Showing Posts For Zayle.7253:
If a Ranger is shouting that on you at 2000 range then you aren’t in harm’s way. 2000 meters is plenty of space to escape or wait FOUR SECONDS until revealed wears off. Unblockable or not, this skill has a hefty cooldown, and you have to be targeted for Reveal to take effect. If he does use it on you, you have four seconds to dodge roll, use evade skills, or put some distance between you and his pet before he can put the hurt on you. You aren’t absolutely defenseless with the Revealed debuff on you by any means anyways. It is a Ranger only ability, so if you see a Ranger in a group or solo, you should have to proceed with caution. You shouldn’t be able to fight every class the same way without consideration to their class or builds.
As for those zealots complaining about a counter to a class mechanic: stealth isn’t a class mechanic; Steal and Initiative are class mechanics. Saying it is a class mechanic because you get a stealth attack is like saying Stun is a Warrior-only mechanic because of Unsuspecting Foe. Your whole trait line becomes useless for 4 seconds? Do you think you are the only victim of this? What about Elementalists who aren’t in the proper attunement? What about Warriors who spec’d into the Tactics line who aren’t rezzing someone? Your whole profession isn’t useless for 4 seconds; stop acting like you’re defenseless and worthless for 4 whole seconds.
Rangers can now set up a small window to burst Thieves. Most of their ranged attacks do nothing to a thief once they stealth and they now have an opportunity to burst them in a critical moment or call them out for their coordinated teammates. If you think being vulnerable to a coordinated team is unfair to you as a Thief, I really don’t know what to tell you.
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He stopped responding; we got the message across. Good job gentlemen
Are these whiners still completely oblivious to the fact that mace/shield is only overwhelming because the broken Sigil of Paralyzation? It’s jacking up the stun durations by a whole second which makes them 1 second longer than the devs intended. You people crying for mace nerfs should be asking for a simple bug fix.
Lol I don’t die to this build because most the warriors now are pretty bad and don’t know how to use stuns so its so easy to dodge them since I know whats what.
You just proved yourself wrong. How can it be OP if you adjusted your play style to it and beat people who use it? You never die to it after you learned how it worked. That sounds a lot like balance.
Lol I love how so many warriors defending this spec when it is clearly OP as kitten I mean you have so much survivability, mobility, and damage (gs/mace shield)… Because of the buffs to warrior playing this spec is so easy to play I mean you have 8 sec condi immunity to pull of skull crack the 4 sec stun that has pretty much the animation of auto attack on mace and you have healing surge which heals you for a ton. I liked when warrior was hard to play… I mean this spec has no diminishing returns. You pretty much could miss a skull crack and not be punished (I am talking in team fight). This build needs a adjustment like maybe an animation change on the skull crack plus giving back the stun breaks they took away from other classes or maybe if you miss a skull crack you are left with 10 adrenaline and possibly reverting the max stun duration to 2.2 secs without paralyzation sigl. PS If you saw ESL both Made and Meta and Non Stop nonsense were using the cookie cutter mace shield warriors so they do exist in top level play. Skull crack warriors are just as good as s/d thiefs now at peeling and putting high pressure on enemy due to there stuns and defensive abilities making them hard to peel off unless they are way out of position.
I hate playing this build now since its so face roll that’s why I play a sub par eviscerate spec that has no mobility, bad suitability, but high spike damage (was higher pre patch).
Once Berserker Stance goes onto its hefty cooldown the Warrior is left trying to smack you in melee with no way to handle conditions aside from -duration runes and food. The build also only has two potential gap closers to set up a Skull Crack. The only thing making this build a little too strong is the broken Sigil of Paralyzation. Irreguardless, it has obvious counters that you aren’t willing to explore.
Once they fix the Sigil of Paralyzation the FOTM warrior build will lose it’s taste. Those full seconds added to stuns are what is causing all the fuss; the devs didn’t intentionally increase the stun duration on Skull Crack to four seconds.
I like how he wants it moved further into a tree that gives condition damage while none of the weapons that stun have any condition damage without the minor trait for bleeding or confusion on interrupt. Simply carrying a stunbreaker would make his life much easier and longer.
Painfully obvious forum troll.
I firmly believe that if you absolutely want to try your best to kill Thieves in WvW (Unlikely), then you should try a very tanky/bursty Axe/Shield and Rifle build. Rifle is enormously useful for killing Thieves due to 2 (using Leg Specialist) and 3 working against stealthed opponents.
