lol…
You do realize, you could probably kill a champion with the right build by wearing full zerk, stealing to them and just spam CnDCnDCnDCnDCnDCnDCnDCnD…
No need to time anything, just hammer the snot out of that ‘5’ key till he’s dead.
It would require an infinite initiative hack …
I seem to be dying a lot faster then before
Define “before”.
No, they were about to make Maw target only players same as that Arah boss. But them some people said they liked the “feature” because it saved their lives once and then ANet decided to let it in …
The solution is to politely ask Jade Maw to stop targeting them and only target players. And the complainers that are too bad to do that easy boss and need the crutch of him targeting pets because they cannot dodge the most telegraphed attack in the whole game can go back to GW2 school to become better players
Not condi removal : condition transfer. Worse.
I like also the new “no drawback stunbreaker quickness every 20s Frenzy”
The Charr started the trend but Engineer isn’t a class restricted to them. All the races got their own that added their own fancy stuff to it.
i remember someone (karl, J & J) who has mentioned somewhere (SotG) that in one patch (march 26th) there will be somewhat (boonhate) against something (bunker ele/guard)
im wandering why everybody – even the QQ community – forgot about it.
maybe we can get a dev reply on boonhate? (feels kind of dreaming away…)
They did NOT say boon hate would be in the last patch. The way they said it, it was pretty evident it wouldn’t even.
It’s not really dazed… it’s that you can’t dodge while that coloration is still on you (which is a bug).
I has been fixed nearly a month ago …
That’s because the Engineer class is the representation of the “Mad Scientist” trope in the GW2 universe. Turrets that explode, weird potions with random effects, strange gadgets etc…
At the minimum, there’s 15 frames for the animation of Backstab which casts in 1/4s :p
Joke aside, the thief combo isn’t that fast. Assuming a worst case scenario where you didn’t see it coming at all, the C&D/Mug combo hits you before you see anything. As this point, the thief needs to place himself in your back to do the real Backstab damage. This can vary from “nothing at all to do cause him pretty sure my target didn’t see me and I was in his back already with I did Mug” to “ok, I petrified that guy, he’s kind of twisting around himself, his back to the ground cause I got him during the animation of a strange skill. Now where the heck is his back? Ok i’ll try here”
Technically, you can fake cast C&D to provoke a dodge if you get faced with someone like that. Just stow your weapons during the C&D animation and you won’t use initiative.
Well, the two ideas were meant as a more general way to prevent zergs. Removing RI won’t do it. The zergs at times don’t care for caravans, they just hit a camp to resupply to siege somewhere. Because those camps often had unused supplies.
If the camps lost supplies on cap and the caravans were delayed somehow after capture, the WvW would have a MUCH bigger emphasis on keeping those camps captured. As such, the RI wouldn’t prevent your 5 man group from doing a lot of damage to their team since after 5 minutes and the buff is done, you wouldn’t have gotten much out of the camp anyway.
Indeed, Engineer HGH doesn’t need a nerf because it puts a lot of boons in use and the we have yet to see how much boon hate will punish that.
Now you are getting rude. Someone said warrior can do it. As a “practical” example, the whole warrior class is a wrong answer in tPvP and you aren’t picking on that.
No matter how much you troll, I did answer the original question correctly.
“Could you give me another example of a class that can stack 25 might on its own for 40 seconds?”
Necromancer with at least 80% more might duration using 20 or 30 points in death magic, sigil of battle and the utility “Blood is Power”. That leaves plenty of room to make a build around it. It’s even less strict than HGH is since the later requires
If the high level tPvP doesn’t make use of it, it’s not the point. It could be a lack of synergy after like HGH gets with elixirs and Cleansing Formula. Could be because HGH can do the same role better. Or can be because they didn’t try it yet.
And despite all that, I still answered the question with a base build that is less restrictive than what requires HGH to do the same.
Congratulations, have you ever thought for once that in order to achieve all that glorious might, we’d be sacrificing condition damage ANYWAY!? Along with other more useful traits. We’re not boon based like Guardians, and it actually hurts us to try for them.
Are you talking about necromancers or something here? I’m kind of lost.
I just said you don’t even need a trait to make it work. 10 stacks from blood is power which is an utility, 12-13 from the sigil of battle, the same the HGH builds use and some more might stacks here and there to round it up. Then you have to put at least 20 points into death magic which gives toughness and boon duration but no need for a trait. So you are free to pick those you want there and they aren’t wasted even if you don’t use a minion since you can get improvements to staff there and some stuff like vulnerability applied while in DS.
So, just for the cost of 20 points in Death Magic, 1 sigil in your weapon and all your runes, you can get around 20-25 stacks of might up permanently in combat. With a buildup that is MUCH better than HGH because you just cast Blood is Power and 10 stacks of Might happen, along with a very strong bleed on your target and a weaker bleed on you. That you’ll promptly transfer to your target obviously.
So, they say simultaneous attacks are bad for 100nades but fine for BS. And you see no problem with this blatant inconsistency.
Where did they say simultaneous attacks are bad? They said that 100nading someone from 100% HP to 0% HP in a single frame of damage is bad, no matter that you had to get into a complex position to do it. They said using instant cast with no animation skills during the cast time of other skills is intended gameplay and working as planned.
Do you know anything about Necromancer? Anything at all? Why in the hell would any Necromancer want to put so much in boon duration that he gets a single 25 stack of might? For what purpose? To well bomb?
What? Why does a condition HGH build like might so much? Because it improves damage of his conditions tremendously.
Well, a 25 might condition necromancer with epidemics is good too. Less access to burning but much better access to bleeds. And if you got some team mates that put burning themselves you can epidemics it to nearby mobs/players with your own condition damage stat anyway.
I know the traits. Could you give me another example of a class that can stack 25 might on its own for 40 seconds?
Necromancers can sustain rather easily close to 25 stacks of might without using a grandmaster trait. Probably has to do with a skill called “Blood is Power” that can keep 10 stacks of might on them permanently provided they get enough might duration boosts.
Well, I just had finished leveling my engineer to 80 and was looking at ways to get the armor stats I wanted. Rather limited ways since crafting was out. I had the choice between some very ugly dungeon skins or a full karma set. And then I noticed I had 1000 WvW tokens around I didn’t need and that many stat sets were added in WvW so now my Charr engineer is the happy owner if a mean looking hat with a blue feather and some very stylish coat to go with it. That way I just got the trinkets with the karma I saved.
As for weapons, I got crafted ones and promptly reskined them to anything that was butt ugly without costing me fine transmutation stones. Which ended up with WvW (again) glyphic pistol skins which cost only a few tokens :p
Now all that’s left is the underwater weapon but all of them look ugly :/
No, that’s not how it works. Your bouncing knife counts as you doing the damage. The problem is that rally doesn’t work like that. Rally works when something you participated in the kill dies. Kind of like in PvE where you need not only to do a little damage but to do significant damage to get loot and XP and the like.
What happened was that the reason the wolf was badly injured was that the mesmer nearly killed it in your fight, then you finished the job with your bouncing knife but not doing enough damage to tag the kill. The mesmer on the other hand got it and he rallied.
100 nades got removed cause it was never intended to work that way.
So you’d have no problem with CnD precasting being removed then, since it obviously isn’t intended to work that way?
Except ANet said it was intended to work that way.
What they need is instead of giving bosses random aoe attacks, they should give them really cool patterned aoe a la touhou style. These attacks should be used in no particular order, but have distinguishable power-ups. I think this would make boss encounters epic
Something like the Frog King boss we got
people will just go in, switch to whatever ranged weapon they have, lock on to the boss, and let autofire plink away at the boss while they navigate the red circles of hell.
Hmm, and it would be bad because ?
Well, short of engineers without any toolkit and some thieves that take twice the same weapon set, every player has access to 15 skills and not 10. Just not access to all 15 at once which has it’s own tactical considerations since weapon swap has a cooldown.
If you want to reduce zergs, reset a camp available supplies to 0 when it’s capped and make the caravans that are produced locked behind an upgrade too.
Actually the problem with crafting is mostly that crafted exotics aren’t valuable enough to be sold for more than the mats. The reason? The mats used to craft them are used ALL over the place and those decide their values. And crafting isn’t the only source of exotics by far so the price of the craft results is decided by other external factors.
IE : exotics cost too much mats to craft currently, mats that are better used towards making a legendary or some other mystic forge item.
Most probably, they’ll do nothing at all. Then they’ll do that boon hating part, then they’ll watch if it shifts the meta and makes all boon heavy builds (not only the defensive ones, all of them) less desirable.
The leaderboards can be accessed from the “Community” menu that popups on the top of this site when you put your mouse on the “Community” word.
Except that contrary to most menu entires, this one only shows up when you ARE on the main Community page and not anywhere else that I saw.
Case in point: a lot of people want the crafting system to be more profitable, but I personally like the fact that crafting is extremely expensive. This gives it a significant barrier to entry that ensures that the market won’t be flooded by top-level crafters who all have the exact same recipes and can crank out top-end crafted gear cheaply. In return for the expense and difficulty involved in the crafting system, you can actually level a character through it. I feel that crafting should actually be MORE difficult, to the point where crafting could be a dedicated profession like it is in Ultima Online.
Well, I’m a master crafter in many professions. I buy most of my gear of the TP because it’s cheaper than making it myself. There IS a problem here.
I tried staying in the AoE circles. The result was that everyone else left them and I got killed a split second later. I don’t think the cap has much to do with this.
They should copy the whole DotA 2 queue system. Sound to alert when a tournament is found. Sound that works even when the game isn’t in focus contrary to all the other sounds. Then all the players found have to “accept”. If a single player didn’t accept, in 10s everyone else goes back to searching automatically with the same priority as before.
Flame Trap, Spike Trap and Viper’s Nest are good, even all three together in a single build.
Oh wait, thief traps? Nm, they suck. Ambush Trap works in PvE if you want to maximize your DPS and don’t need the other utilities. Shadow Trap will suck as long as the shadowstep part isn’t as good as the one on sword #2. The other two traps are only useful to troll the jumping puzzle players in WvW maps.
(edited by stof.9341)
Personnally, I’d say something along this worked pretty well to make me feel like a hero :
Music is a big part of it. Also this specific video lacks the entrance :p
Isn’t it weird that a Shortbow has a longer range than a Pistol?
Isn’t it weird that a bow has shorter range than a guy throwing by hand 3 grenades at once ?
Rating shouldn’t decay but ranking does, so if people never reach your rating, it is not your fault per say.
if you dont play for a long time, your skill gets lower, so even a rating decay is reasonable
especially when we have a rating system which allows for a fast rating gain when winning against better oponents
The Glicko system got a better way to handle that than a rating decay which could have unforseen consequences as a deflation of the rating.
In Glicko, which you can see the details in the WvWvW leaderboard, each entry got a deviation value which is what matters here. Deviation is kind of how much the rating system trusts your rating. Deviation usually decays over time.
Something neat you can do is to not include in the main leaderboard at all the players that are above a certain deviation. That way new players need a few games to enter the leaderboard and absent players will naturally decay out of it into the privisional rating leaderboard. But they won’t lose their whole rating either, just need like a new player to play some more games to be rated again.
HiS removes nearly all damaging conditions (all except confusion) on you and regens a little over time. Withdraw removes movement impairing conditions but not damaging ones.
On a more philosophical level, even if smaller groups cannot take out the larger group EVER, I would still want the cap the be removed or increased. This is an issue of equity and people who don’t want to increase the cap is looking at the wrong metric. I don’t care that zergs might not break up with no AOE cap. Players should not be given a handicap for no reason. I don’t care if I can’t wipe your 50 with my 5 but I want to have a chance to kill at least 15 to 20 of you if I’m going to die. That’s basically impossible to do at the current state. Yes, zergs might not break off anyway but at least I can kill more of you if you play that way instead of you being granted immunity. There’s at least common sense and fairness in this set up. If Anet has doubts, start by doubling the AOE cap to 10 and see what happens.
Live by the sword and die by the sword, that’s all I want.
Funny, for me common sense would be that you’d notice removing the AoE cap would make the non AoE classes completely obsolete. Unless ANet does something like -75% damage for all the uncapped AoE skills. Obviously, they cannot uncap the CC AoE skills then because it’d be stupid fast.
100nades mechanic was intended, blinding powder + heart seeker is a bug, you leap then damage. not damage then leap, and for some reason this doesn’t remove stealth…
Do you even understand how useless the “leap + smoke” combo effect would be if you got stealthed during the leap and not after the skill did it’s damage? The ANet guy that coded that combo field effect probably saw it and made it specifically apply stealth AFTER the leap finished all it’s animation and damage and not right when it crosses the smoke field on purpose.
Mug is too OP for a 10 point trait ? What about https://www.youtube.com/watch?v=0bFKYaD3lrM ?
What’s wrong with s/d?
It seems they see the S/D set as a damage mitigation build for Thief but it fails short of that goal in every game format.
I’m not sure what they can do to it. Although I could suggest they remove S/D #3 skill and put some form of “Flashing Blades” from GW1 into it, it would be great :p
Ok, makes more sense. Could be a little strong. I don’t think you should make that a boon though. There are already plenty of “buffs” that aren’t boons. Like stealth, hidden killer, distortion, endure pain etc…
Making it a boon has a lot of overhead going on. What about Lyssa runes that put all boons on you when you use an elite? What happens when you corrupt it? Should it be stripable like other boons?
I say, make it a simple buff. Maybe a buff linked to a level 30 Acrobatics trait? It would make for a fine new “Hard to Catch” that, honestly, sux a lot.
I don’t see why you couldn’t just give Aegis. Do you seriously believe it’ll be more “OP” than the new boon you proposed considering the fact that :
- 1/2s of Aegis when you use some skills that take longer than 1/2s to execute cannot really be used to chain them anyway.
- even if you managed to get the boon to stack with itself, initiative shortage would break the chain VERY quickly.
- it would stack with Aegis itself as given to us by other classes.
Lastly, how is giving the Thief a 1/2s Evade boon instead of the 1/4s of evade built into some skills any different than just increasing the evade duration of the skill to 1/2s in the first place?
An easy to implement hard mode : keep the whole game identical but reduce the player max HP to a half heart no matter what
Edit : and of course, 0 extra lives and no extra lives can be bought !
(edited by stof.9341)
It’s explained in the wiki : http://wiki.guildwars2.com/wiki/Sigil#Stacking_and_charging
There are nearly uncapped spells already. They are called “siege weapons”. Arrow carts and the like.
Does any other class have a ranged ability where using it becomes a serious risk?
What about the classes that throw a pull into a Feedback and get pulled to you instead?
Name one.
Thief and Necro got a 1200 range projectile pull skill. Funnily enough, it’s the two classes that got a projectile “teleport to” skill too :p
Last Refuge (v2) : grants 1s of evasion when you enter Stealth while under 25% HP.
- Fix the horrible problem of visibility in big fights. My thief is angry for all those missed backstabs.
- Fix the horrible problem of visibility in small size fights. Yeah, it IS a problem even with just 5 players attacking the boss.
- Did I mention the visibility problems in fights? I keep loosing track of my mouse cursor. Make it a LOT more visible. Make it not disappear when you move the camera maybe or try as an option.
- And make the ground targeting reticles more visible too. In big fights (hmm, I sense a pattern here) they tend to be very hard to see along with the current target ground ring which is pretty useful to aim the ground targeting skills.
That jump with the 3 baubles can be cleared without dodge-jumping by simply jumping at the very last second (right before you’re about to fall off the edge). Still, I’m sure we all got caught by it the very first time we tried jumping the gap. My first time in SAB, I was just following the lead player. He jumped to get the baubles and fell into the pit, and me and another player who were following him dutifully jumped to our doom by jumping in the exact same spot he did. XD
Well, myself I pass that part y jumping AFTER the last second. The game is tolerant and let’s you jump a split second after you start falling it seems.
This is how one can do in the Eternal Battleground jumping puzzle. The part right after the boulder trap. You got two pillars covered in retractable spikes. It’s actually possible to make the jump from the second pillar down into the platform after without receiving fall damage that way. Since you jump a little after you started falling, your starting point is slightly closer to the ground, just enough to not get falling damage.