I rarely do PvP or Hard PvE, unless it’s organized.
I rarely do PvP or Hard PvE, unless it’s organized.
Thank you Anet for forcing my Ranger to be a healer, back to the trinity system I see?
Thank you for completely forgetting about your own ideals, going back to the trinity system, linear maps, and instead of gear checks, mastery checks.It feels absolutely great having spent so many hours on a class, just to play a healer in the end.
Ohh right, I don’t have to, I can just play the same thing I’ve been playing for the past year, wooho.
Well, to be exact, any profession can be a healer (So GW2 rule of Support, DPS and Control still stands), although some are better at providing healing (Like Guardians, Elementalists and now Rangers) while other profs provide other type of support at the cost of lower heal power.
And well, for Rangers, they didn’t have outward direct heal capability before HoT, instead could only give Regen along some buffs.
I rarely do PvP or Hard PvE, unless it’s organized.
This change literally made me quit the game. Call me extremist I don’t care, I can’t even look at it, this class just doesn’t feel the same.
Let me know when they change it back.
I too have issues playing GW2 right now, especially my Ele…
Been spending more time with Killing Floor 2 now.
I rarely do PvP or Hard PvE, unless it’s organized.
Yep, it looks like GW1 Flare with it’s Aftercast effect now.
Restore the Fireball back to it’s glory, also the Eruption must be restored, it’s like a small fart bubble popping out of sand, than a destructive eruption…
Instead of making effect reductions via patches, make a Graphics options instead, more viable solution than permanent graphical nerfs!
Add options that are good for ESports, if this was done in favor of it, why the heck make permanent uncontrollable changes, when you could have added GRAPHICS OPTIONS!!!
We have a “Effect LOD” in Graphics Options, BUT IT DOESN’T EVEN WORK! (I’ve been using it in the past and visual clutter was always the same with no changes) WTF ANet!!?!?
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
I’m calling a vote for renaming Fireball into Flare, since that’s what it is right now…
Instead of nerfing effect detail, how about add “Effect Detail” option with Low/Medium/High/Ultra to graphics settings!!!
And while they’re at it also create different graphical priorities for open world PvE, so that NPCs are loaded before players…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Honestly, HoT brought out the intended combat in PvE, which was not used in vanilla maps, as mobs were too simplified, too much HP as difficulty scale, very low attack power and harmless abilities that required no need for active defenses or any kind of skill.
As of now, I’m only playing in Maguuma jungle, Dry Top and Silverwastes. Only reason for me to revisit old maps and dungeons, would be farming of Hero Points, Daily Achievements and materials for the guild (although I despise wasting my time farming instead of playing the game). My vanilla masteries are levelled up by material farm mostly.
Active Combat all the way! Not those passive ones that pretty much all free to play MMOs do.
What I would change in GW2?
- Restore human Necromancer’s Axe skill 1 animation to the original. The new one sucks donkey!
- Fix the object directions in skill effects (many objects spawned as effect for skills have broken axis atm, which makes them to face odd directions)
- Update all mobs and events in Vanilla maps, fix the kitten game content so that going “Full-Berserker-DPS” is a glass cannon, not a “Superior build for everything” which trivializes every other build.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Isn’t it time already to remove the intro from first time on each new character and place players at their portal which they used to enter LA?
I rarely do PvP or Hard PvE, unless it’s organized.
It’s probably a skin color only accessible with Complete make over kits.
I rarely do PvP or Hard PvE, unless it’s organized.
Yep, press F near her corpse to pay your respect in the very limits you can.
On other note, the player character does emphazise on “no retreat, else Mordremoth gains more power”.
Along the player character’s obvious rank and duties as Pact Commander…
Braham isn’t exactly high ranking members needed that seriously, thus he had his freedom to attend short funeral rites…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Question about it:
Any plans on upgrading them to use more common boons, like migth and fury?
In Open World PvE! And hopefully in dungeons too
As the Mordrem pose threat that gives CC, healing, dodging and condition manipulation more uses.
Right now, they make boon manipulation very obsolete (one part of Necromancers skill set and Mesmers base in their abilities)…
Only time my Necro’s boon manipulations were useful, was in HotW dungeon’s one and only last boss, which makes it about 0.01% of all mobs in GW2.
Right now, I’ve chosen to stop re-visiting vanilla maps and avoid dungeons…
Well, at worse, I have to assume it’s gonna be saved for next expansion pack…
kitten it, I hate it when game mechanics are left unused… (Especially in vanilla mobs)
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Well, response to OP.
Because they pose high level of danger, they give CC, healing and dodging more meaning, than what the Risen do in Cursed Shore.
Risen are more like a joke of an enemy who posed big threat to Lionguard, but were far weaker than that (makes you think how capable the Lionguard is), while Mordrem Snipers are force to be reckoned with.
I rarely do PvP or Hard PvE, unless it’s organized.
Although it’s just underwater skill.
“Rapid Assault” has no cooldown nor energy cost, which is rather odd for Revenant…
I rarely do PvP or Hard PvE, unless it’s organized.
I checked through the wardrope and wiki, I can’t find the 2-handed hammer that was featured in the beta test weekends as Revenants starting weapon.
I recall it was called “Mistward Hammer” or something.
Was it forgotten or hidden somewhere?
“Drop the Hammer” skill uses the model in it’s animation tho.
I rarely do PvP or Hard PvE, unless it’s organized.
Verdant Brink rally points and supplies
in Guild Wars 2: Heart of Thorns
Posted by: FrostSpectre.4198
I’ve noticed that with rally points, most players just grab the supply boxes and transport them to nearest rally point, regardless if it’s already maxed to lvl 5, at which point the supplies are wasted on repairs and other abit farther rally points will be left untouched.
First could be that bringing supplies to lvl5 (100%) rally points will not give participation credit to those players.
Perhaps make it that bringing too much supplies to nearest rally point will create surplus pile, from which it can be taken.
Or if the rally point is at 100%, it will refuse the brought supplies and advice player to carry it to another rally point, have threshold durability (like 50% minimum rally point HP until repair is possible) that must be hit before supply boxes are accepted.
I rarely do PvP or Hard PvE, unless it’s organized.
As the beetles were changed from their former “invulnerable, except in front”.
Perhaps restore the former “CC will flip them over and make them vulnerable to dmg”, perhaps it would take increased dmg when flipped as in more than just 100%.
and give it higher damage resistance from other direction than front (reduce direct dmg to 25%, currently it seems to halve direct dmg), direct dmg would be hampered abit, but they seem to be hurt by conditions without limitations.
Well, just my opinion.
I rarely do PvP or Hard PvE, unless it’s organized.
Is a group required for player progression?
in Guild Wars 2: Heart of Thorns
Posted by: FrostSpectre.4198
I think that event difficulty scaling is abit off.
ANet has to fix that, hopefully never nerf the mobs (unless it’s needed due to making it unplayable)
I rarely do PvP or Hard PvE, unless it’s organized.
Event scaling seem to be abit messed up atm, they need some adjustment, as solo seems to spawn too much mobs to handle.
I rarely do PvP or Hard PvE, unless it’s organized.
To me the mobs are more capable with dodges, damage resistances, more conditions and etc. Except boons…
Compared to last dragon minions the Risen who were all same type mobs with high HP and low armor, low damage per attack, very slow attack speed with no special capabilities, and of course: extremely vulnerable to Full Berserker DPS (Glass Cannon Berserker).
This is what GW2 combat is supposed to be, we must utilize dodge to avoid most critical attacks, movement is crucial, no “Stand-Spam-Berserker-DPS” bullcrap, we can use any build possible without one build being supreme (although I’m still in map 1, I’m abit distressed about mobs not using boons like players can do, example warrior “For Great Justice” which gives almost constant Might and Fury, I’m still especially disappointed with Mordrem Hounds)
As for events, they need abit tweaking, too much mobs are spawned for solo…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Practically, it’s nice, when thinking about them absorbing damage from you without danger of loosing part of it’s efficiency due to degeneration…
But as some pointed out, loss of synergy with healing the minions.
I rarely do PvP or Hard PvE, unless it’s organized.
In some sense, I can understand the current settings when activating it, higher elevated camera is more beneficial at targeting.
However, I play PvE, and I like the original camera positioning to be slightly higher than my character.
Well, my opinion would be separating action camera from the camera settings, so that deactivating it will restore my original camera settings, instead of resetting it to same values as the action camera.
I rarely do PvP or Hard PvE, unless it’s organized.
And that lvl 50 fractal is more difficult content, unlike open world PvE.
