Showing Posts For MeTx.6712:
well, the winners of WTS were not the abjured and they ran only one ele. sure, basically every team brings one of them, but the same used to be said of bunker class. d/d ele + thief just seems to be what most teams are built from.
regardless it’s never stopped me from abandoning my two mains. i play them well and they perform well, often killing d/d 1v1.
Right, sorry. Orange Logo*.
And it’s not that I have abandoned ranger, but experiencing crafting a team, using the right professions and such, suddenly made me realise the lack of space for my ranger. I’m more easily countered than other professions doing the same role. I could take you through the whole conversation, but we ended up at guard, engi, ele/warr, ele, and thief. (thank god I play one of those!)
We dont run dual ele ourselves solely on the fact that only one of us can play the class. :P
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Been playing pvp on an off for a long time, but started taking it serious for the last month. I also started watching tournaments. WTS, GO4GW2, etc. But I feel the amount of elementalists in the games are shatteringly demotivating for me as a ranger/warrior/necro.
Dealing with them personally is, for me, a problem. Their skills provide healing, blocking, armor, mobilit, aoe damage/area denial, and decent damage, whereas I feel the classes I play has to rely on about two of those gameplay aspects.
However, personal problems aside, I think it’s a huge blow to other classes that a team would go: “We could either bring a ranger or a necro… No! Let’s bringer another elementalist!”
I know Orange Logo didn’t run ele in the finals, but that team could win with 5 naked spirit rangers if they so desired.
So even if I’m just bad at the game, the current meta kind of speaks for itself.
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Camera Collision Detection probably isn’t going to help you in this case. This is probably a bug with how collision is set up in that area of the map. For now your best bet is to bring down your camera vertical slider a tad.
My vertical camera slider is actually already at its lowest :/
My collision detection is actually also pretty low, I will try to increase it to see if it helps.
edit: Increassing collision detection helped a bit, but Im still clipping with the joists of the roof
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Some in the beginning, more at 1:15.
When I contest mid at battle of kyhlo, the camera zooms out of the building, and I can’t see anything!
Well I’m well aware of how to proactively prevent going to a new map. But going to new map twice in a row seemed a bit crazy, seeing as either map hadn’t even made it half way to VW. None of the 3 maps had all forts, so I really doubt that they were full.
edit: also, I have tried something similar before, but nothing I can remember fully. I just want to know if other players experience this, or if I’m just unlucky.
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So I was farming Silverwastes earlier, and we had made it to about 40% till Vinewrath. Then I lost connection to the game. I relog and join a completely empty SW map. Slowly, We’ve made it to about 10%, when I accidently click a waypoint in Dry Top. Oops I say, and rejoin SW only to join ANOTHER completely empty Silverwastes map?
How come there are now 3 instances of Silverwastes that are not even close to being full?
I would increase it to 25% chance to make it viable. It wouldn’t be as OP as increasing it to 30/33%, but a little more powerful than 20%
I would love this, so to help ANet out with this:
Idea 1)
Make 63 different locations/settings, where you place an alt in. the closer you get to the 63rd setting, the crazier the setting gets (63rd being a fight with character#62, 61, and 60). People would spent money on Character slots to see how crazy the new setting is!
Idea 2)
Have a few settings to place an alt in, and choose a random alt to place in it.
Can specialists get their own reply-color and can we also get a “specialist tracker”?
So whenever I use spirits, I get annoyed by how the effect-system is implemented, which is that the spirit’s effect is renewed every 5 seconds. This does that you cannot see when the spirit dies and the icon keeps blinking since it’s about to run out all the time.
I get the idea behind, if you had a long timer from the start, it would be more difficult to remove instead of just making the 5 seconds run out.
But what if you added a second timer, which would be the life-time of the spirit? This could be implemented so that this timer would be the visible one on the icon, and the 5-second would be an invisible timer, which would allow the effect to run out once the spirit died.
Actually I do main ranger. Anyway, I already beat her, so I went in a tested it:
It does seem like that the blocks the AoE twice, but the third goes through. Not quite sure what’s up.
EDIT: although… you can see 2 blocks in the last vid I linked, from 2x nearby aoe’s. which means the aoe CAN be blocked, or not?
It’s not 10 different “types” of aoe she does, is it? some blockable, and some not? surely not…
It’s 10 different AoE circles. The skill only blocks one of the circles.
The ranger GS #4 unblocks after, what should be, one hit… read the skill mate…
This only applies to melee attacks.
