Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
and tornado can be nice on situations… its just dumb that it instant procs confussion soo many times for no reason >.> instant kill..
And it doesn’t proc healing signet more then once …. double standard?
Edit: if I recall correctly the healing signet disappears when in elite, so disregard my last.
It is caused by queing skills after shatterstone.
Try turning off water auto attack and not performing a skill until it appears (that includes changing attunement as that attunement’s auto attack will happen).
You bunkered with Mist Form … Bunkered … with ……. Mist From ….. nice way to neutralise the point lol.
Back on topic of going invulnerable and healing, the focus does that. The invun is better, but the focus is overall not a good as the dagger, it needs some work
I think so. There was someone complaining about it within the last month or 2.
Personally I think the Guardian wall can be worse. Ever had it cast on you and you just sit and watch your character get continually KDed for its duration?
Not sure what other players mean but AoE damage is a big problem to pet users.
You use a AoE attack, now all my pets are gone.
According to the argument here in this thread, it’s your pets fault for being around while AoE is happening.
That silly AI needs to L2P.
Those NPC’s in a Player vs Player. I usually play S/F ele. How do I get the full effect of my aoes? By dropping Dragons tooth on you and running at it so your pet gets hit, and you if you stay.
VS rangers I basically projectile destroy then refelct and get up nice and close to AOE their pets away. If you don’t move away from me, and continue to stay within aoe range of you and your pet then you need to stop just standing there kitten ing about.
So… just lose the point and therefore the match. Gotchya.
You’re basically saying “it’s your own fault for trying to stand on the node while I AoE the hell out of it”, and that’s fine, except that if you’re really trying to figure out how to make the game better from a strategic/skill standpoint, it seems to me at some point, the person who actually has to target something should receive a benefit over the player that just aims AoE circles over the node over and over.
I’ve played many tPvP matches where my team had a massive amount of glory over the opposing team, and very few deaths by playing it safe with the nodes, and they still won, because they controlled the points longer than we did, and managed the creature kills and such in the meantime. The complaints about AoE damage being too high are not meant to say AoE alone wins you the fight, it’s about trying to find a way to make team fights more skill based. And currently, between particle density and dozens of pets/minions/clones whatever running around, AoE is king, because you don’t have to target a thing to be successful with it.
Try the ele’s S/F, Dragons Tooth, Phoenix, Flamewall (bugged), Shatterstone (useless and affected by the same bug) and that’s about it. None of those abilities cover the whole point. Dragons tooth requires a target or goes off into the distance. Flamewall is bugged to buggery so is shatterstone and it is the crapest ability in the game. All other S/x skills require a target and do not work without one (unless you like looking into the sky to try and get water 1 or earth 1 to fire upwards). All other focus skills require a target or do not work (except the defensive ones.). If your ranger has problems walking through me to the other side of the point then you need to rectify that situation. Kite me and win.
The only ele weapon that puts out enough AOE you don’t have to worry about because no-one uses it in pvp. I’ve seen about 3 maybe 4 staff eles in pvp, myself (when trying it) my friend and a couple of other people. I have seen even less using the Focus. Myself and my friend when he was trying it. I have not come across another ele with the focus in pvp.
No, I just have 1 bazillion dodges on the thief. Dodge Dodge Heal (dodge heal) Dodge (adventures) change weapons to same set (energy), Dodge, Dodge
Without stealth, you have next to no condition removal outside of 20s(?) heal cooldown. You’d simply be DoA against any condition spec and dodging doesn’t prevent them from ticking, and you can’t dodge all their applications.
You have no way to disengage either, and since they nerfed main hand sword you can’t even bounce around anymore. One immob will sink you unless you’re running Withdrawl, but then you have no way of dropping the dot conditions.
I have less condition removal on my ele. 1 removal from phoenix and 3 from reflect (which I use as reflect not condition removal). Yet still I don’t melt against necros.
Step 1:
5 Man team:
Queing for 5v5 ….. 30 sec …… 1 min …… 2 min ….. .Queing for all games …….. game found.
VS current Queing for all games, have fun
I play halo as well. This same thing happened. Halo 3: Prefer better connection ….. 5 mins later a lag free game. Halo 4 Queing for all games, have fun vs those Americans who have host ( Aussie here. Lag is non issue apparently)
I play ele. I rolled a thief. A condition one lol. I don’t even use stealth (only stealth on steal for P/D stealth skill) and can live longer then my ele can.
