Besides disengaging to swap skills, I guess that’s kinda respectable. If I’m not being blind-spammed by a lolfrontstab build, or wittled away rather quickly by a perplexity venom-share p/d, I’m being outskilled by the enormous amount of gap openers I can’t keep up with.
I didnt change my build, traits, skills or anything else during it. He had no choice, he was struggling to get me below 50% and i nearly had him down several times.
He tried with the Bask Vemon but against 3 stun breakers, teleports, stealth and such it didnt work. He then tried Thieves guild, they melted away.
The best way to counter is to act as much like the clones as possible. When they chased her after reappearing – so would i, when she went stealth and they stopped so did i. She wasted Bask Venom on clones SO many times it was great.
Acting like clones isn’t useful without a maxed height charr or norn and is still useless against anyone who pays attention to the black smoke effect to know where you are when you unstealth.
Healing spring cures 5 conditions, not 1. It cures 1 per pulse, but it pulses 5 times.
Besides that you also have:
http://wiki.guildwars2.com/wiki/Signet_of_Renewal
http://wiki.guildwars2.com/wiki/Spirit_of_Nature
http://wiki.guildwars2.com/wiki/Empathic_Bond
http://wiki.guildwars2.com/wiki/Evasive_PurityRanger isn’t the best class for dealing with conditions, but it’s still a long way from being worst.
Signet of Renewal and Empathic Bond is an enemy Necromancers best friend. Evasive Purity is trash since you cant time when to use it and Spirit of Nature is an elite that requires you to sacrifice the revive aspect to remove 5 conditions if it doesn’t die or get interrupted. Rampage as One with Lyssa runes would be better if you go for condition removal. You also forgot the bear removal which is probably the only decent one but it requires you to use a bear so its worthless. Healing Spring or nothing is a Rangers only choice usually.
You can also use Voice of Nature + Guard and Rune of the Solider. Gives you 3-4k regen and 1 condition removed every 13 seconds. It is the MOST reliable “active” removal we can get.
EDIT the bear is REALLY good if you have it on standby (not summoned) and summon it, then use F2 followed by Signet of Renewal. This way you can remove everything from the entire group instantly, the bear has like 30-40k HP so it generally tank’s long enough to eat it all before i swap it.
Taking Ranger shout trait requires taking Ranger shouts that are useless so I see no point in mentioning that unless you feel that wasting your runes and 30 trait points just to turn “Guard” into an actual useful ability is a good idea.
Not every class is overpowered with condition builds. Before the Necromancer buff patch everyone complained conditions were useless yet suddenly only Necromancer gets buffed and now your saying condition Guardian is overpowered. Plus Necromancer with full Death Shroud has a base of around 36k hp not counting degen or using Plague or Lich form which triples and double your life for the duration. Power Necromancers sure are fun to fight against having 54k base hp constantly shooting 5k damage auto attacks at you.
Mesmer also has Veil to cloak an entire zerg and Temporal Curtain to give anyone without swiftness a long duration one. Also how are you saying 17 seconds out of 30 seconds being in stealth on a pet class is fun to play against?
No i am saying that Mesmer Condition build is VERY strong i used to run one and it was insane. thief and Engi have some very strong builds for conditions as well. I dont think Guardian can even do condition builds.
Yeah they have high health due to the fact they have no way to get out of combat once you are inside it. They dont really have that much in terms of defensive options either.
I would like to this this Power Necro with 54k health doing 5k hits. At a guess he is full P/T/V or some combo
I used to run a PU build before they nerfed the endurance regen runes and sigils and before PU was buffed. It only works on morons since it has no chasing ability since all its damage requires the enemy to kill your clones but this was before scepter was buffed so the torment is pretty scary now. Best defense against PU Mesmers is to ignore them since they are unstoppable 1 on 1 or even 3 on 1 but cant kill anyone who doesn’t commit to the fight. Thief with berserker gear also is far stronger and can chase with more survivability and damage.
Guardian with carrion gear and a 30/30 build with signets can do seriously high burning damage and high damage with Binding Blade and do tons with power damage too. Still useless against someone good enough to dodge Binding Blade.
That 54k hp is base hp from being in Lich Form with zerker gear and switching to Death Shroud before you die. Necromancer might not be good at running away but it is impossible to run away without teleports from a Necromancer. They can easily get perma cripple and high chill up time.
Healing spring cures 5 conditions, not 1. It cures 1 per pulse, but it pulses 5 times.
Besides that you also have:
http://wiki.guildwars2.com/wiki/Signet_of_Renewal
http://wiki.guildwars2.com/wiki/Spirit_of_Nature
http://wiki.guildwars2.com/wiki/Empathic_Bond
http://wiki.guildwars2.com/wiki/Evasive_PurityRanger isn’t the best class for dealing with conditions, but it’s still a long way from being worst.
Signet of Renewal and Empathic Bond is an enemy Necromancers best friend. Evasive Purity is trash since you cant time when to use it and Spirit of Nature is an elite that requires you to sacrifice the revive aspect to remove 5 conditions if it doesn’t die or get interrupted. Rampage as One with Lyssa runes would be better if you go for condition removal. You also forgot the bear removal which is probably the only decent one but it requires you to use a bear so its worthless. Healing Spring or nothing is a Rangers only choice usually.
You’re a necro. Drop some wells at your feet to keep him from standing beside you spamming an ability that you can essentially walk away from.
Pistol Whip gives evasion during the skill so that sounds like the worst waste of wells possible if he even had a well.
3. Necromancers – They get to bake the cake and eat it. 50k EHP, Stability , AoE and frequent CC….what more could a class possibly want? The most overpowered aspect though is undoubtedly the Dhuumfire condition build. A quick Terror followed by a Signet of Spite and it’s game over for almost every class. 3 seconds with your pants down and you’re dead. Great design, right there. So skillful…so fair, so much counter-play. Not even WoW was that bad with its Fear spam.
At least Warriors were up in your face with some fairly telegraphed moves before they CC-chained you to death.
Right Stability wise we have three options, 2 of which suck. 3 seconds of stability for 30 trait points? No thanks. Then we have Elites and one well. Not exactly alot now is it. The well is decent at best, about 5 seconds of stability on a 50 second cool down, still nothing amazing.
50k Health? No where near on most builds, unless you are BUILDING for Vit in which case you SHOULD have a lot. Don’t forget in DS we are locked out of EVERYTHING and given average skills, The Auto attack requires traits to make it any good, Dark Path is bugged to hell and rarely works. Doom is pretty much our ONLY defense inside it and works on ONE person and can be blinded or negated with several skills. Life transfer is solid in groups but weak in solo fights and the same goes for Tainted Shackles
I think you will find most Necroamncers didnt even WANT Dhuumfire. We asked for survivability and we got that, not our fault – blame Anet. Pretty much all classes come with some form of defense against conditions be it traits, skills, heals or what ever and add the fact that pretty much everyone can now run condition builds that the nerfs that have hit Necromancers conditions.
Every condition build of classes is overpowered. Not just Necromancer.
6. Mesmer – “Let’s give all the amazing support skills to a single class” must have been a train of thought when designing the Mesmer. Maybe it was bias for it being an original “Guild Wars” class or maybe they designed it last, idk. Anyway somehow the clkitten up with most of the best support skills in game while many others have none. Again, it’s the support skills that carry the Mesmer in zerg fights. Their personal contribution is often very little. Their highlight is probably those few seconds they get to place Nullfield or Veil and the commence to create a lightshow that does nothing except ruins people’s PC performance. Seriously, without and Mesmers I think Guild Wars 2 would have to render 30% less effects and player-models.
In contrast, their popular solo build is a broken stealth-spam build. People complained about stealth-spaming Thieves, but at least that was only one thing to track. A Mesmer can spam stealth equally while hiding behind his Illusions and having his Phantasms eat away at you. Probably the most ridiculous small-scale class after the Necro but at least you can just run away from them if you don’t want to fight them for 15 minutes.
Yeah because Mesmer has SO mnay useful skills, is that why they are pretty much taken for TWO skills being Portal and Time Warp. They have some other great skills such as Feedback and such but rather than being a noob and continuing to attack…move out of the bad area and boom all the damage it COULD have done is negated shock they just wasted a 40second cool down skill.
