4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I think this trait should get a buff. The reason is that it is competing against Cleansing Ire and Last Stand. 1000 toughness isn’t good enough as a situational trait.
A few suggestion:
- Grant 1000 toughness and heal when using a stun break skill instead of requiring a stunbreak in the first place.
or - It gets a 40 second cd passive stunbreak but no stability.
or - Make it supportive instead of selfish. Whenever you use a stunbreak skill, you stunbreak for 5 other players. Also grant them 1000 toughness for players that broke out of stun that way.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
I would like to see Embrace the pain being the new adept minor. Remove it from Cleansing Ire.
- Gain adrenaline when hit.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Plz no. This game already has enough super sustain specs. We don’t need another one.
Zealot is hardly a super sustain spec.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Whenever I see a enemy thief in shadow refuge + surrounded by my zerg. I pop area reveal to tell him kitten off.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Depends. The Ranger will probably be the better pick for speed runs in old dungeons.
Wisp travel says hi.
and that competes to ele giving fiery greatsword to a Mesmer slotting Portal how?
Because Wisp travel is better than fiery GS?
And how does Mesmer use Wisp Travel?
They don’t.
Then wtf are you talking about?
What does mesmer have to do with wisp travel?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Depends. The Ranger will probably be the better pick for speed runs in old dungeons.
Wisp travel says hi.
and that competes to ele giving fiery greatsword to a Mesmer slotting Portal how?
Because Wisp travel is better than fiery GS?
And how does Mesmer use Wisp Travel?
They don’t.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
- Grace of the Land: This trait has been re-worked. Instead of its former behavior, allies affected by your celestial avatar abilities gain 3% damage and condition damage increase for 8 seconds. This buff stacks 5 times.
Why is this the only % multiplier trait in the game that affects both damage and condition damage? Surely this should be extended to other profession % multipliers as well?
Pretty annoying now that I think about it.
Its fair considering that the Druid will not be able to DPS while in Cele form.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
- Glyph of Unity: This skill now has a 400 initial effect radius and a 600 radius leash.
Please let me heal players when I am healing myself in Cele form Glyph of unity.
This would make a great non-clunky party heal in return of less heal.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Depends. The Ranger will probably be the better pick for speed runs in old dungeons.
Wisp travel says hi.
and that competes to ele giving fiery greatsword to a Mesmer slotting Portal how?
Because Wisp travel is better than fiery GS?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
- Celestial Avatar Form: Skills that heal have had their base heals reduced by 15-25% and increased their healing coefficients from 100-145%. This should leave base heals solid while really rewarding players who elect to use healing power stats.
I dislike this.
I feel that this will make cleric druids way more tanky than it already is. I had a hard time killing druids already in beta. Instead, I would like to see Druids being healers instead of tanks. How about buff Natural Mender’s healing coefficient instead? It would give Druids a healer role instead of a unkillable bunker role.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Depends. The Ranger will probably be the better pick for speed runs in old dungeons.
Wisp travel says hi.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Sic em is actually really strong vs stealth if you use it properly. It completely kittens all over thieves and mesmers when they don’t see it coming. otherwise though the skill is alright. Some pet builds use it, but pet builds are pretty rare.
That being said I thought the loss of the effect when commanding the pet was a bug?
back in the day you could pop it and guard with a jaguar and rack up crits on people up on top of walls. Good times.
It is trash tier compared to Sneak Gyro reveal/Glint reveal/Trap reveal/Reveal on attack engi trait.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
How about not removing anything and just add that kitten thing that they want to add…
I like both – Transmute charges and Tomes.
Or let us pick what we want…
I agree.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Why should ANet do that?
ANet clearly said they want to disincentivize dungeon. In that case, ANet should just use this suggestion.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Bring a condi class.
While the condi player load the enemy with Vamp runes and the zerk player bring the hp down, the enemy will be cursed with invulnerability and he can’t do anything while bleed/burn/poison stacks kill him.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I rather have a Oakheart as a pet.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I would rather them take all of the story instances, excluding Arah but including shorter/reworked Arah paths, and making them into fractals (maybe start adding the others paths down the line). I do like the idea of a singular currency. Or just keeping dungeons the same with increased tokens…
Because?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If I see 4 red bars on the top left screen at the first 10 seconds, I am going to rage quit.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It does need a very short cast time with no after-cast, though,
I disagree with you, and so does ArenaNet… Cheers!
