lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.
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I don’t think this is a good idea, considering how long it takes to upgrade a keep to maximum, you’d only get to take advantage of a fully upgraded keep for about 12 hours top, people wouldn’t even bother upgrading keeps anymore and all you would see is paper walls and doors.
You’d also see the attitude of people not really caring about actually winning.
Server 1: Oh man we just lost our garisson in EB and our BL, oh well it’ll be back tomorrow.
Server 2: Alright we got their garisson, lets just find the next target cause defending this isn’t gonna be worth our effort.
3 days seems like a fair amount though.
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Forget grenades, I want to use a flamethrower in WvW on my engineer ;-;
But 1 jet = half hp gone.
Protection boon is equivalent to 50% more armor
Actually more like 80-90%.
if you are just calculating toughness then its around there, but i was calculating total armor
Protection boon is equivalent to 50% more armor
I rather they nerf the range and its ability to hit through gates than nerfing the damage.
Squishies should be squished
although I wouldn’t mind if they nerfed their damage against flame rams.
As another mesmer who tries to keep up with eles, necros with signets, rangers, and thieves, I agree. ;-) I still roam, I still attack camps, and I’m still effective.
I would kill for a 25% passive speed boost, but that’s just not good enough, it seems. You need to have 100% swiftness AND a get out of jail free card on a 20 second cooldown or else you’re COMPLETELY USELESS OMG THE MOST GARBAGEBAG PROFESSION ANET HATES US.
How do people like you NOT understand the concept that nearly every other class but Elementalist has some form of active or passive defense as part of their features? And that the Ele’s sole form of “oh s***” skill was just nerfed into uselessness.
A mesmer has on demand clones, invisibility, distortion, etc. You know what an Ele HAD? ONE skill that was the longest range single movement skill. Usually used to extend and escape from a bad situation.
Are you REALLY going to claim that you’d give up all the benefits the Mesmer has (illusions, shatters, invisibility, distortion, etc.) for a single movement skill? Because that’s what Eles have to deal with by default.
RTL was your only “OH kitten” card?
confused face I must’ve been playing another class.
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I think the damage buff was good, the range buff was a bit strange though.
The defenders were always at the disadvantage.
“On My Mark!” skill: Now uses its actual range instead of infinite range. Increased the range of the shout from 900 to 1200.
I never even noticed :X
repairing the gate with 2 supplies or killing 1 enemy gives you the defense reward.
JQ and BG also doubled teamed me yesterday
I was capping a BG sentry when the guards from a JQ yak started attacking me as well >:c
You know you played WvW too long when your inventory is full
This is totally going to to end well.
oh woops. well than they need a damage buff or something because frankly stuff meant to use on infantry isn’t vary threatening to infantry……
facepalm
3 arrow carts alone (2 if they are superior) can wall off almost any form of melee attacks in the game (rams, golems, etc)
If you think they need a damage buff you might not be using them well.
I’m surprised at how little people see the advantage in having 5 more supplies per character.
This usually means that when attacking a keep a attacking team can place 1 more ram for every 8 people. 40% better wall/gate repairs per person, only 3 people to make a ram as opposed to 4 (this is pretty big)
Supplies are the life and blood of wvw, you can’t go expecting to get a +10 supply buff and not expect for it to be broken.
Its lost in the sea of long names.
bottom 3 tiers in wvw might be getting some love soon.
Its a welcome change although honestly as silly as it sounds I rather Anet promote a form of “server loyalty” than just transfering.
Next up, trebuchets behind gates, hue hue hue hue hue
Plague form + chilling darkness and staff is all you’ll ever need to farm badges, scepter is really only for the smaller skirmishes and when you need to dump some conditions.
Just use skills that have a ton of aoe (Blood mark,epidemic and corrosive cloud are A-M-A-Z-I-N-G at tagging people for drops)
I haven’t had much success in terms of drop counts with scepter in wvw, but you might find someone in the forums who has.
Acid bomb as a stealth finisher is quite silly considering the skill itself “ticks” damage o.O
How long do you think until people complain about culling being gone?
It could be for any reason what so ever, lagging being bad, eyes melting, etc.
common misconception is that warriors are front line damage soakers.
From my experience guardians and necros work way better as those who go gun ho into the middle of the zerg while warriors are better in the middle line who hammer smack the chilled targets.
warriors player who go up against competent groups and aren’t hiding behind the advantages of culling or safety in numbers factors,unless they are pumping 30 points into defense or traits just find themselves blowing up or having to retreat very quickly.
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In your opinion who are the unsung heroes?
The people who win the war rather than the battle.
The people who act as scouts?
The people who persistently run supplies from a camp to a keep multiple times?
The one who buys blueprints?
The person who spends half their game trebbing?
etc
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Everytime I’ve dodge rolled and switched attunement with EA I’ve always ended up only getting the latest EA elemental effect o.O not both.
JQ is water.
The moment you turn your back…the moment you say, “We have this map, let’s hit them somewhere else…”
One camp will flip. Then another. Then a tower. Then your keeps will be trebucheted from both sides, and you will return to find nothing. You will hastily retake your keeps, and search for the offenders…but you will only see groups of four and five, who you will roll over with your zerg, screaming “we are winning! WE ARE WINNING!”
But you lose.
We are water.
how does that even relate to water? o_o
Marks, marks, marks, marks, marks, marks, marks, marks, marks, marks, marks, marks, marks, marks, marks, marks, marks.
EVERYWHERE!!!
If your staff skills are aren’t on cooldown you are doing it wrong.
Other than that try to pin point the guardian in the middle of the zerg or someone with a fart ton of boon to corrupt > epidemic.
The conditions will do all the tagging you’ll need.
Not much else to say other than just stand in the circle.
I wished necro marks were op =/
Staff ele does what staff necro does but better, except for the fear.
That plague + chilling darkness though, that thing kicks kitten
Too bad its only for 20 seconds every 180 seconds.
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wtf i played over 500 hours on my warrior with leg specialist almost all the time in wvw and used a ton on AC’s but I never knew this
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yeee great idea .. like engi kits … so instead of “standart” 20 skills ( while every class have 10 and engies only 5 ) u can get up to 60
sounds balanced ….
I never understood this line of thinking
are you suggesting that a player can juggle 60 skills and not have their brain melt? (and it’s 40, we get 20 from our weapon, 5 from each conjure, 4 usable utilities makes 20)
if a player kills you using 40 or 60 skills, you DESERVE to die, because someone who can juggle that many things AND still beat you is quite simply a good player, it wouldn’t be OverPowered, you would just be OutPlayed
and someone taking 4 conjures is giving up all their cantrips for more skills, so a player who did that would have absolutely no stunbreaks, no escapes and no attunements since theyre using the conjure
pshhh you obviously never played magicka.
Bazillion spells
And numbers isn’t the problem, anyone can start shuffling numbers(skills in this case) with practice.
The argument of “oh you have to manage 40+ skills at once” is silly, its not like you are going to make them all go on cooldown persistently.
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Yes I enjoy taking 4 minutes to walk from citadel to bay, lets make it 10 minutes instead.
They don’t do the most damage, they are inferior compared to the GS or Axe warrior no matter how you look at it, you can trait the full 9 yards for damage.
The warrior GS is more than just 100b, whirlwind easily does a large fraction of the damage as well (hits 2 time and 3 times if against a wall i think), there’s weapon swapping to Axe if you they have 15 traits in discipline is also amazingly effective.
I’m also finding several of your assumptions quite flawed, warriors can access to 8 permanent 8 stacks of might and permanent fury, vulnerability is also a factor but in all honesty you can just use “On my Mark” with the warrior and it’s pretty much the same abbet maybe 6 stacks of vulnerability.
In terms of buffs and debuffs they are pretty much the same.
if you could show us your calculations and intended traits.
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depends on what class of glass cannon you’ll be playing
Thieves and mesmers, classes with click of a button stealth options will find it much more forgiving to go glass cannon as say to a elementalist or a warrior who as soon as they are sneezed on, implode and easier to hunt down.
Engineers and Necros can actually pull off being glass cannon commanders, but I really wouldn’t recommend it as a “LERROYYYY!!!!!” commanders works much better for when leading a pug group as opposed to a guild group with ts, which in that case it doesn’t matter who has the blue shield.
4 golems, 1 mesmer
no white swords.
Brilliant.
The only problem I have with the skill is that if you have 2 mesmers you can pull anyone off a wall ledge even with the scaffolding.
In my opinion crowd controls such as fear, knockdown, daze and knockbacks should kick a player out of stealth =/
There are many times where I used my warriors Hammer burst skill and seeing the bar go down (indicating that it hit something) and the thief never shows up.
*a fault of culling perhaps?"
Also you can’t “remove” culling, because culling is your client deals with a large amount of data flooding in, if you your screen was empty one second then completely immersed in AoE pixels and 30 players on both your and enemy side, most computers wouldn’t even be able to handle it.
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That’s the entire purpose of the trebuchet o_O
I can fore see it now
Game Designer: “This patch will bring massive changes to WvW and improve its gameplay considerably.”
Patch notes:
Yaks are now invulnerable until its guards are defeated
The end.
its easier at high levels asside from p3 boss and cave troll. (p2 just takes a bit longer)
however to pre level 80s its way too more brutal than before.
Juggernaught isn’t as important to the flamethrower build as many would think it is. If you are going into battle using only flamethrower and utility skills it won’t come out well for you. PvPwise that is.
When I use my necro I mostly just roll with a zerg with the skills
corrupt boon, 25% speed signet, plague and staff with foods super veggie pizza and fine crystal.
I usually just run head long into the enemy zerg with blinding plague and chill darkness trait and the poison will does all the tagging for me.
Other than that I just use the staff mostly and occasionally the scepter/dagger if I have to duel someone. Netted me a fart ton of badges getting a full stack if I play long enough.
The loot update made it so that my plague poison alone is enough to tag people (if you are in a party its even better). As for staff well mark of blood is a bit less effective but it works fine.
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There is currently no reason for a group to invite a thief instead of a warrior, even if the group have warriors already. That fact alone speaks volumes about how incredible bad thief is right now in group PvE.
There is no reason to choose more than half the classes as opposed to warriors in PvE o.O
Thieves aren’t the sole ones out.
Theres rarely ever 4/4 queue in SoR ;-;
Wow nice time for a update
You can still stomp eles with a blink. There is no reason they should be able to make it back to their zerg alive.
I don’t play a mesmer.
Other classes can do it too. I play a thief and I always use Shadowstep to stomp eles who Mist Form away. Makes for an easy escape from the enemy zerg as well.
I guess guardians,warriors, necros, rangers and engineers will just have to suck it then?
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Flamethrower against a gate is suicide especially now with the pie food nerf. Hitting one person with retaliation is already bad, but 3 people with retaliation will kill you in 2 rounds. You could’ve sustained yourself with omnomberry pies before but even that still resulted in net hp loss with 100% crit.
Multiple hits use to be a blessing, but now its a bane.
You are much better off using grenades now in my opinion
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I keep seeing this, and how noobish it is.. blah blah blah.
However I have yet to see any math showing why — with the +precision trait for unused signets you can end up with, what 6-8% crit plus the passive benefit of each signet (power, prec, vigor, adren).
What’s the tradeoff? Banners, and replace +prec for unused signets with % chance to bleed on crit? I’m just not seeing it as the clear OMG NOOB selection.
Someone want to enlighten me?
AoE mght, AoE fury, AoE condition removal, AoE speed buff.
Stability, Actual tanking not some +200 toughness that will save you once in a blue moon. Stun Breakers. If you are doing PvP with GS then frenzy is essentially a must have in a ton of cases.
Kryyg.8576
I think the game should be more about battles rather than worry about each other real estate.
I hope you guys have enjoyed the fireworks.Many players actually do not prefer this zerg style of game play. If you look at other threads on this forum currently and in the past, you would notice that many actually want to run in smaller groups to complete objectives on the map like taking camps, defending towers, escorting yaks, etc. Zerging up in a huge 50+ ball and ignoring objectives on the map may win open field battles but it doesn’t show strategy, tactical play and players’ skills, and with the issues with lag and culling, it is downright unplayable at times since you can die without even knowing what happened.
I feel that SOR is playing similar to how SOS used to play which was to ball up in huge zergs to run through their opponents. SOS however did play strategically like encouraging other servers to fight each other so they benefit from 2v1, scouting, etc and that was why they were devastating and was one of the main reasons for their dominance for around 2 months. SOR zergs up and ignores practically everything else on the map – No strategy, no tactics, ignoring points and objectives on the map.
There are some posters who have an opinion that K/D is the best indication of performance. However, as many have stated already, the best K/D ratio is achieved through balling up in 50+ zerg. Many feel that spamming skills without seeing who you are hitting or who is hitting does not show player skills.
You keep talking about this “balling around and spamming skills”. Well if you know anything about large scale battles and if you were a commander, I can guarantee you that you will lose every single fight out there in this tier. Let me break it down for you. I might not be the best strategist nor the best player, but here are the things that specific professions and commander should do to win large scale fights, given that both forces are at equal numbers.
Commander: Make sure your squad doesn’t get flanked, distracted or circled around the enemy force. Unlike starcraft, being surrounded isn’t very good. Order specific professions what to do, call out exactly where to go and when to retreat.
Individuals: Stick to that commander icon within 600 radius, unless you’re called to do something else.
Warriors: You are the front line infantry, you scare the living hell out of those enemies and charge right into them. Initiate with hammer F1 or Axe 5. Whenever a commander calls directions you should be the one leading the charge.
Guardians: You heal, give boons, CC and absorb damage. You are the best cannon fodder out there. You take damage and you don’t give a kitten Dodge roll and heal like crazy and keep those squishies alive. You should be in the front line with warriors.
Necromancers: You are one of the most important professions in large scale fights. You spread conditions, remove conditions from allies, blind foes for the longest time than any other class in the game. You manage conditions, you own those conditions. Lead that zergball with you and keep them alive.
Mesmers: You stay behind those big boys and do the fun stuff. You give quickness to those people in the front line, reflect all those petty projectiles and apply mass confusion to the enemy using glamours. You are the game changer.
Elementalists: You manage those combo fields and mass AoE, rain havoc on the enemies. Heal allies, full offensive or stunning the enemy zerg with Air 5.
Thieves: Now, you get to have some fun. Enemies trying to flank from behind? Tell your commander what’s up. Enemies setting up those ballistas up the hill? Get in there and harrass the operator to the point where he presses alt-f4. Scout in all directions, cause confusion (not the condition!) within the enemy.
Rangers: Sadly I couldn’t find their strength in today’s large scale metagame.
Engineers: Sadly I couldn’t find their strength in today’s large scale metagame.
It really is more than just
“However, as many have stated already, the best K/D ratio is achieved through balling up in 50+ zerg. Many feel that spamming skills without seeing who you are hitting or who is hitting does not show player skills. "
This.
Unless if a warrior is going full tank 0/0/30/25/15 then chances say they are going to explode as soon as they go into the middle of the enemy zerg unless they are hiding behind the “safety in numbers” factor.
They aren’t a good front line tank, heck my necromancer and engineer are better at tanking and initiating zerg fights than my warrior via Supply Crate+Frost Grenade/ Plague form+Chilling Darkness ._.
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These BG people got hard-ons for yaks.
Once you get all your regular skills(utility) and signet of rage unlocked forget about all the normal signets.
There are more dungeons than just AC, CoF and fractal you know :x
getting badges through combat is a joke now with the increased drop rate.
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