Are you sure the drop rate is that low? I just bought 20 Rich Dragon Coffers and got 4 tickets…
Of course, the only skins I want aren’t for any of the classes I play, so… the tickets will probably just sit forever in my bank.
10 Rich coffers out of curiosity. 0 tickets.
Balance patch is late june…..it’s been said a million times.
Yeah this is one thing you definitely notice even more playing as a warrior/necro.
At least as a warrior you can bring the horn and get vigor+weakness. 10 sec vigor 20 sec cd ability, for about 50% vigor uptime. 6 sec aoe weakness they will be buffing soon. The warhorn also clears cripple/immobilize/chill.
Two classes stand out to me in this regard: Rangers and Thieves. Evades and dodges … and teleports to some degree is imho for these two ott.
Ranger has 2 evades, one with a slight delay time, and both on a 10+ sec cd.
Rangers have no burst. No, really, a 6k hit from a pet that can be kited 24/7 with swiftness is not burst.
Rangers outlast, and if you don’t give them the tools to outlast, they are useless. Because they don’t do any damage besides conditions — which take time to kill vs. thief.
I think everyone can agree this build is pretty much OP when it comes to 1v1. Again the complaint is there is no skill level involved to play this build because the AI does the fighting. Minion master necro’s are a good example of a strong 1v1 build that absolutely sucks in tournaments. The build is relatively strong when played well (again the AI is doing a lot of the work) however there are some very significant counters to it such as Moa, direct sustained damage, AOE’ing the minions etc (pretty sure minions have about as much life as a traited phantasm). The phantasm mesmer has NO direct counter and outshines even the strongest 1v1 classes.
I dispute all of you that say this build has no place in tournaments. It has no place in a 4v4 team fight sure, but even then the range on the iDuelist is what, 900? It’s nothing to place 3 iDuelists on your side of a point and sit there twiddling your thumbs while every 5 seconds they pump out 9k in damage combined. Map positioning is the ONLY thing this class needs to worry about. Drop them on a ledge, drop them outside a window, scatter them around a point and it’s stupid sustain damage.
I would propose that the mesmer loses a certain amount of health each time a phantasm is killed. This would make focusing the phantasms a viable strategy and having a lot out at once (i.e. 3 iDuelists) would be a risk the mesmer needs to calculate. Tie it to signet of illusions or whatever, but make there be some sort of risk/reward involved with this build.
Minion necro is a garbage 1v1 build. What the hell are you talking about.
The best necro 1v1 build by far is a terror build, and even then it’s a mediocre spec by 1v1 standards.
They should at least make the kitten skins tradeable on the TP. Or do like in Halloween and introduce another source for the tickets to drop at better rates.
So I’m guessing we shall expect threads like these to pop up every month now since it is quite obvious that Anet has found a clever, if somewhat morally wrong, way to sap suckers out of there money with this ticket system.
Are you stupid? I’m asking because it’s quite clear my thread is about regular dragon coffers, not the ones bought on the gem store.
I’ve already mentioned the gambler’s fallacy, but people don’t seem to understand it.
It isn’t about hard or easy either. There’s no such thing as difficulty when it comes to sheer RNG.
Its a gamble.. if your silly enuff to spend so much real coin buying them and then complain cos the RNG God hates you.. you only have yourself to blame
Didn’t spend real coin. Spent like 65g. 65g is still precious time of farming.
I don’t mind if they put a silly grind that has me grinding for 15-20 days. I know I WILL get my stuff.
This, however, is a spit in the eye because you will see people ingame with the item you want despite your best efforts at acquiring it bearing no fruit out of sheer RNG.
I may have had to farm 4 months for my legendary because I wasn’t lucky with precursors or drops, but I GOT it. I want a way to GET those skins, even if it’s 4 months after.
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If these are the normal coffers, thats very rare but it should be. Those coffers drop a lot. I got 60 coffers in about 30/60 min. If you keep doing that the whole month, the chance you’ll get a tickets is pretty high. Worst case you buy ‘em of tp in a few days when they’re cheaper. Or you try your luck with the rich coffers.
850 coffers. 1 ticket. Some people have done over 2500 and got nothing.
Maybe you want to spend 4 hours every day for an entire month farming in the vain hope you will get one. And when you don’t, because the drop rate is that marginal, your time will have been an utter waste.
What people like you are guilty of is the gambler’s fallacy. You think that because we might be able to farm for a month, that additional farming will increase the likelihood you will get a ticket. It won’t.
Its is simply online gambling.
Still same argument still stands that no one is forcing you to spend your gold on these skins.
Nobody is forcing you to do anything.
They could block off all the game past lv10 under a gambling paywall, and nobody’s forcing you to gamble for optional stuff. Because everything in a game is OPTIONAL.
PLAYING THE GAME IS OPTIONAL. THERE IS NOTHING MANDATORY ABOUT A GAMING EXPERIENCE.
This argument that because an experience is optional, that crappy practices are fine, needs to die already.
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These have got to be some of the most unscrupulous development practices in the MMO industry.
The droprates are incredibly, stupidly small, and they don’t even reveal the scale of small to people in hopes of creating Mystic Forge-like goldsinks and cash shop shakedowns.
This should be an example to people all around of how much “better” free to play models are compared to sub models.
1 ticker out of 350 dragon coffers so far. That’s about 30g spent for one weapon skin thus far.
EDIT:
Out of 950 Dragon Coffers, 1 ticket.
GG CasinoNet
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If you want to remove the evades you better give them warrior armor and hp.
Why can’t you just sell the kitten tickets for 800-1k gems instead.
You screw over customers by making them gamble away their money, so some will have to spend very little money to get a ticket while others could spend well over the box cost of the game and not get any.
When you disparately treat your customerbase’s financial support, you are not creating good will among them — in fact, you erode their trust in you.
And they have stealth elite, decoy, and blink. So, I don’t know how in hell you’re actually pressuring them more than they pressure you. In between those they have an 8 sec cd 2 sec distortion and the distortion shatter.
How do they have decoy and blink if they have phantasmal defender and signet of illusions. Did they add the 4th utility slot?
In the end, Mesmer is a Summoner archetype class. ANet said so many times in the beta.
You basically have 2 builds: phantasm family and mind wrack burst. Both have the same game plan: use summons for damage, go for defense in everything else.
There are no other options for mesmer. Nearly every mesmer in spvp uses sword/x+staff because you can’t survive without it. Nearly every mesmer uses blind+decoy, because you can’t survive without it. And you need to survive so your summons have time to do damage. There are no other builds.Also all mesmer balance data is based on 20% shortened cooldowns on all illusion summoning skills. And it’s hard to have enough clones to use the class mechanic without Clone on Dodge trait.
But people complain about both builds (mind wrack and phantasm).
What I propose is that you all test how mesmer plays if you don’t play one of these 2 builds. Roll a mesmer and make a build that doesn’t take 20% mind wrack damage trait and shatter all phantasms immediately. Go play that, then come back here and tell me how wonderful that was.
You don’t use phantasmal defender. Either of those utilities will do much more to avoid what actually kills you rather than taking 50% less damage, but taking a whole lot more of that 50% damage for a period of time because you couldn’t peel him.
Evasion>>>>>>>mitigation.
Peels and disengage, especially if they are stunbreakers, are a lot better than tanking damage. I’m sure necromancers and warriors will tell you of how much good tanking mechanics have done for them.
You could just melee him which is better. Here is a 4min melee run at 48. http://www.youtube.com/watch?v=0XYjjRaOlfI
All you have to do is dodge his charging axe attack which has a decent tell and time to evade it. If 2 people die one kites while the others revive then we start meleeing again. It takes a lot less time. You just need some reflects and a capable guardian or 2. Once I started to melee him I never went back. Ranging takes forever and if you wipe doing it you will be sad at all the time you wasted.
2 guardians 3 warriors lol.
This is not about melee with other classes. This is about 2 classes which are the best damage soakers, one of them bringing ridiculously long projectile denial thanks to traited shield alongside group defensive boons/healing, and the other class absolutely destroys all the others except maybe thief in damage output while giving insane offensive group synergy.
That melee attack of his that is not the charged attack will easily remove 60% of a berserker light armor’s hp. About half of a medium armor target’s HP in berserker gear.
And to top it off, neither those berserker eles or mesmers or rangers or necros will have the DPS to make this strategy as smooth once reflection cooldowns are recharging.
Every melee strategy seems easy when it’s a bunch of warriors doing it propped up by a guardian or two.
I’ve taken a mesmer, thief, and an ele as a 5th spot and they tend to do just fine. Having optimal groups and strategies for 40+ isn’t really a lol. It’s needed unless you want to be in there for a lot longer.
With 2 guardians soaking, of course they do fine. I’d love to see you replace the warriors with non-warriors, however.
It’s just that it’s no surprise that stacking guardians and warriors, except maybe one mesmer at most, is the profitable strategy of this game’s PvE.
Guardians eliminate all the heavy risks of meleeing for a group.
I would never advise a group that isn’t following that stacking to try to melee the boss. Somebody will go down, people will try to rez and the mossman will do a charged dagger port attack on top of the downed player and kill him and down the rest.
Or simply Lightning Flash out of the root. Or water attunement cleanse out of the root and dodge.
Improve oh dagger, less damage on lacerous strike, more damage on anytime (or better celerity) or other style. Basically you need to spread the power of #3 on entire set.
This means less spam, more balanced set.Of course if u (anet) make a style MORE better then other 4, people spam it.
It’s called the autoattack. Sword auto chain does nearly the same damage of flanking>larcenous, and has weakness/cripple to boot. Just wait till weakness gets buffed, and sword thieves are the one class that can keep a single target with permanent weakness.
A phantasm mesmer runs blink, decoy, and signet of illusions. Those 2 utilities completely stop you from either stunning and landing an eviscerate or 100b, on measly 30 and 32 second cd each. Blink allows him to kite you pretty easily.
A phantasm mesmer variant also runs double swords and greatsword. They got a traited 8 sec cd 2 sec distortion to use whenever you’re about to burst (and Blurred Frenzy hits for about 4-6k) and then a 12 sec counterblock on offhand sword that hits for 4k crits them while they stall for their next round of phantasm hits.
You can dodge, but the phantasms are staggered, which means they don’t all attack at the same time, you got 2 dodges, and once 3 phantasms are out you will regularly be eating at least one phantasm hit. Forcing your dodges means you’ll be eating his knockbacks or blurred frenzy damage all while he kites you and pelts you with a GS.
If he’s running staff you won’t be meleeing him much.
You are making phantasmal mesmers sound immortal..ask any warrior or close-ranged people who can beat phantasmal mesmers. So easy to land a hit.
If he’s trying to hold a point, sure. If he wants to kite you, you will not kill one.
Get Kudzu. Voila, your arrow shots are not boring anymore.
The nice animation went to warriors with their flaming arrows. The shortbow gets some color with poison spread but it’s a crappy skill anyways.
A phantasm mesmer runs blink, decoy, and signet of illusions. Those 2 utilities completely stop you from either stunning and landing an eviscerate or 100b, on measly 30 and 32 second cd each. Blink allows him to kite you pretty easily.
A phantasm mesmer variant also runs double swords and greatsword. They got a traited 8 sec cd 2 sec distortion to use whenever you’re about to burst (and Blurred Frenzy hits for about 4-6k) and then a 12 sec counterblock on offhand sword that hits for 4k crits them while they stall for their next round of phantasm hits.
You can dodge, but the phantasms are staggered, which means they don’t all attack at the same time, you got 2 dodges, and once 3 phantasms are out you will regularly be eating at least one phantasm hit. Forcing your dodges means you’ll be eating his knockbacks or blurred frenzy damage all while he kites you and pelts you with a GS.
If he’s running staff you won’t be meleeing him much.
And they have stealth elite, decoy, and blink. So, I don’t know how in hell you’re actually pressuring them more than they pressure you. In between those they have an 8 sec cd 2 sec distortion and the distortion shatter.
Well of Blood was a water field in beta. It got changed to light field sometime right before release. As to why, I don’t know.
For the same reason a sledgehammer was taken to the ranger class.
The 2 classes were master classes back then, and they were shattered into the garbage classes they are today.
Scepter autos in general need buffing. The scepter does horrible sustained damage because of how bad the autoattacks are.
