The mob has spoken and the turrets shall be burnt at the stake.
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I think we can combine Fellyn’s and Parktou’s ideas.
Instead of Pommel Bash, we have a leap (let’s call it Thundering Crash, or something) in which the warrior flies toward a target with an animation reminiscent of Thor ( maybe even with lightning particles) and applies a daze on the target.
leave my pommel bash
What use is a daze if it can’t be used for timed interrupts, cause some guy desperately wanted a huge leap with sparkly effects?
By the way, instead of my previous suggestion, I’d already be happy with a front loaded weaken like
(1) damage
(2) damage+weaken(2 sec)
(3) huge damage + weaken (4 sec)
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Mace is good at what it does. 2 and 3 skills are great. If I were to name a buff for it, I’d say:
Autoattack chain:
1) damage target
2) damage and weaken target(2 seconds)
3) damage, weaken(2 seconds) and cripple(2 seconds) target
And leave the attack speed and damage as it is.
Advantages:
-no longer need to rely on a huge windup skill to cause weaken
-the chain becomes a tad bit more scary before the big hit
-cripple → leg specialist(as it’s a control weapon anyway)
I was talking about a heavy target not a light armor class. 30/10/0/0/0 should be enough.
impossibru.
Ranger just isn’t the class for that.
Outgoing attacks miss against targets with “Aegis.”
sPvP: Warrior holds a point, Guardian jumps in…
Guardian: miss miss miss miss miss miss miss miss miss miss
Warrior: /dance
Guardian: miss miss miss miss miss miss miss
Warrior: /laugh
Guardian: miss miss miss miss miss miss miss
Warrior: /dance
Guardian: /cry
Badically, he could hold the point forever lol
If you remove the AoEcap, people will zerg even more.
I’d much prefer if the warrior community can come together and have a real, thorough, and balanced discussion about improving our profession, things that we can agree can be toned down, and things we can agree can be buffed up.
I’m probably expecting too much from the internet, though.
Start with nerfing 100 Blades so the PvE side of community loses its bias that warriors are OP.
That skill is going to hold us back from balance just as much as lazy developers.
just make it a burst skill.
Pet AI is still trash despite what you stated in the SOTG, you added in internal cooldowns to skills that didn’t need it
So stacking up swiftness and fury on you and your pet for ~ 40 seconds simply by picking up and dropping a bundle 3-4 times is fine to you?
This patch is more favour for thief and engineer.
Nope.
It actually bufs Rangers in an area, where they previously lacked: Dungeons and large scale fights.
That Guard buff coupled with the pet def buff is simply huge.
The Signet buffs are nice overall.
It is actually a big thing for Rangers, as it will allow them to be more viable in every part of the game.
try the same thing with a bear and if you still get aggro, anet probably messed up.
Just fyi, it might simply be that aggro tables got shifted by the stat increase on pets.
Seems pretty good so far.
Now:
-Rework spirit actives and storm spirit passive(mby fury on attack?)
-Make Search and Rescue ground targetted
-Make Longbow 1 a 100% projectile finisher(much like the slightly slower attacking staff earth auto from ele) and increase projectile speed by 20%
And the skills of the class will be good enough, so you can look into traits for a bit.
cap everything or cap nothing and don’t create ridiculous situation, where one ground target AoE hits everything and the other one only affects some random targets.
I find “Dungeon Master” even better than the green arrow as a soft target indicator.
“Distinction in Applied Jumping” pew pew!
Also when I roam with a guild group it the best to call targets: “Focus fat norn with legendary”
Back to the topic when I lead I do tend to focus on upscaled players first as they go down quicker, especially if there’s a group of ~20 against us (5-10). They provide easy kills and their dead body provides a free stun/immobilise field that can affect up to 5 enemies in case they press f (or whatever the hotkey is). When I roam solo I only attack other solo players if they also attack me, otherwise I like to go against groups because it’s a bigger challange. If I see an upscaled guy attack me I down them and then sit next to them while they try to res. Sometimes they keep pressing skill1 until they bleed out tho ><
There is 2 ways of crushing a group: Kick the weakest one or drop the leader.
If they got 5 downed players after the initial burst, they will start to panic, that’s, why it’s good to take out the easy targets first.
The other way would be to pick out the commander and kill him, but that’s way more troublesome than bullying some uplevels.
The reason, engi is weak in large groups is retaliation.
As soon, as the group got retal up, all those mini hits from the flame throwers, the ability to tag 15 players with a single attack, the piercing AoE from the pistol autoattacks, will come back to bite you.
Engi got almost no big hitters with huge windup(besides big ol’ bomb), it’s all in small, spammable AoE packages, which will hurt you like hell, if you are up against a full retal stack zerg.
Their strongest “big hitter” is the prybar, which is melee to boot.Firstly Engi can apply retaliation it’s one of the boons we have access to, also big hitters? you obviously don’t understand the benefits of conditions + damage, also retaliation is getting a big nerf.
My engi build is awesome in large group fights. The flamethrower damages everything in a cone you can fry large numbers of people at once, plus pop protection, retaliation regen, might. If you are no good in a zerg there must something wrong with your builds or playstyle.
I strafe down the side of zergs or flank to the back, set enough people on fire and they start to panic, meanwhile you are distracting their attention from the main group hitting them from the front. Takes a lot of your build points to go into buffing the flamethrower and you need to make your build a little tanky, but well worth the investment. In pug zergs especially you would be amazed how tunnel visioned people get, only really focusing on the front, you would be amazed how well a little flamethrower flanking can work.
Saw a youtube of a small group with an engi using nades and they kept a massive group at a choke for a long time and he kept using the prybar pull, to grab victims for his team to stomp. Try telling that guy engi’s are bad against zergs.
Your flame thrower ticks like 5 times a second, that’s 5 ticks of retaliation, against a single target. A Warrior would swing once with his GS to deal about the same damage minus the burning and only take one tick of retaliation. If it’s 3 or even 5, it’s up to 25 ticks of retaliation for a single attack, which deals neglectible damage on its own, as you need to spam, spam and spam it to have any result.
Read my post. Engineer got nothing but small, spammy attacks, which deliver the damage in a multitude of tiny packages. Retaliation just outright KILLS you.
And the nerf to Retaliation will be laughable.
The only downside I see from removing it from enemies is that there will likely be people boasting about their defeating the underlevels without the definitive proof that that is what they did so they’ll claim anything.
Yes but I’m sure ArenaNet didn’t think that them not being able to boast is more important than keeping (especially) new players in the game. Ok sure, they already paid for the game, but each new player is a new potential gemstore buyer.
And tbh, what my level is is none of my enemy’s concern.
Transmute whites on your exotics and use the most generic colors possible…
Maybe even use the exact look from the tutorialHahaha
Also, a few minutes ago ingame, I encountered 3 enemies, 1 being a low level. (it was 3vs3) Guess who died and who got away. That’s right, the low level died, and the other 2 portalled out.
Running around with my mate who ran a level 50 mesmer with phantasm spec, I noticed, enemies will continue to tunnel vision after the uplevel, who will keep to blink/decoy/distort/daze/block, even, if your lev 80 full exotics drops below 2k hp.
Guess what, theres bad players and good players.
My mate also “killed” a lev 80 exotics bow ranger by casting feedback on him at full hp.
As I said, there’s bad players and good players…
And then, there is HORRIBLE players.
Let’s all wear weapons and armor skins from level 15 then \o/
Transmute whites on your exotics and use the most generic colors possible…
Maybe even use the exact look from the tutorial
Actually, the Kessex Hills are not that hard.
The problem, I often have, when coming from Queensdale(had 2 characters die once shortly after entering the map already, my ranger made it, tho) with a lev 17 characters, is the bandits right next to the portal where you enter the map: There’s a couple of them, which can lay down some serious conditions on you.
Have some condition removal(note, one of them will put a whole bar of conditions on you in a single attack, so single cr is no good, at the very least use Mend) at hand, have level 15 gear and craft/buy some rings and trinkets and you will be good to go. up to lev 20 armor once you hit lev 20 and you should be able to complete the area without problems.
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I play a ranger and thief in WvW. All in all, I like my ranger more (especially post-culling). The ranger is far more versatile overall. I think they need a bit more AoE options, as it stands Barrage is really it, but they’re great if built right and in the hands of someone who learns to use on well. I solo camps with mine with minimal effort. They’re also great for group support.
Only thing though, their escapability is rather poor, even with a passive +25% run speed utility skill. They tend to get overrun if the need to retreat arises. So pick your fights well, and you better be dedicated to finishing them, because you ain’t getting out one way or another outside of survival or in a pine box.
escapability depends entirely on your build. If you got a GS or sword, escaping is not that much of a problem, if you don’t, that’s the tradeoff for having more ranged options.
^He asked for casual PvE, so his build doesn’t matter anyway. This is not a game, where the PvE content destroys you, if your build is too weak. You can faceroll over about anything, as long as your equip has the right level.
And in casual PvE, having a ranged option is always good, because you will not be power farming only specific events, but rather go up against lots of different enemies.
I do not want to go up in melee against some champion inquest golem which knocks me back and spams me to death with rockets whenever I enter melee. I really do not.
If you want to troll him back, grab sword/dagger.
Actually, there might be an even better way to do this.
point gain srv1 = points * (1.3 – (numsrv1/totalpop))
Might be way over the top, but your servers points will be the current points, if your server has exactly a third of the players in the game but only a third of the current points, if your server is the only one with players… and you get 1.3 times your ppt, if your server got no players on the field. Might need some additional tweaking to consider the current population aswell, so you don’t get points for having no players on the field while owning the whole map and the opponents having exactly one player out.
Ok doesn’t work the way, I imagined, it would
if the score depend on how many players are online, the strat will stack one time zone and have 0 people in the others. sure win!
bad idea
?
If the other server got queues on all 4 maps, with 0 players online from any other server, they will get 220 points per tick while being able to upgrade every single tower and keep, stuff them with supplies and also getting 1 point per dolyak run, which all come through uncontested aswell.
Now your huge blob comes back, has to fight against fully upgraded keeps and towers. The moment, they come back, it might be full-0-full or full-0-half or full-half-half or even full-full-full. They will still have all the map, you will have to fight against fully upgraded keeps and towers and they will get more points now because you are online, so you are forced to cap everything back, before they get a huge lead.
No matter, how you look at it, your strategy won’t work.
It’s always better to have some map presence and if it’s only to disrupt caravans and take supply camps, so they get slightly less poitns and can’t upgrade their stuff freely.
Saying egi’s are no good in large groups is rubbish. We apply conditions to groups and have you ever used a flamethrower? I run down the sides of zergs causing massive aoe damage and setting you all on fire while adding bleeds and weakness and that is just from the auto attack, engi’s also have tons of ways to make combo fields, and if I get into trouble in my forward position I can shrink and get back to safety you can’t CC me if my 3 second invulnerability isn’t enough to get me to safety and you get me down to 25% health a trait gives me another 3 seconds of invulnerability. I also have 3 different aoe group cleanse abilities on my bar and can apply that cure conditions and give boons to allies. I don’t run nades or bombs but I have seen tank bomber engi’s vids where they cause a massive amount of aoe damage, If you haven’t played a class maybe you should stop speculating about what it can or can’t do.
The reason I love engi so much is that it has such good all round abilities, it’s not stuck in a role half as much as many other classes and is amazing at tower defence, solo roaming, small groups and large zergs.
The reason, engi is weak in large groups is retaliation.
As soon, as the group got retal up, all those mini hits from the flame throwers, the ability to tag 15 players with a single attack, the piercing AoE from the pistol autoattacks, will come back to bite you.
Engi got almost no big hitters with huge windup(besides big ol’ bomb), it’s all in small, spammable AoE packages, which will hurt you like hell, if you are up against a full retal stack zerg.
Their strongest “big hitter” is the prybar, which is melee to boot.
And there will be whiners wanting their Ele’s to escape Zergs with ease, take on groups and reset fights at whim.
Your point? If its that every class has whiners and QQers then yes I agree, but this includes Ele.
fortunately, I am not an ele, nor am I a whiner, so yes, that’s exactly my point.
This would be great but…you know queue isn’t really a queue. ANet know that and they can’t tell you are 22/44 because if your friend is 30/44 and enter for first some is wrong with the code, like actually is.
If you are in a party, the queue works out just fine.
Well whats a good PvE gs/rifle build for a warrior?
Actually, if you’re pure PvE I’d recommend Greatsword/Longbow, due to AoE.
10/25/20/0/15 is mine. Works for PvE and PvP, and you can easily sub in any other weapon-set by just changing the traits.
Which traits should i use?
I run 10/20/25/0/15, but that’s because I have full cavalier trinkets(with zerk jewels tho) and PTV armor, so my toughness is pretty much maxed out.
Anyway, with this build, you can run hammer, GS, Rifle, Mace/shield and some minor ones which I don’t regard as that useful.
Basically, you can run GS+M/S with Bullcharge, Bolas and a stunbreaker and switch to a hammer stance build, a rifle build, whatever. Anything goes with this setup.
Skeleton build: 10/20/20/0/10, put the remaining 10 points as you like.
Good traits:
TOUGHNESS LINE:
Hammer: Merciless hammer, stance duration
Mace/Shield(actually X/shield): Reflect, shield trait
With the patch, here might be room for improvement, as there will be an interesting trait in here.
PREC LINE:
the 10 pt trait as you like, 20 point trait depending on whether you run GS or Rifle.
For the other 2 traitlines, for now just grab the stuff, which gives you damage/crit depending on your adren level and switch them out if you need something special(like might from blocking/getting blocked, adren from shouts, etc) isntead.
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Well, mesmers will actually need to do more than pressing 2 buttons to kill half a zerg, which is nice for a change. But there will be whiners who want their confusion to deal 30k per stack because it doesn’t instagib anything in the current state for sure.
Given the buff to bow #5 recently,you’d be a fool to not use it instead of a second rifle.
Just be careful of on-swap sigils and the 9s cooldown with fast hands
Well, I’d probably get either powerstacks or crit chance as a sigil in the bow anyway to make sure, they don’t get in the way of my sigil of intelligence.
Critchance is actually a solid choice, as we will have almost no precision with maxed out crit damage, so it will be equal to a flat 6-7% damage increase.
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with the skeleton crew we had defending…
Wat
What’s the matter? If that’s a skeleton crew for them, it’s a skeleton crew for them. Move along, nothing to see here.
If it was temporal curtain or mag pull, you’d have a point, but scorp wire is fairly obvious and easily dodged.
It’s broken anyway, because it’s the only non-cosmetic advantage gained from the hall of monuments. You can basically have 2 of the same pet, which someone who didn’t play GW1 does not have access to. Even IF the cooldown carries over, it’s still broken, just because it does something, you can not do when you didn’t play GW1.
I have my concerns, but I’m willing to get rid of the AoE cap just to see what happens.
My concerns are basically the following:
#1: Necromancers. Get, like, 5 of these guys together to run up and use Life Transfer on an enemy zerge. No more zerge. Also marks and wells can be devastating without any limits. Marks hit once so they aren’t limited by retaliation, are instantaneous, and have long range.
#2: Stealth. Particularly Thief Shadow Refuge. Just get 5 of them together to use Shadow Refuge and then a zerge of any size is now completely and permanently invisible. That is, of course, until they come out of nowhere and attack a group.
#3: Retaliation. Any advantage gained by having limitless AoE is immediately countered by the fact that a zerge could have retaliation on every toon. Specced up, 4 guardians could give an entire group permanent retaliation.
So if anything, I’d make it so damaging attacks have unlimited AoE while boons do not have unlimited AoE. That permanent stealth + retaliation thing is nasty.
If one thing is unlimited, the other thing gotta be unlimited aswell.
If well of corruption and null field are unlimited and boons are limited, boons become utterly pointless.
Well, I couldn’t be bothered from the beginning. Us Drakkars is a fun bunch to fool around with, but there is absolutely no tension.
I’m a DotA player, I expect some sort of thirst for victory and some degree of teamplay due to being stuck into random teams of 5 players and having to claw my way through countless times. You had some feeling of achievement, when you won after 40-50 minutes of trying to outwit the opposition. In WvW, victory seems meaningless, even more, if the servermates just seem to want to enjoy themselves, so I also stick to fooling around, whenever I feel like playing WvW.
It’s not even a problem with our server but more of a problem with WvW as a whole. There is just no point in winning.
yeah, this is getting really old, 5 weeks in a row.
but underworld seems to hold back a bit, even their nightcapping isn’t as succsessfull as it was the previous weeks.
Holding back or giving in?
Which is it?
Well, right now, the most important thing in gaining points is dominating before the opponents coverage gap. Once they get players in again, they will be up against full supply, fully upgraded towers and keeps and it will be tough to crack them down bit by bit.
That’s regardless of how many points they actually get for it, but as it is now, they will not only get a free pass to upgrade every single tower and keep to a point where they are hard to take, they will also get loads of uncontested ppt.
Even with this change, off-peak crews would still play an important role, but the importance might shift to the crews just before the peak/after the coverage gap, when the influx of players causes the taken objectives to be worth more and more, to take the objectives back as fast as possible.
Might be an interesting change, to say the least.
Group wide retaliation and stability from one guardian(“stand your ground!”).. Have fun throwing a meteor shower into that zerg, your face will melt, while they will shrug it off with the same guardian shouting “hold the line”.
what exactly do guardians do damage or support?
guardians are designed, so they can never have either of them exclusively. No matter, how heavy you spec into dps, you will also get tons of blinds, weakness and control abilities.
By speccing into support, you will get tons of sustainability, self heals and retaliation.
For someone who likes to do multiple things with one skill, they are nice. I use my guardian only to farm world events, cause I don’t feel like bringing her to WvW.
I like the straightforward approach, i.e. Warrior, Ranger, Thief. Skills are designed for one purpose and you use a wide array of tools, each designed for their own particular use, like a swiss army knife(ok, the warrior is some sort of cheap knock-off made in china, lacking some tools and with the rest being of mediocre quality, with only the blade itself being somewhat sharp).
I’d rather have a swiss army knife as a profession than have every single skill be a swiss army knife(guardian, ele, mesmer).
If this happens, necromancers and guardians would be thhe only viable classes, spamming wells and heals left and right…
You shouldn’t be able to see the other servers population levels in WvW. That’s too much intel right there for free. If you want to find out, get in there and scout the map. That type of intel would result in significant changes to player allocations.
^^agreed
Alot of OP points makes sense, but the fact is AN will never implement that system that makes it where population determines how much points a server can get PPT wise as they already stated that they want everybody’s time to be equal and valuable. Besides it would be easy to abuse anyways. My solution is they should just post the scores at the end of the week instead of showing it all week long as they intended WvW to be a casual thing but showing scores certainly says otherwise.
I saw this statement by ANet. I would be nice if all players would have the same value.
But I don’t agree that this is currently the case.Currently the prime-time player has nearly no value, and the off-time player has a lot value.
I needs 450 player in prime-time to get a 230 pts ticker, that’s 1/2 a point per player and tick. (in fact the prime-time player is worth less, if he leaves he is immediately replaced.)
I needs 50 player at night to get a 650 ticker , that’s 7 points per player and tick.The offtime player currently is weight 14 times as important than the primetime player. (this is approx. EU-T2 numbers, I guess there are slightly different in other tiers, but the general tendency should be the same.)
It would be nice if ANet would not only believe their values, but implement them.
Edit: Where did you saw the players per server, I only saw the the total population of all three server, if you see that number you have no idea how this splits up per server.
There is no prime time and off time this is a global game if you are na or eu server you support 4 time zones Sea 9am est on, Eu 2pm est on, Na 5pm est on, Oceanic 1am est on. There is talk about opening other servers for sea but I really love having the mix of cultures myself. There is a language barrier but there it is breached when you have a good server community.
Edit: est
if you are on a “german” server, there is 1, read: ONE time zone.
Anyone here ever considered the fact, the change to condition removal does NOTHING to break D/D in any way, while it completely DESTROYS any AoE regen builds?
Glad, I don’t play an ele.
Just look at it from this angle: You throw out a random AoE Regen boon.
It will remove 1 RANDOM condition from a RANDOM target out of the RANDOMLY selected 5 who get the regen. Then it will be on 5 seconds cooldown.Hf, staff users, hf users of elemental attunement. You can no longer reliably take conditions off allies.
Maybe they’ll finally be forced to restore the staff to where it was in Beta, so that we can do some damage with it. After all, if they’re gutting our support role, the staff becomes… decorative?
do you remember why was it nerfed?
Complaints…
People still complain about meteor shower if you follow the forum….
Only because people somehow think that ele AoE is different from the other red circles somehow. Staff does diddly for damage, the CC is the least effective of the various classes, and people are still worried about it.
The 5 man limit, plus the way AoE procs, makes muddy terrain a far better CC than anything the ele can drop – ditto for guardian consecrations. Staff really wasn’t that beastly in beta – it’s just that sheople are too stupid to move out of the giant red circle of death.
EDIT: giant red circle of death, of course, being about 1k-2k damage. scary stuff, that.
Well, people still got the Nuker mage archetype from other games in mind, while ele does not even get close to such a facemelt value.
How about an earth signet build with conjured weapons?
Tried to get something like that to work in PvP, but the signets at the time didn’t hold up to expectations.
As attribute bonuses on signets will be doubled, it might be worth another try.
the most important things:
1) Don’t waste karma on equip. You will want to save it till you are level 80, so you can buy temple armor.
2) Don’t buy expensive equipment. Especially rares are a no-no. If they drop for you or you can actually afford crafting ones on your level, then that’s that, but NEVER EVER buy rares from the trading post and if you do, do NOT buy them as soon as you can(that is, at lev 35) because that’s a huge trap. Level 35 rares(yellow quality items) will cost you anywhere between 2 and 5 gold for whatever you’d consider to be a full set of the right attributes. You can buy full sets of masterwork(often times simply referred to as greens in the forum) equip for 25 silver top, if you spend REALLY much cash and buy weapons and accessories aswell.
Fine(blues), however, can be picked up for about their vendor value from the trading post. This means, you buy some fine quality item, then you sell it to a trader or salvage it, once you don’t need it anymore, so it will come in at effectively one copper per item, because people are stupid and don’t realize, they lose 7% of their cash, if they sell items for resale value on the trading post.
Really. Buy blue quality items every 5 levels, they are cheap and get the job done. Unless you plan on running some dungeons, you don’t need to max out your possible gear for tons of money early on. Just go for the cheap alternatives, you will hardly notice a difference and won’t feel bad for salvaging/selling them after 5 levels.
3) If you want to do crafting, the best profession hands down is the jeweler. While not as annoying to level as the chef, it’s still tiresome, so it might be better to do it on an alt, once your main has hit level 80 and you got the hang of the crafting mechanic, but a jeweler is the only profession which can actually generate cash by crafting rare(and exotic) items with little effort. More importantly, the jeweler can craft equipment for any profession, so having a maxed out jeweler allows you to easily craft accessories for whatever alt you plan on rolling. It’s also considerably easier to craft exotic accessories yourself and buy armor from dungeons/temples than the other way round.
The downside is, to get a Jeweler running, you’d need to do a lot of exploration, grinding ore chunks and killing elementals left and right, hoping for these random crystals to drop.
Some other hints:
-Signet build: If you look for an efficient build, there is a trait, which gives you +40 precision per equipped signet. As warrior has signet skills for all 5 utility slots, that’s +200 precision. From level 30 to level 60, there is no more efficient way to raise your damage output than that… Then, at some point, permanent uptime on Fury will be more efficient at rasing your crit chance.
-High natural Regeneration: Once you got a master’s manual, you can put 15 points into defense, giving you access to a passive regeneration based on your adrenaline level. Slot a healing signet(passive effect: health regeneration) and a dolyak signet(passive bonus to toughness) and any non-champions will have a hard time taking you down.
(edited by naphack.9346)
Anyone here ever considered the fact, the change to condition removal does NOTHING to break D/D in any way, while it completely DESTROYS any AoE regen builds?
Glad, I don’t play an ele.
Just look at it from this angle: You throw out a random AoE Regen boon.
It will remove 1 RANDOM condition from a RANDOM target out of the RANDOMLY selected 5 who get the regen. Then it will be on 5 seconds cooldown.
Hf, staff users, hf users of elemental attunement. You can no longer reliably take conditions off allies.
At first, I was like “wut? did FoW get stronger?”
then I read somewhere “nope, bt got weaker.”
Well, glad for you, t9 seems pretty competitive now.
and eles talking about lack of builds? LOL, try to play an engineer and see how well off you are as an elementalist
Hey, as an engi I have HGH, TANKCAT, and Static Discharge.
Which are all weaker than D/D ele by far.
But they are at least completely different builds, which are pretty much even in power/viability PvP wise.
The main problem, ele has right now is that D/D cantrip bunker is too strong.
But I’m probably done with this game anyway. Might take my ranger for a spin from time to time and get 100% map completion and that’s about it.
Gonna play all the elder scrolls games from Skyrim downwards and hopefully be done with daggerfall(I don’t think, I will make it all the way to Arena) by the time, ESO comes out
been fooling around in wvw for some time with dual rifles.
Before you say, it’s stupid, just consider the following:
Max power, max crit damage, max tough or vit, ~20%(40 with fury) crit chance. Every rifle gets a sigil of intelligence. Basically, what you do is throwing max damage killshots left and right.
It’s some sort of cheesy build, but you can build it with pretty defensive trait choices and it will still land those huge killshots.
Actually, with the 5 second cd on swap trait, you might ditch the second riflw for a bow.
@ your build: You NEED stronger bowstrings. It’s a mandatory trait when going for longbow.
What’s up, SF? Only such a small lead?
just gray them out significantly.
God… All these T8-NA comparisons…
Please, someone, go and formulate a variety of Godwins Law for T8-NA.
“As soon as someone got no backing for his claims, he will start using T8 NA as a reference.”
^Yes, I know, I suck at this.
From my experience, it’s by far the least played class.
One of the reasons might be, that they are firecrackers in zerg fights. Coated bullets for pistols is amazing. it makes your exploding autoattack pierce targets and explode several times, hitting tons of targets. The spammy grenade attacks are amazing too, hitting up to 15 targets each. Then you add in retaliation on each of the targets and 3 of your low damage spammy attacks will suddenly bring your hp down to 10% while dealing up to no damage due to being designed to be spammed like crazy.
Grenade engineer is a bad playstyle either way, because it will KILL the joints of your fingers along with your #1 key. You are just button mashing to no end, hoping for the fights to end at some point, while your engineer keeps throwing and throwing and throwing… Engi as a whole is way too dependant on spamming buttons left and right for my tastes and I guess that’s why so few players play them.
(edited by naphack.9346)
Ranger is not a bad class.
In fact, it’s amazing.
On the other hand, RANGERS are typically the bottom of the bottom. Aka “what do you mean, it’s bad to send in my bear to tank while autoattacking them with my longbow from a range? Oh, where did this thief come from? Ah, well, I’m dead now.”
At saturday, I went to WvW with a mate, who played an uplevel Mesmer. We encountered a Ranger, who proceeded to kill himself on a feedback bubble from full hp to 0 with his rapid fire. The problem is not that the ranger class is bad in any way, the problem is, the typical Ranger has the attention span of a wood log and the reaction time of a pile of dung. Autoattacking with a longbow while standing behind a bear for hours in PvE seems to do irreversible damage to your brain.
Most players see Rangers die quickly all the time and assume, it’s because the class is bad. The Ranger profession is amazing in solo play and small group action, while being mediocre for large scale stuff. The only reason, I don’t see Ranger as one of the top classes is, that Guardians and Mesmers are simply too good right now.
(edited by naphack.9346)
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