Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
Do you have to sign up to the newsletter with your effective Gw2 ‘username’ or can it be any email address to get a chance of beta access?
I’ m happy that this stability changes has screwed the GvG fights.
Now start being useful for your server and play for your server instead of doing mindless gvg
What do you accomplish/gain by getting “mindless” PPT ?
Also, its clear anet has the same view as you however, unfortunately you dont seem to realise fights guilds will quit if they are in a position where they can do nothing but PPT rather than become fellow zombies.
They could just make it so you can dodge over walls and statics etc…
cough revenant :P
I may be mistaken but if I remember correctly it used to be the same as incendary powder with half the duration, except dhuum was grandmaster while powder was an adept..
Heres a video where the guy mouses over the tooltip
I see this being mentioned everywhere. In-game I get no response, forum search shows nothing and google just gives me actual pirate ships.
It’s a WvW term.
I suspect it means 2 zergs shooting at each other?
Watch the TA vs LaG gvg and you’ll see what it is
The problem is not that we r unable to adapt to a new meta.
We can of course use a new race/build/stats what so ever.The problem is that it is NO FUN when 2 Zergs fire at each other with ranged weapons.
Ranged fights, there will be no winner.
And u can rezz u r teammate easy and there will be no loot bags for all.What good is wvw when it s boring and the small loot will get even smaller?
Tend to agree.. pl will of course adjust.. but will it be the same level of fun in gameplay? That I’m not sure about.
Exactly.
People have already adjusted to the changes – it is called “pirateship meta”. It is NOT FUN AT ALL.
The issue is that even when adapted to the new changes, the gameplay is boring, not as fast paced as melee, and it killed the gaming experience that we enjoyed.
(Waiting for Revenant is not a solution: 1) playing pirateship until HoT is boring, ppl will quit. 2) Breaking the game to force ppl to buy the expansion is a horrible move and ppl should not support it.)I guess the problem with “adapt” is that it’s largely a meaningless, substance-less argument, because ultimately it can be applied to anything without addressing the issue itself. This isn’t really a issue with agreeing or disagreeing with changes. I mean, if they removed WvW, people could “adapt” by going EOTM. The point here is that people simply don’t like the changes and they adapted to what they consider an inferior style of gameplay.
People do like the changes as well. Seems to me that it is mostly guardians and warriors complaining about the changes.
That only makes sense, as it affects them the most, and one of them doesn’t really have a viable ranged option.
Though it is funny because necros had their only real form of stability smashed into the ground.
Lol wait till you hear about what happened to flesh golem
This trait is really good. Realize that it also works on any wells you have down prior, turns your 3 skill into a really high damage well, and should work on Chill of Death/sigil procs. Basically, it turns your downed state into something very similar to pre-nerf Lich form.
LOL was laughing for so long when I read that xD that pro tactics omg need to try it
I can guess this has something to do with their instancing. I’m sure it’s people in the overflow or main server bleeding over to the other(s). Aka, you are near the same location as a player in another instance/overflow producing the sound.
Nah happens in wvw too, also I’m a human necro but I’ll start hearing asura and norn warrior/guardian shouts going off in the middle of nowhere.
Why didnt flesh golem get a pulsing stability like the other elites?
necro hits hard PR target, it does not hit as many as ele. It is the combination of hard hitting marks and wells with a broad damage cover from eles that makes necros so strong.
Without others to soften targets up, targets would just run through all your DPS without even flinching. Such is the nature of wells. They pulse, so the damage is pr second.
to give people an idea. Icebow + staff ele.
Meteor shower = 24×3 targets = 72 enemies damaged with ONE skill covering a ridiculous areaIcebow 4 = 24x 5 targets (does not have reduced cap pr shard it seems) = 120 targets damaged.
so while EACH necro wells/marks hit is higher, they hit LESS players. in no way do i intend to discredit them, but more icebow and meteors will do more damage to the blob then more necros. The eles quantity of hits will surpass the necromancers quality hits.
Eles also got better support, better mobility MOAR STABILITY. strong CC.
I do like playing staff and wells necro in WvW, fun times, DS is a real joy to use because it makes it so much more forgiving. On the contrary, you leech off your allies almost as bad as rangers. Probably slightly worse since you do not have your own stability.
Please, do play your necromancer. Carry on, i dont care, just like i do not care that you do not want my ranger in the zerg. Ill play what i want, ill play it good, and if i drag peoples feet ill just switch my build around a little to remove my weaknesses. Oh, that is right, necromancers cannot do that as easily either.
See my point here?
Necromancers is not BAD, they got shafted.
By whom?
The devs.Blame the devs for not giving you any decent stability outside a super long CD elite and a GM trait with a ICD to it….
either way, i stand firm.
If the meta no longer favors pure MT, then the next “best” thing is hybrid frontline with a more CC and support heavy mid/backline.Id love to see engineers get a slot, they have the tools to do so. All they need is someone to stand up for em and make it happen
Lol you’re so lacking in knowledge of how the backline works in zergbusting I’m not going to bother explaining anymore it’ll take too long, I haven’t got that much time. It’s cute that you think you can finally push necros out of the meta in favour of rangers or engis with pure propaganda, unfortunately their arguably the most important profession to have on your team comp so you’re going to have to put in a lot more effort, but good luck ! ^^
Well revenant is counter for ranged meta so what are you whining? It’s revenant job cc these rangers who spam 1500 range.
rangers are only a menace to 2-3 people if they using piercing arrows.
revenants wont do much to change ranger impact, since it is pretty low due to not enough rangers playing properly to affect a zerg battle.
the “real” ranged damage comes from ele and to a degree necro.
but since necro cannot apply stability to itself, it is wasting a “stability slot” in parties thus, liability
Again.. you severely underestimate the damage potential of necros in zergbusting. You also apparently arent aware that the backline should not be running through the bulk of damage and CC, they are to keep to the sidelines of the fight spread out not facetanking with the melee.
What they should have done was move stability higher up in stripping/corrupting priority list. That would have been the perfect level of balance not this crap.
Are you sure the majority of guilds will ‘adapt’ to open field siege and enjoy it, calling it skillful? Why don’t you see all guilds strategically using open field ac’s and ballistas?
We did not see many ACs and ballistas since they did not improve the meta. As soon as siege weapons will improve or favor a meta they will be used.
Youre telling me 5 flash built sup ac’s wont give an advantage?
Wait until resistance and shield generators are available. This will shift the meta another time. Just pave your way with shield domes and say bye-bye to CCs.
Open field siege? That’s the ultimate disgrace for a fights guild, guilds with any dignity will quit before resorting to this as a norm.
So out of some artificial and irrational, self limiting “dignity” that you created for yourself, you will not take the logical ad advantage? That is your problem. No need to project your irrational sense of tactics on others.
Are you sure the majority of guilds will ‘adapt’ to open field siege and enjoy it, calling it skillful? Why don’t you see all guilds strategically using open field ac’s and ballistas?
Wait until resistance and shield generators are available. This will shift the meta another time. Just pave your way with shield domes and say bye-bye to CCs.
Open field siege? That’s the ultimate disgrace for a fights guild, guilds with any dignity will quit before resorting to this as a norm.
I’ve seen this idea before but what’s gonna happen is you’ll have pve guilds waypoint in the claim a keep as fast as possible n then disappear from wvw leaving wvwers to defend the keep because the objective is important while the pve guild doing nothing gets the rewards. Also they probably won’t have any of the fort buffs running.
Since shields are almost useless, i have to ask why would you use a shield for both hands? what kind of autoattack could you do with a shield? Throwing it Captain America style? That’d just look stupid in gw2.
Made me lol xD
But yus +1 for two shields or a 2 handed shield !
“At the fire keep, controlling Shrines of Fire grants the defending team the ability to transform into fiery hounds, turns on fireball-spitting gargoyle turrets, and grants immunity to burning and lava damage.”
sigh
Necro is a liability not out of offensive ability or utility, it simply wastes skills on other profs.
To put it in a more theoretical scenario – the stab skill used to give necro stab could have saved a ele, guard or warrior. All of which is more valuable then necro now that you are not relying on Well of Corruption or other similar skills to remove stab.
.Necro is one of the biggest AoE-DPS in a zerg.. In Well of Corruption’s Boon removal list Stability is the last one, you practically never used it for Stab removal. ( source )
With these changes, I would save a necro 90% over a warrior…i do not detest necro DPS. i detest their impact on their team.
To get necro into the upcoming meta you need +1 guard extra for every 5 necros.. That is just cuz you need stability for the necro. your necro got ONE elite stab, but with such long cooldown, it has EXTREMELY limited amounts of getting stab.
Then there is the fact that you got a limited number of players per team.
This means to bring necromancers, you need more guards. Which means less eles, mesmers, thieves, warriors, rangers and engies. All of which could have contributed more on the DPS front then the guard.Guard is great, but it is there for support, NOT for spike. Guard also got lousy mobility, so 2x lousy mobility classes aint great in general. Sure swiftness spam is prevalent, but you often need burst movement, which both necro and guard is bad at. So is staff ele, but they got the range to deal with sudden blitz pushes.
Necromancer is strong, it just doesnt protect itself good enough to be able to stay afloat for the whole ride now that ONE stability stack is removed instantly.
That being said, i do understand you guys who play necro. It aint fun being told your class will fade out and be unwanted. That being said, i main ranger. Noone wants me in any zerg. Yet i stick to the frontline with my trusty GS and i do not die. My profession is supposed to suck at frontline, yet i run a roaming build in T1 EU and still survive just fine.
However my profession got limitation on its own, it doesnt support allies very well, it doesnt do massive AOE damage.
It does however, cover its own rear end VERY well, and in the cases of being overwhelmed, it can run away VERY fast.Necromancer does not cover its own rear end very well, nor does it run fast. It relies on shout warriors and guards to deal with the majority of issues, even more so if out of LF.
Poor guy seems so excited that he thinks rangers might replace necros xD unfortunately doesn’t understand how raids work. GS guard no mobility what? Clearly no idea how necros are used in raids, they’re more important now than ever. Ele’s no mobility? xD multiple escapes in the form of blinks, sliding evades and mist form mate.
As someone said earlier it’s most likely the extra calculations needed for stability stacks much like the reason stacking condis are limited to 25
I don’t keep track of everything the devs say on here – is there a place where they described their reasoning for the change, or what kind of play they wanted to encourage/discourage with this change?
I don’t understand what the intention of the change is basically. Are there any posts where they explain the intention?
You can bet its something to do with benefiting spvp
I have a feeling that the true benefit of these stability changes won’t be felt until the new borderlands map, with its greater quantity of narrow passages and more maze-like terrain, is released, along with the new shield generator siege weapon.
Right now all the maps have fairly open terrain, which would normally make professions using melee weapons sitting ducks, as there’s so much open space between them and professions using ranged weapons and not a lot of environment to use as cover. However, until now stability has allowed melee professions to readily overcome this disadvantage by letting them ignore most CC and use gap-closers to easily catch up to ranged professions, even in the open field. The changes to stability move the game a bit toward the more realistic expectation, which is that in an open terrain scenario ranged weapons will have an advantage. This is how it is in games like FPSs too; out in the open, SMGs have an advantage over shotguns (or if you play TF2: out in the open, heavies have an advantage over pyros).
But the new borderlands map seems like it will have a greater amount of close-quarters spaces. I think it’s in these spaces that melee weapons will really shine, just like how in FPSs shotguns tend to do well over SMGs in close-quarters spaces. And the shield generator, with its stability bubble and force walls, seems like the perfect tool to use to help a melee ball both close the gap on another force as well as pack that other force into a convenient corner.
In the meantime, I don’t think this rules out a melee ball in open-field fights, but I think there’s going to have to be some new tactics to make it viable (probably a lot more veils) and you may have some warriors and guardians opting for a ranged secondary weapon.
Regardless of how hard anet is pushing for it, I will never use open field siege for a fight.
Bad players will always complain when the meta shifts. Good players will define a new meta. You should expect organized guild groups to come up with interesting new strategies in no time.
What is the strategy against 3x more cc than ur stabil stacks? I don’t know any xD Except making partys of 4 guards to mainain 10 stacks of stabillity for clashes( 2 guards for clash to use 2 stabs). Our comms rage quited lot of times cos of this stab – when he clashed he got insta dead cos of lack of stacks. When we gave him 25 stacks he lost em in 0,2 sec – for real, documented with video, dunno when he upload it. And as u said guilds, what about pugs and small zergs of medium servers taht satnd against high servers? Nothing to do for em i think
Ohhh and i just got idea of other strategy, MT will hold enemy MT form enagging while papers will fight and mt will try to kill eachother with their eyesight!
Fake an impact to bait out the CCs? Have some warriors use rampage instead of battle standard? I don’t know, I’m not a skilled zerg fighter. GvG takes real skill, I was told, so I have no doubt good guilds will come up with new strategies. Of course your commander was insta-killed: he tried to use outdated strategies.
Sadly our problem is that the fore-casted most viable strategy will be an incredibly dull one and drives away all the excitement and adrenaline that came with 20man guild fights in gw2.
Same xD its hilarious “Retreat!… Stand your ground!”
That post-traumatic stress
Between the skill lag and the random race/proffesion shouts, I decided to just log out and come back when we get the patch for the patch.
Lmao I had this bug aswell. Standing in the middle of nowhere in wvw “Stand your ground! ……… Retreat! …….. For great justice!” Making me paranoid..
Zetsu not really as it affect only enemy gates
Pretty sure in the stream the dev explains it destroys all gates hence why the mechanic on paper favours the losing server. I might be mistaken though.
The cannon is also open to trolling and spies. If a server has almost everything on the map but then one of their team activates the cannon..
A wvw guild group could beat any old ‘spvp team’ in an spvp match and it wouldn’t mean anything, there’s a reason I said strongest gvg guild. If you think spvpers could walk into a gvg and beat the top gvg guild you’re welcome to try. As for can a group of spvpers form a half decent gvg team, you sure they can do that without ending up learning to gvg and ruining the point of the argument in the end? Would it be any different from raiders learning to gvg?
Interesting, Why don’t they then if it’s that easy? I’ve walked into GvGs in random gearset with people whom i don’t even know and won. Sure they wasn’t “The best” (not that there is anyway to actually prove your the best) but i’m not one of the top 20 spvp players either. If we put the top 20 spvp players against the top GvG team i personally think it would be interesting i don’t think the GvGrs would win but it would probably be close. Reverse the roles and it’s a no brainer. GvG takes much less personal skill than sPvP thats for sure.
Elnor retired from the game a while ago, DEX and Fus have too
. DEX was never on AG, and I’m guessing you’ve confused yourself with the common reason of moving down, the phrase ‘less blobs’ and banter somewhere along the line.
Pretty sure they was. Not sure how long you’ve been with DEX for. They certainly moved up, realised they couldn’t GvG the other guilds and ended up moving back down. No banter or less blobs. Was a serious conversation which i believe took place in your private section. Anyway that’s offtopic, i just found that amusing.
Plenty of wvw guilds will walk into a match against another premade team that probably play spvp as their main game mode, for spvp it doesn’t take a whole load of a fuss to ‘set up a match’ as its done for you and most likely happens frequently enough. Good job on making out your opinion about a gvgers skill to be a fact despite never fully immersing yourself in that world I guess?
Nope they weren’t on AG, I’ve been in DEX since long before zergbusting in its modern form was brought to bronze. Actually I know exactly of the context you’re on about and I think I even vaguely remember who made the joke about easier wipes, however, shockingly your ‘facts’ about the subject are completely incorrect.
Lets be honest here, what kiddies are mad about is that their zerg balls wont be as effective and they’ll get farmed by roamers and havoc groups more often, as a roamer I’m looking forward to this map immensely.
+1
Couldn’t have said it better myself. They know they’ll have to adapt and until someone works out the new best way to blob they’ll be clueless.
And yet at the end of the day if a bunch of spvp heroes or point capping heroes as I like to call them, grouped up to take on the strongest gvg guild the match wouldn’t end up in a 50:50 score despite gvg’s apparently taking no skill, hmm…
sPvp has its flaws with the point capping being a lame feature, I admit that.
5v5 however takes much more skill than 20v20 and if you think otherwise that’s just ignorant.I’ve partook in 2 or 3 “GvGs” before with 2 other roaming guilds. (We didn’t have enough to reach their numbers alone.) We won everyfight and it wasn’t even close at all, with roaming gear and a bunch of people who don’t know each other well.
If you honestly think the top 20 sPvp players will lose to the “Top” GvG guild then your highly wrong i’m afraid. We already know individually their skill level is higher and they clearly adapt much quicker than GvG guilds.
Officer of [DEX] Deus Ex Machina Eu,
Lol. Last thing i read on your forums, regarding your choice to stay on AG or move back to surmia (Way back, i assume you moved again.) I’m sure elnor said “We should move back to surmia, theres less guild groups and we can beat the smaller pug groups down there” followed by a comment from a guildy saying “Yeah it would make our videos look better.” You guys did actually end up moving too!
I’m sorry i just find it highly amusing after your comment.
A wvw guild group could beat any old ‘spvp team’ in an spvp match and it wouldn’t mean anything, there’s a reason I said strongest gvg guild. If you think spvpers could walk into a gvg and beat the top gvg guild you’re welcome to try. As for can a group of spvpers form a half decent gvg team, you sure they can do that without ending up learning to gvg and ruining the point of the argument in the end? Would it be any different from raiders learning to gvg?
Elnor retired from the game a while ago, DEX and Fus have too
. DEX was never on AG, and I’m guessing you’ve confused yourself with the common reason of moving down, the phrase ‘less blobs’ and banter somewhere along the line.
(edited by Zetsumei.4975)
And yet at the end of the day if a bunch of spvp heroes or point capping heroes as I like to call them, grouped up to take on the strongest gvg guild the match wouldn’t end up in a 50:50 score despite gvg’s apparently taking no skill, hmm…
Disruption is fine however for one guy to fly around someone’s Borderlands and run back and forth taking multiple supply camps at only a couple minutes needed rate for each is a bit too easy. 2-4 people to take a supply camp I think is better balanced.
No. It is not. One single player keeping me busy, would prevent me from constantly killing dollies and taking camps. He doesn’t need to even defeat me, just slow me down (and I am far from invincible^^). Adding more PvE is really the wrong direction for WvW. Majority of WvW players want less PvE and more PvP in WvW.
The current state of WvW, supposed it is an fairly even matchup, requires players to take care of roamers: Find the infiltrator and send them where they belong: back to spawn. And not: “Bah, don’t worry, camps can defend themselves. All stack on tag and AA away.”
But that’s the thing I believe that toughening up some objectives will create more PvP. I feel that Roamers and Zergs spend the majority of time chasing and countering each others’ take overs more than fighting each other. Giving Keeps and Towers a bit more auto defenses of some nature I think will counteract this.
So in other words youre angry your upgrades went to waste because no-one defended the objectives and you want people to blob up in one spot more?
Understand that what players on a given WvWvW map can be looking for different things out of their time there. What you’re asking for – more NPCs, more cannons etc – would turn off players like me who have little interest in siege warefare. Personally I think the accessability of these weapons and the maps sizes make sharing these spaces with the command and conquer types hard enough already.
Do you know why a Thief can solo a keep? Hiding and having lots of time because there are zero defenders. The problem with defending isn’t that the NPCs are weak and stupid, they are supplementary and not meant to thwart attacks, that’s a job for players. The problem is that of participation and GW2 favoring offense in pretty much all aspects of the game.
I understand your concern but I didn’t quite say “siege warfare.” I said 15 players to take a Keep, which is just about a typical Roaming size anyway. Whatever the best balance is a Keep needs to be able to hold off 5 players for more than 5 minutes.
Like I said before to expect people to stand around “defending” is never going to happen. Its not realistic to expect players to stand around doing nothing waiting for an attack. NPCs should have more capability to at least hold Keeps for a little while and give players a chance to reinforce.
15 a typical roaming group size???? That’s a typical guild raid size on many servers
I always thought 10-15 was Roam and 20+ was Zerg. And I’m only really talking about Keeps. Small parties for Watch towers/supply camps. Scouts for caravans.
3-5 is roaming group. I don’t know much at all about havoc groups but I think that’s 10. 15-20 (25 if you’re in gold) is guild raid size. Above that I’d say is a zerg, 50ish+ is a blob n then you get into what you call a map blob. And yes solo roamers exist and no we can’t be limited to dollys alone to find the fights we want.
Understand that what players on a given WvWvW map can be looking for different things out of their time there. What you’re asking for – more NPCs, more cannons etc – would turn off players like me who have little interest in siege warefare. Personally I think the accessability of these weapons and the maps sizes make sharing these spaces with the command and conquer types hard enough already.
Do you know why a Thief can solo a keep? Hiding and having lots of time because there are zero defenders. The problem with defending isn’t that the NPCs are weak and stupid, they are supplementary and not meant to thwart attacks, that’s a job for players. The problem is that of participation and GW2 favoring offense in pretty much all aspects of the game.
I understand your concern but I didn’t quite say “siege warfare.” I said 15 players to take a Keep, which is just about a typical Roaming size anyway. Whatever the best balance is a Keep needs to be able to hold off 5 players for more than 5 minutes.
Like I said before to expect people to stand around “defending” is never going to happen. Its not realistic to expect players to stand around doing nothing waiting for an attack. NPCs should have more capability to at least hold Keeps for a little while and give players a chance to reinforce.
15 a typical roaming group size???? That’s a typical guild raid size on many servers
open field is fun at all but often pointless
Really? Do you realize how nonsensical that sounds?
Having fun in a video game is never pointless, it’s the ENTIRE point of playing….
Football is fun to play. It also has rules to follow and a method. If all that appeals to you is throwing and catching the ball then playing football is not for you since all you want to do is play catch.
Two zergs facing off is part of the game but it’s not THE game.
What if barely anyone found playing football the way it was intended fun
What
I know the npcs n stuffs is probably yet to be implemented but just realised something. From what we can see its good there are no random mobs around however, having no ambients around is going to be hell for solo roaming condi necros.. and will put us off the map tbh. (To build lifeforce)
Yes, a bit like leveling up something in WvW. You still gain points on leveling.
What makes it different is that at a certain point your leveling bar will count to that end once you unlock the mastery.
That, and I’m hoping it’s not exactly like WvW, so that all the things can be realistically obtainable.
It almost certainly won’t be exactly like WvW, because you will not gain points on leveling. From what I understand, leveling will just increase your skill in the mastery you are actively training. So, if you are training gliding, then leveling will increase your skill at gliding, it will not give you more mastery points.
It’s kind of the reverse of WvW, really. In WvW you level up to gain points to spend to increase your skill in various WvW abilities. With masteries, you spend points to gain the ability to level up in that mastery. You gain mastery points by doing other activities and exploring, not by leveling.
I’d say it’s a combination of PvP reward tracks and wvw. You select your ‘track’ aka mastery which you need to unlock yes I know, then gain exp for doing activities like wvw and it gives you ‘exp’ for that mastery as if it’s a track.
what about scrubs alt+f4ing? downed this condi teef in my matchup and he rage quitted twice. Than he proceeds to spam me with emotes. I mean I didn’t even do anything bad mannered, all I did was kill his friends one by one like bad henchmen in a movie
.
What do you mean exactly? I thought there was an update (probably a good few months ago now) that made it so that if someone DCs or just straight up ragequits when downed in WvW that it still counts as a kill..
I heard there is a way to avoid it but clicking the new exit wvw button on the wvw tab but not sure
really, removing WvW from World Completion isn’t a bad idea. but at the same time they should also remove the requirement to do PvE dungeons to get the best gear.
if PvE players can get the best gear without setting foot in WvW, then of course WvW players should be able to get the best gear without ever leaving WvW.
fair is fair.
-ken
To add to that sentiments, it’s not just PvE players. PvPers have access to dungeon loot too through reward tracks, leaving WvW as the odd one out.
They still have to unlock the dungeon tracks by doing storymode which many just hate doing
Nope, for those that haven’t done story mode the dungeon tracks come up in a 2 week rotation for you to complete
PvE was already covered well by spoj, so I’ll leave that.
PvP I will address both what we have and what we are really close to having or have had in the past:
Burst Boon Removal – we have some of the best burst boon removal in the game, with Corrupt Boon allowing our next advantage
Burst Condi Application – this has been lessened a lot, but CB, along with Fear chaining and a pretty strong burst condition rotation that can be fully covered by fear with nearly every single condition in the game makes it really strong, and not something that others can bring (other condis have more spread out pressure)
Area Condi Pressure – while this isn’t strictly unique to Necromancer (Engineer can do it slightly better), the classic Engi/Necro combo has always been a staple of condi pressure. Unfortunately mass condi removal has really slowed this.
Off-Point Defense – again, this isn’t something we see currently, but Necromancer has historically had great 1v1/2v2 builds that can do really well because of really strong defense in small fights, as well as a good mix of offensive pressure/CC/defense/healing.
Lich/Plague – game changing elites are really rare in this game, and we have two of them. If left uncountered Lich is a free teamfight win, and Plague is a free 20s melee counter.Condi is really only decent in WvW zergs, but staff power necro is still superior atm. Condi is aweful when roaming in WvW and gets beaten down easily in sPvP. Too many classes can deal with the conditions easily for you to manage to build up condis. You do nothing more than tickle someone while they bash your head in.
Lich form, from my experience, is situational. It’s the only elite i consider viable in sPvP and that’s only under the condition where you’re either 1) not being focused or 2) in a 1v1. Even then, pray they dont have boon stripping otherwise they’ll be ccing you to nevernever land.
Plague is good only in WvW zergs.
So the “pressure” you refer too is non-existent at the moment.
Power necro is really the only good option if you want to be useful, but necromancer overall is a pretty terrible class. No sustain. No survivability. Easily countered. You cant 1v1 most of the classes if the player is good. And its not so much that we dont have the damage, but we cant survive/sustain ourselves long enough to get it out. Between the amount of cc’s present from other classes, we’re at a big disadvantage since we have no stun/knockback and only 2 fears, 1 which is staff (which you dont run in spvp).
So…dont play necro.
Lol? Its completely the opposite.. Condi is completely useless in zerg situations with all the stray Condi removal not mention all melee running what -70% Condi duration? With purging flames for an emergency. Condi is very potent in wvw roaming particularly in a solo setting.
Join your community teamspeak and go to wvw home border and EB n ask on map chat
Actually you are wrong, every profession has at least 1 source of stability. If it is used or not is another discussion.
Thief only has dagger storm though. And that’s an elite and a situational one at that, I don’t think most builds use it. And mesmers have a mantra, but I don’t think many mesmers run mantras except for maybe the condition removal one. Some professions have way better access to stability.
My necro for example has her elite, her well, and when in WvW she’s traited for stability in death shroud. So much stability from just one profession.
Like I said I was not discussing if it used or not. Just saying that all classes have 1 or more sources of stab.
What is used and unused may change after the patch that adjust stability, and what ever else changes go in that patch that have not been mentioned.
To clarify, I wasn’t speaking to access to stability in general. I was referring to stability in comparison to that of the warrior or the guardian. The link provided has skills on that wiki page that literally give 1s of stability on a 50s cool down in some cases. If I had to guess, it was more of comment based on my wording, rather then to be helpful to the discussion, I am unclear how that declaration was intended to help the discussion.
The point is to prevent people to believe that not all classes can have stability. Not only guard and warrior are affected by stab changes.
Engi for example can trait elixir B to have almost same stab uptime as stand your ground.
Traited necro can have nearly perma stab if build for it. Plage and lich also give stab.
Ranger traited signet of hunt is almost a balance stance. They also can use the trait enlargmente. Rampage as one gives stab too.
Ele traited armor of earth is almost 10s stab on 60s cd + passive armor of earth when hp drops 50%. Tornado also gives stab.
Like you said what is used and unused may change. So I don’t think is a good idea to ignore stab from classes other than guard and war and say that they don’t exist.
Lol giving necros foot in the grave and reduced shroud cool down takes away the entire reason he’s on the raid for zergbusting. If you take foot in the grave you lose death perception which is too insane of a trait not to take. Secondly in order to make use of those two traits you need to do what is called shroud flashing, meaning you and enter and immediately exit shroud to get the 50% stability uptime meaning you completely lock the necros out of lifeblast. Putting those two together you’ve left your necros with no dps. Not to mention they are playing a dangerous game with consistently locking themselves out of their emergency damage mitigation. Lastly with the stability stacking intensity change, foot in the grave will most likely only give one stack.
in Guild Wars 2: Heart of Thorns
Posted by: Zetsumei.4975
Am I imagining this or did a dev recently talk of releasing crit damage main stat armour? Crit dmg, power, toughness please :P
LOL that was perfect xD and a breath of fresh air that someone isn’t using the Hitler movie scene again
I did not realize this but persisting ground aoe stab effects maybe the strongest version of stab for wvw so necro well of power may become very good soon. Image one of the worst stab classes will be getting a lot better at self stab and stab support.
Well of power only gives the user stability and it doesn’t pulse stability it gives you in once and it’s only 1 second long
Not exaggarating, my speedrun guild has ran one cleric guardian on many occasions to make the zerkers life easier. The guardian can
Yes, but that is a specific profession. And therein lies the crux of the problem.
If a boss does, let’s say, consistent 500dmg per second to everyone before toughness. That would have a wildly different outcome depending on each profession.
A warrior with zero toughness, vitality or healingpower on gear could still outlast that in full zerker. But a full zerker Ele would be dead pretty quickly, because the Ele has less consistant healing, less toughness to mitigate damage and a much smaller healthpool to last on.Professions were not made equally. If I take an Engineer, give half his gear toughness as one of the stats and the other half of his gear vitality as one of the stats. That engineer still has less armor and less health than a full zerker Warrior who has zero of either toughness or vitality.
Just to give one example.That is the sad reality behind one-shot mechanics, they don’t discriminate much and thus allow everyone to just go full damage. Dialing these back in favor of more consistent damage will only result in the following.
Profession A can do the content with full zerker, while Profession B is forced into t/v to get the same level of sustain.
And this causes Profession B to now also fall behind in damage because more stats are spend into not dealing damage.
The end result is, screw bringing Profession B and only bring Profession A. At least in the doctrine of Perfect Pugging that some people subscribe to.
You avoid that by making bosses more like players and therefore needing a varied party comp for the unique things each profession brings to the table. I think people too often forget to compare with PvP when talking about changing Pve. For example if bosses relied on having a skill which applies a very long stability buff to them rather being invulnerable to CC or having long protection and regen rather than lazily slapping on a bigger health bar then professions like necros and mesmers would be needed for their boon strip. You can see what I’m getting at.
Adding to Conncepts post, I just assume good players wearing zerker will not be knocked into those firefields since they can dodge/block, or keep an ace up their sleeves for when it does happen to them (teleport, invulnerability…).
I entirely agree, with the key word being “good”. There are a lot of mediocre people in Berserker gear because the game’s a lot more forgiving than folks realize. If I have an agenda its not to see Berserker rendered useless, it’s to see it rendered risky enough that people accept that even if they personally have spider-sense and can hit every crucial dodge, not everyone should roll that way for fear of excessive floor-licking.
You do realize the majority of players are not in zerker gear do you?
This^
I pretty much pug exclusively because I prefer the convenience of just grabbing a quick random fractal group, whenever I happen to be online. I would say more than 60% of players I’ve encountered are wearing something other than zerker gear. That 60% is probably and understatement. It amazes me how players are so caught up in trying to find and justify ways to penalize players who wear zerker gear. Its not as if the entire PvE model isn’t based on one shot mechanics already….that by default…penalize zerker gear more than any other gear type.
I’m actually in favor of mechanics that involve strategy…versus always staying in a stack…not that I don’t like the stack either though. Just so long as the strategies aren’t gimmicks that become tedious after the first couple of times or that require you to gear differently to avoid getting an unavoidable one shot.
I don’t see the taunt mechanic as being a PvP only thing…as someone else pointed out…it will apparently be a contributor to the defiance/break bar in PvE apparently. I’m just wary of the slippery slope of introducing more and more things into the game that could eventually lead to requiring groups to bring someone to control aggro…hence an eventual tank requirement.
One shot mechanics promote zerker meta. If there is someone wearing full zerker and someone wearing full pvt but both insta-down to the same one-shot attack if they dont dodge, then whats the point of having any toughness or vitality stats. There should be a viable option to build for sustain otherwise atleast where pve is concerned, all those fancy traitlines and stat combinations are just for show and obselete.
(edited by Zetsumei.4975)
There has been some great suggestions over the last two years.
My personal fav was that individual guilds would compete for objectives on the WvW map.
Claiming a tower/keep/etc would start earning your guild currency which you can spend on exclusive skins/gear/etc.
The Megaserver also lends itself extremely well to this as it could create new maps based on the size of the guilds trying to join a map at any one time.
Sadly none of these suggestions have been realised, and WvW is feeling more dead than ever.
Surely that first suggestion would lead to pve guilds coming into wvw to claim a keep and then dissapear letting wvwers to defend the keep and essentially work for the pvers? That’d be a truly disturbing turn of events :/ Not to mention they probably wouldn’t even have the fort buffs on.
No, the guild would want to hold on to it so that they continue to earn the “currency”.
What I’m saying is that wvwers today actively defend garrison like their life depends on it now for the sake of it. If a pve guild quickly came and claimed it n then went back to pve garrison would still be defended for them by other wvwers and they wouldn’t need to put in any work. On the flip side, seeing this behaviour could cause enough bitterness for people to never defend anything unless it was claimed by their guild thinking ‘why should I work for someone else’s guild?’.
(edited by Zetsumei.4975)
Give me the (ulqiuorra cough) bat wing glider from archeage and I’ll be happy
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