Showing Posts For godhammel.4691:

Most efficient way to defend turrets

in Tequatl Rising

Posted by: godhammel.4691

godhammel.4691

I know this probably requires too much coordination: but wouldn’t the best way to defend the turrets would be to send 7-8 guardians with hammers to each turret, stand as close as possible and cast ring of warding every time a ring of warding shield goes down.

Its alot better then having a ton of people group around the turrets and spawn champions. 7 guardians per turret (traited for cooldowns. 8 untraited), 1 turret operator, everyone else in the damage zerg.

It would take coordination between all of the guardians on the map—but a large enough guild might be able to get it done.

Content every 2 weeks

in Guild Wars 2 Discussion

Posted by: godhammel.4691

godhammel.4691

I like to read the forums but I rarely post anything. Now I’m just stopping by to say that I personally love the 2-week content pacing Anet is pumping out. Its truly an incredible pace and I love the fact that in addition to all of the content that has been here since day 1 (WvW, dungeons, PvE, sPvP, all of it) I can also look forward to the Living story focusing on different things every month.

I have 3 lvl 80s, working on my 4th, and I still feel I have plenty of stuff to do in the game.

I see alot of complaining about the new content on the forums. Everyone is entitled to their own opinion, but I just wanted to throw out how content I am.

Somewhat insane idea

in WvW

Posted by: godhammel.4691

godhammel.4691

I have a somewhat insane idea that would change up WvW quite a bit. As it stands now—the zerg is by far the most powerful thing in WvW. the bigger the zerg, the better off you are in WvW.

So my idea—give every class an elite skill that does more damage based on the number of people you hit with it. They wouldn’t be ranged, just the area around you that is affected. I’m seeing brave suicide runs into the middle of zergs to desperately try and break up the zerg to give the rest of your group a fighting chance.

I think this would really give the small groups in WvW a fighting chance against the zergs. And result in several commanders having to co-ordinate with each other in smaller groups rather than arguing over which commander should be tagged and which should untag.

What do you think? I think it sounds fun.

Mass destruction is always fun.

Leaked Patch Notes

in Thief

Posted by: godhammel.4691

godhammel.4691

This will be an unbelievable buff to my thief (D/D signet of malice 0/0/10/30/30 super unicorn variant)

1 gets double the poison (on a condition damage build, hot kitten )
3 the cornerstone of you damage and self-heals is 20% cheaper/fires 25% more often
4 key to keeping enemies from wandering off gets 25% cheaper/33% more spamable while in pursuit
6 the passive heal that is already amazing with the right armor gets 33% better?

Throw in Slowed pulse is easier to trigger and a shorter cooldown on pain response…

Its like my own personal godmode.

I am 100% with you on this. I run a similar build and I am drooling over these changes. Please let these be the real patch notes.