Tangled Roots Meta event is way too hard
in Guild Wars 2: Heart of Thorns
Posted by: SpellOfIniquity.1780
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
in Guild Wars 2: Heart of Thorns
Posted by: SpellOfIniquity.1780
Theres something wrong with it.
First one is not enough spores at nuhoch lane
Second is the boss hp..to even get it down you need a map of everyone wearing zerker gear and even then i honestly doubt its enough.Out of all events its the olny one which wasnt beated yet. Even organized groups fail it.
The more people you bring the more health the boss is going to get because of hard scaling. Everything in the new content is better off to be done with fewer people rather than more.
Don’t bring more people, bring less. Ideally 5 – 10 and the boss will die much more quickly assuming the players that are present are wise enough to use CC when break bars appear and to dodge AOE’s when necessary
From my experience, it is designed for small group play. Zergs can work, but you need to actually coordinate things and not just be a mindless blob autoattacking whatever pops up. I kinda prefer that honestly, I’d rather beat the events because people did something right than beat them just because of the sheer number of people autoattacking a boss.
HoT seemed like it wanted to shift the PvE paradigm a lot. Now zerker isn’t always the best for what you want to do. Now you can’t just treat every enemy the same because they’re dead before they can touch you. Break bar mechanics encourage people to actually pay attention during the fights instead of picking up ranged weapon, turning on autoattack and afking until the boss is dead.
Guess it kinda sucks if you liked the old way of playing and bought the expansion, but they did preface it all by saying they wanted to make harder PvE content that required some more group coordination.
Agreed.
See, another thing with the scaling is that it also effects breakbars. It’s a lot easier to melt through a boss with just a few people because you only need a little bit of CC where as in a large zerg you need a ton of CC and half the people there will just continue to 1 spam.
HoT is a great release and gives PvE new dynamics. It will just take a while for it to settle in with people because everyone’s so used to the old, zerg everything, PvE that the rest of Gw2 is.
Of course I totally understand people’s frustration but as someone who is primarily a PvP/WvW player I love HoT because it’s a challenge. I’m glad that ANet has finally made some content that needs a different approach but at the same time it can also be frustrating trying to depend on an entire map to split up and co-operate.
Really I just wanted to bring it to peoples attention that there’s a reason for people being split up in the new content. There are so many threads about contested waypoints and confusing map design, etc., etc. but it’s because all of the new content rewards small group play. If anyone has ever tried to zerg the Pale Reaver event in Verdant Brink they should know how much more difficult it gets with a large group. It spawns a ton of champions and in very tight spaces to make things worse.
I keep seeing people complaining about how mastery’s split people up, how “there aren’t enough” people at certain bosses, etc. and THAT’S THE POINT.
Events and bosses scale incredibly hard in the new content. It’s much easier to do events/bosses with fewer people rather than more. It’s best to spread out and get things done in groups of 5 – 10 not an omni-blob of 100 otherwise the bosses get more health or the events spawn a ton of champions.
I know it’s hard for people to grasp because of how all the other content in the game works but it’s not the same for HoT, or at least the majority of it.
And on that note: I’ve been farming the hell out of Verdant Brink and the same thing happens every single night cycle. A bunch of camps get overrun by the Mordrem because people are piling up in one place and the map never gets past T2. That, or a bunch of people just AFK until the legendary’s spawn and all blob them one at a time which takes twice as long because the health scales so much.
Just spread the word that it’s better not to zerg everything on the new maps. I hate to be that person who’s nagging it all the time.
Bump …
~(-~)
They are just like real Rangers tbh. If you let them freecast in groups they’re a huge threat. If you go straight to their face and strafe around them they die pretty quick.
If you’re talking about the Elite/Champion versions, yeah, pretty much any Elite/Champion in HoT will one shot you it’s not just Snipers.
Honestly I’d say the only enemy that could use a bit of toning down are the mushrooms (of all things…) because they have way too much CC for a single enemy and when you kill them even regular, non-Veterans can one-shot you with that after-death explosion. It’s pretty easy to dodge but because of all the CC they have, often times you’re already out of dodges by the time they die, lol. Knockback, knockdown, launch, pull and a lot of cripple like seriously?
Besides that I like how difficult the new enemies are. It means you have to do more than stack them and spam 1 all day. Just… Them mushroom people, man…
There has to be another way to get the Bladed armor chest… I know there have been a ton of threads about this but there’s a reason for it; it’s frustrating.
Having to depend on the co-operation of an entire map and hoping for good RNG for a piece of armor that isn’t even Ascended is a bit ridiculous. It’s fine to have a goal to work towards but putting it in the vendor list for maybe 1,000 Airship Parts (double that of the other armor pieces) would have been absolutely fine.
I’ve done almost nothing but Verdant Brink farming since HoT release. Don’t get me wrong, I’m not bashing the new content. As someone who primarily WvW’s this is some of the first PvE content I’ve really liked doing. It’s just this one issue that’s frustrating me, and a ton of others, beyond belief. Please, ANet, make the Bladed Coat purchasable from a merchant or make a more realistic way to obtain it.
Sincerely; someone who has been on VB so much farming for this one piece of armor I’ve made enough Airship Parts to buy the entire Light and Medium sets + the full 6 Superior Rune Of Thorns and STILL NO BLADED ARMOR COAT CHEST.
(edited by SpellOfIniquity.1780)
It’s funny how so many people complain about longbow Rangers and/or make fun of that meta and yet the biggest reason for it is because everything else is constantly nerfed.
Ranger has a lot of potential in the right hands. But you keep asking for nerfs and you’re going to have to keep suffering the longbow meta because there won’t be any other builds to play.
Also why is it a problem that Druid has access to a lot of daze anyway. There’s something called a Mesmer which has probably the most daze and stun access in the game and most of it is insta-cast.
in Guild Wars 2: Heart of Thorns
Posted by: SpellOfIniquity.1780
It needs a higher chance to drop, that’s for sure…
I’ve been doing nothing but VB since Friday, HoT release, and have made enough Airship Parts to buy the entire Light and Medium sets, have been on a bunch of T4 maps as well as completing the map itself and still haven’t gotten one coat box.
Being a bit rare is alright but this is kind of ridiculous…
in Guild Wars 2: Heart of Thorns
Posted by: SpellOfIniquity.1780
As someone who’s not a big fan of PvE, it was a decent fight. I didn’t go in expecting anything in particular which I think is what saves me from disappointment with a lot of content.
It reminded me of the fight with the Ur Dragon from Dragon’s Dogma which is a very good thing because that’s my favorite boss fight in any video game. It was very long, it required you to do more than just hack and slash, it had a great feeling of intensity, all the good stuff really. I very much dislike boss fights that only last a couple minutes, I want it to really feel like I’m taking down a beast and they did a good job with that.
However, my only real complaint is that there are LEDGES in the kitten boss fight. I’m sorry but in a fight like that, one that is so crucial to the story, I don’t think you should be able to die to gravity. It sounds like a silly thing to be upset with but it happened to me (the only time I died) because Braham knocked me off the edge \: Then I had to start all over again. And referencing the Ur Dragon fight again, in a very similar dark purple and dream-like stadium, the edges for that fight were all blocked off by invisible walls. It looked like you could fall to your death but it wasn’t possible. Which is what I think should have been done for this fight as well.
Over all, it was okay. It had a very good feel to it and I wasn’t able to melt him in under a minute or just mash random keys. Although to be honest I think my Jaguar did the bulk of the damage, lmao. It almost literally solo’d Faolin because when I saw the damage it was managing to do while I was trying to avoid her AOE and charges I pretty much just let my pet do all the work while I kept her attention on me :P.
NO ONE seems to be able to find the Juvenile Tiger… Where is it… A little bit of a hint from one of the dev’s would be great because as of right now they don’t seem to be anywhere…
Considering how swiftly you ruined the Smokeskale (and no I don’t mean the damage nerf. I’m talking about the F2 change) it’d be nice if we could get a little help on where to find the Tigers or what we need to do to get them to spawn.
Maybe make a different existing pet have an f2 smoke field?
Fire Drake seems thematic but with the recent tailswipe one shot vids it could be a new issue.
Omg PLEASE don’t get my favorite pet in the game nerfed, lol. I’d be very, very sad…
Great suggestion though, OP. Unfortunately I don’t think they would do this simply because there is always an adult version of our pets in the open world. I just don’t think it’s likely they would add a new juvenile version without having to add a bunch of adults through out the world which would obviously be a lot of work.
Either way, it is a superb idea and one could only hope something they might consider doing. We are pretty much in a universal state of agreeance that the damage nerf was justified (albeit a bit much… I think 25% would have been better) but the F2 change was not. It’s not like the smokefield was causing any problems… The only thing it did was give us one of very few pets an option to combo extremely well with it’s master.
Why do people keep saying I am supposed to take birds if I like to time my burst?
You are aware that bird f2 don’t really do any burst dps, right? They are about same dmg as just normal attacking.
Before the smokescale, birds (owl/raven) were the pets with the best (reliable) burst. And i think, they are now the best dps/burst pets again …
Bristleback does more than double the burst of owls and ravens almost 3times actually, of course that is a channeled attack so it’s abit like comparing rapid fire with maul but even so…
dude….I just brought out the bristle in the mists and put 25 stack of might on it. it took a heavy golem down to 10% HP by the end of the cast, lmfao. takes 1.5s with quickness. o.O
Try it with signet of the wild+sic em+25might , I managed to get a 30k spine barrage with that last night on the unkillable golem (dunno what armorclass he counts as) by comparison my raven did 12k on his blinding slash with the same although should be said he also follows that instantly with a 6,5k swoop with those modifiers.
Pre-Smokeskale nerf I was using Bristleback and Smokeskale. I’ve gone back to Jaguar (until I get my Tiger…) with Bristleback still as my on swap.
Bristleback is a lot like a spider but with slightly better AA damage and no immobilize. Their Rain of Spikes can do some really great damage as well.
I’m obviously sad the Smokeskale got nerfed… I was looking forward to trying out Trapper runes with a Warhorn so I could have a ton of stealth but… Bristleback is pretty great still even if it doesn’t have the same kind of fun utility Smokey did.
I always thought the Bristleback was cuter anyway, lol.
Also, I’m sure many others have thought of it already but just incase: remember to use things like Sharpening Stone or Shortbow Crippling Shot the same time you activate Bristlebacks F2 for fast bleed stacks.
in Guild Wars 2: Heart of Thorns
Posted by: SpellOfIniquity.1780
I understand that you’re not supposed to get everything the merchants can sell straight away… But after being in VB and doing events for like 8+ hours a day since HoT launch I only have 283 Airship Parts which are needed to purchase the Bladed armor, something I very much want.
It costs 500 per piece and the chest piece doesn’t seem to be available for some reason…
500 a piece seems a bit high considering how long it takes to earn half that doing events almost non-stop. I think the drop rate for these new currencies needs to be boosted just a bit… Otherwise it’s gonna take like months to get an entire set for casual players. Weeks for people like me who are able to play 8+ hours a day.
As someone who has played Ranger for a very long time, I think it deserves a bit of a toning down. Not much… I’m not talking 50% reduced damage or something but maybe like 15% and make it easier to dodge or something. Otherwise, this pet is how all pets should be… It can actually hit moving targets and has an amazing attack pattern on it.
I actually totally understand why people are upset with it but to be fair, I think a lot of it is also because people completely neglect the pet when fighting a Ranger. Most pets don’t do a lot of damage or rarely hit… With birds, felines and now Smokeskale, you actually need to pay attention to where the pet is because it can hit like a train if the Ranger wants it to. It’s the same idea as Mesmer clones really… You don’t just ignore an iZerker and you shouldn’t a Ranger pet either.
Ugh, please no nerfarino, Anet ;_;
It’s just so good… It does great damage, not the same as felines but not far off. It has great utility with the Smoke Field and it has an amazing attack pattern. Often times it will start with Smoke Assault followed by Takedown. Smoke Assault hits serveral times, granting might to the pet every time it hits a foe. It is also a channeled attack much like Rapid Fire and I’ve seen it go as high as 20k (yup, 20k from the pet alone) just in those 7 hits. It then follows this attack (again often times, not always) with Takedown, which is a standard knockdown attack. So if whomever it’s attacking (this is speaking from a WvW/PvP perspective) tries to heal after the pet lays in to them, they’re probably going to have their heal interrupted with the Takedown as well, lol.
It’s pretty much a Wolf and Jaguar in the same pet but with better combo attacks… What more could we ask for.
I’ve named mine Ashes and it is now my new baby <3.
I’ve yet to confirm, or find exactly where it is, but I asked today in map where the Tiger was and someone said they saw a Juvenile Tiger at Stonetwist?
Soooooooooooooooooooo, ’bout that tiger, lol.
So, wait, wait… +5 is gone? Like gone, gone or just locked behind guild hall? And can I get a guild hall just by myself?
I was well aware that PvE content would draw people away and that it would take time for things to settle. What I was not aware of was how gigantic the new borderland would be…
In theory, it sounds good for roaming. It would be more difficult to get rolled by a zerg because as long as you’re paying attention to the map (which any seasoned roamer will be good at doing) it will be much easier to avoid. But that’s only a part of the problem. The next is how difficult the new objectives are to take and again the sheer size of the map not only makes it easier to avoid zergs, which is good, it makes it harder to find groups/solos, which is bad. I stepped in to one of those maps for about 5 minutes and left. The Alpine Borderlands didn’t appeal to me much in the first place but this new map is even worse… I’m just glad the new WvW mechanics are pretty solid and interesting. I’m having fun in EBG as always, I just hope I warm up to the new map as well…
Whether I or don’t however, I feel like solo roaming is absolutely RIP. I’ve been saying it and feeling it more and more over the past couple of months and now I’m pretty much calling it. If I’m proven wrong then I’ll be extremely happy… If not well… I guess I’ll finally have to find a small scale guild to pair up with which I don’t look forward to. I just prefer to do stuff my own way, my own pace… I’m sure there are plenty of others out there that understand me.
Resistance is a boon, lol. There is a stat to increase boon duration just like there is to increase condition duration.
Concentration= Boon duration.
Expertise= Condition duration.
“yo, dawg. i heard you like masteries so i locked masteries behind masteries so you can master while you master.”
This.
