First, decide through a process of elimination, in other words decide which profession you DON’T WANT first.
This will make it easier deciding.
Everything you described is basically either Elementalist or Guardian.
“I like a class that is skillbased. As in, being difficult but rewarding and stuff like having to time your abilities well. I like stuff like reflects, knockbacks, pulls, stun/daze and such.
Having stuff that is useful to my team is a big +. Like cleasing dangerous stuff from my teammates, having heals for them and protection spells.”
Elementalist seems to have more of what you are describing, Guardians have more protection spells, and many useful buffs for allies but less knockbacks, stuns, and pulls.
I suggest try both and out of the two decide what you like.
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It’s a simple fix, I have no clue why Anet didn’t fix the radius for bomb kit already.
I miss my 240 and I really want to use bomb kit.
That’s an entire weapon set that is unusable.
PLEASE ANET
In order for Grasping Darkness to be effective and give enemies that sense of fear and Necros to close the gap without movement type skills, Grasping Darkness should be 1,200 range.
Magnet on Engineer tool kit already does this. It’s too easy for Reaper’s to be kited without gap closers. Let the pull be longer range
Hi! I personally enjoyed BWE 1 and pre-purchased to parcipate.
My question for BWE 2 is that will my account items and currencies be “re-copied” for the next beta weekend?
Because I spent alot of money and transmutations for this BWE, and I’m hoping it can re-copy all my stuff again, so I can prepare and fully experience the next BWE.
Appreciate the work, and look forward to your response.
Enough said.
Reaper Greatsword is just not up to par with the other weapons
So I’ve been playing both Dragonhunter and Reaper.
I found the Dragonhunter has great synergy with the rest of any Guardian builds, and the Reaper does not with the Necromancer.
The issue with the Reaper is that it NEEDS Vital Persistence from Soul Reaping spec. In order to stay decently alive while in Shroud.
Vital Persistance should be baseline in the same way Fast Hands should be baseline for Warrior.
Having to need to take specific specs in order for an entire build to work is very limiting.
Dragohunter/Guardian doesn’t feel to have that problem for me.
I hope Warrior Elite Specialization, doesn’t have the same issue, (most likely it will)
Hope Anet takes note of this. THANKS
GS Skill 5 should have a longer range, I get kited so easily.
The auto-attack suggests are solid.
I’d like to add make GS Skill 4 a movement based skill, like Engineer’s Rifle Skill 5. But instead of jumping, he moves through the underworld and back up into the ground-targeted location.
I understand your concerns. Perhaps give us the option to do so (switch legends/weapons simultaneously), and for other players who’re happy switching Legends and Weapons individually, let them do so as well.
Win/Win for everyone. AND this is beta, so I’d be curious to test it how it feels too.
(After a full day playing Revenant, trying a variety of builds in all game types)
The switching between both LEGENDS and WEAPON SWAP feels very clunky and uncomfortable. It’s an awkward thing to do.
I suggest that the switching of Legends and Weapons happen simultaneously. And the player decides which weapon set goes with which Legend prior combat.
Mace/Axe combo – This is very well polished and strong, but it’s mostly for condition builds, I’d like to use Sword/Sword for power builds, but Sword/Sword is just not on par as Mace/Axe is. You need to buff Sword/Sword to make it equally viable over Mace/Axe conditions.
The mobility, Aoe, and damage makes it superior weaponset in every way. Which makes me want to play condition, even though I’d like to try other builds, but I know they aren’t as effective without mace/axe.
Jalis- Heal and Elite skill take too long to cast, I get easily interrupted and has very little value in fights.
Shiro- The Retreat skill where you phase backgrounds takes to much energy, and not worth using, I’d lose access to all my skills after using this, its just not worth it
Impossible Odds- When I get stunned or dazed while this skill is active, it still continues to be active and I can’t stunbreak, so I end up wasting a lot of energy, and nothing to defend myself with. Not to mention it takes WAY too much energy, I’d rather have this be the elite and give us a fixed amount of quickness and spent energy.
Jade Winds- A good skill, very fun, I’d make this into a utility, and Impossible Odds the Elite. It would synergize better this way.
Mallyx- Well done Legend, I’d suggest a clearer visual queue for Banish Enchantment, so the player using it can see him/herself cast it. and other enemies see it being telegraphed.
Ventari Tablet- I never use it, its just too awkward to move around, feels like I’m mentally taken out of combat trying to move this brick around in order to play/fight.
Hammer- Cool and useful weapon to use, great knockdown, HP upkeep, and evades. But very vulnerable to flanking, I suggest make Skill 4 occur ALL AROUND YOU blocking projectiles from all sides.
Staff- OMG LOVE IT, Skill 5 Purging the Mists, I teleport Phase Traversal with Shiro then BAM SKill 5 Staff, knockdowns for days.
However skill 2 and skill 4, I don’t use at all or often, it’s just too slow compared to the other skills, it will get me killed other than save me. This needs to be adjusted.
Otherwise the Mace/Axe, Staff, Hammer damage is well-tuned, enjoyed playing with each of them.
Overall- Revenant has a unique playstyle, unsure if it’s for me though. It has to be smoother changing between Legends and Weapons, make it less awkward.
Revenant at times feels very vulnerable, as like the Guardian but without regen, instead has evades and teleports to stay alive, making the playstyle a high skill cap.
However, the Revenant hardly has enough stunbreaks or static stacks of stability to prevent from stuns and lockdowns, which Revenants can receive very easily, perhaps it’s easier to lockdown a Revenant than a Necromancer. That’s how I feel about it.
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That is what they keep saying. In beta you have no access to TP or Guild Bank.
During the last Beta, I was able to use different things in my beta account and they were still there for my regular toons.
I’m not sure if you have access to merchants to use gold.
Alright thank you so much!
I think a lot of people are putting things they want to use into their bank.
When the “snapshot” of the account bank is taken for the beta characters to use, they will have more options than just what is provided for the beta.
So you mean I can use anything? gold, runes, transmutations, and none of it will get used on my original account?
Just started the Beta playing the Revenant and I want to use Superior Runes of Rage but I don’t have access to it, is there anyway I can get it in the Beta?
They have very limited rune/sigil choices for the beta, very dissappointed
My FPS on GW2 is really low, and I dont have that option. can i still fix it?
Guild Wars 2 got sooo kittening slow after I downloaded Windows 10.
So kittening kittened, my FPS is like less than 10 alll the time now.
Someone please help me, I don’t know what to do.
Duration increase of stealth by 20% per ally affected by your Stealth Skills.
So if your Veil stealths 5 people (including yourself), you still get 100% duration increase.
And it should ALSO give ALLIES random boons while in Stealth as well.
What this does is that it keeps the potential power of PU without nerfing it, but prevents solo-mesmers from abusing it constantly. This encourages play with allies and adds cool combat functionality and skill with your teammates.
Edit: Random thought, this functionality could possibly include Clones and Illusions active as well, determining the Stealth Duration.
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Keeps: The design of these keeps are the bread and butter in what makes these maps fun.
They are well constructed with their own Character and makes them interesting to fight in, the NPCs are challenging and add flavor to the fights and are not punching bags.
I personally enjoy the shrines, they add something for the roamers to take, in addition for defenders AND attackers to capitalize on, but not incentivising zergs/people to just camp there.
Issues- I CANNOT for the life of me, distinguish where the Gates and Walls are, and where it will lead to. It is not clear on the maps where they are, And SOME Outer Walls DO NOT lead to inner gates/walls AT ALL. They just block of areas to access shortcuts to other parts of the map.
For example, in the North Outer Air Keep, there is a wall in the left side beside the North Gate. This DOES NOT lead to Inner, instead it is a short-cut to the south side of the map around the keep. This makes it extremely aggrivating that this was not noticed NOR distinquished.
When I played in Alphine Borderlands. I CAN CLEARLY TELL that “this is a wall” “this is the gate” and I can clearly see the inner gates/walls after on the map and visibly.
The Gates and walls in desert CAMOUFLAGE with the turrain, extremely hard to tell. I would at least suggest placing RED LINES on the map, showing these are the walls/gates and darker red lines to show these are inner walls/gates. AND green lines showing these are walls that DO NOT penetrate the keep but just used as a block to access other parts of the map.
Roaming: At first I was a little disappointed how the Towers prevent you from accessing caps around the north map if you are coming from south, I realized you can still roam the entire map, but you have to go the long way around the tower.
The map feels very maze like, and will take awhile to learn(so I needed fall dmg trait incase I slipped) but after I learnt the map after the day, I was pretty comfortable roaming around, felt very fun to explore, run through the mazes.
However the Shrines felt very disjointed and don’t connect on the paths unlike camps. Like on the fire keep I took the south shrine, back track and go up above the fire keep (btw we didn’t own the keep), take the top-mid shrine, then run ahead to take the last shrine.
Despite that, the shrines were fun, added some spice knowing I’d be helping keeps that belong to us and weaken keeps that belong to the enemy, along the the buff that came along with it. In my opinion is a nice touch for roamers along with camp changes. I’m stilll iffy about the shrines placement.
I guess thats ok, just pointing out that detail.
Camps were interesting in the sense they make it harder for you to stack, on T1 the camps guards are all Melee, which is a nice touch, gives them some meat. However as I kited them, they have a VERY LOW aggro range, that means that even when I walked around the SUPPLY DEPOT, they respawn back to their spot and regenerate ALL THEIR HEALTH, even tho I wasn’t that far away. Very annoying.
The Yaks and Sentries feel like they have a Unique worth now, and no longer chop liver, good job on that.
Towers: My initial issue was roaming around it to get to camps, but kinda got used to it. Felt weird at first, but once I knew the route it was alright.
HOWEVER, in the Alphine Borderlands, if you took Southwest tower for example, and built a treb you can use it to take and go on offense to take bay, and would be an interesting fight, like a tug of war, between those in the keep and those in the tower.
Here the Towers hold ZERO strategic value to assaulting a keep, the keep is too far away from the Tower for it to use against, you removed a fun aspect and now the towers feel like you just own a Rock you can port to and block other parts of the map.
It has no offensive capabilities, its just a large junkyard to defend and block with.
Oasis: The center map/event is fun, when everyone is in equal numbers, that was my only experience. I do hear about zergs camping that spot so could be adjusted otherwise.
Overall: The map takes awhile to learn, once you do, its fun to move around, explore, and fight in.
The keeps are a pain in the butt tho, you don’t know where the gates and walls are, you don’t know where they lead to nor are visibly apparent on the map AND on screen, this needs to be adjusted and handled for sure.
The design, NPCS, lords, and shrines all work well tho, they synergize well and makes it feel like a real keep that can be defended AND can defend itself.
I would like Towers to have some offensive worth and attacking advantage to take the keep, moving it closer possibly. OR give it a unique mechanic when it’s upgraded well enough, like a mini-laser or builds auto-matic siege weapons for you to take out and assault with.
The map feels great! Some things are still iffy though, but can be adjusted and tweaked.
THANKS ANET!
I’m a bit sad to only have one slot. Now I have to choose whether to test one thing and advance its masteries enough to give feedback on higher tiers, or to smorgasbord the start of multiple things.
I think I’m leaning to testing Chronomancer in as much depth as I can.
You’ll be getting four beta character slots to play with – have fun!
Will non-prepurchasers able to participate in the Beta Weekend as well?
Assuming we won’t get the perks of playing with the Elite Specs and Revenant
So are we here to test the new borderlands?
Or is Anet trying to test our patience?
(Queues are very long)
Suggestion: Increase the population cap, waiting is killing me
(edited by Tzozef.9841)
the tavern door opens… with a large and abrupt caa-thunk sound,
and in the doorway, a large Norn Guardian stand’s there dead center, tattoo’s covering his entire body, and a beard so beardy even the best of beards can’t out-beard it. His eye’s are blood-shot red, and nearly on the verge of tears… he collapses.
Guardian 2 dives down and catches him before the fall and hold’s him in his arms and asks him
“Oh my god! What happened man!?”
he struggles to murtur words
“C’mon! Speak to me man! Speak!”
Norn Guardian: “cough cough”
The rest of the Guardians gather around him and surround his large but weak body, hanging on to every word his says
Norn Guardian: “I saw it… I saw it all. It was a regular night, just like any other night I’m supposed to mop the floors in the Great Lodge and buff the tables and chairs. I walk in down the stairs, like I do every night, and in the distance…with MY mob and MY broom. I saw…I saw….(begins to sniffle and tear up)…”
Guardian 1: “WHAT DID YOU SEE?!”
Norn Guardian: “A Mordrem!”
(the other Guardians GASP)
“Before I reached the kitten ed Mordrem and PURGE him from existence, Knut Whitbear stops me..”
(In a Flashback)
Norn Guardian: “Knut! What in Bear’s Manure is going on here?! It’s MY job to mob the floors and clean the lodge, what is this MORDREM DOING HERE?! Doing… MY job..?”
Knut Whitebear: "Listen hero, and listen carefully. (knut looks him dead in the eye, and places his hand on his shoulder) For the good of the Great Lodge…
The average Mordrem accepts lower wages while working longer hours, the average Norn worker is just…(Knut takes a deep and sorrowful breath) too costly..
(the Norn Guardian is struck with sadness)
I’m sorry," (Knut pull’s him in and hugs him deeply) and whisper’s in his ear…
“He took your jerb”
The Norn Guardian is mortified, his eyes turn red, and his skin turns pale white…
Back in the Tavern, after hearing the story, the Guardians in the Tavern surrounding him are equally mortified. Guardian 4 begins to cry, Guardian 1 grabs him by the arm, they lock eyes and they embrace, crying together.
Guardian 2 looks down at the Norn Guardian as he holds him in his arms, and raises his hand over his face, closing his eye-lids. And Screams up to the sky:
“THEY TOOK OUR JERBS!”
And the rest of the Guardians chant in succession
“THEY TOOK OUR JOBS!!” "THEY TOOK YOUR JURBSS!! " TUK UR DURRR!!"
“ENOUGH!”
Shouts the Asuran Guardian, as he stands out in the Taverns entrance with a shining light glowing around him.
“The Dragons are encroaching, and there is nothing left to Guard, not even our jerbs…
Our times of Guarding.. are done.
(put’s on his sunglasses)
It’s time to HUNT"
And out from behind him, he pulls out a pile of Longbows and make-shift Traps and drops them all on the ground infront of him
All the Guardians shout in Rage and Fury! And each grab a Longbow and a set of Traps and charge out of the Tavern!
Sylvari Guardian: “When did he take off his sunglasses to put them on again?”
Guardian 4: " WHO CARES! THEY TOOK OUR JERBSS!"
And that, is how Guardians became Hillbilly Guardians AHEM I mean… “Dragonhunters”
(insert Inception horn sound here)
To be continued….in Heart of Thorns, Rise of the Hillbilly Guardians (Dragonhunters)
(edited by Tzozef.9841)
The Rise of the Dragonhunters
It’s a long cold stormy night as a group of Guardians have retreated to a tavern in Hoelbrak, having lost Fort Salma and Fort Concordia, they’ve lost their posts as Guards and drink their Ale in defeat, having lost all hope, boons, and waypoints, they wonder what to do next
Guardian 1: kitten! BY THE GODS, kitten IT ALL! I’ve lost my friends, we’ve lost BOTH Forts, I lost my post! HOW THE HELL AM I SUPPOSED TO FEED MY FAMILY?! I probably won’t have a family to feed after Mordremoth takes everything else away from us!!
Guardian 2: Calm down man, we’ve all lost something, don’t rowdy up the rest of the crew. We’re tired okay, let us drink in silence.
Guardian 3: You know what…NO! Let’s NOT calm down, he’s right, the Dragon is taking EVERYTHING away from us. And we’re GUARDIANS kittenMIT! How are we supposed to be GUARDIANS if there ain’t nothin’ to “GUARD” Hmmmmm?!?!
Guardian 1: And they ain’t the worst of it, we lost Lion’s Arch to a freakin’ vegetable-
Sylvari Guardian: -hey!
Guardian 1: Sorry, Lion’s Arch got obliterated… and we lost it to a freakin’ fruit.
Guardian Sylvari: ._.
Guardian 1: Out of AALLLL of the most important the places to “Guard”, we failed to “GUARD” it!
A small but dark Asuran Guardian turns around and exclaims in a deep voice
Asuran Guardian: Hmph, truue dat.
Guardian 4: YEA! And the Dragon took mai Keys! mai House! mai Gold! and all mai stchuuufff!
The Asuran guard turns around in a subtle yet heavy motion
Asuran Guardian: and ya’ll know that Symon cat aid workin’ in LA…
Guardian 4: Oh yea! He’s a cool dude, I used to bar brawl with him back in the LA Tavern! (Takes a giant gulp of beer) HAHA what a great guy!
Asuran Guardian: He lost his pee pee,
and now…
(put’s on his sunglasses)
he’s a she she.
Guardian 4: (Spits out his entire drink) AWW HELL NAWW!
Another Guardian at a table throws up in the background
Asuran Guardian: Yep, it ain’t gettin’ easier for us Guards if we can’t Guard LA and our friends’ pee pee.
Guardian 2: ALL RIGHT STOP THIS! This is getting outta control, We’re GUARDIANS kittenMIT!
Everyone turns to Guardian 2 as he stands on the bar, ready to give, what we anticipate… an epic speech
Guardian 2: Limme ask you fellas, who has the best support and ability to buff allies in all of Tyria?!
Guardian 1: (In a monotone voice) we do..
Guardian 2: Who has the best combination of blocks, invuls, and blinds in ANY combat sitchuwayyyshun?!
the crowd picks up
Guardian 1, 3, 4: We do.
Guardian 2: AND WHO CAN COME MEDITATE INTO A ZERG, GREATSWORD SKILL 2, and POP OUT WITHOUT A SCRATCH!?!
All the Guardians in the Bar: WE DO!!! (Cheering commences)
Guardian 2: AND WHO HAS A SHIELD AS THE PROFESSION’S ICONIC WEAPON WHICH HAS CRAPPY FUNCTIONALITY BUT WE CAN STILL GUARD ANYWAAY AAAHHHH!!!
All of the Guardians: (Slam their drinks together and cheer) WEEE DOOO!!!
Guardian 2: THAT’S RIGHT, WE’RE GUARDIANS, WE’LL GUARD OURSELVES, OUR FRIENDS AND ALL OF TYRIA TILL ALL THE DRAGONS OUR DONE WITH….
Because that’s what we DO.
Sylvari Guardian: YEAH, Nothing can stop us now!
One of the Guardian’s start to sing in a soft voice “We’re the best, araaahnd, nothin’s gonna ever take me down…WE’RE the BEST, nothin’s gonna eva take me daaaannn” and the rest of the Guardians begin to sing along, toasting their Ale’s and singing to the top of their lungs!! The Asuran Guardian /dances showing off his robotic moves…then all of a sudden
(caaa – thunk)
(edited by Tzozef.9841)
We had Tempest last week.
Do we get something this week?
Yep, absolutely agree.
I would also like to make a SUGGESTED REPLACEMENT when Fast Hands (5 sec weapon recharge) becomes baseline.
The new trait will be still called “Fast Hands” but will reduce the next weapon skill used recharge by 33%.
I bet you guys Richochet is gonna come back through the Elite Specialization.
Calling it now
Anyone else having a really slow download?
in WvW Desert Borderlands Stress Test
Posted by: Tzozef.9841
Has anyone completed it? I would like to know how big the files are
Judge’s Intervention’s cooldown doesn’t get reduced when traited with Monk’s Focus, please fix.
This occurs in WvW, but not in Spvp for some reason.
I main Warrior, as of recently I’ve seen soo many other players in Spvp as Warriors constantly use Rampage and nothing else.
It’s getting quite ridiculous because it’s become a “press to win button” with the Peak Performance Trait.
I remember before the specialization patch, I was the one of the only few Warriors to use Rampage, back when it was 150 sec cooldown and not a Physical.
It involved timing and skill.
Now, any baffoon that can press 0 and spam from 1-5 keys can use it. I find this to be a real issue, despite myself being a Warrior.
As a suggestion, I’d rather make Rampage into a Stance. So rather than have recharge reduc and dmg increase. It should just get duration increase with some vigor when traited, it’s much more balanced and tactical.
This would put Rampage back in the Fun status that I enjoyed pre-patch, and give it a nice niche rather than “press to win for any build”.
(edited by Tzozef.9841)
What I find strange too is that Elementalist Signets and Tempest Shouts, seem to do pretty much the same thing… I am right?
WHAT?! NO!
(That’s my limit on raging, the rest is constructive
Don’t Reapers get Shout’s already? Not to mention Reaper’s Elite shout is:
“Chilled to the bone!”-Freeze all enemies around. Gain boons for each foe you freeze.
And the Tempest gets a UTILITY shout:
Freeze! – Causes the air around enemies to cool and harden, damaging and chilling them for a period of time.
Which is pretty much exactly the same mechanic wise!
*with the exception of a boon and probably different statistics.
But couldn’t Anet give Eles something more distinct? I feel this is really iffy for me
- The next thing (source: Ten Ton Hammer)
Ten Ton Hammer: Could you provide us with a greater example of one of the Warhorns skills?
Karl: Visually, Wildfire is probably one of the more iconic abilities for the warhorn. While in fire attunement, you’ll spread flames forward, providing allies with a constantly growing fire field that applies continuous damage and burning to enemies for a long period of time. While in Water, you’ll fire out a regenerative moving water field that you can follow up and blast on top of to heal allies even further.
Fire and Water fields? Don’t Elementalists do this ALREADY?
This feels very weird to me, first they said Reaper shouts will be unique because they damage enemies. But Tempest Shouts damage enemies too… at least that is what is implied.
Was hoping for something distinct and different, if they wanted Ele’s Tempest to be more frontline, they could have gone with Stances.
Overload seems interesting, has a strong pay-off in exchange for a loss of use in that attunement. That’s cool.
Other than that, I would have to see the Warhorn and Shouts in action. As of now, I’m not buying it, and feel disappointed.
If a had to sum up this Elite Specialization in one word:
Redundant.
(edited by Tzozef.9841)
http://wiki.guildwars.com/wiki/Stormcaller
I remember doing the mission back in GW1 where we used to Warhorn to call down the rain to weaken Charr forces to save Ascalon.
Hope they tie this in
it’s totally real, I discovered it by accident falling down cliffs, (jumping occasionally), and swimming.
The skirt is the light armor legs from The Durmand Priory
In addition to that, if you reach 2,300-2,500 attack pwr, 40% crit chance and 190% crit dmg, that is enough, and you can build for other stats for the rest of your gear (tough, vit, healing pwr).
Really anything higher is unnecessary.
With the recent patch, Anet have adjusted certain Healing Skills and Elite Skills to fit in a specific skill-type category (I.E Traps, Signets, Kits, Tricks, Etc.) to promote more synergy with skills and associated Specializations and/or Runes
I’m wondering if Anet will add new skills for skill-types in profession that are still lacking one skill of that skill type, in order to complete the entire set, for example:
Elementalist- An Elite Arcane
Mesmers-An Elite Mantra, A Healing Glamour
Necromancers- An Elite Signet, A Healing Spectral
Rangers- An Elite Trap, A Healing Signet
Thieves- An Elite Trap and Signet, A Healing Trap
Engineers-An Elite Gadget
Warriors- An Elite Stance, A Healing Physical and Banner
Guardians- An Elite Spirit Weapon and Consecration, and A Healing Spirit Weapon and Consecration
Will this be addressed?
With the coming Elite Specializations as well they will have a new complete set of a skill-type. And some professions already have full sets of the same skill type and some don’t.
I.E. Warrior Signets are complete while Necros are not
And Ranger Traps lack an Elite while the Guardian’s Dragonhunter will have a full set of Traps.
Thought I would put this out there, perhaps if a develop would address this, I’m various curious if this is on the table. THANKS!
I’m trying to decide what is better on my Guardian:
Having Melandru’s and Poultry leak soup, equating to around -50% condi duration reduction, and rely on reduced condi duration to deal with conditions.
Or
Trooper’s clearing Condi’s with each shout I have, in addition to traits and other condi removals/clears. Clearing condi’s with my utilities
Which is better for a Guardian in all aspects of WvW?
After the patch I’m unsure. Would like the community’s suggestions and insight.
What is the most optimal build for guards now to support in groups and zergs in wvw?
Gear-
Traits-
Weapons-
In that order
Ok. That should be all of it.
Thanks!
Edit: Unlocked!
Thanks Josh!
Any information on the stat changes to our Armor?
how much will be increased?
will we get more than three stat combos?
Yea thanks I’m not looking to fulfill every criteria, but anything close to it would be good.
(and No, I’m not expecting everyone on the server to be properly geared and builds, just fighter guilds who are capable of that, and individual pugs who know how to fight even with subpar gear)
Particular if you are already in a server (NA), that is close to this, I would consider taking a look at it.
(edited by Tzozef.9841)
Hi everyone, I’m looking for suggestions to transfer servers:
-A server where I can roam solo/small group and vs other roamers as well
-A server with fighter guilds, guilds who are organized, proper group builds and know how fight against zergs and larger groups
-A server with individual players/pugs having a high skill level in a general sense, i know I can roam with them and do well with them in fights
-As a whole server maintain the PPT, good communication, round the clock co-op, has TS etc.
My first server was NSP, had great guilds, I was in Os, organized fighter guild, they were small but still handled larger zergs no problem.
ZoS was good as well. But NSP as a whole wasn’t a 24/7 crew, so throughout the week it would be barren and the only time we’d play is when guild commanders were on. And I had to play with the guild and have a specific build, which got monotonous and repetitive.
After I moved to YB, big t2 server, as a whole, great server a lot of communication and cooperation kept the PPT up best they can 24/7. You got a few fighter guilds, I was with [Envy], very skillful guild, would run with 7 guys vs 15+ and still win.
But you can’t roam for kitten with large FA blobs running around in that tier.
I’m in Kaineng now testing out the waters in T7 servers to see how I like it.
To recap I’m looking to join a server so I can roam and vs roamers, and can trust the individual skill of people in my server. And still have organized fighter guilds who know the basic builds, water fields and zerg combat combos etc, and as a whole server have around the clock uptime to maintain the towers/keeps and dat PPT.
Thanks
Just to clarifying a few points, since there seems to be some confusion. On Borderlands the 3 capturable waypoints are at Garrison, SE Tower and SW Tower. Garrison is for the home team and then each of the invading teams gets a waypoint at their closest tower. These waypoints can be contested as normal. We’ve considered home team waypoints for the Bay/Hills keeps too, but that’s probably too strong. Keep supply depot max goes up to 1100 at T3, not 500.
How soon will these be implemented?
Here are all the current shouts in the game
https://wiki.guildwars2.com/wiki/Shout
The ONLY shout with a cast time is “Guard”, the Ranger shout which is only 1 second.
All these classes have a form of Stability or Mobility/Disengage to perform these skills effectively.
Now you give Necromancer shouts WITH cast times, and we have no form of Stability nor Disengage whatsoever.
Make shouts instant cast, it makes more sense and in line with the current behaviour of shouts. And simply balance it appropriately.
No one is gonna use shouts with the current state of the Necromancer. Also with HoT and the Shroud’s Knights 3 skill, that is our only consistent stability skill you are giving us, BUT we can’t use utility skills in Death shroud!
It’s kind of ironic you implemented shouts for the Reaper to encourage us to dive in group fights, but we’re completely vulnerable because we have to “cast” these abilities.
Again, cast time for shouts I don’t get and should be removed.
_I suggest everyone do this right now, go to GW2 Wiki and look at the cast-times of the current UTILITY skills of the necromancer, you notice majority of them have cast-times and very few are instant.
And then do the same with other professions, and you notice a lot of their Utility skills have instant cast AND they have stability/mobility to compensate_
(edited by Tzozef.9841)
The fact they have cast-times doesn’t help, and some of them are over a second long.
I’m already having a hard time popping Consume Conditions as my heal skill, I always get interrupted.
All other classes get something to defend themselves while they cast their skills, necros have very little. I think its more appropiate for them to have shorted cast times for shouts
As Robert said, he is HEAVILY reworking the Blood Magic trait line. If it works out well, this will give a new viable playstyle within the core necromancer profession and fix the fact Blood Magic has been kitten for a long time.
The shouts ARE supportive, THEY ARE TO DISABLE THE ENEMIES FROM HARMING YOUR ALLIES. Really why is this necromancer forum filled with kittens
Because in PVP, they can be cured or stun-breaked when it’s group vs group. Directly effecting your allies would be nice. But I understand Anets point of view for the Necro Shout’s focusing on damage and impairment, not overlapping with Warrior and Guardian shouts. Otherwise they’d just be the same.
What needs Tweaking:
Shouts- We guessed it, we asked for it, rightly so because of the potential shouts have in fulfilling a lot of the issues with the Necromancer as a Core profession.
Right now, they are “meh”, but a few tweaks here and there, I think this’ll encourage people to use Necro to use Shouts as a whole, for support/defensive group situations, and while still maintaining the Necromancer characteristic without overlapping with Guardian/Warrior.
So still a lot of potential to be found.
http://dulfy.net/wp-content/uploads/2015/05/gw2-reaper-utility-skills1.jpg
“Your soul is mine!” – Make the Damage a lifesteal instead, makes a lot more sense considering it’s in the Healing Skill Slot. And scale per enemy hit ofcourse.
“You’re all weaklings”- I’d rather have less Might and gain with it Protection as well. This makes enemies feel truly “weak” with Protection and applied Weakness, and let at least one boon apply to allies as well.
“Suffer!”- Add Condition Transfer from two other allies as well. You aren’t really curing allies of conditions like Guards or Warriors, but at least other party members know Necros are capable of condi transfers for two of his buddies if you add this in.
So he condi transfers three conditions, 1 from him and two of his mates.
“Rise”- Suggested this in another thread, make a new Minion type. I was thinking an Insect Minion like Pyramid Head has, explodes on toggle gives small health to allies surrounding the explosion and damaging enemies.
Or
Summon a dog bone minion of sorts, when is killed gives stability or protection to surrounding allies.
A lot more suggestions on this thread: https://forum-en.gw2archive.eu/forum/professions/necromancer/What-minion-would-you-like-to-see-on-rise/first#post5069644
(Great opportunity to add flavor to this skills by creating a NEW minion type)
“Nothing can save you!”- This needs to be instant cast, the whole point of unblockable skills is to pay attention when the enemy is using a block, after the 1s cast, most blocks would be half way done, thus would be a waste.
I’d also rather steal 2 boons than strip 2, that’s just me. Or uniquely let the unblockable apply to your minions and allies as well. That will be new and incentivise allies to group with you PvE/PvP.
“Chilled to the Bone”- The numbers on this elite definitely needs to be reworked. The long recharge and cast-time makes me not wanna use it and use other elites instead.
I’d rather have it decrease in effectiveness and instant cast for it to be useful, more synergy with the rest of the skill bar. Again, the Necromancer already has enough exposure to CCs just as a core class, and not a lot of compensation for it. This is really my main issue with this elite.
Other than that, I’d prefer to add Quickness boon to the elite, making the enemy really feel chilled and it synergizes well with the Greatsword, speeding up it’s slow skills. As an elite it fits, and stands up to par with the Necro’s other elites.
Again, i’d prefer shorter boon durations, replace Resistance with Quickness and Stability.
Overall for the Shouts:
I’d rather have weaker numbers in exchange for shorter cast times or instant, at least add some application for the shouts to effect allies while still damaging, and lower recharge for the elite, thus, still maintaining balance, but at least MORE FUNCTIONAL.
For groups and synergy with the Necromancer’s skillbar as a whole, while still being true to the whole “Selfish, sluggish, necromancer theme” Win/win for everyone.
That’s about it, overall the Reaper is great, but still a mixed bag and opportunities for change. Unlike the “Dragonhunter” name issue cough cough
(edited by Tzozef.9841)