Full power for PvE always. Sword/Focus and Greatsword is decent.
As for swiftness, just throw a Sigil of speed on your weapon(s) and you get 10 second swiftness/kill. It also stacks. If you get a cluster of mobs you’re set for a good minute of swiftness.
I just spent a good 50g on gearing Condi damage yesterday along with Scepter/Torch and I guess I should’ve tested it/watched videos first.
Scepter clone spawning I don’t actually mind that they don’t do much, but the fact that it takes a full cycle of slow auto-attack to spawn a clone that dies in 1-2 hits is pretty annoying.
The condi damage is so easily avoidable from Mesmer it’s a shame.
So I haven’t done any SPvP in a while, I tried again today only to be very disappointed.
Every match I entered, majority of people were playing zerker gear and I constantly came up against thieves spamming Heartseaker crits.
I can deal with zerk gear, but Thieves being able to spam HS is so tiring. You can make yourself feel better all you want by saying they are easy to counter or “l2p”.
The argument that thieves are squishy and they deserve high DPS is plain stupid. Having the ability to spend a huge portion of time in stealth and spam a skill that deals upwards of 5k crits even on very high defence is a joke.
Look at Sword/Dagger, some say it has a high learning curve that takes a lot of practice to get used to when to dodge etc. Why would anyone bother to play that when you can easily just do the same thing bashing the same key over and over? There’s no reason other than getting the sense of achievement from becoming good with Sword/Dagger.
I know this thread isn’t well worded. It’s just tiring that thieves are able to do that so easily, and it’s been that way for a while, which suggests to me that you’re all sick to death of posting about it, or that Anet seem to think it’s fine where it is. I’m sure it’s not because the skill is fine, it’s far from it.
Flame me as you please, but when you’re on the receiving end of Heartseaker spam constantly, it gets really tiring.
I thought that would be the answer. Thanks for clarifying anyways
Just a quick question from a newbie 80 Mesmer.
Regarding the Restorative Illusions trait, the Wiki says that you are healed when your Illusions are shattered. My question to you is..
Do you get healed from this trait when you activate a shatter ability only/and/or when your illusions are shattered through death or summoning another illusion when you already have 3?
I’m assuming it’s only when you shatter, being healed every time you lose an illusion seems too good to be true.
Personally I think it’d be decent if you didn’t have to channel it..
I and many others have found 1 handed weapons to be such an eye sore when they are sheathed on your hips. It just doesn’t look right at all. There’s so many different armours and weapons that sometimes these weapons will hang off your hips at awkward angles and they are painful to look at when moving.
Please add the option to sheathe said weapons on your back (like greatsword, hammer etc). It would look so much better.
I’m really not sure why they were added to the sides in the first place, dual axes on your back, or hanging off your sides at akward angles. I know for sure which I’d prefer.
Not much detail in this thread as there’s not really much to say other than 1 handed weapons looking horrid when sheathed currently.
You aren’t forced to do the train, in fact.. it’s very tedious.
As for the exotic.. it took me roughly 866 champion bags before I got my first exotic. And no, that isn’t an exaggeration. I got my first Exo from a bag during WvW.
I’ve been using Greatsword for a while now but I begun to get bored of it. I swapped to Axe/Mace yesterday and it’s a whole lot better. The auto attack damage is insane, add a fire sigil and sigil of force to that and it’s even better. Can constantly apply 8 stacks of Vulnerability and even more if you take the 33% chane on crit +1 vulnerability. It’s also great for the likes of kiting champions while still attacking, and not being rooted to the one spot (gs #2) for large damage.
I use 30 10 0 0 30
I’m currently in love with Axe/Mace
(edited by Zach.3264)
Not sure if you guys knew this or not, but the stolen ability a thief gets is meant to be a counter to the class they stole it from.
Ever reflected a kill shot? Its fun :P
Doesn’t a theif stealing from ranger create a Healing tree sead pod?
How does a small AoE heal counter a ranger? ;3
I’ve been around 100% for a while now and it took me around 860 champion bags before I got my first Exotic. I’ve also been level 80 for a good few months and only ever had 3 Exotic drops from kills.
That being said, I was lucky enough to get ‘The Chosen’ shield (260g at the time) after I spent only 9g on rare shields from forge.
Truth is, Warrior is really good. That being said, it’s extremely easy to play and very, very easy to breeze through PvE. Which is why, in my opinion it gets boring pretty quickly. I can only play my Warrior for short periods of time nowadays.
I wouldn’t say Rifle is underpowered at all. For being a ranged weapon on a mostly melee class it’s actually really good.
The problem is that there’s pretty much no reason to use Rifle – Longbow is pretty much strictly better.
Well, I actually much prefer Rifle over Longbow. Longbow feels too clunky and the projectiles are too slow for my liking. Sure I do miss the blast and fire field, but Rifle 3 is great in my opinion.
I wouldn’t say Rifle is underpowered at all. For being a ranged weapon on a mostly melee class it’s actually really good.
Sure I wouldn’t mind a change to the auto-attack, but the rest are somewhat decent. You can also trait Rifle to pierce.
There was a video on here not long ago of a guy critting 20k+ with burst.
15 people trying to kill 1 Warrior?
Ye, I think that’s an exaggeration.
Or were you all using level 10 white gear?
Particles are horrid on all weapons/armours anyway.
I’m seeing a lot of people saying that hammer is bad. It’s not. Sure GS is better, but that doesn’t make Hammer bad.
If you enjoy using Hammer than use it, don’t feel forced into using a weapon you’re not too keen on because it’s “better”
Errr, not at all. Mesmer’s “weapon traits” give 50 bonus stat, not 250, that would be too much.
Imho the 10% critical rate is fine but it needs the cooldown reduction too, I asked for that long time ago and they added it to all weapons except Sword, it was left out during that patch.About the poison… Hmm… Personally, after the Leg Specialist nerf, having 1s Cripple is useless to me. A 1s Poison would be interesting.
You can’t just say “no because X class doesn’t get that”
Classes are supposed to be different. Oh, and for the record.. Guardians “Mace of Justice” grants +250 Healing power.
If a thief is doing that much damage to you with stacked armour (You shouldn’t be doing that btw) then they are likely running Scholar rune, and will die in 2-3 hits. Hell just put combustive shot on a point and they’ll kill themselves trying to attack you.
That’s not to say a good thief won’t be able to kill you if they outplay you with well timed dodges, but in tPvP a thief isn’t some kind of 1-shotting machine which kills you instantly while taking literally no damage.
Ye but I’ve been playing FULL tank in TPvP. Going for full defensive capabilities with 0 offense. I can solo hold a node against 2 people and occasionally 3. Though, Daggers thieves basically completely ignore my armour and it feels like I’m a light armour zerk.
So I’ve been playing a full tank in TPvP recently and it’s been working pretty well for defending home point. I can manage to hold off 2 people and occasionally 3 depending whether they are condi heavy or not. Though, as soon as a Thief comes along I basically have no chance.
Their backstabs and heartseakers hit me for over 5k and I have 3.5k armour.
Even if I use Rampage (takes me to 4.3k~) they still hit extremely high compared to other classes.
I know they can get 100% crit chance, but why on earth do they hit so high on tanky builds compared to other classes. Looking through my combat log most hits I see are around the 1k mark and less, soon as I encounter a thief it’s just constant 2k+
Not even sure what I hope to achieve with this thread but I felt the need to vent my frustration somewhere.
Thieves get mobility, survivability and outrageous burst in 1 build, Warriors don’t.
It’s decent I suppose. 2 AoE’s and a cone, burst AoE is pretty large and can be used every 7~ seconds providing you have the adrenaline. Can also easily self-apply 6 stacks of might with it.
I had this same dilemma a while back on my Warrior.
There’s no denying that the damage output of a greatsword is greater (lol) than hammer. I myself really loved the look of the Entropy hammer and was more interested than crushing enemies rather than chopping them up. I decided to go for it and I really enjoy using hammer now. Hammer has better auto-attack damage as far as I’m aware and in some circumstances the CC abilities do actually help in PvE.
The whole crushing element is just what seals the deal for me. I’ve only just remembered to turn my camera shake on after I had it off for a long time and forgot about it, and it’s made Hammer even more fun. Camera shake on hits just makes it feel all that more powerful.
Anyways, what I’m trying to say is.. if you want to play hammer but you’re reluctant because greatsword is better, then just go for it. Play what you will enjoy rather than playing something you’re not 100% happy with just to be better.
That being said, I still do use greatsword for dungeons else I face being rejected/moaned at otherwise.
Hi, I’m the backstab thief linked earlier. I just though you might want to take a look at this: http://www.youtube.com/watch?v=F-1do5naLmU
Basically, my warrior actually hits higher in sPvP than my thief does in WvW.
Sure they CAN hit harder, but look at the difference between the two in setting up said damage.
Warrior;
~Has to build to full adrenaline
~Has to charge a 1.5 second cast
~Has to land the hit
~has to hope it’s a crit
Thief;
~Has to be in stealth (loads of stealth options)
~Has to be behind/at side of target (not hard when you’re invisible)
Warrior takes longer to get that damage, and then they have to land a critical hit on an attack that is extremely easy to see coming. Thieves can backstab much, much more frequently.
Thieves are OP.
I’m almost certain my first ever stack was only 8 hours or so, odd.
Anyways, thanks for the reply.
Does anyone happen to know if there is a timer on when you lose a stack?
My last one (2 days ago) was quite some time after the previous one but it still added extra on.
I really disagree about Eles struggling to survive. You have several escapes, several ‘shields’ and I’ve seen plenty of good Eles in PvP who can kite into water attunement and heal to full is less than no time.
Sure, I play Warrior (my first char) and I can heal easily with a lot less effort, but there’s no denying a good Ele can has great survivability.
Hell, I even seen an Ele in WvW the other day who was kiting 5 or 6 of us and constantly healing behind walls and whatever else he could find.
/Queue the “your all bad” here.
As for the whole “it’s obvious Warriors are payed attention to, look at their numbers” argument I feel it’s not true.
I’ve been playing my Warrior from the start without even reading up on it, I just like bulky melee classes and that I loved playing 100b in Jade Quarry in Gw1. I’m sure there are plenty more people like me.
Not everyone likes caster classes and just prefers good old brawn.
Warriors damage and survivability is great, but I don’t feel like much effort has gone into the class. Their utlities are ok but they are extremely boring. Their combat utilities are pretty poor in my opinion. Banners are decent, but until they allow us to use them on our backs I won’t ever use them for solo play. Also, we’ve been asking for that for quite some time now and it’s still not happened, so to imply that Warriors get all the attention isn’t true. Signets are good. Shouts are ok but they definitely need a buff.
Eh.. just my 2c
I realise I’ve written a whole wall of text, the main question is in bold.
So I’ve been playing a lot of tournaments recently and my internet is fairly decent. Though, the past few weeks I’ve noticed my router will randomly stop working usually once, sometimes twice a day and I’ll have to reboot it.
It works perfectly for the rest of the time, but since I’ve been playing a lot of tournaments, when it does require rebooting I sometimes miss a large portion of the tournament match.
I’ve been given the dishonourable debuff quite a few times now, and yes I agree that I deserve it. After all, it’s my router, it’s my problem. And I do feel bad for my teammates who I let down in these circumstances (although sometimes they still win /applause).
Anyways enough with the story and onto the question…
Does the Dishonourable debuff duration ever reset or does it just continue to increase with everytime you get it for the entire time you play?
I completely agree I should be given the debuff, but It’s at the stage now where I’m locked out for 2 days (my previous debuff) because I have internet troubles. I can understand a few hours yes, but 2 days..
>:(
Ranger is best, I reckon Engineer is pretty garbage underwater.
Their default attack is so slow, then they have an attack you have to detonate, then there’s an immobilize, then there’s a timed bomb and a garbage condi attack.
Really, really bad.
Stunlock isn’t too hard to counter if you’ve played a warrior before. Knowing when to dodge is key. General anti-melee works aswell, Retaliation/Protection/Confusion work well.
Just curious, are there any good (or even enjoyable) hot-join mantra builds? I really like the Mantra’s on Gw2 but could never really find a use for them other than lowbie PvE.
I’ll get round to trying a build on my own, but I’m just wondering if there are any already to give me a base on what I should be looking for. I’ve tried mists but I cannot find any.
TIA.
Then again traited you could still only have 1 blast every 6 seconds at the cost of your DS CD. And looking at other classes its not that great but on the other hand we do have a lot of fields to combo off of so it could be quite strong.
EB doesn’t even work everytime you enter DS, it has like 20 sec CD or something anyways.
This trait makes your minions transfer health from the enemy to you whenever they hit, my question to you is;
Does healing power increase the health gain?
Wiki says;
Minion attacks would heal you for 79 per hit without Bloodthirst and 114 with Bloodthirst.
Doesn’t mention anything about healing power increasing the heals so I’m not sure, anyone know?
Oh how I wish Spears were usable on land, they have some of the best skins..
Wut
It does not say you become invulnerable, “Take no damage from attacks. You are still susceptible to conditions and control effects”.
Attack damage is different than condition damage.
Why would it reduce damage from retaliation?
Not sure if trolling
Did you find a really old guide?
People say Endure Pain is Invulnerability, except Invulnerability blocks you from being hit by any attack entirely, this means no new conditions will be placed on you.
Why on earth would you listen to what people say when the tooltip clearly tells you what it does? :S
I put the build into editor, using Valky gear and cavalier trinkets for some survivability. Was looking at 2.3k power (3.5k attack) , 1.7k toughness, 29% crit chance (base), 62% crit damage, 23k health. You’d then need to look at the + damage from traits aswell, but it looks fairly solid in my opinion.
The only thing I dislike is not having Cleansing Ire.
Half the CD on the block, and triggers Dual Wielding trait.
Yup.
Shield blocks all melee and projectiles for 3 seconds, sword only blocks 1 melee and all range.
Rifle can 1hit kill, doesn’t necessarily require low health, and obviously can be done from distance.
I’m currently running GS/Rifle and it’s great. Can go full damage single target, or lose some damage and have rifle pierce.
I’d like to see Savage Leap or Rip have a similar animation to the first fight in Troy
I was thinking Whirl on axe #2 aswell, but It’s been a while since I’ve used axe and can’t remember exactly how long the attack lasts for.
I really loved leveling up my Necro and it’s not until 80 I realised how much I miss combo fields and finishers.
There may be an obvious reason to this that I am missing, but why do Necro have so little Combo Fields and Finishers?
Sure there’s a few in the utilities, but there’s only 2 Finishers and 1 Field on all of the Necromancer’s land weapons. Staff #1 being 20% chance and the other two which can only be triggered by an enemy stepping into them.
Why can’t axe #3 be a blast?
Why can’t horn #5 be a blast?
Why can’t dagger #5 be a dark field?
Makes me sadface.
I’d like hammer, would look pretty odd though.
Its fine with all the AOE condition removal.
That sounds way to much like a Guardian Ability though, Charge should be offensive.
It goes well with FGJ, that was the intention.
Anything offensive buffs on it would make it basically identical to FGJ anyways.
Not really. As Condition damage, Focus #5 is useful. Though by using a Dagger you can trait to cast Focus #5 when enemy hits 25% health anyway.
I made a thread with basically the same title just a few days ago when leveling my Necro.
I leveled 1-41 as Condition, at 41 I switched to D/D and full power with 2 well of Corruption+Suffering and Signet of the Locust. D/D + Golem burns through single/small group targets really fast, and with the -20% CD on wells trait (after 40) allows you to use wells often. D/D + Golem + 2 wells will burn through any group of mobs/veterans extremely fast.
Use consumables, bloodlust and force sigils, 6 different runes giving +power on the first buff, make sure to buy trinkets aswell. I also believe I used gear with the “Strong” prefix until berserker was available.
I’m currently on the RoF server and I’m not lagging at all in-game, all my chats work fine except Guild chat. Messages are taking extremely long to appear for me and others in my guild.
I’m not sure if it’s completely broke now because I’ve been waiting for 5 mins for my last message to appear.
EDIT: Apparently it’s the same thing happening as a few days ago, Mail down, TP down, Guild chat down.
Good job all melee classes have a ranged option then
Also, I’m fairly sure all the damage in melee range is able to be evaded or at the very least outhealed. I only tried melee twice and I know I managed to dodge a fair share of attacks.
So I just posted this on another thread and although it wasn’t particularly well worded or thought out. I do believe it would make sense.
Right now the difference between success and fail is whether you get competent people on the cannons.
My idea would be to allow EVERYONE to collect resources either by simply picking them up from nearby, or getting them as drops from enemies. These resources could be added together to create your own personal cannon.
Implementing this would allow everyone who actually wants to succeed do their part in killing Tequatl. Obviously the damage of these personal cannons would have to be lowered or else a well co-ordinated group would kill it in next to no time. Though, this would require a fair number of people to kill Tequatl within the given time limit.
More people building their own cannons after the minimum required would only help to speed up the kill.
Again, I don’t think I’ve worded this the best it could be but I do believe that having the ability to create your own personal cannon would prevent people from intentionally (or not) trying to screw the event up for everyone else.
Feel free to elaborate or correct me, or just any general ideas.
Cannons should deal less damage and allow EVERYONE the possibility to build their own personal cannons by gathering nearby resources, or drops from fingers. Something along the lines of that.
Doing so would mean anyone who wants to, can help with the kill. The more people who want to help the faster the kill is.