4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If you’re dumb enough to place Spirits like dumb turret engis place their turret.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
kitten y Kshot War still looks great to me : D
ST AR DI – Rifle Sword/WH
ST = Restorative Strength – Body Blow – Berzerker’s Power
AR = Signit Mastery – Rending Strikes – Burst Precision
DI = Crack Shot – DoeT or Brawler’s Recovery – Burst MasteryGood Times – STARDI
The problem is, PvP Warriors are simply not viable without Cleansing Ire.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The lynchpin for condi ranger is Survival of the fittest and Empathetic Bond.
Condi rangers are pretty much dead, I guess.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Unless you are going to be a bunker ranger or a bunker druid spec i don’t really see a point in taking them, unless the cool down is really low.
I would place them at mid for the mid fight.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I want Nature Spirits to have very low duration or the ability to blow them up.
60 second duration is too high for PvE roaming or dropping frost spirit down for a dungeon run.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Drarnor Kunoram.5180:
Here is my idea for the Curses problem:
1. Merge Terror with Master of Terror. Move to the Grandmaster Soulreaping slot.
2. Move Dhuumfire to Master tier for Soul Reaping.
3. Add a new, non-condition damage focused Grandmaster trait in Curses.This Needs to happen if condi builds want to remain important.
I think there should be more support skills for necros.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
1. Deathly Invigoration- Grants Resistance + heal people
2. Shrouded Removal- Removes one condition from you and nearby allies.
3. Signet Mastery- Activate Signet of Vampirism when fallen below a certain threshold(Healing done through this may be nerfed)
4. Unholy Martyr- Increase the number of targets pulled with condis. Synergizes well with Plague signet.
5. Vampiric Ritual- Allies can now lifesteal while inside the Wells. Synergizes well with Well of Darkness + Chilling darkness(Chill on blind) trait.
6. Parasitic Contagion- Also Grants weakness of Crits. This is so that enemies don’t hurt party members all that much. Synergizes with Target the weak. Power/Sinister PvE builds will use this trait.
7. Path of Corruption- Mobs needs more boons. Every single mob in the PvE world need boons. Good trait in PvP.
8. Putrid Defense- Poisoned Foes do 10% less damage. To protect allies better when you poison enemies.
9. Speed of Shadows- Grant 25% increased IMS to nearby allies while in DS. Because soul reaping needs to be less selfish.
10. Foot in the Grave- Grant 1 stack of stability to party members.
11. Beyond the Veil- Grants Protection to you/minions/allies when attuning into DS.
12. Lifesteal- becomes a boon. Dark blast would give area lifesteal. Dark leap would give Vampiric Aura.
13. Spiteful Spirit- When you give yourself retal, all nearby allies get retal.
14. Unholy Sanctuary- Nearby allies regen health when you go into deathshroud.
tl;dr Resistance + Lifesteal + weakness = Necro’s support skills.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
I’m actually rather disappointed to learn that the fall damage traits are all still there. Considering they reduced the available adept traits by half that is taking up a huge amount of retail. I usually take that trait, but that’s because I was just dropping a couple points into a line I didn’t need for my build. I don’t have that option anymore in this system, so if I’m taking that line it’s because I want what is in that line. Chances are I don’t have room for fall damage.
I don’t want them removed.
I need them or I die in jumping puzzles.
I don’t want to see them gone, I just want them outside of traits.
I rather have them merged with some other trait so that the fall damage becomes a minor thing. People would bring them for the “other” bonuses.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I don’t use shield because it looks silly on my engineer.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I’m actually rather disappointed to learn that the fall damage traits are all still there. Considering they reduced the available adept traits by half that is taking up a huge amount of retail. I usually take that trait, but that’s because I was just dropping a couple points into a line I didn’t need for my build. I don’t have that option anymore in this system, so if I’m taking that line it’s because I want what is in that line. Chances are I don’t have room for fall damage.
I don’t want them removed.
I need them or I die in jumping puzzles.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I fully support the specialization system
in Guild Wars 2: Heart of Thorns
Posted by: runeblade.7514
I see people are sad because there are less traits. People should look at the future instead of the present. Specialization is a groundwork for future updates after all.
Elite Specialization takes care of new trait/skill addition while not screwing up the entire balance.
In 5 years, there could be 5 new elite specialization for each class meaning 45 new traits and 25 new skills. Now if ANet kept adding traits to the current system, it will fundamentally change the game and screw up balance worse than before. With the new system, they can add new meaningful traits and skills while keeping damage controlled.
