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Class Direction & Balance Criteria

in Warrior

Posted by: ALeetNoob.4830

ALeetNoob.4830

Spvp seems to be the most important for balancing needs.
Followed by WvW-Dungeon PVE-World PVE.

This is just based on how Anet seems to change thing.

Warriors direction from Anet seems to be really focused on what the warrior can’t do “we can’t give warrior prot or regen because they would be to simular to guards” ect over what they are suppose to do. That’s kind of why I feel we are a bit directionless at times.

we are currently (or maybe not, we did get nerfed but it doesn’t seem too bad) damage kings when we can hit things. But we don’t really get to hit things in PVP. What we as a class needs is better multipurpose utility that doesn’t really do anything in PVE. (and a better down state)

A short CD Pull+Cripple for example would do us wonders, but for whatever reason pulls seem to be “one of those things warriors don’t get cause they are warriors and have high base stats”.

Traits for Greatsword Warrior

in Warrior

Posted by: ALeetNoob.4830

ALeetNoob.4830

30/25/0/0/15

I wouldn’t really listen to the people saying greatsword is terrible now, it’s 5# got a buff. The main thing it lost is 9% crit from one of the traits that got moved, but that affects most warrior builds now not just greatsword.

exotic shoulderpads from new jumping puzzle

in Guild Wars 2 Discussion

Posted by: ALeetNoob.4830

ALeetNoob.4830

“Enduring the trials of the Not So Secret jumping puzzle will win you a set of exotic shoulderpads”

any word on if these shoulderpads are just a random exotic or a new model?

GW2 is never going to become a serious esport

in PvP

Posted by: ALeetNoob.4830

ALeetNoob.4830

Gw2s main problem for it being a esport if how much RNG is built into its combat system.

The other games you mentioned don’t have too much left to chance

To many passives in warrior traitlines

in Warrior

Posted by: ALeetNoob.4830

ALeetNoob.4830

I agree completely with the OP. We really get too much by not pressing buttons as a warrior.
The choice should be “do I want to burst at 1-2 or 3?” instead of “do I even want to burst attack at all?”

I would enjoy something like this

Berserker’s Power power
now: 12% more dmg for 5 seconds after weapon swap
Heightened Focus
Now: 9% crit chance for 5 seconds after weapon swap
Adrenal Health
Now: Heal X amount over 5 seconds after weapon swap (stacks with regen)

Reworking adrenaline will fix warriors

in Warrior

Posted by: ALeetNoob.4830

ALeetNoob.4830

I put suggestion in another thread. But really the choice of spending adrenaline should be “do I want to spent 1,2 or 3 bars”. But right new its “Do I even want to touch my burst skill? I loose so much (more so in PVE) by using my class mechanic”

Changes like these

Berserker’s Power power
now: 12% more dmg for 5 seconds after weapon swap
Heightened Focus
Now: 9% crit chance for 5 seconds after weapon swap
Adrenal Health
Now: Heal X amount over 5 seconds after weapon swap (stacks with regen)

I feel would help getting warriors more concerned with adrenaline.

wishlist for June 25th patch

in Warrior

Posted by: ALeetNoob.4830

ALeetNoob.4830

Here is what Im hoping for June 25th patch, (ANET willing). This is just what I feel would be better for the warrior class and is just my opinion.

-Fast hands made base for warriors-

Reasoning: Warriors are the master of arms, this trait really defines the warrior class and should just be made base to allow more creative builds to flourish. Warriors should be defines by both their weapons sets instead of just one

Berserker’s Power power
now: 12% more dmg for 5 seconds after weapon swap

Heightened Focus
Now: 9% crit chance for 5 seconds after weapon swap

Adrenal Health
Now: Heal X amount over 5 seconds after weapon swap (stacks with regen)

Reasoning:
The “when your adrenalin is full” talens are poorly designs and promote not using your burst skill (class defining mechanic). Reworking these skills to promote switching weapons while remaining the same effects.

New grandmaster trait that says “whenever we use a burst it removals all conditions on the warrior”

Reasoning:

its in the preview already and really a great idea.

New Great sword burst:
“Crushing counter”
Blocks the next attack and strikes for the foe for X dmg (low dmg but increases per adrenaline level). Can be canceled to preform a (200-400-600) distance leap forward.

Reasoning:
Greatsword burst is pretty bad right now, also a more defensive burst skill could be an interesting design space.

So what do you think? what would be on your wislist for the big balance patch?

