PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
Warriors are not the benchmark…Guardian is. It’s why you NEVER hear complaints about Guardian being too OP or too weak. They’re at that perfect spot.
Uh, Sun Spirit giving Burning is like one of the hugest buffs that a Ranger can give in sPvP. It’s similar to how Frost Spirit increasing damage is so strong in PvE.
If you removed the passive chance to burn from Sun Spirit, it would nerf Spirits heavily. Say goodbye to the last viable build Rangers have in sPvP.
You did notice my suggestion of the AoE actives being ground targetted, right? So the build could easily become a double-whammy, and could make the spirit build stronger since instead of just defensive, it could easily switch to the offensive with the actives.
It’s REALLY hard to beat passive team burning. When everyone gets that Sun Spirit buff and focuses target on one person, it really hurts. A lot.
The sheer amount of damage that Sun Spirit brings to sPvP really can’t be understated. Recall that it’s already been nerfed from 3 seconds of burning to 2 seconds, and yet it’s still the meta build for Rangers in sPvP to take Sun Spirit, just for all the burning. I know for PvE and WvW, it’s pretty lackluster, but for PvP, it’s really, really strong. Far stronger than some Endurance Regeneration buff. There is a reason that Spirit Ranger, as is, is still the meta for PvP Ranger. And that reason is Spirit of Nature’s utility + the damage brought by Sun Spirit.
its the passive part of that burning that makes it way too powerful. Didn’t Anet nerf something similar in Necromancers(dhuumfire)? Whether spirits change or not, it might be only a matter of time before sun spirit gets nerfed to the ground as well.
I don’t think it’s really ‘too powerful’. I think it’s simply build-defining, and allows the Ranger to have a real valid team-fighting and support build where they wouldn’t otherwise.
To ruin the only thing that’s been proven to be strong on the Ranger in this current PvP meta seems pretty dumb.
Didn’t stop them from nerfing pets. Expect Anet to nerf the sun spirit…because then we’ll be stuck at a position similar to Warrior so long ago, which then we’ll get superbuffed.
I already have a feeling E is a Charr or Norn. Deep voice? Both of those species fit the bill in terms of deep voices.
Uh, Sun Spirit giving Burning is like one of the hugest buffs that a Ranger can give in sPvP. It’s similar to how Frost Spirit increasing damage is so strong in PvE.
If you removed the passive chance to burn from Sun Spirit, it would nerf Spirits heavily. Say goodbye to the last viable build Rangers have in sPvP.
You did notice my suggestion of the AoE actives being ground targetted, right? So the build could easily become a double-whammy, and could make the spirit build stronger since instead of just defensive, it could easily switch to the offensive with the actives.
Kind of wild but I like this theory. In the case of Scarlet being controlled by Kralky why would she disrupt the ley lines waking up Mordremoth? I could understand Aerin being corrupted by Kralky and going after the Master of Peace since MoP was the head of Zephyrites who were protecting Glint who was his Lieutenant that betrayed him.
If Kralky believes that Mordy’s awakening would be a bigger threat, why not wake him up and make the heroes that defeated Zhaitan go after him? Besides, I think the theory that the Elder Dragons grow more powerful when one is defeated COULD hold water (meaning Kralky wants the strongest of his siblings taken out so he gets their power, THERE CAN BE ONLY ONE!), but the explanation would have to be good.
Guys, I think I noticed something. You know the order that the orbs move? Reverse that part of the cutscene into the order in which THEY STOP MOVING, and suddenly everything changes.
Instead of red, blue, white, green, purple, black.
It turns into black, purple, green, white, blue, red.
Zhaitan, Kralkatorrik, Mordremoth, Jormag, Bubbles, Primordus.
We’ve gone under the assumption that the order it started in was important…it was the opposite, the order from last to first. Assume we’re seeing a BACKWARDS rendition, a telling of time in reverse.
Zhaitan was the first dragon to make a move with Claw Island, so he was the first cog to ‘stop moving’ with the flow.
We always assumed that Mordremoth was in charge of Scarlet and Aerin’s actions, but what if it wasn’t him, but instead Kralkatorrik in Aerin and Scarlet’s minds? If Mordremoth was behind Scarlet and Aerin, Scarlet could have easily screwed us over with plant creatures (due to being a “champion” of Mordremoth), and Aerin wouldn’t have been surprised at the Master of Peace’s location, since the MoP was in Mordremoth’s territory.
Which would mean that Kralkatorrik made the 2nd move. Kralky seems to only control crystals and the usual dragon power of corrupting minds, which is why we never really saw that much power from Scarlet, outside of holograms (beams of light, which can move through crystal). Likewise Aerin didn’t really show off anything noteworthy of power, except that shield of light energy that could only be broken by a light crystal.
Now we’re after Mordremoth, who is making the 3rd move with his vines, moving through the leylines and stealing anything noteworthy of magical power.
You get the process. If we go by this line of thinking, everything seems to have a proper pattern and makes sense. Meaning next up on the list to make his move will be Jormag.
P/P is just safer when your venoms are on cooldown. You get to stay away from the action while still participating. I switch to D/D when it’s time to actually use the venoms.
Venomshare can deal a striking amount of damage, though, especially if you factor in the whole share part.
A good vs thief can chain venoms together with p/p and ultimately deal more burst damage than a berserker thief while healing his allies, buffing their damage, and controlling the enemy.
I know this and you know this, but apparently there are still people who are foolish enough to think we thieves have no real support.
Thrill of the Crime and Bountiful Theft provide support just from stealing, Shadow Protector gives regen through any stealth source, Shadow Refuge helps with healing the downed, Smokescreen stops any and all projectiles from getting through, Signet of Agility to refill endurance and remove a condition, etc. The tools are all there, people need to get creative instead of acting like stealth is our only support tool.
^To hell with the meta and that line of thought, play what feels fun for you. I didn’t like the idea of Venom Share until I ran 2 fractal groups with it. Now I know I enjoy it and will continue using it with groups simply because I like playing as it.
Nobody is dictating what you should or should not do. My post is based on observing the expectation.
If you like Venom Share, then it’s perfectly fine and acceptable. What’s not fine and acceptable is when the Venom Share user starts believing that their “support skills” matters — they don’t — and that it is a viable build — it’s not.
Besides, by your line of thinking, why should you even play DPS as a Thief if Warrior can do it better?
No, you’re wrong.
My line of thinking is this.
Why play a Thief if you’re playing support and not DPS? If you want to support, play other profession because other profession can do support way better than Thieves.
Yes, because it’s not like this game is devoid of a Holy Trinity…OH WAIT, IT IS.
There’s nothing dictating what you can and cannot do in terms of control, support, and DPS for each class, outside of their traits and skills. The game itself gives you enough traits to specialize in any of the 3 as every class (though some need help on some fronts, I’m looking at you Rangers). Just because you don’t think a thief should support doesn’t mean you’re right. Your opinion does not equal fact, especially in a game without the traditional trinity.
I’m betting it’ll be September as part of another “Back to School” type thing.
^To hell with the meta and that line of thought, play what feels fun for you. I didn’t like the idea of Venom Share until I ran 2 fractal groups with it. Now I know I enjoy it and will continue using it with groups simply because I like playing as it. Besides, by your line of thinking, why should you even play DPS as a Thief if Warrior can do it better?
I like the idea of dropping the distinction, in parts. I feel some classes should be able to use spears above water. But harpoon guns? OTOH, a bow underwater? Or a hammer? Makes very little sense. But a Scepter and a Focus, that might work.
The thoughts of which weapons that could work in the water is a pretty easy one for me (due to me being a scuba diver irl). I could picture only the following land weapons working in the water. Staff, Scepter, Focus, Dagger
Part of the reason why I’d prefer if the guards and lords just took a level in kitten if you’re outmanned, Dsybok. That way if they’re attacking a keep, the guards will completely wreck them if they try to mindlessly zerg (like those annoying Kodan on the Blue side of EotM).
^Outside of two charr who are farmers (as ruled by the almighty society). There are a few cases where it could work, but outside of those cases it won’t most of the time. I can imagine how jealous some of the charr can get of those who have the freedom to raise their own kids (basically any Charr living in a village or at Lion’s Arch).
Would be a better buf of outmanned: all your siege is manned by npcs and auto firing if there is no human, would make PvD a challenge.
No no…if they’re outmanned, they turn into the guards/lords from EotM, all champion (nearing legendary) level. TRY TAKING OUR TOWERS NOW, GENTLEMEN!
Poor raptor’s freaking out.
The golem is anxiously awaiting the Eternal Upgrade to Golem Overlord.
All I could think of while looking at that raptor.
And ROFL Spinder, that’s probably EXACTLY how it looked like with Scarlet.
Thinking on this, they really should have gone all out when it came to the trait rework, not a mess like this. The traits SHOULD have unlocked as you play through the game normally depending on what you do and how you play your class (meaning most class traits require specific actions), starting when you unlocked traits for the first time (level 30 in this case). It would turn from the mess it is now into a case of pure brilliance as how you played would equal what you got. Below is an example using just the traits in the Thief Shadow Arts traitline and the Engineer Tools traitline to illustrate how I would make it work.
Shadow Arts
I Master of Deception: Use Deception type skills 30 times.
II Slowed Pulse: Suffer the Bleeding condition 100 times.
III Shadow Protector: Give 100 allies stealth.
IV Shadow’s Embrace: Use Hide in Shadows 20 times.
V Infusion of Shadow: Use stealth 100 times.
VI Cloaked in Shadow: Use Blinding Powder 30 times while in combat.
VII Power Shots: Kill 100 enemies with a Shortbow or Harpoon Gun.
VIII Hidden Thief: Steal while in Stealth 100 times.
IX Leeching Venoms: Use 200 charges of Skelk Venom.
X Patience: Spend a total of 3000 seconds in stealth (meaning over all stealth uses)
XI Shadow’s Rejuvenation: Use Shadow Refuge 200 times.
XII Venomous Aura: Use Venom skills 1000 times.
XIII Resilience of Shadows: Get hit in stealth 1000 times.
Tools
I Always Prepared: Use Med Kit ability Drop Bandages 50 times.
II Static Discharge: Use offensive tool belt skills 30 times.
III Speedy Gadgets: Use gadget skills 50 times.
IV Kit Refinement: Equip an offensive kit 30 times.
V Deployable Turrets: Use 50 turrets (meaning actually throw them out, not their ability after they’re out)
VI Speedy Kits: Equip a kit 100 times.
VII Packaged Stimulants: Use the Med Kit skills 1000 times.
VIII Power Wrench: Use Tool Kit skills 1000 times.
IX Scope: Get 200 criticals with the Pistol and Rifle.
X Leg Mods: Spend 10000 seconds total under chill, cripple, or immobilized statuses (not at the same time, of course)
XI Armor Mods: Get hit over a million times.
XII Adrenal Implant: Dodge 1000 times.
XIII Gadgeteer: Use Gadget skills 500 times.
Things like that. It would be basic for the Adepts, Masters would get a little more specific and tedious, and Grandmaster…hoo boy, that can require some serious work.
Most do Rauderi. There are a few Charr who prefer raising their kids themselves, though they’re considered odd by Charr society. And then you have those brilliant Charr in Lion’s Arch (pre-destruction), who think so out of the box that one thought about starting a fahrer to teach kids of all races in LA.
You don’t really need to go all through that since I am a P/P user ever since beta (I despise shortbow) and I know all it’s strengths and weaknesses. As a Thief, you’re not in a group to buff, you’re in a group to deal damage. Other professions can do the buffing better than the Thief, so it’s better to leave it up to them.
And if you think that Venomous Aura is actually a good thing then we really have a problem here.
It is when you’re just there to support the frontline. Throw out Skelk Venom to help the frontline heal just from doing what they’re doing, Devourer Venom to stop the enemy players from moving or running, Basilisk Venom to just Daze for Days, and Ice Drake or Spider Venom depending on whether or not you want to completely shut down their recharges/skills or to lessen the amount they can be healed.
It’s viable, but you’re there to just help out and support against other players (in pve you will help with damage due to no real threats), and to Head Shot any possible healers/support on their side. Works wonders with any other class helping providing backline support on your side. Even Rangers work well with this. Venoms + Barrage = AoE suffering
IMO the burst skills should have at most a 15 second GLOBAL (across all burst abilities) cooldown on them. It’s enough time to where a miss is punishing, but not long enough for it to be completely unfair to them.
that would be acceptable if you make all burst skills instant cast, like steal. otherwise warriors would be the only class without a class mechanic.
Argument doesn’t fly because Rangers can be without their class mechanic for 40 seconds at a time, Thieves for 30 seconds, etc.
Wraith has now seen the Eternal Alchemy!
Ggaaaaaaaaaaahhhhhhhhhh! Lliiiiightttt! WHYYYYYYYYY! (face melts off and explodes)
Kingdom Hearts…IS LIGHT!
No other game puts in the amount of effort ArenaNet has in its story telling. We have amazing voice actors, well put together stories, amazing graphics in cut scenes, and mind blowing adventurous fights! When I saw the eternal alchemy I couldn’t believe it!!! Felt like I was in Kingdom Hearts or .hack for a moment. Keep it up ANet and please release an expansion!!!
Because you had to say it like that, I watched the cutscene listening to this. It kinda fit and made it seem somewhat more mystical.
I like this, and it seems balanced enough. Doubling the passive effects might not be balanced though. Maybe have the trait increase them by 50% instead?
I had actually been considering 50% as well, but wasn’t too sure on it or not.
I hate destiny edge 2.0. Every single one of them. Every word comes from their mouth. Worst – they’re talking way too slow and i can’t skip anything and have to running circles
Meaning you’re upset because you can’t skip the talking like you can with the personal story?
Talking with a friend I made in Caledon Forest during map completion, we ended up talking about Rangers, their current state, and what to do with them. In the grand scheme of things, I don’t have expertise to fix a lot of this stuff, but I do know exactly what to do with spirits. We need a rework.
Change the spirits into small orbs that circle around the Ranger (meaning the Ranger is the start of their passive radius), that cannot be destroyed by anything but the Ranger. In return, the spirit effects themselves are reworked. All actives would become AoE targetted with a range of 900, and do damage (except for Water and Nature, which would do their normal healing actives) in that area while destroying the spirit at the same time. This fixes the Ranger’s lack of AoE by giving us controllable AoE in which to use, while sacrificing the normal passive support capabilities of the spirits if we feel we need the actives. This makes spirits more valuable across all modes because of their new reliability and effects.
Below are my suggested workings of the passives, all of which would remain on while the spirit is out with no failure rate, and with the normal number of target limits. All are my ATTEMPTS at balancing the new passive percentages as well. Nature Spirit is not listed because it’s the only well balanced spirit right now.
Water Spirit: Allies heal HP while around the Ranger, similar to the Elementalist’s Soothing Mist trait.
Frost Spirit: Bonus damage output of 5%.
Stone Spirit: Take 5% less damage.
Storm Spirit: 5% of damage taken is reflected back at the enemy.
Sun Spirit: Endurance regen goes up by 10%.
Change Vigorous Spirits to increase the range of the passive effects.
Change Spirits Unbound to double the passive effects of the spirits, move trait to Grandmaster line.
Change Nature’s Vengeance to increase the damage from the active. Move to Master line.
Do note that I would want the percentages to be changed for sPvP, as the current percentages could be too powerful when doubled in that mode.
That ends the suggestions. Comments, critique?
Engineer without a doubt has the best. They get an extra 4 abilities for use whenever they want, and actually make racial skills better!
Oh no. What if the heir is Logan?!
Incest! Burn them alive!
Thinking on it, it could very well be possible that Logan IS the long lost heir (distantly removed). Think about it, we have a Chekov’s Gun in that Eir grabbed a broken royal sword from the Ascalonian Catacombs in hopes of fixing it and giving it to Logan. It still isn’t fixed, and it still isn’t given to him yet.
If Logan IS the heir, then by giving him the sword and having him sit on Adelburn’s throne, he will remove the curse from the Charr lands, something they have wished for. Knowing Anet, Rytlock will probably become the Khan-Ur. He already fits one of the two requirements, having done a feat showing of great power (he killed a dragon champion, and almost an Elder Dragon), with only the Claw of the Khan-Ur remaining as the 2nd requirement. This solidifies Human-Charr relations by having two sworn bloodbrothers ruling over their races, and gives a somewhat happy end.
…which makes me realize, IF Jenna is aware of all these possibilities, she could possibly be behind the seperatists as well as several other things, just to keep her role as Queen necessary against these ‘evils’, and prove nobody else is worthy of the thrown. Meaning she would be a Magnificent kitten to end all Magnificent kittens in this game.
1 million bronze? You crazy?
You really need to play a warrior!
- Very good damage output = very poor defense
- Very good defence = very poor damage
- Very, very good mobility with skills which triple as gap-closers and gap-openers and raw landspeed skills = 3 mobility skills from S/S and GS limits the use of other weapons and sorry but S/S is mostly for bleed ( raw damage sucks ) and GS..well only for mobility.
The 2nd one is wrong. Take Healing Signet, you no longer have to worry about bad defense because it’s outhealing most of the damage you take. Though that’s merely because the Signet is high healing to start with, which is pretty silly IMO. You should have to trait healing power for that amazing healing of 362 every couple of seconds, not come with it off the bat.
364 heal every 2 seconds is OP? it can actually outheal the damage a warrior takes? Seriously?
Healing signet is not a problem, the healing problems comes from Adrenal Health and Dogged March.
Healing signet is 362 × 1 1/4 delay (That is just stupid next to other professions heals), but when you add Healing signet + Dogged march and Adrenaline Health then becomes high heal but sacrificing adrenaline.
Healing Signet alone is powerful because you have to do over that amount constantly to do any lasting damage. Unless you’re fighting a power build (which often do not have high toughness or vitality) or a GC build, most classes will not have that kind of power on them outside of conditions, which a Warrior can easily cleanse or reduce the timer on. If the opponent is a GC build or a power build, they’re most likely going to have to be in your face which makes them easy to take out, or they’re ranged which is easy to LoS or close the gap on.
Pretty anti-climatic to just find her hanging on the vine – at least there could have been a cutscene to document what happened to her. I agree that her death was premature, if we had gotten to know her better maybe sympathy or empathy with Marjory would have been greater.
Shouldn’t have happened here IMO. Should have had her get badly hurt so she’d go back to Divinity’s Reach, with Marjory in tow. Maybe even had her there for the next story instance. Hell, they should have kept her and built her up, only to have her get killed in the final chapter while defending the Queen or something.
Have it happen right in front of the PC and the group, to be followed by a boss fight. Beginning of said fight, Marjory summons like 10 Bone Fiends, Kasmeer summoning 10 Illusions, and you suddenly getting Fury and a 25 stack of Might. Make it feel like YOU ARE kittenED OFF AS HELL.
It’s going to be Jennah they go after most likely. Only for Logan to attempt to save her, except our old friend Canach gets there first and saves her, so she dismisses Logan so he can go slay dragons.
I still want a plot twist where our character (regardless of race) is the heir. You know, one of those “forbidden love affair” type deals, with our character being the long lost child of somebody from the royal family. Cliche yes, but it’s Anet, expect cliche.
I finished the “Entangled” storyline last night.
I found no mandatory jumping games. Or, to be more precise, in order to complete the story and mostly finish the map objectives in a few hours, I had no jumping roadblocks.
That isn’t to say the jumping puzzles are easy. I still can’t figure out that waterfall / skill point jump. Working on it…
Just to the west of it there’s a hill with an air aspect crystal. I don’t think I have to say much more than that.
Jaken, you’re just grasping for straws now.
Oh my god, somebody make a picture with that meme of that mom and that kid, with the kid becoming what he has seen!
@OP: People spammed the #3? Where? I never saw it spammed in WvW, and in sPvP I was usually the only thief there.
IMO the burst skills should have at most a 15 second GLOBAL (across all burst abilities) cooldown on them. It’s enough time to where a miss is punishing, but not long enough for it to be completely unfair to them.
You really need to play a warrior!
- Very good damage output = very poor defense
- Very good defence = very poor damage
- Very, very good mobility with skills which triple as gap-closers and gap-openers and raw landspeed skills = 3 mobility skills from S/S and GS limits the use of other weapons and sorry but S/S is mostly for bleed ( raw damage sucks ) and GS..well only for mobility.
The 2nd one is wrong. Take Healing Signet, you no longer have to worry about bad defense because it’s outhealing most of the damage you take. Though that’s merely because the Signet is high healing to start with, which is pretty silly IMO. You should have to trait healing power for that amazing healing of 362 every couple of seconds, not come with it off the bat.
I wouldn’t complain about the jumping in Dry Top (it might even be “fun”) if not for some very critical issues that the devs continue to do poorly.
The biggest sin is not designing for all character types. Large Norn/Charr get the shaft again in Dry top, as there are tiny ledges that they will easily slip off, while others have the better collision detection to handle it properly.
Similarly, the layout has quite a few spots with overhangs that are easy for characters to get snagged on, especially larger characters. Which means you have to start over because…
The stupid, idiotic time limit. Out of all, everything, in Dry Top, this is my biggest annoyance. (Because a 3-second cooldown blind attack belongs in another thread.) A number of people have specified that they have problems with the jumps due to some performance limits, and the time gate just aggravates that.
I’m Charr and I haven’t had any problems getting anything, or with getting snagged and falling off things.
I have the same issue I was spending more time running and evading on my warrior then I was fighting, they really have upped the condition spams on the mobs in the living story for season 2.
I am all for challenge but sometimes i wonder, while I can adapt I have to now make a specific build with the right gear just to survive these outrageous spamming of aoe on the ground and conditions, makes me wonder what the developers are aiming for aside from forcing me to go ranged to even kill efficiently.
Ranged always seems to get the greater love. Less risk and greater up-time on damage. That’s why I always carry a rifle.
IMO, as a general ‘rule’ for whatever character you’re playing that has a 2nd weapon set, always keep a long-range weapon on it. You never know when you’re going to need to switch to ranged, so keeping it there usually keeps you golden for whatever is thrown at you. Besides, 2 melee weapon sets is redundant.
Bobby, for the love of all that is good, give us an item that lets us relieve the cutscene with whatever we look like. We could make a thread that lasts forever!
I was already mad before I stepped into the machine, so I don’t feel a difference!
But you’re wrong, now you have more power than the Mad King! ALL HAIL THE MAD QUEEN MALAFIDE, RULER OF HALLOWEEN!
I just miss the early Charr stories, where I was addressed as Legionnaire. It seemed most fitting. All the other titles felt awkward and forced (Savant, Slayer, they all felt really awkward.) But the military titles felt like they fit well. I’m hoping we get back to active duty with the Pact soon, so I can have my proper rank and title back.
I feel the same way; most of the personal story subplots flew by too quickly for your titles to feel genuine, but with Charr society set up the way it is, being addressed by rank felt natural. I actually enjoyed the starting Charr experience the most out of all the races because of this. It’s just too bad that most armor sets look terrible on them and their starting city is pretty much a junkyard.
I actually love the Charr because of their society. Their city just reminds me of an actual military fort near the battlefield, and as for the armor…stick with cultural armor, especially if you’re a medium armor class, it’s too good. I think the fact that I’m the child of military parents that makes me like the place tbh, reminds me of back when I grew up on the bases and forts. Plus Charr voices are just so kitten manly and sexy~
Back on topic though, it only makes sense that you’re the boss, you’re calling the shots in a pinch (if you’ve noticed).
Some Ingame book. Even in Tyria books can be used for propaganda. Ingame books shouldn’t be taken as a word from god, because some books can and are made to misinform you.
Because this needs repeating.
Remember the words of that one asura lady in the game…“History doesn’t lie, but authors do.”
People fail to understand, that P/P is best utilized in teamplay, where your allies take on themselves focus of your enemies, allowing the glassy thief to be safe at range.
It is fully possible to play P/P in sPvP with 6-6-x-x-x traits plus zerker amulet and not dying more often than a bunker. A thief which is geared like that, raining down unloads on the enemies in the middle of a node is very valuable. You can always steal+black powder to secure a stomp (can do that without steal from range if timed well), or save your allies by interrupting enemies with headshot.
For a squishy zerker it’s a nightmare to be focused by a such thief in a teamfight, because damage from chained unloads is exhausting, and offensive combos can be easly interrupted.Any unreasonable buffs like stealth on #5 or extra damage on unload will overbuff this set. Right now, I could only change body shot, because it’s way too situational and useless in 99% cases.
You’ve just stated the main problems of P/P;
1) “P/P is best utilized in teamplay”
2) “A thief which is geared like that, raining down unloads on the enemies in the middle of a node is very valuable.”
3) “For a squishy zerker it’s a nightmare to be focused by a such thief in a teamfight, because damage from chained unloads is exhausting, and offensive combos can be easly interrupted.”
4) “Right now, I could only change body shot, because it’s way too situational and useless in 99% cases.”
Do you honestly believe that this limited viability is not a problem? And the only reason ArenaNet is hesitant on fixing P/P is because 4/5 skills are shared with other weapon set.
Limited viability? P/P is perfect for team play in all modes, especially if you’re running support and conditions, at which point it can be downright dangerous. With 4/0/6/0/4, Venomous Strength, Quick Venoms, Shadow Protector, Leeching Venoms, Venomous Aura, Thrill of the Crime, and Bountiful Theft, you’re buffing the party and giving everybody large amounts of condi-bombing capabilities. With Skelk Venom, Skale Venom, Shadow Refuge, Blinding Powder, and Basilisk Venom, you can support in wondrous ways.
You don’t even need to damage the enemy since Body Shot will prevent escape and Head Shot will interrupt anything not with Stability. You can even Black Powder on the enemy while they’re immobilized to completely make them useless.
It’s happening everywhere in the game.
I actually prefer the idea that my character’s mind is stronger than that of Scarlet’s. Similar to Mass Effect 1 where you see the Prothean Beacon vision, people keep saying that the images would break weaker minds – but not Shepard, the main protagonist. Well, kind of a similar situation really. Scarlet’s mind was broken – mine was not. I’m awesome, she’s dead.
Plus, if the vision opened way for Mordremoth’s corruption, then with the standing theory, only sylvari PCs should start going looney. But honestly, I don’t see it happening anyways. It will likely be akin to Shepard, and I’m fine with that. Because it proves that I’m better than that storyline wreckage of Scarlet Briar.
I don’t propose a complete mindbreak like what happened with Scarlet. Just some subtle things, like something hearing soft whispers in the background and eventually some dialogue with your companions about it.
Hallucinations in your dreams and seeing people others can’t could work too, ala Mass Effect 3. I only want mindbreak in terms of a final battle against Mordremoth in your head, and that’s just so you could grab control of yourself long enough to kill him off in reality.
I liked being called boss. It sounded natural to me.
GREATEST THREAD EVER! XD
Sounds like RNGsus didn’t shine his light on you. I got 2 rares outta the deal.
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