4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I’m only level 37, and I played a spirit weapon build and I loved it.
Am I gimping myself for doing so when I use a spirit weapon build at level 80? This would be for PvE/dungeons.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Well, you could grind for the Predator instead of Arenanet add something as ridiculous as the top post.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree.
Orr looks perfect IMO. I love exploring Orr and I love re-exploring it too. The magnificent large ruins and amount of details to building this zone is incredible. The problem is that you’re not looking into it.
The other areas look plain and boring. Just put random shrubs, trees, grass, buildings and color it bright green. Then. you have a zone that somehow impresses the mindless mass.
Other zones needs more redesigning than Orr.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Combat is boring as hell. I have 5 skills I can use frequently, a few more skills I can use occasionally, and an elite skill I (generally) can’t use very often at all. Are there more skills than this? Of course, but I can’t use them in a given encounter. I’m locked in and all that character diversity is gone as soon as combat starts. Just about every single MMO I’ve ever played (even the bad ones) had more diversity in combat.
I was agreeing with you until I got to this part. It seems that you suck at playing this game.
There is a button, the tilde key(~), that lets you switch weapons in combat. This way, you don’t have 10 skills to work with. You have a minimum of 15 skills! Some professions can use more significant amount of skills like the engineer and Elementalists. If you are not switching weapons enough to make the combat more dynamic, you are not playing it right.
If you are not using utilities enough, then it is because you are not optimizing to your play style at all. Instead of putting this cool situational skill. You could put more dps to your utility skill and then spam them. If you run to a situation where you need that situational skill, then that is when you sacrifice that dps utilities and slot in that situational utility.
After all, if you are not spamming that dps/dps-buff utility, then you are just as powerful as not using any utilities at all.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I completely disagree with removing magic find.
Magic find promotes skill. The more Magic find you wear, the more skill that your party members is required to complete a dungeon. If a party can’t carry your burdens, then they are bad players and you don’t deserve the reward for finding a crap party.
If your party members succeed, you deserve more reward for placing burden on others. After all, challenging = fun. You gave your party members more fun.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Absolutely yes to both.
Especially inspecting.
I deserve to know if any of my party members are leeching or not.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
1. Where is the perma-quickness? I am pretty sure only one trait gives 4 second of quickness every 60-90 seconds.
2. Guardians already have more boons and will still do better. Guardians can create boons every 30-60 or whatever seconds. Banners, I would assume, give 5 or something seconds every 90 seconds.
Heroic Defeat requires the player’s death, and not downed state. Guardians can achieve the same amount of boons without having to kill themselves.
3. Yes.
4. Yes.
5. Would you like to clarify? I don’t understand how there can be more mobility if warriors can achieve perma-swiftness. Unless you mean more variety of ways for mobility, in that case, yes.
6. Yes.
P.S: I would like to see the survey how 50% of the warriors say they use vigorous return, I want to know the sample size as well and the demographics. I could see a small .01%, but 50% sounds too unrealistic unless the sample size was two. Also, I don’t need Vigorous return to hit 20 people to rally again.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
These changes are mostly for WvW and PvE. I don’t care much for sPvP.
Skills:
Kick-
- Changed to, knockdown your foe back with a kick. Remove the self-root and it is melee range homing towards the enemy movement.
The current skill is kitten poor for anything. It has a high rate of missing because not many people stand still. It is counter-intuitive for melee. If I wanted a better knockback, I would take Stomp.
Crushing Blow
- Reduce cast time to 1/4 second.
Currently, too unreliable for PvP. The vulnerability is not worth the skill.
Rip
- Reduce cast time to 1/4 second
Too unreliable to use. Makes off-hand sword not worth it.
Traits:
Strength:
Short Temper-
- Changed to, “Whenever you attack a blocking foe, evading foe, invulnerable foe, reflecting foe or you miss while blinded.” You gain might for 10 seconds.
3 stacks of might if you fulfill the conditions while in melee.
1 stack of might if you fullfill the conditions while ranged.
This is so that Short Temper will not be as niche as before. Short temper will be the anti-defense trait.
Powerful Banners-
- Removed the damage, and make it part of the banner skill. Changed to, Whenever Banner blast, it gives specific boons and conditions to players and enemies.
Banner of Defense- Grants protection and weakness to allies and enemies.
Banner of Discipline- Grants Fury and Blind
Banner of Strength- Grants Might and Vulnerability
Banner of Tactics- Grants Regeneration and Cripple
Battle Standard- Fears/knockdown/knockback enemies. Any one of them will do fine.
Berserker’s Might-
- Gives 10 seconds of protection whenever you use a elite skill.
This is so that I can see more warriors charging into a WvW battle in melee instead of more riflemen in the back.
Arms:
Furious Speed
- Remove the 10% and change it to 100% chance on crit.
Warriors can already achieve perma-speed, and this trait is too unreliable to use. Without the 10% chance on crit, Warrior who bring this trait will use it to chase down the kiting enemies.
Opportunist-
- Change to, Increases your critical-hit chance by 10% if you immobilize a foe for 3 seconds.
It is weaker than before, but it is not useless as it stacks with fury.
Last Chance-
- Changed to, If activated while in melee, Remove all conditions, throw a bola and gain quickness for 4 seconds when you strike a foe with less than 25% health (90-second cooldown). If activated while ranged, gain quickness for 4 seconds when you strike a foe with less than 25% health but you receive 20% more damage (60-second cooldown).
This is so that whoever takes this trait take the role of finishing off prime targets like a D/D Elementalist or a Thief.
Defense:
Vigorous Return-
- Remove it. There is no need for too many useless down traits.
Heroic Defeat-
- Replaces Vigorous Return, Description: Gives multiple boons for 10 seconds to nearby allies whenever you are defeated. In sPvP, The boon gives only 5 seconds to nearby allies.
The boons are:
Fury: 10 s
Vigor: 10 s
Might: 10 s
Protection: 10 s
Regeneration: 10 s
Swiftness: 10 s
Retaliation: 10 s
This is useless for warriors that plan on surviving for a long time but very decent for players charging into the enemy horde with melee weapons and not planning to live. I believe this trait gives the warrior their name. They charge into battle and does not fear death.
Tactics:
Desperate Power-
- Change to, Does 20% more damage while in Vengeance and last 10 more seconds.
The current Desperate power was a very niche trait to begin with and it didn’t make sense. If it was moved into the Vengeance, it makes more sense and has more uses.
Discipline
Mighty Defenses
- In PvE, mobs grants 3 stacks of might due to the very low attack speed. In WvW and sPvP, the trait stays current.
Thrill of the Kill-
- On PvE mobs, keep it as is. Silver mobs or above and Player kills will give 50% of max adrenaline.
The reason is that Players and Silver mobs take a long time to kill and definitely deserve to give the extra adrenaline.
Warrior’s Sprint-
- Increase movement speed up to 25% movement speed.
10% increase movement speed is not noticeable and Warriors can already do perma-swiftness already. This trait is useless without the speed buff.
Sweet Vengeance-
- Changed to, 100% chance to rally if you kill someone while in vengeance and Vengeance does not rally downed enemies upon defeat. Add 10 more seconds to Vengeance duration if a nearby enemy player is downed(15 seconds cooldown).
In PvE, nothing is changed. In WvW and sPvP, anyone who brings this trait should always use this for offensively instead of running away or ressing. PvE-wise, this trait is strong enough.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
CoF speedrun?
A warrior or guardian is a better choice than thief. DPS and Party wide might buffs are more useful than anything else in a DPS race like CoF speedrun.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Here is the strategy:
Kick party members in the following professions:
-Rangers
-Thieves
-Elementalists
-Mesmers
-Necromancers
-EngineersThen recruit only these professions:
-Guardian
-WarriorsMmmm ignorance is bliss… How does it feel to think that way?
No, the question shouldn’t be that.
The question should be, How does it feel to play that way?
The answer is… Better, faster, and more efficient than playing with any other inferior PvE professions.
But ignorance is a bliss, how does it feel to think inferior PvE professions are as useful?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
WvW- I disagree.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Here is the strategy:
Kick party members in the following professions:
-Rangers
-Thieves
-Elementalists
-Mesmers
-Necromancers
-Engineers
Then recruit only these professions:
-Guardian
-Warriors
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What I want out of the new physical training trait is so that I can make the warrior look like this.
This scene is something a warrior should have. Not a elementalist.
Elementalist shouldn’t be the frontline soldiers, Warriors and Guardians should.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What are some ways we know about how dragons are corrupting living things?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Completely agreed.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Sword/warhorn is the best secondary weapon in my opinion.
It allows you to get in melee closer or get away. You also get a free cripple/immobilize/chill remover. Plus more dodges with vigor.
Jump in → change to your primary weapon → wreck havoc → Change to secondary weapon → Get away.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Change it to:
Short Temper
Gain stacks of might for 10 seconds and 1 strike of adrenaline each time you attack anyone blocking, evading, reflecting projectiles, invulnerable, or you missed while blinded.
If you use melee weapons while under this trait, you gain 3 stacks of might for each condition met.
If you use ranged weapons while under this trait, you gain 1 stack of might for each condition met.
The current short temper is way too niche for PvE or PvP. Making a variety of conditions to be met will make this trait more useful than before. After all, at least everyone dodges.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
No.
If I am going to wear a t3 armor, I better look like I have prestige. I am not going to wear the best looking armor to look like a foot soldier.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If you open up the world map, you can go to the lower left corner and turn off waypoints.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Since this thread is still alive, I would like to point out that Southsun cove(assuming that Karkas are asleep or something) could’ve been a great strategic position for Risen. It is really odd. If Zhaitan or his Lieutenants placed Risens all over Southsun and fortified it, he can attack all of the south shores in Tyria in any direction.
ArenaNet could’ve showed some Risen remnant or something or drop a dialogue that Risen did once exist here even if they don’t want to have more Undead. It would make sense.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Seriously?
The Protection thing might have worked… if Warriors did not constantly use their Signet of Rage and the duration was only 10s. Because let’s face it, 20s of Protection once every 48 seconds would be rather ridiculous: it averages out to a 13.75% damage reduction.
If you feel that 20s of protection is too much, you could ask for 19s, 18s, 15s or even 10s. 10s-20s means between 10 seconds or 20 seconds. Not 20 seconds itself, after all I am fine with any number between them.
On the otherhand, 20seconds of protection won’t touch the same defense effectiveness as guardian /engineer bunkers.
And the Physical Training seems quite broken too. You would be making Stomp into a short range Bull’s Charge and you would be making Kick even more pointless than it already is. And Stomp would then be a problem, as you could then use Bull’s Charge or Stomp to bait a stun break out of your opponent, then use the one you did not use and punch out a Frenzy+HB combo.
Physical training is too weak for Grandmaster tier.
The problem with kick and stomp is that it opens up a gap. Which is fine if you’re using a ranged weapon, but on a melee weapon. You then have to close the gap yourself by moving in yourself, this means less dps on the enemy. I want physical skills to fit for a melee warrior, not a ranged warrior.
Physical skills with this trait will act more like a divide and conquer skill. Use stomp to stomp all foes away from you and then rush towards one enemy to take him down or use kick to kick a foe away from a group and then dps him down while other players are closing the gap. Throw bola/Bull’s rush will be more like a pursuit skill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
1. you cannot ask for 10 -20 seconds protection and berseker stance when you use an elite skill with 48 seconds reuse at singet of rage.
2. no. some psihical utility’s are used for escape some for attack. I used many times bola when i wass 15% hp in wvwvw and runned intro other side.
Many warriors pick psihical utility to use bola on champions in pve.
i use stomp to get away from agro not to get near enemy1. I ask for warriors to be able to survive a AoE zerg longer so I see more of warriors clashing swords against each other rather than arrows, laser beams and meteor storms crushing all melees that dare get close. If you got something better, share it.
2. To me, the current Physical training trait is worth only a master tier. If it is going to be a Grandmaster trait, it better does something special.
warriors are the kings on this situations
check this video , but there are more warrior zergs video’s
http://www.youtube.com/watch?v=o0C7XdnY73A
Almost the entire video shows an organized guild ganking another pug, the rest shows a organized guild pursuing a fleeing enemy. No one should take this video seriously. Any underpowered profession like Engineer in a zerg could be king of ganking.
No, I am not looking to improve warrior’s ganking ability, I am looking to improve warrior’s melee survivability when two zerg clashes against each other.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
1. you cannot ask for 10 -20 seconds protection and berseker stance when you use an elite skill with 48 seconds reuse at singet of rage.
2. no. some psihical utility’s are used for escape some for attack. I used many times bola when i wass 15% hp in wvwvw and runned intro other side.
Many warriors pick psihical utility to use bola on champions in pve.
i use stomp to get away from agro not to get near enemy
1. I ask for warriors to be able to survive a AoE zerg longer so I see more of warriors clashing swords against each other rather than arrows, laser beams and meteor storms crushing all melees that dare get close. If you got something better, share it.
2. To me, the current Physical training trait is worth only a master tier. If it is going to be a Grandmaster trait, it better does something special.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree with the Berserker’s Might thing. Instead I’d like to see Inspiring Battle Standard do something like “Banner’s give Regeneration and pulse an effect every 15 seconds”.
Banner of Defense: 3 seconds of Protection
Banner of Tactics: 600 Heal
Banner of Strength: 1 Might for 15 seconds
Banner of Discipline: 2 seconds of Fury
Battle Standard: 1 second of Stability
I’ve made other suggestions on Banner’s, as I really like them, this is a new idea I’ve had and seems really good
The problem with that it goes against what I am intending to achieve.
I don’t want warriors just to give more buffs. I want warriors in zergs to be able to get in and kill stuff instead of hiding in the back with their rifles or die almost instantly if they try to get too close.
This way, whenever Warriors pop up Signet of Rage, they can move in safely and have a lot more durability. Otherwise the safest and most viable build for WvW warriors would be a rifle build.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Sometimes you don’t want to rush at your opponent after a physical skill. Case in point, getting surrounded and using stomp to buy yourself some breathing room, or shutting down a pursuer with bolas or bull rush.
What I REALLY want is for Rampage to be re-worked into a 10-second duration with a 1-minute cooldown. Because punching a zerg in the face is fun.
Target an ally or don’t target anything, just like Savage leap/Rush.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The problem with kick and stomp is that it opens up a gap. Which is fine if you’re using a ranged weapon, but on a melee weapon. You then have to close the gap yourself by moving in yourself.
This way, in a 1v1 situation. Physical skills will be a interrupt skill.
In a 1v2, physical skills will act more like a divide and conquer skill. Use stomp to stomp all foes away from you and then rush towards one enemy to take him down or use kick to kick a foe away and then you can dps him down. Throw bola will be more like a pursuit skill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This is mainly for WvW, and maybe for sPvP too. But, I really want warriors to zerg with melee weapons be viable.
Berserker Might- Changed into, Go into Berserker’s Stance and gain protection for 10-20 seconds when you use an Elite skill.
This allow warriors in zergs survive more in AoE heavy area while having high damage.
Physical Training- changed into Physical utility skills recharge 20% faster and after you use a physical skill you charge towards your foe afterwards.
This way, all Physical warrior can be a effective roamer warrior.
Thoughts and comments?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
In other words, you just want to add more stats.
If Arenanet deems that it won’t break balance. Then they’ll add it. Otherwise, all this will do is add more vertical grind.
At least in a good way where I don’t need to buy newer equipment like Ascended gear.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You can join a commander’s squad.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
How do you cope without condition removal?
I don’t see anyone putting 20 stacks of bleed on you.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What stops me is when the other server is too strong.
I don’t like dying. I like fighting when my server is winning. I feel better when I am owning people.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
That is why I suggest on the top post to give Mortar an increase dps. I am satisified with almost everything except the dps.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Non-stackable food duration is really annoying and fun-killing that I have to keep watch of the timer. I just want to eat the food and ignore it for a very long time.
This would be for open world PvE/WvW since players can just run around and feel immersed with whatever they want without having to upkeep their consumable buffs. Dungeon runners are allowed to waste stacks of food, but then it will be a waste of money because it won’t be money efficient.
Maybe then, there will be a market for food. With this change, there will be a demand for food. If the price of level 70-80 food cost too high, then buy stacks of level 60 food. If that is too high, buy level 50, or 40, 30 , 20, 10 etc etc… It won’t be inconvenient for players to wade through the inventory to find that ononom bar.
Chefs might be a very useful crafting profession other than leveling then.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I feel that the range is decent enough. I never had an issue about range. Just being in grenade range is enough to be in a mortar range. Although I don’t really mind if they buff the range.
I feel that Shell velocity is good, it is a mortar not a cannon. Most dungeon Mobs don’t really move around all that much to care about accuracy.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I play the grenade build for dungeons. I really like Mortar because I easily get into position because of the grenade build. My build is centered around being the artillery. I just sit back and spam grenades from afar. Despite engineer players complaining about how Mortar is useless and must be scrapped, I have some hope for it if only there was some tweaking.
There is a few things I want to change about mortar. One of them is to give mortar an increased DPS on auto-attack. It should at least do more dps than the grenade auto-attack. It is an elite skill, it deserves to be powerful. Grenade build is superior in damage and mobility currently. Mortars should be superior in damage while grenades are superior in mobility.
1. I suggest giving multiple might stacks and perma fury like Flamethrower to any player that is manning the mortar. Mortar is an elite. It should be more powerful than grenades.
2. I also suggest that the camera is left alone when you interact with it. It really annoys me when I get into position and then the camera jerks around so I have to re-focus the camera.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
FoF should be instant cast, IMO.
Remove the 3/4 second cast time or put it down to 1/4 second skill, at least for PvE only. FoF is a dps only skill. The auto-attack is better than FoF.
It feels awkward to use considering that it works best at melee range. By the time you are in melee range, it is better to just switch to your melee set and dps more because the cast time is so slow.
The only thing I want to do with FoF is to fire all the long range skills while closing in then use FoF for more burst damage and then switch to my melee set.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Yes, you get a skillpoint so you can spent on more skills or buy mystic forge items from Miyani.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
For dungeons:
http://www.guildwars2guru.com/topic/75020-my-final-axemace-dps-dungeon-build/
I use this build. But the problem with that build is that it uses consumables.
http://gw2skills.net/editor/?fIEQNAnZTjgOJvtQCPMxBEjiiYIUPsj2QOSKKjBE
This is my food-less build variant.
For PvE farming:
Use GS on enemies that aren’t threatening or has a chain CC. The Hundred blades root will never be a weakness for that. Use Axe/whatever for enemies that are threatening. Axe has a higher sustain dps, and you are more mobile that way.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Did Throw bolas get fix?
I see you throw a lot of it when the z-axis is different.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I ran with level 34-35 characters multiple times with pugs and I didn’t get kicked.
OP just got unlucky.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
So the whole point of this build is to revive allies?
Any build works when you are trying to revive allies that are safe from harm.
But Defy pain is vital if you want to revive allies that are in aoe heavy zones.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
http://gw2skills.net/editor/?fIEQNAnZTjgOJvBPuQMxBAjiiGS9wu2kLpYsyA
This is my variant of the axe/mace build provided by the link. It is the variant if you don’t use life-steal food and if you are pugging.
You can take out Endure pain for Crit banner, but Signet of Stamina > Shake it off.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You do realize how big change this would be to the game? All the dungeons ( and mobs in the game ) should be re-worked and I do not want to give those knights in TA a chanse to crit (you know what I mean if you have run the exp paths).
Critical hits do immunities and blocks even more useful as more damage you avoid the better time to use them.
I really think adding a mechanic to counter crits any special way is not the way to go as ANet should then re design the whole game. Reflection works too good against projectiles ( I love those pistol pistol thieves instakilling themselves ) and melee crits shouldn’t be a problem as melee is easily avoided with immobilize and cc.
Not very big change.
Anti-crit is niche. No one would bother bringing these traits.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I like the Idea but the fact that you use the excuse that it is immersion breaking is silly to me. It sounds like ( and excuse the rudeness) you just want to be lazy and not pay attention to your buffs. Not in support
When you are trying to click the food buff again, it breaks the flow. Which breaks immersion that depends on that flow.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Bulk food is a consumable that last for 5 hours with the same effects.
It requires 10x of the same food in order to create a bulk food.
If each consumable last 30 minutes, 10x of the consumable will last 5 hours. Bulk food can also stack up to 4 times, which then can last about 20 hours.
Why do I want this? Because 30 minutes is too short. It is immersion breaking and I have to click the consumable again and again in order to upkeep the better effect. I want to be able to click a few times and forget about it for a long time.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Warriors are a better healer than elementalists.
Elementalist requires allies to be very close. It takes time to cast the field, It is mostly small healing etc etc.
Warriors can just spam 3 buttons then instant 6k hp for all allies every 30 seconds.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What is the Ghost Rite:
-A quest after the Battle of Claw Island. Right after Sieran Died.
Which Order:
-Durmand Priory
What race I played:
-Asuran
What profession:
-Engineer
What is the bug:
-Balthazar remained a height level of a human but my camera height was raised so significantly that I can’t see my character.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Why would anyone want another Legendary shortbow? It is such a Dreamer.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
IMO, everlasting Basic T-stones should be a mystic forge item. Everlasting Fine T-stone shouldn’t exist.
Why? Because no one is going to use basic T-stones anyways. It is insanely easy to level up.
I disagree that it should be sellable on the TP. Otherwise, Anet will nerf T-stones drop on daily in order to make money.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant