by all means fill them with the other classes. For druids and rangers, do remember that enemies will epidemic off your pet if you leave it open, which will get your allies killed. This is why most people don’t like rangers in squad, because they leave their pets up.
Medium armor classes by design offer less for zerg play than light and heavy. So they get left out. You can accomplish as much as you need to do outside of squad. And why do you need to be in squad anw as thief, engineer, ranger?
Also I think it’s worth mentioning that I am an engineer main, and I would never take a slot in squad from the mandatory classes, because I can do just as much outside of the squad. It’s a l2p issue.
When I’m leading and have less than 50 players in squad, everyone is welcome. When I have 50 players and a guardian wants to join, I’ll kick rangers, thieves and engineers. If I need more space, eles will go (unless heal melee). If people leave the squad and we have space again, ranger, thieves and engineers are welcome again. It’s very simple. And has nothing to do with personal grudges or bias. It’s just how the game works, and how I want to manage my squad.
Please try and understand that there isn’t any malice in commanders doing this. Everyone wants to win, and the most efficient way to manage a squad is to have an optimal setup. If a commander fails to convey this information to new players, then it’s the commanders fault, but more experiences players are expect to understand the basics.
I personally will always tell people that I’m going to kick them before doing so, and explain why. And exceptions can be made if proper reasons are given, or the individual shows great skill and effectiveness. Talk to your players and commanders, instead of making forum posts calling this unforgivable or messed up.
Finally I’ll again emphasize that you do not deserve a squad spot just because you exist. If someone decides to tag up, they will decide how they manage the squad. “I want to be included” is not good enough reason for 4 other people to go out of their way to provide you stab, resistance and healing in a party. Just like you have the freedom to follow any commander you choose, they have the freedom to make the squad look like they choose.
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This in my opinion should be implemented asap.
I see no point in current system, especially after the recent changes. People started joining wvw being low level, having pve build or wearing zerker items and it simply doesn’t work. Of course it also breaks competitiveness, simply because wvw is no longer competitive at this point (oh wait, you called it “competitive feature pack”? hahahahaha).
On Gandara wvw is dead now, people switched to GvG. Newbies run around in EBG getting mercilessly wiped and nothing much happens. Basically only the realm’s border is playable.
If something won’t change fast wvw will soon be dead again and this time it might die for good.
I think that switching the gearing method for wvw from physically acquiring the gear to same method as in spvp will solve few issues:
1. People will start gearing properly as they no longer will need to waste time on gearing up.
2. You won’t need 2 different sets of around 15 items with different stats just to play wvw if you are pve player (and vice versa).
3. People with power/condi build might switch to sup without relogging to another character.Either this or unlink the servers now. I don’t see many options here.
inb4.: yes, I know you can be good at wvw, pve and spvp all at the same time, but apparently not everyone is.
Implement PvP stats into WvW and kill all build diversity. Great idea. I really hate having more than 1 viable spec, we really should limit how people can play the game.
Being able to tweak the stats and specialize builds is what defines WvW. Changing that would be detrimental in the long run.
I’ve played engineer for 4 years, and Scrapper for entirety of HoT, mainly in GvGs, but had my fair share of roaming, zerging or small scale. Here are some things that I have found out during that time.
1. Engineer was designed to be a jack of all trades. Therefore we do not excel in anything.
2. Because the current optimal builds are very defined, the balance leaves very little for engineers to do. This means that there is almost always a better option for a group.
- If you want heals, take ele, druid or guardian.
- If you want damage, take warrior, or necromancer
- If you need boons or damage mitigation, take revenant or guardian.
3. Guardian is needed for stability. Revenant is needed for resistance and damage mitigation. Elementalists are needed for ranged pressure and AoE control. Warriors and Necromancers are needed for burst damage to kill people through healing and damage mitigation.Scrapper excels in none of these things. Only thing that sets us apart is our stealth application capabilities. This unfortunately isn’t necessary to beat other zergs on the field, therefore Scrappers usually become a lackluster pick. There will ALWAYS be a better class for the task, when talking about +50 man zergs.
4. Scrapper however works really well with smaller groups. If you are fighting a group of 20 players, you have a lot of space to make plays and move around. Scrapper can adapt to any situation or enemy, because our kits offer insane variety to our kitten nal. Gyros become a lot more useful when fighting smaller groups, because they don’t get cleaved down instantly.