The tooltip is incomplete, see http://wiki.guildwars2.com/wiki/CounterattackAlso proof that she doesn’t always cheat, and you can sometime block this normally like every other ranged fight in gw2:
In that vid, you were hit by 1 AoE circle. In the other, atleast 2
Certain attacks being able to ignore blocks is an intentional game mechanic that is available to players
Therefore, Liadri having an attack that ignores blocks is not cheating, just frustrating.
It doesn’t ignore the block initially, but you have to remember that Liadras AoE is essentailly 10 different AoE cirles. OP just got hit by 3 of them – 2 of which were blocked.
The ranger GS #4 unblocks after, what should be, one hit… read the skill mate…
Ok, so this post makes absolutly NO sense, and here’s why:
2012
- Oct, Halloween – Multicultural
- Nov, Lost Shores – Multicultural
- Dec, Wintersday – Multicultural/Asura
2013
- Jan+Feb+Mar, Flame and Frost – mostly Charr/Norn, but also Neutral.
- Apr, Super Adventure Box – Multicultural/Asura
- Apr, F&F final – Multicultural+Norn/Charr
- May, Southsun – Multicultural
- Jun, Dragon Bash – Multicultural
- Jun, Sky Pirates – Multicultural
- Jul, Bazaar – Multicultural
- Jul, Cutthroat Politics – Human/Charr
- Aug, Queen’s Jubilee – Human
http://wiki.guildwars2.com/wiki/Release
What are you actually talking about? If anyone should be complaining, it would be the Sylvari…
would be pretty cool
Even with my good vision I can’t see kitten – that’s the point…
It’s not a feature, it’s a bug. I tested it (RIP tickets), and I can get it to work with the Throw Torch, but not Throw Knife (both weapons are OH-only).
Trying to defeat Liadri for 117th time, and don’t get me wrong, I love the boss’ difficulty. But I don’t like it, when bugs get in my way of winning.
As a ranger, I use Shortbow to dps her in her 2nd phase, I try to destroy ALL cosmic rifts to not get caught off guard. However, arrows can’t, for the most part, hit the rifts – they simply get obstructed.
I love the boss, but this quick and easy fix really annoys me.
Edit: I need to use Throw Torch to destroy them, because axes don’t either. Neither does the throwing knife – and OH knife has an evade, so it would be super cool, if I could actually use that…
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I would suggest making the button into a cycle-through with adding a third option to perma-stow. So, ie. when clicking the icon; Active → stowed → perma-stowed → repeat.
Because I use the semi-stow in pvp, when hiding, but I want my pet to engage when I enter battle, so removing the semi-stow would be bad, too.
replying to bump up this topic.
This trait is absolute joke, and it seems so easy to fix (buff stacks/duration).
If some of you remember in GW1, when holding your cursor over your attributes (which more or less equals traits in GW2), a little box would appear describing the current attribute.
This tool tip would mostly contain switch sort of skills/weapons the line cater to.
fx. for the ranger:
The Marksmanship line would contain info about altering Signets and Longbow/harpoon skills.
Skirmishing alters Traps, Axe MH and all Bows.
Wilderness Survival alters Survival Skills, offhand skills, and sword/greatsword/spear skills.
Etc.
I don’t think on screen effects matters that much if casters are able to provide overview information – like who seems to be coming out on top and so on.
So right now the esport scene is slowly growing wings, and many new-comers are eager to experiment with the depth of builds. As it is now, there’s not even a retract trait points button, and we’re not sure when build saving will be a feature. I personally suspect the lack of implementation is due to the different ways to go about implementing it.
SO, here’s how I believe will be the most effecient way to add a build saving feature to the game:
The build will be split up in two: gear and skills/traits (much like in GW1).
Gear: saving your gear will only save your RUNES, SIGILS and AMULET. It won’t save the specific armor you are wearing. When you loading your gear, your current armor/weapons will be applied the saved runes, sigils and amulet.
Skills/traits: your trait setup and your 6-10 skills will be saved.
Furthermore, a retract trait point button would be nice!
Same problem with Aurora Glade and Gunnar’s Hold. Snow Covered Objects are nowhere to be found
I currently feel that combo fields are a good idea, but they’re not too useful (they’re just sort of “there”).
I suggest some enemies would be take more damage from certain element attuned attacks, so that combo fields are more effective. These vulnerabilities would be visible on the enemy healthbar/icon at the top of the screen.
What do you think?
There’s probably a decent build out there, but as it is right now, the burning condition is not the best of conditions. :/
Hey there,
How about implementing a experimentation mode? Like valve’s CS and TF2 Beta?
Basicly it’s the exact same as the official mode, but for ANet’s experiments. So this mode would perhabs include:
- Different skill stats.
- New maps.
- No downed state.
All this without altering the official modes (pubs and tourneys).
How about payload mode from TF2?
WE MUST PUSH LITTLE CART! (or dolyak)
What’s the reason for not just removing all of them? :/
Good observations. I would really hope that ANet puts more detailed info into the skill descriptions… sigh
Long title, but 2 subjects:
1st: Reaper’s Rumble introduced having no downed-state, so we know it’s possible to implement into sPvP (meaning that downed-state is not heavily integrated in the code). How about implementing it into actual sPvP?
2nd: Introduce sPvP beta mode (like Counter-Strike Beta and Team Fortress 2 beta), which is a mode where you put all your whacky ideas and balance propositions. Want to see if removing downed-state will be any good? Try it out in sPvP beta. Want to see if some skill changes will have a major or minor effect on the meta? Put it in sPvP beta. Reward the players with half the karma, so it’s not efficiently farmable nor unrewarding.
Thoughts?
I have sigil of battle on my SB and axe and Hydromancy on my warhorn
Axe skill #3 omits to tell you how long the weakness lasts (10 secs).
Murellow is called “Rons Giant Rufus”
is it not the 31st?
Or we could just stop kittening about it. We access to both bow types.
A ranger hunts – it’s in the nature of his profession. If he were to use a NOISY gun, he would scare all the animals away. Bows are quiet.
nah, I still like my ranger too much, and I still see potential.
You don’t go into melee range; someone else forces you into it. You use the sword to get away. Or get some damage in while evading attacks and then get away. Sword 1 only roots you when you use it. Don’t use it when you don’t want to be locked in place.
You’re not forced into melee when half your bar is melee skills (1 from dagger, 2 from sword). You only have 1 effective evade (that is counter-purpose if you’re running away) skill and the last is a decent snare.
Axe/warhorn gives you a auto-target AoE, also a decent snare, long lasting AoE buffs and good single taget damage. All from range!
@lil: entering melee while trying to avoid damage is a pretty bad idea, too. Also, they the main skill for the sword works right now, it can pretty much lock you in melee. That’s not especially great if want to flee.
How about immobilizing foe when the pet hits the foe?
(Might aswell dedicate this thread for suggestions!)
Im pretty sure that if it had been because of the damage, they would have said so. ANet has NEVER come up with “excuses” for nerfs.
They are so direct that back in GW1, when they couldn’t fix a certain skill (it stayed OP no matter what nerf) they made it practically unusable (huge recharge, 5 sec duration). They completely honest about this nerf and admitted that they didn’t see a fix.
Ok, time to post my cookie-cutter build:
http://www.guildhead.com/skill-calc#ccom0zmzMmvoGMmvoGMx0paVmsqoko
“Guide:”
- Use stone signet when you see a large burst of damage incoming (fx treb or cannon).
- Use Signet of Renewal if you’re immob’d or stunned (keep yer pet close, bring ranged fx). Can change for reflexes though.
- use QZ when you want to do damage.
- with 20-VII Wilderness survival, spam Hunter’s Call and Call of the Wild.
- Swap pet for more damage.
- Dodge in combat to gain prot. 15 wilderness.
I use full fighter runes set (tough and power), with sigil of battle for SB and axe+hydromancer for high stacks of might and PBAoE snare.
video of me using it: http://www.youtube.com/watch?v=v_C2vqbi1Ao
Now, I don’t think Protect Me is necessarily a bad skill, but for it’s purpose, it’s not very conditionless. Even though Stone Sig has 50 more secs of recharge, it is completely condition free in whatever situation. Also, with the protection (-33% damage) going up quite often and 250 toughness, damage should rarely be a problem.
I see on vids you’re keeping your pet out of combat, which I understand since you need to keep it alive for Prot Me, but with the right pets, you’re giving up quite some damage (and with extra hazzle since you need to spam F1).
Last part is your choice of weapon. As it is right now, the sword is more or less a self-inflicted stun lock in the wrong situations. While it depends on your playstyle, I would still recommend switching to axe+snare because it’s also a ranged snare, and ricochet is good AoE vs. turrets, clones and minions. Warhorn is just plain OP with long range (1200 with my build) damage, and AoE might, swift and fury.
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I can’t tell if this is a giant joke thread or if people actually think Sbow is bad =.=
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The damage negation is way too ineffective.
Why don’t you just go 30 marks with XI trait and bring Signet of Stone instead of crappy protect me.
I’m using a similar build, but mine is very efficient damage wise AND prot wise. It’s 2 am here though, so I’ll post it tomorow.
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Sorry, I’m tired. I’m still willing to discuss prot me vs stone sig. But that’ll be tomorrow.
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rangers are just in touch with nature and don’t need all that techno-gear.