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MementoMortis.4258

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  1. I'm not sure how popular this opinion is going to be but, in general, I think this is working. It actually FEELS like Guild WARS. My team is in second place right now but, the scores are all pretty close and the vibe wherever I go is, 'Watch your back!' Anything can happen, we're lucky to hold a T3 anything for very long, and at any given moment, there are battles in multiple areas on any given map that can easily and often become 3-way battles for a keep, tower, or even a camp! Last night we spent 30-40min in a 3-way zerg fight for one camp on a borderland. Also, roamers beware! There are organized small-scale, comped groups just hunting roamers and zerglings. You can't ever let your guard down! The people coming to WvW right now are INVESTED. For better or worse, there's just no room for casual players, it's freaking chaos people. It's insanity, it's truly WAR, and I love it.
  2. Could it matter that you enter shroud in or out of the water?
  3. Full Disclosure, I may be the one GW2 player that was sad to see Underwater Combat vanish into the Mists but, I find it hard to believe that NO ONE else has noticed this. This skill does not exist. https://wiki.guildwars2.com/wiki/Voracious_Dive I know. I know. There's a Wiki page AND an in game tool tip! Doesn't change the fact that when you are underwater and you activate Harbinger Shroud Skill 4...you get this. https://wiki.guildwars2.com/wiki/Gathering_Plague The same crappy underwater skill that Core Necros have had to endure since back when Underwater Combat was actually a thing! I have never understood how that somehow "This skill is the underwater replacement for: Life Transfer" because it's pretty useless but that's another Forum post all together. So, I've tested and retested and even had guildies confirm on their Harbys...yeah...it's just not there. All other Underwater Harbinger skill seem to work as intended, except this one. Does ANet know? Because, I can't find ANY posts or bug fixes yet. Forgive me if this has been covered and I just couldn't find it.
  4. Dear. God. Yes. WHY IS HE RIGHT THERE? I mean, if there is a quest that we need to do to shut him up then, I WILL DO IT. If not, PLEASE move him.
  5. I just want the kitten Frostsaw. People are getting it multiple times off of a few runs and I'm doing this kitten event almost daily since it was released and I got crap. I want to cry.
  6. Still sucks in competitive modes. 😞
  7. Is anyone else seeing this? Deathly Haste + Superior Rune of the Firebrand + Twisted Medicine + Elixir of Anguish with Seraph Gear = Five Man Tasmanian Devil Death Squad You only need one Harbinger for close to 100% Quickness uptime for an entire group. You could even run Diviner's Gear if you wanted. Bananas. I see SO many nerfs coming.
  8. Does anyone know for sure if PBS activates PO? The former's Tool Tip clearly states it is a "Knockback" which counts as a disable. HOWEVER, the latter's Tool Tip is conflicting stating, "You and your pet deal increased damage to disabled or movement-impaired foes. Affected conditions are: Stun, Taunt, Daze, Cripple, Fear, Immobilize and Chilled." For whatever reason, many disables (Knockback, Knockdown, Pull, Launch etc.) are deliberately omitted from the Tool Tip and most likely, the benefit. Has anyone done the test here? What's the verdict?
  9. NO ONE enjoys being CCd to death. Playing a game is NOT FUN when you CAN'T PLAY! Right!?!? We all run out of stun breaks and Stability eventually. You shouldn't have to just give up at that point and say, "Oh Well, I'm dead!" Can't we all agree that fights that involve strategic dodging, blocking, well-timed heals and/or, dare I say it, even the occasional use of stealth are WAY more fun for all parties involved? I mean, this is not rocket science is it!?!? I feel like nerfing CC damage in February was the wrong move. Hammer, Mace AND Rampage on Warrior are largely useless at this point. (Obviously other builds/classes were affected as well but, that seemed to me as the most egregious.) How about an effect applied on CC (like Revealed) that prevents any other CC for 1-2 seconds? Also, that same trait would limit the amount of damage received while CCd! Crowd Control will always be a part of the game and a good one at that but, with this trait, TIMING would be everything. Three attackers spamming CC at the same target at the same time would just be wasting their CDs. I know what you're thinking, Tanky builds would become unkillable. This could be solved by either, limiting healing with this new effect OR, just addressing the passive healing across the board and balancing that as well (Overdue). My proposed effect below. Resolved: Applied when affected by Control Effects. Immune to Control Effects. Incoming damage reduced by 50%. Self-Healing Reduced by 50%. Duration: 2 seconds. Let me know what you think!
  10. Yeah, Necro Dagger has never been useful since launch. I'm completely stumped as to why they haven't really reworked it, EVER. I've been wanting to use my Incinerator on my Reaper since I got it but, there is just NO WAY to make it viable.
  11. I've been playing since launch and literally my ONLY complaint about this game is their apparent permanent blind spot to PVP Balancing. There is always a broken class. ALWAYS. Doesn't make sense to me.
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