If ANet decided to add 10 more traits and 10 more skills to the current system, each skills and trait would either be useless or game-breaking. Everything will be nerfed and buffed all around. It is a big waste of time.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I was really disappointed in the blood magic/death magic changes.
Oh wait there were hardly any.
After 3 years we’re still going to have the pathetic siphoning that can be outhealed by a simple regeneration boon?
“This hasn’t changed, neither has this, or this” <——sums up the necro stream
Necromancer gets trolled confirmed.
Relax. Numbers will change. Devs confirmed this every 5 seconds.
Who cares about the numbers when necros functionality is utter kitten.
Lingering curse could do 5,000,000 damage on auto attack and that would make necro’s god tier. That is why you should care.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
btw, who uses Turrets in WvW?
Static discharge builds.
I like how you are being cheeky when you have no idea what you are talking about.
SD build isn’t a turret build. They use Rifle turret toolbelt skill, not the rifle turret.
1v1 me bruv!
On a serious note, you should also be using your rifle turret (or any turret in an SD build) for damage purposes . Detonate turret does a flat 1200 damage on instant cast and can be used in succession with Surprise Shot. If you’re using Accelerant Packed Turrets, which you probably are, it’s also an additional CC during your burst combo.
There’s a good guide here if you need more information: http://metabattle.com/wiki/Build:Engineer_-_Static_Discharge
Its called Static Discharge for a reason.
The lynchpin of the build isn’t Rifle turret. It has something to do with the build name.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Devs confirmed this every 5 seconds that the numbers(Damage, healing, Boon duration, etc) in each trait doesn’t matter.
So if your Lightning Rod trait does 1 damage it might be changed into a million damage or maybe something healthy like 1000 damage.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I was really disappointed in the blood magic/death magic changes.
Oh wait there were hardly any.
After 3 years we’re still going to have the pathetic siphoning that can be outhealed by a simple regeneration boon?
“This hasn’t changed, neither has this, or this” <——sums up the necro stream
Necromancer gets trolled confirmed.
Relax. Numbers will change. Devs confirmed this every 5 seconds.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I olny hope that we see weapon traits deleted and added as baseline as rifle peircing by default etc.
Cantrip -20% duration hasn’t been deleted. There is no reason to believe -20% weapon duration will not happen.
Who allowed you to break my dreams? Thats said i hope to see war wep skills merged and moved around for better synergy.
Someone who watched the stream and confirmed it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I didn't want to say it but(post spec stream)
in Guild Wars 2: Heart of Thorns
Posted by: runeblade.7514
I am watching the stream and became so ready for some diveristy.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
When 3/3/3/3/2 Ele build is widely used, I would agree there is diversity.
If 3/3/3/3/2 anything is used then it is more likely that they completely screwed up on the grandmaster traits.
But it isn’t equally used as the 0/0/2/6/6 build. So it doesn’t matter what you think might had happened.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
In the stream, Preparedness is still a minor trait in the trickery line.
Please switch it for Longer Range steal. Preparedness should’ve been innate. It felt that it was necessary for every thief builds.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
We get to the total POLAR OPPOSITE of “diversity” – there are only 10 combination of 3 trait lines and everyone in a profession will be one of those 10. The. End. (the specialization with be another mix of 10 clusters of 3 lines).
Each of those lines will only 27 ways of traiting, down from 418.
We get simplicity. We get hammered towards the middle in terms of performance. We do NOT get diversity.
Now if you take the current system and toss out all the useless crap, then do your calculations again, you’ll find that this change is actually improving diversity.
It may increase the number of competitive builds. Maybe.
It will NEVER
improveadd useless diversity. Because the word actually has a meaning.
I don’t see how it is a bad thing.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If you only count the # of viable builds, though, then quantity can decrease that.
It’s illusion of choice vs real choice.
It hurts my soul the way people throw around the word “viable” where the term that would have meaning is “competitive”. It gets (deliberately) misused because viable is a binary term (alive/dead) used to create a false dichotomy based on a floating, arbitrary cut off when the reality is builds populate a spectrum of performance. Viable gets used in the same way as saying “every child that won’t be in the Olympics will just fall down dead at the age of 5 because they just aren’t viable.” It’s not necessary for all builds to by hyper-competitive to add value to the system as a whole. And its even more important to have some flexibility in a game that has multiple modes with very different demands.
