4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I have a question, what would be the ideal vampric sustain trait allocation that you want.
0/0/30/30/0? 0/0/0/30/30? 0/0/20/30/20?
I was thinking that there is no need to stuff all life steal traits into blood magic. Put some life steal traits into somewhere else.
I am also thinking, maybe that there is too few life-steal skills. There should be traits that lets us life-steal through other means.
Spite traitline could have a trait that lets us steal life through signets.
Curse traitline could have a trait that lets us steal life through Corruption.
Minions already lifesteal.
Wells already lifesteal.
Spectral skill gives lifesteal in a trait in Soul reaping tree.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
OP plays Mesmer, Elementalist and Guardian.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Complainers will not stop until warriors become free kill again.
To nerf it properly, delete the warrior.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
5 Warrior teams in “top tier” matches… why am I still playing this game?
I start liking PvP after a few rounds. Then the cheaters come out to play. Then I remember why I do not sPvP regularly. The same exploitable bugs are in WvW. I cannot get away from them, but at least WvW is big enough to make me feel like I can. Tonight I submitted a buf report for some thief exploiting the downed stealth. That won’t get fixed. It’s a feature now. The unfinishable thief, on sale now. Why do the classes with the unkillable downed state bug have to be the hardest to defeat for my crippled Ele? The warrior has that bug where the stomp gets interrupted perpetually.
Warrior is not the old D\D ele because even the OP ele had to press dozens of buttons but the current warrior only uses 3 .
and not only that, the old D/D ele would be ashamed of today’s warrior, old D/D today would be balanced among all the other OP stuff in the game.
Wrong. The Old D/D ele would still be OP today. I think you forget how many nerfs it has received.
It was never OP. Remember, Eles had to go against Eles back then, too. I started six characters soon after release. The Ele I played the most. Yes, I did go d/d Ele. Yes, mainhand dagger was stronger than scepter is now. Eles had more conditions, double the healing, double the direct damage on some very important skills, quicker cooldowns, etc. Healing signet for Ele was as good as the warrior one. Many good players avoided Arcana, and went full zerker gear. Ele was balanced enough that most Eles did not care about d/d because staff was so versatile. It used to be exciting to run into a d/d on any class I played because I knew it well. I knew it was easy to counter. Most of the time the d/d Ele would teleport away. Their strength was is the aggressive and quick-paced action. The confidence of players was easily shaken back then. Not now. Things are so out of whack now because of the way we d/d Eles attacked player confidence in the beginning. My Ele in PvP tonight got hit for 10.5k in one shot by a warrior, yet my total Health is less than 14k. Another warrior I was fighting (who runs around most the time to make a joke out of the class) had already gotten my Health to 9.5k That second warrior teleported to me and finished me off with an instant damage skill like a thief would. It is insanity. There was zero thought about balance to get GW2 where it is now.
I agree, D/D is not OP. I can only solo 10 players, OP is when I solo 20 players.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I want to be the hero.
I want the story to revolve around me. I want cinematic experiences that shows me being the hero instead of some side-kick doing the work.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This is just one match.
If I showed you one match with five elementalist, that wouldn’t mean anything.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I like playing support builds, some of them give aoe condi removal. I would like to have icons over the character’s head to display the amount of conditions they have.
This is so that I can properly support allies by removing conditions when it is necessary and not when I am being focused on.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
When running a Staff bunker build and you are using Glyph of Elemental Harmony, use Air heal when bunkering against a melee foe. There is tons of slow on a staff. With swiftness + slows, you are always away from a melee foe, and he does zero dps on you.
Use Water Heal when fighting a condi build to remove condis.
Use Earth heal against ranged foes because protection is the only thing that can protect you now.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Walking through it should grant 3 stacks of might with an ICD per player. Even with this, fire’s focus abilities are rather lackluster.
I am neutral with an ICD and one without ICD.
I don’t mind it being Lackluster, not every skill have to be OP, but I would like wall skills serve the purpose of something(allies or enemies) crossing it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I would dream bigger than what could be done thus destroying the game by either pushing unfinished products or dissatisfy the playerbase with the long wait.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Professions that counters warriors:
- Mesmer
- Engineer
- Ranger
- Warrior
- Necromancer
- Elementalist
- Guardian
- Warrior
Professions that warrior counters:
- Mesmer
- Engineer
- Ranger
- Warrior
- Necromancer
- Elementalist
- Guardian
- Warrior
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Eles needed nerfs. Everyone except for eles knew that. Just like a year ago thieves needed nerfs. Everyone except for thieves knew that. Just like a couple of months ago, spirit rangers needed nerfs. Everyone except for rangers knew that. Now warriors and necros need nerfs. Hopefully that will be coming.
Hurray for whack-a-mole balancing.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
No Deathmatch mode please.
In GW1 RA, there is always a tank troll griefer that exist only to stay alive forever.
getting focused by 4 people in gw 2 u will die a lot faster than gw 1, especially with no healer. so that wouldnt be a problem.
Perma stealth thief.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Flamewall on the Focus, and Napalm on the engineer should grant Might to allies that crosses the flamewall.
Just a thought.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Warhorn 5 is very strong, but it works only with mainhand dagger. You are probably not using it correctly.
Being chased? Use Warhorn 5, the melee player will get crippled and you go faster.
Chasing somebody? Use Warhorn 5, enemies cannot escape you. They become slower and you become faster.
Warhorn works best with dagger but every other weapon set doesn’t achieve max optimization with warhorn since you are more likely at out of range to use warhorn 5.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
No Deathmatch mode please.
Instead, Disguise Deathmatch as King of the Hill or one node conquest.
In GW1 RA, there is always a tank troll griefer that exist only to stay alive forever.
In GW2, it will be a Perma-stealth thief.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
- Quality Dynamic events, not Quantitative. Quality Dynamic event is one of the strength of Guild Wars 2 and it is extremely fun. Do not abandon this design. Story-driven Dynamic events makes it less like a grind and more of a adventure. Why do Aetherblades appear out of nowhere? Dialogues helps a lot. I rather have 20 good Dynamic events every week than 100 grindy ones. Have those 20 DE be the achievements required to finish the Living Story achievements instead of killing 100 stuff.
- I found that exploration in Zephyr Sanctum fun. I didn’t like finding the Tequalt stuff in Tequalt rising.
- First Halloween scavenger hunt was fun because of quality Dynamic events. I prefer if it was linear so that I don’t have to port as much. Waypointing is immersion breaking.
- No more Scarlet, she is the Jar Jar Binks of GW2. Instead, I want to kill more Dragons.
EDIT: I want to be the hero! I want to be the hero of the living story, I want it to revolve around me!
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
Why do you feel the LS is garbage?
its not bad at all, easily on par with most DE stories. Especially if take the time to talk to the different NPCs involved and read the lore short stories released with every update there is plenty of goodies to be had story wise in my opinion.
I think people are being a bit too kitten LS here.
There is some instanced stuff which makes up for 1% of the LS, and there is grinding which takes up 99% of the LS.
I like the 1%, I just don’t like the 99%.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Spiders with Search and Rescue? Nah, keep shouts where they are
They’re backline pets, which makes sense.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Suggestion- the pet bar
- F2 is now a bar that opens up on the weapon slot that is usable for pets only called the pet bar. The current pet F2 skill is moved into one of the five slots. It is similar to deathshroud how deathshroud, engineer kits, and attunements.
- The pet’s 2nd and 3rd skill are now usable, now they use the slot on 1 and 2 on the pet bar.
- The current F2 pet skills is the 3rd skill
- Shouts are no longer utility skills. Instead, they are given by pet families. Bears, Drake, Armorfish and Boar gets “Protect me!”; Birds, Feline, Shark and Canine gets “Sic’em”; and Moa, Spider, Jellyfish and Devourers get Search and Rescue. This take up the fourth skill.
- All pets have “Guard” which will now take up the fifth skill. Guard no longer stealth or give buffs.
- Rangers can use these skills on the move.
Misc:
- F1 and F3 will still be attack my target and return. F4 will still swap pets or possibly revamp it so that it restores the pet to full hp since that rangers get better pet control.
- Most of the cooldowns will be a lot higher so that Rangers do not have to micro between pets and themselves all that much. All of them will be 20+ seconds. Except guard, which will be a 1 second cooldown.
- Shouts will be replaced by something else and Nature Voice no longer exist. I recommend Symbosis skills. Basically, it is like Rampage as One, whenever you hit, your pet gets buffed, whenever your pet hits, you get a buff. Other skills I recommend is “Forces of Nature.” This would be a Shaman kind of skill that uses Nature power as magic.
If ArenaNet ever feels that pet mechanic needs a revamp to have more control over the pet, I am giving this out as a suggestion and solution. I would like to have more pet control.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
They need bigger tells to Flesh Golem, but that is it. A small windup before he flies off.
However, Shadow Fiend has a ridiculously long windup. Bone minions are not easy to land, in fact only very good MMs land them consistently, and it requires a lot of micro attention. Bone Fiend is strong, but his active is at best a Dark Pact, but on a 50s cooldown. Those are all either balanced (guaranteed stuff like Bone Fiend has super high CD, harder stuff to land has lower).
And the idea that minions work with low skill is false. Low skill MMs work against other low skill players. Low skill MMs are more useless than any comparable build (gear/weapon wise), because they will not only get little to no effect from minions, but they will have lost vital traiting to otherwise useless utilities.
The reality is that any decent player knows how to kite the minions, and low skill MMs have no idea how to deal with that. Minions only have high DPS if you can keep them on their targets; aka microing them. And bad MMs aren’t good at that.
Oh oh oh, I have a way to deal with that.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
So if the whiner ask to get a free twilight, the developers should cave in and give it to them?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Dont go 30 water..its a trap.At least not if you dont want to go pure bunker.
In fact dont even go 10 there..Sustain/bruiser ele builds are the biggest kitten there is atm.They die so fast doing nothing in terms of pressure.
This is completely wrong.
This is spreading misinformation at the finest.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
disengage at will,
We can disengage at will?
Is Rush, Whirlwind attack and Savage leap not effected by immobilize, chill and cripple anymore?
Berzerker Stance no working for you anymore? Brains to not use said skills when cripple/chilled/immo or to cleanse it not working anymore? I dunno man, if I have to choose in between having 3 disengages, one of them with 1550 range at the cost of only one cleanse, than having none at all, I would go with the warrior ones O_o
So he gotta waste tankiness skills that could be used to be op in a fight to escape. okay.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
disengage at will,
We can disengage at will?
Is Rush, Whirlwind attack and Savage leap not effected by immobilize, chill and cripple anymore?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
My old guild left to make a new guild but didn’t invite me.
So I want to join a new one.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Needed nerfs:
Nerf HS (make it scale better with HP: 300 HP/s with 0 Healing Power and 400 HP/s with 1000 Healing Power sounds nice to me).
Make Warriors lose their adrenaline if they don’t hit with burst skills.Borderline nerfs:
Reduce zerker stance to 5 seconds duration from 8 seconds.
Increase Pin Down cast time to 0.75 or 0.5 seconds from 0.25 seconds.—> a balanced warrior
The patch comes and no one plays warrior anymore.
This is a massive unneeded nerf based on a knee-jerk reaction.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Nope, still there.
The problem is sleight of hand + basilisk venom when used simultaneously. The daze cancels the basilisk venom out completely.
Hope they fix it soon because Basilisk venom is probably the most cop-out elite in the game unless you use lyssa runes.
That suppose to happen.
Disable do not stack.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
There are utilities in other offhands, torch is fine as it is. It’s the only offhand with high damage and one of few sources the rangers has to overpowered fire condition damage. Please stop suggesting dumb ideas, some devs might be watching and nerf the torch with one of your ideas.
Uh…. burning is hardly OP, you wanna know OP? That’s 25 stacks of bleeding…
Well, maybe you misunderstood me, fire is op in pvp, maybe not in pve (dungeons, WvW), compared to all other conditions. If it wasn’t it wouldnt be so rare among some classes.
No single profession (not even 2) is gonna apply 25 stacks of bleeding on you if you have half of brain.
You must not PvP very much, sword/sword warriors do that all the time… And you know they kinda immob you during most the application… So yeah…
And I don’t PvE like at all, burning isn’t OP at all, not to mention everyone other than thieves can apply burning, most of them with relative ease, guardians, eles,longbow warriors, and flamethrower engis can keep it up 100%, rangers can have really good uptime with it, and then mesmers, other engi builds, and necros have good uptime on it, so idk what you’re talking about with it being “rare” the only 2 profs it’s “rare” for are necro (who have access to literally every condi but burning in AoE format and.can stack tons of bleeds as well as an ungodly amount of cover conditions) and mesmers, who can’t stack any condi in long duration but have access to every condi but fear, not to mention they can also stack a lot of bleeds with the right build, and usually can spike a ton of confusion so burning isn’t really needed.
Bro you even PvP?
If burning isn’t op, then why did Dhuumfire get nerfed?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Throw torch should get fear.
Like Aragon in the battle of weathertop.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
- Necromancer have tons of snares. Every weapon set has some sort of snare except off-hand dagger. Even if you do equip one, you still have a main weapon set to snare the player away.
- Necromancer has an healing all-clear condition removal skill to stop snare-locking.
- Deathshroud has distance makers too. If you got a player on your face, you can use doom to fear the player away from you. Tainted shackles immobilizes.
- If you have Warhorn, necros can use locust swarm to cripple pursuing enemies. The melee enemy dps goes down dramatically.
- If you still want a blink, use spectral walk or Flesh wurm.
Despite you complaining, I hardly ever got caught down as a necromancer. Necromancer has so much tools to slow enemies down.
That isnt disengage, that is plain kiting, i know a lot of people might not get it, but difference is if i am getting stunlocked, if i use a blink or mobility move on another profession i get away, if i stunbreak on necro and try to kite, you get another 3 types of cc in your face since you need a dodge just to get away and another one just to evade earthshaker.
Flesh wurm.
Also, in that case, warriors have no disengage. Since if they get hit with 3 types of CC and get snared they can’t escape. Even though they have the greatest mobility.
Wurm isnt a disengage, its the equivalent of saying mesmer portal is disengage, it can work like it but you are not only wasting a strong part of the skill but also need to do the clumsy cast/execution of it. Swalk could have kinda maybe counted as one before the nerf but now no.
That doesnt mean that it wont work as a quick port back after a suicidal well bombing in wvwvw, but it in no way works in pvp outside of hotjoins, to easy to stop or plain waste of a utility if you can pick Sarmor which is better like a third more times since if people are going apekitten on you the team just caps all other points.
Except, flesh wurm is an disengage.
No one uses it to port players in. No one uses it to jump into the battle. It is used as a escape tool, aka disengage.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
- Necromancer have tons of snares. Every weapon set has some sort of snare except off-hand dagger. Even if you do equip one, you still have a main weapon set to snare the player away.
- Necromancer has an healing all-clear condition removal skill to stop snare-locking.
- Deathshroud has distance makers too. If you got a player on your face, you can use doom to fear the player away from you. Tainted shackles immobilizes.
- If you have Warhorn, necros can use locust swarm to cripple pursuing enemies. The melee enemy dps goes down dramatically.
- If you still want a blink, use spectral walk or Flesh wurm.
Despite you complaining, I hardly ever got caught down as a necromancer. Necromancer has so much tools to slow enemies down.
That isnt disengage, that is plain kiting, i know a lot of people might not get it, but difference is if i am getting stunlocked, if i use a blink or mobility move on another profession i get away, if i stunbreak on necro and try to kite, you get another 3 types of cc in your face since you need a dodge just to get away and another one just to evade earthshaker.
Flesh wurm.
Also, in that case, warriors have no disengage. Since if they get hit with 3 types of CC and get snared they can’t escape. Even though they have the greatest mobility.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
I like D/W.
Warhorn synergizes with mh dagger really well. You can get the most fluid action compared to the other off-hands. However, warhorn doesn’t synegerize with any other weaponset all that much since you have the ability to get out of melee range.
With D/W, necros have the ability to never let enemies escape you. You get immobilize and a cripple aura. You get a daze to stop warriors from leaping away. If that is not enough to stop elementalists or mesmer blinking away, use Dark Path to laugh at their attempts to run away.
Off-hand dagger is clunky and is more suited for scepter. It is great for emergency defense.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Did that solve the problem?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
But they don’t turn the battlefield into a mess.
So do AoE.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If those two warriors waited 15 more days, they could’ve won.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This is not a problem; This is a feature, This is a skillshot that makes/breaks the game.
IF you miss it’s your fault. simple as that.
WTB Skillshot on Ranger Spirits….
Ranger spirits have a hitbox. You can interrupt it or kill it.
On my necro, There was one spirit ranger bunker that tried to solo four of us. Unsuprisingly, We downed him, but his wolf feared all of us before we can make a stomp, but the fear doesn’t interrupt doom. So I feared that nature spirit and said, “NO SELF-RESSING ALLOWED!” on his face as I stomp him.
I know that the res can be interrupted – they all can. Spirit res is the only non-skillshot res ability (if I’m not mistaken), so my point is still valid.
You didn’t explain why; therefore, you have no point at all.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Even when random, Glacial heart will still be useful because Guardian lack of snares.
Plus, Guardians aren’t suppose to be the master of catching enemies but rather be the “defend this area” guy. I will still find usefulness in RNG chill. When enemies get chilled, I know for sure that is the cue to use whirling wrath. It is better to have some huge dps than zero dps.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
No please.
This lets my necromancer know who to corrupt boon on.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Sorry but this raises some flags with me. How is this not Protection 2.0 with condi support? Also it sounds rather op’d giving guardians the ability to double layer it with protection.
Protection reduces enemies dps by 33%.
Aegis reduces enemies dps by 100% in the first attack.
See the difference?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I would like Living Story to have a direction of a public questline and instanced story + dungeons. Instead of faceless invasion events or gathering achievements.
I propose more quality Dynamic events and less quantity dynamic events. There is no need for a balloon event throughout the entire world. Molten Alliances do not need to port into a place of nowhere for no reason. These faceless invasion dynamic event doesn’t give us the feel that mobs are actually invading the land when the Molten Alliance, Aetherblade attack places at random. It felt random and they were there for the sake of being there. If there is going to be real invasions, then it should have a reason behind it. Look to the strength of regular dynamic events. It made invasions look real because of dialogue and lore behind it. A giant didn’t appear at Naegling for no reason; Separatist summoned the giant there, Centaurs attacked a town for a Quarry, Hundreds of bear appeared at a homestead because some children accidentally summoned too much. This is what needs to come back into Living Story.
To implement this, there would be multiple branches of dynamic events. Lets use a Krait invasion as an example.
There would be four different people. Vigil Warmaster Garland, Lionguard Terra, Sheriff Locke, Militia Joe.
Garland is at Gendarran field. His questline is centered around defending towns. But then he realizes that Kraits are attacking Vigil Keep next. You escort him back to Vigil Keep and Garland’s final dynamic event ends there. The number of Dynamic events vary. 3-5 dynamic events is reasonable.
Terra is in charge of Bloodtide coast and recruiting Hyleks, then she must defeat the Hylek leader to prove her strength. Takes around 3-5 dynamic events.
Same goes for Locke and Joe. Takes around 3-5 dynamic events. This will spread players apart and let players feel that they are taking part of the living story. Kraits invasion events will be at side and requires some dialogue even if it is short. “Help! The Kraits are attacking!” may be good enough because it lets player know they are doing something. Afterwards, someone has to be around to do a long dialogue like every other dynamic events.
These will replace gather 50 stuff or kill 10 kraits. They are boring and grindy. They are what causes negativity over Living Story. If you worry about Grinders, they won’t leave. They will be hiding in Frostgorge doing champ farms.
Dungeons and Instance storylines
I suggest that Dungeons and instance storyline become a experiment ground. Dungeons and PvE is a mess and needs revamp. The problem lies on the design. Dungeons should focus on making Control skills useful and removing Defiant. When the developers find a real solution, they can use their findings and fix dungeons. Instances should focus on making trash mobs feel alive.
tl;dr More quality, less quantity dynamic events. Dynamic events actually telling a story. No more foil random invasions throughout every map. Dungeons and instances are experimental ground for better PvE play.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This is not a problem; This is a feature, This is a skillshot that makes/breaks the game.
IF you miss it’s your fault. simple as that.
WTB Skillshot on Ranger Spirits….
Ranger spirits have a hitbox. You can interrupt it or kill it.
On my necro, There was one spirit ranger bunker that tried to solo four of us. Unsuprisingly, We downed him, but his wolf feared all of us before we can make a stomp, but the fear doesn’t interrupt doom. So I feared that nature spirit and said, “NO SELF-RESSING ALLOWED!” on his face as I stomp him.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Its still not good in WvW unless you’re in a zerg though…
So you’re saying that Lightning Surge is good only in a zerg or do you mean that Lightning surge isn’t good in a zerg?
New Lightning Surge is for small group battles. Old lightning surge isn’t going to do much in a zerg anyways.
I meant the staff in general not being that good in WvW. Even in normal PvE, lightning surge needs some kind of buff, even if its just a shorter casting time.
I disagree with that.
But that is another topic. I am focusing on sPvP staff.
Can’t comment on it in PvP, ‘cuz I don’t play that mode. When I do play WvW, I find staff only good in zergs, cause in 1v1 I can’t ever really do anything, especially if its a thief.
My Lightning Surge suggestions is good in small group battles and/or 1v1. Lightning surge gets a short cast time to blind enemies on you or on someone.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
isnt that what I had in my original post?
It turned out it is.
http://gw2skills.net/editor/?fQAQNBIhZakRrVvUzWjePBIpIaqne0N4hDpYXpB-TsAA1CtIuRdj7GzNybs3MCZFysAA
Here is the fix.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
We’re not supposed to have a lot of mobility. At most we get swiftness, otherwise all of our “mobility” skills are designed solely to chase, or create distance while in a fight, but not leave it completely.
well that’s …dumb.
We have the ability to run into a zerg with 50,000HP, 5000 Toughness, and then pop into another 15,000 HP Shroud cover, while the death around you regenerates this pool. What would be dumb is if we could do this and then suddenly pop out of the fight when kitten hits the fan. That’s just my opinion because I play a Thief as well. And generally my thief is spongy even has a Condi/Toughness/Vit build. Where he does shine is the fact that I can leave the middle of a battlefield consistently, but that is only fair because I can be taken down incredibly quickly.
Now if only it worked how you described.
And Necromancer is a class that can rip glue apart.
I think what you mean is, it can scratch of the glue while still being stuck with the thing that was glued to it. A simple medium cooldown blink is farm more efficient.
Lightning Flash/Blink has a 40 second cooldown. If you get snare locked even once, you won’t last very long.
- Necromancer have tons of snares. Every weapon set has some sort of snare except off-hand dagger. Even if you do equip one, you still have a main weapon set to snare the player away.
- Necromancer has an healing all-clear condition removal skill to stop snare-locking.
- Deathshroud has distance makers too. If you got a player on your face, you can use doom to fear the player away from you. Tainted shackles immobilizes.
- If you have Warhorn, necros can use locust swarm to cripple pursuing enemies. The melee enemy dps goes down dramatically.
- If you still want a blink, use spectral walk or Flesh wurm.
Despite you complaining, I hardly ever got caught down as a necromancer. Necromancer has so much tools to slow enemies down.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
My MM build.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
- Stacking to be gone forever and be considered an exploit. It exploits the dumb AI trivialize dungeons.
- Mob AI to be redesigned so that Boon stripping, interrupting, snares, and projectiles to be useful.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If it effects to all melee weapons instead of only Hammer, Glacial Heart would turn from a garbage trait to a useful trait.
Hammer doesn’t need chill since it already has immobilize. Other weapon sets do need chill or other snares.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You must have missed this, “Aegis is fine.”
It is balanced and has no need for buff.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant