Showing Posts Upvoted By deepwinter.9015:

Why EoTM update is unhealthy

in The Edge of the Mists

Posted by: Ostra.3927

Ostra.3927

You are off on multiple paths here my friend.

1. Push players to do things that they would otherwise not do? Like dungeons for skins and money, PvE for legendary and Ascended stuff… fractals, and months worth of PvE farming?? We got 2 things… since release that pushed people to WvW… PvE players have had months and months of having the WvW players get pushed to PvE.

2. Recap I agree is weak sauce. But this is from the same people that brought Scarlet.

3. EoTM was never to promote GvG dont know where people are coming up with this. It was to alleviate stacked server queues.

Please get your priorities straight Anet.
Stat increase = gear grind.
Gear grind = no money from me ever again.

[EotM] WvW Infusions?

in WvW

Posted by: Otaur.9268

Otaur.9268

I was curious if any NPC in the Edge of the Mists were considered “Guards, Lords [or] Supervisors” in order for the WvW infusions to apply their additional damage.

My first inkling is “no” and the Infusions’ only work against the current NPCs in the standard WvW maps; but, I’d like to hear some confirmation (perhaps from a dev).

Thanks!

They give guard stacks (sentries and guards around keeps) so… Yes.

Blackfang’s Demon Alliance [BfDA]

No Carrot at the end of the stick - Thanks!

in The Edge of the Mists

Posted by: Edgar Doiron.2804

Edgar Doiron.2804

Finally, one patch with no meta achievements.

Everything flowed really well with the current story, no extra fluff/grind achievements.

The story alone was reward enough for me. Thank you!

Forgeman Destroyers [FORD] – Sorrows furnace

WvW: I'm Tired of People Saying...

in WvW

Posted by: Revelations.3154

Revelations.3154

WvW needs larger maps to combat zergs! Larger maps is the laziest suggestion that has been regurgitated over and over to the masses like it will make WvW any better.

What WvW needs is terrain Variation: Night and Day cycles, Swamps movement debuff, Snow terrain with spots with “blizzard” white outs, Fog, slippery hills in ice area. Ambush holes and caves blind corners and windy paths .

Small guilds want: Sabotage!!
Mines, explosives for destructible bridges, trip wires, gas bombs, road blocks, under water nets and mines added to siege vendor with applicable cooldowns.

Step you game up A-NET!! I’m calling you out because you I know you are capable of things like this.

P.S: also applicable to S&TPVP

ANET! You Delivered :D

in The Edge of the Mists

Posted by: Revelations.3154

Revelations.3154

No one remembers this post:

https://forum-en.gw2archive.eu/forum/wuv/wuv/WvW-I-m-Tired-of-People-Saying/first#post1312655

You better believe I do! I called you out and you delivered! I just wanted to thank you all for all the hard work you put in to Edge of the Mists.

I hope in the same way you saw the above post among the many…before it slips into the abyss of continued complaints and criticisms.

You will see this post saying THANK YOU, ANET! with much gratitude and appreciation.

A guide to custom playlists

in Audio

Posted by: Milennin.4825

Milennin.4825

Introduction:
ArenaNet has offered the ability for people to replace Guild Wars 2 ingame music with different custom playlists that will play at certain locations / situations. This guide will explain how to do this.

Getting Started:
What you need is any media program that can create and save music playlists. The following playlist formats are supported: .wpl, .m3u, .pls, .asx, and .wax
For Windows users Windows Media Player is the easiest option.
Supported audio files are: everything FMOD supports by default, which includes .mp3, .ogg, .flac, .wav. aiff, and a bunch of old-school music formats, like .mid or .it files

Setting Up The Playlists:
Drag the song(s) you want for your playlist inside the playlist menu, and go to File, then select Save Now Playing list as… and locate your Guild Wars 2 music folder, which should be under: C:\Users\Your Name\My Documents\Guild Wars 2\Music
These are the recognised playlists: Ambient, Battle, Underwater, City, Crafting, BossBattle, NightTime, and MainMenu – Saving under any other names will not play the list ingame.

A how-to-do video on setting up your playlists (excuse my English… not my main language…):
http://www.youtube.com/watch?v=0cQFoMQTnns&hd=1

How They Work:
Custom playlists work the way you’d think they’ll work. Whenever you’re out in the field during daytime you’ll have your Ambient playlist playing. During battle with more than 3 enemies at a time, the game will activate the Battle playlist. In the huge instanced cities, your City playlists will be playing.
Songs don’t seem to get randomised very well. A playlist will always start off with the first song on the list. What I’ve noticed from the little testing that I did with the MainMenu playlist is that after the first song it does seem to randomise the songs. So a possible solution might be add one very short silent sound file as your first song on the list.

Tip: Using a short audio file as the first song does function as a playlist randomiser. Randomising works for all playlists, except MainMenu and BossBattle.

A Fix To Quiet Playlists
In the previous custom music thread there were people having trouble with getting it to work. The most common problem was setting up the playlists as described in my video, but not hearing any music ingame.
Luckily I found out what caused this, and how to fix this.

This is caused by having your Windows Media Player writing shortcuts for the file location in the playlist. Then moving the playlist to another drive, the game will not be able to find the location of the audio file from the written shortcut in the playlist.

The easy way to fix this is to save your playlist on a different drive than the one you saved it on previously, and then copy/paste that playlist into your Guild Wars 2\Music folder.

If you don’t have a second drive to save your playlists on, you can try this. Open your playlist file in Notepad. You’ll see the file location for each song in the list is noted as a shortcut. Manually edit the noted location so it shows the full location. Example of playlist with full locations for each song:
http://i80.photobucket.com/albums/j165/Milennin/ScreenShot218.png

Just who the hell do you think I am!?

(edited by Milennin.4825)

"Elite" Open World Content vs. Rewards

in Living World

Posted by: Cauthon.1780

Cauthon.1780

Given the high amount of coordination required for Teq and the Wurm too, perhaps something like a guaranteed Exotic once per day for them might also entice players to keep attempting them at all available opportunities.

I totally agree with this, i’ve been doing the marionette event for like 15 times and beaten it twice, and well… not even an exotic, the only good reward was the gift of sprockets they gave me for completing the meta achievement (and it’s a pitty that’s actually the best reward) also i got some ascended recipes i can barely use.

The thing is, i’m done with mari and the BJW doesn’t strike me as i know that even if i get to beat him the rewards will be very low, the possiblity of getting 1 exotic per day, would totally motivate me to complete the event.

I thinks that’s all it takes, motivation, otherwise, people gets bored.

"Elite" Open World Content vs. Rewards

in Living World

Posted by: BatsLoveCaves.5768

BatsLoveCaves.5768

Imo, the problem lies with the boss spawning way too often. Let him spawn every 2 hours for the first week, but after that reduce it to 3 times a week, and later even to once a week.

That would require consistent spawn times, e.g. Friday 17:30 GMT. With the ability to guest to other timezones (should something come up) but only getting one try at the boss.

And I suppose the people who have to work around that time will just never get the chance. Riiight… That works for everybody. >.>

Furthermore, how in the hell would people be able to organize themselves, even if they could absolutely keep that time slot free? The map only supports 120 people or some such, and as it stands, you’re likely to get bumped to overflow when an organized guild is making an attempt. So let’s say 5-10 guilds all show up to do it, you’ll inevitably get 10-20 overflow servers full of people who don’t know each other all running around without guidance.

And even if they do manage to get their kitten together and make an honest attempt, they still might fail anyway, and then they have to wait another week.

"Elite" Open World Content vs. Rewards

in Living World

Posted by: Black Lotus.7318

Black Lotus.7318

I completely agree. If you look at the forum posting of the first Great Jungle Wurm defeat, you’ll see how many players complained about the awful loot they received. Perhaps something like a token system could be implemented for those who wanted the boss exclusive armor/weapons. That way players have at least some motivation to complete the events.

[WvW] Thief BS High Armor Squishy Targets

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

@ hostility It’s part and part

You want to be able to take a burst but not die. Taking a burst could include having toughness/other damage mitigations/class mechanics/evades/etc.

Toughness does help reduce that and help allow you to recover after the burst. It’s not there to allow you to just sit there and facetank all of it though…

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

[Balance] [PvX] [All Professions] [Thief]

in Profession Balance

Posted by: Brando.1374

Brando.1374

Removing damaging conditions from auto attacks would make them completely useless to condition builds. How could that possibly be a good idea?

Give me immobilize on auto attack and they wish they didnt make this suggestion to remove bleeds/poison from aa.

Xxkakarot [GF] Good Fights
Dark Wizard Incar [GF] Good Fights
http://www.twitch.tv/xxkakarot

WvW - Three Likes & Three Hates

in WvW

Posted by: Josh Davis.6015

Previous

Josh Davis.6015

As promised, dislikes/areas of improvement! Same disclaimer as the previous post – word clouds remove context. I upped the max words in this image so the most oft repeated pop out a bit more.

Edit: Removed some frivolous words.

Attachments:

(edited by Josh Davis.6015)

WvW - Three Likes & Three Hates

in WvW

Posted by: Josh Davis.6015

Previous

Josh Davis.6015

Next

Hey all,

I took the positive (like) responses and made a word cloud. It’s not exactly perfect, and don’t worry, it won’t make its way into a powerpoint. I just thought it was kind of interesting.

I’ll make the dislike/negatives word cloud in a bit.

Hope you’re all having a good weekend!

Attachments:

This Subforum has no Dev Team Communication

in WvW

Posted by: Josh Davis.6015

Previous

Josh Davis.6015

Next

/shines a bright light on himself interrogation style

We’ll be talking about upcoming WvW stuff starting next week. Unfortunately, I can’t tell you what we’ll be talking about quite yet, but I figured at the very least I’d give you folks a timeline to go off of.

As an aside, we’re also expanding our bi-weeky livestream (Ready Up) to cover WvW in addition to PvP and balance. WvW will be the main topic on our next episode (1/31). I’ll officially announce the stream with a post next week sometime.

Anyways, I hope this helps!

-Josh

Game Update Notes - January 21, 2014

in Game Release Notes

Posted by: Mark Katzbach

Mark Katzbach

Content Marketing Manager

Next

Bug Fixes:

  • Fixed a bug that caused inventory bags to start in the collapsed state.
  • Fixed a bug in which the pirate in Crusader Xutt’s escort event would perpetually remain in the game, causing the escort to stall on all future attempts.
  • Fixed an issue that could cause the powder keg counter for the cobalt great jungle wurm encounter to decrement incorrectly.
  • Fixed a bug that was preventing players from being invited to PvP rosters.
  • Fixed a server crash.

Spawn time Marionette

in The Origins of Madness

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

If the boss fights HAVE to be on timers, then yes, an hourly respawn, and also don’t overlap them.

Make one boss spawn on the hour, one around 20 past, one around 40 past.

I nickname this update "Tyrian Rim"

in The Origins of Madness

Posted by: inazuma.7021

inazuma.7021

A giant man-made robot? A huge, horrifying monster risen from the depths? This all fits with a certain movie from last summer that I quite enjoyed. Just tell me that Idris Elba and Ron Perlman will show up, and I will love you forever, Anet.

Oh, and I nickname the giant watchwork “Gypsy Briar”

Vhaewyn – Level 80 Sylvari Ranger
Dakka Warforge- Level 80 Charr Engineer
Xairro – Level 80 Asura Revenant

To clear the air about Berserker

in Profession Balance

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Section 3: What this problem is not.

#1: This is not about skilled players or elitists. The overt zerker dominance in PVE hurts everyone. Even zerker users in the long run. This is about bringing back the basic balance in builds, and giving advantages to lesser builds instead of taking away the advantages of greater ones.

#2: This is not about unskilled players or bads. The philosophy of playing how one wants is based on equality in diversity, and works by appealing to a wide audience of players. Not on the notion that a player has to be ineffective if they want to use the gear that they want.

#3: This is not about punishing players for their investment. When a balance issue arises, the fact is that correcting the mistake will be at the disadvantage of those who stand on the heavier scale. This isn’t out of personal spite, but an unfortunate fact of the universe that will never change.

This issue exists outside of the players who exist in it. There’s so much hostility and mud slinging that Anet has to trudge through, and all that does is make the issue worse.

EDIT: as for my more in-depth suggestion on how to resolve the berserker meta, I already posted in another thread. Its another two posts, so I’ll just link to them here:

https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Revising-the-DPS-Meta/first#post3480109


tl;dr Anet didn’t balance for active defense, and everyone who whines about other players being at fault is wrong and just making the problem worse. The zerk issue hurts everyone. Read the kitten post to know why.

I don’t have opinions. I only have facts I can’t adequately prove.

