Showing Posts For Icarius.2189:
Just guessing, but looks to me like Knight’s gear with Ruby Orbs, Knight’s rings with Ruby Jewels, Knight’s Earrings with emerald jewels, Berserker weapon, and something like a 0/10/30/30/0 build.
At least that’s what I’d do to get similar stats, it’s probably more of a mix of Knight’s and Berserker gear though.
(edited by Icarius.2189)
There were multiple eles casting healing mist, a roaming group suppressing and destroying arrow cart setups around the wall. Managed to get one on them but it did little good.
The seige had lasted for about an hour of back and forth, trebs and catapults and pushes, then this and we lost the keep within 20 mins.
Turtling is kittening stupid.
The man has a point.
I tried different setups with my guardian to try and survive thief burst without kittening damage and I couldn’t really do it.
I ended up with 30 points each in Valor and Honor, and 10 in Zeal. Full Emerald Knight accessories, full Knight’s Draconic Armour with Soldier Crests.
So far the biggest backstab I’ve seen has been ~5k.
I haven’t lost to a thief yet, but I’m not as successful as I’d like versus a few other classes because of these changes.
I think the idea is that you have to alter your build too much to counter the burstiness – it’s excessive.
In real battles of the period you have the phase where the firing archers take out some of your melee, then cease firing for fear of hitting their own men (or should).
In gw2 w3 the archers, eles and gunners take out -most- of your melee, so it turns into two groups sitting there firing at each other with range weapons until one side has routed.
Too many ranged weapons, and they are too effective.
10/0/30/30/0 Guardian in Exotic Knight’s Draconic armor.
(edited by Icarius.2189)
Is anyone else of the opinion that non stealth melee is redundant in WvW? (Warrior/Guardian)
Ranged classes can do as much damage, as quick as (in some cases more quickly) than these classes and in groups down them before they get anywhere near the other players.
Too much ranged damage, and too much aoe is what creates the zergs we see in WvW now, no discerning damage just a curtain of arrows/meteors/bullets that hit for just as much damage as melee strikes. (4500 per volley, 8k killshot etc, 2k per meteor tick)
A survivability buff to melee wouldn’t go astray imo, what do you think?
I’d love to see the World of Roguecraft guys get a crack at this in video form, the pwning would be epic.
Personally I think the mechanic is broken. Moves should have cooldowns, not be able to be spammed for lolzy damage for as long as you have initiative. I’m a full bunker build guardian and even I got 8k backstabbed and heartseekered for 3.5k a pop in a ridiculously short amount of time. Full exotics and greatsword and they flattened me.
Might be a L2P issue, but it’s not really fair when the other class is so easy to play.
That’s some quality OPness right there.