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What’s the bug?
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The actual difference between an “easy” build and a “hard” build is so negligible, it really comes down to self-elitism: everyone (I’m no exception) wants to believe their build is harder to play than everyone else’s.
We should probably all get over ourselves. If having skill in this game were as hard as we make it out to be, no one would play it.
There is no ’’easy’’ or ’’hard’’ builds, its all inside the risk management, if a build is risky but rewarding, you need to manage your risk so that you get rewarded without being punished for messing up, and that can only be done by mastering the build and understanding the most possible risk scenarios to avoid.
BUT! some builds have no risk to them and are rewarding, this is why we call these builds easy and OP, because they don’t need to learn to manage their risk since they don’t have any.
Eternity~!
(edited by Phantom Master.9582)
Every second the mesmer is getting off cooldowns from stealth is a second your abilities are coming off cooldown too.
Statements like “stealth or blink away until I burn all my skill cd” suggests to me that you don’t understand the ebb and flow of it.Mesmer cds are not short.
Stealthing and blinking costs utility skills.
Every time a mesmer creates distance with stealth or blink, they have burned a cooldown. They don’t magically get to make you burn yours, without burning theirs.
Really nice argument there buddy. Having more stealth is definitely nice, its much more forgiving than before the patch though, and that turns some people off.(Including me)
PU is not as ridiculous as people think, it brings us closer to thieves and that’s great since we share roles in PvP. Now we can actually keep up with them, despite PU being boring.
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Ok so i have been thinking about a nerf that would be fair for all.
Attacks from phantasm break stealth not sure if you should be revealed maybe.
It should be just phantasm and not clones because mesmer cant help to summon them.
The reason for this is theif got same treatment on choking gass so its just fair game.
That would be annoying but it sure does sound like a fair nerf so I’m all for it, it would be cool if they gave you the ability to unsummon phantasms without shattering them though.
Eternity~!
Snip
Woah, thats a lot of roasting there buddy. We don’t have enough cold water for all of his burns. xD
As for my thoughts on the matter:
Arguments against nerfing PU often feel extremely selfish, not many people care if other players are having fun or not fighting your infinite stealth build. If you want PU to stay please give solid arguments.
I feel like OP is saying ‘’please don’t nerf PU, I’m having fun now that I’m abusing the broken mechanics of stealth and stunlocking people so they barely get to throw any moves at me, so don’t listen to people who have constructive arguments as to why it should be nerfed’’.
It honestly saddens me that people just want their class to be better than others simply to have this unfair advantage over them, no sense of individual skill or pride at all.
If mesmer is actually balanced right now, then that’s freaking great, but we at least need arguments as to why you think mesmer is currently balanced.
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That’s an odd idea, having a 16seconds cap would be somewhat useless without having ’’revealed’’ applied to you for reaching that cap. It would also be an extremely annoying change to deal with, while nerfing the duration doesn’t involve an extra odd factor like a duration cap.
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All dmg needs to be toned down on all professions (looking at you PvP amulets!)… the only thing i think is out of control on mesmer is Confounding suggestions. I’d love to see it changed to-
Confounding Suggestions- Your Control effects (stun, daze, fear, taunt, sink, knockdown, etc) last 25% longer. Increases the amt of defiance your control effects remove.
Done. No more stun locking, and this makes the trait more appealing in a larger variety of builds.
I would also really dislike for overall damage to be toned down in this game, its really amazing to be running a very glassy build and constantly being in the risk of dying for a small mistake but being reward really well for well-timed burst.
Having the overall damage reduced would make many builds survive forever and would make for a very stale meta. I am also all for that CS proposal.
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Another main thief user just to say
I love how a thief opened the post asking for mesmer nerfs in this stylish disguise.
Just a typical player who mains a thief and wants Mesmers to be “free kill” again like before the June 23rd balance patch.
I should change my signature, I didn’t know there were this many kids in these forums.
I don’t even play thief anymore, my favorite build as always been shatter mesmer I just gave into thieves when they were strong at the time.
Eternity~!
(edited by Phantom Master.9582)
Good day fellow Mesmers of the community,
Please tell me that I’m not the only person who’s noticed that the OP listed “R80 – S/D thief” in his signature ….
Personal opinion, for what it’s worth, this thread is complete garbage.
The only reason why I’ve bothered to even log in to make a response is solely due to the number of responses against the thread. With such high volume, it’s bound to get visibility with ArenaNet.Here’s why…
The traits under discussion are perfectly fine the way they are.
The arguments presented seems to be based on a false belief that this mesmer has 5 utility skill slots and 4 core specializations.Do help me understand what kind of mesmer build would include Power Block and Prismatic Understanding. The selection of these two traits are mutually exclusive from a build perspective and would not even be seen together in the same mesmer.
- Confounding Suggestions: Chance to inflict stun whenever you daze a target. Increased stun and daze duration.
Mesmer have always had crazy shatter damage, this isn’t new, however it took lots of clone micromanaging and planning to properly set up for a good mindwrack burst.How about Confounding Suggestion and the “crazy shatter damage”? If you’re going with a lockdown build through Confounding Suggestion, the only way you’d see crazy shatter damage is if you’re on your glass-cannon thief, in which case, a slight breeze will topple you.
This is also a chance to stun
Correction, Mesmers have always had the OPTION of crazy shatter damage. To choose to build a shatter mesmer, you making trait choices that optimize for the spike and that’s all the mesmer can do until the cooldown comes back around for the next SETUP for the mind wrack.
Sustained DPS (phantasms), survivability (the limited condi clear options), are all some of the things you sacrifice when you choose to go with spike damage.And let’s agree here that if a mesmer does catch a thief with 4 interrupts in a row, traited with Power Block with a well timed spike, you should be dead. Mind you, this probably won’t kill a beefy class like a guardian or warrior.
Any changes made to a class must be made in consideration of its dynamics with ALL classes, not just one class alone.There are other things for me to point out about your post that make you look completely mis-informed about the mesmer class but I believe that I’ve written enough to make anyone’s eyes bleed.
It honestly sounds to me like you got wrecked by a lockdown mesmer that outplayed you and you’re just here to post about the salt in your tears from your nerf cries.
formatting edit.
Screenshot of his signature:
Bruh, you’re judging on my signature…. really…?
I’ve quit this game for like 10months I don’t even play S/D anymore geebus.
Also just so you know, I’m specifically targeting the shatter build as it was the only viable TPvP build for a long while, and they often ran shatter with a berserker amulet, it was risky and completely unforgiving, I got my kills by completely outplaying my opponent with mesmer and it was pretty obvious that the class with subpar. But now this class that was actually difficult and require lots of thought is now so easy to play and so forgiving, its honestly disheartening, and I’m just making this thread in hopes that Anet just targets some traits that we’re overbuffed instead of forcing mesmers back to the subpar era. (A general damage nerf would really suck).
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In no particular order
- TP is the best, but it need some knowledge and not everybody like to play the market.
- Spirit Shards can be used to transform stuff into the mystic forge and make a profit when you sell those item. You need to know which item are valuable and you need spirit shards. If you play for a long time you gonna have a lot, but you maybe short of those
- Dungeon Speed run. If you have a good build and are relatively lucky with pugs, you can make a good amount of gold per hour + dungeon token. Ideally, a dungeon team will allow you to make around 50 gold for like 3-4 hours (depending on the quality of the team).
- Silverwaste have events and chest farm. Chest farm give more reward per hours, but you need to do some events to get shovels and crest to buy key. Both are required to chest farm. You can be selfish and always leech off others shovels, but even then you gonna eventually run our of crest for the keys. That’s one of the best way to farm gold, you can do it alone if you find a good map. But good map can be hard to find.
- Orr farming. I don’t know much about it. It’s less profitable than silverwaste, but it’s less repetitive. It’s also harder to find a good map, but I know some guild exist that do it on a regular basis. So it could be easier if you find such a guild.
- Ambiant halloween farming. I don’t know much about this one. But the basic is an item sold on the TP allow you to transform ambiant into halloween mobs that drop bags and can be killed quickly.
- Karka farming in Southsun Cove is also another good farming spot. Again, I’m not an expert and other people will need to give you more details. I think that wooden Potato did a video on youtube about it.
- World Boss Event. There is several world boss timer on the net (Dulfy is one of them). You just go to the next boss and usually a huge zerg is waiting and you do bosses one after the other. It’s not the most profitable, but it’s the easiest to do and it run almost non stop. There almost always people at these bosses, but after reset time is the best.
Edit: Oh and the Halloween bags farming have A LOT OF DRAMA. That’s why I don’t go near that thing.
Thanks a ton, I’ll do some research on those.
Eternity~!
Silverwastes, Dungeons, World bosses, in that order.
By silverwastes do you mean the lost bandit chests?
By dungeons, which are the best to farm, and can one dungeon path be spammed constantly for a good farm?
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Hello PvE community (and possibly WvW!), I’ve been out of the loop for a long time when it comes to making gold.
I’ve been a big casual-ish PvP player for most of guild wars 2’s lifetime(when it used to give you no rewards at all) and I’ve recently came back out of excitement for the new expansion and felt like after 3k+Hours and 5k+conquest pvp games, its about kitten time I work towards my first legendary crafting.
I’ve been going big on the Edge of the Mist’s karma train but I feel I could be going much faster. What do you guys think are the best ways to farm goals?
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Some of these are some great suggestions.
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Good day fellow Mesmers of the community, its not a secret that Mesmer is currently in the spotlight for possibly being the strongest profession in the game at this moment.
Bad news is that every build that has been in this spotlight have been nerfed to dust in the past. These builds include Beast Ranger, Old Phantasm Mesmer, Spirit Ranger, Hambow Warrior, S/D Thief, Dhuumfire Necro, etc. (The only build that comes to mind that came back after getting destroyed by the spotlight is D/d elementalist, however it took an entire year for its comeback.) The gw2 balance team is dangerously influenced by the infantly cries of the forums which puts our build diversity to risk.
To avoid this fate from happening to the current shatter mesmer, we should discuss changes should be done in order to bring mesmer down to the level of the other professions without over-nerfing.
I’ll start with my suggestions:
- Power Block: Interrupts deal damage and inflict weakness. Enemy skills that you interrupt have an increased cooldown.
This trait is really unique and cool, but the reward is insane considering the low risk now that mantras recharge in the background. The increased cooldown is 15 SECONDS! This is crazy powerful for such a low risk involving the current state of mantra of distraction. For a nerf, I would reduce the increased cooldown to 7.5seconds or less.
- Confounding Suggestions: Chance to inflict stun whenever you daze a target. Increased stun and daze duration.
Mesmer have always had crazy shatter damage, this isn’t new, however it took lots of clone micromanaging and planning to properly set up for a good mindwrack burst. With this trait, its all thrown out the window, with the new Mantra of Distraction you can easily stun whenever you feel like it to setup for your burst, its easy and rewards bad mesmers as much as good mesmers which is just heartbreaking. I would remove the stun and simply slightly increase the daze duration in order to bring this trait closer to the power of the other adept traits.
- Prismatic Understanding: Increased stealth duration from mesmer skills. Gain random boons while you are in stealth.
This trait doubles the duration of our stealth abilities, considering that stealth is a completely broken mechanic with no counters in this game, this gives us wayyy too much flexibility when setting up for our burst and wayyy too much forgiveness for our mistakes. I would suggest nerfing this to only a +50% stealth duration instead of the current +100%.
Discuss.
Eternity~!
(edited by Phantom Master.9582)
I understand the action/reaction goal with evasion skills they have in mind. But do they forget that this is an MMO? Most of us players have 100ping(some of us 200) and can’t do anything about it because we’re poor college kids.
No Dev in their right mind will ever balance a game based on some “poor college kids” slow connection and high pings.
If that is the case, change your profession.
Per 10 people I meet, 8 have a ping of ~100. (Lets not forget that most MMO players are young adults, mostly college kids)
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I understand the action/reaction goal with evasion skills they have in mind. But do they forget that this is an MMO? Most of us players have 100ping(some of us 200) and can’t do anything about it because we’re poor college kids.
S/D is not an easy build, its mechanically easy to use but requires knowledge of all the other classes’s offensive options to use efficiently (you can’t attack while dodging, beating a dodgespamming noob is easy).
If you know what ability is coming based on the situation and want to dodge it early, you shouldn’t have to specifically time your dodge to that ability, that just means the opponent was too predictable and wasted a cooldown skill because he didn’t feel like using his brain.
Does their new philosophy about evasion mean that lots of players will no longer be able to play these fun and thrilling builds, simply because they’re pings don’t allow them to do tight dodges?
I’ve played this game for 3k hours, have done about 5k games, and have played since the beginning of this games SPvP (when no effort was put into it), and it took all this time for PvP to become balanced-ish despite having static stats in SPvP aswell as balanced patches mostly focused on it. And now they actually think changing traits that don’t need to be changed is a good idea, hopefully that vicious cycle won’t restart.
Eternity~!
(edited by Phantom Master.9582)
Been playing S/D since launch, no complaints here. Swindler’s Equilibrium is the best buff we’ve gotten since Larcenous Strike rework. I’m glad to see this change is weeding out the bads and the casuals though, go switch over to D/P, just makes me feel more special and unique.
Being honest here… you sound like a pretty mean dude. What’s the point of this post?
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Hey its getting buffs outside of feline grace nerf so its not like this is the end of the world lol, It just might be subject to the power creep problem.
I’m surprised none of you are considering the fact that all classes are getting these additional traits buffs, its expected of thief to also get them get them, balance is relative to the other classes. We’re still getting very nerfed in the big picture.
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Well we just have to disagree because the intended use of dodge is for evading attacks and not for repositioning, thus even though it allows you to use it for repositioning, FG will only reward you if you use it as intended.
The current intent of FG is exacly that, to reward both positioning via rolling and evading via rolling, FG’s function is to increase our dodge rolling capacity to give us a more manual defensive mechanic rather than a static one. There is no indication that this needs to change in the meta nor in the build’s performance.
The new FG is not a needed change, and shouldn’t be welcomed, thus the making of this thread.
About the amulet and stat changes, this affects all classes, our balance is only relative to other classes (getting ~30% extra damage is not a balancement if other classes without nerfs also get ~30% extra damage). I’d agree that our relative damage increase should barely be ~15%. At the cost of most of our evasion.
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True, but this does not mean, that brainless evade spamming should be rewarded. I main an acro thief for about 2 years now and I would say I know this build. AND I don’t need all that endurance.
Brainless evade spamming isn’t rewarded at all, people seem to forget that dodge rolling is a commitment, you can’t dish out damage at the same time you’re dodge rolling until the animation ends meaning if you just spam your evades, your damage is weak. Also with Infiltrator’s return having a cast time, these extra evades are typically used to gain a safer distance to avoid being CCe’d before being able to return.
I guess you all underestimate the huge damage boost we get from the new stats and excutioner. I am glad we have more damage now at hte cost of maybe 20% of our evade ability, which is still very strong.
I’m not underestimating, I’m being realistic here, all classes are getting these huge stat boosts, so I expect thief to have some too in hopes of keeping up.
Eternity~!
Snip
I assume you’re not keeping up much with the conversation and you’re just adding your 2 cents, nevertheless I appreciate your research.
S/D is somewhat the only close combat build that allows you to essentially ’’fight’’ opponents for a certain period of time if you play your cards right, since thief is essentially terrible in attrition that’s why we utilise more evades.
We typically have a ratio of evades of 1.75:1 compared to another class with reliable access to vigor(Not 100% uptime), this is essential as we lack attrition, getting hit is a huge punish to a thief. Also flanking strike is essentially terrible as it won’t activate until all other thief ability animations are over and doesn’t have any evasion during its startup, this means you have to preemptively rely on that fact your opponent may lack experience in hopes they try to use in important attack on you during your Flanking Strike evasion.
Flanking Strike’s only other use it to get closer to you opponent after rolling away out of pressure. Also 100% vigor uptime for the HoT thief can only happen in a perfect world, because of the huge distance covered from dodge rolling makes it VERY unlikely to continuously proc the new Feline’s Grace when its off cooldown. The current Feline’s Grace is much superior than vigor.
This makes our new evasion ration to be much closer to 1-1.25 : 1 compared to another class with reliable access to vigor, this is terrible since we are squishy and have almost no other defensive options. (Dodgerolling is essential for its ability to cancel animation). This then forces us to build into sudden burts damage, a role that D/P excells at alot more, essentially making S/D very useless in comparison.
Eternity~!
(edited by Phantom Master.9582)
Snip
Great Perspective, Although I had thought a bit about that I brushed off that thought since all classes will be getting these huge extra trait buffs, probably leaving our S/D friend lacking behind in comparison.
However I agree with you, that’s a great way to see things, getting both Panic Strike and Executioner is sure to keep things interesting.
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But we only get a proc with a cooldown of 3 seconds, since this depends on if the opponent throws out a dodge worthy skill, lets make it ~3.5seconds.
I’ve spent a good amount of time watching replays of duels and small scale fights from a thief’s perspective to understand just how often this will actually proc; the best estimate seems to be about once every 10 seconds.
Yes, you dodge or FS important attacks more often than that, but because both of those involve a lot of movement they frequently take you out of range of the attack before it would land – which means they see a miss, you never see an evade, and FG would never trigger.
I’d guess it’ll trigger more frequently in very big fights with a lot of spammy AoE, but in small scale fights I would not expect it to trigger often.
It is a massive, massive nerf over the current FG.
Great perspective, It seems I haven’t thought of the distance dodge rolling actually produced, meaning you actually rarely ’’evade’’ an attack, you more or less get out of the way.
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I quoted you because you supported everything he said (and it was much easier to quote you then to quote from 2 other posts). No offence to you buddy, I respect you.
Also this isn’t an opinion this is a prediction based on our current info for HoT, I’m making this thread in hopes the Devs see it along with our discussion, in hopes of having them prove me wrong.
I want to be proven wrong since I don’t want my favorite build to become so weak. Doing this is much more than doing nothing about it.
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1. None of the numbers are set in stone. They said that over and over on the live streams.
This is only an argument of hope, it appears the Devs want to change this trait, and I’m only seeing it getting worse based on their past balancing.
2. You forgot that we also get a new grandmaster that gives a chance to evade projectiles while we have swiftness, and we still get swiftness on dodge.
That has a 5 second cooldown, and will proc mostly useless vigor since most of the time they will be engaging us our endurance will full for most of the first second. This also means none of our dodges will proc vigor for the next 3 seconds.
3. Going into acrobatics has a nifty new GM minor trait that increases vigor effects by 20%.
Useless, read updated OP
4. the dps on s/d is going up since you get the full benefit of DA now, or if you wana try out CS either way you’re getting 6 traits in an offensive trait line vs just 2 (minor and major).
Yes, but this hugely changes the playstyle of the build, making it more similar to the D/P burst variant which seems to be getting most buffed, essentially probably making S/D useless next to new D/P
5. Acrobatics also gets the choice of a internal stun breaker or a reduction in CD for steal which is something s/d loves to use.
That does sound nice but we also loose the ability to have both Vigorous recovery and Pain response in acrobatics in exchange.
Result: Judging on their suggested trait changes (again, not set in stone as people have mentioned), S/D is getting far more buffs than nerfs. So no moment of silence for you OP
I fail to see how its getting ’’buffed’’ in any way.
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It’s fine because it will proc with fs/ls , sb#3, pw…( that’s what they said in stream). If you think about it, it’s more like a buff.
Its not a buff, if you do the math, we still don’t get the same amount of endurance back.
2seconds of vigor (with the +20% vigor buff) = ~ 15 extra endurance(Same from current)
But we only get a proc with a cooldown of 3 seconds, since this depends on if the opponent throws out a dodge worthy skill, lets make it ~3.5seconds.
How many times do you have to roll within the first 3.5seconds? If its a aggresive necro or warrior that answer should be around 3. Which means we get 45 endurance back, but with our ’’buff’’ we get… 15… and wont get another 15 for more than 3seconds.
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Jesus, they even said that the Acrobatics line hadn’t even been tested and will most likely be completely different.
Despite saying that, moves were obviously made to change its effect, and since the trait is so strong already, I only expect a nerf.
I’m just making this thread to spark a discussion about how their current decision during the livestream should be discouraged, since it will only limit build diversity and kill off a build that is already less effective than D/P.
Eternity~!
Fellow S/D Thieves, we’ve been nerfed over and over again and we’ve finally achieved a state of balance and we’re still kinda viable(for the most part).
We’re not too dangerous but we can still hold our own, however Hearth of Thorns might be our end. With the upcoming changes to Feline Grace, our main defensive trait is being reworked into a vigor trait.
At first I wasn’t too worried, 2 seconds of vigor is about the same amount of endurance we got back from dodging with the current version of this trait, and in fact it encourages us to always carefully time our dodges, or else we loose our biggest defence tool.
But then I noticed the 3 second cooldown, having a 1 second cooldown would be plenty to avoid this trait from activating more than once per evasion and still keep the build fine, however a 3 second cooldown is a cruel nerf, especially to a build that now barely holds itself viable.
I know this decision isn’t set in stone, but this change will most likely force all other good thieves to go D/P along with possibly the new elite specialisation. Please don’t limit our build diversity like this.
TL;DR: We’re getting nerfed to the ground.
Update: (To those saying this is a buff)
2seconds of vigor (with the +20% vigor buff) = ~ 15 extra endurance(Same from current)
But we only get a proc with a cooldown of 3 seconds, since this depends on if the opponent throws out a dodge worthy skill, lets make it ~3.5seconds.
How many times do you have to roll within the first 3.5seconds? If its a aggresive necro or warrior that answer should be around 3. Which means we get 45 endurance back, but with our ’’buff’’ we get… 15… and wont get another 15 for more than 3seconds.
Ensign.2189 Has a valid point here
I’ve spent a good amount of time watching replays of duels and small scale fights from a thief’s perspective to understand just how often this will actually proc; the best estimate seems to be about once every 10 seconds.
Yes, you dodge or FS important attacks more often than that, but because both of those involve a lot of movement they frequently take you out of range of the attack before it would land – which means they see a miss, you never see an evade, and FG would never trigger.
Eternity~!
(edited by Phantom Master.9582)
Is this a hard to fix bug, I don’t mind loosing these animations for good, but could we at least get more than one?
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Its kinda been awhile since that one day teaser, I’m alright with limited dates for items but… 24hours….seriously? To your loyal fans and customers who couldn’t make it that day?
If Anet doesn’t want everyone to run around with these, make them difficult to get, like the spinal blade backpiece. I would gladly farm for that, it would be awesome!
They look great, and alot of people are upset about not getting the chance to get them, I’m sure at this point Anet would get a bunch of sales from releasing them.
My two salty cents.
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^ this guys is right
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The z-axis stops it from functioning properly, in fact the skill is so bugged that it probably is the cause of my anger management issues. Jk. But it is very very irritating to deal with.
So why not simply make the clone shadowstep to the target instead of having it ’’Leap’’ to it.
To avoid the skill from being unpredictable, the clone would appear for at least 0.5 seconds in front of the player before shadow-stepping to the target to cripple them. Then no matter the elevation, a swap is at least possible. Surely this change would not require much resources and would benefit all of us mesmers (in our current state we need it).
Show your support for this idea if you like it, if not state another idea you would prefer more than this one.
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This is also happening with the thief, it must be a bug.
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There is an incredibly irritating bug that just recently poped up after the last build, after your character is done the animation of the SB #3, he/she will now walk backwards for a second without you able to take controll of your character for that whole second, this makes shortbow no longer playable as a fighting tool in SPvP. Please fix ASAP.
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When I first played D/D ele for the first time after patch, I solo’ed three guys.
Disgustingly strong.
You must be talking those new PvE heroes that came to farmz goald, If yes… I did solo three too, with a DD Thief!
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The elementalist has been lackluster for more almost a year. People are just getting back to them after these SLIGHT buffs because they missed playing it. I’m constantly playing ele now cause I finally have a chance against others classes.
^ Ele always had great AoE, they were still played a lot in group play, like 5 man WvW, it’s just their dueling was bad. Now they are competitive, although not unkillable. I finally feel my ele is good again, but not overpowered.
This! I missed ele soo much XD
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ofc they did, but they kicked other professions for this aswell.
so some players can be happy with it and some are not.i dont like it to have like zero dmg vs dd ele or staff ele with ranger and just die to then over time.
i just ask myself who is now the sustain profession which should win fights like this over time by dodge and kite well?single target sustian without burst and “ok” mobility
vs.
aoe dmg sustain with burst and more mobilityi dont win with settler because ele burning,
i dont win with carrion because ele have good direct dmg aswell
and i’m also not able to outrun, because i have not more mobility… hmm
i just can create a bm regen ranger to stay alive like the ele, but then i can ask myself why i shuold run a bm when the ele can have aoe dmg and more mobility.
well same story i have against warriors aswell, but there its just i have no damage and have to run for my life from the begining of the fight untill the end.i really like strengh rune and celestial… just sad i can’t use this well balanced nice things on my profession.
at least the warrior cheese is still going on, it’s even worse then before,
just eles can also have fun aswell now.i have really no idea how its possible to let warriors troll around for 6 month now…
this profession is so kittened easy mode and faceroll.it’s much to easy to kill everything with warrior atm,
NERF it like the beastmaster ranger in the past, it was exactly the same like warrior now.i have no idea how it can be impossible to balance this little cute pvp mode with 1 game mode and just 8 professions for more then 1 year now.
each patch 1 or 2 professions get rotated around from useless to useful.
only guardian is safe, best idea is to play a bunker guardian as second profession…
That’s not the other classes fault buddy… its anet for not fixing the ranger yet
Eternity~!
The combos:
Burning speed + Lightning flash (takes great timing to pull off)
Switching to fire for the 2sec fury(minor trait in arcana) then Burning+flash combo into a fire grab. For the burst takes more brain then the mindless nade spam of engis.
The lightning flash in combination with updraft or earthquake takes good precision and is very punishing when missing.
Switching to earth while dodging into your ring of fire to blast it for might, is not brainless.
Most of the class’s skillcap comes from your ability to stack might while in the middle of the clusterkitten without wasting your skill’s main effects.
Such as setting up a situation so that you can use earthquake as a well time knockdown and a blast finisher for stacking might, and not just wasting the ability for just might (it has a 40sec CD).
This requires good placement of Ring of fire, and good decision making such as (Do I waste my water cleanses (water attunement) for an extra blast finisher, or do I keep it to save my life if crap hits the fan?
Eternity~!
Very happy about this, I’d rather see D/D eles everywere, instead of 3 button pressing HS warriors, or Balthazar spammer condi engineers, talk about the stuff that is actually a big concern.
Eternity~!
They have been exclusive since launch what made you think that would change
What made you think they actually were exclusive, unless you played PvE, or actually searched for it online?
Eternity~!
^ I would’ve been glad, if there was SOMETHING, to tell us that these were exclusive, I would’nt had salvaged it. But there was absolutely nothing to tell me that, I even have the gloves in my wardrobe, but nothing else. I would pay like 200$ to get a chance to have the rest of the set again, and I’m a poor college student. >>
Eternity~!
I’ve had no idea we had an exclusive set for sPvP only…. , I salvaged it before the removal of glory for skins I preferred, but I would’ve never done it if I knew it was exclusive. Now me and many future players will no longer be able to earn it, we are not even given a chance anymore.
How’s about this for an idea of a unique PvP reward track other than the balthazar?
http://wiki.guildwars2.com/wiki/Tribal_armor#Gallery
Eternity~!
If the stars align and a nerf actually comes to the runes of strength, then we can basically agree the dangers to come if other runes are left untouched, power classes would fall out of the meta. Next are the runes of balthazar, which can practically turn any condition engi into a monster.
Runes of Balthazar:
(1): +25 Condition Damage
(2): +10% Burning Duration
(3): +50 Condition Damage
(4): +15% Burning Duration; Gain Quickness for 5 seconds when you fall below 20% health. (Cooldown: 90s)
(5): +100 Condition Damage
(6): +20% Burning Duration; When you use a healing skill, nearby foes are burned for 3 seconds. (Cooldown: 10s)
These runes grant 175 condi damage, +45% Burning duration(wtf >>), while burning you everytime a healing turret is dropped. (Healing turret is the highest HP/Min heal in the game and now it also burns you every 15secs)
The problem is not with the heal’s effect though, but with the burning duration working with incendiary powder to bring you a 7SECOND BURN, with a 10sec cooldown. Top all of this with the wonderful condi dmg engi already has, and you get a monster if its well played.
These are the changes I would suggest:
(1): +25 Condition Damage
(2): +10% Burning Duration
(3): +50 Condition Damage
(4): +10% Burning Duration; Gain Quickness for 5 seconds when you fall below 20% health. (Cooldown: 90s)
(5): +100 Condition Damage
(6): +10% Burning Duration; When you use a healing skill, nearby foes are burned for 3 seconds. (Cooldown: 30s)
These changes are simple, they stop incendiary powder from reaching too long of a duration, while giving a greater cooldown to the 6th effect to avoid you getting combusted everytime the engi heals.
Please discuss!
Eternity~!
So you want this Rune nerfed because you can’t use it? Am I right?
Not at all, I was playing thief in PvP the entire time D/D elementalist was underpowered, but now Its viable, but soo faceroll. I came back to it since april 15th, and because of these runes, I can roll my face accross the keyboard pop every skill that is off cooldown and still DO GREAT!
That is SICK, and is the complete opposite of what competitive PvP should be about.
Eternity~!
I’m sure every player who’s been PvPing since april 15th, would understand the power creep that this rune is causing by itself. In fact its so strong, that the winners of the EU ToL (TCG) were all using that ONE rune, no matter the class played (except for the bunker).
These are the runes of Strength’s effects:
(1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): +15% Might duration; 25% chance when struck to gain Might for 10 seconds. (Cooldown: 5s)
(5): +100 Power
(6): +20% Might duration; +7% damage while under the effects of Might.
Look at this mess, it gives a total of 175power, +45% Might duration(what?), and 7% damage increase! (Will always be active because of the 4rth effect.)
It doesn’t take a PhD in Advanced mathematics to understand how disgustingly powerful this rune set it.
What I would suggest to nerf this set without damaging its utility too much:
(1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): +10% Might duration
(5): +100 Power
(6): +10% Might duration; +5% damage while under the effects of Might.
Still grants a wonderful 175 power, +30% Might Duration (Still great and strong), the might on hit effect removal would force the player to use actual abilities that grants might in order to access the +5% dmg, the % of dmg reduced to 5% because the rune already adds enough damage .
Please Discuss your thoughts and add your own suggestions.
Eternity~!
(edited by Phantom Master.9582)
I would pay a good solid 20$/month for no skyhammer in my solo Qs, please add this in the gemstore, I swear Ill pay.
Eternity~!
I think its unfair that Pvers are walking with legendaries in PvP and the pure PvPers have nothing.. Just a bunch of skins which you can also get easy in pve.. I vote for a better reward to the PvPers for spending their time in PvP.
The legendaries are the most painful thing about this patch, Its probably going to take me another year just to get both legendaries(From PvP), and Mr. Dungeon Farmer walks the frick in as a new PvP player with a GLORIOUS shiny armor and at least 3 legendaries.
Eternity~!
Builds right, gear is not. I don’t post the build because if people actually can’t guess my traits then they don’t know how to play thief and don’t deserve to know it. The gear I never tell because it’s really the only thing keeping me separate from people who copied my build. Sadly, this build isn’t as good since the patch so it doesn’t matter if people know it anymore.
Yeah, the lyssa nerf really did hit us hard, but on the bright side, theres alot less noob thieves that can faceroll with just a set of runes
Eternity~!
I don’t know if you wanted to keep the build a secret, but I don’t see any reason to do so.
Eternity~!
(edited by Phantom Master.9582)