Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
The only part of what you said that needs to happen is reduced healing on meditations BUT it needs a higher healing coefficient tied to it as well. Many of the strong heals (MF, Shout healing) needs reduced base and higher healing coefficients. The high base essentially allows them to bypass the use for the stat and they end up quite tanky with little investment in actually being tanky.
(edited by ronpierce.2760)
Warrior shoutbow is lame, OP and annoying. It also nullifies a whole group of builds – condi specs. It also takes no skill and is the ultimate in easy mode. My Auntie has never played gw2 before and she played shoutbow and did very well.
With that being said, I have researched what most people want to happen to shoutbow and these were the 5 nerfs that everyone said:
1, Nerf celestial by 20% – its annoying fighting vs people with a gear advantage – might as well have a gear grind lol
2, Nerf Shout healing by 10%
3, Add an icd to solider runes of 5 seconds to add skill and promote counter play
4, Make cleansing ire grandmaster
5, Make healing signet to have 10% less passive healing and 10% higher active heal to promote counter playThoughts people? I know 99% of people agree with me…
They’re already nerfing Celestial more than they buffed it in the first place, which is likely already a hasty decision with all of the other changes being made. Celestial isn’t a problem, it’s that they over buffed areas on Warrior/Ele/Engineer that allowed too strong of synergy with all stats, many coming from Might, high boon uptime, or high base healing.
Nerf shout healing by 20% and buff it’s coefficient so that support requires more healing to support, yes, that’s exactly what they need to do. Don’t nerf the runes, that’s completely garbage. They have a CD, which is the CD of the shouts. If someone wants to burst off their condies with 3 shouts, oh well…
Cleansing ire, yeah it’s incredibly strong. It needs to become the new GM minor because no one can run anything else in that tree where ever it is placed. Warrior actually needs its cleansing spread out more among the trees or utilities though more than anything.
Healing signet is already getting nerfed and buffed in other ways with it’s active so no reason to discuss that. Not to mention, shout warriors will be using the new shout heal instead, likely, anyways.
Increasing healing power effectiveness would also solve a lot of problems….
Just saying.
Aye, I hate having to dodge, gimme some of that sweet sweet healing.
Being able to avoid all issues yourself just makes the evil of the world look generic and weak. It’s not bad to have defining roles other than SLASHY SLASH SLASH #loot! I’d love if they could move away from everything being a silly 1 shot mechanic or weak just to accommodate the “play as you want” and beserker crowd.
I don’t recall SALT winning vs full lineups of oRNG and TCG without Frostball and Trebax. Would be pointless games.
We have beat Orng many times without frostball and trebax, and i have it all on recording, We have strong chanses against them dont worry man.
Stop whining publicly and send Grouch a private message about your issue.
I don’t think causing even more public drama will solve your issue.
Even if I can understand your concern, it’s not something that needs to be discussed in the forums.But… but drama = esports!
I sent a message saying they where alt accouting but they ignored it, once ORNG struggeled, they started reacting. so whining here might atleast wake people up
Wake up about what?
Do you think more than 10 people do care aboutwether you are inthe WTSor not
Fixed that for you.
Just kidding, but this isn’t the first time either ANet or their trusty hosters showed bias toward specific players. That’s why I don’t take it very seriously. Several of the core e-sports players are even friends with the devs. It’s like being pals with the ref, which is fine, I like that they enjoy the company of their players but maybe seeming a little less biased would be good.
Anyways, I say let them both fight it out.
This… This was staged. I can feel it now, this is becoming reality TV.
As much as it would seem fair to replay 3rd/1st place, it’s unreasonable to assume that SALT has a chance against oRNG tbh.
Doesn’t matter the show must go on! Fuel the fire! Pop moar popcorn!
Uh MM builds are stronger under water. They attack faster I believe, they summon in 1/3 the time and actually respond…
This is the drama you were talking about in that conference? I like it.
popcorns up
Exactly the thing I thought first too
.
Everyone’s so focused on getting popcorn that there’s going to be nothing to watch.
This is the drama you were talking about in that conference? I like it.
popcorns up
My main tought is that revenant will not be able to wield GreatSwords.
While it’s entirely possible that is the case, I suspect it will be, instead, a part of the Elite.
I don’t think any of the other specializations are ready. That said, i hope they talk about the trait changes to ele’s, engies and necros (blood magic, etc.) as hinted by John this weekend?
oooooooo. This would be goood.
“stealth has no counter”
meanwhile stealth doesn’t make invulnerable to dmg nor CCs
comon skills that give stealth are interruptable and can’t be used while CCd (besides LR)
refuge is big bull eye for aoe spam
revealed debuff actually existsyeah sure, no counter….
how many counters are there to block, invuls passive traits? oh wait, none~
@ron: same things can be said about a lot of things in this game not just thieves….
And that’s true. I hate (not just thieves) many of the instant procs, and excessive access to certain defenses that scale too well for low-protection stats (Guardian for example). I even dislike how passive AI is and how little the on-use effects impact gameplay more than their sheer existence, and I main a MM necro…
Unfortunately, I can’t write a list of everything that needs to be dialed back and reconsidered a bit every time I make an argument, though. It just isn’t possible…
the sad thing is… some bad players actually still believe teef is op
the best part of it is when they roll thief thinking they gonna get carried and then spend whole match in downstate and cry to me how thief is unplayable :P
That’s because you confuse learning curve with potential.
Lol Thieves are always so toxic. Can no one get a hint when stealth/mobility classes are complained in EVERY game ever and just as cheesy, typically 1v1 masters (out side of being “forced” onto a circle) and can leave a fight whenever they want. Is it that hard to accept that its just sort of a corny design? Thieves admit themselves that they can just leave and they can 1v2/1v3 and so on, yet when someone calls them out its “L2P, this game is way over your head”…
Thieves like to throw around this buzz-phrase “Risk-Reward”, but here’s the thing. Thief isn’t risk-reward. It just has a higher skill cap. Its squishy, so there are a LOT of bad thieves who keep the class from being nerfed, and a few good thieves who realize they can exploit their tools to counter all of their “risks”, which means it isn’t really a risk, it just means it takes more getting used to. Getting stun locked on a class and having just about NOTHING you can do about it, THAT is a risk, because you can’t cheese your way out of it regardless of your skill level.
Just face it and be honest, playing the assassiny-ninja role is kinda corny and people hate it except people who like being stealthy ninjas OR they are one of the few roles that counter it or use it on their team.
That’s not to say thief couldn’t use buffs in other areas, especially to not get squished in AOE fields and ways to increase thief diversity, because it is a bit boring that spike damage is pretty much all a thief does, but it doesn’t make it any less cheap.
Thief literally breaks the ideals and combat rules of the game with it’s access to several instant skills, very little animation reaction required, you’re supposed to “expect” a steal that poisons, damages, and dazes you that’s instant and used at range and teleports them to you (and with the capability to stealth the thief), and “expect” that a steal will reset their shadow refuge. Never mind that they’re immune to power lock, it’s okay for them to have an instant heal which is supposed to be a no-no, chill doesn’t affect them outside of movement speed which doesn’t matter because they love to teleport. They can teleport up a cliff, so if you’re anything that can’t teleport they can just leave whenever they feel necessary.
Yeah it’s all “cool”, but its also kind of garbage to deal with. Yes they’re squishy, but good people know that they can play around that and there’s very little about “skill” when it comes to people just being out of the fight. The only reason it’s still okay is because thief has no diversity and conquest limits the cheapness a bit.
All that said, I’m not looking forward to 6/0/6/0/6 thieves at all.
End rant. Don’t bother being a typical thief and trying to pick apart my post and posting it on the “nerf thief” thread because I won’t bother responding. I know for a fact many thieves know what they do and love it, who wouldn’t want to lose what they can do, especially in open pvp.
Disclaimer: I don’t hate thief, I don’t want it deleted, I want it rebalanced pretty heavily and for it to have to consider much of the same things that other builds do. And please stop relating Zerker thief to Bruiser builds like it means something.
Necro and Ranger have the best community (internally) in my opinion. And ironically have had it the worst throughout the game. And just as funny, engineer and thief have one of the harder communities to crack.
…The healing debuff isn’t statics 33% no matter the stacks. …
Has this been confirmed?
Yes, there was a slip up of a 2 stack of poison that showed 66% healing reduction, but one of the devs clarified it was a tooltip error and the utility portion will remain steady.
So what exactly is it stacking ?
Damage. Poison will be similar to burn/bleed/confusion/torment builds, especially for classes that have high poison stacking and poison damage boosts (thief/ranger)
…The healing debuff isn’t statics 33% no matter the stacks. …
Has this been confirmed?
Yes, there was a slip up of a 2 stack of poison that showed 66% healing reduction, but one of the devs clarified it was a tooltip error and the utility portion will remain steady.
If it can’t heal/support I will have many tears.
An official game mode would be amazing, but remember we do have weekly 2v2 competitive tournaments and it’s always the same 20 players who sign up…
2v2 NA isn’t even hosted anymore. Also, that’s somewhat to be expected. There are size caps on these events, they’re not very well advertised and some people prefer to watch rather than do these live casted tournies (cold feet, or just generally prefer watching). The love for the mode is definitely there though.
in Guild Wars 2: Heart of Thorns
Posted by: ronpierce.2760
They just need to make the Harpoon skins work for rifles and the trident/spears work for staves. That’s pretty much it. Call it a day!
guys i have solution: let’s delete all thief spells and turn them into loot bag. each time you hit them you gain 5g…. i am sure everyone will love this~
Just stop already…I didn’t open this thread asking to nerf thief to the ground, nobody deserve that fate and this comes from somebody that for quite a while did play a profession nerfed to the ground (ele), the last thing I want is to see another profession share the same fate.
What me and many other apparently find very silly is the fact that a thief does not get revealed in some extreme cases and this leads to situations where the risk/reward ratio goes off the rail, that’s all!.
If a thief is hitting a blocking/dodging target…why should he be not revealed? This would push the thief out of its comfort zone while stealthed
Furthermore why a thief should be allowed to sit idly in stealth to recover from a losing fight? And here I’m not saying that a thief should not be allowed to retreat safely while stealthed, just it’s silly that a thief can remain stealthed for several seconds , let it be 5s max, stop the stealth stacking.
The 5s cap should give the thief plenty of time to retreat safely, if a non thief enemy player manage to sneak on you successfully , he should be rewarded, but right now this is impossible.
If I’m zerker, I manage to hit the thief by surprise but not ble to one shot him, the thief will be able to go stealth for more than 5s to fully recover.
Anet should just give thieves, another role on top of burst role
name me a class besides thief that has positional requirement for their attack to do any meaningful dmg…
name me a class besides thief that relies purely on stealth or evades to survive… no dmg mitigation and such…
getting revealed upon blocks/dodges etc. would just make guards even stronger vs thieves…. do they really need that buff?
if thief sits idly in stealth:
1) he is not attacking anyone and gives time to enemy to recover as well
2) doesnt cap/hold/defend point -> letting enemy to cap it
3) if he actually stands still, he still gets hit by all AoE that is so generously available in gw2stealth stacking is really only issue maybe in dungeons and possibly in wvw (in which case you can get revealed trap)… last time i checked this were pvp forums~
actually this is a lie, if zerker manages to get a jump on thief, that thief can die pretty fast
once again, if you got jumped, it is your fault…. even if thief is stealthed you can still see them comming ahead by looking at map… or just communicate; if they did go in stealth, once again you also get time to recover….it is not like only thieves have heals… not to mention that other classes have more than one way to deal with dmg (heals, prot, invul etc.)
oh and if thief actually gained more than 5 sec stealth it means that he either:
- has no ini left and won’t be able to do anything but AA
- blew refuge (which can be aoe’d)giving other role to thieves? sure why not—— nerfing dps build just for the sake of other role is dumb however
Take d/p build:
-15 Initiative
-Double HS on blackpowder = 6s stealth on average
-Used like 10 ini
-You recover 6-7 ini
-Backstab needs no iniI don’t see how the thief remains with no ini after obtaining more than 5s stealth..that’s a lie
On top of that, the enemy won’t be able to recover just as quickly, but that’s not the point because I’m not asking to remove that aspect of thief, I’m simply asking for more counterplay and after all the discussion I believe that a 2s reveal after reaching 5s..make it 6s cap would sit fine with me, nothing less…nothing more, at this point just forget the reveal on block
P.S reveal trap is a crap excuse to justify stealth stacking
2 hs and black powder is 12 ini and is 4 sec of stealth
if you want 6 thats 3 hs and thats 15 ini
ini regens at 1 per sec so after the 3 hs combo you have like 3 left
Also people keep in mind, the new Poison mechanics will be a major counter to Rev healers..
Poison now stacks intensity.
The healing debuff isn’t statics 33% no matter the stacks. It’s actually a need to poison, as multiple applications won’t extend the uptime as much anymore, as they will just overlap. So getting poison uptime for some builds will go down.
Either 2v2 or 3v3. 2v2 is more popular and has a history in Gw2 from many community hosted events. Balance in it isn’t even all that terrible as long as you apply a few rules. Problem with 3v3 is you start to lose creative power.
Plus this game sorely needs a mode you can do with one friend and wreck havoc, and 2v2 has the least amount of crud spam. I can say 2v2 tournies had some of the better diversity, or did at one point. Balance is up in the air as far as HOT goes, but some of us in the community have plans to bring back 2v2 hosted events shortly after HoT.
1K healing on 2sec cd is no heal ???
Its a bit weaker than traditionnal heal, but beeing AOE, its supper strong (and let’s not forget you get another one with your 2nd legend)
And with such a low cd, runes that trigger on heall are kinda strong: dwayna for instance
I’m way more concerned about all the crappy trait the spec get. The Ele community is complaining about aquatic benevolence beeing minor, and they give it to rev with half the major beeing of the same stupid kind. Hopefuly there is 3strong trait and there each in a different tier (if it has been the ele, they all would have been GM XD ), the issue with only one good choice in every tier is that there is no choice ^^’
I was more frustrated with the regen being only 2 seconds and 240 radius when warrior banners are 3 sec of regen every 3 sec and match the 900 radius. I get its a BIT easier to move around but it also can’t be doubled up on. The pulse of the tablet’s heal is 900, wish the regen shared that and the used abilities went from 240 radius to 360. That would make it feel a little less cumbersome.
It heals AOE 350+ every 3 seconds and can heal for about 1k every 2 seconds with the movement skill. They’re not really lacking in the healing department (they also have that second burst heal utility). More than anything it just has a lot of upkeep, which will lead to a lot of dead support ventari who aren’t ready to work for it.
I took the idea of healing over time after shroud and ran with it. I added it to the OP as well, so I just wanted to share that idea, as I think it would be more interesting and fun than simply allowing healing to heal your health bar.
Suggestion
After talking with some other necromancers, some of us agree a fun and “Necromancer-like” way to handle it would be to add a new unique mechanic to Shrouds (Death and Reaper’s) that absorbs all healing taken when in Death Shroud (Other than Siphons, Blighter’s Boon and Unholy Sanctuary, which remain unique Shroud healers) that absorbs all healing received in Shroud form, and releases it over time when you exit Shroud.
Death shroud would simply need to add the new text.
Death Shroud: Assume a spectral form and gain new skills, turning your life force into health. Healing received will be absorbed and healed over time among leaving Death shroud.
When receiving healing in death shroud a Shrouded Absorption icon would appear on your buff bar with no duration. When leaving the Shroud, it would count down and heal the full amount of healing you would have otherwise received over the next 10 seconds. (10% per second)
To align with shroud cooldowns, if Speed of Shadows is taken, it also reduces the time it takes to recover with Shrouded Absorption to 7 seconds to match the new Shroud cooldown.
What this would do is allow us to be healed in Shrouds while retaining some amount of counter-play and anticipation. This route would also maintain the uniqueness of death shroud healing abilities.
For Safety measures and preventing exploitation, I suggest this number have a hard cap of maximum Life Force or HP.
A lot of that is changing, actually. If you look at Ventari, many of the engineer healing changes coming, increased ShoutBanner healing and so on, healing will become much less of a dynamic group tool and more of a build-focus. A Ventari healer can literally drop massive amounts of heals constantly through a battle, far beyond any current builds and with no need for supporting or comboing with other players.
I would also be ‘fine’ with being able to see cooldowns. Though I would also love being able to summon my super long cast time minions in shroud, at least seeing cooldowns would be amazing QOL.
is the class gonna be free or do you need to buy the expansion to play it? ( nuub question)
HoT required.
HoT price any idea?
There are no details yet on price and release date outside of speculated guesses. Between 20 and 60 dollars is about as close as you’re going to get to useful information in those regards.
is the class gonna be free or do you need to buy the expansion to play it? ( nuub question)
HoT required.
The goal is to make Necromancer not completely fight against team mates in combat. The design concept of making it harder for your team to even play with you is dated and needs fixed. Originally, it didn’t matter much. gW2 didn’t really have healers. At least, not in the same magnitude as there will be in HOT. If healing was a dominant role early in GW2 development, this conclusion of not recording heals in DS would have never made it to live.
Obviously, the answer isn’t simple. And I had thought of other means, such as a unique Necromancer mechanic that “absorbs” all of the healing received (baseline) and heals it over 10 seconds when you exit Shroud, or split LF and Health healing 50/50 from incoming heals in Shroud. Either way, the main focus is to allow us to work in teams without causing frustrations of poor mechanics fighting one another.
(edited by ronpierce.2760)
I actually would like this. Always thought a shroud roll look on Necromancer would be amazing, actually.
Also, in addition to what was said above. Using the new specs doesnt mean you HAVE to use the new weapon or utilities… Sometimes the new traits are just useful for your older builds.
Ignoring my disdain for Shadow Arts and having a stealth combo on a weapon set (outside of cloak and dagger which requires being in melee and to actually hit something), Shadow Refuge isn’t a major concern. What is annoying though is Improvisation. getting multiple RNG resets on Refuge can be VERY problematic.
I think some of you are completely missing the point. Builds will be focused on sheer healing. If a Necromancer runs over and wastes a Revenants shards for example, or frustrates their support all because their mechanics completely clash, it will create frustration amongst players playing together. It is a frustrating and unfun design. Remember, the impact of negating ally support will mean much more than it previously did, where even now it causes issues (wasting shout heals to save a necro fleeing from a thief and realize he hit shroud at the same time as I tried healing him and he gets finished because my 4k+ healing was wasted).
It will create player-to-player (allies) frustration because of a poor core design. This is a major design flaw, even if you can “learn to live with it”, because this goes beyond the Necromancer. It’s annoying to deal with from the outside too, from experience. Necros design goes well beyond the realm of “selfish” to “anti-team”.
Necromancers already have issues in teams due to a lack of scaling defenses, and they are unnecessarily hard to support. This should have minimal (not nonexistent) affect on 1v1 anyways, as we don’t have full healing capabilities in shroud, but in a team, allowing us to not waste support could make us a better team player and less target priority without homogenizing classes by giving us evades (which isn’t likely to happen anyways).
One more time, this goes well beyond “getting by”. This is a design issue that more than just the Necromancer has to deal with. It’s annoying to play with as well.
in Guild Wars 2: Heart of Thorns
Posted by: ronpierce.2760
This is sort of why I wish the destroy elite didn’t cost so much, or that the tablet healed in a bigger area but teleported instead of being dragged. I’m afraid with the amount of terrain in this game, it’s just going to end up feeling clunky to play.
We will have ways to heal in shroud and you dont spend 100% of your time in it. I dont see a problem with how it will be once they change it.
Your suggestion totally guts ANY build which relies on the shroud mechanic for any long length of time and it would ruin the concept of the reaper. Its clearly mean to stay in its shrouded state. Look at all the life force gain it has even when in RS. Its auto and chilling force for a few.
It would not ruin those things as degeneration and gain are both percentage based. That means outside of getting hit, nothing would change. And no, a Necromancer being attacked is NOT supposed to “stay in shroud” because that would be called immortality…
But beyond that, imagine, say you build to be tanky with high Shroud uptime. Now place those mechanics in any other similar game that has had a trinity system from conception, such as WoW. A tank (or even a dps) that has a defense that makes them absorb damage for a bit, but a healer trying to save them blows their cooldown a to secure a clutch save comes to realize they wasted cool downs and resources on someone who just negated every bit of support and will now still die soon.
That would never be accepted and is a completely terrible design. Healing for a few hundred hp from leeches here and there or from blighters boon is nothing compared to the AOE 4-6k burst of healing fairly frequently that you risk negating from upcoming actual healing builds, more healing focused than the support we have today. (Similar to a shout warrior, only much more outgoing healing)
It’s not okay.
(edited by ronpierce.2760)
Original Post
Today they released information on the Ventari legend of Revenant, and it’s accompanied traits and utilities. As is apparent in the build, and the developer confirming himself, healing will slowly become an active and true form of support to be embraced. This is not limited to Revenant of course, Shoutbanner warriors, Engineer’s new medical kit and healing blast finishers, and so forth, all exist to extend this combat medic role. Personally, I adore this idea, I couldn’t be more excited.
However…
This means, more than any other time in the history of Guild Wars 2, needing to be healed by allies in Death and Reaper’s shroud will become a huge importance. With no change working with a Necromancer will become nothing short of a headache for both the Necromancer and the support players and spark unnecessary frustration between allies, especially when communication is limited.
Without stifling developer creativity, I would only suggest instead of reducing life force gains, instead, reduce the amount of total Life Force and reduce our overall Death Shroud sustain, so as to not complicate our mechanic and making Life Force more scarce, which can also be a frustrating experience.
I beg of the developers at this point. Please find a way to make this work so that Necromancers and Healing Support builds (that will be coming in waves) do not butt heads and create a poor environment and design for team game play.
Added Suggestion
After talking with some other necromancers, some of us agree a fun and “Necromancer-like” way to handle it would be to add a new unique mechanic to Shrouds (Death and Reaper’s) that absorbs all healing taken when in Death Shroud (Other than Siphons, Blighter’s Boon and Unholy Sanctuary, which remain unique Shroud healers) that absorbs all healing received in Shroud form, and releases it over time when you exit Shroud.
Death shroud would simply need to add the new text.
Death Shroud: Assume a spectral form and gain new skills, turning your life force into health. Healing received will be absorbed and healed over time among leaving Death shroud.
When receiving healing in death shroud a Shrouded Absorption icon would appear on your buff bar with no duration. When leaving the Shroud, it would count down and heal the full amount of healing you would have otherwise received over the next 10 seconds. (10% per second)
To align with shroud cooldowns, if Speed of Shadows is taken, it also reduces the time it takes to recover with Shrouded Absorption to 7 seconds to match the new Shroud cooldown.
What this would do is allow us to be healed in Shrouds while retaining some amount of counter-play and anticipation. This route would also maintain the uniqueness of death shroud healing abilities.
For Safety measures and preventing exploitation, I suggest this number have a hard cap of maximum Life Force or HP.
(edited by ronpierce.2760)
Ofc thieves should be punished for missing attacks!! After all, all other professions get punished with conditions for missing their skills right?!… Right?!….
/facepalm
Lol… Yeah, as said above me, if other classes miss they hit 10-60 second cooldowns depending on what the skill is… That’s not a risk to poor execution, right? o.O
Yaaaaaaaaaaaaaaaaaaaaaaaay. Finally.
in Guild Wars 2: Heart of Thorns
Posted by: ronpierce.2760
Looks like the trinity is coming to GW2… Rev can heal more than most healers in WoW…
Now you just need a tank that can provide prot + stab reliably and pure dps teams won’t stand a chance anymore.
One could only hope. I know people like their Zerg fests, but man is it boring… I’ve never been so disinterested in pve until GW2. So much potential but no reason to pursue any of it.
They’d basically ruin it if they made it attackable. It would never last where it’s needed and would make it not worth the extra effort of keeping an eye on it.
Please… I would love to theorycraft and discuss with other future revenants…
Try making a set with it. I never got much mention on any one thing I’ve gotten, which has been a bit disappointing at times. But more recently I created this full mix and match look for my Necromancer and (not to brag) have gotten comments almost daily sometimes more than once.
Point is, people tend to notice an cool full package if you can be creative. A single skin is the artist’s work, but clever usage of their work makes a unique collage that can draw attention. Foefire makes a wonderful centerpiece for a full concept character design, so let it be that and keep going with it.
I’m pretty sure that has nothing to do with mounts but the creation of Centaurs. Sort of a lore-nod to how Ventari was created.
it’s to prevent you from spamming the globes, the second minor still “destroys” them but this time you actually profit from it because you pull them in to get the heal.
without the 2nd minor (which you will have all the time anyway because you will have full traitlines all the time) you would just have to walk through the globes to get the heal.
Is that actually how it works? It says orbiting globe, which sounds like it goes around you? How do you walk through something that orbits you? Or is that just fancy wording…?
I feel like Mace+Shield will be a better supporter with Ventari + ??? (they said something else goes great with Ventari, so it’s best to wait and see here. But maybe Jalis).
Edit: For small scale pvp*** let me add that. Poison on AA, triple blast finisher, shield is supporty. Allows for something along the lines of Settlers for supporting, sounds good to me.
(edited by ronpierce.2760)
in Guild Wars 2: Heart of Thorns
Posted by: ronpierce.2760
Dulfy, you’re my bae among all baes.
You just broke the golden rule of the forums… NEVER complain about thieves. I will not be at your funeral, sadly, as you never know who is lurking in the shadows.
Forger/Mechanic/Tinker + Hammer for engineer. No idea utility.
Thief will likely be a rifle sniper.
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