“However mesmers can burst from range in stealth?”
This is wrong on a lot of levels.
If mesmer bursts from stealth here are all the mistakes he did:
1) Mirror blade won’t bounce -> Loss of around 2K damage + 3 might and 3 vuln on you which further decreases damage
2) Mind wrack only hits from the 1 clone that spawned instead of from you as well -> Loss of around 2-4k damage
3) PLENTY of time for the enemy to dodge it -> High possibility of the entire “burst” to be avoided.
We have a stealthed mesmer that see you running like a chicken with low HP, Mirror Blade+Mind Wrack+procs easily 6k dmg… This is what people is complaining about
(edited by Krysard.1364)
I can see it, not for all projectiles, but making 20% projectiles combo a 100% combo
Elementalist and engineers are the “jack of all trades” (being ele the king with their supportive and DPS attunements) of PvP, the 80% of time they are adapting their playstyle to the situation… With guard, you are more “stuck” in a playstyle, but you are better in this area… With ele you are doing rotations between attunements and skills. You can have a more fixed perfect rotation (dd ele), or different rotations (staff, fresh), but you need to know your weapon skills and how to do nice combos with them. You will have an important role in DPS when in DPS attunements and support when using support attunements. With engi you dont have this “rotations”, you have a big choice of skills without cooldown (not like attunement cd), and you have to work with. You are not like ele and their multi-job, but you have a big choice of abilities too and you need to know when is better to use one thing or another… With guardian you will always have an important role tied to party support (like water ele), even if you are DPS . Less “frenetic” gameplay than ele and engie, but more “heavy” skills , so you have to manage your cooldowns wisely… All in all, with engies and guardians your job and playstyle is really different between different builds, with ele they are pretty similar but you have a more varied playstyle inside a same build…
But, of course, the best you can do is go test them
That’s actually not the knockdown, that’s just a pet skill the canines have. I think it looks just like an auto.
The link (brutal charge) is the knockdown, with a 8k hit 
So I do WvW a lot with classes, but I usually just go in with my PvE build and zerg around. I recently have been intrigued with sPvP, but I need help picking a class.
I know i could try them all and find the one I like, but I don’t want to go in and get rofl stomped on my first character and then instantly get turned off about wanting to PvP.
So anyways, I’m not too good at combo fields. I know blasting fire gives might from PvE haha. This prob knocks ele out of the competition.
I’d like to be able to kill reasonably quick, but I also don’t want to die in 2 hits.
I don’t want to be a one trick pony where I blow everything and then have to wait for CD’s to burst again. I’d like to be able to stay in the thick of combat and still be able to hurt even once I’ve blown all my CD’s.
Any suggestions? Thanks in advance for the replies!
So play ele then. D/D celestial Fire Water Arcana, that is like the answer tbh considering it takes no skill and anyone can play it. They do ALL forms of damage and has annoying mobility and all-in.
“So anyways, I’m not too good at combo fields. I know blasting fire gives might from PvE haha. This prob knocks ele out of the competition.
I’d like to be able to kill reasonably quick"
I’ve just had 9 matches today. Won 1. Had few perfect examples of players. When they are against me they kill my teammates like nothing. Then when they are with me they can’t do anything to enemies. Then again I had 3-4 games with nice class combos. Best example: courtyard, teammates with no double classes, enemy team with 4 rampage warriors, none of them even switched. Was a balanced game (not).
And this kitten happens every single kittening day. Teammates can’t compete against enemies, and then I expect that in matchmakings idea I’m probably supposed to carry with classes that it’s impossible to do with. My overall tpvp winrate has been +60%, now it’s at 58% and dropping faster than ever. And I don’t even think that +60% is good so I’m questioning this kittenty matchmaking logic even more. I wonder what is the limit that this kitten changes? -50%? After that will I get better matches? Oh gosh.
Surprisingly enough the 10th game of today was FIRST game where I was in a team that dominated a game. 1/10. The other win that I got earlier was due enemy team 4v5. Ain’t that sweet?