(edited by Blood Red Arachnid.2493)

To clear the air about Berserker

in Profession Balance

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

This fact can cause wide swaths in balance if one isn’t careful. Anet has done a remarkably good job with this, however. If I were to compare a DPS build (say, Obal’s DPS guardian build: http://en.gw2skills.net/editor/?fUAQNAR8dlUgiC3FSHEf4ESODRCBtZAQHUli45eA-jACBYfCZkfQUBDZOzUZNPVQs4qIas6aYKXER1SBExwI-e) together with another similar build in full Soldier’s Gear (http://gw2skills.net/editor/?fUAQNAR8dlUgiC3FSHEf4ESODRCBtZAQHUli45eA-jwBBofERzkfQUBDZO1sIasFXFRjVZDT9iIqWKgIGGB-e), we’d get the following effective power before modifiers:

DPS build: 4376
Same build w/ Soldiers: 2871

And to compare effective HP (assuming base armor of 1836)

DPS: 12,871 HP
Soldiers: 29,152 HP

So, while the DPS build by itself does 52.4% more damage (and thus reduces incoming damage to 65.6%), the Soldier Build has 2.26 times the effective HP, thus reducing damage to 44.2% of what it originally was. Thus, under standard MMO practices, the soldiers build would stay alive for 48.4% longer, doing that much more damage the whole time.

The problem is not in the stats themselves! The overall combat potential between the two is only different by 2.7% between each other. Granted, the DPS is preferable because it works faster (and thus gets rewards quicker and can do more stuff), but when comparing effectiveness, they are nigh the same. In fact, if you wager average skill on part of the player, then pure GC gear might not be faster, because downing and dying greatly increases how long it takes to kill an enemy, and if a more survivable builds don’t involve as much risk.

But… this is where active defense comes in to play. I hate this part, because we move out of the realm of numbers and into more abstract concepts. But in general, when Anet designed these monsters, they made active defense too important.

The way you can think of active defense is this: every player has a certain number of moves they can mitigate through the use of dodges, skill dodges, blocks, invulnerability, blinds, stuns, immobilize, reflects, heals, and condition cleanses. Enemies have to go through this barrier of “moves” in order to do damage to the player. This barrier acts strangely, since it is identical for both a glass cannon and a tanky build. Only once you go past this barrier does the standard “player DPS + EHP vs. enemy DPS + EHP” principle take effect.

The fact that active defense is identical for both builds is important. Both builds above are only balanced under the assumption of constant damage, and under the assumption that active defense doesn’t exist. But, as we all know, that is not true! With active defense, the builds become horribly imbalanced, and without constant damage, the builds become even more imbalanced.

#1: Active defense: Enemies need to make so many moves before they get through active defense. The faster an enemy dies, the less moves they make. The less moves they make, the less likely they are to go through your active defense. With this in mind, it is very easy to do so much damage that an enemy dies before they can go through your active defense.

In contrast, by having lower DPS, enemies take longer to die, so they get more attacks, and so they go through your active defense more easily. The end result being that, by making yourself more durable, you end up taking more damage than if you had built for DPS. This is exacerbated by the second fact:

#2: Enemy DPS isn’t constant. Its quite the opposite, actually. Enemy attacks are slowly paced and well telegraphed, meaning that you can stop most of it with active defense. The second problem is that enemy attacks have a lot of damage (AND I MEAN A KITTEN TON OF DAMAGE) all loaded into these attacks. So much damage, in fact, that they can plow right through passive defenses. That 226% higher HP just means that, instead of dying in 3 attacks, you die in 6 attacks.

By contrast, regular enemies in the overworld do so little damage that there is no need to dodge at all. You just plow right through regular enemies and continue on as if nothing happened. But, silvers, champs, and enemies in dungeons do so much damage that there’s no point in passive defenses.

This has left the damage vs. survivability aspect of the game completely broken. While it is sound mathematically, it doesn’t work in practice due to how the game is designed.

The obvious solution is to fix the way enemies work. Of course, this is not an easy solution, since it would revolve around redesigning every enemy veteran rank and above. Then again, it was Anet’s enemy design that dug this hole in the first place.

I don’t have opinions. I only have facts I can’t adequately prove.

To clear the air about Berserker

in Profession Balance

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

There are 3 berserker threads on the front page now, and all 3 of them are littered with the same stuff:

People arguing with each other about how is a worse human being.
People threatening to quit if Anet does/doesn’t make changes to berserker
People are throwing insults back and forth
People complaining about how GW2 should/shouldn’t be like GW1
People having no idea what the issue is.

Hopefully, this thread will help to clear the air a bit. Now, from an non-partial standpoint (I am neither casual or elite), I will explain what the problem is, and more importantly, what the problem is not.


Section 1: What the problem is.

The whole zerker problem isn’t obvious to the casual observer. In fact, it isn’t obvious to the devs, either, which is why there is a “problem” to begin with. The “problem” itself is actually multi-faceted, so it will take some time to explain.

As you know, the game is designed on the premise that you can play as you want. This is meant to mean that a player could choose a particular style in which to play, and not have to suffer from being restricted in their chosen class to play, the style in which they play that class, or the race that was chosen to play. This is in stark contrast to what most other MMOs have, which require some kind of trinity system for cohesive groups, specific races running specific classes to accomplish their classes goal, and inflexible class design that shoehorns players into doing only one thing with that class and that race.

Now, this goal to play how you want comes predicated on several conditions that are hard to fulfill, but nonetheless are necessary for such a system to truly work. The goals, of course, is to encourage equality among different equipment loadouts as to objectively encourage build diversity. Anet has, for the most part, accomplished these goals by doing the following, but has made a few mistakes.

#1: By having small ratios between damage and survivability, the game is not heavily emphasizing one or the other, and thus everyone can both survive and do damage at the same time.

#2: By including the dodge and the heal skill, there exists a form of defense that works independent of all circumstances, allowing a player to always be capable of defending themselves that does not involve stats.

#3: Support and control utilities also act independent of stats, allowing players to fulfill multiple roles even within the same equipment set.

#4: By introducing the down state, this makes all classes and builds capable of large scale healing, as well as introducing a wider margin of error in combat.

#5: By having players heal automatically outside of combat, a player is ultimately not dependent on any outside influence for sustenance, instead requiring a player to merely survive an encounter before continuing on. This has other benefits, too, but they aren’t pertinent.

So, what is the problem then? Well, Anet failed to account for balancing around dodging and utilities being statless (#3), and following basic enemy design has led to an environment where, regardless of circumstances and many times even regardless to player skill, it is always best to equip yourself in pure DPS gear.

That is not good, because it leads to no one being happy. Those who do gear themselves for maximum damage (objectively superior overall) find the game easy and unrewarding, because content cannot be balanced around only the pure DPS playstyle. Those who do not gear themselves for pure DPS have to constantly deal with the pressures and difficulties of being objectively inferior, and suffer greatly each time Anet “compromises” between the two, or balanced rewards off of the most efficient instead of the average player.


Section 2: What causes this problem specifically?

This comes down to how damage, active defense, and enemy offense behaves. Now, there is a saying I used to hear around City of Heroes, and it holds true here as well:

Death is the ultimate debuff.

The best thing you can do to any enemy is kill it. A dead enemy does no damage, does not heal, does not debuff, and does not block attacks. The faster something is dead, the faster you get money from it, and the faster you can go and do something else.

There is an often overlooked aspect to damage: the faster you do damage, the more durable you are indirectly because of the fact. For example, assume it takes 10 seconds for you to kill an enemy, and it does damage to you during this 10 seconds. If, say, you built yourself to do double the damage, but take double the damage, you’d end up taking the same amount of damage because the enemy will live only half as long.

I don’t have opinions. I only have facts I can’t adequately prove.

(edited by Blood Red Arachnid.2493)

Meta Sword/Pistol Guide

in Thief

Posted by: Dahkeus.8243

Dahkeus.8243

The meta is so funny…almost nothing changes to make S/P better, but suddenly, everyone thinks it’s awesome now.

Ascended armor + Traveler Rune suggestions

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

Well there is still hope that ANet may make stats exchangeable in the future. But for now Agony Resistance is the main reason to get Ascended Gear so that’s what it should be based on.

Ascended armor + Traveler Rune suggestions

in Thief

Posted by: Oghier.7419

Oghier.7419

Make an Ascended set for the build that is most important to you, the one for which a tiny sliver of stats and a little bit of extra defense might make a difference. If you do Fractals, the build you use there is probably the best choice.

Keep exotic sets for your other builds. And keep using those builds when appropriate. Ascended armor is not much better than exotic, and having the appropriate build/ gear for each situation is more important than 5% more armor.

Don’t let the pink lock you in

Snit Dirtnap (Thief)
Ratbag Dogsticker (Guardian)
…Yak’s Bend

What ascended armor should I get?

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

Toughness? For PvE? Never. As others have said. The difference in stats between exotic and ascended is quite small and you can get plenty of agony resist through your accessories so I wouldn’t bother with ascended armor at all for PvE.

