BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3
basing the pet damage on the master damage would prevent such tanky build in the first place. A ranger with no power and crit dmg will transfer no power or critical damage to its pet. This also mean we could actualy run a glass cannon pet based build legitimately without making some kind of ranger tank with huge burst.
Likely with the adding of the ’’ferocity’’ effect we could actualy do such as scaling as to make pet damage scale with a percentage of the power and ferocity of the ranger.
Such master, such pet, both are the same and ranger behing the principe of 2 head is better then one should exemplify this. Instead we get to have one smart head and one idiotic and very independant housecat that cant actualy pull his share because if he did the tanking ranger would be broken.
Rampage as one, Fight as one, die togueter as one, the ranger and pet stat should be as one and not as two
obvious option is to give pet damage scaling based on critical strike and power the same way phantasm does for mesmer. Makes pet shiny and tie its damage effectiveness to the ranger effectiveness rather then to a trait bar. Stupid stuff like condition duration and condition damage/ crit damage/ healing power bonus trait needs to go out of the game definitively or be redone into actual pet traiting wich helps both the ranger and the pet. The trait in skirmish that give health to pet on critical strike should also proc to ranger to be viable in the first place while those other dumb pet trait wich cover our trait tree should be baseline.
They should give proper trait to the skirmishing and marksmanship line wich DOES NOT include the pet and provide actual usefull effect. Pet is in all of the trait line of the ranger right now, it needs to be restrained to beast mastery alone to give place to more usefull trait in the other line. Those trait then should be redesigned to match within the availlable numbers while also behing usefull, Aka an improved pet trait that would proc….
beast mastery master trait – Strong breed: pet gains + 300 condition damage + 50% to its condition duration and + 300 to its healing power.
Skirmish trait master – predatory strike – pet deals +30% critical damage and your critical strike provide might for 10 second to pet
Beastmastery grand master – scavanger strike: Pet deals +20% damage to target afflicted by a condition, pet heals you and itself on critical strike (80 hp)
Altrought this isnt indeed a game of spot the defrence maybe other pet user should get a damage scaling as well. Im just pointing out that mesmer got this effect on their pet and we dont, this makes us totaly non-viable for a damage based team unless traiting for everything but our pets.
It goes so far that some rangers want the ranger pet removed from the game for behing useless. If pets is to be a part of the class it needs to actualy be competitive.
(Besides the target requirement of phantasms.)
There you have it.
Mesmer is a pure 1v1 class, and gets increasingly useless, the larger the fight gets.
Also, engi turrets dont’t get countered by Blind last time i checked.
but they dont have a 12 second cooldown between summon. A phantasm mesmer using both weapon and a utility phantasm can easily rebuild an army within seconds, While minion master and enginer needs to wait huge cooldowns and ranger pet simply cannot be allowed to die unless you want a 1 minute like revive time between the next swap.
The issue however is that Bm ranger, enginer and minion master should have their pet stat tied to their own so to prevent actual pet bunker while revalueing pet in a glass cannon summoner fashion.
When you imagine the general behind the army you imagine him as a vulnerable unit yet since he has the smart the other soldiers lack hes the one leading the team and he hide behind his unit while commanding the field from behind the scene.
On the other hand a tanky pet user wont have as much damage as a glassy pet user will so in the end the build damage potential is tied to the master damage potential.
(edited by kyubi.3620)
hey nekomi how did you get the lynx face to look this awesome im prety much jealous, (currently using the snow leopard face from the facekit)
If they added the actual masquarade pvp armor to pve wed have a very good caster armor for charr female and male
when using teleportation spells such as blink and flash you generaly already are in a position where emergancy response is a necesity… wasting time on choosing the perfect range gets you killed. This doesnt promote good play this just promote a useless mechanics. Blink and flash where designed as escape moves for the purpose of evading lethal nuking. If i constantly have to aim before teleporting for a decent position im loosing precious seconds wich can be fatal to my character (even a single second can be the defrence between life and death in spvp).
So everyone tells me mesmer phantasm gets to scale with both power and critical damage.
Can someone explain me why the 3 phantasm spammer wich multi hit cause tons of condition damage from pistol unload etc gets to have his summon scale with critical damage and power on a spec wich runs on survivability (inspiration) yet the enginer turret and the ranger pet dont? If this is Anet idea of a pet balance id like to hear their actual reason why an actual tri-illusion spam can hit harder then a creature of flesh and bone wich is the ranger main mechanic?
