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powerbits.6235

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  1. To be honest, should be able to get as good of rewards in wvw as any farming map.
  2. In WVW and when being dismounted by another player, the thief quick pockets trait in the trickery trait line fails and goes on cooldown. Also, thief loses 2 initiative when dismounting.
  3. Hey look at that, the numbers are pretty balanced. Good job anet. I play a lot of wvw and main warrior most of the time, I just like the hack and slash. You know, up close and personal like. I have a lot of different toons, but they just seem to lack in places. I would love to main deadeye, but its kinda clunky and dies to a breeze. But warrior is good to roam, havoc, and zerg with. Warrior is great to show on when you are unsure what tag is on, because some tags are territorial and lock teams. Warrior brings its own stability, healing, and cleanse. Being able to be outside of a team and not die so fast is great and I hope warrior is a strong part of world versus world until the day anet pulls the plug.
  4. Why are you sad? If someone cheats get em out. Come on, its a game, so why cheat at it? Seems like spare the rod spoil the child is not really working. In the immortalized words of anets human warrior, "its time to bust some heads!"
  5. The axe 3 skill for warrior has the same problem. can be in chopping distance and get obstructed all the time costing me to lose an otherwise good attack.
  6. I like daredevil thief for open world, though it may have some difficulty with raid bosses. If you get good at thief, it transfers to wvw (small parties and roaming). Warrior is a happy middle, good starter class. It can carve up about anything pve and takes a real beating, spellbreaker for raids. Guardian is a wvw, pvp favorite. If you learn it in open world then guardian would be a great competition class later on, especially after the deficiencies get buffed. Mesmer is over powered in wvw at the moment, so if it gets a nerf it may not be the raider it is now. Any class will be great, I think soulbeast has a lot to offer now, it is the pewpew version of a starter class. Soulbeast is as forgiving as warrior, and a staple in wvw and pvp.
  7. I agree, it seems like anet wanted scourge to be frontline, guards to stability/heal/cleanse them, and ranged to keep the enemy from getting close. My take is, pirate ship is boring game play for people who play melee classes, and many commanders are confused on how it works. I believe that most players are more satisfied with smash and bash that resistance, stability, condition clears, and power allows. That it is this synergy that makes the right comp strategy part of the game play. Essentially giving guild leaders a purpose, to oversee and tweak minor changes for that magical moment when their guild is recognized as good. I was in a guild that wanted to keep it majority power, theoretically composed, and inclusive to traditional characters. The gl stated that it will make them all the better once a change emerges. Though this may seem laughable to some who theory craft for the strongest right now win possible. I think that person/guilds belief is reflective of what "fight guilds" find truly satisfying. As it stands, finding a blank slate to teach has been overshadowed by classes that are easy to play, and some guilds may feel left out of the strategy that makes this game fun to them. If this game is fun to the leaders, then new players who want to try world vs world probably would feel more inclined to stay, to be proud of representing a like minded and fun team. Leaders will encourage new players to make specific ascended gear sets for the purpose of synergy, and make Anet more money over the long term. Personally, I do not want to play a boring character that the winners seem to be forced to play. This is just my opinion, but as the rest of these posts show, there are others who feel the same way.
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