4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Shatter is an aoe skill like many others and it’s supposed to hit multiple targets…war autoattack isn’t and still hits aoe,
If you think that auto-attack cleaving is not intended, then report it as a bug.
I think healing signet stupid regen and ele’s immortality months and months ago were intended too…something being intended doesn’t mean it’s not a braindead mechaninc…all this spam to win meta is intended…does it mean it’s good pvp rewarding skills? I don’t think so…wars don’t even need to spot real mesmer out of his clones…they just swing weapons around, yeah…so pro..
hint hint.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You did not answer the question: Why should PvE mobs be a problem for pets?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Healing Signet
Every single one of these is useful for both their passives and their actives.
This is wrong.
Healing signet heals for 3k on active.
In 20 seconds, healing signet could regen for 7k.
You won’t regen anything if you’re dead.
I agree, but your point doesn’t back up any arguments.
Healing Signet
Every single one of these is useful for both their passives and their actives.
This is wrong.
Healing signet heals for 3k on active.
In 20 seconds, healing signet could regen for 7k.
Your assumption =/= my assumption.
So you better explain clearly.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I don’t understand…
Why should PvE mobs be a problem for pets?
Separate them.
Ctrl +C, Ctrl + V and change a bit of code on the player activated skill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Healing Signet
Every single one of these is useful for both their passives and their actives.
This is wrong.
Healing signet heals for 3k on active.
In 20 seconds, healing signet could regen for 7k.
You won’t regen anything if you’re dead.
I agree, but your point doesn’t back up any arguments.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Shatter is an aoe skill like many others and it’s supposed to hit multiple targets…war autoattack isn’t and still hits aoe,
If you think that auto-attack cleaving is not intended, then report it as a bug.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Was I asking for a nerf? I was asking for a timing requirement and to make it possible for interrupts like most other healing skills. Even though I believe warriors current damage/survive ratio is currently the highest in the game, I’d at least want it to require some for of skill.
I’m also wondering why the devs still allow you to reply to anything on these forums, you make a lot of noise by yourself.
Chaining CC and running away when HP below tolerable threshold when You-No-Kill-Me-for-Eight-Seconds stances are on CD and then finding a nice spot to let Healing Signet bring you back to 100% in no time requires some serious skills you know.
Nah brah, press 1 button to heal all damage takes some serious skill.
qqqqqqqqqq
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
-Engineer(condi), make sure you use every single condition ability while its off-CD and make sure to keep vigor up with kits, timing is within blinds and shield abilities + ultimate only.
-Thief(Classic D/P), requires immense skill simply to function, probably the highest skill-cap build that can still be viable, but lacks so much performance in standard to other classes/builds.
I can’t take this thread seriously.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Healing Signet
Every single one of these is useful for both their passives and their actives.
This is wrong.
Healing signet heals for 3k on active.
In 20 seconds, healing signet could regen for 7k.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Why should AI be separated when it is a animation issue? I am sure that F2 skills is player activated.
Because if it would rotate to the player as pet, it would also do as mob in PvE and that’s what’s definitely not wanted.
I still don’t completely understand what you mean. I don’t understand why this is a real problem.
But, Ctrl +C, Ctrl + V and change a bit of code on the player activated skill.
Done.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Warriors trade off boon removal, poison, and the ability to ignore snares through shadowsteps.
The ability to remove 1 boon with Larcenous Strike on the sword—a weapon that is being nerfed on Dec. 10—and the ability to remove 2 boons with a traited Steal is not exactly what I’d consider an overwhelming advantage, but it’s true that Warriors can’t do it. Poison, though? Really? Warriors get knockdowns, knockbacks, burning, and 2-3 second stuns. As a Thief, I would gladly give a Warrior my ability to poison in exchange for those.
And I understand your point about shadowsteps, but they don’t cleanse snares. They just relocate a Thief so they are snared somewhere else.