In WvW, soldiers and sentinels is almost never the right answer either. Especially for a class like Ranger where you’re already hurting for damage and you have almost no burst to speak of. Not a full suit anyway.

For WvW you’ll need to tell us what your goals are and we can go from there. Typically a player aims for 2.5k to 3k armor rating for WvW regardless of class. Front liners may want closer to 3.5k, but you’ll never realistically be a front liner and even if you were, you’d use a greatsword and that evade will compensate heavily for any deficiency in armor.

So tell us if you want to lean more heavily on the tanky side (closer to 3k) or dps side (2.5k). I would never play below 2.5k to be honest.

What ascended armor should I get?

in Ranger

Posted by: Taku.6352

Taku.6352

If you do dungeons then make a mix of berserkers and assassins armor.

Assassins helmet, zerker shoulders, assassins chest, zerker gloves, assasins pants and zerker boots.

Toughness and vitality are absolutely useless in PvE when 90% of incoming damage can be avoided with dodges, evasion skills, blinds and other means.

Burning for Thieves

in Thief

Posted by: Jrunyon.3012

Jrunyon.3012

The only burning we’ll ever get is if we’re tied to a stake.

Nesmee – Thief
[OHai] – Northern Shiverpeaks

Perfect 5 man team; a discussion

in WvW

Posted by: Straegen.2938

Straegen.2938

Aura Share d/d Ele

Prior to the Aura share nerf, you would be absolutely correct. The range on Aura Share is too pathetic now and isn’t worth traiting IMO.

I have seen predominantly war/guard groups have great success. The thing with wars are they don’t need to run pvt gear to be tanky.

Keep in mind this isn’t just GvG. 5 man teams are going to be running into 10+ man groups. A PVT warrior is mainly there to apply control pressure with Earthshaker, keep shouts up and banner when necessary. If every teammate is focused on damage, the explosive power is amazing but prolonged fights against superior numbers will turn against those teams. You need anchors to keep the pressure on and the team alive during the surges. You don’t want to overload a team with PVT or Clerics but you probably don’t want to avoid them either.

This is why i would prefer an engineer over a necro in a 5 man group. While not as strong, the engineer can provide very heavy condition AOE pressure, while being an infinitely more slippery.

Problem with running 5 man is that slippery isn’t as useful. Players will want to stay stacked so they can cross heal/buff each other. The other problem is without a necro boon stripping is very difficult. Necros also have every bit the ability to apply group condition pressure that engis have. Corrupt Boon and Epidemic have few equals in team play and are frequently devastating.

2 guards, 2 mezzes, 1 engy.. game over.

Little boon striping, control is telegraphed, field deployment requires command of the battlefield and the mezzes are going to be easy targets when focused. Run into a team with necros and a lot of havoc is going to be created with this setup.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

D/D vs D/P with 0/30/30/10/0

in Thief

Posted by: phaeris.7604

phaeris.7604

I just can’t be doing with d/p. I can’t stand not having c+d access.

Or having the c+d+steal combo available, to chain a huge backstab off of it.

D/p thieves do give me some hassle, but due to my damage being so huge, it becomes a reactionary game, as if they put one foot wrong i can take them from 100-0 in one combo.

Perfect 5 man team; a discussion

in WvW

Posted by: Brode.7689

Brode.7689

Shout rangers are horrible. They’re spending half their time casting the shout which also stops their pet from doing damage. (if it is even helping in the first place)

I could go on about how bad rangers are for 5 man roaming, but that’s for the ranger forums.

Sorry mate, but you obviously have zero experience on how to use shouts on a ranger. Iv’e been using them since… August/September and i can tell you, that in worst case, you have 0.5s “lag” between using the shout and the pet being back on track. You seriously need to learn how to manage your pet and how the ranger mechanics works.

Sorry dude, but in the end, it boils down to experience.

I’ve played ranger since pre-launch and have tried every spec. Ranger is garbage for group fights when you have more than 2 people on your team.

The only way I will agree that a ranger is good, is for small scale roaming. I’m talking 2vX or solo. Also, you have to be condition-regen build and run with a condition necro.

Also, the ‘manage your pet part’ rofl the pet AI is garbage. The pet AI is the reason I stopped playing ranger, no matter how much you think you’re controlling your pet, it will get around to doing your f2 command when it wants.

This is not Tricare, he is suspended from life.

A letter to my love...

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Apparently there is a lonely chick in Queensdale in need of consoling. I shall find her.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa