Warlord Sikari (80 Scrapper)
Warlord Sikari (80 Scrapper)
I think people overcomplain about Gemstore stuff… It’s essentially just vendor stuff you can buy, which isn’t that big of a deal to me. The game does need gold sinks too. Convert gold to gems and buy it, you don’t even have to spend money. That’s what a LOT of people do.
Warlord Sikari (80 Scrapper)
^ This is why games can’t be fun. People… I swear to god. I think I’m done with these forums. Its becoming hard to be nice. Games progress new stuff comes out. Prestige wears off, but you had that prestige for what? Over a year now? Lets new cool stuff come out, its a game, let people have fun and stop being so uptight…. Holy Christ. I can’t even believe this became this much of an issue in the first place………..
Warlord Sikari (80 Scrapper)
Blood fiend isn’t even the best (nor close, really) heal for an entirely full MM specced necro… CC all day or well in zergs, that’s the life of a necro.
Warlord Sikari (80 Scrapper)
People don’t understand that buffing underused parts don’t buff the main spec, it just increases options. Literally, I’ve come to realize people just don’t get that concept.
Warlord Sikari (80 Scrapper)
That kind of thinking is what got us into this mess in the first place. The OP skills/traits need to be nerfed, not buff other kitten to power creep level.
Blood fiend is just a bad heal all around. That’s the thing. Blood fiend has almost never (if ever) been in a good build. Always completely outshined by Consume Conditions. I was just stating all the downsides Blood fiend has in comparison to the signet. Based on all the drawbacks over a course of a game it probably heals for 2/5 the healing a signet will. OR less. Not even an exaggeration.
Warlord Sikari (80 Scrapper)
Well, you didn’t read what I said, I’ve said I have a long post elsewhere on buffs AND nerfs MM needs. I do care about balance, but MM has issues. If you play one at high-ranks its very obvious. They are very powerful 1v1 in low ranks, but once that’s out the window and you’re playing stronger players it becomes a build about trying to lock down your enemies to allow best uptime while pressuring them. They’re only “cheap” in low tier against players who don’t move around much. Don’t go off the chain about how MM is cheap, it has some very huge draw backs which people don’t understand unless they’ve played it in high end. I’ve literally only met 3, maybe 4 MM who’ve ever seen top 100. The “cheese” factor of MM wears off drastically the higher you go.
Warlord Sikari (80 Scrapper)
While people hate AI (though there are ways to fix it, people just don’t do, se my signature) they’re not so bad in high tier pvp. In fact I could count on one hand the amount of MM in high-end play, and it has been this way for a long time. It’s because AoE wrecks them, full mm has no stunbreaks except a pre-casted one that requires sacrificing the minion for, no stability, no evades, only decent healing/self sustain versus a single target, and has a lot of very glaring downsides even though yes it has a few upsides. MM is already not what some would considered “viable”, and just a little strong in 1v1. I actually wrote a big long post about how MMs are too susceptible to AoE but their single target dps is a little too high from minions, so I’m not playing biased. I want balance in the game, but they’re far from OP. They’re just a top say 80% 1v1 build, but not even the worst. People simply get overwhelmed when they see more than 1 enemy and it causes them to choke.
And I know it isn’t saying too much since leaderboards just reset, but having only lost twice I’m currently at rank 13 on the leaderboards if you want to ensure I’m a reliable source. I’ve played MM for many many months now, before they were ever even considered decent to have around. When I first started and entered tPvP I literally got laughed at. :/
Warlord Sikari (80 Scrapper)
Blood fiend is a heal. Traiting for leeching is part of building to be somewhat tanky. I’ll let you know siphons even as MM aren’t nearly as effective as stability/protection/regen boon spamming, having blocks and heavier armor. It’s just not, and gets worse with the more enemies you fight, as to where protection/stability/evades/blocks become stronger (because they block more damage versus more enemies where siphons are fixed). Also as far as it dying. It is a problem because that is one of the MANY drawbacks (the others you’re ignoring) that bring it down. Signet can’t be killed no matter how many people you fight. And it heals for more, and scales. I don’t see how you can possibly not see that this heal is inferior and needs help.
- Lower hps
- *Evadable
- Dies
- *CCable
- *Long cast time after use OR death.
- *Doesn’t regain its hp outside of combat so you’re often forced to reset it, thus killing it and not having it for the next fight.
Yes its a choice to run with it, and that’s the problem. You’re saying well you chose to run with it. That shouldn’t be a problem it should be viable… But it’s really not for so many reasons that you’re dismissing. It being killable is a DOWNSIDE not an upside in ANY way imaginable.
Warlord Sikari (80 Scrapper)
^ You’re missing the part where it can die easily from cleave, especially in team fights. A dead heal doesn’t always mean they didn’t hit you most. Its just a drawback. Also its hps is much lower than signet due to the evades/ccs and death time. Yes, you get some HPS from minions, but that requires a very specific build (minion master build specifically) and warriors have a higher hps signet and adrenal health. So if you want to factor in Traits, often warrior still has better survivability. Also, this heal should be suitable for non-mm. It’s a heal…
Warlord Sikari (80 Scrapper)
The damage would have to be lower if it attacked each second, might even take way from being able to dodge it (less counter play) but I’d still be fine with it attacking faster. But its damage would have to be really low if it attacked every second. Something like 80 if it hit every second would be on par with now.
Warlord Sikari (80 Scrapper)
This is why they suggest just going full zerker in PvE. And honestly, it’s one of my absolute least favorite qualities of GW2 is it has been a vicious cycle of Burst harder and make more 1 shot mechanics to slow down the burst, rinse and repeat. This cycle has absolutely killed the ability to pseudo tank, and I’m really not sure why it had to come to that. I always loved tanking and I think being able to play a self-sufficient tank without the need of healers so the burst could do their thing better would have been phenomenal, but alas I fear its far too late for that sort of change.
Warlord Sikari (80 Scrapper)
No, minion masters are strong enough and necro death shroud hp/s added to that hp/s puts your regen on top of warriors.
Minion master are “good” against not very skilled players in 1v1 settings. If you have a gander at the top-ranked players, other than myself, its probably pretty likely you won’t find many if any other MM who actually main/play MM in high tier pvp, and there are reasons for that. While on paper and versus not skilled players they SEEM over powered, they have some really large downfalls, and if you request I’ll link you my large MM thread so you can read it. Though things you need to consider:
Minions can die, miss a lot and the melee ones don’t have very good up-time on their target. Additionally, none of this heals while we’re in death shroud, which is essentially our version of a block. You’d be surprised how much protection, blocks and stability (indirectly, but it keeps you from taking hits to the face) increases your effective health total on top of having heavy armor. All of which doesn’t prohibit healing, mind you. Additionally, blocks/evades scale directly with number of enemies, while “facetanking” which Death Shroud allows us to do negatively scales with more enemies throwing hits at you. Not to mention Life Force has to be raised, we don’t start fights with 100% and if our big LF attacks are evaded we can sit at 0% life force for quite some time, at least long enough for us to miss a very important Doom. So when you factor ALL of that onto Warrior’s heavy armor, blocks Adrenal health and pure power, you’d see why that isn’t the case. Not to mention the buff I suggested is very minor, and even includes a nerf in the fiend’s damage.
Also; you have to realize this is a heal. Heals aren’t spec-specific, currently even when specced entirely for minion master MOST times Consume Conditions is better than the blood fiend, and would likely still be a high contender.
Warlord Sikari (80 Scrapper)
Without biases, blood fiend needs a buff. Its performance is very lack-luster and it just needs some all around help being useful. It currently acts very similarly to Healing Signet but has some major downsides that goes with it. I understand healing signet isn’t the most liked heal in the world, but I’ll use it for the basis of comparison, anyways.
Healing Signet:
http://wiki.guildwars2.com/wiki/Healing_Signet
- 392 healing each second. Scales at roughly .05.
– At 1500 healing power it heals for 75 more, 467 HPS.
– (Side note) Can be coupled with Adrenal health for an additional 120 hps that scales for .15 of healing power.
- On use can heal for 3275 health, after used it doesn’t require a re-cast time. (Is rarely triggered)
Blood Fiend:
http://wiki.guildwars2.com/wiki/Summon_Blood_Fiend
http://wiki.guildwars2.com/wiki/Blood_Fiend
- Heals for 927 health on attack every 3 seconds. (309 hps) This portion of the heal doesn’t scale. This attack also have a very obvious tell.
- Can Deal about 80 dps in *perfect conditions (never killed, never LOSed, never CCed, and so forth.)
- Can be sacrificed for 3960 health, and requires a 1.5 recast time once it’s off cooldown, plus time to re-latch onto its target. Again, this sacrifice is rarely if ever used, just like the signet, thus often unfactored.
Passive Cons of the fiend:
- Killable
- CCable
- Doesn’t heal when the enemy stealths.
- *Doesn’t heal when the necromancer uses their defense (Death Shroud), while healing signet and other heals continue to heal through blocks and other defensive mechanics, including simply having heavier armor.
- Able to be Line of Sighted.
- Evades cause massive dips in healing.
- Can take a while to initiate combat, especially when roaming.
- Less healing than Healing Signet despite the downfalls, in perfect conditions.
- (Side note) It lacks Consume Condition’s full condition removal (lacks any).
- (Rarely) Will sometimes not attack.
Please keep this topic clean. This is not a discussion about peoples’ unwarranted hatred for AI. So please, no AI discussion.
The suggestion I had:
To reduce its impact when evaded, I thought it’d be a good idea to make it attack in 2 second intervals instead and slightly increase its healing per second to:
- 700 healing per attack. (350 per second. Still much less than signet, especially factoring in Adrenal Health.) In addition, every 3rd attack would remove a condition, if successful. (1 condition every 6 seconds if it hits. This swing could have a minor glow in the tentacles to give a tell when a condition will be removed if not avoided.)
It’s damage would be reduced from 240(ish) to 140, so its damage would be a bit less than it previously was so that it could be a better heal.
What do you think?
Warlord Sikari (80 Scrapper)
I’d prefer them to get hp for doing something, right now Blood Fiend is a lesser heal than healing signet AND: can be killed, cced, evaded, LOSed, has a huge cast time. Like really?
Sure, sounds fair.. as long as I get your second healthbar.
My heal doesn’t heal through my “block” (you know that second health bar that reduces my abilities to 5 meh abilities?). You can block and every bit of healing still goes right to you. I forgot to mention that. Our heal ALSO doesn’t heal us when we use our own friggen defenses! Thanks for reminding me. You have stability/blocks and heal for MORE without fail, ours has all those drawbacks I mentioned AND doesn’t heal us when we use our only real “defense”.
There are heals in the game that are already stronger than healing signet. There are also many other things to take into account besides strictly healing numbers. Healing Signet already has a major weakness, it’s called burst damage.
Did you read what I said? Its the same concept EXCEPT
- It heals for less (300(no scaling) hps versus 350+scaling
- Can die
- CCable
- Doesn’t heal me when an enemy stealthsIt has the same weakness yours does but so much more. That was my point.
Yes, and as I have already said, YOU CAN’T DIRECTLY COMPARE 1 HEAL AND ANOTHER HEAL and automatically conclude one is overpowered because it heals for more.
That’s like me looking at a Guardian and saying “Hey, I don’t get heal procs on my weapons, or protection, or aegis, or vigor on every crit… GUARD is OP!”. See how silly that looks?
Warriors are stronger than Necros in burst, CC and survivability. NO ONE runs Blood fiend. You’re making your case worse. Only thing Necros are good for is Conditions, and they all run Consume Conditions.
If you think necro is bad, you have more issues than healing signet.
You’re only reading half of what I say. Condition necros are fine. THEY use consume conditions. Blood fiend is bad, ask ANY necro, and you can’t simply write off the mount of disadvantages Blood Fiend has over your stupid signet. I didn’t ask for signet to be nerfed. I want Blood fiend to be better.
So? You want warrior healing signet nerfed to blood fiend levels so it’s bad for us too? Jealous much?
Edit: You can understand my confusion as you are posting in healing signet nerf thread. Why not start a blood fiend topic? I obviously misunderstood you, so this is a non issue.
Actually I already had started one, I would post it into the sPvP forums and not just the necro forums but people complain about AI already. People aren’t fair :/
Warlord Sikari (80 Scrapper)
I’d prefer them to get hp for doing something, right now Blood Fiend is a lesser heal than healing signet AND: can be killed, cced, evaded, LOSed, has a huge cast time. Like really?
Sure, sounds fair.. as long as I get your second healthbar.
My heal doesn’t heal through my “block” (you know that second health bar that reduces my abilities to 5 meh abilities?). You can block and every bit of healing still goes right to you. I forgot to mention that. Our heal ALSO doesn’t heal us when we use our own friggen defenses! Thanks for reminding me. You have stability/blocks and heal for MORE without fail, ours has all those drawbacks I mentioned AND doesn’t heal us when we use our only real “defense”.
There are heals in the game that are already stronger than healing signet. There are also many other things to take into account besides strictly healing numbers. Healing Signet already has a major weakness, it’s called burst damage.
Did you read what I said? Its the same concept EXCEPT
- It heals for less (300(no scaling) hps versus 350+scaling
- Can die
- CCable
- Doesn’t heal me when an enemy stealthsIt has the same weakness yours does but so much more. That was my point.
Yes, and as I have already said, YOU CAN’T DIRECTLY COMPARE 1 HEAL AND ANOTHER HEAL and automatically conclude one is overpowered because it heals for more.
That’s like me looking at a Guardian and saying “Hey, I don’t get heal procs on my weapons, or protection, or aegis, or vigor on every crit… GUARD is OP!”. See how silly that looks?
Warriors are stronger than Necros in burst, CC and survivability. NO ONE runs Blood fiend. You’re making your case worse. Only thing Necros are good for is Conditions, and they all run Consume Conditions.
If you think necro is bad, you have more issues than healing signet.
You’re only reading half of what I say. Condition necros are fine. THEY use consume conditions. Blood fiend is bad, ask ANY necro, and you can’t simply write off the mount of disadvantages Blood Fiend has over your stupid signet. I didn’t ask for signet to be nerfed. I want Blood fiend to be better.
Warlord Sikari (80 Scrapper)
I’d prefer them to get hp for doing something, right now Blood Fiend is a lesser heal than healing signet AND: can be killed, cced, evaded, LOSed, has a huge cast time. Like really?
Sure, sounds fair.. as long as I get your second healthbar.
My heal doesn’t heal through my “block” (you know that second health bar that reduces my abilities to 5 meh abilities?). You can block and every bit of healing still goes right to you. I forgot to mention that. Our heal ALSO doesn’t heal us when we use our own friggen defenses! Thanks for reminding me. You have stability/blocks and heal for MORE without fail, ours has all those drawbacks I mentioned AND doesn’t heal us when we use our only real “defense”.
There are heals in the game that are already stronger than healing signet. There are also many other things to take into account besides strictly healing numbers. Healing Signet already has a major weakness, it’s called burst damage.
Did you read what I said? Its the same concept EXCEPT
- It heals for less (300(no scaling) hps versus 350+scaling
- Can die
- CCable
- Doesn’t heal me when an enemy stealthsIt has the same weakness yours does but so much more. That was my point.
Yes, and as I have already said, YOU CAN’T DIRECTLY COMPARE 1 HEAL AND ANOTHER HEAL and automatically conclude one is overpowered because it heals for more.
That’s like me looking at a Guardian and saying “Hey, I don’t get heal procs on my weapons, or protection, or aegis, or vigor on every crit… GUARD is OP!”. See how silly that looks?
Warriors are stronger than Necros in burst, CC and survivability. NO ONE runs Blood fiend. You’re making your case worse. Only thing Necros are good for is Conditions, and they all run Consume Conditions.
Warlord Sikari (80 Scrapper)
I’d prefer them to get hp for doing something, right now Blood Fiend is a lesser heal than healing signet AND: can be killed, cced, evaded, LOSed, has a huge cast time. Like really?
Sure, sounds fair.. as long as I get your second healthbar.
My heal doesn’t heal through my “block” (you know that second health bar that reduces my abilities to 5 meh abilities?). You can block and every bit of healing still goes right to you. I forgot to mention that. Our heal ALSO doesn’t heal us when we use our own friggen defenses! Thanks for reminding me. You have stability/blocks and heal for MORE without fail, ours has all those drawbacks I mentioned AND doesn’t heal us when we use our only real “defense”.
There are heals in the game that are already stronger than healing signet. There are also many other things to take into account besides strictly healing numbers. Healing Signet already has a major weakness, it’s called burst damage.
Did you read what I said? Its the same concept EXCEPT
- It heals for less (300(no scaling) hps versus 350+scaling
- Can die
- CCable
- Doesn’t heal me when an enemy stealths
It has the same weakness yours does but so much more. That was my point.
Warlord Sikari (80 Scrapper)
I’d prefer them to get hp for doing something, right now Blood Fiend is a lesser heal than healing signet AND: can be killed, cced, evaded, LOSed, has a huge cast time. Like really?
Sure, sounds fair.. as long as I get your second healthbar.
My heal doesn’t heal through my “block” (you know that second health bar that reduces my abilities to 5 meh abilities?). You can block and every bit of healing still goes right to you. I forgot to mention that. Our heal ALSO doesn’t heal us when we use our own friggen defenses! Thanks for reminding me. You have stability/blocks and heal for MORE without fail, ours has all those drawbacks I mentioned AND doesn’t heal us when we use our only real “defense”.
Warlord Sikari (80 Scrapper)
^ Exactly this. I think, its fine if they REALLY want to rework it. But let us keep it if we already own it.
Warlord Sikari (80 Scrapper)
I’m very sad that its leaving. The leggings have come my favorite leggings in the GAME. And they’re gone. :/ And what’s worse is there are so few decent looking light armor sets, its 100% guaranteed we’ll end up with a stupid looking set over the fuss. If they were smart they’d at least pick a set with a decent hood/full helm so there’s more diversity in decent light armor helms this time around, but either way I’m very say its leaving… I PERSONALLY think those who bought the old one should get to keep theirs :/
Warlord Sikari (80 Scrapper)
Oh, it’s not like that for meta achievements is it? Meta achievements will give 1 of each for pvp too.
Warlord Sikari (80 Scrapper)
Respect, it got respect by being picked cool enough for a re-use with flames! People aren’t kitten ed because it needs to be respected. They got their panties in a bunch because they spent gold on nonshiney versions and others could get their shinies, and it wasn’t fair to them. >_>:
Warlord Sikari (80 Scrapper)
If you convert non-armor specific skins to pvp you get 1 of each, medium light and heavy. But I don’t think it works that way in pve. Its 1 use only I believe.
Warlord Sikari (80 Scrapper)
I don’t know about pve but it does in pvp.
Warlord Sikari (80 Scrapper)
I’d prefer them to get hp for doing something, right now Blood Fiend is a lesser heal than healing signet AND: can be killed, cced, evaded, LOSed, has a huge cast time. Like really?
Last time I checked, Healing signet does not attack your enemy. Although, I’m sure Arenanet could manage to make it do that.
You realize 100% uptime it does about the damage of 1/2 a 0 condi damage bleed? C’mon now.
Warlord Sikari (80 Scrapper)
I won a major 2v2 with Spirit ranger+MM combo. They do work very well together and if you have 2 roamers, they work well as a pair certainly.
Warlord Sikari (80 Scrapper)
I’d prefer them to get hp for doing something, right now Blood Fiend is a lesser heal than healing signet AND: can be killed, cced, evaded, LOSed, has a huge cast time. Like really?
Warlord Sikari (80 Scrapper)
280-300 hps but a much beefier on-use would work, but its probably unlikely to happen.
Warlord Sikari (80 Scrapper)
50% reduction would be fine
150% reduction would be a start
Hopefully this is a joke, if not “Lol” and such.
Also; a 20% nerf tops would be sufficient. Any more than that and it’s completely useless AGAIN. x.X (don’t play warrior)If every warrior always picks up healing signet amongst the other choices, then that’s silly. IMO healing and utility skills should be toned down or brought up so that the player will have some kind of tough choice to make. If this does not happen, it means the other skills are useless or the ones always picked are too good or borderline broken. Just sayin.
20% would be enough to open options. Surge isn’t bad, it’s just counter productive and that’s the issue with it. Mend just needs a little help, but regardless to make heals more attractive you don’t take the best one and literally obliterate it. So yes, 20% is sufficient. Any more than that you’d just make it useless, then why? Congrats you ruined the 3rd heal so they’re back to no viable options.
Warlord Sikari (80 Scrapper)
50% reduction would be fine
150% reduction would be a start
Hopefully this is a joke, if not “Lol” and such.
Also; a 20% nerf tops would be sufficient. Any more than that and it’s completely useless AGAIN. x.X (don’t play warrior)
Warlord Sikari (80 Scrapper)
Click chat settings, turn off map, only use /t (/team), problem solved as far as what you’re asking for.
Warlord Sikari (80 Scrapper)
I will go ahead and predict… Oh I hate to say that, but gw2 will be free to play very soon.
xD Oh man, I’m not a religious person, but I’m finding myself praying he’s joking. xD
Warlord Sikari (80 Scrapper)
Just curious, and I’m hoping this isn’t already an option and I’ve just never noticed it, but can we get % HPs over our targets life bar so that we can better judge our skill usage (for instance easier to see when our enemies will fall below a certain hp % triggering passive or being able to see when we’ll be able to get better benefits of our skills for abilities that do better versus lower HP targets)?
Things in reference:
- Automated Response
- Final Thrust
- Tool kit reset
- Last Gasp
- Last Stand
All of those effect. It would be helpful to increase game play.
Warlord Sikari (80 Scrapper)
Well, actually, Ele is just poorly designed anyways and here’s why:
- Eles are designed to use all attunements and swap frequently.
- Elemental trees try to favor only 1 attunement.
- Arcana Supports swapping frequently.
- Arcana also has weapon specific traits.
- Eles have low HP, thus they often need Water’s support to survive heavy burst/conditions.Hence; Water/Arcana is so popular and will likely not change from that. Elemental trees need to be redesigned to affect all elements and support swapping, even if the focus is still on one tree. OR give a 1% CD reduction per point for any given element. If neither of those happen or one tree doesn’t get buffed out of its mind, then likely Water and Arcana (specifically arcana) will always be the go-to. :/
is it that bad to invest in arcana knowing it buffs the class mechanic? thats like complaining about investing in discipline as warrior.
No… I wasn’t saying Arcana was bad. I was saying its the only one that makes sense, hence why the others will likely never be viable unless major changes are made.
Warlord Sikari (80 Scrapper)
Its up now, enjoy, no more need to freak out. :P
Warlord Sikari (80 Scrapper)
Well, actually, Ele is just poorly designed anyways and here’s why:
- Eles are designed to use all attunements and swap frequently.
- Elemental trees try to favor only 1 attunement.
- Arcana Supports swapping frequently.
- Arcana also has weapon specific traits.
- Eles have low HP, thus they often need Water’s support to survive heavy burst/conditions.
Hence; Water/Arcana is so popular and will likely not change from that. Elemental trees need to be redesigned to affect all elements and support swapping, even if the focus is still on one tree. OR give a 1% CD reduction per point for any given element. If neither of those happen or one tree doesn’t get buffed out of its mind, then likely Water and Arcana (specifically arcana) will always be the go-to. :/
Warlord Sikari (80 Scrapper)
I suggested something like this once where basically all AI for all classes should “dodge” when the master does, and gain a 3/4 (dodge roll frame length) buff that basically would look like the Mesmers Distortion (just so it has a pretty obvious tell). I think it’s honestly pretty necessary. In PvP too, battle of Khylo as an MM, you dodge the treb but your entire build/set of pets dies anyways just because they’re stupid.
Warlord Sikari (80 Scrapper)
Nah, it’s that it’s bad game design.
I can agree with this. While I’m 100% fine (for the record) with passive defenses, that’s the line I draw. I enjoy passives its part of character building, but immunities that are “infinite” to a certain point isn’t a good design if you ask me, but we’ll see how it goes. With their small HP pool, having out a flesh golem, basic damage from attacks and the ele having to leave 30 points out of water or arcana, I doubt it’ll be too big of an issue to be perfectly honest. I think people are over thinking this, even if it is poor design.
Warlord Sikari (80 Scrapper)
These are all things we’re working on addressing.
So…when it’s ready…as usual..
No, it’ll come before it’s ready, so everyone can complain its broken and not to their golden standards. Sheesh, shut up already. >_>:
Warlord Sikari (80 Scrapper)
I didn’t say there aren’t imbalances. I said Lyssa is too powerful versus other Runes, which they are. I didn’t say runes are terrible and need to go. There’s a difference between saying that there are imbalances and saying something simply has to go.
Warlord Sikari (80 Scrapper)
The real problem is that people overuse, and often incorrectly use terms. Point being:
- Stats from traits are passive.
- Many/most traits are passive.
- Boons are passive once applied.
- Conditions are passive once applied.
- CCs are "passive"ly keeping someone still once applied.
- Pets are passive.
- All signets are passive.
- Attacks with evades on them are passive.
- Sigils are passive
- Runes are passive.
- Amulets are passive.
- Auto attack is passive.
- Initiative gain is passive.
I think that’s enough so that you can hopefully get my point. It’s an mmo, this isn’t street fighter. If you want to play a game with absolutely no passive effects go play a fighter. Otherwise learn to deal with whats rightfully a part of MMOs and just deal with it. A good build has a strong mix of both passive bonuses and active. That’s the whole idea behind sustain versus burst in any mmo. Are some passives really powerful? Yes. Are some actives also really powerful? Hell yes. So why are we still complaining about it? If you don’t like the core basics of mmos don’t play one and get upset when it has stats and character building… That’s all there is to it. This is fact, not opinion.
Warlord Sikari (80 Scrapper)
He likely means at a state of normality. But that’s also false. Bringing everyone up to the OP class every time is how you get a power creep. Warriors need brought down a bit, so does MM single target dps (with some pet cleave and survivability trade off).
Warlord Sikari (80 Scrapper)
It’s an ANet Dev going under cover to ruin our fun by making us spill the beans! #tinfoilhat
Warlord Sikari (80 Scrapper)
I used to be top 200, I just stopped doing Conquest because I got bored of it and had no motivation of going in anymore. :/ (Team Que, never did much SoloQ)
Warlord Sikari (80 Scrapper)
Passive builds -> less room for error
Less room for error -> less risk
Less risk + same or better reward -> betterPassive builds + same or better reward -> better
As you can see it’s not passive builds alone that we have problems with. It’s the fact that most passive builds in this game are at least as effective, if not more so, compared to their high skill ceiling counterparts.
You leave out that passives take away from being active meaning less twitch play and less on-demand for the same effects. So if you wanted to be fair, it’d be something like:
Passive builds = less room for error, less risk but less on demand.
Active = More room for error, more risk, but more control over ability.
Passive = medium skill cap possible.
Active = Higher skill cap possible.
Active = better in high tier
Passive = better in low tier.
Active play skill factor swings harder and passive swings less.
Active can be much more powerful than passive in a balanced world. the “Or better” part on passives that you threw in there were balance issues, not active versus passive. Your judgments aren’t fair.
Warlord Sikari (80 Scrapper)
MM takes more skill than people give credit. Sure minions are outsourced damage, but the fun “play” of it is using your character as a source of Control to allow uptime and knowing when the best time to use minions/sacrifice them are. If anything the force the game to be more active because people can’t stand still and facetank so much. It also comes with its draw backs; no stability, protection, spot condi removal, vigor, no blocks/invuln, so basically anything that comes at us, we have to deal with ourselves with the limited dodging we have, and making sure we connect enough hits to get some life force generation or else we’re toast against a good player. Play one before you knock it and pretend it’s too easy to play.
It’s only easy against nubs who stand still. MM is incredibly fun in higher tier play where its not so easy and you have to work for the minion uptime. (Assuming they don’t just get aoe’d down.)
Warlord Sikari (80 Scrapper)
Step 1:
Open your pvp menu that allowed you to travel to the mists.
Step 2:
Click to the Game Browser, 3rd tab on the left.
- From here wait till that match is over and join a team quickly next time, or go to a room that has 9 or less players that isn’t a custom arena.
Step 3:
Click “Play now”, and PvP there until rank 10-15+.
Step 4:
Once you have a good handle of what you’re doing. Click the second tab for rated arenas, and click join.
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
? o.O
Warlord Sikari (80 Scrapper)
Its most OP on Warrior actually. Dolyak+Balance stance + Zerker stance + Lyssa runes make for a very frustrating chain of basically anti-everything.
Warlord Sikari (80 Scrapper)
