every half good engi in EU can neutralise a point and/or win duels with this spec.
I dont know on what level you play the game but im talking about TP Invitational, Mist League and ESL. Im talking about the top 10 teams in EU. I dont know if you have any experience on that level but thats what im talking about.
yes, im a little child without any arguments and you, big master of tPvP, please teach me the game.
please share your insight with us measly peasants. what class except the soon be nerfed OP-Mancer should we bring to counter this kind of engineer, oh lord of true skill. please tell us how too keep a point capped against this. we are on our knees praising your intellect oh god of classbalance.
The real problem is, that people dont realize that the countertactics they suggest result in a disadvantage of the player.
They dont realize that leaving the point and letting it decap actually means you lost. I dont know if they just dont get the concept of domination and dont know when their team is in a bad position or if they just try to defend their class and ignore the obvious problems.
Noone wants to see his class nerfed but some nerfs are needed. Even as a Thief I said the Stunbreak on sword #2 needed to be removed/changed, but i feel like most other players/classes dont want a balanced game. they want their class to be the best and stomp everyone and feel like they are the best.
just posting it here again~ imo still the best solution to the reward system problem.
especially when you look at the cost of custom arenas and the amount of gold you can get out of pvp..
Bomb engis have very minimal stealth that depends on some of their key abilities to be up, most of the time they’re on cooldown and are used to fight on backpoint. Big ol bomb breaks stealth if it hits anything while blasting into a smoke field, so purposely get hit by it if the engi is attempting to stealth.
As an Engineer with Teldos build you have 4 (5 with rocketboots) blastfinisher where 3 (4) are on a cooldown of max 30seconds. So you will have some of your blasts up pretty sure when you want to disengage. The stealthbreak I will actually test. As a Thief I know that you can leap through a smokefield, land the heartseeker for damage and still stay in stealth. So maybe when you only blast with damage on the first stealth it might be the same for engi. Well either way when you are dueling an engi normally you cant afford to stay in the bigbomb to get him out of stealth because that will give him a free win.
When you follow that you see that an Engineer can disengage from probably every fight when he makes no huge mistakes or is overwhelmed by numbers.
Bombs themselves are extremely easy to avoid. I VERY RARELY get hit by any bombs outside of glue bomb because glue bomb doesn’t do anything unless chained into a big ol’ bomb. Understand what bombs do what and what radius’ each bomb is. If you get hit by any damaging bombs you’re doing it wrong.
Yes, you can easily avoid the bombs, but when you do that you position yourself at the edge of the point or off the point. When you are off the point the engi is winning already because he will decap the point over time. When you are at the edge of the point an engi can just Airblast (Flamethrower #3) you off the point and is again winning. This spell is on a 15s CD and has no casttime, so you cant dodge it and he can repeat that pretty often.
When you follow that you see that an Engineer can neutralize every point he chooses to attack as long as it is defended by only one player.
Teldo’s build specifically is very easily exploited by catching him off-point and not getting hit by his bombs. If you’re going to lose a fight walk off the point and a large majority of his damage dissipates.
Engineers have access to 100% Swiftness and Vigor through 2 Adepttraits (every other class would kill for that) so it is pretty hard to catch them offpoint. When you add rocketboots to that, have fun.
And here again, going offpoint to dissipate the bombdamage results in a win for the engineer as he is capping the point for his team.
Flamethrower’s 1v1 potential is huge, but enough condi clear to deal with incendiary ammo and incendiary powder destroys any sort of potential it has.
So you only have to bring an enormous conditionclear to counter a part of an utility, great.
I don’t know any class – except a good necromancer – that can actually keep the point capped vs a good engineer and exactly that is the problem. When you want to counter this engineer you need a necromancer or an engineer as well. As we all know necromancer lacks mobility and will get nerfed pretty soon. So right now you probably want and after the necro nerf you probably need to bring this engi to be able to compete on a higher level.
The meta gets more and more fixed. You need a Bunkerguard, you need an Elementalist, you need an Engineer so you have two spots for other classes. Most teams choose an Mesmer for the Rez/Portal and the last spot is open to.. atm the OP-Mancer, another Ele? or a Thief? yeah thats about it.
