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Ghost.5637

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  1. It's a trait within the daredevil line that will hit your enemy with unblockable damage whenever you interrupt one of their skills with a stun, daze, or knock down. Most notably used with offhand pistol 4 skill since it is a spammable daze. Works really well if you can read your opponent and stop them from using skills.
  2. Well those are all work arounds that would probably work, but we weren't driven enough to try any and everything to get around it. My post stemmed from the fact I felt it should be a basic functionality, or wasn't sure if it was already coded and was broken. ( Two entities in a combat arena that are on different teams should be treated as complete enemies, even if partied)
  3. But if my friend leaves the party, they will be kicked from the guild hall since they are not a member of the guild. The arena should count different teams as enemies even if we're partied.
  4. We are in a party but they can completely see me when stealthed, and not just the dot on the minimap.
  5. Agree with title. Bit of a salt post but I was a shadow arts deadeye main since it came out. Every major patch something gets hit. Backstab damage nerf, increased cd on withdraw and roll for ini, lower stealth duration on meld and the dodge with rifle, increase ini costs for death's retreat. Sure, "warranted". Whatever. But by removing that increase stealth duration in the trait line was the last straw. Superspeed is cool and all but this playstyle of "entering and leaving stealth rapidly" is wack. Also no, blinding powder and shadow refuge are not worth slotting. Utilities made for those not using a dedicated trait line to stealth, which now isn't dedicated to stealth anymore. What the hek man.
  6. DR is a fantastic skill imo, but i agree that 6 ini is way too much.
  7. I've gone from only playing WvW to maybe 2-3 hours total since they released mounts. It's so unfun dealing with those kitten things, they need that dismount skill ASAP.
  8. Please all I ask is a way to effectively dismount enemies so i can properly obliterate them on my thief. thank you.
  9. I would like scepter or focus for more shadow magic theme(not really support but it may have an opportunity for it). I use to want greatsword but I agree with Deceiverthat it doesn't really fit the style, plus the last two expansions have already given us two 2handed weapons. Most likely to get sword offhand I think.
  10. Which is why i suggested having them spawn with a sizeable barrier that decays, but should not be affected by cc as they just mirror the attacks of the caster. It will give them enough time to do relevant damage before being destroyed, but also give determined melee players an opportunity to clear them to get to the enemy scourge. Right now melee build have no way to counter scourges, as they just barrier up and stand in their pools of death while you melt. No class should counter an entire playstyle.(quote taken from another post).
  11. Maybe like the Kalla legends? Haven't played much renegade, so i'm not sure. General idea is that since necro is all about minions/summons, make the shades have a semi small health pool but have them spawn with a good size barrier to prevent instant destruction, but still manageable in large scale and when fighting a scourge up close.
  12. I think they should make sand shades destroyable. Kind of like stationary minions.
  13. Race: HumanProfession: ThiefGender:MaleArmor: Warbeast, adventurer's mantle, accursed visage, stalker's visage (all medium armor)Issues: Beard clipping through medium armor facemasks, does not do this will all facemasks. https://imgur.com/MDcUiLihttps://imgur.com/onSwOGAhttps://i.imgur.com/kuMcV6Fhttps://imgur.com/qZfMNph
  14. Greatsword would be cool although it doesn't really fit the theme. A scepter and shadow magic may be interesting as well
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