4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I remember back then way before beta started, Developers commented on how they wanted warrior healing skills to do. I can’t find it to back it up.
Anet developers wanted Healing signet to be something that warriors don’t have to worry about hp since the regen will heal the hp pool for them and Healing Surge to be a offensive heal and that healing surge encourages warriors to go onto the offensive because of burst damage.
I agree to those visions and I want to see it on the warrior.
Healing signet now matches with the developer’s visions.
Healing Surge doesn’t. Instead, most of the time, warriors will save adrenaline so that they will get max heal.
My suggestion: I would like Healing surge to recharge Burst skills. This way, warriors could do a Healing Surge -> Burst skill combo. This will create a choice: Does the warrior want to have the full heal or does the warrior want to use the burst skill and then use healing surge to use another burst skill but gain a weak heal. The choice is to prevent Burst from being overpowered.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
There is just way too many traits for symbols. 7 traits to boost symbols.
Yet there is only five symbols that the guardians have.
Guardians can only have a max of 2 symbols because they are all in the weapon skills except symbol of judgement which doesn’t really matter.
Some of the symbols need to merge or get removed for other traits or add new symbols to keep the traits equal.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Spirits don’t need buffs.
They are already OP in sPvP.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I predict devs will nerf warrior down to the ground next patch because of this thread.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This is why thieves keep getting nerfed. I’m tired of it. You can all complain about how “OP” thieves are, but in reality you don’t understand them. When I tell you to learn to play one to learn to beat one, I mean it. We don’t need anymore of these “thief OP nerf plz omg” threads. Our name as thieves is already soiled by people who play the class solely for the stupid high burst damage, and every nerf to backstab thieves is a nerf to every other thief build. Please learn to play a thief before you make your next post about us in this forum.
Tired of it,
~Kid Legacy, Team Legacy [TL]EDIT: Balance is an illusion. Zacchary.6183, a fellow thief made an excellent post not a few days ago describing the difference between true imbalance and cyclical imbalance. It really is a matter of L2P. Get over it.
ALSO: Your screenshot shows the result of combat over 1 minute, not 1 second.
" WAHHHHH I cant stand the thought of my class getting balanced!!" Face it, they do their job of kill too darn well, too well, uncouterably well. Its not fun to fight them, even if they were to be “balanced”, which they arent.
At the “ALSO”, were you droped as a…….ahh forget it. Look at the time, there is such as a thing called CLOCK KEEPS GOING, the gith happened at the end of 7:00, hence why it goes all the way to 7:01, if you look closer at the CD of the shield and look it up, loo at the current time on the mini you will see that it says 7:02, you make the math, 75 secs CD on the shield and used it right before the backstab wich is when he went into stealth for 1 sec
That doesn’t mean that the thief did it in less than 1 second. I highly doubt that he was at full health when he was attacked by the thief. A smart backstab thief never goes after an enemy with full health (unless they’re up leveled) just as a lion never goes after a fully-grown gazelle. It goes after the injured and the young. We only see a small portion of the combat log, and judging by his claim to be wearing PTV, I’d say that he had just stepped away from his zerg while a roaming thief was picking off stragglers and injured. Just because a thief can burst you down doesn’t mean they’re OP. A warrior can deal 33k damage with 100 Blades and combined with a stun lock there’s nothing you can do about it. Nobody ever says, “OMG WARRIORS OP.” There’s plenty you can do about a backstab thief. Learn it.
Thats weird, I could never get my dps over 7k even though I am using a zerker amulet.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It is so that I can convert gold into gems.
I don’t care how they do it. I don’t care if sPvP is less efficient in getting gold or not. I just want a way to earn gold/gems in PvP.
- Glory -> Gold
- Earning gold/gems in Tournaments.
- Earning gold/gems in Hotjoin.
- etc.
Reason: Useful when owning a custom arena or wanting to buying cosmetics from the gemshop.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree with this post.