I was about going to write a paragraph to counter your points but then we would get off topic. Those are the small trade-off of a warrior. Thief gets stealth, evades, blinds and shadow steps to protect themselves. Warrior gets high health and high armor to protect themselves. Warrior trade off certain things for certain things. Thief trade certain things for certain things. Your thief will never have everything and be the best at everything. No amount of arguing is going to change that.
If you want to continue whining about that you want these certain things on the thief or, about how the smallest detail of warrior is better than the thief, then go play a warrior. It may turn out that warrior is better for your playstyle.
Warriors are not thieves. Thieves are not warriors.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What would the 5 skills of a Sonic screwdriver be?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The cone effects seem so logical but the problem is that our pets are treated as environmental creatures. The moas, raptors and drakes attacks are the easiest to avoid, if they would also follow the player, especially a new one, the frustration of a 3 seconds daze or heavy damage from everyone of these mobs would be high.
I am fine with a nerf to damage if it meant it will hit reliably. I rather have 4k damage than 0 damage. However, there are still counterplays such as moving backwards to account for.
They have to seperate the AI of pets and environmental creatures like in every other game.
Why should AI be separated when it is a animation issue? I am sure that F2 skills is player activated.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Sorry but all I read is, that you want to take a terrible burst skill and make it a reliably hitting burst skill, that still is terrible.
Reliability is good enough. Fury is a nice bonus.
Situations where an enemy is escaping with a minuscule hp left, you can use Arcing slice to immobilize and destroy the last of the hp left.
Also, cleansing Ire synergizes with any reliable hp burst skills. You will be less dependent on combustion shot.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
We want control builds and condition builds to have more of a place in high end PvE.
Condition damage build is just damage.
For world bosses, just reduce bleed cap to 1. After that, turn condition damage into pure damage. This means every bleed applied will instantly do damage instead of bleeding over time. Dungeons can be the same but at a 25 bleed cap. PvP/WvW will not change at bleed caps.
For Control builds, the problem is at the mobs. Mob ai is bad that you can just stack them up by hiding behind a corner. Therefore, you can just dps the cluster of mobs down. Stacking destroys situations where immobilize, cripple, and chill to be useful. Mob need to avoid corners like a plague.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Suggestion:
Diamond skin- Immune to conditions above 90% and cannot take condition damage while below 10% hp.
This way, the elementalist running this trait can escape and not die to bleed damage on escape. Snares like immobilize, cripple, chill will still work. Poison will still reduce the elementalist’s healing by 33%. It is that once the elementalist reaches 10%, condition damages goes to 0.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Let’s get down to buisness
To achieve rank 40
Did they send me PvE players
When I asked for PvP players?
You’re the saddest bunch I ever met
But you can bet before we’re through
Mister, I’ll make a PvP player
Out of you.
Tranquil as a Healing spring
But on Lava font within.
Once you find your cleave damage
You are sure to win.
You’re a spineless, pale pathetic lot
And you haven’t got a clue.
Somehow I’ll make a PvP player
Out of you.
I’m never gonna escape this cleave
Say GG to those who knew me
Boy, was I a fool in school for farming skyhammer
This guy’s got them to ragequit
Hope he doesn’t see my PvP scores
Now I really wish that I knew how to stomp
BE A PVP PLAYER
We must be swift as a running thief
BE A PVP PLAYER
With all the force of a Hundred blades
BE A PVP PLAYER
With all the strength of a 30/30/30/30/30 warrior
Mysterious as the illusionary side of a mesmer.
Time is racing toward us
Till 500 ppt arrive
Cap every objective
And you might survive.
You’re unsuited for the rage of Solo queue
So pack up, go to LA you’re through
How could I make a PvP player
Out of you?
BE A PVP PLAYER
We must be swift as a running thief
BE A PVP PLAYER
With all the force of a Hundred blades
BE A PVP PLAYER
With all the strength of a 30/30/30/30/30 warrior
Mysterious as the illusionary side of a mesmer.
BE A PVP PLAYER
We must be swift as a running thief
BE A PVP PLAYER
With all the force of a Hundred blades
BE A PVP PLAYER
With all the strength of a 30/30/30/30/30 warrior
Mysterious as the illusionary side of a mesmer.
Hoo-ah!
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Fair to lose high armor/tough/hp + blocks/invuln/aegis/stability/protection for stealth?
Should it be changed and if so how?
Discusss.
Warriors don’t have aegis and protection.
I feel that this is okay. Warriors is about getting up onto your face. Thief is moving in at the right time and get out at the signs of trouble. In this experiment, it is completely in the warrior’s favor in the first place. If the thief won, I would be upset and call for nerfs on the thief.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I’m talking about GW2 here, do you fins t acceptable that warriors have more mobility then thieves? Is it justified that they keep nerfing what’s left of thieves,mobility outside SB?
A vertical teleport is better than a 1200 dash. A warrior going up two flights of stairs would take 10 seconds while a thief can shadowstep up and escape.
If the teleport works on the stairs, yes. Teleport skills aren’t particularly keen on gaps (even miniscule ones)or changes in elevation.
Even with that. I think warrior mobility is acceptable. They are melee professions. Their kitten nal is full of melee weapons. Without mobility, they will hit the air more often than the enemy.
I don’t think it’s completely outrageous, but I think it’s excessive. In my opinion, terrible mobility should be their trade-off for high health, damage, and armor.
Warriors trade off boon removal, poison, and the ability to ignore snares through shadowsteps.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I’m talking about GW2 here, do you fins t acceptable that warriors have more mobility then thieves? Is it justified that they keep nerfing what’s left of thieves,mobility outside SB?
A vertical teleport is better than a 1200 dash. A warrior going up two flights of stairs would take 10 seconds while a thief can shadowstep up and escape.
Even with that. I think warrior mobility is acceptable. They are melee professions. Their kitten nal is full of melee weapons. Without mobility, they will hit the air more often than the enemy.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Skill suggestions:
- Screaming shot- Replaces Concussion shot. Ranger will screech to inflict an area daze around themselves and shoot an arrow that will stun a target. Scream Range 180, projectile range 900. The reason for this is so that shortbow rangers can protect themselves from gankers at a moment notice. If a warrior or thief suddenly pop out of nowhere, Rangers can use screaming shot to daze the thief or warrior and escape to safety.
- Barrage- Doesn’t self root the ranger anymore. This change is to give longbow more versatility. Barrage has two purposes: AoE damage on enemies and to use as a barrier against incoming enemy. With self-root gone, Barrage will gain two more utilities: To chase and to flee. Rangers can use barrage on escape routes to deny enemies from escaping smoothly and to slow pursuing enemies.
Pets
- Any pets with cone AoE such as Black Moa, Pink Moa, Salamander Drakes, Reef Drake, ice drake and any other pets should be able to turn around to track the target while rooted. So the enemy cannot just sidestep to avoid the cone AoE. They have to interrupt it or get out of range. For example, the salamander drake starts to use its fire breath, the enemy moves to the right to get out of the way but the salamander drake turns so that the fire breath hits the target. If the enemy steps back, the salamander drake cannot move forward therefore the fire breath is out of range.
- Most pets F2 skill should be a channeling spell and instant. For example, the Fern Hound F2’s animation, regenerate, takes 1.25 to complete. Fern hound’s Regenerate gives an instant 1k heal and 1k regeneration for 10 seconds. When the Ranger activates the Fern hound’s regenerate, it will give 1k instant heal and 1.25 second regeneration at start of the press of the button. At the end of the 1.25 second, the Fern hound gives an additional 9 seconds of regeneration. This will make pets feel more responsive while still encourage interrupt as counter play. A special few are exempt from this suggestion, like Wolf and Krytan Warhound because of their strong CC, and then there are leaps/pounces/mauls/ that cannot be instant.
- Porcine pets F2 skill should change into the respective item when activated like the thief’s steal skill. In addition, Porcine pets F2 skill should be less random.
- Bird pets should shadow step when activating the F2 skill. In addition, Raven blind needs to be instant to make stomping easier and to make defense against spikes more reliable.
- Hawk’s new F2 skill- Crippling slash, Hawk apply cripple to an enemy.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I loved this in Ragnarok Online and even with all of the young players in that game, no one sat around spamming you with marriage requests for in-game benefits. It really had no bad side effects to the game and was super cute, but very expensive – and if I recall, the divorce even more so.
I’d love something like this sort of in-game partnership in Guild Wars 2.
RO marriage system is expensive, that’s why.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Of all the burst skills, Arcing Slice is the most useless.
My suggestion, Arcing slice inflicts a 3/4 second immobilize instantly when activated + damage as well as fury buffs. The 3/4 second immobilize gives enough time for arcing slice to hit. . Also, Arcing slice should root the warrior as well for 3/4 second.
The purpose is that Arcing slice will rarely miss and that the GS warrior will always gain 15 second of fury when activated. This is in mind that Arcing Slice will still have terrible damage.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
My biggest problem as a turret engineer is the loss of utility. MM necros have 10 weapon skills to use from even if the utility bar is all minions. Turret engineers are forced to use 5 weapon skills.
I feel that you are undermining the strength and utility of turrets in this situation. It is a bit unfair to imply turrets are dead weight by forcing the engineer into a single weapon set because turrets generally have very reasonable and potentially powerful overcharge effects. Pairing a rifle with Rocket Turret, Thumper Turret & Rifle Turret will result in a combination that will easily stack vulnerability to synch with reasonable spikes during the use of your now 3 available CC effects. Thumper Turret alone has more combo blasts than any other skill via overcharge, detonation and Rumble; paired with any combo field this is an immensely powerful party skill. In short, I do not feel the limitation of weapon skills gimps a turret engineer to the extent of being underpowered if the turrets are being used for more than faux pets.
The strength and utility of turrets alone is the same as Minions from necromancers. Yet turret engineers are weaker because they lack 5 weapon skills and turrets cannot move at all.
- Bone minions can explode for spike damage.
- Bone fiend can immobilize.
- Flesh golem can aoe knockdown
- Flesh wurm can teleport
- Shadow fiend can blind.
So no, it turns out that you overestimate the turret engineer’s utility. Engineer using a pistol/shield will only have 2 defensive skills max to save himself. MM necros have more. Fear, Lifesteal, and AoE immobilize from deathshroud, 4 AoE spells from staff, additional utilities from the second weaponset and utilities from minions as well.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
My biggest problem with turret engineer is not that turrets cannot move, nor that AoE melts turrets. Turrets were designed to not move and they are unique in that aspect. Your turrets can gain more survivability by spreading out the turrets. Therefore, enemies will have to spread out.
My biggest problem as a turret engineer is the loss of utility. MM necros have 10 weapon skills to use from even if the utility bar is all minions. Turret engineers are forced to use 5 weapon skills. If engineers are going to be forced to use 5 skills, then turret engineers need the help of passive to reinforce turret engineer.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
http://gw2skills.net/editor/?fMAQJAVTjAV519VCWs2Bi1DBFo+0KoJ2D+zoDVyKiC-ToAg0CnIoSRljKDVSqsUNCZBB
Don’t use melee weapons if you are going to be strictly ranged. Otherwise you will never switch weapons nor will you make full use of the build. If you are going to be melee, then commit to using the melee weapon and then use the ranged weapon when the enemy is out of melee range. The utility on ranger weapons are defensive in nature. Therefore you can get a decent survivability while you damage foes with auto-attack.
In my build, I use frost trap mainly to use as an anti-melee weapon. Without it, you are going to fight face to face which is the weakness of a ranged build. Also, it also provides more utility. You can place it on your feet, you can place it as you run. You can use it on entrances. I prefer traps over lightning reflexes.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Mace
I highly suggest being patient with this change. I understand this skill did not need an increased cast time in PvE, but this change just makes this skill feel a lot more impactful, and a change of 200 milliseconds of cast increase is not going to impact its use against creatures, but will greatly make this skill more counterable in PvP and WvW. Some discussion here revolved around defiant, which is causing a lot of control builds to be neutered in PvE. We agree and we will start making strides towards solving that in the future.
Mace didn’t even need a increased cast time in PvP either.
The range is so short that 60% of the time skull crack will never hit anything. Skull crack already requires a high demand of skill to use on a moving enemy.
If you are going to make skull crack counterable by dodging, then skull crack shouldn’t be counterable by moving.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Daecolla being a contributor makes the whole post pretty much redundant.
Comments like this are incorrect. Daecollo while a bit rambunctious at times has talent as a writer, and while all his ideas are not good ideas he does have good ideas as well. To throw out all the food in your house because you found mold on one potato is ignorant.
Actually, he has more bad ideas than good ideas.
So to counter your analogy, Throwing out all of your food out because 80% of the food has mold on it is acceptable.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Great tier: These pets are a must have in your build.
Good tier: These pets have hidden potential but they are just not as appealing as great tier.
Kitty tier: These pets need work to be brought up to the good tier.
Label clearly if you are rating by PvE, WvW or sPvP
Mine: sPvP
Great:
- Wolf
- Jaguar
- River Drake
Good:
- Fern Hound
- Marsh Drake
- Krytan Drakehound
- Hyena
Kitty tier:
- All pig pets.
- All moa pets
- Every other pets
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I would like to not be rooted when using barrage.
This way, it will be more verastile than before. Instead of using it as an AoE attack on a cluster of mobs or using it as a barrier. You can now chase enemies by blocking off an exit and escape by slowing enemies down.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Healing signet is fine as long as it isn’t nerfed. However, it is our only viable heal because the other heals sucks.
My suggestion:
Healing Surge’s adrenal heal is now the opposite. Instead of more heal when adrenaline is full, healing surge will heal more when adrenaline is empty. This will encourage more proactive offensive play. Reduce recharge to 25.
Stage 0 Heal: 9,820
Stage 1 heal: 8,180
Stage 2 heal: 6,540
Stage 3 heal: 5,885
Mending will now spend adrenaline. Warrior will heal more when adrenaline is spent. However, Mending will now remove only 1 condition since this trait is meant to be synergized with Cleansing Ire. Therefore, Mending will only remove up to 4 conditions if the warrior has full adrenaline. Increase recharge to 25 seconds. Base heal is 5,240 + 350 hp restored for every adrenaline spent.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
There are no pros, only downside.
Pros: 8v8 is more fun than 5v5.
Remove 8v8 and you lose a playerbase that plays PvP for fun.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This suggested rune is way better rune than Runes of the scholar.
No.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
http://gw2skills.net/editor/?fIAQNApeTjkOJvVPOP4wBE0jroK2CVB4I9ANGw0A-jABBZPFRjt4qIasqZER16kYBBMK-e
This is not the 30/25/0/0/15 build you are looking for. I think you might like it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
How about no?
It is a terrible idea.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You count boon conversion as “auto popping.”
Good luck.[/quote]
uhhh.. yeah? what part of that screams ‘triggered manually’ to you? i realize i’m not allowed to make personal attacks by the rule of the forum but it really shocks me that you have such a difficult time understanding the difference between an auto popping skill and manually popping skill.
think about it. i’m sure with time, you’ll get it.[/quote]He means where is Aegis?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
That is what retaliation suppose to counter: Multi-hit attacks.
So it invalidates Rangers, Thieves, Engineers…oh wait, there’s the entire medium armor tier right there. No boon should invalidate an entire class tier. How about we give the medium armor tiers a boon that allows them to ignore the defense of warriors and guardians with direct damage too?
I don’t think retaliation counters Spirit Rangers, Backstab thieves, and Bomb engineers. I don’t know what you are thinking when you say invalidates the medium professions.
Were you thinking of Longbow Rangers, Dual Pistol thieves and Grenade engineers?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
That is what retaliation suppose to counter: Multi-hit attacks.
Aegis counters strong single attack.
aegis ‘countering’ is based on basically hidden RNG. if aegis was meant to counter strong attacks they would put in more skill based aegis skills rather than automatically popping ones.
There are just as many precision aegis skills as there are auto popping ones.
there’s retreat (which almost no one uses to counter single hit attacks)
and then there’s virtue. that’s it.
In that case, there are more precision aegis skills than auto-popping ones.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
That is what retaliation suppose to counter: Multi-hit attacks.
Aegis counters strong single attack.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Suggestion
Immobilizes would stack up to 5 seconds. After that, any new extra immobilizes that would stack it over 5 seconds remove the old immobilize stack and set a new immobilize at 5 seconds. (Regardless of the original duration of the new immobilize application, unless it is a longer than 5 second base duration immobilize, then it overwrites the stack limit with this higher base duration)
(I just picked 5 seconds here as an example without doing any research, maybe it should be more, or less?)
Example A:
John uses a 4 second immobilize on Alice.
After 1 second, John uses a new 3 second immobilize on Alice.
Alice now has 5 seconds of immobilize left to go (instead of the current 6 or the pre-update 3 seconds)
This gets especially obvious as the numbers stack up.
Example B:
John uses a 4 second immobilize on Alice.
Peter also uses a 2 second immobilize on Alice.
One second later, John unleashes his next 3 second immobilize on Alice.
Alice is now immobilized for 5 seconds instead of 8.
Example C:
If James comes along to bind Alice for 6 seconds with his completely overpowered condition duration build, Alice would be immobilized for 6 seconds regardless of previous immobilize stacks.
If John, one second later, then manages to immobilize Alice for another 3 seconds, Alice would still be chained for 5 seconds. The new immobilize would be ‘wasted’.
It would still be possible for John, Peter & James to keep Alice in chains for 13 seconds-ish if they time their immobilizes very well. But it would require some serious effort.
Note: This would probably take some serious programming. But it might be worth it. I agree with Gesamtkunstwerk that reducing the amount of stacks isn’t the best solution here.
While it does solve the permanent immobilize stack, it still allows for immobilize durations that are too high. (Say two 3 second and a 4 second immobilize adding up to 10 seconds)
And it probably doesn’t solve the PvE troubles we’ve been having since the update either. (The spider in AC comes to mind directly, but I remember being pinned for over 12 seconds in CM as well.)
That said – Good to know this is being worked on!
I disagree, this will make venom share useless.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
We’ll be reducing the maximum amount immobilize stacks in the near future.
If you are going to do it, just make sure that it doesn’t make Venom sharing useless.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Ouch, you learned the lesson the hard way.
Never join Guild groups. The chances of getting kicked increases dramatically compared to completely PuGs.
You have to try really hard to get yourself kicked or you have to be a special kind of bad to get kicked.
However, this shouldn’t be your fault. It is the guild and ArenaNet’s fault. The guild is at fault for doing such atrocious behavior and ArenaNet for allowing it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
-snip-
He is a krait, she is a girl
Can I make it anymore obvious?
He is a slaver, she did spying
What more can I say?
He wanted seaweed, she’d always know
Secretly she wanted to get out
But all of the slavers, stuck up their nose
They had a problem with a karka’s singing voice.
He was a singing karka, he said, “See ya later boy”
The krait wasn’t good for her, she had a pretty face
And slaver’s head was up in space
The kraits needed to come back down to Earth.
Five seconds from now, she sits applaud
Staring the space, she’s all alone
She gets back home, guess who she sees
Singing Karka rocking up Lion Arch music.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
In light of these new developments, I’ve called off the search for the mermaid; all crews are to be on the lookout for krait instead, and all cargo will be double-checked in case of tampering. Now that we know what we’re up against, the krait are going to find their plans not going nearly so smoothly, by thunder! Could this whole crisis be coming to an end soon?
Kraits!?!
“A krait there was,”
“A krait, A KRAIT!
“All blue and gray,”
“And covered with scales!
“Oh come they said,”
“Oh come to the tower!”
“The tower? said he,
“But I’m a krait!”
“All blue and gray,”
“And covered in scale!”
“And down the road,”
“From here to there,”
“From here!To there!”
“Three krytans, a karka,”
“And a dancing krait!”
“They danced and spun,”
“All the way to the tower!”
“Oh! sweet she was,”
“And pure and fair,”
“The mermaid with honey,”
“In her hair! Her hair,”
“The mermaid with honey,”
“in her hair!”
The krait smelled the scent,
“On the summer air!”
“The krait! The Krait!”
“All blue and gray,”
“And covered with scales!”
“He smelled the scent,”
“On the summer air,”
“He sniffed and hissed,”
“And smelled it there!”
“Honey on the summer air!”
“Oh I’m a mermaid,”
“And I’m pure and fair,”
“I’ll never dance,”
“With a scaley krait,”
“A krait! A krait!”
“I’ll never dance,”
“With a scaley krait!”
“The krait,the krait!”
“Lifted her high,”
into the air!"
The krait, the krait!"
“I called for a captain!”
“But you’re a krait!”
“A krait! A krait,”
“All blue and gray,”
“And cover in scales!”
“She kicked and wailed,”
“The mermaid so fair,”
“But he licked the honey,”
“From her hair!”
“Her hair! Her hair!”
“He licked the honey,”
“From her hair!”
“Then she sighed and squealed,”
“And kicked the air,”
“She sang: My krait so fair,”
“And off they went,”
“The krait! The krait!”
“And the mermaid fair!”
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
Doesn’t care what anyone says / posts on forums and waits for replies
It’s a unique class mechanic it’s fine. As others have said pick another class. Your pets aren’t breaking anything (apart from they may themselves be broken at times)
Alright, bottom line: STOP TELLING US TO PICK ANOTHER CLASS WHEN NO OTHER ARCHER THEMED CLASS EXISTS. I played ranger in GW1. I enjoyed ranger in GW1. Therefore, I decided to try it in GW2…huge disappointment. Pets weren’t amazing in the first game, but they weren’t nearly this bad. I still want a marksmanship/expertise/survival style character in GW2, and there isn’t one to be found.
Edit: Oh, and they got rid of dervishes as well, so my second favorite GW1 class is also missing.
http://wiki.guildwars2.com/wiki/Longbow
http://wiki.guildwars2.com/wiki/Shortbow
Thieves and Warriors can use bows.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
An epic video. Although there are some viable builds, as people claim, organised high lvl fractals or sPvP’s players still prefer other classes over a ranger. You can’t deny it. If you think you could, then… well… You have a right to your own opinion, don’t you?
Every high lvl PvP team has a ranger.
and?
Which means that your claim: “sPvP’s players still prefer other classes over a ranger” is wrong.
oh sry, this game only have Spvp.
Ranger is jack of all trades master of none.
PvE: http://www.guildwars2guru.com/topic/84268-the-perfect-dps-ranger-guide-for-real/
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
http://www.reddit.com/r/Guildwars2/comments/1phcgt/tpvp_build_list_up_to_date_builds_as_of_the/
Choose a build, any build. Research how to play it and play.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It actually works perfectly fine. Press buttons at the same time = win.
Is it annoying you can’t do it mid-stomp? Sure. But I’ll take what I can get
Nah, it should be fixed that Deathshroud does not cancel stomp instead. There shouldn’t be a need to depend on a glitch when it should be legit in the first place.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
An epic video. Although there are some viable builds, as people claim, organised high lvl fractals or sPvP’s players still prefer other classes over a ranger. You can’t deny it. If you think you could, then… well… You have a right to your own opinion, don’t you?
Every high lvl PvP team has a ranger.
and?
Which means that your claim: “sPvP’s players still prefer other classes over a ranger” is wrong.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I’d love something like this sort of in-game partnership in Guild Wars 2.