Showing Posts For hackks.3687:

How about some Stability?

in Necromancer

Posted by: hackks.3687

hackks.3687

30pts into a tree for a couple secs of Stability is a pretty hefty cost when considering our light armor brethren can merely slot a skill or 10 pt trait or both for 8s of stability + protection each. The only other source of stability for Necro’s is Lich form elite (same as Ele’s Tornado elite).

Just something I feel could bring a little more parity to our light armor brethren. I really don’t have much of a problem with anything else regarding Necros. Just a little love in the “OH kitten” dept.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

How about some Stability?

in Necromancer

Posted by: hackks.3687

hackks.3687

Stun breaks aren’t all that useful when they leave you to just be stunned again and again… and again… and again. I was running into Hammer Warriors and Spirit weapons all night last night and was having a hell of a time just trying to escape let alone fight back. On the whole, Necro escapability is somewhat lacking atm and could use just a touch of love.

I’d like to see Spectral Armor grant stability and vigor in addition to the protection – should be short duration since we have ways of increasing boon duration by quite a bit. Our light armor counterparts already have a pair of utility skills along these lines. Shouldn’t be a big deal.

I won’t ask for anything more…. for now…. >:)

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

The new Metagame: 5 Bunkers

in PvP

Posted by: hackks.3687

hackks.3687

I think the only reason bunker stacking works is because the entire tournament is based on the same game mode. if each round was a different game mode and class/build was locked upon entering the tournament then people would have to be more thoughtful and diverse with their comps.

This game cannot support ctf, so that is out. Deathmatch? That’s the only thing left really.

I could see Foefire being CtF. Khylo is really only built for conquest. No idea what to do with Forest.

@ Killing Bunkers: was the issue ever about killing them? they die all the time. it just takes a lot more time and energy to do it than a team without an equivalent amount of bunkers can afford without giving up the rest of the map. e.g. the number of bunkers in your team directly reflects the amount of time your team holds the nodes and accrues points. which is the whole key to winning. what other build does that?

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

The new Metagame: 5 Bunkers

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Posted by: hackks.3687

hackks.3687

I think the only reason bunker stacking works is because the entire tournament is based on the same game mode. if each round was a different game mode and class/build was locked upon entering the tournament then people would have to be more thoughtful and diverse with their comps.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

The new Metagame: 5 Bunkers

in PvP

Posted by: hackks.3687

hackks.3687

I’ve been seeing comps like this for a while. Even in Khylo a couple times last night. It’s a pretty frustrating comp to run up against on any map. Unless you have uber bunker/control in your own comp you’ve got no choice but to try and zerg them with all 5. Even then, you might push them off, assuming they don’t rotate to help, but you’ll have no way to hold the points you take without matching them bunker for bunker. If you can manage to zerg and rotate quick enough you can at least keep the score a little closer but that’s about the best I’ve come up with without having a team full of bunkers to counter. Not sure that’d PvP at the point, more like 5v5 tummy stix.

Bunker guard + Bunker staff Ele = just concede the node and try another point. Haven’t seen anyone double up on this yet though. Should be just a matter of time I guess.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Condition Build vs Minion Build vs Power Build

in Necromancer

Posted by: hackks.3687

hackks.3687

I’m just getting back to my Necro after bailing on him shortly after release. Condition build, while being plenty viable, was kinda boring IMO, specially with some of the most important utilities being less than reliable at the moment.

So I switched to a Staff+Dagger/Dagger power build and have been having a lot more fun and think it’s a lot more rewarding. Plays the same way with the staff as the condition spec but as soon as anyone gets close swap to daggers, immobilize for 5 sec, and roflstomp with a quickness. With DS and LF building quickly survivability is pretty impressive.

I pretty much only do PvP with my Necro and he’s turning into quite a beast. I’ve also been seeing quite a few Necros running similar builds in later rounds of tPvP.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Post Your Build Thread

in Necromancer

Posted by: hackks.3687

hackks.3687

Full spectral warrior build for tPVP but can be used for sPvP and WvW

2 seconds fears with damage high chill and protection uptime.

long description
https://forum-en.gw2archive.eu/forum/professions/necromancer/tPvP-Staff-dagger-dagger-build-full-spectral-warrior/first#post376391

Recently came back to Necro after waiting for them to fix some stuff. Tried this build out last night after looking for an alternative to Conditionmancer build. Have to say it was exactly what I was looking for once I got my head wrapped around it.

Couple comments on the build and strategy:

- The push/pull through the field happens naturally if you place it right. I was overly concerned at first about forcing that to happen. Spectral Grasp is just gravy once you get the placement right. 10x Vulnerability is super nice.

- Holy kitten! +5sec immobilize!!! Borderline imba if they ever balance Thief/Mesmer/Guardian. That’s mostly down to Immobilize being possibly the best single target CC in the game atm. Within the current meta though it’s par for the course and uber fun to use with all that power behind it.

- While the Fear dmg was an interesting touch, it didn’t seem crucial to the build and actually tempted me to use it for the dmg rather than the control (which is bascially our only form CC) and saving it for the right moment. I opted to swap it for the Chill on Blind which fits nicely into the build.

- I also felt like the staff was a little neglected so I dropped 10pts from the first tree since I wasn’t really lacking for dmg and grabbed the larger/unblockable marks trait as well as adding 10% dmg from marks in first tree. Both weapons felt equally strong to me with this making the build a real dual threat. Don’t stand back and don’t dare to move in on me – not that they have a choice with SG slotted.

- I also opted for the Knights Jewel instead of Zerker since there’s so many instagib builds running around atm. The extra HP helps soak up some burst and condi dmg which the build kinda lacks control on – though that’s easily fixed with a well or plauge signet once they fix it.

All in all this build is really what I was hoping for from the Necro play-style when I first rolled him. There’s all kinds of room for adjusting utils based on demand as well.

Thanks for posting it!

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

phantasms/Clones

in PvP

Posted by: hackks.3687

hackks.3687

Absolutely agree. I can’t say as to whether or not those would be the ideal changes but conceptually I’m right there with you.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

phantasms/Clones

in PvP

Posted by: hackks.3687

hackks.3687

half those skills you used to stack all those conditions are on a longer CD than the Mesmer Phantasms and don’t carry the kind of utility that goes with the phantasms (which everyone traits for). They also require careful timing, positioning, and in some cases control, where as phantasms are just a fire and forget.

A debate of pros and cons, we can have.

But the problem is, even to engage on that conversation conceeds my point: That passive damage is ok in this game. People hate on Phantasms because it has to be directly confronted instead of just blowing one of your condition curing cooldowns.

All of the issues that could be brought up that try to justify condition damage against mesmer phantasems can be regarded with buffs to the classes that need them desprately. Yes, Mesmer has some of the best trait synergy in the game. However, just because it does, does not mean it should be removed. It means the other classes need to have better trait synergy.

Right now the best trait synergy for Elementalists forgoes offense or foregoes defense, where as Mesmer can gear offensively and trait defensively. They’re’s no real middle of the road synergies for Elementalist, and I think that’s really because they have no vitality/toughness/condition damage combinations in pendants and elementalist is really lacking in native HP pool to go sages.

I suppose it would depend on how you describe “passive dmg”. I’d hardly call 4-7k crits every ~7 secs “passive dmg”. And this is in addition to the AAs that hit for no small amount either.

Mesmers do enjoy great trait synergy. They also enjoy a plethora of control and utility skills. They are by far the most well rounded, do-it-all-and-do-ityourself class atm, and I don’t want to see them nerfed into the ground because I love the concept and the play style, but having the game do 80% of the work for you is boring, incredibly easy, and overly effective. There’s no getting around that.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

phantasms/Clones

in PvP

Posted by: hackks.3687

hackks.3687

What utility do you get by traiting for phantasms exactly? You lose 1 util slot (need signet of illus) and you also lose all your shatter util.

Slow windup on mesmer is deadly. Unlike necro for example, you arent tanky enough to just take it while your damage over time kills them. How can you think mesmer has staying power in a long fight?

By no target switching I mean say you do put your phantasms on someone and start killing them, then another more valuable target (e.g. Thief) pops out from stealth… too bad I guess cuz all your damage is on a 16sec cooldown which you just used, so you have to abandon the whole fight.

phantasm traits offer inc dmg reduction, outgoing dmg increase, vigor, regen, speed increase, in addition to all the conditions they apply.

I have had no issue with or even a sense of the wind up being slower than any other class except Theif. If someone gets the jump on you just Decoy or Blink away and start chucking Phantasms at them. Escapability is one of the high points of the class.

They’re Phantasms. Not pets. It’s a small downside to an awesome set of fire-and-forget abilities.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

You know there's an issue when this is your first game of the day:

in PvP

Posted by: hackks.3687

hackks.3687

might be time for a “Balance if fine!!!111 L2Dodge!!!!” post

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

phantasms/Clones

in PvP

Posted by: hackks.3687

hackks.3687

Well this is just funny… Phantasm isnt used by any top player at the moment. To be perfectly honest, it is a pretty bad spec:

1. If geared for damage, the mesmer is still glass, just kill him.
2. Phantasms randomly die to aoe and are on a 16sec cooldown.
3. Shatter does so much more damage in a shorter amount of time.
4. Phantasm has a large windup time – you need to summon at least two preferably 3 phantasms. In that time a thief can already have bursted you down.
5. No target switching.

well that is very funny because Mesmers seem to occupy at least one spot in every high end team roster I’ve seen.

1. I spec my mesmer for glass and no one “just kills him”. not even 2 someones
2. Phantasms don’t “randomly die” they force people to use up AOE abilities on them because the dmg is too heavy to try to soak up. It chews up your opponents CDs while you sit back and look for an opening.
3. Any discrepancy in dmg between phantasms and shatter are negated by the fact that traiting for phantasms offers far more utility and shattering them negates their use. E.g. it promotes NOT using the shatter mechanic.
4. It’s no slower than an Ele’s, Necros, Engi’s, Warrior’s, etc., it’s just not as fast as a Thief’s. Mesmer’s also enjoy the option of being able to start from stealth with Decoy as well generating one illusion right off the bat.
5. Not sure what you mean by this, but Decoy will clear a Called Target on yourself. Which is uber considering it’s critical to keep them identified within the clusterkitten of AI.

seriously, do you play the class?

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

phantasms/Clones

in PvP

Posted by: hackks.3687

hackks.3687

Phantasms also GREATLY outdamage any conditions in both absolute damage and DPS.

Incorrect.

My Condition Elementalist alone can stack Bleed/Burning for far more than 1k/second, and that damage is non-critical, AoE, and cannot be dodged once applied (You’re forced to clear it.)

It takes 2 seconds worth of channel on cooldowns to produce 2 Phantasms. It takes a critical hit to deal high damage (Reliant on traits + Mesmer’s stats.) All the while, these damage sources can be Destroyed, dodged, and CCed, and also go idle if target is invisible, and self destruct if they breach max control distance chasing their target.

Should mention, all but berserker and warden are single target attackers as well.

Issue here is viability of survival vs damage performance. My condition damage Elementalist is pure glass cannon, but the clones/phantasms double as distractions. Simply put, better survival tools for other classes are needed.

half those skills you used to stack all those conditions are on a longer CD than the Mesmer Phantasms and don’t carry the kind of utility that goes with the phantasms (which everyone traits for). They also require careful timing, positioning, and in some cases control, where as phantasms are just a fire and forget.

I play both Ele and Mesmer (well mesmer only when I want some easy wins to soothe my ego) and Mesmer outshines Ele in all things except for heals – which they don’t even really need.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: hackks.3687

hackks.3687

To be honest, every other class is able to sit in one weapon set and do viable dmg/support/healing/whatever and get away with just spamming AAs most of the time. So long as it rewards and doesn’t hurt those of us who like to play the class to it’s fullest via stance dancing I guess it wouldn’t hurt to make a viable dummy-mode for Ele’s. I really can’t see a way for that to happen and be balanced though.

edit: I’d still be tossing 15 points into Arcane though. Boon stacking is our strongest attribute hands down.

edit 2: on second thought, kitten balance. make us OP for a while. we deserve it.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

(edited by hackks.3687)

AI Stacking in tPvP?

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Posted by: hackks.3687

hackks.3687

I totally understand why they use it.

I’m curious as to why AI is playing such a prevalent role in PvP.

It doesn’t just clutter the field or absorb attacks. Guardian spirit weapons will chain disable and hit for solid dmg. We’re all aware that Mesmer phantasms do entirely too much dmg on top of providing copious boons when traited (and they all trait for it). Ranger pets track targets all the way to other side of the map and do more dmg than the Ranger himself. Add a rock dog to all of them and there’s no chance to even click on a target let alone take the time to tab through them all.

If I wanted to fight mobs I’d go do PvE

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

AI Stacking in tPvP?

in PvP

Posted by: hackks.3687

hackks.3687

Seems to be becoming a commonality for premades. Guardians with Spirit Weapons, Mesmers and Phantasms, Rangers + Pets, and all bringing Rockdogs as well. Only seeing premades do this.

This supposed to be PvP or PvP+AI?

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: hackks.3687

hackks.3687

Again, here’s the thing, even if you were to boost the base damage of Elements, WHY would you want to stay in a single element. The class itself is designed around rotating Attunements. Our combos,burst and utility come from stringing multiple skills from multiple Attunements.

Quote isn’t working right now.

“But if we take away the ability to swap between 4 elements in 4 seconds, then the individual damage of an element could go up.”

No. It’s now 4 elements in 6 seconds. There’s no need to boost the damage because all you would be doing is spamming autos once you burn your skills. So you’re asking to be buffed for basic damage after you burn your skills when you have 15 others. Working like weapon swaps is a good idea and could offer more build diversity but wouldn’t matter. We still need to be in bunker to be viable. Instead of 20 points in Arcane it would be 10, leaving the other points to be put in Water/Earth.

I see. You’re talking from a purely sPvP standpoint (the one thing I don’t really do in GW2). I mostly stick to PvE and WvW.

Why you would want to stay in one element is because, in this hypothetical situation, it would be the best damage. Imagine a high DPS skill bar; no need to fish through every single element, using one burst skill before whisking off to the next. It would all be right there, in one element. We’re designed to be able to swap roles, but it doesn’t need to happen so quickly. We don’t need to be stuck in this situation where we have to bunker down so hard under attack or risk dying.

Something needs to change.

Again, here’s the thing, even if you were to boost the base damage of Elements, WHY would you want to stay in a single element.

I’ve suggested one possibility, which is that base power would be about the same as it is now, but a small trait investment would provide buffs that are specifically designed to make one element better at prolonged use.

So if you maxed water, your low-CD water skills would naturally become more useful than air/earth/fire and you could viably stay in that element most of the time, but you would still have the ability to swap to other elements for their clutch CDs and quickly return to your “favored” element.

Done properly, Arcana would not be nerfed by this because they would still have the option of making all their elements a little better and rotating the smaller cooldowns like they do now.

Another acceptable solution. Thank you.

ugh. I don’t like that context in the least. sticking to one attunement in that regard would pigeon hole your role and largely be regarded as a nerf to dynamic and versatile class.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: hackks.3687

hackks.3687

I think I’m getting a better sense of what you’re asking for now, you can thank Haette for that.

However, the reason I enjoy my Ele so much is because of the attunement dancing and the versatility and complexity it brings. I like how my Ele plays, the only things I’d change are some traits, the function of some skills, and the obvious bugs.

I’m really not looking to simplify my Ele. Not in the least. That would destroy my interest in the class and I know I’m not the only one who would feel that way.

btw, what arcane addiction? I hardly ever put more than 15 points in the tree. Never more than 20. What I’d really like are the Fire and Air traits to be a bit more appealing.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: hackks.3687

hackks.3687

I’m having hard time understanding your issue and reasoning behind your proposed changes. It almost seems like we’re not playing the same game.

If you don’t like attunement swapping (which is all I’m getting from this) there are 7 other classes that might be more suited for you.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Remove illusions/clones/phantasms once mesmer is downed

in PvP

Posted by: hackks.3687

hackks.3687

you had me at “remove phantasms”. why limit this to just the downed state?

ezmode AI chucking is easy

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: hackks.3687

hackks.3687

And that’s why I said grandmaster traits would offer a lot of power instead of their current level of “meh”. That element would become suitable to sit in 90% of the time.

Please put at least some thought into the comments.

I could ask the same of you.

I’ll ignore the fact that you didn’t address the core concern of my statement and simply move on to your contradiction in logic. Explain to me please how being forced to pick one other GM trait, aside from the 30 we’ve already dumped into Arcane just to make our class work again, will offer the class more viable builds rather than fewer in addition to making the class function better?

Here’s a question: What’s your current build, play style, and focus of game play? Because I can tell you right now this idea would never work for PvP.

Bad idea is bad

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Why can't I be a glass cannon or condition ele?

in Elementalist

Posted by: hackks.3687

hackks.3687

personally I’ve never felt I gained much from stacking toughness on my Ele. The copious healing/cleansing is 2nd to none though, and there are a lot of ways to get Protection proccing which feels far more substantial alongside a good amount of HP. I have no problems speccing into both and still doing solid dmg.

As for dealing with Thiefs, two words: Shocking Aura

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

What if attunement cooldowns worked like weapon swapping?

in Elementalist

Posted by: hackks.3687

hackks.3687

the skills were designed around attunement swapping. Forcing everyone to put 30pts into arcane just to be able to use the skills as they were designed would limit the amount of viable builds substantially.

Sorry, but no. Just a bad idea.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

When is Elementalist going to be viable as dps in spvp?

in Elementalist

Posted by: hackks.3687

hackks.3687

PvP is kinda fubar’d right now with most people playing gimmicky-ezmode-facerolling classes/builds. That’s not to say you can’t jump in and be a little terror though. If you want to get a real feel for where you stand in PvP I’d suggest trying the free tournaments. They’re virtually the complete opposite of the Hotjoins.

I’ve been using this build http://tinyurl.com/bq8nuwj for a more dmg focused build though it provides ample staying power. I’ve found that it’s far better for PvP than S/D while offering all of the same positives and more responsive than a Staff build.

If it’s not enough raw power, you can push more aggressively by swapping Earth Armor for Signet of Earth for an extra immobilize (swap the Water III trait for the Water II in this case) as well as swapping the Earth Runes for Rune of the Fire (also has aura proc). Also swap Sigil of Energy (50% endurance on swap) for Sigil of Battle (3 stacks of might on swap). You’ll lose some of that staying power though.

I’ve been playing around with all kinds of PvP builds for Ele’s and found this to be the most complete allowing me to do real dmg and provide real pressure without getting blown up everytime someone looks at me.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Kill/Death ratio

in PvP

Posted by: hackks.3687

hackks.3687

Funny enough some people play in Hotjoins like KDR already exists. So comical to see people load out of the match once downed just to avoid getting stomped. Like it means something….

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Weapon Set Changing during tpvp - should it be allowed

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Posted by: hackks.3687

hackks.3687

very interesting to read the opinions regarding this. after reading I’d say I’m inclined to agree with those that feel as though teams should be committed to their builds upon a team mate entering the tournament map. currently it seems fairly common for premades and coordinated groups to send in a teammate with a “staple” build to inform the rest of the group on the opposition’s group composition where by the rest of the group changes characters/builds to directly counter, which seems suspect to me. perhaps this could be limited to the paid tournaments, once implemented, as they’ll be the only competitions of actual consequence. this would also appear to be a great way to further develop the meta.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Hot Join PvP. Defending?

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Posted by: hackks.3687

hackks.3687

Simple Answer: Don’t bother defending points in Hotjoins.

No one will consciously rotate to help you and you will invariably get zerged down by yourself. Either stay with the zerg or roam constantly searching for opportunities for a favorable fight. Hotjoins are casual time fillers or a place to experiment with a build in combat, or in most cases just farm Glory with some FOTM build.

If you want to play the maps as intended then que for Free tourneys. People who actually know how to play selflessly for a win and with an inkling of strategy are always in demand.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

A Rational Balance Thread

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Posted by: hackks.3687

hackks.3687

If this is a balance wish list, then I’d like to see:

- Thieves stealth render bug fixed – I don’t care if they can do high dmg (though everyone else should be able to do comparable dmg in a comparable spec – which is not the case atm), I just want to be able to see them so I can actually fight them when they start nuking me instead of popping CD after CD while kiting waiting for them to finally come out of stealth.

- AI toned down significantly – It’s called PvP for a reason. Not PvP+AI. I understand that pets and whatnot are substantially engrained into the game at this point but there’s no reason for them to be doing as much dmg and control as they are at the moment. Biggest culprits: Guardian Spirit Weapons, Mesmer Phantasms (though they at least die easily), Thief Elite – Thieves Guild. Either tone down their offense significantly or give everyone more endurance and reduce it for every pet summoned. 2x dodges ain’t enough, yo!

- Mesmer, Guardian, Thief – there’s a reason every high end premade is comprised of at least one of each. The other 2 slots are up for grabs but if you want to keep your chances of winning optimal then you base your group comp around these 3 classes. I shouldn’t have to state how 3 classes out of 8 being a must for competitive PvP is unbalanced.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

This is getting old...

in PvP

Posted by: hackks.3687

hackks.3687

no. that dmg is fubar’d. how people can compare it to 100B is a joke. You never see it coming, you don’t get to dodge, with the lack of healing in most classes you’ll never recover.

Stealth rendering issues are something else entirely. One class being able to game it’s way into one-shotting people is just borked. Anyone claiming L2P is deluded or trolling.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Punishment for leaving

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Posted by: hackks.3687

hackks.3687

the “pug” caveat still smacks of “sore loser”

are people really that intimidated by guild groups?

I don’t get all butt hurt when I see matching guild tags. I just adjust my mind-set/strategy and hope my teammates are up for making a go of it. I don’t necessarily expect to win, but I certainly don’t expect to lose either.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

I Don't Know How Else to Say It

in PvP

Posted by: hackks.3687

hackks.3687

Before the flame war starts, please hear me out…or see me out..whatever the text translation is.

I have done nothing but champion for ANet and go to bat for them, but I just can’t take this PvP anymore.

I have come across few games with worse balance issues than this game, worse CC spamming and worse “Alpha strike” (when they blow a CD and kill you within seconds)

Well play better! Yes I agree, there is always something that can be done, I have watched videos, learned class mechanics by playing as the classes I have trouble with and done my research on what to do in several situations.

Well get better by playing! I have played a lot and specifically geared my skills/gear to try and prevent some of this burst.

What has it done? Nothing, you still get killed within seconds, there is no DR on anything so if you come across a few classes that can CC, you might as well go get a drink cause you wont be playing your character at all as you watch them lay on the ground.

This isn’t skillful pvp…it doesn’t take skill to pop a couple CD’s and kill someone within a couple seconds. I am sorry if you think that is what it is, but it is not. There is little strategy in the game modes as well because a lot of it weighs heavily on your group make up.

I wont even get started on bugged skills…

All in all, I am gonna give it some more time and really try to love this PvP, but at the current rate…no one I know enjoys it and we have all been hardcore PvPers for years and years in many different games. The CC, Burst, unbalanced classes, BUGS, and static game mode just ruin it.

Anyways, I am sure I will get a bunch of hate replies or “l2play” comments but please understand, I give feedback because I care and I want the devs to see not everyone is just happy as can be so maybe it can help in making the game better.

Seriously pls guys….I don’t get it at all…I’m playing a freaking ele( the profession with the most whine threads) and I don’t see any of the problems you mention, it’s really a matter of l2p man, during every fight I’m well prepared to be CCed at least 4-5 times in row, jeez during tournaments I prepare myself to be the target n1 and still do great

it’s true, pack stun breaks and invuls for PvP or you’re basically making it easy on them.
I was hoping to avoid the cliche “L2P” though.

you can’t really deny the flood of backstabbing thieves that never reappear from stealth and mesmers flinging phantasms though. balance is a bit whack atm, but it’ll get better.

patience

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

I Don't Know How Else to Say It

in PvP

Posted by: hackks.3687

hackks.3687

Keep at it and just imagine how finally honed your skills will be when they get the nerf bat upside their head and actually have to L2P meanwhile your already a motherkittening juggernaught for playing on hard mode the entire time…

patience grasshopper, patience

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Punishment for leaving

in PvP

Posted by: hackks.3687

hackks.3687

Of course I’ve beaten bad premades on many times, but my pug has been stomped by premades a lot more times so that’s what I base my decision on. The most frustrating is when your pug plays extremely well (considering it’s a pug) but loses like 500 to 400+ to a bad premade which would never have won if they didn’t have the advantage of planned team composition and communication.

so your issue is you don’t like losing?

getting beaten 500 to 400+ rates as a good game in my book. far better than not scoring any points at all i.e. what happens when your fighting 5v4 against a solid premade

this honestly all just smacks of being “sore losers”

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Punishment for leaving

in PvP

Posted by: hackks.3687

hackks.3687

This is dumb lol if I want to leave the game and go eat dinner, or leave the match because I dont want to be yelled at for just standing there doing nothing. What if I get an urgent page and have to leave? What if someone knocks on the door?

You whiners have two options: let me leave when I want, or deal with me going afk and taking up a spot in your “team”

case in point why we need some kind of deterrent to keep people from feeling like it’s OK to just join tournaments then leave/afk on a whim.

Tournaments, paid or free, were not intended to be as casual as the hot joins, otherwise I’d like to think they just wouldn’t bother implementing Hotjoins at all.

also, I have a hard time believing anyone who starts a statement with “this is dumb” would ever get an important page (do they even make pagers anymore?)

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Punishment for leaving

in PvP

Posted by: hackks.3687

hackks.3687

but your assuming that just because they share a guild tag that they’re actually a competent “premade” which, in my experience, is not always the case. specially lately, since high end premades seem to have gotten bored with the available level of competition.

I can agree that there are ways to improve the matchmaking beyond just administering penalties for leaving but I still don’t see it improving the “leaving” situation to any great degree without the penalties. there needs to be some kind of deterrent to encourage the meek to try a little harder than running to the other spawn point to check out the guild tags

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Punishment for leaving

in PvP

Posted by: hackks.3687

hackks.3687

Q: how do they know it’s “not fun” or “unbalanced” before the match has even started? And at what point does my fun come into play in this since they’re ruining my fun (and the two or three others who stayed with me) by leaving?

Regardless of their perceived “fun” it’s a competitive game mode which means it’s not meant to cater to everyone. That’s what HotJoins are for. And those it’s not currently catering to are ruining MY fun because they can’t see an easy win in the cards.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Punishment for leaving

in PvP

Posted by: hackks.3687

hackks.3687

no one’s forcing them to play

just not letting them back in so easy after being a chicken kitten and hanging 4 other people out to dry

As for “no requiring bunkers” there’s no getting around that. it’s a point-control game mode which means bunkers are necessary. It’s not a hotjoin, if people are not speccing for competitive tPvP, then that’s an L2P issue.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Bunkers need a ruthless nerf.

in PvP

Posted by: hackks.3687

hackks.3687

I don’t think bunkers are the issue. it’s the point-control game mode that makes them a necessity, and there’s nothing wrong with that IMO. Additional/alternate game modes could change that necessity drastically though and make more/other builds viable within in a different context.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Punishment for leaving

in PvP

Posted by: hackks.3687

hackks.3687

people leaving tPvP matches seems to be turning into a common occurrence. Multiple times over the last week I’ve had successive 4v5 tPvP matches (some ending up as 3v5) because someone(s) just bailed before the match even began or shortly after or just went afk for the duration – in one such case they stayed afk through the 2nd round after we won 4v5 in the first round.

give them a lengthy lockout (days) or the option to reset lockout with paid tourny tickets.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Bug or exploit? Is another team supposed to be able reach our spawn point in Forest of Niflhel

in PvP

Posted by: hackks.3687

hackks.3687

same has happened in Khylo

gotta love that mesmer portal…

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Skills that shouldn't be there in the first place.

in PvP

Posted by: hackks.3687

hackks.3687

for Ranger I’m assuming you’re referring to the Hiding in Plain Sight trait that is a 20pt Master trait in their toughness/condition dmg tree. Pretty SOP for shortbow/crossfire rangers these days. Engi’s have a similar trait that does the same thing. They’re never far from where you CC’d them and it won’t proc again for the Ranger for another 30sec or so. Just hold back a 2nd stun/immobilize and toss some aoe or AAs till he pops back out of stealth. CC again and HB to your hearts delight.

Just gotta learn the tricks for each class. They’re difficult to counter until you figure out how it works. Came across an engi last night that was using it but it didn’t do him any good as I play an engi from time to time as well and no exactly what’s happening when he goes invis.

You’ve also gotta understand that GS Warriors were a nightmare for people at release and the meta quickly developed for countering them – it’s really not that hard to avoid a Warrior you can see coming (hint hint)

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Yeah I get they're assassins... but really?

in PvP

Posted by: hackks.3687

hackks.3687

so how much toughness does it take to counter thief burst? I’ve tried pumping up my toughness to almost 3k on my Ele and the kitteners still crit me for 7k or better…

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Stealth loses capture points-why?

in PvP

Posted by: hackks.3687

hackks.3687

wait, so this is a serious thread? lmao

if you want to bunker a point then how about standing out in the open and taking it in the face like every other bunker build has to?

seriously, how is this thread not locked by now?

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Which Sigil for dps elem?

in Elementalist

Posted by: hackks.3687

hackks.3687

last I heard sigils shared CDs meaning if both sigils have CDs only one will proc and then both will be on CD effectively making one sigil worthless

did this change?

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Repair Kit Port (BoK Unbalance)

in PvP

Posted by: hackks.3687

hackks.3687

The teleport tactic is being overstated. I tried it out on my mesmer (1 of 6 toons) you still have to walk up to the broken treb to lay down a port (logic , usually if you lost the treb you are ressing and if not then you werent there) then walk all the way over to the other side and pick up the kit and lay down then second port to actually teleport.

The advantage is only there if you manage to travel to the treb and from the treb to the kit. usually this will not go uninterrupted and when it works it would have saved some time but not as much as you would think.

It has a advantage (when it works) but nothing to the extend that is being complained about : The treb can be taken down in a tenth of that time

Again …when it works

sounds like you’re doing it all wrong then (or deliberately understating).

When I play my mesmer in Khylo repairing treb is ridiculously fast and easy. As soon as more than one person shows up to kill it you simply drop down the side, start your portal, and head for repair kit. If you run into anyone on the way you either Decoy or chuck some AI at them and they’ll be preoccupied long enough for you to grab repair kit, take portal back and repair.

I do this every time I play Khylo on my Mesmer, and I can’t come close to that kind of efficiency on any other class.

Mesmer is definitely a must have class for Khylo and, according to Anet’s intended design/balance, that’s a no-no.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Loading Screen of Doom

in PvP

Posted by: hackks.3687

hackks.3687

it’s hotjoin, it’s not like you missed out on a prize or something. there’s a long list of issues ahead of “player 7392873562387 is stuck on a loading screen” that have a stronger case for being considered “game breaking”.

L2Relax

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Tank or glass still only 1 viable elementalist build?

in PvP

Posted by: hackks.3687

hackks.3687

I run Sigil of Energy. With Vigor, it’s dodging everywhere!

same here.

with the right traits you can keep dodging and dodging and dodging and dodging…

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

After posting in some topics, I can no longer see the thread at all

in Forum and Website Bugs

Posted by: hackks.3687

hackks.3687

I have the same happen regularly to me as well. The only way I’ve been able to go back and view the thread is by logging out.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Mesmers and Thieves Nerfed October 7th Patch

in PvP

Posted by: hackks.3687

hackks.3687

I for one did play a mesmer to find his weakness (and to have some ezmode wtfbbq good times).

Apparently those weaknesses are: playing VERY badly (though that not much of a weakness), falling asleep between phantasm summons (going to be harder to avoid now that the recharge has been lengthened), going afk in the middle of the fight and letting your AI hold down the fort (not actually a weakness in some cases), running face first into a zerg.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Mac Beta Client and WvWvW

in Account & Technical Support

Posted by: hackks.3687

hackks.3687

Anyone else not able to see any of the opposition in the larger skirmishes?

I don’t do much WvWvW but I thought I’d try it out over the weekend and was pretty disappointed to find that anytime I got anywhere near one of the larger skirmishes (which were everywhere) majority (or all) of the opposition wouldn’t even render on the screen.

I know a lot of people were saying in map chat that they couldn’t see players rendering either but then again they were still able to fight back from what I could tell. Where as the only opposition players that ever rendered for me was a pair/trio I kept running into far away from the larger skirmishes.

Just curious if anyone else has this same issue.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long