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So I ran into some more p/p thieves, but I managed to not die this time. Elixir S toobelt skill is really useful for both escaping the shooting and turning around and surprising the thief. Which is good because I really didn’t want to have to run pistol/shield.
Now if I could just figure out how to beat those kitten necros. This forum needs a “how do I beat X while playing Y” thread instead o all these QQ threads.
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I met it today and easily kill it with my power Necro :O
For engi, I think tool kit, elixir s or tool belt exilir s is enough to deal with this.
The problem with elixir S is that yes it stops the burst, but it also stops me from doing anything, and I just die the moment I come out of it.
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ok I figured out how he did it. Still not sure how to fight it other than have the world’s most amazing reaction time.
http://i.imgur.com/WjAsEih.gif
Like shoot I played a burst Vanguard in SWTOR and thought I’d seen it all when it came to burst, but kitten .
What amulet are you using? Thieves are probably the sole reason berserker amulet is non-viable.
I was experimenting with a marauder amulet for that match.
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(edited by Crinn.7864)
Now I’m new to this game with 74 matches in, but I keep hearing that thieves are only good in “+1” fights.
But when I was doing a match today on my engi, I went to grab a unoccupied node and a pistol/pistol thief jumped me out of stealth. Before I could even fire a skill I was in shrunk form from the Self-Regulating Defensives trait. The instant shrunk worn off I was in downed state, and was easily stomped by said thief.
How do I even begin to fight this? I noticed the thief was running basilisk venom and signet of shadows. I can’t even replicate what happened since after the match I created a thief and the best I could do was a 5 second kill on a medium armor golem.
So how do I fight this. I suppose I would need something to break the basilisk venom, but shoot I hit 25% health in barely a second so I’m not sure it would even matter.
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Courtyard actually needs to be best 2/3 rounds.
A round does not end until a full team wipes.
When a team wipes, the match resets and goes to the next round.I like the idea. But it would change the game completly.
because you kill one means you won more or less the round.
You do not what to do that, because of that last sentence. If losing 1 man means you lost the round it promotes stratagies where the team just focuses the crap out of the squishiest player on the opposing team.
That fact alone eliminates like 4/5ths of the builds out there from viability. You can get away with such arena mechanics in trinity games where there are dedicated heals and dedicated tanks, but here? Nope.
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I’m having a hard time maintaining my hope. They balance every few MONTHS,
That’s a good thing. You don’t want developers making changes faster than that.
The problem with short time between balance changes is that the meta may not have settled yet.
I’m fairly new to guild wars, so I’ll use a example from a previous game: SW:TOR. SW:TOR uses the trinity system and has tanks. Currently of the three tank specs in that game, the Vanguard tank is considered vastly superior to the other two.
However it’s worth noting that the Vanguard tank has not received any significant changes since patch 3.0. But when 3.0 launched the community considered Vanguard tanks to be crap, because it was crap before and the 3.0.0 buffs didn’t look like much compared to the buffs the other two tanks where getting, it was over a month after 3.0 before the community caught on to how strong Vanguard tanks really where.
What happened? Vanguard tanks where uncommon prior to 3.0 because of how weak they where. Because of this it took well over a month for the wider community to realize how strong the spec actually was.
This is why balance patches take so long, because the developers need to make sure that what players claim is actually true, or is it just a case of the players not figuring the new meta out yet.
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No it wouldn’t. At least not with the system I propose. First of all he would need to take all his character (5 at max to be in the same party) around the area of the heart. Meaning he will need to move all 5 of them for each heart.
Macro’ed multiboxing would allow a player to move 5 characters with no more effort than it takes to move one character.
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My problem with this map is that there are no comebacks, and matches are nearly always lopsided.
The problem is once the inner gate is down or very close to being down, you have to go on defense or you will lose. Of course once you are on defense you forfeit all chances of winning and your defeat is a matter of time.
This map is pretty much won and lost in the opening play. The rest of the match is merely a formality.
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