Maguuma – Predatory Instinct [HUNT]
Necromancer
No point explaining. This guy is just a watered down Noc. XD
I’m sorry I hurt your feelings so bad <;(
Once again, the joke just flew right over your head. :/
If it was even a joke, and a poor one at that, it was the only one you’ve posted I’ve replied to…soooooo…not sure where this “Once again” is coming from. You’re continuing to make a fool out of yourself, you should probably stop while you’re behind. O_O
I already know people got the first one. :/
I would list:
GW2
Planetside
ESO (maybe)
Not going do list discontinued games.
To answer all the questions:
1.) No other thief (just capped a camp, saw a druid, stealthed and denied stealth). If the chicken’s damage doesnt show, then that can be the only explanation I can think of.
2.) I traited for pulm impact, but the camp it happened in was flipped about 2 minutes(ish) when this happened
3.) No dead dollys on the ground at this point. The vid on twitch just expired yesterday so next time it happens ill clip it asap.
4.) Invisible areas huh? Maybe I hit one at SEC beside the supplyhut.
Thanks for the ideas guys/gals
Yes, even if we’re wrong about everything else, those enemy supply huts have a huge hit radius and I guarantee they will reveal you if you’re swinging your weapon anywhere near them.
And here I thought there was a crusade to rid this game of AI specs…
The Minion(AI) aspect for these skills is very weak, a simple toned down auto attack. They’re basically just utilities that follow you around similar to gyros from engineers. Its how you actively use them(which destroys them) that makes them fun and interactive.
While gyro-like minions are a better option, even gyros aren’t that great. Only gyros I even touch are ones that have effects too strong to pass up, and I even still consider dropping ’em.
Hell no. The explosions have never been so beautiful!
People seriously need to do research on this before posting about it.
It’s not servers lacking speed that’s the issue; it’s profession design and the huge amount of proc effects, boons, and conditions which all need to be calculated, ticked, and updated/kept track of all firing off as interrupts half the time. ANet has come out and said this… more than once.
Yes we all know why the game is tolling the hardware so much. But if you find the bottleneck and give the machine more of what it needs for the task at hand, then you extend the threshold. Machine is lagging because a resource is running low? Allocate more. But we have no idea how these servers are established or what they are running and it’s not something they would tell us.
It is up to them to solve the problem how they see fit, but it would be nice if something was done after all this time.
And here I thought there was a crusade to rid this game of AI specs…
Yes. Like what Turk said, there are countless invisible areas in wvw that will put you in combat despite hitting nothing which will also reveal you as a result. There are a few in the dredge on EB, but also keep in mind: if you’re in an enemy structure or even a camp, the enemy supply depot acts as a strikable object with a very wide radius. If you’re in a fight near one of those things, keep far from it if you can.
If you ever played a Turbine game, you can make this GW2 lag your kitten.
I’ve still yet to see a pro-condi argument that makes sense as to why Dire gear should continue to surpass Soldier’s gear in effectiveness tenfold – when they have the exact same amount of added defensive stats.
Or is it denial? So, anyone here who thinks everything is hunky dory and condi is fine, please answer this extremely simple question:
“Can someone in Soldier’s gear be as effective in dps as someone in Dire gear in small scale combat? (small scale being under 10 players)”
—The reason I didn’t include zerg v zerg is to deter answers from focusing only on that subject, which has never failed to skirt the initial question and never give a straight answer.
Ah, but that’s a trick question. In this case, they’re both useless.
Not a trick question – it is a simple yes or no question, and like all others before you, you are skirting the question as I even mentioned happens in my post. Shocker. Please answer the question with a yes or a no – or don’t reply to my post at all, thanks.
I will dumb it down for you. “No” to both. They will have a level of damage and effectiveness that will be negligible in a small scale fight. As far as I am concerned, their damage may as well be nothing.
Don’t make such quick whiney replies. My answer was as direct as it needed to be. They are both useless.
“No to both” is not a valid answer, as I only asked one question. So this shows that your reply really only means one of two things:
-You answered “No.” Which means you believe that Soldier’s cannot perform nearly as well as Dire.
-In your comically failed attempt to belittle me, you showed that you are incapable of understanding the most simplistic yes or no question.Regardless, you’ve only made yourself look silly, and any future responses from you will now be cast aside as uneducated opinions. Thank you for the attempt.
Poor baby! Q.Q
Another whiney answer from our dear user. Why would you go about asking questions that don’t matter? Both die before they do any damage to begin with. Are you having problems with dire users? I am sure I can find a list of tips somewhere.! <3
Yeah. Rifle problems in general arose with the launch of HoT. It’s not that the rifle skills were bad before. They were actually meta. It’s that HoT + power creep made them far more risky and there were better options available.
The immob used to be good. It’s much worse now, because there’s a lot of immob clear (dd/war) and projectile hate. Plus, there are better immobs out there, like Ancient Seeds (a trait! not even a skill).
Overcharged Shot used to be good – still is IF you can land it – but you can’t land it reliably any more, and if you do, it’s likely to be immediately canceled by a passive on-cc trait. That’s a HUGE liability in a fight.
Projectiles used to be good. They’re less good now because there’s significantly more reflect and projectile hate in the game than there used to be. One only needs to look at Scrapper’s Defense Field for an example. Druid Wall, Ele auras, etc. etc.
I don’t worry too much about projectile hate since it can be circumvented as well as the CC. I am all for rifle buffs, but mainly those revolve around overcharge shot and adding an evade frame to jump shot.
As far as ancient seeds goes, you are comparing a GM trait to a #2 weapon skill which I wouldn’t classify as fair game despite the gap in effectiveness. Yes AS is still a kitten-off.
I keep seeing references in threads to WvW being a game mode based around epic, large scale battles. I understand that this was probably the vision when Anet created WvW, but let’s be realistic; is this what really happens?
To be clear from the start: I’m not complaining about anything, nor am I suggesting players should play in one particular way. I simply wish to find out whether things are more complex than some posts seem to claim.
Here’s a couple of thoughts to spur the discussion.
- We already talk about peak time and off peak time. By definition off peak has fewer players, so at best the “large scale combat” involves smaller groups.
- Personally, I think the scout who called out the attack on Hills is as important as the zerg that ported in to defend it.
- Are several havoc groups more effective for your server score than one large blob?
I’m interested to read your thoughts.
It would be a lie to say that it’s only about numbers. However the way this game works and how characters and ability effects work with and interact with eachother, makes the numbers game an effective tactic.
Things that contribute this you can tweak and change to a point, such as number of targets per ability and what they do. Other things that are a major contribution but can’t be changed for the sake of the rest of the game include largely game physics such terrain traversal, block collision, etc.
I could write a book on how all the other things you mentioned affect wvw as a whole in detail, but even this box has character limits.
(edited by Famine.7915)
Oh, have the holy lords of the perfect world spoken?
I’ve still yet to see a pro-condi argument that makes sense as to why Dire gear should continue to surpass Soldier’s gear in effectiveness tenfold – when they have the exact same amount of added defensive stats.
Or is it denial? So, anyone here who thinks everything is hunky dory and condi is fine, please answer this extremely simple question:
“Can someone in Soldier’s gear be as effective in dps as someone in Dire gear in small scale combat? (small scale being under 10 players)”
—The reason I didn’t include zerg v zerg is to deter answers from focusing only on that subject, which has never failed to skirt the initial question and never give a straight answer.
Ah, but that’s a trick question. In this case, they’re both useless.
Not a trick question – it is a simple yes or no question, and like all others before you, you are skirting the question as I even mentioned happens in my post. Shocker. Please answer the question with a yes or a no – or don’t reply to my post at all, thanks.
I will dumb it down for you. “No” to both. They will have a level of damage and effectiveness that will be negligible in a small scale fight. As far as I am concerned, their damage may as well be nothing.
Don’t make such quick whiney replies. My answer was as direct as it needed to be. They are both useless.
Skill 2 on rifle really needs to be looked at.
The immobilize gets cleared easily.
Would prefer if they maybe added damage to this skill or changed it to something else.
Immob. getting cleared isn’t the fault of the skill. I can and still do make effective use of the rifle net shot. If you want to make it better, advocate to add to the skill. Don’t remove the immob. itself.
Saw a daredevil hopping around me yesterday. It died in one attack.
Woah woah wait… You’re telling me that the whole time…. THESE WERE GUILDS!!??!?!??!?
More way to fight at mid and long range.
Ex:
1- Hip Shot: increase the range of this skill to 1500.
2- Net Shot: This skill is redundant (we already have Net Turret), shoud be removed and replaced by a new skill – Underbarrel Grenade Launcher.
Underbarrel Grenade Launcher: Fires a Grenade that explodes on impact o_o (explosion, blast finisher, 1200 range, 240 radius).
3- Blunderbuss: inclease the range of this skill to 900.
4- Overcharged Shot: "This skill now fires a overcharged bullet that travels at insane speed damaging and disabling foes:
0 – 400 range: blowout.
401 – 800 range: knockdown.
over 800 range: stun.
Max skill range: 1200.
5- Jump Shot: Increase the range of this skill to 900.
No. Please don’t touch net shot. I wouldn’t be caught dead running turret over it. As far as jump shot goes, the range is fine but it could use an evade frame.
I will still use rifle like through HoT as well.
Because Ascii already won the bright and shiny competition.
I’ve still yet to see a pro-condi argument that makes sense as to why Dire gear should continue to surpass Soldier’s gear in effectiveness tenfold – when they have the exact same amount of added defensive stats.
Or is it denial? So, anyone here who thinks everything is hunky dory and condi is fine, please answer this extremely simple question:
“Can someone in Soldier’s gear be as effective in dps as someone in Dire gear in small scale combat? (small scale being under 10 players)”
—The reason I didn’t include zerg v zerg is to deter answers from focusing only on that subject, which has never failed to skirt the initial question and never give a straight answer.
Ah, but that’s a trick question. In this case, they’re both useless.
Woah woah wait… Are you saying that engineers have weapons BESIDES rifle!!??!?!
Idk, the last line of options are actually in a weird poistion, neither of the options sound weak on paper, but HGH do many things at once in a trait that is related to elixirs that its so hard to not take it.
Without a doubt one of the best traits in the game.
Take a look at the whole line other than HGH. <3
First line is fine, even though 2 out of 3 is useless, protection is a good one to go for in any build, unlike the second line.
Yeah. Just didn’t remember the name of protection one.
I play power rifle engi with only HT for cleanse and I haven’t even noticed. I tend to avoid damage rather than deal with it after it has landed.
They were added for players that don’t play or enjoy the pve content so as not to force them to do so (obviously not new players). Very likely you will be able to use proofs at launch.
Most of the Anet sponsored testers seem to be saying condi reaper will be gone in favour of power and scourge will take up the mantle of condi/support.
Take a look at the whole line other than HGH. <3
Bug or feature?
Yes.
I could see Engies getting the barrier mechanic somewhere down the line. Not soon though.
Probably the new griefers stats.
Agreed. They are supposed to be dungeons, not raids. Anet has been failing miserably for the last 3 fractal releases, each one becoming more raid than dungeon. Nobody gave a kitten about stepping stones to raids. If you want to get into raids, find a group for raids…
If that’s failing miserably, I’d love them to fail more.
I expect them to do so. But fractals are just getting more boring every release.
Boss 1 > boss 2
Boss 1 > boss 2 > boss 3
Boss 1 > boss 2 > boss 3Sure the mechanics change, the the formula is on repeat.
Are you the kind of player than enjoys aquatic by chance ?
I get the feeling from the complaint of formulaic design that you’d personally love it.
Not really. It was unique when I tried it first. Dungeons in this game in general all have a same kind of feel that are perhaps spoiled from another game I played. But I personally like more variation, which just isn’t happening.
With the new elite specs on the horizon, how do you think they will shake up the WvW scene?
Personally I can see Firebrand becoming a mid-backline support rather than the current frontliner, while Spellbreaker takes the vanguard spot.
Deadeye and Soulbeast will be the top doggos of 1v1 and solo roaming, while Mirage graduates and grabs its PhD in cancer-spreading.
Holosmith and Scourge will shine in small-scale roaming.
Weaver and Renegade will be in-betweeners on solo/group roaming effectiveness while being more skill-oriented to succeed.
Regarding deadeye. A majority will camp walls and pew, pew. Just saying it now.
Lots of people probably don’t see it yet, but gliding is causing more problems than it solves. Actually, it really doesn’t solve anything to begin with. Not having gliding wasn’t even hindering anything. After they add it, then the problems start happening.
With the KB change and changes to the tools and explosives lines, I have been having an incredible increase in burst damage on my rifle build.
Please never touch took kit. You can argue all you want but I personally rarely miss the pull with proper timing and it perhaps the #1 most useful skill I use in wvw.
Same lines, but I guess you have a bit more leeway when it comes to whether you want to take SR or another line. You will pick up the changes rather quickly.
Agreed. They are supposed to be dungeons, not raids. Anet has been failing miserably for the last 3 fractal releases, each one becoming more raid than dungeon. Nobody gave a kitten about stepping stones to raids. If you want to get into raids, find a group for raids…
If that’s failing miserably, I’d love them to fail more.
I expect them to do so. But fractals are just getting more boring every release.
Boss 1 > boss 2
Boss 1 > boss 2 > boss 3
Boss 1 > boss 2 > boss 3
Sure the mechanics change, the the formula is on repeat.
(edited by Famine.7915)
Unless you have no swiftness, no movement skills, no hammer, no rifle, you should be faster than a reaper.
kitten , what a whiney little kitten.
I’m whining? I play in plat, do you have any idea how hard you get pressured there? Any clue at all
And all of them know your profession at the same level you do so theres nothing you can do to catch them off guard
If that many random unranked teams squashed me what do you thinks gonna happen when the season starts again?
This isn’t pre hot, HoT was called a power creep for a reason
We just got moved back to pre HoT as a profession while we have kitten near post HoT/Early PoF classes running around
I seriously don’t think you really understand how completely useless we are now
Like I really don’t think you get it
Not really. I do get it, and I get where the outrage is coming from. But I never held many of the traits in high esteem save for the reduced shroud CD.
Just a lot of overkill on the forums a day after the patch saying that every necro build is dead and the class should be deleted, etc. I guess I just took a look at the notes and figured that I’ve already worked around this, and that which I did use got buffed for the better.
To each their own.
It’s new and fresh for wvw now. Soon most will see more problems than benefits and far too many way to exploit. To fix these problems gliding will be nerfed to the point of people wondering why it is in wvw.
I just can’t see gliding sticking around.
Doomsayers one and all. Still play condi and power builds to the same effectiveness. (Not taking into account min/maxing. Just that the results are the same).
Sucks about the shroud decay trait. Ah well. :/
Stop saying this. It amounts to a troll post, and it would be best for you to depart from the threads that are discussing the nerfs by the presentation of evidence.
The results LITERALLY are not the same because significant nerfs were made to a spec. You can’t get the same results with a build that gained nothing of importance but lost everything that made it function.
Incorrect. This is only doomsaying. In my post I agreed they made a poor choice in nerfing vital persistence and they certainly should have buffed the other two rather than nerfing the one. It was a nice trait to have but nothing that I would personally consider build defining. (Can’t speak for spvp).
As for Scourge not having shroud, there really is no evidence to be had. Until we can play the spec and see how it works in a real environment, all points made are speculation.
As for your use of the word “literally” out of context, if I was being literal, I would say: “yes. A good spec lost something really good.”, But my wording meant that I could do all the same things I usually do and I get the same outcome. As I mentioned, I know that numbers fluctuate with balance changes, but I was not referencing numbers.
Doomsayers one and all. Still play condi and power builds to the same effectiveness. (Not taking into account min/maxing. Just that the results are the same).
Sucks about the shroud decay trait. Ah well. :/
With KB now I just prep 4 stacks and open with GB after a pull and you can just go completely insane after that first hit. It’s rather overwhelming.
I fail to understand why there is a minor trait that gives bonus damage when endurance is NOT full in a line where you gain vigor on toolbelts and toolbelt skills recharge faster.
The previous version (when full) had synergy with both minors AND a grandmaster. Now its an annoyance all around.
Watch WP most recent vid on engi before the pof announcement. He explained why it should be changed to what it is now better than most on here would be able to.
They aren’t going to make the best condi builds useless for a month before they release the xpack. If they make these changes, it will be on launch.
Never used it in power builds anyways. Sucks to lose it though I guess, but the doomsayers are wrong.
kitten , what a whiney little kitten.
Agreed. They are supposed to be dungeons, not raids. Anet has been failing miserably for the last 3 fractal releases, each one becoming more raid than dungeon. Nobody gave a kitten about stepping stones to raids. If you want to get into raids, find a group for raids…
We will need to see how all the shroud traits are changed to work with scourge first. Also, if they will release skill splits. Until then, there is too little to go on.
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