(edited by LeGi.3921)
thats hotjoin for you, brainless rankfarming.
what is discussed here is the higher tier of tPvP and casted tournaments.
We just have to live with the constant nerfs while other classes get buffs over buffs. i got used to it and learned to work around those nerfs..
I would like to have some depths for the thiefclass. having 1 weaponset for every spec where you mostly bash 2-3 buttons + some utilitys isnt too much fun and probably the reason why everybody is whining about the class. mashing the right 2-3 buttons is pretty easy and vs not that experienced players it works just fine.
balance on a higher level of play is another story.
hey,
i reported the bug several times but it seems like noone is reading that.
The 6 part Runes of Lyssa Bonus should give you all Boons and remove all Conditions. Sadly thats not working all the time.
For example:
a) I cast Basi-Venom to get all the Boons(Stability) to savestomp a Guard. Right after i finished casting i start stomping. I get the Basi-Buff but like this i wont get any Boons and no Conditions will get removed.
b) I cast Basi-Venom to remove my Conditions, get any sort of hard CC after finished the Cast (got the Basi-Buff) and get no Boons and no Conditions removed.
It feels like the Rune needs an extra 0.1s to proc and that is bothering/killing me from time to time.
Would be nice if that delay could be removed and the proc could happen exactly when the cast is complete.
They should get their build templates working soon now.
It’s obvious you can’t just play with the same skills in this map as in others.
You’ll be needing some more stability and cc.Tpvp has the same map for a few days so i could just change it all for just those few days.
But for the spvp map rotation you can’t just easily change your build between the matches.
Uh no. I used the same build I’ve used for Foefire, Khylo, and Forest in Skyhammer and it works just fine.
yeah until you run into my scorpionwire stealthbuilt muahaha!
they should just give us more mystic forge recipes, like slivers to crystal, cystal to orb and orb to dust, and probably “material chests” where you can get dust/orbs/crystals/slivers at random.
@Prozon: It’s always nice to see an opposing viewpoint especially when it comes from someone who is clearly a pretty good player.
It’s true that the NA meta really doesn’t like engies all that much anymore while a lot of the EU teams (and you) are still running them. That said while I can certainly admit it’s possible I undervalue them I think you overvalue them.
Of course they should have access to a stunbreaker. Playing without a stunbreaker is a horrible feeling.
Pre patch I would have put engineer down as the best roamer and 1v1 class in the game. While it is still good at small fights and roaming I don’t think it is as reliable as it was before at consistently winning duels and small fights. I personally would rather run an elementalist is it’s place.
we never had this kind of flamethrower/bomb engi on our team. we had an HGH-engi till about 1 month ago.
like i mentioned above, engis need a stunbreaker but in general they should be toned down a little.
in domination where you have to stand on points to hold/capture them he has too much access to AOE-Dmg/-Condis/-Knockbacks. Well i already stated my opinion on engis and how to “balance” them in this thread…
btw, i wouldnt take ele as an offensive roamer because an ele cant neutralize a point vs a half decent player. without tornado that is and tornado is on a 150s CD. knockback on flamethrower is 15s CD f.e.
Velron you realize that other classes lack stability too?
well as i posted in several other threads as well engi is probably right now the hardest class to play because you have to utilize all you combofields but if you do that right you are a freaking monster and 1on1 invincible.
i cant follow on your thief nerf, because most people say s/d is below average right now and many teams decided to skip their thief.. i myself am a thief and the only reason im still playing it right now is a) i need more experience on other classes b) i am using my mobility spells pretty good. too bad shadow trap will get nerfed today.
and when s/d gets nerfed it will probably be unplayable which leaves us with d/p what is pretty much suicide with this AOE-Condi-Meta.
Melees need Cripple/Chill to be able to stick to a target. Only giving elementalist access to those will break the balance.
but i agree on the “secondly” part
the mods will do that when they see it / have time.
i like the idea with glory/rank dependent on the points your team actually got in the map. but 2x is too much.
i would go for 250 winbonus + 50% of the teams points as glory/rank. add a winchest to that and it would be fine. remove the extra rank/glory for individual actions in tournaments.
for the losing team 50% of the teams points as glory/rank.
I can agree with most of the OPs arguments but when you change the engineer like you want to he would be an invincible 1on1 machine again.
lets be honest, to play an engineer to its fullest you need lots of practise but when you finally get your things together you are pretty much unbeatable. post patch the only class that can take you on is a necromancer that is stated OP and will be toned down with the upcoming patch.
When you give back the stunbreak for elixir R you will see those farpoint invading engis everywhere. with flamethrower #3 (cone-knockback without casttime on a 15s cooldown) and his bombkit he will neutralize the point in a matter of 15 to 30 seconds in a 1on1 and most likely kill the defender afterwards/while capping it full.
Watch older VODs of TPs Teldo when you want to see it.
The only thing that should happen to engineers is that they should be toned down.
Like i said above, the flamethrower #3 is amazing. I would kill to have a skill like that. but thats not all of that 1 utility. you get a savestomp vs 5 out of 8 classes with #5, a long lasting firefield and a pretty huge toolbelt skill. Airblast (#3) should have a casttime of .5seconds with a noticable animation and probably a cooldown of 25-35 seconds. Incendiary Ammo may be toned down a tiny bit as well.
Toss Elixir R is still an amazing selfrezz on a 2 minute cooldown (traited 100s) for 1on1 situations and at least a decent rezz in groupfights. ok you probably cant rezz someone in groupfights with only that but it helps alot.
Here i would give it a 3 minute cooldown, a casttime of 3/4 – 1 second, a noticable throw animation while casting and maybe remove it from the 15point trait of tools to not have it twice in a single fight. To make up for those nerfs the casttime on Elixir R should be removed and the stunbreaker can come back.
When those changes were made it would be easier for burst dds to stop the damage when engineers toss the elixir while engineers still buy time to let the conditions tick and let their CDs/heal come up again.
For the Speedy Gadgets trait: Ok, you normally dont spec for speedy gadgets (20% faster recharge on toolbelt skills) because you go with Speedy Kits and Invigorating Speed where you can get a 100% Swiftness and Vigor uptime with 2 Adepttraits… I would move the Vigortrait to the Mastertrait and give it a 50% uptime. Swiftness is fine on a 100% uptime. Its still great but without it engineers would need rocket boots to have enough mobility.
and to comment on the heal"problem".. the turret is freaking amazing. as an engineer you have to utilize your combofields pretty well and when you do that your self/groupheal is pretty amazing.
the shield change is ok, look at warriors or guardians.
as mentioned before. engineers have probably the highest skillcap in the game but when you are playing on a higher level other classes lack so much compared to the engineer that the engineer can outshine most of them.
Well seems like i havent encountered a decent blind spamming thief or its just no thread to my spec/ i outplayed it.
Still i dont see the problem when you stand outside the zone and only get 1 blind from every fifth autoattack while dodging unload. when he is using other skills too he will run out of initiative in no time.
Oh,
you are having problems with double pistol thiefs?
i cant even explain where you can improve, because i dont know how they can actually kill something. their damage is low when you dodge unload and their kiting is pretty bad imo. so where do you have problems? Only the blinds?
when you have problems with the blinds you probably dont get enough attacks per second onto him and should improve that.
but again: blind needed a buff, but the buff it got was too much so the duration should be lowered and maybe the access of some classes to it.
Blind
The change to blind was really needed, as a thief I wasn’t caring much about blinds. right now I think that blind is good and to balance it, it should have a fixed duration for every application so you have the option to wait out the blind instead of removing the condition or to miss an attack. I think a duration of 2, maybe 3 seconds should be enough for that. When you take 3 seconds you can still savestomp 5 out of 8 classes.I’ll play thief..you play heavy melee. Your choice of any of the guardian and/or warrior builds you like. I will only play blinding thief. You tell me afterwards that you think blind is currently in a good place afterwards and it should be extended.
A thief’s blind can’t compare to other professions’.
Thieves can spam blind like crazy, specially with an offhand pistol.
Blind itself is not that much of a problem. Blind in the hands of a thief can keep a warrior as useless as a human baby as they can save their initiative so they can throw again another dark field. And while they have no initiative, they still can have quite some blindness in utility skills that are quite useful in general.
They can even throw one of those thief support elites to put even more blinds on you with the gunner summon while they do other stuff.
And here is why people still think thief is OP, they dont know how to handle them. Sun Tzu -> know your enemy, know their weakness, know how to take advantage of thakittens hard to discuss balance when even this is not given.
I am playing a S/D Thief (so a melee that relies on autoattacking) and when you see Blackpowder (Pistol #5) on the floor just dont stand in it. You can stand outside of the circle and outattack into the whole circle. You can even dodge through the circle when the Thief decides to run.
Vs Thieves Guild (those thief support elites) you have to AOE the thiefs or disengage until they despawn (30seconds duration) and come back after that.
As i stated above, blind is strong right now, but when you complain about blackpowder you just handle that skill wrong.
(edited by LeGi.3921)
And here people are already screaming to add new boons to nerf conditions!
1) There are already mechancis that let you avoid getting conditions. Its called Aegis, Blind, Block and Dodge. Because an attack actually has to land to apply a condition. And you want to add even more boons to avoid conditions being applied? What a joke.
The problem is, that you have more boons/conditions that reduce incoming direct damage than sources that reduce conditiondamage. I dont know if you have realized but the things you listed let you avoid direct damage as well.
there is a thread for that: https://forum-en.gw2archive.eu/forum/pvp/pvp/sPvP-Class-Tier-List-Updated-6-30/page/14
Engineer
http://wiki.guildwars2.com/wiki/Flamethrower
Flamethrower period, even when I don’t like it, I just call this Utility kittening OP, yes OP.
But lets go back to a mannered discussion and explain why we think it is. The biggest problem we have with this skill is, that Airblast (#3 Skill) is an AOE-Knockback on a 15s CD that has no casttime so you can practically not dodge it.
We think this skill should at least have a 25s CD and probably should have half a second casttime with an animation that you can see in 1on1 situations.
On top of that the flamethrower has a savestomp for 5/8 of the classes with #5 that can be casted while stomping, a long duration firefield for might stacking and still an amazing toolbelt skill.
Engineers in general can neutralize points in 1on1 situations so fast when the other player has no stability up that you want to bring them just for that. But on top of that they are pretty strong in 1on1 situations and if positioned right/protected by the necro (by stuff like weakness or fear) and/or team pretty good in teamfights especially when they use their CC defensively. They have great mobility and if played correctly an incredible amount of dodges.
I feel engineer is one of the hardest classes to play, but when you know your kittens you are a monster. And with that I mean too strong. When you want engineers to be an allround class with tools for every situation you cant give them tools for everything that are as good as those from other classes. In some cases (flamethrower or elixir R even after the change) you even give them better things.
Imo the Traits Speedy Kits and Invigorating Speed should be looked at. Getting a 100% Swiftness and Vigor uptime with 2 Adepttraits seems too strong. Those should be Masertraits or have a 50% uptime.
Thief
Yes, Thief got the nerfhammer pretty straight in their face and most of the things were necessary, but right now i feel pretty weak. I wont say thief is broken or underpowered, its just that other classes/specs got more love from Arenanet. Stunbreak without cooldown was huge and I loved it, but I knew myself that this wont stay like that.
Still something with the Thief (probably for other classes too, but I list it for thief because I experienced it here) is broken.
When you are leaping through Black Powder (Pistol #5) with Heartseeker (Dagger #2) and deal damage with the Heartseeker you wont get revealed and don’t get the debuff. Same goes for the Steal you can actually press while leaping with Heartseeker.
Is that intended? It feels broken for me.
Shadowtrap was already mentioned in the SotG and will be nerfed maybe tomorrow and well, its understandable.
General thoughts of the current Meta:
Since doomsday Necromancers and Engineers synergize so well that most top tier tPvP Teams bring both. Actually most Teams look like that: Guardian(Bunker, Mesmer(GS+Sw/Fo), Ele(Burst), Necro(Condi), Engi(Bomb/Flametrower/X) and at that state of the game i havent seen a team that could counter that. You cant beat them with mobility and even when you split them they have extremely strong 1on1 classes with engi and necro.
I wanted to write about other classes as well, but right now im busy and just don’t have the time to. So I will post part 1 right now and maybe add another part when I got the time to.
The only thing I want to add today is that it would be nice when some classes that got constant nerfs would get some love again. You wont be able to play every class on a competitive level when some get buffs and new toys and others get nerfs or only get new toys to have them nerfed in the next patch.
Blind
The change to blind was really needed, as a thief I wasn’t caring much about blinds. right now I think that blind is good and to balance it, it should have a fixed duration for every application so you have the option to wait out the blind instead of removing the condition or to miss an attack. I think a duration of 2, maybe 3 seconds should be enough for that. When you take 3 seconds you can still savestomp 5 out of 8 classes.
Those two big changes really changed the game pretty much for us, but that wasn’t all what happened on our doomsday.
Conditionlineups popped up all over the place with a now pretty strong necro and the synergy with engineers. Before the patch you could counter conditions (what should be more sustained DPS) with coordinated bursts, but with the recent buffs to conditions and conditionclasses you cant really counter them anymore and the damage they deal feels pretty bursty too.
On a sidenote: Torment is fine. Its a good condition but probably better for meleeclasses like warrior or thief and not for necromancers. As a melee you want to punish someone for moving/kiting you and try to keep him at your place. A necromancer has already more than enough tools to kite enemys and deal damage to them. They shouldn’t have a condition that deals even more damage when you try to stick to them.
On top of the mentioned changes Ranger got deleted from competitive tPvP because the only viable spec (BM/Bunker) cant deal enough damage anymore to actually win 1on1 fights. The always strong Engineer on the other hand wasn’t touched too much (expect the R change) and the Necromancer rose to the new QQ target, but that for obvious reasons.
Here i am listing skills that are in our opinion too strong or not working correctly, i considered talking about skills that are too weak but i think that would be too much and even without those most people will fear the wall of text im writing:
Ranger
http://wiki.guildwars2.com/wiki/Spirit_of_Nature
http://wiki.guildwars2.com/wiki/Nature%27s_Renewal
We have two big problems with this skill. The first one is that you can put it anywhere on the map and activate Nature’s Renewal (NR) from an infinite range. For Example on Forest of Niflhel you can set the Spirit of Nature (SoN) behind the Keep and rush back to Henge to defend it and just trigger NR while you are defending that point. In our opinion the activation of FN should have a range. Say you need to be in a 900 – 1.500 unit range to the Spirit to be able to cast it.
The second problem is that FN has no Line of Sight (LoS) check. You actually can place it behind the Keep (bottom of the stairs) and resurrect downed Players at the Cappoint while the other team can’t do anything about it. It would mean that for the duration of the Spirit you can’t attack this point and that’s huge. On Battle of Khylo SoN is at least as bad as on Forest of Niflhel. In the “old” Meta Ranger was defending close or attacking far, so in most cases you don’t have someone on him all the time and you cant afford that someone is spirithunting all the time either. He can just set the spirit below the Clocktower and resurrect people that are downed inside it. Give FN a LoS Check (Spirit to downed Player, not Spirit to Ranger) to fix this, in our opinion, broken spell.
Ok,
I was thinking about posting my opinion in one of the current threads of this topic, but in most threads the OP started whining/flaming so I decided to start my own thread where we could actually discuss in a constructive way. While writing the incoming wall of text this thread was made and I think posting here could work too. I don’t like the title but it seems like some people actually try to argue in this thread. Whining isn’t helping very much, while being precise on what you think is too strong and how you think that should be changed could actually help the game getting better.
We know Arenanet reads the forums so when we have good ideas and point out where something is wrong we might actually see those changes in a future patch.
I am part of Team [ugly] from EU and we have been playing a burst lineup for most of the time on a pretty high level. Since 06/25/13 – lets call that Doomsday – glassy burstbuilds are not viable anymore. You can only play a powerlineup with a heavy conditioncleanse team like triple shout guardian and double elementalist. The reason for that is obvious.
In the following I write down mostly my experience and opinion but also what my team thinks of different skills. Some changes may sound too much, but I try to explain why we think this is needed. When you have another opinion on a topic it would be great when you could explain why and how you would change it.
On Doomsday Weakness and Blind got amazing Buffs and some classes have too much access to those conditions. Those two conditions are a direct counter to burstbuilds and pretty much remove them from competitive play as burstbuilds normally lack conditionremove or just don’t have enough to remove every condition before every burst. Right now for burstclasses it’s really hard. You have to burst at the time where you don’t have Weakness, the target has no protection and when it is not likely that the target will just randomly dodge. On the other hand you don’t have enough sustain to live that long and for those people saying that we just have to take more conditionremove: Then we don’t have enough burst to actually hurt someone or kill any bunker.
Weakness
Imo Weakness should be a counter to upcoming bursts you anticipate. It should work a bit like the “offensive” protection with a pretty good addition to it. But right now some classes can hold up weakness 100% of the time on multiple targets.
Here is a list of weakness sources that should be looked at (the weakness I list is always the baseduration, so your duration can be up to 50% longer when you spec for it):
http://wiki.guildwars2.com/wiki/Fierce_Blow
8s of weakness on a 12s cooldown is too much. Ok, this spell is melee and has a big animation, but it is AOE and you can trait for reduced Hammer CDs. In combination with conditionduration you can keep Weakness up 100% of the time on every melee you hit with it.
http://wiki.guildwars2.com/wiki/Winter%27s_Bite
The Weakness lasts 10s and the cooldown is 10s too. Its only single target, but this is still too much to hold weakness on a target for 100% of the time.
http://wiki.guildwars2.com/wiki/Lightning_Touch
Here again 5s Weakness on a 10s cooldown. This skill can hit up to 3 targets.
Here again this Weakness is just too long.
http://wiki.guildwars2.com/wiki/Stoning
3s Weakness on an autoattack (single target) is really hard. We all know Elementalist don’t autoattack much but this is still too much.
I would replace the Weakness with a short duration bleed.
http://wiki.guildwars2.com/wiki/Signet_of_Spite
This is just overall strong, I cant really say how to balance that, or if its ok. Its just too much right now and this seems to be worth looking at too. When you don’t have a skill that clears all conditions at hand with this much cover you will probably die.
http://wiki.guildwars2.com/wiki/Enfeebling_Blood
10s Weakness in a really big AOE on a 900unit range, 25s cd.
http://wiki.guildwars2.com/wiki/Weakening_Shroud
15 second internal cooldown, independent of Enfeebling Blood’s cooldown.
This is just huge and this trait is only on Adept level. I would say raise the internal cooldown and probably put that on a master level.
Those are the weakness sources that have really long durations on short cooldowns/easy to apply. In my opinion weakness from a single source should have a maximum uptime of 50% (while specced/traited for it) otherwise its damagemitigation is “too kitten high”. But you may want to look on the damage of glancing strikes too. Maybe a 30-40% damagereduction would be enough for glancing hits.
(edited by LeGi.3921)
warriwhat? have they made it through the beta?
That’s because power isn’t viable anymore. What the heck, how can people even think that doing direct damage and getting countered by weakness, protection and the fact direct damage on ranged weapons is always weak so all the anti melee effects like laying fields of AoE death at your feat, cripples, disengages etc…
And on the other side you get necro and engineer that can AoE apply at 1200 range conditions that deal easily as much damage that melee power builds can reach. And for sure a LOT more than ranged power builds.
Even funnier, you got necros that nearly completely ignore block, in a 1200 ranged AoE package while melees have to always deal with that pesky guardian or engineer block block block block block block …
Edit : forgot blind too. Sure blind affects both melee and ranged skills but ranged users have a much easier time getting rid of it and not getting the condition on them in the first place.
so much truth in these words.
there is a reason why every EU Top Team is switching to AOE-Conditions and just keeping a burst mesmer/ele because of their utility/support in teamfights. well probably to finish low targets too but thats just a bonus.
how can you actually say that engineer is the worst class while a good engi can still dominate most 1on1s and synergizes so well with the fotm class necromancer.
consider reworking your ranking mr. engineer and watch the current top teams/meta where every one team is going for conditionoverload and every team has an engineer. the only (EU) top team without and engineer are we and we really think about changing that too.
only because you now have one class that you cant beat 1on1 (equal skill) it doesnt make you the worst of the game.
i opened a similar thread some time ago, maybe we should focus the discussion on one thread so it will be read more likely ~
i made a threat with the glory/gems problem, but noone really supports it. we should probably focus our effort so it may change sometime.
glory (the pvp currency) as it is right now is useless, but gold (the pve currency) on the other hand is really great. you can get everything you want with gold but glory is just.. meh.
(edited by LeGi.3921)
This skill is amazingly strong, yes but at least not on every map its working like the mesmer teleport and has major pathing issues.
From my experience i got no problem on Kyhlo and Temple but for Foefire and Forest you have to know spots when you want to teleport to Mine/Henge.
On top of the pathing issues it has on some maps it would be probably great when we could have a rangeindicator like other skills have. So when you are further than 10k away a red bar that you cant use it may imo be great.
1.) Spirit of Nature / Narture’s Renewal
http://wiki.guildwars2.com/wiki/Spirit_of_Nature
http://wiki.guildwars2.com/wiki/Nature%27s_Renewal
Will the Spirit get a Line of Sight check (Spirit->Downed Player; not Ranger -> Spirit) for Nature’s Renewal anytime soon? If left like it is you can just hide it for example under the clocktower behind the keep and rezz people on the spots.
2.) Shadow Trap
For now the Shadow Trap isnt working that well. You often only get teleported 10 yards expect you set the trap on specific positions that you searched beforehand. Will the pathing/teleporting issues be fixed or will it stay like this? A range indicator for the 10.000 yards range would be great too, so we actually know when we get out of range of the teleport.
3.) Combofinisher not working properly?
Will damage break Stealth? Right now you can Heartseeker + Steal through Blackpowder and still be in stealth after dealing the damage.
4.) State of the Necromancer
How did the Necromancer Buff work out in your opinion?
5.) New PvP-Rewards?
How is the progress on the new rewardssystem? Any eta on that? Any details how it will look like?
Maybe?
(edited by LeGi.3921)
it is a great utility spell as it is, would they remove the pathing issues it would be huge but i guess that will take some time (soon™)
take a look in the suggestionboard and maybe support my idea if you really want it.
ok we got one sole exception where it actually works everywhere.
and dont get me wrong, i dont want to justify the poor implementation of shadow trap (and other ports). It would be great if they could actually fix it that it is working everywhere like the mesmer portal.
its actually working as long as you know the spots. just like every other “teleport” in the game.
true dat. 15chars
Terror builds…tainted shackles into fear chain, boom headshot
Pretty much, did a tPvP a couple minutes ago, 4 necromancers and they just wiped the floor with us.
Any Stability I had was removed in a second.
With so much condition stacking, no one could do a kitten thing.
All the Necromancers were basically glass cannons, it didn’t matter as weakness they stacked lasted for 30 seconds or more.Congrats ArenaNet, sPvP is unplayable.
someone actually got it.
necromancers access to conditions (especially weakness) is too much right now.. and they still lack mobility/the ability to disengage fight.
Tier S
=Necromancer
-Elementalist
Tier A
=Guardian
-Engineer
Tier B
=Mesmer
=Thief
Tier C
=Ranger
=Warrior
Can you explain why you feel Shielded Mind is a musthave?
30 in Virtues was pretty common even before patch. Rolling “Absolute Resolution” and “Indomitable Courage”.
With the new Necro and therefore Conditionmeta you probably dont want to miss either of those.
The Stunbreak for everyone is pretty nice but i still think its not worth taking it. Aegis, Protection and Stability is given to your party even without this Trait.
I dont know how you can say that flamethrower needs some tweaks..
this is honestly the strongest >utility skill< i have ever seen.
Incendiary Ammo alone is pretty huge with all those Burndurations. Ok you could say the Autoattack and Flameblast are not that great, but Air Blast – a 15second cooldown knockback without a casttime in a pvp system based on capturing points by standing on it is pretty Overp.. strong. On top of that you get a firefield where you can for example stack multiple stacks of might and with Smoke Vent you get a savestomp for five out of eight classes as you can cast it while stomping.
Flamethrower is good, maybe too good in my opinion.
Elixir R was too good with the stunbreaker+selfrezz and the dominance of some engi builds screamed for nerfs.
You still have so many strong traits (100% swiftness+vigor anyone) maybe start being happy about those. There are other classes that get destroyed over and over again through those “balance changes”.
(edited by LeGi.3921)
Necros are pretty strong (maybe OP as most teams are getting one) for imo two reasons:
1. even with a conditionspec they have access to burning now and
2. they have can have a huge weakness uptime on multiple targets
i am not playing necro myself but i have watched others play it and played against it.
we have to see how it turns out. in the past necros had problems with thiefs killing them pretty fast but now with the new weakness and the lack of stunbreakers for all those fears and the conditions (especially burning) ticking on them necros lost their “natural enemy”..
have you really really used it on max range and and tried to dps with that?
the only spot where i miss the range is on BoK because you cant shoot from the roof to the cap point anymore.
I wouldnt make exclusive PvP Skins.. or only make those when weekly/monthly tournaments come into play. or maybe at the end of a season.
because that would actually cost pretty much rescources. those items would have to be designed and implemented in a way that not everyone will get them instantly.
and even when you have this item then, you want to have some other skin sooner or later.
New weapondesigns are implemented every now and then through events, so just give us PvPers the opportunity to have access to those skins through something we like, PvP.
1. Soloque
2. Some Builds / Skills balanced (#3 Skill on Flamethrower anyone)
3. better Rewards => https://forum-en.gw2archive.eu/forum/game/suggestions/Eventchests-for-sPvPers-Gems-for-Glory/first#post2200128
and after that you can evade with your energy and maybe use roll for initiative utility and stealport right back on the point..
then you can steal a ranger(?) to get http://wiki.guildwars2.com/wiki/Eat_Egg which is another initiative gain..
i was sitting on ruins in a 1vs5 for like 2-3 minutes till i ran out of initiative/killed myself with retaliation.
so yeah, this is pretty broken, but so are other things especially underwater.
Too lazy to make a video, so i just created a necro and made some screenshots of how it is possible to port on Niflhel with a fleshworm.
thats still working ~ so it works just like shortbow, blink and all the other stuff. you only have to know how.
http://imageshack.us/a/img837/1557/gw046f.jpg
http://imageshack.us/a/img844/2483/gw045u.jpg
http://imageshack.us/a/img832/7982/gw044v.jpg
(edited by LeGi.3921)
I dont think, that all the Gems you are getting when trading your ingame Gold were previously purchased by other players for real money. That cant be, because the tournament win rewards (not ingame anymore) wouldnt fit in that.
Btw, I dont say that you should get 1 Gem for 1 Glory but in a good relation this would imo be pretty viable. It could be a system like we have with Gold, demand and supply. Why not for example 1000 Glory for 50 Gems or something like that. No need to argue on those numbers, just an example.
But yeah, maybe im naive to hope that the Glory i farm day by day would be really worth something sometime.
Like i said, i feel like the PvE-Players get everything for their currency and we get, well not that much.
It really saddens to see that so many ports got removed from the game and for others (like mansion on khylo) you have to click an area thats like 3×10 pixels to get the port you want.
Hope it will go back to how its used to be. Would be great when the portbugs could be fixed, so you wont get stuck in a wall, but i could live with thakittens
like Jumper said, most of the time when you use Shadowreturn you flip a coin and when its tail you saved your tail and yeah when its head the enemy got that from you.
Thanks man,
i hope that the right people read it and Arenanet shows heart for their PvP Community.