(edited by Ettesiun.9127)
Showing Posts For Ettesiun.9127:
8v8 is better to start, because you know you will be less a burden to your team. It is comfortable to know that you will not impact drastically your team result. In all multiplayer games, I always start in the biggest team mode, to allow to learn the game without impacting other’s enjoyment.
The real question is : would I have started to play PvP if it was 5Vs5 ? I think yes. But I am not a big PvP player (~10-20 games in 1 year is not much ;-) )
That reminds me I should play more, because I really enjoy it ! ;-)
The use of three Spirit weapon with the related traits can greatly help ! Canach will focus them leaving you the time to use your mine detector on the mines !
After 8 fail with a shout build; I succeed first time with this build !
Please ! Do not increase the recharge time ! If you want this fast, efficient and effective way to repel projectile but wih long cooldown use our wall of reflection. Shield is to have a near constant (~50% uptime when traited !) but unreliable defense against projectile.
But the active state (weaken) is not very usefull – or I have miss something. Does someone use it ?
To understand your proposition :
- as soon as you slot them, they are invoked, but they do nothing and they are invulnerable – Passive Status
- by activating the the utility, they instantly go to Active Mode, where they works as now -but you cannot activate their special abilities
- you can activate them one more time to let them back to the Passive status.
- In Passive mode, there health only regenerate out of combat.
Right ? Or have I missed something ?
My point is that I will miss their special abilities (Heal on Bow, SmashDown on hammer).
I would love to remix the scepter and staff : Give the the staff the first attack of the scepter, and swap Staff and Scepter symbol : thus you specialise more the staff on Distance and support, and the Scepter and medium range damage.
Maybe it is a problem of Learn2Play, but I never succeed to use both aspect of the Staff : I can run in medium range and spam #1 et #2, or stay with range attack group and go full support with some #2. But using #4 and #5 in melee is very very hard for me. I sometime succeed to use the #3, but mainly use it for speed and heal my comrades.
One the opposite, I am always in mid range with scepter, and would love to have an AOE option other than skill #2. Ans skill #2 is hard to pull in melee fights !
I find them very fun to use in PvP : the hammer will interrupt every few seconds the enemy – even stoppping a stomp – , the shield will protect me from distant damage, while the Sword will do damage. I shall try the bow for the heal.
In PvE, when on 1vs1, by being targetable and doing damage, they will absorb damage – that much less damage for me !
In WvW, I do not find them that usefull, except for the shield to stop Distant attack.
Other suggestion : keep the commander for 100g (or increase it with global inflation )but create a second level of commander : this level would be given through vote for the session.
So you have to prove each time you are a good commander to be upvoted as Superior commander. You can also add a limitation on number of High Commander active at one time.
I have found on a well-known fan site, a google-provided ad to a Gold seller site, that use the GW2 name.
Where/who can I report this site to ? (the gold seller one, not the Fan site one)
From reading this thread, I understand three types of what people call Zergs :
- the “true” zerg : Unorganised people, not very well played that group together and follow blindly a commander
- the “organised” zerg : Big guilds – or multiple guilds – well organised, bringing tactics and high level of play
- the Ball : Big group of people moving as tightly as possible to abuse AoE stacks limitation.
The first (True Zerg) is not very efficient and can be easily destroyed by less but better organised team : some people do not find them fun, other does, works as intended by Arena Net
The second (Organised Zerg) can be quite frustrating for small group, but is dependant on player skill; Fight between Organised Zerg is fun; less present on lower Tier; Works as intended
The third one (Zerg ball) seems to much efficient, not dependant on player skills, and not very fun. Nobody is defending it.
I love the solution of Speed debuff for the Zerg Ball – with numbers to be adjusted of course.