Yeah now that I think about it there are a lot of thieves you blast with your rifle before they disappear and they turn up downed on the ground 5 seconds later. A well aimed Rifle Butt can knock them out of Shadow Refuge and reveal them as well. I’ve been using the longbow too much it seems.
I’ve been getting pretty frustrated in WvW trying to kill those blind/stealth spamming thieves that can tag team and vanish forever. Pinning down just one is difficult enough, but if they stealth after you immobilize them they can just cleanse it all and come out at full health. I usually run with a longbow and bolas but that isn’t enough to make them stay put. Dashing at them in melee rewards me with a blind every time they stealth.
Is there any way a Warrior can actively counter this? Fighting a Thief using that build is a nightmare. They can backstab or throw some conditions on you and just vanish to heal fully while you flail around like an idiot trying to hit them.
I thought he actually deserved to die there for what he did, but he lived and put a huge dent in the enemy team. To say something needs to be changed after the video clearly proves how effective he was just doesn’t seem very productive.
I am sure axe does more damage, but the sword might do less in a shorter amount of time.
You just answered your own question.
No one has ever won an argument against Daecollo because he always just throws exaggerated information back at you or compares Warrior to another class. It’s amazing how he can make thread after thread and post after post about how bad Warrior is and he hates every buff and quality of life improvement they get, yet he still plays Warrior and keeps posting. He doesn’t seem to grasp the difference between a Warrior and Guardian; he wants them to be straight up equal. He wants Warriors to be as tanky as Guardians. Why do people bother responding or arguing with him anymore?
You farmers are a disease on the game.
Why, just why did you bring this thread back? It’s almost a month old dude. At the very least wait for the patch to come out rather than pretend the fake leaks are real.
It sucks because all the hammer skins are tiny little things compared to greatswords. The only decent sized hammer is the Fractal Hammer.
Has it,s uses on what exactly…. PvE ? End no…. i run axe/shield …so what are u..one of this fan boys that think everything is great…
If u think is so perfect then why single warrior don’t use / axe on pvp?
Please enlighten me ….i,m kitten end have no clue how to play warrior….
Has it’s uses =/= perfect. Talk about a misquote there buddy. I run it for PvE with a longbow and sword mainhand. Carpeting the area in fire and spinning on it has devastating damage, especially with a Sigil of Earth on one of the weapons for 15 chances to proc. The sigil and trait for bleeding add up between flurries for heavy bleed stacking all while spreading that burn even more. You can dodge while using it and it hits 360 degrees to hit a large number of mobs and also flings projectiles everywhere when used in a combo field. This was all mentioned already in this thread.
It doesn’t have ANY real use in SPvP, but then neither do warriors as a whole. The attack is painfully obvious and not heavily damaging.
P.S. Don’t call someone a stupid fanboy if all you’re going to do is exaggerate their post and even ignore their posting history.
I also laughed at how he tried to call out to ANET with CAPS in the thread name. Isn’t he just adorable? Axe 5 has it’s uses.
I like where you claimed we can 1v1 when your first target was ANOTHER WARRIOR and then you post this video where people are probably talking about SPvP and TPvP. Your little hammer combo on that first guy wouldn’t work in SPvP You can’t build such high crit damage and have guaranteed crits like that.. Jumping a guy with 3/4 health, chaining CC when he obviously had no stunbreaks being another Warrior and all, and then beating the next foe who blew all his cooldowns before you used your chain CC again with its PvE-only damage has no relevance in SPvP or TPvP. Yes, you did well. You killed two people and won a lopsided fight. That was good. That doesn’t mean you can go running into other forum posts and using this video as leverage for your arguments.
It’s from personal experience with professions ascribed to having their strength be ranged damage.
Elementalist: they have pretty nice AoE damage, but what can they do for single target damage? Be pitiful? Do you think Staff can easily toss out 8-10k damage in a line (that’s usually how much I get on my killshots, on my defensive build, I can manage about 4-5k killshots though)? And you can definitely get higher than that.
I know all about Ele ranged damage. Staff is the support/AoE weapon for Ele. It is not a heavily damaging weapon. 8-10k damage is easy if you knew how to use Ice Bow, which is ridiculously overpowered on larger bosses or structures AND someone else can utilize it as well. You can do Killshot damage with just Dragon’s Tooth on a scepter. That’s a spammable AoE that you don’t have to build up or line up.
We are talking about PvE right? With stationary targets, no blinds, and no dodge rolls? Because those bring Warrior ranged damage down to ridiculously low numbers. In PvE your numbers are fair, but they have to be since it’s more of a tag team aggro fight. Absorb a bunch of damage, then roll back and kite with a ranged weapon while you take a ridiculously long time to replenish that huge HP pool with horribly scaling healing skills. Nonetheless, they are not top knotch ranged damage. Judging from your Elementalist comparison you are not giving other professions enough credit.
Range vs Melee will always be a sideways point in this case, because everyone suffers the exact same downfalls…Ranged weapons deal less damage for Ranger, Elementalist, Mesmer, Guardian, Warrior, etc than melee weapons…it just so happens Warrior does high ranged damage as well (you won’t see the mass AoE of Longbow on a Ranger or the huge crits of either Longbow or Rifle on an Ele) which is the Warrior’s advantage
You really think warriors do HIGH ranged damage? Because of Rifle 3, Rifle burst, and Longbow 3? What a ridiculous statement. Our ranged damage is significantly less than most of our melee damage for obvious reasons. The weakest ranged damage (which you somehow forgot) would probably be Necro if not Guardian, who can still do decent ranged damage. Did those 3 ranged skills convince you that we do more ranged damage than any other class?
It’s difficult enough to land the first two hits without using your burst. It shouldn’t be such a kitten to do real damage and land weakness too.
I’m sure a thief sympathizer will roll in here any second and say we have OP 100 Blades. Any second now…
I could see the long cooldowns being justified if they had effects like not being able to evade it, block it, blind, or resist it with stability. Any of those effects would make those skills leaps and bounds more effective. A stunbreaker on Stomp would be really nice too. It’s a great ability to get a persistent enemy off you or protect an objective with, but it’s extremely disappointing when you’re blind spammed by a thief and your AoE shockwave attack MISSES everyone around you or has zero uses on any target with stability.
Kick is useful solely as an interrupt. Knocking an enemy AWAY from you seems counter-productive on a warrior. Bolas are great where they are now as people said earlier; that immobilize can be utilized for multiple situations with it’s nice range and duration. Bull’s Charge is alright I guess. The cooldown seems too long for such a predictable attack. Maybe bring down the cooldown a few seconds and mimic Lightning Rush with its increased cooldown if you miss or use it to escape.
I agree that if the trait for physical skills wasn’t Grandmaster that it would get more use and the physical utilities would feel less niche. All the skills have pretty simple, straightforward effects. If we aren’t given many defensive options, then let us play our class with more effective offensive utilities. The current ones just don’t cut it.
Just throwing out a CRAZY thought here…
If you see a Thief wielding a sword in mainhand…maybe…not use SoR?
That would totally work, right? It’s not like Sword Thieves have pretty average damage or anything that would require you to pop SoR to bring down.
I guess I can throw another CRAZY thought back at you. What if he had two weapon sets?
Bull Rush + Frenzy + Hundred Blades = Dead target. Three skill uses just like 3 + 3 + 3 spam for S/D Thieves.
Oh but wait, dodging and evading is NOW a viable answer, amiright?
That build doesn’t work anymore, and even if it did it would only work every 60 seconds when the skills are off cooldown. It’s hilarious seeing a thief sympathizer making thieves look like victims to the all-powerful HUNDRED BLADES WARRIOR! Balthazaar forbid you use one of your many blinds or stunbreakers or even a DODGE to avoid this unforgiving 3.5 second onslaught of RAW DAMAGE!. The fact that you brought up the old 100B warrior build really shows you don’t play a warrior in SPvP.
As a rank 20 SPvP warrior, the only thieves that aren’t a real threat are the clumsy or slow reaction thieves that don’t have any condition removal or stunbreakers for when I tie them up with bolas or bull’s charge them for a non-frenzied hundred blades. Most have plenty of escapes or blinds to run off to set up some burst damage. A backstabbing thief will never have to worry about a forward cone melee channel skill anyways.
Maybe next month guys… back to CoF with us…
I don’t know if you’re missing the old Quickness or if you’re missing people not targeting a gigantic and obvious Charr warrior target.
Edit: OR are you missing having a pigeonholed Warrior build that actually worked? That’s probably what it is.
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It’s an elite that is merely a performance increase. Aside from it being the most boring elite in the game, thieves can experience it too with Larcenous Strike! Sharing is caring.
Why aren’t you posting this in the Suggestions thread where it belongs?
