This obviously isn’t prime time. If it was, there’d be wide-spread connection errors and crashing.
Oh wait.
You’ve created the first GW2 video that actually made me laugh. And it was still pretty awesome, too. Thank you.
The OP sounds like a “new” player making a post because he had no idea what to do in an exploration run, got left behind, and died. Even without skipping, there’s no excuse for dying that many times. You aren’t supposed to die in (most) dungeons. Can’t remember the last time I wiped.
NOTE: Bosses did not give trophies up until a few weeks ago. Only completing the dungeon did. Don’t know how killing a boss “back in the day” would help you get a weapon/armor set. Also probably worth noting that it’s near impossible to complete a run without your bag overflowing with items, assuming you know enough to use omnomberry bars, even when skipping parts.
You use a build that isn’t ridiculous.
As GS + A/Sh:
I patiently swap back and forth between my weapons using up my normal cooldowns most of the fight. Once my Adrenaline is close to full, I pop Signet of Rage, switch to GS, smack them around until they use up their stamina, and finish them with a Frenzy/Rush 100b combo’d with Whirlwind and a switch back to A/Sh for the Evis.
Not the only way to do it, I’ve seen some hammer warriors rock them as well.
There are builds and classes that can not be killed 1 v 1 in WoW also.
And WoW is just a super great game that the GW2 community doesn’t have an extreme dislike for, right?
I think ArenaNet must’ve caught something after all that time selling GW1 on Steam…
Seems to keep happening to me when stealth stomped as well. Gunna toss on my tinfoil hat and speculate that the main reason AN isn’t giving us more info is out of fear that everyone is going to get on their thieves.
Worst of all this has directly impacted the game in pvp as now stealth has no hard counter.
As a warrior fighting someone about to stealth, swinging my greatsword a few times in the direction they were headed and then waiting for their corpse to unstealth has worked out pretty well so far.
I’n future patches i would like to see some new game modes if you can please:
Capture The Flag
Death Match
1v1 Arenas
2v2 Arenas
3v3 Arenas
Death match… When are people going to realize the profession system in GW2 isn’t designed for this? Not going to even dive into the unbalance aspect of it. Can you imagine a 2v2 team with a good bunker on it? 90% of the games would just be a test of who could go the longest without needing to step away from the computer. The top players will probably have to buy catheters.
As for CTF… Yeah, maybe. Don’t forget though, every tPvP map has a side objective that can be captured/defended/destroyed, which is pretty much CTF in a nutshell.
Well, see. That’s the point. One is more offensive, one is more defensive. A shield is meant to defend things, after all. I prefer running with shield in WvW because sometimes I need that invulnerability to get into an objective. Mace is certainly a more offensive weapon with a ranged knockdown and vuln attack, but sometimes you just need a shield.
Okay, maybe I should explain this with more detail.
Tremor is no more viable as an offensive skill than Shield Stance is; having to run to an opponent during the knockdown really makes it pointless. Both of them can function as a gap closer. Tremor gives you 2 seconds to get to them in a situation where they can’t move. Shield Stance gives you 3 seconds to get to them in a situation where you can’t be stopped or slowed. Your opponent should be crippled most of the fight, so more than likely you should have no problem getting right in their face with Stance. When using Tremor’s knockdown, you can still be brought to a halt by another interfering player, assuming your target hasn’t already used a stun breaker or just evaded the ability from the start.
As far as Crushing Blow goes, a 4% increase in damage probably doesn’t even measure up to getting a single extra hit off from the 1 second daze provided by Shield Bash, even if the fight carried on for the duration of the condition.
So yeah… I’d say the off-hand mace has potential in dungeons due to vulnerability increasing damage output for the entire group, but in sPvP it just really isn’t up to snuff.
(edited by Geewoody.2017)
I will definitely look into changing the sigils. I am…not impressed with doom.!
Doom is actually pretty important and not just for the reduction in healing. Being stuck in combat due to a long condition is a retreating roamer’s worst nightmare.
Can just agree with Hjulstad, its more or less a l2p issue.
The only bad thing with the hammer is that 2h mastery aint increasing dps. Which makes it a useless trait from a pve perspective. Up the damage from MB and lower it on the chain by decreasing the length of the animation (1s) and one tick from the symbol would “solve” it. But reducing animation length based on people that cant execute is just rubbish.
The weapon in it self is just fine, besides dodging out of RoW, and is probably our most versatile weapon.
How is a second off the cooldown not increasing MB’s DPS? And I’m pretty sure MB is almost identical to WW in terms of damage output, due to having a cooldown half as long.
Try AH and EM with the protection aoe from the hammer auto attack. You will cry tears of joy.
Or you could just type henge, keep, or mine followed by help or fine. Just sayin’.
I’d rather have a knock down that brings to my opponent instead of making me run to them. There’s plenty of other ways to get away that are far better as well. (Rush, Whirlwind, Swiftness + Shield Stance)
Plus:
Mace OH – 4% more damage, 2 second knockdown
Shield OH – 1 second knockdown, 3 seconds invulnerability
So, 4% damage instead of 2 more seconds of surviving. Am I missing something? I guess the slight chance of a slow moving projectile giving an extra knockdown or 2 is kind of good…
Looks like it’s completely dependent on getting off stuns, most of which are very short range, making them very difficult to get off unless used one after another without fail. This is never going to happen outside of a pub. Even if it could, the short range doesn’t make interrupting burst very easy due to it having to be chained, so it’d pretty much be a scenario of “Okay, I’ve been stunned for 10 seconds, now it’s time for the real fight to start.”
Hydromancy isn’t very good, might want to switch it out for energy or bloodlust. Don’t really have anything to sustain all the vitality you have stacked and the regeneration on Dolyak is pretty crappy at best. Probably would get better use of out of Earth, Melandru, Svanir, Mercy, etc. Losing 50 vitality is not a big deal.
Unless you work in more ways to survive, it’s only a gimmick build.
There are no tanks in GW2, best to get that idea out of your head now. Your best bet is P/P/T. With a full set there should be absolutely no reason to use a ranged weapon. Stick to your melee weapons, they are better by far. Keep a Banner of Discipline handy, picking it up off the ground once every 10 seconds to give your entire party fury is going to make you very popular.
Unless you want to use it for transmutation later, I recommend not buying any gear unless you absolutely have to.
Would be nicer if AN found a way to fill servers more quickly as opposed to being in a situation where auto-balance is necessary. The “Play Now” option could prioritize the server closest to being full instead of using a rank balance or the number of servers available could scale with how many are full. I’m looking at 325 of them right now and 95% of them look completely empty.
I guess I want to say…I feel your pain and it’s become clear to me why so many of you stick to the greatsword. Either it, in it of itself, is overpowered, or literally every other weapon is underpowered.
Sorry you had such a bad time playing the class.
Really though, GS build should be more appropriately called a Beserker Ammy build. You aren’t just using the GS. You’re opening with it, exhausting your enemies cooldowns until you see an opportunity to get off a 100b, switching to A/Sh if they survive, Eviscerating and then using your 5 which should allow you to get in close enough to follow up with your 4, stunning and giving you enough time to cripple them with your 3 and then a 2, possibly whacking them for a while to get a few Triple Chops off, then switching to GS to use up it’s cooldowns and start the process all over again. This is assuming everything goes relatively as planned.
There is a lot of depth to the build if you play it well and play against other good players, but unfortunately that is rarely the case. Don’t forget that you’re roaming, just like I’m assuming you do with your thief.
Neither, I still can’t understand why warriors use ranged weapons. Rifle if you really, really need it in a dungeon. Either for sPvP, because no matter what you are going to suck compared to a warrior using GS+A/Sh.
Probably in WvW against low leveled players, which was the only place it was ever possible.
No one’s capable of answering how they enjoy PvP these days?
Wasn’t going to make a near useless post, but I do agree that there is no better way to find out than to try it yourself.
Were they downed when you did it? 28k on a downed beserker geared player isn’t surprising.
Doesn’t seem necessary to allow vengeance to be removed after killing necromancer/elemental pets. That’s pretty much it. Not saying to completely nerf the mechanic, just pull out an unneeded and possibly unintended side-affect.
I don’t think it’s realistic to expect a complete overhaul of tPvP in a single patch. I think I’d actually prefer if they released improvements little by little in shorter periods of time to at least show that some love is being put into it. We all saw the rage at the lack of fixes in Lost Shores.
Pretty hard to imagine a glitch worse than having to restart the game after getting down, short of the entire match server crashing. Please put some serious focus on this one.
I enjoy the map, but the “vertical” part of it seems more like a practical solution to replacing the walls/twists and turns a smaller map would use rather than an innovative change. There is really only two things I would change:
1. Glory needs to be given for grabbing buffs. There are still players out there that don’t even know where they are, let alone why they are important, and there needs to be some incentive to learn.
2. With the addition of buffs it’s possible to hit 500 a lot quicker. It’d be nice if the point cap was raised a bit.
I thought this thread was going to be about combo field abilities. I’m terribly disappointed now.
Situational? Maybe. But so was Pistol Whip. Giving any profession the ability to basically “global” someone from full health to zero is not balanced. No matter what the circumstances are.
The issue with pistol whip was that it could be used several times in a row with initiative restoring utilities, and when those were gone initiative regenerates pretty fast on its own. Even with 3 stun breaks it becomes impossible to escape. A 100b build warrior has one knockdown utility and the one knockdown from shield. Even if the burst is successful, the warrior still has to down the opponent afterward, which is pretty kitten hard in tPvP when you have a burst build. His only chance in a team fight is to stomp while quickness is still up while activating his stability utility, assuming the team hasn’t already start wrecking him and isn’t already near death.
However, the build is quite alright on its own:
Being able to dodge roll and completely mitigate your only source of damage is also unacceptable.
Only one source of damage? Do you even play warrior? The only argument I could see this applying to is breaking down an experienced bunker in a reasonable amount of time.
Daggerstorm. Also works a treat vs warrior rifle or anyone you want to cripple from 900. Enjoy
Daggerstorm is embarrassingly bad, even with Haste at point blank. And pretty sure any class can auto-attack a rifle warrior to death.
Kill the clones first and watch the mesmer flop about like a fish out of water.
Just make sure they’re not the bad exploding type.
That’s exactly the reason you should kill the clones. -_-
Kill the clones first and watch the mesmer flop about like a fish out of water.
I’d much rather see them get a protection trait somewhere, preferably in a spot that would take the place of an ability that would be almost completely necessary for PvP. (or just don’t make it available outside of PvE) Melee thief damage is still impressive, problem is staying alive when you are squishy and very close to a monster that can easily smash you into a jelly.
I’d also like to see more traits similar to Thrill of the Crime, especially ones oriented towards ranged builds. Party buffing is a step in the right direction, for sure.
Tyria is the only place where it’s standard practice to discard incriminating evidence two days after it’s discovered.
Actually, that kind of explains why adventurers are always finding random treasure on the ground.
I’d say a a new dungeon with a new mechanic, a pvp map, armor type, and karma farming area within the first couple of months of the game’s release is pretty kitten good, especially since they were all completely free additions on a game that has no subscription fees.
As for changing Tyria forever… I see it more as a sneak peak of bigger things to come.
I laugh at rifle warriors on my ranger. Just sayin
Yeap, I suppose you must have a little humor to take getting one shotted all the time by them. Props to you.
If you are getting one shot by Volley you might want to rethink your build.
Now it’s autoattacking aaaaaaaall the way on bosses. Boring.
You must have a really fancy 4 key. :P
What’s wrong with quickly tagging a boss with CnD?
Does anyone else not understand why people are so upset about the loss of a sPvP build? It’s not like you have to level another class more suited to your play-style.
Have you ever tried the backstab build against experienced teams in tPvP? I think you’ll find it a lot more challenging, and hopefully more interesting because of that challenge.
But yeah, I could see how people who play thief exclusively would be upset with the nerf, even if it was reasonable. Not saying that it was or wasn’t, just pointing out that no one likes losing power.
In sPvP the good old ’zerker backstab is still working fine for me.
It takes a bit more effort to survive when fighting experienced players and the shortbow nerf hurt my ability to stand back during a team fight and deliver some good damage until an opportunity to burst down or stealth stomp/res someone arose, but at the end of the day, thief still feels like an amazing roaming class.
True OP ability of gem costumes:
Standing on top of mystic forge in the mists, beckoning players to jump in. I loves me some adventurer gumbo.
Grinding: Repeating same process over and over to access new content.
Farming: Repeating same process over and over to obtain items.
I did not have to repeat a single thing to progress through the entire story line. I doubt I am alone in this.
If you’ve confused grinding with farming I suggest you try PvP. This game is nowhere near old enough for it to become stale. Players are still inventing ways to get ahead of the competition, creating new challenges in the process. (Edit: Should add that AN was nice enough to bring back costume brawls, which can get…. interesting)
If PvP isn’t your thing… You’ll just have to wait patiently for AN to release new content. If you do not play, you will not fall behind. You can come back any time you are ready.
(edited by Geewoody.2017)
Man, I was really stuck on part 1. Thanks Oce.
Edit: Just to be a little more clear than GWInsiders description… You go directly south of the Yomm’s POI. You’ll reach two loading docks. (Notable NPC: Captain Taffer) Swim down between them and turn around. There will be a tunnel in the wall.
(edited by Geewoody.2017)
I’ve done it and can confirm that it does produce an awesome pet… But it’s a bit early in the event for spoilers, yeah?
The lack of a trinity obviously translates to there being absolutely no synergy between any classes or builds in this game. I know this because I have tried several instances and sometimes had a bad experience. I completely focus on doing damage instead of providing buffs to my team and applying conditions to the boss. These are all instances I have only run a few times, but somehow I have not mastered them yet. I don’t understand what I could possibly be doing wrong.
I suspect the OP is a necromancer. Darn you and your glorified still-in-beta class.
It’s a little sad that guardians still put so much emphasis on damage, when all of their abilities and traits SCREAM support.
WvW is nothing like sPvP; a single staff guardian can easily turn an entire fight around with massive aoe heals (mostly from his virtue trait passives) and buffs. He can also use his staff to hit people through walls and gates at a much larger range than melee can. (which is a HUGE advantage) With a good group he can also flank the enemies sides, doing massive amounts of aoe with his primary attack and when/if the enemy team turns to fight him, he can pop a few cooldowns and hold them long enough to get away or allow teammates to make a big push.
There are plenty of other viable options out there. I think the issue is that people just aren’t reading through all their traits. GW2 isn’t like the older MMOs where there is 2 or 3 major cookie cutter builds. Put down the greatsword, open up the trait window, and start getting clever.
You can get a tricked out Lenovo that’d be capable of something like this. There seems to be something about their design that makes them absolutely impossible to overheat, too.
Max settings in WvW is really pushing it though.