User talk:Shard/Stateofthegame

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LOLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL Golem Festival is terrible. --Readem 02:55, 11 July 2008 (UTC)

Your suggestion is pretty much what I said on Nuklear's page. Turn it into Rodgort's Invocation on crack with reduced damage versus burning foes. Krelus Derian 19:01, 11 July 2008 (UTC)

I saw it on lilondra's page. Apparently one of you stole from the other or you both think alike.
Sry readem I had to take some of the Ls out of your post because it fucked my page up. ~Shard User Shard Sig Icon.png 06:44, 14 July 2008 (UTC)

I agree with readem: golem spike/festival is terrible and mainly run for fun. I encountered a r11 golemway when i ran randomway with a couple of friends (I were using the Mo/A shadow arts monk. so dont expect anything amazing from this team.) and we rolled them.
Also; you forgot the only decent point about golemway; which is that it's annoying to tab through enemies while there are tons of minions up. Which is the only dangerous thing. Fail tbh >;/Oni User talk:Oni 20:44, 17 July 2008 (UTC)

I beat it every time too, it just takes too long. Dark Bond + 8 level 24 warriors ftl. ~Shard User Shard Sig Icon.png 06:53, 31 July 2008 (UTC)
You have a problem here- "In short, without bringing mass blinds or mass snares, your monks won't last a minute against skilled sway rangers *cringe*. " SKILLED SWAY RANGER? WTH? there is NO such thing as someone who runs a sway build and has any skill at the game worth anything.
That's why I added the *cringe.* Let's face it - there are some sway players who are slightly less horrible than the rest. ~Shard User Shard Sig Icon.png 19:20, 7 May 2009 (UTC)

Some inspiration for Problems with Random Arenas[edit]

I don't think it takes a genius to figure this out, but I made a small list of problems you absolutely need to include:

  • Critical Defenses Critical Defenses is completely borked. If your team has no enchant removal on their offensive frontline, you lose. Otherwise, target narutard ninja gimmick chews up his team's rez sigs. It needs to be changed so that you can remove it without needing enchant removal skills.
  • Signet of Toxic Shock Signet of Toxic Shock and Entangling Asp Entangling Asp are both problems. Entangling Asp = unconditional unelite knockdown every 13 seconds with Deadly Paradox, and Signet of Toxic Shock does more damage than Liquid Flame for less energy and the same recharge, plus it doesn't make you take 147 damage from backfire. Nerf, please.
  • I have a new description for Slippery Ground Slippery Ground. 5e 1s 10r "If you are a fast cast imbamancer with Steam and Glyph of Immolation, target foe is knocked down every 12 seconds for 15 energy, not counting attunements, and no elite." Seriously, this combination needs a nerf very badly. Slippery Ground's 1 second cast time often gives people no time to remove the Blind condition from Steam. I just say 25/90 the entire combo into the ground, these skills should never have been made in the first place.