Too often I see engineers using bulwark gyros in zerg, without getting any use of it. The bulwark gets destroyed instantly with all the excess damage floating around. If a warrior hits arcing slice around you, the bulwark will absorb the damage and explode. It’s really inefficient to take an entire utility skill just to negate one arcing slice.
However in smaller groups there is a lot less overall damage, making bulwark for example alot more viable.
Scrappers in general reward good players. The more you understand the game, and the class balance, the more you can achieve on the class.
To sum it up, if you want to play Engineer/Scrapper, small scale fights is the best place to do so. Regarding metabattle, the quickness Scrapper is currently the best build for WvW (someone even linked my youtube to the thread LUL).
Frontline Scrapper on the other hand is the most ridiculous concept I have ever seen. Scrapper does best when played as a backline utility support. If you pick a Scrapper, throw it into a frontline and pretend that you are being useful, you are just a lackluster warrior without CC, and little healing.
If you need help with Engineer (since Scrappers role is a bit obscure, I’ll admit) send me a PM and I’d be glad to help ^^
The real value in Bulwark is the toolbelt.
If you truly claim that you need to use one utility slot for low duration reflect, then you are playing with a group that doesn’t use any decent builds. Guardians with M/S, Ele with earth aura, revenant hammer 4, even druids with staff 4 can provide protectile reflection just with their weapon skills. Wasting an utility slot for a reflect is bad. Besides if you really need to negate protectiles, ElixU toolbelt already has you covered, while simultaneously providing you with permanent quickness if you have a proper build.
Not sure if you play on NA or EU, but at least tier 1-3 EU has more than enough reflects. Bulwark is a waste in larger groups. I did play a little bit on NA, and the zergs over there rarely pushed, but I can’t make any claims since I only played on Mag, NSP, SBI and FA, and only a little bit. Maybe more reflects are needed if people are still afraid to push and rely on pirateship.
I’ve played engineer for 4 years, and Scrapper for entirety of HoT, mainly in GvGs, but had my fair share of roaming, zerging or small scale. Here are some things that I have found out during that time.
1. Engineer was designed to be a jack of all trades. Therefore we do not excel in anything.
2. Because the current optimal builds are very defined, the balance leaves very little for engineers to do. This means that there is almost always a better option for a group.
- If you want heals, take ele, druid or guardian.
- If you want damage, take warrior, or necromancer
- If you need boons or damage mitigation, take revenant or guardian.
3. Guardian is needed for stability. Revenant is needed for resistance and damage mitigation. Elementalists are needed for ranged pressure and AoE control. Warriors and Necromancers are needed for burst damage to kill people through healing and damage mitigation.
Scrapper excels in none of these things. Only thing that sets us apart is our stealth application capabilities. This unfortunately isn’t necessary to beat other zergs on the field, therefore Scrappers usually become a lackluster pick. There will ALWAYS be a better class for the task, when talking about +50 man zergs.
4. Scrapper however works really well with smaller groups. If you are fighting a group of 20 players, you have a lot of space to make plays and move around. Scrapper can adapt to any situation or enemy, because our kits offer insane variety to our kitten nal. Gyros become a lot more useful when fighting smaller groups, because they don’t get cleaved down instantly.
Too often I see engineers using bulwark gyros in zerg, without getting any use of it. The bulwark gets destroyed instantly with all the excess damage floating around. If a warrior hits arcing slice around you, the bulwark will absorb the damage and explode. It’s really inefficient to take an entire utility skill just to negate one arcing slice.
However in smaller groups there is a lot less overall damage, making bulwark for example alot more viable.
Scrappers in general reward good players. The more you understand the game, and the class balance, the more you can achieve on the class.
To sum it up, if you want to play Engineer/Scrapper, small scale fights is the best place to do so. Regarding metabattle, the quickness Scrapper is currently the best build for WvW (someone even linked my youtube to the thread LUL).
Frontline Scrapper on the other hand is the most ridiculous concept I have ever seen. Scrapper does best when played as a backline utility support. If you pick a Scrapper, throw it into a frontline and pretend that you are being useful, you are just a lackluster warrior without CC, and little healing.
If you need help with Engineer (since Scrappers role is a bit obscure, I’ll admit) send me a PM and I’d be glad to help ^^
(edited by BloodMoonASURA.3564)
WvW: Play a different class. We don’t even show up under the meta category of metabattle.
Now this is just false. The reason why Scrapper isn’t under “META” on metabattle, is because the class isn’t really worth taking over other classes in large scale groups (+30)
If your group is running around 20 players, Scrappers provide a ton of utility and support, especially in the highly optimized groups, GvG for example.
Also let’s not forget, zerging isn’t the only option in WvW. Scrappers are currently doing really well in roaming and dueling, AND especially in smallscale combat (around 5-10).
Also please keep in mind that metabattle isn’t dictating what is useful in WvW and what isn’t. The META builds are all large scale zerging builds. If you look at “Great” category, you find 6 roaming builds. Go figure.
Rather than blindly copying builds from internet, maybe you should try and figure out what is effective yourself.
Can’t really say anything about other gamemodes, but after spending over a year playing Scrapper exclusively in HoT, we are still viable and a great asset to any WvW group. Just keep in mind that in large fights Scrapper does fall off somewhat.
Hope this helps.
To make it as simple as possible, Shatter mesmers are a burst class. Once the burst is done, they wait until MindWrack (F1) is off cooldown again and burst. Cooldown on mindwrack is 12 seconds.
If you play Scrapper, I’m assuming you have hammer. Basically you just need to dodge the burst every 12 seconds and you will never ever die with the amount of sustain Scrapper has.
Scrapper has about million different ways to dodge the burst, but here are some examples:
1. Hammer4, block the burst.
2. Hammer3, dodge the burst, and apply pressure.
3. Tool kit 4, blocking the burst
4. ElixrGun 4, creating distance when Mesmers burst to get out of range.
5. Sneak gyro or elixr S to gain stealth, mitigating burst.
6. General pressure on the mesmer, so you force them to play passive, therefore rendering their burst alot weaker.
7. Dodges. Bruh, you got 2 dodges. Don’t waste them. Once you see mesmer casting Mirror Blade (GS2) they will almost always burst. Time your dodges on those.
You can also mitigate the burst with Bulwark, CC the mesmer when they burst with Thunderclap and Magnet, etc etc. List goes on and on.
To be perfectly honest, Scrapper should never lose to a shatter mesmer. The matchup is really favoring the Scrapper. Once you learn how Shatter mesmer works, you should never lose to them again. Of course good mesmers will have alot more tricks to outplay you, but you will learn to watch out for those when you improve and gain experience.
Hope this helps. Happy hunting.
Being able to dodge the skill adds counterplay to it. Which is exactly what was needed. Before epi would outright instakill you without any counterplay options on most classes. Now you can dodge it if you pay attention to the animations.
Obviously if you have low graphical settings, you still won’t see the animation.
The change to epidemic is REALLY good imo. Changing epidemic from 1 button “killswitch” into a skill that allows good players to work around it is exactly what needed to be done. Bad players will always be punished, no matter what kind of nerfs. Good example is how people complain about Dragons Maw, yet it’s widely considered to be really weak skill by more experienced players.
GJ Anet. I like this change.
You mean that add so much counterplay that players who have 2 sec reaction time can dodge it? I did dodge old epidemic just fine. Maybe add this kind of counterplay every skill. Example warrior would try to hit you and his gs would move so slowly that you have 2 sec time to dodge it. Kitten they could add some kind of counter in screen so you would know when to push dodge.
Before the changes the epi was 1 sec cast time skill, which spread the condies instantly after the cast. Unless you randomly dodge, or manage to predict when the epi will hit, there was no way of dodging it. You can argue that being able to predict epis is a l2p issue, yet fighting in +20 man scenario it becomes impossible to keep track on every single players conditions. When you see the animation, it’s too late.
After the changes, you are able to see the protectiles and learn the travel speed of those said protectiles, therefore allowing you to react to epidemic animation, which I believe is a good change. Granted I haven’t had the time to play necro yet, but fighting against condition necromancers in zergs is now alot more engaging.
I don’t understand why you would bring up warrior here. Warrior does not have same type of instant killswitch as necromancers did. You can’t compare warriors and necromancers, when 1 class does lots of cleave, another 1 shots 5 people without any warning.
