Consume Ectoplasm provides all boons for 10 seconds. Mace Head Crack gives a four second daze. As far as I know Guardians can’t daze at all outside of their elite skill.
Lol when you think about it the stolen Guardian/Mesmer skills should be swapped. Oo
^^^ THIS, so kittening much THIS! ^^^
The Thief professions defining mechanic is Steal, that’s why the abilities are strong. If they were kitten then Steal wouldn’t ever be used. Also, anyone who has even bothered to spend 10 seconds learning about the Thief would know that the Steal ability doesn’t literally steal something from the enemy, it just gives them ability related to it, as explained above by someone who spent a maximum of 10 seconds reading about the Thief profession.
Honestly, the ignorance in this thread is astounding… But then again, it’s no different to 99.99% of Thief QQ threads.
I believe it’s more of a case of necro’s being mad that they aren’t the best Fear’ers.
Hell, the whole large pbaoe 4s+ fear thing has been a defining skill for nearly every necro/warlock class of most games i’ve played.
make fear non scaling with condi duration, reduce cast time to .5s and reduce the fear duration to 2s.
this seems like a great suggestion. 2s is long enough to cause some serious disruption and damage, but not so long that a necro bunker is virtually nullified by one thief. perhaps because there arent many necro bunkers out there we’re not hearing much support for a change like this. but believe me, the 4s fear is atrocious if youre the only one on point.
Again, I’d prefer a strong boon strip to replace it if anything. Thief is lacking in that regard anyway.
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Here’s the answer, by the way. There are a million players playing LoL because people play not for the rewards – people play to get better. The entire community is built around teamwork, and improving one’s self so that one can perform well in future matches. People play to be recognized for their skill. If you look at LoL’s reward system compared to GW2, it’s bare bones in comparison. Everyone… EVERYONE…gets only IP and Elo rating from a win in LoL, both casual and pro players alike.
LoL players want to build a name for themselves because it increases their chances of being recognized by the e-sport community, and possibly getting picked up by a professional team. The incentive is the tournaments. The motivation is to improve one’s skills. The drive is to simply be a better PvPer. That’s what the LoL dev team is focused on: they just want to provide the tools necessary to help players improve and grow – everything else is arbitrary. That’s how LoL got to where they are right now.
GW2 is following suit. It takes time to build such a focused PvP community that is determined to improve in skills, true. But, the pay-off is grand. I’d much rather be immersed in that kind of PvP culture than one filled with illogical casuals who are screaming left and right, throwing tantrums for more unnecessary maps and trash.
Not only that, but it’s more fun IMO. Doesn’t get stagnant as quickly.
Only 8 classes with a few viable builds, on 3 maps that are exactly the same 3 points.
Summoner’s Rift alone has so many changing objectives that changes throughout a game on top of a ton of different champion choices and builds.
Double hitter.
I remember load times used to be much faster, then some patch swung around and load times overall took a dive, for me atleast.
LA load times for the first time are awful haha.
I actually disagree.
I’d prefer they WERE just Utilities with slightly longer cooldowns like in GW1.
I really don’t like these long cooldown super skills.
If anything I’d prefer if they made it so you can put any utility skill in the elite slot and turn it into an elite version of that skill.
Good example would be Elementalist’s pet summon utility. Lesser summon in utility slot, greater summon in elite slot, same deal for every other utility.
edit : kitten double posting lol. =/
Because Valve do not want any more MMOs on Steam. At least that what was I heard.
They still do F2P stuff on steam I believe.
Many of the advantages of Steam already exist in GW2 – primarily the ability to download the game from anywhere and play as long as you know your login info.
Beyond that, Steam is a social network for PC gamers – it lets you keep in touch with friends and family that you play with and makes it very easy to invite people or join in their games. I also use it to give my kids games to their accounts and I don’t have to worry about lost codes or discs.
However, for GW2, I like it not being on Steam, I like to casually poke around the TP during the day without it looking like I just play all the time to my Steam friends…
Sounds to me its just a game lobby where you get inundated with ad spam where they want to put cookies on your comp to track your buy methods. Is there a lot of spam on Steam?
?? What?? No lol.
Steam is pretty awesome actually.
I buy most of my games from steam, and has nice community features, and they support alot of indie titles.
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- Backstab is fine;
Compare stealth skills
http://wiki.guildwars2.com/wiki/Stealth_skillSo
2-3k max “Tactical strike” VS 8k “Backstab” + 6k Heartseeker
Very well thought out balance.The lollipop is a lie
He’s not wrong actually.
Backstab is fine.
Mug isn’t.
edit : i’ll leave it be. =p
(edited by Knote.2904)
Been waiting for those since the first or second Beta Weekend.
Don’t hold your breath. ArenaNet has lost their opportunity to create a competitive PVP game in my opinion.
No one is going to come back to a game that they haven’t played in a year because features that should have been implemented at launch are FINALLY in place.
ArenaNet dropped the ball HARD with GW2. Shouldn’t have launched in August. Hell, if this is the pace that PVP features are being developed at, I’m not sure if GW2 should have been launched until 2013!
I don’t want to hear about how you can’t just throw more people at a problem, PVP in this game was (and continues to be) a CODE RED emergency. Once PVE was done (or at least in the state that it was on August 25th), EVERY SINGLE programmer, artist, and designer at ArenaNet needed to drop what they were doing and work on PVP.
There were (and are) no systems in place that they needed to learn, because we don’t have ladders, we don’t have matchmaking, we don’t have spectator mode, we don’t have private servers, we don’t have multiple game modes! They would have been starting from scratch, and any programmer worth his paycheck should have been able to help.
Then the game should have been launched in October or November, WITH core PVP features ALREADY implemented.
Seriously, what’s the point of even working on PVP features now if you don’t even have enough players to field one tournament at a time, let alone matchmaking that would sort teams by skill?
Sorry, ArenaNet. I was a huge fan, and I stuck with you for a LOT longer than I should have. But we have to move on, the PVP community can’t wait forever. And there are plenty of other games out there that are ACTUALLY COMPLETE. Competitive PVP players don’t just play MMOs, your competition had such a head start that slow as molasses development like this is SUICIDE.
Bye.
You are wrong. LoL is the perfect counter example to everything you said.
Thing is Anet doesn’t seem to want to follow LoL’s example.
Competitive Solo Queue is probably the most important thing ever.
LOL I just love the logic here.
Massive aoe thief fear isn’t broken because necro’s are actually good at something in Tpvp!
I also wonder why people seem to be implying that a 1-second (the wiki says 1/2-second, but whatever) cast time is a long cast time. It’s not.
Well, for Reaper Mark the cast time is bad just because a 1 second fear is usually only good for interupting something, and the small delay makes it alot harder to use as an interupt as opposed to an instant Doom.
LOL I just love the logic here.
Massive aoe thief fear isn’t broken because necro’s are actually good at something in Tpvp!
What?!?
That’d be like Mesmers being the crappiest at applying confusion while thief can do an aoe x10 confusion skill then saying "BUT MESMER HAZ CLONES AND 1V1.
What?!
I for one would be glad to have it replaced with something like a full boon strip or condition spam skill instead of a fear that is actually by far stronger than Warrior 80 second cd shout. Atleast the warrior has to slot his and it has a long cd.
The caltrops utility is extremely strong, but the traited version only lasts 3-4 seconds and is INCREDIBLY tiny.
It’s still good however, best use of it is dodging away from someone while you were pretty much on top of them to stack 2-4 extra bleeds. That’s all it’s good for.
Lol well technically it does make sense.
“We don’t want you to grind”
~Nerfs farmable thingy~
“There, now you won’t grind.” =p
Using bodies as a recource made some skills far too situational for them to be useful. I’m glad Anet decided to move away from that.
Yet a MASSIVE % of our life force gains come from things dying. =/
Just to clear things up.
