As true as Odin’s spear flies,
There is nowhere to hide.
NEVER should a DoT deal more damage on 1 tick than 1 hit of a burst skill
I’m sorry, you do realize this is absolute kitten, right? Have you ever seen a 10k condi tick? No? Well I’ve seen 15k direct damage in a single cast. 10k isn’t all that crazy either. And that is with PvE stats, in PvP in a group, you’re going to deal massively more damage than a condi build would ever dream of.
was it a warrior using kill shot or eviscerate? And why are you placing PvE in a PvP discussion? You obviously don’t know what you are talking about. Condi’s actually WILL and DO, more damage than a power spec in a group IN ANY PVP SITUATION be it WvW or PvP.
i do 2-3k life blasts all the time lol. 7k unloads on my thief. your tone and argument kind of makes it obvious you don’t wvw/pvp much or know how to counter conditions. my suggestion: more hp and some cleanses. and i like how your first jump is to warrior. because y’know, a thief has never hit over 2k on a backstab. or a glass engineer has never hit a 6k blunderbuss.
[quote=4030484;frans.8092:]
i love when people think necromancer they think only of conditions.
fact: power builds don’t contribute much in wvw
fact: the hate for necromancers comes from players lack of ability to equip a cleanse
want to beat a necromancer?
be a warrior
equip a hammer
????
PROFIT
Simply put, death shroud. I was zerging yesterday in full rabid gear, I would use DS, go through a full DS 5/4, fear someone and jump to them (or do the reverse if stability was up), and say, have 5k LF at the end. By the time my DS was off CD it was nearly full again, almost every single time I did this. I was easily getting what would be comparable to 5-7k “healing” (through LF generation) via deaths every 10 seconds. That is massive sustain equivalent to healing signet at its most broken state, just through the profession mechanic and minor traits (soul comprehension and gluttony, parasitic bond if I had 1 in spite).
Agreed, our sustain is good in large scale fights. In fact it gets even better if you’re playing condis, due to Parasitic Contagion actually producing good results under those circumstances. That’s in zerg mode though. Roaming will get very different results. Try being part of a small scale havoc group in WvW, then tell me what you think.
If anything I believe the huge amounts of life force necros have access to in zerg fights only shows how erratic a mechanic player deaths actually is. Its efficiency can vary widely, from near useless to borderline OP, and you can find yourself at the end of either extreme of the spectrum depending on what you’re doing.
yep. sure is. in fact i find it’s the only time i survive fights. i’m currently running d/d and i’d say i’m pretty good, however i’m just not seeing attrition on the power side of necro. dagger’s cooldowns are monstrously long.
Not sure where all the warrior hate is coming from. A good necro can wreck my warrior.
I for one am glad you nasty buggers aren’t part of the current meta!
i’m thinking you’re talking about condition necro. all the hate that condi necros get leaves the rest of us that play the class totally looked over when it comes to balance, and/or nerfed into oblivion. point in fact, anet seems to think we’re fine where we are.
The idea is to redesing Dark Path’s mechanics. Make it similar as mesmers Blink or elementalists Lightning Flash(ofc with increased cd and other fixes). To make it nontarget and give us one more escape ability. Is it good idea or imba, your opinion?
i don’t see that it needs much of a CD increase.
i do agree that warrior has a disturbing amount of mobility compared to a class like …yeah all of them.
2) To balance/normalize travel speed between classes. It´s unfair a warrior can easily stack 1 minute of speed boost while other classes can’t.
Yes, its totally unfair that the classes aren’t all alike and can’t do everything equally. It’s just horrible. Horrible.
Realistically warriors and guardians should run the slowest since they are wearing heavy armor. The cloth-wearing scholar classes should move the fastest.
Realistically, Warriors and Guardians should run the fastest because they’re honed for athleticism and endurance and heavy armor actually isn’t very encumbering. The cloth-wearing scholar classes should move the slowest because they don’t have the conditioning and athleticism – Unless his name is Rincewind.
… actually, Rangers should move fastest, thanks to lighter armor, better trailblazing, and equal emphasis on endurance and athleticism to warriors.
lets see if you can crawl in 80 pounds minimum clad in steel let alone whirl in place with a greatsword. there’s a reason knights were phased out of military tactics. projectile+incredibly slow target=dead(not to mention the cost of paying a noble born shock trooper was huge). the knights had horses to thank for mobility, since we’re talking about realism in a fantasy mmo and everything.
3933 over the last 631 days no drop.
Curse. It makes any money making method actually playing the game obsolete unless you are lucky and get at least one precursor per week as a drop. It also makes all common items worthless unless anet adds specific recipes requirering insane amounts of it (eg. iron ore). Without a TP you would be able to sell those for quite a bit more (at the opportunity cost of selling it on chat)
But personally I also find selling stuff face to face more interesting than this anonymous TP.
i’m going to have to agree somewhat. i’ve played games that feature both player shops and auction houses, and the economies there were pretty decent. Auction houses were usually full of big ticket items whereas farmed materials sold faster in player shops, plus it adds a sort of reputation to the player that ends up doing very well in face to face trading. EG, there was this guy in one of the games i’ve played where he would sell cash shop items(due to a huge cash currency purchase at the beginning of the game) by the name of ‘marketprice’ because of his shop he was the richest on the server(it had rankings for this) not only was he known for the type of item he sold, but his deals were incredible. No one would’ve known this guy existed at all or where to get the best deals on cosmetic items etc if there was just an anonymous auction house.
I’d actually love to see what an A-list(the game i’m referring to in my former wall of text was a free to play game, which means it was a limited economy because of the mass influx of cash shop packs)company like Arena net could do with a two-part economic system where players have shops, can trade face to face, and sell on auction houses. because of the (thank grenth) lack of cash shop packs in this game(ever play a perfect world game? yeah, those)the economy wouldn’t be dictated by them.
not to mention i really enjoy RPing as a merchant in mmos. it’s really fun.
I love that I am not completely realiable on another person here.
That means so much to me, and it’s the biggest reason why I love GW2.Gone with the days where an instance would take 3 hours instead of 30 minutes because your tank doesn’t know how to aggro, or because your healer doesn’t know how to position, or your dps does no damage per second.
for many people, myself included, it’s why i’m still here. many of the game modes would not be possible with a trinity.
the trinity in mmo games is both a blessing and a curse. when done right, it’s an absolute blessing. but there’s always this one healer, who will try and out-dps the damage dealers, or one tank that can’t keep aggro, or a damage dealer that thinks it can tank. just last night in TOR, i ran an instance that would normally be smooth sailing, save for the healer. he responded to nothing the party was saying(and i didn’t want to kick him because he was the minimum level requirement for the instance out of politeness) so i assumed it was his first run. but after repeated attempts to get him to pull his weight(upscaling in TOR is at least twice as effective as it is here), i got nothing. we were forced to use healing stations.
QED, we all have horror stories about the trinity such as this. at least GW2’s system places the responsibility on every player. However, this is not to say that there are total airheads in this system too. I also have horror stories about GW2’s system too, mostly with eles using daggers who adamantly refuse to switch sets when a certain boss one hits in melee range.
Point in Fact, i like being able to heal myself and not wait for someone else to get a clue, and the lack of a holy trinity means that bosses are constantly switching to different player targets(usually with the most toughness or damage)
it has been at least a year and a half since the defeat of zhaitan. when will orr rejoin Tyria? why has there been no attempt to rebuild it in LS events or otherwise? If lion’s arch can be put out of commissions for three *months*+ i don’t see why the layout of Orr could be changed too, however a counter point to this would be that the game would lack a huge level 80 area. Solution: add regions to the map for level 80’s that aren’t accessible yet. I’m looking at you underworld. that could even be where the remaining risen are forced to.
Have you ever read up on why the Cantha District in DR was originally removed?
I tried to find some reasons. I believe what I heard was that it was to avoid offending the Asian demographic with their own representation of an Asian continent. Is this correct?
so uh, where was the outrage about the pandas in WoW then?
Non sequitur, offensive sustain (in comparison to defensive actives and passive regen) HAS to scale of enemies, its basic requirement is hitting enemies and unlike passive sustain doesnt have a 100% guarantee nor like defensive sustain/actives has a alerting change in gameplay/playstyle one can assume.
Offensive sustain requires the presence of at least one target. However, it does not necessarily have to scale with the number of targets – circumstance and design dictate whether that is desirable.
