FGS: Due to the mobility changes (movement speed not affecting movement skills). I believe one of the main purposes of the FGS are compromised. The ability served two purposes. Firstly it can be used for some extra damage in a select few situations. Secondly and most importantly, it served as a mobility tool. When an elementalist had a FGS, it was almost impossible to catch him, and he could close the distance on his enemies more easily. With these changes, teleports remain unaffected. Due to this, the FGS, when compared to teleports, is no longer close to competing. To maintain one of the core purposes of the elite, I suggest the following:
Increase the distance traveled with the 3 and 4 skills.
Tornado:
This elite has been weak for a long time. It is very cool concept to turn into a tornado, but the skill needs some more quality of life improvements to make the form worth entering. I suggest the following:
1) Double the damage of the 1 skill.
2) Change the 2 skill to blind all foes in the area for 1 seconds every 2 seconds.
3) (Depending on if the coding allows) Allow elementalist to continue to change and benefit from attunements. So some traits can work with the tornado. Being able to pop another stability charge by switching the earth, or healing an ally by switching to water are all interesting mechanics. By allowing the Tornado form to make use of the traits (making it a cantrip is a good start). It would allow some players to build, in part, towards strengthening their Tornado form.
4) Add a number 4 skill that pulls a foe towards the Tornado. Give it an 1500 range, and give it a 10 second cooldown.
I think the pet is a good elite for some situations.
Even if you only make some of these changes (regarding Tornado), the elite would be much more used. I have been trying to make it work well on live. And I found only two situations it finds use. (knocking people off a point, or clean up after a big team fight, when the enemies have more than 1 downed.) It is very situational, and not worth taking for serious games. A few changes could well….change that.
Thanks for taking the time, and feel free to contribute to my suggestion.
Necro definitely came in dead last. By far. If this was a race, Necromancer ran the race backwards and was disqualified. They Ride the Lightning’ed Consume Conditions, so RIP Necro.
Not even close. It would work like this if it got the RTL treatment:
Consume Conditions: Consume up to 3 conditions, for every condition consumed, restore extra health and reduce the cooldown by 5 seconds. 45 second cooldown. This skill is now a corruption skill.
Shooting Mist is something aplied in water for 10s. At this moment you don’t lost shooting mist if swap to other attument. Lingering elements have never anything to do with that.
Description of shooting mist at this moment and that in future are the same.
If they didn’t stated something like that: shooting mist works only while attuned in water and ends while leave water attument and also ends for allies, I didn’t hear/saw, so that mean that they didn’t change.
Wow that is really interesting. I had never noticed that. I guess lingering elements is really useless. (although who doesn’t like 150 armor)
I am also worried a bit by the loss of lingering elements. It should’ve been rolled baseline. Either way, we’ll see how things play out next week.
Yes it is sad to see almost 0 changes to glyphs and elites. I’m happy we aren’t getting gutted, but it feels like they only did a numbers pass since we got the last reveal along with the EA change. I mean, I actually use tornado in pvp… But its pretty bad. I’ll find maybe 0-2 times a game to pop it for some use. (usually it helps secure stomps if we just downed 2+ enemies, as well as remove ppl from points who are downed.) The damage of the elite is horrible… I’ve never, ever, downed someone with the elite. Give it a ranged attack (900 yards), a ranged blind (900 yards), and keep the knockback melee, but also add a 600 yard aoe pull for a fourth ability.
So many changes missing from this update.
Things that still REQUIRE a pass:
Tornado (Redo)
FGS (slight Buff to distance traveled to compensate)
Most glyphs
Some signets (now that they removed FE)
Conjures (not just frostbow…and make them instant cast)
A couple weapon skills (scepter autos, scepter 2 water, 3 earth, 4 water, and a few more)
These should come before the expansion. I love the elementalist, but they are missing some important changes.
Don’t leave some skills behind in the dust. One of the worst things about the elementalist is that they have so few viable utilities and elites. They make up for it with weapon skills being versatile and having cantrips. But please, don’t limit yourselves during this time of change. It is now the time to change these nearly worthless skills.
S/F is viable. However, I don’t have all the time to explain how. My most successful build with s/f is 0/6/0/4/4. If you slot mist form, you can help with rezzes using mist and 5 in earth. It plays like a support burst spec. Good luck. Everything will change in 7 days.
Tornado is OP. Only ability in the game where you can turn into a tornado, and since tornadoes in real life would one shot most players. Well you get the point… If you see a tornado, RUN!
Spread the word, we may get a nerf though. “Tornado no longer grants stability”. Asruantornadoball.
I also find these changes silly. It wont be so bad in pvp, but for wvw, a nightmare. Don’t oversimplify the game to the point you lose your current market. A lot of us have stuck around with the game for years, buying gems, and enjoying finding subtleties in your game. First time I superspeed rocket jumped, I nearly died of awesome. I kept trying to get over cliffs etc, good times. Even after 1 year, I love the combo. When I learned that you can use instant skills like steal mid move and cloak and dagger from a distance. All these little things, along with the atmosphere and story of the game create a great environment.
What I’m hoping are are some buffs to glyphs, conjures (instant cast), scepter buffs (earth 3, water 2), some changes to focus (fire aura, fire wall, reduce cooldown on air 5 and water 4).
I’m also expecting some conjure nerfs, because youknow… I just hope elementalist’s are still fun and competitive. It already feels like one of the harder classes.
If they continue to nerf d/d, I’ll cry….well maybe not, but it would suck. I’m playing a zerker d/d build right now in pvp, so much fun. They better not trash my new build.
I made this post, since, for the foreseeable future (next 2 years) they will not possibly be able to come out with enough specializations to accommodate the hundreds of hero challenges found in the world. (including the new ones found in HOT)
Since all players will already (for the next few years) have a surplus of hero points if they finish map completion, how could a couple extra hero points damage the new system.
Allowing players to build hero points (12 in total) in wvw, would simply alleviate some frustration players are feeling about having to go into the world to gather hero points to unlock skills they may currently have access to.
Lets be real, the players most upset by these changes are the pvp and wvw crowd. Most of which will enjoy wvw more than map completion.
I’m not completely against the new system. I’m sure some altoholics aren’t happy, but it won’t be so bad given how much we get from simply leveling to 80. (~85%) I just hope they allow wvw and pvp players the ability to go into pvp zones and gather a few extra hero points.
Hi there,
I’ve been wondering if, since the changes to map completion, will WvW skill challenges count towards getting hero points? I feel it only makes sense since there is an abundance of skill challenges in pve to get hero points; having a few in wvw should be well received.
That would be cool, but only on activation. So if you see a ranger lay down a bunch of traps in front of you, you can get rid of the ones you hit with your activation of swirly winds. I don’t think it would be fair if it lasted the full duration. (clearing traps/marks, etc)
It is a cool suggestion, and I really like the idea though.
Since they most likely wont revise this change. (new mobility changes coming) I would also like rtl to have a reduced cooldown.
This change is scary. I hope they change their minds on it, however if they don’t. I do hope they lower the cooldown on rlt.
RIP
This was one of my favorite abilities in the game. So sad to see cliff hoping leaving. Luckily, I’ve been experimenting with ride the lightning (which isn’t affected by movement speed), and I’ve found it can almost go as far. My goal is to cross the chasm behind the lions arch portal in hotm. I’ve yet to succeed, but my character has gotten close. I just need to find the right angle…
DONT LISTEN TO THE FOOLS!!!!!!!!!!!!!!!!!!!!!
Luckily, so far you’ve been given sound advice by knowledgeable individuals….
Anyway, enough joking around. You can build however you want. (for pvp)
For pve, you’ll want as much damage as you can do while staying alive. World bosses can’t be crit, so precision and ferocity is useless. However, world bosses are a very small part of overall pve. Find the right balance for yourself. I usually start all my characters in full zerker, and hop into wvw. If I find myself dying more, I add more defensive gear until I feel safe. Then I have a set for pve (full zerk) and a set for wvw (partial zerk/knight?/valkarie? etc)
Even for pvp, I generally prefer power damage. Even if many condi builds rule 1v1. I like being able to burst, while relying on conditions for utility (chilled, fear, immob, cripple, and burning for some added damage). This is my own preference, so you’ll need to find your own. (celestial is fun too if you want to make good use of all your skills)
Finally on the topic of scepter/focus. I’ve tried many builds, and they all work. One of my favorites is a fresh air build (0/6/0/4/4). I find it has great sustain and 1v1 potential, while allowing you enough damage to punish players who are out of position. I also enjoyed a mega burst arcane build (6/4/0/2/2). However you play, the amount you’ll improve from trying out builds and modifying them to your liking will far surpass any advice people can give you.
If you are looking for the fastest path to getting into tournaments and building a pvp team to compete with abjured, etc. Well, sure, there are some builds that don’t work. However, I’ve found that if you are a solo queuer, the mmr will put you with players you can compete with, and some games no matter how meta, you’ll lose. One player doesn’t win games, teams do. Some games, fresh air feels super strong, some, I can’t kill anyone.
My favorite build right now is a d/d burst build. But if you love sce/focus, try out all sorts of builds with the weapon set. If fresh air is too fast paced for you (it was for me 2 years ago), try something else. I made my gf a sc/f build for pvp. She is not very good, but she only dies a few times a game on mid. Its cause I made her a crazy staying alive build. (cleric/traveler 0/0/4/6/4) While people are trying to kill her, I try to slaughter them, if they focus me, with d/d I have lots of escapes.
TLDR: Try different set-ups, you’ll learn more than coming here.
We heard everyones complaints about engineer showing up too much in the daily. So we made some changes to allow two alternate classes to also show up into the daily profession winner. For instance, now you can complete the daily by playing a ranger or thief, as well as the standard engineer. Rather than the previous system, which only granted one choice beside engineer.
It may be too late for humor. I bug reported this with a screenshot. And proceeded to turret to victory.
I’m not sure on the exact number, but I must of spent at least 200$ on gems alone. I’ve enjoyed spending that money more than monthly subs though. Got all sorts of cool armor, weapons, outfits and bought most of the finishers. I still enjoy most of it. (although some regrets with giving some characters extra bag space).
I usually focus the enemy that shouts that he will destroy us in map chat. Break his moral, and he’ll probably be just a vocal towards his teamates.
Hi Hugh,
Can any comment on giving stronghold it’s own queue when the expansion hits? Lack of build templates combined with conquest, tdm, and stronghold on the same queue will just lead to more frustration.
Totally agree with this.
Stronghold should deserve a different que.
I completely agree. In fact, I think they should go the checkbox route. You check which maps you want to encounter in queue and hit the queue button. So if someone wants a chance for stronghold, but still do some conquest he can. If someone wants to just do TDM he can. Any permutation works. And it allows players who just want to queue for one map the option. No more “queue for ranked if you don’t like skyhammer or spirit watch”. Just queue for the maps you want to play on. By default, everything can be checked. So new players get the intended effect. But I don’t have to play on khylo anymore. Along with many players who would benefit.
If the argument is that restricting the queues would lead to longer queue times. Players unhappy can simply check everything (or leave it all checked) and only suffer a slight increase in queue time (probably 10-30 seconds), while players wanting a certain map might be forced to wait a few extra minutes, but it was their choice to make.
The goal of stronghold is to kill the enemy lord. To do this you have to break through gates. However, only npcs can damage gates. To summon npcs you spend your supply at two doors located right where you spawn at start of game. To get more supply you have to go to the middle of the map and channel some. There are a few timers to keep in mind during the match, however I’m not experienced enough to help here.
As for roles, given the objectives. You can defend (kill enemy npcs), you can supply run (produce npcs), or you can attack (defend your npcs from enemy team. For defending there is a treb that is useful. For attacking you want to be able to protect your npcs, so boon sharing and swiftness to get them moving faster are both good. Healing them is an option I believe.
A lot of builds that are nearly useless in conquest are great in stronghold. Of course, due to the queue (as far as current plans are concerned) being linked to conquest, you’ll have to change your build fairly quick at the start of the match to be optimal. For this event however, just make a build focused on either support (attacking), bunker/mobility (supply) or high damage (defense). And work with your team to accomplish the goal.
I personally found the map very confusing when playing it, it felt too big without enough options to get around fast. But I’ve only played it twice…. So there is room to learn. Hopefully when I get used to the map, I’ll find ways of traversing the map more effectively.
Good luck, and I hope this helped.
It is part of the New Player Experience Ruiner. It will happen any time you get low hp in a starting level zone. Only way to remove it is relog or get out of the 1-15 zones.
You obviously don’t need to be able to exit game if you are a new player. Nothing is more important than proper training. So if you get low, just stay in game and fight on. /sarcasm
It is really annoying, but only ruins a new characters experience. Once you escape the starter zones, your free to grind out traits for eternity and experience the new confusing personal story. Hope that helps. Also, I’m really looking forward to the personal story restoration that is coming soon.
Rolled another warrior to try and give melee another chance, worst case scenario she can gather dust in a city between bouts of trying to learn melee properly.
In the mean time I’ll roll up the engineer, and maybe the elementalist, and see how they pan out. I was doing some research on engineer and apparently their turrets are bad? Kind of a shame, I wanted to drop a ton of turrets. Guess flame thrower could be a close second or something :P
Turrets aren’t terrible in all formats. (I still use them when in pvp) However, the old turret builds don’t work well anymore. (I play a zerker bunker down turret build. Lots of damage, and rage when 1v1; although rangers make me cry) It’ll be a long time before you reach the skill level to talk about what is viable and not. At the low level, everything is viable and learning rotations, and understanding your oponents and fully utilizing your build will take time. So, just experiment with things. The matchmaking should place you against players who also don’t fully optimize their builds. If you wanted to use turrets in pve, they are really weak, even weaker with the recent nerfs. However, if you want to finish a guard X event, drop your turrets and elite supplies, and go make a sandwich. It still works sometimes.
Engineer is lots of fun. Elementalist is super fun to level if you know what you are doing. I just killed 2X centaurs solo all at once with some skilled play and lots of aoe. I got downed a few times, but rallied at each enemy death. I’ve always enjoyed leveling classes with aoe more. I just love to see how many I can pull and take out. Engie can do this too.
Good luck again, and feel free to add me to friends in game. I’ve been playing for years and don’t mind helping you out in game. I’m even leveling a new elementalist (23 so far). However, I have over 80 leveling tomes, so I don’t know how long I’ll be low level… XD
a bit late, but I did take a screenshot of my own.
[IMG]http://i57.tinypic.com/jjr5u8.jpg[/IMG]
(edited by Loboling.5293)
We’ll I got home in time to pvp before reset. Won 1 game as my engineer and captured a point. Daily done. I guess I don’t mind finishing my daily with only 2 things instead of 3. I almost feel like dailies are different for different players now, as I hardly saw any engineers. (1 each game)
Hey all,
If I happen to be crazy, please disregard this post. I quickly checked earlier and noticed that daily engineer winner is twice today… I was quick, and maybe misread. Please say it is so. Could they not have had the daily professions choose from 4 different professions? This is silly since, I thought that half the professions would get a shot at the daily each day, but I was wrong. I hope this is fixed soon, as it was Picard level. Hell possibly even Picard and Riker level.
Thanks for your time.
(6): +20% chill duration; when you’re struck below 20% health remove all conditions and become a block of ice for 5 seconds. (Cooldown: 90s)
All it needs
I like this suggestion. Rune would probably find some use.
Sorry, I’m pretty sure China, EU, and NA can’t play together in any format. However, players from different servers in the same region can play together.
For race, it mostly comes down to aesthetics. Norn have a cool racial ability for running away in wvw or getting some stealth. Otherwise, you could also make silly builds with summoned pets.
Humans on the other hand have a decent melee elite (grenth) which will chill and poison anyone around you. And hounds of balthazar which deal some good damage (single target).
However, racial skills will almost never be used, as they are tuned to be weaker than any class skills. There are a few situations where they would be useful.
Rangers are the best at soloing, if by that you mean can stay alive the easiest while picking guys off one at a time or a few at a time. Rangers have lots of innate survival mechanisms. A good thief would finish the maps faster. Same with warrior. But the ranger would probably have the least issues dying if you are new to the game.
Thanks for such a great response. In regards to your very last point, trust me, race is tormenting me almost as much as class
Kind of. I know I’m doing human or norn, so not nearly as much to worry about.
I did not know about the mists training, I’ll have to mess around in there. As far as video’s, I’ve done that, and done that, and done that. I’ve been working on deciding my character for a couple days now, I’ve read (most likely) every single thread on every single forum about soloing at least five times, had dozens of tabs up for comparing classes, and watched enough video’s about the classes to likely put me somewhere around the star wars trilogy in time sunk.
I know it sounds crazy to most people, it’s just how I am. I need to research, I need to know things, I can’t stand just diving in. I actually have less fun if I don’t have a game plan before I go into the game itself. Maybe I’m broken, who knows? It’s the reason I always hunt down as many opinions as I can, eventually when you pile enough of them together you wind up with an answer. I know it even sounds crazier to think that I enjoy classes based on their solo “rank” so to speak but that’s always been how I am. For groups or fun I can play pretty much anything but my main always has to be the best for soloing regardless of the class. The fact this game has so many different kinds of “best” is great, I applaud them for having such good balance, but they are definitely making me a little crazy
Also have to say, I applaud this forum in general. Lots of good responses instead of the general trolls or insults. Very nice surprise, that alone could end up keeping me around the game just for the quality of players.
It was no problem. I’m the same way so I can understand it, I always spend a lot of time doing research. (I’m also a scientist, so my job fits perfectly)
It has taken me years to dedicate to a class, and its never stuck until map completion…. But at this point, I’ve realized what each class is good for, and while I only play them one at a time (main), I will often switch mains every few months (5-6).
If you only found the warrior and ranger interesting based on your research, give them a go in heart of the mists. Both classes have lots of different builds, so it will take time to pin down if you enjoy the class. However, if your focus is pve solo, I’d focus more on power damage than condition damage. It is generally more useful damage type in pve. (however, there are exceptions)
For the Ranger, I can recommend you try the longbow, greatsword, short sword, dagger, war horn, and axes and torch in that order. These weapons (longbow especially) is the cornerstone for most good open world ranger builds. Greatsword and short sword are usually the second weapons, and with the shortsword it can be accompanied by any offhand for different effects. Also, if you want to make great use of the shortsword, you’ll need to disable the auto-attack (crtl click on the first skill in your action bar) and learn how to “about face”. This button in your keybinds turns you around instantly. With it you can use the mobility of the short sword to its fullest. Also, disable auto-target enemies in options. It will cripple your performance.
I’m not as familiar with the warrior, but greatsword, rifle, hammer, mace, and axe are all the power weapons (shield is utility). So try those out and see how you do. I’ve leveled a few rangers to 80, but no warriors (34 is my highest) So you’ll know more about the class than me in no time. I just know how to kill them.
Good luck, and I hope you move onto pvp at some point. It’s lots of fun. In fact, most game modes have their fun aspects. (I really used to like wvw when I was in a havoc guild)
As many have said, picking a class is very personal choice. All the classes can solo anything in this game. The game has some easily exploitable ai, very few creatures can pose any threat if you understand how to fight them. (I just soloed a lvl 8 vet wolf, along with 5 wolves chasing me, each summoning extra wolves. This was done on a level 6 ele with only 2 skills and 2 atunements. Truly, understanding mob ai is all it takes)
For choosing a class, I would watch some videos of skilled players with each class. Once you have found a few you find interesting, try them out in heart of the mists (pvp zone); you don’t fight other players, but they have npc classes to practice on and some boss creatures there too. Try killing these npcs with the classes you are trying out (spend at least 1-2 hours on each class you want to explore). I know this sounds like a lot of time (if you are interested in 4-5 classes), but its totally worth it. You’ll learn how the classes feel for pve, without the hassle of leveling. Then, once you’ve found the class that interests you the most, start leveling.
I myself was interested in ele, mes, guardian, engie, thief and ranger, and now I have a max level of each (except guardian), they all bring something special, but you have to start somewhere. Choose your favorite and go to town, you’ll enjoy soling more if you connect to your character (theme, feel, and abilities). All classes are balanced. Although its true that ranger has the easiest time soling, he can’t walk into a group of 10 mobs and blow them all up like an engie, ele, or necro can. He can’t sneak past anything like a thief can or move as quickly while still maintaining easy soloing. It is all trade off, and you have to decide what you prefer.
Ranger: great at keeping himself alive, can have super long ranger, mostly single target dmg, and plays always with a companion which can be fun or not to you.
Engineer: versatile, lots of explosions, good aoe, no melee (for now), very utility focused (only 3 weapon combinations, but have more attacks skills than most with kits (kits are utilites that act like weapon sets)
Thief: Mostly single target, but has some functional aoe, teleporting, lots of stealth access, squishy, access to a lot of evasion uptime (can dodge a lot), and some utilities can almost single handily save you from almost any situation. Even better at staying alive than ranger when trying to stay alive, but can’t keep up pressure in doing so)
Necro: beast, super tanky, however low sustain, like a walking tank, slow, but can really mess things up, and can build for lots of minions to protect him.
Mesmer: slipery, subterfuge, can be extremely high burst, mostly single target, decent stealth uptime, extreme utility (groups will love you)
Elementalist: versatile, can be highly complexe to learn, tons of aoe, can do anything in the game awesomely. Hard to describe, but its a really strong class, but is very squishy by default, however most builds have good sustain, so if you can avoid going splat, you can recover.
Warrior: Excellent sustain, can have great mobility, versatile (but more in that there are many builds available), mostly single target, very tanky.
Guardian: excellent sustain, can have okay mobility in combat (better than necro), good single target/aoe hybrid weapons. (not as strong as lets say thief in signle target, but a lot of attacks hit extra targets, but nothing like necro, ele or engie in aoe) can be squishy (least of the three squishies :thief, ele, guard) Solid profession can when mastered can do amazing things. (like an ele, engie)
Those are just some quick descriptions, but they should help you a see where your interests lie. Good luck choosing a main (it took me years and I still keep changing, but now I have a bunch of max levels so its easy to switch)
Also, don’t forget, you can easily change how your character looks, but can never change your race.
I agree for having the info in a ready up. It is very relevant to all pvpers.
However, I want to make a post directed at the players.
I know I’ve seen a number of threads on this topic, but none of them have gained any traction. I imagine its hard to have a discussion on something where we’re missing so many details, but players should speak up that they want to know about this. Otherwise, we may get too close to the release of HoT, without having given our imput on the upcoming changes.
A-Net does a decent job of talking to the playerbase, but I’m sure many would agree that deviating from their planned direction comes slow. I don’t want to pvp for months with only a handful of viable builds, should that happen. We don’t know what A-net has planned, but we know that trait lines wont have stats, how this will affect pvp is obvious, but there is more to the story we don’t know. We need to know about it. So join this thread to try and get some information.
Two Words:
Ascended Downscaling
Hello,
I was hoping the devs could come and give us some information on how they will balance pvp with the coming trait changes (no longer granting stats).
Given that players will lose a large amount of stat customization in pvp, how do the devs plan on allowing players to keep similar levels of customization?
Some ideas that have been thrown around are the return of jewels to amulets, a stat slider to allocate the missing stats, and a few others I’m not familiar with.
If the plan is to simply beef up amulets and player base stats, that DOES NOT maintain a similar level of customization. I look forward to hearing an official response on how they will work this out.
If they are unfamiliar with how this change could hurt build diversity, then they should look at classes with low base hp, who have a very hard time surviving without good amounts of vitality. Now berserker amulets have vitality, but assassin, cleric, etc have no vitality. Some classes and builds need to be able to focus some extra stats in a beneficial way to their build. Removing assassin s/d thieves or most zerker eles, and many other builds from being viable feels wrong.
I hope you found this post constructive, and I don’t mean to come off as confrontational. I just want to hear an official response to what the plans are in regards to this topic for pvp. (Since they lack the same customization that will make wvw and pve adapt to these changes)
Same….. people always think im a troll whenever I cap a point. Here’s a proof.
If you are playing the naked rifle warrior with full signets… Sure looks like a troll.
OP, if by some chance it wasn’t a win trading game, in a close match, players are expected to leave home to support other fights when they can. Guarding home is very important, but its nearly useless if you spend the whole game on one point getting 2 capped. Some builds focus on holding a point, and these can be powerful in some games, but in games where players ignore your home point, its important to branch out. Keep an eye on home, and if possible dont let them decap, but winning a mid fight and securing 2 points is kind of the point of most pvp maps. If your team loses the mid fight and you sat at home and fought no one, you were in part the reason the mid fight was lost. (unless the enemy team is also camping home) Any fights that are uneven are big parts of determining the outcome of matches.
this and air immob bug
i wonder which they will fix first
.
.
trick question, they both take forever
What if you got immobilized in mid air while jumping over gate? Maybe this is A-Net solution… Just immobilize anyone you see trying to hop the gate.
I just killed my first enemy with this. XD was kind of funny from the other end.
This warrior got stuck in my entangle mid-air while he was running to his two allies I had just downed. My allies that had helped me down the enemies, ran off thinking I would finish them off, when another warrior shows up. So its me 3v1, with two in the downed state and a full hp warrior coming in. I thought for sure he’d banner, so I tried to immobilize him los. He died….slowly, poor guy. With his arms in the air, he almost looked like he was saying: “I give up”.
Please fix anet, that could’ve been a turning point for my enemy, but he decided to jump over a rock at the wrong time. Can’t jump in gw1, and shouldn’t risk jumping in gw2. At least the option exists now.
If you ask me, what devs seemed the most proud of were the changes to skills, like the Med Kit and Mortar.
You need to see the big picture the Devs were. How powerful would med-kit be with defiance?!? You could run of the downed allies, rez them and heal them up with the med-kit
Mobile Mortar of Defiance? Sounds like it’s defiant to me, running around with a mortar.
(edited by Loboling.5293)
The new specialization will get the trident and be called Aquaman. We wanted players to feel the roots of where this specialization comes from. We were obviously inspired by the Aquaman comics for this. The Thief will finally learn that one of his parents is a sea dweller. However, upon returning to the sea to visit his family, a coup is organized; which plunges the underwater heaven into hell. Players specializing as Aquaman can communicate with fish as a replacement for their steal ability. Using it on land will have a lesser effect, but the closer Aquaman is to water, the stronger he is. The new skill type will be minions, with an Elite ability to summon a giant Kraken. These minions are very powerful, so to counter-balance the abilities, the minions will only summon to nearby water, and if possible, walk from there when used on land.
If you think that’s exciting, wait until the big reveal on Friday.
ps: We thought of DragonSwimmer, but that name was already taken by a certain all male club.
New feature: Players can’t take damage while in the air.
This is to combat the immobilize in the air exploit. Now, all players can be seen bunny hopping everywhere.
On a serious note, please fix this. I’ve died twice to this, and every time you feel so silly. Both times I’ve been trolled. Once the enemy told me to “l2p”, and another my allies were super mad at me for dying so quickly to a 1v1, they told me to stop queuing for pvp… How about a maximum amount of time you can stay air born in pvp maps. It force grounds you. So if you have been “falling” for 3 seconds you just teleport to the ground. I don’t know the ideal solution, but good luck, its a rare, but very frustrating bug.
The image you linked was hilarious.
If you and your friend like to pvp. Then I would just wait a bit, the servers open up at random. So with a bit of patience, the server you choose will be open. However, as the previous poster said, you can do EVERYTHING, except WvW (large siege battles) together from different servers.
In my opinion its best to wait and get on the same server, as you may really enjoy WvW. However, if you are certain that fighting other player isn’t your thing, then go ahead and have your friend play on any server.
I loved pokemon, and I even liked pet battles in world of warcraft. I’m for the idea, but I’m not sure how many years it would take to be implemented in this game, as it seems to take a very long time to make changes. I still sad about the personal story changes that have been in place for over a year. So I’m not optimistic on them adding an entire new feature to the game.
I have to say, the weakness of Ranger utilities is one of the worse things about the class. Spirits suck (niche), Shouts suck (niche), survival are decent, and signets are decent. Outside of a few survival and signet skills, all ranger utilities are weak, outside of some very niche builds. I really hope they buff traps and spirits with the changes coming. Both are being nerfed so far, and they were already poor choices mostly. They need to seriously buff those skills.
I really enjoy the current bark skin. One of my favorite ranger builds is going away with this change. I don’t mind trying the new builds, but I’ll miss the feeling of my opponents getting me to 25% hp and suddenly, they can’t get down those last few thousand hp. So much fun to watch all the mistakes ppl will make trying to down someone with 3k hp, who just wont die.
Some of the new ranger builds will be very survivable as well, but I don’t think they will match the current possibilities. However, it should be easier to make a good build that can actually down enemies whilst being very tanky.
I’m actually stuck for this expac between ranger, guardian and engineer. (I may consider warrior if the shadow warrior from the warrior forums is true)
Mesmer → Guardian → Thief → Necro → Warrior → Ranger → Ele → Engineer/Revenant (not sure on this order)
I tried to divide the classes into types (Specialized-Tanky-Versatile)
Furthermore, people who chooses to play guardian, do it because they usually dislike what Traps represent.
That’s the exact reason I play guardian. I know all my guardian friends have the same reasoning as well. Sorry did I say guardian, I meant dragonchaser.