Sonya for females. (necro,rev,ranger,mes,engi)
All classes lvl 80.
How to know if you have a halfway decent team?
Nobody says “Hi everyone!” at the start.
Nobody types “GLHF” into the mapchat before the match starts.
Nobody says “Just focus on 2 points, don’t push far!”
Nobody is jumping around the spawn area.
Nobody is running DH.
If anyone does any of the above during the start of the match, I have a 90% chance of losing.
What’s wrong with jumping around the spawn area?
Well I guess that one isn’t always a solid indicator. And the DH one doesn’t apply if it’s one of the 3 players in NA who can actually manage it despite it’s limitations.
Everything else is a solid indicator of inexperience and/or a guy playing “just for fun”. It usually means that I have to get my pain meds ready cause I’m about to break my back carrying.
Oh that explains a lot. EU seems to be different. Here almost everybody greets their teammates, if they are somehow competent. Communications check. Wishing luck is just common courtesy, not many do it but some do. At least when somebody does it, you know they are not toxic or sore losers.
And 1 DH is fine. At least they have a good burst, and CC lockdown. They can usually hide themselves in a teamfight, and not get focused. But when there are 3 and nobody rerolls… That’s when you lose.
This discussion is hilarious If you don’t want to grind games and lose more than half of them – MAKE A TEAM! It’s seriously not that hard. Just because they let you solo queue doesn’t mean that you should, especially if you have a really whiny personality.
This is very true. I moved from soloQing to duoQing and my winrate went up from 50% to 85%. Having a second, equally skilled player in your team that you can trust to do well does wonders.
Having said that, it might be hard for most ppl to find a suitable partner.
How do they get protected if you shoot them with a pistol?
A little trait called Protection Injection in the Alchemy traitline. And I meant thieves pistol #4 skill, not a general pistol shot. But it applies to all CCs such as basi venom, steal, etc…
I like how everyone jumps on the blame train on just 1 person, when this is a game of 5 v 5. Says everything.
The “git gud” cult of ANet.
This has nothing to do with some mystical evil “get gud” cult.
The OP has been making a wave of garbage posts (at best) the last few days, so I can see why people are saying this to him.
I present to you one of his shining posts in the form of Exhibit A
Which is none of your business to point out, I might say. Somebody “more evil” might have just reported you for saying that but I won’t because you probably didn’t do it on purpose. Have a nice day! ^^
Would you please give us a link to your original post? Some of us don’t come here every day…
When using my engi scrapper against a thief it’s more like this:
Mash a bunch of buttons – hit F to finish.
When I play thief, I steer clear of scrappers unless I can +1. It’s frustrating that when you hit with pistol 4, they get protected, if they dodge they get stability, if they reflect you shoot yourself. There are no good options O_o
Yep, seems to be unblockable and undodgeable.
Just what we needed, more condition crap that’s way too easy to apply.
I think it’s been there for a long while, most people just haven’t noticed it since Krait runes only became popular recently.
But yeah, this should be fixed if it is indeed unblockable/undodgeable. If it just hits a sec later than the skill, it might be just that the dodge is over alrdy.
Guardian
Greatsword 3
Sword 2
Judges intervention
merciful intervention
retreat
Symbol of swiftness
Greatsword 3/Sword 2 – You can only have one of these since guardians need a ranged weapon for kiting. Guardians sustain is so bad that it can’t stay in melee for prolonged periods of time.
Judges Intervention – I’ll give you this one but even this skill has a 60 s cooldown…
Merciful Intervention – Utterly useless. Only works when you have allies around, even then the healing it gives is insignificant.
Retreat – Is only used PvE, since all shouts have too high of a trade-off for PvP.
Symbol of Swiftness – Requires you to stand still for 4 seconds, which kinda defeats the purpose of swiftness. And staff is the most useless weapons guardians have for sPvP.
People bring up Shroud 2 and thats fine. It also costs LF.
Warhorn and swiftness? Sure I guess.
signet of the locust? Also a fair example i guess? You’re still taking a huge hit to your utility just for that since the active seems hardly worth it.
Can you give me an example of a mobility skill that doesn’t cost anything? Yes, shroud 2 costs LF but every mobility skill has a cost in the form of CD. Except for thieves but mobility is in their job description and they’d be useless without it.
Warhorn would be the best off-hand choice even without the swiftness, so I have no idea what your grudging reply is about there.
SotL has a considerably smaller trade-off than similar skills on some of the other professions. SotL in a teamfight is a 2nd healing skill, with 5 targets which don’t need to be players it’s better than most of the actual healing skills necros have. Additionally, necromancers are barely tied to their utilities unlike elementalists for example who have around 7 better choices than Signet of Air. And the current meta doesn’t allow eles to spec into air, they’re dead meat without water and earth. Guardians have nothing on this department. Rangers rely on shouts for swiftness since Signet of the Hunt is a wasted slot in PvP.
Only engineers, thieves and warriors have an easier access to a speed boost. And Heralds, but condi reves f/e don’t use Herald usually. That would make necro mid tier in this aspect which is hardly bad.
Some people saying here Dash is overpowered. I don’t necessarily 100% agree, it’s rather thieves endurance management. A good thief doesn’t get hit more than a few times in a skirmish. Dash’s after-effect isn’t really that strong, swiftness is useless in combat and the removal of hindering conditions isn’t that OP either(we alrdy had Withdraw/Roll for Initiative). That said, the condi removal could have a small icd.
Just the other day I fought 2 pretty average skill warriors with thief on our home node, 2v1 on their favor and I wound up winning anyway. They couldn’t land anything on me with all of my stealth, blinds, shadowsteps and dodges. I don’t consider myself a top notch thief, and I could still beat them.
Necromancers have considerably more options for movement than for example guardians do. Their real issue is rather active defenses. Their only way to avoid damage is dodging. Everything else is just mitigation.
The Ender channels Vizier Khilbron, the destroyer of Orr. You gain the ability to wield scepters, because he used a scepter. It is condition oriented.
Not sure about the naming but Khilbron as a legend? Totally awesome.
The Ender uses “Apocalypses” as new heal/utility/elite skills.The new profession mechanic is a bar called Ambition, which is used for a profession skill called “The Sinking of Orr.” The Ambition bar fills from applying conditions. It fills fully from applying 25 conditions. There is a 1 sec ICD to gaining Ambition. You can only use The Sinking of Orr when the bar is full.
2 things. First of all, revenants don’t have utility types. We have a set of skills per stance that somehow fall into the theme for the given legend. So you don’t need to call them all Apocalypses.
Secondly, why do you change the mechanic for the prof? Being cool is not an acceptable reason. I fear this kind of change would only confuse people.
The Sinking of Orr: Drain all of your initiative. Deal the following effects, based on enemies distance from you.
Taunt: 900-1200
Stun:300-900
Fear: 0-300
Chill everyone affected for 5 secs. After 5 secs, deal 3 burning for 5 secs, 3 confusion for 5 secs, torment for 5 secs, and 5 bleeding for 2 secs to anyone in 900 range.
This is way too much. It’s like an “I win”-button and even worse than Moa is. You need to cut the range in half(to 600), remove the stun and most of the condis(you could leave 2).
Scepter Skills
1) Pride: Fire a magic bolt that cripples for 3 secs.
Power: Fire a magic bolt that bleeds for 3 secs.
Ambition: Fire a magic bolt that gives you 2 ambition if it hits.
2) Churning Force: Channel an attack that bleeds and torments your foe for 2 secs every second, and lasts 3 secs.
Exploding Temper: cancel it, causing a blast that cripples for 2 secs.
3) Chilling Beam: Fire a beam that chills for 1 sec every second for 4 secs. After 4 secs, immobilize them for 3 secs.
These are actually good and what weapon skills should do. Just a question on #3, do you just shoot this once and then it ticks on it’s own(and u can do other stuff while it ticks)?
Heal Apocalypse
Acid Rain: Heal and summon acid rain at target location that grants regen for 3 secs to allies and poison for 3 secs to foes.Utility Apocalypses
Temporal Malfunction: Target area’s time is ruined, slowing foes for 1 sec every sec. When it expires, confuse foes for 5 secs. 10 sec duration.Radiation Field: Target area becomes a wasteland, which cripples and poisons foes for 3 secs every sec. 10 sec duration.
Eternal Dark: Target area becomes engulfed in darkness, blinding foes for 2 secs every sec. Deals weakness for 5 secs to foes in it when it expires. 10 sec duration.
Elite Apocalypse
End of Days: Target are (larger radius than the other apocalypses) becomes the end of the world for 20 secs, pulsing burning, 2 bleeding, confusion, torment, and cripples for 2 secs every sec.
The elite has too much of everything. The duration is way too long. Can you imagine what this would do for PvP? You could shut off a point for 20 secs, where condi cleanses don’t work because they’ll just be reapplied on the next tick. And the consecutive 15 more or so ticks.. And you can’t even leave the field fast because you are crippled.
-Rework: About the size of a necro/mesmer well, lasts for 8 seconds. Pulses 1,5 seconds of burning, torment and cripple every second.
I won’t comment on the skills specifically beyond the Elite, since I already made my point on revenants not having skill types. But what I would like you to consider is that why would I pick this ESpec over Herald? Herald is currently the spine that holds revenant together. Without Heralds utility it would fall short in a PvP environment.
You could remedy this very simply. Give it condi cleanses as well as condis. Imo, that alone would make it a viable choice for Herald.
That came up a long rant. Don’t mean to bash your spec, as I really like the theme, but instead trying to provide some constructive criticism. Hope it helps!
Edited for some typos.
- Are there obviously spotted blue glowing Dragonhunter traps placed anywhere? [Y/N]
You do know that traps are invisible to enemies?
Realistically, we could get 2 or 3 small changes to Guard. If we get hopeful, unrooting True Shot is among those as well as making sword #3 not a projectile and unrooting it as well.
I did suggest a partial solution to rampant conditions more than a week back. Here’s the thread:
https://forum-en.gw2archive.eu/forum/game/pvp/Development-idea-A-new-boon/first#post6143948
I honestly don’t believe conditions are the problem, rather than the lack of defenses we have against them. The system is incomplete, and requires some form of condi-mitigation. Maybe several.
The following are not in order of importance or anything:
Firstly: See the link I provided.
Secondly: Prioritizing cleanses. It would be infinitely more useful to know which condis are cleansed first. And that’s from both perspectives. This can only be an improvement.
Third: Change Resistance to a condi denial boon, preventing application rather than preventing effect. That would promote skillful play.
The fact to take notice of is that things are going to change. One way or the other. You may be able to factor into where those changes are going but endless nerfs are not going to cut it. Toning down conditions now would make build diversity even lower.
I personally think engineer has an advantage on damage scaling. The matchup between a lot of my characters, the scrapper damage has a ton of damage that needs to be looked at in PvP and WvW. What are ya’ll thoughts? Do you think Engineer is a bit strong on the damage, and/or has a bit too much sustain? Maybe a cooldown reduction on the heal skill, or damage reduction on the hammer. It’s nearly impossible to beat.
This is so situational. When I run thief, I steer far away from scrappers unless I can +1. But on a necromancer I 1v1 them and almost always win.
i think necro is actually in a far better state for diversity than any other class,
you can play MM, you can play condi, you can play power, you can play terrormancer.
i even do surprisingly well as a vanilla d/w wellomancer using blood/spite/soulreaping!
melts things really fast.you can play MM or power necro in low level PvP but you can play lot of cheese build on every class there…
Power necro is actually a very good choice for soloQ when ranked starts next week. And will carry to high levels I’m sure.
The difference is it doesn’t affect single target damage. And the only way you could realistically apply it every second would be with RS #4 in an ice field.
@PopeUrban You do know that f2p players don’t have access to these forums, and everybody here has atleast bought the original game if not the expansion. So everyone that comments here IS a paying customer.
Well which ever way people target skills, Asura is the master race. Just the best. Hands down. No contest.
So what if we removed the damage from Chilling Nova trait, reduced the chill to 1s(down from 1,75s) and gave it a 1 sec icd instead of the 8s it has now?
Now this might seem like a nerf in itself but when you combine it with other traits like Deathly Chill and Bitter Chill, it would actually synergize much better, and rather be a buff when combined with them. This way Deathly Chill wouldn’t need any further changes.
What do you think?
I did not even read this because of the horrible amount of typos. Pls learn english.
And in AoEs, the real mesmer always takes the least damage. My usual solution is to destroy the clones faster than the mesmer can make them.
You can add “Feel My Wrath” to guardian. It works too.
Yeah, sounds like you need better guildmates. When you are roaming, I’d say it would be a better idea to run Plague Signet instead of Suffer. When you roam, you are more likely to come across other roamers, so a single target condi transfer would serve you better.
Greatsword is a terrible weapon in any environment where you are faced with other players. #2 and #3 skills are horribly slow. The blinding field sounds good on paper, but the reality is that players usually just kite you from range when it’s up. Go with D/Wh as somebody said.
Also not sure about the Flesh Wurm, but I’m not a WvW player, so I don’t know if that’s a thing there. We’d really need to see your traits too, so please try the editor Wintermute provided.
I think Death Magic needs more synergy with skills that don’t involve minions, and that’s what you seem to be trying. The changes you are proposing to Deadly Strength wouldn’t work in PvP at all. You need to pick a direction, and power would be the way to go here.
You could even make these tracks so that you would have to do all current tracks first, only then you could unlock the new tracks. Excluding tracks you need to buy. That should discourage PvE farmers.
While you may be rooted in place, nothing can hit you either. Except for some unblockable skills. And you heal. With both skills. Good enough for ya?
But seriously, sword is actually a better option when fighting necromancers but against almost everything else, shield prevails.
Oh yes, I want a Flesh Golem Fish. ^^
I dont agree sorry.
Players should pvp to get better and enjoy the pvp system , we have already enough rewards, if u want pve stuff or gold then go pve.
Pvp should focus on pvp .
But thats just my opinion.
That’s precisely why we need more tracks. So we don’t have to distract ourselves with PvE when we want some nice looking gear.
Why did you even voice your opinion? I’m really asking. This change wouldn’t take anything away from, you could ignore the whole thing. What does it matter to you if other people get something they want?
skill 1 : fire a physical projectile that absorb next 5 ranged attacks. Range 600 damage 150 causes blind on hit. Gain Bonus damage for every ranged attack absorb +20 damage Cost 0 initiative
Skill 1 chain 2 : consume the amount of projectile absorb unlocking locked initiative.This really confuses me, how can it absorb 5 ranged attacks when it’s speeding at your opponent? And can’t make heads or tails about the chain skill. What does it do?
Best way to explain this is to look at tablet on reverent it has adsorbing dome you can move it any direction you want but for thief auto attack it will only move in a straight line probably be best if it a ground targeted skill for easy casting.
So it basically works like Guardian’s LB #3? Gaining bonus damage as it absorbs projectiles? Btw, Blind can’t be in an auto attack, it would be way too strong. You could apply it to the #2, which feels a bit underwhelming to me.
And 5 is the max number of charges?
The Shadow Fiend could also have a taunt in place of fear but instead of being taunted to the minion, opponents would be taunted to the caster.
The golem could randomly either knockdown or launch. And have the duration be 8 s instead of 10.
Some fine-tuning is needed but these are actually great ideas. Good job!
Mercenary is in no way op. Even when necro+mercenary was a thing, I found Carrion was working much better for myself. Now I don’t even play a condi-build with my necro.
Amulets are not the problem(except for celestial which really was.. old news, but yeah, I’m glad it’s gone), it’s rather the inhospitable environment for new players.
Your suggested Druid nerfs are horrible. Do not target the healing, it is needed elsewhere in the game(raids…) but instead target the pets and the general utility of the class. Smokescale and Bristleback are both very overtuned.
Yeah, Black Lion Keys seem to be as rare a drop as precursors are in PvE. Haven’t seen one in months. But maybe not 5 of them in the track, even 2 would be twice as much as any other track currently. A track with more Transmutation Charges would be great too.
Crafting material tracks sound good. You would gain raw materials for 1 mithrillium/etc. every tier? There could be 4 different tracks for this. One for leather, one for cloth, one for metals and one for wood. It sounds very unglamorous but thinking about it, this would actually be useful.
Oh, and please, 0 Tomes of Knowledge for these tracks. We all have more of them than we need.
But what I actually want is a PvP currency that can used to buy something useful/valuable. And not some weak huge numbers currency like most of the current ones are. More akin to laurels but you would buy different stuff with them. You would get 1 if you win the match, 0 if you lose.
Before i start this weapon set will come with overdrive system for thief lock out his initiative bar for 10 second for each time they uses a skill that trigger it.
So when you use initiative, you are locked out of your entire initiative bar for 10 seconds? Or just the points you used?
skill 1 : fire a physical projectile that absorb next 5 ranged attacks. Range 600 damage 150 causes blind on hit. Gain Bonus damage for every ranged attack absorb +20 damage Cost 0 initiative
Skill 1 chain 2 : consume the amount of projectile absorb unlocking locked initiative.
This really confuses me, how can it absorb 5 ranged attacks when it’s speeding at your opponent? And can’t make heads or tails about the chain skill. What does it do?
Skill 2 : (can only be activated well dodging) Shadow step a thief in any direction they hold arrow key 700 range Cost 1 initiative lock 2.
Can only be activated while dodging? Why? You are basically introducing a cooldown to thief weapon skills. With the initiative lock, that’s 2 cooldowns.
Skill 3: consume 1 locked initiative every half second applying 3% damage + 25 radius to final shot. Gain evade 1/4 of a second of every initiative used.
Skill 3 Chain 2 fire a powerful shot dealing massive damage. Damage 400 radius 50 Blast finisher. if 5 or more charges become active fire field. 4 secondsFocus + dagger
Skill 3: consume 1 locked initiative every half second applying 3% damage + 25 radius to final shot. Gain evade 1/4 of a second of every initiative used.
Skill 3: Throw your focus having dagger spin around for each initiative spent. 150 damage each dagger can hit 2 target at a time each dagger. Whirl finisher.
What beats me is how do you build these locked initiative charges? Without DD, you only have 2 dodges to use for the #2 skill, which AFAICS is the only skill that locks initiative.
2. Glyph Deal AoE damage for each lock initiative 2% damage each point. 300 damage 1 second cast time. 20 second CD.
2% of what? Enemy Hp? Why would you ever use the active part if that’s the case?
I want to make a dps elementalist for wvw but I’m not sure which is the best to create character between human or asura ?
So to give a better answer here.
My human ele gets focused a lot in WvW, stands out a bit more since it is bigger. My asura ele doesn’t get focused even close to as much as my human one does because it is smaller and surrounded by bigger people. People who are not using tab targetting are more likely to target a bigger target in my experience.
Really? There are ppl that don’t use tab targeting? How does that even work?
I run A/F and D/Wh in pvp and my kill average is about 15/game. My win rate is about 70-80%. Those are really the only good weapons for a power reaper. GS is slow and clunky, doesn’t hit too often because enemies can just walk off the vital #2 which has a massive wind-up animation. Staff just doesn’t work with a power build.
You can see my build here:
https://forum-en.gw2archive.eu/forum/professions/necromancer/A-power-build-for-PvP/first#post6142651
I only play reaper for pvp so I can’t help you with other game modes.
But Astralaria is much much prettier than Frostfang. But it’s also harder to get. GL HF!
I suggest that you don’t try to buff Unwavering Avoidance, that trait is alrdy too powerful. Revs can just dodge out of guardian wards, and that shouldn’t happen ever. Rev needs another source of stability that isn’t passive crap like the current Unwavering Avoidance.
And Cleansing Channel could remove 1 condi per 10 secs, that would bring it in line with other similar traits.
Pls try to open this up a bit more, I’m not sure I get how it works. Because it does sound interesting, if a bit out there.
Oh, just as a clarification, I’m not suggesting they should have both types. The suggestion is to have 1 of these, just couldn’t decide which one would work better.
On the topic of Resistance, I think it is a very badly designed boon. It would work much better as a condition blocker like the old Berserker Stance was on warriors. This would promote active play much better, fe. trying to anticipate when your opponent is about to condi-bomb you. You would have to preemptively use it, not just drop it on top of condis. Just like you currently have to use any direct damage immunity skills.
:) I’d be OK with it as long as they added the following:
Capacitance: 100% immunity to direct damage, stacks duration
Invigoration: Take 15% less direct damage, heal 15% direct damage
Ignoration: Take 1% less physical damage, and heal 1% physical damage per stack
I think that you are being sarcastic but we already have these boons, they are mostly just not implemented as boons. Capacitance = Renewed focus/Obsidian Flesh/Defy Pain/etc… Invigoration/Ignoration = Protection/Frost Aura/Rite of the Great Dwarf/Regeneration/Soothing Mist/Virtue of Resolve/etc..
The problem we have with conditions is that there is barely anything to mitigate them with except for some traits/runes which are few and far between. For direct damage we have toughness, Protection and armor. We have countless traits that reduce incoming direct damage. We have runes that reduce incoming direct damage.
I reckon the reason for this is that conditions were originally not meant as a primary damage source, but as additional damage. Over time the game has evolved and condition damage has become a primary damage source for some classes.
Conclusion: While I can sympathize with ppl that feel like this game alrdy has enough boons and boonspam, and I agree to some degree, what would be your better alternative solution that’s available to all classes “equally”?
Because who wants to play with 3 stats when you can get 4? No but seriously, I don’t see a problem.
You could split it 50/50 Rampager and Berserker?
Scepter #2 could be Blast Finisher. And Axe #3.
It actually isn’t just the vuln or just the might, it’s the combination of them that makes this build good. Just the other day I noticed myself sitting on 25 Might, and when the enemy is on 25 vuln, the power difference between the 2 of you is just massive.
Fighting another power reaper btw is a pain in the buttocks. May the last transfer win!
Not yet, I think. Might be a few more weeks atleast for us plebs.
I think it’s an interesting idea, but adding more boon spam, and thus anet will eventually counter it with more boon corruption and condis to counter it. This would work if ant could balance properly but i feel this would just add to more spam.
If you had to THINK or ration when you use certain boons, yes this would be good, but right now you just spam spam so it only adds to the cluster kitten of boons
That might happen but I partially think it wouldn’t warrant any further balancing actions from Anet. A defense against condis is what we are missing. There’s a clear gap in the game in that department ever since condis became viable as a main damage source. This boon would rectify that. It might even make the game more balanced than it ever has been. (kind of a leap but who knows…)
I think interrupting an AA skill should not count as an interrupt. Just my 2 cents.
I was designing a new ESpec for guardians and I had an idea about a new boon. Basically I was trying to come up with a defense for condis, and came to the conclusion that there is no good way to introduce that with a stat. The scaling just wouldn’t work very well.
That’s how I ended up to the conclusion that a boon would work much better. What brings me here is that while the boon would be in all game modes, it would probably have the biggest impact on PvP. What I’m having trouble deciding is whether the boon should be a one-shot duration stacking boon or if it should stack in intensity. So, here are my 2 suggestions:
______________________________________________________________
Soothing
Type A: Stacks only duration, not intensity
Take 15% less condition damage, heal 15% of incoming condition damage
Type B: Stacks duration, and intensity until 25 stacks is reached.
Take 1% less condition damage/stack, heal 1% of incoming condition damage/stack
______________________________________________________________
The healing would apply after the damage is reduced so it would have a diminished return value. This could work as a soft defense against condis, whereas Resistance is a hard defense. Ofc, as a boon, it is still corruptible, and thus has counterplay. And it would only defend against condi damage, so if you have no damaging conditions, it would do nothing.
I would love some feedback on this. Tear away!
Edit: Just making a note about durations, which I forgot to do earlier. Type A durations would be close to Protection uptimes, Type B durations would be close to Might uptimes.
(edited by Yannir.4132)
Yeah, I regularly have difficulty telling what my gyro is actually doing.. O_o
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