4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
But why are they limited to 5v5? Any specific reasons behind?
the million $$ ?….
ther used to be 8v8 servers, but people qq that it wasn’t balanced and that people were farming rank points and that it wasn’t really good practice for ranked matches
all of which was prob tru, but i thank every1 forgot about 1 part of the equatun… it was fun
what happen to pvp being fun? id unno, i miss having fun in pvp. not spec w/ large servers, but just in gen, its not all dat fun lik it shuld be
Players didn’t like other players having fun, so they whined hard to ANet to remove fun from the game. That is why we have 5v5 garbage.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Mesmers can indeed lose some blind, especially since Blinding Dissipation is bugged and hits through evades..
You dont know what you’re talking about WE need it to survive more than guardians!
and bugged because you cant dodge it you are clearly not playing mesmer
You cannot dodge something which happens instantly
If you already were dodging before it hits then yes.
Squishy mesmer with limited healing is designed not to get hit guardians are not.Mesmers most certainly do not need blinds. Mesmers have the most OP damage in the game coupled with your ports, your stealths, your moa, your blinds and your clones.
I think they can manage putting an icd on the trait because mesmer was still viable in the previous meta and mesmers have a lot of better utility than thieves now.
The most BURST not DPS IF properly timed and what if i want to play something else more durable ? why should there be just 1 mesmer build.
Thieves were never taken for utility but mobility.
The mesmer damage is mostly ranged thats it, There are much stronger classes.
Rampage 2 shots however…Rampage is an elite skill that can be countered, you shouldn’t have even mentioned it because you basically just destroyed your credibility. Okay burst translates to DPS so I’m not sure what you’re getting at there. I can’t believe you think mesmer is in a good place right now! Literally everyone is complaining about them, even top tier players who compete in tournaments say they are too much! WHAT PLANET ARE YOU LIVING ON GUY??
Mesmers can be countered Learn to stunlock.
Dosent matter what you use.
Can be mesmer or thief (only on squishy builds with limited stealth or necromancer.
Warrior is a really bad choice to counter mesmer i admit that.
All mesmers use blink so bait it and cc.
How do I stunlock on a class that has Blink and stealth as stun breaks?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Thieves make sense with it (in some areas maybe too much bit overall, it’s in the right place).
Mesmer’s should NOT have blinds, really at all… Their whole game is confusing the enemies and dropping target and making clones, adding blind on top of that is both silly and doesn’t really fit the class.
Guardians deal with flashing lights, makes sense to have a few blinds. Could be toned down since they’re also the blockiest of blockies.
Elementalist really shouldn’t have many blinds. Blinding Ashes should hhave been a 10 sec ICD per target and add a little more offensive flavor to it.
That’s my feels on this whole situation. Thanks for listening friends.
Okay if mesmers shouldn’t have blinds that means that any of our traits dealing with blinds need removed. However I also propose that:
Engis, Warriors, and Thieves should not get confusion in any skill or trait at all.
And warriors and thieves should not have torment, at all. I mean if we are being fair on which classes should and shouldn’t have things.
Thanks for listening.
Losing condi dps that isn’t even viable at all for the ability to spam evade attacks without wasting dodge bars? Fair trade. Do it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Minions should get supply if they have necro has supply. that is only fair.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree.
Two Bunker Guard doesn’t equal death.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Meanwhile, sPvP and PvE do need love too.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Those restrictions should be lifted once acount is x months old or once it has like 5000 achivement points. I think it would be quite clear at this point that the acount is not a gold seller.
It wouldn’t work. Most goldsellers accounts are hacked and could easily be x month old or has 5000 achievement points.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
So its fine for the classes with the most sustain while being full zerker to have access to yet another damage preventing tool while thieves only have stealth? Mesmers can indeed lose some blind, especially since Blinding Dissipation is bugged and hits through evades. But Thieves? Really? Stealth is next to useless against enemies with long casts (Ranger, Necro) if you are using stealth in short durations but frequently or enemies with tons of AoE and / or cleave (Ele, Engi, Guardian, Warrior) as a defensive mechanic if you’re still within melee range – which you have to be if you want to use Backstab. Seriously, Thieves have to be a 100% ontop of their game to have a chance at survival. Survival! Killing their enemy is a complete different story in the current meta. If you strap access to Blind from Thieves, they are even more kitten and can’t compete at all because D/P is the last functional weapon set, sadly. I sued to play S/D but i just can’t justify it anymore.