Honestly I don’t even care much to say how I feel about these new maps. I’m not a PvE player, I’m a WvW/PvP’er. So how I feel about this new content isn’t that important. Regardless, I hate being there. I just want to tame my new Ranger pets, get out and never come back. But the pets are so absurdly hard to find right now I’m forced to figure out all these masteries and just… Ugh I don’t even want to think about it.
I appreciate all the work they put in to HoT. I’m not the kind of person to always be complaining about everything or always looking on the negative side. Some of the new WvW improvements have been really cool. But these new maps I just hate, haaaaaaate so very much, lol. I mean at least with Orr it’s only one layer. You have to deal with a lot of irritating creatures that will CC and chase after you but if you go the wrong way all you have to do is turn around. In the new maps… You’ve gotta deal with these awful enemies while you’re trying to figure out whether you’re on the right layer of the map or not then you have to worry about whether when you get to where you want to go you’ll have the proper masteries or not and the list just goes on and on, lol. You can’t just turn around if you go the wrong way because if you don’t have Updraft or something (which I currently don’t) then you’re force to waypoint and that 20 minute hack and slash through the jungle just became totally irrelevant.
I could whine about it for a good few paragraphs but I’m just gonna say for the people that like it, great. The people that don’t? Probably like myself and OP. It just makes you angry and confused and feeling like you’re being forced to do things you don’t want to do.
Welp… RIP solo capping towers during busy hours :C
I thought I was being overdramatic about feeling like roaming has gotten worse over the course of the past few months but… I might just have to call it quits and find a small scale guild to team up with. Just can’t do things by yourself anymore.
Trapper has it’s advantages in PvP for sure… But it’s extremely easy to counter if the player isn’t totally stupid. The only thing it’s particularly strong against is strictly melee builds. I have trouble with them on my Warrior sometimes just because I can’t get near them without taking a metric ton of condition damage from their traps (this is assuming zerk stance is on cooldown).
All you have to do is watch for them to do the trap dropping animation and you know exactly where NOT to step next. And if you have decent ranged options or good condition pressure that Ranger is gonna die real quick… Trappers have terrible mobility and condition cleanse, it’s very easy to just kite them or condi nuke them by counting the seconds between their Empathetic Bond cleanses.
I usually roll Survival Ranger personally both in WvW and PvP. If I take traps it’s only ever Flame Trap.
Of course again trapper has it’s advantages but it’s still not great against anyone with half a brain.
(edited by SpellOfIniquity.1780)
Dang I need my fix quick.. Only been a few hours and I’m going through withdraws.. :P
God, I feel you… WvW is at least 4 – 5k of my 7k hours in Gw2… I was doing some dungeons for like an hour or two… Got bored of that… Mystic flushed some karma gear for linen… Got bored of that real fast… Sold some things and reorganized my bank and character inventories… I’ll come back when WvW is back up, lol. Nothing else keeps my attention like WvW does ):
People are sheep. That’s why. Most people are too afraid to think for themselves and just assume that because someone who they think is more skilled than them said blank it MUST be true. Metabattle is a perfect example of that kind of behavior. So is stacking.
I’m not saying metabattle or stacking are bad. I’m just saying that people use these things without fully understanding why. They just assume it’s the best thing to do because it never occurs to them that they can think for themselves and ask questions about why their doing what they’re doing (… brainfart not sure if they’re or their. Will edit later).
For the longest time, roughly 2 years, I had only a Necromancer and a Ranger. I know plenty well how ignorant people can be, especially in dungeons… I still love my Ranger and Necromancer dearly but I made a Warrior some time ago now simply because I don’t have to deal with peoples attitudes the rare times I feel like doing a dungeon or fractal.
To end on a positive note however, I do very much love the feeling I get when people compliment me on being a great Ranger or Necromancer in dungeons/fractals. Because if you’re a Warrior or some other meta profession you rarely get that kind of pat on the back. So even if I know them telling me I’m doing great means them judging me every step of the way, it still feels good to hear.
I really like the idea of heavy defense. It should be like that. If you want to take the one any only big enemy keep you are supposed to take more than 2 minutes.
Attack with trebs from far enough – no mokittenamage. Take omegas if you wanna go full force – they can destroy canons and attack from range.You will have to think differently than just rushing through gates without a defenders chance to even arrive at the keep. Take your time, drain their supplies until their keeps look like Swiss cheese and they are forced to fight until the last man to hold their keep. . That is what wvw should be like.
It’s called siege weapon not rush weapon.
AGREED. And I’m glad there are still people who think this way. The best WvW fights are the ones that last for hours. I’m tired of just stacking a 60+ man zerg and blobbing everything on the map. There’s just no “f_ck yeahhhhhhhhhhh!” feeling when you finally succeed because success only takes like 5 – 10 minutes most times. But when a fight just keeps going on and on and you finally come out victorious it feels so kitten good…
Sometimes I hate Dragonbrand for building 3847293847329 AC inside of anything they capture but at the same time it can be fun trying to take things from them because honestly they’re one of the few servers that cling to what ever they own until their last breath.
Didn’t read all of it. But on the subject of automatic upgrades, defenders, “offensive” (I think you mean PvD with the way you used the word) commanders and scouts, I see the new system being nothing but healthy for WvW. Automatic upgrades will make structures easier to defend and will be less money out of a scouts pocket. Gates only taking siege damage just means you can’t PvD a gate down when your rams are killed and that’s how it should be anyway… Rams have a ton of health and even if you pelt them with arrow carts for a solid 3 – 5 minutes they sometimes manage to continue living. I think a defender(s) should be rewarded by killing the rams with denying the attackers the ability to continue damaging the gate. There have been times in the past where I’ve been in zergs so large our commander won’t drop rams, we’ll literally just stack tight on the gate and melt it with player damage, it’s pretty nuts how fast they’ll die too with enough players.
Currently defending is unrewarding and often times totally useless as well. Unless you absolutely pack the structure with siege, the attackers will get through quite easily. Automatic upgrades are just going to mean that zergs will no longer be able to faceroll maps all day and will have to actually put some thought in to how they’re going to approach something. The commanders’ worth their salt will continue to be successful because they’ll know how to take sieged/upgraded structures effectively while the PvD commanders will be scratching their heads just throwing rams/catas over and over until they win.
I see there being some possible disadvantages to the new system as well but I’m not the kind of person to speculate. I’d rather wait and see what it’s really like before making any kind of judgement so we’ll see tomorrow… If it sucks, I’m sure I’ll rant about it somewhere. If it’s great, then great. Less PvD ktrain, more fight, roam, strategy.
LOL, yep they do. There have been more than a couple times I’ve been on a team with 3+ Rangers, me usually being one of them, and every time I see my teammates I think “crap, this is a fail already” and every time it’s a victory instead.
Someone here has said that it’s because Rangers are easy to play and while I agree to an extent I think it’s also because not all of said Rangers are always LB pew pew builds. Most times there are at least one or two melee, condi or bunker-ish builds on the team as well and Rangers are good skirmishers whether people want to admit that or not. High access to poison and soft CC, lots of evades with the proper weapon choices and good sustained pressure make them rough to fight given a skilled player.
I’m still gonna be concerned any time I’m on a team with a lot of Rangers but they definitely stack better than Thieves I’ll tell you that much. Never once been on a team with more than 3 Thieves that won, lol.
I both agree and disagree. With the amount of evades we can have access to with the right weapon choices we don’t need amazing stunbreakers. Stalker’s Strike is on an 8second cooldown and it has a pretty long evade window, we even have evades on our greatsword AA which if you just spam the AA on slow attacking builds like hammer Warrior for example, you can basically avoid 50% of all their attacks without even using a dodge.
It would be nice to get a bit of a buff to something like QZ, reducing the cooldown maybe 5seconds seems reasonable to me, but otherwise we’re pretty alright as is. We can’t have a ton of low cooldown evades and lowcooldown stunbreaks or we wouldn’t even need stability anymore.
SOURCE: Evading through zergs in WvW for a solid 6seconds. SB, S/D, LR + dodges = 7 evades.
I agree that it’s exploitative for a Necromancer to get Life Force from attacking crates/trebuchets/etc. but at the same time it’s almost necessary to do it…
People seem to forget that Death Shroud is the Necromancer’s profession mechanic. It is absolutely crucial to our functionality and we’re forced to use methods such as the OP mentions because of our 0% starting point in each match. It’d be like if a Thief started with 0 Initiative and was stuck at 0 for the first 30seconds of the match, if a Mes couldn’t spawn clones for the first 30seconds or if a Guard couldn’t block, etc. You see how crippling it would be to have that kind of bar placed on you.
I think they should fix the Life Force gain from inanimate objects but I think that they should allow Necro’s to start a match with a MINIMUM 20% Life Force first. Most times it’s not too hard to get beyond that 0% but the times that it is aren’t that uncommon either.
I’m a bit worried too actually but for a different reason…
I very much enjoy solo roaming but I choose EBG instead of the Borderlands simply because the map is tighter which makes finding fights easier. However it can also mean that it’s difficult to not get ganked when the map is very active which means you have to be wise about when you venture out by yourself.
If the new map does happen to be empty and EBG is overflowing I’ll be upset as well… Because it will mean too many zergs to roam unless you’re a Thief or a Mes, neither of which I have ):
For staff I like The Crossing
Same here. The Crossing is a very Necro-y staff and has a very nice design. Deathwish isn’t bad either but it’s a little bit harder to match with an outfit.
For Sylvari I find that anything plant-like goes well with them, especially if you’re already wearing cultural armor. Try the Nightmare, Dreamthistle or T3 cultural Sylvari weapons!
~ My Necro with The Crossing
I’m going to say, knock on wood, that it will be released as is. It feels like it would be silly to go through with any major nerfs given the things that Chronomancer and Scrapper can pull off, albeit Scrapper’s unique mechanic is crap but the rest of it is amazing.
I’d just say that those two should have more to worry about nerfs than we should.
I’ve been seeing better fights in EOTM over the past few months than in real WvW to be honest. More and more guilds dedicated to EOTM fights are popping up and although yes, there are still tons of uplevels there, it’s not just a 24/7 ktrain anymore. It’s like 50/50 at this point. Half the time I go there it’s a ktrain other times it’s non-stop 70+v 70+ blob fights and it’s pretty exciting.
Given it’s EOTM with a lot of inexperienced players so often times the fights are very chaotic and a matter of numbers but it’s still very fun.
As I’ve said in the past, and so have many others, it’s best to leave EOTM as it is… I don’t want karma farmers in real WvW trying to persuade commanders in to doing PvE stuff and crying when they don’t and being rallybots in serious fights. Leave the casuals to EOTM and the vets to WvW. EOTM is a good training ground for people who want to become more interested in what WvW has to offer or it can be a good place to keep the people that aren’t interested in anything but blobbing.
I really hope ANet doesn’t ever change EOTM but with how many people are always crying about it for god knows what reason I’m sure they’ll eventually cave to your demands so… Just keep on whining until they listen and I’m sure you’ll find something else to whine about immediately afterwards as well.
The entitlement of the Gw2 community has to be the biggest annoyance over anything else in this game…
Hm… How about no.
Have you seen Chronomancer? Get back to me after you’ve given that a try.
Now if I had been using the sword I would’ve went down on the spot because while the greatsword’s auto chain provides a little extra protection without taking anything away the sword removes your ability to defend yourself for brief moments in time that an intelligent opponent can easily exploit.
Save using sword AA for when your opponent is going defensive instead of when they’re prepared to pressure you. Because the AA allows you to stick to your targets it makes it a lot more difficult for people to get away from you when they want/need to. I don’t start sword AA spamming a Thief right after he lands/misses a backstab on me and begins to engage. I wait until he’s weak, below 40% health, then if the circumstances are calling for it, then I can AA spam him to prevent him from getting away from me. And because the damage from 1h sword is quite high, he’s either going to panic, die, or be really hurting if he manages to get away from my sticky attacks.
Lol… Why does it matter if OP is a PvPer or WvWer? That’s where proper skill management is the most important. Therefore the only people that complain about the difficulty of mastering the sword should be those that are fighting other players. If you’re having trouble with it fighting NPC’s and are crying for changes god help you…
Un-bind the auto attack and don’t mash the AA key once it’s un-binded. Practice using Hornet’s Sting to get range if you take too much damage while AAing and swap to a ranged weapon to recover since you’re now at a safe distance. Or, you can un-target and use Pounce (the third attack in the AA chain) to leap away from your target to recover before leaping back in.
Yes it’s a difficult weapon to use properly, no it is not poorly designed.
This is literally the last time I’m gonna bother commenting on one of these threads that’s claiming condition builds are “way too strong”, “OP” or what ever other kind of ridiculous dribble people want to spew.
Condition builds are not OP, the stupidity of the average player is. You laugh at someone who cries Thief is OP because it two shot them on their zerk amulet no block, no invuln build the same way you laugh at the person who cries conditions are OP on their no cleanse, no immunity build.
When I go in to a match I consider all possibilities. I don’t bring only blocks for physical damage while not bothering to bring any cleanses. And if I don’t bring one or the other (or some variation of it) I’m sure to be extra careful around that which I am weak to.
Burning Guardians are a bit over the top right now. Far from OP but if they catch you unprepared (in the middle of a fight for example) most times you are toast. If they have their burn stacks adjusted, there will be no condition builds that are anywhere near OP, at least in PvP.
I will die at least 60% of the time to a condition build if I am not a full offensive power build. I will die about 10% of the time if I am. -> When I fight a condition Mesmer on my zerk amulet Warrior they die before they can wear me down. When I fight one on my Soldier amulet Warrior they have enough time to stack conditions and I don’t have enough cleanses to manage them. You know why that’s okay? Because a bunker shouldn’t be able to bunk against everything.
Can you kitten off with your ridiculous dribble. Hurr condition build dies to a zerker Warrior somehow even though they have 2 working dodges but somehow they don’t on soldier even though if they were that kittened they would have died from the same Hundred Blades on the soldier. There is no way in hell anyone decent dies to a zerker Warrior with a condition build in a 1 vs 1, especially a Mesmer, the king of 1 vs 1.
“Condition builds are not OP, the stupidity of the average player is.”
So the stupid Mesmer somehow dies to a class that can only do damage against someone not moving i.e stunned, dies with one of the lowest cooldown semi-stun break in the game on his weapon and a free stun block of the telegraph hammer on the other one with an instant blind stealth on his torch.