If balance does dictate one might take actions like taking a max potential heal from a skill (so for example Holy nova can heal a max of 8k healing, if you are the only person in the aoe, you get healed for 8k, if there is a friend, you get 4k each; if applied to damage can be, assuming base damage is 75, max damage pre target is +50, thus if a aoe hits 2 people, both take 63 damage, if there are 3 people they take 58, if there are 5 all take 55).
No idea what a “holy nova” is, but implementing a maximum cap on the amount of healing received won’t work very well in this case. Some weapons land many more hits over time than others by design, and unless you compensate for that you’re still stuck with a system that plays favorites. If you can control how often the vampiric traits proc, you can make them equally viable for all builds (every weapon set can manage one attack per second) and much more effective than they currently are since aggressive scaling with healing power becomes possible. If the number of procs depends on build-specific factors, you cannot.
My goal is for the vampiric traits to become 1) reliable regardless of circumstance and 2) build-agnostic. A one second ICD accomplishes that. I’m not sure how you think that “butchers the intended purpose” of them. I for one call it a win.Im sorry if this offends you, but: Come back to suggest sustain fixes after you played at least 5 years of WoW (where the skill holy nova comes from, namely priests), a year of EQ and a unholy amount of D&D, you clearly aint fit with enought data nor experience to understand why putting cooldowns on offensive mechanics which rely on enemy input is a bad idea (here is a hint, it will require a high base number thus hampered more by heal reductions and prone to being a nubstomp, skilled enemies will be able to shut down such build way to easy and it still wont do anything in 1vx situations nor will its effects be a reasonable function in burst vs attrition fights unless the numbers are flat out op).
Seriously just compare and contrast old spectral walk to new spectral walk.
or traits that didn’t make it out of CB stages to the traits we’re stuck with now. the traits that were removed before game launch were literally dracula status.
i’m still really irritated that every class but us gets an escape method. yes i know we get fleshwurm, but that cast time :/
why not make dark path similar to thief’s SB#5?
let me reiterate what I said…I leveled in a zerg getting credit for the taps because it was much quicker then solo killing stuff on my own. There was a nice zerg train this morning for about 2 1/2 hours just doing the same handful of events in a circle so that got me from 76 – halfway through 79 (did notice diminishing XP gains though).
I don’t see an issue then. Necromancers are better at tapping than anyone.
arguing about this point in the OP’s actual case is really taking away from the issue. So, back on topic, yeah?
i kind of feel the same way about my power necromancer sometimes. although in DS i become the best sniper in the game(weird)other than that, i find myself asking if i can do anything but whittle down the squishies from a distance. our supposed lore is that we’re dark casters and summoners that command the dead…but not in gw2. we’re more so the ball on the tee for warrior golf enthusiasts.
Ranger too is in a weird spot, rapid fire should be replaced with something like warrior’s killshot. not to mention pets AI works like a commodore 64 trying to run skyrim. plus the active condition cleanses on ranger are tied to a heal, and a grandmaster trait. i’ve found myself reluctant to play my ranger in wvw a lot because of this, with one active mass-cleanse the ranger is pretty vulnerable to conditions, so anyone who’s said that ranger’s role is not in the middle of condi bomb zergs was right.
Weapon diversity is an issue as well, and not all engis use kits btw but still those engis that don’t do not want legendary weapons because of the problems we face with lack of weapon choices.
Trying to pass of “I don’t want to use kits” as a reason to have more weapons is ridiculous. That’s like me saying “I’m a Mesmer but don’t want to use Focus, Torch, Sword, Pistol or Greatsword, so we need more weapon diversity please!”
ah. yet another uninformed player. your shatters are your mechanic, kits are ours. yet not every mesmer builds around shatters. just like not every engineer builds around kits. so saying something like this is a blatant show of being uninformed at the very least. you also mentioned about 2x more weapons that the engineer has in his/her inventory. most engineers swap to kits for maybe 20 seconds maximum and in certain situations. You also don’t have to waste a utility slot to shatter your illusions, or to even summon them in most cases. i have to waste a slot to equip tool kit, when i’d rather just be able to build around my rifle some more.
This again?
A warrior built for mobility has terrible damage output, terrible group support, and terrible everything EXCEPT mobility. If you get killed by one, you weren’t playing well enough, because it is one if the worst builds for combat EVER.
(insert the 500 other reasons from other threads that even the OP posted in and knows off by heart)
By the way, it makes perfect sense for the athlete to outrun a bookworm. Fantasy broken my buttocks. The fantasy would be broken if the bookworm outran the athlete.
/thread
brb zerker warrior with sword/shield and gs.
stability should last the duration of death shroud considering how far we have to trait for it. however, consider the fact that if you trait to reduce cooldown of deathshroud, your stability up time is 50% even if it does last three seconds. aka, avoiding the first 10 warriors attempts to stun you with a hammer. the other 30 do just fine with that though.
how do you feel WvW has helped you be better at your class(es)?
for me personally, it helped turn me into an infamous Engineer in the Gate of Madness (i’m now on SBI)wvw community, unfortunately no video to prove this, but people i ran with will remember.
now i’m known as one of the strangest necromancers in the universe. yay
(edited by Lightsbane.9012)
I’m tired of these threads already.
EOTM is fine – the farm is good where it is. Don’t like it – find people to play “proper” WvW with you.I do EOTM – I don’t do WvW. If they nerfed EoTM I wouldn’t do WvW – just farm somewhere else.
oh no, do stay in eotm. i get incredibly easy kills off of pve-ers in there. it’s really cool hitting a guardian with a 2.5k life blast.
on the subject itself, i’m going to have to say that the true rewards should go to the players doing the real leg work.
See, this is what happen when things in Pve are not rewarding enough.
We invade EoTM to farm karma and exp and mats.
You should propose to anet to make us have something that gives similar loot exp karma and pve and you will see people leave EoTM
lol
yes, your pve-er tears are quite sustaining.
usually light armor doesn’t automatically mean robes. With the addition of town clothes in combat, everyone can look like they’re wearing ‘light armor’ just now i saw a guardian/warrior wear something that was mostly comprised of material that belonged on a caster class. maybe it’s time to address the lack of design diversity in the not-so-heavily armored classes. 90% of the heavy armor designs look awesome. 90% of the light/medium armor designs look terrible.
this is just my opinion though.
I feel like so many players measure AP as a skill base. While yes it can determine how long someone has played for, it doesn’t measure how skilled you are. And while yes there is nothing in game to measure skill at first sight, capping LFG groups at “LFG Zerk Only 7,000+ AP Ping Gear or kick!” Is annoying at the least.
Last night In fractals I had a 21.000 ap guy repeatedly die at various parts more so than everyone else around 3-5k.
However I do agree if someone’s joining my group at high level fractals and has 500 ap I’m gonna kick them. I feel it should be loosely based on something like that to avoid wasting time.
high achievement points usually equate to a high amount of pve. and what happens when pve exclusive players come into wvw? i get laughs.
Too easy to farm badges or add Laurels and Glob requirement like the Ascended accessories.
in my experience badges are more rare than t6 mats. until recently anyway. I used to get 10 badges a week getting over 70+kills a night.
They are easily obtained in EoTM.
eotm may as well be pve at this point. remember that it’s also a recent addition to the game.
Too easy to farm badges or add Laurels and Glob requirement like the Ascended accessories.
in my experience badges are more rare than t6 mats. until recently anyway. I used to get 10 badges a week getting over 70+kills a night.
50% less points during night problem solved,karma train scrubs still get there karma but are not the only reason server wins.
“Yeah curse those people who don’t live in America. Punish these heathens for playing during their own prime time. How dare they log in and play the 24/7 game while Americans sleep.
#MURICA"
/facepalm
Lol, you should not post about things involving mathematics if you aren’t able to execute simple cross-multiplication
in prime-time we have a point/player ratio of 695/1200 (all maps on all server have queue)
in off-time it depends on the server and it’s rank, but I would be surprised to hear that any match has more player than 400 i.e. a 695/400 ratio.
if you cut points by half in off-time you reach
347.5/400 which is still much in favor of the off-time player than 695/1200 for prime-time player.To summarize for you:
Cutting off-time points by half, reduces discrimination of prime-time player a bit, it’s still far away from discriminating off-time player
well then. someone’s taking this a bit too seriously.
But no queue on Obsidian Sanctum? I’m not impressed.
i guess pve in wvw is frowned upon?
China release !
never say no to panda
No offense but mesmers don’t need any buffs. And I don’t see how it can be difficult to chain a combo or whatever you say. Summoning AI that attacks passively doesn’t look difficult to me.
the mesmer hater again that cant get over it.
Now all clear
https://forum-en.gw2archive.eu/forum/professions/warrior/Most-annoying-foe/first#post4006659
hahahahahahaha. if the warrior can’t kill it it must need a nerf! love it. unfortunately anet will probably listen to these tryhards, since they represent more of the playerbase than any of the other classes.
(edited by Lightsbane.9012)
They are tanky while performing activities. Life siphon, deaths shroud etc.
overcharged shot. tanky gone. 90% of necros i run into in wvw do not run foot in the grave. this allows me, as another necro, to wipe the floor with them. not to mention when i’m running on my engineer.
Its only just that warrior rifle 1 has longer range, more damage, longer bleed, nicer animation and same attack speed.
the amount of thumbs up worries me. you really want the same range and damage as a rifle as on a pistol? that takes illogical to a whole new level.
Nobody is asking for the same range, or even the same damage per shot. The obvious problem is that the pistol should shoot faster than it does, for both Thief and Engi.
can you imagine a condition engi shooting as fast as a ranger’s short bow? as in, the tooltip? that would be carnage. not to mention a little imbalanced.
I would say that Necromancer is the easiest profession to bring to balanced. With the addition of 1-2 2h weapons, some QoL changes (like making Locust Swarm not hit the boxes on Khylo putting you in combat), and some better access to stability/non-damaging conditions through traits, you’d see a TON of viable Necromancer builds.
As it is right now, there are literally tons of builds that are just short of being viable, but are held back by just a change or two. (All the below are considering high tier play, anything is viable in low-mid tier games).
MM would be viable if Flesh Wurm was 1500-2000 range (far enough that you could go from mid to home before a decap occurs).
Zerker power would be viable if they gave us a ranged power weapon
Condi would be viable if they reverted some of the Dhuumfire nerfs, and gave reasonable (not 6 trait points) access to attrition mechanics
Any bunker build would be viable with the addition of a relevant bunker/support weapon (one for power one for condi)That wouldn’t necessarily fix all the issues, but with fairly easy changes you’d have a ton of builds. So in a way, Necromancers have the ability to be very balanced very quickly. Its unlikely to happen soon though, since to fully fix a lot of issues requires ANet to actually understand the profession (they’ve shown they don’t, and don’t listen to people who do), and to make changes to make the class have actual synergy.
i’m going to agree with all of this. what i think necro needs the most is a melee weapon with a gap closer, and an actual ranged power weapon(DS is best at sub-600 so it doesn’t count) unfortunately, i don’t think any of the current ranged weapons in the game that necro doesn’t have should be in the necromancer’s inventory. what could be in place already, and it’s a very strange thought as to why it isn’t, is the spear on land. It is our best option in melee, offering 2 pulls, an outstanding melee whirl, and cleave LF gain. changing spear#3 to a leap would fix a lot of our mobility problems.
Its only just that warrior rifle 1 has longer range, more damage, longer bleed, nicer animation and same attack speed.
the amount of thumbs up worries me. you really want the same range and damage as a rifle as on a pistol? that takes illogical to a whole new level.
Please give us more weapon options.
Flails, two handed axes, bow Guardian, etc, etc…
srsreplytiem
2h axes would(should) go on a max of three classes:
warrior, ranger, necro. not to say that warrior needs more weapon choices, but it does fit the playstyle.
Lance, Gunlance, Katana… I really wanna have those.
As much as I love the gunlance, I think that particular weapon is too indicative of the Monster Hunter series (although my Engineer would totally rock a gunlance if he could, as he does in MH3U and will do in MH4). Dunno if gunlances exist in any other game. However, lances and katanas would be cool, though the latter should be introduced alongside the Tengu if/when they become playable.
i think you mean cantha. assuming it’s decided that gw2 should acknowledge its existence.
i think pve-wise it’s a decent idea, however, for wvw players, or at least myself, server identity is something i liked to have. i’m not sure i’m fond of helping players who led a 50 man zerg against my keep
well then. that would mean that half of the chill effect does not affect the thief class. other than utility skills. maybe anet should address this?
Its been talked about before. Generally what I hear from people (who I trust to not say unreasonable crap like, “THIEVES ARE BAD NEED BUFFS, MUST DO 50K BACKSTABS”) is that while thieves aren’t affected by chill in their weapon skill CDs, they are much more strongly affected by the lack of mobility, because they are so heavily based on mobility. With that massive reduction in mobility hurting them even more than others I’ve heard good arguments that it fairly covers the loss of CDR on their weapon skills.
It is certainly debatable, but I think I tend to agree that it is fair it doesn’t affect them.
the same could be argued about a class with limited mobility, would you not say the movement impairment affects them twice as hard? considering thief is a class with beaucoup teleports and utility stealth mechanisms, i can’t say i see it as fair. if thieves could stealth a lot less, i’d say that point is valid. however, since they can stealth every three seconds in combat or otherwise(no rogue class in any other game can do this), i’d say this needs an official response.
You have to remember that unlike the other classes, thieves are the only non-heavy armored class that have to be in melee range in order to deal any sort of damage
the latter part simply isn’t true. i don’t know about you but i’ve certainly been sniped by unload. mesmer seems to do just fine with their sword setup, and those cooldowns are quite high. also, almost all power necromancer builds require a distance of less than 600 to be effective, which in wvw is more or less melee. like i said, if thieves could stealth a lot less, the chill factor would be fair. however, since they can cleanse it every three seconds, i’d say that’s a bit broken.
The real issue with having Chill affect Initiative regen is that intiative is kind of like a shared cooldown between all weapon skills. It’s like if on a Hambow warrior, using Pin Down increased the cooldown on Backbreaker.
There might be a “fair” way to do it, but it really is nowhere near a simple problem to solve.
right, and unfortunately i think that fair way to give thief actual cooldowns.
well then. that would mean that half of the chill effect does not affect the thief class. other than utility skills. maybe anet should address this?
Its been talked about before. Generally what I hear from people (who I trust to not say unreasonable crap like, “THIEVES ARE BAD NEED BUFFS, MUST DO 50K BACKSTABS”) is that while thieves aren’t affected by chill in their weapon skill CDs, they are much more strongly affected by the lack of mobility, because they are so heavily based on mobility. With that massive reduction in mobility hurting them even more than others I’ve heard good arguments that it fairly covers the loss of CDR on their weapon skills.
It is certainly debatable, but I think I tend to agree that it is fair it doesn’t affect them.
the same could be argued about a class with limited mobility, would you not say the movement impairment affects them twice as hard? considering thief is a class with beaucoup teleports and utility stealth mechanisms, i can’t say i see it as fair. if thieves could stealth a lot less, i’d say that point is valid. however, since they can stealth every three seconds in combat or otherwise(no rogue class in any other game can do this), i’d say this needs an official response.
No it does not.
well then. that would mean that half of the chill effect does not affect the thief class. other than utility skills. maybe anet should address this?
does chill affect initiative regen?
that’s just it. the story. zhaitain’s been dead a long time in the guild wars 2 universe. we killed him probably a month after launch. so that means orr should be being rebuilt, but it’s not. killing zhaitain was supposed to be …lasting, wasn’kitten why is orr left completely out of living story events? why can a city like lion’s arch be leveled for months now from a sub-plot. but orr, the main plot, can’t be …de-zombified? WoW did one thing right, when a boss like zhaitan is killed, the content flow moves on and acknowledges it.
what’s really scary is the thought of going against chinese players in wvw.
as Alistair said it, swooping…is bad.
Since the game started i never really did something truly hardcore, till the 15th April!
On my side, the most hardcore thing i ever done:
- Enter 3 Headed Wurm Event on the same instance than my Party / Guildies.
Such proven me, only a true warrior can beat MegaServer and be able to play with his friends!- Do one Tequatl Run with all players naked (no armor), when a true warrior is able to beat megaserver and play with his group, fun things happen.
What’s the most hardcore thing you ever done on GW2?
sniped 6 enemies in a camp as a necromancer in lich form.
i’ve had some funny experiences with it. IE pulling an attacker in wvw TO me when i’m defending a keep or tower and seeing them fly 50 feet in the air and just dropping back down.
I think they should take the #2 skill, and add it as a chain to the auto attack, but with only 2-3 hits, make it cleave, and then re-balance it with that in mind. Then make the #2 skill a frontal cone burst skill.
Personally I really like having the channel as it is. It feels visceral and rewarding to press, imo.
What if the frontal cone was 1’s chain skill? So it’s more like slash-slash-boom, a bit like how Warrior Axe 1 is backloaded.
i think giving us a chain similar to warriors axe might even put ours on par with theirs. lolnonotinamillionyears.
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