Thats what interrupts and shadowsteps are for.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
No, because this affects more than just people resetting fights which is really not that large of an issue anyways. A person has to go a pretty good distance away to restart a fight and get their health back up. Far enough away that typically means you are going to at least decap the point if it is a 1v1.
You also have to look at it from a defensive stand point and not just what the other guy is doing. So you win the fight, get the stomps and all of that. Then what? You have to waste a heal skill to prepare for the upcoming attack from the respawn instead of just getting that back like it is now? That would be a real pain to have to deal with and would happen more often than some guy running halfway across the map just to reset his health bar.
Inb4 someone argues that killing and getting the stomps should be programmed to refill your health as it is now then that could lead to one of two problems.
1.) Some thief or mesmer just stealths up and runs to the other side of the map and keeps you from getting your health refilled while his teammates respawn.
Or worse…
2.) It bugs out sometimes and people on the opposing team get their health bars refilled just because they got a stomp in the middle of a team fight.
Or worse…
3) It bugs out and precursors starts popping out of corpses and then it breaks the economy and all legendaries become worthless.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Throw some marks, throw a couple of wells, switch to Death Shroud, hit “4”, and everyone is dead.
I fixed it a bit,but this summarizes Necro gameplay perfectly..
The only thing I would add is some 1 1 1 1 1 1 1 1s.
Yolo E sports ftw.
Is your class “Target – Light Golem”?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Turrets can easily be made useful again by:
1.) Allowing them to receive buffs/crit
2.) Speeding up the excessive cooldowns for when they are destroyed.
3) Allowing turrets to be deployed wherever they want.
4) Make them uncrittable/unable to deploy condis.
5) Give it back 1500 range.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I certainly want tanking to be more viable. I am not talking about just adding more toughness.
I want mobs to attack me, to focus on me while I try to survive and my party members attack them.
My solution? Superior Rune of Taunting.
Also, I want warriors to have a GM trait that is similar to the rune.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I usually play with my soldier gear in zerk runs. They don’t see the difference..
You don’t know that.
Just because they aren’t calling you out for it doesn’t mean they don’t notice something’s wrong. They probably just don’t know who’s at fault.
I doubt anyone would notice something is wrong.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I usually play with my soldier gear in zerk runs. They don’t see the difference..
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Ppl complained about engi turrets because it was a build that coul tank insane dmg while doing the same because turrets excels in AoE cleave, and when placed in nodes you are controlling one of the core mechanics of PvP… That said, the best form to counter this was focusing the other 2 nodes and getting a 4v5, but ppl in overall thought this wasnt a “cool mechanic”, and claimed anet to nerf turrets… So they are pretty bad right now
In this zerk meta, turret engi could not survive well even if the nerf never happened. Turret engi did well because of the cele meta. Everyone’s dps is stupidly low.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Hey guys; thats a opinion topic.
Im play the power pew pew LB build, and i have a few doubts and wanna know whats YOUR choises for my doubts. I play 80% of time WvW solo roam and 20% of time with zerg. So here it goes:
-Whats ur 3rd trait line? I mean, i guess eveery1 chooses Markmanship and wildness survival, so whats the 3rd line u choose, and why? Ive testing Nature Magic, Beastmastery and skirmishing, and boths are amazing;
- 2nd weapon set. Do you play LB/GS or LB/sword-x ? and why? I cant choose it too lol boths are good ;p
thx all for opinions
- Marksmanship/Skirmisher/Wilderness survival.
I chose Skirmisher for quick draw. It has great utility to it. I can do double maul to kill my enemies faster, or double Swoop to create more distance so I can pew pew more. Then I switch back to longbow and pew pew some more.
- LB/GS.
I would play sword/x if sword didn’t root. It is just way too clunky for me.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Roy, please, give us clarification on sword skill 3 if it has evade/invulnerability.
Currently Unrelenting Assault does not evade or make you invulnerable.
Lets do it, with that and Hammer #3! Make us proud, friend! (Evade, no invuln. Please no invuln.)
If you really must, add 2 more seconds of CD to both to balance it out, but it’d be incredibly more valuable as a skill if it was the Revenant’s version of blurred Frenzy, which they could use right now!
Why no Invuln? There is no difference between evades and invuln.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Rune of the Sunless and Rune of the Nightmare both proc fear as their #6 ability and both have lengthy cooldowns, so those should be used as reference for how ANet balances CC skills on rune sets.
That being said, proccing taunt on runes should only be from activating a heal skill or an elite, because that puts the control in your hands. If you have a rune set that procs taunt because of something someone else did, you’d find yourself in situations where you’re taunting when you don’t want to taunt: when you’re near dead and your heal is still on CD, have 30 stacks of invulnerability and your condi cleanse is on CD, you’re performing an action that gets interrupted by attacks (Dredge fractal, anyone?), etc.
Some classes only have lengthy elites. I rather not have them alienated when they want to play a soft tank role.
Also, when you are forced to heal, it usually means someone is on you. So while it looks good on paper, it wouldn’t work.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The problem is that half of your bar is disabled until the Ventari tablet is up. There is two ways to fix this.
- Ventari Tablet needs to be summoned automatically when invoking Ventari Legend.
- Ventari gets new utility and elite when they don’t have the tablet up.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Yes, everything besides auto-attacks has an associated energy cost.
As it should be. Don’t listen to people asking for freebies. Reward good gameplay, not spamming.
Thanks, Roy
Why not? Thieves don’t use Initiative in their utility skills because they have a cooldown.
Revenant Utility/elites skills lacks long cooldown. So it is okay if they cost energy. However, Weapon skills have cooldowns.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
My suggestion:
• +25 Toughness
• +20% Taunt duration
• +50 Toughness
• 25% Chance on hit to taunt target foe for 3 seconds (20 second cooldown)
• +100 Toughness
• -20% Damage from taunted foes. Taunt up to 5 nearby foes for 3 seconds when you gain regeneration (30 second cooldown)This way the taunt on regen could synergies well with the Ventari legend or staff, as both can be traited to give regen. The regen and damage reduction would then help you while you take the extra agro.
Bad idea, Regeneration is a spammable boon. Players can spam regen on you and proc taunt early.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree. The Hotjoin button needs to go away. It is nothing but people either just fighting, goofing around
This is bad because…?
Well I guess inherently its not bad. The problem is that it says Practice. And I’ve heard people recommend that players just starting out in PvP to go to the Hotjoin/Practice button. And that is just bad advice imo.
The reason its bad for new players to go there is that they will:
1. Just get rekt because there is no matching with like skill in Hotjoin.
2. They really won’t learn anything about the actual game of PvP. They won’t learn strategies or rotations or how to win. So its not really “practice” for sPvP.
Rename the room to Hotjoin/Quickmatch. Simple.
You won’t learn strategies or rotations or how to win in Unranked.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Shiro Legend doesn’t have a direct healing skill, instead it is a life steal heal. Also, The other Legends have crap healing because it was balanced with Revs using two healing at the same time.
Rev need that life steal.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Don’t think this is feasible. Matches are relatively short as is, and you’d need at least 3 out of 5 votes to end one. It would also be practical to disallow a surrender vote until a specific time has passed. Usually when a match is truly hopeless people just afk or run around aimlessly until it’s over, which usually isn’t a very long time.
When you are in a team with terrible players fighting against Esport players, then matches become pretty long.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree. The Hotjoin button needs to go away. It is nothing but people either just fighting, goofing around
This is bad because…?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It’s a really old (and one of the most wanted) feature but Anet should ban basically every bunker amulets (celestial, cleric, settler etc.) , many gm traits and ia builds like phantamsal mesmers or MM necros. And there is a big problem with perma stealth compositions like thief- mesmer or double thieves and double mesmers.
You can see how many restrictions are in the old ESL 2vs2 tournaments and are necessary, otherwise there would be unbalanced compositions.
Lol no.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Maybe a Resign button activates if certain point spreads are met? Such as if one team is 300 points ahead or something? That’s a lot of lost time if the opposing team wants to wait around, and they’d have to do it unanimously.
Or how about the game just ends automatically instead?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
2vs2 can’t be ranked it isn’t balanced, without healer it would be who burst first win. IMO 3vs3 is minimal number for arena
But there is bunker/tank builds and downed state in GW2. If one player gets bursted down, the support player can res the downed player up or keep them alive.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This is why we need Hotjoin and that button to not disappear.
Inexperienced players don’t need to ruin unranked with their inexperience. They can go to hotjoin and play it like a deathmatch.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Will there be Adventures that is outside of HoT?
Racial cities could use some mini-games.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I’m with you on TDM queue not sure why it was ignored when we asked for it way before SH was announced. There is no logic for it mixed with conquest pure favoritism.
ANet forgot about it?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Can I have +20% damage in Death Shroud from Death Perception too?
Why should Death Perception get a buff? The crit boost works with all 5 skills.
Burst Precision only works with one skill.
Because I want 12k Life Blast hits in PvP.
On an auto-attack? Okay.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Can I have +20% damage in Death Shroud from Death Perception too?
Why should Death Perception get a buff? The crit boost works with all 5 skills.
Burst Precision only works with one skill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I want to see chairs as a gemstore item which players can actually sit on.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The fun is in fighting other players on the field instead of waiting for them to come out of their tower.
Everyone’s definition of fun is not the same. I have fun doing it all and there are times where I solo roam or small group roam for weeks if not months. Other times I zerg around and follow a commander or command myself. TBH I have more fun roaming then zerging but that’s just me. What I can do solo always makes me laugh because usually I flip camps (towers too if no one stops me) just to watch a zerg come and take it back.
Instead of waiting for them to come out of a tower why not attack something else to bring them out? If they don’t come out to fight whats to say they are going to show up and open field fight you? They probably won’t either way.
I don’t understand whats your point and how it relates to my suggestion.
You can still zerg if you want. You can still hide behind a tower if you want. You can even assault towers. My suggestion won’t break that.
They are just not important for points anymore.
I don’t see how you don’t get that if towers are worth ZERO points there is no point in taking them or even defending them. People don’t take towers for karma, money or rewards like you keep pointing out. We take them to keep them paper and so they do not get upgraded while also taking POINTS away from you.
You have a problem with k-trains it seems but you seem to do nothing to stop those k-trains.. They have no brakes unless you stop them by wiping them or upgrading and defending your stuff..
Does anyone kill the skritt or do events in the northern parts of BLs? Probably not because they are POINTLESS.
Second, towers are still an option. Towers will still give money, exp, karma for people who captured it. It also gives a safe haven to the solo roamers, scouts, and siege weapons. Towers can be a supply depot for zergs that want to resupply. Those reasons are enough for towers and zergs to still be useful in WvW.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I don’t like 4 either. Auto-taunt could get me killed if it procs on a boss and I’m not expecting it. Let’s do something like this for #4 instead:
- Whenever an ally below 25% health is attacked, reset the cooldown on all skills with Taunt effects, and Taunt lasts 3x longer. (With some sort of cooldown on the rune and blah blah.)
The only major disadvantage I see of doing it that way is that classes without Taunt won’t have a use for it. (And I’m sure a lot of Guardians are still scratching their heads on why they won’t get Taunt…) For classes with Taunt though, I think this is better, personally.
You don’t have to use the rune if you don’t want to take aggro.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
How about 3 seconds of Resistance when attuning to Earth?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The fun is in fighting other players on the field instead of waiting for them to come out of their tower.
Everyone’s definition of fun is not the same. I have fun doing it all and there are times where I solo roam or small group roam for weeks if not months. Other times I zerg around and follow a commander or command myself. TBH I have more fun roaming then zerging but that’s just me. What I can do solo always makes me laugh because usually I flip camps (towers too if no one stops me) just to watch a zerg come and take it back.
Instead of waiting for them to come out of a tower why not attack something else to bring them out? If they don’t come out to fight whats to say they are going to show up and open field fight you? They probably won’t either way.
I don’t understand whats your point and how it relates to my suggestion.
You can still zerg if you want. You can still hide behind a tower if you want. You can even assault towers. My suggestion won’t break that.
They are just not important for points anymore.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
“Zerging is boring, people only go for towers!”
Anet removes tower points and stop zergs.
“WTF there’s no pugs for our guild groups to fight against, where are the zergs?!?”
Anet give more points for fighting.
“kitten everyone kill us because they want to fight, I didnt sign up for glorified PvP, I want to fight zergs, take towers and mix things up!”
We all know that’s exactly what would happen.
I think you are trying to say something, but I don’t understand what you are talking about.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I solo towers all the time. After proposed I’d be limited to sentries and camps (both take seconds to take). Where’s fun in that?
The fun is in fighting other players on the field instead of waiting for them to come out of their tower.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If towers are worth no points why not remove towers? ::shakes head::
Also if you checked the wiki it says sentries are worth 1 war point and yaks are worth 3
Second, towers are still an option. Towers will still give money, exp, karma for people who captured it. It also gives a safe haven to the solo roamers, scouts, and siege weapons. Towers can be a supply depot for zergs that want to resupply. Those reasons are enough for towers and zergs to still be useful in WvW.
Still pointless seeing as wvw is to capture things for points. People take towers for you know the points. Why would you siege or defend something worth nothing?? ::shakes head::
Supply depot? haha that is what camps are for
Second, towers are still an option. Towers will still give money, exp, karma for people who captured it. It also gives a safe haven to the solo roamers, scouts, and siege weapons. Towers can be a supply depot for zergs that want to resupply. Those reasons are enough for towers and zergs to still be useful in WvW.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It should get its own queue too. I would rather play Courtyard than all these conquest maps.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I hope they remove taunting all together. It sounds too much like I’m playing Hearthstone or something. One of the main reasons this game is so popular is because it doesn’t require dedicated Tank, Healer and Damage roles.
Sadly taunt isn’t going anywhere. It should be removed, though, along with fear. Losing character control isn’t fun.
That discussion should go to another thread. Its offtopic.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Why not Taunt on using Healing skill/Elite?
RNG procs are always stupid.
I like this idea. However, Some professions have long cooldowns on Elites and if you are using an Healing skill, you probably have someone hitting you already. It wouldn’t work.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
what’s with the random pointless amount of vitality
To keep it in line with other runes.
https://wiki.guildwars2.com/wiki/Rune
Every (2) bonus with a stat is always +35.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I hope they remove taunting all together. It sounds too much like I’m playing Hearthstone or something. One of the main reasons this game is so popular is because it doesn’t require dedicated Tank, Healer and Damage roles.
And this rune still won’t require a dedicated tank/healer/damage role in dungeons. But it’ll give players that has toughness/vitality a soft tanking role option if they choose to.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
that (4) bonus isn’t really going to work all that well in large pve events.
It would cap to the 5 nearest allies. But party members is priority.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Superior Rune of Taunting:
- +25 Toughness
- +35 Vitality
- +50 Toughness
- 25% chance when an ally is struck, taunt the foe.
- +100 Toughness
- -20% damage received from taunted foes. Gain protecton when struck.
This rune is to give toughness/Vitality gear a purpose and let people play a soft tank role for PvE or PvP.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If towers are worth no points why not remove towers? ::shakes head::
Also if you checked the wiki it says sentries are worth 1 war point and yaks are worth 3
Second, towers are still an option. Towers will still give money, exp, karma for people who captured it. It also gives a safe haven to the solo roamers, scouts, and siege weapons. Towers can be a supply depot for zergs that want to resupply. Those reasons are enough for towers and zergs to still be useful in WvW.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
