Showing Posts For Isabis.9561:
…that sometimes when you fight players in 1v1 and u down them few seconds before they down you, they manage to kill you later because of their superior downed abilities.
Even these 3 simple abilities (excluding heal) while downed are not balanced, come on Anet. >.<
Recently I made a thread about Concussion shot and it’s delay, not many people complained about the same issue.
Does nobody else have the delay on Concussion shot before it goes off?
It is impossible to interrupt somebody with it. The time frame between pressing the ability and the ability actually going off is like a second, the enemy finishes the cast before the ability is triggered.
Anyone? :/
There’s always boon duration bro.
brb wasting 30 points in Death Magic for boon duration so i can finish off downed opponents with stability up.
@teknomancer there!
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You made Foot in the Grave (Gain stability for 3 seconds when you enter death shroud) last 3 seconds so we can’t finish off downed foes with stability up for full duration of the finisher by going in and out of the shroud before finisher, didn’t you?
If it was 4 seconds instead of 3, it would be possible, but you just had to kill our hopes.
Also, casting death shroud while finishing an opponent will cancel the finisher.
I had hopes for this trait, but they were all shattered by Anet.
I honestly feel bad for cond necromancers and rangers, they stack their bleeds for ages and get them removed all at once with one ability. This is not fair to them.
inb4 “you must be playing one of those…” etc., I main a Power Ranger.
It’s pretty ridiculous, takes a lot of effort to get 10+ bleeds on someone and they can counter it by just one simple push of a button or by some passive trait which occasionally removes conds. They don’t even have to do anything, it removes all the dmg from the profession passively – how stupid is this?
Imo these abilities and traits shouldn’t remove more then 3-4 stacks.
Anyone else thinks the same way?
I think Death shroud charging to 50% max when out of combat would be fine. (if it turns out to be OP, nerf it to 30%)
I accidentally cancel Death shroud and Plague often by pressing my keybind two times in row very fast while in fight. Does this happen to anyone else?
I was wondering if Anet could put a 1sec keybind lock on these abilities once you activate them so you don’t accidentally cancel them?
Yeah, I also love my necro until I meet HS/PW rogue, then I want to punch somebody.
There is absolutely nothing I can do about them, once I dodge twice I just watch my health bar drop like crazy.You need to fix your build then.
I have 2 stun breakers (spectral armor & signet). Fight goes like this usually vs pistol whip thief: stun > break+dodge, stun > break+dodge, fear > stealth, thief repeats > I don’t have stun breakers > I die
vs HS thief: HS > dodge, HS > dodge, fear, HS > HS > HS > I die, If I don’t, stealth and repeat, now I don’t have 2 dodges and I’m dead
This is in 1v1 fight, in team fights if a thief goes on me combined with some random CC from the 3rd guy I got no chance.
Yeah, I also love my necro until I meet HS/PW rogue, then I want to punch somebody.
There is absolutely nothing I can do about them, once I dodge twice I just watch my health bar drop like crazy.
Tournament play:
8. Necromancer(Cant see any reason to ever bring any. Sure their conditions are nice and epidemic is great aoe and so on.. but comon..;P)There is one thing necros can do better then any other prof (I’ve played every prof) and that is – kill bunker guardians. Now, I wouldn’t know if this is a good reason to bring one with the team.
Yeah necros are pretty good vs some guardians but they are just to easy to lock down/kill. They dont seem to have the survival cooldowns needed to survive long enough vs other professions and deathshroud is just a CC on yourself. Just my opinion though
Yea, you are right. Necro is made to tank dmg, but it’s as tanky as any other non-tanky profession. Shroud gives some survivability, but meh…
Shroud shouldn’t hide your regular abilities and it should be a lot more accessible (like 5sec default CD). Shroud design is meh also, you got one auto attack and rest are gazilion seconds CDs.
Tournament play:
8. Necromancer(Cant see any reason to ever bring any. Sure their conditions are nice and epidemic is great aoe and so on.. but comon..;P)
There is one thing necros can do better then any other prof (I’ve played every prof) and that is – kill bunker guardians. Now, I wouldn’t know if this is a good reason to bring one with the team.
Based on their PvP performance in general.
For me, it would be like this:
1. Thief
2. Guardian
3. Mesmer
4. Warrior
5. Engineer
6. Ranger
7. Necromancer
9. Elementalist
because anet said that some combination with stats in the same amulet would allow some lame and op build
like berserker’s amulet for thief?
Why there isn’t one?
Empathic Bond should be 3rd minor trait in Wilderness Survival tree.
Currently we have “Deal 5% extra damage when health is above 90%” which doesn’t really make sense, what is a trait like this one doing in defensive tree. It should be in Marksmanship.
I have ~100ms when pinging Frankfurt (GW2 servers location afaik) and no packet loss. That’s very good, so I doubt my connection is the problem. Is it possible that I am the only one experiencing this? :/
Hi,
I have like a second delay on most of my shortbow abilities, I think there is only one which is instant. When I pop Quickness and use abilities, my character stops auto-attacking for a second, uses an ability and then proceeds to auto-attack again. Is this intended?
Also, my abilities and auto attacks sometimes miss even though my target is really close to me and is not dodging.
It’s impossible to interrupt anything when your interrupt goes of 1 second after u press it.
(edited by Isabis.9561)
Gawmbles, you basically wrote a thread on how to counter these thiefs who spam one ability. I know how to counter them – try to dodge their HS/PW, if caught in immobilize pop dmg mitigation/immobilize break, if caught in stun, use stun breaker. That’s not the main problem.
The main problem is how thiefs ignore all their abilities and use only the one which deals most dmg. What is the point of all other abilities then if they are not used in 90% cases?
@Teltae By “resource managing”, you mean “know when to use my only dmg ability and when not to”? That’s all I can pull out of that statement.
About 4 seconds?
Like every thief build is about spamming 1 ability. How stupid is this?
Not to mention it’s OP to spam that one strongest ability all the time. This would fix both problems and add depth into profession.
I understand thief is designed around initiative as a resource, but it didn’t turn out well in the end imo.
http://img641.imageshack.us/img641/8765/37252285.jpg
I’m not shouting or crying OP and nerf (maybe just a little), I’m asking for explanation. I’ve got very little knowledge of mesmer, I dodged out of some of his Quickness combo at beginning, then some more and then he landed this. Huh? No glass cannon build – engi (1.7k toughness / 18k health)uhm…1.7k toughness and 18k hp is indeed glass cannon. thats really low toughness, and the hp aint stellar
huh? If he had 1.7k toughness that means he had soldiers amulet. Soldiers amulet is glass cannon build to u?
No. For Retaliation, faster attacks =/= more damage taken.
For Confusion, stop autoattacking maybe?
Retaliation is a boon which reflects some incoming damage back to its source. Damage returned is fixed per level and scales with power, increasing damage by 1 for every 13.4 power. At level 80, base damage is 267.
Source: http://wiki.guildwars2.com/wiki/Retaliation
@Mayama: there is a point where a “counter” becomes “overpowered” and these crossed it by far.
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It’s too much passive dmg on profs with fast auto-attack.
To the guys who said that they find mesmers and necros the easiest 1v1 opponents – you have never met a good one, trust me.
Good necro will just eat u with bleeding, you won’t be able do do absolutely anything, he will just outdps you.
Good mesmer will put a confusion on u and summon a phantasm – that’s enough to kill u. If you auto attack, you will kill yourself. You can wait out confusion, but the fight is already over, like 50% of your hp is already gone and he’s hiding behind some pillar nearby to reopen on u.
Hi,
Ranger is my main profession, I’ve played over 400 games as one and I did notice one thing that is very problematic as a ranger: extreme vulnerability to conditions, more specifically – bleed stacking, confusion and immobilize.
There are few traits and abilities to deal vs conditions, but they are very indirect, unreliable and ineffective in everyday dynamic PvP fights.
Versus necros for example (bleed stacking), rangers have absolutely no chance. I figured a way to deal with every prof except necros and mesmers. Mesmers are currently OP, so I just accepted the fact that I am unable to do much vs them. Necros however are either a bit underpowered or mostly balanced atm (think it’s the former), but they still destroy rangers so hard because rangers don’t have an effective way to deal with their main source of dmg – bleed stacking.
Confusion is absolutely broken vs shortbow ranger, it totally destroys us. If we attack with the confusion on us, we will actually do more dmg to ourselves than to light armored target. So u can basically win vs shortbow ranger by just keeping confusion on him and not doing anything else. I’m pretty sure confusion wasn’t designed to be this strong.
And finally – immobilize. As a ranger, getting immobilized is a “oh snap, I need to get out of this immediately or I’m done” moment, but you can’t really get out of it as often as you should.
Now you will say "but you got loads of condition removing spells: signet, healing spring, spirit of nature, bear ability “shake it off”. The thing is that you need to sacrifice way too much to get somewhat decent condition removal spells.
You have to to drastically change your build and playstyle just to be able to decently deal with conditions. There is so much more things in the game that u need to deal with along with conditions, you can’t neglect most of those things just to fix this one thing.
And in the end: Signet of renewal passive, healing spring, bear ability and empathic bond are all VERY unreliable/slow-responsive/too-situational for dynamic PvP combat.
Only reliable condition removal ability that fits in common ranger pvp builds is signet of removal active. This is not the solution.
(edited by Isabis.9561)