malice is on hit and signet of resto is on cast. Very different mechanics then per second. Also two months ago SoR would proc twice off dodge rolls bc of EA and 5 times off hurl. It was nerfed/fixed when they fix confusion from procing extra times. If you have lots of multi hit attacks like pistol whip or dagger storm SoM can heal a lot.
Ele’s have much more healing available to them then warriors, thief’s have stealth/evades/blinds. I think you are overestimating the worth of heavy armor in this game.
yes, they miss wrote it, jsharp even said this on the warrior forums. Did you think healing signet need a nerf rather then buff?
soloqueue is utterly broken . i get so many bad brainless players playing inferior builds which i would never touch )
Ya there’s quite a few people that somehow got high rating during the first few games and didn’t deserve it. I got stuck playing with a guard about 6 games in a row yesterday. Lost everyone. He’s clearly new to playing tpvp so Im not mad at him but its annoying to play against 5 good players and have one teammate have no idea what to do. His rank is falling but it illustrates a problem to anet if they are ever doing leaderboard resets the need to resolve the issue of people getting placed way above there skill level. There are other’s in the same boat as this guy but there graphs are not as perfect. I wonder if people will start arguing the leaderboards are not volatile enough :P
http://www.gwshack.info/graph-solo.jpg/rank/na/Blade.9832/week
https://forum-en.gw2archive.eu/forum/pvp/pvp/BUG-Legacy-of-the-Loading
https://forum-en.gw2archive.eu/forum/pvp/pvp/I-love-the-30-second-loading-screen/first#post2581007
https://forum-en.gw2archive.eu/forum/pvp/pvp/PvP-loading-screen/first#post2568498
https://forum-en.gw2archive.eu/forum/support/bugs/Long-load-times-after-latest-patch
https://forum-en.gw2archive.eu/forum/support/bugs/Loading-screen-delay
I would like them to fix the sun spirit blind. Seems to be the only blind in the game that goes through bezerker stance. Have enough trouble with that much dodging and protection, at least give me a chance Q_Q
there is no matchmaking in hotjoin. thats why it is called hotjoin. you’re welcome
Oh, so the “play now” button only joins you to the first server on the list with a free spot? It doesn’t do matching at all?
Only the solo arena/ team arena’s have match making. Hot joins are just rooms to mess around in. Play now just finds a server that has room.
Solo que poped but said I need to update my client first. The client isnt updating. There was a gap between the patch and the lockout yesterday as well. Something you might want to work on.
You sure you are doing a different course then the one you got the first achievement for? Which course did you do first and what one are you trying now?
Then we get steam rolled by priest mage rogue every game.
At least its not five dk’s. Blizzard you suck!
Old standard 0/20/0/20/30
http://gw2skills.net/editor/?fEAQJArYhImKbzR5gjDAEFmgiQhFOUeMTO2A-ToAA0CnIqRVjrGTNyas1MsYWA
All heals can be taken. Depends what you like. I prefer SoR to glyph. You can drop mist for arcane blast for more burst, as well scholar runes in place of divinity. You can take cantrip mastery instead of vital striking if you want cd reduction on cantrips.
This is a more balanced ele build. Bunker ele or glass ele builds are out there as well.
They should have a new newb area that everyone attends before they can play tournaments. You will go and fight where we ping. Map pings, then you do it over again. You will now have to finish someone without getting interrupted. Again. Again. You will now knockdown someone while they finish someone and then rez. Again. Again. You will now have to fight on a node and not let the enemy neut it for 1 minute. Again. Again. You will now capture a node. Again. Again. Congratulations you have passed the tutorial you are now ready to face the real deal.
So bring back tutorial island but force people to complete the events before they can use the portal?
Never noticed anything like that. I was under the impression that stuns happen before the damage. I believe the hammer f1 gains the bonus damage from merciless hammer because of this. Not sure but something you could test. You said usually, what other stuns have you noticed this with?
Let the team que die for all I care. It will make a comeback down the track but Solo que was always a must have if the population was ever going to increase.
Solo que is the best way for teams to form anyways. Solo que will mean many more teams in the future imo. Team que’s will drop probably for a few weeks but then will probably be what they are now or even better a month or two later.
Solo Arena, map randomization and the leaver penalty are all coming at the same time.
Oh my, details in pvp blog thursday? Or can you share info about the penalty?
Flesh Wurm
huehuehue
In4b 10,000 range flesh wurm.
Don’t think thedenofsin was suggesting making the builds public but rather given to the shoutcasters beforehand so they get familiar with skills/traits they might not have seen before. I think it’s a good idea, sometimes the casters just don’t know what some builds are capable of.
I feel like people are thinking about this in 1v1’s for some reason. That’s not the point. If you down someone in 1v1 downstate doesn’t effect the outcome among any decent player.(Maybe a thief with down damage) Most of the down #2 are telegraphed and easily dodgeable. Yes you can interupt your stomp by dodging the knockdown,fear,stun etc then start stomping again and get it off before the #3 comes of cd. Thief, ele’s and mesmers are different but can be dealt with in there own way.
When i mentioned burst, i meant burst in a team fight. Actual burst, from several players onto one target. Target’s go down, it then becomes about which team can cc or dps in order to res or stomp. Again, check the latest tournament to see how much back and forth the downstate brings to the game. Without down state team fights would be determined by who ever comes out of stealth first dies.
Bleeding out may be a unpopular tactic i have no problem with it but they could simply add a “kill me now” button to #5 if anet felt it was causing trouble for some players. Some downstates need some balancing but downstate its self is a solid mechanic.
Unless the warrior throws his hammer immediately after he is downed, dodging and stomping before vengeance isn’t going to happen.
Then you’re doing it wrong.
Unless you kill him from 1200 range and have to get close to stomp, warrior cannot vengeance before the dodge/stomp.
This!
After reading about the incoming permanent finishers I started to wonder if you can use any finisher in spvp too? Could I use my winters day finisher in s/tpvp? If any finisher can be used which one will you personally be using?
Winters day finishers are usable in spvp same with cow finishers. Don’t know why this would change with permanent ones. I probably will aim for the gift finisher or the cow myself, at least till i hit shark in like 20 years.
If you watched the eu qualifiers last weekend you will have noticed how quick people can go down in a fight. Combat is very fast, without a downstate the fight would have be lost for the team which has a team member drop first. The downstate offer’s the solution to the problem of burst in mmo’s. It allows burst to be there without being overpowered because you must also have people on your team who are able to stomp. Without downstate burst would have to be nerfed and fights would be a much slower pace. Most downstates can be dealt with and if you are having problems with certain classes ask on the forums. If you are stomping a warrior you can get stability or aegis or blind the hammer toss, if not you can dodge it and still stomp them before vengence comes of cooldown(as long as you don’t wait to stomp).
For several reasons. The main one at this point being that the EU Qualifiers have already ended, and it would be completely unfair to suddenly ban Asuras just for the NA Qualifiers.
Well the op said pax tournament, not the qualifiers. But still many posts here are talking about making a system that would fix the problems in the future.
I feel like you are complaining about anyone that can take you out with just aoes. The only way this would work is if you were a glass cannon of some kind. Seeing as glass cannons don’t use any toughness I feel like you should be 1 shot.
Voz plays a very compelling engineer. Being that engineers are essentially an AoE class right now (grenades, bombs etc.), I think his thoughts on this subject hold some weight.
He just posted “They were meant to be small, and you do not need to see if your opponent is necessarily using a skill. Take a chance, Tyria is filled with it.” in regard to asura’s. Clearly he doesn’t pvp.
No, we’re not banning Asuras.
And why not? What about normalizing height? Engage the topic please.
I was joking lol
So was he. Or was he? Defektive #1 COF war NA?
Regional Qualifying Tournaments
Single match elimination
Teams of five players competing in five vs. five matches
Matches consist of a best two out of three games
Map rotation:
Forest of Niflhel
Legacy of the Foefire
Battle of Kyhlo
Invitational Tournament
Single match elimination
Teams of five players competing in five vs. five matches
Matches consist of a best three out of five games
Map rotation:
Forest of Niflhel
Legacy of the Foefire
Battle of Kyhlo
Forest of Niflhel
Legacy of the Foefire
The qualifier was listed as bo3, the actual tournament was bo5.
But then the code of conduct says “. All decisions of the Tournament Organizer are final in all matters relating to this Tournament.”.
" By participating, Players agree to be bound by these Tournament Rules and the decisions of the Tournament Organizer (including interpretations of these Tournament Rules), the judges and the Tournament Administrator, and waive any right to claim ambiguity in this Tournament or these Tournament Rules."
Way back when they nerfed elixir r the first time I had no idea why they didn’t change it to 15% per tick, not 20%. Not sure about spirit res. I don’t find that it lasts that long when focused fired. I believe it can only be interrupted by stuns and dazes only. I’ve heard Knockdown’s and knockbacks don’t work but too lazy to test. If thats the case thats one thing they should change. Maybe a longer cast, but don’t think its that bad.
Pretty sure they said this was a temp fix till they could rework the trait. So relax and wait for the next patch to rage.
We’re kind of on a time crunch, so yeah
If we’re going to do any hotfixes before the Qualifiers this weekend, they need to be asap.
Here’s a couple of clips from my warrior today a friend asked me to post.
The first clip everything is on cooldown and you got corrupt boon while running healing signet. Mending would have been better to deal with the condi.
The second clip the same except you have like 3 conditions on you for the first few seconds fighting a Engi before the necro hits you. Still with healing signet.
For the first one:You can’t heal while feared.
Things like hit bash and moment of clarity are great ways to have damage based on the player’s skill that can be evaded/countered. The pets hit hard not because the ranger moved some traits around but because they actively did something. Problem is that skills like that are not what the ranger is based on. The shortbow also gives the ranger the image of an autoattack class. I don’t know what anet was thinking making the auto attack as strong as the other skills (use to be more). How about nerf the auto a bit and make crippling a 4 stack of bleed and make quick,crippling and concussion do like (50,50,100)% more damage. Make the damage about landing skills.
Making marks viable before the cast finishes is also something I would like to see, or at least something more visible on the necro.
Necromancer raises staff, on staff big black scythe appears, kinda tiny for current size black swirl appears on ground, mark drops as necro does a poker card flash move with hand (dodge here), if you can dodge a backstab from thief you can dodge marks (also they all got their icons if you look at it for more than 3 seconds (hint evade the ones with a scyhe/axe rune and the snake fangs).
Marks are fine if they are not casted under people’s feet. I could be wrong but I thought all casts are the same animation. You have no idea if they are casting putrid/reaper or just a mark of blood. Dodging the putrid mark is make or break for any condi class against a necro. I thought anet wanted every skill to have a unique animation so people could see attacks comming. They seem to have done this for most power skills but not so much for condi.
I haven’t read the whole topic so I don’t know if anyone already suggested what I’m going to write.
I realise people will be angry with me for this idea, but here it is – just make Terror a GM trait to limit the number of builds you can run it with. Switch it with the scepter or weakness trait so that you forgo defense to go full offense (i.e. 30/30/ whatever / whatever/ whatever).
- This way, you can’t have Soul Marks and Last Gasp in one build with Dhuumfire and Terror.
- You also can’t have unblockable marks in the same build so that you have to make choices.
Some things during the Terror trait swap would have to be figured out, like if the traits are good enough for their tiers after the swap, but that’s the easy part I guess.
Coming from an exclusively-and-constantly-since-beta necro.
Please don’t hate me too much, just trying to help.
^ What I see as the most reasonable change. Making marks viable before the cast finishes is also something I would like to see, or at least something more visible on the necro.
“Terror: Reduced the damage by 17%. Fixed a bug so this trait now checks for the torment condition as well.”
I don’t know if it has been discussed yet but what exactly does that second sentence actually mean. Checks for torment and then does what????
Terror didn’t gain 50% more damage if the target had only torment on them. Now torment counts as a condition for the conditional damage increase on terror. It was a bug fix.
Everything that is powerful currently in the meta completely owns mesmer. I used to be able to protect xeph from the horrors that tried to charge him but it was useless, the horrors are now too much, so he switched to s/d thief. He then tried to stop the horrors from killing me on my ele but that was also futile. So now I’m a necro. We joined the horrors.
For reals? So much for my hope of seeing tp beat cheeze comps with a tried and true team comp. Pax is going to be a disappointment for showing what potential this game has.
“The requested topic does not exist.”
Also since this is a gw1 tourny i expect this to be removed/moved
Salvage for parts and deposit them. That’s it. You can use the mats to craft new gear if you rank up but sounds like you don’t pvp.
Didn’t I already describe this? Regardless, if the thief waits or he receives revealed he is going to be out of stealth. The mace block lasts 3 3/4s, that’s longer than an average stealth. Stealth from refuge is 8-10 I believe. But, why would you let that happen?
The guardian mace is that but the warrior (which the op is) is 1.5s. Pretty sure both blocks only stop one attack anyways and end premature when they do block. Still besides the point. We are talking about continuity, if the dev’s want they can make bs unblockable but drop stealth if the target evades. That just makes sense to me of how the game should be .
Edit:
Mini Ken said it best
“I just blocked his attack, but I have no idea where he is.” How does that make any sense whatsoever?
(edited by Nikkle.4013)
I think they said last sotg that only a few sigils were being used and they wanted to buff the unused ones instead of nerfing the ones everyone used. I assume thats purity,null,water,rage and a lot of the passive condi sigils as well. I think some spirit rangers or minion masters should run fleshreaver’s just for the lolz. More pets the better!
Yes, it does. However if he actually did everything in his power to avoid getting hit by a backstab, he would have avoided it. I mean 8k damage is a lot so he is most likely not a bunker might not have a shield, and easy access to protection.
The thief was dumb enough to try to stab him when he had his mace block up, why is the thief not suppose to be punished for his terrible play like every other class that bursts into a block?
So, I ask why this change?
Because if you blind,block or evade other classes burst they usually can’t just burst you again. People think this should be how it works with every class.
Well, a good thief should try to position themselves to get behind an enemy player, this eats time on stealth. And normally the backstab will be near the end, or at the end of stealth. So, if you have aegis, and it backstab is blocked that’s more time, if you dodge it and turn around thats even more time, and the thief is out of stealth.
I don’t understand why it is so hard to just play against stealth, and not sit there and let the thief hit.
It has nothing to do with not being able to beat a thief but rather just continuity in how the game is played. Thief’s probably would have to be compensated somehow due to having a tougher time landing there burst on good players but that doesn’t detract from the argument. The point is a thief’s can backstab after backstabbing into a block but a warrior(or any class really) can’t eviscerate till its off cooldown.
So, I ask why this change?
Because if you blind,block or evade other classes burst they usually can’t just burst you again. People think this should be how it works with every class.
i can sense a new imbalancing is coming sooon….
that’s the plan for the rest of the year, they won’t be added then right away and judging by the wording, they won’t be adding them at once as well, it’ll be awesome to see what Anet brings to the table with the future patches!
Hopefully they bring shadow form back from gw1 <3
I’m still waiting for them to give other classes portal type skills. Mini asura gate for my engi plz
Anet could offer a choice to que unranked. Matchmaking still there but without the risk of dropping rank. Would be nice to be able to solo que without having to buy a new account. I would like to grind glory in solo when my team-mates are not on but without dropping 400 ranks like I did last time I gave solo a shot.
Lags just a players fault for running at high settings on a comp that can’t handle it, but the devs have already noted how horrible team fights look. They said they will be toning down some effects but then they say there adding more. I hope they have a setting that allows you to disable effects on the enemies.
On the enemies? Seems like you’d care less about the colorful stuff you’re doing (since most of the time it still provides rings for your aoes) and would rather at least see what the enemy is doing so you can react :S
…. As in, I don’t want an enemy swinging his legendary covering my screen with particle effects so I can’t see what skills he’s actually using…….
Not entirely user or player fault. If the best consumer machine out there can’t handle WvW at steady 60fps, I would think its also something to do with the devs.
Talking about spvp here, not wvw.
(edited by Nikkle.4013)
Lags just a players fault for running at high settings on a comp that can’t handle it, but the devs have already noted how horrible team fights look. They said they will be toning down some effects but then they say there adding more. I hope they have a setting that allows you to disable effects on the enemies.
http://wiki.guildwars2.com/wiki/Vitality
If people stack more of this nearly every single issue described becomes less of a problem.
So vital makes your enemies drop stealth sooner? Makes S/D evade less? Yes vital is more useful in a condi-meta but you sacrifice damage or sustain for it. It’s not free. Vital doesn’t fix imbalances. Everyone getting more vital will just mean longer fights, not more balanced ones.
New blog post bro lol new skills, traits and legendaries for PvP for the future!
Exactly what the community wanted!
something VISIBLE and AVOIDABLE to promote counterplay.
If the devs pick up one thing from this thread i hope its this. The common theme of quite a few posts here has been to make things visible and open to counterplay. Make things Active not automated whether it’s damage or condi cleanses.
Burning in a s/d burst battle build after 12 stacks of might would hit for 420 dmg for second..after 12 stacks of might mind you
Well if your only getting 12 stacks of might thats your problem. Even at 420 damage thats 1260 over 3 seconds. If the blind was changed to weakness I still don’t see why that’s bad. So now you have more damage mitigation. And if you bothered to read my posts, I don’t necessarily agree with phanta’s solution. I just hate when people like you post such terrible arguments that don’t address the point at all and then make snide remarks. But Phanta nailed it earlier.
I’d just ignore arheundal just based on my past experience. He just argues for the sake of it I think.
This is good advice, going to follow it from now on.
/Sigh, it was going pretty good for a while there.
You’re assuming people would use it for burning(which can hit hard in a s/d with battle build), you could blind in air or use them to set up burst with an imob while in earth.
@Zelulose Necros have
-Consume Conditions
-Well Of Power
-Deathly Swarm
-Plague Signet
-Putrid Mark
Oh and btw these are all conditions except for deathly swarm which is still pretty good I am not even going to get into traits but if a necro is griping about condition removal just NO.Why does my engineer list feel longer?
Troll