Hello frands! It’s me! Vee Wee #1 Engi NA and world first rank 80!
I think the obvious solution is to remove Skyhammer from Solo Arena! Who’s with me!
Wahoo! Bye frands!
The obvious solution for you is to finally learn the complete Alphabet.
Lots of people just dont know how to have fun anymore and only login to win
Because in pvp you’re supposed to play to win…if you want to play just for messing around go back pve already…mobs don’t give a kitten if you’re bad and mess up. It’s like driving in a F1 race just to look at the landscape…and complaining because ppl start insulting you…rofl
..pve heroes…
In PvP one side will always lose. Does that mean the losing side is doing it wrong? No. It’s a game. You are supposed to enjoy it and winning comes as a natural extension to many things clicking together as they should. In GW2 only team arenas come even close to competitive play where winning actually means something. In all other cases (hot-join, solo queue) you have to understand that you are probably going to deal with a lot of newcomers. Were you “pro” the first day you entered sPvP? I can hardly imagine it. You were probably as bad as them now. Do you have the right to badmouth and tell them to go back to PvE? No you don’t because you probably have a whole year and a half of experience advantage over them.
SoS ritualist ftw!
It’s kind of like snowboarding compared to skiing. Skiing is easy to learn, but hard to get better at and snowboarding is hard to learn, but easier to get better at.
Unless you get a worthy opponent like a tree or a skiing/snowboarding track with no fences.
The most important part is “removes one condition for every adrenaline bar spent”. In other words if you try to use your burst while blinded it will not register as “spent” adrenaline and your condition(s) will not be removed.
That’s one of the reason why warriors often use longbows because it’s burst is AoE which can’t be blinded and is certain to remove conditions if at least one enemy is hit (that’s almost 100% of time).
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they got a couple of small nudges in the right direction,
but to call them weak is hilarious, they’re still ridiculously low risk + high reward.
when i play my hammer war i constantly see 6k+ crits,
it makes me log off because its such a dirty cheap build.hammer needs a huge damage nerf.
What build is that? i was playing s/m , hammer with soldier stats and i was only critting for 2k with hammer in pvp.
its zerker but still has 21k hp and the hilarious combined passive health regen of adrenal healing, healing signet and dogged march.
So basically full glass cannon because those are viable in pvp…
Try actually fighting competent players.They are viable you just need to
git gud
Seriously though when you run that type of build/role you are usually with at least 1 other person all the time, its a lot more viable in TTPvP than STPvP, but I still mostly play full zerk in solo que, just don’t try to be touchdown travis and run around solo or try to 1v1 bunkers on far.
The biggest problem with zerk shows up in TPvP matches were ppl will inform everyone you have 11k hp, -5 toughness, and die in 2 seconds. From that point on you are going to be targeted the second you pop up, so you really need to play a class with a lot of active mitigation invuln/stealth.
Where did i say anything about other classes? i was talking about hammer warrior.
Still not convinced? then load this build http://en.gw2skills.net/editor/?vQAQRBIbdG2IDNN12VjbNs3mAkeEN1TP9gbwDnqg7A-T0AA1EOpcy5kxJpTWnGQsgYHyJkZIvQA and go fight any zerk warriors you see.
I made it specifically to counter warriors because conditions couldn’t do anything.
You should be able to deal with other squishy builds as well.
Bravo! Way to show those pesky warriors with your MM stampede build Do you also press any keys while you play it or is it all on full auto?
Yeah really… when another class with 2600+ armor and near 30k health comes and crits you for 7k on one move lemme know. Warriors are still way above viable at the moment.
Would you please care to share which warrior build you are using that gives 30K vitality and is still able to crit for 7K on a hammer?
Making hammer dodgeable would completely remove the need to recapture it from the enemy team. Hammer should feel like an advantage not a souvenir.
However, in order to bring some balance and versatility to the map I would personally add a stability buff just bellow the gun (the opposite side of B) which when channeled (just like meditations on the “Temple of the silent storm”) would grant 30s of stability. The general idea behind the position of the buff is that a) hammer would not be able to interrupt channeling and b) A, C and gun control are generally faster to reach than B from that spot, which means it would provide some extra stability time for people which decide to fight on those three most dangerous places (A and C have glass plates, gun control is regularly camped with heavy cc/kb/fear specs).
