Showing Posts For Brim.4152:

Update stopped can't Login

in Bugs: Game, Forum, Website

Posted by: Brim.4152

Brim.4152

https://help.guildwars2.com/entries/28148006-Repairing-the-Game-Client

Locate your Gw2.exe file.
Right-click on the file and select Create shortcut.
Rename this new shortcut to Guild Wars 2 Repair.
Right-click on Guild Wars 2 Repair and select Properties.
Locate the Target line and add –repair to the end. (Example: “C:\Games\Guild Wars 2\gw2.exe” -repair)
Click OK.

^*^Did not work for me. Stops / 0kb @ 20mb

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DB ||[AIR]Order of Storms / [nNn] The Numen||
Don’t take life too seriously, you’ll never get out alive

(edited by Brim.4152)

Update stopped can't Login

in Bugs: Game, Forum, Website

Posted by: Brim.4152

Brim.4152

Hey,

the previous updated has stopped with 7 files left and at any attempt to download it freezes at exact same point (20mb into file). I am able to update, download 500-600kb until ~20mb then dl drops to 0kb, now cannot login/play.

Can this please be fixed or advice on a workaround.

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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5 possible Misforged weapons?

in WvW

Posted by: Brim.4152

Brim.4152

Is gift of hero’s obtained any other way?
After month’s of getting zerged and 1/1 n 1/2 etc constantly met with running back to blob for 1v50. Many people in zergtrain severs placing 5+ will get awarded for their efforts while any server placing below 6th gets sub-par skin. DB fought hard to get into gold league now were left with 275 tickets despite lots of dedicated players and been outnumbered.
Reward then been 25 tickets short of a mistforged skin is unfair to many players and encourages last minute server hopping.

Please make the gift available in other ways such as gold/badges, and then the base hero skin worth 200 tickets (and gift 100). This way everyone can get the skin, for another 100 tickets they save forging/badge/gold costs and all players get chance at mistforged. The other option would be awarding 50-100 tickets on meta completion this season, then people can put in afew days effort for appropriate reward.
Waiting another 18 weeks for a single skin is a great way to make affected playerbase go wild…star

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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Norn T3 Cultural Armor

in Bugs: Game, Forum, Website

Posted by: Brim.4152

Brim.4152

“Note on clipping issues: While we understand the desire to have all clipping issues resolved, the way our items are designed sometimes causes some small issues that cannot be fixed easily. We’re looking for severe clipping (like your shield is impaling you or your daggers are completely hidden by your coat.) Things like hair clipping or minor clipping of weapons into armor are sometimes unavoidable.”
https://forum-en.gw2archive.eu/forum/support/bugs/March-Issues-with-character-art-weapons-or-armor

I know this solution isn’t ideal because you put a lot of time into designing your toon but you may have to use a hair makeover kit if the clipping bothers you.

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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WVW thief exploiting into EB keep

in Bugs: Game, Forum, Website

Posted by: Brim.4152

Brim.4152

Done, thanks for link dze

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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WVW thief exploiting into EB keep

in Bugs: Game, Forum, Website

Posted by: Brim.4152

Brim.4152

Today I watched (while stealthed) a SD thief who has been gaining access to green keep in EB. What this person is doing is going to the ledge east of the outer north gate (left of gate if your facing keep) and jump/teleports from ledge above water, into outer green keep. Could there please be a fix to remove this ledge ASAP so it’s just a flat wall to stop this occurring.

The person who is doing this has been intentionally exploiting to troll FA players, destroying golems, chain emote, downing afk etc and deserves to be banned as he has been intentionally exploiting, mocking fair play. He has been reported by many FA players for doing this.

I am tentative of posting screenshots as I don’t want this exploit repeated on other servers, but would be happy to if further clarification is needed.

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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To Anet and to those who QQ about SB nerf

in Thief

Posted by: Brim.4152

Brim.4152

Mesmer got hit as hard as rangers, so did some ele builds, guard/necro over buffed, thief mainly got buffed 2. However leaving thief’s with 25% less possible range than other classes feels like a kneejerk reaction, prob due to tPVP ppl using lob shots. There was never a problem with CB range, community never called for any change, yet here it is. Although slow moving tennis balls that take 3 seconds to hit/refire for moderate damage is so OP :P

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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(edited by Brim.4152)

To Anet and to those who QQ about SB nerf

in Thief

Posted by: Brim.4152

Brim.4152

Do you even play thief? guess not cuz those buffs are mostly minor. Steal recharge rate was reduced which is awesome, dancing dagger/blssom -1 initiative, SD no longer has a stunbreaker on infiltrators destroying S/D, Sig of malice got buff but its useless outside niche builds, scorp wire- 20s n looks awesome but it was on fast cd nyway and highly situational at best but it looks awesome-much better gap closers (SS)

Lets compare the veno new cond we got, torment stack on skale veno
Skale venom(from patch)-175 damage (350 if moving) on 3 hits =525dmg (1050 moving)
Spider venom (launch)- 550 on x 5 =2750 damage

19% (or 38% if target is moving) of damage from existing spider veno, with identical cooldown

Since you obviously have no idea about the class and that most of these buffs were minor perhaps you should make a thief 1st. Press H then read through the trait tree, ask a thief if they use those traits n wait for the laughter.

Hard to catch: “Absolutely the most useless grandmaster trait there is.”
https://forum-en.gw2archive.eu/forum/professions/thief/How-does-Hard-to-Catch-exactly-work
Panic strike; grandmaster trait, immob for 4 seconds at 50% health (can be removed by condi removal), much better choices if you’ve put 30 in deathmagic
corrosive traps; traps…niche build at best, pretty much useless lol
Sundering strikes-small vun stacks, just increases duration, gives u a bleed cover
last refuge: ok, you do realise what this trait is? it kills you more than saves you by teleporting you into zergballs lol broken since launch, just changed cd
https://forum-en.gw2archive.eu/forum/professions/thief/Will-Last-Refuge-ever-be-removed

This thread is about our only 1200 weapon skill (we had 1) been reduced to 900, while every other class has 1200 range weapon-leading to imbalance in node offense/defense.

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DB ||[AIR]Order of Storms / [nNn] The Numen||
Don’t take life too seriously, you’ll never get out alive

(edited by Brim.4152)

To Anet and to those who QQ about SB nerf

in Thief

Posted by: Brim.4152

Brim.4152

Rangers sbow nerf is pretty bad 2 kiwituatara, hopefully your LB gets a dps boost. The issue with thief’s is we are now the only class with no weapon skill over 900 range. It makes node offense/defense unfair, as we have to stand 300units closer to the target.
Player A (Any non thief 1200 range)
Player B (Thief-Mr 900 range)

A —>—>—>—>—>—>—>—>—>—>—>—>
………………….<—<—<—<—<—<—<—<—<— B

That ^ is the problem, instead of a level balanced field every other class exept B (thief) can engage 300 units further away. 1v1 this range makes little difference as cluster is rarely fired 1200 due to projectile velocity. This really affects thief’s ability to attack/defend a node as you have to stand under aoe intagib zone just to get off 1 weapon skill.
The reality is; every single class in gw2 has/had 1200 range weapon, thief had only one 1200 range skill which got reduced by 25%.
This has essentially given every class the exact same advantage over thief that a specifically traited longbow Ranger @ 1500 range has in gw2, that is, +300 range.

Please revise this change Anet; perhaps sPVP change only, change pathing on the CB detonation if high shots were been exploited, increase range of trick shot, choking gas or pistol auto to 1200. Sky-pirates and the rebalance as a whole was really solid and i was very impressed, but leaving thiefs 300units short really needs to be looked at again.

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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(edited by Brim.4152)

Are S/D thieves OP?

in Thief

Posted by: Brim.4152

Brim.4152

powerful set, not op

1 autochain – cripple, blind/daze
2 Infiltrators strke/sr – spammable stunbreaker/SS/immob/cond removal @ 600range
3 pistol whip – got nerfed but still reliable stun/burst
4 dancing daggers – multi target cripple
5 cnd- -stealth

S/D is very strong evasive set with high mobility, utility, control and access to stealth (very useful if you’ve traited for ini gen, condi removal, regen).
People think its super op because of youtube videos with people spamming EZ mode pistol whip ftw. Its main synergy was before the quickness nerf when you could permastun n instakitten ppl (like warrs bulls charge+frenzy+100b 1ht combo).
Even after 50% quickness / 15% pwhip damage reductions it is powerful but not op anymore; easier to counter, no reliable gap closer so you rely on 2nd set/SS/steal for gap closers/chasing.
But S/D got hit in patch yesterday, infiltrators is no longer a stunbreaker which really kills the set 4 me, however dancing daggers got x1 initiative reduction so you will have more control but more easily controlled/stunned.

D/P i find the rotations more interesting and complex, and permastealthing is fun. D/P isn’t close to op either tho, you have a great gap closer with shadow shot, ol HS, daze and blind from black powder.
People use permasteath as the go-to for bagging thief class, but have no idea what the d/p thief is doing/traiting to maintain it. You have to hit your black powder (smoke) field with CB from sbow for aoe stealth finisher (Heartseeker x3 wont get perma), with blinding power + refuge utilities.
To do this rotation you have drained initiative with visible fields at your feet, usually with afew secs of stealth to spare, with absolutely nothing left in you bag but autoattack.

S/D & D/P & D/D (dd after dancing dagger/deathblossom initiative reductions) atm are all viable and strong, depends on your playstyle/gear/build which you’ll go best with. S/D was extremely overpowered b4 a couple of hits w nerf bat, now its hits hard without exploitable combos.

What is op…some Guardian/Necro builds are imbalanced atm, yet after balance patch thief is now the only class without 1200 range weapon, and buffs galore to guard/necro. Thief (and mesmer) gets nerfed hard because they are effective against bad players, that QQ whenever a 80 exo GC 2shots there lvl 2 toons.

WvW- d/p + sbow (even with range nerf, spammable cb splits zergballs)
PvP – choose favorite set; d/d d/p s/d all work, depends on build/group
PvE – sbow has decent aoe on CB spam, great for mob/nuke/loot : Necro/Warrior/Guardian/Engi are much tougher faster farmers

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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(edited by Brim.4152)

Do you find Necro's boring at all?

in Necromancer

Posted by: Brim.4152

Brim.4152

I find my Necro most enjoyable out of any of my toons in pve/pvp

In pve your farming speed is very fast |mob/nuke/loot|; well of corruption. staff marks over well, deathshoud fear/siphon and very few lvl 80 mobs are still standing. You can also group up spread out mobs easily by aggroing with staff auto / 2. I only farm open pve with necro anymore as it feels so much faster than my other toons.

Dungeons, don’t worry they are viable n incredibly tanky if specced/played well. I usually run arah with Warr/Guard but have been using Necro lately as utility is very useful to a well organized dungeon group, especially with condition focusing/epidemic. For dungeons I’d recommend PVT karma armor when you hit 80, i use full pvt powermancer ( 4900 damage w might, 2k tough, 29k vit) for dungeons and the control/group support/dps is pretty decent. Also, life force management and learning to deathshroud effectively to mitigate burst, close gap, interrupt is also pretty important for necro survivability in dungeons (+sPVP, WvW, PVE).

I use either axe/focus or dagger/warhorn depending on what im up2(with a staff)
Axe/Focus
Synergy with Vunerability stacking, aoe cripple, a chill, boon strip, low dps.
You use this set for a power necro and it should only ever be used as a fast swap set, once your ghastly claws/vun/chill/cripple is out swap back asap to your staff. The boon strip is useful against bunkers, aoe cripple in zerg blob but tbh it is a niche set that’s about setting up your damage, rather than your damage. The axe autoattack even traited is some of the worst dps from any MH in the game, but axe is about stacking vulnerability then getting back to a real weapon. Even geared with traited axe, yes it feels very weak but not underpowered as its a utility set.

Dagger/Warhorn
Damage/immobilize/healing/interrupt for heal or skills, swift/cripple.
With spec walk you can keep up perma swift with this set, w a lingering aoe cripple/swift making it easier to land your powerful autoattack. You also have decent heal on short cd, immobilize to set up burst and a daze (stop a heal/mate getting spiked, interrupt rotation) with good damage. Only real issue with this set is that locust swarm can get you into combat (from adds nearby and it also bugs on activation sometimes) giving u v slow ’in-combat- movement speed.

Your effective hit points is over double most classes with deathshroud, easily perma swift, survive any fall, amazing condition removal/manipulation, interrupts, ranged chills, high burst damage.
Alot of people complain about Necro mobility but we have 3 blink like skills; spectral walk-timer not range, dark path-short cd w a chill, and flesh wurm (necrotic traversal-can be used defensively/offensively). Necromancer brings control (daze/fears/chills/cripples) with effectively a 2nd health-bar, they are really fun if you like fast/accurate ground targeting and resource management.
Necro doesn’t really shine until later levels/traits, have fun

-Since it seems Necros aren’t slated for more Stability access, maybe allow for DS to “repel” or “absorb” certain CC’s. (Traited, I’m sure … but it could be interesting)

Advent, your idea about traited DS for CC block/immunity (stability) is cool but already done. ‘Foot in the grave’ trait gives 3seconds stability every 10 seconds if you enter/exit shroud immediately, just on a bad trait line.
Atm the only thing necro can do against a party chaining CC’s (ragdolled) is put 30pts in useless trait line or pop a 180second elite to get access to stability. This wasn’t an oversight (eng/thief have a hard time w stab 2- Elixir S/DStorm), it is completely intentional imo promoting class diversity/group support and teamwork…your mob getting CC’d alot, get guards w SYG+hallowed ground.

What would be awesome is traited deathshroud to REFLECT all CC back at caster 3:)

TLDR Nope

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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(edited by Brim.4152)

Sylvari cultural not allowing backpiece

in Bugs: Game, Forum, Website

Posted by: Brim.4152

Brim.4152

I’ve got the T2 on male Sylvari and both fervid censor (clips badly) / sclerite karka shell display. Either your toon is female which model may bug w backslot or you need to tick the little box in corner to unhide backpiece.

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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Are you a closet Fort Aspenwooder?

in Looking for...

Posted by: Brim.4152

Brim.4152

Afew guildies and I came to FA 3 months ago and haven’t looked back. We were in DB (prev DR/GOM w protocol) and once we saw FAs’ wvw community we were home. There is still lots of zerging if you want to wxp train, but it feels more like organised skirmishes with quality pvp n lots of communication between coms/groups. imho the only thing holding FA off tier 1 is our SEA* coverage
edit; my bad, i’m in Perth which is oceanic but same time as sing/hk

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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(edited by Brim.4152)

Sclerite Staff on Necro-animation misplaced

in Bugs: Game, Forum, Website

Posted by: Brim.4152

Brim.4152

On Necromancer the Sclerite staff has the shadow scythe blade animation appearing in the middle of the staff. (same animation misplacement that final rest had)

Please fix anet

Attachments:

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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(edited by Brim.4152)

Is AoE actually a problem? - Discussion Thread

in Guild Wars 2 Discussion

Posted by: Brim.4152

Brim.4152

So now everyone will play thief.. W vs W will be a joke now.. AOE damage is a problem when is made by siege.. a well fortified keep with decent superior siege can hold zergs with no problems at all..

Now let’s all play thief and make W vs W a big pvp arena.. it’s fun how they want to nerf this and thief’s keep winning vs 2 or 3 enemies easily with perma stealth and huge damage

culling, ones that is fixed thief’s will cry. Since due to culling their stealth is effective 1 or 2 secs longer and they can actually attack in that time without getting a debuff that will prevent stealth. So once it’s fixed they have to chose between getting the debuff or being visible instantly.

off topic but culling/rendering bug is actually when the character model isn’t redrawn on other players screens for a period after exiting stealth (or any1 exiting a mesmer portal) due to latency. The stealth debuff is working as intended, char models just aren’t redrawn. Much more important than an aoe tweak

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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Is AoE actually a problem? - Discussion Thread

in Guild Wars 2 Discussion

Posted by: Brim.4152

Brim.4152

Just wanted to let you guys know that we’re reading this thread.

Your logic, reasons, anecdotes and ideas are being listened to. Also keep in mind, that as I said yesterday, a skill can be a balance problem in one area of the game, but underpowered in another. That’s the nature of using one set of #‘s to balance across all areas of the game. So we’re keeping that in mind as we look at this. We may need to do different tweaks in different areas of the game.

We’re also not going to make a knee jerk reaction to this. We’re still gathering data, watching player trends, and having meetings on all possible ramifications from possible changes.

thank you for the answer, it calmed me down. If you think there’s a problem with AoE in WvW, nerf it in WvW, but not PVE, because nerfing AoE in PVE when some classes already have problems would effectively kill off engineers and staff builds of mesmer, elementalist and necromancer.

No prob. Some classes have a ton of AOE, while others don’t have as much. So we’re not just going to do a blanket nerf to all AOE – that’s not fair to all classes. We’ll go on a class by class, weapon by weapon basis.

And as I’ve said, we may need to tone something down in one area of the game, but it may be totally fine in another area.

For some weapon sets, the AOE options may be too strong compared to the single target options, which is what we aim to address.

If anyone thinks AOE is too strong in WVW i challenge you especially Devs to come run with me for a night.Im on Maguuma we can party and see how it goes. I am a staff Elementalist and stand on walls in the line of fire alot. You can typically stand there taking AOE damage from attackers for 15-30 secounds. Then its easy you step back 5 feet and heal. Compare that to the warriors damage or the thieves burst damage where you cannot simply step out of. AOE damage on walls is horrid right now compared to siege, it takes forever to AOE a keep door down.We are already limited to 5 people that can receive the damage.If you make it more single target damage doesnt that kind of eliminate AOE’S all together?

seriously? yes please transfer to mag n make numbers even more ridiculous. Huge xfers have meant yaks/isle defenders have <1/4 force and maps are dominated by mag, so its very hard to see the node defense issue when you might have 2 ele’s/necro’s laying fields on a node attempt. When 5+ fields are all layed on a gate constantly by mindless zerg, go and repair without mist form, there is your challenge that won’t happen on mag because of the huge transfers and an imbalanced match. Most wvw’s have seen this issue and line of sight aoe definitely needs a nerf

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DB ||[AIR]Order of Storms / [nNn] The Numen||
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Is AoE actually a problem? - Discussion Thread

in Guild Wars 2 Discussion

Posted by: Brim.4152

Brim.4152

I have 4 80 full exo toons with 1000s of hours and still thoroughly enjoy pvp/wvw/pve/dungeons as well as learning each classes unique mechanics. From my experience AOE is absolutely not a problem, except line of sight AOE. From what I have learned;

Mesmer; impressive evasion and confusion, mimicking clones and providing some useful utility for your team in wvw. Damage seems abit off, but this is justified given the chaos they cause. Decent class that any group welcomes, dueling not so great.

Thief; I run either stealth or crit built w daggers/sbow. This class certainly seems out of balance due to the fact that stealth is not a condition and cannot be removed, rather than their high burst damage. Its funny to see people guessing at where you are with aoe when ur standing next to them regening ini and healing about to backstab. I stopped playing this toon until rendering issue’s are fixed but still occansionly jump on just to roam and troll when im bored, spam to win.

Guardian; Full support pvt bunker, self healing and ‘inyourfaceness’ is quite amazing while providing boon buffs to allies. They do a lot of damage but it seems in balance due to the fact that they don’t have huge mobility if you find yourself in the wrong spot. I put com on this toon because I can stand in aoe and type in team chat at 90% health while keeping mob strong. Although playstyle got repetitive and quite boring, not as easy-mode as warrior (which I quite because it isnt a challenge-OP boons, condi, weapon choice, healing, damage better than focused classes) but close.

Elementalist; Recently leveled/geared this bunker, and at first I thought there damage was way to low. After I played for awhile and learnt rotations there potential damage is at best, on par with mesmer, guardian. To get any decent damage you have to use attunements to set up your damage, eg; Lighning; move to target, stun, fire; lay initial damage conditions, allow them to blow cond removal that they have water; chill/vunerability, remove initial condition burst, Earth; move to target if needed, knockdown, get bleed stacks and finish fire field combo, fire/water depending on fight. This is by far the most complex and enjoyable class I have played in gw2, but to achieve any on par damage with other classes takes a lot of work and little room for error. Amazing mobility and decent aoe although unforgiving should you mistarget

The one place aoe seems to be extremely overpowered is in node offense/defense in wvw with stacked fields. Trying to repair a gate with multiple aoe fields layed can make repair impossible. Or been unable to range hit back due to insta death zones on walls. This rewards the team with the bigger mob sieging from range rather than skill. Anet, please nerf line of sight aoe as imo it is needed in terms of fair/balanced play. AOE effects on target are already where they should be.
Is aoe actually a problem, yes but pvp/dueling it isn’t it, rather having to be on a spot to defend/repair and been unable to due to stacked aoe fields.

TLDR Nerf line of sight aoe not a blanketed aoe nerf

T:Iraven|W:Iraven Ire|G:Iraven Aegis|N:Reborn Raven|M:Allie Oya|E:Ellie Oya |
DB ||[AIR]Order of Storms / [nNn] The Numen||
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Superior Rune of The Flock

in Players Helping Players

Posted by: Brim.4152

Brim.4152

I use full set of sup flock runes in pve/wvw
The superiors are definitely proc’ing and giving blinds as intended, but the bird is like your mail pigeon and very easy to miss. That is actually good in wvw/pvp cuz ppl dont know what just blinded them lol Also the last ability is not a small amount imo, you give 1-2k heal (when you use your heal skill) to all nearby allies, # changes depending on the hp of healed person. pretty amazing if your a tank/support healer

T:Iraven|W:Iraven Ire|G:Iraven Aegis|N:Reborn Raven|M:Allie Oya|E:Ellie Oya |
DB ||[AIR]Order of Storms / [nNn] The Numen||
Don’t take life too seriously, you’ll never get out alive