Air auto is only deemed good in pvp for its practicality, but it’s very bad dps too.
It’s why you don’t see the scepter in pve.
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There are plenty of effective 1v1 builds out there – just take a look at the results from trooper’s 1v1 tourney on the EU servers or the NMCC last week. Phantasm mesmers are by no means unbeatable 1v1 – these tournaments proved this.
Signet of illusion ban was pretty much the only reason why it was possible to beat them.
And in wvw, people don’t have bans. Thieves are also not punished for stealth resets.
And then there’s 110% crit damage and food to boot.
I think actually a thief might stand a chance at a phantasm mesmer in wvw because the difference between 60% crit damage bonus and 110% is pretty large in backstab’s favor.
In spvp your backstab will rarely go beyond 6k. In wvw it easily goes for 8-9k, and with a popped signet easily 10k.
You could just melee him which is better. Here is a 4min melee run at 48. http://www.youtube.com/watch?v=0XYjjRaOlfI
All you have to do is dodge his charging axe attack which has a decent tell and time to evade it. If 2 people die one kites while the others revive then we start meleeing again. It takes a lot less time. You just need some reflects and a capable guardian or 2. Once I started to melee him I never went back. Ranging takes forever and if you wipe doing it you will be sad at all the time you wasted.
2 guardians 3 warriors lol.
This is not about melee with other classes. This is about 2 classes which are the best damage soakers, one of them bringing ridiculously long projectile denial thanks to traited shield alongside group defensive boons/healing, and the other class absolutely destroys all the others except maybe thief in damage output while giving insane offensive group synergy.
That melee attack of his that is not the charged attack will easily remove 60% of a berserker light armor’s hp. About half of a medium armor target’s HP in berserker gear.
And to top it off, neither those berserker eles or mesmers or rangers or necros will have the DPS to make this strategy as smooth once reflection cooldowns are recharging.
Every melee strategy seems easy when it’s a bunch of warriors doing it propped up by a guardian or two.
nice video :P
that is what ppls talking about, ranger pet dont need dmg nerf. its kitten enough…but if you nerf this pet dmg then give the ranger this dmg.
also remove pet if i dont put points into beastmastery traits and give me more active skill use on f1-f4 like other classes have.
whould be so nice if ranger only have to use this stupid pet when he put traits into beastmastery… well but just dreamingat tpvp, fighting vs players with a bit brain, the pet will not hit much time, like in this video.
bm ranger build have only slow on axe 3 and dagger 5,
maybe also on weapon switch with hydromanci sigil.
nearly each class have condi remove for this and axe 3 is long animation (easy dodge)
and if you are slowed you can dodge the pet untill you are not slowed anymore.and why not slow the bm pet if you face a bm ranger… it works pretty well
the condi dmg from bm ranger is not rly much, just the torch burning is much condi dmg at bm ranger.
@Serraphin Storm
i play ranger because i want to be a RANGER not a zookeeper :P
also love his weapon skills… only longbow is a bad joke and offhand axeI respectfully disagree because I think that offhand axe is arguably the best defensive reflect in the game. Longbow is essential for knocking back grawl shaman on the grawl fractal, or knocking molten defenders out of their aoe protection ring in the molten facility. The legendary imbued shaman also favors bow usage with piercing arrows.
Or kick the ranger and bring a staff ele, with chills, roots, and a knockback as well. And much better aoe.
Resilience doesn’t exist because bunkers would never die.
The problem with this game is that balanced builds are not viable. You either go one extreme for burst, or you go the other extreme for bunkering.
1200-1300 toughness won’t get you anywhere; 1800 toughness will. 1650 power won’t scratch anyone — 1900+ will.
20% crit chance on a build with no fury access is a waste of stats.
They need to reduce the extremes — bring down the scaling of damage, especially berserker stats, and in turn tone down self healing and the protection boon for bunker specs.
Funny that you mention this because i’m experimenting with a Warrior build that gives me 1900 toughness, 1600 power, and about 15% crit without fury. Good thing for me It uses longbow and blast finishers to give me might stacks, and I also get fury. So there are times I walk around with 1900 power + 1900 toughness + additional condition damage + 40% crit with fury + banner. The only problem? I’m still a Warrior. I’m using Warhorn too for condi removal and mobility. I also use 1 banner for healing + sprint. If the Warrior had a better heal skill to choose from, and banners weren’t so clunky, this would actually work. IMO every class needs there healing tweaked.
You are a warrior. Your base attacks dwarf those of every class. A warrior with knights armor will beat most classes on berserker in terms of damage output besides a thief.
Warriors are an exception to the rule. Try a hybrid build with a necromancer and see what your power based attacks hit for. Or a ranger. You’ll tickle things.
In WvW my hammer warrior with 1900 toughness, 27k hp can still crit people for 3k autos. That will never happen with any of my other classes.
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Signet Removal is not removal. Its burst removal. Which is worthless in the current Meta.
If it was changed to “Cures a Condition every second for 12 seconds.” it would be viable, however since it does not do thakittens not. Constant reapplying conditions are what destroys warrior.
When classes are able to wham conditions on you as quickly as they do now, there is not much you can do.
When engineers do it.
You want condition removal to cope with engineers, and when classes like ele have enough condi removal to cope with engineer application, then all other condi classes are screwed because they don’t apply nearly as many types of conditions.
Stun breakers are also burst removal — at the rate you can stun with either your shield or bull’s charge many classes cannot break all your stuns and avoid the eviscerate that takes out half their health.
But we’re always talking about giving counters against OP classes with either great escape, cc, or condi application — so those that are not as good get damaged by the new wave of condi removal or cc break to keep up with the top specs.
The answer isn’t to give everyone the nuclear options — the answers are to nerf thief escape/chase, to nerf ele condio removal, to nerf engi condi application rate, to nerf boon uptime on ele.
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Why shouldn’t there be bunker warriors? I think Titan’s spec would be a nice direction to go for developing build diversity. The same could be said for mesmer and thief bunkering.
Because they’re simply isn’t a way to bunker without Condition Removal + Protection + lots of healing traits.
And they’re giving you condi removal and sustain next patch, so what are you complaining about?
It’s also not the fault of people that some warriors don’t wanna run a signet for condi removal or the condi removal heal instead of their adrenaline heal because all they want to do is turret damage.
I think the problem most people have with phantasm mesmers, BM Rangers and to a lesser extent S/D thieves is it doesn’t really take very much player skill to operate these builds. On the other hand it takes a fairly competent player to go up against them.
The “But it’s not viable” argument doesn’t really fly with me. If it’s not viable then why do you even care if it’s nerfed? I also want builds like this nerfed as I don’t like getting stuck with a team of 1v1 builds in solo queue.
If you don’t like getting stuck with teams of 1v1 builds in a solo queue maybe you shouldn’t solo queue.
What good is playing a team build like an epidemic necro if nobody is peeling off you and you are getting farmed by mesmers and thieves?
If you want to change the emphasis on dominant 1v1 builds then the format needs to change where most battles aren’t 1vx
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If he runs signet of illusions you can’t beat him. If he doesn’t, kill the phantasms and pressure him.
You need relentless pressure — the moment your pressure drops the closer he gets to a round of new phantasms.
I was dueling my ranger friend in front of a crowd, and my pet kept randomly attacking him. I call my pet off, and his just starts attacking. So we both call our pets off, and mine randomly starts mauling an Asuran in the crowd. I swap my pet out, and his pet decides it doesn’t like the one I switched to. So his pet starts attacking my new pet, and we both /facepalm.
Was in a custom arena. I ended a duel with the ele.
Some guy comes closely, dodges and summons a clone with deceptive evasion. My pet decides it must go for a clone.
I f3 him to me. He comes to me, and then on his own volition decides to charge back at the mesmer. I recall him again, and 5 seconds later it runs back to the mesmer again despite the mesmer never hitting me.
Pow/prec critdmg blows every other stat combo out of the water in terms of damage yielded.
This is not news.
Why shouldn’t there be bunker warriors? I think Titan’s spec would be a nice direction to go for developing build diversity. The same could be said for mesmer and thief bunkering.
Resilience doesn’t exist because bunkers would never die.
The problem with this game is that balanced builds are not viable. You either go one extreme for burst, or you go the other extreme for bunkering.
1200-1300 toughness won’t get you anywhere; 1800 toughness will. 1650 power won’t scratch anyone — 1900+ will.
20% crit chance on a build with no fury access is a waste of stats.
They need to reduce the extremes — bring down the scaling of damage, especially berserker stats, and in turn tone down self healing and the protection boon for bunker specs.
50% damage buff to Fireball would be outrageous, as would a 40% increase to meteor shower. I can already crit for 5-6k meteors on berserker staff.
What staff needs is better defense and consistent damage. Ways to make lava font hit people and for eruption’s cast time and ice spike’s cast times to be halved.
Water autos across all weapons need a substantial buff. Water auto for staff needs something like a 200% boost in damage, and scepter water, fire autos need substantial buffing as well.
Like someone else said, try both out, it`s the only way you`ll know which you prefer.
Whilst I prefer my Ele` (D/D) to anything, you do have to spam a lot more keys to get half the results at times.I`ve a ranger at 80 too & am amazed how easy life is with it (GS/Shortbow) I can out dps/heal & tank more then my ele` with ease, with the added bonus of weapon swap & two pets to do the extras.
That’s only for open world pve where the pet can tank. Go into dungeons and it’s a different story, with the pet dead a considerable amount of time unless you bring drakes and Guard shout to give them 10s prot.
Eviscerate was OP in beta. Don’t even try to bring it back to its beta state.
What they should do is change the stat and instead of increasing the damage of burst skills, the new stat should just be a cost decrease to burst skills, or an adrenaline build up % bonus.
Try running fractal 48 daily, not some measly lv10-20 fractal. Then you get your kitten booted for not running an optimal build, in case you weren’t kicked already because they want 2 guardians, a mesmer, and 2 warriors.
Shaman won’t work for necro because his healing sources are bad. He’s only really got regen to benefit from it.
Only class that runs shaman is ranger because he’s got 3 sources that benefit from the healing power.
In order to kill shadow arts D/P thieves you need someone who can gib them.
Condition builds won’t dent them. Tanky builds won’t dent them.
You need to gib them in between their revealed periods.
That means you either bring scepter/dagger elementalists who can instant gib one thief and cast DragonTooth>Circle of Flame>Phoenix>Flame Grab into a shadow refuge so the other thief can’t rez him.
Or you bring a mesmer with you to give you stealth when they stealth and then you go for a gib.
Duo d/d eles should also be able to kill them as the eles carry more CC than those thieves carry stun breakers.
AGAIN, you will NOT kill competent thieves unless you have a spec that can burst them down. Condition builds work against bad thieves with no point in shadow arts condi removal.
The only combo you might pull off as condi spec is engineers with supply drop. That may annihilate.
But for thief you either need more CC than they can break out of, or bucketloads of burst.
http://www.twitch.tv/teldoo/c/2367904
This is the kind of builds that can counter thieves. You need to be able to counterburst them.
The reason for which i dislike the signet and i would never use it in my glass cannon build. Not only does it have condition damage which goes against the principle of a glass cannon, but it takes one slot that i need for something better.
The Well of Suffering = vulnerability and AoE power type damage… no questions there.
Spectral Wall = more vulnerability + protection which synergizes well with the minor trait in Soul Reaping which gives me some more protection. When you are squishy glass cannon and you don’t have leaps or charges or stealth, protection is for you…
Spectral Grasp = it synergizes well with the Spectral Wall, but yes that is debatable… you don’t need that much some would claim… has a high CD, why would you use it.
Well… it is required in my playstyle, and the playstyle i promote alongside the build that i have created…. the playstyle that fits the build.We all know that necromancers don’t have a cleave attack, we also know that it does great damage with dagger 1… and good damage at range from the rotation axe 2 + DS 1 × 4 + axe 2 into dagger 2 + DS 1 × 4 + dagger 2…
To me that means that the glass cannon necromancer can do damage at all times either at melee, which is preferable, but also at range…But wait… there’s more… since we don’t have a cleave, there is absolutely no reason for us to go near 4-5 mobs to attack one of it, so how about we bring it to us instead.
This concept combined with the fact that you can take to range any time you don’t feel safe, gives the power necromancer the ability to have almost 100% damage uptime… unlike other classes…
If you’re pulling one mob out of a balled up group, away from your team’s AoE — I won’t blame them for lynching you.
When warriors get the sustained they were promised you will see thieves disappear completely for the single fact that warriors do undeniably the highest damage by far of any class in this game.
They already can do thief spike levels, but they can do it aoe to boot. Backstab doesn’t cleave — 100b and whirlwind does. And in the meantime those spike skills are down, the warrior sustained damage far outperforms the thief’s sustained damage from autoattack.
And warriors bring more CC than thieves anyways. Just you wait till they give warriors more uptime and condition removal while they get to keep their absurdly better damage output. If people were complaining about thieves and mesmers gibbing them, just you wait now.
So you’re saying leave the absolute worst pvp class in the game as it is because it would make your class —- less effective (read: not ineffective)
Despite still having the niche of completely destroying boon-based builds and very high mobility
Thief is not my class. If you think I hate warriors, you haven’t seen my thoughts on thieves
The point is, warrior is crap design at the moment because either they have high up time like in beta and murder everything
Or they have low uptime to balance the damage, so that when they do connect things die (and things die if your team happens to sit someone in place for your 100b/eviscerate).
So they’ll have to address the warrior’s damage, so when they fix sustain (which needs fixing, as does warrior uptime), things don’t fall apart.
The warrior should have never been based around burst skills like eviscerate. Sword and hammer burst skills and numbers with lots off CC and sustained (which they don’t currently have) would have been a much less troublesome design for warriors.
Besides engineers they have some of the best potential cc, but this is not being capitalized on because they can’t stay alive long enough to harass people. And so their only working build is berserker burst.
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How are you dying to the last boss? When he pulls his hand back he’s about to cast the stun bolts. When he sets the big circle he will do aoe burning in 2 seconds, so dodge shortly before it goes off.
Alternatively, switch to balanced stance while running to last boss.
Don’t run dagger.
Why would you ever roam in WvW as a non-terror condimancer build? Anything besides that is asking to get killed by good players who just get out of your wells and kite your dagger.
Powermancers DON’T WORK against smart people. I hope you come across enough D/P shadow arts thieves to teach you that hard lesson.
Better yet, level a different class for roaming. The necro is not a roaming class. I suggest a mesmer, thief, ele, or BM ranger.
Even worse, at higher levels ( like 79) he can throw his axe, while in stealth, hit you, and still be in stealth while you’re on the floor dying.
He does have a small telegraph (you can see when he starts throwing) but its duration could use some increase.
This happens even at 48.
A telegraph is pointless if on fractal 48 he is routinely spamming stealth and throwing axes while in stealth.
The stealth spam on this boss is just really dumb at higher levels. All he does is chase a guy around for minutes while in stealth, and the guy’s only option is to keep running and hope he unstealths, or eat the 1-shot double dagger strike from stealth to make him come out. And hope that when he goes down because he ate the melee strike to unstealth him, the boss doesn’t immediately throw an axe on his downed face and defeat him.
I have another idea!
Make all there abilities do good damage and worth using instead of just 2-3!
Make all their abilities crit for 3k+!
Great idea! Thieves need more burst!
This is like warriors whining that their sword doesn’t do enough damage simply because their mainhand axe does OP autos for 3k+ and they feel every weapon of theirs should do that damage while the other classes at best crit for 1.5-2.5k
Ranger is actually one of the strongest classes.
You can’t complain until you see everything they have done, and honestly Pets are doing way too much damage when they hit there target.
They are probably going to reduce damage by 25-40% and allow them to move while attacking.
However you know something is wrong when they do more damage then a full zerker warrior with there greatsword autoattack by almost double.
HAHAHAHAHAHAHAHAHAHAHAHAAH!
My pet will never outdamage a warrior, get off whatever you’re smoking. The only attack that outdamages warrior GS auto is an ability cooldown on the jaguar or an f2 cd on raven. The autoattakcs on the jaguar at full 30 BM do not hit for more than the GS auto.
And when my Jaguar can hit something for 44k in cof then we can talk about outdamaging the warrior.