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Tequatl Feedback [Merged]

in Guild Wars 2 Discussion

Posted by: Szeron.4856

Szeron.4856

Back before the condi changes and hp buff, I could join up for Teq and, with a little coordination(make sure there are defense groups and turrets competently stationed), drop him and have a genuinely enjoyable time. There were a handful of times people failed to do that and the event failed as a result. Teq was not “soo easy” that people could just ignore the mechanics of the fight.

The past couple days, I’ve been in instances with up to 40 minute prep times where it still fails because people were either not min/maxed enough or simply lazy(not running back if they died). Needless to say, the current state of Teq is not, personally speaking, enjoyable when all that time and effort is invested with nothing to show for it at the end. “Why bother?”

I personally don’t mind ‘challenge’, but I think ‘difficulty’ of this scale should stay to personal and small group content. World events are just too nebulous with too many random factors. In this specific case, I think the defensive organization requirement for Teq is sufficient enough without the need for its current dps requirement(which is all the inflated health adds). The LAST thing this game needs is gear/build checks before participating in level 65~ open world event.

Is dual- wielding dead now?

in Warrior

Posted by: Szeron.4856

Szeron.4856

My request is to simply move Axe Mastery down to Master instead of Grandmaster. It’s more or less analogous to Forceful Greatsword, in terms of benefits, so why the tier difference?

I’d be fine if the ferocity bonus got knocked down a little to ‘compensate’ for the rank change. As it is, this isn’t really a choice, it’s a penalty for using axes. (No other weapon has to sacrifice Berserker’s Power.)

(edited by Szeron.4856)