This would also provide some balance to professions which don’t have easy access to stability which imho is the main reason for complaints against Skyhammer.
nah man, the hardest build is zerker gs/lb gs/rifle bullcharge frenzy war, everything else is just cheese as eff.
Those are “hardest” only because more and more people actually learn to play sPvP and how to avoid being killed by noob-grinder builds. Once people learn to dodge and use stances those builds become “hard”.
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Are you even serious, skins are not made to be useful, but pretty. I believe with toned down aura it would still be good light in dark rooms, you probably don’t have a Jormag’s Breath so you didn’t experience it’s FAR stronger brightness than FDS provides, despite having a smaller aura.
Edit: adding some screens
Excuse me but is there a definition of skins which says they should be only pretty, not useful? Yes I do have both swords but I still prefer having a source of yellow light as opposed to going blind from blue.
But folks, its the brightness (aura) that makes these fiery swords so practical sometimes. Hint: Obsidian sanctum jumping puzzle and the dark room – you don’t need to carry a torch if you have two fiery sword skins equipped The aura is so useful in dark places that reducing its intensity would actually make the skin useless.
Remember Shiro boss in GW1? 2006 Game (before all the nerfs)? You couldn’t just stack and face roll your buttons. The boss actually moved, switched targets, dealt massive damage, used blocks, ect. In GW2? 2012 game? Yes. It’s astonishingly bad.
Unless you were an ele which would roflstomp him in a couple of seconds. People were paying serious money to eles for that service.
Its a known bug. Sometimes the destroyed treb is even visible but is registered as destroyed so even if a repair kit spawns you won’t be able to use it because the game thinks its not destroyed (yet you can’t use it).
I dont care if it took you guys a long time, we received nothing in all this time.
That’s not true. Players which spent a lot of time in sPvP received a lot of skins which are hard to obtain in PvE or would require a lot of time to get them. Additionally sPvP was a completely isolated game mode until the recent patch so there was nothing that was interchangeably useful to both game modes (i.e. gold was absolutely useless in sPvP, karma in PvE etc.) You also have to take into account that many hard-core sPvP players aren’t interested in PvE or WvWvW which means rewards are not that much important to them and the previous version of sPvP was all they actually needed. Their outcries are more related to sPvP itself, lack of challenge etc.
As for legendary weapons, I don’t own any of those although I could have made them on multiple occasions (I simply don’t like the skins). I play all game modes (level 500 in WvWvW, rank 37 in sPvP, multiple characters with 100% map completion, all 8 player professions) so I don’t have a reason to be particularly biased toward any game mode.
The situation might be a bit different now that sPvP has opened itself to other modes but you can’t deny the fact that sPvP rewards got a serious buff since the introduction of the patch.
Who are you to speak for the PvP only players, there’s no skin that you obtain in PvP are hard to obtain in PvE, the only one skin you get is infinite light, and it required tons of glory and gold to make, or you have to be one of a few rank 70 that ever existed in years of playing while there are already thousands of infinite light in PvE. after the patch, anything is easier to obtain in PvE then in PvP.
PvP players want good looking skins just like PvE players, there’s no change.
If you really think earning skins in PvE is easy then please, by all means, get them by yourself. You want Arah weapons? That’s fine, you will only need 390 tokens for each two-handed weapon which means at least three days of time-gated dungeon grinding if you want to avoid paths that last 1.5-3 hours each. Compare that to 1-2h tops (even faster with Team arenas) in order to get the same weapon through sPvP reward tracks and then please come back and remind me how is that harder from doing the same through PvE?
If you are an experienced sPvP player then you should have gotten a ton of skins from glory vendors and achievement boxes (every single box rewarded at least five excellent skins). Are those skins now missing in your wardrobe? Mine are all accounted for. And I couldn’t care less if they weren’t because when I play PvP (and I’ve done that well over nine years in Guild Wars games) I only expect good matches and game experience. I couldn’t care less if I played naked if that meant that some of the problems that still exist in GW2 sPvP get solved.
