Notalkingplz (PvE/Spvp) – Guardian
Rough Trade (PvE)/Urok Ashpaw (Spvp) – Engineer
asura have the best cultural armor in my opinion, although the medium tier 3 is just okay to me
i think the tier 2 medium looks the best
But above all of these, I see the humans as all these qualities and more. They can literally be any of these things, but they are adaptation. They are hope when all the odds are against you. A true example of the underdog. As a player heavily into lore, I wouldn’t want my hero to be anything but a human, being the last expected race among the 5 to come out on top, and lead Tyria into glory again.
I definitely have to agree with this. The humans as a whole represent hope and determination, to never give up no matter how much the odds are stacked against them. Sure, asura and charr may have better technology, norn and charr are stronger individually, and sylvari have their immunity to draconic corruption and their fancy Dream, but humans get by with grit, spirit, and a refusal to give up. I find that very admirable.
all of the other races can be any of these qualities as well
not all charr are warlike, not all asura are arrogant, not all sylvari are innocent and curious, i’d say not all norn are boastful huntsmen but i’ve seen zero npcs that don’t act like that in some manner
if some of you guys in this thread spent time playing the other races and going through their personal stories then you’d realize that they’re just as diverse as humans
5/10
almost everyone seems to use the same 2-3 hair and face choices, which is strange since humans in this game have the most options
http://i.imgur.com/HErgQSi.jpg
http://i.imgur.com/IFf43Gn.jpg
http://i.imgur.com/Rs3u6bZ.jpg
http://i.imgur.com/yhAnEfu.jpg
http://i.imgur.com/FORr6PX.jpg
edit: wow the posting options in this forum are so strange
in spvp only like 6-7k or something
i don’t wvw
in pve like 10k… which is apparently nothing compared to the numbers you guys are claiming
shadow refuge has so many uses, i use it in both pve and spvp
although like others have said, it’s not as great against experienced players
These are perfect examples of a flaw in our matchmaking. We are aware of this issue have plans to address it. Thanks for the screenshots!
https://forum-en.gw2archive.eu/forum/pvp/pvp/Stop-matchmaking-from-grouping-r1s/first
how many threads will there be on this
yeah… i tried solo queuing on a bunker guardian but most of the time i was just so frustrated because my team was busy fighting somewhere far away from any point
you should try out a roamer like a thief or a mesmer
i have an advantage playing charr because i enjoy it
yes
you don’t even have to kill anything in a hotjoin to get to the top
uh. u only scored 100 though.
it is a rare case in which everyone else in your team scored less than 100 points.
yeah that is true i suppose, my point still stands though! i could’ve ran around more and decapped
fighting against asura isn’t all that bad, it’s just silly when you go into a match and everyone is a small floppy eared person
you don’t even have to kill anything in a hotjoin to get to the top
i do not know what to say
! so that’s the issue
i posted on this yesterday, i had no clue it was the armor doing this
pve in gw2 is pretty easy i don’t really see the point
Leaderboards? What leaderboards?
er i just realized i could post links instead of posting like 4 times
oops
my necromancer
http://i.imgur.com/bBlqzLl.jpg
has anyone else had this weapon issue?
my guardian in rata sum
on my guardian in pvp i’ve noticed that my weapons aren’t placed properly in my character’s hands but rather in his wrists it’s really annoying, however in pve, my weapons are placed correctly in the hands
at first i thought this was an issue with my character’s height, so i ended up using one of the makeover kits to match my asura necromancer who doesn’t have this issue but that made no difference
i’ll post a couple pictures to show what i’m talking about
my guardian in the hotm:
why does every thread have to devolve into this nonsense
1. being able to use skills while jumping/falling
2. more viable builds
3. maps with bigger circles (like gy in foefire)
Necro does not need anymore weakness, as is we are the only profession readily able to apply it. What it needs is a more meaningful effect like this thread suggests, as well as easier application for other classes.
? on my thief i could endlessly apply area weakness if i wanted to
s/d is ridiculous right now, especially with jumper’s build
“This video is private.”
The rockdog should just be replaced by something else.
This game doesn’t need more minions, which just stand in the way of projectiles etc.
i love my rockdog
i have enough screenshots for a lifetime
As do I!
I have yet to see a game more unbalanced than my first screenshot, though.
If you can beat it, please attach a screen!
i have enough screenshots for a lifetime
the engineer should be renamed to ‘alchemist’ to live up to his true role as a silly elixir drinker
Ah does not seems logic to me.How could a fall HEALS you and at the same time take no Dams???To me that is just plain weird…. Besides, all the maps in PvP does not have high ground that enough when u fall, you die
the fall trait for elementalists’ already heals you when you’re in water attunement
i haven’t experienced this at all
i feel sort of left out
? i like solo queuing, it definitely has some issues but i probably wouldn’t play tpvp as often if i were forced to join a team
i’d have no problem with downed state being removed so long as all damage is reduced
skritt, largos, tengu
i can’t speak for pve since i only pvp on my necro, but for me the staff is just such a useful weapon
it has a condition transfer, a fear, and aoe chill
when i played a power necro i would use it in 1v1 just because i knew my enemy would melt before me
i really do love my necromancer in spvp/tpvp it even has my most games played, but i don’t even play my necro in pvp anymore
i only enjoy playing a conditionmancer, but engineers can apply more conditions better and faster than a necromancer can
Common misconception
The majority of pvpers seem to think that when you lose you must rage and when you win you must brag how pro you are and how much everyone but you sucks.
My advice
Get a grip of yourselves and play for fun. Play with people you like not just people you think are mega pro and worthy of being on your team. This way you will continue to enjoy the game for a long time. Keep the rage locked away.
O and block everyone who doesnt follow this advice (aka kittens)
i want to make a bunker warrior but i would get overwhelmed by conditions
wouldn’t you bleed if you got shot by a gun!
any comp where i can solo queue and be the only thief on my team
runescape and dayz has more viewers than gw2
this hurts me
at least we beat world of tanks
i’ve never understood why engis can’t use maces
there’s even a wrench mace skin
Steel-packed powders is good, but not overpowered, since it is a grandmaster level trait.
You are now comparing adept level traits (10 trait points) points with a grandmaster trait (25 points). So of course the grandmaster trait should be stronger. With your suggestion the grandmaster trait could pack in max 9 stacks of vulnerability assuming all those 3 grenades would hit the same target. But if e.g. just one hits, then it is mere 3 stacks. You do realize that ranger’s longbow’s hunter’s shot puts 10 stacks of vulnerability for 8 seconds at 1500 range (using eagle eye trait). So in other words you want a grandmaster trait to be weaker than ranger’s long bow. Or let’s compare with elementalist’s water staff #2: Ice Spike. It has mere 4 second cool down, 240 radius. Most grenades have 120 radius. plus blasting staff trait makes Ice Spike 360 radius and puts on 5 stacks of vulnerability which last 10 seconds. I know very well that staff ele’s are probably a joke in 1-vs-1, but I can assure they are common in WvWvW.
Please show me how your are gonna land all the 3 grenades at the same mobile target from long distance, let’s say >1200 range. In fact I would happy to show me how you can land the grenades at me from >1200 since it is so “easy”. Grenades are most effective at rather short range (<600). Then you get the damage multiplier + stacks of conditions on your enemies, but from far they are weaker than e.g. ranger’s 1500 range attacks. This synergizes very well with engineer’s pistol, which also packs a lot of conditions at similar range. Thus is the combination of conditions from grenades, pistol and traits. And pretty much turning the engineer into a one-trick pony, just like “versatile” profession should be.
I think it was perfectly valid for me to compare single target burst skills vs. 100 nades spike. In order to get the full effect from the old 100nades burst (which doesn’t exist anymore), you needed to immobilize the foe and be inside enemy character model. Are you telling that realistically it would one-shotting multiple targets? We can then as well speculate of a kill shot (1500 range) + crack shot trait one-shotting up to 5 targets as same time (crack shot trait causes rifle attacks to pierce). But we both know they are not very realistic scenarios.
so that we can both get on with our lives i suggest we just agree to disagree
yes, just as you said: “But if e.g. just one hits, then it is mere 3 stacks.” the way the trait currently works if one hits then it’s 1 stack, the change i proposed is actually better, is it not?
yes, i have no problem with a grandmaster trait that passively allows you stack vuln just by attacking being weaker compared to a skill with a cd (it may be a grandmaster trait but it’s still a minor trait)
yes, i believe grenades are easy to land, and no, i would recommend using them from such a far range, but then again it wouldn’t make sense to be able to aoe with ease from 1500, would it?
when did i ever mention something one-shotting multiple targets? i never even mentioned 100 nades
My pvp experience is weak, but with hundreds of hours of WvWvW fights, mostly solo roaming, I have of course fought against numerous engineers as an engineer. I agree that hitting a stationary target with the grenade kit is easy. But if you both you and the enemy are moving, it actually takes a lot of skill to land to grenades. I find it very easy to dodge the enemy grenades if I just move in a non-straight line, almost nothing hits me from distance.
You suggestion to steel-packed powder is actually gonna nerf that trait to ground and also hurt the bomb kit users: If it would have 5-8 s internal cooldown (like you suggested), it would allow engineers to put just one stack of vulnerability as the vulnerability from that trait lasts 5 seconds. One stack of vulnerability is very little, consider that many other skills and traits pack a lot of vulnerability:
e.g. brutal shot (warrior rifle #4) 8 stacks of vulnerability.
hunter’s shot (ranger longbow #3) 10 stacks of vulnerability
ice spike (elementalist staff #2) 5 stacks of vulnerability
And the vulnerability from these lasts from 8-12 seconds.
Not to mention autoattacks, which stack vulnerability e.g.
rending claws (necro axe #1), giving 2 stacks of vulnerability on a fast auto attack
greatsword swing & slice (warrior greatsword #1)
and so on…
See:
http://wiki.guildwars2.com/wiki/VulnerabilitySo for other professions it is okay to stack lots of vulnerability without the need for any trait. Yet you want that engineers can get just 1 stack of vulnerability which lasts 5 seconds on 5-8 second cooldown.
Stop balancing the game based on a game mode, where you need to be inside a circle to cap a point (spvp/tpvp). Has anybody been hearing complaints like oh, the engineers are too powerful in pve or in WvWvW? Or that grenade kit should be nerfed as it does more damage that 100 blades? Yet Arenanet has nerfed engineer with every single monthly update and the skill “balance” changes related to the engineer have affected WvWvW and pve in negative way. E.g. last update gave major or minor buffs to other professions, while engineers got: nerfed survivability traits, destroyed elixir S and 50% reduction to confusion damage in WvWvW. I actually think the latter was good. Confusion was too powerful in WvWvW and it should be kept that way. Same damage in WvWvW as in pvp.
For your information: I don’t play HGH engineer. I know for sure Anet is going to destroy that build as well, as it did with 100 nades (they just didn’t tone down the damage from kit refinement, they removed it completely… LOL, imagine 50% dmg nerf to backstab, 100blades, killshot, eviscerate… need I go on).
throwing grenades has never been difficult, i’ve never had an issue predicting where the enemy will move, i know every class thinks that they’re the hardest to play, or the weakest or whatever, but grenades just aren’t difficult to throw at all, seriously
i notice you’ve conveniently left out other traits and skills that engineers have that apply vuln
analyze – 10 stacks of vuln, lasts for 8 secs
precise sights – 50% chance on crit to apply 1 stack of vuln for 3 secs
sitting duck – applies 5 stacks of vuln on immob for 8 secs
etc
do you know why those 3 abilities aren’t op? do you know why the abilities you listed from other classes aren’t op?
sure you can keep up vuln with the necro axe… if you do nothing but auto attack… the point is, you can’t constantly maintain vuln on your target with any of those abilities, with steel packed powder you can, it doesn’t matter if the vuln gets cleansed, as it can easily be applied again
here’s my proposition on steel packed powder, since it is a gm trait, it should apply 3 stacks of vuln for 5 seconds on a 5 second cd, that’s 9 stacks with grenadier, assuming all 3 grenades hit
wvw’s balance is nonexistent, it just doesn’t exist at all, but that’s an entirely different conversation
backstab and killshot (maybe eviscerate too? i don’t play a warrior) are single target abilities, one of which is a class ability (i mean seriously the type of skill is called burst), and the other has a positional requirement that requires you to be in melee range
100b has such an obvious animation and is very easy to avoid (not to mention it roots the warrior)
i’ve already stated that i don’t think it should be nerfed in pve, balance should be separate
i just don’t like that everyone playing one in pvp uses an ugly face
They should just split might into bloodlust and corruption. Problem solved. Professions that deal meaningful power and condition damage gain a lot more from might than professions who mainly deal only one or the other.
i think this is one of the main issues definitely
while this is probably a troll thread, i feel that some things could be tweaked without killing the build
steel packed powder should have a short cd, maybe ~5-8s
shrapnel grenade should have its cd increased to 10s
hgh should lower the might gained from drinking an elixir to 1 instead of 2
base duration for hgh might should be ~10-15s
If you implement all these 4 changes together it is gonna be really huge nerf (once again) to engineer.
Engineer is not the only profession, which can do might stacking. E.g. many warriors can do that as well e.g. Signet of rage + For Great Justice and Forceful greatswords trait. That doesn’t even require a grandmaster trait, yet engineer needs to run multiple elixirs and grandmaster trait (very much limiting his build). Elementalist can do that as well.
Engineer has good long rang AoE condition damage if you equip the grenadier grandmaster trait + few other traits (but grenades are actually the most effective at melee range). That is in fact one the rare areas engineer shines against other professions. Take away that and then engineer really becomes master of none.
And if you want to increase the cooldown of some grenade kit skills, why not to first fix the trait related to it? Short fuse still doesn’t function underwater with the grenadier trait.
Supply crate doesn’t trigger any 6xrune triggered on elite effect (e.g. Lyssa).
I could go on.
I am afraid Arenanet will once again nerf the engineer profession, which still remains the rarest profession in pve and a rarity in WvWvW as well. Guild Wars 2 game balance shouldn’t be decided by tpvp alone. Now why would e.g. any engineer use Elixir S in pve after the recent “balance” changes (in fact why would it anyone still use it in pvp or WvWvW? the current form of elixir S is just a pro-longed death sentence and elixir R is a better choice). Are we seeing Lion’s Arch full of teams looking for engineers only for their dungeon run? No, but constantly people are looking only for warriors, guardians and mesmers. Yet guardians and warriors were buffed in pve in the latest “balancing” patch. Hits my head against the wall.
Please stop destroying the engineer profession so that it remains competitive in pve.
yes, other classes can stack might
even thieves can stack might
the reason hgh is so powerful is because of the grenade kit, when’s the last time you heard “omg anet flamethrower hgh so op”
there’s an issue when an engineer can just sit back and spam grenades and actually kill people who are on a point (and don’t say throwing grenades takes ‘skill’ it’s stupidly easy)
the abilities i listed would not hurt engineers that much, steel packed powder in it’s current incarnation is ridiculous, reducing the base duration of hgh might would hardly even affect it seeing as they stack might duration runes
i don’t want hgh to be nerfed to ground, i actually want other builds to be buffed slightly along with a small nerf to hgh so most engineers actually decide to try out diferent specs
i see you mention pve, they could separate the traits for pvp/pve like they’ve done with other traits, but keeping hgh as it is is pretty silly
edit: oops i used the wrong word
(edited by hamsteak.1368)
while this is probably a troll thread, i feel that some things could be tweaked without killing the build
steel packed powder should have a short cd, maybe ~5-8s
shrapnel grenade should have its cd increased to 10s
hgh should lower the might gained from drinking an elixir to 1 instead of 2
base duration for hgh might should be ~10-15s
i think the issue is how easy it is to stack might currently
Which is mainly due to stacking runes that have a #2 slot that stacks might so on HGH engis (they get away with it easiest) they often run 2x rune of fire 2x rune of strength and 2xrune of hoelbrake or w/e else… so there is 60% might duration….
no kidding, i use %duration runes on other builds too
when i was talking about ease i meant about the application
throwing/drinking elixirs takes no skill/risk at all, yet it garners a high reward, i’m not really sure how, but it should be changed, i don’t want might duration runes getting nerfed because of one trait
i think the issue is how easy it is to stack might currently
Thieves don’t have a lot of stun breakers.
you don’t say
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