That happened to me once. Since then I just ignore the kitten out of roving Champions. Veterans at least go down pretty easily, but kiting an enemy for ten minutes for no reward is painful.
The last time this came up my suggestion was that fighting a free-roving Champion (but not Veterans, they’re just a little bit tougher than regular enemies) automatically triggered an Event. You’d get Event completion rewards on top of the rewards for the kill, and it’d pull other nearby players into the fight to help.
I don’t know about everybody else, but as a proper Norn I enjoy me a good Keg Brawl. So much so that I’d love to get together with a few guildies and take on other like-minded groups. But even if we go as a group, we’d currently be very lucky to end on the same team… or even in the same game. That is a shame and I’m sure a fix has been asked for before.
That said, I realize that 5 organized players would just run roughshod over 5 random people for a few matches before the other team gets some routine. So this would have to be organized like sPVP premade Tournaments… Or like a proper sports league.
I therefore suggest the Keg Brawl League; a ladder basically. People would need to permanently register their teams in some way, of course. If all else fails, make each guild a team. Not like five guys who want to make a team even though their guild already has one can’t make a secondary guild just to play.
Oh, and I want cheerleaders… swinging mugs of beer rather than pom poms… and getting into catfights with the other team’s cheerleaders during halftime.
As far as WvW is concerned, I think the entire Loot Bag mechanic needs to be reworked to make room for more global rewards that take into account support. Some things will never be measurable; like the damage you prevented by denying an enemy zerg an area. Others, such as healing done, bonus damage through buffs or combo fields, are.
In my opinion what ANet has to do is find a way to make support -any kind of support, from a Guardian, a water-specced Elementalist… even a Warrior popping Banners or a Thief laying down Smoke and Poison fields- rewarding in the sense of the game. That might also be a nice way to get some cookie cutter builds to be more team-oriented in their Skill loadouts.
That still wouldn’t allow for a Guardian to be a ranged attacker, but I don’t mind playing support in WvW. Watching three guys in a row kill themselves with their own reflected projectiles is utterly satisfying. I feel it would also address some more underlying concerns of WvW without harming anyone.
Doesn’t mean I wouldn’t like the see a ranged Guardian spec down the line.
I won’t disagree. I only really figured out how to best use my Virtues in my 50s and originally had the build at 15/15/0/20/20… then I realized that with the way I was spamming active Justice, the Trait for making passive Justice proc on every 4th hit was pointless. I’m not the brightest bulb around.
Oh wow. That build looks almost like mine, except I trade the longer Burn duration on Justice for 20% less CD and longer duration on Consecrations. I get a lot of Burn in open world PVE from one of the two Fire Field Consecrations (depending on whether I need Stability), and I find it really useful in WvW. Just glad I’m not alone as I always wonder if I’m not missing out by not maxing any of the Trait lines.
GS Guardian here. The last two times I ran CM (Story) the Door Guard came straight for me as soon as he turned hostile and before anyone had attacked him. I was the 2nd highest levelled character in the group, the highest levelled Guardian and the highest levelled character in Heavy Armor.
Over the entire two runs I got a ton more aggro than people who applied more damage and/or conditions. Heavy Armor is definitely a big factor in the equation I’d say, most likely its actual value as well, since the other Guardian in the party ran a more damage-heavy build than I did yet I consistently out-aggroed him.
I hate all the dances except the Charr and Sylvari ones. Cause they’re rather crappy modern-day stuff in a medieval-ish fantasy world. I realize it’s one of those things that every MMO needs to do these days. But what’s wrong with finding something more ethnic for the three races that instead got settled with immersion-breaking kitten?
I’d like to see proper Spears first and foremost; useable on land.
Halberds or glaives would be awesome.
Proper Warhammers. Not the sledgehammers we currently have. The ones with the ’raven’s beak’ heads that pop armor like a can opener. They are, for the record, nothing like Maces.
Sabres or Scimitars. Swords are nice but far less flashy.
Maine Gauche Dagger as a defensive OH weapon if we got the Rapiers suggested elsewhere.
Am I the only person who doesn’t care for oversized Japanese knives in his Fantasy?
I’m really just curious about the implementation here. Is it attempts or completions? Cause counting attempts would penalize players who encounter bugs in their dungeon runs and are forced to start over. Which can’t be ANet’s intention. Especially while mobs still spawns inside geometry with reckless abandon.
I’m honestly not seeing it that badly. Yes, Thieves are more fun underwater, I’ll admit that. But I run a ‘balanced’ build with mediocre DPS and manage to kill weaker enemies under water in a few hits. Are you using your Slot Skills underwater? Are your aquatic weapons up to date? Am I just lucky? I don’t know.
I love the T2 helmet (the one with the wings). The chestpiece of that set us silly — even fantastical armor should protect the chest rather than the belly, butthe design of the rest of it is amazing. Especially the helmet.
Compare the sets to some of the dungeon armors. AC and CM heavies are somr of the blandest designs out there and the higher tier ones are so over the top as to be ridiculous.
Virtue 1 + renewed justice = burn spam. And i use it almost everywhere in pve/wvw.
Toss in 5 points in Virtues and you’re dealing out ridiculous amounts of Might in all directions.
I only did the basic math in my head, but by my thinking, the GS Signet/Crit build as I see most people play it (never actively using the Signets other than the Heal; not even Dolyak for Stability) is not hampered by replacing Signet of Might with “For Great Justice”. Past level 35 the perma-Might will always add more Power than the Signet passive. Reliable Fury for every 8 seconds out of 25 is more averaged DPS than the 40 points of Precision they’re losing.
Basically, even solo it makes no sense not to have “For Great Justice” instead of a Signet. In a group where the effect is shared it’s ridiculous.
But let’s face it: Part of the attraction of the Signet build for some people is that they don’t have to track CDs across half their skills and can just spam attacks while still feeling they’re getting something from their Skill selection.
But what do I know… My Signet build is 20/20/20/0/10. I’m clearly doing it wrong.
I’m thinking one of the disconnects between personal stories and PVE in the open is that in regular PVE you get to set the rules of engagement more often than not. Sure, sometimes you turn a corner and run into a zerg of enemies, or an event springs an ambush on you. But by far and wide you get to determine the time, place and type of fight yourself. Which, if I remember my Sun Tzu right, is key.
In personal story missions, the rules of engagement have been predetermined. Enemies dig into positions they won’t leave or spawn and come straight for you, ignoring everything else in their path. They’re definitely harder than PVE out in the open. Sometimes annoyingly so.
All of the above. At base, a GW2 Thief is a skirmishing fighter. Rather than standing in a battle line they weave in and out of the fray, deceive, confuse, go for the weak spots. While they may be socially integrated and honourable and not steal from their fellow Norn I can’t see anything wrong with them taking from enemies what they can’t hold on to.
I can see that happening and not taking long.
If they were drinking milk.
Now run off and play with a ball of yarn, kitty.
Funny sidenote. The basic GS attack has a range of 130. The basic Sword attack 150. That is if the tooltips are correct. Not a huge difference but it totally blows my mind cause it makes no sense.
I often take the Consecrated Ground trait which allows consecrations to be ground targetted. I then use this to great effect by jumping on top of a keep/tower that’s under siege and drop a Wall of Reflection in front of the door.
Definately gives me a good idea of the people who don’t stop shooting’s DPS
Best thing about Wall of Reflection… I’m pretty positive you get credit for the damage reflected projectiles do. I dropped it into a zerg (in the gateway at the ruins which is just perfect for lines of any kind) last night and got three kills without really firing off an attack.
Stand Your Ground would be the obvious one to go, yes. Save Yourselves is kinda rough without a way to get rid of all those Conditions again, IMO. Personally, I tend to go with Hallowed Ground, Hold the Line and another Consecration for WvW since Necros and Mesmers are around in spades and they can help deal with Conditions as well.
But I’m also specced for better Consecrations so YMMV. If you’re specced for Shouts, the current loadout is fine. (Though I have to say, Hold the Line is prettykittenawesome; I’ve been able to restart stalling charges with it more than once).
Also one of the few non-light combo fields we can do. Hammer 2 Smash or Sword 3 Whirl works wonders in a fire field for a dps increase.
This for one. Also, people can walk into Hallowed Ground after you’ve cast it and get Stability. Stand Your Ground only affects the people in reach at the time of casting.
Apparently they deem the Snow Leopard form more powerful than the other three. But really. Skill points are cheap. By the time you hit 30 and unlock Elite Skills you should be able to get all the bonus ones from some 10 zones.
The one thing I feel Sword lacks is a Combo Finisher. I expected Sword 2 to have a Leap Finisher but it doesn’t. I expected Sword 3 to have a Blast Finisher but it doesn’t. While Greatsword has 3. That said, I play Greatsword and Sword/Torch when running solo and wouldn’t trade it. Well, except for the times I swap to Hammer for defense of Mace for support.
No. Vote systems attract more trolls. If you want to put someone down, you still have to put your unique name out there. It takes at least a shred of guts. Vote systems are generally based on anonymity. Guess what will happen.
Rating stuff has a much lower threshold and will end up with most threads dipping into below average ratings in my experience. Voting to straight-up lock threads will only empower trolls to anonymously shut down any discussion they don’t like.
I’ve done some crazy stuff with my Guardian, like spearhead rez trains and counter-charges… Dropping barrier after barrier. It still bothers me that the lack of sustained ranged DPS means less kills than other classes and therefore less ability for individual kills…
But nothing compares to the combo of ‘Save Yourselves’ and Contemplation of Purity in a huge group. That alone can make my bloody day.
Pretty much how I play my Guardian in WvW. Shouts and Consecrations are really useful for keeping your people alive. However, the current game setup doesn’t reward this. You get more out of spamming AOEs into a group of enemies in the short run (the scope of a single skirmish).
Doesn’t this feel wrong? I realize it would be impossible to measure some tactical uses such as the locking down of bottlenecks you mention. But damage prevented via Absorption, Blocking or Reflection should be measurable for example, or Healing of others.
How to make Guardians better in WvW? Not sure. There are many ways this could be done. Simply giving them access to a proper ranged weapon would be a start. I’d love to get Warhorns on Guardians; it seems to fit, and could have a ranged attack and AOE respectively worked in. Like the Torch but with greater range, less damage and likely a different if any Condition.
That said. I can see how to make Guardians viable in WvW: Reward buffing. Quite simply. Granted, this wouldn’t fix all the issues, but it would give everyone a boost who doesn’t just spam ranged AOEs so it should be relatively unresisted. I have no qualms about supporting my Guildmates in WvW (and really, they need it). But it’s pretty thankless work since only kills yield direct rewards.
I used to like Hammer as my ‘defensive’ weapon. But against a lot of tough enemies the Knockdown, Launch and Immobilize are useless. This leaves the weapon with the Symbol as the only defensive ability. Having a Blast Finisher is lovely for group buffing, granted. The weapon’s defensive capabilities suddenly vanishing against, say, an Earth Elemental is not so lovely.
There’s a Sylvari scholar outside the Priory that relates that there are Jotun legends which tell of six ‘Swallowers’ who periodically rise up to devour the world. The OP’s assumption was my immediate thought as well.
I want to see a Glaive, Halberd or the like. Traditionally carried by guards all over it’s kind of like the first thing I think of when I play word association with the term Guardian. They’re still ceremonial for the Swiss Guard and I believe the guards at the Tower of London used to carry them as well when I was there. It’s just an iconic piece of weapon for anyone guarding anything.
Also see my sig.
RP on TC is alive and well. If you RP at people in the wilds, and be it just little bits of IC talk mid-Event, they’ll RP back I’ve found. Though the bigger concentrations are of course in hubs (though if you want to RP anywhere near craft hubs, make a tab that removes NPC chatter and Map chat) and guilds.