Instead, current mob ai should be scrapped and reworked from the scratch so that all skills are useful.
PvE should be more like PvP. Fast paced, action filled, full of teamwork, and unpredictable.
PvE is about noticing a set pattern on bosses and use dodge skills to prevent all attacks from happening.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Suggestion: In the option box, there will be a option for you to direct your target from the NPC to the player that owns the npc. Meaning, if you are targetting a illusion, the computer automatically targets the player.
This will stop me from targetting illusions and pets all the time.
When the enemy is in stealth or is too far away, the computer will stay on the npc target until the enemy is unstealthed or is in range.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I haven’t played Necromancer until recently.
Why doesn’t Blood is Power grant Life force? I noticed that it was removed at October patch.
If Necros get the BiP back, it could mean sustain is back.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
I think there is a place for DPS. But the problem is, that there isn’t a place for the rest. I think the developers need to take a long hard look at the PVE, and try to think of a way to make the other roles fit in. And that means giving support and control more effectiveness, and more importance in PVE. Especially during boss fights.
I think PvE developer should take a long hard look at sPvP and then analyze how they can make PvE closer to sPvP. Developers should ask the question to themselves, how can I make mobs battles similar as players fighting players?
Skills are balanced directly for sPvP thus, AI needs to be like players.
Examples:
Mobile Mobs chase down players with the lowest hp like thieves chasing down low hp players.
Mobs stopping a burst/spike before it happens(Blocking, Weakness, invulnerability, stomp.)
Mobs actively mitigating damage and Mobs that can heal(Which replaces the large hp pool.)
Mobs coordinating such as immobilize → burst a player down.
Mobs that grant boons to make themselves much more dangerous. These boons will make mobs more dangerous.
and much more.
Anet could look into the meta builds in sPvP and design new mobs to fight like similar.
I want to fight a mob that fights like a D/D ele rather than a punching bags that farts red circles everywhere.
And I agree that bosses should have more phases, so the players cannot mindlessly punch the boss to death. DPS shouldn’t be the only thing that matters.
I disagree with phases. What bosses should do is change tactic midway and more variety of skills and tactics to deal in a given situation.
Player with low hp? Kill him!
About to die? Escape and heal!
Stunned? Use a stun-break.
Bleeding? Use condition removal.
etc etc.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Loot needs to be minimized more.
Minimized enough so that I should be okay with a 20 slot bag and 4 four slot bags and still have room for more.
Why?
First reason: So I can have room for extra gear. Extra gear = more variety, more variety = less pigeon-holed into one boring build forever.
Second reason: Seeing the “Inventory is full.” is just not fun. You have to stop playing and teleport to a merchant to sell everything. It is annoying and I shouldn’t have to hold my dungeon party up because my inventory is full.
Suggestions:
- Remove blue and green weapon/armor gear loot unless the loot is better than the one the player is using or it is rare/exotic loot. Instead, it is replaced with a regular trophy or salvagable item that can stack.
This slows the over-saturation of green/blue gear in the TP. Eventually over time, It will make crafting low level weapons/armor gear more profitable than before.
With this, Loot is less annoying.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
So you want anet to remake every dungeon
yeah, they’ll get right on that
This. Anet should remake every dungeon.
Right now, it is boring. It is all balanced around two dodges. It is all balanced on if you can dodge the devastating attack. It is not balanced on teamwork. It is not balanced on mitigating damage through any other means. Mechanics are nowhere near similar to sPvP play which is what skills are balanced for in the first place.
Bosses and trash mobs are nothing more than punching bags with huge hp pool.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I really don’t understand how thieves think Stealth as it is now is ok. It is the only mechanic that does not have another mechanic to counter it. Conditions —> Condition removal, Direct Damage --> Blocks and invulnerability, Stuns —> Stun breakers, Stealth --> “Swing wildly and burn your AoE cooldowns trying to find the thief.”
The last one is not a counter. Blocking should be the counter. If a thief attacks someone who is blocking they should be revealed. How stupid does it sound to be blocking and have something hit your shield and still think “Holy crap where did that come from”
I am not asking for a nerf to thieves, just a mechanic that counters theirs.
Stealth —> brain…
Can you write me counter to invul, endure pain…etc. please?
Endure pain: Conditions.
Invulnerability: Can’t use utility or weapon skills.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
These ascended crap won’t cater to pro-gear threadmills at all. It will only satisfy them for 2 days/weeks of grinding and then they will come back to complain that there is nothing to do.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Battering has blowout (knockdown) and has great damage and toolbelt.
I’d say it’s a great balanced skill, doesn’t need any buffs or nerfs at the moment. Please do not change it!
http://wiki.guildwars2.com/wiki/Personal_Battering_Ram
http://wiki.guildwars2.com/wiki/Air_Blast
The difference between the ‘blowout’ is 50 range. Not even close to consider taking PBR over Air Blast.
I don’t think anyone takes a knockback skill for the damage. Still, damage is not worth it as 9/10 times, PBR won’t hit at all. Slow cast time, and low range.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Please give Personal Battering Ram instant cast.
Air Blast is better in every way:
Larger range, lower cooldown, instant, and comes with 3 other good utilities.
PBR just needs instant cast and it will be a great skill regardless of the other terrible downsides to it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I suppose I have to ask: What do you think is wrong about the only, all melee, zerker meta?
Because it is boring.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
http://gw2crafts.net/total.html
Check this site out to answer your question.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Wellll, Vael was further north than we are presently able to explore wasn’t he? So perhaps we will just have to wait for the Northern Charr Homelands to be opened back up?
Vael is in the Ebon Vanguard. He should’ve gone south with Gwen.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
My suggestion for banners:
1. Active skills for banners. You drop a banner and you get to activate a active skill for it. Like minion skills for Necromancer or Spirit weapons for Guardians.
Banner of Defense: Staggering Baner
Banner of Discipline: “Furious Rally”: http://wiki.guildwars2.com/wiki/Furious_Rally
Banner of Strength: Brutal Banner
Banner of Tactics: Compassionate Banner
If the active skills are used, the banner skill is used.
This suggestion gives Banners more depth than being a passive summon that increase stats.
2. Traits.
Inspiring Commander: Banner Regens and Shouts heal. Merge the two grandmaster traits together.
New trait: Intimidating Commander: Banner and Shouts damages.
Shouts become a ranged instant burst damage. If an enemy is running away with low hp left, pop all three shouts to make him die.
Banners are a pressure weapon. It deals low damage to enemies nearby. It works the same way how Destruction works. Of course, invulnerable continuous damage is overpowered no matter how small. So the way that Banner works is that an ally must be nearby the banner in order for the banner to do damage. If a warrior drops a banner on a spot and no ally is nearby. The enemy can cap the point without being in combat.
Conclusion: With two grandmaster traits merge together, Tactic warriors aren’t stuck with a kittenty banner or a kittenty shout build. They can build a hybrid.
Go all three banners and place a banner in all three locations? Build two banners and a shout to fortify the major locations? Or build 1 banner just for mid?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Warriors have sustain.
The healing improvement is not equivalent to sustain, they still get focused and get all the damage all day, and all other classes have a way to mitigate/negate that focus constantly, while warrior has what?, 4 sec endure pain on 60 sec cd?, and shield block….
Seriously warriors are still bad.
No.. youre still bad. Man.. why are you making me be a kitten.
Sorry man, but we got plenty of sustain now. And we can definitely keep up with guardians as far as surviving burst and condition protection. You have the tools, now its time to learn them.
The developers just gave you everything you could ask for. Condition protection? Here’s a ton of it!! Increased healing?? NP have a boost! I don’t even know why I come back to these warrior forums.. it’s just a cess pool of garbage players whining because they don’t know how to utilize the tools they are given.
PS don’t bother with a witty retort because I wont be back to read it.
TLDR: You got the tools, time to learn your class.
What sustain do we have exactly? I’d really love to hear, because so far, I count 2 utility skills. You say healing skills and a condition removal trait provide sustain? Really?
Hey, I love warrior, it’s my only 80 and I don’t run Berserker. I enjoy playing my class. But if I get focused for any length of time, it’s game over and there is nothing to be done after using the 2 skills available.
I think having some complexity to use Adrenaline to either be offensive or defensive makes sense for a warrior. Of any class, warrior should be able to hunker down behind that armor and reduce some damage.
On a side note, I could see maybe doing something less severe by adding something to the Shield Trait in defense. Something like “after completing a shield skill, gain 3 seconds of Protection”. But again, this forces the issue that only one of our weapons is defense oriented and you have no choice.
If they are bursting you down, you use shield stance + endure pain to survive the burst.
If they are still pressuring you after failing, you use your mobility skills, Savage leap, Rush, or Whirlwind attack to get out of the pressure + Berserker stance.
SS and EP are burst surviving skill, Berserker stance and mobility are pressure surviving skill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
New Firearms grandmaster trait:
Critical hits with Flame jet will cause a Flame Burst on your foe that will burn your foe and foes nearby that foe. 5 second burn with a 5 second cooldown.
This trait replaces Napalm Specialist. Also, Flame jet damage will decrease a lot(Thinking 20% damage reduction) to balance with the 5 second mass burn.
I feel that Flamethrower should be the mass burning weapon rather than be a damage weapon which it fails at.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It doesn’t matter what build you use. You have to run with the zerg or join a fight midway.
Warriors fail at surviving, So you have to rely on not being noticed and change the tide by flanking them.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If they give us 2-3 secs of protection on cast with Shield Bash
or
3 secs after the finish of the 3s block on Shield StanceI’m done.
That would just make us more like Guardians, which I don’t want to be. The correct path I believe would be to adjust how effective toughness is on a class-by-class basis so you could make toughness worthwhile on a Warrior but not OP on a Guardian. They’ll never do this though.
I am so tired of this argument.
Elementalist, Rangers, and Necromancers have protection, but they are not renamed as guardian, yes?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Because PvE doesn’t work the same way as PvP. PvE is dumbed down hard.
PvP requires more than two dodges.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The above lacks a warband name since Cataclysm is one word. The story is simple and it is nice.
Frazar Scarfire is a bright thinking charr elementalist. He invents, he tinkers, he creates technology for the Iron Legion. He has advanced skills in Conjure-smithing. He creates weapons in the battlefield for his ‘hired’ help to wield.
His greatest creation is the magnetic waves placed inside guns. People ask how do people shoot bullets without reloading? The answer: Magic. Frazar magnetize guns so that it will grab the nearest bullet and place it into the barrel. This invention matches the invention of Asuran geniuses, though they try their best to not admit it.
Frazar is a Elementalist in a Iron Legion. He always faced discrimination even in his own warband. After he created the magnetic reload invention, he got promoted and left the warband for good. Instead, he made his own warband filled with Synegetic Asuran, people that understood magic better than his own warband.
The Tribune was disgusted by this and sent Frazar away from the capital into the Iron Marches. However, on the way, he got ambushed by a Flame Legion warband. The Flame Legion scum offered him a position in their ranks, they heard of Frazar Scarfire, and they respect magic. Frazar always faced discrimination in his own legion, Frazar used magic. How could a Elementalist Charr like him refuse?
He joined their ranks and his Asuran help were slaughtered afterwards.
After he joined the Flame Legion, Frazar learned many magic that he had never seen before he was entranced by it. Through the new knowledge, he created the Godforged weapons and taught his apprentice Rozgar. Now, the elite Godforged were much more deadly.
One day, Frazar and his new Flame Legion warband went out to test their newest creation. When he got back, the Vigil scum had conquered the entrance to the Citadel of Flame. This meant that the Flame Legion had lost and Gaheron Baelfire is dead. He heard no news about his apprentice Rozgar and Frazar assumed that he is dead.
Frazar and his Flame Legion warband wandered around Ascalon. The Iron, Blood, and Ash Legion hunted him and his Flame Legion warband until there is only Frazar left.
Then, Frazar met with an Agent from the Order of Whisper. They heard about Frazar’s bright mind and they made him an offer. To join the Order of Whisper. Frazar refused to have no purpose anymore and joined the Order of Whisper. This was a choice he did not regret. The Order of Whisper’s secrets were the greatest he ever seen. They made Flame Legion’s magic look primitive and ancient.
Through these resources, he create weapons and discover magic for the Order of Whispers.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Phalanx stance: Get into a phalanx stance. The warrior blocks all attack and Foes cannot pass through. Phalanx stance ends when the warrior moves then Phalanx stance becomes shield stance.
Think of this as the warrior’s version of sanctuary.
This suggestion is mainly for WvW. I imagine that three warriors would form a line and block enemies from getting into the tower or crossing the bridge.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I wrote long paragraphs before but I could never get around to submit it so I will keep this short.
Dungeons are boring and easy. There needs to be a hard mode. A mode where you have to think even after doing the dungeon 100 times similar to sPvP. Call it hard mode so that players can’t complain how dungeons are hard.
Combat needs to be more like sPvP, where the combat is most fun. Mobs need to be more active. Mobs needs to give more boons that make their attack deadly. Mobs need to chain CC and actually kill the player. Dungeons should not cater to brain dead grinders that wants the game to be easy. Mobs need to evade player’s burst. PvE Hundred Blade Zerkers needs to be as effective as sPvP Hundred blade zerkers.
Battles should never be “Stack here! and DPS the mob down.” Sure, it is a tactic. But it makes the game boring. There needs to be counters to that.
Mob AI should be reactive rather than spammy(See Subject Alpha). Mobs fighting a full group of hundred blade zerkers? Place weakness on them, dodge backwards, observe how sPvP players counter those. Mobs should never be static. Mobs should heal like players can to replace the high hp pool.
Bosses should never be a punching bag. Instead, they should act like your 5 man party is fighting a skilled solo player or a computer AI that cheats.
In conclusion, the dungeon team should observe sPvP and tPvP to design the mob and boss AI. Of course, Computer intelligence will never be the same as human intelligence but when making comptuer AI as close as possible to human intelligence, it can be much more fun than the trash AI we have right now. GW1 was designed the same way, until heroes were added that can instantly interrupt everything. I am sure that GW2 won’t add heroes or henchmen anytime soon.
Why? Because our skills are balanced around sPvP. If we have a PvP/PvE skill split, it still won’t make dungeons any kitten ring. It will make other profession kill faster.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Actually this would bring back the aggro system and tanks, something that GW2 is against.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
http://intothemists.com/calc/?build=-kZ;3BJ-V0u4VL-Z0;9;4T9;0T06A5;657Ab;5JF04JF045BB
I did not use this build in tPvP, but I had fun with this in sPvP. I can’t guaranteed you that it is the perfect build. I will tell you that the counter to this build are thieves and players that pop out of nowhere and disappear only to ambush you down. This build works best when you have a balcony to stand on to protect your back.
The problem with Staff elementalists is that it works well only with a zerg against a zerg.
So be a major team player and wipe the zerg out for major increases in point. There are huge investments to the fire trait lines. Arcane Wave and Arcane Blast do HUGE damage!
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Make Tuant a boon.
Nearby enemies target you, and CANNOT switch targets until the boon wears off. This will be a short lived boon, averaging just a few seconds, while the more extreme cases would last 5 or so seconds. This would be good for bunkers, although, I don’t they need any more help as they are.
How would that work with AoE attacks and cleaves?
How would that work with a warrior running around and swing his axe somewhere else?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
PLEASE OH PLEASE!!!!
Fun, I agree, but I have to say, I don’t think the game needs more Conditions before a new boon (if anything at all) plus it’d cover another slot protecting conditions. Have to be cautious of that. That said, Blood Line Champions had this type of taunt, and it was fun in that type of game.
I agree. Just don’t have it be a condition, let it be a control effect.
Like fear, Taunt is both.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Taunt: Your foe will blindly run towards you.
It works just like fear, but taunt makes the target run towards you. The target does not get to use any skills and cannot freely control their character until the condition is removed or the stun break has been activated.
Unlike fear, Taunt condition makes the target run at a specific direction: You. If you strafe around, the taunted target will turn to move towards you.
This condition is perfect for a warrior shout: “Coward!”.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Their mistake was that exotics were too easy to obtain, far too easy. I have 4 fully geared and 2 partially geared exotics toons. This is totally acceptable in a WvW environment, but in PVE it leaves something to be desired.
You will acquire Ascended gear in two weeks time, then you will come back and whine about how easy ascended gear is and how much you are bored that there isn’t any other higher tier of gear to run the gear threadmill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
[Completing the Title]
When Gear Progression Pushes You Away
Introduce Skill Progression.
Skills don’t take up inventory space or make you throw away all the gear you worked for..
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
No one can because there isn’t any. The great control the hammer gives is useless in PvE.
You are better off making your own.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It discourages zerging because if you zerg, you get blown away.
The problem is, the other team can safely zerg. It is a good mechanic but wrongly implemented.
You lost me there…
It discourages X but the other team can still do X…
Do you even PvP?
I assume you don’t. Explanation: A player can take the skyhammer cannon and blast enemies. The player’s allies can’t get damaged. There is only one Skyhammer cannon.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
First. adding a new tier pidgeonhole players into a specific build. If they want to be flexible, they have to be sub-par. sPvP is fun not because they have to grind every equipment but because everything is handed to them. They have the freedom to choose whatever build they want. Ascended Gear will encourage only one build forever. It will be boring to stay as a GS and axe/shield warrior forever.
Second, it won’t satisfy the pro- gear grind players at all. All it will do is give them a reason to grind for 1 week to get another weapon/armor set then they will complain that there is nothing to do.
It helps no one and hurts everyone. Reconsider this. Do this for the no gear grind philosophy.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I don’t think that’s going to happen.
Currently, the coefficient for a full 100 blades is 5.5. On the other hand, Whirling Axe is a 3.0. Double that and it becomes the next 100 Blades. Not a good idea, especially considering the easy access to Eviscerate or Final Thrust, which are both very damaging skills in their own right.
Also, in PvP, it currently has a coefficient of 4.5. Double that and it’ll be 9.0.
Honestly, I think it would make Sword/Axe deal a bit too much damage.
Offhand sword’s purpose is to do bleeding damage.
Offhand mace’s purpose is to control.
Offhand axe’s purpose is to do damage.
Except offhand axe’s damage is just weak.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Despite how many people rage about the instant death mechanic, I like the instant death mechanic. It discourages zerging because if you zerg, you get blown away.
The problem is, the other team can safely zerg. It is a good mechanic but wrongly implemented.
The solution: Skyhammer should always be neutral and then when a team zerg up, skyhammer will blow the zerg group up to pieces.
That will make the skyhammer platform useless. So, then, at certain time interval, both teams can calibrate the skyhammer so it will only target enemies of the opposing team for a limited time.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I don’t care about the four other skill, but Skill 1 should repair turrets.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
In my opinion, Flamethrower should have kittenty damage.
But on the otherhand, every damage tick should apply burn.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Most people don’t make character creation choices based on whether or not they’ll get good skills… otherwise nobody would make a ranger. People make rangers because the playstyle appeals to them (although obviously quite a few end up disappointed when they find out what it’s really like… myself included) – to some extent it’s a cosmetic thing if you like the medium armour, but for anyone who knows how bad racial skills are, race selection is ENTIRELY cosmetic, and that kinda sucks. It’d be nice if the skills were at least usable so I could consider putting them in my build.
Idk if the op is suggesting make the racial skills better (although some really do need a slight buff) its the fact that they suck AND have a long cooldown. One or the other please, not both. Norn racial skills arn’t bad tbh, but the racial skills have an abusrd cooldown for not being all that great. Charr racial skills are more for fun but they deal very low damage. Human elites are just… sad.. Asuran elites are tolerable except the golem suit, which actually lowers your survivability significantly due to its mechanics. Sylvari, idk as I havn’t really touched up on one but I do see the seed turret one used often. The other 2, not so much.
OP suggesting that they get buff in duration and cooldown.
Because they suck but at least it feels right.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Dual Strike: Strike your foe with both weapons. If both weapons hit, you gain Raging Stance.
Raging Stance: Your next Whirlwind Axe will do 100% more damage. If Raging Stance does end without whirlwind axe, then you gain one bar of adrenaline.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
They kept the racial skills weaker than others because they wanted people to play the different races. If, say, it turned out that the human’s racial trait for, say summoning the Hounds of Balthazar was incredibly OP next to the charr’s racial trait of the Charrzooka, then everybody would play human.
Obviously, people might gravitate in the majority towards any race for any number of reasons, but they wanted to make the racial skills less of a determining factor, I believe.
However, if they were buffed right across the board, then I would support this. I’m not sure how easy it is to balance that though.
If you noticed, most if not all, is mostly cosmetic changes. There is no request to increase damage, there is no request to make racial skills more dangerous.
All I want is that pets get a lower cooldown so I can walk around with it and transformation gets a lower cooldown as well.
If I get into a battle with my Warband support, they will mostly perish within seconds. But I am still okay with that. At least the high duration lets me get bodyguards.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Before this could happen, something needs to be done about all the QQing regarding the lack of a race change facility. I’m not saying I support race changes at all, but if race actually made a difference in PvE, there’d be even more crying from people who can’t handle re-making their characters.
Racial skills should make a difference because of flavor. In PvE, the only thing that matters in balance is how high is your dps. Nothing else really matters.
I don’t think Artillery Observers call Artillery Barrages where they are standing. Have you tried the Elite skill?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Racial skills should only be buffed for PvE only. In WvW, they can stay weak as Anet wants to. Why should PvE racial skills get buffs? Because buffing those skills will buff flavor.
Racial skills:
Artillery Barrage: Needs higher range. I want to feel like I am calling down a barrage on my enemies. Who calls a barrage on their feet?
Warband Support: Higher Duration and Lower cooldown so it will match. I want to feel like I am the Legionnaire/Centurion who has a army to lead. I want to summon companions and walk around with them.
Battle Roar- Make it a complete FGJ clone. Same duration, stacks of might, and cooldown. My Charr warrior will happily benefit from not hearing “FOR GREAT JUSTICE!” but rather, multiple varied shouts. Some restriction: A Charr warrior can’t use FGJ and Battle roar at the same time.
Summon 7-Series Golem/Summon D-Series Golem- Higher duration and lower cooldown. I want to feel like I have a robot walking with me.
Summon Powersuit- Remove root on attack and unlimited duration. I want to walk around with the powersuit as if I built it myself.
Become the (Spirit of the wild)- Reduce cooldown to 150 seconds to match rampage. 4 minutes is just too long for an elite skill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Hi, I am Jora Oakley, a former Ebon Vanguard. A year ago, we Ebon Vanguard had fought the Charr. Now we are friends.
He killed my ma, he killed my pa, but I will vote for him, Evon Gnashblade.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant