4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
lol, seems that OP is bored too.
Well, I was bored and been running PvP just for the dailies using this build.
http://gw2skills.net/editor/?fYAQRAqa6alYmiNXey5E+5Ex2DgmTeqzgmvs/AXB-TwAA1CoIsRZjzGjNSbs2MEZJymgJBA
May not be the best, but it sure is fun to use.
that build won’t last long against s/d thieves.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Warrior longbow is aoe, rifle is single target.
Ranger longbow is single target, so rifle must be aoe? Makes zero sense at all.
Longbow already takes the role of the back line range attack. What would rifle bring to be different?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Then there should be zero change. No moving of traits in mm or WS. Trap traits in mm makes zero sense.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Traps are better off in wilderness survival traitline than marksmanship.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
So With a lack of clear answer, you think that rifle will not bring anything.
Rejected.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I rather have it replace the f2 skill
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What would rifle bring to the table that longbow doesn’t?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Vapor form should not block stomp at all. I don’t care about the other nerfs.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I would suggest the axe instead. An axe is a weapon you swing around, and could logically hit multiple enemies. Where as a dagger is a single-target weapon.
the thing about that is axe can be used from safety of being 600 away while daggers need to be in melee range.
kind of a higher risk more reward type deal.
Ranger axes have aoe on auto-attack.
So no.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I think Signet of Vampirism should lose the support and just make it an pure offensive healing skill.
Instead of allies siphoning from marked player, necromancer will steal all heal when allies attacks a marked foe.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I hear about stealth finisher but I never hear about Blind finisher. Thieves can spam blackpowder and all your attacks are useless.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I just want to point out, a GOOD thief will prevent the first stomp 95% of the time by timing his port correctly. If that happens, he will also prevent the 2nd stomp 100% of the time.
Your problem is that you are bothering trying to stomp the squish that is eles/thieves, when a simple cleave destroys both.
Thieves can be stomped through teleports. Steal, and Judge intervention does the job fine.
A simple cleave destroys all profession equally, so it doesn’t matter anyways.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
But really thing is: why does it need to be balanced. Escaping into the tower I could see as an issue because as you say it gets problematic when a large amount of elementalists get organized. But beyond that, why would I want to reduce class uniqueness?
Because stomping is annoying and clunky, what is more annoying is to be forced to stomp twice. The only saving grace is that there is a way to secure the stomp for every profession other than elementalist. I rather elementalist be rebalanced and have a way to be stomped in vapor form than an unstompable vapor form.
Just remove the stomp mechanic — it’s not useful anyway.
I like the stomp mechanic. In team fights, when someone goes down, it becomes a battle over that downed player. Who would claim victory: The ressers or the stomper? When it gets to 1v1 or your party ganks a lone player out of nowhere, down states become annoying. Skills that prevent stomp-interrupting makes up for clunkiness of stomping itself. Elementalist is the only profession that can prevent stomping from reaching them. This needs to be fixed. Worth mentioning, the gem shop finishers are so well designed that I would not give these up to remove down state.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
But really thing is: why does it need to be balanced. Escaping into the tower I could see as an issue because as you say it gets problematic when a large amount of elementalists get organized. But beyond that, why would I want to reduce class uniqueness?
Because stomping is annoying and clunky, what is more annoying is to be forced to stomp twice. The only saving grace is that there is a way to secure the stomp for every profession other than elementalist. I rather elementalist be rebalanced and have a way to be stomped in vapor form than an unstompable vapor form.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I think that Signet of Undeath does this.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I think that we don’t need those. We already have bunker builds, so we don’t really need defensive skills to make our bunkers survive more. I would like to see more skills that increases our dps.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
New sharpening stone: Bleed foes with your next five attacks and gain 10 stacks of might for 10 seconds. Recharge time: 45 seconds
Bam, Sharpening stone is now useful.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Really, vapour form is overpowered now?
Why not just change the ability bar for elementalists so that when they see an opponent they instantly change into a lootbag which the the opponent can pick up.
Would that make it easier for you?
Of all the classes to complain about you’re picking an ele? Next you’ll be complaining about how op ranger pets are.
It is overpowered because there is no counter. Every other profession has a counter for a smooth stomp, elementalist do not have a counter. Like the top post said, Mesmer needs to be revealed, thieves needs to be teleported to, every other profession needs to have stability, blind, invulnerability to be stomped. Because that they have a counter, should those 7 other profession have a ability bar to instantly change into a lootbag which the opponent can pick up?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This is just an upgrade version of gs skills. I think that the Axe should be about pulls. Make the enemies come to you instead of going to them.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
How does healing signet counter 1500 dps and poison that melts them very easily? By actively fighting to survive. Actively fighting to survive takes skill.
I only knew of a few classes that can Perma Poison people. So that one doesnt really count. Silly me – Pressing a block or immunity takes REAL skill. You are also forgetting that if they want to run they can…
Plus it will do a better job that people that can have perma regen due to it being 4 times as strong add on Adrenal Health and thats even more regen. Combined that into the class wit the Highest health and Highest armor with plenty of ways to block or invul damage while still healing AND still being able to damage. They could also go the Hammer route and just spam CC….Not everyone has easy access to stability.
Healing signet is probably 4 times stronger because there is weak busrt healing. What healing signet counters is low Dps, which most whiner are probably playing.
A warrior has to survive 30 seconds to regen his HP back up, any other class just needs to press one button for one second.
Shield stance last 3 seconds, that is 1200 HP restored. A thief auto attack hits 1500 damage in one hit, that HP restored is lost. Healing signet is balanced. What is not balanced is the other warrior heals.
If you think warriors are playable without healing signet, then use any other heal, come back and tell us your success, show us how that invulnerability, high armor, high HP is making you overpowered.
You will probably tell us, if truthfully, that you keep dying left and right.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I can’t see a reason to use this or even slot this skill at all.
Probably need a redesign for something more useful.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Yep wrong forum
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Play spvp first.
Spvp is the weaker compared to wvw.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Plenty of professions already have counters to their downstate 2 ability. The only one that doesn’t have a counter is Elementalist. Rangers can use reveal on mesmer. Guardians, elementalist, mesmer, thieves can teleport stomp thief’s down state 2 ability. Every other profession needs a blind, stability, invulnerability or others.
Then, elementalist’s counter will be immobilize and aoe teleports like blink and lightning flash.
Otherwise, an alternative to achieve balance is that all down state 2 ability should bypass invulnerability, stealth, stability, blind stomps.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Still hasn’t lost its op status.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The only thing a D/D or S/D ele needs is now is for RTL’s cooldown to be reduced.
Eh… Dragon’s Tooth and Shatterstone also need to be instant casts on top of the Earth, Fire, and Water Attunement auto-attacks for scepter being reduced to 1/2.
And flame leap needs to do 8k damage
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Every other healing skill requires no skill at all. Just press 1 button and all your HP is back.
Healing signet requires you to actively survive to keep your HP up.
Wrong. This is just passive healing. The warrior will RARELY even use the active, that takes no skill what so ever to do. where as any heal that has a cast time of say 3/4seconds+ can be countered and interrupted.
How do you counter a passive heal that is nearly FOUR times as strong as 4 stacks of Regen on a character that has more then 500 healing Power compared to a warrior that simply equips it…
How does healing signet counter 1500 dps and poison that melts them very easily? By actively fighting to survive. Actively fighting to survive takes skill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
To be honest I think the active should be crappy with such a good passive.
I don’t get why the devs want to buff the active and nerf the passive when the whole point of the skill is the passive and you only use the active when you’re outplayed, and 3/4 of the time it doesn’t save you, even in PvE with the stupid mob AI.
I like my idea of having it do an AoE heal because it doesn’t increase warrior sustain, it only increase warrior support. So if you see a teammate dying you could sacrifice your signet passive to give him a little buff in health. And then increase the cooldown to like 30 or 40 seconds because using the signet should be a big deal and have consequences.
Because it requires NO skill and the Passive is FAR to strong for something that requires no healing power. I have more than 500Healing Power and i would need FOUR stacks of regen to be the same or just slightly better than a Signet that is equip and forget. Doesn’t need healing Power either because it is already brokenly strong
Every other healing skill requires no skill at all. Just press 1 button and all your HP is back.
Healing signet requires you to actively survive to keep your HP up.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Most of these suggestion are awful and unnecessary except this:
- They have to react very quick. No casting times on their attack skill or anything
I need this. To balance this, move the cast time to after cast. Most pets will be viable now. Some pets, like wolf, shouldn’t get this as the fear is already strong without it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I don’t want a dolphin since I will never enter underwater again anyways.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I agree, the depth in this game is lacking.
There’s a whole lot of potential.
best way to do that is to destroy stacking and make control role useful.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I think that points for killing is fine right now.
Midgame, kills won’t matter, but it matters most in early games, late game and when scores are tied.
Otherwise, if kill gives more, just make a death match gamemode instead.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
There are two parts of my suggestion. One is to remove towers from giving points to the score. The second is to add more capture points that gives points to the scores.
The purpose of removing points from towers is so that towers will not be just a capture area to take. Since towers aren’t worth anything, there will be rarely any need to zerg after a tower except to gain certain advantage such as, tower hugging: a place to escape when outnumbered or outmatched, a place to sell items, to build siege weapons at, etc. Perfect outpost for small roaming groups without the need of zergs banging on the doors. Mainly, the reason to remove points is so that the second suggestion will be emphasized more.
The second suggestion is to add more capture points. This alone won’t kill zergs; however, this will make zerging less rewarding. An army splitted up to small groups can take over more capture points than a zerg can alone. Both types can capture objectives easily, but small groups can cover a wide range. In hotjoin, most of the time, teams that ninja capture points instead of zerging their way tends to win more, but zergs will always destroy the small geoups.
Over time, players will zerg less so that their server can win. This might not destroy zerging completely and that is a good thing because there needs to be middle grounds between zergs and small groups. Maybe there will be a zerg forming to take over keeps or other capture points, maybe other servers will counter by not forming a zerg and take objectives under their nose. When that happens, small groups may be more common.
I prefer a less obtrusive and indirect way to solve zerging instead of directly trying to kill zergs like increasing aoe cap limit or a debuff for zerging.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The purpose of this suggestion to change the playatyle and role of the wells completely. This means that power well build will be deleted in the process. However, a new purpose of the well will be born, A terrain control build. This play style is about fortifying or sieging a area. This play style should play similar to the earth magic wards in gw1.
- Rituals no longer deal damage or life steal.
- Wells radius is now nerfed to guardian symbol range
- Vampiric ritual will be replaced by Longer ritual. This increase the duration of wells by 100%. It is expected to have at least 8-10 second duration for all wells with this trait.
- Ritual of protection is replaced with Larger Wells trait. This puts wells back to its original range.
- Well of corruption and power may be nerfed in some way, but I can’t see a suitable Nerf for it at the moment. It might need redesign since it is too strong for a 10 second aoe spell.
- Well of slow- inflict cripple. Ward against slow reminect
- Well of suffering is fine.
- Well of darkness will now cause 50% chance to blind each second.
- well of blood is fine. Thinking that it should grant protection like ward against harm.
- underwater wells become gates. It will now be a sphere. Focused ritual will put the gate on the enemy position instead.
Traits require heavy investment to be limiting.
I understand that this will kill power wells, but I would like wells to be redesigned in a original way other than become a aoe attack.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Never said that.
No, I did.
you were replying my post, therefor, that was the context.
that’s how comments work.
Oh you were talking about piercing? You were replying to my post. I guess that how comment work.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Bypassing stability is too strong especially on a 45 seconds cooldown.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Nothing here says that signet is magic nor engineer does not use magic. Otherwise, how will you explain Asura Engineers that uses magi-tech?
I love how I am simply making an honest attempt to educate, and the folks such as yourself, turn your nose up, and blatantly claim those of us who do know are, wrong. Simply because you do not know the facts yourself. Apparently, you assume it cannot be true, simply because you just do not know, and prefer to promote misinformation. You simply could have PMed me and easily asked for any source to the facts, then I could have directed you to the wiki page or any of the 4 interviews in which a dev such as Jon Peters ( in one of his gamespot interviews) that engineers dislike magic and use purely Charr technology.
Here is a link to the facts of signets being magically imbued with magic, and the fact that engineers do not use signets for that reason.
http://wiki.guildwars2.com/wiki/Magic#Professions_and_magic
http://www.squidoo.com/guild-wars-2-engineer
Now I am fairly certain nothing the engineer uses is magi-tech, but that it is all Charr technology. And do you have anything to back up your claim that we do use magi-tech ? What do engineers as a profession, use that is magi-tech? What sources suggest that said, used engineer skill is magi-tech???
Asuras can use magi-tech as a racial. The profession is irrelevant.
First source says signet can boost abilities or channel simple spells. It does not mean boosting abilities is explicitly a magic. Nor the source say signet is magic.
Third party source is not a viable source.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Anyone got a ranger armor picture that looks like a druid?
What are the armor pieces?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
except that axe AA has over triple the range of any of the cleaving AA.
So do ranger axes, but that doesn’t stop them from aoe damage.
bouncing != cleave
Never said that.
Then again, necro as can just attack the two nearest enemies next to target like fireball.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The lore very specifically states that engineer do not use signets because they are of magic, and engineers are opposed to using magic.
where exactly is that implied?
also, elementalist is the only profession in the original guild wars that lacks signets
Implied? It was stated directly on a thread by devs during beta, and it is on the wiki. This has been discussed in many threads during beta and for 2months or so after released. So I was under the impression this issue was laid to rest long. I forget not everyone wasn’t reading up on engi discussions back then.
Nothing here says that signet is magic nor engineer does not use magic. Otherwise, how will you explain Asura Engineers that uses magi-tech?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The lore very specifically states that engineer do not use signets because they are of magic, and engineers are opposed to using magic. Just tossing that out there for those always seeming curious as to why we do not have them. Though I am certainly all for possibly adding a passive benefit for gadgets.
.
If the lore specifically says that then you must have sources to back it up.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Rapid fire is fine. I see rapid fire as a pressure tool. To force enemies to get defensive or die quickly. After all, rapid fire has a 10 second cool down.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
except that axe AA has over triple the range of any of the cleaving AA.
So do ranger axes, but that doesn’t stop them from aoe damage.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If you remove the skyhammer and glass floor, skyhammer becomes the best map. Shame the flaws are there.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Sword in PvP is good, but awful in pve
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Since most suggestions is about reworking dungeon More than fixing engineers, the best solution is to fix stacking so it isn’t easy mode anymore. Make it easier to not stack than to stack.
That is a horrible solution. Direct damage can and will out do condition damage builds. Why should condition builds be forced to have more difficulty doing damage over a direct damage build?
If your suggesting condition builds are easy mode damage in PvE, then you really need to make a build of max condition damage and play it in all aspects of PvE, then make a full direct damage build. Trust me, you will change your tune.
Stacking: all player group together in a corner which causes all mobs to cluster together as the mob approaches the tightly grouped player. See queen spider run.
Your post doesn’t seem to match my post since I am not talking about condition stacks.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Gw2 elite content strategy is to stack here and aoe everything.
When a net fixes stacking, then it would be a good time to add harder content. Otherwise it is just another dungeon.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Since most suggestions is about reworking dungeon More than fixing engineers, the best solution is to fix stacking so it isn’t easy mode anymore. Make it easier to not stack than to stack.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Might be easier to ban any 30 pts in any traitline build and then go ban happy on other builds.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant