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Vortigern.1987

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  1. Minstrel has Toughness and Healing Power as major stats and Vitality and Concentration as minor stats. For WvW Minstrel is exactly what you want, with Runes of the Monk and Relic of Antitoxin. And yes, you will need every bit of Vitality you can get.
  2. All those modifiers are for outgoing healing only, which means that the caster should not profit from them at all.
  3. You can't think of someone as an equal and be condescending at the same time, one excludes the other. Your posts are indeed salty and the main reason why this thread is a perfect example why Anet has removed matchup threads from it's forums.
  4. https://wiki.guildwars2.com/wiki/Detected!
  5. That's pretty much the point. A Guardian can be both, dps or support, whatever is needed atm. In Pugs people come and go and being able to fill out both spots is a great advantage.
  6. Due to the nature of clouds you have to be lucky to hit more than 2 or 3 players with the same aoe, so increasing the aoe cap would increase their damage against "boonballs", but it would have no negative effect on them. This disproves the claim that " it automatically gives the advantage to the smaller group", because clouds are not always smaller than the squad they are fighting. My point was that clouds (of any size) would benefit the most from the increased aoe cap, i never said anything about builds, skill or voice communication.
  7. And if a small squad (lets say 20 players) meets a much larger cloud (let's say 35 players)? Who do you think will benefits more from the increased target cap? Personally i would say it is the cloud, because for them it is a huge damage increase at zero costs, which obviously would disprove your claim.
  8. Change the portal-skill into a personal port (for wvw only) and the op's problem is solved, while the skill retains it's value for solo-players. The original post was about zergs getting ported beyond the walls, right in front of the keep lord and not about fighting thieves in actual fights. A better balancing for the class itself is a topic for another thread (or multiple threads, to be realistic).
  9. "Maybe if you are wearing green gear " Sigh! With full minstrel gear a guardian has around 3.4k points of armor, but only 2120 come from toughness. The rest comes from the armor itself. The vitality sits just below 2k, even with the grandmaster trait that gives you 300 bonus vitality, you need monk runes (or something similar) to break 20k hp. with legendary/ ascendend gear, ofc.
  10. Even a full Minstrel Support Guard has just slightly more than 2000 toughness and slighly less than 2000 vitality. In other words he would be debuffed to base toughness and vitality. In zergfights this means a death sentence, for roaming it means the removal of condi- and hybrid-builds and the return of power one-shot-builds. WvW is about large.scale fights, so the balance has to be for large-scale fights. If you find ways to make roaming better without touching zergfights that would be fine, but this idea is crap.
  11. Burning Oil Mastery 3 is supposed to grant you protection from damage and immunity against pulls and pretty much every other CC, so there should be no need for stability. The only l2p issue here is that you have to realize that the trait is bugged. So he has any right to complain about it.
  12. to gank When a group of people kill a single opponent in an MMORPG. Taken to abreviate a "gang kill". That is the definition of ganking, taken from a dictionary. You complained that the lone, outnumbered guy refused to fight your group of two and asked for help instead. And yes, i refuse to see a difference if 2-3 people answer to his call and kill you becaue they now outnumber you 2:1. Sure, there are time when more than usual 2-3 people show up, but that is pretty rare and pretending this is always the case would be simply ridiculous.
  13. So ganking someone with an 2.:1 advantage is fine and dandy, but asking for help isn't?
  14. Today, most people roam in groups of 3-5, sometimes even more. On the other hand, there is usually only one scout at a camp, if there is scout at all. In this case, the golem simply buys the time for a "even numbered fight". But this topic isn't about fights, it is about avoiding fights and flipping a camp before defenders arrive. To be honest, i'm not the biggest fan of defense golems myself, but let us not pretend that the suggested change would promote pvp or that using a legit tool means you are a bad player.
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