[HL] Deadly Protection @ Sanctum of Culling
[HL] Deadly Protection @ Sanctum of Culling
I’m most interested in how this would affect signet of resolve and judgment
[HL] Deadly Protection @ Sanctum of Culling
I can’t believe you guys are complaining about this when you also can see what they’re doing to eles. Be glad nothing worse happened to this class lol.
[HL] Deadly Protection @ Sanctum of Culling
Champion… titled… people?
Kostbabis, if you think a title means someone is good, I’ve got some bad news for you…
http://gw2skills.net/editor/?fEAQJAoYhEmYbxRzwjDAEFvYS4hAEkgQhFNA-ToAg0CnIqRVjrGTNyas1MoYWA
^ There. Glass cannon. If you can learn to survive without OP skills, you’ll be perfectly fine.
I’m a Necromancer, if I want to burst people I have to manage with no escape tools, and very little survivability.
thats i why i said at least champion titled people..i was being generous to you since you can find plnty of noobs with the title..lol
The build has no invuln and no defence and an astonishingly high attunement cooldown,
In short you cant even burst properly due to not being able to rotate between ccs from air and earth to burst skills in fire etc..Im sorry its not viable.Ask anyone if you dont believe me. If we were duel right now and i could pick a warrior with standard 100 blades build i would kill you without breaking a sweatI don’t need to rotate between CCs unless I absolutely need to. This is the nonsensical reliance the past OP Elementalist builds have placed on people. If you want invulnerability, grab a kitten Focus and learn how to use that. I can use it just fine.
My Necromancer has NO invulnerability either, yet I easily burst people down using only ONE CC, I can even tank on my glass Necromancer simply because I know how to SURVIVE.
This is essentially putting a bunch of spoiled rich kids onto an Island with Vaas Monten$gro. They have no notion of how to survive without their technology. Same thing with Elementalist, they don’t know how to survive without their OP gear.
Wait what? It’s our gear that’s OP now? Lol?
Also, wanting to burst as a necromancer.. yeah you’re not doing it right. Doesn’t mean other people shouldn’t do it right either. Glass ele dies even faster than glass thief.
[HL] Deadly Protection @ Sanctum of Culling
RTL’s nerf was a fair and balanced change. You can’t have everything and have it at the same opportunity cost as everyone else.
http://en.wikipedia.org/wiki/Opportunity_cost
Ele’s are just going to have to learn to play in a game that’s actually balanced fairly, and not in their favor.
What? Opportunity cost has nothing to do with this. Did you hear this term without taking an econ course or something?
And also “Fair and balanced” is a term with the connotations exactly opposite of what it suggests, since it’s fox new’s motto – and we know that they’re very well “fair and balanced”
You really didn’t argue anything.
In my opinion the fix on RTL carrying orb was welcome but the 40s cd change should not have been in PVE at all.
Also to above poster, realize that we have quite a bit of CD to each of those skills, that we have to switch attunements, and each of those skills take quite some time to cast as well.
[HL] Deadly Protection @ Sanctum of Culling
(edited by Raptured.9307)
Maybe nerfing the ele a bit too hard in spvp is actually their way of getting people to do different classes simply because eles are overrepresented right now and not just about balancing? Just a thought.
[HL] Deadly Protection @ Sanctum of Culling
Correct me if i’m wrong on this but the more that i think about it, the more that i see that with ether renewal, yes there’s gonna be a bit of a nerf but It doesn’t seem as big of a nerf in PVE as in PVP?
[HL] Deadly Protection @ Sanctum of Culling
I am fairly certain that this would be the “low” for the class. If anything it means that there’s nowhere to go but up from here.
[HL] Deadly Protection @ Sanctum of Culling
They said they’ll make traits more viable or something of the sort to compensate and make sure the boon hate mechanics and such don’t hurt the guardians too much. At least, be glad that you’re not eles, lol.
I also agree that warriors needed the help and i support the changes for that class!
[HL] Deadly Protection @ Sanctum of Culling
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What other successful builds?
[HL] Deadly Protection @ Sanctum of Culling
Endure pain has no stability/condition dmg invincibility
Elixir S is similarly getting nerfed
and also i was talking about pre-buff war and guard
They didn’t want boon hate to really affect guardians too badly so they’re looking into some trait buffs? don’t know what’s going on there yet.
[HL] Deadly Protection @ Sanctum of Culling
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If you think warrior is a joke in pvp, then you’re doing something wrong. I have no problem killing people with mine. Its only the noob zerker 100b warriors that have problems. Bleed build with twin swords and a longbow. I just watch people melt as they attempt to run away from me. Now it will be even easier.
Fight a guardian
[HL] Deadly Protection @ Sanctum of Culling
I’m fine with them nerfing d/d if they give compensation in the form of other viable builds. But that is not to be the case.
[HL] Deadly Protection @ Sanctum of Culling
you do realize whatever aoe damage you can do to a shadow bunkered GLASS d/p thief is negated by the healing in a couple of seconds when stealthed right. and also not every class has a healthy supply of aoes
[HL] Deadly Protection @ Sanctum of Culling
sigh. skill 5 ->2 -> steal -> BS with basilisk venom +auto->daze does almost as much dmg as a d/d instagib thief opener WHILE closing distance AND disables your opponent, THEN you can instantly return to stealth again with 5->2 which allows for another set of blind->hs->bs
It’s basically the d/d instagib spec with tons more survivability and with slightly less dmg and with a reliable supply of bs
The ones that you see doing no dmg are putting useless points in acrobatics, which d/p really doesn’t need.
It isn’t just a noob killer. It can very easily handle any glass spec and all but the tankiest builds solo, while being a good, survivable finishing class / team res player. With blinding powder you can also easily solo guild lords and team monsters. What more can you ask from a build?
[HL] Deadly Protection @ Sanctum of Culling
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“Perma” stealth is only achievable if you spec that way…making your damage laughable.
Also, sitting in stealth does nothing for you. However, while you sit in stealth, you can get bombarded by AoEs and attacks.
Currently, thieves are one of the worst classes in this game pvp-wise. As for the issues with elementalist, mesmer, and ranger…I can’t disagree with those.
I run glass D/P thief and I feel ridiculously op right now mainly due to healing and condition removal / 3 sec in stealth.
With the stack might in stealth trait I also do more than respectable dmg with my backstab and bursts and return to safety between each burst. I never die in any hotjoin or tpvp, and I get my kills.
Btw obviously ^ you are trying to misinform. I simply wait until my stealth is almost over, after stacking stealth 3 timse with hs+5 skill. Heals, removes 2-3 conditions, and a very powerful opener – continue autoing/THEN lastly you finish with hs. It’s the BS from stealth that hurts the most, HS for finishing when you have a good number of initiatives. Even then you have utilities to get you out of trouble/ stomp safely, or chase an enemy down to the ends of the earth (shadowstep, skill 3 <-esp this, mug)
D/P thieves make very good roamers in tpvp and glass wipers.
[HL] Deadly Protection @ Sanctum of Culling
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The most popular is that gimmick D/P perma invis thief.
But hey, suddenly no one complains about “22222” anymore.
I roll a d/p thief and personally i think this is a much greater evil… well, whose fault is it that thiefs are pushed this way, i guess…
[HL] Deadly Protection @ Sanctum of Culling
No, but only for “competitive pvp” – it should be conquest. However there should be other game modes in spvp for sure.
[HL] Deadly Protection @ Sanctum of Culling
Some builds are more effective/ more popular than others.
d/d bunker ele, d/d glass ele, staff glass ele, s/d bunker ele, s/d burst ele
d/d instagib, d/d bleed evasion. p/d bleed bunker, d/p backstab, s/p daze/immob thief, venomshare support thief
Shattercat mesmer, Glamour mesmer, bunker/ retal immortal mesmer
GC guard/triplemed guard, point defense guard, teamfight support guard
beastmaster ranger, bleed/trap ranger, direct dmg ranger
hgh engie, condibunker engie, 100nades engie
100b warrior, cc/tank warrior, longbow/100b hybrid, sustained dmg war
MM power tank necro, conditionmancer necro, well/condition support necro, power necro
Am i going to post up the better builds? ofc not i am a lazy kitten
[HL] Deadly Protection @ Sanctum of Culling
Being one of my favorite classes to roll in tpvp, i would say it is overpowered in wvw and spvp, less so for pve (where they’re simply useful).
[HL] Deadly Protection @ Sanctum of Culling
you realize shadow refuge is one of the few actually useful group utilities a thief brings to a team atm and they’re still UP for tpvp.
[HL] Deadly Protection @ Sanctum of Culling
Your post gave me eye cancer and I have no sympathy.
[HL] Deadly Protection @ Sanctum of Culling
step 1, roll warrior
[HL] Deadly Protection @ Sanctum of Culling
Are you kidding me? Guardians have some of the best elite skills out of any class!
- one who has played both thief, ele, and war well enough to know what constitutes kittenty elites
[HL] Deadly Protection @ Sanctum of Culling
^This would be ideal, if the thief can survive
[HL] Deadly Protection @ Sanctum of Culling
you are forgetting the vulnerability and other buffs that warriors bring to the table that are really their source of individual and party dps (and stack). Also, thieves are simply much less tanky and sustained dps requires tankiness to a point, even if at a near minimum level (zerk war)
[HL] Deadly Protection @ Sanctum of Culling
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I’d call that a bug
[HL] Deadly Protection @ Sanctum of Culling
Whatever PvP changes come that’s fine – i already gave up ele since march patch for the now more OP engineer/mesmer/guardian. Just hope that PVE changes don’t destroy the class’s viability.
In any case, it’s safer to roll a variety of classes in PVE so that you don’t get destroyed by the nerf hammer in any particular update.
Funny thing is no matter what changes come people will still cry for this class to be nerfed as long as ride the lightning is not removed from the d/d arsenal.
[HL] Deadly Protection @ Sanctum of Culling
My mesmer doesn’t have a chance in spvp – I can’t figure that one out yet…
Sorry but you might be a baddie.
At the current state of SPvP right now, eles are far from OP outside of spirit watch.
[HL] Deadly Protection @ Sanctum of Culling
I only foresee massive “necessary” nerfs for most of the classes, stagnating the mode even further at this rate…
They should bring everyone up to the same level instead of pulling them down
[HL] Deadly Protection @ Sanctum of Culling
That tier list is really arbitrary because all of the classes have different roles and are made by players without reason.. Anyway this is all up to Anet and what they think about the current state of balance, so we’ll see in a couple of days. Let’s just hope these nerfs will be limited to pvp.
[HL] Deadly Protection @ Sanctum of Culling
I do think that while this is the sort of stuff that should get nerfed in pvp, pve should not get touched.
[HL] Deadly Protection @ Sanctum of Culling
I….. Yeah. That sounds about right.
[HL] Deadly Protection @ Sanctum of Culling
If you see a thief and he is steal to approach and clock and dagger for stealth,
clock and dagger
clock and dagger
CLOCK AND DAGGER
You funny man
[HL] Deadly Protection @ Sanctum of Culling
What you have right now is beyond decent. I guess devs are trying to make it decent and bring out other decent possibilities
And no I’ve seen quite a number of bunker guards melt to hghs in less than 30s on average and the fact that they can melt such a bunker heavy class without help ruins their niche, while having no actual weaknesses of their own (beats glass easily as well). Don’t know why am still discussing this when anet realized the monstrosity they created and said to nerf anyway
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Somehow I don’t think engie would die to ele elite.
[HL] Deadly Protection @ Sanctum of Culling
Lol this^ made me laugh
[HL] Deadly Protection @ Sanctum of Culling
The difference is that the engie bunkers not by avoiding dmg, but being tanky while destroying whoever comes to his base including bunkers. That effectively rules out the point of point bunker guards, who can last for a bit but can’t kill and melts under an engie.
[HL] Deadly Protection @ Sanctum of Culling
HGH is in no way a counter for triple cantrips eles, it’s much closer to 50/50!
50% engineer kills ele
50% ele runs away
Either case engie gets the base
In tpvp that matters more than anything
[HL] Deadly Protection @ Sanctum of Culling
No I’m talking about supply drop in itself like I said earlier in this thread. Stop misinterpreting my post on purpose.
They don’t do so much dmg by themselves but they give the engie a lot of control to unload their might-roided dps on you. Frankly that’s a lot of conditions to deal with being applied frequently over time (with modest dps) and that added onto the amount of direct dmg that the engie is now able to put on your cc/conditioned soul is more than what any bunker and glass can handle.
I don’t really see what’s the problem here- I’m looking at it from a pretty objective point of view. Pve engineers may need help but they’re significantly better than before already, pvp they are now op- mostly IMO because of their jacked elite which completely consumes the guardian’s role in tpvp. Don’t let your bias of maiming an engineer get to you.
[HL] Deadly Protection @ Sanctum of Culling
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No I really don’t think people should get rewarded for doing nothing besides frying their harddrives on downtime
[HL] Deadly Protection @ Sanctum of Culling
It’s the overlapping stacks of aoe from the turrets of a single engineer at the same time that hurt and build up because the turrets last quite a long time (you can’t just wait them out given the time constraint of tpvps) and stay compared to those of other classes, not just aoes themselves
Aoes serve an important function in wvw and especially pve right now and it would make things worse if they were affected in those aspects of the game.
[HL] Deadly Protection @ Sanctum of Culling
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That’s just reminiscent of their support role in pve…
[HL] Deadly Protection @ Sanctum of Culling
I love how much engineers are saying their supply drop elite is worthless when in fact it is that elite that adds so much control to their builds and let’s them melt anyone near a point
[HL] Deadly Protection @ Sanctum of Culling
Seeing threads like these make me really not want to solo queue but it’s too late for me I guess so YORO (you only roll once)
[HL] Deadly Protection @ Sanctum of Culling
Uh how do you do that without buying another copy of the game
[HL] Deadly Protection @ Sanctum of Culling
Experts agree that warriors will suck In tpvp with no end In sight. Then again, when you rolled a warrior you didn’t really plan on pvping with him or doing serious Pve dungeons right? *cof
[HL] Deadly Protection @ Sanctum of Culling
Trust me bunker eles lose to good hgh engies at a node 100% of the time at its current state. Same goes for guards. Gcs have no shot at them 1v1 . What you have now is the ultimate tpvp bunker instead of just an anti- bunker because the build is not glass at all and doesn’t fall to one glass easily. It’s all over as soon as they drop their supply crate on the node.
It essentially makes guards obsolete and that is bad.
[HL] Deadly Protection @ Sanctum of Culling
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Yet another baddie asks for a class wide nerf just because he plays like a sankitten.
Also, most competent thieves do not run the instagib because frankly thieves like targeting each other first and you would make for easy pickings.
[HL] Deadly Protection @ Sanctum of Culling
I think the ele community is starting to get brainwashed to thinking it’s op
[HL] Deadly Protection @ Sanctum of Culling