Showing Posts For shadowfoxlotus.5109:
Ok, We all know necromancers have several skills that cause Fear, and fear can be a dangerous status in sPvP and WvW combat. Necromancers are meant to have Fear. It is a good thing for them to have.
Then tell me why the highest amount of Fear that we can deal is 1 SECOND (or 1.5 seconds if they are within 600 with one skill while we are in DS) while the Thief can cause a 3 second fear with the stolen skull. Explain this to me please.
Either nerf the skull or increase the fear duration of Necro skills. A stolen skill should never be greater than one that is built in to a class.
Ether by removing their duration untill killed or lowering their cd.
Warriors have permanent banners.
Mesmers have fast recharging Illusions.
Necros have permanent minions.
Rangers have 100% upkeep with Spirits.
Engineers have long-lasting Turrets.
Guardians have 100% upkeep on Spirit Weapons.It’s time for Summons to arrive and stay. They deserve it. Plus we only have Lesser and Elite Summon and can’t actually raise a whole army, plus our Summons aren’t very versile since you can summon 1 from the right attunement. If you go Fire to deal damage, they have low HP and they will die fast anyway. I’ve yet to see a Fire ele withstand fights like Spirit Sword, iZerk, Golem and others do.
Let’s even out the playing fields. Both in Pve and Pvp.
Necro summons are not permanent, they die and we have to wait for cooldown to end before we can renew them.
Mesmer’s have their illusions/clones for good reason, it is a part of their class mechanic.
A Warrior’s banner is not permanent, it just lasts a long time and then ends, just like all of the other skills.
Rangers have a pet as their mechanic, but it doesnt really help them with everything, if the pet drops it drops and you have to refresh it to a different one.
Engineers are squishy, and their turrets help with bringing damage they cant deal otherwise.
Guardians have spirit weapons, and they suck. If the weapon is destroyed they have to wait for cooldown like eveyone else.
Elementalists arent meant to have pets, the fact that they have summoning defeats their purpose and there are much better utilities that they can use that allow them to survive. If you w3ant a pet to be with you all the time, make a ranger.
Here is a solution, allow us to use finishers in Deathshroud, or change the mechanic to either control your minions or to do something better.
all jokes aside, elementalists need a shield.. aside from conjured earth shield
maybe then, we wouldn’t die all the time
Learn to kite. Shields dont provide a defense bonus, but instead are given as a weapon, so an elementalist using a shield would be redundant. Use a focus and scepter and learn to kite.
Torch is given as a weapon to classes that have no skills that cause burning. (Guardian, Ranger, etc.) As such giving the Elementalist the torch is redundant as they attune to fire and can cause burning.
There is a reason you cannot dual wield a 2h weapon and an off hand weapon, and it is simple, YOU ONLY HAVE 2 HANDS! Nearly every class gains weapon swapping at 7th level (the Elementalist and the Engineer do not because of their own mechanics).
As such you can swap a 1h +offhand to a 2h with a simple push of a button.
They did nerf Death Shroud. We cant interact with anything while in it, and yet anyone can interact with anything if they are in stealth, it was game balancing. While DS allows for some impressive damaging capabilities, it does not allow us to do anything otherwise.
While conquest is enjoyable and WvW has its place, I think that other games such as Capture the Flag would draw a fantastic crowd, or toss in a Take the Keep game as well. Not the WvW crap, but in a structured PvP where teams try to take another team’s keep and win if they slay the other team’s lord.
I played RoM for a while and their PvP for Guild Siege was so popular the servers would crash.
Why not fix the stealth to be removed when the character initiates an action rather than on completion.
You already took the Necromancer’s ability to interact with anything while in Death Shroud because people called it unfair. So why should Thieves and Mesmers be allowed to interact with anything while in stealth, which provides the same unfair advantage as Death Shroud, only it also prevents them from being targeted by interrupts that offer half a chance.
Dont say “It is game mechanics” because so was the Death Shroud, and you nerfed it. Fix one or the other.
I want to see fist weapons in here. Mainly support or fast attack, low damage.
While in combat any character should be removed from stealth on an interaction, whether it is an attack or using the finishing move. While this ability is useful for characters to get off their backstab and escape from harm, It adds an unfair advantage to other characters in PvP and WvW combat as characters who are stealthed cannot be targeted for interrupts that are built in to the game for that reason, to offer a shred of hope for a chance of survival.