If you are soloqing, a 60% win rate seems awesome to me, I mean, in soloq you usually have a 50%…
That is why I proposed buffing ele damage before this change happened.
Please keep in mind that Elementalists do not possess stealth and have only one long CD teleport. They use sustain to make up for that.
What about gurdian or engineer. They don’t stealth. And they don’t have a passive heal this beneficial.
As for defense, the ele has cc, invouln, dodges, skill evades, reflects, and projectile destruction. They also have good protection and regeneration up time. Finally, they have plenty of condition removal and skills that grant direct healing on use or through fields and blast finishers. Other classes don’t get all of these but rather a handful. To top it off this signet already heals better than the thief signet warrior signet or mesmer signet as long as they use a spell twice per second which isn’t very hard for ele. Not talking signets, It is one of the most powerful source of direct healing in a per second sense leaving less opportunity to spike the ele before it uses a healing skill. This explains why their hp is hard to drop.
Still, if changed alone, a tanky ele will have no damage and lose its sustain. A buff to damage would better allow this change. This change will also not affect skilled players assuming they can actually hit with their skills and do not just spam them for heals.
Guardian has an awesome invu heal, and engies have a water field each 15/20s, really nice heal when combing it you & team mates
So I do WvW a lot with classes, but I usually just go in with my PvE build and zerg around. I recently have been intrigued with sPvP, but I need help picking a class.
I know i could try them all and find the one I like, but I don’t want to go in and get rofl stomped on my first character and then instantly get turned off about wanting to PvP.
So anyways, I’m not too good at combo fields. I know blasting fire gives might from PvE haha. This prob knocks ele out of the competition.
I’d like to be able to kill reasonably quick, but I also don’t want to die in 2 hits.
I don’t want to be a one trick pony where I blow everything and then have to wait for CD’s to burst again. I’d like to be able to stay in the thick of combat and still be able to hurt even once I’ve blown all my CD’s.
Any suggestions? Thanks in advance for the replies!
If you are looking for a build with great survivality, and heavy spike dmg with low CD’s try a shatter mesmer and enjoy
For too long Warriors have been FORCED into the Discipline line in order to get Fast Hands. I dare you, name ONE viable build available to Warriors that doesn’t use this Specialization that doesn’t lose out to a build that does. Not going to happen. The way Warrior weapons work, swapping frequently is a must.
Making Fast Hands baseline would open Warriors to several new build options. We could replace Discipline With Tactics and take a Warhorn to make up for Warrior’s Sprint and Brawler’s Recovery. This would also let us bring Shouts and the Defense line but also be able to bring Strength or Arms so we can have damage and support.
While they are different classes, if Mesmer can get a GM like Illusionary Persona made baseline because it was such an important trait, I see no reason why Warrior can’t get a minor trait made baseline. Fast Hands is arguably more important to Warrior than IP is to Mesmer.
Elementalists are in a worst spot than warriors right now, cause they have to take Water and Arcana for any viable PvP build… If ANet has to do a rework with warriors, it also has to rework Ele traits, and if they rework it like mesmer traits… Holy crap… Hopefully they will do it better (if done)
Wow…. The feelings…
EDIT: ANet really needs to read this
I find it to be not that good rune, I mean, half of the time it just interrupts your heal, and if you know someone is running this rune, you can just put some conditions on him, but I suppose that for some builds it can be a big problem, like in a 1v1 thief, but thats not going to happen usually…
Bring leaderboards back
Is that what they call a nerf?
i think it’s decent..
Yeh, but I was waiting a 10s ICD with CS
This no CS nerf is astonishing.
Before patch we could be stunned 6 times in 30s, right now we can be stunned 6 times in 50s, with 10 ICD we have 6 stuns in 80s
OP that would imply they actually read the pvp forum and to spoil it no.
The big 3, Ele, Mesmer, Thief, remain untouched.
Funny because there is a part of PvP thieves that think thief is trash right now and he is hard-carried with SB#5
Again, as the OP stated the issue is NOT Mantra of Distraction. The issue is the trait “Confounding Suggestions” was changed from a 50% chance of a stun to a 100% chance of a stun. And was also moved from a GM level to an ADEPT level in the trait changes.
Changing how MoD works, will have ZERO affect on what is happening right now. Because all the Mesmer needs is the “ONE” Power Lock/CS stun to do his burst.
Then he can stealth away until the cooldowns on his GS are over and go again.
So yes, CS is too powerful and needs to be changed. Mantra’s do not need to be touched. Because all that will do is hurt OTHER builds that do NOT use CS. (Granted, right now, pretty much every Mesmer is taking CS. But there are some of us, that do not.)
So yes, nerf CS. But leave the Mantra’s alone.
+1 What he said.
The problem is the 100% chance to stun, which was changed from 50% off the old trait. Sometimes I don’t know if devs really think through their changes. No class should have that much access to stuns in such a short amount of time, unless they want to start adding stun breakers to a lot more utility skills.
WARHORN ELE!!!
Is that what they call a nerf?
i think it’s decent..
Yeh, but I was waiting a 10s ICD with CS
Mesmers nerfed, rangers&engineers buffed, mainly bug fixes
MM and trapper rangers for what I know…
Hopefully ROM will not be on coke…
Agree with all stated there.. +1
I still think the problem are mantras, not stealth, but yeah, not bad the PU buff
I sometimes use LF damage to trigger Fresh Air when playing it, funny when it works
Save your deffensive skills (mostly auras and protection when earth swap) to survive at their burst and use your most offensive skills when they are CC’d or revealed. When they go stealth just health you up, gain a little might and dodge if you feel like they are going to burst you in a certain moment, you have a reliable dodge capacity with energy sigil
Trapper Runes are not in PvP Radiance ones shouldn’t it’s pure favoritism.
I hope you arent seriously there…
There is no using thief traps without it,ranger traps are falling off(they are asking for it too) and DH traps are not impressive if anything you can play auramancer effectively without those runes it’s not a must. True they were intended for thief but that was just lazy design.
So you are complaining because you want a “new” rune, and you come here saying Anet should not implenet “new” runes… Lmao
You only mentioned 1 rune for 1 spec due to 1 recent livestream. My point of view is a general one for more runes despite their lazy design.
Well,i dont know which runes are on PvP and which not, or if they are wanted… Im posting this cause theres a rune that works nice with a “new” build and I was wondering if we can get it, I can edit and add Trapper runes if that makes you happy and we can stop arguing this non-sense…
Trapper Runes are not in PvP Radiance ones shouldn’t it’s pure favoritism.
I hope you arent seriously there…
There is no using thief traps without it,ranger traps are falling off(they are asking for it too) and DH traps are not impressive if anything you can play auramancer effectively without those runes it’s not a must. True they were intended for thief but that was just lazy design.
So you are complaining because you want a “new” rune, and you come here saying Anet should not implenet “new” runes… Lmao
Trapper Runes are not in PvP Radiance ones shouldn’t it’s pure favoritism.
I hope you arent seriously there…
No
/15charsendthisthreadnow
Any explanation maybe?
We had a post before claiming this rune https://wiki.guildwars2.com/wiki/Superior_Rune_of_Radiance in PvP so we could work with an Auramancer build. Now that Tempest seems to encourage this build, can we get rune of radiance implented on PvP?
…
(1): +25 Vitality Vitality
(2): When you receive an aura, you gain 5 seconds of Movement speed increased by 33%; stacks duration. Swiftness. (Cooldown: 20s)
(3): +50 Vitality Vitality
(4): When you use a heal skill, you gain 4 seconds of light aura. (Cooldown: 20s)
(5): +100 Vitality Vitality
Lich does need a nerf, there’s literally nothing you can do against ranged auto-attacks that kill you if you get hit twice. Lich damage should be nerfed by probably 50%, and they definitely shouldn’t have stability since they can already kite with ranged attacks. Warrior rampage is fine, it’s honestly a l2p issue if you can’t deal with this. Work on timing your dodges and using soft cc and rampage becomes a joke, very easy to deal with.
Rampage is kittenin better than Lich, like 5 times better… Dmg, CC, faster attacks, increased mobility, immune to CC,…
At the very least, nerf the auto attack, and make the other skills more reliable and powerful to use, so that there is some skill in these elites.
Agree with Lich, but with Rampage you need to know a minimum about 2-5 if you wanna be useful at all
Then the issue isn’t the distance.
As said before, maybe chaining Counterattack with Hilt Bash(more Hilt Bash range) could help to land Maul
The PvP is balanced around 5v5 and the devs work around the 5v5, you will not see any offficial server that isnt 5v5… That said, with custom arena you can do what you want, and with guild halls coming with HoT it is like we are going to see finally something that isnt a 5v5
oh woah, first time I ever see someone using the arrows
but hey, if it works :o why notHaha I’m a lefty, so I had to find something that works
I have a Razer Deathadder Left-Handed Edition so only I can use my PC!
Wow, for a moment I wanted to be lefty, I mean, this keybinds seems better than anything I can do with the left hand (WASD 12345…)
Seems a nice and solid argument
Going into health instead of Toughness is a way to “counter” conditions… That said, i understand what are you saying, but there are enough condi cleanses in order to make condis even more useless with this condi resistance
If you are AFKing and a guard can freely burn you 2,5k is a low number…
it was actually an engi ^^
Sorry, was not paying attention to the death breakdown… The same with FT engie or anything that can stack burn, I dunno how you can say its unbalanced when you were AFK
(edited by Krysard.1364)
If you are AFKing and a guard can freely burn you 2,5k is a low number…
2play = if your a mesmers, ele, guard, thief, warrior, and sometimes engie
not2play if your a ranger/necro.wait, someone is going to come on here and say necros rock and rangers are awesome, then you will find out they have played under 100 games, and don’t understand why the same 5 or 6 (now that mesmers is slightly overpowered) classes comprise 95% of all teams in EU, and 90% of all teams in NA.
Yeah, you can make a necro bunkered, but you do duke for damage, and still get pinned down and eradicated under a focus fire, esp without escape skills (oh wait, but wyrm is so good…. no).
Or you can play ranger and hit people from 1500 yards, do tons of damage, feel like a god in your first 100 games, then get shut down and nailed into a coffin because your utility to your team is 0.
So, def play is you love mesmers (and want to face roll), ele (damage, mobitilty, heals out the butt), or rampage-warrior-with-kitten-strength, or engie (jack of all trades) or if you’re good on your thief and know how to rotate, but don’t if you like necros and rangers, because frustration will only lead you to these boards to cry, like me.
Fun cause theres people who think engies are in a worse spot than necros
And substituting a mesmer’s stealth with other tools that only serve to synergize with their kitten nal even further isn’t enough of a trade off?
Replacing it doesnt mean that you arent changing one of the core mechanics of the mesmer, it just makes no sense that you wanna do this, as stated before maybe a 50% PU or a downgrade of shatters can balance things, but what are you saying doesnt makes sense to me, sorry…
Maybe some reasons why stealth is the problem?
The mantras are fine. Their mechanic is actually nice. Preparation for the fight. Stealth, on the other hand, tips it overboard.
Mechanic is nice, I agree, but they are really strong in overall… I dunno why you think stealth is the problem
I think the problem with mesmers are mantras, not stealth… And I dont understand the last sentence, I usually play the classic shatter mesmer, without mantras…
Maybe PU needs a downgrade so it is a 50%, not a 100%, but no, i dont agree for nothing in a mesmer without stealth, it makes no sense…
This way, marauder amulet would give you maybe 10% more crit than now, so increasing base % and decreasing points needed in order to gain % is just inviable, the two increased or the two decreased…
EDIT: I thought it was 18 points, not 21… that said, I agree 20=1% is way better for calculations, but then it should be decreased into a 0%… All in all, if you can get Fury you gain a 20% crit without any prec, not that bad
(edited by Krysard.1364)
Ppl complained about engi turrets because it was a build that coul tank insane dmg while doing the same because turrets excels in AoE cleave, and when placed in nodes you are controlling one of the core mechanics of PvP… That said, the best form to counter this was focusing the other 2 nodes and getting a 4v5, but ppl in overall thought this wasnt a “cool mechanic”, and claimed anet to nerf turrets… So they are pretty bad right now
Hey Hey
I got GW2 when it first came out, did not like the character/races looks at creation & was disappointed by ingame characters’ looks, played for a weekish to lvl 20, got lost in big Lion town and lost interest, left GW2 since.
I recently seen videos and screens of the upcoming expansion and the Revenant Shiro Tagachi. I was impressed to the point of giving GW2 another go.
My must have priorities are fun competitive melee pvp and cool looking armors.
So I’d like to ask you guys:
1. Is there any advantage of playing currently my lvl 20 guardian if I would most likely play the Revenant Shiro Tagachi?… like can I play to build or collect something to hand out to my Revenant, like pvp gear/points/coins/badges/currency or if possible even change class/job to the Revenant when it comes out?.
2. Based on given info about the Shiro Tagachi could it compete versus mages or ranged possible heavy damage and crowd control? (I hate being one shotted at max level in top gear, imbalance in imminent crowd control death in 1v1 at equal gear-skill-levels).
3. Does castle siege and open world pvp occur?. Have these forms of pvp been affected by p2w, neglected mechanics by devs, broken AoE skills, guilds that grew out of proportion etc?
MMO shopping due to: Arche=p2w & bad sieges. Aion=p2w & laggy sieges. FFXIV=miniPvP & carebears. Archlord=shutdown. Diablo3=neglected pvp. Path of Exile=expensive. Dotas= no like (need character progression). Skyforge= too startreky. Tera= uninstalled 10 times dunno why.. weird. others= too generic or Aeria crap.
currently awaiting BlackDesert & B&S.
1: You havethe advantge of PvP experience if you play another class before revenant… No gear grind or rank grind is needed to play PvP, the gear stats are standarized so a lvl 2 and a lvl 80 can compete, all is just skill
2:All classes can compete against CC control, DoTs, etc, what matters is your build, not the class itself (as said, the gear is not a thing)
3:WvW is one of the bests open worlds PvP that you can find, with great offensive and deffensive mechanics (castles, trebuchets, traps, etc). The p2w doesnt exist in any aspect of the game, all you can buy you is aesthetical and you can get it with ingame currency.. And there are so much roles in WvW, zergs (20-40 or even more players) fighting each other or roaming (5 person party or even solo), and all can do anything and be useful… AoE and focus burst are balanced between each other and have their place into WvW
ANet shouldn’t add a resign button. The real problem is that people feel a match is over, which is true currently.
Conquest lacks comeback systems for unbalanced matches. Legacy has Lord, but is too snowbally. Temple has the most comeback mechanics in the forms of Tranquility and Stillness, which spawn multiple times.
In my opinion comeback mechanics not feeling impactful in matches that feel out of reach is the real issue, combined with matchmaking.
Simply put, not one wants to be put in matches where they feel dominated. I think this may even be relevant at the peak of the NA and EU competitive scenes, which could be part of why we only think of 3 teams potentially being the best in the world.
Outrotating a team can take you into incredible comebacks, a 150 points comeback is not a new thing to anyone who plays PvP usually, and without the map “core mechanics”
I still think revenant needs a way to avoid direct damage, as for example making staff #5 avoid all damage while casting, and maybe also with hammer #2… I think sword #3 is just too long in order to make it also avoid damage, but is not a bad idea all in all…
Thats why people usually use TS in this game, I think no chance we are going to get ain ingame voice chat
EDIT: TS or whatsoever
I have a Razer Deathadder Left-Handed Edition so only I can use my PC!