No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
(edited by Phoebe Ascension.8437)
Well i’m sure that book has no strategy, that can win in the mentioned situations (20 vs 50+ equipment). So that won’t solve anything.
We took a keep against all odds. The book probably say ‘fall back you cannot win this’. Not all victories are by strategy. Sometimes courage and willpower is enough, wich is what kept us standing in the end. If they even bothered a little bit they should’ve have overrun us days ago. Pure player skills (kinda pvp thus, ignoring equipment), I dare say the opponents are weaker. The moment it’s same numbers vs same numbers we almost always won.
But yeah the conclusion is already there. A small server is doomed to loose. Strategy or no strategy, skilled players or no skill players. No statement ‘you must do it like this’ will change that So server change is imminent as I want some wvw fun.
Are Arrow carts overpowered? No when every server has full access to supplies/equipment. Because as many of you stated ‘use siege weaponry to counter’. Are they overpowered against a trampled server (lost all keeps/towers/camps), I think so. But then this is an isolated issue, that is more about balancing the right servers against each other.
(edited by Phoebe Ascension.8437)
The OP writes:
Arrow carts are overpowered. The winning team always has most. And it makes capturing for the underdog next to impossible.Siege equipment “rots” if it is not used for 30 minutes. Teams that build a lot of arrow carts when there is not a fight in progress or imminent are pretty much micturating their gold away.
Good to know. At least the opposing team looses lot of gold 32x gold/karma cost an hour at least
All of Eternal battlefield is taken by major zergs (both other forces focusing on us for obvious reasons). Our last castle stands, and the only way to move forward, is well to move forward agains the heavy defence Basically we must give up last waypoint spawning in eternal battlefield and do nothing, or fight this ‘impossible’ fight. Hope one of the two is attacked by the other giving us room to advance. Still after 3 hours i just quit because nothing happened, no kills, no exp, no karma, nothing But it was only thing we could do, retake Langor (southeast map).
While removing Arrow carts, please remove golems, ballista’s, catapults, rams, trebuchets, and such.
Also please remove portals, AOE’s, stuns, and anything else, which proves you can’t just PvDoor.
This adds nothing to the discussion, and if you read anything else then the title, you might respond different. It’s also clear the two of you play on bigger server and are addicted to your defensive siege tools. Anyone who only played on bigger servers cannot understand this issue.
If the enemy owns the map….arrowcarts are the least of your issues, and removing them (lol) would do nothing about that.
We took many captures point, with heavy defence underdog ftw. The only thing they didnt have when we rotated to like 20+ buildings, was an large amount of arrow cart. As you may notice in my later posts, I’m starting to see that they are a part of wvw and cannot be deleted. Still though for the smallest servers in the list (vs bigger ones), the difference between fun, and rotation, event succes, rewards, is has the enemie arrow carts or not. That was my experience yesterday. But perhaps removing is to drastic, and a solution for the big vs small servers imbalance must be found. Perhaps time will automatic balance this out as all wvw people will join the (few) bigger servers.
(edited by Phoebe Ascension.8437)
Perhaps i have need of killing an arrow cart to feel redemption. Now they only cause certain dead Or use one on my enemies.
It’s sad but basically the conclusion is wvw requires very active server. Guess i’ll change. Two of my guildies are in Desolation wich of course is full Lot of German servers wich I won’t join cause i don’t speak german, lol.
I just wanna have a little fun in wvw. (that means any succesfull event). To bad defending doens’t yield succesfull events. We defended 4 hours, and never got karma/exp for it. Perhaps that makes frustration of underdog a little bigger.
Perhaps in the more balanced server battles, arrow carts have their use and are fun. Its probably the frustration of being a to inactive wvw server, that causes this. Still this strenghtens the conclusion small servers have almost no business in wvw. Wich may not be so bad, since the more ppl vs ppl, the more fun it sounds as. Anet can still add small structured pvp later for smaller servers i guess.
(edited by Phoebe Ascension.8437)
in Mesmer
Posted by: Phoebe Ascension.8437
Seems like Arenanet did a great job at balancing armor set, looking at this posts Even math wonders cannot decide.
Atm my damage is way to low on mesmer (blurred frenzy 1300), berserker phantasm 2500. I nowhere get near the 5k damage spikes often mentioned. Will fully berserker or knight bring me close to this?
Meteor shower useless in spvp so that (for this skill, with others I agree) not true. This nerf has only use in wvw and pve. And pve i doubt it’s meant for that. Damage is laughable in most pve content.
Well 8 vs 8 structured never is as fun/variated/chaotic as 100+ vs 100+. So no thanks from me for that. Secondly is it’s again ‘timer’ like in gw1 with waiting time nah. I like the wvw idea’s, but imbalance in numbers greatly concerns me. Perhaps i want massive structured pvp, i dunno. Or I don’t know how fun wvw is because I keep loosing (generally). With my guild being more and more inactive, as is the server, perhaps a transfer is in order.
100% agree op. Might also put a stop to zerg-lobby servers (inviting low grade server for their own good).
not asking you to do this but why not have the guild go together, i mean the same pve stuff is on every server if things arent fun where you are why wouldnt you try someplace new together, you might like it, if not u can go back in a week. Its not always zergfests that win, put up a great defense and 20 can defend against 40. If you have 30 and the enemy has 40 u can either wear them down or send that 10 to take other enemy locations behind their zerg, there is strategy up here its not all zergs.
I had some nice victories today (only played wvw lvled 70-75 so quite some succesfull events). Problem is when one team gets hammered so hard they have no defence anymore. At start of today we had our share of supplies, keeps, towers. All of that is gone now. We have no rotation anymore (grab supplies, visit next keep, take, fall back defend, retake supplies, steal them). I love this rotation, it’s what makes the fun of wvw. But now only the biggest servers have access to it imo. As they can rotate tru everything.
Just my opinion. I’m open to suggestions. Tbh considering server change. If only for a week to grind all the necessary badges together.
The silver to repair your amor is a big cost enough arleady to pay if you die. Least you should be able to spy. And no point in removing it. Cause a body spy can be seen, enemies know that you know what they do. A thieve spy however… and thieve spies can never be deleted. so no point in camera blackout.
Supply removed? haha another ‘big servers easier to win’ feature. No thanks for me. Big servers have crazy easy supplies. Small server crazy hard. And you wanna take away the very last supplies they carry? No thanks I’m against everything that favors the big population servers.
I think you mistaking PvP with WvW.
Yeah, Phoebe can you please tell me why it is that you’re not playing structured PvP when that is clearly what you’re looking for?
I get that spawn camping can be an issue but that doesn’t seem to be your only gripe with arrow carts.
Gw1 jade quarry was not pvp at all. Yes player could kill player, but npcs (mobs) where also present. EXACTLY same as wvw.
And arenanet always claims ‘balance over everything’-pilosohpy (look al all the nerfs). 500 vs 100 (or less) ppl is not balanced sorrie. Why do i suggest low populated group should be able to penetrade arrow cart guarded field? Because it’s more fun. More variation. Everything should be able to kill everything. Just like they state, every profession can play any role. Now the moment you have people with arrow carts, vs people without the battle ends. You know the result with 90% certainty. Tell me the fun of that.
I thought people did wvw mainly for the massive people vs people, with the area involved also as extra fun. But it seems there’s a lot of Turned based players here. Who prefer pure Age of empires mmo gameplay then pvp.
If player skills had no meaning in wvw we wouldnt be able to use them. Meteor shower was nerfed in last beta. And it’s certainly not because pve. Only reason they can have ‘nerfed it’ is wvw. So player skills (and balance) certainly is meant to be part of wvw gameplay. Yet so far, reading all of this, it’s ‘equipment vs equipment’ battle.
But then i’m doing the same (in my opinion silly) action as the other people. Join the zergfest. So basically ‘zerg to win’, is becoming the law for victory now? Meh. And leaving my current guild just for this (we do lot of pve stuff), again meh.
Its not hard to survive 1 arrow cart. I’m an ele and I can get off meteor show whilst under the fire from 1 arrow cart.
One aint a problem either. But they had 6+. Either way if we had more balanced population, this probably would work.
@ above
Wvw is a very brilliant idea. And having 100+ vs 100 players battling, i never even could dream of in gw2. It has a lot of potential, and i’m definitely not against it. However atm i think the winning teams have a little to much advantage. I know that the wvw organized servers now got used to equipment and will also always have enough players to plan something with a good chance of victory. Still i think smoother gameplay (lower gate hp), slightly less powerfull equipment (especially against players, it can stay as strong against each other still so), would make it so more fun. Now every castle with 5 playres. Cannot be taken, not in 20+ minutes at least. meanwhile the big zerg can kill everything, and if castle needs help they just join. I think with smoother gameplay (faster capturing buildings), the bigger teams will be surprised more often. A spike capture (very fast in-out capture), would make so much more fun. And also dangerous because if you are winning, you have more to loose. Now the moment they take a castle, it’s basically like a keep vs the lower team because lower team must fight very hard to even have a chance to take it.
Basically gw1 (forgot) name, where you had to reach 500 points asap, and zerging was bad for victory, i would love in wvw as well. We once where 300-450 behind, and still won. That would be like 100 000 vs 92 000 last day, of wvw battle, and still victory for 92k team.
I think once you have settled your ‘empire’, that it is just to easy to keep them. Almost not worry about them. In gw1 a fast well placed attack could easely surprise enemy and turn tides.
Then again this are just thought. I have respect for the current system. But since their is no player counter, ‘unfair’ stuff will always occur.
Allowing every single person to join wvw is good (to make ppl happier as they always can join wvw no matter what as oppposed to gw1 with long waiting timers). But it’s also bad, as its not balanced. 8 vs 8 is balanced. If one team loses it’s their own fault.
Atm i think i can say we are not losing because mistakes, but rather low population. And that’s rather dull to realize that population can interferer with proper balance.
Perhaps seperate wvw servers from pve servers. This can be lot of work, but think about it. All the low end server have to low population. So make like 12 american and 12 eu Wvw servers force you to join the ‘big’ population ones. Then the battles will even out without this kind of complaining.
Arrow carts are overpowered. The winning team always has most.
And really, complaining about arrow carts is silly because their range is so limited.
This sentence totally Trampled me. I’m schocked to hear it. I might be overreacting but short range? hahahaha. Staff (best ingame except for few 1500 range skills) has 1200 range. Roughly calculated the carts where 3000 range from us, and still could hit us. Short range? Worst joke i heard ever. Maybe for equipment. But like I told you our only (and best atm) weapon is players. And players cannot reach it. And the moment we might be able to hit it, all the coward people (hiding behind wall, not even casting spells or doing anything), come out of portal, and push us back, get support from other carts, and basically we are back to square zero.
Arrow carts vs player group = win for carts. Always. Especially if players are low populated. We took a keep that had ballista’s, trebuchets, etc. The only thing they didnt have was arrow carts. Believe me or not, that made the difference.
So i’m a player, i have 20 allies. There’s a well player guarded arrow cart somewhere hidden behind hill before me. If it’s range so short, then tell me how to spike it down lol.
This is a call to remove zergstopping siege to protect the ‘smaller side’?
Arrowcarts are cheap, whether you buy them with tokens, silver or get them from chests. Its one of the cheapest siege and great to stop a large group of people.
As has been pointed out above, catapults and ballistae have greater range(and are also not that expensive) so you can counter what that.
50 people (on higher ground) + much equipment (and trebuchet) vs 20 people no equipment (but can build them). You tell me like it’s a breeze but you forget again one important thing. The enemy will kill the equipment before it is build. We cannot counter in time.
Jumping puzzle? that is UBBER UBBER camped by enemy thieves? No thanks.
Another thing in favor of big servers. You guys really (obviously) play on on the mid-high ranged servers.
The Rich orichalcum puzzle, took me 9 hours, and right about 80% further (finally got that far), Thief jumps out of nowhere and a mesmer joins ‘bye bye little elementalist from low populated server’. So jumping puzzle? again no thanks.
And yeah i got one jumping puzzle from earlier on (when camping wasn’t issue). I ussed my ballista, and guess what, killed in 3 secs (yes i announced it before i build it).
Combo of bad communication, server that is not good enough with equipment (rarely uses it), and low population seems like an autoloose. I see no way to win. Oh well, I looked forward to wvw, but with this, I wanted to have fun but I can’t.
Actually if you are facing that many enemy its a mix between maybe 2-3 carts and tons of rangers/ele’s the problem isnt so much arrow carts its your server being generally outnumbered 24/7 not much taking carts out will do to fix that.
Generally speaking, earlier we had about 50 ppl online and won many many battles while outnumbered. These victories only happened in the field (away from any equipment).
While removing carts may not fix the issue. It will improve the odds that we can win outnumbered. With purely pvp player skill necessary my server surely can take a few captures points. But the arrow carts are the preventing thing in this matter. Especially the recharge rate is overpowered. 3 aoe fields stacked, and about 3 attacks in 1 sec. They basically killed me in 4 seconds. Admit, my armor is crap atm, but like said with the low reward on low end server, not gonna better any soon. Secondly, the damage itself is no prob. I survived 1 vs1 in wvw with 50k damage taken. The thing was I outhealed it all (ele). The arrow carts, stun, immobalise, poison, cripple, bleed, etc. It all comes from that one tiny equipment. Dodge? sorry my 360 radius, + my sister arrow carts, prevent any escape.
Perhaps arrow carts have their use but atm i fail to see it, other then helping the big servers.
Blueprints (cost silver) are necessary) as far as i’m aware. And i got only 48 badges (many because other events then wvw, like madking tower) from 120 wvw kills. Those badges are necessary for other thing like equipment (amulet exotic for instance). Will take months before i can even think about using my funds for wvw lol. Either way. Ive only seen Silver npc. Not badge npc for equipment.
The arrowcarts also seem to have 2000+ range. My staff barely has 1200. Again my team is wiped of map so bye bye resource. Building up one of the very few equipment we can, will be killed in matter of second by enemies. I’m getting tired of all this ‘but it’s easy’. No it isn’t. You guys obviously play on zerg servers. If it’s easy then post youtube-vid with how it’s done. (As underdog, zerg server obviously has it easy). Then I might have starting faith in it.
Easist Syndic? Then tell me how.
Situation (right now)
Whole map captured by green/red. I’m blue. In a small path between two hills. The ememy does 9+ aoe red circles as big as meteor shower. (arrow carts). Is this one arrow cart or multiple doing all these crazy aoe’s? Secondly The players guard it. 50 vs 20 of us (yes atm only 20 ppl in wvw vs 200+ enemies). In the arrowcart team 50+ ppl. They got trebuchet also.
How do we win? Tell me the piece of cake trick.
Edit: thrown out of eternal battlefield. We obviously lost everything.
. If enemie has more ppl then you, they have more carts. On top of it they have the castle. The only way to take castle is tru gate, but to get tru gate you must go tru the wave of arrow carts killing you in a split second.
Well trying to capture castle when there is more defenders then attackers is not possible, especially for unorganized group.
If castles would be easy and fast to capture there would be no point to them. And if your group can only build one arrow cart, there is really no way to take a castle even if you outnumber defenders 6:1.
Use catapults and trebuchets t destoy gate and arrow carts. Their resources are limited. Or should be…
If every ‘big red enemy aoe circle’ on ground incidates a different arrow cart, it suggest the ememy has 20+ of them.
But it’s funny EACH AND EVERY of the suggestion to win this battle comes to same conclusion. Use Age of empire (for lack of better discription) equipment to kill enemy. Kinda lame that player skill is useless in wvw mostly. Only AFTER a wall is down, or between capture points, player skill is a little important. And like I said almost nobody is motivated to lay much silver in equipment blueprints, after the many repairs they have to pay (a lot more then winning zerging server obviously). Wich comes to the poitn again of ‘unbalanced equipment’-battles.
Wel sadly my server organization sucks. And one player wanting it otherwise (me) makes no difference. Secondly i need my money elsewhere. Many of you early lvl 80 wvw zergers, profited of the early high value drops. I didn’t (missed the start kind off). Now all items worth crap, and i must farm hardcore (2 gold a day in Orr) to get my full lvl 80 viable equipment (exotics).
I already have high enough repair cost on underdog server. Cost me near 50 silver today. (40 deads, 120 kills though). Sadly the 120 kills only got me about 60 silver. Another lame point arenanet. Killing so many and yet not being rewarded properly. Especially as underdog server.
So like i said server like mine, will never stand a chance in wvw. You must hardcore master communication (chat is nog enough, TS is must wich we don’t have), many generals (we only have one, rarely online), many silver from the early days, stacked in your pocket to buy blueprint, get easy wins with it, and zerg your way to much drops, to repay the blueprints.
Most left already to the ‘lobbying’ servers. I’d like to stay, as I like my guild here a lot. But is it a hardcore wvw guild? not at all. I’m the only one doing it. So basically, as I already thought, and your posts proof, succes is only warranted in the mid-range, high-end servers.
And so I come to my point again, Arrow carts are the biggest nightmare/curse against lower populated servers.
Another issue here is because everyone runs to the big servers, this makes some servers very very empty. This also gives basically ‘free kills’ for the big servers when they are battled against them. Basically 2 weeks without challenge. If this continues, at some point one server won’t fight at all (pretty close on our one already), and it will just be a dual battle, or even no battle at all. Ask yourself what’s fun of that? Zerging is fun, until everyone and everyone know ‘ok I will zerg to make minimal profit/succes/fun’. I anticipate this problem will be big in future. Especially after 1-2 years when gw2 already is loosing slowly population to newer mmo’s.
Then tell me how a server where every single castle tower, keep is taken (except spawn base), with 20 players (maybe 35 at most), can take a 50 ppl strong keep, with 15+ arrow carts, no resources etc.
If strategy alone can make victory then teach me. I looked everywhere for viable ‘counter’ strategies, and their aren’t any.
Tell me how many ‘winning server’ at the 3rd day, lost at the last day. Almost noone. What’s the point of the last 11 days then right? nothing. I understand you guys like pvp/age of empire mix, and that you are used to your ‘powerzerg’ tools, but this takes fun out. Especially for those who cannot afford. They should be free imo. Or not exist at all. If they are free underdog at least can fight back.
Again you guys talk about builds. The few (very very very few) players on my server left at the very moment (most sleeping) are fighting like madness for every resource they can. Even one arrow cart of us, or ballista or wathever = zero effectiveness again the zerg. And if it works it would need like 2 hours focus of us to take it back. Then 10 min later a enemy zerg takes it back without us being able to exploit them.
The issue is the loosing server (if loosing hard, and this is not necessary due to lack of skill – I look at you overpopulation) cannot properly get resources to build this ‘cheat’ stuff. Yes I used the word cheat. Because it basically lets the winning team, exploit their victories, become stronger, while the enemie (weaker team) just stays weak, and cannot fight with same utility/strength. I like being underdog, but this thing takes all the fun out. Don’t care if i’m 5 against 20. Stack 5 arrow cart Aoe radious circle on a whole bridge, and if you are in the middle you are dead. No matter what. Completely Dead. Quick response? tada, no use dead. No point in attacking then right? No wonder all loosing server in wvw loose even more population. The system is just so weak.
All the others never killed me. A dodge or heal, poof back up. But arrow carts can virtually make 100×100 meter big area hypertrapped, damaging 1200 a second, adding tremendous amount of conditions, snares. If enemie has more ppl then you, they have more carts. On top of it they have the castle. The only way to take castle is tru gate, but to get tru gate you must go tru the wave of arrow carts killing you in a split second. Even hardcore healing/condition removal rarely get past them.
Both other servers allied against us, we don’t even have resources. Atm this is Age of empires, not ‘mass pvp’. The thing is money isnt divided fair, as the biggest server wins. Guild wars should focus on skills nothing else. If server were equal, i could understand, but now with all the ‘big server’-lobbying (to low populated servers), this is a serious issue. And even then so. Takes so much time to setup and try kill them.
We finally builded an arrow cart ourself, next second it was killed by 15+ arrow carts on the keep. And most of you who answer probably play TS/high populated/high organized wvw server. Of course it’s easy for you guys. Please a low end server then talk. I don’t see the point of it. They removed orbs for good reason. Because the biggest servers take to full advantage of this. This is a similar situations. Ballista’s have slower recharge rate, and are easier to anticipate. They cannot be spammed either. So this weapon is ok for me.
Prepares for lot of flame fest.
Arrow carts are overpowered. The winning team always has most. And it makes capturing for the underdog next to impossible. Secondly they can be hidden so far in the tower/keep base even aoe’s cannot harm them. Stacking 15+ aoe’s in the same second, right in front of each other, is overpowered, no matter what. It slows the gameplay down tremendous, and make basically the biggest team always win. Yes you can spike tru with paying your way tru with many repairs, or call on the whole server (you are the smallest so even 50 people is hard to find together).
Remove arrow carts for game smoothness and more excitness in wvw. So that player skills (player aoe) is more pronounced. Also this cost resources/money. This is again in favor of biggest server as they have most loot, (because easy overpoweredin enemy). This should change.
you removed orbs arenanet. If your mindset is the same, and you use your logical senses (perhaps play on an underdog server for a while), then you will remove these also. Faster capturing would make wvw much, much, much more fun. (and fair since even a zerging server can be surprised then). Make it back as in gw1. Where 9-1 loosing team still has small chance to win (happened few times to me). Gw2 lead server = winning server. (most cases.) Especially with 10-20k diff in points.
Locked? that is no good. Really I always switch between events/storymode to level. Now i can only level. I also like that the storymode basically introduces me to the new area’s from LA to Orr. Now i cannot do that and will have to go back all there for storymode. I’m almost level 70, and would like to boost tru storymode now. But i just cannot, with this major bug. I used storymode on all my 5 chars so far, and 3 of them got 65+ in storymode. Now being stuck on level 42 is very anoying.
So Arenanet, please fix this bug. Especially now halloween is over, I think this bug has priority.
Finally other people realize it. This is a serious issue. Basically i never trust vapor form anymore. For me it’s the ‘omg i might kill myself’ button. Immortal is immorta, all the ‘degenerationl’ in downed state, should be ‘paused’ while vapor last. Anything else makes no sense. I’ve sended this info already to a developper, but i doubt he’ll take time to read it.
Sacraficing rune slots i may not do. But if i ever can farm enough money together i might buy two exotic armor sets (one with centaur).
If they nerf epidemic, i’ll never ever play necromancer again. It’s good as it is, and in no way overpowered. Those that say ‘you can perfectly control it, it’s no gamble’ are wrong, post 6 hardcore Orr events in a row, where you use them every 12 secs, without ever making a mistake (using it without having effect). I dare you you will show tons of mistakes. Mobs die fast (especially in zergs). At one moment they have full hp and you cast epidemic, the next seconds, you realize it’s wasted. There’s no point in arguing against this.
Secondly this skill is bread and butter of necromancer. They are already capped by bleed cap vs bosses in events, capped vs conditino removers (bye bye hard worked for 16 stacks of bleeds by a single condition removal spell). This spell gives some life and meaning to ‘conditionmancer’.
The only way a cooldown increase is justified is if the moment you start casting it, the game remembers the condition form the monster you target, and doesn’t care if it dies early, but copies it 100% certain. Secondly sometimes conditions run out to fast for epidemic, they should add +2 secs on all the copied conditions. With these two changes cooldown increase is ok. Without it, it’s absolutely out of the question (for me).
Your link doens work properly Malcastus. I’m quite interested in it.
As our skills are weakened as compensation for having more then other professions (and longer cast times), i think 45 secs is out of the question. Even other professions rarely have this long cooldown. So this means ele has both a damage/cooldown nerf to other professions. I’m not talking about crazy cooldown lowerings. But i think 30-35 secs should be the top for most skills. The hotkey 5 healing skills cooldowns however are ok for me (might be to op in certain situations if they had lower cd), but our damage skills should never have 45 secs cooldown. Been fighting 4+ enemies at same time (pretty hard), but that became even harder when all the 45/30 secs skills were on cooldown, and stayed like 15 secs for that until they recharged. Especially dagger (a weapon that must have a good rotation or you won’t survive/succeed), should not have 45 sec cooldowns. That’s my take on it.
Aha i wondered if this issue was well-known. At least it is.
My wishes:
Don’t nerf in any way. My current love for elementalist (was broken first but now rebooted after seeing D/D footage) is fragile. I died a lot (lvl 31 now) but like it enough to not abandon it. But any nerf will make me leave the profession. It’s to weak for any nerf, including the so called ‘overpowered healing’. It isn’t overpowered in any way.
Lower dagger/focus offhand skills that have cd of 35+ seconds. Really our skills ARE already worse then other professions (to compensate for the fact we have more of them). Don’t give us this long cooldowns. It limit’s element specific trait builds.
Guardians have way better condition removal then us. And since we are the squishiest prof in game, their should be more traits like this. I fought some low level risen, and they stacks 7 conditions on me. (including bleed,burn, poison). Simply impossible to survive. Even with mistform, and cleansing wave. I understand in SOME way mistform doenst prevent already applied condition damage, but what’s the use for?
The downed mistform. Please omg fix it. It’s so crazely frustrating. Why oh Why do i sometimes enter downed state and die immediately without ever seeing a downed state hp bar? Smoothen it up Arenanet. First of all down state should immediately respond, so fast you can so fast use your skills that you ACTUALLY STAND A CHANCE. Secondly why reset cooldowns after a rally? really i did on purpose 5x downed and up, didn’t use a single skill. I thought yay all my skills (especially the bleed/immobalize) will be off cooldown. A mob gets me downed, guess what 8 seconds cooldown on skills 3 of downed. This really is crazy anoying arenanet. Every downed state imo you should start a clean bill with all skills off cooldown. Also mistform sucks. It basically is only good against melee mobs without any condition on you. Even then it’s risky. Why? I was downed, had poison on me. The second i was in downed (with full hp) i pressed mistform to pre-emptive prevent the most damage. While this happened, just before mistform ran out, the mob i first hit (thus tagged) died. This simply means i should rally. (i removed 50%+ of it’s hp bar before getting downed, someone else killed it). I wasn’t rallied! Instead i get trown out of mistform before the full duration was done and i was completely dead. Really arenanet this is not how it should work. Fix this immediately. Highest priority ever (imo). Burst CC/healing (guardian) downed state is so much better. I also hate the fact a full hp downed bar can be completely vanished by a simple low damage strike from an enemy. They can run away and you will still die. Why? Because it interrupts Bandage, gives it a cooldown timer, and meanwhile with our low/squisy hp we lose hp in record speed, until we die before bandage comes off cooldown. Consider removing this features allthogether. Bandage heal is weak. But sometimes i got off 10% downed hp to 95% and yet got killed all the way from a lame small damage strike. Then the mechanics prevent any healing and without enemy effort you die on your own. A little lame in my opinion after all that effort to get up again. Fix this please.
Give more synergy in the elemental trait lines. If you put 30 in fire (or any other for the matter), it should give substantial bonus. And since they are tied to only one element (25% of our ‘weaker then other professions’-skillset), they should be really worth it, and not some lousy 5% boosts.
Repeat but quite important please do not nerf in any way. Ele is punished hard with low hp/armor. We can live with this but not with another nerf.
@ Malicious. Right ele has good glass canon build. Not of course.
I must agree. While the normal difficulty mobs (lvl 1-3 heart quests) are fairly easy. The bosses (champion bandit lvl 4) kill you in one hit, even at lvl 5. They use a pistal and shoot it so fast you endurance gets out sooner or later. Veterans similar. The champion pinesoul was incredible hard to survive (immobalize + one shot kill).
I must admit that after level 10 with a few points in trait, better rings (selfmade lvl 10 requirement), better armor, better weapons, it starts getting easier. It’s still not a piece of cake but i can solo harder mobs now (veterans).
But without all the cursing/learning period i had on other characters. Without the knowlegde out of that my d/d ele would probably have died 50+ times already. Elementalist requires you to know how the game works, and quickly understand the pro’s/cons of a skill set. Also requires you to build up some rotation and predict the mobs. (will it stun/daze/interrupt or not – quite important for skills like churning earth).
I say ele is now slightly (not much) underpowered to other profesison. The reason is basically because the moment they do a global boost and people find builds where you can quickly shift tru a lot of those skills, the damage boost really adds up so fast that ele quickly (could) become overpowered. Very hard to balance (devs own words) and they are right. I like the latest tweaks though.
Some call Evasive arcana op. I strongly disagree. Ele is punished with the overall worst surviving stats (hp/thoughness). Having strong ‘dodge’ tools is what keeps us alive. And to make the combo finisher work be must place a field EXACTLY where the dodge will end, etc. If you wanna heal a lot you must time attunement switches very well otherwise you have a 15 second (or lower with traits in arcane) cool down on element switching with is 5 second longer then normal weapon swap. I say ele suffers enough elsewhere to justify this strong (grandmaster after all) trait.
Some advice:
Get crafted Vit rings asap. I think at low levels the hp you get from them make a lot of difference. Can make diff between one shotted and survival. Also get gear as best as possible from drops (armor) with either power, condi damage, thoughness, but preferable vitality as stat. Don’t bother with precision. Healing power is good also, but vitality outshines it imo. (at leasst for now.)
I have a lvl 45 ele also, but i wan’t to play from scratch again so I will get better with dagger/dagger and other stuff. Ele you can only learn by practising hard.
(edited by Phoebe Ascension.8437)
@ Aesa all damage boost (% based) on necromancer do NOT boost condition damage. I think it’s the same for elementalist. Only condition damage stat boosts it.
Thanks so MUCH!
What do you feel about a sigil of the hydromancer? (I can’t really afford the one that stacks power :c)
There’s 3 version of the Sigil of Bloost lust (power stacks). Minor, major and superior. The first two are pretty cheap (on my server). First one is less then silver and second one i think 3 silver. Superior is 3-4g. Atm i use the major one. Pretty cheap and still very usefull. Can later upgrade to superior when i can afford it.
Is Guild wars 1 nightfall ‘overture’ (battlesound that occurs in dungeons of gw1) on the soundtrack? I simply adore the song it’s about 2 mins long.
I was gonna make a warrior (having everlasting swiftness, fury 5 stacks of might) by elite seems interesting. I don’t see why people hate the elite (Signet of Rage). Many elites have way to long cooldown. So they arent usefull. This elite can become an everlasting buff. You guys don’t like this? Dang. I know warrior is underpowered in pvp. I agree completely. In pve they are fine BUT they need:
Higher run speed then any other profession Orr monsters run faster then people buffed with swiftness. If a warrior is in trouble, he basically cannot escape, not even with swiftness. Should be a trait (minor, at 5 point) somewhere that boosts move speed 20% (one that stacks with any other speed buff).
Greatsword skills 3-5 needs to be changed. They suck.
Sword conditions must be a lot more powerfull. Or overhaul the weapon.
Normal attacks (the main gameplay of warrior) is way to boring, slow and low damage. Improove them a lot! Mesmer has some very interesting attack patterns. ‘make a boon on first strike, remove a boon from enemy at second strike, make a clone on third’ (ok this doesn’t exist), but i’m just trying to say, this makes auto attacks so much more interesting. I think warrior 1 skills all should have combo finisher. They are the warrior, they need to go close. But where is strategy is a warrior can only smash buttons to do damage, and only move or dodge to get away from damage. Mesmers have distortion to safe them in close combat. In pvp this could be op for warrior (or not, especially in Tpvp). But warrior taking all the risks of the world in pve (Mind you priest of balthazar in Orr hits CRAZY hard, as do most champs, dungeon bosses). Yet you are the warrior, you must do close combat (kinda since you are called warrior). Now arenanet made the game ‘ranged is better’. Ranged is the only Solity (instead of trinity) Wariors should have response hotkeys to very powerfull enemie attacks. (while wearing close combat weapons, not ranged ofc). Not everlasting duration (op) but long enough (2 secs) to make a difference between ripped apart and surviving.
Priest of balth (and all the other Orr big bossses) are so OP. As ranged you of course can kite. But then the boss runs around like madmen use AOE and whipes everyone (80+ people died in that event in under 3 min). What’s the freaking point of a warrior here arenanet? Introduce new defence mechanisms. Like distotions for 3 seconds, but immobile for the duration. That sould like a very tactical decision to make. And not OP since their is definitely still a downside to it.
in Elementalist
Posted by: Phoebe Ascension.8437
Mesmer may be good in pvp but in pve they suck. They are not ‘Orr Viable’ as i call it. They die so fast, it’s ridiculous. Sure i don’t have max gear yet with will improve it but still. Damage to low. ‘proc on dead clone’ stuff is way to bugged. Mobs rarely get the nasty effect they shoudl be getting for dead clones. Etc.
Guardian is nice. When i’m not in the mood for challenges, broken equipment, being bankrupt, then i’ll just farm guardian in Orr. And smash everything. And rarely die.
Soon i’ll level my elementalist again. I’ll probably use crafting for leveling because soloing mobs is so slow with ele. And i’m not gonna invest in the super necessary equipment for ele to be viable, until level 80. Will see how it goes. If it sucks i still have guardian, and Warrior later.
I have 80 mesmer 65 necromancer and 42 elementalist. If you think we are lacking (pve) you are serious wrong. Perhaps guardian/warriors are better but they are close combat, and it must be your style of gameplay. I will always prefer mage for some reason. And Necromancer (if you know how to play it – aka kit, and build up condition damage) is by far the easiest so far. I’ve only had like 8 repairs for equipment so far. Ele + mesmer i had 200+ repairs so far, that it became so much of a problem i quit them.
Ele = you must casrt all skills (aoe) you got to get same damage as other class BUT they have incredible long cast time, making them way to slow and never catch up. This is a serious lack. Add the way to low hp and imo they are underpowered.
Mesmer is ok but clones don’t work properly in pve. Clones are illusions, distractions. Players can hit the wrong one thinking it’s you. Mobs ALWAYS attack you. Only if they by coincidance hit first they might hold agro few secs. So clones in pve tend to be useless apart from shattering. Shattering is to slow in ineffective, they run to mob and still miss the target. Aoe damage is weak. Etc. It’s not a bad profession. But necromancer is better at the same thing as mesmer, keeping your enemy distracted, and kite away. Mesmer is more of pvp class anyway.
So if you think it lacks, I must disappoint you, the others lack even more.
Stop crying 30 secs of swiftness, fury and 5 might stacks (wich can be made everlasting with traits) is superior amazing. The cooldown is amazing. Yes my guardian and mesmer have maybe ‘more powerfull’ ones. But time warp has 210 cool down. Amazing long. To long to be reliable even in dungeons. You haven an elite that can boost your every bit of damage you do. That’s very good in my opinion. Secondly, I could only dream on my mesmer of such long duration swiftness!
Well after level 60 I tried about 10 builds, in quick succesion after each other. Only one worked superior. (Others where medicore at best). Altruistic healing ftw!
Level 60-70 risen, ive taken 15 of them in story mode and survived. I took armies of 6 (alone without support) without dodging and i survived. The healing all countered it and the blinds. When 7+ enter it can get a bit hard or when one of the monsters has a stun, then dodging is more important.
Lastly though finally got to Orr again (level 73 now), and those risen stroke me down again.) What specific? The necromancer risen. He uses a 5x hit skill, and dodging at most evades two. (Sceptor 3 and dagger 1, third hit, of necromancer makes this sound, this mob, uses this sound in a quick succession of multi-hit skill, giving each hit this ‘necromatic’ sound – easy to recognize wich skill I mean) Wich means 3x 300 damage you’ll take at least, he’s ranged and repeats it fast. Another one ‘wire pulled’ me, making me take the full necromancer strikes on my body. Dodging feels irrelevant. They move so fast you cannot avoid them. And the moment you dodge, they trow an aoe right where you dodge, making you take even more damage. Perhaps there where to much of them, but i was in story mode, had no choice but to right them all off.
Especially the necromancer is hard at the moment. Perhaps my ‘medium good’ gear, is partially at fault (lvl 72 green greatsword, 730 damage), yellow lvl 65 armor (rare) etc.
Well I have a few things that really keep smashing me down. One is conditions. I tried your suggestion of course already but it only remove 1 (or 2 with traits ) every 10 sec (they sync together, so it wont work like every 5 sec remover). So basically signet + trait is useless in most cases. Secondly I get poisons (risen mobs) so hard and so often even removal doenst pay off. They cast it, you wait for signet to get in, takes a long 7+ secs. Finally removed, dang, they renew it. You use another utility to remove it. 5 secs later another mob casts it on you (ranged). So really if i fight risen, i feel like i’m forced to have everlasting poison on me.
Secondly mobs fight animations. They are so different, even between the risen. Small vs big brute = different attack. They use the same animatino often, but sometimes very slow, and sometimes very fast. If it’s a fast attack and i respond fast it’s good because the attack basically has a cd (for monsters) giving me some time to breath. Sometimes though i double time right when the sword ‘raises’ and just (at the very beginning) of my dodge animation i still get the full damage. Kinda disappointing as this feel ‘I hit the button in time’. For some fast attacks the dodge windows seems ridiculous low (see, respond, 0,3 secs time or to late). The big attacks are also anoying. They raise sword ‘ok lets dodge’. Crap he’s still charging, and still, and still, he finally attacks, but meanwhile he moved towards me and now it’s a hit (out of endurance or bad timing of second dodge). I don’t know how you people can see the distinc difference between these kind of attacks. I think orr monster have 3 different attacks, normal attack, wire pull, poison and maybe a ’stronger attack also. The cool downs are pretty low, and Orr mobs run faster then you, making a dodge, only extend your escape for 1 second tops.
Sometimes i managed 5 mobs, perfectly time blind/dodges. But then they poison me, and because i’m strugging with that + damage from normal attacks, trying to avoid both, it’s just to hard, and I go down fast. Basically the conditions in this cases are the ‘killers’. Thie things that really finish me off.
Also torch nr 5 skill. Does it actually cure conditions? Because it never worked on myself so far.
That being said tried mace today and the healing of it works wonders. At low levels that slow (and low healing/damage) of it made me discard it, but seems lvl 64 range it gets very good. Still it’s again dillema ‘freeze and get healing, but also get attacked and damaged’ or move and loose almost all healing potential from symbol.
in Guardian
Posted by: Phoebe Ascension.8437
Guardian might be good class, but PVE absolutley no fun. Yes the first weeks after playing ele/necro feel good because it’s more powerfull. Then you’ll meet lvl 70-80 monster (Orr Difficulty level) and realize, this doenst cut it, especially with the cooldown nerfs. It’s no fun or reliable to battle strong mobs, with this long cool downs.
Nonsense. I’m able to take on 4-5 mobs with little problem in Cursed Shore with my Guardian.
If you can’t survive as you say, you need to take a serious look at your build.
I agree. Your build might be it. You have to figure out what you want to do and have the build reflect that. I’m able to take even more than 6 mobs and one that’s a Veteran in Orr (it’s to get a Skill Point). Granted I was down near the end but all the tools I have and the utility skills I picked rallied me (Spirit Weapons and the human elite skill). My build, armor and runes are all for condition damage (burning).
0-15-0-20-15 at the moment. 15 is obvious (renewed justice, blind on top of it). The Honor like is interesting but i’m still not out what to use. ‘end of dodge roll heals’ seems a nice bonus to survival, but all in all i don’t feel a bit of it. I don’t have rare/exotic gear as it’s to expensive (but eventually i’m going for it). It seems all people having a breeze can respond superior fast (0,2 sec delay) to the battlefield actions (to dodge) or are lying badly, or exaggerating, because whatever i try, no matter how hard or carefull it doesn’t work. And i know it’s myself. Caues in other games I’m at least above average in all this kidna stuff (ancipate, respond, continu). At low levels everything works fine on every profession. (except maybe ele, way to underpowered). At level 60 the mobs work different, they cheat on dodge (ignoring a dodge move, and no i’m not talking about aoe’s but melee attacks of them), the attacks are not predictable enough, some of them take 4 secs to charge, so you press blind, ‘yay i’m safe’ oops, time ran out blind gone, BAAAM all damage on me. Thirdly with recent cool down nerfs half of time i’m auto attacking wich means 25 secs to kill one lousy monster. I’m loving hammer more and more since greatsword nerf. Then again the super slow nature of it means either you finish you third hit (only good one and necessary to keep dps up) or trow away your chain, and dodge to prevent damage. This choices prevent the combat from going forward, meaning in the end i run out of endurance, hp, or condition removers.
I also hate condition removal on guardian. It’s terrible bad. Way better on warrior. Overstacks poison (1min +) kills me often. And the signet healing (wich is supposed to heal it), responds way to late. It’s like it only start counting when you have conditions, meaning you will at least feel like 7-10 secs of the poison before it wears of (removed) by that time the mobs just renew it, and you keep going quickly down on hp. Utilities are one time solution, that the mobs just fix by recasting it again. At the moment i have no clear answer again heavy poison spam. (every 5 secs).
Fail devs. STOP for GOD SAKE focussing on pvp. It hurts PVE tremendous.
Yep this skill needs some tweaking. Either allow moving while finishing the mindstab (without disrupting the cast thus), add combo finisher, add another condition, make are larger, make it more powerfull, wathever you want. But currently i’ll go as far as call it underpowered for the effort you need to do to cast it and not being hit while casting it by melee’s closing in your position.
Remove vulnerability or make vulnerability 20 secs. I don’t get why many of the vulnerability traits/ skills only give 3-5 secs duration. It’s doomed to fail (give no bonus at all).
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