later. It doesn’t care that I’m there.”
later. It doesn’t care that I’m there.”
snip
Im so sorry for QQing. Please forgive me
Anyway, you’re argument about rangers having no choice in how to setup traits because other builds are crap also applies to most if not all other classes so it’s basically mother of kittens (for a lack of better word).
And yes balance patches tend to dictate the meta more rather than the community having the initiative in countering the dominant gameplay however one cannot argue that if it’s easier winning with faceroll classes and builds handed out to you in every balance patch on a shiny silver platter, why on earth would you try to go against the flow only to find out you’re only gimping yourself or your team because as you have stated, other builds are not viable? So the only option is to qq in forums to nerf the latest fotm and hope for the best in the next balance patch because L2P ain’t gonna cut it if you’re against a build that does not require L2P to be very effective with to begin with.
later. It doesn’t care that I’m there.”
Are kids still complaining about spirit rangers?
It’s the only thing we can do right now. We don’t want to L2P unless the targetting system of this game gets some serious serious major rework.
I want to play Guild Wars 2, not Where’s Waldo everytime a kittening ranger and his stupid cat together with their happy tree friends are having a party with necro minions, mesmer clones, and engie turrets. Try to picture that one happening inside the Skyhammer room.
later. It doesn’t care that I’m there.”
Moar RNG? RNG is competitive.
later. It doesn’t care that I’m there.”
Rangers suddenly have a build that isn’t mediocre = everyone whines. This is amusing.
It isn’t mediocre sure. But it’s definitely broken.
I don’t get that sense of accomplishment when I win just because Artificial Intelligence and passive play helped me win.
What’s the risk/reward aspect in playing the current fotm builds?
later. It doesn’t care that I’m there.”
Slap in the face with the next week LS.
in Super Adventure Box: Back to School
Posted by: Gallrvaghn.4921
I’m starting to think that maybe releases every 3 weeks or more may not be so bad. Maybe they’ll have time for fuller, more significant releases then.
Yeah. Too much of something is bad, too.
Although I’d rather have frequent updates to keep the game interesting, the bi-weekly update kinda gives me some sort of stress in the long run. There’s no breathing room. And they’re like pollution to the original and existing content. I think once a month update of juicy and relevant to the existing lore/dynamic events kind of Living Story update is better than bi-weekly update of either bland and cliche stories or circus type of mini games updates.
later. It doesn’t care that I’m there.”
Slap in the face with the next week LS.
in Super Adventure Box: Back to School
Posted by: Gallrvaghn.4921
And I was expecting the rise of the next dragon for the game’s first anniversary. I thought it was gonna be epic. Sad penguin is sad *sigh
Elder dragons? Ya gon sleepin again? We wakin you up wiz all these mini games and parteeey!!!
later. It doesn’t care that I’m there.”
I still don’t understand why cd’s and power have to be so much more worse. Despite having more 20 skills, other classes can still spam a hell lot more. Maybe a slightly higher cd, but literally more than twice of any skill on another profession? Godkitten . And we can’t make use of our CDR traits.
Gale could be on a 30 second base cooldown and still not be overpowered. It does no damage or secondary utility effect. Updraft is aoe, acts as an evade that provides swiftness (meaning you gain something even if you hit nobody with the skill) and puts the ele at a perfect distance to combo into other skills.
Unfortunately, this is one of the so many inconsistencies in skill balance that is rampant in game. Weapon to weapon comparison, and profession to profession comparison, there is just so much that does not make sense when it comes to how and why they came up with such numbers for cooldowns, and multiple effects/uses in a particular skill.
I mean, look at the Auras itself. Clearly Frost and Shocking are far more useful than Flame Aura even with the latter being buffed a few patches ago however Shocking Aura has 25 seconds CD while the other 2 have 40sec CD. Why?? Even if Flame Aura CD was changed to 15 seconds, I still doubt Focus would ever be used outside of goofing around in PVE or in dungeons where projectiles are abundant.
later. It doesn’t care that I’m there.”
Too much like work.
later. It doesn’t care that I’m there.”
If anything balance looks more like the Ele’s staff rather then engi’s nade spam..
+100000000
later. It doesn’t care that I’m there.”
I could care less with weapon swap. I love the profession’s mechanic. I wouldn’t trade it for weapon swap. I just wish for a more balanced approach on skill cooldowns relative to the weaponset, and relative to other skills with similar effects used by other professions.
Yes, eles have double the number of skills available compared to other classes because of the fact that eles have 4 element to swap around. But most if not all the skills have huge drawbacks (CDs longer than utilities in most cases,HUGE delay add to that the cast times and rooting, very very obvious tells on each skill), the ele now becomes jack-of-all-trades-which-has-to-work-double-the-effort-just-to-get-the-same-result-as-the-other-professions-which-can-do-with-so-much-ease-what-the-ele-is-trying-to-do. I mean, yeah, some people can pull it off, but imagine what that player can do if he uses a brain-dead profession with that kind of skill level.
I don’t want them to reduce CDs on ele skills. I, for one think the ele right now is in a good spot for being balanced. The risk/reward ratio for this class is spot on, minus some bugs. What they need to do is bring down the other classes. Those that have too much AI, passive play, spammy auto-attacks, and all those brain-dead builds which can go full zerker but can still survive a whole ordeal, or tank all day long and still dish out loads of condi damage in AOE. Basically, the ones considered OP in the current meta are the ones with broken risk/reward ratio. You can win with those builds even if you haven’t read the tooltips on each and every skill and trait of that build. They are OP because they are brokenly easy to play, very easy to win with, and very tough to deal with.
later. It doesn’t care that I’m there.”
You lose too much when speccing in other trees and gain very little in return compared to speccing into Arcana and Water as well. These two trait trees have a great variety of traits which are useful regardless of weapon set. Add to that the benefits of attunement recharge rate reduction and healing stat which is sort of a must for ele survivability.
Fire, Air, and Earth are either too gimmicky, focused on underused utilities, only effective in their respective element (which goes against the profession’s mechanic itself and can hurt you quite a lot if you have not invested in Arcana for faster attunement swapping), and very underwhelming/not worth it. I know some people can pull it off, but there still is something wrong if the general ele community avoids these trait lines like the plague. Air tree now shines quite a bit with the new Fresh Air trait. But when you look at it, the reason why it’s useful is because you can constantly swap back into Air hence burst more frequently since you are basically bypassing the attunement swap limitation, which in fact further justifies how awful the attunement recharge rate mechanic is and how it gimps the ele as a profession. I hope other traitlines receive a well thought out change too with regards to the effectiveness of the traits based on attunement or an improvement in the overall synergy of underused traits.
While with other professions, I can basically have fun experimenting with builds and the choices for each trait line makes me go like: “Which should I pick? This is an interesting trait but this one seems good too.” Whereas with an ele, that doesn’t happen much.
later. It doesn’t care that I’m there.”
(edited by Gallrvaghn.4921)
Cooldowns are long to the point that the punishment of using a skill poorly is that it’s unavailable when you really need it. The result then is roughly similar to resource management, if not a bit less interesting mechanically.
Except most skills have relatively short CDs (less than 8 seconds) which basically means that they are still sort of spammable and bad skill usage ain’t that punishing. :/
later. It doesn’t care that I’m there.”
Like everything ele, staff just needs an auto-attack with some actual teeth (like mesmer GS) and it will be good. I don’t want the aoe’s to be buffed too much b/c they are mostly used to provide fields to your team, although things like air 3 are pathetically weak. Fire 5 could use a shorter cast time or more damage, b/c you really do have to expose yourself to cast it, and the hits are pretty random.
I will say there is a clear imbalance between ele staff skills and necro staff skills. Necro skills give persisting aoe circles that proc their ENTIRE effect at one time (like engineer nades), whereas staff requires you to sit in the field. I think it would be better if necro marks worked a little more like wells: triggered and created a lesser effect and then stacked over time. Similar with nades (create a field that slowly ticks up on a condi). That would bring those effects down to a good level and decrease the effect of spam to simply a zoning tool (which is still powerful).
Yeah, that also bothers me a lot. There’s too much drawback on Staff ele skills (not mentioning the 5cap limit, attunement swap CD, cast times, and long CDs for most skills) compared to other AOE abilities of other professions. Staff ele skills are either one-time damage (which isn’t all that excellent) with HUGE delay (Water 2, Air 2, Earth2), damage over-time that requires targets to sit in the AOE (Fire 2,4,5), CC with no damage at all (Water 4, Air 5, Earth 4), or very unreliable CC (Air 3, Earth 5). While on the other hand, Necros and Engie can basically spam nades and marks and achieve the full effect and duration of their condis. Something is really really off here. :/
later. It doesn’t care that I’m there.”
You can’t go full offensive in your traitline (Fire and Air) because an ele survives through sustained healing (due to lowhealthpool) and boons (hence attunement dancing with Arcana trait is very beneficial). However, the ele’s weapon sets don’t have that much defensive capabilities other than healing which can be negated with too much CC, poison, and burst AND also requires investment in Healing Stat. Whereas other professions have high health pool, stealth, clones, a second health bar, and short CD invuln and evasive skills in their weapon sets and any of which I don’t think is dependent on any Stat at all. Thus, only pros and some with macros can manage to pull off Zerker Fresh Air Eles. The rest can find it really hard to survive without traiting for Water and Arcana.
later. It doesn’t care that I’m there.”
You obviously need to learn to play. You’re mindlesly dodging and spaming 3 all day long. On top of that you’re always standing in burning field he puts down and you don’t stun break his sword burst (which can be escaped either with skill 2 return or shadow step) which bleeds alot.
There’s alot of room to improve your play.
Yeah L2P. People can try to survive and dodge and whatnot but what good is that when the warrior stays at 90-100% after every burst combo you have? Become a training dummy for the warrior? It’s an attrition build akittens finest. Necros can go back living under a rock. Rangers can do better than this.
But as any other form of condi-type of builds dominating the meta right now, their common denominator is that they can survive a whole ordeal and deal tremendous damage consistently at the same time. Sorry, but you can’t have the best of both worlds. If you do, then clearly something is broken.
later. It doesn’t care that I’m there.”
The sad realization of this is a majority of these events were ignored until the patch with champion loot drops. It just means that Dynamic Events were never appealing and are basically a waste of time for most players who don’t really bother much about the story/lore/mechanic behind every dynamic event they encountered.
They just want to loot shinies.
later. It doesn’t care that I’m there.”
petitiooooon! ^o^
later. It doesn’t care that I’m there.”
Shatter builds with IP traited usually chain F1-F2-F3 together to somewhat lock down the target (or at least buy time) to prepare for the next shatter.
They do? Why would you want to stack confusion with (traited) shatter 1 and shatter 2, just to do a shatter 3 so that they can’t proc the confusion for 1 second (or more)?
F2 Shatter does direct damage also in addition to the confusion stack, so it’s still an added damage for burst.
later. It doesn’t care that I’m there.”
I see a lot of the word Condi in your post. Hrm..
later. It doesn’t care that I’m there.”
Yeah, when you see a warrior, just turn around and walk away. They’ll only kill you if you got bored trying to bring their HP down to like 90%.
later. It doesn’t care that I’m there.”
My build has bountiful interruption and imbued diversion. The more enemies there are, the better to use F3 shatter. Instant 15 to 25 stacks of might plus other buffs. Then share to party/team mates.
For other builds/playstyle, it’s supposed to be an interrupt for threatening skills with usually longer cast times unless the enemy has stability/defiant. But yeah, as you’ve said, timing it is pretty tricky since you have to be aware of the location of your illusions and then the time it takes for them to run to the enemy you are trying to interrupt and then shatter.
later. It doesn’t care that I’m there.”
I really like the new minimap layout. Sleek, clean, and easy to see everything and anything going on without having to scroll,zoom in-out like TGSlasher.1458 said.
Although I don’t disagree with them giving options on Toggle Rotation, Zoom in-out, for the convenience of those who got used to the previous minimap setting, but I think they did this to standardize the minimap for the players and spectators alike and make it easier to see your teammates and what the heck is going on on the far side of the map. It’s basically a Quality of Life change aside from some bugs, so yay! But if they don’t budge and give you what you and other players want (options, that is) all you can do for now is adapt.
later. It doesn’t care that I’m there.”
(edited by Gallrvaghn.4921)
Geyser has too short a duration to do anything other than really well coordinated Blast Finishers for healing. It’s so lackluster on it’s own. A change is welcome.
Healing Rain is fine as it is. I mean, I’m thankful enough that casting the skill won’t root you anymore.
later. It doesn’t care that I’m there.”
Combat system looks fluid.
Not your typical MMO.
Skill design philosophy and balancing approach: Whack-a-mole and slooooooooooow. Not like your typical MMO.
later. It doesn’t care that I’m there.”
yay! another thread to be deleted in the future by mods.
but yeah, beating a dead horse won’t do crap since PAX is near. but knowing ANet, conditions will get nerfed to the ground on the next big balancing patch since the community is so eager to complain about it. don’t get me wrong, i hate the current condi-spam-AI rules-meta. but i’m not all too excited for the next evolution of the meta after this balance patch. there’s just so many things that irk me about skill design philosophy and the balancing approach in this game. color me pessimist.
later. It doesn’t care that I’m there.”
I remember the last thread about a certain “weak” condition. It got over buffed, and is way too strong.
^This. be careful what you wish for.
Also, I’d rather have all the other conditions especially the damaging ones *cough*burn*cough*cough which are practically being applied as easy as pie, toned down rather than up Vulnerability’s potency. As it stands, it’s effectiveness scales reasonably well in a larger fight. Since all incoming damage to the target with Vulnerability gets boosted. And 25% damage taken (for max Vuln) is rather considerably large if you ask me.
later. It doesn’t care that I’m there.”
All PvP achievements should be restricted to Team/Solo arena and should encourage winning.
+1000000000
The problem with some achievements stated in here is if they are achievable through custom arenas, they are likely to be abused or done in a fashion that is basically selfish, promotes zerging/glory farming and goes against the mechanics of winning the game through conquest or actual teamplay which will do more harm than good in the current state of PVP especially hotjoin. I know hotjoin isn’t taken seriously as Arenas but do you guys really want to add more grindy stuff in PVP? There are loads of grind/farming achievements in PVE, please don’t let them infiltrate the PVP system even more. Achievement should be something challenging to execute, and are in line with winning the match, and not just kill X stuff or do X stuff x10000 times.
later. It doesn’t care that I’m there.”
while farming Deadeye
later. It doesn’t care that I’m there.”
The only way to fix champ farming and get people off the Zerg train and spreadout is if Anet fixes champ drops so that champs only drop one loot bag per day.
I really thought that when the Champ reward revamp was announced that this was going to be the case. It baffles me why it wasn’t.
later. It doesn’t care that I’m there.”
with a nude
later. It doesn’t care that I’m there.”
I would change it like this:
1. Move bountiful power to arcane 25, it fits WAY better in the boon line.
2. Move “Stop drop and roll” (remove chill/burning on dodge roll) to water 25.Replace “Stop, drop, and roll” with another skill. Potentially move aurashare down, or cleansing water with an increased internal CD. Give a “fresh-air” type water trait: "When you get 3/4+ conditions on you, Water attunement recharges (5s CD).
Seems too good a buff to the overly used Water and Arcana traitlines so I doubt ANet will consider this.
Just an improvement on the conditions dealt when Arcane Precision is triggered would go a mile if they don’t want to increase the proc chance on crit. Make fire burn for 3 seconds, Water chill for 2 seconds, Air weakness for 3 seconds, Earth immobilized for 1 second. I mean how often can you crit (Arcane skills included) AND then proc Arcane Precision in a fight that’ll last for 40 seconds or so? I’d also say buff proc chance to 25-33% on crit.
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he forgot to
later. It doesn’t care that I’m there.”
1. Burn, Which was already perma from Rangers/Ele’s/Engineer’s….So what exactly is the Burn doing, It doesn’t stack in intensity, only duration.. and you pretty much always had Perma Burn going already, Now Necro’s also do it, So making it an extra amount of time is not really changing anything.
Burn is a big deal. It’s one if not the highest damaging condi in-game. And having it being applied as easy as auto-attacking AND sharing the proc to pets and allies with an over the top proc percentage when traited, can stack up for god knows how long.
Saying that “well engies and necros have perma burn already is not really changing anything” also equates to “these three classes which are basically the gods of condi stacking, and warrior being a candidate for godhood in this category itself” is something that needs to be looked at. So it’s not a Ranger specific issue, but still, adds up to the advantages of being a Spirit Ranger without much counterplay in it. Condi
proc on crit needs high precision investment that’s why most if not all Condi Engie and Necro go for Rabid. Condi proc on hit with a 70% chance and shared is a bit overboard IMO.
2. Poison, Again, This was possible well before Spirit Rangers, You can stack over 2 Minutes of Poison from a kitten Thief with Shortbow… Don’t even need a Necro…Who else can stack poison…Oh Engineer’s.. So again.. This was fairly common already and nothing to do with Spirit Rangers
When your health drops fast due to the stacks of burn and bleeds ya got, you’re only counter is removal which is not that plentiful and has cooldowns and very trivial when you’re being hit by burn like on every hit you get, and healing. Poison effectively reduces healing. So a combo of destructive burn and hindering your health regen with poison is quite lethal.
3. This is a Valid point, it use to be 1.5 k, now its 3k…The Crit rate is incredibly low but it can crit… But is an increase of 1.5k damage really what sent Spirit Rangers over the top?
4. Ranger’s already have amazing Protection uptime, and you get even more from classes like Ele’s/Engineer’s and Guardians.. So this isn’t really changing the dynamic all that much. Necro’s can actually do fairly good protection themselves.
5. 3 Evades..2 if they run Sword/Torch and Shortbow..Something that again has been just fine on Rangers considering they lack Stealth, and most of the builds don’t have things like Signet of the Stone Active (and protect me was Trash)
6. very few if any Spirit Rangers run Longbow, and Body Blocking Seriously? Specs in this game that aren’t Ranger are bloody Cleaver’s if they’re melee, and if they’re not, they generally have Pierce.
7. Swiftness that everyone has, Protection which is fairly common on most of the good classes in TPvP and Burn, that is also common…Not seeing the Benefit.
8. This is a Valid Point, and I honestly think is where most of the crying stems from. They didn’t make Spirit Rangers amazing over night, They just didn’t magically get a bunch of conditions they didn’t have access to before.
Finally as a BM Ranger, I’ve actually stomped the ever living kitten out of Spirit Rangers whenever i’ve fought them.
I fear a well played Trap Ranger more then I fear a Spirit Ranger.
When all of these things I listed are combined in one class, then you’ll see that there’s something wrong. You cannot have reliable damage while being hard to take down at the same time. There needs to be some sort of balance between these two. I mean, sure necros got ZOMG condi pressure, but once focused, has no means of disengaging or mitigating damage outside of deathshroud. LB Warriors are starting to get in my nerve too, although this maybe an L2P issue for me. I mean, burn burn baby burn, and ZOMG health regen + tanky warrior is a pain to fight against just like Spranger.
On your last note, Well maybe being a BM Ranger is a good counter to Sprangers atm. That’s good to hear. I need to test it out too. I’m not against the Ranger Class as a whole. It’s just that most if not all of the class’ mechanics seem to reward passive play compared to other classes. I’m looking forward to a more effective macro-ing of pets and AIs in this game to produce a more engaging play while playing a class or against it.
later. It doesn’t care that I’m there.”
The God of Passive Play is a Ranger.
And his wife is a Mesmur.
And they have a kid who loves Minions.
They also have relatives who take care of Elementals and wanted Thieves.
And finally, they own a pet called Rock Dog.
They disowned Spirit Weapons as part of their AI family because there are more than enough Spirits to take to Mickey Mouse’s Clubhouse.
Welcome to AI Wars 2.
later. It doesn’t care that I’m there.”
(edited by Gallrvaghn.4921)
It’s never too late for a rollback.
later. It doesn’t care that I’m there.”
I haven’t even got the chance to beat him yet to complete Tier3 Gauntlet. I’m so left behind with all the gold farming taking place. /sigh
Although eware the spike in Gem Prices on next patch though. People who farmed have craploads of gold by then to throw at ANet’s face just to buy new shinies and QoL items in Gem Store.
I think the reason why they did not time-gate the rewards on gambits nor applied some sort of diminishing return to it because the Queen’s Jubilee is basically a farm all you can patch. ANet wants to cater to all sorts of players and in this patch to farmers and gold hoarders. ANet delivered.
later. It doesn’t care that I’m there.”
(edited by Gallrvaghn.4921)
I think its 10% chance on crit. Or something low like that.
Which sucks. Compared to this:
http://wiki.guildwars2.com/wiki/Barbed_Precision
and this:
http://wiki.guildwars2.com/wiki/Sharpshooter
and this:
http://wiki.guildwars2.com/wiki/Precise_Strikes
and this:
http://wiki.guildwars2.com/wiki/Critical_Infusion
Know what’s common with all these traits I posted? They’re minor ADEPT traits in precision trees which enhances the trait well. Compared to Arcane Precision which is a minor GRANDMASTER and not in a precision traitline.
Some of these have 100% to proc on crits with such short ICD. Whereas Arcane Precision will basically have a small chance to proc on hit that should be a crit. That’s like RNG over an RNG which is kind of insane.
I wish a dev would explain such inconsistencies in these types of traits be it their proc chance percentage, trait tier, and effects. I’m just confused.
No matter how you look at it, it’s a really underwhelming trait.
later. It doesn’t care that I’m there.”
(edited by Gallrvaghn.4921)
I’ve still yet to see a single person explain how Spirit Rangers are overpowered or what they did to magically make them overpowered.
Offense:
- Awesome burn uptime due to Sun Spirit passive proc not only on the Ranger but to the pet add to that Torch skills (if equipped with Torch)
- Poison from Sword Main and/or Shortbow
- Occasional 3k-ish hit with Storm Spirit Active every 20 secs regardless of Ranger spec.
Defense and Survivability:
- Decent Protection uptime due to Stone Spirit passive
- Evades evades evades
- Body blocking from spirits add to that difficulty in keeping Ranger target-locked if regularly stealthing with Longbow skill and the crapy targetting system (which of course is a game issue and not the build itself). I think this is the most annoying aspect with the build IMO.
Support:
- Spirit passive not only affects ranger but allies.
- Elite that resses and heals.
And yes, Spirit Rangers are currently OP in the sPVP format. When facing a Spirit Ranger in 1v1, if you ain’t Skullcrack Warrior with Berserker Stance, you either run away, struggle to survive until backup arrives, or bend over.
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It would still be horrible as a 5 point trait. It makes our rubbish fire traits look good, it is just THAT BAD.
+1 at the Fire Trait comparison
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Yes you can kill the spirits yes you can kite the dog but you will be long dead befor you can do any of this things
there are 2 things you can do wen your in a fith with a spirit rangar 99.9% of the times
1 you can call for back up and hope they get there in time
2 die
i made a spirit rangar to see how the mechaniks work hoping i can find some soft spot
i can exploit and do you know hwat i find – nothing 1v1 i win all the time and its not even fun pop up all spirit atacks and then 1 1 1 1 1 2 and interup the heal if i dont want to torcher my vicktum more with 5 this is it folcks 80 % of the fiths i dont swich wepons. Wen you get bored from wining all fiths you have to understand there is somthing terably rong
I sense whine and QQ. But I really feel where you’re coming from man. Spirit Ranger is basically training wheels spec with very passive play but is a pain in the kitten to face and be put up against. We all have the same sentiments.
Spirit Ranger has a pretty strong team fight presence, but other than the tankish Spirit Elite, all other spirits go down with all the crazy AOE happening. In 1v1, you just run away, struggle to survive while waiting for backup or bend over. That’s it. XD
later. It doesn’t care that I’m there.”
(edited by Gallrvaghn.4921)
Spirit ranger is not OP, getting hit by all the spirit actives will kill you (storm spirit active kind of OP 3k dmg that doesn’t scale so bunker’s can get even like 6k crits with it). 50% learn to play, 50% storm spirit OP, evade spam OP.
Yeah, totally forgot about Storm Spirit active. But I notice I die more from all the burning andbleeds spammed rather than from the Storm Spirit active since at least I have the chance to dodge and evade the attack, it’s on a longish CD (20secs?) and only in a specified radius while on the other hand, proc burn is kinda difficult to predict and I’m not blessed with craploads of condi removal as a mesmur. So yeah, occasional 3k direct damage from Storm Spirit is just the cherry on top with Spirit Rangers. XD
later. It doesn’t care that I’m there.”
(edited by Gallrvaghn.4921)
Is there a build for them? xD
I purposefully did not include the builds here since I don’t want to be part of another massive influx of forum lurkers bandwagoning and copy-pasting such horrid builds in either tPVP or hotjoin. But I heard Google might be willing to help you out in that regard.
later. It doesn’t care that I’m there.”
What I see in high end team fights is the necro is the priority target because it’s the biggest threat in team fights. A CC-ed or pressured necro can’t do much and dies pretty quickly because of lack of disengage. But when left alone, can really bring the rain down with loads of painful condis. As for 1v1, well there is no fun watching your toon get chain-feared 100-0 and you can’t do anything about it. Timing your stunbreaks/cleanse is trivial IMO since condi application is as easy as pie on the part of the necro. What works based on what I see in tourneys is to burst down the necro before he can lay down the inevitable fear-lock on you.
As for spirit rangers, the spirits usually whittle down on all the AOEs going about in team fights. Sun Spirit is priority spirit to kill since burn is just a pain in the kitten and it basically let’s enemies with this spirit buff to proc burn on hit with 35% chance traited IIRC. Then there is the Spirit Elite which basically revives and heals allies. It can turn the battle for sure. On 1v1, I haven’t had much success against this annoying build though. I was hoping spirits die when the ranger is Moa’d like when an MM necro loses his minions but too bad it doesn’t work that way and I wonder why Anet. The problem is that the spirits provide too much body block on the ranger add to that the difficulty of targeting the ranger especially if it’s an asura. Goodluck with that. The latter is somehow an issue with the game’s targetting system, but I’m not really sure. I’m no pro. XD
later. It doesn’t care that I’m there.”
Join the darkside! Main a Necro! Im loving my minions now.
later. It doesn’t care that I’m there.”
What should you have done? Well, you should have stuck to the original plan you talked about last fall and created boatloads of new Dynamic Event content. Content that would have advanced the story with in each game zone told by the Dynamic Events that were there at launch. Adapting some, replacing some, rotating some in and out of circulation. That would have created a Living World. that would have preserved the sense of a dynamic game environment. That would have shed the negative stereotypes about Theme Park MMOs.
I strongly agree with this idea. I am not against the Living Story as it makes players chase carrots on a stick or keep them busy getting new shinies every single update. But what should have been done was to weave these Living Story content with the existing Dynamic Events that you described as what became just an infinite loop. Dynamic Events were awesome the first time you encounter them. But after a year of seeing these events go over and over and over again on the exact same spot with fixed timers is not my idea of a living and changing world. A strong example was the Southsun Cove. But I’m hoping to see more of this in other zones as well.
Adapting some, replacing some, rotating some in and out of circulation. That would have created a Living World. And then incorporate new shinies and achievements in these new events or the existing ones somehow to provide incentive in doing them.
And this is the one thing I would like them to consider in the future. But I’m pretty sure ANet has considered this path but realized it was easier to create new content without having to involve the existing ones in every zone to implement them since I know it’s not easy but it would be very awesome to see such changes.
later. It doesn’t care that I’m there.”
This is the Archive section, the old guild forum was retired and split in three so it IS in the correct section.
But it looks really off. The OC in me says it does not belong there! XD
later. It doesn’t care that I’m there.”
later. It doesn’t care that I’m there.”
E-sports man. E-sports. Nuff said.
later. It doesn’t care that I’m there.”
It’s just for improvement of quality of gameplay experience of some sort. Since I’m the kind of person that uses different keybinds for different Characters. And sometimes, my brother uses the account and also uses his own keybinds when he plays. So having Custom Keybinds that we are able to save other than the Defauly one will give soooo much joy to maybe not just one Tyrian, but to many more!
P.S. Prioritize Build Templates first before this one. It’s more important than Keybinds.
later. It doesn’t care that I’m there.”