Showing Posts For Wazi.5847:

Stealth finishers need to go

in Thief

Posted by: Wazi.5847

Wazi.5847

The reason why stealth is a little bit more overpowered than stability in terms of stomping is the number of stealth skills a thief has. Guardians and warriors have the most non-elite sources of stability: 2. Thief on the other hand can stealth from: weapon skills, healing skills, stealing (with traits), and you can get 2 utilities with stealth on them if you want. Some of these stealths recharge pretty quick too. I exclude elites because most elites that give stability are transformations (unless you’re dumb and you use warbanner to execute someone) and you have to exploit to execute someone that way.

I can think of 3 scenarios which an ele mist form executes you: 1) You suck 2) The ele ganged up on you so s/he never needed to use mist form 3) You didn’t use your sneak attack on the ele to force them into mist form. Mist form is the ele’s “Oh crap I’m getting my butt kicked button” so if you 1v1 one and s/he downs you without even using it you weren’t winning that fight anyways. In any case mist form and elixir S (non-tossed) finishing are also exploiting since you have to start it and then go invincible because normally you can’t finish in either form.

This one is pretty simple, everything should have some means of a counter and atm stealth finishers have none so unless ArenaNet is willing to add a new downed skill to all classes to prevent thieves from finishing you off with impudence then they need to remove this. Thieves shouldn’t be the only class that can negate all other classes downed abilities simply because they have one ability that trumps all others.

Thanks for your time

I think what you mean is, you can’t do anything personally, if you happen to be playing a Ranger, and they have no allies standing near them who you can target with Thunderclap instead.
Because everyone else can avoid it perfectly fine.
Engineer – Booby Trap
Mesmer – Deception
Guardian – Wave of Light
Thief – Shadow Escape
Elementalist – Vapor Form
Warrior – Vengeance
Necromancer – Fear

I think the real problem is simply that you’re terrible at the game, and would rather drag everyone else down to your level than try to improve.

While we’re complaining about stealth and stomping, I’d like to point out that thieves can still BE stomped while in stealth, making the #3 downed skill totally terrible for most situations.

I’ve found that being stealth executed is worse for some classes than others. Warrior hammer, necro fear, and engie grappling hook all shoot straight in front of you without a target so if the thief is behind you, then you’ll wish you were a guardian. If you manage to use revenge or booby trap before you get finished, then I really gotta wonder what that thief is doing because you have to wait longer than it takes to get finished before you can use them.

In the end stealth finishers aren’t on the top of my list of what needs to be fixed. I just always thought it was funny that you could go, “I’M GONNA IMPALE YOU WITH THIS FLAG!!!!!” while completely invisible.

MM vs Well for PVE/Dungeons

in Necromancer

Posted by: Wazi.5847

Wazi.5847

I’d like to point out a few things about mm vs wells in dungeons that haven’t been brought up yet.

One of my biggest concerns with MM (that I forgot to test but I’ll do it sometime soon) is stepping on the toes of my teammates who are using buffs. AoEs are capped at 5 targets including buffs, so if a warrior/guardian tries to shout and you have 5-6 pets out, then they’re preventing another player from receiving the buff by getting it instead. I see this happen all the time in wvw and if pets are counted the same way was player allies and enemies, then this is a major problem.

Wells are dark fields which in my opinion have the best projectile/whirl finishers in the game: life steal. You almost always want to do more dmg and you probably want more life. Dark fields do both! They work if you or the mobs are standing in them (or if you shoot over them), so you do have a level of control there.

Unshakable the passive effect of defiant (not the stacks) has a number of effects like making blind 10% as effective which is a severe decrease; especially since anything that’s hard to kill has defiant. This hurts well of darkness a lot in dungeons and makes dark field blast/leap finishers less effective in them.

Minions lose some dps if they have to chase mobs around just like melee players do, but I won’t pretend it’s nearly as much as wells. They can get hindered by CC though which wells can’t.

Someone made a post earlier that calculated minion health was between 5k-13k (usually 7k but I don’t think they listed the golem’s hp). People post that MMs are really tanky in pvp, but that hasn’t been my experience maybe because I play a lot of AoE classes. For example I was doing world completion in WvW on my d/d ele recently and ran into a MM from another server who was doing a SP I needed so I waved at them, helped them out, and left them alone. I guess they thought I was running away from them because she kept attacking me for a minute straight so I got sick of it and killed 5 out of her 6 pets with just ring of fire+blazing speed. The golem pretty much died from transferring all the burnings I put on her to itself on top of all the burning it already had on it. It was too late for her to DS heal her pets except the golem, but she tried anyways and ended up aggroing and dying to like 5 things.

I would never ever let a necro run MM against the priestess a dwayna in Arah path 4 and it’s not about DPS. I’ve already seen enough dumb players accidentally get too close to the sparks and draw their aggro so they can’t be led to the spots in time. If a spark got caught on a minion causing the boss to heal back up to full hp I’d just flip out.

Wells’ ground targeting trait is worse than a similar trait for ranger traps in the same tier since the ranger trap version which also increases their radius by 50%. Wells are normally larger though so I guess we can let them have that.

I’ll admit that I haven’t really been a fan of mm in dungeons because by definition they’re giving up a lot of group utility to run all pets, but I don’t mind having some pets. For example well of power is extremely useful in dungeons no matter what spec you are because you can turn up to 5 conditions into boons on multiple people so I use it a lot. Ironically flesh golem helps solve the problem wells have where mobs tend to run out of them because if you use it with a well spec it helps cripple the mobs so they stay in the wells. Well of blood can also help your allies deal with conditions because it’s a light field (but I’m not sure why). Epidemic is great when you mark targets and play with a completely different class such as a mesmer or an engie because you can spread many different conditions that normally wouldn’t aoe. I know of plenty of grenade engies who can maintain 25 stacks of vuln by themselves almost indefinitely which decreases the need to use the axe allowing you to use dagger for raw dps and life force gen.

In the end though it all comes down to what you have fun with. If you like playing with pets cool. If you don’t that’s fine too. If you want to do nothing but brag about how much damage you’re doing go play a warrior. No seriously right when I hit lvl 80 on my warrior (who was wearing everything from white to green and no lvl 80 gear) I could still go, “lololol hundred blades 11-17k damage by pressing 1 button,” the only limiting factor was how many orrians I could pull into a big ball to crit and get might.

I’m just hoping that since City of Villains sadly shut down that some of the people who designed the masterminds in that game come over to GW2 because once you did those keybindings for the numpad mastermind pets had the nicest pet controls I’ve seen in an MMO.