Fact :
More content was added to GW1 2 years after its release than was added to GW2 2 years after release.They now have:
-More money
-More people
-Overall more resources.Also the quality of the content that has been delivered so far has mostly been sub-par.
Most of season 1, the whole Southsun fiasco, and I could go on.
Permanent additions to the game have been few, and of those few only some are actually good.That’s why people are complaining.
Fact:
More armor was added to GW1 after 2 years since its release than we’ve had in GW2 since release.This is in my opinion inexcusable considering GW2 is a cosmetically driven game and that almost all new armor and weapon sets have been introduced via the gem store so they’ve made a profit by introducing them.
How is it that even though they have more resources and more people they seem to put out less armor sets?
Even worse is the fact is that people have been asking for GW1 armor to be brought back to GW2 ( which would be simpler since you wouldn’t have to start from scratch) and yet we’ve seen nothing.
Another big issue is the constant hype created by statements they make – including things they want to do and then never get around to doing.
I understand plans change, things come up, and so on – but at least keep us updated or don’t say anything at all.I’m very unhappy about the “new legendary weapons and a new type of legendary item in 2013” – I saved up money ( since there were only a few months of 2013 left) and didn’t buy things I wanted or made investments specifically because they told us this was coming.
It’s now July 2014 and nothing came. I understand they must have gotten sidetracked or something but at least come out to the player base and say something like “we’re not going to be able to deliver on this or that until -insert some time frame here-”.
I find it unfair and annoying that they throw buzzwords on the forums then not only fail to live up to the created expectations but also keep us completely in the dark. Which is the worst of it.
First of all, about the precusor crafting, they did say something, you just missed it. They were working on something that had to be scrapped because of other changes they made. So they’re back to the drawing board on it. Sad, but that’s what happened and they did post about it. Right here in these forums.
The sub par comment is your opinion. Anet isn’t doing a bunch of stuff every single game has done. They’re pretty much in unchartered territory. I’d say the start of the living story was unimpressive, but it got better as time went on, for me anyway. Because I could see improvement, I was happy to wait, because it meant they were on the right track (again my opinion only). The new season 2 stuff is better than anything in Season 1, but the last part of season 1 was pretty kitten ed good anyway. So I don’t agree with that.
I do agree on the armor comment, however, that said, if you look at the amount of elite armor total in Guild Wars 1, you’ll find there is currently far more variety in this game, because of transmutation.
See in Guild Wars 1, even at the end of it’s reign, you only had X number of elite armor sets and level 80 sets (some of which were dreadful in my opinion). However, you have to realize that in Guild Wars 2, with transmutation stones and the ability to mix and match and use ANY skin at level 80, it means there’s more armor in Guild Wars 2 for level 80s than Guild Wars 1. What they don’t have a special unique armor sets. But there are certainly more cosmetic options.
Every profession had it’s own unique armours. Transmutation, 3 tiers of professions all share the same skins. I don’t see how your math has lead you to believe more exist in gw2. This is not to mention the amount of weapon skins that have been recycled to lesser extend or are complete replica’s. Not wanting to split hairs, but your math is off if u think gw2 has overall more armours, it just has variation in customising.
I would play Guardian if they had any decent ranged options tbh…
Direct quote from a-net “Guardian has the highest DPS auto attack (scepter) in game.”
I’ll let you decide whether you believe it or not.
That is pretty hard to program or code.
It seems not letting a match start when a side has less than 5 players is also hard to code. In fact a-net have led me to believe it is impossible to code. I also believe a toggle switch that says “I’m ready” “I’m not ready” is also impossible to code. A “resign” button is also apparently very hard to code.
“All the stuff you loved about gw1…”
Don’t feel bad about highlighting skills that aren’t functioning as stated or intended.
I am back on mesmer and used it every build. I like it. The cool down is long, and the range short considering most mesmer skills target at 1200 units range. I would love to see it get a slight decrease in cool down and extension of range. However in PvE, I would never use it.
You are able to use the duplicate on that weapon without the use of a transmutation charge.
Not like anyone would ever have hundreds of those sitting around…
After wardrobe change I had 72 transmutation charges. Receiving a weapon skin, I already have, that is applied via transmutation charges..well, superfluous. Since those charges, I have received another 40 odd. So yeah, being able to swap my skins, that already have, for another transmutation skin..not asking much.
Sadly, Hammer doesn’t quite bring anything important in PvE. It has CC, but CC doesn’t work on anything worth fighting against. It has weakness, but it’s not permanent. It lacks damage and has a slow autoattack.
If you want to make a build around Weakness, Mace is what you should be looking at. Mace easily provides permanent Weakness on an enemy, not to mention that it actually deals more damage against enemies who have the condition. But Mace also suffers from the same issues: it’s biggest advantage is CC, but that is mostly irrelevant in PvE. Mace is also a very slow weapon, both in terms of mobility and attack speed.
Even with Weakness, anything that is Champion or better can totally slay you in seconds.
^another player who has wised to the reality of hammer.
OP, I think you misunderstand. In this game, the best support is a dead enemy. Maximizing dps is important
Anet nerf the hammar by including things such as defiance.
^another player who wised up to the reality of hammer.
OP, I think you misunderstand. In this game, the best support is a dead enemy. Maximizing dps is important
Anet nerf the hammar by including things such as defiance.
And the nerfs continue by ANet dropping the damage on the hammer skills without giving anything back to it. The one hammer trait, nerfed and it wasn’t good to begin with. Huge damage drop on the heavy-CC skills.
I love hammer, it was what brought me to the class, but it’s pretty clear the devs hate it and won’t design encounters or balancing with hammer in mind.
^another smart player who has wised to the reality of hammer.
Article by blood red archinad:
Death is the greatest debuff. Therefore quick death is the ultimate goal. The longer a fight endures, the more times you are exposed to one hit kill mechanics. All Boss types foes will one shot kill or extremely decimate you if you stand in their attack. No amount of toughness or protection will prevent this. This being the case toughness and defensive boons are useless. Not to mention all of these attacks can be dodged apart from one of Mai trin that has to be blocked. (good luck with that attack necro’s)
All bosses carry defiant. This makes CC a near worthless tactic to use against them. The amount of time removing defiant so you can land one knock down, and then have all defiant stacks reset= this could have been high dps meaning the boss is dead sooner and we all go to the pub for a beer.
Trash mobs matter not. You can defeat those even if you reset all your traits to zero. I have proven this by running TA up+forward with zero in all stats. No one even noticed i was doing it.
So, there we have it. Condition stacking is limited to 25 stacks and easily rewritten by others who are running lesser condition scores.
Cc is pointless and time wasting and only exposes you to more one hit kills over time.
Any further questions? You’re kinda only hating smart players who have figured and accepted that DPS is the best and most effective way to approach content. Anything outside of his is less effective, only runs a greater risk of getting you downed and prolongs the fight. You can’t blame players for wising up. You can’t blame them for booting you when you haven’t wised up.
Hammer is fine for Pvp/WvW..anything else, you’re just slowing all the rest of us down now.
Op has a major point as a necro player.
necro was given dhuumfire. It made necro face melt anything with below moderate cleanse. necro was the new gold in soloQ. A-net reduced a lot of their bleeds and poison. They then moved staff mark traits to a higher tier. They then reduce dhuumfire. They then changed dhuumfire altogether without rescinding some of the previous nerfs that were designed to bring dhuumfire back in line. Currently some professions boon stack like mofo’s, and this should be an area necro excels in dealing with, but it just doesn’t. It scraps a small percentage of boons away but by and large the stacks still remain or are replaced non relatively quickly. In other words within 4-6 seconds and the necro corruptions go on cooldown from anywhere from 30-40 seconds depending on traits. With no blocks or evade on use skills and limited use of mobility and lethargic channel skill speeds necro is not viable, but becoming increasingly less desirable to play. The collaborative development thread asked what 3 professions need to the most help? ele/ranger/necro. So far we have seen some buffin g to ele with one of the dev’s stating “I can’t wait for the next patch to go live. Beware the ele…” This is fair to say ele was getting some much needed love. What about the other 2 professions mentioned?..the ones that have the poorest representation in the up coming ToL2 and habitually get kicked from dungeon/speed run groups purely for being what they are? In a perfect world a heavy boon stacking ele/engi should get nervous around a corruption necro, currently they don’t. The addition of turrets that regularly spam boons also pretty much nullified the entire corruption line of necro in one foul swoop, and made boon hate far more desirable that corruption. I don’t neco is weak, the death shroud mechanic is entirely strong when worked with rhythm and purpose. However an aspect of necro in the corruption skills have basically been made very dilute against profession that through combo fields produce excessive amount of valuable boons. (regen-vigor-swiftness) Unfortunately necro is just not up to the task of being the profession that was intended to manipulate and punish builds that runs 5-7 different stacks at times. the ability for a necro to wait for the boons to stack up majorly before corrupting is just not there. They need to be given more teeth in this area and some of their conditioning abilities restored. A leap finisher would be nice. A projectile finisher that isn’t slow moving would be helpful. Maybe even a singular block. asking for one ain’t much and a few combo fields..you kinda get the point. The necro lacks a lot of what many other professions have in spades.
I kinda get what the OP saying. However like a lot of people, i don’t believe it is the celestial amulet itself. It is more coefficient mechanics to professions. warrior can still put out 5k+ eviserates on celestial. Ele water line healing skills scale extremely well from the investment in water and the healing stat from celestial. The condition stat does improve certain profesions (engi/ele/warrior) burning from their attacks and makes what would have been an average burn into a respectable burn. Some professions coefficients scale quite well with celestial and their over all physical damage does go down, but still remains respectable and useful. Iduelist kinda highlights this. With sharper images the duelist will still hit for 2.8-3.6K and apply 5-6 stacks of bleeding at a base of 80 per tick. Once you add any might to this equation the pistol will;
a) remove blind on beginning of channel
b) hit for 4-6k (comparable to dps set up)
c) apply 5-6 stacks of bleed at 120 dmg per tick (comparable to condi spammers)
d) provide increased toughness and healing.
You have weakened a primary stat in order to have much more solid overall damage types that aren’t broken, but when might is factor in makes you no longer a jack of all trades and instead a viable source of all damage types and tougher asnd better healing for it.
TLDR. It is not the amulet, but how might stacks affect what the amulet provides in relation to profession coefficients.
Since the wardrobe change which introduced a lot of quality of life I have been caught out in a vexing problem. After running a lot-o-fractals I have received a few skins. It was nice to get them, you know to stroll around lions arch looking all dapper and stuff. I received the sword skin, then the torch skin and then got sword again..
I think we can all see where this is going. previously this would have meant another of alts could rock the flashy sword skin and tell all the peeps “yeah, i got this running mad skillz frac’s baby.” Since the wardrobe change it is kinda superfluous. I can assign this skin to any of my alts now. It is after all, just a skin and not an ascended weapon type. This kinda got my homies jealous. they really want the skin, but I can’t sell it to them or trade it or even give it away. This makes my homies very sad face and makes me store it next to all my other fractal rings and ascended weapon and pristine relics boxes that one day maybe useful.
Then it kinda dawned on me. There were meant to be fractal weapon boxes dropping at over lvl 50, but those levels ain’t in existence. But I do hope. I do pray. A little child waits. What about all those other mad skillz frac running homie loving peeps that are also in the same situation?. It ain’t easy always trying to look your best stomping people in Pvp, and fractal skins at times just make that awkward for them that much easier to bear. “Look at the particle, look at the glow..”
So, a penny for my thoughts..a vendor that can swap skins. I don’t entirely want to see these skins become traded. That’s just me, but it would put some smiles on dials for those peeps that kinda have this going on. They did earn a skin by sticking to it, and previously that skins would have had some value, but after the changes it just makes that reward redundant, (adjective: Not or no longer needed or useful; superfluous.)
Which is what they currently are.
So, how bout one casual Friday at after work drinks the idea gets bounced round, thought tanked, if you will about setting up a system where this could happen. Peeps can still run the higher levels hoping for the box, but for all the other fashionista’s in this situation we have a vendor that can swap non soulbound skins. It would probably feel like a warm a-net pat on the back letting us know job well done.
Maybe we also need to look at condition stackers having to invest in condition damage AND condition duration to be viable. Kinda like having to invest power/precision/crit damage for a power build to be optimised. Then conditioon duration can be looked at. As long as there is ample adept tier skills that increase bleed/condition duration by 20-50% and sigils that extend condition X by 20%..well, your making condition builds very forgiving by only having to invest in one damage type and leaving them ample room to explore any other 2 investment lines.
“We currently got a lot of great stuff in the works, but can’t talk about it at the moment.” “After the tournament the staff will be taking a break. When they return they will begin work on some PvP balance patches.” “Your comment has been moved to a different thread.” (Bin) “I’d like to say this needs to be addressed, but i’m not sure how or when it will be.” “We will be monitoring the situation.”
At least GW had skills that covert enemy spirits into your spirits, steals all their minions or does double damage against pets. There was opportunity to completely mess some one over if they went too deeply into a pet build.
Might as well remove Mesmer and Ranger from the game.
Exactly.
Been here and done this. Also enjoy entering skyhammer canon room to find stacked marks and 2 minionmancers. Also particularly enjoyed playing against 5 mesmers that all used binary codes as their name.
mesmer 1)100010011001001
mesmer 2) 10101101001001
mesmer 3) 010111001001010
You get the point. Spamming ultra AI screen pollution as the number one tactic to winning. Not very clever, but it works.
Fractal lvl 40. Uncatergorized. 5 x warriors. Good luck with the harpies. If only someone had reflection.
Speed clear lupi. 5 x warriors. If only one of them had attack speed boost and reflections.
Arah p2/TA p2..if only someone had mass stealth.
Pvp. Particle blinded. If only we had someone in the team a little removed that can clearly and quickly target key players and harass them..maybe a mesmer..
If only we had someonethat can set up, and detonate various combo fields…
The reasons are numerous. I think if you take your current experience to lvl 80 and play various content you’ll see a number of professions can match warrior and provide a lot of team things that warrior just can’t.
Got my birthday bonus on a alt. Played 10-12 hours of pvp and got 2 rares and 6 t6 mats from that time. Helped a new guild member become familiar with fractals and run a fractal lvl 7 in 25 minutes. Got 9 rares and 2 t6 mats.
My magic find with birthday bonus is 241%.
It’s a purely anecdotal example, but it pretty much sums up PvP rewards and their associated loot tables currently.
Right now there is only one decent build for soloq thieves… assuming anet will (as always) listen to complains and nerf s/d, what should thieves play in your opnion lol?
Cmon, people who complain about thieves, we actually finally reached the point where Anet slowly runs out of things they can nerf on this class. What would you nerf and give thieves so they are actually viable? Amuse me please.
I personally hate and refuse to play s/d but as things stand atm, any other build is hardly viable in yoloq. I really miss BS builds and they can be somehow viable but only with some teamwork which obviosly not gonna happen if you queue alone.
Asking for thief nerfs atm is like beating dead horse.
They are a scout medium armor profession. Their scaling in toughness should provide them more toughness than alight armor. They are also low ball hitters in terms of HP. They only have one steal, and what it does is dependent upon the target.
Increase health.
Increase toughness scaling.
Add additional options to steal. Similar to mesmer shatters.
Reduce stealthing.
Make back stabbing deliver reliable damage.
Currently thief only has one mantra..kill quick or be killed quick. There is alot of talk about sustain, but one warrior evis from behind shows they have no sustain, only heaps-o-evade and stealth is not tactical, it is more a way of life and a family motto.
They need additional resources to condition cleanse and regen options. They need more conventional fighting techniques. They need solid tactics on being able to control the pace of the encounter.
Currently they have not much of this and are entirely one trick ponies. They either evade through careful and practiced hotkeys. They stealth frequently. They blind consistently. All thief builds currently rely on one of these 3 meta’s. They have to, they don’t have the toughness or Hp do anything else.
That is the alternate option. To simply say “what else can do?..we just have to stick with rinse repeating the same trick over and over.” Is not a viable response. Actually building a thief profession is a good course. To only be able to steal, and even then it is your target that determines how it pans out is a little sad for them. They should just call them pickpockets currently. Thief needs a strong think tank to review where it goes from here. The original thief has received nothing but nerfs, a few psuedo buffs, constant tampering with initiative which all kinda shows the idea looked cool, but didn’t have a lot of long term thought put into and became a constant thorn in the side to balance every patch.
(edited by CntrlAltDefeat.1465)
They have a lot of life and I know from experience, as would anyone, that it takes a long time to take them down. It is easier to hit them than most other classes, but they can take it, while melting lower hp classes.
They also have their neat tricks, like chain fear, fear when attacked etc- other classes have different tricks.
Maybe they aren’t as strong as meta warriors, dd eles, or engis- or maybe in the right hands they are. But weak? No way.
They have high HP if they have built LF, which is only going to happen after you win a fight, generally. Otherwise they have Warrior level HP with light armor and no ways to actually negate damage. Necromancers are the easiest profession in the game, bar none, to focus in teamfights.
Necros aren’t awful, but the only reason they are viable right now is because of boon corruption in a boon-heavy meta. If you remove Corrupt Boon you remove Necros.
ele/engi..especially the turret boon spam has negated necro. Whatever you corrupt will be stacked again in a jiffy. Currently running my mesmer again, when I stole the warrior 22 stacks of might/swiftness/fury..they lost them. When I did the same thing to the engi, they were all back up in remarkably swift time. This kinda shows even boon corrupting isn’t as useful now as boon stealing..which they can’t do at all.
Necro is skill based. There is no forgiving build perse’. You either know the profession extremely, or you don’t. I do believe a number of their previous nerfs need rescinding after the dhummfire change. Apart from that they are much like warrior. Buffed up, but now currently more nerfs have been applied than buffs, so on paper they are weaker. However both are still ‘good.’ However after the all stars release of preferred professions, it did show how unfavorable necro/ranger are considered by -top/invited- players.
there isn’t a single team searching for a necro… i think that says enough
The game has been out for 2 years I think. In this peroid necro has been in the best comp for 1 month out of 24 months. The one time necro was really powerful anet actually did a hotfix to stop it being broken. Ele/warrior/thief/guard have been OP for most of 24 months.
Those are the facts.
For over the first year of release warrior was, by all accounts considered the weakest profession. By stating they have always been considered Op shows your memory of history is questionable.
pvp in this game just turned into a bit player flavored pve mode where 90% of the time we are battling pets and not their owners (sup turret engis)…
pokemon wars 2 /slowclap
idk why devs keep promoting passive gameplay by buffing AI based builds and nerfing direct dmg…
PvP is Player vs Player and not Player vs Pet but seeing the changes that were done for the past year it doesn’t seem like devs are interested in promoting player skill in player vs player enviroment
AI really needs to be changed. Suggestions:
- Pet runes: need to go from pvp, end of story
- Pet dmg: pets shouldn’t outdmg the pet owner; if it is the case right now, pets dmg needs to be transfered to owner and pet should be more of support tool…
iIt will also fix the issue with some classes building full tank and still doing silly dmg via pets because of messed up scaling (yo rangers, engis). If this change would be implemented, those classes would actually have to build for dmg to do it- Turrets: if engi is too far from his turrets (the range should be relative short), turrets get automatically destroyed. Also duration on crate reaaaaalllllyyyyyy needs to be lowered. Imagine if thieves guild would call 6 thieves spamming hard CC and high dmg and staying there 1 min. No ty.
The supposed weakness is that if engi leaves turrets he is useless, however recently it turned into: place turrets around the point, go roam around other points spamming aoe while enemies would have to suicide vs your turrets trying to get the point you sieged up.
More advanced tactic: place bunker guard on point, place turrets around the point so they can’t be aoed, point will be never taken unless you zerg it with 5 man.
This 2 are the biggest issues with ANY AI in generall:
- AI autotracking: AI will track you no matter where you go, it really removes any kind of smart positioning or awarness, this really needs to change – if the owner lost target, pet should stop following the target; i am sure this will be actually helpfull to manage AI for people who would love more controll over their pets and not watch their wolf run somewhere across the mapI know some people would say, but but but it will be buff to stealth classes. Well, right now AI auto trackling is rendering stealth useless and if you didn’t notice stealth is usually survival mechanics for those classes, AI pretty much deny survival for those classes; that would be same as for example each warrior strike would remove every single boon from guardian and hit through invul, pretty silly if you ask me.
- CC and pets: even while owner is being CCd, downed etc, pets keep attacking enemy players rendering any form of CC hardly effective against AI builds and downed form is a death sentence – in pvp if owner got CC/downed, his pet should stop attacking target but maybe grant some kind of utility for owner for the duration of the CC, for example small heal, regen, stun break on long CD, protection etc.
P.S. this suggestions are strictly for pvp, weither or not they should be applied in other areas of the game is different story
Agreed to a degree on most points.
Engineer elite turrets duration reduced.
Mesmer phantasms stick to a fairly close proximity to the mesmer.
Ranger pet leash range is still overly large. Also a range on swapping them needs to be introduced. If you sic a pet onto me and forget about it and out of frustration I decided I’m killing it. You shouldn’t be able to swap out at over 60% of the map away when you remember it and have it return instantly to your side. A pet is for life, not just for christmas. Take care of it or lose it.
The release notes haven’t been updated yet, but the health of the Tropical Parrot was reduced by 50% in today’s release to bring it in line with other summons such as the rock dog.
We’ll keep an eye on it for now and reevaluate its strength it in the future if need be.
Thanks for the update. When will the release notes be updated and available for review?
Commentary is a two person job. This is why you never see a solo shout caster. There is a play by play and colour commentator. This being the case, a European and North American caster would make a nice mix. However, not all things are possible.
I think it should stay. I like to sometimes see exactly how player X just so totally wiped me. However I would also accept once I enter spectate mode, I can’t exit it until end of match.
At the risk of sounding like a jerk..a promise was made about 10 months that particle effect would toned right down in Pvp content. Maybe if that promise had fulfilled in a timely manner this option wouldn’t be needed. Just say’n. Hollow threats is one thing..empty promises is something else.
Cleave. Hitting multiple targets that are within your melee range. This, among other reasons is why power necro, power ranger etc just don’t see the light of day. They have no cleave, or immense spike damage.
However the notion of no bunkers would be guild wars without monks. Fight starts, quickly ends. This doesn’t bode well for esports viewing. Nobody likes going to a boxing match where it is over in the first round.
P.S.. Congratulations to those nominated. We all know it is only a game, but it is still nice to noticed. To those nominated, thank-you for the how to video’s, the builds, the play by play commentary and everything else you have contributed. You taken a game that has had its up’s and down’s and stuck with it and offered to help. I hope you have a massive time in Germany.
The point being highlighted here is not about the players. I wish them all well and hope the event goes smoothly. I am sure each of them after having to explain and justify why they should be elected is feeling a lil’ “heavy lays the crown.”
The major point here is that these are the nominated top tier players. If we look through their chosen professions there seems to be a lack of representation. The educated assumptions here are that some professions are just more well suited to the current Pvp model that has been running since release. I think it is fair to list these assumptions as being;
1) power damage is more useful than condition stacking attrition.