Null Field is incredible and nearly every mesmer uses it.
Arcane Thievery isn’t that amazing.
iDisenchanter is actually EXTREMELY good, 2 boon/cond strip per bounce every 5 (4) seconds. Not alot of people use it though, wouldn’t be that great for a constant shatter build or w/e. But for mesmer bunker builds it’s nasty.
And yeah I think Plague Signet is fixed, was basically 1 random condition every 5 seconds. TBH I don’t think it’s that great considering it’s an aoe pulse.
thank you. the sustain of condi thieves is absolutely ridiculous.
It was one of my favorite builds for the longest time when I was playing thief and TBH if it wasn’t for the fact that stealth prevents capping, it would be insanely broken lol.
I agree with #2.
How many times have you been downed in a 1v2 situation and the person you’re killing is super low, you’re actually punished if you DO down him as well, because you know you’re going to die so stop attacking and leave them at 1% hp instead of downing them because they’ll instantly rally and be healed.
I would like to have a 1v1 arena. No you don’t have to balance around it and it doesn’t have to be serious.
It’d be fun, and good practice for 1v1’ing classes your class/build is weak against, for when you DO have to actually 1v1 in a regular game.
attrition – “The action or process of gradually reducing the strength or effectiveness of someone or something through sustained attack or pressure.”
does not have to be condition damage. usually means high sustain, while whittling someone down. thief is definitely an attrition prof, but the sustain is much too high in relation to how much damage they can put out effortlessly. this is the problem. necro is also supposed to be an attrition prof, but is subpar even when specializing into attrition.
so is thief OP in this respect, or is necro UP? do blood magic and/or soul reaping need some serious tweaks?
@Knote
what do u mean by “10s massive healing from well”? u talking about the siphon trait?Nearly all of our healing in a bunker style build comes from Well of Blood. Scales insanely well with healing power and basically makes up like 50+% of our overall healing, the rest being regen basically. Lifesteal traits are such a small % of our healing.
So basically for 10 seconds every 32 seconds you can be nearly unkillable with a free 700 HPS on the ground after the initial big heal. Rotate that with Death Shrouds, and plague form and you can “bunker” but there are windows because it’s just rotating large defensive cooldowns. Plus you can be knocked out of your well and lose a good portion of your heals there.
Oh, and since we don’t heal in Death Shroud, having passive healing like regen/lifesteals conflicts with DS. One survivability tool nullifying another survivability tool.
But the thing is, the Thieves that do any significant condition damage don’t really put out that much standard damage, so in that respect. 1v1 condition Thief might be slightly better than Necro, but in a team fight the Necro is miles more devastating than any conditon build Thief with attrition or conditions IMO.
He’s talking about attrition however, not who can spam conditions.
In the context of what the OP is saying, they are the same thing. Not saying I agree with that statement, I’m saying that’s how he’s presenting it.
Yeah, I guess the topic is more about bunkering overall then really.
Adding matchmaking w/o splitting premade vs pug won’t change a thing.
I honestly have no idea what they’re thinking.
They should just be imitating LoL completely. Competitive Solo Queue is a HUUUGE factor.
If you want to premade to stomp pugs, that’s what hotmess is for.
And yes, let Hotjoin for now on be known as “Hotmess”.
Now that I think about it, I don’t know why they would make legendaries the same as ascended state wise anyway.
I doubt many actually use the basic weapon. If you have your legendary then “grind” for your ascended weapon and transmute like everyone else.
attrition – “The action or process of gradually reducing the strength or effectiveness of someone or something through sustained attack or pressure.”
does not have to be condition damage. usually means high sustain, while whittling someone down. thief is definitely an attrition prof, but the sustain is much too high in relation to how much damage they can put out effortlessly. this is the problem. necro is also supposed to be an attrition prof, but is subpar even when specializing into attrition.
so is thief OP in this respect, or is necro UP? do blood magic and/or soul reaping need some serious tweaks?
@Knote
what do u mean by “10s massive healing from well”? u talking about the siphon trait?
Nearly all of our healing in a bunker style build comes from Well of Blood. Scales insanely well with healing power and basically makes up like 50+% of our overall healing, the rest being regen basically. Lifesteal traits are such a small % of our healing.
So basically for 10 seconds every 32 seconds you can be nearly unkillable with a free 700 HPS on the ground after the initial big heal. Rotate that with Death Shrouds, and plague form and you can “bunker” but there are windows because it’s just rotating large defensive cooldowns. Plus you can be knocked out of your well and lose a good portion of your heals there.
Oh, and since we don’t heal in Death Shroud, having passive healing like regen/lifesteals conflicts with DS. One survivability tool nullifying another survivability tool.
But the thing is, the Thieves that do any significant condition damage don’t really put out that much standard damage, so in that respect. 1v1 condition Thief might be slightly better than Necro, but in a team fight the Necro is miles more devastating than any conditon build Thief with attrition or conditions IMO.
He’s talking about attrition however, not who can spam conditions.
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some of you are missing my entire point. im not saying that bleeds cant be managed or that thief condition builds > necro condition builds.
my point is a thief can spec entirely for condition damage (i.e. for DPS) while playing attrition. whereas the necro has to give up almost all damage for a proper attrition build, which actually ends up being inferior to what a simple thief can do popping in and out of stealth, spamming cluster/poison bombs, caltrops and bleeds.
so if necro attrition builds are subpar, and if necros are supposed to be an attrition prof, then can we expect some buffs in this area?
I’d attribute this to Thieves not having to spec into a specific trait tree for a condition build. Maybe 10-20 in trickery tops, even then that’s optional. I think that extends to nearly every thief build really, thieves have everything they need w/o traits.
Also our strongest defensive tools are heavily cooldown based, thieves will just stealth constantly for consistent condition cleanse, heals, and bleeds, and the stealth + more overall evasion > Death Shroud.
Only way your necro will really “bunker” essentially, is rotating between death shroud to absorb dmg, going godmode with plague form, and 10 second of massive healing from well. As well as our condition dumps being, dumps instead of consistent cleanses.
If we were less reliant on super strong long cooldown skills, could be healed in death shroud, and had good consistent life steals we’d be closer to a better attrition style build.
IMO that’s what dagger should’ve been about, healing/lifestealing and bleeds, similar to what thieves do. Signet of Malice/Lifesteal venoms/Assassin’s Reward/Bleeds is what necro D/D should’ve been. =/
That being said, I have done healing/condition bunker builds in the past, it was ok, necro’s are just so cooldown reliant though, it doesn’t lend itself to attrition gameplay.
This should probably be in the necro forum actually lol.
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Could buff weakness to be a “consistent” 25% dmg reduction?
Caltrops, and poison gas spam with weakness/poison proc trait is extremely strong, I definately say it’s on par with what necro can do, we just bring chill too.
We’re definately not much of an attrition prof IMO.
Necro is just there to corrupt boons.
currently, thieves can build for max condition damage (pistols, caltrops and bleed stacking) while also playing attrition. this sort of build is way more than anything a skilled attrition necro can offer. given how devs have put necro in the “attrition” category, why are they vastly outperformed by a thief condition specialist?
Not really true, thieves can basically only apply bleeds and is VERY easy to cleanse. And necros can easily apply conditions on their whole team in a second.
Thief definately is MUCH better in consistent bleed application than us. Necro’s are very bursty with their condition spam, and it definately doesn’t happen in 1 second. We stack chunks of bleed/conditions on a target, then try to epidemic and hope they’re not cleansed or out of range/downed w/e before they spread. We’re definately weaker to cond cleanse.
It’s great on downed people, but again we’re there to corrupt boons which thieves can’t do.
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Hate to be a Debbie Downer, but really I just see that as “new content before improved content”.
I would much much much rather they said something, anything, about the few major issues as seen on the forums (for example, a party search that actually works), panic over the potential future of gear treadmills, t6 mat drops, and so on. New stuff is great, but it’s starting to feel like they’re ignoring the current playerbase, “w-what did you say? The concrete we poured for the foundation isn’t dry yet? But look at the beautiful backsplash we’re putting in your kitchen!”
Hopefully, new content doesn’t mean new bugs – this time around.
This. I’d be 100000% more impressed and excited for class bug fixes, trait fixes/improvements and build variety as well as making old content actually worth playing more rather than getting new content where the old stuff just get’s completely forgotten and thrown away.
Purely my opinion, but their priorities just plain suck.
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Also, I’m not sure if this is what you’re assuming, but the dmg isn’t “ramping” up, it’s just adding each tic (which is a constant amount of dmg) to the sum shown over your target.
So it’s like : +400 (400), +400 (800), +400 (1200), +400 (1600).
The only channel that ACTUALLY ramps up in dmg is Ele Air Sceptre #1.
Could always consider using Thief runes. The flank bonus is more reliable than you’d think.
I just wish the #4 was more of a neutral skill so it wouldn’t feel wasteful on a Condition Build.
Mesmers are actually better overall boon strippers than us IMO, and more consistent.
We have the huge benefit of being able to CONVERT boons however, which definately gives us an edge when it comes to stability.
Ok noob Mesmer here… How does mimic make this possible? I understand feedback… But mimic? Doesn’t it just absorb a projectile?
PS: this makes me happy, that island is currently my favorite zone xD
When you trigger mimic you get hit by 1 projectile all others after that get reflected while the channeling is in effect. You can then shoot that 1 projectile back at the mob.
That sounds like the most awesome ability ever and I must have it!!
Yea it was discovered recently. Nobody touched it ever, not even in beta until recently when someone tested it and said “oh look guys”
Actually it used to only work as the tooltip said.
Absorbed a single projectile to be fired. I believe it was stealth buffed to become a full 4 second reflect during late beta.
Ghostly Masque just makes your asura look blind, doesn’t give that eye glow.
Also you will regret the crappy look of your weapons on asura. Charr if you like being able to see your weapons.
Best advice is to not play the other classes.
You may develop the grass is greener syndrome, and it’ll turn you into a cynic.
Only fear build technically.
@Kardia- if you can be knocked back twice from weapon skills and again from a utility, how is us having a 6s fear (the equivalent loss of char control time) bad, even if it took us 3 button-presses to do it, and not this half-arsed 2s fear from 4 button-presses? Why should it take us twice as much effort for a third of the result?
For one thing, you can’t use a stunbreak ability to end Fear. The double knockback combo can be cut short by a stunbreak, and many of those make it so the second half of the combo whiffs since you’re now out of range.
I want the basic fear to be longer, but edge cases like the one Dylninja just outlined are what make me nervous. The Fear duration of any skill can be doubled by Necromancers in game already, and they probably have to be balanced around that possibility.
Stunbreaks end fear lol. So does condition removal, so really there’s 2 ways to remove this CC.
This is why Immobilize is actually pretty broken. Completely ignores stun breaks and stability, only can be removed with condition removal, but can still be increased with cond duration to extreme levels and could effectively prevent someone from hitting you back if you get behind em.
My warrior can nearly perma immobilize people with his cond duration build.
What makes me laugh is people complain about ascended gear (OH NO a tiny bit of extra stats!) that cost a ton of money to make.
Yet this whole time Triforge Pendant exists and you don’t see anyone complaining about that.
Because triforge pendant has been around since the start.
Exactly.
Which is what is funny, if ascended had been a thing since release people wouldn’t even bat an eyelash. Suddenly it’s added a little late and everyone screams gear treadmill.
I can understand people being annoyed who overspent to outfit their char with exotics only for ascended to be announced finally, but still.
As to the OP, it would be awesome if they changed all ascended equipment to require a lvl 80 Exotic of the same slot as a requirement. Triforge could be used to make an ascended equivalent. Same goes for the current ascended back/ring pieces.
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I think streaming could still be successful regardless.
Part of streams is entertainment, some players are simply entertaining to watch play or listen to. Plus they can give commentary and you can see the game from their point of view, watching their cooldowns, how they play, etc to learn from it much better.
Watching a stream if you’re interested in watching the overall match isn’t that great anyway really, so that’s what spectator would be for.
I wouldn’t worry.
You don’t.
UW combat is still a mess and probably always will be, seems sort of pointless trying to balance it for PvP, you’ll probably just end up making UW combat in PvE even more unbearable.
Shadow Assault’s attack range is large enough to hit you no matter where you are on the point, so you’ll have to tank it if you don’t want to give up the point. Only options is trying to sneak in condition dmg, or retaliation, or condition procs when hit. Even then most thieves just use Signet of Malice and will heal nonstop with it to counter that.
A big balance patch is coming the 14th of December. It will probably make or break the pvp in GW2. The patch will show if Anet knows what they are doing. If it’s, again, something like the 30 sec less CD on portal we’re screwed x( PLease anet!
Same thing was said about Nov 16, I’m sure you’ll just be dissapointed giving your hopes up. I’d wait til feb and see how it turns out, by then we should have a decent idea of where it’s going.
If they still insist on placing premades with pugs and are too stubborn to consider otherwise, I’m afraid there’s not much hope. I just don’t like that at all, number 1 Big No No.
What surprises me is Anet seems to take quite a bit of inspiration from LoL, yet they don’t just emulate exactly what they did to cultivate an extremely successful Esports (PvP) community.
I enjoyed hearing that they intend to make more viable builds for each class but I have no idea how they plan on doing so if L2P is the response to certain elements of the game.
For instance, I always run the same “most powerful” stun break/invul utility in every build as a response to massive burst combos. This, in and of itself, is a limitation to different viable build options and, therefore, a balance issue, as a game that has many viable options is more balanced than one that doesn’t.
Overall, it is good to have open communication with the devs, and hopefully they will continue to participate.
^ This too.
If they don’t see burst as a problem then I’m even less hopeful.
Both burst and bunkering are still too extreme on both ends.
It’s like 1-10 (Burst) versus 90-100 (Bunker), needs to be more like 25-75 range. If that makes sense.
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IMO I’m not too irked by downed state, but i’d rather have longer and more tactical fights than shorter simple fights that are only made more complex because of downed state.
Actual combat > downed state wars IMO.
Unfortunately from the sounds of things Anet actually likes the shallow burst twitch gameplay and downed state. Don’t think any of it is going to change anytime soon. Meh.
Removing downstate would destroy Gw2 PvP. It is an essential mechanic (at least for tournament play), which should not be removed. I actually like the downed state; it creates a less cut and dry pvp.
Would you care to explain further?
you say it would destroy gw2 pvp.. how exactly?I feel the downed state is an element that separates Gw2 from other mmo’s. It influences builds/trait decisions as well as team compositions, in the sense that, depleting your opponents health does not necessarily mean you’ve defeated them. If this were the case, and it has been mentioned before, tpvp would consist of all glass cannons. Removing the downed state would simplify the game to a level that would be unbearable. Sure, it’s annoying at times. However, 1/10, in the least, it can prove to be beneficial to you.
I feel it’s more of a band aid for having overall more shallow combat. Other MMO’s make up for it with more complexity in the combat itself instead of downed players.
Struggling to finish someone off who’s low on Hp, who’s teammates (or self) are trying to save and counter you, or LOLBURST someone into downed state then try to finish them off by pressing F while their teammates try to counter you. The former involves actual combat, the latter is just about a 3 second cast and stability/cc.
It extends to PvE as well, just give bosses different simple one shot mechanics, and overpowered auto attacks and a ton of health, it’s fine though because of downed state, not nearly as interesting though.
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Anet assumed alot of people would be playing in them.
Little did they know people like to be rewarded for their time. =p
Why do these zones when you could farm in Cursed Shore?
Why farm events period if you don’t want/need the karma?
All the money you make is from tagging mobs in aoe mob spam events which was a terrible idea.
I don’t know why people keep posting things like this. Do you really think the majority of players farm jack squat? Because they don’t. That’s why in every MMO since the history of ever only a small number of people ever have the top end stuff. Because the vast majority don’t have the patience or the OCD to sit and repeat the same couple actions over and over.
People don’t play the zones over and over because they’re not fun to play over and over. Nothing more, nothing less. The events are fun enough to do a few times while leveling, but once you’re past them, there’s no real reason to ever go back.
Yes, the majority technically does farm, I guess that depends on what your definition of farm is. Sitting there for 10 hours doing the same thing over and over isn’t what I’m talking about.
And still, rewards play a HUUUUUUGE part in what people are encouraged to do or not do.
I think it might be actually be fun to go around in a party and do some of these events assuming they’re challenging enough.
But you’re not wrong, same reason the old zones are empty, they’re not fun to repeat, the events aren’t anything special and are like any other event in the game, THEN on top of that aren’t as rewarding, thus no players.
Either something needs to be fun enough or rewarding enough for people to do it.
Plinx definately isn’t fun, yet ton of people did it constantly because it was the easiest/fastest way to grind your karma out.
Doing plenty of DE’s and gathering are a huge part of your xp gain as well.
Gathering is actually pretty important for efficient leveling IMO. You should gather everything you can that isn’t too far out of your way. It’s like a bigger chunk of exp that’s faster than killing a mob.
Hell, I even gather if my tools don’t work on it, still gives exp.
Anet assumed alot of people would be playing in them.
Little did they know people like to be rewarded for their time. =p
Why do these zones when you could farm in Cursed Shore?
Why farm events period if you don’t want/need the karma?
All the money you make is from tagging mobs in aoe mob spam events which was a terrible idea.
What makes me laugh is people complain about ascended gear (OH NO a tiny bit of extra stats!) that cost a ton of money to make.
Yet this whole time Triforge Pendant exists and you don’t see anyone complaining about that.
Yeah I think this has to do with the hidden cast time thingy.
They should just make it usable no matter what, no cast time, no interupt, completely usable even while stunned.
Would make it great against someone who stuns you for burst and has stability up.
I dont agree that fear should be Necro only. Realy dont think we should start putting boons/cons into class only abilites (more then it is). But i do think that necro should be the class that have the most/best fear spells.
I think they did a good job with confusion.
It is nearly exclusive to Mesmers with some classes getting a tiny bit of it.
Engy Pistol 15 sec cd attack only x2 confusion on 2 people.
Warrior trait x3 confusion on interupt.
Necro convert retaliation = x3 confusion.
None come close to the Mesmer’s ability to apply confusion.
Fear on the other hand, Thief can actually have the most overall “uptime” on fear with warrior being 2nd. Our’s is just better for interupting instead of locking.
Really it should be Necro you see with 3s+ fears and Thief/Warrior or w/e getting 1s fear from somewhere.
Woah, since when do invulns/evades count as off the point? Oo
Is this new, I do NOT remember this ever being the case.
I would love if every dungeon shared the same token type, even fractal.
Could run whatever you like to get what you want, and the DR would actually be a good fit then as well.
Hell if I’m ever going to find an Arah Exp group again.
Just adjust the rates or cost of items if they need to.
Plus there are still some dungeons I still haven’t done, and feel no desire to as they don’t have ANY rewards that I want, and while I’d like to experience the content it’s still the same old gimmicky overtuned stuff and I’m really not worried about it.
Atleast this way, if I want a specific armor set or weapon skins I can just do ANY dungeons I want, AC path 3, SE path 2, CoF path 3, or whatever combination and be able to progress toward my specific reward, goes in line with Anet’s philosophy really.