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Dinas Dragonbane.2978

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Everything posted by Dinas Dragonbane.2978

  1. Hammer with shouts, as they changed our shouts to commands some time ago. Shouts should be based around an effect around the ranger and a second(likely different) effect around the pet, making pet survivability and cohesion with your pet be a focus to maximize support/damage/whatever.
  2. Must be wary of nerfing core ranger weapons.On the pet note i must say they are nearly all due for an overhaul. Smokescale has seen multiple nerfs but is still a top tier pet. Close to 90 percent of pets go unused because their skillsets are from 2012(at the least). It is no wonder people wanted a way for rangers to drop the pet.
  3. Platinum for me, am platinum rank, lead a relatively smallish casual havoc guild three nights for about 2-3 hours each night. We always go for enemy borderlands and attempt to get outnumbered and keep it as long as possible
  4. Just wait until the expansion pack where we can get the bunny thumper ranger. It will likely be line it was in gw2, so it will run a pet based hammer(pet gains boons or special effects if attack hits and pet is alive). Since ranger shouts became commands they will get pet combination shouts, such as remove 1 condition around the ranger and another around the pet, or allies around ranger gain protection, around the pet gain 10 might. However give. This would be a good large scale spec based on pets being alive in large scale battles...we will see(that is if this is what they go for even).
  5. Right, which part of the changes in the wiki did you exactly miss?None Your claim that the rune changed little in 8 years is strait up false (with the essential change that makes the golem spawn guaranteed on fight engage being a major change). It changed little in 8 years. I never found it hard to get attacked in wvw by one or more people and that has stayed constant for 8 years.
  6. Condis useless against players that actually pay attention to their party menu and do cooldown management since they added resistance in game (HoT)The rune received 2 major buffs: from being hit chance to being proced on cooldown and 125 ferocity (which all dps runes didn't get, like scholar lost 5% damage for 125 ferocity, golemancer runes got it free)Overall nerfs to other sources of CC/damage/support and introduction of firebrand mantras and shade skills (that often hit less than 5 targets) It is just that the golem has stayed the same while every other skill got bad and the rune is actually competitive statwise even without the golem now. For example 5% damage from scholar runes for like 10 players in your squad with like 60% upkeep is nothing compared to having army of golems soaking 20% of enemy damage, hindering enemy vision and AoE ccing stuff. Lets be frank, no1 even knew the golem had 50k hp until recently. Golems aren't players, golems don't show up on party menus.Those buffs were so major it took years to figure out?Skills got nerfed yes, that is nothing out of the ordinary. We should probably just keep nerfing things until there is nothing out of the ordinary.
  7. This rune has changed little the past 8 years, funny how now it is op? Have some fun theorizing a counter at least, siege obviously would do wonders as would condi, since cleanses would prioritize players over cleansing their golems.
  8. Hi, we are talking about npc guards, which are at every camp. Camps where people build golems are a rarity, but are usually seen at that same north camp that gets flooded with defenders.
  9. But in any case your comment still applies, 90% of the time I don't care enough to keep them, and it seems nearly every enemy server never seems to care enough to keep them because it's too easy to sneak nearby and flip it before they can react, hence my argument. I don't want them doing too much but they barely do ANYTHING currently, but again that's just my opinion(of the last 7 years, the first year they were fine).
  10. This is a very interesting post, thank you for spending the time! They should sticky this as it is a fairly short summary of the big WvW changes that have happened over the last few years.
  11. They are totally worthless nowadays, it's easy to capture a camp within the 30 second window BEFORE it even gets flagged on the map. They used to be speedbumps but pc's are MUCH more powerful nowadays, even on some tank builds. The only players that have a chance to respond are any heading there to begin with or if it's a non 80 player trying to take the camp.
  12. Whoops I forgot mounts, and gliding...but that doesn't really change any part of my post, HA! God that makes it even worse.
  13. I can't think of any trouble. More lag most likely, just try to imagine the server doing MORE during a big zerg battle.
  14. As downstate is and yet there's a no downstate week every now and then.It's not like the OP is asking to remove boons from the game. 1 week won't kill you, I promise. You would be ok I don't think you understood what I said. Without stability literally every CC will bounce whole groups around the area. Necros with spectral ring would have some fun, for sure, but for everyone else that would be a terrible time. It's at the same level at "let everyone have just 1 HP for a weekend, come on, it will be fun!".Welcome to what happens when your havoc group gets caught, it is nothing new.Don't worry though, it will be the week of the stunbreak meta!
  15. Give reason for condi builds to use other stats, like precision. On crit sigils are so so, but the condi on crit traits got nerfed in the last big balance. If condis got nerfed some more but gained more potential condi application on crit...you might see a change. This was how I ran a condi necro in early 2013 before dire- carrion armor, giver weapons, rapid jewelry(crucial for at least 35% crit chance). Which was all to proc sigils and the bleed on crit trait.
  16. Sheesh just take out stats from gear completely, but keep the ability to have one stacking sigil. Which stat do you want? Hehe
  17. But it did come with WvW reward tracks! Unfortunately with that at release of links you couldn't fully tell how much activity linking brought as the reward tracks gave it a false boost of population for a while. When WvW was desert only it also had none of the reward tracks mentioned above, and if you wanted guild hall upgrades you HAD to go to pve or even pvp to get them, plus WvW players are lazy and don't like to learn tricky maps. So much this, my guild would always try and be in an enemy borderland causing trouble, but if there was real help needed at home we would go because I knew the players there putting in SO much time and gold to upgrade our home borderland. Again too true, where people would hit a wall moving up server tiers in the old days and could only get stronger through server organization(which with more organization brought more players to the server). Now which is easier, server organization or transferring to a cheap link? The fact that large guilds do this sometimes regularly should be a big warning. Overall very nice post...I love it all except for the desert comments, I enjoy the map for everything it used to be, and still today even though it's only a shell of its original self.
  18. Waypoints should only be usable if You are currently invulnerable (at your spawn, waypointing to another map)You are dead.It is an emergency waypoint.That said I feel like keeps shouldn't have perma waypoints especially since we have mounts. If you go deep into enemy territory you should be willing to fight for your life and not map out at the first sign of competition. This is all just my personal opinion though.
  19. Which of course bring up interesting questions that also relate to this percieved definition of roaming and small groups: If 2 roaming players engaging in combat is literally the foundation of PvP, why is sPvP still allowed to be called PvP when its 5v5? Am I still a PvPer if I engage in a 5v5 in WvW? When is it no longer PvP? 6v6+? Or is it still PvP with 25v25, or 50v50? I would compare it to poker. If someone only plays when they have aces, then nobody will give them any action, because that's hardly any fun. Usually a player that is known to take more risks is going to invite more action. To get back to WvW, sometimes my friends invite me to their party. The thing is that they run all deadeyes and literally nobody wants to fight that and I don't really blame them either. That creates some issues where there is no action. It's the same reason if a group only runs as a map queue, that people aren't going to bother fighting them at all unless they also have a map queue. Quite possibly the best post in the WvW forums that also applies to multiple areas that WvW has problems with: transfers, tanking, blobs, guild comps, class representation, normal classes that roam, what a gold mine
  20. Classes have more builds that work now, just not as many that overperform. That is the real difference here.
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