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archmagus.7249

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Everything posted by archmagus.7249

  1. I think snowcrows has a rotation. It's like 20+ keys for optimal. Not exactly something you can keep up. About 20k is a realistic number. Cc's corrupts, condis, healing, downed all get in the way of the rotation and lower your dps
  2. Find an outnumbered map and escort yaks, kill yaks/guards, destroy seige, flip shrines. Increasing your wvw rank will increase the pips you get, too.
  3. Balance: you can't dismount while banner is active. If you are dismounted via fall damage or a spear, you die instantly and the banner is destroyed. You also cannot evade attacks.
  4. > @"Tiagoht.7549" said: > Next change based on the cry of the players: removing the only feature released for wvw in the last 10 years. The warclaw Sure. PvE gets mounts and WvWers complain about not having a mount, and now that you have a mount you want it removed? Next you're going to say that we shouldn't have gliding.
  5. I like the turrets idea. But I think there's a few things which could make things better. -remove ANZ wall that's destructible from smc and make the only wall that's destructible dredge facing. This will stop it from being constantly trebbed by smc -do the same thing from wildcreek, and move it more towards the dredge. Same reason as anz. -Remove ambient, hostile, champ creatures. Mobs will spawn for defeat veteran events. -remove centaur/skritt events, or turn them in to mercenary events. -3s of invulnerability on first mapping into the EWP. To prevent you from getting killed before the map full renders. -Banners can only be used inside the territory of the Objective they were pulled. -warclaws are considered siege, and the engage, chain pull, and throw spear are affected by siege might. Incoming damage is affected by siege defense (this includes while you're downed). Sniff removes stealth, reveals, and marks enemies. -memories of battle and tickets can be looted from enemies. At the end of every week, a bonus chest containing tickets, memories, weapons/armor depending on your participation level and world ranking (1st gets gold, 2nd gets silver, 3rd gets bronze) -Camps get destructible barricades and turrets (turrets are active tactic) similar to how control points work in VB -WvW "Seige Armory" using special action key. Blueprints are a consumable now. Consuming them adds them to the Siege Armory, which shows them as skill icons. If you have multiple of the same type of siege (15 ac blueprints) it will display the AC blueprint icon with the ammo count of 15. Using the elite skill cycles standard > superior > guild > traps and tricks. If you don't have any of a siege type, it will skip that category. The Siege armory can be toggled via the special action key at any time.
  6. Holosmith with 20+ stacks of might and 10 stacks of stab with barrier. ECSU could easily stack cap might on its own. Reapers with death perception, unyielding blast, decimate defenses, reapers onslaught, full valkrye. ~300% crit damage. 100% crit chance, permanent quickness and 3 stacks of stab.
  7. > @"aspirine.6852" said: > Right now its more movement impairing is out of hand... Immobilize anyone? Of course together with trapper runes, so we are back to invis being OP.. Immob and other snares aren't OP. People just aren't running skills/traits/runes which remove them or make snares less effective because those typically also increase movement speed, and why would you want better movement speed when you move faster on a warclaw even without traits? Pre-warclaw nearly every engineer build needed a way for permanent movement speed buffs. That meant you needed either the anti-snare inventions mecha-legs, or the tools streamlined kits. Not exactly good for the engineer's already limited build diversity. At least you can defend yourself when snared. Put up a block, protection, invulnerability, skills which evade will still work.
  8. Here's an idea: make stealth a boon and revealed a condition. Stealth gets corrupted to revealed.
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