Yet again no idea what you are talking about (Just like your Necro stuff) Mesmer has at MOST 17 seconds at the cost of: 30 second cool down Torch Skill, 40second cool down Utility, 90 second cool down utility and 90 second elite. So where is this “stealth spam” coming from, once they have blazed through that they are going to be dead.
Comparing Mesmer Stealth to Thief Stealth? Really? Just really!? yeah 17 seconds of Stealth using 4 skills with a min cool down of 30 seconds is EXACTLY the same as a class with a mechanic where they CAN spam stealth – i suggest you learn what spam is.
Not every class is overpowered with condition builds. Before the Necromancer buff patch everyone complained conditions were useless yet suddenly only Necromancer gets buffed and now your saying condition Guardian is overpowered. Plus Necromancer with full Death Shroud has a base of around 36k hp not counting degen or using Plague or Lich form which triples and double your life for the duration. Power Necromancers sure are fun to fight against having 54k base hp constantly shooting 5k damage auto attacks at you.
Mesmer also has Veil to cloak an entire zerg and Temporal Curtain to give anyone without swiftness a long duration one. Also how are you saying 17 seconds out of 30 seconds being in stealth on a pet class is fun to play against?
(edited by glaphen.5230)
Eventually warriors were buffed and were able to spam AOE CC. If you cannot see your target, why not jump around like a kitten spamming CC in an attempt to get down the invisible target.
Warrior cc has been unchanged since launch besides the one second added to Skull Crack but that’s single target. They have actually been nerfed since the Sigil of Paralyzation rounding fix but that effected every class.
They already gave it an ICD and using it with a perma stun build was always pointless since the confusion hardly even did one tick of damage if the person was bad enough to be hit by an Earthshaker/Shield Bash/Bull’s Charge in the first place.
Its almost as if no complaint threads have been made since patch day. Good thing you made this thread since no one else bothered for almost two weeks since it is sooo good.
Zerker staff Elementalist mows people down with Meteor Shower and Lava Font in zerg fights or attacking and defending towers. Condition Necromancer is best for small group play with its unstoppable conditions. Both are pretty bad a roaming since they don’t have the mobility to run away from bigger groups but a condition Necromancer will never lose a 1 on 1 or even 2 on 1.
You posted in the wrong forum. This is the Spvp forum not the WvW forum where perplexity runes exist.
They can have immunity to everything by combining 3 utilities though they can still be stunned if someone boon steals. That 1000s meant when you are out of combat you regen 1000s of hp till you are full as every class and npc does in this game.
Please.
Those are utilities compared to Warrior having to sacrifice weapon sets. Mesmer were not even meant to escape that good in the first place since as you clearly notice they have a lack of swiftness. You didn’t even list stealth which is even better for escaping combat.
Endure Pain – Pretty much an Invul that lets you still be hit by conditions, stunned, slowed, and die. Mesmers have 300 less armor which is around 10% more physical damage taken so grats Warriors have 4.5k more health against physical damage compared to a Mesmer. The game was balanced around the classes base health and armor. Also wow they can’t regen out of combat the poor things its a shame when they are regenerating 1000s of life per second from being out of combat. If you mean while running away in combat Mesmers can use stealth and teleports that are easier to get than Warriors mobility that requires two weapons that can’t kill on their own.
Have you ever used mantras? My Mesmer always takes at least one mantra and you aren’t that vulnerable casting it outside of stealth either. Name one other ability besides Shadow Step that provides 2 stun breaks in one utility slot. You can even ignore the casting it in combat if you want since it can still be pre cast to be better than most skills of the type. Either way its your only stability skill and classes like Thief and Necromancer only have them on an elite or 30 point grandmaster and they don’t even break stun.
You do realize comparing regen amounts from a healing ability to traits is kittened as hell. Signet of the Ether heals less because Mesmer has more stealth, invulnerability, and teleports in combat. Also the active portion is much better since it gives them a huge damage increase and more health.
Warrior does not have even half the defenses of a Mesmer and with all those defenses if you couldn’t dodge the obvious Eviscerate animation its a learn to play issue.
lol. ok in a 1v1 mes is doing alright if with the right builds, but in a zerg mes melts in seconds. perma immobilize, perma stun, knock downs knock backs and that with like half the toughness and health of a warrior. we gott no stability our passive healing signet is pretty usless in a zerg and we got the worst condi cleanse in game….your comment that a mes has more defenses than a warrior is a complete joke or u must be trolling.
This is the Spvp forum go to the WvW forum if you want to complain about zergs.
http://wiki.guildwars2.com/wiki/Mantra_of_Concentration
http://wiki.guildwars2.com/wiki/Mantra_of_Resolve
http://wiki.guildwars2.com/wiki/Null_Field
How exactly are you lacking stability or condition cleansing besides choosing not to take these? You don’t need to have a mantra build to take a mantra or two and they aren’t hard to cast in combat if you take a stealth utility.Because two of those abilities are only really good in mantra builds (and of those two, one of them is pretty much never used in mantra builds, as far as I’ve seen, anyways). Null Field is a great condi cleanser, it’s just that it tends to be the only condi cleanser for the vast majority of builds.
Like I said they are good even without a mantra build or are you suggesting a skill that gives on demand 2 second stability in an AoE and a stun break x2 isn’t good? Condition cleanse one is obviously worse than Null Field but its always an option and way better than http://wiki.guildwars2.com/wiki/%22Shake_It_Off!%22
Same cooldown but that can cure 1 in an AoE while the mantra clears 2×2 in an AoE. Casting mantras isn’t hard if you run with 1 or 2 stealth abilities.
No, this is not whining or complaining:
How come Warriors can support as good if not better their teams than Guardians can? It just doesn’t make any sense.
How exactly can a Warrior with greatsword and sword support anyone? A healing specced Guardian still has 100x more support than a support Warrior. The only support Warrior has is shout builds or banner builds. Shout gives like 7.5k health every 20-25 seconds with almost no boons and banner gives perma regen with some buffs to base stats. A healing built Guardian heals more just by using Orb of Light and Empower every time its up and they still have a ton of healing traits and utilities.
Warrior does not have even half the defenses of a Mesmer and with all those defenses if you couldn’t dodge the obvious Eviscerate animation its a learn to play issue.
lol. ok in a 1v1 mes is doing alright if with the right builds, but in a zerg mes melts in seconds. perma immobilize, perma stun, knock downs knock backs and that with like half the toughness and health of a warrior. we gott no stability our passive healing signet is pretty usless in a zerg and we got the worst condi cleanse in game….your comment that a mes has more defenses than a warrior is a complete joke or u must be trolling.
This is the Spvp forum go to the WvW forum if you want to complain about zergs.
http://wiki.guildwars2.com/wiki/Mantra_of_Concentration
http://wiki.guildwars2.com/wiki/Mantra_of_Resolve
http://wiki.guildwars2.com/wiki/Null_Field
How exactly are you lacking stability or condition cleansing besides choosing not to take these? You don’t need to have a mantra build to take a mantra or two and they aren’t hard to cast in combat if you take a stealth utility.
Except you couldn’t be more wrong. Invisibility =/= Invulnerability. Not only does getting hit inside of stealth damage the thief, it takes a SIGNIFICANT chunk out of their health. AoE spam will kill any stealth backstab thief.
What AoE spam as a guardian?
You’re joking, right? Staff 1, hammer AA, hammer 2, hammer 5 with AA, GS spin2win, GS pull, GS AA, Shield 4 & 5, and several utilities with AoE damage and burn around your character. AoE simply means things that aren’t single-target and don’t require a target to use. Spam them attacks!
30/30/30/30/30, 4 weapon set, several damage utility Guardians new flavor of the month. If a Thief ever dies to this it would be because he had a stroke.
Are you seriously implying turning your character matters? If you let go of the movement keys all attacks automatically turn towards the target.
Warriors have had the same mobility since release so I don’t see how that works. No one ever used it before because it was bad and you still died easily. Recently with the survivability buffs its pretty much always going to escape but still never kill anyone not kittened. Thieves however have always been able to do this and better with the ability to kill people nearly instantly and having stealth if the mobility somehow wasn’t enough.
I don’t think anyone even said anything about off hand axe. Intelligence rune would be pointless in dungeons since auto attacking is strongest with a Sigil of Fire so you can AoE would be smarter than an Eviscerate crit guarantee. Rolling over people wise would really only ever work on morons and there are way better ways to kill morons than Eviscerate and the 2nd axe set adds nothing the first one couldn’t do.
Pin Down is the only immobilize that is hard to dodge besides Devourer Venom and a couple of traits.
All the enemy would have to do is stay 301 range away from you and you would never get a single hit. If the enemy isn’t kiting an axe Warrior you might as well go hammer since that will destroy bads even harder.
I’m tired of people acting like heavy armor even means anything. The difference between light and heavy is like 10% physical damage reduction and 4% between medium and heavy. Thats like 2000 more damage needed to kill a Warrior with physical damage over a Guardian reducing 1000 over an Elementalist. The game was balanced with their heavy armor in mind and currently the game is in a condition meta according to the forum complaints is it not?
Comparing the only class without active condition removal to any class is pretty kittened don’t you think?
Shadow Step 1200 away from the enemy and cast Shadow Refuge. Good job you escaped from any situation imaginable with pro skill.
Yes, no other class has damage that high but every other class has skills that do comparable damage and are easier to hit with.
http://wiki.guildwars2.com/wiki/Jump_Shot
http://wiki.guildwars2.com/wiki/Fire_Grab
http://wiki.guildwars2.com/wiki/Backstab
http://wiki.guildwars2.com/wiki/Mind_Wrack
http://wiki.guildwars2.com/wiki/Phantasmal_Swordsman
http://wiki.guildwars2.com/wiki/Maul_%28ranger_greatsword_skill%29
http://wiki.guildwars2.com/wiki/Whirling_Wrath
http://wiki.guildwars2.com/wiki/Whirling_Axe_%28stolen_skill%29
http://wiki.guildwars2.com/wiki/Pry_Bar
http://wiki.guildwars2.com/wiki/Smite
http://wiki.guildwars2.com/wiki/Zealot%27s_Defense
http://wiki.guildwars2.com/wiki/Well_of_Suffering
http://wiki.guildwars2.com/wiki/Deathly_Claws
http://wiki.guildwars2.com/wiki/Lava_Font
http://wiki.guildwars2.com/wiki/Meteor_Shower
http://wiki.guildwars2.com/wiki/Churning_Earth
Wanna know what they all have in common? Mobility, range, AoE, area denial and of course non obvious animations. If a Warrior uses axe all you have to do is stay 301 range away from him and he will never hit you. The only ways he can possibly get close is by using his other weapon set as sword or greatsword. If he uses those he has no cc besides possibly using Bull’s Charge or Tremor mace off hand which both have obvious animations. So all you have to do is be ready to dodge when he switches to axe since sword and greatsword don’t do very good damage besides one or two skills. Sword doesn’t do much besides Final Thrust which has a 3/4 second cast time and he will only use it when you are at 50% hp or less. Greatsword does 0 damage unless you stand in Hundred Blades or the stars align and Rush hits a target.
1. Yes it can be dodged.
2. “20% more damage” is a pretty broad stereotype, and one that probably doesn’t apply in most cases.
3. Lol you seriously think Warriors can Eviscerate every 7 seconds? Have you ever tried to set up a good 3 adrenaline bar Eviscerate? It takes much longer than that in combat, if only because of cast times (and usually that’s only a minor variable in comparison to the others).
Well there you go they have even less regen but you forget every immobilize, cripple, and chill gives them 3 seconds from Dogged March.
http://gw2skills.net/editor/?fcAQJAqel0picX3y5F17IxoHfO0jOkiCbYRKyvlB-j0BBYiBkaAk+GINtIaslRFRjVPjIqWfELGAmA-w
Try killing that on the camp instead with its mobility, 1.3k hps regen, 2 stun breaks and you can even replace Slick Shoes/Elixer Gun for Grenade or Bomb Kit to damage and slow them as you run around those unstoppable obstacles.
Thieves hit for 20% less damage but can do it every 4 seconds and it cant be dodged.
As I said in the edit the if you have one boon removal skill to remove the stability he goes bye bye. With that build they usually have -98% condition duration and 800-1000 hp per second which is hard to kill but cant kill kitten and will die fast to a group stun locking him after removing stability. I don’t see how the mobility factor matters at all if hes locked in the camp circle and an Engineer can do a similar build with far more survivability for this situation. The group has to be insanely bad to let this happen and that is a fact if they are seriously getting screwed by the obstacles that badly.
I did not know this was the Spvp forums my mistake and how bad would the small roaming group need to be for this to happen unless they are all hammer Warriors themselves. One berserker built guy with a ranged weapon can easily out damage his heal so the only thing left is one more guy with a ranged weapon to kill him or are you gonna imply they cant just sit in the middle and hit from most positions.
The circle is much larger than 1200 range. No, a ranged person can’t outdps his passive regen when he can just run to 1500 range and kite around obstacles. And no, you can’t sit in the middle and hit him on the periphery. Most camps have some sort of obstacle that allows the warrior to LOS. All in all, just very difficult to deal with.
Yes that works as I said if they sit there in the middle not moving but they can move too isn’t that amazing. If they were 1200 range from him and he at corner edge and used rush for 1200 he would still be in range no matter where he was goes. There arent that many obstacles and if he was humping them the melees would obviously be in range since he cant mobility through obstacles while melee attacks still hit through them.
I’m still confused how they couldn’t just stun lock him since most Warriors run 2 stances and Dolyak Signet. One Mesmer or Necromancer in that 10 man group to corrupt stability or any of the many other boon removal skills and hes dead.
(edited by glaphen.5230)
I did not know this was the Spvp forums my mistake and how bad would the small roaming group need to be for this to happen unless they are all hammer Warriors themselves. One berserker built guy with a ranged weapon can easily out damage his heal so the only thing left is one more guy with a ranged weapon to kill him or are you gonna imply they cant just sit in the middle and hit from most positions.
Warrior does not have even half the defenses of a Mesmer and with all those defenses if you couldn’t dodge the obvious Eviscerate animation its a learn to play issue.
So how is this any different from a Thief that can do all this in berserker gear and kill people in 3 hits while still easily soloing camps and dolyaks. An untraited greatsword Warrior can go 3300 over 20 seconds while a short bow Thief can go 2700 without any initiative regen and starting at 0 in 18 seconds. If a Thief has 12 initiative with base regen a Thief gets 4500 over 18 seconds. If a Warrior takes the 20% cooldown reduction thats still 3300 over 16 seconds so you can still catch up if you started with 6 initiative. Main hand dagger Thief can also Heartseeker spam for 2250 over 15 seconds with 0 initiative at the start and no regen. Starting with 12 initiative Heartseeker goes 4050 over 15 seconds. None of this includes Steal and Shadow Step which gives you an extra 900-1500 and 1200 on top of that while Warrior Bull’s Charge only has 600 range. If they use main hand sword a Warrior gets 1200 range over 16 seconds making it 4500 equal to a Thief starting with 12 initiative on short bow and using Infiltrator’s Arrow it every time its up. Thieves still have Steal and Shadow Step to make it even easier or the possibility of more initiative regen. Warrior using both greatsword and sword at the same time is a joke that wont kill anyone while a Thief has more speed without traits and still has the ability to stealth away from the battle at any time with zerker gear.
Fire – Burning Retreat – 20 sec CD, evade, fairly long retreat distance.
- Hey he did firething, I just port myself and kill him with number 3 and 1Air – Gust – 400 knockback, 1200 range
- Hey he knockbacked me but I just port trolololoAir – Windborne Speed – cripple/immob/chill cleanse, 10s swiftness
- He does strangy light fieldy thingies, i just evade with 3 and evades and kill himAir – Static Field – 2s stun, big AoE field
- I just evade, oh kitten it got me, port kill him trololoEarth – Magnetic Aura – projectile reflection
- kitten now i can’t throw my sword or daggers after himEarth – Unsteady Ground – won’t let enemies go across it
- kitten i can’t get… portEarth – Shockwave – immobilize
oh no I’m immobilized and he can get away. Basilisk venom stability port trololo killed him. all gud guiseEle NEEDS more mobility. Crippling etc. doesn’t help the problem
BTW ele was nerfed for a reason. The reason was that it was the strongest class. Now he got nerfed and everything else got buffed immensly so he should also be buffed again…
How many classes have even half of that with 2 weapon sets combined and where exactly does a Thief find that many teleports and still do damage.
How are my theory crafting posts different from your no proof and complete impossibility posts. Show me one video of a zerg vs zerg fight where one side gets immobilize spammed to death. If my posts are fiction and yours are fact why can’t you produce some sort of proof of a single 30 vs 30 fight of an immobilize zerg. Conditions do not scale well at all as numbers increase as the strength of AoE condition removal destroys them far faster. Imagine if every single person took one AoE condition removal utility that every class does have. Assuming each removes one condition only you would cure 150 conditions total and most remove 3+ conditions. Immobilize as I’ve already said has almost no AoE factor and only 3 are ever actually used. So as usual your post is just mad you got ran over by a zerg with your tank build and making up these epics about the 30 man immobilize zerg utterly destroying your pug zerg that left you behind when you got caught by an immobilize.
Also immobilize stacks were nerfed to appease whiners on the forums as you can tell by the Warrior hammer nerf since hammer has always been the worst weapon in the game.
(edited by glaphen.5230)
So you post the exact same thing I posted earlier yet it somehow is in your favor. This is about 30 vs 30 as you said is it not? Look at my post about condition removal skills and see how much AoE condition removal exists while looking at the AoE immobilize I posted. If your zerg carries 0 condition cleanse and runs into a condition zerg problems obviously appear but the least of them would be immobilize. No instant immobilize skill exists in the game besides 2 Thief abilities and a Mesmer trait but no one uses them anyways. Applying immobilize right before it ended still exists and is far smarter than spamming it all at once since it will be removed in one cleanse. Once again though you are just lying about zergs spamming immobilize against each other. Immobilize tends to only be used on runners in zergs since no good AoE sources exist only single target. The skill it would take to immobilize an entire 30 person zerg with single target immobilizes would be insane and not effective at all if any Elementalist, Guardians or Warriors are in the enemy zerg.
You still think you’re answering my question but you haven’t. What skills are they using to immobilize an entire zerg in a 30 vs 30. The only ones on my list that are ever used are Pin Down, Tainted Shackles that I didn’t list and Zealot’s Embrace which I meant to write instead of Chains of Light. Pin Down has a really tiny width and stops on target so you have to target the furthest target. Tainted Shackles required a melee range Necromancer to survive for 3 seconds before the immobilize. Zealot’s Embrace is the only good AoE immobilize and no one runs condition duration Guardian. Tell me how they are immobilizing spamming a zerg even though 10x the AoE condition removal exists. No such thing as a “high mobility” class only high mobility builds. Every single immobilize has an obvious animation or really low duration if not besides Pin Down which will only hit one target unless highly skilled. Thief has teleport skills that still work while immobilized and so does Mesmer and those are the two “high mobility” in combat classes unless a greatsword Warrior is using Mobile Strikes. The only class that truly suffers from immobilize is Ranger who can only get passive condition removal but sword, dagger and greatsword also let you dodge during them.
You still didn’t answer how they could possible be abusing it so hard in a zerg vs zerg fight. If it was a zerg running you over you deserved to die for not running earlier. Pretty much every complaint about immobilize is about being immobilized and ran over by a zerg and not about actual balanced fights. As it is immobilize can’t really be abused by anyone but a venom share Thief in a zerg fight and even after the patch just look at the Thief forum about what they think of venom share.
Can someone tell me how zergs are possible abusing immobilize. These are the only AoE immobilizes in the game.
http://wiki.guildwars2.com/wiki/Chains_of_Light 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Pin_Down 5 targets for 4-8 seconds
http://wiki.guildwars2.com/wiki/Glue_Shot 5 targets for 1-2 seconds
http://wiki.guildwars2.com/wiki/Shockwave 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Muddy_Terrain 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Devourer_Venom 5 allies receive it for 3 attacks lasting 2-4 seconds each
http://wiki.guildwars2.com/wiki/Flurry 3 targets for 4-8 seconds
http://wiki.guildwars2.com/wiki/Glue_Bomb 5 targets for 1-2 seconds
http://wiki.guildwars2.com/wiki/Intimidating_Howl 5 targets for 2 seconds
http://wiki.guildwars2.com/wiki/Quicksand 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Entangle 5 targets for 1.5-3 seconds per tick
2nd numbers are with 100% condition duration.
Almost all of them are unused by most classes anyways in a zerg none of them have an AoE likely to actually cause stack. I could list the amount of AoE condition cleanse but that would take forever so I’ll just give you this link http://wiki.guildwars2.com/wiki/Condition_removal#Skills_that_remove_conditions. If anyone is getting high immobilize durations it is a multi vs one and you didn’t run away fast enough. 30+ seconds is also impossible with 3 stacks now besides restarting the stack at the end.
60 second cooldown for a guaranteed escape that no other class can do is a waste huh. Again this is only assuming the Thief didn’t get the kill when there’s almost 100% chance he did get it. Warrior escape is only possible by wasting a whole weapon slot for a greatsword when most people complain about hambow do they not? Hambow has 0 mobility unless you can’t catch someone Earthshaking away. Greatsword is not even a guaranteed escape like those two utility skills that every single Thief somehow manages to use and “waste”. If the greatsword Warrior is a tank build you can easily ignore him since he does 0 damage its a troll build and zerker will still die to a Thief easily if any zerker greatsword Warriors even exist in WvW. Thief on the other hand can go full zerker and never die while easily killing other zerker builds or harrasing groups or soloing camps or dolyaks.
You can quite often simply dps the thief though. For example, warrior whirlwind attack alone is often enough to 1 hit a thief. It’s your own fault if you play zero damage pvt clown though. Bunkers aren’t supposed to be able to chase thieves.
LOL OFF HAND AXE DOING ANYTHING XDDDDDDD. Seriously though a Thief auto wins against any zerker build through Cloak and Dagger->Steal->Backstab->Heartseeker->Heartseeker->Heartseeker->Heartseeker->Heartseeker->Heartseeker. If it didn’t work Shadowstep 1200 range in the opposite direction and use Shadow Refuge. Explain counter especially when it got buffed this patch.
You can choose where to place it so you don’t need to place it right in the middle you. Instead you could put yourself on the edge of it so I don’t really see how space matters when it’s a huge circle.
Fear can be stacked to 10+ seconds while doing 8k+ damage with the possibility of being AoE and oh my god a Thief or Mesmer can handle a terrible perma stealth Thief alert the balance team. Plus the problem isn’t perma stealth its Shadowstep into a Shadow Refuge is impossible to stop and any Thief can do it and every Thief does do it.
Actually, it is possible to stop. If you have any kind of AoE push or pull move (or fear), use it ASAP. It’ll push/pull the thief out of the refuge and instantly take him out of stealth, along with giving him reveal. It’s one of the few counters to stealth I’ve seen. And in that case not only did he waste his refuge, he wasted his Shadowstep, meaning he lost both utilities in a single motion.
Shadowstep has 1200 range, instant cast and breaks stun. Shadow Refuge has 1/4 second cast time and only 4 seconds needed to guarantee an escape. Only 3 pulls have 1200 range and are very unlikely to hit since the Thief most likely wouldn’t be inside you and are single target meaning you have to begin casting in that 1/4 of a second cast time. The only thing even possible to remove the Thief from the refuge would be a Mesmer with a greatsword using Blink and Illusionary Wave and it would still be countered by a Thief dodging.
Fear can be stacked to 10+ seconds while doing 8k+ damage with the possibility of being AoE and oh my god a Thief or Mesmer can handle a terrible perma stealth Thief alert the balance team. Plus the problem isn’t perma stealth its Shadowstep into a Shadow Refuge is impossible to stop and any Thief can do it and every Thief does do it.
Making it stack at all was a mistake. It was annoying enough before they made it stackable.
Agreed. All it takes is running from a bunch of enemies that can do this to you, and for you to be hit by the attack from all of them. This has happened to me while doing world completion in Eternal (I was bored) with my thief. I’ll stealth to drop the immobilize, the second I get out of it there are 2 more stacks right there. This has gotten me killed numerous times. Whoever thought it was a good idea needs to be slapped. Like chaining knockdowns, this is OP, and the change to stacking never needed to be there to begin with, immobilize was fine with how it was originally.
Poor Thief has one counter that no one runs in WvW and is complaining he died for the first time even though you can still escape anything with a Shadowstep into a Shadow Refuge.