Thing is that to get good condition removal you are pigeon holed into using either Lyssa or Soldier runes. For the soldier runes to be effective you have to use a shout build which takes up a lot of space on your bar which could be put to better use. Lyssa is a little more versatile but only grant you 2 full wipes if you use SoR and SoS which both have long cast times/cooldowns and can be interrupted. It would be nice to be able to trait some passive condition removal which would give us more build freedom.
If you go 10 into Strength and pick up Restorative Healing and use it with Mending you get some really handy condition removal. Restorative Healing will remove all the movement hindering conditions BEFORE Mending removes two conditions. That usually leaves it with two conditions that are damaging you and giving you a pretty clean slate every 25 seconds. The downside is the obviously weak amount of healing it provides compared to our massive pool of HP that doesn’t ever fill back up in combat.
Do you ever stop posting ridiculous ideas Daecollo? I understand that you have a lot of inspiration and some good ideas, but you post EVERY one of them and even throw them in a ridiculously number of threads. This idea is just insultingly ridiculous to us warriors. You don’t speak for us asking for condition IMMUNITY like this.
Oh but wait, Charge or 10 points into Defense takes care of Immobilized, Crippled and Chilled. Also, Fear isn’t really a concern there either.
Also Restorative Strength will remove those non-damaging conditions when you heal. Couple that trait with mending and you will remove all conditions hindering mobility and then two harmful conditions after. That is a much better option than Dogged March, which really doesn’t magically solve all our mobility problems. That 33% isn’t much for how much condition duration people can build.
With the recent patch I am unable to break the channeling of Triple Chop anymore. Aside from the now obvious skill lag, it’s impossible to break off Triple Chop without dodge rolling. I can’t heal, spin, or block with a shield until I finish hacking away with those three weak hits.
It still doubles the size of the Marks, just not the targeting reticle while casting. It’s the same deal with the staff trait for Eles that increase their staff AoE radii. The radius is indeed increased, but the targeting reticle is normal size.
I experienced some serious skill lag today playin my Warrior. I felt like I couldn’t interrupt any of my axe skills to use my warhorn. I definitely can’t interrupt triple chop anymore; they must have bugged it so you have to channel the whole skill.
Do you know that anyone can pick up the banner and use the buffs and the cooldowns are tied to the individual and not the banner?
And you do realize, coordinating 5+ people to pick up a banner and plant it for a no-damage blast finisher to produce even half as many blast finishers you’re talking about worsens their performance since they’re not actively moving and killing stuff.
You can attribute utilities’ capabilities to on-paper figures, it doesn’t mean diddly when you ignore what you have to do to accomplish it…namely bundling into a tiny area for a 400 range 5 target cap blast finisher.
Fury from Banner of Discipline is 8 second duration with a 10 second cool down as soon as you involve a second person in the buff cycle you have permanent Fury even if both people have 0 boon duration.
It’s also an additional 1sec cast ontop of the half second cast of picking it up ontop of the 1sec plant animation that can be interrupted. So yeah, I’m not thinking anyone’s going to attribute all of that which basically hinders a groups overall performance (if you need fury, ask your group to coordinate utilities that DON’T lock you out of your regular skills for a portion of time) then compare that outrageous oversimplification to the base of other utilities…no. Just no. Stop.
Your argument has nothing to do with game balance.
And your argument dismisses that such a change would improve their offense when you’re really trying to improve their defense. In essence, you can fix Warriors problems in other ways that doesn’t net buff everything else in the process.
tl;dr: I suggest you go back to the drawing board.
As much as we get where you’re coming from, having the Banner of Discipline rather than Signet of Fury is a pretty easy team choice. In PvP it’s obviously the Signet over the Banner, but in PvE it’s clear to any experienced warrior that the Banner is better. Aside from the Banner’s stats itself being superior, it can also be synergized with a competent team. It can go from 170 precision and 15% crit damage to 6 stacks of might, perma fury, and constant swiftness from battle to battle to your party if you don’t just drop it and forget. It’s a dynamic utility that requires skill to use effectively. All those stats and boons DO NOT hinder your group’s DPS. You either lack experience with it or an imagination. Can we go back to talking about how Healing Signet is UP now?
I like the retaining signet passives idea, but the devs are leaning towards buffing their actives. Buffing the healing or scaling on healing signet and giving Dolyak Signet a stunbreaker are both helpful. I’m gonna vote for Jon’s idea.
Responding “One time, at band camp, there was this Guardian and he completely pwned me!” does not address the points I made.
Every class has a viable source of “decent” ranged damage except guardians. The only real long range weapon that a guardian has is useless in pvp and wvw.Every class can do “decent” condition damage in pvp and wvw, except guardians because their sole damaging condition is easily wiped. They even lack many of the non-damaging conditions.
