Still play mine. Get bored sometimes as I’ve played it so much but it’s still my main. Running something really rather tanky d/p + sb these days. Anyway it still works fine for me, I like that they’ve fixed culling too, feels like i’m winning properly. 4s revealed is a bigger deal than many think, and getting used to it is hell. But still making it work so meh. If anyone persists in saying thieves are OP, frankly you’re just doing it wrong though.
Jymm the better of those 2.
Durnik of Sendaria (my engineer).
I’d just like to be able to throw basic stones into the forge for a chance for a fine one. That’d be grand.
Or you just cleanse it/wait it out. There’s confusion specs tend to be lacking in any meaningful other damage source so you really can just wait it out mostly. All i’d say for confusion is possibly nerf the 20 point power trait for mesmers glamour fields, as i’m fairly sure it lacks an AoE cap (people moving in and out of a field get a confusion stack).
Lol playing last night I thought, so this is what happens if 80 players grow a pair and push. That RS group on RS borderlands was immense last night, but unlike BB who I’ve grown accustomed to (aka, running away), they pushed at us!
@Yolo after we moved to Gandara borderlands, nice melee train i’ll give that to you.
It would further encourage zerging IMO. Now I do not mind zerging so long as it’s short of the point where skill lag becomes an issue, but with this change there’d be excessive zerging, which would hurt players like myself that do a bit of everything. I roam, cap camps, join zergs and sometimes even run a team oriented setup (crazy huh).
This change would promote zerging simply because you die less if your zergball is bigger than theirs is typically, unless you crash into an organised group with an unorganised one.
Even assuming this goes through though, what counts as a kill? Simply tagging could mean like, 15 guys get credited for one kill meaning a kill is 15 kills on the scoreboard. Stomping would be unfair as the guy that did nothing but wonders in and hits F gets the point. And so on.
If you’re dying to HS spam then you need to look at your gameplay, now. Thieves are not the problem here, nor are they a problem frankly.
So how do you manage that. Lets say prime time is 7pm-10pm GMT.
Server A has 100 people at ‘prime time’. But only 30 from 10pm-2am
Server B has 30 people at ‘prime time’. But 100 people from 10pm-2am
Quite plausible, my server is quite like this at times. We have many from eastern EU, Australia and some Americans too. So it isn’t their fault what their prime time is, is much of EU’s night time.
How do you change the scoring in this match-up to be balanced? If you say night time for GMT is worth less points (say keeps are worth 15 instead of 25 per tick and so on), then server A will win every time, despite being guilty just as much of playing in server B’s off-peak hours.
If you simply change the score system to be proportional to the number of enemy players online, first that is a pain due to having a 3 way match-up and second, you made 0 impact on the end result in the above scenario.
If anyone played SC2 like I used to, back in season 1, you’ll remember the differing tactics per map. You’ll also remember, when it transitioned into season 2 I believe was when they released new maps into the rotation and removed others from it. It totally changed the ‘metagame’ at the time and it was interesting to say the least.
I’m proposing something similar for GW2 in WvW. Every couple of months or whatever timeframe you want, the maps all change to a different set of 4.
You will still have 3 identical maps and one general map like EB is now, only they’ll all be different. One rotation could be a defenders rotation if you will, where the Garrison equivalent has one gate entrance, watchtowers positioned 2,000 range above ground perfect for arrow cart placement and so on, whereas another rotation could have huge open fields and alternate entrances such as underground routes across map and such for fast paced aggressive WvW.
Keep the current maps too of course. Then just every X period of time Anet go right, it’s these 4 maps for this X period of time.
They really should make these darn things account bound. I play multiple characters but 2000 ranks is a lot in its own right, that’ll take anyone a long time to get. If it was account bound progression i’m ok with it, but character really sucks. Feels like they never want a WvW player to reach an achievement of any sort.
Only a WvW player compares wealth by siege count
Only a WvW player knows about alternate spawn exits
Only a WvW player spends more time in map view than normal
Only a WvW player misses the old ram sound
(seriously I used to love ninja’s because of the soft touch of the old rams)
Only a WvW player gets daily dodger with one touch of V
Using d/p at the moment and I made my build 10/0/30/30/0 with berserker gear. I found the ini regen and stealth returning initiative to be very helpful as I enjoy more liberal use of shadow shot to both blind and deal quite some damage.
For PvP/use in WvW, it’s very weak.
Essentially you have no mobility nor stealth, making your survival as a thief heavily compromised (little boon access, low hp, low defenses in general). Your forced either into a tanky build with PVT gear and 30 in both the vit and tough tree’s to stand a chance at ‘facetanking’ and getting the extra dodges, or full glass and pray they don’t simply dodge unload nor blow in your general direction.
The pistol off hand and pistol main hand are epic weapons in their own right, combined however they compromise the other. Pistol main hand is good at condition stacking, which to do effectively requires stealth which requires an off-hand dagger. Pistol off-hand is great for interrupts and blinds, but without a dagger main-hand lacks access to stealth doesn’t provide my favourite thief gapcloser (d/p skill 3). Sword/pistol is kinda meh in its current state IMO, at least for pvp, i imagine its far better in pve.
The other trouble with the set, they contradict one another. Mainhand pistol is great for condi damage, which needs stealth which off-hand pistol cannot provide, whilst off-hand is great for direct dmg which granted is provided by the main-hand in combination via unload, but then auto attacks are weak as can be and unload becomes the only means to do any meaningful damage.
Haha, thanks for the good responses all. I do know the difference between daze and fear, and it was not daze. Also, engineers do not have access to fear, so it wasn’t a reflection. If there’s no chance that random guards/quaggans can use fear then it sounds like rune of the nightmare is most likely. I hadn’t thought of that, or that it might proc on a separate cooldown off of clones.
I looked up some pictures of TA gear (haven’t done dungeons much either…hey, I’m a tournament player
) and it does look like what the mesmer was wearing. I was using grenades and sometimes hitting the mesmer and a couple clones at once, each with the three grenade hits per attack, so I imagine the 5% proc could actually have happened that many times in a short window of time. I could potentially have been getting maybe 6-9 chances to proc every second, and killing clones quickly. Sounds like each new clone has a chance to proc the effect. I’ll make a thread in the bug report forum.
You could have been wearing the same armour
I play all 8 professions a lot.
But yes, most likely is the rune deal. Threw in the reflection idea just incase.
Disagree with taking away the ability to be outmanned. It’d make off-peak players from different time zones handicapped. Say your facing a german server, they all go bed by like 1am oftentimes. Now say you’re from farther east, say… China. You have no native server base so you join an EU server. You love WvW. But oh wait, you can’t play it because german server only has 5 people online, and theres already 5 people in wvw from your server.
You can’t stop people playing the game, that’s wrong too.
Now I’m a loyal Gladian but I just have to express my dismay at the ingratitude of some of my fellow compatriots with whom I share this beautiful land!
Here I was enjoying a lovely morning stroll through the Green battlelands, participating in the noble act of slaughtering enemy dolyaks in assistance of my realm, when I came across a ranger on the main path, in full view struggling with all his might (which admittedly wasn’t much) against a superior foe, an Elementalist wielding a scepter and dagger!
He was evidently unable to kill her, so being the munificent mesmer I am, I decided to assist and smote my wrath on this magical turtle. While pounding her face in the ground, I receive abuse! For saving his life!
Needless to say I’d never been so shocked before.
Whenever I duel I just politely ask people to step aside. Some are rude like that. That said, thats a dumb place to do it haha.
Don’t stop killing
Is better to interrupt a duel, than let an ally die. Just if they politely ask, is nice to accept and stand aside.
Mesmers also have a trait that reflects CC effects on them back at the enemy. So if you feared the mes, it’d fear you instead (another long CD).
The rune the others mention is also possible.
Perhaps both proc on clones too?
Oddly enough, as a burst spec, condition warrior gives me issues (sword/shield + rifle).
As P/D condi spec, probably D/D ele’s due to the high condition cleansing.
When playing S/D or S/P, guardians are a royal pain as are mesmers. Trouble dealing enough dmg/keeping guardians dazed long enough to dmg them, and mesmers hit like a truck.
Nothing wrong with them. Thing with golems is that in certain situations, a big golem rush is just about the only way to break a stalemate. They can very easily be countered by appropriately placed defensive siege, take ages to walk/portal and are expensive both in gold and supply.
I like the fact that there is an option for a surprise speed siege.
Good fighting last night on Baruch Bay map. Was my guilds first guild event in WvW, so many of us were new (LoT guild). I was commanding our group and we did pretty well i’d say. We were running with about 12 people at our peak with 1 extra chap who was with us the whole way.
Entered the map and capped briar, failed on redlake at the last minute after breaching due to Riverside zerging our group, rushed in to reinforce FURY and KISS I believe on bay capture, then we aided the defence of sunnyhill for a long time before eventually losing it to weight of numbers, as KISS and FURY became occupied at other points on the map. Then we went and capped redlake tower after that and turned the group into something of a ninja squad. We broke into sunnyhill, hills, got cragtop gate to 2% and broke into sunnyhill again, and sadly suffered 3 lords room wipes and a wipe at cragtop gate. Was some timely arrival by BB groups (mainly RED guild I believe), as we would’ve had all those points if you were half a minute later at any attack.
Hopefully the guildies enjoyed it despite coming so close and dying on all those occasions.
(edited by Katsumoto.9452)
Where are the rams usually put in DE keep? What you could do is invite some AG players to party, point em out and we’ll dismantle them for you.
Another option (granted a right pain), would be to allow a tiny AG or BB for that matter, group to go in, break into your keep, break everything and leave peacefully. I’ll grant its risky, but it’s utter BS you have to deal with that.
Prefer power myself, but you could test out carrion gear with something like 0/0/20/20/30 as your traits. You get your power, you get your boons, you get most of your healing as well as some condi dmg. Not so bad. Never tried it though so pure theory.
I do not agree.
Win most battles with my necro (p/t/c gear throughout, 0/30/30/10/0 traits, undead runes*6 and sigil of corruption on staff, hydromancy on oh dagger and the on crit bleed stack one on sceptre).
The ONE thing I feel necro’s could do with/more of? Vigor.
I did get it since the topic of the thread is Guild Upgrades and I don’t think it’s a good idea the way you describe it (server load wise and data traffic wise).
I imagined that icon was always visible to guild members and changed to the commander icon if that was active. I guess you want it to tie itself to a guild rank.
No not always visible. The idea was that it worked much like the current commander icon, activated for example via a ‘create guild squad’ option in the party menu. It’d be essentially a yellow commander icon on the map that only guildies can see when it’s activated. Not by the way, linked to the existing commander icon.
Not sure why it’d be a bad thing to be honest, if a guild mate logs in late and wants to contribute to a guild WvW effort or something, it’s helpful to have something to rally to without interrupting conversation at a key moment.
Since it doesn’t stack here my suggestion for a change if you will nerf it damg by 80% but a new effect is this all healing regen / effect now does damg against the user.
So essentially you want to make Thieves even more powerful? Pop Spider Venom and Back Stab. Boom, your enemy just committed suicide trying to heal themselves.
And what about PvE?
This would end all the healing bunker build. Maybe place a 3 stack cap so that they have a choice cure it off, deal with the small damg, or heal kill yourself or run. the stack cap does not increase damg just increase the number of poison you have to cure off.
What’s so bad about healing bunkers? It’s a specific playstyle that some people enjoy. And let me tell you, seeing things like healing bunkers and permastealth thieves is good, because the game would be really boring if everyone was just playing glass cannons.
Thieves are fine tbh but you wouldn’t even need spider venom if you’re backstab. First minor trait in power line, steal applies 10s poison. If you healed yourself to death, thats somewhat daft…
Few idea’s I feel are very much needed:
1) Guild halls. Self explanatory, a place for the guild to hang out.
2) Guild arena. Simple again, a place where you can setup duels within your own guild, and dictate the numbers. 1v1, 2v2, 10v10 and so on.
3) Guilds having the ability to see the last time someone was online/representing the guild.
4) Guild commanders. A commander icon only guild members can see.
5) Guild logo’s with more customization.
That’s just a few idea’s that IMO are sorely needed in this game.
Anyone else feeling like taking ground in the field isn’t rewarded heavily enough with the current setup?
I’d like something that makes holding a bridge for example, a key point on the map rather than the current mechanic which is run between towers/camps and ignore everything inbetween. Obviously i’m exaggerating a little there but the point stands that advancing to places on the map is far from encouraged.
And this is coming from a commander who has the nickname ‘trebuchet taiba’. Aka someone who tries to use a point made with chokes etc to make a base with which to assault a tower.
Could maps do with a redesign to make more highly strategic points to hold?
Epic fun last night on Riverside borderlands and EB afterwards. Point blank trebs, reverse portal bombing, all in pink and dancing with Riverside players was all good fun. We had planned to try set up Tennis with 2 flame rams and an enemy but never happened lol.
Even if what you say is true, and they waypoint out in stealth (which they cannot, they must run far enough to be out of combat first), who gives a kitten
Seriously, a dudes ran in and killed a couple of people and ran away. Res them and carry on as you were, he’s taken himself out of the fight and is a non-threat.
It’s not just me right?
Diddums.
I’ll trade having to do 90% of my legendary farm in WvW and 10% in PvE like you lucky PvE sods have it now any day. Ever considered a WvW viewpoint? Have to spend time doing far more maps than you do in WvW and other things too. WvW is the tiny part of the legendary, try actually playing WvW and getting those places?
*Player with 5 characters with 100% completion on all 3 borderlands and EB. Obtained via playing WvW.
*@Above with all those in actives waiting for a point to be taken. It might actually happen if they helped out. By standing there waiting they make it LESS likely it will be taken. Taking up queue spaces for people who actually want to play the game so they can wait for others to do their work for them for a point of interest…. frankly I resent them rather than feel sorry for them.
So what if they camp. That’s how some people get their fun, from killing people. It serves some kind of purpose of denying free siege also. If you’re there for badges, well try doing some actual WvW if you can’t get through the puzzle.
Focus. 4 blocks or a nice explosion, and a blind come in very handy indeed. Combine with sword and alternate weapon as greatsword and you have yourself 3 blinds, a pull and 4 blocks just on your weapons.
It’s either GS/rifleorlongbow or GS/Axe&Shield one switching between cripples+ranging+kiting+bursting and meleeing+tanking+bursting. Regardless, my setup can literally outlast them no matter what the case. Warriors suck except for speeding up dps-based dungeons.
If that’s the only weapon combo’s you’re using in things like WvW or PvP, you’re doing in wrong. Hammer anyone? Knock down, knock back, stun on adrenaline, cripple and weakness with a fairly strong auto attack. Way better than GS. Stick the sigil with 30% chill chance on crit and run knights armour and you’ve got a winner.
Hammer/rifle is my warrior preference.
Like both classes anyway though, so there.
Also, Guardian is absolutely fine IMO. Very strong class when done right.
Inactivity bar, show when X user last logged on.
More architecture for bank slots.
Guild commander for WvW/PvE events. Only guild members can see the rank, costs 15,000? influence to get a member of the guild the guild commander perk. Works exactly how WvW commander perk works, just for guild.
Further upgrade for guild member capacity to 1,000.
The last doesn’t affect me but I know of some it does.
The top 3 do.
Please Anet it’s about time at least the top one was implemented.
I absolutely LOVE my Ranger in WvW. I honestly feel like I do very well in WvW and have no problems in most situations I come across whether it’s Commanding, Ganking, or Soloing.
On a side note, I would DEFINITELY not recommend the class if you want a 1-button win class. If you wan’t that roll a thief
Ranger takes a bit of strategy, but once you have a handle on it, your potential is amazing.
Best of luck!
No offence, but being a weak class doesn’t mean it takes skill… ranger is painfully easy to play. Thief done properly is actually quite the art
As for the question, i’d take the engineer. I just love the utilities on the class, although I wish you’d get to use them rather than feeling you should have a weapon pack in a slot
Got all 3 to 80 in WvW mainly, Necro all the way from 2-80 aside 2 lvls in the late 70’s from CoF runs.
All 3 in full exotics also, and now ran all 3 in dungeons too a fair bit.
What i’d say is, it depends what you want to do.
For zergs, all 3 are very useful, though i’d say of the 3, the mesmer is the least useful in a zerg aside a few of scenarios.
1) Portal bomb
2) Enemy turtles, so you use feedback
3) Time warping golems or something
Necro and Ele are epic in zergs with AoE damage and useful skills. Necro fearing people off siege/repairing gates/defending siege is very good as is ele using swirling winds or static fields depending on weapon set (d/d isn’t really a zerging set).
For roaming, Necro probably falls into last place. The speed the mesmer can solo camps is quite impressive if you do it right, and the ele with a bunker d/d build will stick most peoples bodies 6 ft under.
I couldn’t vote one of the 3, love them all a lot.
7:11:3:189:101 is the error code.
Frequent disconnects since patch at precisely the same time as multiple others on the guild teamspeak. Anyone else experiencing this?
Reviving is fine. Not being able to revive from dead when you are in combat would fix nothing.
Stealth stomps on the other hand, should be removed.
Remove stability stomps, mist form stomps, invulnerability stomps and elixir S stomps and maybe we can talk.
Doesn’t really matter to be honest.
You could have this and zerging would still be the prevailing method of taking towers and keeps. A small group simply cannot lug the necessary supply for a keep assault, and if said small group is spotted, even with siege they haven’t the means to maintain their assault vs a zerg. Defenders still have AC’s and ballista’s, and a large number of people defending is dead small group.
Of course ninja’s happen but thats just PvDoor at the end of the day.
Even if I were to run a 5-10 man group, with 2 superior rams and a couple of these things, the damage of the siege you talk of simply isn’t enough to wipe the zerg, and if it was it’d be overpowered frankly.
In short, zerging would still dominate the offensives in WvW.
The goal of the idea is to balance out the ability of thieves to enter a fight at no risk. Right now because there are no mounts for chasing, escapes are very powerful. Stealth is the most powerful escape because it essentially provides a get out of jail free card at any time for escaping an encounter.
The objective is to create a mechanism that adds risk to an encounter. The idea adds a mechanism for forcing a thief to stay in a fight instead of being able to vanish without a trace and reset the fight at will and with high frequency.
While non-crit and chilled ideas are great ideas, they still don’t fix the problem of no fight commitment that thieves are entitled to
While thieves should not be easily trapped in every fight, there should be a stealth counter mechanisms that increase the degree of difficulty in fleeing an encounter.
The problem with the idea is that burning is plentiful, easy to apply, and easy to maintain.
It might be better to add an illumination buff to only certain burning abilities that applies a 2-3 second debuff on thieves and mesmers that prevents them from stealthing.
Why should a class with 10k base hp and medium armor be forced to commit to fights, especially seeing as how their sustained damage can’t hope to match that of Warriors or other high durability professions?
And why burning – a condition that is easily inflicted by literally every non-Thief profession? Hell, anyone can equip Forge(?) runes and get a free, long-duration burn against the Thief as soon as they drop to 50% health, along with a free 10 second Protection to make the Thief’s forced commitment even more useless.
Your idea has no merit. Thieves are SUPPOSED to have commitment issues. Give them enough base health to survive a sustained encounter and then talk to me about forcing commitment.
elementalists have the same base health and LOWER armour than a thief not to mention any non bunker ele is more squishy than a thief and deals far far lower damage. Yet people and in particular thieves that i come across complain about eles having an escape mechanism.
You must be playing your ele wrong then.
You don’t need big huge numbers flying by your screen to do more damage.
an ele wont kill another player in 1 or 2 shots like a thief in similar gear would, big numbers appearing instantly DO more damage, the 2 biggest hitting skills in a d/d set up are fire grab which has an insane miss rate and a long cooldown, the other is earthquake which forces you to stand still and cast for 2 seconds or so.
Have you ever seen a burst D/D ele? You can get downed in less time than a backstab rotation. Look it up.
If you get a good day, it rockets up.
On a particular day my guild made it their goal to hold the Vale supply camp on Jade Sea borderlands, we netted so many kills I earned 111 badges from kills alone that day, factor in jump puzzles and I got nearer 150 badges in a single day.
Just get kills. You will get there.
Why the hell not. I want it so once you’ve built X number of your own Y type of siege, your siege of that type will have a legendary look to it.
Do it, do it now!
I’m fine with resurrecting people, but I think they should change it a little:
Limit of 4 people ressing from downed
Limit of 2 people ressing from dead
Slow res speed from downed by 15%
Keep res from dead speed the same, as the player count is capped much lower
You’ll still encounter some issues but to a much lesser extent, and particularly the 2 ressing from dead one can be handy for zerg busting.
This is somewhat in response to the zero incentives for support guardians thread, here are a few ideas I came up with to give them what they need.
Making the assumption that you need to deal 10% of an enemies hp to get credit for it, the following should occur:
1) If you heal someone who got credit for a kill for anywhere upwards of 10% of their HP, you get credit too.
2) If you grant a boon to someone who got credit for a kill, if that boon saved them from 10% of their HP as damage, you get credit.
3) If you grant a boon to someone who got credit for a kill, and that boon was responsible for a damage boost strong enough to have dealt 10% of the enemy hp, you get credit. *This stacks with multiple players, so if you boosted 5 players damage, and each of those 5 got a boost in damage responsible for 2% of enemy hp, thus 10% over all 5, you get credit too.
Was thinking about ones for line of warding, but I find it hard to make one fair. X number of knock downs for credit?
Also note, if the age of enemy hp for a kill is not 10, adjust the %ages accordingly for support credit.
Disagree on the basis most don’t know which tier they are in. I know ofc but many don’t.
Rather, separate WvW forums into general WvW, and WvW matchup discussion. Then each week the new matchup threads are posted (as are) in WvW matchup discussion, and don’t get buried, and the dribble of dolyaks OP (seen it said) goes into general.
Unless they are specifically looking at nerfing dagger storm so that they can actually be damaged during that long spin by arrows AND stop them stealthing for 10 seconds afterwards then any other changes can be binned too. THAT is the most OP aoe in the game, luckily most thiefs are too scared to try using it or the forums would be full of complaints about it too (as well as backstabbers).
AOE more than single target damage? Let’s see: 8k steal/mug, 6k skill, 6k cnD (oh look I’m invisible again and your downed), not even using backstab, all in under a second.
Give me an aoe that does that sort of single target damage, takes less less one second to cast, etc and THEN think of nerfing it.
Any nerfs to most aoe’s (except dagger storm, which makes the thief INVINCIBLE against rangers for the duration) should be confined to sPVP only. A lot of aoe’s need buffing not nerfing if you ever want to move away from the zerg mentality.
Frankly mate, learn to play. Dagger storming enemy thief, 2 possibilities:
1) They are weak, deal much damage though. Melee them, one or two hits boom dead thief.
2) They are weak, do little damage but have the heal per hit passive, get a couple of people to melee them, dead thief.
What makes daggerstorm strong is people who fire projectiles at them while in it.
Not true, greatsword is very effective, as is off-hand pistol.
The knock back on GS and the stun on pistol really give you plenty of time to deal the hurt. If you shatter appropriately you’ll win it. Vs pistol/dagger thieves, reflection with distortion is an epic trait
*Running full knights armour/trinkets, runes of the warrior *6, superior sigil of hydromancy on sword/pistol and force on GS.
I just use ether feast with the trait that makes distortion grant reflection. Low HP need a heal? Have the best healing heal, and give yourself more reflection that mirror anyway.