Raid Dungeons: The GW2 Way?

in Fractals, Dungeons & Raids

Posted by: ALeetNoob.4830

ALeetNoob.4830

Great ideas! I think what guildwars really need it high end PVE content.
I feel that bosses haven’t really being explored as well they could have in gw2.
Basing them around “monster hunter” monsters behavior (more phases,attack patterns, keeping the bosses mobile) I feel would be a step in the direction!

A raid though in guild wars would really need a challenge mode to prevent the splitting of the community.

For example

“Normal raid, doable by 10 random Joe’s in yellows, simple mechanics = tokens and no chance at drops”

“Challenge raid: doable by 10 elite min-maxed people on vent, complex mechanics= tokens+x amount of the items you get from tokens drop”

So like if you just wanna play causally you will get your ascended weapon in a month or two but if you play in hardmode it could potentially drop every week.

Does building toughness punish you?

in Players Helping Players

Posted by: ALeetNoob.4830

ALeetNoob.4830

What affects mobs aggro tables (for the most part) in guildwars, in order of importantance.

1.closest target to them
2.who is dealing damage
3.top damage dealers
4.who is using a shield / has more toughness and overall armor

While there are no tanks, people sometimes toss around the word anchor. Where as a class such as a guardian with high toughness is more likely (not all the time) going to be attacked, he can use this knowledge to help position the mobs so the other damage dealers can hit more targets in the aoe and use the higher damage, rooted moves like hundred blades more freely.

for a necromancer, defensive use of death shroud also helps survivability.

While having high toughness does let you survive easier, dodges/invulnerabilities are the most important, even for classes like guard who have a lot of sustain.

Thoughs on Boss Design moving forward

in Fractals, Dungeons & Raids

Posted by: ALeetNoob.4830

ALeetNoob.4830

Hey,

I would like to preface this by saying I do enjoy the dungeons and boss fights in guild wars. I have dungeon master and fractals 30+ done so I have seen most of the group PVE content in the game.

These are just some thoughts I had on how I feel Guildwars 2 could improve its boss design moving forward when designing new group content.

I feel that this game is an action MMO, yet a lot of its boss designs are being taking from the MMO design space when I feel the mechanics better support an action game design space.

Guild wars. should really be taking some of its boss design direction from games such as Monster hunter as opposed to Wow.

1. Bosses work best with large models:

In a game with active dodging and reading patterns of bosses a larger model works best. It keeps players spread out when meleeing and more importantly allows the animations to be more distinctly seen.

Lupi is a perfect example of how to make a large model work in the game. If was player sized his animations would be more difficult to read and he would become harder in an “unfun” way. Dodge or die is fine in a game like this, but you must make it apparent when such things are going to happen.

Its not really a question of difficulty, as you can make said attack very difficult to dodge but it makes players feel like they died unfairly when they get downed from an animation that got obscured by an ele’s lava front.

2. Make the dodge moves more visually striking if they are a “dodge or die” move.

EX: you are fighting an azura with a railgun for a boss, he has a charge up lazor then you need to avoid. Have lighting crackle on the ground with a charge up “hum” as he is charging up his move as opposed to ’just" a red lines on the ground.

This is really just makes the game make more sense to newer players. Having thing such as visual and audio ques to the danger attacks makes sense. Currently the moves that are a danger to you are telegraphed though red circles or a boss animation, but things such as bosses glowing colors or sound effects could do a lot in removing the “unfun” learning curve of bosses. This goes hand in hand with larger bosses.

3. Make bosses have “danger phases” and “hit me phases”

In action game a lot of bosses have phases where they are “open” to getting hit. I feel like this could translate well into guild wars.

For example lets say you have boss that does a leap attack at players at range. Sometimes he will do 3 leaps in a row right after eachother (danger phase) but then has a second or two (not to long) where he can’t do any attacks. This rewards the player in knowing the bosses behavior and in general is more rewarding then learning things like “he drops rocks that you throw at him”.

using the azura with a railgun example again. Lets say sometimes he will shoot a 4 way shot that is more difficult to avoid, but after that shot he is stunned for a moment. Mechanics like this lead to more engaging fights.

These “hit me phases” could also be a good way to get CC back in boss fights. Maybe they lose defiance for a second or two after certain attacks. That way players with CC and timing still get to knock down the boss to increase its “hit me phase” duration for everyone and at the same time removing the issue of “chain knockdowns till the boss is dead”.

Another thing about monster hunter that would translate well into guild wars is “rage phases”. Monsters in MH when they took X amount of damage would become more dangerous with faster animations and more damage for X amount of seconds. Bosses could do the same.

Having a boss gain quickness (or even better frenzy for a risk/reward dealio) for X seconds at 75-50-25 is a interesting mechanic. Newer players would know “ok time to focus on defense instead of offensive for the next little bit” while experienced players would know the bosses well enough to just continue to DPS though this.

TL:DR

make bosses take influence from action games over other MMOs for GW2’s dungeons.

*Are* Warriors OP?

in Warrior

Posted by: ALeetNoob.4830

ALeetNoob.4830

a couple of things I wanted to clear up.

The “rotation” for warrior DPS is GS2-GS3-Cancel the whirl with weapon switch-Axe-1-1-1 -Axe 1-1-1 switch back to Greatsword for rinse and repeat.

THAT is the damage rotation is why warriors do the most damage. Its not the most complicated rotation in the game but its not exactly sitting there at 1500 range auto attacking.

It requires you to give up your range weapon swap so only the really skilled warriors that can exist in near constant melee range get to boast the highest damage.

Warriors also offer some of the strongest offensive support, but offer very little defensive support to make up for it.

Outside of that rotation most classes put out comparable damage with a proper spec.

soo when we are talking about warriors “over the top damage” its not the 5signit COF p1 warriors that are dishing it out.

Looking for tips on PVE endgame

in Warrior

Posted by: ALeetNoob.4830

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Use life steal pies if you aren’t already.

Banner of Tactics neglected?

in Warrior

Posted by: ALeetNoob.4830

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Crit dmg on Discipline was 10% before patch.

Why spirits shouldn`t be invulnerable?

in Ranger

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Spirits would still be worse then banners for PVE if they were invulnerable anyways.

Effect of quickness nerf on class DPS

in Ranger

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I just want to point out that this math favors the non-ranger classes.

-Warriors quickness from trait only triggers when enemies are less then 25% health. Meaning the uptime in practice is less then shown,

-Thief has only 10% chance on critical to trigger when IC of 30 seconds is up, meaning the effective time is less then shown.

So this just proves your point further, Rangers really did not need a DPS nerf regardless.

I would like to see the “negatives” halved to match the new quickness (rangers only heal 50% during duration)

and the traits adjusted in CD/duration (I.E warriors last stand 45sec CD, Rangers petswap quickness lasting for 4seconds)

Did we just get a massive nerf?

in Ranger

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They really need to look at the trait sources of quickness across the board now. All could really use a buff.

Disabled the use of some consumable items

in Fractals, Dungeons & Raids

Posted by: ALeetNoob.4830

ALeetNoob.4830

Skale venom is no longer its own thing, it doesn’t stack with maintaince oils anymore

Arah dungeon.. Lupi

in Fractals, Dungeons & Raids

Posted by: ALeetNoob.4830

ALeetNoob.4830

Tips:

Reflects/smokescreen work on his projectile.

He’s considered undead- So use undead pots and If your groups having a rough time pass them around, they help alot.

Make sure you zoom out all the way, makes it easier to see lupi & dodge his attacks.

Bring stability for p3, if you have it you can get out of the bubble.

His single target bolt (which seems to hit people most in my opinion) has no red circle, so just watch for it and dodge.

He summons a grub or two when he switches to p2, make sure you target and kill those, p2 and p3 are easier with 0 grub stacks.

Let's get it together

in Warrior

Posted by: ALeetNoob.4830

ALeetNoob.4830

Warriors where bottom in PVP and top dogs in PVE.

So they nerfed PVP warriors but gave PVE warriors an extra 4% crit on their banner of discipline (which they already used)

lol…

@Critical Haste -- NO BUFFS?!

in Thief

Posted by: ALeetNoob.4830

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…and warrior last Stand.

Glad to see warriors finally getting a buff

in Guild Wars 2 Discussion

Posted by: ALeetNoob.4830

ALeetNoob.4830

Quickness got hit the nerf-bat pretty hard. Which does affect warriors directly though last chance (which received no duration buff) and frenzy.

We really needed to have the bugs in rush/Bullcharge worked on and maybe have sheild 4s range increased for PVP purposes.

I agree we didn’t really need one of our best PVE abilities (banners) buffed.

What sigil should i use

in Warrior

Posted by: ALeetNoob.4830

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It’s really between Sigil of Fire and Force in my opinion.
Both do about the same amount of damage in normal situations to single target (with force being slightly higher).

at 4+ mobs fire is defiantly better

During Quickness (frenzy, timewarp, Last chance) Force is defiantly better.

Give us capes already

in Suggestions

Posted by: ALeetNoob.4830

ALeetNoob.4830

Tier 3 Human has a butt-cape that moves with you…..

Favoriting Weapons

in Suggestions

Posted by: ALeetNoob.4830

ALeetNoob.4830

Hey I have a small suggestion.

When you open your Hero Panel you see all the equip-able gear in the left hand side of the character. During a fractal or dungeon this quickly gets filled up with random blues/greens you pick up and its a bit of a chore highlighting different weapons looking for your alternate weapons.

This is more apparent with weapons with the “generic” Icon like the Arah weapons.

I suggest being able to “favourite” weapons in the hero panel like you can with dyes. Just make a little heart show up over the icon if you choose so you can find your alternate weapons quicker when your bags are full.

This would be a nice Quality of life change.

What's the best weapon for shaman fractal?

in Warrior

Posted by: ALeetNoob.4830

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Mobile strikes ( 20 points in discipline) also helps a lot against the elementals if you mess up and get immobilized

Warrior Sigil and Rune Comparison

in Warrior

Posted by: ALeetNoob.4830

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Rubys are most stable DPS and ceap

Scholars beats Rubies if you are over 90% health

Ogre beats ruby if the dog ends up doing more then like 60DPS or something
Divinity gives you more “other” stats and is comparitive for DPS ( less then the other options) and are expensive

Worth considering 2monk-4 ruby or 2monk-2water-2 ruby for boon duration depending on your group make up. (If you have other sources of might like from other warriors they loose effectiveness)

Fire or Force for Sigil.

Fire does more AOE dmg
Force does more damage in timewarp.

Glass cannon viable in fractals/exp dungeons?

in Warrior

Posted by: ALeetNoob.4830

ALeetNoob.4830

5 stat points – upgrade slot of trinkets and backpack
7 points – Ascended Back Piece
8.5 stat points – Ascended Rings
8.7 stat points – Ascended Earrings
9.4 stat points – Ascended Amulet
10 stat points- traits (not an equipment, but listed for comparison)
12 stat points – glove, shoulder and boots
12.8 stat points – 1H weapons and amulet
13.33 stat points – Earring
14 stat points – Backpack (rare version from guild armorsmith)
14.22 stat points – 2H weapons
14.4 stat points – Coat
16 stat points – Ring, helm and legging

This is how much stats you give up for each point of crit damage. Full glass is perfectly viable but alot of people choose to keep their Hat/Legs/Chest Knights (power/precision/toughness) to get some more breathing room without THAT big of a loss to DPS.

Why are infusions so terrible?

in Guild Wars 2 Discussion

Posted by: ALeetNoob.4830

ALeetNoob.4830

Because +5 for now leaves room for the power creep later on. That’s why.

Actually thinking about it, Thats probably going to be the next set of ascended gear.
Ascended infusions. Armor is likely going to take a while as its probably going to be a new model. 1 set of armor is 1light 1med 1heavy x5 races x2 genders. A lot more work then something without any model at all.

+10 AR +20 Power +1crit dmg or something while being a nightmare to make.

The "Heavy-Armor-Thing"

in Guild Wars 2 Discussion

Posted by: ALeetNoob.4830

ALeetNoob.4830

Warriors:
5 signets leads to +200 precision
heavy armor leads to +200 toughness
warrior has high base health pool

This means that 200 less toughness has to be invested for same durability. These points can then be invested in more precision or power.

Not to mentiokittensignet warrior is extremely easy to play.

I do agree your engineer probably does more damage and your guild knows it. However a pug has to know for sure, and because of that, an easy-mode zerk warrior is preferred because skill isn’t a variable to consider.

Signet warrior is also terrible to dungeon runs, only people that don’t know better run it.

Should all classes get Stealth?

in Guild Wars 2 Discussion

Posted by: ALeetNoob.4830

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a better question would be “should every class get access to reflect?”

Comprehensive list of Warrior issues.

in Warrior

Posted by: ALeetNoob.4830

ALeetNoob.4830

I think warriors are in a really good place right now, especially compared to some of the other classes. Most of your changes are unneeded. The few changes I WOULD like to see though.

Rampage: Not to lock you out of your utilities. The lack of condition removal hurts this elite more then anything else.

Tatics grandmaster minor trait: Change to 1.5 seconds of regen boon on dodge. Right now its pretty much the same as not having a grandmaster minor, and fits into the whole boon based play-style of the tactics tree.

Bullcharge/GS 5: I would like to see these behave more like “leap” skills in how they get to the opponent. They dont need to be leap combo finishers but it honestly feels like I miss my target to do weird pathing more then my opponent dodging them.

Skale Venom consumable IC

in Players Helping Players

Posted by: ALeetNoob.4830

ALeetNoob.4830

Hey, I was just wondering if the Skale Venom Consumable internal cooldown interferes with the internal cooldown of “on crit” sigils or food.

Thanks

Link to consumable:
http://wiki.guildwars2.com/wiki/Skale_Venom_

Got full AC set - Looking for Advice

in Warrior

Posted by: ALeetNoob.4830

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Sword MH is pretty viable with condition damage.

The rest of the weapons if kind of up to Play style and choice.
A good start would be Sword/Sword +Longbow/rifle as your sub weapon.

Omnomberry pie substitutes

in Players Helping Players

Posted by: ALeetNoob.4830

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blackberry pie is my cheap life steal food of choice.

Overly Long Cooldowns

in Suggestions

Posted by: ALeetNoob.4830

ALeetNoob.4830

I agree some of the elite skills have pretty big cooldowns, but its mostly the race elites, which are supposed to be worse then class elites by design.

and this game has some of the shortest CDs for a MMO. WoW had 30 minute cooldowns and I heard FF11 had 2 hour cooldowns.

Tactics minor traits, please something better

in Warrior

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even a 2-3 sec regen boon on dodge would be a god send.

Arah Vet here to help you with Arah runs

in Fractals, Dungeons & Raids

Posted by: ALeetNoob.4830

ALeetNoob.4830

I would to be interested in learning Arah first hand with a well experienced guide such as yourself

philosophy on raids?

in Guild Wars 2 Discussion

Posted by: ALeetNoob.4830

ALeetNoob.4830

If raids where put into the game, I would love for them to be tied closely with guild progression over individual character progression.

Like the stuff that gets dropped in raids is used for upgrading the guildbank or whenever they get around to it guildhalls.

Is 5 Signets terribad? Discuss.

in Warrior

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the benefits you get from deep strikes doesn’t really compare to perma-fury on yourself.
5 signets is great pre-60 though.

Burst Skill need more love..

in Warrior

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ALeetNoob.4830

I think they need to look at making more utilities use adrenaline in some way, or make it so the burst skills have more of a point, even if situation. (like make the greatsword burst do that shockwave looking knockdown mobs can do).

Right now there is too much benefit from just sitting at full adrenaline.

Shouts or Banners?

in Warrior

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Shout warriors heal more then banner warriors.
however shout warriors use up all 3 of their utility slots however, while banner warriors only use one. This frees up slots for balanced stance or frenzy.

The banner that increases crit damage by 10% +FOG also provides a pretty big boost to team damage output. Depending on the group that makes the banner warrior provide more “team” dps.

Also just because everyone is saying use soldier runes. There is a more DPS version of shout-heal warrior that stacks boon duration using water-monk-fire runes for the perma-fury and stacking might that is completely valid.

So Triforge?

in Guild Wars 2 Discussion

Posted by: ALeetNoob.4830

ALeetNoob.4830

Of course…

Ascended neclace could just not come with celestial prefix.

Not all prefixes are present for rings. Rings do have celestial, but not….Rampagers for example.

So perhaps necklace will have Rampagers but not Celestial.

Problem solved.

I really doubt that Ascended necklace won’t have celestial prefix. They mentioned having 30 different amulets. I think that covers most prefixs

Precursor look alikes

in Suggestions

Posted by: ALeetNoob.4830

ALeetNoob.4830

Right now about half the precursor weapons have model look a-likes.
For example Naegling has the same model as dusk.

would it be possible to get all the precursors to have look a-likes? I love the model for “the hunter” the precursor for the legendary rifle, but since its a precursor its price is pretty intense.

They can be mystic forge exotics or whatever, just give players that want the unique precursor model another route to go.
This is already true for about half the precursors, so it would be nice if it was for all precursors.

Developer Livestream Questions

in Guild Wars 2 Discussion

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Status on when the Mac client is going to move out of beta? Its has some sound/FPS issues right now.