Showing Posts For NeroBoron.7285:

Should Engineers get weapon swap?

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

I actually don’t see a need for it. Maybe when we get our hammer, so we can carry a melee and a range weapon without the need of kits.

Ventari's tablet underwater

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Hahaha had the same question I’m looking forward for an answer xD
Anyway underwater is nearly dead.

To be honest I currently don’t like the concept of moving that tablet around all the time…

Sword 3 - an evade?

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Did you ever got hitten by a 15k backstab from a thief? That is something you can’t conter! Lol

Evade was needed, else using this skill was kinda instant death for you. Damage increases was needed on all skills. Its the revenants burst weapon/legend! To much dmg on that skill? With the increase now against a single target it may be a bit strong. We gonna see.
As soon as the target stands close to other people the whole damage is splitter between all of them

You can still dodge some of the damage like on a pewpews rapid fire.

Skill pools for revenant

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

when describing what is optimal and often needed to make up for a classes weaknesses choice is merely and illusion. there’s a reason most elementalist run D/D and ALL cantirps.

And still you have certain situation where you drop one cantrip for a arcane spell or a conjured weapon. But I have to agree the ele currently doesn’t have that much build variety, too. D/D, Fresh Air and of course the staff build. But they have the adjustment I want to see for the revenant and also some different build varieties on each of them to adjust it to the situation.

Also I guess there are also some combinations of legends which people will not play because others are more effective

@Vergil
Thats it thank you! Sure many combinations dont make that mich sense, but you have the options of fine tuning.

(edited by NeroBoron.7285)

Skill pools for revenant

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

What is op on having some more skill options to adjust your build?
You still only have 2*5 skills equipped.

And still this is not about the total amount of skills. It’s about adjusting your build to fit you. Yes if you want to play berserker you go shiro and another direct DMG legend… That’s not adjustment. Cause the complete build changes when changing a legend, what is about fine tuning in skills? You only got that via traits… And those are nearly bound to the chosen legends

Question about Sigil of Cleansing

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

I meant that because your question was not revenant specific.
And sure my engineer runs cleansing sigil for about one year now. As well as my mesmer.

Also tried it on warrior which had 2 condi removes on weapon swap then^^

Strong sigil through.

Question about Sigil of Cleansing

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Cooldown is shared, nope just one condi cleanse.
http://wiki.guildwars2.com/wiki/Sigil
Btw revenant is the wrong subforum

(edited by NeroBoron.7285)

Skill pools for revenant

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

It’s not about creating a perfect class or something like that. It’s about build variety and adjusting a build to fit you and/or the gamemode/situations you play.

And that is a big deal. There are situations or game modes where for example I would never chose the herald, just because of his heal skill. In PvE you can’t take the benefit of it pretty often. Also for smallscale WvW/PvP I wouldn’t take it because experienced players can counter that to easily. So I really want an option to take another heal skill there.
(Yes I know you got another heal skill on the other legend, but that’s not the point.)

Another idea would be to add general skills to the revenant that you can pick from which are not depending on your legend. So they could add like 2 general heal skills and 5 generall utility skills and one more elite.

So they have a little bit less work and would also provide more variety options.

(edited by NeroBoron.7285)

Skill pools for revenant

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

I had to open an extra thread for this because it’s a big deal for me.
Every class usually has a pool of skills to chose from when it comes to utility, heal and elite skills.

Currently this is not the case for the revenant, because they are determined by your legend. So if a person plays for example hammer/staff and jalis/ventari all skills are determined. So there isn’t much of build variety yet.

So I would really like to see a pool of 2 heal skills, 5 utility skills and 2 elite skills per legend. (Okay if the elite is determined by legend I can live with it)

Edit:
Another idea would be to add generall skills to the revenant that you can pick from which are not depending on your legend. So they could add like 2 general heal skills and 5 generall utility skills and one more elite.

Edit to clearify:
It’s about build variety and adjusting a build to fit you and/or the gamemode/situations you play!

(edited by NeroBoron.7285)

Shield 5 break bar?

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Revenant is weak in general. I duelled with a friend of mine, he played revenant and I engineer and we tried a lot of stuff. In the end we noticed that I can win a duell by just using elexier guns auto attack and healing skills… That was soo sad.

Actually nearly everything seemed to be a hard counter. (At least if the person knows how to play his class)

Shield 5 break bar?

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

I doubt it, too. But else it wouldn’t be a “OH SHlT” Button as already stated in the other thread
(https://forum-en.gw2archive.eu/forum/professions/revenant/Crystal-Hibernation-1/first#post5383210)

Crystal Hibernation

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Yeah the heal seems really strong, maybe even to strong.
4x 900 heal that’s nearly the amount of a usual heal skill. Okay it has twice as much cooldown as a heal skills with 3500-4000 heal, but still.

But I would like to see the possibility to move while channeling that skill. And not to get stunned/vulnerable when it breaks. Then I guess it would be fine.

Shield 5 break bar?

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

The defiance bar on ele blocked 3 cc skills.
(At least in a 1 on 1)
I hope it scales with the amount of oppenents next to you like it will for pve bosses

Crystal Hibernation

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Sounds like a “OH SHlT” button that doesn’t work for “OH SHlT” situations.

Why?
First you all may remember the changes of the Engineers Magnetic Shield. Early in this game you couldn’t move while channeling it. That was totally crap, and it got finally fixed.
So this shield has the same problem.
To get to the second big problem: If the shield gets broken you get stunned for 2 second at leave with 25 stacks of Vulnerability. What the…?

2 examples of situations

You duell with a mesmer he sets up 3 clones and will going to shatter and you want to block it with Crystal Hibernation. The mesmer uses the Diversion Shatter which dazes you 4 times. If the defiance bar works as on the ele. The shield is broken after 3 stuns. So a single spell breaks you shield. And then he can quickly setup 2 more clones via Mirror Blade and dodge and then going to Shatter with Mind Wreck, while you have 25 stacks of Vulnerability and are stunned.

The classic wvw zerg situation you where 20 people trying to kill and you have to get back to your zerg. This shield just wont work here like Elexier S, Mist Form or Endure Pain, because you can’t move!!! Also if you use it you shield will probably quickly since in such a situation you will get hit by a lot of cc.

Please consider this problems in your next changes to the revenant

(edited by NeroBoron.7285)

Revenant Changes Based on BWE Feedback

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Sword
You gave us a lot of good feedback about the experience with sword, but there were some concerns that the damage, while good, felt a bit under-tuned. We boosted some of the damage values across the skills. The recharge felt a bit long on the off-hand skills so we reduced them a bit. As with Surge of the Mists, we made Unrelenting Assault evade for its duration. It was too punishing to be locked into a skill where you had no control over your character.

  • Preparation Thrust: Increased the damage by 6%.
  • Brutal Blade: Increased the damage by 5%.
  • Rift Slash: Increased the initial strike damage by 11%.
  • Precision Strike: Increased the chill from 1 second to 2 seconds and increased the damage by 34%.
  • Unrelenting Assault: Increased the damage by 30%. This skill will now evade while your character is preforming this attack.
  • Duelist’s Preparation: Fixed an issue causing this skill to not block for the intended duration. Decreased the recharge from 15 seconds to 12 seconds.
  • Grasping Shadow: Decreased the recharge from 20 seconds to 15 seconds and increased the damage by 75%.

Yay, finally it sounds like burst damage. Will test it.
But will Unrelenting Assault still deal nearly no damage if there are people sticking close together? Please tell me you have a solution for that!

Hammer
There was a tweak to a cast time here to help with the flow of the weapon. The after-cast on Field of the Mists was actually much higher than one second so this should make it feel much better.

  • Field of the Mists. Reduced the cast time from 1 second to 0.75 second.
  • Phase Smash: This skill will now evade while your character is preforming this attack.

Please add an option on Phase Smash to not teleport back!

Corruption
This trait was just too weak for what it was doing as a grandmaster trait. It should be more on par with other grandmaster traits now.

  • Maniacal Persistence: Increased the critical-hit chance per pulse from 2% to 10%.

Finally sounds like a grandmaster, nice!

Invocation
In this specialization line Invigorating Flow wasn’t working properly. Now that it does, the self-healing is quite visible. Similar to Maniacal Persistence, the Rolling Mists trait was just too weak as a conditional 10% critical chance increase so I increased it a bit.

  • Invigorating Flow: Fixed an issue with this trait so it will properly trigger from energy spending skills.
  • Rolling Mists: Increased the effectiveness increase from 50% to 100% to provide an extra 20% critical-hit chance while under the effects of fury.

Great

Legendary Dwarf Stance
Similar to staff having one outlier skill, so did this stance. Vengeful Hammers was in an odd place. It was mostly a skill used for added damage instead of fitting the theme of being more centered around being a tanky brawler. The skill has been redesigned with a new focus around survivability and being in the thick of a fight which should better fit this stance. Inspiring Reinforcement got reduced a bit because the potential uptime of stability was just too high when comparing to other stability skills; it could be kept up permanently. Besides that, I tweaked some of the other skills to make them feel better.

  • Inspiring Reinforcement: Decreased the stability per pulse from 6 seconds to 1 second. Increased the recharge from 5 seconds to 10 seconds and its energy cost from 25 to 30.
  • Vengeful Hammers: This skill has had a bit of a re-design. Decreased the damage done by 70%. The hammers will now heal you for a small amount when they hit a foe. While Vengeful Hammers is active you will take 20% decreased physical and condition damage. It also is now instant cast and lowered the from 180 to 120.
  • Soothing Stone: Increased the base heal by 20%.
  • Rite of the Great Dwarf: Reduced the cast time from 2.75 seconds to 1.25 seconds

Wait.. did i just read that you total nerfed Inspiring Reinforcement?
I already wasn’t sure about that skill, but more because it only grants stability after the “road” is completed.
So if a warrior jumps at you you can’t just cast that spell to get stability instantly to conter his earthshaker.
Also compared to warrior/guard/ele skills that grand 5-10 stacks of stability… this doesn’t sound fair to me. at least a duration of 2-3 seconds should be in

The decreased cast time of Rite of the Great Dwarf was really needed. 5sec of protection for nearly 3 seconds of that protection was really crappy.

“Theme of being more centered around being a tanky brawler” – The Hammer doesn’t seem to be a tanky weapon yet ;P

Other open questions:
Will the revenant get a skill pool per legendary? There aren’t that much possibilities of build variety yet.
Only one ranged weapon? Not even a second one with mid range skills? :/

(edited by NeroBoron.7285)

20 second instacast AoE reveal and stun break

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

I like that there is finally some reveal skill where you dont need a target
In times with op pu mesmer and invis condi trapper thiefs, nice to see that there is more viable options for revealing. But I have to agree 20sec cd sounds really low and it should be more like 30-40seconds. Other spells that reveal are single target spells and with that one you reveal everyone in that area.
Btw: Who tought it is a good idea to make a reveal spell which needs a target? -.- ^__^

@Shockwave
Revenants have also a 10second stunbreaker on legendary swap when traited, as well on necros shroud. Mesmers blink has a cd of 24sec when traited. I guess there could be a few more.

Revenants don’t have access to that much stability like a warrior has. So I guess I’m fine with it.

Unyielding Anguish and Conquest

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

decent utility and has amazing counter-stomp/rez ability, but as said above, will be affected by Stability (though single UA strips 4 stacks without traiting).

Yep great utility yet and its good that you cant just conter it that easily.
Never heard about the affect of stability on it. Not sure about that at all.
At least 1 stack per second (2 when traitet) sounds like a fair deal.

Also if i remember correctly you cant cover the whole conquest point with it or?
Else they may decrease the radius a little bit. Or the duration to 3seconds.
Decreasing the radius in openfield fights in wvw wouldnt be that great, so maybe just for pvp.

(edited by NeroBoron.7285)

[Feedback] on Revenant Beta

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Btw do you guys work together with / asked the people who participate in the tournement series? I guess they could provide really good feedback of the revenants pvp balance

[Feedback] on Revenant Beta

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Major Problem:
Each legend and weapon set suppose to fit one role and doesnt synergize well with others. For example what if I want to play a condition build? But which weapons should I pick since only Mace and Axe provide condition weapons? Also which other legend should I pick cause all other legends dont fit into playing a condition build.

Yes, I played Mallyx and Shiro with Mace/Sword and Sword/Axe, was a lot of fun because of the mobility. But i duelled with friends of my roaming/pvp guild a lot. and you dont have good chances even not after training with it for hours. They could conter me so easily.

Same for trying to play a burst build. S/S was way to weak for it, also you cant synergize it well with other legends or weapons. There would be Jalis and the Hammer. But the attacks are from the burst type. Not even a good pressure. Since they can be dodges so easily.

(Btw since the traitlines are focused on the legend so there is the same problem as well)
Stuff that I currently would like to see changed:
- nearly every direct dmg weapon still needs a small dmg buff
- S/S needs a lot more dmg at all. i thought this should be a set for burst dmg?!
- Unrelenting Assault. First at all it should be an evade! you can be easily killed for example by just get shattered during that skill. Second if you hit multiple people the dmg is splitted. urgh just no how should we pick somebody out with that skill when he has friends nearby
- What about condi remove? Some legends provide some others not. If you had at least some traits which would provide it :/ When fighting vs a condition class switching away from mallyx felt like an instant dead :/
- Skill Pools please to provide more build variety!!! (for example 2 heal skills, 5 utility skills, 2 elite skills per legend)
- Ventari and staff felt so useless, to stationary. supporting with cele engi or cele ele feels way better
- Hammer attacks are still sooo slow you can dodge them so easily
- Rework Phase Smash: Port to the location after that you have 2-5 seconds to use it again to port back, else you will remain at that location
- Add more damage dealing conditions to other weapons at least on one or two skills per weapon so they synergize better
- Add burst dmg options for other weapons sets
- Also the energy management didnt felt good to me. some skills take to much engery from you. maybe remove engery draining from weapon skills and increase the cooldown of them. or provide some options to regain energy faster
- A 2nd ranged weapon
- more swiftness options

(edited by NeroBoron.7285)

Closed Beta Feedback

in Guild Wars 2: Heart of Thorns

Posted by: NeroBoron.7285

NeroBoron.7285

Bugs:
Didn’t found any

Map:
Looks awesome! But I’m not a big fan of these Dry Top Event Chains to increase the tier of something. If people don’t play the map, you cant reach a high tier, so you can’t buy everything (Take a look at dry top! You won’t find any Tier 5 or Tier 6 maps anymore) So please keep this in mind provide a way to even reach higher tiers with only a few people.
At all I liked to explore the map.

Revenant:
Isn’t finished yet and I felt that. Any way some feedback:
First of all I really like his theme/style and it fits well. Only the hammer auto attack locked terrible =D
Hammer 2, Mace 2, and Axe 5 should have ground targeting, so you can hit more people easily.
Hammer felt really slow, at least Skill 3 and 5. Felt like mobs could run out of them really easily since revenants don’t have that much soft cc.

At all can’t say much more to him, since we didn’t have proper gear, as well as a choice of legendary stances and a skill pool for heal/utility/elite.
Btw will the skill pool be bound to the legendary stances?

(edited by NeroBoron.7285)

Feedback - Stronghold Beta [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: NeroBoron.7285

NeroBoron.7285

@Nate: for that i would wish a true death match queue with courtyard and new maps. No respawn, just like the random/team arena in guild wars 1

Feedback - Stronghold Beta [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: NeroBoron.7285

NeroBoron.7285

@Nike:
More Elite sounds good its currently to easy to pick out the first guards and destroy the first gate in a few seconds when the game starts. Also the idea with doors sounds interesting.

Feedback - Stronghold Beta [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: NeroBoron.7285

NeroBoron.7285

1.) Timer should be increased to 20 minutes
50% of my matches ended due to timeout, in many of them one site already broke into the lord room and was aktually attacking him.

2.) Channeling of supply/mist essence gathering should be interupted when taking damage
Obviously classes with less stability/knockbacks are in disadvantage. Had many times where someone just used his elite. 3stacks stability every 3 seconds and you cant stop him from channeling. Should be like on Temple of the silent Storm. Also fights around that would take longer and would be more interesting/important.

3.) Maybe more people for that map
5 is really the minimum for this map. Maybe 8 or 10 Players would make this more interesting.

(edited by Moderator)

Crashes When Leaving Party

in Bugs: Game, Forum, Website

Posted by: NeroBoron.7285

NeroBoron.7285

Also get a lot of crashes on inviting ppl into party, leaving a party or when kicking somebody from party. REALLY annoying!!! Already send a lot of those crashes, when the bugreport form shows up..

Rocketboots: Jumping through "wall" skills

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

Seems a bit unfair.

Because… ? Share your thoughts

So you would basically want stability for the duration of the animation (~ 1-2 seconds)?

I can’t say I’d be in favour of that. Engineer is supposed to have poor access to stability by design, and attaching that to an ability that removes movement impairment and launches you far away would be quite good, especially on a 20s cooldown. The only way I feel this would be more feasible is if the cooldown on the boots was upped to 35-40s since it’s escape potential would be greatly improved as a result of the change.

Stability would be a possible solution, or a true jump over those walls or invulnerability.
Increase of cooldown would be fair then yes. But I guess more like 25~30sec since there are only a few cases where this is really needed.

The escape potential is decreased also pretty often when the charakter makes a jump backwards instead of forwards That is pretty annoying too^^ If they would remove that too, 30sec^^

Often the elexier gun is taken over rocketboots, it gives us access to a leap with 15sec cd and blast finisher, regeneration + stunbreaker, 2000~3000 aoe heal + one more condition remove,…
Increasing the cd of rocketboots to much would make it more unattractive in comparison to the elexier gun.

(edited by NeroBoron.7285)

Rocketboots: Jumping through "wall" skills

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

And who is this “we” you refer to builds and stun breakers? If you want to be taken seriously, do not dishonestly claim to speak for anyone other then yourself.

To be fair, most engineers do only run one stunbreaker: either the Elixir Gun, Elixir S, or Slick Shoes. And he did say “we usually,” not “all of us.”

yep that’s it. and those are only a stunbreaker so you still cant pass the wall!

Rocketboots: Jumping through "wall" skills

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

Since we engineers really lack in stability skills, I would really like to be able to use my rocketboots to get through the wall skills of an ele or guard.

I had already so many mid-/largescale fights, with tons of walls/and rings infront of me and behind me so I just couldn’t move. Sitting there with my toolkit shield trying to survive a few more seconds and hoping that no one will cast another wall.

Since we usually have builds with the max. of one stunbreaker or stability skill I think this would be a fair deal What do you think?

How to fight celestial engineers?

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

We are vulunable to conditions and stuns, due to lack of stability and condition cleansing. Also Blinds right before high damage skills are the way to go.

I’d say with S/D you would have a chance due to the many mobility skills.
But it’s not a hard conter, it’s a fair chance if you are good with that build.
With condition P/D you have a chance, due to the invisibility and condi spam.
But both is more like a decent chance, depending on the opponents skill/build.
Its like with rock-paper-scissors Engineer is a rock while the thiefs are scissors

Alternativly you just swap to necromancer and instantly kill us with loads of condis and fear chains =D

(edited by NeroBoron.7285)

Please create a separate queue for Stronghold

in PvP

Posted by: NeroBoron.7285

NeroBoron.7285

Completly agree. When I read it at dulfy that it will be added to (un)ranked queue exclusivly for 5ppl teams, it kittened me off.

ANET Please at an queue for it, introduce an rank and achivements exclusivly for Stronghold. Like in GW1 with Team Arenas, Alliance Battles, Heroes’ Ascent and Guild Vs Guild.

I dont want to play Stronghold only when getting lucky on map rotation in a 5 on 5, I want to be able to choose to play a Stronghold map or a Conquest map.

(edited by NeroBoron.7285)

Not possible to salvage WvW Armor

in Guild Wars 2 Discussion

Posted by: NeroBoron.7285

NeroBoron.7285

That’s the point, extractors are way to expensive 250gems for 5 would be mayne okay for me but 250 for 1… no way! Also with the old transmutation stone systen you could at least transfer the old runes to a new armor. Also there was the price about 250gems for 5 stones.

Not possible to salvage WvW Armor

in Guild Wars 2 Discussion

Posted by: NeroBoron.7285

NeroBoron.7285

Currently it’s not possible to salvage your wvw/karma armor or weapon. I’m fine that i cant get some ectos from them. But as WvW player I got multiple wvw armors and I’ve got some that are not that useful on a class anymore. But they got valuable runes like hoelbrak or perplexity, which I could use on another char or sell. But since I cant salvage them it’s also not possible to get runes out of them with a black lion kit! Please change this…

Necromancer and combo finishers/fields

in Necromancer

Posted by: NeroBoron.7285

NeroBoron.7285

Yeah okay right minion master builds already got them but they should rebalance it to other skills. I don’t wanna play a minion master build to get some reliable finishers.

Sigils: Ele and Engineer punished?

in Profession Balance

Posted by: NeroBoron.7285

NeroBoron.7285

Seeing the Sigil changes has got me to thinking, are Ele and Engineer being punished due to their class mechanics? Every other class will have access to FOUR sigil slots. While 2 classes are forced to use only 2.

Uhm I play an Engineer and an Ele and it’s completly fair in my opinion, cause every class got only 2 sigil that can be triggered/ are active.

Thief overpowered? Then why....

in Profession Balance

Posted by: NeroBoron.7285

NeroBoron.7285

I’m fine with the damage in my opinion the problem is that backstab hasn’t a cd. The thief goes invis again (like nearly the hole fight )and can use another backstab. And the most annoying thing: you block or dodge his attack from invis and he doesn’t get revealed. So he can just try again and again and again.

solo/small team roaming powermancer builds??

in Necromancer

Posted by: NeroBoron.7285

NeroBoron.7285

I play with staff and axe/focus, including a mix of Berserker, Assassin and Cavalier gear. On utilities you should make your own choice I play most of the time with spectral walk and wells. But all spells can be usefull like flesh wurm, signet of spite, spectral grip, corrupted boon or spectral armor.

For Traits you are very flexible i would but 4-6 points in the spite line and 6 in the soulreaping.

You can pick up 2 points in blood magic for healing you friends (~3.2k heal)
also trait. Also 2 points in curses for ground targeting wells is useful.

Necromancer and combo finishers/fields

in Necromancer

Posted by: NeroBoron.7285

NeroBoron.7285

I just started playing my necro again and noticed how less finishers he has.
Also Putrid Mark isn’t a realiable blast finisher since it has to be triggered.

How about one or two more combo finisher. For example unholy feast as a blast finisher. It already looks like one and is more realiable then the mark.

Also other types of fields would be cool. Since there are nealy only dark fields. (And one etheral). The well of darkness as a shadow field would be cool.

It could be used with a blast than to make your group invis or to blind mobs that are not standing within the well with the auto attack of the staff.

(edited by NeroBoron.7285)

Leaving death shroud, skills 6 to 0 diabled

in Bugs: Game, Forum, Website

Posted by: NeroBoron.7285

NeroBoron.7285

Yeah i always have it in the worst cases… Going into death shroud cause of low health and cd on heal. And when heal is of cd and you leave death shroud you can’t use it and you die -.-*

Leaving death shroud, skills 6 to 0 diabled

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Posted by: NeroBoron.7285

NeroBoron.7285

After leaving death shroud skills 6 to 0 are diabled for a few seconds. In some cases this can make the difference in a pvp/wvw battle. This is really annoying and drives me insane. There isn’t a problem with weapon skills . Further the bug only appears about every second time when leaving deathshroud