Jan 13, 2009, 01:46 PM // 13:46
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#21
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Krytan Explorer
Join Date: Oct 2005
Guild: Blinkie Ponie Armie
Profession: R/Me
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Quote:
Originally Posted by Balky
If you can`t accept that the game you`re going to drop in may not contain what you call an ideal team setup why bother ? Thats why its random you know, der !
So now JQ is purely for casters ???????? Anet best ban all melee types from it then !
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Due to the number of bridges, stairs and cliffs, JQ favors classes who can do their work at a distance. Sins aren't too bad since they have shadow steps, but R/Ds, warriors and regular dervs just take too long to get places. Add to that the fact the quarries tend to pack quite a punch if you run into them without support or with a tanking build (and the tanking build will most likely lack damage, and why are you tanking in PvP in the first place?), and it makes it really hard for a select few classes to be of any real use there.
The "best" classes for JQ at the moment are the Ray of Judgment Mo/Ps with speed boosts for the Turtles/Juggernauts and the N/A shrine-clearing bombers, followed by snare rangers, eles, and I've had more than just a few successful runs with a Visions of Regret Me/N with interrupts and Rend Enchantments.
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Jan 17, 2009, 02:42 AM // 02:42
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#22
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Frost Gate Guardian
Join Date: Nov 2006
Location: UK
Guild: ARGH
Profession: R/Mo
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Quote:
Originally Posted by Chocobo1;
You are the problem with the game. People try to help you and give you hints and you just think you are god and know better. I'm really trying to avoid flaming you here, but if people like you would just listen then I am 100% sure GW would be 10x more fun to play.
410 hp is a joke bro.
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So the problem with leavers in JQ is down to uhm....me having 410 health, nothing else? The reason the kurz seem to win a higher percentage is down to that and absolutely nothing to do with tactics as well i take it ???
Interesting theory, apart from the fact i don`t go broadcasting my health, one can only assume from your post that you`d be quite happy to drop into a JQ match and bail 5 secs later if you didn`t like your team....and thats the problem being debated here, but nah, why debate the topic when you can focus on something trivial eh
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Feb 02, 2009, 03:05 PM // 15:05
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#23
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Krytan Explorer
Join Date: Mar 2006
Location: still lost
Guild: Guy In Real Life [GIRL]
Profession: Mo/
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What he means is, the problem is that on the luxon side there are more people like you that dont want to listen to advise. So that makes it easier for the kurzick to win. The leavers are just the people that look at the player list and think they need a certain amount of monks to win.
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Feb 04, 2009, 12:40 AM // 00:40
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#24
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by Crom Bocca
The leavers are just the people that look at the player list and think they need a certain amount of monks to win.
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So how this for an idea of totally screwing over casters:
1. RoJ now does 25 dps instead of ~40 per sec.
2. You have to wait 30 seconds before rezzing again if you die.
3. The rangers on the guard shrines have Distracting shot, RTW, and longbow range.
4. Siege turtles actually use their cannons and Juggernauts can KD you for 5 seconds before smashing you into bits.
5. Mesmers have Power Block.
6. Capping a post or quarry now requires a waiting time with pips.
Lol. This will be funny sh*t.
On a more serious note. The OP's idea would not work. Making them stay in the game for 5 minutes would be impossible. 1. They can log off and on GW again, 2. Just because they are there doesn't mean they're willing to help.
Then again there is the problem of leeching. Instead of leavers we not get leeches. The only thing good about JQ's PvP is that it is fun and that they pull farmers away from AB.
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