I honestly have a much harder time against power Mesmers than I do condition… And this isn’t even about Mesmers I was just using them as an example because they are good 1v1’ers.
Don’t go balls deep when you have a dozen stacks of Confusion on you, stay as close to their face as possible to give them trouble with stacking conditions (the same thing you might do with a longbow Ranger) and don’t try to play attrition with them because the longer they’re alive the more of a threat they’re gonna become. As long as you’re pressuring the hell out of them they die easy… Which again brings me to the point that condition builds are not OP. People just really gotta stop trying to outlive these builds by doing a dance around them and trying to cleanse all their conditions. Their bursts have a ramp up, power builds don’t. Get right in their face and go ham, that is the best way to deal with condition builds.
Can you kitten off with your ridiculous dribble. Hurr condition build dies to a zerker Warrior somehow even though they have 2 working dodges but somehow they don’t on soldier even though if they were that kittened they would have died from the same Hundred Blades on the soldier. There is no way in hell anyone decent dies to a zerker Warrior with a condition build in a 1 vs 1, especially a Mesmer, the king of 1 vs 1.
“Condition builds are not OP, the stupidity of the average player is.” In this case, you.
Elementalist for me. Everyone says D/D Cele is faceroll and although it is definitely powerful I’m not denying that, it’s also very hard to play, at least for me. So I give the people who play it well at least a bit of credit, even if it is very forgiving, for being able to remember all the cooldowns, etc. I just absolutely cannot do it and I’ve tried a number of times. I just end up panicking and doing crappy combos and poorly stacking might, etc. Idk why but I don’t have this problem with Engi at all. I’m assuming because there’s no cooldown on kits but I do just fine with Engi and can’t function with Ele, lol.
Thief would definitely be next but I don’t consider it the hardest for myself to play simply because I can actually make it work versus the average player. It’s just when someone actually knows how to fight a Thief that I get rekt, lol. I don’t have the proper reflexes to dance around people like a good Thief can.
It doesn’t at all surprise me that Necro wound up being my favorite class from the get go. All I really have to worry about is positioning and managing Life Force. Besides that I can afford to take a beating if the situation calls for it. Awareness is fortunately one of my greater strengths, it’s hard to catch me off guard (:
(edited by SpellOfIniquity.1780)
This is literally the last time I’m gonna bother commenting on one of these threads that’s claiming condition builds are “way too strong”, “OP” or what ever other kind of ridiculous dribble people want to spew.
Condition builds are not OP, the stupidity of the average player is. You laugh at someone who cries Thief is OP because it two shot them on their zerk amulet no block, no invuln build the same way you laugh at the person who cries conditions are OP on their no cleanse, no immunity build.
When I go in to a match I consider all possibilities. I don’t bring only blocks for physical damage while not bothering to bring any cleanses. And if I don’t bring one or the other (or some variation of it) I’m sure to be extra careful around that which I am weak to.
Burning Guardians are a bit over the top right now. Far from OP but if they catch you unprepared (in the middle of a fight for example) most times you are toast. If they have their burn stacks adjusted, there will be no condition builds that are anywhere near OP, at least in PvP.
I will die at least 60% of the time to a condition build if I am not a full offensive power build. I will die about 10% of the time if I am. -> When I fight a condition Mesmer on my zerk amulet Warrior they die before they can wear me down. When I fight one on my Soldier amulet Warrior they have enough time to stack conditions and I don’t have enough cleanses to manage them. You know why that’s okay? Because a bunker shouldn’t be able to bunk against everything.
(edited by SpellOfIniquity.1780)
Oh my God, just remove the Invulnerable Mist, it’s that simple. There is absolutely no reason for ArenaNet to be battling #6 bugs on this rune for so long other than lacking creativity.
Change the last function to:
(6): When you use an elite skill steal health from all nearby foes. (Cooldown: 60s)Give it the same animation as Unholy Feast, give it a 400 radius and steals 491 health from up to 5 foes.
Easy.
Speaking of easy,
Superior Rune of Svanir
(6): When you’re struck below 20% health, summon a Frozen Ground, gain Resistance and become an invulnerable block of ice that all lasts for 2 seconds. (Cooldown: 90s)
I both like and dislike this idea. And the only reason I dislike it is because when you have enough targets around you you can get a pretty significant amount of health back. If it’s a weaker version of Signet Of The Locust then it would be okay but if I pop SotL on my Necro with a group around me I can get like 7k health back, lol.
D… Does the Bristleback still evolve in to Godzilla with Signet Of The Wild? (:
Also for the record I didn’t mean to bash the OP or anything… Just with all the debate in the thread I wanted to add my two cents.
It’s nice to have new ideas and stuff especially for a class that could really use improvements but an idea without criticism is nothing but self mastur_ation.
Other classes don’t have risk/reward stuff on their strongest skills.
Wot. Have you heard of Signets? That is exactly what they are, lol. Also Shadow Refuge, Shadow Step, all Warrior burst (F1) skills to name a few are risk/reward. I’m sure there are many others but I honestly don’t care to do the research to list them right now.
You need to stay in place while in SR making it difficult to avoid AOE/CC. Risk. Success of staying in the refuge for the full duration yields health and lengthy stealth. Failing means revealed.
Your point of return is visible to the enemy when you use Shadow Step. Risk. Succeeding means a condition cleanse and stunbreak.
Burning any Burst skills on Warrior means losing Adrenaline which means losing health regeneration. Risk. Succeeding in using a burst skill means additional effects like increased damage or boons like fury, conditions like burns or bleeds in high volume, etc.
It’s not the same as Corruption skills but we don’t want everything to be identical or it gets stale.
If people hate Corruption skills fine but in my opinion the risk/reward design is at least okay. I agree with another poster here that maybe all of the Corruptions should apply varying stacks of Vulnerability instead of the ones they currently apply but I still like the theme of Corruption skills regardless. I just wish the payoff was slightly more rewarding. tldr; Corruption skills are meh. I don’t love them I don’t hate them but I appreciate their design and the potential they have under the right circumstances.
(edited by SpellOfIniquity.1780)
Always have Stealth Disruptor Traps on you.
We’ve been against Ehmery Bay for a few weeks now and they’ve always had a high Thief population. Now however you wouldn’t know they were even there because 80% of them are trapper builds and roll in packs of 2 – 6.
I want to refrain from calling it OP because it’s very easy to CC or condition nuke. It’s a lot easier said than done however when they can remain in stealth almost literally as long as they want to.
When a Ranger is using a trapper build you’ll know where their traps have been placed because you’ll see them drop the trap before they vanish. It makes it easier to avoid the traps. With Thieves however they can pre-stealth and drop the traps right on top of you, which most times they do, making it a lot more difficult to avoid.
The best thing I can suggest for anyone having trouble with these guys is to either find the nearest safe zone (be it tower, keep camp or what have you) and get away from them or kite them in to a Stealth Trap. Otherwise there is almost zero counterplay to this build so it’s no longer about watching for tells and outplaying your opponent but more about out smarting them…
It’s not always the best player that wins, sometimes it’s the smartest (:
by far the easiest way to play PvP.
Why… Why do people f_cking do this? I can’t even begin to explain how angry this mentality makes me.
Sure, everyone can play the game as they like, I’m not trying to force personal standards on anyone. But I just hate this kind of thought process where if it’s easy it’s fun. These kinds of builds also happen to, in most cases, be extremely frustrating to fight as well but who cares because you’re getting easy wins and having fun at the expense of other people’s enjoyment, right.
Idk but I enjoy a challenge and engaging my opponent as much as they do myself. I want us all to have an enjoyable experience instead of farming people like a d_chebag.
But what ever apparently I’m in the minority otherwise these kinds of players wouldn’t inhabit 80% of every match.
Yes I do hate them in fact, and I do think they’re broken. It’s a difference of opinion I guess but taking my PvP experience in to account, having this will be unhealthy not just for guards, but for necros (from all the hate they’ll get) and every other class that has some form of block.
See, I play guardian. Guardian is one of my mains. its number 4 on my most played professions. And defenseless wouldn’t cripple a guardian at all. Especially not a dragonhunter. If you’re relying only on blocks than yes, you’ll be destroyed by this little bit of counterplay. But the guardian has chill, knock backs, projectile destruction/reflection, ward skills, blinks, leaps, blinds, and invulnerability. Its not “Only invulnerability” that defends against this. So they try to burst you down from range? Great, Shield of Absorption just negates that time. Trying to get close to you? Line of warding or Ring of Warding to hinder their progression. Oh, you also have bow to lock them down, traps and scepter which can all help. If all else fails you can blink to an ally or just leap away. You also just get projectile destruction on shield of courage. Technically its a “block” however, that isn’t the type of block that defenseless talks about. Its referring to blocking skills such as shelter or static shield not projectile blocks.
So yeah, it slightly hurts 1 type of defense the guardian has. Thats great, they have 10 million more they can use.
Signet Of Might active + Berserker Stance on my Warrior and Guards are a joke. No blinds and no blocks they melt like an icecube on hot pavement. I think you’re using either too many ideal scenario examples or haven’t played against more highly skilled players.
And before you say something like, “but Necromancer’s don’t have Berserker Stance!”, remember that this “Defenseless” applies to your entire team… So the Necro might not have it but the Warrior on your team just potentially got between 6 and 15seconds of unblockable attacks, lol.
I completely agree with Genesis and although it would be an interesting mechanic I seriously hate anything that eliminates counterplay. Trapper Thief in WvW comes to mind.
You guys can defend it all you want but I’m confident ANet would be wise enough not to include such a feature. They make some questionable choices but this is something that seems too obviously broken for even them to overlook.
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