I just want the same opportunity to explore multiple play styles as other classes do.
Band camp stories are usually irrelevant to what the conversation was about; personal experience that has everything to do with the subject at hand are completely different. Why post on a forum if you’re going to ignore what everyone else says anyways?
You also make it sound like you want every class to have access to everything. Why would there even be classes then? Guardians don’t have access to HIGH ranged DPS. You are probably the only one to be surprised by that fact. Then you go and call the staff useless for all PvP? You couldn’t be more wrong. If you want ranged damage with good survivability then go play a ranger or mesmer. You’re playing a primary tank/support class and complaining you don’t have ranged DPS or condition damage options.
You do have somewhat flexible builds. Their effectiveness may vary, but you aren’t pigeonholed into one build. You can use whatever you like to suit whatever playstyle you want to use.
Does anyone else feel like the minor traits in the Tactics tree is extremely situational? I never have any urge to put just 5 extra points into the Tactics for any of the minor traits. The extra armor for rezzing is nice and all, but you become a stationary target that is easily taken down in any sort of PvP scenario, and your dps goes into the toilet. We aren’t beefy enough to stop fighting in the frontline to pick up a downed comrade and risk our pile of HP that we can’t heal back. Being 25 into tactics doesn’t turn you into a resurrecting machine. You get a measly stack of might if you somehow survive an onslaught of your enemies attacking you in your hunched down state, as opposed to other classes that get heals, auras, wells, bubbles, and useful boons.
If we are going to put our life and damage on the line to help an ally out, we should either get some better form of defense while rezzing, a more significant boost in the healing rate, or a much better reward for how much we are risking and sacrificing in doing so. Even combining these traits would help, but still not solve how weak they are.
So am I the only warrior who thinks Adrenal Healing is situational? We don’t just straight up get that 360 hp/s; we have to work up to it and hang onto our adrenaline to have any use for it. You have to either spec for adrenaline management, or not use your burst skill at all. Everyone seems to just be throwing it into equations like “WELL IF YOU HAVE ADRENAL HEALING YOU GET 120 MORE HP/S!” I wish the trait just magically worked like that. Adrenaline management in SPvP is a nightmare.
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I recall being messed up quite a few times by Guardians in both SPvP and WvW. Maybe you just don’t know how to build them? One time there was a signet warrior and his guardian comrade and that guardian was able to keep 3 of us off his squishy friend and pin us in with all his CCs, jumps, and walls. I’ve seen DPS Guardians who still retain quite a bit of tankiness as well.
Guardians and Warriors are soldier classes; they aren’t supposed to do massive amounts of ranged DPS. I don’t know how you don’t understand the difference between the two either. Warriors get decent ranged weapon damage but that doesn’t compare to their melee damage at all. Rifle is mediocre single target damage, and longbow is medium-low ranged AoE. A warrior spec’d completely for ranged damage would essentially be a ranger with half the damage and half the survivability. Guardians are designed to revolve around being defensive over offensive, so it shouldn’t be surprising that warriors out-damage them in any range. While warriors offense is obviously greater, their defense is significantly weaker. If you didn’t want that then you should have rolled a warrior. It was a very obvious decision between warrior and guardian: offense or defense.
The people who say HB is holding warriors have never used a solid axe build. In fact something like haste axe1 + eviscerate is more powerful than HB. Not only can you move while attacking you can also leap and deal massive damage and you cannot be interrupted. The people who are advocating HB nerfs are the same people who are trying to keep warriors down and don’t even play the profession to begin with, nerfing HB would make Warriors even worst than they are now. Nerfing isn’t the answer. IF HB was so good than why isnt warrior good in SPVP. Becasue HB is a fail skill.
So you’re comparing an entire axe build with quickness to one skill on one weapon? A GS build will EASILY do far more damage than an axe build simply because of one skill: 100 Blades. You contradict yourself by saying “if 100 Blades was so good why isn’t Warrior good in sPvP?” 100 Blades is TOO good in PvE, which is exactly what we’re discussing. Warriors aren’t struggling in PvE, and 100 Blades isn’t even a factor in our lack of sPvP potential.
Banners should give a different type of regeneration, not a boon.
PvE Mobs need smarter AI management.
Kudos to these guys.
