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Phantaram has 2 accounts and was established an all-star very early in the game, thus if you did not follow PvP at that time, he will seem like a nobody.
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Not a bad idea at all really. +1
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You could produce evade counters, or just remove such frequent evades. Removal fitting with the games intended design and balance.
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Really? This thread is full of so much kitten .
The only real issue with warrior is the duration of berserker stance, it leaves too large of an invulnerability window against classes like necro/engineer which rely on soft CC in order to kite.
All this would do is hurt rotations.
Also WvW balance? It’s WvW. It’s always going to sway towards certain classes.
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Team Mist is arguably already an all-star lineup.
Having formed using the outstanding members from various teams, to which they have a roster which despite very little practice time produces some amazing results with some of the most sound mechanical players this game has seen.
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Thief is strongest class in this game. It can determine the outcome of matches simply by being in a game and forcing players to watch points all game just for fear of decap as without a thief yourself you’re unable to match their mobility.
This problem is then worsened by the fact of thief being able to 1v1 effectively and any kind of risk is completely removed when playing sword/dagger. At least specs like dagger pistol are closer to the high risk high reward model which is appropriate for the class.
Simply remove the current concept of feline grace and make their shadowsteps require line of sight. Simple changes that would go a long way.
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Full support Blu!
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Thief should mimic Mesmer in that in should be a roaming ganker, however trading its ability to 1v1 for more mobility, where Mesmer stays with a slightly higher potential to 1v1, but inability to stealth repeatedly.
Also the cleave comments… wut? Thief just does high unavoidable burst, which a mesmer can’t keep up with and can’t out maneuver or out stealth them.
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Wish they’d just make it account dependent rather than character, played since beta, but due to PvPing characters were regularly remade in order to incorporate other classes.
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Really, is it still here?
I don’t know quite what the developers do each day, but stuff like doesn’t give me high hopes.
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Higher ranks are matched with other higher ranks, as well as sync queuing.
Due to 4v5s and the ranking system putting you with the occasional scrub, yes it is luck. Losses are far too dramatic. You can have a huge winstreak undone by a single 4v5 or unlucky matchup.
Playing outside of peak hours is one of the best ways to avoid the better players and is the tactic of a lot of people who attempt to keep their leaderboard ranks high.
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I wouldn’t exactly consider engineer in a position where it needs buffs.
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Half grey, half green. Would be easy to understand.
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Cleansing Ire is very easy to counter, the problem comes with berserker stance. It prevents counterplay.
If it were made a shorter duration with a shorter cooldown, it would reduce the period of invulnerability.
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Please carry me.
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e-sportssssssss
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I think berserker stance is the real problem. If it were toned down in effectiveness or duration, I think it’d produce better counterplay.
I believe Cleansing Ire is easy enough to play around and prevent and thus has some realistic counterplay.
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The problems with thief aren’t in any of those listed above.
Well actually yes they are, but that’s not the main source why they can do that.The reason thief is so ‘’game breaking’’ is cause they have quite powerful skills without cooldown. This allows them to spam the strongest skill (defensive or offensive) untill they are out of initive points. There’s no way this will get changed because arenanet is not gonna remake a whole profession.
Then you have the problem wtih stealth being way too strong in this game, allowing thieves to gain most of their initive points back over a short duration of stealth.
While arenanet never wanted to make certain roles for professions, I honestly think thief is about the closest you can get to the holy trinity dps factor. It’s only good at this, but then again really good at it. Put a thief in a bigger mass area and you’ll find yourself prefering guardians, warriors etc over a thief.
I can’t say I have any problem dealing with any thief skill, due their spam like nature. The only problem I see is that there is no way to read the dodges of a thief, other than the tiny evade frames in which you can hit, which can be achieved with some effort in a 1v1 scenario, however it is infinitely more difficult in any kind of team fight.
Simply allowing players to track dodges and see when a player has expended their defenses would provide, in my eyes, a reasonable form of counterplay to a class that I see as being a ‘ganker’ as opposed to the high mobility 1v1 spec it is now.
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Remove it from solo queue!
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Thief (DP) is a close second, but staying alive among all the mess of a fight is really hard and you can’t 1v1 no one unless you are WAY better than them. Definitely a class for more experienced players.
Oh yeah, this is so freaking hard thieves can own any class at 1 v 1 in pvp and they can easily do 1 v x in WvW. You bet this is a class for experienced players XD
You ninja lovers are so freaking pathetic : you can be proud to have killed the GW1 assassin, which was a good class, nothing to compare with this faceroll kills streak for noobs that the thief of GW2 is.
I’m asking myself if I ever seen a bad thief, which means any thief player is just a pro, considering the bulls you’ve wrote ^^
A DP thief can NOT “own” any meta class in Spvp. It is absolutely the opposite. DP is probably the worst build for 1v1s in PVP.
But of course you don’t even know what a 1v1 is in PVP. You probably run a PU mesmer or PD thief in WvW and believe yourself to be godly good at this game #yolo.Back on topic: the funniest class I’ve played is Shatter Mesmer. But that was a long time ago. With the current meta, the class that entertains me the most is definitely a DP trickery thief.
D/P is a very strong 1v1 build if you run trickery line.
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Thief kills Mesmer by preventing them from producing clones.
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Is it just me or has something happened to the matchmaking?
My queues pop quicker than ever, but I’m being put in matches with people who seem to have never even played PvP before.
A necromancer camping bottom buff from the start of the game until the end on temple to two people capping close, even staff bunker guardians trying to solo Svanir.
I feel I’ve seen it all these past few days and it just feels unplayable.
Am I an isolated case, or is this happening to everyone? I would like to have games where there is at least reason to play, as it’s currently a waste of time to even queue.
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IMO PvP in this game died around March/April 2013.
I played more seriously back then and I felt the meta was more skill based. I felt skill mattered alot on necro to be honest. And now it matters very little. In fact most games now simply come down to team composition and bunkering 3 points.
The sustain of classes like thief and warrior have pushed the whole game into a forgiving experience where they can run into 2+ people at far point and not just get insta-gibbed setting your team back.
This is what it used to be like.
I personally gave up trying around April 2013. And have been on a downward spiral since then, being a terrible player now on the rare times I play (in between months off from the game). Although being terrible is actually quite fun because I can fight against other bad players and have fun.
I think back to those days with happiness. Team fights mattered then. Anyone could beat anyone back then because comp wasn’t everything. You have teams now winning 99 out of every 100 matches. It didn’t happen really back then because games were closer due to snowballing not being a real thing.
Necro became a bad joke too. Necro vs necro now is just a boring experience and lacks total skill. it used to be skill based. Necro in team fight used to take a ton of skill and so did thief/warrior/engi. Even ele took skill, even though it was brokenly OP.
There were a ton of decent pug groups (with ts) playing. They did really well. Even without a settled team they did well because individual player skill mattered alot. Now it doesn’t matter at all. It is all “rotations” (aka running to points) and bs like that. So people want a comp now, and they want players who know how to play that broken comp.
This makes the skilled pug groups quit the game because it is just not a level playing field. Back when you could pick up a group of skilled players and trash “proper teams” running meta set ups it was good.
And it was before dhuumfire that the whole thing went to kitten. It was months before this in fact. But dhuumfire really started things downhill. Then it was just an express train to failure. The game became dominated by mediocre players who win because playing a certain set up matters so much. And playing with a settled team matters so much. Gone are the days when pugs could come together with a bad set up and just let their mechanical skill do the talking. When people see the game dominated by mediocre players they quit. When those mediocre players NEVER lose to these skilled pugs they quit forever.
tl:dr – the game doesn’t reward individual skill.
Quoting for a higher chance of people reading.
Risk vs Reward needs to be balanced. Bring back the game which has so much potential.
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Simple solution then is to ensure the minis aren’t account bound.
If the item is rewarded essentially for just turning up, sure, but if it is rewarded for doing well, then no.
There should be items in the game which are awarded to skilled players who complete content/win something, not to players with free gold to burn.
Although the Liadri encounter was easy, the mini still has a fair bit more gravitas (with many) than the other minis simply because it demonstrated that you could actually do something, other than simply going on the TP or gem exchange and spending gold/money.
The game needs more skill centric specific, non tradeable rewards, not less of them.
Let’s say you get a special skin for soloing a dungeon or winning a tournament, said skin would demonstrate you are capable of doing said feat. It would mean something (in game terms). Now, as soon as that skin becomes tradeable, it is devalued in skill/exclusivity terms because any old random could farm gold and buy it.
There’s nothing wrong with exclusive items, but for a collector type item such as mini pets, there’s no reason to deny those people access to the item.
Finishers seem the obvious choice, having been given out to content specific stuff, including tournaments.
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Party wipes result in a dungeon kick.
Possibly fixes a lot of dungeon related problems?
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Simple solution then is to ensure the minis aren’t account bound.
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MM is ok, but it is out of your personal control as to whether your minions survive. Thus at higher tiers, they are very easily countered.
The issue however, is the simple effectiveness of such a passive build, as certain builds find it hard to put out the aoe pressure required to kill of minions.
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Thank you for your kind feedback. It is to my understand that there a new guide has just entered the works!
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Please take the time to read this short post and do not disregard it as a whining post. Many thanks.
Thief is not the only problem in PvP, but it is one of the longest living.
So, what is the problem? S/D (and I think currently to a slightly lesser extent S/P) simply provides too many things, such as:
Highest mobility
High damage
Damage mitigation
Stealth
Yes, you can beat S/D thieves. There any tiny windows in which you can hit, however this is not realistic counter play.
The biggest problem in my mind is the damage mitigation through dodges. It takes a class which may otherwise be vulnerable and turns them in to a dueling class capable of taking on more than one opponent.
Simply toning down the dodges would not only produce a more appropriate balance, but would also in turn convert them in to a roaming ganker as opposed to a juggernaut type character which has very little counterplay.
These changes alone could see a big shift in the meta, which thief has dominated for a long period of time. Instead of being chased endlessly by a thief that you have great trouble dealing with 1v1, instead there is potential to use positional advantage and duel the thief should it come to it.
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(edited by Rolyate.6753)
An in-depth video looking at kiting paths and tactics within the map of Legacy of Foefire.
Highlighting key tactics allowing you to nullify enemy damage and pressure. Efficient use of cooldowns, class-specific counters and team hints.
If you enjoy the video, please be sure to leave a like and feel free to request future videos!
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I don’t understand why you aren’t locked in to the character you submit in to the roster. It’d do wonders for the meta.
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Increasing the number of boons removed would make this a brilliant skill, especially if it prioritised stability.
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The concept is actually making it so that you can the maximum amount of life force through any of your skills used, rather than being hybrid. The reason for having that hybrid element is simply how the amulets are laid out at current.
I can 1v1 quite comfortably, with the true problems coming vs (really good) mesmers and (not so good) warriors due to their passive regeneration.
I understand you may be sceptical, but give it a go, it’s rather potent.
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Is there anything that actually makes you think that or are you just saying it in an attempt to be annoying?
Constructive feedback is important, what you have done is not.
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Running geomancy sigils, I try switch as often as my cooldowns will allow me. It therefore provides me a mark of blood outside of my staff set and also in death shroud, which I will spend a lot of my time in. Also being a mark, it provides an exra 3% life force on my dodge if used correctly.
I’m not saying it’s stronger, but it’s my current preference. I may still change things within the build as I’m still rather new to it, but thought it may be something people would like to play.
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I have found this build to be brilliant for standing on point when others can’t, whilst also being able to swap plague out if you’re confident with your abvi
Its a pretty solid build imo.
Theres just a couple flaws. The fear durations are exceedingly short making anyone with reduced condi duration runes or traits or whatnot to make your fears basicalyl non existent. This can be fixed with just doing Fear duration instead of Deathly perception. CC is a form of surviving as well.
And two. You’re still squishy with carrions. Its not really attrition, its still bursty. Theres a reason a lot of necro builds go bursty also. So people cant run away. The problem with attrition builds is people just runaway from necros. Its really easy to disengage from them unless they have obscene burst somehow.
Dropping deathly perception isn’t an option for me, it’s what makes this build work. Your damage sees a huge drop without it, it also helps in maintaining Death Shroud when combined with Reaper’s precision (though I’m still testing this). I personally don’t use fear for anything other than interrupts or to make sure something lands, which I find is more than enough as is.
I believe this could be personal preference, but having played without it I have found no reason to need it.
Interesting, I have wanted to take hybrid seriously and now I have what looks like a good tester build. Thanks.
Only thing I would change is -10 blood +10 death for staff mastery. Maybe Lingering Curse with hemophilia and + bleed runes.
Cheers.
I have gone for more of the condition spike ability, which allows me to duel certain classes better, whilst also gaining a small amount of toughness (which I am lacking). I originally tested with duration, but found it didn’t add enough for me to warrant using it.
Staff marks is a great trait, but I find the consistent damage from the dodge mark being available on both weapon sets as well as in death shroud too strong for me to want to give up.
Of course feel free to test yourself, but these were the conclusions I have made.
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As Berullos said, it’s very much about how the skills are laid out. With this build, when entering death shroud you have somewhere around 92% crit chance (with my current setup) which provides high damage from death shroud 1, 4 and 5, which is where you’ll spend a lot of your time on this build.
A few other skills also scale nicely, which make it in my opinion a worth while investment.
The reason for using vitality over toughness, is due to the all the methods this build uses to obtain death shroud, along with the spectral trait providing more death shroud on each hit and the reduction in degeneration whilst in death shroud, all of which complemented by death shroud scaling off of vitality.
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[reserved for possible updates]
I will be expanding on the usage of the build in future.
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[reserved for possible updates]
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Everyone knows that a Necromancer was designed to be a hard to kill class, that whittled you down, bit, by bit.
This is exactly what this build is designed to do. Knowing the impending Dhuumfire nerf (and yes it is a nerf, as it is now able to be countered even if controllable) I set out to make something a little different and this is what I came up with:
The basic concept is to primarily stack bleeds and work your way through an enemy gradually with the ability to achieve high bleed stack rotations and use fears for a minor burst and/or interrupt, whilst also being able to soak up a lot of damage through the spectral skills combined with death shroud.
Using a spectral prior to entering death shroud can effectively mitigate damage taken, however it’s prone to high condition damage/stacks or individual burst skills, which can still however be mitigated provided you receive enough small figures of damage to produce enough death shroud to cover any higher burst figures you may receive.
The more I use this build, the more I find myself enjoying it and the more effective I become. It is by no means final, though I am looking to improve it wherever possible, so please do leave feedback!
I hope you enjoy the build should you choose to give it a go!
Many thanks
Rolyate
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It’s really annoying, you should be able to just pick a basic animation, if that. I mean the actual explosion is fairly useless as if it’s already landed, the visual clue it then provides is minimal.
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Just allow rangers to play without pets.
They’re such a wonky mechanic.
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It’s just the nature of the system. You could have a token every chest or none at all, because each is an independent chance, you are not any more likely to obtain one with each successive chest, however the likelihood of you say opening 20 with no tokens is rather low.
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Sounds like it could be an elite worth using (that isn’t really clunky and annoying!)
I think it is all going to depend on the duration and such. My understanding is that when quickness ends, a skill will slow down.
Also quickness stomps are the least reliable thing and seem to barely change with quickness.
Excited to see if this is real though, it does like it could be the saving grace of ele PvP!
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Yes.
Still skills would need tweaking as even perma blocks may be silly, but it adds counter play.
:)
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It’s not even the fact it’s pushing and pulling people down, it’s the fact that’s it’s so, so buggy. I have had fights, where I should have killed someone maybe 5 times, for them then to finally land a skill and kill me.
Nothing beats guardian on this map either, it’s crazy.
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Well in PvP you’re going to be running a Berserker’s amulet which decides that for you.
You’ll most likely want Lyssa runes as they’re fairly broken for most builds.
In terms of traits, just have a play around with them, though you probably won’t want any points in shadow arts at all.
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They could just make it so it does additional damage to non-player targets? I think that’d be a pretty cool concept.
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Is there anyway to disable it for certain weaponset? Mike having melee off and shortbow off?
I’m gonna run d/p in PvP/wvw
Why should I have it off? Can you explain it to me?
Thanks again
Auto attack is either on or off. You can not disable it based on weaponsets. I run with it off to avoid it breaking my stealth. If you run d/p then you would definitely want it off as you will be popping in stealth more often and auto attack would break stealth.
This is not true, it is entirely dependant on your weaponset.
I would suggest always having it off and instead getting used to using your skills yourself. Get in to good habits as early as you can.
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