Moa is good on necro because it destroys minions too.
PvE heroes should earn their skins such as legendary in PvP. All the players that are exclusively playing PvP gets nothing. As of now I spent a nice chunk of time got to rank 57 pre patch and in return now I have to spend transmutation charges to even put a piece of skin on.
You should have received at least 57 transmutation charges for free so I don’t see how that can present a problem.
I dont care if it took you guys a long time, we received nothing in all this time.
That’s not true. Players which spent a lot of time in sPvP received a lot of skins which are hard to obtain in PvE or would require a lot of time to get them. Additionally sPvP was a completely isolated game mode until the recent patch so there was nothing that was interchangeably useful to both game modes (i.e. gold was absolutely useless in sPvP, karma in PvE etc.) You also have to take into account that many hard-core sPvP players aren’t interested in PvE or WvWvW which means rewards are not that much important to them and the previous version of sPvP was all they actually needed. Their outcries are more related to sPvP itself, lack of challenge etc.
As for legendary weapons, I don’t own any of those although I could have made them on multiple occasions (I simply don’t like the skins). I play all game modes (level 500 in WvWvW, rank 37 in sPvP, multiple characters with 100% map completion, all 8 player professions) so I don’t have a reason to be particularly biased toward any game mode.
The situation might be a bit different now that sPvP has opened itself to other modes but you can’t deny the fact that sPvP rewards got a serious buff since the introduction of the patch.
MM is extremely easy to play because of how bad the target system is in this game.
Exactly. Troll professions which benefit from a lot of AI adds like mesmers and necros get a somewhat unfair advantage over classes which need to do a lot of manual targeting or simply lack AoE. But essentially it’s not their fault for having that advantage. GW2 targeting system needs some reworking and as a matter of fact I do have some proposals how to make it much better (though I currently lack the time to post it on these forums).
I think its unfair that Pvers are walking with legendaries in PvP and the pure PvPers have nothing.. Just a bunch of skins which you can also get easy in pve.. I vote for a better reward to the PvPers for spending their time in PvP.
Getting a legendary in PvE is not easy except if you use real money to get gems/gold to make it easier. If you use only in-game stuff you’ll need at least a couple of months of hard grind to achieve your goal. That includes grinding for appropriate lodestones and gifts, getting some of the crafting professions to lvl 400 (gifts require them), getting legendary specific gifts, LOTS of very expensive T6 materials and last but not least, a precursor.
Sorry, what is the Knight’s Amulet? I googled but couldn’t find it
It’s an amulet which has toughness as it’s primary attribute meaning it greatly increases your armor allowing you to absorb more direct damage (which includes everything except damage from conditions).
As far as I can see it’s not listed on the official wiki (http://wiki.guildwars2.com/wiki/Amulet#List_of_PvP_amulets).
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ANet is currently promoting SteelSeries peripherals (https://www.guildwars2.com/en/shop/steel-series-peripherals/) which include a mouse with full support for advanced macro recording and automation. A lot of people took that as a hint that if you don’t do something extremely “unnatural”, which would ultimately get you in a position to take advantage over your enemies or other players, its ok.
A “double click per click” feature is not something I would consider to be exploitable in any way. The only place I could see it having advantage over normal “one click” usage is when consuming a large number of consumables or gaining the drunkard community achievement because they require a ridiculous amount of clicks.
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Actually, GS can do some serious damage.
Never said it can’t, rather that it’s usually very easy to avoid it. Stances, cantrips, blinks – every single one of those will prevent 100B from making serious, if any, damage.
With Mace you’ll lose AoE, but will gain single target cc and a good burst setup (you should invest 20 points into arms for unsuspecting foe, but if you go 20 in strength with good crit chance it should be okay aswell, take into account unsuspecting foe will only help you for the combo, Slashing power will help you for more).
Main hand mace actually has two stuns (“Pommel bash” and “Skullcrack”) which make “Unsuspecting foe” a pretty viable solution. Additionally “Pommel bash” can be extremely helpful for quickly disabling an enemy which tries to finish off a downed teammate because it stuns him for 1s and forces to restart his finisher after that. Very often that’s enough time for a teammate revive.
With longbow you’ll be better off in group fights with AoE power. You have one immobilize, but bunker builds won’t have a problem with that. Some use Frenzy and bullrush for burst, but in this condi meta you are going to need as much condi cleanse as possible.
A lot of warrior’s sustain against conditions is achieved through “Berserkers stance” which gives 8 seconds of total immunity to new (not existing) conditions and “Cleansing Ire” which works incredibly well with longbow burst. “Combustive shot” will remove a condition for every bar of adrenaline spent and since CS is AoE its almost impossible not to hit anything and achieve condition removal.
You’re literally the only person advocating this change.
No offense, but to claim that a couple of dozen posts represent community majority as opposed to me being the only one against it is ridiculous. Forums, as usual, do represent only the most vocal part of community or at least those that like to socialize with others that way.
I honestly see a practical problem for me with reverting to the old system. That’s the only reason why I am against it.
You’re advocating everyone gets punished because the minority with an excess of transmutation charges might slap high level skins on low level gear.
I am not advocating anything just stating that having different weapons with the same skin and applying the original name to them would introduce unnecessary complexity just for the sake of keeping the skin name (which is not even visible anywhere aside from chat).
I carry a lot of equipment in my inventory (at least 3 different armors and a ton of weapons). Having to carefully look at every single piece of equipment before equipping it just because some of the gear had the same skin was awful. Now I don’t need to look at anything else aside from the name on the tooltip.
People might have their reasons why they want the old names back (which I honestly don’t understand) but I have mine and being able to see which weapon I am actually using, instead of skin, is a very good/important change for me.
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You know what even a good mesmer can’t do? Pursue efficiently.
He doesn’t have too. Shatters/phantasms can do that for him. Not to mention increased GS damage with range.
I usually collect stuff like this but the SAB tune is really really preventing me from getting this one. I absolutely can’t stand anything SAB related.
I give up. All you fools seem to be jumping on this bandwagon of mesmer illusions hitting harder than pre-patch.
Well, you’re all wrong. That’s all.
Says a guy with “The Immortal Mesmer” in his signature
Rank 64 and you still react surprised to stuff like this? o.O
Greatswords can be useful on warriors in sPvP if you trait “Leg specialist” or bring some stuns/kbs (i.e. mace offhand or “Bull’s charge”) but anyone with some decent experience in sPvP will have a stun breaker which will leave you completely defenseless while you channel your “Hundred blades”. They are however useful for adding mobility to the player but considering that some trait and weapon combinations can outweigh that usefulness by a large margin (i.e. “Warrior’s sprint” and a free slot for a more useful weapon) greatswords are not that much popular for warriors in sPvP (completely different story with guardians though).
As a beginner you might want to trait “Cleansing Ire” and bring a longbow but not so much for dealing damage as for removing conditions. If you however trait your warrior for condition damage (I can already hear the audience cheer) you will find longbows to be as good for condition removal as for inflicting heavy damage which is not immediate but builds over time. As for your other slot you can choose whatever you like but do take note in which direction you are heading with your build. I.e. if you trait for condition damage some weapons which are more suitable for DPS will not be a good pick, if you trait for CC then you’ll need to understand that you won’t achieve much with weapons which inflict damage from conditions).
One more thing. WvWvW and sPvP are two completely different game modes. Unless you plan to play exclusively as a roamer ganker (sniping people which are alone on the map) you’ll need to understand the difference how to gear up and set up your build to be successful in those modes.
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I have to agree 1000%. In my case, I paid a lot of gold for the greatsword Belladonna. Because I transmuted it into an ascended weapon with stats worthy of the name, now it is no longer Belladonna. I hope they fix this soon, this new system makes zero sense whatsoever.
So what you saying is that if you apply the Belladona skin to a weapon with completely different stats and rarity category from the original Belladona the resulting weapon should still bear the name of the original? In other words you are saying that its perfectly fine to call an ascended weapon with full berserker’s stats the same as the original exotic weapon which has condition damage as it’s primary attribute? How can that make sense to anyone?
When I see a uniquely named weapon like Belladona or Mjölnir I want to be absolutely sure that it’s attributes are actually the same as advertised by default. I don’t want to deal with who knows how many stat combinations hidden behind a common skin for a weapon which is potentially not even in the same rarity category.
I personally hope ANet sticks to the current system because I think that a week or two from now everyone will forget about their renamed weapons and realize that having a clear distinction between a real weapon and a knockoff is important in terms of reducing complexity.
You know what? The first and only time I actually thought about those scouts was during GW2 beta. In the meantime I completely forgot about them and their ability to mark all the hearts o.O I just got used to simply revealing new hearts every time I came closer to them. Thanks, I guess.
Today I was doing Metrica province map completion for at least 7th-8th time (leveling alts) and realized that even after so many completions I still have to take a look at the official wiki to find two missing renown hearts. Even with the help of of wiki it still takes at least a couple of minutes (for some maps even more) to find them but the alternative (going in circles around the map) often takes far more time.
Now I am asking myself, what is the point behind hiding undiscovered renown hearts yet leaving PoIs and vistas completely visible on the map once the fog of war is removed? Imho it doesn’t contribute much to exploration immersion and sometimes finding the missing hearts can be really frustrating.
I would like to recommend showing undiscovered renown hearts once the fog of war is removed in the area where the heart is located (not only after player comes close). Or at least allow this option for players that already completed a map.
People now actually talk about who “works” more in a game? o.O
Imho the system is working exactly as its supposed to. Its what makes sure that there is a clear differentiation between people that actually have multiple high-valued weapons from just applying a skin to a level 1 vendor weapon. If I use my Mjölnir skin on a cheap weapon its not Mjölnir, its a cheap knockout made in Cantha and distributed the same way Fiery Dragons swords are distributed in GW2 as cheap knockouts of Sohothin
Here is the deal – what use would sPvP players have from gold or legendary weapons if they weren’t able to use them before the latest patch? sPvP was completely isolated from the rest of the game and nothing that was part of sPvP was usable outside of it and vice versa. And I can absolutely see the logic behind that because honestly, what use would a hard-core sPvP player have from getting gold if he spends 24/7 in sPvP?
As for eSports I don’t think Guild Wars 2 will ever reach a point in which it would be suitable for that kind of competition. It’s imho too volatile and the difficulties of balancing professions which result in pretty mandatory metas are simply too big.
If you really want to master sPvP you will eventually have to play all professions in order to learn how to counter every single one of them.
Who needs runes of strength/pack when you can run with an s/d ele?
Other seven professions?
Lol. Most of the replies in this thread are biased opinions, but there are a few good points.
I play mostly warrior in sPvP but I would still recommend a guardian over anything else for beginners (even more now with buffs received from new traits).
As far as engi goes yes its a really good profession for sPvP but imho it’s bundle mechanic takes a lot of time to get used to before the profession can be used effectively in sPvP.
There is another problem with newcomers and tPvP. Most of them simply leave ranked matches once they get killed a couple of times. My last couple of ranked matches ended up with 3 vs 4 or 5 vs 3, sometimes in our favor sometimes in favor of the opponents.
Dishonorable doesn’t mean that much to them because most of the new folks probably don’t know it even exists.
Remind me please once again what was so bad about the sPvP tournament ticket system that it had to be removed?
Tank guardian until you learn sPvP basics. Your goal at first should not be to kill but rather stay alive long enough to prevent other players from decaping points from you. As far as staying alive (sustain) goes guardian is a pretty sure pick for beginners.
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You should just make some corrections which I assume are typos. 125 Precision doesn’t equal 6% Precision, its 6% Critical chance (21 points of Precision on lvl 80 for 1% Critical chance). The same goes for the sentence that follows, 100% Precision should be 100% Critical chance.
As for the topic itself I’d argue that Pack runes are more efficient in real combat because its still 25% chance to get Might, Fury and Swiftness while Strength runes add permanent 25% longer duration of existing Might and a 7% increase to damage which is guaranteed. Since most of zerker builds, especially warriors, have the means to create Might I’d rather go for sure thing than risk going into downed or defeated while waiting for RNG to proc. Additionally having a guardian with Empower which grants a secure source of Might and additional protection through virtues seems like a far better reason for me to use Strength runes instead of Pack. As for swiftness I don’t know, most zerkers (warriors to be precise) take banners which really cover the field with perma swiftness by using #3 interchangeably so I am not sure how would that benefit in any way for lets say dungeons or general PvE.
But in the end what really matters is the group itself. A few percent of stats won’t matter much if someone in your group can’t handle zerk builds or is stubborn.
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To be honest now its seems like a good idea to limit reward tracks progression in hot-join because its insane how many rank farming servers there are after patch.
Defend events are scaling with every subsequent activation which means eventually every temple defense event will fail. Its usually the second or third activation which is capable of beating any number of people defending.
war nerf was joke. Many new traits are joke (PvP point of view).
It was serious enough for many warriors, myself included, to reconsider using longbow because although condi still can do a decent amount of damage 15% damage nerf on burst is highly noticeable.
Hammer stun-lockers seem to have become more annoying, I’ll admit that but nothing serious unless you get to face two of them.
I play ranked all the time its just that now after patch I spend way more time in hot-join to experiment with builds.
As for progression limitation in hot-join that’s unfortunate but hey…
My Arah reward track is frozen at 27% for the last couple of hours, maybe even more since I only noticed it when I stopped receiving rewards for a longer period. Rank progression (points) is however working as usual.
Is there any limit to reward track progression of which I am not aware of?
Now imagine me going with a support build non berserk in one of your hardcore pve run/high lvl fractal. What will happen? … ya exactly. The same apply to tpvp.
I don’t do hardcore PvE runs nor high level fractals. Or dungeons of any kind.
Or champ trains, etc., etc.
:-)
I just rerolled on a new server. Have yet to hit max level, but I’ve been playing since launch.I don’t get mad over trivial things like video games.
I get mad over politics, inhumane practices, suffering, starvation, and the mistreatment of the poor and underprivelaged.
You know, important things.Time to wake up : most PvP players are alienated IRL and they play to get away. I can’t tell you the number of depressed players I’ve met in MMOs. If it’s not depression, it’s another psychological issue, in the end they’re insecure and that’s all that matters.
Some are fine, they just want to win above all.
So yeah, they get mad over things like that.
It has nothing to do with personal or mental issues it’s just the fact that PvP is a more competitively oriented game mode in which people over time simply develop the need to win. Its the same as with “zerker dungeon elitists” which over time certainly do not want to enjoy something they did over 1000+ times, its just the reward and tokens they want.
Furthermore, PvP is more dependent upon teamplay so if one link in the chain is horrible the rest is pulled down too. And it is perfectly understandable in hot-join which is intended as a casual playground (no one actually takes it seriously) but when you see a level 2 player in solo ranked and he/she starts asking questions about basic map mechanics on map chat in the middle of the fight… Oh that certainly isn’t going to sit well with veterans.
I strongly disagree. As a matter of fact seeing how sPvP underwent a complete change in reward mechanics and now awards gold and reward tracks stuff I think it is now more profitable than ever.
Just think about it – 4 wins in solo ranked (20-30 minutes total) now award 1g (up to 15g daily) and 4000 rank points which is enough to get at least a couple of checkpoint rewards. Not to mention skins which you can choose every time you reach a specific reward track checkpoint. Try comparing how much time you would need to farm Zhaitan Shards for Arah weapons in PvE and how relatively easy it is now to get those skins in sPvP. I had my share of Arah runs (aprox 300+ of them) and trust me, now that sPvP reward tracks are introduced I don’t even think about wasting my time with Arah in PvE (only if there is someone willing enough to handsomely reward me for doing it)
Rewards are imho the least of the problems sPvP currently has.
No option for Klingon either. Half the Galaxy can’t use LFG tool now in GW2.
Outrageous!
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