I use viable for builds that serve a purpose, whether that’s suiting your playstyle or a certain strategy. It’s not a binary term, as you can still play the game with any choice of traits. However, playing 3/3/3/3/2 is not about being meta or not, competitive or not, it’s making a build that willing gimps yourself.
Similarly, the gear system allows you to go naked, or not wear certain pieces of armor. Does this offer choice? Is there a purpose in willingly choosing to do otherwise of bragging rights?
http://gw2skills.net/editor/?fZAQBoCaCZvH8VzvwaFovjA
this is not a useless build, it provides a lot of different useful effects
more endurance for dodges
synergizes with stealth and stealing
the biggest flaw is not getting a lot of any base stat.
but they removed stats so, that build would be fine for some players.
Okay, show me a PvP video that works.
If you don’t have fraps or video capturing software, you can submit it to metabattle.com to have it peer-reviewed.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Discuss what is said so far in the stream about Ele.
Lets make this 10 pages.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I’m gonna make an Auramancer to see if it works.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
When 3/3/3/3/2 Ele build is widely used, I would agree there is diversity.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
We get to the total POLAR OPPOSITE of “diversity” – there are only 10 combination of 3 trait lines and everyone in a profession will be one of those 10. The. End. (the specialization with be another mix of 10 clusters of 3 lines).
Each of those lines will only 27 ways of traiting, down from 418.
We get simplicity. We get hammered towards the middle in terms of performance. We do NOT get diversity.
When the 3/3/3/3/2 Ele build, 2/5/2/2/3 Warrior build, 5/5/1/1/2 necro, 2/3/3/6/0 engineer works, then I would agree with you.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I fully support the specialization system
in Guild Wars 2: Heart of Thorns
Posted by: runeblade.7514
I also think the new system is pretty good.
If you are more restrictive, you force people to CHOOSE and this creates build diversity.
Dropping to 27 configurations per trait line from 418 is not creating diversity. It’s slaughtering it. Don’t pretend it’s anything else.
Now those 27 can all be good/fun/double-plus-positive/whatever, but “Diverse” they are not.
Slaughtering useless diversity. Otherwise, you can pretend that a 3/3/3/3/2 Ele build works.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Play PvP.
http://metabattle.com/wiki/Build:Warrior_-_Banner_Bunker
There is a viable mace/shield build.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I olny hope that we see weapon traits deleted and added as baseline as rifle peircing by default etc.
Cantrip -20% duration hasn’t been deleted. There is no reason to believe -20% weapon duration will not happen.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I fully support the specialization system
in Guild Wars 2: Heart of Thorns
Posted by: runeblade.7514
it seems right now that the new system will kill useless build diversity.
Fixed.
I’m pretty sure you don’t run 3/3/3/3/2 on your elementalist because its a useless build. Its still part of the variety.
I rather have less useless builds variety and more useful build variety than vice versa.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Since stats will be removed from trait lines, I suggest reintroducing the stat allocation from old style RPG into Guild Wars 2.
Players can put stat points in Power, Precision, Toughness, Vitality, Condition duration, Condition Damage, Boon duration, Healing Power, Profession mechanic.
Why?
- Nostalgia
- Simple to learn
- Easy to implement. At least easier than putting the missing stats into the gear.
- Leveling feels rewarding.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
btw, who uses Turrets in WvW?
Static discharge builds.
I like how you are being cheeky when you have no idea what you are talking about.
SD build isn’t a turret build. They use Rifle turret toolbelt skill, not the rifle turret.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Buff turrets! Give them:
- ability to deal critical damage
- mobility or much shorter cooldowns
- boons
- heals
- damage scaling with engineer stats
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Turret Engi is OP but Shoutbow warrior is ok.
Turret Engi is OP but Guardian is ok.
Turret Engi is OP but Burst Mesmer is ok.
Turret Engi is OP but Power Necro is ok.
Turret Engi is OP but 50s cd is ok.Bias logic.
Yeah because ANet prefer to listen to the vocal minorities.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Hi all,
As a follow-up to my post from last Friday, I wanted to give you a run-down of the changes we’re looking to make to the engineer’s turrets:
- Engineer turrets will be able to be critically hit. (Edit for clarity: this change means the turrets can take critical hits against them, but they still cannot deal critical hits themselves.)
- Engineer turrets will be able to be affected by conditions.
Considering most minions/summoned pets are already susceptible to the aforementioned changes we feel that this is a fair way to bring turrets more inline with the rest of the game. These changes should only slightly affect the viability of turrets in PvE/WvW (low creature crit chance/condition application), while providing for more counterplay against turrets.
We’d love to hear your feedback on these changes. Feel free to respond below with your comments.
-Grouch
Affected by condi, I can live with that. But to be critically hit is the same as deleting turrets.
Turrets have low hp. Their immunity to crit damage is what helps them stay alive.
So let turrets be affected by condi only as a shave. Instead of deleting them outright. Power and condi builds will be able to kill turrets either way.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Only if they remove the endurance removal when using mounts.
After that, I support this.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Play an engie and find out. Because if you think the waterfield is broken on turret and you want to remove it you have little to no understanding of it.
I do play engi. You are also proving my point. EVERY engi runs healing turret. That means one of two things: it is either OP, or the other healing skills are weak. The actual answer is both.
It is the water field plus all the blasts that keep turret engis alive so long. It is also why cele rifle nade spam is so strong. Name one other change that would bring both turret engis and nade spam engis more in line….
I rather have Healing turret’s heal goes straight to the Cleansing Burst and then increase cd to 40 second to deploy healing turret.
I want healing turret to be a “Stand your ground.” healing skill. Every other healing skills should be mobile.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Please devise a way to make a less laggy trading post. Every item I list for sale always take 3 minutes to load. I assume it is because the TP is connected to a website and it is bombarding the TP UI with useless information. All I want to do with the TP is just sell items I get. I am not interested in flipping items.
My suggestion
My suggestion is to cut down all that useless information for people just wanting to sell stuff on the TP. Have an drop box that will find the x lowest price of all the items in this box and you can set prices within the lag free box, After that it gets sold to the TP.
I just want the lag to be cut down. I don’t need to know about the price of legendaries or that people are selling butters. I don’t need to know that there is a player selling an item at 60g when it is worth 20g. I would suggest a quick sell button, but that would be easily exploitable.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Just because the game is designed to be casual friendly doesn’t mean the veteran players have to be casual friendly. Being friendly and nice towards a group of players is a choice.
Some people choose to be friendly and help casuals. I usually just avoid them every chance I get.
Players that expect the game to give them all the info they need to play are perfectly fine – but they shouldn’t expect people who take their performance and execution seriously to give them the time of day.
If you can’t bother to watch a 10 minute guide on the dungeon run you’re about do to – I can’t bother to carry you through it.
Players need to realize that the path to self-improvement comes from within.
“Wah, I wanna be a jerkbag to people who don’t meet my expectations!”
Yeah …. see? You’re absolutely right: it’s a choice not to treat you like crap.
Moving on.
This probably isn’t the right forum for this thread, but the OP’s heart is in the right place. Dungeons and even Fractals are still a stress for both myself and many other players, simply because PUG runs tend to devolve into waiting for someone who isn’t still running “ZERKER ONLY OR KICK” mentality nonsense, or dealing with people who flip out the very instant that something isn’t a perfect speed-run.
Just take a little breather everyone, and remember that some people really are new to the game, have been gone for a year or two, or maybe just never played certain content before.
Acting like self-righteous scumbags helps no one, and is the reason many people are driven away from content.
So instead of saying “it’s my choice to be a dilweed to other players,” maybe go out there and help them out, give some direction, or in the very least pick them up off the ground. There’s a reason we have cooperative capacities in the game.
What a strawman.
He isn’t saying he will harass new/casual players. He is saying that he will avoid casual groups like a plague. Casual/play-how-youwant players should not join his group if it says Experienced/Zerk people only.
He will kick them and that is the end of it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
if they just added dueling into this game any time in the last 3 years this would be a non issue. all the people who are just wanting to duel can get out of the wvw maps and go fight some where else, and the people who want to fight for objectives and run on tag can get through the ques and play. (probably only a t1 problem)
But then the PvErs would be qqing over dueling that don’t affect them.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
- Fear of inspect / gear-check
no gear included… and atm u can also link the gear so there isn’t realy a difference (my point of view).
Trait-link: would be a nice feature but I’ll understand if its not included and i don’t realy need it.pls no inspect
The spvp implementation of inspect is fine and does the job there. I think if inspection were implemented for pve traits/gear, the negative repercussions would outweigh the positive.
I don’t understand why people hate inspect. If you want to join a casual run, then join a casual run that doesn’t care about gear. Don’t join groups that says zerker only.