It also means when you see the mesmer’s burst coming, and you dodge it, you will successfully counter play it instead of having your dodge suddenly interrupted or prevented.
The counter-play is the long charging time of the mantra skill itself plain and simple.
Easy to achieve actually when accounting to all those hip defensive skills.
They have long duration, enough to get the mantra up.
Your point does nothing to refute my own. You’re still blowing a necessary defensive recharge in order to charge your Mantra of Distraction. This is about as wise as a Celestial Dagger/Dagger Elementalist blowing his or her Lightning Flash to land Churning Earth. If you think that’s also a good idea, then you and I have nothing more to discuss.
Wrong. My points counters yours. Mesmers have so many of those hip defensive skills, and the stealth skills last pretty long thanks to PU. The recharge is low enough for all of them to be on-demand whenever necessary.
The difference between Lightning Flash + Churning Earth vs. The prestige + Mantra of Distraction is that The Prestige + Mantra of Distraction is worth it. The instant MLG stun is leagues better than a few stacks of bleed. lol. I can’t believe you actually compared the two.
Wait, so I have to take the Chaos line + PU + a torch and or Decoy and or mass invis so I can run MoD? I thought there was no cost/investment?
Anyway, how many hip defensive skills do Mesmers have exactly (how many’s “so many”) to serve in the use of recharging mantras? Can you list them for us? I’m fascinated.
- Mind Wrack- Blinds with Blinding dissipation
- Cry of Confusion- Blinds
- Diversion- Instant Daze/stun interrupt
- Distortion- Invulnerability
- Decoy- Stealth
- Portal- if you so choose.
- Blink- Teleport
- Mass Invisibility- Stealth
- The Prestige- Stealth
- Illusionary Wave- Knockback to keep melee away.
- Illusionary Leap- For MLG teleport.
Learn your class
And these will serve to cover the 2,75s of charging the mantra? You do know you cannot perform most of these while charging or you cancel the charge?
Yes, You can use all of these to cover your 2.75s channel. I also know I can use them before the channel so I can mitigate damage while I channel the mantra.
Learn your class.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
How to do it:
…
- Convert all dungeon tokens into Fractal tokens. This will help make the wallet cleaner, I won’t have to see 20 different currency. Make all dungeon rewards cost fractal tokens and/or put it as drops in the respective fractal instance. This will give more varied loot.
…what should i do with a million of fractal tokens?^^
apart from that nice idea, but i guess it does not fit into the “story”, even if they did it with molten and aether…
You can convert them into dungeon armor to salvage it for ecto. Then gamble it all away to the skritt gambling machine.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
How to do it:
- Make all story dungeons soloable. Nerf the content easier so that new/low level players with terrible gear can do it for both explorable and story mode. Explorable dungeons will be there for leveling up characters. It is also there to teach players on the respective FOTM instance.
- Put a teleport to dungeon button somewhere so that players can teleport into the instance there from anywhere from the world.
- Convert all dungeon tokens into Fractal tokens. This will help make the wallet cleaner, I won’t have to see 20 different currency. Make all dungeon rewards cost fractal tokens and/or put it as drops in the respective fractal instance. This will give more varied loot.
- Use paths from dungeons and put it in Fractals for more variety. This is basically salvaging dungeons to add 32 or more potential fractals for FOTM.
- In the PvP reward track, Legendary shards will take place of the token box instead of Transmutation stone. This will make PvPers happier because their T-stone gain won’t be gone.
Why I am asking for this: ANet officially killed off dungeons. I just suggesting to salvage from the dead corpse before it is killed off in HoT and give it a new purpose.
Dungeon Rewards
Over the last couple of years, dungeons have been a major part of the game’s economy; between unique armor and liquid rewards, they’re often farmed. In the expansion, we’ll move away from this paradigm. As the game progressed, we shifted focus from dungeons to fractals and raids, and we firmly believe that fractals and raids are the content that we want to continue to support. As a part of that process, we’ll shift some rewards away from dungeons and into other pieces of content. While dungeons will remain cool experiences that’ll reward players with unique items, their liquid rewards will be reduced and other content will become more rewarding. The shift in rewards is a direct representation of our focus on raids and fractals and our commitment to make them the best they can be.
~~John Smith of Anet economy team
I believe that making FOTM and raids as the endgame only can work. Right now, it is just not enough.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
sooo.. no answers for me..?
Anet, you’re breaking my heart :c
I gave you an answer.
Hotjoin. Ignore the objectives. just search and slash.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I think that 2 handers should get nerfed instead.
It was justified having higher damage because it can only use 1 sigil. Now, there is no reason to.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
i dun understand why ppl play HOtjoin..to slove the quetime issue is simple just remove hotjoin and ppl will join unrank…to me even when hotjoin is around the que time is quite fast average 3min wait time
Next would be to solve the rising afker, rage quitters, leavers problem.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
i would like to see footage of these amazing zerker druids and also the builds used.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It does need a very short cast time with no after-cast, though,
I disagree with you, and so does ArenaNet… Cheers!
It also means when you see the mesmer’s burst coming, and you dodge it, you will successfully counter play it instead of having your dodge suddenly interrupted or prevented.
The counter-play is the long charging time of the mantra skill itself plain and simple.
Easy to achieve actually when accounting to all those hip defensive skills.
They have long duration, enough to get the mantra up.
Your point does nothing to refute my own. You’re still blowing a necessary defensive recharge in order to charge your Mantra of Distraction. This is about as wise as a Celestial Dagger/Dagger Elementalist blowing his or her Lightning Flash to land Churning Earth. If you think that’s also a good idea, then you and I have nothing more to discuss.
Wrong. My points counters yours. Mesmers have so many of those hip defensive skills, and the stealth skills last pretty long thanks to PU. The recharge is low enough for all of them to be on-demand whenever necessary.
The difference between Lightning Flash + Churning Earth vs. The prestige + Mantra of Distraction is that The Prestige + Mantra of Distraction is worth it. The instant MLG stun is leagues better than a few stacks of bleed. lol. I can’t believe you actually compared the two.
Wait, so I have to take the Chaos line + PU + a torch and or Decoy and or mass invis so I can run MoD? I thought there was no cost/investment?
Anyway, how many hip defensive skills do Mesmers have exactly (how many’s “so many”) to serve in the use of recharging mantras? Can you list them for us? I’m fascinated.
- Mind Wrack- Blinds with Blinding dissipation
- Cry of Confusion- Blinds
- Diversion- Instant Daze/stun interrupt
- Distortion- Invulnerability
- Decoy- Stealth
- Portal- if you so choose.
- Blink- Teleport
- Mass Invisibility- Stealth
- The Prestige- Stealth
- Illusionary Wave- Knockback to keep melee away.
- Illusionary Leap- For MLG teleport.
Learn your class
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I have simple solution for most of points. Remove hot join…
Pray to whatever you believe in that you don’t have me in your team. If you guys suck, I will afk, rage quit, and be very toxic. I will disconnect because of lag. I will make your pvp experience worse because hotjoin gets removed.
Hotjoin is where I want to ragequit easily.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
It does need a very short cast time with no after-cast, though,
I disagree with you, and so does ArenaNet… Cheers!
It also means when you see the mesmer’s burst coming, and you dodge it, you will successfully counter play it instead of having your dodge suddenly interrupted or prevented.
The counter-play is the long charging time of the mantra skill itself plain and simple.
Easy to achieve actually when accounting to all those hip defensive skills.
They have long duration, enough to get the mantra up.
Your point does nothing to refute my own. You’re still blowing a necessary defensive recharge in order to charge your Mantra of Distraction. This is about as wise as a Celestial Dagger/Dagger Elementalist blowing his or her Lightning Flash to land Churning Earth. If you think that’s also a good idea, then you and I have nothing more to discuss.
Wrong. My points counters yours. Mesmers have so many of those hip defensive skills, and the stealth skills last pretty long thanks to PU. The recharge is low enough for all of them to be on-demand whenever necessary.
The difference between Lightning Flash + Churning Earth vs. The prestige + Mantra of Distraction is that The Prestige + Mantra of Distraction is worth it. The instant MLG stun is leagues better than a few stacks of bleed. lol. I can’t believe you actually compared the two.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
- Added Leaver/AFK report and /resign/surrender command to the list.
You forgot adding instant autobalancing. The losing team is going to lose more because of 5v3.
Would this be only for volunteers? so first person to hit the button is swapped?
I would think if its just instant for everyone targeted by autobalance, that player will be more likely to leave as well if the game just suddenly throws them onto the other team in the middle of a fight/cap/anything.
It would autobalance that last player.
In that scenario, a 4v3 is better than a 5v3.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
couple things.
Mantras have always been insta cast and people didn’t moan about them a year ago, therefore the insta cast isn’t the issue.
Poor argument.
Coming from a warrior that hates power lock, I’m not going to agree with the op. The mantra has a precast time of 2 and 3/4 seconds just to get access to power lock. in the midst of combat that’s
practically impossible.difficult to achieve.Plus it essentially has their character scream “IM GONNA STUN YOU I GOT IT”
Quoted for biblical accuracy.
To add to this, Blink, Distortion, and stealth skills don’t exactly have low recharges. We’re talking about putting one skill on recharge just to cover the charging of another skill.
Easy to achieve actually when accounting to all those hip defensive skills.
They have long duration, enough to get the mantra up.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Join a hotjoin match. Don’t play the game. Just go around and slash people.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Never said anything about avoid it completely. And you if you want to fly then go play WoW or suck on more sarcastic lolipops. The idea was just so you could travel across it and even fight ontop of it. Also yeah, I would perfer if they remove the underwater completely from the game, and it’s a shame they can’t because there’s too much content in it.
Water walking doesn’t even make sense.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Healing Signet.
You have a burst heal. Its called Water field + Blast finisher.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
My suggestion:
- Gives thieves the trait: Armored Reveal.
Armored Reveal- Reveal allows the use of all the stealth passive traits.
If I have reveal and I have armored Reveal trait, Shadow Rejuvenation, Shadow Embrace, Resilience of Shadows will still work.
This is a nice middleground that will keep the thief alive even if the enemy has reveal.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree with most people in this thread. I have over 500 transmutation charges. I change my armor look sometimes, but nowhere near enough times to do more than slow the constant gain of them. Tomes are at least something I can make money off of, so with the choice of replacing some transmutation charges or tomes with the new thing, I’d gladly replace the transmutation charges.
Give them to me.
I need more of those. I’ll trade you those for my tomes of knowledge.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You afk or leave a match, your account gets deleted. Watch how fast that would solve the problem. But I guess we can make do with Dishonorable. Need to make it harsher with competitive cool downs or something at the least and not like a minimal 5 min. but like 30 min. to and hour.
/Surrender was needed ages ago.
I guess it would solve the problem. If there are no players around, no one would afk.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
So this is how it went down.
I went home the other 4 went far. This is kylo and 3 of them died on far from a treb shot. The thief on my team pulled out and came back to help me at home. So i was fighting a guardian from the start of the match and the enemy thief free capped mid. The enemy thief then came to me.
At this point ive been fighting 1 vs 2 for about 10 sec and all my utility’s are on cooldown except rampage. I see the thief on my team come and he jumps onto the other theif. I go rampage and down the guardian. I go for the stomp and he gets picked up. I look up at the top left at the health bar screens and the thief on my team is almost dead. He then went into hiding the whole match and afk. He and the mesmer on my team didnt leave the match but hid in stealth for decaps to get points until the match ended.
They didnt full cap, they each got 20-30 pts and just sat in non fighting areas of the match. It was crazy to see 2 players quit when the game score was around 80-5 and sit there for 8 min and do nothing while me and 2 other players just kept playing for the sake of it.
Seriously Anet, this is a huge problem especially if your solo queing
I asked for a surrender button so I don’t have to deal with the kind of stuff you’re describing and had someone tell me that no match is unwinnable and even if he’s losing by 300 points and he has FUN fighting 1v2’s. Does that person sound familiar?
If you want I can go back to your old post and quote you about how fun it is to play in a match like this.
I don’t want a surrender button. There will be one troll that won’t surrender.
Instead, I rather have the game end early if the team is ahead by 200 points. So I don’t have to suffer through trolls.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Thief is NOT the weakest class in PvP.
Yes, that title goes to the ranger.
Have you ever won 1v1 vs ranger as thief?
Just cuz its not meta, meta shifts fast with every patchnote.
Rangers are getting buffed and buffed to the point they will soon deal more dmg than warriors in melee.tons of cc, tons of dmg both range dmg and melee and even pet, cc from pet, insane defensive traits(protection on dodge(NOT EVADE), 33% dmg reduc if not under 90% hp aoe weaken + protection when hit.
I hate when ppl say ranger is worst class in pvp when ranger can just outright kill every class in 1v1. Hes just not suited for conquest that makes him not meta.
Yes multiple times. Stealth = immunity to projectiles.
I sit in stealth and then backstab him from behind. Then drop blackpowder to make his knockback useless and probably the taunt as well.
Then keep autoattacking, and heartseeker through the blackpowder for stealth then to do another backstab. The ranger then gets immobilized from panic strike and I can take down the rest of his hp. If he uses signet of stone/lightning reflex, I just daze/stealth away and backstab him even further..
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Thanks for all your feedback and help testing the work-in-progress Enhanced Squad UI during Beta Weekend 3! While we encountered some issues during the beta test, it was great to see it up and running by the end of the weekend so we could get your input. And there was a lot of great feedback! As a result, we’ve decided to hold off on releasing the first version of the new UI until a few weeks after the launch of Guild Wars 2: Heart of Thorns™. This will give us a little more time to properly address the issues that were encountered as well as add some needed polish.
We expect this first version to be a great enhancement to squads, including introducing the “commanderless squad” that provides basic squad functionality for a group of 10 players that doesn’t have a member who purchased a Commander Compendium. And for those who are already commanders, you’ll get additional functionality. But this first release won’t include everything we’d like to provide. For example, we’re going to follow up in a later release by adding markers for marking locations in the world and creatures/characters. We’re also looking into adding additional features like displaying boon and condition information in the UI.
As we get closer to future releases, we’ll be sure to provide information on the new functionality we’re adding. We think the Enhanced Squad UI is going to be a great addition to the Guild Wars 2 experience.
Thanks again for your help in making it the best it can be!
Ok but what about health bars under players? This is more important than some boons.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Also, if a good chunk of the playerbase get a legendary/precursor for free, legendaries will no longer the that special. A legendary is nothing if it isn’t special- what’s the point if it took no effort and everybody has one?
Not really. Precursors will be free. Not Legendaries. With Legendaries. All the materials will increase in price dramatically to make the grind long enough to make Legendaries stay special.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
- Added Leaver/AFK report and /resign/surrender command to the list.
You forgot adding instant autobalancing. The losing team is going to lose more because of 5v3.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What we got is a healer, that is just spamming heals in the hope that they will heal the right person (like hey, I want to heal the tank in my group but for whatever reason, I was healing all the others that were standing around perfectly fine)
What you got is a healer.
What I got is a Power Druid that immobilizes and lock down enemies. With mobility that enemies can’t escape or chase me with. I get tons of sustain because I outrange you and that I have tons of healing spells.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Not yet. When every class has a way to reveal in their passive, then it would be a good time. Thieves can stealth at each corner to elongate the match.
The other way is to not make it a Deathmatch, but a King of the Hill with zero respawn. This way, thieves that hide all the time will lose.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What’s this for? PvE, PvP? It looks like a solo healing build.
If it’s PvE/ Raid build, there are quite a few suggestions I could make. If it’s for just general PvE or PvP never mind
.
It looks like PvE. It said so in the build.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree because it would not solve anything.
- Players do not drop supplies when outside of the base. Supplies are channeled through the boxes and they have very small respawn time. Channeling supplies are not interrupted through a single attack. There is no reason to PvP if the enemies do not need to fight. In fact, pvping is a big waste of time.
- Guards are not respawnable, so players have the duty to kill the skritt bombers themselves. They cannot leave the guards to killing the Skritts. Killing Skritt bombers helps the team more than killing players. Therefore, there is no reason to target players when skritts are number 1 priority.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Is there even a purpose for building up your 1 man guild?
If you want personal guild bank, you can just queue up now. Other than that, all you can get is a really really tiny guild buff.
Yes.
I want to build my own personal housing. I will not get the ability to build in other guild halls, nor do I want to.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Someone answer this “Why is this suddenly so bad when it hasn’t been a problem for 3 years?”
Because there’s new stuff coming, it’s not the same old stuff as before. You shouldn’t be able to buy everything in a guild hall on day 1 with gold, just as you shouldn’t be able to buy one of the new legendaries from the TP.
I don’t see a problem with any of these.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Do people really use all their trans charges? I have 500 of them and climbing. I would rather they replace them with shards of glory or something else.
Yes.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
In Hotjoin, the autobalancing should happen in an instant. The reason for this is so that the losing team won’t get affected by a whole lot.
It becomes a 5v3 scenario for 20 seconds.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
.