You’re doing something very, very wrong then…
No, I just have 1 bazillion dodges on the thief. Dodge Dodge Heal (dodge heal) Dodge (adventures) change weapons to same set (energy), Dodge, Dodge
Where as my ele is all about the Imob, dragons tooth for 9k, phoenix fresh air burst and even tough I just about killed your thief, your stealth full heal backstab, instagibs me :/. That’s what I get for play GC ele I guess. My usual build is a lot strong, survives about the same (though doesn’t use a lot of dodges so I get more skills out), does more damage but has a focus so I get a lot of cds where I can’t do anything but auto attack.
Not sure what other players mean but AoE damage is a big problem to pet users.
You use a AoE attack, now all my pets are gone.
According to the argument here in this thread, it’s your pets fault for being around while AoE is happening.
That silly AI needs to L2P.
Those NPC’s in a Player vs Player. I usually play S/F ele. How do I get the full effect of my aoes? By dropping Dragons tooth on you and running at it so your pet gets hit, and you if you stay.
VS rangers I basically projectile destroy then refelct and get up nice and close to AOE their pets away. If you don’t move away from me, and continue to stay within aoe range of you and your pet then you need to stop just standing there kitten ing about.
How does one not cluster on a point when winning the game is about standing on said point?
I and maybe 1 other can stand on that 1 point, while you and your friends zerg it up in another game.
Even if for some non zerg related reason your whole team was at the same point, step 1, 1 person stands on the point, step 2, everyone else spreads out around it and lols at the non existent AOE damage.
What happens when you nerf aoe? Say goodbye to the ele staff as its AOE only.
GW1 pvp you could lvl your character, though, being a low level was a bad idea.
It seemed like GW1 was designed to be PvE then PvP, or straight PvP if you wanted. Playing PvE would allow you to unlock skills in PvP linking the too worlds. So if you pve’ed more then pvped you could still access yours skills and not need to grind Balthazard factions (not that you really needed to anyway) to get a build going. Whereas if you always pvped you had a steady income of factions to buy skills with.
PvP in GW1 also unlocked PvE elements. Favour of the Gods etc etc
I would like a F2 to give a new ability to 2H weapons and to be an ability for offhand weapons.
For example, Sword / Shield, F1 would be current sword move, F2 would be a offhand shield move.
Axe / Axe would be Eviscerate and F2 would be a new axe ability.
Naturally, having no weapon would result in F1 being Flacon Punch and F2 being Gannon Stomp (Ganondorf down A from smash bros)
I want to get a G13 for GW2. Problem is its Nostromo or nothing in Aus. You can get the G13, though it will cost you double – triple the RRP. Should have got one when Aus still had them :/
I would prefer a G13 over nostromo, its has more buttons
I play ele. I rolled a thief. A condition one lol. I don’t even use stealth (only stealth on steal for P/D stealth skill) and can live longer then my ele can, do more damage and look more shiny. In the words of Jayne: “Shiny lets go be bad guys” – Serenity
Still love my ele and play it the most, just wanted to get some ground on thief builds and how to counter them.
My ele, condition, not as good at it then my thief :/ but she gets the job done.
For Elemetalists:
I play ele. So unless I’m having a good fight, at the end I will /dance
The whilst in air attunement blind someone trying to hit me, then sig of air blind when they try again, then switch to earth and turn invulnerable lol. Can’t stop the dancing. If I’ve had a good game I’m all fine. If my team don’t bring res signet and that keeps the enemy team winning, well, usually I’m pretty kitten ed.
Note: res signet is a reference to GW1, where when the monk died he usually said, got res? or got Res Sig? Res Sig was a once per zone res you could use on a teammate, it was available to all professions.
Pick up sceptre and dragon tooth their clones. And when you run a full zerker ele (spvp) and the mesmers clones aren’t taken out by dragons tooth remember back to when Anet said it would take only 2 or 3 shots to kill a Mesmer’s clone. And remember that /its 2 or 3 shots, so 2 or 3 of one of our hardest hitting spells shots.
Remember, when playing d/d attacking the clones is no indication of wether it is a Mesmer or not, look for the Mesmer, it will be moving around not like the clones and it will be dodging. Find the real one, dodge the shatters and apply poison to his face where possible.
My favourite think to kill are thieves.
Step 1, immobolize, air 2, 3, dragons tooth, phoenix, kd, fresh air burst
Step 2, the thief is on <5% hp. And, boom, he stealths
Step 3, lose to the thief a few seconds later due to him having full health and you being GC.
Edit:
After failing to kill anyone with a full GC build, I went back to my aura build and can now:
Beat thieves 1v1 or 1v2 (if the second thief is ranged only)
Get stuck in an never ending fight with necros, minnon master ones. Sometimes beat condition ones
Beat most warriors
Beat most mesmers (only just, like a 100 hp left situation)
Can fight off engies but lose in a prolonged fight (nades build)
Destroy almost all rangers, disintegrate any not using bunker beastmaster.
Equal out with most guardians, only due to their 50000000000000000 blocks, generally if I win its due to them having killed themselves from burning / reflect.
(edited by TGSlasher.1458)
Original Build I ran (while still using D/D)
0 15 0 25 30
Eventually going to try
0 20 0 20 30 (for solo)
Or
0 20 0 30 20 (for aura share group)
There have been multiple topics about this. The bug is as such: Qued skills interrupt Shatterstone and Firewall (focus 4 fire).
There is a work around, though it has gotten me killed several times, Turn off auto attack (ctrl-click skill 1) of water (for shatterstone) and fire (for firewall) and don’t cast ANYTHING until the skill appears on the ground. Also remember that you won’t be auto attacking so you have to press 1 when needed. For added chance of this working, don’t change attunement to one that has auto attack turned on.
Other bugs:
Signet of Air, someone mentioned that this doesn’t work correctly with Written in Stone. I can confirm this. It appears as though Anet hardcodes all values instead of using a variable system, so written in stone is still going off the 20 / 16 cd of sig of air instead of 30/24 sec that it is now. The other signets appear to be unaffected by this bug.
Revert mist form nerf, add an additional -30% (-50% total for air skills) cooldown for movement skills (rtl, burning speed, etc.) to Aeromancer’s Alacrity, and put a stun breaker back on lightning flash. That would be enough to make me happy.
Lightning Flash is much better now.
It got the cooldown slashed down to 40seconds, the damage is higher if you care about that.
Sure it lost the stunbreaker. But! You can still teleport while stunned.Sure you remain stunned, but you are out of harms way and stuns dont generally last all that long. Especially not in PvP where the longest stuns are 2seconds(?). The guy that stunned you now has to les then 2seconds to jog towards where you flashed to actually take advantage of that stun.
Given human reaction times and having to find you he’ll likely have barely 1sec to close 900range, and thats with a 2sec stun.“Slashed” to 40 seconds. A whole 5 seconds in exchange for losing its stun breaker. Oh and don’t forget that it now hits for 1200 instead of 800. Watch out, I might one shot somebody.
If it’s such a trivial change that makes no difference, why would they bother making it and why would you object to it being changed back?
Hint: it’s a big kittening deal
Unfortunately I have to agree. Signet of air got a 10 second increase to its cd for its added stun break not to mention it nolonger works with written in stone correctly (Written in stone thinks its cd is the old cd). Lightning flash should have had its CD reduced by 10 seconds and no extra damage added, but that would make us too mobile.
Do the devs program with “classes” or variables? You know, so when you change the CD to 10 seconds the skill gets an update, the tool tip gets an update, the corresponding traits work correctly and everyone is happy. Or do they hard code all the values. For this example, Lets add 10 second cd to air signet, find the code for that, find the code for its tool tip … oh, find the cd reduction trait, yep good, that was all? Yep, all good, test for an hour, no problems done. (Except that other trait we forgot about).
You can get a metric crap tonne of condition removal with the regen removes conditions (look at your rune set, and goeh, that’s 2 conditions).
Here is another pro tip, The elementals are really good. A friend of mine believes the fire eles have blast finishers, though we didn’t test to much (its hard figure out when [if] they do it). The Water eles are where its at, they both have a heal and drop chill fields, not to mention that you can pop the others for extra damage / tank.
It doesn’t matter which order you go for your heals, either earth for eruption then water for gyser/healing rain then dodge for water heal (if needed). Or water for healing rain then earth for eruption then dodge for blast finisher (same skill as water dodge but adds damage / bleed if it hits your foe).
@Redscope
" However, I don’t think breaking game balance for high-pingers is the answer. You’re at a disadvantage because of your latency, not because of a specific class balance issue"
The way the skill was balanced is what makes you at a disadvantage. Being clearly within 1200 yards, using the skill, pinging out (on pingers of course) and having the skill miss and go on full cd almost every time (unless used at point blank, ok, around 600) is an issue. Having an overall higher cd (5 sec – 10 at absolute most) would remove this stupid mechanic.
I gave up D/D a long time ago. Air 2, doesn’t work unless enemy is immobile (lag issue), Fire 5, same as air 2. Air 4, 600-900 max never hits unless at <600 (this is our gap closer, you know because of the no weapon swap, if it doesn’t gap close under all circumstances then where is our weapon swap). Fire 3, same issue as Air 4.
That’s 4 skills I cant use on the weapon set.
At least S/F I only have 2 I can’t use (unless turning off auto attack on water and fire) and that is a new bug from the patch, not something that has plagued us Aussies since release (and butchered to make d/d less mobile bunker).
Here’s a fix for Anet to look at. Make the offhand dagger our movement damage weapon and the focus our bunker weapon. Wouldn’t be to hard … replace water 5 dagger with water 5 focus. Focus has 0 movement and a few bunker skills, add water 5 from dagger to focus and fix some of the crappier skills (I’m looking at fire 5) and more people might actually use it.
Currently they have been nerfing the crap out of D/D, this also hurts S/D builds. Why? To reduce our bunker age, by reducing its movement. If they buffed the Focus to be the bunker then they wouldn’t have to worry so much about the /D
I have played WoW, Terra, Aion and Lotro
Fav thing about Aion … insta dead unless wearing all magic resist.
I also don’t complain about classes, I rework my build. ATM I can fight minon masters and condition necros. Eventally they kill me, but I can fight them off long enough for them to get bored or help to arrive.
(edited by TGSlasher.1458)
i like how they say “i 1-shot someone as a berserker guardian” and laugh
then wonder if Fresh Air should be nerfed if zerker eles can burst and “almost 1-shot me”both zerkers
both doing burst
both possibly 1-shotting each other
ele may need a change to fresh air since it might be too strong
…wutif the devs really think that swapping attunements is so game breaking then they can do a massive overhaul like they did with the Dervish in GW1
1 shot, right. Cause lightning strike hits for 10k …
Also to the 1 shot … Guardian, has aegis, gets 1 shot, we must have some incredible skill to 1 shot through his aegis.
Maybe he saw a Mesmer and though that pretty pink was actually an ele.
@Urukami
Lost ability to quote :/
Nice staff build.
My friend has run staff in pvp since the game was released (he mainly pves since out team fell apart).
http://gw2skills.net/editor/?fEAQFAWhImKbqR4gjDAkHvYCLjChUeMzO2A
With clerics for maximum condition removal. We used to run that build with my D/D build (same traits, switch blasting staff for vigor) and divinities on our team. The staff ele would go mid with a bunker guard and I would go far with a thief not far behind.
Staff ele should not be looked at as a S/D (damage) or a D/D (bunker). It is a support / bunkerish build. And this build and yours are both built to run with another character. You can survive for a while by yourself but you are better supporting an ally.
What annoys me about the Ele the most is that the devs are all for nerfing our class for balancing reasons whilst watching the meta. But can we really have an ele meta without bug fixes to the class? This latest patch was supposed to open doors to Scepter, Staff and Focus. And yet the focus which I still try to use as my choice of weapon gained a bug which still hasn’t been fixed. The sceptre also gained a bug (I’m S/F) which is not fixed. And was still have 500 other bugs not fixed since release. Lingering elements to name 1.
They gave engineers a better RTL.
The change they should have made to RTL is thus:
25 sec cd, fixed 1500 bug to 1200.
I don’t use /D anymore due to burning speed and RTL bugging out during lag. (300+ ms all the time).
How to get top stat. Step 1, cap 3 points, step 2, there isn’t one, no one plays the conquest game type.
I usually end a game with, Top; revives, neutraliser, creature slayer, point defender, point assault. There is about 4 things that appear on the screen, then that cycles through 3 times.
If you didn’t need wins for daily then I would have the daily done in 1 match
Also, this thread is from May
When standing beside a downed enemy, using any attacking skill seems to start “finishing” that foe, instead of using the skill (you start doing the down animation)
Has anyone else noticed this behaviour?
I had such a problem yesterday trying to finish a necro. I tried to stomp him 4 times but it didn’t work. The reason it didn’t work was that he was not where he seemed to be. My pet was attacking “thin air” a few feet away from me while I was trying to finish him where I saw his character.
He obviously wasn’t there but where my pet was attacking. In the end I just finished him with damage. This might be a new bug. Never had that happen before the last patch.
That’s a lag issue. I live in Australia, 300ms on a good day. If I try to jump down a ledge (in vapour form) the enemies down me on the ledge, even though I’m looking at them from a pretty far distance.
Best bet would be to reposition the stomp so your character was between the necro and the place your pet was attacking. This does work, ever downed a Mesmer that ported behind you? Same principle
pve players might not like spvp because of the change it brings. It’s pretty much a whole new game though if a pve player sticks with spvp and comes back to pve they will notice that they improved quite a bit in pve at least that’s how some of the people i talked to feels. It’s like they can dodge better, kill faster and handle mobs better, at least that’s how me and my friends think.
This^
I’ve play pvp since release, I play as an ele and have never had troubles with pve content. Yet there are so many people coming to the forums asking for help with the ele. Most of the advice I give is from experience with the class in pvp.
This has been brought up before (but basically a much cheaper pvp client) and I would support this idea.
(edited by TGSlasher.1458)
Change long bow to do more damage at close range? Because shotting arrows further totally makes them do more damage /sarcasm (<- owns a bow, does the shooting thing).
sPvP players have so much disdain against WvW players. It is not like we are better players because we have a smaller game mode. It is just a delusional mindset that causes people to stratify and not work together across the game.
The whole I am better than you mentality is stupid.I didn’t once say I was better, nor did I imply so. WvW is a zerg feast and so people are built to work in groups / zergs. SPvP is not supposed to be a zerg feast, but I do admit that 8v8 tend to go that way and sometimes 5v5. However, on those games where it is not zerg v zerg, the game is more oriented to smaller fights. 1 v x (where x is 1 or 2) or 2v2s making team oriented builds worthless (less useful) unless adding to the ZvZ matches
inb4 WvW is not zerg. I know there are some people that don’t play that way, but a majority of WvW is zergs.
Very nice joke =)
Joke?
Edit: re-read that:
“Making team oriented builds worthless”, Whoopsie, meant, making zerg oriented builds worthless. As in, team builds when you are with the other team members 24/7, party builds?
As to a team build for pvp, very required, just each members controls different parts of the map, not everyone at the same place.
If that made better sense
(edited by TGSlasher.1458)
I have no issue with warrior AOE or the longbow (mind you, if you use a longbow against my build then gg, change set or lose)
As to the AOE nerf in general, hasn’t this been in the works for several months? I’d like to see how they intend to nerf AOE on the ele’s staff because … oh wait, it’s an aoe only weapon
sPvP players have so much disdain against WvW players. It is not like we are better players because we have a smaller game mode. It is just a delusional mindset that causes people to stratify and not work together across the game.
The whole I am better than you mentality is stupid.
I didn’t once say I was better, nor did I imply so. WvW is a zerg feast and so people are built to work in groups / zergs. SPvP is not supposed to be a zerg feast, but I do admit that 8v8 tend to go that way and sometimes 5v5. However, on those games where it is not zerg v zerg, the game is more oriented to smaller fights. 1 v x (where x is 1 or 2) or 2v2s making team oriented builds worthless (less useful) unless adding to the ZvZ matches
inb4 WvW is not zerg. I know there are some people that don’t play that way, but a majority of WvW is zergs.
lol I forgot that but I still don’t think engineers have had any other viable builds besides the bunker, I don’t think they have ever had an offensive roaming build ever.
100Nades cheese build
Healing / Cleansing support:
0 0 10 30 30
Auto Armour
Water CD + Condition removal on water attune + Condition removal on regen
Buff on change + Blasting Staff + Evasive Arcana
You can tell I don’t use these traits myself (not for a long time). Chuck in clerics rune set.
Staff elementalist support build:
0 0 10 30 30.
http://gw2skills.net/editor/?fEAQFAWhImUbpxygjDAkHvYCLjChUeMzO2A-TkAgzCmIuRdj7GzNybs3M+Aor: with stun break
http://gw2skills.net/editor/?fEAQFAWhImUbpR4gjDAkHvYCLjChUeMzO2A-TkAgzCmIuRdj7GzNybs3M+A
The other type of support is with fury, but I haven’t played around with that yet, so I wont suggest anything.
So they can’t play their zerg friendly build in a non zerg friendly game type .. . (types slower as the sentence goes on).
Edit: Spelling is shocking today.
(edited by TGSlasher.1458)
This is how they should nerf the FGS’s movement:
Step 1: Reduce FGS’s #3 flame whirl distance to match the warriors whirl or less.
Step 2: Don’t touch the skill in any other way.
MUHA, HAHAHA HAHAHHAHAHAHHAHHHHAHAAAAAAAAAAAAAAAAAA COUGH COUGH HA.
Why am I laughing? Don’t be a baby, use the FGS for combat and you will see why (mainly use #3 while chilled or imobed).
I know I’m the only person to ever have put 30 trait points into the earth line, but I was liking my little signet build. After the last patch “Written in Stone” does not correctly apply the buff for “Signet of Air” to keep its effect active while the signet is in cooldown. The cooldown is 24 seconds, but the buff only lasts for 15. The buffs for the other 3 signets correctly mirrors their cooldowns.
I have used 30 earth and written in stone for a long time (since the opposite of this bug, where you would get double signet buffs, ahh 600 hp per skill use). I haven’t noticed this bug yet, ty for pointing it out, I’ll have to check it next time I get ingame. 25% movement is crucial to my build (s/f).
Well it’s for back to school, so probably when we go back to school. That is August/September. I’m still waiting on swimwear for summer, which is half done already.
Enjoy your summer, meanwhile here in winter … Good to get swimwear in winter, or you know, the snow for Christmas (summer)
Can’t help further then that, don’t run a custom server sorry.
Flavor Text —-
Inquisitor Todd, well he is quite the odd old Asura indeed. He is an inquisitive old man who’s inventions have gotten him into more trouble then good. You see, Todd is interested in the mystics of the Mysts, more importantly, Time Travel. Unfortunately for Todd, the inquest are also interested in such mystics. Todd has recently gone missing from his secret workshop.
—- End flavour text —-
The idea of this event would be to introduce a new character to the guild wars 2 world. A time traveling old Asura. Players would complete events and dungeons to save Todd from his Inquest captors, eventually venturing into the past underworld tunnels of the Asura home (pre being filled with death and cake).
Once saved, Todd would appear in lions arch to showcase his invention to the world. This would open up a whole new bunch of events, such as:
FoeFire, watch the crazy king ghostafie his friends
Tunnels of the Asura, fight back the titans and retreat to safety as the Asura tunnels are no longer safe.
Visit past events, did you miss out on your achievement for the Christmas event? Take this portal and redo the events.
Obviously Todd would have to drop by more then once, cant run all the past events at once.
If you go down, try and stay downed on the node, that goes for movement downed classes such as warrior, ele and thief. Being downed on the node prevents the enemy from decaping it until you die or an engie bombs you off. If you get thrown off while down and are a ele / war / thief, try to vapour form / vengeance / teleport back onto the node.
Fight out of the ring strat:
I came up with this strategy some time ago. Basics is to use your control skills against an enemy assaulting the node (only if there is 1). You fight him away from the capture point in order to slow his progress to getting to the ring and slowly kite him toward the ring. If another rocks up, get back to the point asap.
While those invunerabilities and stealths are really good for 1v1 duels, the case is not so here. Invunerabilities and stealths remove you from counting towards point cap and an bunker type enemy will use your invulnerability to half decap then push you off to full decap (when you invun runs out).
Voice comms, calling enemy numbers is benifital to your team. E.g. 3 of your guys are on mid point fighting 2, 3 of them head for you and you are alone, that means your 5th guy could go to the other point which is uncontested (unless a Mesmer or thief is around) or help you if that is possible.
Res your friends when possible / wise. In a 2v2, if 2 of them are downed and 1 of your team is, risking a res / heal till one of them could be finished is better then letting both res and losing your friend to respawn and getting stuck in a 2v1 with 2 fresh enemies.
^ Re-iterate the above for hotjoins as well.
You felt like you were playing wow, so you got feared twice then could be feared again for 30 sec? Is that right, or did you feel like you weren’t playing wow at all and realised you were getting feared non stop.
3v3 x2 nodes does sound interesting. Lets just thank god its not 8v8 x3 cap nodes.
This reminds me of old school GW1 gvg, when you could have catapults and death. You know before faction GvG, or did I dream that? So many years ago …..
Edit:
NO RURIK, NOOOOO!!!!!!
1. GW1 Ranger (no pet unless taking a skill for it)
2. If we must have pest, better attack mechanics. If 40% of my character is a pet I want to at least get 40% out of it
3. If we must have pest (that isn’t a typo), instant cast F2 abilities that overwrite whatever the pet is doing and force that skill to be used (putting the ability it was using on a short interrupt cd, unless a channel the putting on a longer interrupt cd).
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