You mentioned some very good points. Something needs to be done with 100 Blades, whether it is increasing its cooldown, decreasing its damage, or even something like replacing it as our burst skill which seems extremely lackluster for such a powerful and mobile weapon. It just does too much damage in PvE where enemies don’t move around or dodge, and it isn’t mobile enough for any use in PvP with the recent and necessary quickness nerf.
Banners are sort of clunky, but the backpack idea sounds like it would shelf their potential. Most warriors simply summon them and move on in any situation. I feel that is a mistake of an amateur warrior though; skilled warriors will summon their banners into combo fields, pick them up while transitioning from battle to battle, and even pick them up to use their unique abilities before planting them into another combo field in the middle of a skirmish. In WvW they are extremely useful for speeding up a group of your allies albeit it’s fairly easy to drop and forget them in a chase or escape.
I know you said no suggesting traits or skills, but perhaps just making banners have a base range of 1200 without the trait, and combining regenerating banners and banner recharge into a single trait would make them more viable. Planting them on our back and turning them into F2-5 skills would remove too many of their present mechanics and make them quite dull.
I’m not sure if this was posted already or if it is working as intended, but when Guardians use their shouts they hear them client-side, but there is no audio for other players around them. All the Warrior shouts are audible to everyone else. Shouldn’t Guardian shouts function in a similar manner?
As a warrior who doesn’t rock a GS and zerker gear, it is depressing looking at gw2lfg and seeing nothing but LF ZERKER WARRIORS ONLY dungeon runs. If they toned down 100B somehow, even if it was just giving it a higher cooldown, we wouldn’t see these generic zerker teams. That one ability on immobile mobs just makes any one else’s damage seem like garbage.
2 Condition Removal
… Warrior cannot do anything to remove conditions quickly and are very “easy prey” to themPff Daecollo. Shoutsheals + sup soldier runes means up to 6 conditions can be removed in a very short time. ( 4 semi-instant, 2 in 1.4 seconds or whatever it takes for mending to complete) IF YOU’RE SPECCED FOR IT.
You seriously need to stop trolling the war forums. Everytime you post here you show you lack of game knowledge in an extremely blatant way.
So we have to be specced AND geared to remove SIX conditions every 20 seconds or so and you think that is good condition management? Not to mention that shout warrior is one of the most dull warrior builds out there. Conditions literally shut down a warrior. Constant cripple, chill, or immobilizes can reduce our damage output to insignificant numbers. A shout warrior maybe could manage this, but then it really comes down to him being able to just auto attack his opponent down because his utilities don’t give him any dominance or control.
Guesting is ruining world events because people do their own world events, then guest onto other servers in droves and fill up the maps to get a SECOND chest for killing a World Boss they already killed on their server. It forces resident players into an overflow, who then miss their home World Bosses.
This is ridiculous and needs to be fixed somehow. Not only are they getting two chests, but are in an aspect stealing the opportunity from resident players forced into overflows. People will also miss out if they DC or crash during the encounter. After being forced into an overflow trying to kill Tequatl, I zoned into Frostgorge Sound to make sure I had a slot on the server, and the players just poured in faster than they could render. Over half of them were guests taking up valuable slots. During the fight there was massive skill lag, reminiscent of the Ancient Karka encounter.
All this was on a Wednesday night; imagine it on a Friday or Saturday. Claw of Jormag did not even fly away in the first phase, he was pinned down by lag. When he reached 33% health he flew off, got shot down, and was killed by players in the 2nd phase without taking damage from his passive AoE damage.
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So give us a good reason to drop it then. You’re on the wrong board if you think you can just “shoot us down.” All you’ve contributed is “this guy is right” and “this guy is wrong.” If you aren’t going to contribute to either discussion why even post?
This thread made my head hurt. Half the arguments against rangers with rifles bring up crossbows or rifles for thieves, etc. The ammo argument holds no weight. We don’t have to purchase/smith/steal ammunition. The ranger class doesn’t come from the forest in the game, they come from a major town or city just like any other profession in the game and lore.
The idea for the rifle synchronizing with beast mastery was a really good suggestion. There isn’t a ranger set that leans heavily towards that playstyle. The Duck Hunt metaphor was genius too. Hunters are attuned to nature. There haven’t been any arguments to this suggestion brought up so far. As for the skills themselves, they could lean towards buffing your pet, marking targets, and supporting other allies as well.
My friend linked me these pictures, I’m pretty blown away by them. If they’re fanmade: well done. If they are real, then is it even legal? GW2 isn’t even on Xbox and these are blatant ripoffs.
Twilight
http://i47.tinypic.com/2q0t7pj.jpg