I thought this had to do with weapon sigils that were on a 9s internal cooldown.
Please continue to believe that warriors can’t be defensive. I really would like a buff to the already viable defensive builds we have. Shouts, etc.
I play a necro and I still have a long ways to go till I can even say I’ve “mastered” the class. With that said however, I can destroy any class 1v1 as well as hold my own 1v2 or even 1v3 if the other players are newer to PvP or arent experienced with their profession.
The Necro is far from weak in PvP and can be built for a variety of playstyles. The class just requires multiple skill use as well as good positioning.
Agree, I don’t know why ppl are downplaying the necro, it’s tougher to kill then my warrior. Huge health pools, great regen options, multiple CCs , excellent escapability and best condition DMg in the game.
Yea they’re great on paper but fall behind in practice. They especially lose all their damage when they go toughness, and can’t put up enough bleeds to compete with engi in that same situation.
If time ticks down or everyone readies up in a tournament and it says “The match is about to start” or w/e… If you’re fighting before the game starts and you hit vengeance right before it teleports you into your base… you will still have vengeance during the 10 second prep period and will exit the gate with it up.
tl:dr Don’t use vengeance when it says “the match is about to start” in tpvp. You will die right after the game starts.
(edited by Haku.5068)
Every map has some kind of optional gimmick. Some are more necessary than others. Forest bosses can’t be ignored, you can force the other team into not using their treb and leave yours, and you can completely ignore the bosses on foefire.
I think it would be interesting if the boss hulked up or something when 2 players from different sides were near it. Making it a lot harder to kill or even popping endure pain or something when too many people were near it at 1 hp to make it a true 50/50. A lot could be done but I don’t think it should be left up to whether or not you have someone who can do an ez 5k in one hit on your team.
I suppose that holds true if you don’t take shout warrior into consideration. I see guardians as selfish things that can’t hold a point for their life if the thing they’re fighting has a stun break and knows how to pop stability. Specifically how you can break knockdown as soon as your character faceplants, and how stability counters everything a guardian can do except for burn damage.
But I suppose some of their most common builds do have a lot of necessities. Honestly I’d much rather run alongside a support ele. Water field too strong.
As a hammer warrior I feel I have a lot more say in team fights than a guardian does. Sure I don’t have a full heal but unless the enemy has stability no one is getting stomped. Also balanced stance is the bees knees for getting stomps. If the trait popped I can get as much as 21s of stability. Longer than any team fight should last.
Actually kind of agree with you on this. While being on a team that ninjas most bosses and goes straight for theirs and usually gets it and ours from the start… I see how just getting the last hit to get the 25 points is a bit unfair. However the mechanic is pretty balanced itself. You could do a lot to prevent the enemy team from getting the last hit.
- Send at least one person to their boss
- Have him confirm the number of enemies that are crossing
- If sending more than one, have them try to eliminate the enemy crossers
- If only one, have him try to slip past and ninja the boss
- If any got by, have someone fall off the boss to CC or kill the person who came to ninja
- If killing them isn’t an option, stun or knock them down the second before the last hit
There’s a decent list of counters to ninjaing… it would just take some precise placement of your resources. The first minute on that map is extremely important. Taking away the ability to ninja it would really lower the strategic value.
I hated downed state my first 15 minutes too.
They must realize that a HUGE amount of the GW2 players only bought the game because they said “we are want to get into the esports-szene”.
GW is known for its awesome PVP. There are many promisses like spectator-mode, self creation of tourneys and rankings.
Nothing is in the game yet, only free tourneys … and its getting boring !
But GW2 is not going to be an esports-tile even if there is no one working on it !
And for me there is nobody working on GW2-PVP (esports side) until they give us feedback like “we are working on it”, “specmode and esports support is coming”, or something like that.Best example: Free tournament chest rewards = fail. It takes to long bros.
Sorry arenanet, this is not the right way and please communicate with your community !
Just my thoughts …
i def hear u on this – one really disheartening thing i came across today was all the GW1 PVP Modes. I barely played PVP in Gw1 – but was excited about the multiple modes, hoping those are coming ASAP to gw2.
Yea I’d like to see a mode like Random Arenas for TPvP. So premades could fight each other and randoms could just butt heads with other randoms. It’s disappointing when the other team is full of people who just met each other. It has to be extremely disheartening for them.
Right now immobilize is very important. But is it overpowered? Hardly. People are quickly realizing the importance of taking stability. However boon stripping isn’t ready available to every class. The best counter they could bring in this situation is immobilization.
Not every team wants to take a necro. They just don’t do enough damage and bring just enough to the table. Mesmers can bring null field to handle stability.
Absurd amounts of immobilization stacking is a problem. I feel 10 seconds of cripple is excessive, but everyone has condition removal at hand. If it really is your bane, then handle it.
Putting immobilization into the list of things that stability counters would make the boon truly unstoppable. The only condition counters to it are currently daze and immobilize. It’s impractical to bring a necro for this one purpose.
Also realistically, you could be as stable as anything and still not be able to take a step. And you could break something that’s stunning you and still not be able to take a step. I don’t see a problem with how it is right now unless someone can single handedly get over 5 seconds of immobilization without putting a huge effort into it by sacrificing damage etc.
Thieves – 7 seconds.
I think that’s sort of fair, albeit long. Thief don’t have any natural stability, stun, or way other than immobilize to ensure that their victim won’t move. What combo is stopping them from moving for 7s? Straight up spamming of the immobilize skill on sword? Or maybe their trap + immobilize venom?
Its the trap plus the venom.
The problem with it is that its extremely strong. Against a good thief, you’d need three ways to break immobilize to avoid taking spike damage from him during this – and some classes can barely come up with one.
I wouldn’t say it’s extremely strong. For the thief it is extremely useful. For a team of players in a team fight, yes… It’s extremely strong. However, in a teamfight against a support ele with stability the only answer for him is to strip his stability through all his boons OR, immobilize him and tear his face off. This goes for a lot of bunker builds that are constantly moving to avoid damage and danger areas on the point.
Think of it this way. Against one of the million bleed stacking specs you’re pulling your hair out trying to remove bleed that is so easily put up. If your life really is on the line you will use your condition removal. If 7 seconds of immobilization from 2 utilities with cooldowns seems overpowered to you… Then that means that you are unwilling to use your condition removal on immobilization because you don’t think it’s scary enough. This is your own judgement call.
Downed state is fine. Why else bring stability then? Just so you don’t get knocked off the point? Are you people serious? This is a team game. This unique aspect of it really brings the team together. I was upset with downed state during my first 5 minutes playing also.
Right now immobilize is very important. But is it overpowered? Hardly. People are quickly realizing the importance of taking stability. However boon stripping isn’t ready available to every class. The best counter they could bring in this situation is immobilization.
Not every team wants to take a necro. They just don’t do enough damage and bring just enough to the table. Mesmers can bring null field to handle stability.
Absurd amounts of immobilization stacking is a problem. I feel 10 seconds of cripple is excessive, but everyone has condition removal at hand. If it really is your bane, then handle it.
Putting immobilization into the list of things that stability counters would make the boon truly unstoppable. The only condition counters to it are currently daze and immobilize. It’s impractical to bring a necro for this one purpose.
Also realistically, you could be as stable as anything and still not be able to take a step. And you could break something that’s stunning you and still not be able to take a step. I don’t see a problem with how it is right now unless someone can single handedly get over 5 seconds of immobilization without putting a huge effort into it by sacrificing damage etc.
Thieves – 7 seconds.
I think that’s sort of fair, albeit long. Thief don’t have any natural stability, stun, or way other than immobilize to ensure that their victim won’t move. What combo is stopping them from moving for 7s? Straight up spamming of the immobilize skill on sword? Or maybe their trap + immobilize venom?
Right now immobilize is very important. But is it overpowered? Hardly. People are quickly realizing the importance of taking stability. However boon stripping isn’t ready available to every class. The best counter they could bring in this situation is immobilization.
Not every team wants to take a necro. They just don’t do enough damage and bring just enough to the table. Mesmers can bring null field to handle stability.
Absurd amounts of immobilization stacking is a problem. I feel 10 seconds of cripple is excessive, but everyone has condition removal at hand. If it really is your bane, then handle it.
Putting immobilization into the list of things that stability counters would make the boon truly unstoppable. The only condition counters to it are currently daze and immobilize. It’s impractical to bring a necro for this one purpose.
Also realistically, you could be as stable as anything and still not be able to take a step. And you could break something that’s stunning you and still not be able to take a step. I don’t see a problem with how it is right now unless someone can single handedly get over 5 seconds of immobilization without putting a huge effort into it by sacrificing damage etc.
I don’t see a problem with how it is currently. In a decisive battle you’re going to get them down. I suggest discussing with your group how to easily get stomps off rather than immediately calling it OP. Nothing is balanced around hot join by the way. Experience there does not translate to experience in tournaments.