2) Professions that have peak spike damage and cleave damage provide better results.
3) professions that have in built AI and/or pet functions are less favoured as it removes some of the control from the player and gives it to under the hood mechanics.
4) Power builds that only have single target damage, or rely on being at maximum range just don’t fit the style of team vs team.
These are largely observations that have been highlighted over time by the player base. Even though each profession was at very least roughly designed with a purpose in mind, this overall purpose doesn’t always fit well in PvP. Also where 2 professions are very similiar in there nature and what they do, one will always be considered the aphex and superior to the other.
The earlier comment about meta builds are chosen exclusively for the purpose that each team wants to win is dead right. There is some professions that at top tier just don’t have a place in the meta. The meta cannot change because the game mode itself has not changed. This basically creates an ergo situation. If it doesn’t have a place at top tier, then all it can ever be is a big fish in a very small pond in hotjoin and lower rated soloQ.
Now to make a further assumption is that this is pretty much what most players have been saying, the profession balance is out of whack. That if one wants to win, then naturally one needs to bring the biggest guns so-to-speak. Which that is why we are seeing some professions so under represented. They just don’t have the win factor for top tier. So what is the incentive of even starting at low level when you know eventually they’ll have to abandoned that profession because they just don’t have the tools for top tier in the end.
(edited by CntrlAltDefeat.1465)
I have played this build sometime ago on both warrior and guard(Guard with insane retaliation time) It paints a pretty picture of high burns and moderate conditions, but in the end The build has 3 major flaws. Bulls/savage/shield bash all are limited by ping MS and can often over shoot or delay for no real reason. Mace is slow..real slow..ugly slow..with limited condition duration the confusion stacks wear off quickly and the down stage interrupt also doesn’t register confusion on interrupt.
Supcutie
Helseth
Never played with them, know them or to be honest care about them. However both have posted large and comprehensive video’s, highlighting the good, the bad, the ugly..and the unmentionables. Because this has been done of their own free will, time and expense this should be recognised.
Necromancer-only one
Engineer-only one
Rangers-none
Mesmer-less than handful
Abundance of;
Warrior
Thief
Guardian
Elementalist.
Just say’n. Maybe you should look at that.
Here is what I am currently running with… Perma fury is thanks to the rune.
http://gw2skills.net/editor/?fZAQNAsaVl0Mp0pdPxyJ8PNBNBt9wbQI8OMfpMaFAA-TZBFwACODA22fYxhAoaZAAPAAAWhy not use Executionner instead of hidden killer?
It must have been a misclick when I was making the build sorry. I run executioner in game. Hidden killer is a waste on the build.
Yeah, glad to see that was just a minor error with hidden killer when listing the build. Your build, although effective for you just showcases a lot of the major errors with thieve’s. The lack of stealth basically eliminates a lot of the sustain the profession has. Your only condition removal is sword 2. Any area spamming necro now has the potential to overwhelm you if you don’t down them majorly fast. PU mesmers and their clone upon death mechanic can also make major holes in your HP if they stack confusion. If the build is working for you, then don’t fix what is not broken, but I imagine the management is an issue in prolonged duels and general movement between points could be slow.
“We want to separate the damage from the control with hammer warriors.”
Rules are only rules when they apply to everyone.
17 knock backs against, no less a Asura Engineer. The turrets did the damage, immobilise control and knocks backs, the rifle did the rest. 6 Turrets down.
Think about it.
The turret changes I can under stand make them more viable in PvE, but as result they are now a catch 22 in PvP. Destroy them and get ping ponged, don’t destroy them and whittled away.
I crit hit a necro tonight for 3.8K. rangers and thieves I could crit for 9K..heavies for 6K.
Light armor professions shouldn’t be allowed to stack such toughness.
It’s not you, it’s the turret itself. All professions have a number of skills that function entirely incorrectly. This is one for engineer. Like people have said above, there can be no delay in detonating it. This is a issue for people who have higher ping MS. If you can’t get it to water combo, swap to a different heal. Even detonating the water field other ways (via big ol’ bomb/ overcharged turret/shield) Won’t trigger it unless done the moment it is cast.
I agree passives should go.
let’s start with phantasms. They cast once and forget and create passive damage. next lets move to engineer turrets. Next any pet that spawns on hit. Say goodbye to rock dog and tropical bird. next let’s move to guardian passive healing. After we can look at things like empower/spotter etc. They are all passive traits, so therefore should be removed. Next ranger pets. They have an active, but can be used altogether too passively. They gotta go.
I truly don’t believe a-net will reverse all of this. A rule is only a rule when it applies to everyone. If warrior passive is unfair, then everyone must be held accountable to that same rule. Otherwise it is bias and discrimination.
A-net “warrior’s using healing signet is a mistake. The passive regen is greater than the active. We do not want to nerf healing signet until we come up with a better active for it.” Their words.
Patch notes- “healing signet nerfed by 8%. No change to active. Adrenal healing now scales moderately with healing stat.”
People wanted it nerfed.
Warriors wanted a better active.
People got what they asked for.
Warrior did not get what they ask for.
People made a wish. They got that wish. Warriors mad a wish. They did not get their wish. People got what they wanted. Are you not entertained?
Again this is nemesis claiming necro has higher DPS than warrior. In his video the warrior was badly traited and he never swapped weapons. In the necro video the target had 25 stacks of invulnerability and banners to assist, which the warrior did not. At the end of the day under perfect conditions thieve’s achieve the highest single hit score, warriors achieve the highest overall cleave. Every profession can mete out respectable damage, but a couple benefit more from ideal situations more than the rest.
I would argue that ele is top DPS only in presence of a wall.
Seems recent dps speed tests showed ele 4th after thief, warrior and guardian.
On single targets.DD imho is still extremeley bad in WWW as many already said.
Unless you “duel” that puts a set of rules that helps ele (see opponent freedom of disengage)Staff is possibly the best DPS zerg weapon btw but is risky so most people wants you to be a waterbot….
I’d like to see these DPS tests lol. Lava Font ticking for 10k + Fireball + Meteor Shower is pretty hard to argue with.
100Blade+axe/mace+eviscerate is not hard to argue with. If an ele can plow out 48K in 7 seconds, then no they are not the highest DPS. This is unarguable.
dude you complain about almost every single spec. i understand some concerns but not everything you listed is op lol.
spam111 power necro made me laught. 1st if you spam 111 you will die to almost every competent player and 2nd why would you use other skills more when dagger1
and deathshroud1 are your main damage skills?axe warriors cant kill with only impale and pin down. use cleanses.. more important about this build is 24k hp 3k armor and 10k eviscerates on cloth armor.
birds/mm/turrets – welcome to gw2 pvp
s/d acro thief most proken spec right now
fear necro is weak IF you have cleanses/stunbreaks/stability. overall necro is weaker than most classes.
spirit ranger is underperforming against other classes. doesnt mean its a skillful build.
support guardians one of the most op builds in this game. what doesnt kill doesnt bother right?
if you have problems against staff eles im sorry for you. #1 squishy in the whole game.
pu mesmers are op because of a different reason than spam and watch, namely PU. just kill phantasm mesmers.. as their name indicates, phantasms are their main damage source.
d/d ele is only strong because of the might stacking and the burning damage. the healing is fine, they dont bring a lot of armor.
He has mentioned a lot of things that are annoying, so let’s keep it real. Even when I play full glass warrior/axe I don’t achieve 10K eviscerates whilst having 24K health and 3K toughness. Please don’t over exaggerate the facts. I have hit 9.8K evis on thief and ele’s, yet at the same time I have also only hit 3.8K hits on necro’s that are tanked out. The ability to hit a 10K+ is more dependent on how low toughness they have and vulnerability. A full glass canon warrior has 18K health 2.1K toughness, no cleansing power at all apart from generosity (Which now takes away from being FULL glass.)
I have made a post about this issue already and agree ele water line healing scaling is exaggerated for a weapon skill. The amount of spawn on hit pets with 16K health, 30% evade and 2.5K crits is getting over bearing. A fire elemental, a minor elemental and bird, or Ranger pet such as spider that stands at range, a bird and a melee ranger using evades under minds anet “visual based game” One cannot watch three things at once, especially thru the obscene particle. They have a serious point, the annoy factor currently in game makes PvP something to be endured, rather than enjoyed.
Pvp magnifying glass from gem store for 1700 gems. Makes all Asura models seem larger. With the epic amount of ele now drifting round, no more hiding in the Asura ele polygon particle mess by the Asura warrior while the Asua engineer spams grenades making it awesome for everyone to see what is going on in a game that dared to be ‘animation focused.’
I laugh at some people’s assumptions that warriors having no apparent teleport, stealth, pets, or clones are weaknesses or a means of balancing around other classes. This couldn’t be further from the truth.
Mobility – Greater than any teleport in the game. Teleport is not negated by their mobility but it completely surpasses it.
Stealth – If your using means of stealth to run away from a warrior, that wouldn’t be a a warrior weakness, that’d be your inability to deal with them and a weakness on your part. You also have to take into consideration if the warrior is carrying a rifle, I’ve downed many thieves and mesmers with kill shot as they pop out of stealth running away. Not to mention, they can usually still be caught due to mobility.
Pets – This shouldn’t even be mentioned, pets are a liability due to their atrocious AI skills, and inability to dodge heavy AoE (pulling them out of battle is a weakness on the Rangers part because now their dps suffers. I mained a Ranger long before any other class, their pets do not help them, they hinder them. Those who think they found a good build that works with their pet are only fooling themselves if they think they can take out a decent warrior.
Clones – Same as pets, completely useless. A warrior without clones does not put them at a disadvantage in anyway.
The only thing I can think of that might be a weakness for a warrior, is in the hands of a player whom think’s their invincible. Stroll into battle thinking they are godly only to get wiped out because they in fact think they are invincible.
Yes. I agree with everything you said. In sPVP stealth/clones/pets/minions..they’re all laughable..yeah, completely laughable. You so far from reality it hurts.
Mist form. Multiple area’s on maps have safe zones that the ele can mist form from down state and ‘jump’ into. Once they’re there they can’t be stomped. One map has 3 such zones. Any developer can talk to me personally about it, I don’t want to mention the spaces out loud.
Smoke fields on thieve’s are win-win-win. Drop it. You stand in it blind. Range through it and your blind. Melee in it and your blind. AoE on it and your blind. Return the blindness back to thief, your blinded again. If, berserker stance is used use leap finisher for stealth. If you have waste too much initiative. Use any evade. Only mesmer focus pull can rip you out of it. Sorted. I used to give thieve’s credit that their squish factor meant little errors can be made. After exploring this insane blind spam my opinion of the words ‘skill’ and ‘thief’ have dramatically lowered. The pre cast and after cast need to be extended and the initiative lowered to compensate or the blindness pulses slowed down to allow in between strikes so the thief can’t stand in it with impudence. It truly is a win button when used by reasonable players. Even after not playing my thief for months I felt my heart drop at just how easy this skill makes engaging someone. Due to their lack of diversity they don’t have the most options..hence why this little gem is now the go to for any thief that wants to roam. It hard counters 99% of all skills apart from a few pulls.
Ele water line. After dealing a tidy 9.4K eviscerate on a ele and leaving them with 3% health, they return to full health in 4 seconds from water line. Albeit they have traited for this throughout the entire water line there was no need to use any form of skill slotted skill. Weapon skills were more than enough. The healing scaling is impressive. Impressive enough to not even worry about using a heal skill at all..just use your weapon. The obvious choice..just rapid fire three weapon skills for full red bar. The healing scaling should be examined.
Life blast. All necro’s love a full life force bar. Whats not to like when dealing 2.5-4.5K per life blast that pierces and cause vulnerability and being able to do it from range with decreased life blast skills? Jesus only know with full adrenaline specc’ed to 6-0-2-0-6 with rifle I can achieve the same results..out wait, no I can’t..because warriors that can deal that sort of damage from range would be over the top.
Pirate runes. Anyone care for a tropical bird with 16K health that evades every 3rd attack, is notoriously hard to target, or gets right in front of your target and deal 2.5K crit hits. The only thing that could make that better is a 50% spawn rate.
Hotjoin. May the better unorganized team win..or the better team at entering and exiting spectate mode. Getting sick of that?..go soloQ with 4 vs 5 and rage quitters and no resign function is the trade off for not having to deal with spectate swappers. At least there is tpvp where your newly formed team gets 3 wins in a row and your now in the big leagues and the test group for those practicing for ToL..but you don’t get 4 vs 5 or spectate swappers. Pick your poison.
PU mesmer. At least the thief has a 2 part combo move to stealth, or actually has to melee strike someone 90% of the time. If you find that annoying, then PU yourself to stealth heaven. In a 60 second engagement you can comfortably afford to stealth 9 times. Time to set a disincentive to stealth junkies. You stealth and they lose target, so do you. They have to acquire you each time upon reveal..you also now have to reacquire them. Stealth should be a tactic, not a way of life or a family motto.
Pistol condition thieve’s. So wonderfully easy, don’t wear armour. I seriously put it forth. Load up the build, remove armor and you WILL still win duels. It has a about a 2 match learning curve but after that you don’t even need armour.
This is your current meta. Now how long does it need to settle?
When a thief uses stealth, you have a few options:
1) Use something that protects yourself.
2) Use something that punishes the thief for hitting you.
3) Anticipate a strike while they’re in stealth and dodge.
4) Use an AoE that damages the thief and stand in it.For example, I’m an elementalist and one thing I like to do is use Shocking Aura. The moment they attack, they get revealed and they get stunned for hitting me, allowing me to attack.
None of these are counters.
Agreed. These are not a counter to stealth..they only create a reactionary opportunity to predict what the thief is doing whilst in stealth. They do not counter stealth itself.
I watched up to 5:48. It was mostly you just standing there or gathering. At that point I stopped. It is great to se posted video’s, but try to edited out unwanted footage and get straight to the build in action. Glad to see you’re having fun warrior.