While the excuse of it doing its huge damage by interval is somewhat fine the fact that you got 3 of them doing it makes all other pet based class look crappy
zerker in the mist: 3k damage with zerk amulet
Duelist in the mist: about 3k damage long range
Phantasmal defender: best damage total of all 3 but its somewhat weaker because of its attack interlude
Sword phantasm: best single hit striker, it can hit around 3 to 4k
Consider the fact the mesmer can have 3 of these wich attack about every 7 second or less, you just stacked a good 12+ bleed as well as a fairly high amount of damage from a pet team. Now lets look at the ranger pet
1. Damage dead unless traited while mesmer phantasm remain strong prety much at all time.
2. Unlike the phantasm wich can be spammed at will pets once dead stays dead for a while.
3. Your pet wont do more then about 1 to 2k unless you activate some utility like sic em and signet of the wild in wich case it can compete on the damage level with phantasm for a time.
While i do agree the fact mesmer doesnt deal that much personnal damage it wasnt actualy made as a damage class to begin with. Mesmer is based on controling your foe via stunlock boon removal projectile deflection and clone spam (aka a minion master because lets face it the mesmer clones are the same stuff as minion they live to be sacrificed as optionnal targets). Once you start to run phantasmal berserker spam its no longuer a mind game.
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im thinking you give somewhat basic stuff wich wont realy help the ranger pet be more viable but may always help make it less anoying to people who hate it…. I personnal hope for pet to scale in power and critical damage like mesmer phantasm do.
So yesterday i create a Elementalist for Spvp and try to actualy run cantrip, Happens to be i failed utherly (ive never felt so glassy before just what is cantrip running on to stay alive in the first place) then tried signet and failed again. Thats when i try something totaly absurd wich i saw close to no elementalist in spvp run to begin with… A full arcane spell build and actualy get to both do a lot of kills but also endure the hits wich so far had made me feel like a paper mesmer clone.
Trait 0 20 0 20 30
Fire magic: none
Air magic: bolt to the heart, Arcane lightning
Earth magic: none
Water magic: Shard of ice, Cleansing Wave
Arcane power: Final shielding, Arcane mastery, Evasive arcana
Weapon: scepter/dagger
Just happen to be having scepter provides a lot of very large aoe effect as well as the rock barrier effect wich effectively raise the elementalist armor lvl by a sharp 200, add to this the frost aura of dagger and you likely aint gunna die anytime soon. The reason for dagger over focus is mainly its numerous control ability such as updraft and earthquake while frost aura provide an exelent defensive measure cleansing wave a condition removal and ride the lightning a quick mean to travel around the map because the build doesnt proc swiftness on its own.
Utility: Arcane brillance, Arcane blast, Arcane wave, Arcane shield (a life saver), Glyph of elemental
PRO: this build main advantage is arcane spells are instant cast do not require positionning and can be done no mather where the target is because yea arcane spell unlike a lot of ability work weither the target is behind on the side or anywhere around you in the range so you likely just will have to target something and spam your arcane magic around it (I can cast my arcane brillance and my arcane wave behind myself, my arcane blast fellow the target and arcane armor just hurt everyone in the viscinity trying to hit you). For the two targeting spell either you hit in the middle of a frey to hit as many target as possible either you strike on your position to proc might from ring of fire. Arcane doesnt need the elementalist to actualy be up on his feet and can always be casted weither the character is stunned stoned or simply put sleeping on the ground (i can cast my arcane spell while dancing lol)
How to use this: Hey its all about blasting the area with Aoe effect, Jump into the frey and start hiting everyone with those blast,
Fire atunement: pop that dragon tooth in the middle of the control point, weither theil attempt to stay in and dodge either theil run out of it to avoid the impending nuke, this build is ran around the fear aoe provoke in your foe so force them out of the circle using them. Ring of fire proc an easy fire field to blast in while pheonix is actualy one of the best damaging spell the elementalist got when used right (heck not only it proc vigor, cure condition and offer a free blast it also deals damage multiple time if aimed right and is totaly unblockable)
Air atunement: Air possess two instant cast spell wich deals a fair amount of damage and offer a quick blind, Updraft will likely be used to push people off a capture circle or knockdown a character for chain damaging.
Water atunement: You want to use your water atunement as often as possible as its likely your best source of heal (while arcane brilliance and signet of healing are somewhat good water atunement when traited is better and will likely heal you for a good 50% of your total HP bar and over when you use all spell one after another) because you both got water trident and cleansing wave not to mention your dodge heals and cure condition and you gain health and condition cure upon switching. Use Frost aura the moment its availlable, its both super anoying because it cause chilled everytime the guy hit you and actualy a strong defensive ability because of the armor increase.
Earth atunement: Rock barrier should be up at all time, Use dust devil for a free blind when you pop to that atunement and try to place in earthquake when possible, Use Churning earth only when you are positive you wont get nuked while doing it (aka right after using arcane shield) because while it proc insane damage its cast time is long and you make for an easy target while channeling. This spells is realy nice to use in the middle of a capture circle because either the players will run away to avoid it either they will be crippled and prone to other teamate strikes.
Utility bar: proc your fire elemental as often as you can (while water elemental heals like crazy your personnal healing are already quite good so you will need some effective damage wich the elemental can provide) and use those arcane spell when availlable.
http://gw2skills.net/editor/?fEAQJArYnEEFZYlBeGgjYAgooFTEKsAiyDcixGA-ToAg0CnIQShkDJDSSksINgYGC
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just give them the ability to scale in stat with their master stat to begin with
Mind explaining me something? i run Meditation guardian 10 0 30 30 0 and its actualy suposed to be somewhat close to top possible damage. Prety much the only class i cant manage to get big numbers with however and god knows im full zerker so why oh god why i cant manage to crit foe with a greatsword spin for more then 6k total without buff, da hell my warrior can hurts more then that without even running pure damage! Maybe its because i dont have might stack and perma fury or food but im still curious as to why i cant at least get 10k+ unbuffed with spins while warrior deals more from average spells..
PS: i aint trying for a support guardian im looking for maximum dps guardian so wich spec is it -_-
Your crit chance is trash, you missing out on about 25% damage modifiers at the very least, and 49% on the higher end of damage modifiers if you go BD.
Swap to 20/25/0/0/25, with full zerker scholar, and in scale 80 dungeons vs bosses, you should always hit over 10k. Using your own vuln applications plus having the enemy burn, will have you easily hit over 10k(generally hitting 19k is easy with warriors in your party; 25k+ requires a good team who can give might and vuln).
Time to ditch your build, and step your game up.
Guess theres no point to run medi heal if it cant ditch the damage to begin with (why did these fools even put the critical damage in the valor line in the first place.
Mind explaining me something? i run Meditation guardian 10 0 30 30 0 and its actualy suposed to be somewhat close to top possible damage. Prety much the only class i cant manage to get big numbers with however and god knows im full zerker so why oh god why i cant manage to crit foe with a greatsword spin for more then 6k total without buff, da hell my warrior can hurts more then that without even running pure damage! Maybe its because i dont have might stack and perma fury or food but im still curious as to why i cant at least get 10k+ unbuffed with spins while warrior deals more from average spells..
PS: i aint trying for a support guardian im looking for maximum dps guardian so wich spec is it -_-
dungeon dungeon dungeon dungeon dungeon dungeon….. seems its all i do these days after my 8th lvl 80 i grew bored of questing x.x
maybe its a new pvp finisher 8D
as mad king thorn said: i heard the dredge are having a revolt again. PAH as far as i know the dredge always have been REVOLTING (laugh crazily)
honestly i like dredge cuz it force people to run a thief or two in fractals (eat that warrior meta)
What about they give access to all the dye youve unlocked for armor to hair accessory when using the total makeover kit?
so wait you can actualy kill him while in moa form XD?
Well if they gave back our pet damage that they nerfed with the excuse of tanking pet build behing to easy, The signet of the wild that they nerfed the passive from since beta because we overhealed the damage and maybe the shortbow range all ranger could feel slightly relieved in pve. I guess i could also use getting my longbow buffed dramaticaly in pve
yea they did… in Beta i ran ranger in pvp. the class was somewhat king because you could outlive other player and abuse longbow wich somehow felt better back then (or maybe people just sucked at fighting longbow ranger and axe ranger) Pet also dealth better damage so you did got hurt a lot when the pet scored hits, mainly because smart people used cripple or axe freeze a lot (ran axe horn ranger or longbow with cat in pvp before and did tons of kills now its just a very bad idea) along with battle rune and kept weapon swapping.
what i wish they gave us back from the beta is the signet heal and the pet damage. I guess their reason for nerfing the signet is because its a utility and not a direct healing spell. In wich case if they wont give it back the way it was they should totaly remove the healing from that signet and replace it with a passive bonus to both the pet and the ranger damage or condition damage.
In beta i could overheal people damage from dodging and signet regenerating alone coupled with heal as one now id need the spirit elite + the regen and my healing spring to even get any close to that, while the warrior gets to heal near 1000 damage per second and over if they run healing banner adrenal healing and signet at the same time. I find this highly disgusting.
(edited by kyubi.3620)
they said theyd undo nerf that are no longuer necesary… maybe this will include our signet healing per second going back to 200s+ and shortbow gaining back its full range. Maybe they will increase pet damage back
truth about the signet is it was nerfed post beta because ranger in beta where prety much like the current HS warrior are. You could outheal anyone just with the healing signet. I just wish they gave back the 300 per second and made this signet usefull for more then just the active again. This would give ranger a somewhat sharpened edge in pvp. This is one of the change that was done in beta that makes little sense now that we are down to behing reduced to this.
May i ask for pet damage scaling with power
yea… i want my pet to scale with power
A reporter asked class representative to tell their thought on their profession and this is what we got…
warrior: i dash and hurt better then anyone but i overheal my damage taken quickly so LEEEEEEERROOOOY JEEENKINZZZ
Guardian: Fools…No man alive can kill me (he eventualy got killed by a woman necromancer and a ranger after 3 hour of constant battle)
Thief: i hide in corner while the warrior and the guardian run after me and pray that they dont find me, if i get the chance i backstab one then start running away.
Ranger: id like to shoot with my bow but my sword deals better damage and my pet look passively at the fights, else truth is im actualy a medium so i summon spirits and i attempt trap rabbits for dinner as a pass time.
Mesmer: I run a remote bomb pet zoo and im secretly a world of warcraft goblin who is obsessed with blowing myself up but cant do it so i blow up clones of myself instead and watch the firework when i actualy use my staff.
Necromancer: Im totaly a bleed obsessed maniac when i aint actualy immitating lupicus shooting big tell strikes or running a minion zoo. Truth is im also quite the sadomasochist and constantly bleed myself because it makes me feel stronguer.
Enginer: I like to blow up things even if it deals very poor damage, At least i can shock everyone out with the static i get out of my hair and attempt a pyromaniac by using a very weak flamethrower. I sometime play tower defence but my tower dont deal enought damage to stop the minion from running to the middle of the map take the shiny purple portal and kill me.
Elementalist: to be honest i dont have an actual specialisation so i try to do everything the others do
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Now i get where that calculation came from
That means that a celestial with proper build and sigils will lose WAY more any other sets as i suspected..
The access to fury/food/sigil was not considered….
So as predicted most builds will lose 20%+ getting far behind PVT and Knight.
only in wvw they clearly said they wouldnt weaken zerk in spvp. As for pve it doesnt mather they will still be best damage
lol who need these when you got kinetic armor XD they should add a trait to earth magic that procs the elementalist heavy additionnal toughness for 4 second every time they score a critical strike with a spell or something
What: Thief using black dye
Why: because thief shouldnt have swag or look gangsta in the first place and needs to wear pink so that we spot them faster.
What: Thief wearing medium armor
Why: because thief are too poor by definition to buy themselve leather coat, its a direct offense to the game realism O_O
What: thief using poison
Why: because they cant accidentaly poison themselves when applying a poison in the middle of a fight
how to: Give the thief a chance based on how many apothecary items he does not wear to actualy poison himself by accident when applying a poison to his weapon
the thief should also have a craft in wich he is forced to specialise called alchemy so that he needs to constantly craft himself vials of poison to use them in the first place.
or that you got a lot of money from selling gems and got carryed in wvw and dungeons wich is the case for a small part of the player who runs a legendary right now.
indeed it helps get off the effect
Zombie voice: Joooooiiiinnn usssss
Me: But i want to play my thief o.O
Zombie voice: Jo0o0in the sinking neeeeecroooo classssss
ahahah empty post lol
S/D evade isnt worth much anymore because of the two skill split wich proc a timer during wich you AINT dodging and prety much vulnerable to combos, running S/P as unestetic as it might sounds is more worthwhile right now because pistol whip doesnt suffer from a 2 second wasted on a move that doesnt allow to dodge. At least PW first move stun the target to compensate for the exposed time.
you dont need that many initiative as to run 30 in acrobatics for the weapon swap if you run roll for initiative in the first place. I like to run the endurence generator signet for free critical rating and instant endurance bar going full along with a free cond removal instead of the infiltrator wich anyway you already have with your sword 2.
Just ignore what the OP said… its pure nonsense. Ranger already is uber weak as it is for a ranged profession they dont need to be nerfed even further down the path to mediocrity as the class already is mediocre without even needing one. Only way to be half uber as ranger is to run sword and only a select few even manage to master the build in the first place. Sink that topic to the abyss
give us instant lvl 20 scrolls when we have more then 8 lvl 80 -.-
AC explorable is harder than any other explorable dungeon, except maybe Fractals.
I’m not kidding.
i hope your trolling… Arah is worse way worse. I level half my alt running AC explorable and i ran path 2 prior to ghost eater change as a lvl 35 in order to gain level up. Path 3 became a trollface while path 2 and 1 bosses where changed big time
They need to make collosus less of a weakling in the first place im disapointed because he used to actualy be the most dangerous of the 3 boss, ghosteater behing the faceroller and howling king standing between both. Only thing they made REALY harder is kholer because it used to be youd fight him alone and noobs would either die from the grab or the team would succeed now he spawns a tons of adds. Bet even today a good half of the community wouldnt have managed to take him down without dying painfully (god sake where is the dungeon community going).
I gain my level from ac explorable (eat that slap elitism) pugs and know what it works quite well when the party isnt made out of outright beginners who just wont listen to anything and want to play their way (i dont care about your build just do the fight the right way at least). If i aint running it on a lvl 60 im switching at end for the exp reward (because lets be honest i wouldnt waste my time in there if not for the exp reward) and then im done with it time to run it again.
Lvling from dungeon is soooo faster and more enjoyable then open world.
You dont want my lvl 60 in your team? Well theres a slight problem because 1 this is rarely a elitism group second i have 2 player with me at all time wich also runs for their alts or for their daily and comes from my guild so you better behave and play well and if you want things done your way youl have to prove your point first (in a reasonable manner, we dont mind people proposing option and solution long as they dont try to impose them) or leave and look somewhere else.
(edited by kyubi.3620)
when you look at what appened to our instance bosses in the name of making stuff easy its no surprising the reason why zerker is the current meta.
I killed the original simin so meh. What appened to her? Did they nerf spark?
Also yea you heard right… The original Simin was a nightmare and we had to dps race her down to make it trought her health bar between two sparks wave
They reduced the amount of healing she did while stealthed because enough people QQ’ed.
why am i not surprised the noobs QQed about it. I took her down the week they fixed the ‘’hit her while shes invisible’’ bug that was making it possible to do her somewhat in the first place wich was the worst moment to take her down in the whole of the game history. Its just sad now Simin the hardest boss in guild wars 2 been reduced to this parody because i Hyped all my friends about how hard Arah was going to be and etc and etc now ill not even have some dog bones to throw at them so they can chew on.
No wonder dungeon master is slowly loosing all the respect its worthed because every boss encounter kill wich worthed the achievement have been nerfed to the point theres nothing left to brag about. They need to get in some achievement like ‘’BETA Simin Slayer’’ or Release AC tester to actualy reward who did those place when they where still treatening.
Todays i run those dungeons and i laugh at how easy it has becomes.
(edited by kyubi.3620)
I killed the original simin so meh. What appened to her? Did they nerf spark?
Also yea you heard right… The original Simin was a nightmare and we had to dps race her down to make it trought her health bar between two sparks wave
used to be more challanging? what did it look like cuz ive played since game oppening and i dont ever recall zaithan behing ’’challanging’’ save as mentaly challanged.
Well she wasnt so easy yet 1 year ago but eh i didnt had a 5 zerk optimised party either. Took 7 hour total to take her down (we had necromancer and a tank warrior lol)
well if they make simin any easyer im gunna give them a thumbs up because even if i already killed her i got friends that need path 4 done in the near future and will likely harass me to carry them there (gods help me)
Shiros blade. what kind of question is that i love the idea of using a dagger wich actualy act as a shortsword because its that long
1 kin above all i want back however is likely the Stormbow
Chaos axe so that i can dual wield them XD
they likely wont disapoint with primordius aint like the fiery one will have much space to fly around in his cave.
I seriously ponder about jormag and krakaltorik however
Mainly best thing you can do not to get kicked is not to be a jerk. I kick jerk on sight especialy those who put the party life at stakes on purpose because they are stubborn.
we’re talking about scenarios where someone is looking for 1 more and you’re like can i join? and they’re like what class are you you say thief, and they’re like no.
>_<
Ofcourse now we have LFG tool and you just don’t get added and you see the 5th member filled is a non-thief and you see wuts up behind the scenes.
I am a thief and I see the following scenario often:
-Party leader is a warrior, group fills instantly.
-Party leader is a thief, it’s empty for…ever. Even as a thief, I don’t want to join a party lead by a thief…I’m sorry my own class but I’d rather join a group started by guard/war.
funny i actualy avoid those kind of group because the guy either is a noob and dont know how to play or just is a total leroy. Tbh i dont look at how many achievement point or what gear a player wear i kick depending on what i see once the dungeon has begun and if the guy plays like a total moron and willingly risk the life of everyone i kick him reguardless of class, AP, AR or spec. I dont care if you believe your godlike. If you wanna be a Leroy ill watch you die before siting on your corpse while stealthed and then kick you out. It doesnt mather if we are mid dungeon, if you deserve kick youl be out and ill just pick up someone else because the world is ripe with player wanting to join in.
Since i run prety much all class i never have a problem join a dungeon anytime i want, its true however i dont play my thief as much as i play my ranger my warrior my guardian or my necromancer, the only class i play even less then thief is mesmer itself and for some strange reason mesmer is supose to be in the top tier.
(edited by kyubi.3620)
Im glass cannon and i run withraw. This has no link with signet of malice passive behing good or not it just happen i dont take that enought damage as to die or be concerned for so little as a pve mob auto attack. I wouldnt use signet of malice in pvp at all to begin with.
Mainly best thing you can do not to get kicked is not to be a jerk. I kick jerk on sight especialy those who put the party life at stakes on purpose because they are stubborn.
Barely loosing the 20% from executionner and the 10% critical damage to be honest but your right on one point, my build dodge so much that curently having vigor looks completely useless (heck im completely untouchable in AC already and im litteraly facetanking the mobs with only 30% of my build traited so why would i be effraid about lacking vigor when im already near untouchable without it (heck if i need endurance i activate my signet of agility). Having 10 total initiative you spend 5 for pistol whip so youl likely have + 10% damage on the first two strike but what about the third. Sure at that point ill be dodging around to recover initiative and build might stacks. Im just pointing out that the 10% from when you have above 6 initiative is a totaly useless passive and shouldnt be counted when calculating the damage.
However i guess the gain of 10% to the critical damage (likely wont be worth that anymore post nerf) can partialy cope for the loss of the 10% permanant damage long as you can back it up with near perma critical, the only real gain is the critical rate (61% to 67% meh) and the executionner trait (executionner isnt worth much if you gunna use this build for pvp however so ill likely run 25 20 0 25 0 in spvp still and keep dodge trolling sword rangers)
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when talking about thief you forgot the swashbuckler as well as the fencer. Because YES our sword fighting dodging style is that of a duelist
God give me more dodge and Mai Trin animation on the use of pistol whip
very funny umbra… altrought that could be a motivation i think they just dont want 60% of their player base to quit the game out of sickening of the forced meta way wich kills their ‘’i play what i want to play’’ fun. In some way they are totaly justified.
Runned thief as my first class, Enjoyed it so much i made a second one.
I dont have the prejudice problem for dungeons because i actualy open them myself.
North america isnt such a bad place i dont recall ever behing kicked out of a team actualy im prety much the one who kicks people and these are generaly bad guardians or warrior who despite the fact they run a meta just dont know how to play. Saw like 3 of those wannabee yesterday AHhhh kicking warriors and guardians feels glorious when they suck.
Truth is long as you got enought achievement point a good AR and a fine looking gear no one will question your viability unless you prove them wrong (wich ive seen from time to time… just how come a player had a legendary weapon and 6k AR yet managed to fail so much as if brain dead… makes me question how he even got to lvl 80)
Other trick is to run the instance you want to run with a friend so that if some idiot tries to kick you you get invited right after or kick the guy who tried to kick. Lol ive ran a run with 3 friend once and the pug guy tried to kick the necromancer of my teamate because we were all glass cannon cept him (he wanted to try MM), We all vote kicked him out then that low life whispered me to ask why he got kicked (laugh a lot). Thing is if you affraid of the kick dont go alone go with friends or guildmates
(edited by kyubi.3620)
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