Showing Posts For runeblade.7514:

Mounts

in Suggestions

Posted by: runeblade.7514

runeblade.7514

Really what is this the 5th thread you made about this subject?

There is a transportation system you just don’t like it, now to report your thread for repeat violation.

Because their mount thread != my mount thread.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

The downed system- PVE: yes - PVP: no

in Suggestions

Posted by: runeblade.7514

runeblade.7514

If you remove downstate, it’ll make it easier for a d/d thief to spam 2 and kill everyone.

A d/d thief can barely defeat 10 players. Removing downstate will make it easier for thieves to kill 20 players.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Mounts

in Suggestions

Posted by: runeblade.7514

runeblade.7514

Please make some NPC riding mounts.

I can’t see a world without mounts. It feels too odd that there is a Fantasy world that doesn’t have a transport system and is largely dependent on running long distance.

You might say Waypoints are the reason, but if they are the reason why npc don’t need mounts, then why do these escort missions exist? These NPC could use a waypoint over to their destination instead.

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Possible stealth change....

in Suggestions

Posted by: runeblade.7514

runeblade.7514

No, thieves shouldn’t get a stealth nerf. I could barely 1v10 people.

Instead, they should get a buff so I can 1v20.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

The "Inspect Gear" Discussion.

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Inspection is good.

It gives me information, which will effect positively on who to keep or who to kick.

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I want to goomba stomp people like a dragoon

in Players Helping Players

Posted by: runeblade.7514

runeblade.7514

Thief.

Thief done this everyday without realizing it.

Here is how you do it:

  • Find a player → Kill him → Press F to Stomp him.
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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

AC P3: Warhammer Grast missing for CR Fight?

in Fractals, Dungeons & Raids

Posted by: runeblade.7514

runeblade.7514

The people: “Don’t listen to the whiners!”

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Make "Hard Rev" Skills More Viable

in Suggestions

Posted by: runeblade.7514

runeblade.7514

Signet of Renewal from Elementalist needs re-work.

4 second of revive is not viable.

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Did not receive my bank tab

in Bugs: Game, Forum, Website

Posted by: runeblade.7514

runeblade.7514

I bought a Bank tab that was on sale.

But I didn’t receive the extra bank tab. Can I please have my bank tab back? I really need it.

Before the sale, I bought two bank tabs.

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Queen Spider room

in Fractals, Dungeons & Raids

Posted by: runeblade.7514

runeblade.7514

Oh god, nerf was not enough for you?
After a patch my group went to AC all paths, and it was so much fun with these revamped mechanics and decreased HP pools. Well, there was no single problem with it, really. All went smooth and easy. Except our fps… Anet did something to the engine I suppose, and fps was terrible with bands of gravelings in 2-nd path.

Poison. You want 5 seconds telegraph? FIVE SECONDS? Really? Are you blind, or have reaction of a slowpoke? Yes, it hurts more, but not instantly, and even with 1-2 hits by poison you sure should be able to move out of the field.
Spider hatchlings. Well, all you have to do is frigging MOVE while you hit them to death. Never had any problem with post-patched versions, and all in my team (even pugs) were smart enough to not die here.
Web scream. Have played ragned, so never got hit by this, but all our melee were able to deal with it with no big problems.

Please, don’t put stupid horror stories of how you fail here.

5 seconds is a acceptable reaction time considering that you have pop 2 dodge moves and a movement skill to get out of the poison field covering the entire room. I don’t care how it is nerfed, If it was one poison field or didn’t last long, or isn’t spammy as hell, then I would have zero qualms of the current cast time. As long as only one of the parts in the poison field aspect is nerfed. The balance of difficulty just for the poison field will be just right and be on the line of challenging.

I will continue to try dodging infinite acidic rain. But as right now, the best way to deal with this is to let other players get killed while I slaughter the spider hatchling.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Queen Spider room

in Fractals, Dungeons & Raids

Posted by: runeblade.7514

runeblade.7514

Problem: Spider Queen too hard!
Solution: L2P

Ascalon Catacombs is a level 35 dungeon where new players come to learn how to play dungeons. Terrible solution, terrible troll.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Queen Spider room

in Fractals, Dungeons & Raids

Posted by: runeblade.7514

runeblade.7514

Don’t stand in the red circles, problem solved. Seriously I ran AC yesterday and had no problem avoiding them. If people actually used the dodge function as intended things would be a lot easier.

It is hard to not stand on red circles when the range of it covers the entire room.

Try dodging rain when there is nothing to shield you.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

[WvW] Engineer Flamethrower suggestions

in Suggestions

Posted by: runeblade.7514

runeblade.7514

If you run with a flamethrower, than equip a pistol and shield (you will get shield bonus to armor in your stats even while holding the flamethrower). As the flamethrower is a tanker style of play, they just assumed you would actually equip the shield it seems.
Right or not, it is just what I notice din the stat spread.

If you want to go tanky, Go bombs. Elixir fused bombs will heal you and has a smoke bomb for more tankiness. Flamethrowers fail at that.

Flamethrowers has always been about damage. Which is why FT doesn’t get perma stability anymore but more stacks of might. It doesn’t make sense for a melee weapon do less damage/control/support than a range weapon.

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So what's the deal on Gadgets

in Engineer

Posted by: runeblade.7514

runeblade.7514

In my opinion, Gadgets should be purely passive, you cannot activate them at all. The active effects are the toolbelt skill versions.

For example, you wear Utility goggles, you have perma-fury and immunity to blind forever as long as you have Utility goggles in your utility slot. The downside is, there is no active effect on the Utility goggles. You can use the toolbelt skill, Analyze instead. This makes it balanced because of the Engineer’s toolbelt mechanic. While yes, this means you can have the passive still activated while the active is in cooldown, but you don’t get an extra skill to use.

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Guild Missions- revised version

in Suggestions

Posted by: runeblade.7514

runeblade.7514

Lets find a way to satisfy small guilds and large guilds. Lets make progression. But lets not make grinding for influence a thing.

Suggestion: There will be two different tiers of Guild missions. “Tier 1” guild missions satisfy for small groups and/or small guilds. They are balanced around 5+ players and they can be bought by an officer. “Tier Epic” guild missions satisfy for Large guilds. These Guild missions requires a large guild and they are epic and memorable.

Tier 1 Guild missions are somewhat easy and plentiful. Smaller Guilds have more accessibility to these. It is to be expected to see many of these Guild missions everywhere. Breathing more life to all these empty zones. There will be a hundred of these all around the world, which are mostly bounty missions.

Tier epic guild missions are gated. Your guild have to complete successfully a certain amount of Tier 1 guild missions. For larger guilds, they are supposed to separate the Tier 1 guild missions task to multiple guild members so the guild can work their way up to the tier epic guild missions. Then, the entire guild can play the Tier epic Guild missions to get the best fun and rewards there is.

This way, smaller guilds are not gated and still can have fun together working for the tier epic guild missions. Larger guilds, on the otherhand, can get them faster. But the point is that no one is gated from doing the content.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Queen Spider room

in Fractals, Dungeons & Raids

Posted by: runeblade.7514

runeblade.7514

I like that this dungeon has interesting mechanic, but I feel that the Queen spider room should be tone down in difficulty. This is a level 35 dungeon after all.

Problem: Pre-patched Spider hatchling did a lot of damage it was enough to know that you shouldn’t ignore the spider hatchling. The patched version just made the spider hatchling stupid difficult. You dodge them, it doesn’t matter, you’ll get killed anyways. There is no teamwork other than a teammate putting up a anti-projectile field.

Solution: Bring back pre-patched spider hatchling’s damage. It did enough damage to not be ignored but the damage won’t be completely stupid like the patch version.

Problem: Queen Spider’s AoE does a lot of damage, a way lot more damage than the pre-patch version. It also have a huge AoE range, spits three poison field making it unavoidable. This is stupid difficult.

Solution: There are multiple solutions to this. Each one is acceptable.

  • Decrease the AoE size. The AoE covers the entire room.
  • Give a 5 second warning where the poison field will hit.
  • Queen spider shoots only one poison field.
  • The ghost room before the Burrows attacking the priory camp and the same burrows gives a buff that has more resistance to the Queen Spider’s poison. If the group sucks, they can get a second chance by doing the bonus event, wasting more time.

Problem: Queen Spider’s web scream immobilize and does huge damage. If I remove immobilize, I am going to be immobilized again anyways. Being stun locked is not fun. It makes melee unplayable.

Solution: Buff damage where it does 15% damage every hit but, Queen Spider inflicts cripple instead of immobilize. Trying to escape doom is heart racing and fun but being stun-locked isn’t.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Thieves needs a nerf

in Suggestions

Posted by: runeblade.7514

runeblade.7514

Fine fine, don’t nerf thieves damage, don’t nerf stealth. Nerf them somewhere else so that it isn’t to the point where one thief alone can kill groups or a skilled thief can kill zergs.

Heartseeker- Thief gain 5 stacks of vulnerability, 2 second weakness and 1 second cripple if he misses the Heartseeker. You spam 2, you die. You miss the attack, you can’t take him down. . It should not be a spam to win button. If target dodges, thieves shouldn’t think it is okay and just spam again. Thieves shouldn’t spam this to chase targets down. This skill should be an all-or-nothing skill.

Stealth skills(Sneak Attack, Backstab, Tactical Strike)- Thief gain 5 stacks of vulnerability, 2 second weakness, 3 second cripple(5-10 second cripple if Sneak attack) if they miss. Same thing, it has to be perfect, or they lose.

The above shouldn’t be a problem for PvE. Mobs don’t strafe around like players do.

Infiltrator arrow- Gets “reveal” buff when used. You either run or you hide. Having both at all times is overpowered.

No nerfs to the thief’s damage, No nerfs to stealth. Thieves are overpowered and I believe this is the best offer to nerf them without breaking them.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Best Class?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Warriors: PvE gods
Guardians: PvE support gods.
Thief: WvW gods. You don’t even need to be skilled to take down 5 other players. If you’re skilled, you can even take down a zerg if you want to.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

When currency isn't

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Ojimaru.8970- Remove Captains’ Council Commendation since there is no NPC to spend it on anyways.

Remove Pact Victory Token since it is meant to be there to choose your own reward for completing a one time content. Just think of it like when you reach to this NPC, the NPC gives you a list of item you can get as your reward.

Remove Traits and supply since they are not currency. They don’t even take up inventory space in the game.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Most profitable crafting discipline atm?

in Crafting

Posted by: runeblade.7514

runeblade.7514

any insight would be appreciated tho

there must be a couple that are commonly known as “more profitable” than the rest :|

In theory, if you can find even a 1c difference between the total cost of ingredients vs. the price of the finished good since you just need to press the ‘craft’ button to craft items. That would be really profitable. There is too many variables to consider in order to know which makes a profit.

I will tell you the easiest craft will be the Chef.

  • Easy and cheapest to level up to 400.
  • The finished good can be sold in a bulk. Let say you find a weapon that is profitable. The problem is, there is a limit on how much you can craft the weapon. Which is inventory space. If you have 72-80 inventory space, You can craft up to 72 times and have to sell it to the TP every 72 weapons. In one button for chef, you can craft 15,000 times and still have enough space for more.
  • No enemies drop consumables. No dungeon rewards you with consumables.

A tip:

Suppose that you are a weaponsmith, You don’t need to make the complete item. If you find that Ori blades(Which is one of the ingredients to make a sword) cost more than the total amount of ingredients. Don’t bother with making the weapon, make ori blades instead. They can be pricey since some mystic forge weapons/legendary requires ori blades.

If you make them, you get the advantages of a Chef, the ability to sell in a bulk.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

(edited by runeblade.7514)

Most profitable crafting discipline atm?

in Crafting

Posted by: runeblade.7514

runeblade.7514

No matter what answer you get, even backed up with facts or mathematical numbers, that answer will be old news and may not be true by the time this thread reaches a day old.

In order to know what is profitable, you have to look at the price of the finished goods and the price of ingredients. If the price of food is greater than the price of ingredients including the tax then that is the most profitable craft even if it is 1c copper(That difference will be a huge profit in the end.).

You buy 10,000 of these ingredients and turn them into 10,000 of the finished product and sell it to the Trading post.

This means, you have to research it yourself. You have to manually look at the price of each item and ingredients, do basic math then do it yourself. You cannot just lazily post a thread and hope that free money comes to you. Why? Because that craft will be worthless really fast.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

TC a crowded mess.

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

The situation is not the same in Ehmry Bay.

Come join us.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

wtf is going on in eternal battlegrounds

in WvW

Posted by: runeblade.7514

runeblade.7514

Mesmer can stealth.
Mesmer can port armies.

/thread.

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Omnomberry pie talk (yes)

in Suggestions

Posted by: runeblade.7514

runeblade.7514

You could play better and not use it at all.

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Remake Fissure of Woe!

in Suggestions

Posted by: runeblade.7514

runeblade.7514

I hope FoW doesn’t become a elite zone. That would be the stupidest idea ever.

Instead, it should be a WvW center map. In the middle, we fight over the Temple of War.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Dear anet, please don't revert the onom ghost

in Warrior

Posted by: runeblade.7514

runeblade.7514

Please don’t cave in to the vocal minority. This is a good change and you were right into giving it an internal cooldown.

Warriors will finally learn how to play warriors without broken food buffs. They will eventually adapt and shut up.

I played my warrior without Onom ghost and I did fine. They will eventually learn to play just like I did.

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This Is A Joke!

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Increase cooldown for Auto-attacks by 1 seconds.

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Making defending in WvW more fun.

in Suggestions

Posted by: runeblade.7514

runeblade.7514

I like patrol the perimeter and siege engine practice. I do not enjoy the idea of stop the skritt thieves unless they’re job mobs that spawn inside the keep.

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How Warriors work in this game

in Warrior

Posted by: runeblade.7514

runeblade.7514

Ssshh, It is okay. Warriors without Onom ghost aren’t actually bad at all if you’re skilled at it.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Food Healing Nerfed?

in Warrior

Posted by: runeblade.7514

runeblade.7514

I never used food to begin with and I turned out fine. Maybe this will encourage more skillful play.

It is sad that elementalist with daggers can survive better then warriors at melee range. You can only dodge 2 – 3 times and then it’s over. At melee range we attract more aggro. Skillful play, you say? Were you farming CoF p1 too much? For everything else dodging is not enough if you are in melee range.

A combinations with Vigorous Shouts, Adrenal Health, Healing Signet and Omnomberry Pie was keeping me alive as Berzerker Axe / Mace Warrior.

This post screams stupid.

The way you say that 2-3 dodges as your only option, tells me that you don’t know anything about the warrior at all. Let me tell you.

There are multiple ways to survive more than with 2-3 dodges.

  • Use your teammates. Get your teammates to hold aggro while you regen whatever hp you have left. Dungeons are not solo-played, glass cannons are not tanks. When you have hp back again, you can take the burden of aggroing mobs again.
  • Get a secondary ranged weapon. Using a ranged weapon will lower dps, yes. But some dps is better than no dps.
  • Control skills- You play an axe/mace, use cripple to get away from the enemy. It also helps your teammate to hold aggro. Use mace 5 to knock them down. If you use a rifle as a secondary range weapon, use #2 and/or #5. If you use a longbow, use #5 to immoblize, use #4 to blind.
  • Endure pain is a great skill to get away from huge pressures. I mainly use this to revive downed players under huge pressure or get away from certain death.
  • Add more dodge per minute with Signet of Stamina.
  • Wear knight armor instead. Clearly, you are not skilled enough to wear Berserker armor. Wear Berserker armor when you are skilled in mastering survivability in knight gear.
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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Food Healing Nerfed?

in Warrior

Posted by: runeblade.7514

runeblade.7514

I never used food to begin with and I turned out fine. Maybe this will encourage more skillful play.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Dungeon difficulty for lower level players

in Fractals, Dungeons & Raids

Posted by: runeblade.7514

runeblade.7514

They took a great dungeon for lvling (AC) and ruined it. Why must I bring a level 80 into a level 35 dungeon to complete it?

So you can switch at the end.

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Mini-dungeons

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

I am not sure where to put this, but mini-dungeons are not dungeons, so I thought it is best to place it here since Mini-dungeons are open world content.

I played in Vexa’s Lab today. It was really fun. The golem boss fight was fun. It felt like I was fighting for more life since I was alone trying to defeat the thing. I wish Anet makes more of this except balanced for solo players.

Is there any other mini-dungeons as fun as Vexa’s lab? I know there are other mini-dungeons but I played Flame Temples tomb but I couldn’t beat the boss solo.

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Main hand mace pvp/wvw

in Warrior

Posted by: runeblade.7514

runeblade.7514

You get kited whether or not if you use a mace and if you are a melee fighting a ranged foe.

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Daily achievements more of a grind now?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Are you serious?

Dailies are now “Pick any 5” instead of “Do exactly these 5.”

They’re less difficult now and more flexible.

Killing massive amounts of Air elementalists for 250 lodestone isn’t hard at all. It is long and boring. Just like Dailies.

Stop thinking Grind = difficulty because it is not.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Fix Fireheart rises

in Dynamic Events

Posted by: runeblade.7514

runeblade.7514

If you thought Orr was bad, try Fireheart rises.

There are Charr everywhere. So much Charr, that it outnumbers Risens.

I attempted to move through Fireheart rises only to get overrunned by Charr everywhere. Please reduce the mob density of Flame Legion Charr.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Mini-dungeons

in Suggestions

Posted by: runeblade.7514

runeblade.7514

Please make all mini-dungeons and bosses balanced around one player. Not everyone is going to get a group for a mini-dungeon.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Pet swap suggestion

in Ranger

Posted by: runeblade.7514

runeblade.7514

Let pet swap be automatic when the pet hp reaches zero. Then the second pet will pop out and pet swap go into a 20 second cooldown. This is when the Ranger have to go into micromanage mode for 20 seconds. If the Ranger doesn’t and the pet dies before 20 seconds is up, the second pet will die and the Ranger will have to suffer a 50 second cooldown for the next pet swap.

All other professions have really lazy, easy and good mechanics. Rangers do not have lazy, easy and good mechanics. But I would like to have the lazy and easy mechanic for the Ranger at least.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

The Second Great Guild Wars: PvP server

in Suggestions

Posted by: runeblade.7514

runeblade.7514

The Lore:

The Guild Wars are the series of at least three wars among different guilds in the three human kingdoms of Ascalon, Kryta, and Orr.

The Second Great Guild Wars is a series of war among different guilds between the guilds in Tyria. There are multiple reasons why the Pact failed to stay alive, the distrust among Trahearne, the Pact Commander is missing but rumored to be dead, distrust among the three orders, low morale and almost zero reward. Some of these Pact members left to fight a profitable battle. They joined the guild fight each other for land and power. Honorable soldiers now turn into bandits and ruffians. The Dragons grow in power, but still have not cared about destroying the five races yet. Still, the remaining members of the Pact do the best they can to fend off the Elder Dragon’s forces.

The Server

The Second Great Guild Wars server is purely a PvP server with the intent of FFA PvPing. These PvP servers will not show up in the WvW rankings.

Almost all PvE dynamic events(Hearts, skillpoints, waypoints, vista, etc are still there) are disabled until a certain requirement is fulfilled. The Capture points objectives are the requirement.

The capture point objectives are outpost and towns. Guilds fight over it if they win, the players get the option to liberate the town or control it. When a guild controls the outpost, only the squad members, guildmates, friends, and party can use the waypoint and for free, NPC will be friendly to them and hostiles to other enemy players. Also, the outpost generates influences to the Guild, hearts related to the outpost will only be open for those specific players. When the outpost is liberated, everyone can use the waypoint and cannot capture the outpost for 2 hours; however, no one can generate influence from it and everyone can complete hearts and do Dynamic events in that area. Liberated outposts becomes a safe area for all. If you’re ganked in a outpost, the guards will attack the ganker and consider them as a threat.

All consumables including overpowered ones are enabled. If you don’t want to fight players, you can always use the Ash Legion kits to hide yourselves from enemies.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Bosses

in Suggestions

Posted by: runeblade.7514

runeblade.7514

This suggestion is mainly and only for open world bosses.

Disable auto-attack from bosses whenever there is one player fighting the boss. If there is two or more players that is attacking the boss, the boss gets to auto-attack freely.

Give bosses varied spammable charged up attacks that can critcally hurt the player. If the boss miss, the player gets a chance to attack the boss’ back. Then randomly, the boss may auto-attack for a short while where the player is forced to kite the boss.

The problem with boss freely auto-attacking is that usually it is damaging. Because of that, the only way to win is to kite the boss to death. It is not fun, it is long, and it is boring.

I also add in interesting and creative mechanic as well.

Let this be present in all bosses including Champion bosses since most GW2 players are usually soloing. Legendary bosses like Temple Bosses can remain untouched.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Dance Emote for Siege Golems

in Suggestions

Posted by: runeblade.7514

runeblade.7514

When a server plans a mass golem assault, golems are usually placed inside a tower/keep until the time is right to strike.

This is the boring but necessary evil if you want to participate in a golem assault.

I would like if golems get a /dance emote so that it is entertaining to wait around.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Will WvW always be Zerg on Zerg?

in WvW

Posted by: runeblade.7514

runeblade.7514

If a zerg of 20+ guys come and take it, then in another area, their zerg will have less forces.

One time, my small group was going to take a camp next to this tower so that the zerg doesn’t have to, except half of zerg left with us. The defenders in the tower had enough forces to match with my attacking zerg and then destroy my other zerg that came back from the campsite.

Scouts, on the otherhand, are vital. Knowing where the enemy is moving is vital if you want to avoid ganking and attackers ninjaing keeps. There was a time when I saw and reported golems moving out of garrison and towards Dreaming Bay. My server’s zerg was able to intercept and destroy them before any major damage happened. Watch any RTS e-sport games like Starcraft, players always send one unit to die to scout out the enemy. Knowing where the enemy is and knowing what troops they brought will help a lot and is often worth the life of that lowly unit.

Elite small groups do help a lot. What matters is when they are used and/or how long they fight. There was a time when a small group intercepted enemy reinforcements from Garrison from moving towards Hill Keep to defend it. It helped us break through the outer gate and move in towards the Lord room while we can. These small groups captured camps constantly and destroyed yaks to stop supplies from flowing in.

What you need is tactics, not excuses.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Dual wield skill like thieves

in Warrior

Posted by: runeblade.7514

runeblade.7514

There is a problem, Warriors have too much weapons.
.

Even tho, we seem like having alot of weapons, but most of us are still stuck with one greatsword in hand.

Adding more weapons isn’t going to make warriors diverse.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Dual wield skill like thieves

in Warrior

Posted by: runeblade.7514

runeblade.7514

There is a problem, Warriors have too much weapons.

Warrior’s two one-hand combination isn’t limited to mace, axe, sword. You have to include warhorn and shield. Thieves get dual wield because they’re limited to a few weapons.

If you want to have one-handed sword with 5 skills, I suggest using sword/warhorn combination. It gives you the feeling of a agile warrior moving fast and weaving around because warhorn gives you vigor + swiftness. If you select the smallest warhorn, you will barely see a warhorn in your hand and you can aesthetically say that you are using a one-handed sword.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

missing the classic healer in this game most

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Then there are elementalists.

Use water attunement -> heal teammates -> Remove conditions -> Save teammates.

Water Elementalists feels too much like a healer.

Well there is an obvious problem with that. You have AT LEAST 15 other skills, why aren’t you using any of them?

Because it isn’t skillful to spam skills that you don’t need. I change attunements based on what I need.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

missing the classic healer in this game most

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Then there are elementalists.

Use water attunement → heal teammates → Remove conditions → Save teammates.

Water Elementalists feels too much like a healer.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

2/22 DR--IOJ--SBI

in WvW

Posted by: runeblade.7514

runeblade.7514

Hi, ebayer here.

Rooting for Devona Rest. You guys had the determination to leave your citadel and attack us over and over again. IoJ, on the otherhand, was PvEing.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Guild Wars Gamer Murders rival gamer in NZ

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

We should ban females from existence, because they make men horny.

Oh, you have no idea how deep the rabbit hole goes.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Big servers vs small servers

in WvW

Posted by: runeblade.7514

runeblade.7514

Keep in mind that WvW is still very young when the new guesting feature was implement. When time goes on, servers will stabilize.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Stop showing the zergs love!

in WvW

Posted by: runeblade.7514

runeblade.7514

I dislike complicated solutions. How about a simpler one:

Show us the zergs, Anet!

That’s right. Whenever there is a large amount of players in an area, announce it to ALL THREE servers on the minimap. Keep it constantly updated. Oh is there a zerg coming stealthed towards you with a million stealth combos to abuse culling? No. You see it appreach on the minimap, clear as day. They can stealth but they cannot hide.

This would force large guilds to rethink their zergballing if they want to stay hidden on the map (like it is now). Move divided, fight as a group. Yet it wouldnt actually stop it per say with artificial debuffs/buffs. You could still do a massive zergball that is the constant target of 2 hostile servers.

This would expand on the combat warning that already exist if larger groups engage.

This feature is already implemented.

It largely depends on your server’s communicating skills. If a lone wolf stumble upon a large zerg. They better report it.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant