(edited by ZeftheWicked.3076)
Main reason my spvp build has discipline is for warrior’s sprint+mobile strikes. So great improvement there. Just feedbackin’;)
“Always prepared” traited:>
Upcoming beta, new content or same old demo?
in Guild Wars 2: Heart of Thorns
Posted by: ZeftheWicked.3076
Same old, I’d say. Specializations are still in development, new maps might be viewed as too much spoilers, and they would not ship really new, untested stuff to us, because most of us here are not a professional testers (read: fear of poor feedback and hype dying down out of lack of distance to the fact this is beta version of content and not final game).
Also what would they hype about if beta contained new stuff their blog posts didn’t cover yet? For weeks to come they’d be getting “We played that already and made our own vids about, quit stalling”.
I hate quaggans. Moas are great:) Also i can’t wait to toss it at downed mesmer. I’ll find it hilarious:>
true, seems their engi specialization is the only one that’s still in early stages. We’ll just have to wait and howl…erm i mean see.
https://wiki.guildwars2.com/wiki/Toss_Elixir_H
1/2s cast time. That’s 2x longer then turret. Yet I hear no voices raised that “that’s unfair and other classes have to deal with their heals getting interrupted”.
But time will indeed tell if elixir traits get compressed enough to make elixir H easier to buff to a point where it makes sense. Though currently i see them removing potent elixirs which does worry me (i like having my elixirs buffed).
As it stands now elixir H is not worth it at all. Subpar heal, horrid cast time, second worst cooldown and random nature.
Healing turrets most common and obvious use is insta-overcharge, blasting water field then detonation for one more healing blast or immediate pick up for lower cooldown.
If things were “balanced” 95% of engies wouldn’t be running turret. The biggest problem here is it’s overcharge and how it can be triggered on spawn by using it before turret is placed.
0.25s cast time for it’s initial self heal is already a stretch, but bearable one. Overcharging however should have it’s own cast time that either allows for an interrupt, or destruction of turret.
1/4 s, or heck, even 3/4 a second is not a time where it’s possible to spot, target and destroy a turret with sharp observation skills alone. Only way for that to happen is sheer luck, like treb hitting engi’s newly spawned turret or him spawning it inside a meteor shower field and few lucky meteors hitting the right spot at the right time.
And you all know it well as I do.
Also A.E.D. is more powerful then it seems, because off it’s fatal damage negation. If it’s something strong like lich form projectile or treb fire, other heal would melt in one moment. A.E.D. on the other hand ignores the part of attack that would take you below 0 hp and deals full heal instead.
Simple example – enemy treb hits you for 10k. you got 5khp. You pull out turret do your magic and get 10khp before treb hits you. It hit you. You’re back where you left off, but on cooldown for turret.
A.E.D. – you take 5k damage and trigger A.E.D. The other 5k damage is ignored. A.E.D. gives you 13k hp.
Result. healing turret – 10k hp gained.
A.E.D. – 18k hp gained (5 negated, 13 healed).
Current leaderboards and matchmaking are a test. Thank goodness for that because in no way form or shape is this acceptable as “competitive pvp model”.
Now when the real thing hits i suggest to consider Leagues. Right after you consider positively may i add, separating solo and team ranked quques.
Idea is very simple. Based on their performance players get put in a given league after a week. League is a collection of players roughly similar skill level.
At the end of every week player’s perfomace is summed up and some percentage of top players from a given league is promoted to higher one, while at the same time same amount of the bottom dropped to lower league.
With that you’d have means of properly matchmaking people of similar skill as well as a goal for them to work for rather then watching them flail around helplessly as every attempt to raise to higher rank without a premade team is curbed my MMR giving them bad teammates “for balance” or opponents that are way above the rank they aim for.
What? Come again?
Shield master is awesome, I use it on my warrior and win with it. If i get it rounded up with missile deflection and might on block then it’s pure awesome sauce. If any trait should get the boot it’s thick skin, not shield master. Especially since shield master provides 90 toughness already if you’re a shield user.
Ferious Winds - worst trait ever designed?
in Guild Wars 2: Heart of Thorns
Posted by: ZeftheWicked.3076
Oh thank goodness, for a second there i was afraid that was a ranger trait, phew. Dodged a bullet there.
So let’s rap about what’ up under #6 of engi’s skill bar. And it’s nasty. We have 4 healing skills in general, but not all equal.
A.E.D. kitten good and balanced heal, i use it myself and am very happy with it. It has one major hole however – confusion. Neither does it cleanse it nor defend against it, and we gotta remember that unlike other heals A.E.D. is designed to be used in near death situations. Situations where stacked confusion will kill you for trying to cast it.
suggestion – add resistance to it’s 3/4s casting time, and have it remove confusion as well on it’s fatal heal.
Healing Turret – the choice of most engineers. The reason is obvious – it’s too good. having mere 1/4 s casting time, providing 2 water fields (overcharge + tool belt skill), condi cleanse with overcharge, blast finisher to use on said water field, soon baseline cc on detonation, or 15s cooldown if you decide to pick it up right after placing and overcharging.
suggestion 1/4s cast time is plain unfair for the hp gained. Increase cast time to 0.5-0.75s, so it’s no longer the “uninterruptable condi cleanse party quick heal” while other options have to struggle with enemy cc.
Elixir H – Heals for moderate amount, has moderate cooldown, grants random boon but has abysmal 1s cast time and huge tell. First in the line for getting interrupted of all your heal skills.
Elixir H is the fat, ugly redhaired kid of engi’s healing skills family. Getting a boon is nice, but here it’s random, and you risk getting the last thing you wanted. 25s base cooldown seems unfair when compared to healing turret’s, also it’s toolbelt skill doesn’t heal any hp at all, making the all too easy to stop base skill the only big heal you got. For that reason elixir H is dead last in line for getting slotted on the bar.
suggestion – split the heal between toolbelt tossable exilir and base elixir, improve it’s total value. No more random boons. Tossable elixir grants protection (6s), base grants regen(8s).
Casting time reduced to 3/4s.
Med Kit – if there’s one thing i would change here, it’s the antidote.
It should drop 2 antidotes spaced a bit from eachother (so two different ppl can use one each), each removing 2 condies.
This is a *med kit. It’s dedicated to healing. Yet here we have healing turret’s overcharge cleanse twice the conditions, on 5 ppl, with aoe water field on same cooldown, while antidote cleanses one measly condition on single person at the same time.
Comments and suggestions welcomed;)
(edited by ZeftheWicked.3076)
As suggested by me in my signature’s topic – i would very much apreciate traps having an option between auto triggering, and manual trigger. So for example we can trigger it manually when bunch of opponents is inside the trap, and not on the first one that crosses it and rest stays safe or much less affected.
Would also be great for some mindgames with thieves (dodging over a trap to disarm it, only to waste a dodge because i manually control the triggering of it).
As for how to implement that mechanic:
At first press of a trap you drop it (targetted or not). Then trap icon changes into follow up skill – manual trigger. If you press it switches it to manual mode and only pressing the trap for the last, 3rd time can trigger it. No more auto activation when someone enters.
As for placing a new trap when old one is active – do it like the turrets – you have to pick your trap up, or trigger it to place a new one. Activating it puts it on cooldown, picking up causes no cooldown.
(edited by ZeftheWicked.3076)
5s of single stack bleed + 85 damage on my zerky build.
Kills them dead:)
When i watched twitch.tv about engies i noticed potent exliris are gone from their plans. Hope that’s not the case but we’ll see.
Specialization - ninja nerfing players.
in Guild Wars 2: Heart of Thorns
Posted by: ZeftheWicked.3076
Also adding profession specific boosts as baseline is also OP’ing some characters. Why should ele get an attunement reduction for nothing? Nowadays they gotta trait for it, and everyone who does spvp knows how dreadful eles with short cd on that are…
Specialization - ninja nerfing players.
in Guild Wars 2: Heart of Thorns
Posted by: ZeftheWicked.3076
Ah right i did forget. Mix-matching boosted gear might work in WvW and PvE. But spvp doesn’t let you do that. Here diversity and choice are getting taken away.
Specialization - ninja nerfing players.
in Guild Wars 2: Heart of Thorns
Posted by: ZeftheWicked.3076
I see…well if you put it that way then guess it’s not that bad – save one last thing – the profession mechanic traitline bonus (like pet stats on beastmastery for ranger, or burst recharge in discipline line for warriors). I hope they’ll leave option to customize it, and not everyone being stuck with “happy middle” including those who want to go balls to the wall on it, as well as those who don’t want it in exchange for getting more of something else.
Instictual bond is awesome and should stay. Easily the best of all, also it’s not a revival trait it’s a downed state trait, different story.
That spike trap needs to go, either to be replaced with something that makes sense or just non reviving related trait that makes sense.
And what is awesome about this?
Jaguar+F2+ instinctual bond, or maybe even signet of the wild if enlargement was traited or you popped it before being downed. Damage is sick.
Feedback: Fall Damage Reduction Traits
in Guild Wars 2: Heart of Thorns
Posted by: ZeftheWicked.3076
What i would love to see is some spvp maps that actually allow for some tactical use of the falling traits. Most of them stink, but given right map conditions, some professions like warrior and rager could use falling mechanic for some tactical gameplay.
Instictual bond is awesome and should stay. Easily the best of all, also it’s not a revival trait it’s a downed state trait, different story.
That spike trap needs to go, either to be replaced with something that makes sense or just non reviving related trait that makes sense.
My sPvP zombieneer!
build: http://gw2skills.net/editor/?fdAQFAUnUISfWWeFWYB5XIRuQGd2qXDjI3l8bBA-TJBBwAB3fAwDAYzFAAcZAA
How to (ab)use: https://forum-en.gw2archive.eu/forum/professions/engineer/sPvP-The-Zombieneer/
Zombieneer MkII (more offense):
(edited by ZeftheWicked.3076)
As both ranger and warr spvp player i’d like to remind you that shield stance is 24s cooldown traited, and also even after successfully reflecting all of RF, there’s still the matter of following up on it. And usually tha ranger’s miles away from the warr, who’s at least half pure melee…
I can’t get my head around the idea of popping spike trap while ressing ally. How’s that supposed to help with ressing again?
Everyone who’s done bit of spvp knows that to ensure a ress you either:
1. stealth the ressed person.
2. cc the stomper.
3. ress faster.
Spike trap does none of those, and if it’s there for damage, then fail again – one single bleed for 5 seconds is pitiful. The cripple may be of bit use but there’s a ton of ways to get that as a ranger without wasting precious point on that waste of a trait.
A much better trait would be to have ranger auto cast thunderclap (his downed aoe daze skill) when he starts reviving others, or drop a trap that would inflict the new condition slow for 1-2s so that they would have to channel the stomp 2x longer for the slow’s duration.
Specialization - ninja nerfing players.
in Guild Wars 2: Heart of Thorns
Posted by: ZeftheWicked.3076
While most of people are excited about new, stronger traits…erm..specializations hitting their profession (save necros maybe) there’s one nasty little detail few notice:
our stats are getting nerfed
They say they plan to fix this with stronger stat boosts from gear, but let’s just sit down and so some simple math here:
Currently you can invest into 2 lines fullly and 1/3 of 3rd line. That means usually your 4 of yours attributes get 300 point boost and 2 more get 100 point boost. That makes a total of 6 character attributes getting a boost. Even if one of the total 6 is the job specific attribute (like atunement cooldown for eles) that still leaves at least 5 others that were getting a boost.
Now gear can only boost up to 3 stats, and not equally. Only one gets a strong boost, other 2 a smaller one. So in short we lose out not only on ability to customize our attributes more but also on how many of them can we boost and how strong that boost will be.
And what about ranger pets? Do you see gear with +stats for pets coming out? Cause i don’t. Even if there’s the new 25% damage boost for opening strike in traits, that still doesn’t make up for the rest of the stats being lost (precision, vitality, toughness) that the current beastmastery line provides…
Maybe they’ll just add to each pet’s attributes to make up for it..but add what? Full value? (300). Half the value? Not adding anything?
It’s those questions that make me wonder about just how good that change is…
Just to make this clear:
I main spvp with warrior (along with engi). I’m not here to scream OP warr, i’m here to scream unfair CI for bow, killing build diveristy!
It’s better after changes, yes, but that thing is still broken as it was, just that it has alternatives now (thank God!). But simply curbing it to the same rule as all other bursts (hit enemy or no condi clear) is something that should be fixed ages ago!
I’m talking about spvp and the fact bow is a must in there because of cleansing ire (bow burst needs to hit ground to cleanse condies, unlike all others that actually require you to land a hit on your opponent).
And sure i can use warhorn. But will that beat ability to cleanse 3 condies every 8-10 secs if not twice often if i build up my adrenaline fast and land the 2nd weapon set burst (given i did go into discipline for 5s weapon swap).
There’s a reason all warrior meta builds are "bow"+something.
Payback for all those moa morphs on my engi! We’ll hunt down mesmers and then make Tyrian Fried Chickens outta them!
Nothing like cleaning the room spotless, only leaving the huge elephant in the middle as it were.
Not a kitten thing done about longbow+cleansing ire, again forcing every warrior that wants solid condi removal to go defense line + bow or go home.
Build diversity my kitten .
Oh yeah there is the resistance on healing signet but the only build that would go there given it’s laughably weak active heal is the shoutwarrior. Well that horse is fresh and not beaten to death long ago…
Glad to have helped. Also build’s potential is one thing, build’s use is another;) My zombie dies a lot, because i send him into heaviest fire – mid battles, or get brutally outnumbered – when enemies see engi on point they usually zerg up. So for him A.E.D. and toss elixir R couldn’t go off cooldown fast enough. Well that and i’m not the most skilled engi out there;)
I fully support the specialization system
in Guild Wars 2: Heart of Thorns
Posted by: ZeftheWicked.3076
Better options – maybe, we’ve yet to see.
Less options – 100% fact.
I’m a quantitive guy:>
I fully support the specialization system
in Guild Wars 2: Heart of Thorns
Posted by: ZeftheWicked.3076
9 major traits < 13 major traits.
Ability to choose from 3 lines < ability to choose from any line.
Ability to choose part of a line < ability to take all or nothing.
Math says hi. Freedom of choice getting butchered. It’s not a downgrade it’s a “feature”.
None taken;) I took your advice on incendiery powder and well..burn baby burn! Though lack of regen does make it a tighter window to use toss elixir R or A.E.D. – something for something!
Runes of vapirism are terrible. That was the first one i used, but it transformed me against my will with tons of condis on, and no means of cleansing or activating either of my heals. Or better yet when i used elixir x i got transformed into mist killing my elite. Even if low on hp that might’ve been a stomp or another last ditch effort. But nope, vampirism has it’s own idea about how to die.
decapping
Obviously nobody wants a smelly rotting carcass that just drags around without any use. Your “use” is to decap points. And that’s where your bomb kit and cc’s come into play. Big ol Bomb, overcharge shot, net shot, and elixir X will all help them vacate the spot, while bomb kit’s enlarged aoe (forceful explosives trait) will make it very hard for them to stay on the point without eating some damage.
here i would especially like to stress Elixir’s X tornado transform. It’s a decap wonder machine. If you fail do get the decap, you can at least be sure you baited out some mass dodges!
To top it all off smoke bomb makes for a great finishing move to ensure that downed enemies won’t cc their way out of a trip back to base.
reviving teammates
Being a zombie wouldn’t be complete without ability to make MOAR zombies! So when your teammates down, that’s where you can shine:>
your massive cc, quickness, toss elixir R or stealth (big old bomb or rampage’s stomp on smoke field) can help you claim his soul before they do and enjoy a newly created zombie slave to help you achieve your goal (don’t mind it’s backtalk about being freewilled person and just being revivied – it’s a side effect).
If you run with pistol/shield rather then rifle, you’ll have super strong revive option by using magnetic inversion on a smoke field – a near instant blast finisher that does no damage and will stealth both you and your downed teammate as result for some quality ressing time.
special perks
Elixir U rocks for temple of silent storms. Recenly i dominated a game by getting the tranqility buff after using it, right in front of the enemy team’s players. They were 1/2 s too late….had i not used it the game might’ve ended very differently.
being downed with always prepared trait is great for team. Even if i’m going down, those bandages will be of use to the teammate that came to assist!
Static shock from A.E.D. may suck, but it’s yet another tool in your wide kitten nal of skills for protecting downed allies from a stomp.
Ok that’s roughly about it:> Rate and comment if you feel like it;)
defense
With no shield, nor toolkit (gear shield) defenses don’t look too strong. That however is not true. Toss elixir R might be the main reason i picked this utility, but it’s base skill – elixir R is not to be forgotten either. It’s a near instant endurance bar refill coupled with breaking immobilize and on a resonable cooldown of 24s. On top of that you have sigil of energy’s one extra dodge every 9 seconds when you swap to bomb kit. Zombieneer is no slug he can dodge with the best of them!
Toss elixir U will help deal for a bit with all those pesky longbow rangers, or to get a quick stealth if you roll the smoke screen effect. It’s cooldown is a bit long, but hey, it’s still the shortest available thanks to 6 points into tools.
Also you don’t need blocking when your enemy is flying like a rag – a truth all rifle engies know too well. With overcharged shot (which also breaks immobi along with chilled and cripple) + 23s cooldown big old bomb, you’ll be seeing a lot of ragdolls in your matches!
There’s also the smoke bomb and glue bomb to avoid getting hit or pursued. Never forget the Bomb Kit’s superior kiting ability, especially in narrow sections – you run and drop bombs – it doesn’t slow you down and all, while they eat damage, or pull back!
Lastly condi cleanses. To say zombieneer has unorthodox condi cleanses is an understatement. But at least he has them!
First and most obvious is the A.E.D. – if you take lethal damage under it’s effects that is. I’ll rid of you poison, burning, bleeding and torment (no idea why not confusion).
If it’s movement conditions that bug you, overcharged shot to the resque, or elixir r, if you need to free yourself from immobilize and overcharged shot is not available.
Absolute last resort should be using toss elixir R for it’s 1 condi cleanse. only reason i see it feasable is to get outta outrages immobilize and all other options being out.
Finally the two super condi cleanses – firstly elixir X! Rune of Lyssa makes your elite a very powerful condi to boon converter before you start rampaging or going F5 tornado on their rear ends. It’s on 84 s cooldown, so be sure to use and abuse it when you feel the slightest itch to do so!
And last but not least the all stat condi cleear – downed state! When you’re downed condies go off. For others that’s like getting a box of chocolates before your own funeral, but for zombieneer it’s part of the gameplay.
Here is a build I developed myself and am having lotsa fun with it in ranked matches. It’s not easy, but it is kitten fun!
http://gw2skills.net/editor/?fdAQFAUnUISfWWeFWYB5XIRuQGd2qXDjI3l8bBA-TJBBwAB3fAwDAYzFAAcZAA
Enter the Zombieneer!
Zombieneer is an engi build focused on self-revival. He can go down, but keeping him down is a wholly different matter! Other face of this build is strong decap game to get them off that point.
How it all works
healing and self-revivial
As the zombieneer being near death or downed is just the beginning. Your first tool for getting back into action is the A.E.D – a heal that expects you to die and rewards you sick 13k+ hp for doing so when it’s active. It also removes damaging conditions except for confusion.
Should that not be enough, you have a second way to cheat death – toss elixir R toolbelt skill. Toss it before you’ll get downed and you’ll land in a nice, 10s lasting pulsing revival field. Or with enemy banner in your gut if they act fast enough.
Obviously that won’t do, so you’re geared with extra means of ensuring this zombie doesn’t stay dead for long.
First and foremost is the tool’s minor trait “always prepared”. It’s an absolute must. The oil slicks save lives. those 2s of enemies face to the ground are often all it takes for your revivial field to finish the job and get you on your feet. Those packs of bandages are not too shabby either, bringing you back up to over 10k hp rather then suicidal 5k after regular revive.
But that’s not all – elixir U ain’t there for show! If you’re in real trouble use it before your heal (whichever it’ll be). Being a stunbreak and giving you quickness it’ll do wonders for ensuring that heal of yours goes through. More over it has amazing synergy with both A.E.D. and toss elixir R.
A.E.D. duration stays the same when under quickness. Using elixir U will not butcher your chances for getting the big heal off, while it’ll reduce the lenghty cast time down to 1/2s – a true saving grace.
No less awesome is the fact the opposite happens for toss elixir R – here quickness does affect it and field lasts shorter, but pulses faster, greatly increasing your chances of revival before they stomp you.
A tiny, but sneaky bit is putting 3 points into explosives for reserve mines – the extra damage and small chance for stability boonstrip is another addition to your downed game.
Bomb kit’s also got a say here – if possible (after casting your heal) don’t hesistate to try dropping Big ol’ Bomb before going down. That nice aoe launch will throw another wrench in their attempts to kill you.
Lastly dropping a pulsing bomb (smoke,flame,glue) might hamper thief’s world old black powder trick.
That being said and done, it’s still a gamble. Enemy might not get caught in oil slicks, you may miss the timing of your heal cast, or they’ll gang up on you and stomp you before revival field will outheal their attacks. But it’s a game where you get a lot more to say about your chances then most!
Asides the two heals that require you to get up close and personal with the grimreaper, there’s also the backpack regenerator for some stable, reliable heal over time when using bomb kit, as well as the low health response system for emergency regeneration when you’re in serious danger. Coupled with regenerator it might buy you extra time to use that big heal before you’re face to the ground.
(edited by ZeftheWicked.3076)
These changes are “streamlining” at best, dumbing down at worst. And none of those is a compliment. Do you have anything in plan to improve spvp player’s ability to customize their characters after this major restriction in our freedom?
Agreed. The only thing more stealthy then a thief trying to land backstab #10 on your rear end, is the kitten cursor for casting aoe, when you just simply want to drop down a well/trap under your feet here and now.
Trait attributes removal will kitten spvp
in Guild Wars 2: Heart of Thorns
Posted by: ZeftheWicked.3076
As we knows in spvp there are 3 ways of customizing attribues:
1. amulet.
2. traitlines.
3. runes.
Well ok few sigils (like sigil of corruption etc), but these are marginal. Now without traitline attribute bonuses our build diveristy will go further down being stuck with basically amulet stats + tiny bit from runes. I call that dumbing things down not improvements.
Duels. My team lost a match no small part to me. I knew how to play map but didn’t care. Cause i was having a great duel with a mesmer and other 8 ppl on the map didn’t matter.
Meta. If it exists then you’re doing it wrong. And you’re way away from proper game balance there, a-net. And why people don’t form e-sports teams? Try:
Who the hell wants to play the same team comp, the same builds and the same tactics as the enemy? Where is the challenge and glory in that? I’d rather go and clean my kitten dirty toilet bowl than train to be part of such e-sport.
Wait wtf? You had a duel in a match and so let your team lose……
Bingo. I never asked for this 5v5 setup. But only way to get a sure challenge is ranked. Most of the time i focus on teamplay, but when i duel i duel. Lose, rage,don’t care. A good duel is more rewarding to me then a win, sorry.
Duels. My team lost a match no small part to me. I knew how to play map but didn’t care. Cause i was having a great duel with a mesmer and other 8 ppl on the map didn’t matter.
Meta. If it exists then you’re doing it wrong. And you’re way away from proper game balance there, a-net. And why people don’t form e-sports teams? Try:
Who the hell wants to play the same team comp, the same builds and the same tactics as the enemy? Where is the challenge and glory in that? I’d rather go and clean my kitten dirty toilet bowl than train to be part of such e-sport.
One does not simply have 65% wins ratio in ranked with random teammates.
Ai! made mistake in example. After successful hit with burst skill you would sit at one bar of adrenaline (one got eaten by burst skill, 2 by ci, but one returned for hitting the target).
when it comes do condi cleanse i would propose following changes:
New master trait in strength line replacing powerful banners:
Brutal Comeback – cleanses 2 conditions off you when you successfuly interrupt an opponent. Internal cooldown: 10 seconds.
As for cleansing ire i would suggest following change:
- Cleansing Ire* – when using burst skill consume a bar of adrenaline to cleanse a condition, up to 2 bars. If burst skill hits, returns half of consumed adrenaline to you.
Example:
You have 3 conditions on you and 3 bars of adrenaline. You use your hammer burst (earthshaker) on enemies. They are hit with lvl 1 earthshaker, becuase CI consumed 2 bars to take 2 condies off you.
Because you successfully hit them, one bar (half of 2 consumed by ci) is returned to you and you now sit with one condition left and 1 bars of adrenaline.
CI will now activate regardless of hit/miss, but hitting will be rewarded with half the adrenaline cost.
(edited by ZeftheWicked.3076)
well that’s all subject to change and discussion. Though i am a zealous fan of nerfing the combustive shot + CI. It kills build diverstiy.
Hi. I’m no stranger to warrior and regularly do spvp ranked games on my veggie warr. But more and more i can see how badly designed warr is for purpose of pvp compared to other professions. Currently the warrior is pigeonholed into 2-3 roles and builds and lacks some basic stuff that a melee character should have. Here are some of screaming issues that need addressing now:
1. Robin Hoo…warrior, that you? Cleansing Ire + longbow says the whole story. All meta is focused around having bow equipped for cleansing ire or go home.
2. No pulls. Are you kidding me? A profession with so much melee weaponry has no ability to pull enemies to himself? That basically gives the middle finger to any warrior builds that don’t have bow or at least a rifle equipped as gap closers won’t do jack vs snipers using terrain. You just butchered so many otherwise viable builds for warrior, a-net. What’s wrong with a clearly melee oriented profession to be competitive when going full melee?
3. Ah, Robin …House m.d.?! Wth is with warrior meta being an bow wielding amulance on two legs, spamming shouts for heals and condi removals. Having the option to go that way is awesome. But that being the meta just screams volumes how botched warrior design is atm.
Now call me a dreamer but i’d like to one day see a warrior who has tools for dealing with condi builds and snipers without having to go to nearest sports shop for a bow..
Here are few suggestions how that could be achieved:
1. Cleansing ire – bow burst must hit enemy with it’s direct damage part to activate it.
2. Mainhand mace counterblow skill – follow up skill taunts selected target for 3 seconds, increasing skill’s cd to 20s. range 1200.
3. Offhand sword impale – change it’s functionality:
Range increased to 1200. Follow up skill doesn’t just do damage, it also pulls enemy to you. Just like now, for each second the sword is stuck in victim’s body one stack of torment is applied. However now, for each second you don’t rip it out, the pull range decreases by 120 units. After 5 seconds all 5 stacks are applied and pulling becomes no longer possible.
4. Mainhand axe – eviscerate leap range increased to 600.
5. Offhand mace – tremor. Faster shockwave movement. In addition 1 stack of stability is granted for 1s, and blindness is cleansed right before striking the ground with mace.
6. “On my mark” – causes 2 sec taunt on enemy.
7. Offhand axe – axe mastery trait in strength line now makes whirling axe reflect projectiles.
I believe that with these changes many of the one handed melee weapons could finally shine and have a practical use in higher level pvp.
(edited by ZeftheWicked.3076)
10 wins is way too low. Even if they grasp the basics of sPvP, you really expect them to grasp basics of maps with just 10 wins? Like for example how to efficiently treb at Kyhlo, or the buff timers, locations and value @ temple of silent storms. Heck i often run into matches where one team doesn’t even have one person at the spot when tranquility buff appears for taking…
Mainhand pistol sucks. I choose pistol/shield for shield. Pistol i’m just stuck with…
I’ve had it up to here with random teams and their “quality” in ranked. Everytime i wish to play and not be forced to wait for my premade team members to log in at same time (people with jobs and lives) i’m literally just selecting how many games i wish to lose today.
Seriously, it’s time to gate this stuff. Ranked is the highest level of spvp gameplay and fresh players should not be allowed to join.
Teams lose and it makes people furious. Newbies get destroyed verbally for sinking their team to the bottom and that’s also not a good experience.
There should be a required number of matches won in unranked with a given profession before you gain access to ranked games with that profession. You don’t have to be godly, average is ok, but no person who doesn’t know the ropes of their profession in pvp should be allowed to do ranked.
(edited by ZeftheWicked.3076)
So much truth in this post. Being shark rank (and knowing my warrior) i got matched up with complete beginners in ranked – a warrior holding a basic crafted rifle says the whole story. Later i watch the whole match as they could not win one single evenly numbered fight. Even when they had the number advantage they seemed to be losing.
Opponents on the other hand? Dragon finisher no matter where i look. They steamrolled us 500-130 or something.