I have played lvl 1-10 fractals, the mobs were all the same as in vanilla GW2, designed poorly, utilize only Direct Dmg as damage source on most of them.
And also that most player classes use boons anyway, why not give use for boon manipulation skills in open world PvE? Than make it’s usefulness extremely limited in other than PvP and that lvl 50 fractal.
I rarely do PvP or Hard PvE, unless it’s organized.
have you done a lvl 50 fractal yet
Nope, I stand with my choice to refuse ascended gear, due to their slightly superior stats which were not supposed to exist in the first place.
I rarely do PvP or Hard PvE, unless it’s organized.
Well, I’ve not gotten very far yet in Heart of Thorns open world PvE, I’m still hoping that one part of my necro’s skills aren’t useless in PvE with lack of mobs using boons…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Why wouldn’t they fix every vanilla map?
Cursed Shore, for example, is supposed to be enemy territory with dreadful foes who can kill you if you’re not utilizing the combat system completely.
Instead there are Risen that:
- attack you every 3-5 seconds
- deals average of 1000 dmg per attack
- utilizes HP as the defense instead of armor, blocking, Protection or dodging, which leaves them all extremely vulnerable to “full berserker DPS” and resistant to conditions
- uses boons and conditions extremely rare and inefficient
- dodging is not needed at all if you can kill them before they deal enough dmg
- healing and CC are generally useless since foes cannot do anything than deal small bits of damage with long delays
For once, I’d love to have more use for my Necromancer, class which specializes on conditions and boon manipulation, these kind of things are extremely rare in vanilla PvE content, and is outperformed by Full-Berserker-DPS builds.
Boon manipulations has had one use, in the Kodan dungeon last boss!
Yes, you can play any build, but you’re always outperformed by Full-Berserker-DPS…
- Condition build: You take damage and kill foe after some time
- CC build: You take damage and kill foe after some time
- Healing build: You take damage and kill foe after some time
- Hybrid Direct DMG and Condition build: You take damage and kill foe after few seconds
- Crit Direct DMG build: You kill foe within few seconds, you take abit or no damage at all
The problem is very clear…
What it should be: Any build will take some time and damage to kill foe, player also receives some damage depending on their active defenses. “Stand-Spam-DPS” should be glass cannon tactic
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
I think some of my point was either misunderstood or lost here, in particular reading Nikes comments on the youtube section so I’ll try and clarify more simply:
We like the way combat works right now, we really don’t plan to change it much other than add more options with elite specs. It works the way we intended: you can play control, support, and DPS actively. To folks who prefer to define by the holy trinity, Gw2 doesn’t force you to pick one of the three from heal, tank, or DPS and only do that – it blends a mix depending on your build and allows you to actively swap roles or soft play between roles. Our goal was to remove the forced singular role per you’re locked into, people often mistake this as saying gw2 has no trinity elements, that isn’t true – we just don’t believe in a forced role per for Gw2 for the reasons I covered in the live stream.
That said the point I really wanted to make in the live stream was the issue with the combat system in PvE isn’t the combat system. It’s that the mobs and encounters we have provided so far very rarely allow/encourage you to make use of the combat system as intended. There are some exceptions, but one of our goals with HoT is to help allow more room for players to experience the full range of the combat system in PvE. From the common world mobs up to the challenging group content we will talk about later, we are asking our design team to design encounters in PvE more focused on using the system we have built.
Hope that helps a bit! – CJ
This thing above, since majority of PvE in GW2 is still no different from “Free-MMOs” where we only use passive defense and only one viable damage source “Direct dmg”.
The excellent combat system in GW2 (in my opinion) has been left unused for very long time already in PvE, because “Full-Berserker-DPS-PassiveDefense” is superior over builds with more utility and variable team play.
Any decided time that this will happen? Would be nice to know when it will happen, since I’m already playing GW2 only in Silverwastes, which sometimes is rendered unplayable due to lack of extra map copies, lack of “change map copy” function and chest farms.
I rarely do PvP or Hard PvE, unless it’s organized.
Too bad that ANet very likely won’t create some form of unarmed combat, with empty weapon slots.
Thieves tho got their “unarmed” physical attacks that are utility skills, in their upcoming elite specialization.
In a way, I did think about how “Way of the empty palm” skill of Assassins in GW1, would go up to Thieves, by making having empty weapon slots to have skills, since thieves have “1 handed dual attacks”, like “Twisting Fangs” and “Repeater”, which are just place holder skills with no use beyond lvl 0.
I rarely do PvP or Hard PvE, unless it’s organized.
Possible that it’s a bug…
I rarely do PvP or Hard PvE, unless it’s organized.
What if we sylvari players changed too?
in Guild Wars 2: Heart of Thorns
Posted by: FrostSpectre.4198
More likely:
ANet adds a “players vs monsters” game that players can participate, perhaps as an activity…
Team one is players with normal player rules, but certain restrictions. Usually forced to complete set of objectives to win.
Team two is players choosing a monster class and try to kill the players in team one. This team wins by preventing objective or killing all players on team one.
Team one players have 1 life each, and have to complete some set of objectives to win, outlast the time limit, capture relic which will kill all monsters in it’s range or something. Depleting player’s HP will put them into downed state, from which they need other players to help them up.
Team two players can have pool of lifes that are used up as players die or infinite lives, they also have respawn delays and also monster respawn delay restrictions depending on monsters strength. Each monster class is unique, but will die immedietely when HP is diminished.
I rarely do PvP or Hard PvE, unless it’s organized.
Not to mention the huge lack of mobs using Boons (vs. boon manipulation), Conditions (vs. condition manipulation) and Heavy Armor (vs. direct dmg) so far in the Verdant Brink areas…
There should be atleast few foes that use conditions as primary damage source, dealing low direct dmg as result of that. Some mordrem courtiers and Coztic hyleks use them, but they’re hybrids of direct dmg and conditions, not full condition.
I rarely do PvP or Hard PvE, unless it’s organized.
Aren’t necromancers supposed to have some condi transfers anyway…
Another problem with CPC now is that self-inflicted non-damaging conditions don’t gain condi-dur bonuses anymore…
I rarely do PvP or Hard PvE, unless it’s organized.
Well, I’m hoping for better animations for Vault skill (and for every skill in general). Hopefully one that uses the staff to pole-vault, atleast with human animations it does death-blossom and then staff strike on it’s end, good basis for “pole-vault” move. It fits abit, but would be excellent if it were a completely new animation that is fluid, than combination of 2 pre-existing animation
The auto-attack third skill animation looks very off, with floating-spinning staff from Revenants skill as it’s animation…
I rarely do PvP or Hard PvE, unless it’s organized.
I rarely do PvP or Hard PvE, unless it’s organized.
But a couple robbers with sticks aren’t gonna last long against someone that throws a fireball or just shoots them with a gun… Just saying
Gotta go with the times why would a their that has a pistol on them intentionally throw it away and rob someone with a stick?? Are they stupid??
Well, you forgot the stealth, and I don’t think one can shoot with a gun or throw fireballs for some time, when they had been smacked on the head with a pole-arm…
But I’m hoping for “Pole-vault” type of skill, kick most preferably, dunno if there’s gonna be other skills that works like extended jump tho.
I rarely do PvP or Hard PvE, unless it’s organized.
Shattering Blow Caused Me to Shelve GW2
in Guild Wars 2: Heart of Thorns
Posted by: FrostSpectre.4198
I would shelve GW2, only after HoT is completed and officially released, IF:
the new mobs are downgraded into same as vanilla map mobs (risen, bandits, wild animals, dungeon mobs and etc. which have poor abilities that deal very minimal damage, are extremely vulnerable to full berserker DPS builds, no full condition mob, no boons used by mobs and are easily dealt with just “stand-spam crit direct dmg-rely on passive defense”), then I would shelve GW2 and propably never come back.
I rarely do PvP or Hard PvE, unless it’s organized.
the deep sea dragon nicknamed Bubbles for now.
His name is Steve! :P
Sbubbles, thank you very much.
Selbbub sounds quite ominious, even though it’s just Bubbles in reverse…
It does remind me of “Shelboh the Ravenous”, which is a mandragora.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Hopefully Thieves can do pole-vault kicks too! You know, use the staff to propel themselves at the enemy (Have you played Heretic II, it’s a 3rd person shooter with quite elaborate melee with a glaive which was originally just a staff but has blade affixed on the other end as improvement. The character can do jumping attacks with the staff) (dunno what’s the actual name for it, sorry if using wrong words)
Perhaps allow thieves to use higher jumps via specific skills requiring the staff.
But I dunno, since I can’t fathom what imbalances it could make for PvP.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
On regard Rangers having no boon strips:
It’s a good idea, to make rangers pick some utility over just “sigils of Air and Fire” or other DPS oriented combinations.
I’d do same for my Ranger, who’se Longbow right now has Accuracy and Air sigils, would love to swap the Air Sigil for Nullification, but right now it’d be a one trick pony, when looking at vanilla maps and dungeons *cough*Risen and everything*cough*
I rarely do PvP or Hard PvE, unless it’s organized.
Too bad, thought it to be flat healing, until used with trait, which would improve the healing by 10-20-30% depending on adrenaline level and remove additional conditions.
I rarely do PvP or Hard PvE, unless it’s organized.
Or “Warrior Dodge-Soccer”, players are used as projectiles to knock out foes, forcing spares to enter the arena. Knocking a enemy in the goal will score points to the team.
I rarely do PvP or Hard PvE, unless it’s organized.
Well, we just have to wait for ANet’s big project to update vanilla and dungeon mobs (most likely excludes starter maps) with more capable mobs, that don’t let full Berserker DPS builds to knock them around.
I think some of my point was either misunderstood or lost here, in particular reading Nikes comments on the youtube section so I’ll try and clarify more simply:
We like the way combat works right now, we really don’t plan to change it much other than add more options with elite specs. It works the way we intended: you can play control, support, and DPS actively. To folks who prefer to define by the holy trinity, Gw2 doesn’t force you to pick one of the three from heal, tank, or DPS and only do that – it blends a mix depending on your build and allows you to actively swap roles or soft play between roles. Our goal was to remove the forced singular role per you’re locked into, people often mistake this as saying gw2 has no trinity elements, that isn’t true – we just don’t believe in a forced role per for Gw2 for the reasons I covered in the live stream.
That said the point I really wanted to make in the live stream was the issue with the combat system in PvE isn’t the combat system. It’s that the mobs and encounters we have provided so far very rarely allow/encourage you to make use of the combat system as intended. There are some exceptions, but one of our goals with HoT is to help allow more room for players to experience the full range of the combat system in PvE. From the common world mobs up to the challenging group content we will talk about later, we are asking our design team to design encounters in PvE more focused on using the system we have built.
Hope that helps a bit! – CJ
I rarely do PvP or Hard PvE, unless it’s organized.
Or Classic Minion skin pack. Although there is no Flesh Wurm
in GW1.
Bone Horrors, Bone Fiends, Jagged Horrors and Flesh Golem
I rarely do PvP or Hard PvE, unless it’s organized.
Regarding Dungeons, the design of mobs in them are the main reason why people hate certain professions, since you can do the dungeon very easily with full berserker DPS party, usually either full Elementalists or Warriors.
Hopefully, ANet will redesign the mobs in them (they did announce that they’re gonna change mobs abilities and stats, to give more enjoyable combat scenarios), in Vanilla maps and dungeons (most likely exclude starter maps), so that one doesn’t grind through content faster with just full berserker DPS and be invincible due to mobs being unable to deal damage or resist Direct Dmg, when comparing to results with other builds.
Rangers excell on long range combat, but can go into melee with their huge number of “attack and dodge” skills. The pet gives Rangers a permanent ally, which can be used to draw away aggro from you, though this depends on pet, some pets deal more “aggro damage” than others, Bears deal quite little even though they are tanks, while Devourers deal very high “aggro damage”, while being more similar to Ranger profession itself.
Thieves are all about Stealth and burst damage. If you fail to utilize stealth properly along dodging and skill-evades, you’re more likely to be downed and defeated, mainly because Thieves have lowest HP pool, like Guardians and Elementalists do (about 10k HP only).
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
No, regarding gems, they’re subject of price shifts with the “stock” of gems.
So you can make some profit with buying gems and turning them into gold, but you can make more gold if you turn your gems to gold if you make the transaction at a right moment. And you can get less gold out of your gems and so on.
Gem store offers small temporary bonuses (some which will be removed upon entering PvP classified maps) and fashion. These don’t give players advantage over another.
Buying gold from gold sellers can prompt ANet to reverse your account, if they spot you buying from them and having sudden unusual surge of gold.
Of course buying gold from gold sellers can result your account being stolen by the same gold seller company, since they always use stolen accounts to advertise their business when ever possible. And well, people with too much money and always thinking “I can just pay more money to get back in” will propably just overlook the loss of their account and buy a new one, then proceed to use their excess of money once more to get back into the same level, repeating their cycle.
I rarely do PvP or Hard PvE, unless it’s organized.
Ok just wanted to touch on a few things, People said following the HoT teaser that the mounted mordrem would’ve been a single component and not actually a mounted mordrem, seems after playing the beta the mounted modrem can and did dismount during combat. Does this mean the mechanic is in game for mounts? Also the hylics had mounts to which leads me to ask, Why the hell cant we have mounts? Why do I have to waypoint for map travel and cant just use a mount with a slight speed buff so I can stay in game not looking at loading screens? I’ve paid for the HoT but am actually at the point of quitting GW all togeather after 7-8 years supporting Anet because of the choices they keep making.
P’s 90% of my friends list has left mostly at launch but that’s a lot of accounts without players.
We have mounts, they’re similar to the ones in GW1, they’re transformations that changes your appearance, changes your stats like every other transformation and gives you a custom skill bar.
Mecha Devourers in Silverwastes and Edge of the mists.
As per GW aesthetics, only NPCs can truly use a mount. In GW1, Necrid Horsemen, GW2 Mordrem Courtiers and Hylek, and more possibilities.
On other hand, if we do get mounts, lets be abit hypothetical, they are going to have restrictions, like with real riding, you don’t have same control as when you walk in GW2 (controls would be for WASD: W accelerate, S decelerate, A/D respective turn directions, NO SIDE STEPPING), only run forward with acceleration, turning will be sharp when not moving and be more slower when running at max speed.
Also you will be downed instantly and be have skills disabled for 30 seconds, if you got hit by an attack, because you most likely got rolled over by your mount that was knocked over.
To mount up, you will call for your mount, which will take time until it arrives. Once the mount is present, you have to do the mounting animation, that will be easily disrupted.
To dismount, you will have to go through dismounting animation, which will also be easily disrupted.
Why should we make same thing as every other MMO does, poof-mount there and you mounted, increases your speed and acts same as if you walked in the game.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
(Every player profession has atleast 1 boon strip)
I don’t think you have heard of rangers.
Didn’t notice that one…
Odd, that they don’t have one.
I guess ANet decided that Sigil of Nullification is the way for some professions that don’t have boon removals…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Hopefully ANet includes:
- more boons, preferably every mob would use 1-3 boons on themselves and/or on their allies, which pretty much all player professions can do (especially Warriors and Guards). (Every player profession has atleast 1 boon strip)
- few mobs that specialize on inflicting conditions and have low direct dmg output. These mobs can be glass cannon style or something, but will inflict alot of conditions on you, if you let them do so.
- Wild animals, like wild boars, well, hopefully the ANet’s plan to update vanilla map and dungeon mobs will bring them up into being something, than berserker fodder.
I rarely do PvP or Hard PvE, unless it’s organized.
[Suggestion] Trasmutation stones for beta
in Guild Wars 2: Heart of Thorns
Posted by: FrostSpectre.4198
This would sound nice, since we can’t gain anything else out of Betas.
I for one would create “copy” of one of my character and play with it in Beta, being able to complete the look would be nice.
I rarely do PvP or Hard PvE, unless it’s organized.
Heart of Thorns Needs an NTR Romance Option!
in Guild Wars 2: Heart of Thorns
Posted by: FrostSpectre.4198
SWToR had player-character romances!
ANet is not Bioware.
I rarely do PvP or Hard PvE, unless it’s organized.
As it is, the reduced cooldown being only 80% (1 second cooldown) seems to be quite heavy on the Necromancer, when comparing the long casting time.
But that’s just how I felt it, dunno about others.
I rarely do PvP or Hard PvE, unless it’s organized.
Hmm, I dunno, defeating them requires abit more of thinking and positioning.
Only time I’ve been completely overwhelmed while solo, is when I got Veteran and basic Smokeskales double team on me, which would pretty much chain their smoke fields.
Haven’t experienced a group of smokeskales vs. group of players tho, so I can’t judge with that.
Perhaps make them do more damage while they’re in their smoke fields, or just have higher crit chance, this ought to anger stand-spammers.
But I dunno.
I rarely do PvP or Hard PvE, unless it’s organized.