Showing Posts For Ursidae.7269:
if youre getting bursted on by warrior and crying in the forums about it … you need to quit playing guild wars or better yet ..
roll a warrior and go into spvp and see how much of a champ you feel like when your getting your kitten handed to you by every other class in the game …
sure like any other class they can do one quick burst and literally one shot you with one skill on their bar but just yesterday i was hit with a 17k hear seeker from a thief and to do a hundred blades uninterrupted i have to use all 3 stances balanced , endure pain and use frenzy … thats without dying or being stopped by anything and ill still only finish if the person is standing still within about a 300 distance in front of me ….and not just dodge roll through me
where a thief can hit for that much whenever he can stealth and get a back stab off
a mesmer cant even be targeted , an ele can keep me on the ground while bursting on me .. a necro can drop all conditions on me and if i use runes of lyssa make me wish i never bought them when i use my elite skill .. and ranger can keep me pinned all day .. and engineer and nuke me with a few bombs and guardians can keep retaliation up all day ..
i dont even have access to retaliation — well if im crit on and for no more than 8 seconds every 15 …. but thats it and two ways to get stability on my own and the best boon i can get is less than 25 stacks of might unless someone is channeling something on me while i am blocking with a shield ..
and what do i have access to .. a kitten hammer and a bow or a couple swords
and youre getting your kitten to you by a warrior ..sure five warriors maybe but five of any class is going to clean house with anyone ..
healing surge should just work like a flat heal – signet of resolve heals for nearly the same amount – somewhere in at about 8.4k – for warriors a flat 10k with nothing else or at least something more worth wild to use if you had full adrenaline. (the signet is actually on 36 or so seconds with the trait on a class that can heal all day. )
if using it right before combat to gain all adrenaline – it also with the 30 second cd causes it to be used early @60% health so that by the time any defenses have run out that its back up – so the instant adrenaline could only be useful after using burst -
it would be nice if it increased adrenaline over time like berserker stance but having it dependent on the level of adrenaline nearly forces it to be used with berserker stance almost in the same way you almost always need stability .. which most classes only need the stability on a heal with a cast time over having to use two utility to make it work in the middle of combat ..
the dependent nature of adrenaline shouldn’t be a liability in healing
i cant think of any class ive played so far as needing a resource for a heal outside of necromancer .. but at least when that happens they get something out of it.
why was targeting fixed, but for mesmer the clones and illusions or whatever count as players while cycling targets ? while every other class with pets being treated as non players… sure lose them in stealth but for real… the worst it could do is make people who play the class be a little better a playing it .. alternative solution would be to improve mesmer defense per clone up from 3% to 5% – and to give 50% of this bonus if protection is applied so they can only get 50ish% protection at any time ..
a good mesmer can face roll melee classes without them ever getting a chance to use one offensive ability …
if i am being focused by a mez on my warrior – my best option is to run from them
im glad they made some good changes to targeting
it has ultimately been frustrating not being able to kill less skilled players by virtue of them not being able to be targeted for 3 or more seconds.
the fact that they left any of the classes immune to being able to be targeted is just like saying the class is dependent on it .. or shows a lack of wanting to improve the class design to make it a little more viable without pets, minions, or illusions.
For targeting you have options —- good ones – you can disable interact on right click which is why you end up targeting friendly – you still have left clicks which your index finger isnt as prone to place pressure on the mouse except if you do not use fast ground targeting .. but if you pay real close attention – you can double tap the ability which takes the same amount of time – as a mouse click which is better than missing or targeting something else – there is also a target closest enemy and next enemy .. i use a key on my mouse for close which will in front of you in about a 120 degree cone grab what is close to you .. for auto target to clear the best key would be a mouse key – but ive been using V or mouse bind or even mod keys like ctrl +V or whatever – all games with tab target are going to be clunky – also remove all of the auto targeting check ticks in options down to Stop Auto Attack on Target Change – so if something dies you dont aggro something else – i use my Guardian leap on the great sword often times as a sort of extra dodge – i will not use auto targeting while i have this equipped
i strongly recommend using call target take target and lock auto target ( which will hold a target if you get it from auto targeting but not if you selected it ?) so there are about 5 essential binds for targeting when you add close and next target – plus if disabled right clicking left is another way to grab targets – the other option is that you cannot attack a friendly target – i haven’t fully tested it but targeting a friendly would not make you leap in their direction you wont event channel or rotate when they move from in front of you while using auto attack ..
Don’t Panic Just Yet, remember there are consumable buffs and once a player is downed im sure they lose their stacks which is only +50 to a stat. Average player downs 10 people and has a slight buff. It’s only going to make it so if you are trying to take a point on the map that you can make a push with fewer people.
Although this doesn’t make up for unbalanced teams. From Reading they also did not mention a cap on the buff itself .. which should be no more than +200 ? i really hope there is such a cap .. otherwise a group holding and taking out players all day would be pretty unstoppable and make game play very boring once someone had a strong foot hold in the area – needing double the players per usual attempt at things …
this does offer more reward for team play – encouraging player to stick together —- but i do agree this would be very bad if there was no other mechanic than just a straight build up…
if they are stacking this with the Sigils that increase stats as well per kill or other similar effects……
there should definitely be a cap on the stacks or a Timer for how long the effect lasts in combat before a recharge on the duration of it
infinite power leads to infinite corruption
Vitality as a stat has runes associated with it and food. I don’t think without using those that in some combination – using vitality will yield much in terms of result that makes people happy about using the gear. They can turn Vitality into condition damage, power and precision.. some only change one of the stats. Superior Runes of Scavenging or Exuberance.. and some relatively cheap foods -
Ive played in Zerker stat gear before and i assume being hit in vitality gear with no toughness is going to hurt—— but it depends on what you are doing .. and if you’re in an organized group where your role is specific to using whatever vitality stat gear to the fullest advantage in the trait lines.
This post being a million years old if someone bothers to read this just check on the trading post for items that benefit stacking vitality.