(edited by TheBlackLeech.9360)
“Hurr, don’t u ppl know how to boonstrip….. DUH!”
Idk what you fools are on about…. some of the Mordrem wolves came with innate boons and couldn’t even have their boons stripped.
They were permanent buffs that were always on the foe.
Notice the different icons, with no timer.
(edited by TheBlackLeech.9360)
UPDATE:
So after failing miserably a few times at this, I decided to keep moving around during the fight, and move around in a circular motion, to ensure I was not lingering in the same place for too long, and to find out if the orbs spawn at your location on a delayed timer. (meaning if you keep moving the orbs might spawn in a location where you WERE but not at your current location.)
I need to test a bit more…. but I didn’t get hit by any orbs this last time…. and instead got pwned by the ceiling collapse nonsense spawning in an unavoidable manner, which of course managed to knock me out of the room voiding two achievements at once..
UPDATE 2:
Ok, I just completed this…. I used personal consumables like the Fire elemental powder, ogre pet whistles, deployable mortar kits, and mortar seed turrets.
The orbs will more likely than not spawn on one of those allies instead of you, and you can easily kite through them if an orb happens to aggro onto you.
Also, it helps to continuously move around in a circular motion.
Hope this helps you guys struggling to to this achievement.
(edited by TheBlackLeech.9360)
Sorry…. but I completely disagree.
On many professions, your attack speed is way too high to even think about fighting these things.
I remember when I had to fight the veteran one (that splits into several smaller versions) for progression in the LS… and my necromancer would kill himself on retaliation alone…. without ever being struck by the boss itself, in 3 seconds flat.
I could only use death shroud to kill it, since it packed a harder hit with much slower attack speed.
If there was some downtime to the retaliation….. sure…… but having it up 100% of the time is not cool.
There is no added skill, or mechanic to learn….. it just prolongs the fight to absurd lengths. You must attack for a few seconds…… then wait around to regen or heal the massive hit your hp took due to retal…… and repeat….
Not fun or interesting.
Boring and Annoying.
Partial Success!
0 of your items have been sold.
The rest were listed for X amount of gold.
That’s not what I was trying to do…. but thanks.
I was trying to sell a bunch of silk…… the game decided to list it instead of instantly selling it or giving me an error message….
I had to pay a listing fee….
Then I went to remove the listed items from the TP to actually sell them to the highest buyer… I took them down, Remove->confirm
And my kittening silk disappeared.
Not in my TP sold history….. not in current transactions…. nothing.
This “Partial Success” stuff has ruined my trading post experience on more than one occasion.
…and now it just ate something I was trying to sell.
I’m doing the World Summit Achievements for Dragon’s Reach part 2.
It is insanely infuriating to get hit by one of the boss’s attacks and then have to suffer through EIGHT MINUTES of dialogue before you can fight the boss again.
These mechanics are a must.
This achievement doesn’t so much test your skill as a player ad much as it tests your patience…. and mine has run out completely.
(I’m actually posting this during the procession of the world leaders, which takes about 4 and half minutes and then I get to take the elevator to the omphalos chamber and do another 2 and a half minutes of dialogue.)
Honestly, I don’t understand why T3 armor is rare and not exotic.
If we are paying that much for the armor, make it a skin…… or at least make it exotic rarity.
As it stands right now, you spend all that gold on the armor, and end up having to immediately transmute it if you want to use it.
just wanted to remind that the bug is still here , i salvaged one of the rifle in hope it would update the collection , but it didn´t
so anet, dont forget about it pls
You still haven’t given all the information, though.
Is the skin unlocked in your wardrobe, but not in the collection?
Or is it missing from both the wardrobe and the collection?
Strangely enough, I have a phoenix warhorn added to my Black Lion Collections…… and I have never owned one of them.
What makes this more interesting is that I DO pvp on a regular basis….. so the issue may lie in the fact that if a player is spectating another player in PvP, and tries to add a skin to his wardrobe, it might add a skin to the person’s collection who he is spectating…. and the person who unlocked the skin will have the skin for use in his wardrobe…. but not in his collections.
Superior Rune of PvP Balance (6/6)
(1): – 50 Range to Longbow attacks
(2): – 100 Knockback distance
(3): – 100 Range to Longbow attacks
(4): Enemies are given a moment to react before you pelt them with ten arrows.
(5): – 200 Knockback distance
(6): 100% Chance you won’t be able to use your pet’s utility skills in downed state.
(edited by TheBlackLeech.9360)
I’m pretty sure you can jump off one of the airships in Arah SM and crater for a lot more damage than anywhere else in the game, provided you manage to hit a rock or something instead of falling into the abyss.
Human – All classes
Norn – Ranger Guardian or Warrior
Sylvari – Mesmer
Charr – Warrior or Engineer
Asura – Thief or Engineer
Sorry…. mine’s been listed on the TP for a while…. and I’m not taking it down and paying the listing fee again.
NP, I decided to bite the bullet, and bought one off the TP to test it. The “Gourd” buff does not provide a stat increase. It’s just the visual effect, and for some reason the tooltip includes the stat bonuses already provided by the trinket. Bummer.
I thought maybe the buff did increase stats as well, which would explain the high prices on the TP. But I guess those prices are just because of the aura colors…
Idk…. like I said I don’t remember the buff before….. so maybe Arenanet is taking the necessary steps to make the accessory function as ascended rather than just an exotic.
Right now, the buff could just be for show…. but it might actually increase stats of an exotic to that of an ascended trinket at a later time.
Who knows.
Screenshots?
Dev name?You’ll just have to take my word for it.
Mhm. Sure we will.
And while we’re at it I’ve just got to add that we met a dev who totally said this was intended and that you’re totally making stuff up.
In case you don’t catch on to the the subtlety above – provide evidence before making statements or accept the fact that people will find you funny at best.
Why would I make it up?
Was this recently added to the trinket?
I equipped an amulet of the cat, and never saw a buff in my status monitor.
I’m not sure, I just noticed it 3 days ago on someone with the cat amulet. Since then, I’ve seen it on everyone with an aura that I’ve checked. I may have just not noticed it in the past…
Could you try equipping your amulet and check your stats in the character sheet? I’m really curious now if the buff stacks with the trinket’s normal stats (giving +24 to all), or if it’s just a descriptive tooltip, and doesn’t provide any actual stats.
Sorry…. mine’s been listed on the TP for a while…. and I’m not taking it down and paying the listing fee again.
Was this recently added to the trinket?
I equipped an amulet of the cat, and never saw a buff in my status monitor.
The item functions just like you would imagine a celestial jewel would, only it gives players a color tint.
I have never seen this “buff” you speak of.
Screenshots?
Dev name?
You’ll just have to take my word for it.
-snip-
I do expect a change to the Silverwastes map, since Anet employees have already stated that this is not working as intended….
Never saw anything like that.
Neither have I, though I wouldn’t doubt I’d missed it. Maybe he’ll be nice enough to link to it for us.
It was a conversation myself and guild mates had with an anet developer (in game) who was watching people chest farm at amber in Silverwastes.
We asked if this was working as it was intended, and he said “it most certainly is not”
Can you stop whining about people whining?
Why are there always people who think this is funny?
This type of response is as old as dirt, and was more funny funny maybe the first 2,000 times I’ve heard it in my life.
In regards to the OP, I feel that this being a F2P or Subscription game has nothing to do with it.
The forums are for discussion, not for complaining about every little thing.
More often than not, very serious issues get overlooked by Arenanet staff because they are completely buried in topics whining about nonsense.
…and while I feel like this thread isn’t helping any of this, I definitely don’t feel that this thread in unwarranted.
You guys need to man up, and stop crying about every little thing.
When you start your own MMO you can run things the way you want.
Please try to consolidate some of your complaints to existing threads, or actually have a discussion for once.
(edited by TheBlackLeech.9360)
I just hope that Arenanet realizes they will never be able to please everyone.
There is never a time where someone is not crying and complaining.
I’m really happy to be a part of the Guild Wars community, but…
The people crying the most on the forums, usually get their way, because the people who are happy have no reason to step in and say “Boy I sure am happy with the game right now” because they are too busy playing and having fun.
You are all making us look bad, and when serious issues need to be addressed…. often times they get buried by threads like these.
Arenanet is fully aware of what is happening in Silverwastes, and if there was a serious problem that couldn’t wait for a later patch we would get “This content has temporarily been disabled” messages.
I do expect a change to the Silverwastes map, since Anet employees have already stated that this is not working as intended…. but in the meantime it is clearly not a serious enough issue to have an immediate hotfix.
Enjoy the copious amount of loot while it lasts.
…and more importantly HAVE FUN!
I think this forum is for players to ask for help if they have a problem with something, not for begging free stuff.
A forum moderator moved it here instead of the trash for some strange reason.
I really wonder sometimes if the forum moderation has any idea what they are doing.
I found all of the badges without any sort of guide…. so maybe the guide you are following is wrong or misleading?
It is clearly an oversight.
So you talked to dev or you are part of the the team????
It is your opinion only.Mine is it’s working as intended.!!!
Offair has it right!!
Given Anet’s track record, and the history of ranger in PvP, it would come as no surprise that they completely missed these mechanics.
Ranger down state is balanced— brought to you by the same people who gave you:
That ranger’s pet chased me all the way across the map.
We can’t figure out how to nerf underwater pet res, so we removed an entire map from pvp rotation.
Spiderbear – The ranger pet who loves to climb up walls in WvW.
The Op is talking about the achievement where you have to keep the first two lionguards alive, not the one where you set the bombs.
Ah, you’re right. I don’t have the achievements memorized, so I thought he was talking about a different one.
I know it is not too much of a help, but I did the achievement solo, without even placing any mines on the corpses.
Granted it was on my 5th attempt after trial and error.
I just made it utmost priority to put as much distance between myself and the NPC’s as possible before getting the attention of the mordrem wolves. As long as the wolves are attacking you instead of the NPCs you should be okay, and diving in headfirst before the NPCs are in range definitely worked for me.
Bringing along a friend or two can only help your cause, and after I did these achievements myself, I helped a couple friends with theirs, and it was much easier doing it with two additional bodies to absorb damage and they were both able to get their achievements on our first attempt.
Hope this helps.
good luck!
There is a thread posted on this subject by an Arenanet employee.
I would assume that he would at very least post in that thread once the awards have been assigned, if we are not already made aware of it through some in-game development.
(like a mail message thanking players for participating)
I don’t need any flashy girly crap.
What I want is a nice manly suit of ice-themed armor.
We have lots of fiery armor sets…
No icy ones.
And please let it be pants not a trenchcoat or skirt.
You don’t even need enemies to trigger the mines in order to get the achievement.
Just arming all of them should earn you the achievement.
Crying about not being able to target the enemy you want because it is not the one closest to you is a l2p issue. You can select creatures easily enough in pve with the mouse.
Crying? Learn to play issue? What an arrogant little troll! If you look at my posting history you’ll see I’ve been more active than you for just as long. Perhaps I’m not the “natural” uber-player that you obviously are, but I’m certainly not an inexperienced noob. So take your belittling attitude someplace else.
If you re-read my post that you responded to, you’ll notice that I have already “learned to play” with the “nearest enemy” targeting change. I am regularly TABBING once or twice after selecting “nearest enemy” in order to select something other than the CART hiding off screen at a range of 1200 to my left. (I swear that thing follows me to every corner of Tyria). But this is an inefficient work-around that leaves me slow to respond to real threats as I work to avoid creating new unnecessary aggro.
Restore the old targeting, at the very least. Take YELLOW objects out of the equation. That CART may be my biggest annoyance, but it is not my enemy.
Here, BlackLeech… you use your mouse to select a target in this mess:
No-one was targeting you specifically, I am addressing all of the players who have not been able to adapt to the change in the targeting system.
I’m happy you know how to play the game, congratulations.
Also, your suggestion to have both functionalities programmed into the game has already been suggested in a few threads, and I like that idea.
…and finally, playing with your GUI turned off to take a screenshot of how annoying and blinding events are during zerg moments doesn’t really help your case here…..
Especially not an old screenshot from before the patch in question, where nobody can even see what you have targeted or if there is even a problem.
…but I guess that doesn’t matter to you since you are always using every excuse you can muster to post one of your useless screenshots.
I can imagine though, that if you were stacked on top of the champion mob or whatever that everyone was gathered around, you would have no issue “targeting the nearest enemy” using its current functionality, or using the tab target system (as you have already stated you have mastered).
The ToS specifically states that the use of third party software that influences your guild wars gameplay is not allowed.
In past discussions, Macros were said to be allowed only if they perform one action (one keystroke, one click, etc.)
Basically a “turbo” button.
Anything beyond that is a bannable offense.
I’ve leveled a few toons to 80 using the Tomes of Knowledge after the implementation of the NPE, and I have to say the only annoying thing is the reward system for leveling and the hour it takes to recieve/get rid of all your level-up rewards.
A good friend of mine opened a stack of bags earlier and got a zuzu.
Wow. Just…wow.
The “Target Nearest Enemy” function is not a “Target the enemy that’s in front of me” button.
Well, it had been for over a year and a half and it was fine outside of some wonkiness with it targeting things a mile away because they were in more perfect ‘directly ahead LoS’ than nearer targets. It was essentially fine and sensible; now it’s not just unpredictable but often directly problematic. I don’t have time during combat to stop and determine whether or not I can actually see/reach what’s just been targeted, much less determine if that target is actually not just a different one with the exact same name but behind a wall.
Why don’t you have a look at all the threads on the forums discussing the targeting system over the past few years.
Sure…. some of them are complaining about auto targeting, and other vaugely related targeting issues….. but there is a common theme in many of the posts replying to these threads and that is: “The game targets things off in the distance instead of the enemy I am trying to fight, because of the way I have the camera rotated.”
And most of these threads were prior to the September patch.
There was a huge decline in complaints after the patch, and it is because it fixed many problems with the targeting system, including the problem of targeting random things (with the target nearest enemy key) because of the way you had your camera rotated.
Also, even though in today’s day and age, few people still play with auto targeting on….. One of the main reasons players don’t use auto targeting (aside from being able to use gap closers, leaps etc. to navigate terrain or retreat) is because the game would prioritize targets off in the distance due to the way the camera was rotated.
You want to fight what is closest to you 90% of the time….. and in that 10% of the time that there is a barracuda or something in the water below you that you actually don’t want to fight, you tab target to the next foe.
It is not hard.
Also, if you want to criticize my screen of the Ettin, the foe was completely untargetable (mouse clicks included) until I moved around the tree to get a better view of the foe, even though it was very clear he was standing there the entire time.
This is not the only location in the game where something like this has happened obviously.
The game world is populated with thousands of little obstacles littering the terrain, and it used to happen more often than not that you could not target a foe, simply because he was behind a bush, a rock, etc. and often times you would also lose target completely if you were mid battle and an obstruction found its way between you and your foe, simply because the game believed you could not see said foe and dropped the target on it.
Players defending a tower in WvW were completely untargetable by assaulting foes, due to this issue. It is no surprise that it was not intended game mechanics to not be able to target players which you can clearly see just because there was a lip on the tower, causing the game to think that the enemy is not in your field of view, and hence should never be able to be targeted.
These problems no longer exists in any form thanks to the September patch.
(edited by TheBlackLeech.9360)
Ever since the September Patch, targeting “Nearest Enemy” almost exclusively targets something offscreen. (More often than not, a non-enemy). I have become proficient at immediately TABBING to the next enemy every time in order to select the guy in front of me.
“Nearest Enemy” should be RED, never yellow. (This has never been the case in GW2 unfortunately). It used to select targets in our field of view for the most part. Now, as I already mentioned, it practically never selects a target I can see on my screen. That is the most important thing I want restored to the way it was.
And the people here are right – TAB is very finicky. It does not start close and work its way further out. Very often it will select targets OUT OF RANGE before one a lot closer.
Summary: Restore “Nearest Enemy” targeting so that is selects mostly enemies on our screen instead of off screen. (This just gets us back to where we were before the September Patch. If you want to see me smile, go the extra mile and take yellow targets (neutrals) out of the “Nearest Enemy” and “Next Enemy” rotation. Neutrals are not enemies).
I completely disagree.
I don’t think the way your camera is rotated should have ANYTHING to do with how the targeting system works.
There are hundreds of examples of why its annoying to not be able to target the closest enemy just because it is off screen or not directly in your field of view, especially in PvP.
The “Target Nearest Enemy” function is not a “Target the enemy that’s in front of me” button.
This was changed because hundreds and hundreds of people complained about the way you want the targeting system to work. Now that it has been changed, a small handful are complaining about how it works asking for a revert.
You would be fighting something, and just because of the way your camera was rotated, you would target something way off in the distance.
They, for all intensive purposes, completely fixed this issue with the patch.
Crying about not being able to target the enemy you want because it is not the one closest to you is a l2p issue. You can select creatures easily enough in pve with the mouse.
Play PvP for a week and you would never support the absurd notion of wanting the “target nearest enemy” button to target what’s directly in front of you… because you will be targeting things you don’t want to attack at that moment 90% of the time.
Target nearest enemy should do exactly that…..
Target the enemy closest to you.
I have not had any issues since they changed the way the system works.
It is wonderful.
Before they implemented changes, I would have kitten like this happen.
Can’t target the closest Ettin because he is “hiding” behind the tree.
I’m kind of mixed on this. I don’t want to see people changing the particles of weapons like Eternity but I’d love to be able to switch the swing color of Whisperblade to something else, or make a Storm Wizard sword out of the Super Sword skin.
Actually that brings up a very valid point in some ways. If you have an SAB skin you could dye it to make it look like one of the rarer/more expensiv SAB weapon skin and thus undermine the economy for these. The same would apply to the Fiery Dragon Sword (a free HoM skin) and Jormag’s breath, a skin that is worth around 100g.
So if they were to implement this, they’d have to be very careful about balancing it in a way where these problems wouldn’t occur.
In the original Guild Wars, not all weapons could be dyed.
I don’t see why they wouldn’t implement a similar system.
The skritt npc should totally be standing next to a giant tinfoil ball after he finally decides to hand out the prizes.
One of the books in the priory LS refers to Ogden Stonehealer as Ogden Stonehammer.
As far as I know there was never an Ogden Stonehammer and he never went by that name.
Dervish would undoubtedly be a medium class if it were to make it into the game, as it was in the original Guild Wars.
Warrior and Paragon were the only “heavy” classes with 80 armor (by default) in Guild Wars, and there were a total of ten professions (five with light armor- 60, and three with medium armor – 70)
Since Guild Wars 2 is lacking a third heavy armor profession however, I would find it more likely that they would add a third heavy class to even things out a bit.
That being said, I would expect a heavy armor class, capable of wielding polearms, scythes, halberds, great axes, etc. and it would give tribute to the dervish in many ways without being a true dervish. It would also have a different name…. like Zealot or something.
Speaking of easter eggs….. did anyone else find the ark of the covenant in the priory basement?
lolololol
Indiana Jones reference.
I believe that in the case of waypoints, less is more.
In the original Guild Wars you were able to map travel to towns and outposts, never specific areas on the map.Sometimes you had to even travel across an entire zone before you could make it to the zone where you were headed, and then make it to your destination.
Maps like The Falls are a good example of this.
Even if you made it to the falls by crossing a few other areas first, there was only one resurrection shrine right at the entrance to the zone….. so after you traveled 20 minutes or so into the zone, if you died you were sent all the way back to the beginning of the area.
It adds a sense of exploration.
A desire to fight and stay alive.Players should be traveling/playing the game a little more instead of waypointing everywhere they want to go.
The only problem with implementing this now is that removing waypoints will no-doubt receive backlash from the community.
Maybe in the future we will see “resurrection points” instead of waypoints on newer maps.
They would essentially be waypoints that only work when you are dead and already on that particular map.
Anyway…. I like the lack of waypoints.
Good decision.
And for some of us, it gave us even less of a reason to go to those zones. Some of us don’t have the time (or just don’t want to waste the time) to have to foot slog it across one zone just to get into another.
You, my friend, are a spoon-fed waypoint child.
Where is your sense of adventure?
Where is your sense of exploration?
I’ve only ventured to the end of the falls probably 3 or 4 times over seven years, and when I got there every single time I would feel a sense of accomplishment.
Even if there was no quest or mission I was trying to complete.
Just the thrill of adventure…. the feeling of “man I just did that.”
Like climbing to the top of a mountain.
There isn’t much thrill in clicking on a waypoint.
I believe that in the case of waypoints, less is more.
In the original Guild Wars you were able to map travel to towns and outposts, never specific areas on the map.
Sometimes you had to even travel across an entire zone before you could make it to the zone where you were headed, and then make it to your destination.
Maps like The Falls are a good example of this.
Even if you made it to the falls by crossing a few other areas first, there was only one resurrection shrine right at the entrance to the zone….. so after you traveled 20 minutes or so into the zone, if you died you were sent all the way back to the beginning of the area.
It adds a sense of exploration.
A desire to fight and stay alive.
Players should be traveling/playing the game a little more instead of waypointing everywhere they want to go.
The only problem with implementing this now is that removing waypoints will no-doubt receive backlash from the community.
Maybe in the future we will see “resurrection points” instead of waypoints on newer maps.
They would essentially be waypoints that only work when you are dead and already on that particular map.
Anyway…. I like the lack of waypoints.
Good decision.
I was thinking the same thing… Two NPC necros with GS.
Maybe its a sign that its coming… soon.
Also would like to see Rangers with Rifles as well.
Colin Johanson said in an interview somewhere that we will most likely be getting additional weapons for all of the classes, and that they would probably take existing weapons and give them to classes that were not already able to use them before introducing entirely new weapons to the game.
He also said that things like this would eventually come in either the form of living story or a full-sized expansion.
I’m sure everyone would love to have new skills/weapons at their disposal, and the developers do intend to do this at some point….. we just have no idea when.
Ogden was not a member, although it is plausible that he has since learned some of their secrets.)
No thanks.
They were clearly added into the lore by some russian assassin/batman fanboy.
I’d rather have tengu, dwarves, kodan….. hell even centaurs…. before I even think to look at largos as a playable race.
I’m not sure why my response upset you, but that was not my intention. Just to elaborate a bit more, I would like to express how important it is for all classes to have a separate but equal downed state.
Having the ability to pet swap and execute pet skills essentially puts two additional skills into the hands of every downed-state ranger — One for each pet.
While that may or may not sound fair to you, I want you to realize that it is an unfair advantage that the ranger has over all of the other professions in the game.
In addition, this oversight can be used in conjunction with traits which lengthen conditions, essentially allowing for some pretty unfair downed state fights.
(I’m talking about wolf fear and the pets which apply immobilize)“Unfair” is an opinion. That’s like saying I think warrior’s vengeance is an unfair advantage that the warrior has over all of the other professions in the game, or that eles downed state 2 is unfair because they can move into water or into keeps when they’re downed in WvW.
Every class is different. They all have different skills, strengths, and weaknesses. If you want a game where every player has access to the same exact skills as the next, GW2 isn’t for you.
Unfair is not an opinion.
They have two additional skills at their disposal, both of which can be used to hinder an opponent who is attempting to get a stomp.
Imagine a scale where the abilities you have in downed state all have a weight.
The ranger’s downed state would weigh more than all of the other classes, hands down.
That is why it is unfair.
It is clearly an oversight.
Anyone arguing the opposite plays ranger and is afraid of a nerf.
There is nothing opinionated about the labeling of having an additional interrupt and stun/immobilize in downed state as over powered.
And Again, it appears only to bother you. I’ve been playing a ranger for over 2 years and this has never been considered a problem before( that I can recall) and if it has it’s been dismissed since it is still working as intended.
Adding the ‘suggestion’ as a bug or obvious oversite (kinda of putting the devs down) instead of using the suggestion or the profession discussion areas appears to be and attempt to get a devs attention for a nerf.
Btw , in my experiece and usage, Rangers are more likely to use 3 (not F keys) to assist recovery from downed state.Haha…. I understand now.
You don’t PvP!I think you fail to realize how overpowered this is in pvp, and thinking about the aforementioned in relation to pvp might change your opinion immediately.
And if they turned off downed state in PvP-you just die-fine—-but don’t attempt to ruin the rest of the game to make it easier for you in separate part of the game. And then you could make it a practice NOT to PvP with a ranger so you wouldn’t get owned, learn to counter. And of course you could have, no, you should have posted in the PvP section.
I didn’t make this thread, dude.
But the bottom line is, nobody cares about balance for pve….. and you are arguing your side like everyone in this thread is talking about pve.
Nobody is trying to ruin the game for pve rangers…. but they have unfair advantages in pvp.
And Again, it appears only to bother you. I’ve been playing a ranger for over 2 years and this has never been considered a problem before( that I can recall) and if it has it’s been dismissed since it is still working as intended.
Adding the ‘suggestion’ as a bug or obvious oversite (kinda of putting the devs down) instead of using the suggestion or the profession discussion areas appears to be and attempt to get a devs attention for a nerf.
Btw , in my experiece and usage, Rangers are more likely to use 3 (not F keys) to assist recovery from downed state.
Haha…. I understand now.
You don’t PvP!
I think you fail to realize how overpowered this is in pvp, and thinking about the aforementioned in relation to pvp might change your opinion immediately.
(edited by TheBlackLeech.9360)
I don’t think the OP understands how these skills work.
Lets take Barrage for example.
These symbols symbolize the channel
[ ][ ][ ][ ][ ]
These symbols symbolize the hits
x x x x x
If both of those were placed on a timeline you will see that there is a hit corresponding to each moment the skill is channeled, and the hits are delayed.
[ ] [ ] [x] [x] [x] x x
So to an uneducated person it appears the skill is still going off after it has been interrupted …. but the actual hits and the channeling are skewed.
Life Transfer works like this
[x][x][x][x][x][x][x][x]