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Frostmane.9734

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  1. Chiming in late, but... I'm fine with the damage and I'm pretty okay with the teleports. What puts it over the edge is the popping in an out of stealth to take shots and then disappearing, rinse, repeat. In all classes, all game modes, all skills they need to change stealth so you are "self revealed" (read: unable to stealth) for a set duration if you willing came out of it to attack.
  2. Shortbow / tech archer. Either in a support type roll with lots of fields created around your target (not ground targeted or around you) or as a real option for a condition spec. Shortbow over long bow because most of the engineer trait lines already provide benefit for being in mid-close range, not long range.
  3. Years ago many players tried to warn the community about the cancer of raids...we were not listened Don't let the GW2 Reddit hear you say that. You will get down voted into oblivion and flamed. If there was a downvote button here I'd downvote him anyway not because of his opinion but because of the fundamentally wrong perception raids did anything to the game that wasn't already there. People used to kick necros and rangers on sight when dungeons were the "endgame" and ask for X amounts of AP. People will always seek to optimize their time on any game. Time is a finite thing, you know?Spot on. I've played the game on and off since beta and have leveled guardian, necro, and ele to 80 in core before trying the engineer. Since trying the engineer, I've barely touched the other three. Maybe I like the high activity level, but everything else just bores me now. Core engineer can still do very well in small scale pvp. You have enough cc with rifle, battering ram, moa, throw wrench, and magnet to juggle people and plenty of disengage with gear shield, 2x shrink (if traited), and stealth. In PvE, I'm not having any problems playing scrapper right now but I admit I'm not raiding. IMO, there is only three things that need to be fixed. 1) take away the randomness associated with elixers. People want their character to perform how they tell it to and having an unpredictable mechanic doesn't satisfy that. The mechanic seemed fun themacticly but doesn't translate to gameplay well.2) Improved trait synergy. There are too many traits that add discrete attributes and not enough that stack well with others. If the whole is supposed to be better than the sum of its parts, the parts need to work together. The revamped firearms line was a good attempt and this, but that's just one line.3) Buff turrets. Give them more health, more damage, make them apply boons in an area, and let them be mobile. Im not sure why a turret build cant be on the same level as a necro summoning build.
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