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Old Jul 06, 2005, 08:44 AM // 08:44   #41
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Quote:
Originally Posted by Makkert
thank you!
one more to the ignore list!
just because you had a problem with one, you basicly screwed all your other teammates.

/ignore mode on
Uh-huh.. So, if I leave because some some douchebag wants to cuss at me for no good reason, then I'm the one screwing the team. Yeah right, buddy.

Blame it on the guy who made me want to leave. I play this game to have some fun, not to hear some jackass blow it out of his ass.

Besides, this is random arena we're talking about. Like I said before, I only use it to test builds.
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Old Jul 06, 2005, 09:36 AM // 09:36   #42
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Quote:
Originally Posted by Makkert
well one remark: playing a support class means support. so yeah, it might have a hard time 'killing something on its own'. what do you think support means?
You totally ignored my point. Congratulations.
But that is the way discussions are made here. Quote something, post some random bullshit under it. Don't deny that you didn't even read my post and understood it, so why are you commenting?

The point was, i'll state it again just for you:

Aeromancers take no skill, especially compared to other classes
and not
Support Classes are to weak when they do NON Support things.

Got it now? No, i doubt you did.

/edit:
maybe if i "bold" that lines you'll understand them better.
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Old Jul 25, 2005, 03:22 PM // 15:22   #43
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Well, I reckon I'll bump this post back on top with a suggestion of my own.

Yes, random Arena's are often used to "test" a build. Sure, alot of people don't take em seriously. But others do. It's one of the quickest ways to see some PvP action, without waiting for people to join your group, or hope someone will want you to join theirs. As a ranger, I have a hard time getting in any groups. So, I'm left with the random arena's. In the time it takes me to get in a group, or make one from scratch, I would already have played 2-3 random matches.

Still, it's somewhat rude to group with people, and then quit before the gates open and the fight even begins. Or that the team is down 2-0 in the "most kills wins" matchups, and the three of us left have to pick up the slack to make up the difference and win. It's those players that really bother me.

Frankly, I'd suggest that a time delay be implemented to those that prematurely leaves a group in the random PvP arena's only. For those that leave, they would be forced to wait a couple of minutes before they can re-enter the random Arena.

Short timer like that would allow those "build testers" to change their skills and attributes without affecting them much. But might make for a good deterent for those faction farmers who leave what, in their opinion, would be a bad group, until he lands in a group that suits them. This wouldn't eliminate the problem, but with the factions now implemented in game, it would help reduce this growing problem.

This, added with a possible 1v1 arena, would probably be a great improvement for the majority players. 1v1 arena would be usefull for the "build testers". You quit in 1v1? No biggie, not like you screwd up the other 3 players that were hoping for a good match on your team because you'd have no teammates.

My two cents.
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Old Jul 25, 2005, 05:11 PM // 17:11   #44
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Originally Posted by Devts-Waver
Guild Wars would be a better place without people like you.
Quoted for being the beautiful truth.
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Old Jul 25, 2005, 05:25 PM // 17:25   #45
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Originally Posted by Feli
PVP. Necromancer? Another hard class - a great supporter but unless he is totally skilled about damage he won't kill anything on his own.
Life siphon, life transfer, awaken the blood, dark pact/touch of agony, shadow strike, energy tap, dark pact/touch of agony, vamp gaze, dark pact/touch of agony.

Imo the necromancer is potentially the highest damaging character outside of a spike ele when its maxed out on blood magic. Nothing quite matches the feeling of satisfaction in the LA arenas as when my lvl 17 Necro/mes gets rushed by a big lvl 20 Warrior/Monk and I basiclly take all its life and add it to my own HP pool, or sacrifice it back.

Then the necro has the ability to steal life and sacrifice it on an ally for massive hp or energy renewal. Monk heals necro who sacrifices life to give the monk +7 energy regen, monks heals necro who sacrifices life to give ele +7 energy regen. That leaves SEVEN spare skill slots. (six if you go mesmer secondary and use arcane echo)

Then you have the curses line of necros. Spreading various nasty conditions that usually combine - health regen amongst a variety of foes.

Necro as a support class? Only if you have no imagination imo, a necro could easilly boost multiple allies while still maintaining the ability to a vile and deadly offencive force in its own right.

To the guy I quoted, it would appear it is time you stopped reading the forums for information on classes and started playing the game. You appear to have almost zero knowledge about necromancers.
I have a basic knowledge of necros and consider them one of THE most underrated and powerful classes of GW.

Last edited by eventhorizen; Jul 25, 2005 at 05:31 PM // 17:31..
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Old Jul 25, 2005, 07:05 PM // 19:05   #46
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Quote:
Originally Posted by Feli
Aeromancers take no skill. Fact. Hit two Spells in the right timing... badaboom, owned enemy. Don't try to tell me something different, i've tried myself and compared to other classes... this is just outright cheap and easy.

And about Monks, sure... let them outheal their own damage... yet they are still useless in Arena (in Tombs they are needed, sure... but in Arenas you are better off without). And no this is no joke, but waiting hours to get that monk in arenas is just noobish. Nowadays everyone with at least a bit of skill brings some kind of interrupts and if it just is knockdown. Uhh, uber monk template... uh... uber interrupted. Dead Meat again. And the Monk powerhealing himself is dropping healing on his teammates, thus leaving them weakened by the lack of Damage Output.
ok....
first off im REALLY curious to know which two spells you used, because the most damage ive EVER been able to do with ONE spell against a FULLY armored enemy is about 120... and last i checked, level 20's tend to have 450-550 HP (depending on rune equipping, and weapon equipping, etc)
So, please, do inform which two spells you used... it would REALLY help my spiking game, because last i checked, i cant solo something with a monk just HEALING it, let alone throwing a prot spirit up before i get the last 100dmg hit in.
(On a side note, my team in droks arena ran into a group who wasnt wearing armor... i dont know why... but chain lighting did over 300dmg to them, literally the little HP monitor was almost a vertical line)

so you saying spiking is easy... you are full of it... unless you take a heavy spiker to the ascalon arena... then wow, you creamed newbs with high end skills, wheeeeeeeeee


so fine, go play in a spike group and think that two spells equals dead, whatever. That attitude as any sort of player, is useless, its takes a LOT of skill and A LOT of timing in order to kill something, especially with a spike group. If you do NOT kill that player in 3 seconds, as a team of four or whatever, if you are OFF by one second, protective spirit is kicked in and that person is at full HP AGAIN, despite your powerhitting them. The difference between 550 dmg and 575 dmg as a spiker is MASSIVE, and until youve played as one in tombs/gvg/TEAM arenas, you know NOTHING about playing one. go play in a pickup spike group and watch how fast you lose with no coordination. hell, go try and do it WITH coordination and team speak, and watch you get pwned by a spirit group who does nothing but stand there with 500 nature spirit protecting them.

spiking is HARD work, and only if you are good, do you make it LOOK easy.
just because you are playing as a warrior and get dropped because you RUN IN right after blinding flash, two aggro bubbles away from your monk, get hit with enervating charge, followed by lightning surge, which will hit at the same time as my lightning orb, and maybe a strike thrown in to finish it off, (hey look, a bit more than TWO), doesnt mean its easy, it means 90% of pvp wars are MORONS, who think they can solo an aeromancer

playing any build, be it a template or be it an archetype, can be screwed up, or can be very effective, granted there are spells that wont help much in pvp, and there are spells that wont help much in pve, and there are spells that arent really effective in either (IMO) but saying playing one type of build is easier or harder than another, or cheap, or whatever, is full of it.

Heal monking is hard work... ill give you that, or anyone else that, keeping a team of 8 alive (even with two other monks) is hard work... hell keeping THREE people alive in team arenas as one monk is hard enough...

you want a power monk... spell breaker... obsidian flesh.. mantra of concentration... etc etc

there are lots of counters to interrupts... good monks know this... and any good monk (which im not) can not only heal himself but keep people alive at the same time, all while maintaining their energy supply, granted, one monk most likely cannot outheal 4+ guys beating on him/her, but i saw a monk outheal a sword warrior using every skill on their bar, and a condition/interrupt ranger using poison, distracting, etc...

I am not that monk... I cannot heal in pvp worth a damn, and ill be the first to admit it, i can heal in PVE, but if you think a mez alone will power thru a monk... you are dead wrong. spell breaker alone will mess that mez up, because every time they try to cast on the monk, they use energy. So throw up spell breaker, then throw up a long cast spell, just to draw the mez in... and heal...


-wrynn
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Old Aug 19, 2005, 08:34 AM // 08:34   #47
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Originally Posted by ICURADik
Agree 100%. I hate it when I see that level 17 on my team. Honestly, is it that hard to spend an extra couple hours to get to 20. And then they message me saying they could 1v1 me and own me. Like I give a shit.
If you enter in a random lvl 15-20 why a lvl 17 can't play there just because you are scared for possibly lose? loser? I've 3 lvl 20 characters and never left a match in pvp or mission in pve.

So many selfih, infantile people, like in real life, poor of them.

People like you should be penalized for making this game a worst game for most.

I think server and arenanet can know if you leaved or just lost connection, so they can penalize only if you just respawned in some outpost.

Should be included possibility for the ones who crashed out to rejoin same party they was in, both in PvP and PvE. Something like a message if you log in a given time that could sound like: "You where in a party before you logged out, your party is still there, do you want to rejoin?"

and if you choose "No" than take this good penalty!! lol

Last edited by misthero; Aug 19, 2005 at 08:36 AM // 08:36..
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Old Aug 19, 2005, 10:37 AM // 10:37   #48
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Random arenas have been a bit of a "random" area the entire time. You can't adjust your build to your team, and you have no idea how your team is going to work. From what i've seen at the Random arena, theres two definitive ways to win:

1. Group of 4 warriors runs in and owns the other team;
2. Group of 4 ranged nukes the crap out of the other team.

Basically, the higher your damage output in the shorter amount of time, the better your chances are in the random arenas. Strategy doesn't really come in to this.
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