Showing Posts For Damocles.8716:
I have to admit, seeing Nicholas’s grave in Ebonhawke, alongside Yakington’s much larger grave, was one of the most emotional moments I’ve ever experienced in a video game
I feel your pain. I actually just logged onto the forums to complain about a player who was building flame rams on our tower wall while we were trying to defend it, leaving no supply for proper siege machines. This same player has been behaving similarly all week, and has been called out multiple times on map chat to be reported. It’s very discouraging to see this abusive troll still with an account.
I hope arenanet can remedy this problem soon. Having a specific report feature for it would probably be a good start.
NSP has some of the best small man roaming teams in NA
XOXO disbanded though.
Help me find them! lol
Hi everyone!
I have been continually disappointed by the lack of small team/roaming action on my server. It seems that if people aren’t zerging then they’re mostly keeping to themselves or running solo. I have tried out some of the WvW focused guilds but none of them really have a focus on roaming.
My ideal guild would be one that focused almost primarily on running 5 man teams to flip camps or participate in skirmishes, since these are the activities that I enjoy most in WvW. I am a casual player so I’m not hoping for anything too hardcore, just a good, fun group of people to roam with that are consistently active.
Thanks for any help!
I too am disappointed that while NPCs get the beautiful, shiny Nobleman’s plate armor, we can only get the ugly, tarnished version. It’s a design choice that doesn’t make much sense to me.
There’s got to be some give to balance out the take here, guys! You were very quick to fix the permanent fury bug on the longbow, but this trait has been broken for much longer now. I would like to see it grant 9 seconds as stated in the tooltip. If that is not the case, and it is in fact the tooltip that is bugged and not the duration… well… at least please fix that so we can relax.
Oh, on a related note… anyone else find it funny that we had permanent fury for nearly a week on our longbow and there was still not a single post made on the forums by other professions complaining about it being overpowered? Imagine if a hammer warrior or d/p thief had such a bug! Just a thought, haha
I also notice this alot in wvw. It’s especially common in close quarters combat, which is annoying because that’s when hunter’s shot is most useful. I think it can be cancelled not just if you turn or if your target is behind you, but also if your target gets at too sharp an angle lateral to you, even if they are still technically in front of you.
Positively beautiful artwork! Please give us more!
@Ganking
The way you describe Anvil Rock definitely makes it sound appealing. Can you tell me more about the guild scene on that server? Also, are there active commanders on TS? I find following a commander much more efficient when they are able to give voice orders.
@Reverence @Artimes
I have reservations about EU servers mainly because I fear the latency would be much more severe. It is an interesting thought though.
@Styx
I certainly agree, and I have sought out these guilds. Unfortunately it feels like there is only so much action one can get during the hours I’m active. Perhaps it is more than just a server issue, but it often feels like the maps are barren of both NSP and opponents during those hours.
Currently on Northern Shiverpeaks. I have been considering the move for a while now and was hoping I could get some suggestions.
I’m not leaving simply because I want to be carried by a better/more populated server. I’m really just bored by how low the WvW population is. There is a server-wide zerg every afternoon, which typically only lasts for 1-2 hours before dispersing. There is very little night coverage (10:00 pm – 3:00 am UTC), which is when I am most active. I feel the general population of NSP is not very interested in WvW. The weekend after season 1, for example, the maps were nearly barren.
I want a good mix of solo-roaming, small team battles, and zergs, as I enjoy all 3 types of play, So I want a server that caters to all 3 of these.
I have a mid to low range quality PC and middling connection, so preferably a medium sized population to minimize latency while still having lots of activity.
I am a fairly casual player so I want to be part of a fun guild with a good sense of humor, but I also enjoy being part of a competent, organized group.
Any suggestions would be much appreciated!
At 3 seconds of stability every 10 seconds when traited and requiring no slot, FitG is far too powerful to be moved down a tier.
Like I said, it is a powerful trait. You’ve elaborated on it even more to prove my point. But do you not agree that having to go 30 points into soul reaping is a bit much just to have respectable access to stability? I’d love to hear some more from you on how to improve the situation.
Oh, and to clarify, apparently the filter did not like “malefic” and “little” spliced together. I will keep this in mind in the future.
I do love me some kittens though!
It’s taken a while, but I’ve gradually come to terms with the fact that in any type of PvP engagement, the prerogative for the Necromancer is “do or die,” kill or be killed. The devs have made it obvious that we will have the most difficult time escaping from any encounter, and as the “heavy” of the scholar professions, we’ll go down with the ship if things turn sour.
Okay, I guess I can accept this. Regardless of the fact that the entire game is built around movement and dynamic playstyle, I will accept this hard truth. One thing that makes this difficult, however, is our lack of stability. Stability is crucial for any mid to front-line fighter to succeed. I appreciate the direction Anet took with the Necro for GW2. It took some warming up to, but my resilient, plodding, malefikittentle master of the dark arts has become my favorite character in a lineup of 6 fully geared 80s. However, if we are to be expected to bump elbows with the warriors and guardians also fighting in the trenches, stability is an absolute necessity.
We currently have only 2 sources of stability. 3 seconds for an entire 30 points in soul reaping, or an extended duration on a massive cooldown if we are willing to make ourselves gigantic, neon green “Kill Me” signs. This simply will not suffice. Foot in the Grave is a powerful trait, especially when combined with death shroud cooldown reduction, but requiring 30 points in soul reaping is highly prohibitive to build diversity. I recommend moving this trait to the master line. To replace it, I propose a new grandmaster soul-reaping trait called “Unyielding Specter.” Description: “Using a spectral skill grants you 5 seconds of stability.”
Maybe this idea sucks, I don’t know. But the fact is that Anet has crafted the necromancer into a mid to frontline, tough-as-nails contender, and I think it would be great to actually be able to control my character for more than 3 seconds between CCs. If you agree or disagree I’d love to hear your feedback and suggestions. If this topic gets enough attention, maybe Anet will see it!
Thanks!
Hi everyone!
It is a completely objective fact that warriors are the best ever, and anyone who disagrees is a sad, sad person (:P). However, after about 400 hours, several exotic sets, etc., I’m interested in gearing up another alt.
I had high hopes for the ranger, but after getting that to 80 and partially gearing him up I was sad to realize there was practically nothing ranger could do that warrior couldn’t do better.
I’ve narrowed my choice of alts down to elementalist (curently level 32) and thief (currently level 80 but with no exotics). Both of these seem really interesting to me, though I need a definitive answer so I can decide which to spring for leveling/exotics on.
Here are a few criteria:
-Excels in open world pve (Orr/Frostgorge mob tagging for maximum loot droppage)
-Able to perform well in dungeons and high end fractals
-Competent enough for the occasional WvW
-Versatile, with a wide selection of viable builds (I get bored of a certain playstyle after a while and need the option of changing things up)
-Challenging to play (I’m talking more challenging than warrior, where I can effectively ignore all but my 1, 2, and 3 skills and still do fine in most environments)
- Kicks butt and looks good doing it (aesthetically)
So which of these, ele or thief, do you feel best personifies the criteria? I am leaning towards thief based on the fact that I am already level 80 their, though the stigma they hold with the general community does worry me.
Also I am open to other profession suggestions if there is one you feel would better suit me.
Thanks!
On the whole, I am largely impressed with the armor skins in GW2. There are plenty of interesting looks across soldier/adventurer/scholar professions that keep me seeking those new skins. However, I miss the GW1 concept of a unique “flavor” for every profession. Now that the skins are largely homogenous, there are no real distinguishing aesthetics between prof’s of the same armor class, though I suppose their are certain skins that seem more predisposed towards a certain profession. I miss the sleek, ninja-esque look of assassins, or the roguish, Victorian theme of mesmers.
Does anyone else feel the same? And do you think in the future we may see gear that is cosmetically unique to a certain profession?
I think the idea of adding a block/counter-attack skill, similar to riposte, in place of flanking strike makes perfect sense. Using a weapon with a short blade in one’s offhand is historically known as the Florentine style of fencing, in which the offhand blade was used for parrying attacks and for close-quarters stabbing. This would give a nice contrast to the more offensive dagger/dagger set-up.
I realize this is wishful thinking. So, more realistically, yes I would love to see a fix to flanking strike that makes it less clunky. As is its pathing problems make it unreliable and the delay on cast is unsuitable for an evasive skill.
Currently Hammer skill #2 is a Blast finisher, if you remove this the Hammer will lose A LOT of it’s current attractiveness (at least for Dungeons, dunno about PvP).
If you add that Blast finisher to the final attack of skill #1 it cannot be used strategically at all anymore, and would properly be so strong that it needed an even longer attack animation than the current final attack.
Sorry, your suggestion is just horrible.
I see your point regarding mighty blow, but do you agree that the auto-attack needs work? Do you have any suggestions?
The aspect of playing with the hammer that most people seem least thrilled about is the slow casting time of the 3rd skill in the auto-attack chain. The hammer is essentially a very useful and powerful weapon in my opinion, but it’s use is marred by the clunky, awkward feel of this skill in it’s current position. The skill’s usefulness is undeniable, it is the placement of it in the auto-attack chain that is questionable.
I propose simply separating Symbol of Protection from the auto-attack chain and assigning it to the number 2 skill slot, and giving it a short (~5 second) cooldown. Mighty blow, the current number 2 skill, would become the final attack in the auto-attack chain. This would give us more strategic control over when we fire off the symbol of protection, in addition to smoothing out the hammer’s attacks. It might be necessary to remove the leap mechanic from mighty blow in order for this to function properly.
Game exploits posted on a very bad and borderline file forum like guru, not surprised.
I would hardly call being able to transcribe the appearance of an armor item that can be acquired by anyone with 3 minutes of work, and whose use is purely cosmetic, an exploit. Also, by what reasoning would you call Guru such? A large number of the frequent posters on this forum are active there I’d wager, and the information is just as credible. It’s been my go-to place for game-related questions while these forums have been down.
(edited by Damocles.8716)