And in case you were just trolling, then nvm :p
Being able to dodge the skill adds counterplay to it. Which is exactly what was needed. Before epi would outright instakill you without any counterplay options on most classes. Now you can dodge it if you pay attention to the animations.
Obviously if you have low graphical settings, you still won’t see the animation.
The change to epidemic is REALLY good imo. Changing epidemic from 1 button “killswitch” into a skill that allows good players to work around it is exactly what needed to be done. Bad players will always be punished, no matter what kind of nerfs. Good example is how people complain about Dragons Maw, yet it’s widely considered to be really weak skill by more experienced players.
GJ Anet. I like this change.
The only problem I see with the turret changes is the removal of cleansebaiting with healing turret. Other than that I really like the changes. Allowing engineers to fully utilize toolbelt while turrets are active is a good design imo.
Can’t speak for PvE players, so I dunno how you guys see the changes. Healing turret was the only viable turret in pvp and wvw, and since it has now been slighty nerfed with the reduced baiting capabilities, my spec has been very slighty nerfed. However it does fix some of the core issues turrets had.
Also I’m entertained about people crying about turret changes like buncha kindergardeners. If you don’t provide proper feedback, you will not get a response from the balance team.
GJ Anet. I think this was a good change.
“Healing turret pops too fast, please fix”
Bruh. Wait 1 sec before you press the button again. Do you seriously believe Anet would revert a change, because people are incapable of holding their fingers for 1 second.
Threads like these are a horrible waste of time. Adapt.
Desert map is already too big, it takes forever to find someone to fight against. Let’s say you wipe with your group, you will spend the next 5 minutes just running to the other side of the map. The amount of downtime makes gameplay slow and boring.
Can’t talk about NA, haven’t played there for a while but…
- EU tier1 has mainly power based roamers.
- Anyone who thinks condi is better than power in zergfights is delusional. Yes, 1-3 condi necros with epidemic can do alot of work, but power better in most scenarios.
- 15v15 condi and power are pretty much equal, depends on how you have your guild set up.
One more thing about zerging…
Maybe, just maybe, if the revenants in your group would learn to use Malyx/Dwarf instead of Shiro/Glint, then you could deal with the conditions. Also if you stop standing in corruption wells, you would not have problems with losing your boons all the time.
Learn how the game works, and you will learn how to deal with different builds.
I’m not saying the balance is perfect, but there is no unbeatable enemy in this game.
Dunno.
Ye sure it makes you have to be careful, but that just means the very few people now a days have even less reason to try making big plays and ends up making us play pirate ship even more and we all know pirate ship for days is no fun.
If you don’t like pirateship, then find ways to work around it. If your blob can’t work around enemy range pressure, then there is something wrong with how you try to fight the enemy. There are ways to work around rangeheavy blobs.
I can understand that not everyone likes more punishing game design, like us not being able to res fully downed allies in combat, but these changes reward good players for their efforts, and actually give some meaning to pugcommanding again, when your mistakes are being punished harder. I personally like all these changes, and I’m looking forward to pugleading again after these changes go live.
Maybe we get more exiting fights after these changes, unlike the usual zigzag around the coalescences that average revenants throw against enemy commander.
Yep, also confirming. I sent in an in-game bug report, and only opened one extra before I realized… I hope I don’t get banned for that ><
1 won’t get you banned. Shame on me for being greedy and taking 8. I kinda feel bad now xD
Nope reshade aint the problem.
It’s global, you get new login reward for each character. New characters can’t be created atm, so it’s not completely abusable, but you can easily get lot of login rewards right away.
People will abuse this, if it doesn’t get fixed.
(edited by BloodMoonASURA.3564)
PvP Revenant Condition damage feedback?
in Guild Wars 2: Heart of Thorns
Posted by: BloodMoonASURA.3564
Okay so running Mace/Axe, Undead runes and cele amulet gives 2,8k armor and 21k hp, with ridiculous condiburst, free boonstripping and confusion with malyx, a lot of resistance and ability to spread cancer all around.
I just feel like this is too much, the spec is too strong to be legit. Anyone else have any feedback on this? Is it just me who feels like this is broken, or is there someone else having the same problem. Currently I trash people in pvp, and I am a horrible pvp player
Here is a small video I made about the build that I used when playing: https://www.youtube.com/watch?v=-C_I7lOGrs8
I just feel like this should be nerfed….