What happened with that hitbox update? It’s near impossible to destroy structures in a timely manner now.
I’m not sure if Arenanet only cares about how quickly graveling burrows get destroyed, because what ever change they did to amend that screwed up everything else.
Bandit cannon turrets? Have to walk in the cannon kittenpit itself to hit it.
That road block log Kessex Hills event? Have to climb on the log to hit it.
Ballistas in the ascalon fractal? Really hard to hit with a dagger.
Hey, I think you just helped me improve my suggestion (and I whole heartedly agree with you!)
What if agony was a suped up version of the conditions we have now. You cannot remove it but your agony resistance will reduce the duration. Its kinda like what those karka hatchlings do; I think agony would be a fun mechanic with a simple change.
…in Guild Wars 1
Upcoming Guild versus Guild changes 31 January 2013
With the annual battle between Grenth and Dwayna fading into the past, it seems not even Balthazar’s domain is untouched by spring cleaning. Prepare for a batch of updates to Guild Battles through February and March. These changes will offer more people a chance to participate and achieve while giving the best guilds new options for customization.
Most immediately, Balthazar is retiring the engravers and hiring tailors. February is the last chance to get your guild name on a trophy. Winners of future MATs will still show up in Tolkano’s reports, but the 2013 trophy will be moved to the display dais in March, and Tolkano will step to the center of the Great Temple of Balthazar. While battling for this chance at inscribed glory, more guilds will be able to work on their Champion title, as we’re easing the rating requirement from 1200 to 1050.
Also starting in February, we’re adding new ways for guilds to acquire cape trims through tournament participation. Instead of earning temporary bronze or silver trims through the MAT, guild leaders with enough Tournament Reward Points can speak with Tolkano to trade those points for the permanent trim of their choice from a variety of new and stylish colors. Permanent gold trim will still be awarded exclusively to the winner of each month’s tournament; it will overwrite any previously purchased trim color.
The Monthly Automated Tournaments are shifting to the third weekend of the month. This will naturally avoid most major holidays and allow players to determine the date of the MAT without waiting for Tolkano to announce it. Though we’re keeping the current Daily AT rotation for now, we’re working toward implementing a 21-hour rotation, ensuring a few things: times will vary more on adjacent days, a tournament will fall on each hour of the day once per week, and times will naturally be static from one week to the next.
Finally, we’ve seen the market has been hard on those seeking Celestial Sigils. If you’re not having luck with the local trader or The Hall of Heroes, you can now get the occasional drop from a Zaishen Strongbox. Alternately, Jessie Llam will trade them for Gold Zaishen Coins. You can always count on the Zaishen to fill a need, particularly if it gets more people in the battle.
What do you guys think?!
99% sure OP is just trolling/joking/mocking.
This is the cleanest tier 1 thread ever. Truth?
Keep it up guys!
I originally wanted to make this topic as a poll titled: Do you actually like agony.
But then, I expect a sea of ’No’s and decided that wouldn’t be very productive at all. So here it is, some feedback, some suggestions on how Agony could be a fun and challenging combat mechanic.
Cons first:
Agony acts as nothing more than a gear check at the moment. Gear check IMO is never particularly fun in a dungeon; you feel cheated because once inflicted with agony there’s little you can do; only several classes have class specific solutions for surviving. The good thing is that most agony attacks can be dodged, so I’ll talk about this later.
Pros:
% damage is a nice addition to the game mechanics in a way that it elevates the importance of several stats: toughness and to an extent healing power. Many players will soon note that vitality isn’t a good stat to have; agony hurts you more. Toughness ends up being the better defensive stat. Healing Power becomes a little more important because you want your heals to bring you over the certain death hp threshold of agony.
Suggestion:
So here’s the thing, the devs have cited before that they want different classes to deal with different situations, in different ways. The problem with agony at the moment is, there really is only one to deal with it; heal, (necromancers get deathshroud, yes I know). Agony should act more like an effect which contributes to your demise, rather than an effect that kills you. Agony resistance can still work to reduce the duration of these effects.
So what kind of effects? These can be very simple, and still challenge the player, e.g. (these are just ideas)
Agony of constriction: you move at 10% of your normal rate.
Agony of necrosis: you cannot heal or be healed.
Agony of amnesia: disables a skill on your skillbar for 1 minute.
Agony of sight: enemy AoE rings are disabled.
Agony of the traitor: conditions you inflict become boons on the enemy.
etc etc etc
Now I realize that some of these agonies have more of an effect on the gameplay than others, so the thing is, maybe some of these agonies can be dealt by regular enemies, instead of the ‘big attack’ from bosses. Small enemies like the ascalon squire can inflict agony of sight, maybe the small jellyfish in the underwater fractals can do things like agony of necrosis.
In closing, I think agony should be an attack that alters how we deal with a situation rather than how we gear.
Assumption would be that your team doesn’t understand range constraints on melee attacks.
Sounds like someone not doing the dungeoin before, not asking any quetions and singling himself to redicule by prtended to be on a experince plane he is cleraly not .
spelling mistakes imo.
To OP: I did the dungeon as usual last night, no problem here. We do actively destroy crystals though, at least the ones within his PbAoE range.
Scenario 2
Of the 3 classes where chain fear might work, what traits might they have that will ruin your chances chain fear via CB.
The guardian doesn’t actually have any traits of note that will necessarily benefit from getting his stability CB, but if he did take Indomitable Courage and Shielded Mind, he has access to a mini “Stand Your Ground”.
Warriors have Last Stand. Since it seems to share a cd with Balanced Stance they are likely not going to take Balanced Stance. Admittedly this sets them up nicely for CB chain fear. But then we have “Shake it Off” and Shrug it Off, both of which demolish the premise of this build, removing both the fear and a condition, i.e. fear and bleed.
Elementalists are a bit of a weird one, you can almost always expect elementalists in WvW to have both Armor of Earth and Mist Form. Mist Form will demolish any chances of chain fear, whilst Armor of Earth will set the elementalist up nicely for one.
Scenario 2 TLDR: Take it how you will, the actual chances of a CB chain fear require extremely specific situations; only among a certain few classes using a certain few abilities, so much so that even Nemesis himself could not make much of a showing of its success in the WvW gameplay portion of his video. Again, its not that CB is bad, but you’re better off using it on targets with lots of boons, then using epidemic, even if Stability isn’t one of those boons.
(edited by Derk.3189)
Snip
Lets investigate this scenario you described in length.
Preface
I’m trying to highlight that the possibility of chain fearing via Corrupt Boon [CB] is very rare. I’m not commenting on whether CB is a useful skill or not. I also think while theory crafting is good and all, it becomes a problem when you start ‘playing for the other side’, i.e. explicitly listing out how exactly an enemy will act in a certain situation.
Scenario 1
An enemy is feared by you, uses a stun-break, followed by another skill that grants them stability, with which you use CB to convert to fear.
First of all, this scenario requires the enemy player to use two of their utility slots for the role of stunbreak recovery/immunity. This in itself is a unlikely scenario given how we only have 3 utility slots to use. Numerous WvW guides will show you that taking a stun break and a stability skill is not of paramount importance, since most builds require 2 to 3 specific utilities to round out the effectiveness of the build.
I’d even go as far to say, given my time spent in WvW stability is not a common voluntary occurrence in WvW because; stability skills often have low uptime vs cooldown ratio, leading to the fact that you can’t actually ensure when you will or will not be knocked down. If you were to use stability just before you see an attack that will knock you down, you are often better off evading that attack. Endurance surely will refill before your stability skill can come off cooldown. Look at this build guide for example. No stunbreaks, no stability (ok I know, stability is a bit hard to come by as a necromancer).
Stunbreaks on the other hand, are much more handy. There are more of them to choose from, and often their cd is lower than a skill that grants stability. So when might this specific CB chain fear work?
-Against necromancers? 3 second stability on a grandmaster major makes this very unlikely.
-Against thieves? Admittedly if a thief uses Daggerstorm straight out of a stunbreak, it’d be very hilarious to CB, completely stopping their Daggerstorm. This is also an instance that CB is exceptionally useful, though not in a chain fearing situation.
-Against rangers? Only if they use Rampage as One as their elite. If they do, I guess they do become good targets to CB.
-Against mesmers? Mantra of Concentration has a low window of opportunity to CB since its stability duration is very short, and also two charges; which actually counters CB very well.
-Against engineers? This one is interesting. Elixir S will actually provide the exact situation scenario 1 requires. First using it to stunbreak, then tossing it to gain stability. However, this effect is only a 50/50 chance.
-Against elementalists? Armor of earth serves as both a stunbreak and a stability granter. This isn’t exactly the scenario 1 condition but it does make them good targets for CB. However, finding an elementalist without mist form in WvW is extremely rare.
-Against guardians? Guardians are perhaps the prime targets for CB, thanks to an extremely useful “Stand Your Ground”. A guardian can also trait into Virtue of Courage to fulfill the criteria for scenario 1, so I guess they make likely targets too.
-Finally, against warriors? According to scenario 1, where two utilities are taken up for stunbreak and stability, you’re looking at a warrior who takes “Shake it Off” and Dolyak Signet. I’d say they are likely targets.
Scenario 1 TLDR: I find the event that a WvW player will use two utility slots for both stun breaking and gaining stability very unlikely. Chain fear will likely only happen against guardians and warriors, and to a certain extent, elementalists.
(edited by Derk.3189)
…answering SPESHAL
…The one that has a 90 second CD is what i call an opener, i put 4-5 bleeding stacks on the target… the target stuns me… big mistake, you just signed your own death… 4 second fear = 5200 damage just from the fear + the same from ~ 10 bleeding stacks = 10400 damage, if he breaks it with stability… “hahaha… you fool…” corrupt boon extra fear + 2 more sure fears (1 from DS 1 from staff)… 90% of the targets die from that…
The two that require you to be down, makes the necromancer downstate as viable as thief or mesmer downstate, prevents stomping as well as providing a lot of damage… more damage then the mesmer’s abilities that’s for sure…Ok, regardless of what beef you have going on with speshal, I can’t agree with any of this. Reaper’s Protection as an opening I get but:
Stability does not break stuns. In fact, there are only 3 utility skills that break stuns AND grants stability. Stand Your Ground, Armor of Earth, and Mantra of Concentration. MoC is even less relevant to your argument because stability only lasts 2 seconds (which means if you have the slightest bit of lag, or was in the middle of activating another skill, your window to corrupt boon will be gone), and MoC can be used twice.
I’m not saying Corrupting stability is bad per se, but this whole argument of ‘chain fearing’ someone who broke out of fear via stability is faulty; in actuality this will only work against guardians and eles; but mostly, scrubs who think stability breaks out of fear.
Secondly, in WvW, downed2 is terrible. Stomps are dangerous to do, and much often than not, people will dps down a downed player rather than stomp. Fearing 1 target will probably just ruins someone’s chance of getting loot from your soon to be dead body.
Fear of death is also terrible because if you do manage to down a player, the fear would likely have made them run away further than your downed state attack range. They’ll have lost all their conditions which doesn’t mean well for you either.
Corrupt boon can be used not only against stability but also against any and all boons, and while not many stun breakers apply stability, there are many situations in which players apply stability on themselves alongside other boons (depends on the class)…
http://wiki.guildwars2.com/wiki/Stability
Think about all the elite skills that apply stability… Necromancer Lich Form… power necromancer going all “I WILL KILL YOU ALL”… “no you are not… fear… now go away”…
Battle Standard, Rampage, Rampage As One, Dagger Storm, Tornado, Plague, Elixir X, Mortar, Avatar of Melandru… their strongest skills are turned against them… it is so… beautiful…So a player will damage you instead of finishing you off, but since you double fear you he will move outside of range… how are these two situations true at the same time ?…
Thats exactly what I said. You said stability breaks boons. It does not. That scenario you described ‘oh he stuns me, he gets feared, he breaks the boon and gets stability, and i corrupt it’. Thats fairytale, because the likely hood of that happening is very rare.
If you corrupt boon on stability another time, well I believe you. As I said above.Situations where Fear of Death will be useless: You get downed by a ranged player. You fear your attacker back into their zerg, where they down. They get rallied easily, you don’t.
Look the thing is, if Fear of Death is so good, why does it feature so little in your video. Surely you don’t like getting downed.
It’s not rare in a PvP scenario, people equip a lot skills that offer stability, among those will certainly be some skills that break stun + stability… if they don’t break my fear even better, but on average 70% of the duels a player will use at least 1 skill that offers them stability as well.
It is rare because as I listed that there are only 3 skills that break stun and give stability ~_~. What if someone broke out of fear using spectral walk? What if they broke out of it using the shadowstep signet. or haste? You can’t corrupt any of these into fear.
Runes are as follows:
2xAfflicted
2xKrait
2xMad KingAre the extra 10% condition duration worth not going 3xAfflicted + 3xKrait (110 condition damage)?
All in all, if you really feel the need for those 10%, you can always go to Givers weapons.Absolutely it is worth it. If you need the extra 10%.. plus it helps all the other conditions too.
And if you start talking about the giver’s stuff, it takes your primary stat away which is 90 condition damage or 180 condition damage plus alternate stats I do not like. Just taking a giver’s weapon would cancel out the bonus condition damage you added in. (they are terrible btw, stat distribution wise).
Giver weapons offer 10% bleeding duration which is more or less the equivalent of 100-150 condition damage at 1000 condition damage, since it increases all your bleeding damage by 10% as in… 10% longer bleeds that give the 10% extra damage in that time. The thing is when you reach around 1800 condition damage 10% added to that it’s quite good… when you are under 1000 condition damage, adding 10% more damage instead of 100 condition damage will be a waste.
Always better to have 11$ then to have 9$ + 10% of 9$… but it’s better to have 17$ + 10% of that instead of 18$. That’s how i see it.
Mathematically you are correct in your example, but the cost of Giver’s weapons is too high. Compared to equivalent gains from runes/traits/food it is far and away the worst place to try and get duration, because it comes at the inherant cost of losing 90-180 condition damage. Not to mention the loss of preferred secondary stats.
The total gain from undead runes in a structured build is 275 or so. We can blow that set apart and replace it to get 40-45% duration to all bleeds, and only lose 240 condition damage. That is a big hit, but replacing weapons with Giver’s equivalent loses 90 or 180 condition damage, and adds only 10% duration.
You are almost always better off avoiding these.
And that is why i use the giver’s weapons only in PvE
Giver’s weapons currently are bugged and have no effect, as confirmed by a dev last week.
…answering SPESHAL
…The one that has a 90 second CD is what i call an opener, i put 4-5 bleeding stacks on the target… the target stuns me… big mistake, you just signed your own death… 4 second fear = 5200 damage just from the fear + the same from ~ 10 bleeding stacks = 10400 damage, if he breaks it with stability… “hahaha… you fool…” corrupt boon extra fear + 2 more sure fears (1 from DS 1 from staff)… 90% of the targets die from that…
The two that require you to be down, makes the necromancer downstate as viable as thief or mesmer downstate, prevents stomping as well as providing a lot of damage… more damage then the mesmer’s abilities that’s for sure…Ok, regardless of what beef you have going on with speshal, I can’t agree with any of this. Reaper’s Protection as an opening I get but:
Stability does not break stuns. In fact, there are only 3 utility skills that break stuns AND grants stability. Stand Your Ground, Armor of Earth, and Mantra of Concentration. MoC is even less relevant to your argument because stability only lasts 2 seconds (which means if you have the slightest bit of lag, or was in the middle of activating another skill, your window to corrupt boon will be gone), and MoC can be used twice.
I’m not saying Corrupting stability is bad per se, but this whole argument of ‘chain fearing’ someone who broke out of fear via stability is faulty; in actuality this will only work against guardians and eles; but mostly, scrubs who think stability breaks out of fear.
Secondly, in WvW, downed2 is terrible. Stomps are dangerous to do, and much often than not, people will dps down a downed player rather than stomp. Fearing 1 target will probably just ruins someone’s chance of getting loot from your soon to be dead body.
Fear of death is also terrible because if you do manage to down a player, the fear would likely have made them run away further than your downed state attack range. They’ll have lost all their conditions which doesn’t mean well for you either.
Corrupt boon can be used not only against stability but also against any and all boons, and while not many stun breakers apply stability, there are many situations in which players apply stability on themselves alongside other boons (depends on the class)…
http://wiki.guildwars2.com/wiki/Stability
Think about all the elite skills that apply stability… Necromancer Lich Form… power necromancer going all “I WILL KILL YOU ALL”… “no you are not… fear… now go away”…
Battle Standard, Rampage, Rampage As One, Dagger Storm, Tornado, Plague, Elixir X, Mortar, Avatar of Melandru… their strongest skills are turned against them… it is so… beautiful…So a player will damage you instead of finishing you off, but since you double fear you he will move outside of range… how are these two situations true at the same time ?…
Thats exactly what I said. You said stability breaks boons. It does not. That scenario you described ‘oh he stuns me, he gets feared, he breaks the boon and gets stability, and i corrupt it’. Thats fairytale, because the likely hood of that happening is very rare.
If you corrupt boon on stability another time, well I believe you. As I said above.
Situations where Fear of Death will be useless: You get downed by a ranged player. You fear your attacker back into their zerg, where they down. They get rallied easily, you don’t.
Look the thing is, if Fear of Death is so good, why does it feature so little in your video. Surely you don’t like getting downed.
Lol, I mean bugs.
Anyways, I noticed some stuff since the patch, particularly in fractals.
When I exit DS, my 6 -10 skills are locked for about 1 second. Very annoying. Can’t use heals.
Also. I used signet of undeath in combat. Then I ran far away to rez someone who dc’ed and reconnected in a fractal. I changed another skill to spectral walk. Spectral walk adoped signet of undeath’s remaining cd. Fail.
Just make it two hits. Like every other mixed weapon dual, and let the player move.
1 hit stuns (1/2 second) if you hit them from behind, the other hit deals a hit slightly more powerful than sword1’s 3rd attack.
The hit ratio is why its good, it allows signet of malice to be good healing in pve.
No, the hit ratio is why signet of malice is good, IMO its different to what you said. The multi hits and placement lock makes pistol whip really dangerous to use outside of 1v1 enemies in PvE. Signet of Malice’s passive is decent but it becomes better with multi hit, which offsets why Pistol Whip is bad.
Just make it two hits. Like every other mixed weapon dual, and let the player move.
1 hit stuns (1/2 second) if you hit them from behind, the other hit deals a hit slightly more powerful than sword1’s 3rd attack.
I’d say Soldier, Berserker and Rabid are very popular sets for the necromancer.
You should watch some gameplay videos on minion master first before going head first and deciding ’that’s what I want’ because it isn’t everyone’s cup of tea.
Fear of death is also terrible because if you do manage to down a player, the fear would likely have made them run away further than your downed state attack range. They’ll have lost all their conditions which doesn’t mean well for you either.
Correct me if I’m wrong, but I thought Fear Of Death was an AoE Fear with a fairly limited (600ish) range.
But how does it actually benefit you, or this build, unless you plan to fear suicide bomb into a group of enemies (which is actually quite undesirable). Much better off with any of the other traits tbh.
Not the point of my post. My point was, it is very doubtful the fear from Fear of Death will cause your opponent to go beyond 900 range from you. (I was just testing, it seems like the range is a little less than 600, actually.)
I can take a stab at it though. If in a close fight, your opponent goes melee and just manages to finish you off, it will interrupt any combo skill they’re using as well as doing a nice shot of damage. It also clears the area immediately around you from any melee enemies, so it can give you a second to pick and call a target or for allies to dive in and revive you without having to jump directly on top of 2 or 3 mobs.
Would you be better off with other traits? Maybe! I don’t know! But there’s a couple situations it could be useful in.
Its really useful in SPvP, where communication will often allow an ally to come to your aid, before you get downed, and traits like Fear of Death buys precious seconds to keep you alive. Just as you described.
Again, I absolutely question its use in WvW, even if you clear away your melee attacks (which shouldn’t be many because: this is a control build that is good at putting distance between you and your enemy, and that there are less melee attackers in WvW than ranged attackers).
Fear of death is also terrible because if you do manage to down a player, the fear would likely have made them run away further than your downed state attack range. They’ll have lost all their conditions which doesn’t mean well for you either.
Correct me if I’m wrong, but I thought Fear Of Death was an AoE Fear with a fairly limited (600ish) range.
But how does it actually benefit you, or this build, unless you plan to fear suicide bomb into a group of enemies (which is actually quite undesirable). Much better off with any of the other traits tbh.
GW1 made use of the guild halls as a map for battle, if that is replicated in this case, then I would disagree with what you said.
Otherwise, it is quite true, waste of time IMO.
Res signet anyone? Utility skill available to every class, insta-res a fallen ally, recharges when you kill a boss….
Teams that run without it gain the use of all utility slots, teams that decide to slot a hard res lose a little utility.
Just a thought to deal with how hard it is to res someone who’s defeated and standing under a dungeon boss.
Wait. We have hard resses already.
Every class except thieves have a hard rez. Thieves have SR to make up for it.
http://wiki.guildwars2.com/wiki/Resurrect
On top of that you have the rally mechanic too, which is an instant res.
from your wiki link :
Skills that revive allies can only revive them from Downed state, not Defeated state.
Thats more like a band-aid. Not really a hard res.
But if someone goes down, why wouldn’t you rez them? I’m so confused. Are people just ignoring downed state completely? People HAVE to be downed before being dead, you know. That is your window to get your rez off.
And when someone is downed and a boss places an AOE ontop of them? Or if someone goes down inside say, lupicus circle of doom.
There are times where rezzing a downed person is impractical/impossible. Unfortunately these happen very often because there are no concrete aggro mechanics, and thus no way for anyone in the party to intentionally draw fire so others can help the team.
I love rezzing downed players during Lupi, it’s thrilling. Lay down a projectile blocker, and rez, dodge out of the next attack just in the nick of time. It’s not difficult.
People that make these threads really should learn to use the downed state better.
That doesn’t just mean target the weakest enemy and kill them for rally, that’s basic. Things like being aware of the chance that you will be downed, looking for an enemy that is almost dead, NOT killing that enemy so that you can rally when downed, are important things to learn.
Well, I don’t want to presume what you do in the game if you don’t do events, or WvW.
Dungeons? There are events in those, some dungeons have 2-3 events each.
SPvP? Well in that case, you don’t need to care about events.
Farming? Hmm, I guess if all you do is farm, you should try and relocate to an event farming spot. Frostgorge and Orr have some decent ones.
try tarnished coast
when does this competition end?
Don’t think this is a bug but instead a buff. And yes it is new
I dont think being attacked by something that you cant see is ever intended. I just think its divine retribution for all the times people have been bugging him.
THIS!!!!!
…answering SPESHAL
…The one that has a 90 second CD is what i call an opener, i put 4-5 bleeding stacks on the target… the target stuns me… big mistake, you just signed your own death… 4 second fear = 5200 damage just from the fear + the same from ~ 10 bleeding stacks = 10400 damage, if he breaks it with stability… “hahaha… you fool…” corrupt boon extra fear + 2 more sure fears (1 from DS 1 from staff)… 90% of the targets die from that…
The two that require you to be down, makes the necromancer downstate as viable as thief or mesmer downstate, prevents stomping as well as providing a lot of damage… more damage then the mesmer’s abilities that’s for sure…
Ok, regardless of what beef you have going on with speshal, I can’t agree with any of this. Reaper’s Protection as an opening I get but:
Stability does not break stuns. In fact, there are only 3 utility skills that break stuns AND grants stability. Stand Your Ground, Armor of Earth, and Mantra of Concentration. MoC is even less relevant to your argument because stability only lasts 2 seconds (which means if you have the slightest bit of lag, or was in the middle of activating another skill, your window to corrupt boon will be gone), and MoC can be used twice.
I’m not saying Corrupting stability is bad per se, but this whole argument of ‘chain fearing’ someone who broke out of fear via stability is faulty; in actuality this will only work against guardians and eles; but mostly, scrubs who think stability breaks out of fear.
Secondly, in WvW, downed2 is terrible. Stomps are dangerous to do, and much often than not, people will dps down a downed player rather than stomp. Fearing 1 target will probably just ruins someone’s chance of getting loot from your soon to be dead body.
Fear of death is also terrible because if you do manage to down a player, the fear would likely have made them run away further than your downed state attack range. They’ll have lost all their conditions which doesn’t mean well for you either.
(edited by Derk.3189)
Ok, I’ve contacted the devs and they said they can do that, but now amulets will cost 300 laurels each.
/sarcasm.
Passion flowers are so insanely priced because of two things:
1. The extremely low drop rate.
2. The extremely high numbers required to make things with them.
Yes I am aware of that, but it makes no sense why apothecary items need to be crafted using passion flowers….the stat isn’t better than other stat combinations (i.e. more stats)
Yep, bannable. You’re using something that lets you do something ‘faster’ and ‘better’ without doing it yourself.
Is there a reason Apothecary items need to be crafted by the ridiculously priced passion flowers?
The item doesn’t have better stats than other gear, and I get the price is probably driven up because it is used for infusions, so why can’t apothecary use ANOTHER crafting material? This simply just reduces the amount of stat combinations players can use to test new builds.
tested giver’s weapons on guardian VoJ, does not work still.
I expect the patch to break more things in the game, and Giver’s items will still not be fixed.
The thief could have been designed to use cooldowns on weapon skills just like all the other classes and it would still feel ‘different’ without copying the rogue’s energy concept from WoW.
Oh well, if you can’t beat them just copy them.
You don’t need support if you have experience. Besides, a DPS GS guardian can ‘support’ plenty with cleansing bolts already. That’s not to say your support guardian is bad or not fun to play; I have a range of builds I play on my guardian at times just for kicks, but you also have to accept that other players may not find it fun to play with a support guardian.
Meh, Izzy’s contribution to GW1 never amazed me, all those questionable skill balance changes, I almost died when I heard he became lead designer for GW2. But now I’ve come to not expect much from him or Arenanet anymore anyways.
Guys, just make videos and see who solos it the quickest. Start the timer at the first hit.
I thought tengu have anti-magic feathers. I think i read that in GW1 somewhere…
epidemic puts vulnerability on you. ‘copoclo’ is the one that puts poison, and weakness, on you. (edit: oops copoclo only puts weakness lol!)
Btw, death nova deceptively puts a lot more poison than the description says, when i run my minion build I can pretty much keep poison on the enemy forever.
(edited by Derk.3189)
SoS does talk an extreme amount of smack after losing by 70kish points last week.
What other server tells the other they shouldn’t be in T1 after just losing to them…(and only on 2.5 days out of a 7 day struggle.)
You’re sure not the SoS you used to be before the bandwagon.
On a side note the real wvw struggle between the oldest GW2 enemies JQ/SBI is coming to an end this week after a long and bloody struggle. Good fights SBI, good luck in T2. I shall stab you more when you return.
Mance
Aren’t you talking smack just now? Its funny though, I’m not sure why JQ gets so worked up on these forums every week, shouldn’t losing to SoS be second nature to you guys now? It’s not like there’s a tug-o-war of scores with the leading position, SoS is just outrunning you guys more and more each day, and it’s been happening for the past month.
Except last week, where we beat you by 70k points, amirite? You’re either delusional, or just jumped on the SoS bandwagon.
You’d be foolish to not attribute that loss to the festive events going on in the world. Suppose you don’t, why the lack of awesome this week? Why the business as usual? Why has SoS won every week but last week since reaching Tier 1. Delusion is not recognizing the pattern that has emerged in Tier 1 now; JQ stays a step behind SoS.
Oh yeah btw, SoS since 3 day headstart.
SoS does talk an extreme amount of smack after losing by 70kish points last week.
What other server tells the other they shouldn’t be in T1 after just losing to them…(and only on 2.5 days out of a 7 day struggle.)
You’re sure not the SoS you used to be before the bandwagon.
On a side note the real wvw struggle between the oldest GW2 enemies JQ/SBI is coming to an end this week after a long and bloody struggle. Good fights SBI, good luck in T2. I shall stab you more when you return.
Mance
Aren’t you talking smack just now? Its funny though, I’m not sure why JQ gets so worked up on these forums every week, shouldn’t losing to SoS be second nature to you guys now? It’s not like there’s a tug-o-war of scores with the leading position, SoS is just outrunning you guys more and more each day, and it’s been happening for the past month.
There is no grind in GW2.
I hated the capes in GW1. Its not that i hate capes in general, but they needed the better looking long flowing ones. the ones that touched the ground and have good physics engine backing it up
In my humble opinion: staying in DS for prolonged periods of time is just asking to get wtfpwned.
As your opponent, I could wreck you out of it, and be sure you don’t have the life force to re-enter it, or that you’d be on cooldown period. Not a good place to be in IMO.
DS is generally better as a reactionary damage soaker for huge bursts (or cutting them off half way with DS3) or putting the final nail in your enemies coffin (when they are about to die and you want a few shots of DS1) or just entering quickly for DS2.
(edited by Derk.3189)
Necromancer has fear regardless of what build you make. Better cooldown than the other options too.
For the badges, I would say do all four jump puzzles, then do your WvW daily and then call it good for the day. Repeat that for a couple weeks and you’ll be good on the trinks.
if you want it accelerated a little, do the above and then add about an hour of camp flipping for the extra needed to do it in about 8 days
If someone on your server is doing elevator for EB, just make a whole bunch of level 2 alts and get them ferried to the chest. You get at least 6 badges IIRC.
Stacking vulnerability in PvP is just not effective with the Axe #1 skill. Axe is mainly used by direct damage builds for the high burst damage #2 skill, control from #3 and 600 range for a moderate safety distance.
Yeah, but 2 has a long animation and is easily dodged to mitigate most of the damage. I’d say 3 is the best part about the axe in PvP (fix’d! thanks rennoko!).
(edited by Derk.3189)
Well, IMO, its a bit of a support weapon, though it doesn’t excel at it either. Necromancers generally find it annoying that the Axe is not the best for DPS (dagger is better), support (vulnerability is nice, but it doesn’t do this very well either) or life force (Both dagger and staff does it better).