I need inspect so that I can give tips to new players or kick leechers when I want to create a speedrun.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This is by far the best interview regarding Heart of Thorns. I also like how he addressed the complaints of the community regarding the necromancer; he was obviously well informed. I do not like the answers to it that he received though. It doesn’t sound like Anet takes the issues with the necromancer class as serious as I would have hoped. Heart of Thorns will need to be really good to win me over.
Currently my reasons for leaving the game are:
-The necromancer (my favorite class) is broken and neglected (Joe brought this up)
-Classes are completely unbalanced in PVE in general
-Control and support are undeveloped and neglected, in favor of DPS
-Stacking and zerker/DPS dominate the game (Glad Joe addressed this)
-Missing character development, very little depth in character builds
-Bad, over-simplified combat system, which also lacks depth
-The game has no actual dungeons, just long corridors where you don’t explore
-The game has no rewards, just merchant fodder. Nothing that you’d want to equip on your character, or would look forward to when you open a chest.
-The US/EU server split, means not being able to play with dozens of my GW1 friends.
-Defiant
I agree with the issues except the bolded part.
Control and support are useful. Its the reason why Zerker and DPS dominate the game. The problem is that toughness, vitality, healing power, and condi damage is useless in high-end play. You don’t need toughness or vitality to make control skills last longer. You don’t need healing power to make boons stronger.
I don’t want dungeons to be explorable because it is a waste of dev time. Players will always look for the path of least resistance and none of the other parts of the dungeons will be explored for newer players because it is all about that loot. The exploration should be reserved for open world or for personal story. It should not be used in group content. I don’t want to be hurried around to get to the end because the pug just want that loot.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I don’t see these roles happening at all:
- Supply Runner The offensive NPCs are only effective in larger trains. Having one person shuttle supply back and forth causes the NPCs to string out too much and fall victim to cleave damage in team fights. Keeping one player behind also puts your team at a disadvantage in team fights. What will likely happen is that the offensive group will push until they stall, then all resupply and summon a new group of NPCs in a ball.
Treb counters larger NPC groups.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
While I don’t think the OP’s suggestion is exactly the change we’re going to go with, I thought I’d drop by and let you all know that the effectiveness of turret engineer is something we’re looking into very closely right now. Once our plans are a bit more concrete I’ll give an update.
Have a good weekend,
Grouch
I want to know what you want Turret engineers to be and how you want turret engineers to play.
Because if you nerf turret engineers without a plan, you might as well delete turrets and waste all those years of turret bugfixes.
Turret engineers are barely viable. It is on the edge of uselessness and average. Why? Because unlike any other AI build, turrets cannot move. At least with minions, they move with you.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Archers are far from useless. They deal lots of instant damage to guards.
Heck, i’ve seen 1 archer solo 2 guards at the same time. They’re pretty strong.
The only change i’d add is make them ignore players, sort of like skritt do.
Other than that, they’re fine.Lol no.
Archers gets easily distracted by players. If there is one defender, archers do 0 damage to guards.
Which is why I clearly stated they should consider making Archers ignore players.
I dont think thats the way though… I think they’d be far more effective as a unit if they did higher damage to players so that they could be spawned to discourage turtling.
100% disagree. I don’t want enemy players to hide behind npc.
If NPC did a lot more damage to players, then how would you stop archers? Players and guards wouldn’t be a threat to archers anymore.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Its funny how people are against mounts but they don’t complain about the magic carpet.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Archers are far from useless. They deal lots of instant damage to guards.
Heck, i’ve seen 1 archer solo 2 guards at the same time. They’re pretty strong.
The only change i’d add is make them ignore players, sort of like skritt do.
Other than that, they’re fine.
Lol no.
Archers gets easily distracted by players. If there is one defender, archers do 0 damage to guards.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
SA line does need a nerf.
It won’t effect Conquest since the mode is very anti-stealth. But in stronghold and Deathmatch, SA really need nerfing.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What if we had fewer npcs?
Then defeating the guild lord becomes a tiny bit easier.
Do you guys think removing guard npcs entirely would solve the problem?
What problem?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
But the only reason for a game to take long is if the people on the team are completely inexperienced. Don’t you predict that over time as people figure out what to actually do, all teams will be finishing quickly? There’s already been teams finishing in like ~2 minutes.
These teams are players, that knows what they are doing, playing against completely clueless players that doesn’t know how to defend.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
