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Kovu.7560

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Posts posted by Kovu.7560

  1. > @"Turkeyspit.3965" said:

    > I thought it was a very cool vid, and I'm not going to say anything for or against Mesmer (having never played one) as I've only played GW2 for about 4 months now.

    >

    > That said, the only profession I really play in WvW is my Soulbeast Ranger, and I play my Power Guard and Daredevil in PvE, and here are some things I've noticed:

    >

    > - My SB Ranger has ranged capability, but it's mainly single target and really limited to burst via Rapid Fire

    > - I have access to a pet, but it's nowhere near as useful as Mesmer clones, because at least those can draw fire as your opponent mistakenly targets them instead of you

    > - My ability to go stealth with Smokescale isn't even comparable

    > - Mobility via GS 3, or Bird / Rock gazelle doesn't even come close to what I saw in that video.

    >

    > Basically, I'd love to have what Mesmer has for when I play WvW =/

    >

    > Even though I'm still a newer player, I can't see a player of equal skill accomplishing the same on a Ranger as they could on a Mesmer. Different professions are different, of course, but I've listed some of the weaknesses of Ranger, whereas from that video, it's hard for me to find any specific weakness inherent to the Mesmer - and that is likely why people are crying about it.

    >

    > Thanks for sharing!

    >

     

    The crazy reflection uptime on Mirage coupled with all of their normal tools for damage negation makes longbow/shortbow a poor choice. Well, to be fair, shortbow's a poor choice period. I once aa'd a mirage with longbow in a pvp match and they negated the damage with various tools for over 10 seconds. (To be fair they weren't attacking me at the time.)

    Their kiting potential makes melee ranger a difficult choice, you have to be really good with a greatsword, an inherently sluggish weapon. Alternatively WH4+One Wolf Pack is a pretty potent option that'll put them on the defensive, and easier to land.

    Honestly, I have better luck against mesmers on my thief and I'm not even that great at thief. Trying to fight them with a necro is just suicide.

     

    I should learn to play a mirage at some point, perhaps I'd find some better tools to counter them.

     

    ~ Kovu

     

    edit- video was fun to watch. =)

  2. If you're cc'd in the air you are unable to glide for the duration of that cc. If it ends before you hit the ground you can glide once more.

    I'm honestly not sure how gliding interacts with immobilize, but I'm willing to bet the condition has no effect at all as movement impairing effects (chill, cripple, pve stuff) don't generally have an effect while gliding.

     

    ~ Kovu

  3. While I haven't played the first Guild Wars, I understand the name of the franchise is based off of lore in the first game.

    Not to say there isn't plenty of guild-oriented functionality in this game, but the old "what kind of game called Guild Wars doesn't have guild vs. guild combat" is an old and tiring sentiment. It's right up there with people whining that they keep making new Final Fantasy games even though each one is called _Final_ Fantasy. People actually do that.

     

    Anywho, people are right when they say population =/= coverage. Sports players/teams don't get to win their games by continuing to play long after their opponent(s) have stopped. You have to balance the hours played, not the total players.

     

    ~ Kovu

  4. > @"Kaiser.9873" said:

    > more like WvW lite.

     

    On that note one could take the middle ground. Grant pips for rank & weekly participation, but not the current placement of your server/EotM team or outnumbered (since there are multiple instances of the map, outnumbered pips could be abused).

    Go halfers on it, kind of like how they've done with wxp & reward track gain.

     

    Also, wow. I haven't seen this thread in a while.

     

    ~ Kovu

  5. > @"Turk.5460" said:

    > I think that common ground between people who like this and do not would be to set WvW to have a limit of 1 rally per "in-combat." After rallied once, the next time you down you skip downstate.

     

    I'd agree to that compromise on the condition that all conditions are removed once one successfully revives from downstate.

    Getting up from downstate just to immediately go back down from existing conditions placed on you during a revive is stupid.

     

    ~ Kovu

  6. > @"Arheundel.6451" said:

    > > @"Kovu.7560" said:

    > > They would need to rework a lot of traits, utilities, class features.

    > > That said, so far I'm really enjoying this week. The fights seem much quicker paced.

    > > Elementalists not being able to vapor form into structures also makes me all kinds of happy.

    > >

    > > ~ Kovu

    >

    > There are eles in wvw?

     

    Yes.

     

    > @"DemonSeed.3528" said:

    > > @"Kovu.7560" said:

    > > They would need to rework a lot of traits, utilities, class features.

    >

    > That is true, and we know already how long it takes for normal balance to occur (whether it becomes balanced depends what side of the fence one is on). I think we should just take it for exactly what it is, a week/ly event that Anet gave us. Just goof off and enjoy the week.

     

    Also yes.

     

    ~ Kovu

  7. They would need to rework a lot of traits, utilities, class features.

    That said, so far I'm really enjoying this week. The fights seem much quicker paced.

    Elementalists not being able to vapor form into structures also makes me all kinds of happy.

     

    ~ Kovu

  8. I really enjoyed playing last night with no downstate. Combats seemed much quicker paced without half the downed getting back up, especially in the small scale. One night is hardly enough for me to determine if the novelty will wear off, but so far I'm really enjoying it.

     

    ~ Kovu

  9. I have never reached those numbers on a single long range shot on my full zerk soulbeast. On rare occasion if the planets and stars align I'll hit a thief for 9k -- and that was before the might rotation nerf. There would have to be some pretty extreme scenarios in play for those kinds of numbers to even be possible. Don't expect that to happen to you on a regular basis.

     

    ~ Kovu

     

    edit- Also, if you were popping in and out of combat those attacks must've happened in a timeframe well over the 10 second duration of sic 'em. Without the extra burst potential of sic' em I doubt those numbers are attained normally at all. Something is definitely amiss.

  10. > @"sephiroth.4217" said:

    > > @"Kovu.7560" said:

    > > > @"sephiroth.4217" said:

    > > > > @"Kovu.7560" said:

    > > > > > @"Abelisk.4527" said:

    > > > > > > @"Kovu.7560" said:

    > > > > > > > @"Abelisk.4527" said:

    > > > > > > > This means scourges are hard-countered by anything ranged now.

    > > > > > > That's nothing new. Anything with 1,200+ range is pro at fighting any and all necromancer build. This nerf to shades doesn't really change that.

    > > > > > >

    > > > > > > ~ Kovu

    > > > > >

    > > > > > Well... before, Scourge could deal with ranged by activating F2-F5 while casting F1. Now, the F1 is out of the question. Scourges are no longer able to do significant damage on larger points/roads.

    > > > >

    > > > > They really couldn't. Those shades are super easy to kite out, even before the nerf. Reapers posed more of a threat, and even then really only so much so.

    > > > > I don't know why Anet wants necromancers to feel so sluggish compared to every single other profession.

    > > > >

    > > > > ~ Kovu

    > > >

    > > > Necro has Portal, Spectral Walk and Flesh Wurm teleports.... "sluggish" lol

    > > > Probs just different opinions but I think that award goes to Guardian

    > >

    > > Right. Fill your bar with those utilities, especially Flesh Wurm and let me know how that goes for you.

    > > I'll hop on my ranger. Or thief.

    > >

    > > ~ Kovu

    >

    > Would it really matter what utilities I brought if you were just gunna play Thief or Ranger?

    >

    > As someone else pointed out, the options are there and personally I use all 3 on a variety of builds...

     

    And I suppose the point I made earlier was that they're super easy to kite on many other professions with high range/mobility build options. The clunkiness of Spectral Walk and Sand Swell won't change that. If I can catch a necro in a 1v1 scenario I generally count my blessings. Its not technically a hard counter, but, well, its _basically_ a hard counter.

     

    ~ Kovu

     

    edit- Don't get me wrong, I'd still rather have a necro on my side during a team fight than a thief or ranger -- I do speak to the very specific scenario of a necro being kited at range with no allies around.

  11. > @"sephiroth.4217" said:

    > > @"Kovu.7560" said:

    > > > @"Abelisk.4527" said:

    > > > > @"Kovu.7560" said:

    > > > > > @"Abelisk.4527" said:

    > > > > > This means scourges are hard-countered by anything ranged now.

    > > > > That's nothing new. Anything with 1,200+ range is pro at fighting any and all necromancer build. This nerf to shades doesn't really change that.

    > > > >

    > > > > ~ Kovu

    > > >

    > > > Well... before, Scourge could deal with ranged by activating F2-F5 while casting F1. Now, the F1 is out of the question. Scourges are no longer able to do significant damage on larger points/roads.

    > >

    > > They really couldn't. Those shades are super easy to kite out, even before the nerf. Reapers posed more of a threat, and even then really only so much so.

    > > I don't know why Anet wants necromancers to feel so sluggish compared to every single other profession.

    > >

    > > ~ Kovu

    >

    > Necro has Portal, Spectral Walk and Flesh Wurm teleports.... "sluggish" lol

    > Probs just different opinions but I think that award goes to Guardian

     

    Right. Fill your bar with those utilities, especially Flesh Wurm and let me know how that goes for you.

    I'll hop on my ranger. Or thief.

     

    ~ Kovu

  12. > @"Abelisk.4527" said:

    > > @"Kovu.7560" said:

    > > > @"Abelisk.4527" said:

    > > > This means scourges are hard-countered by anything ranged now.

    > > That's nothing new. Anything with 1,200+ range is pro at fighting any and all necromancer build. This nerf to shades doesn't really change that.

    > >

    > > ~ Kovu

    >

    > Well... before, Scourge could deal with ranged by activating F2-F5 while casting F1. Now, the F1 is out of the question. Scourges are no longer able to do significant damage on larger points/roads.

     

    They really couldn't. Those shades are super easy to kite out, even before the nerf. Reapers posed more of a threat, and even then really only so much so.

    I don't know why Anet wants necromancers to feel so sluggish compared to every single other profession.

     

    ~ Kovu

  13. > @"Abelisk.4527" said:

    > This means scourges are hard-countered by anything ranged now.

    That's nothing new. Anything with 1,200+ range is pro at fighting any and all necromancer build. This nerf to shades doesn't really change that.

     

    ~ Kovu

  14. I'll admit its not the direction I would've taken with pulling Scourges back into line. This _is_ a pretty big nerf. That said, forcing scourges to think about _when_ to use their shades can be a good thing. They can still utilize their f2-f5 even without the shade while in melee.

    Honestly its more of a (well needed) nerf for wvw than pvp. Don't expect them to be winning any 1v1's soon, but I guess that's not what they're there for.

     

    ~ Kovu

  15. I like the second option suggested by the OP on the condition that if there's no guild members on map the tactic will be activated without the requirement of confirmation. It would reduce the possibility of abuse during primetime without removing the ability to utilize those tactics while no guild member is online/not afk.

    Also, if a guild member is online but does not "deny" use of the tactic within a certain timeframe, it would need to activate -- or guildies who are afk would block use of the tactic.

     

    ~ Kovu

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