Showing Posts For Aeronas.3715:

The Rift in Far Shiverpeaks

in WvW

Posted by: Aeronas.3715

Aeronas.3715

For all the players of FSP, new and old;

I have never left FSP, not since joining this game a month into release, not since discovering WvW for the first time, not once, and in my time (which i will have shared with more of you than I have the chance to know).

I have seen our server at its best and worst; fractured guilds/players more busy arguing amongst each other, than uniting before the common cause. And conversely, (not for a while though) I have seen FSP united, upon which no other server has matched our fighting prowess, and our war-hunger therein.

This player in question deserves the right to play on, I will help them because they equally deserve redemption, should there be a call to arms I would be there for the looting and slaying alongside them, in this I take no side, nor should any of you.

But what they obviously do not realise is like a great many players who left FSP and returned, sometimes with a tail in between there legs (thought this might be the case but I’ve been wrong before), and at other times proud returnees, home once more is thus:

Said Player must earn there place anew, not pick up where they left off, they must prove the dedication to FSP all over again, whether they like it or not.

Doubly so as in most players eyes he is now no more than a seditious traitor to the cause (whatever that may be, FSP) they may have to work hard to rebuild this tarnished rep they made for themselves and they did make it for themselves sadly; there is no questioning or excuse to this.

They convinced players to leave with them this is true, but I hold this not against him, it was their choice to make not his, the departure was soured by events I wont bring up because they have no merit in this discussion.

However the damage caused was more than just a loss in manpower, as they switched to our actual opponents, played pretty dirty when it came to targeting out players from FSP, and in general showed us the treachery they had intended upon all along.

For that I wish this player had not returned, nor any who went with him, allies once enemies now, and let it stand that this player is still unrepentant about the choices they made. And actively trying to drag players from FSP still, (be this a joke/unintended or not, I take it as an insult to all FSP and the allies I have met and gamed alongside for these long years that they still make light of it)

[Suggestion] Drag function

in Guild Wars 2 Discussion

Posted by: Aeronas.3715

Aeronas.3715

The ability to drag a down-state player during res, feels like a very nice potential QoL upgrade. you would be ressing at the same time as dragging, preventing excessive troll. This could be a mastery/QoL upgrade and/or perk of a new expansion.

Example:
A Player is in down-state in the middle of a pitched battle (any play type), expecting you are facing pressure from passing cleave, mild condi pressure and focussed AoE. where players may before have been motivated to cut losses and fight on without said casualty, the chance to drag downed player back to an area of safety while ressing, reduces the sacrifice you as impromptu saviour, has to make.

Function:
Approach Downstate Player, press (F/interact key) to drag and rez simultaneously, tap (F/interact) again to unlatch and cancel res. While dragging you move at -33% speed, and are no longer susceptible to movement bonuses. (WvW move buffs, swiftness, any kind of movement-based buff) You will still be helpless while rezzing, only now you can move both yourself and the injured party from immediate danger until they are back on their feet.

Its a small change but may have trouble implementing in the following areas; Ressurection by multiple parties , perhaps a lock on the players who can rez, similar to siege functionality, changing the way a player is ressed to a 1=1 value, stopping them from being dragged by multiple players.
Change of (F/Interact) functionality, in regards to ressing player characters, changing the function itself could unleash a wave of bugs, IMO rez function could do with tweaking as is, a toggle function for interact would be nice.
Edges: this last one is odd but being downed on or near drops are perilous enough, I would consider a impromptu “barrier” mode against hard drops like cliffs and ledges, to prevent super trolls, masquerading as allies, who intend to literally drag you down with them.. (lol, the troll could be real with that…)

Consider that if you res a player at the moment in most cases, (F gyro/SaR being a few exceptions) the Ressing party is vulnerable to everything, weighing up these risks in wvwvw especially:

You find players favour heavily on leaving downed players to their fate…

Punishment for falling out of line? Penalty too, to the player that wants to save them?

Personally I like the idea of pulling a comrade out of danger, and it feels like it could really bring more immersion into saving the more damaged, less fortunate and/or experienced among us.

I’m all for gambling the risk of sudden death to save another, it adds to the tension, and depth and enjoyment of it all.

Enought Wings, is time for Capes

in Guild Wars 2 Discussion

Posted by: Aeronas.3715

Aeronas.3715

+1, great idea wished for by a great many since gw2 opened. gemstore item seems most likely and you can almost guarantee a large metric of players would buy it as capes are not only awesome if designed well, they are lore friendly in a lot of ways too, and mmo players like immersion.

Race, Profession, Disciplines,Guild,Type of play(sPvP/WvW/PvE). theres a lot of ways this one could go if the idea ever builds momentum, that in itself is a lucrative potential for anet.

Medkit analysis and suggestions

in Engineer

Posted by: Aeronas.3715

Aeronas.3715

Making medkit skill #5 an elixir toss, perhaps a small 300 rad. aoe splash that could heal a small bit, and grant 2 sec of resistance to 3-5 allies, it would mesh well with traits like HGH, and could work well, with its original function on self still retained. I don’t think it should leave some sort of field, rather an instant hit and then its on cd for another splash.

Skin: a small water field splash seems appropriate, neon colours optional!

Reasons: Medkit is quite useful when you and your friends/party/squad/blob are on the move, and it shines in helping others bail from stuff too.

I really like medkit’s functionality, despite AED’s clutch superiority and the raw burst heal of Hturret, you can spread its use over time and switch to it when you have a moment to spare.

Your favorite "hide away" place?

in Guild Wars 2 Discussion

Posted by: Aeronas.3715

Aeronas.3715

For AFK: Dredgehaunt cliffs :Steelbrachen WP, just a little northeast, a small rise overlooking the valley, cool purple snow-lightning from time to time.

For WvW downtime: Lions Arch: sanctum cay WP, north and into a cave/bar, has tables you can jump on and a white parakeet that you can practice pulling off multiple stunbreak’s with.

Rune/Sigil bugs after Sept 29 patch [merged]

in Bugs: Game, Forum, Website

Posted by: Aeronas.3715

Aeronas.3715

Rune of altruism set malfunction confirmed, 03:45 GMT

Alternative WvW builds (No HGH FT pls)

in Engineer

Posted by: Aeronas.3715

Aeronas.3715

I like to run with runes of altruism, zerker + ravager 3/3split on armour, cele trinkets, Med kit is best choice here, lets you utilise altruism properly. so you can give out a little might and fury to allies every 10 secs with less drawback, feels like a mini FGJ, slightly more helpful in the blob, and works kinda nicely with the speedy kit thing too. With the healing bonuses it grants you could potentially make some kind of support build with it.

All other utilities are your choice;
Imo its: Rifle, with Blust and generosity, elixirgun, toolkit, rocket boots, n supply drop. but in the end all you would really need for this is medkit on your bar, free choice over anything else, hope this helps

Thanks for buffing Shield...

in Guardian

Posted by: Aeronas.3715

Aeronas.3715

IMO, seems to me shields main problem is skill 5, I wonder how this would factor instead:

Shield Lock: become rooted in place and unable to move, incoming damage is translated into 0 just like endure pain, you are still vulnerable to condi, and are still vulnerable to most control effects except launch & knockback.

Press shield #5 again to create an aoe taunt that scales from 2-4 secs with damage taken (25,50,75% of total hp value), MO: has the same CD, radius and channel time as shield #5’s initial knock-back at present, its shield #5 in reverse, simply, with a twist.

Notes:
Unlike war shield #5 you wont be blocking, this intentionally wont sync with MotP to maintain current balance and might levels.
Sitting on points could become a problem, shortening channel time might help it fit.
Defensive counter to power based spikes in damage, weak to a Condition dump, if misused, can create opportunities to be CC’ed by opponents.
The counter-play fits pretty well with where guardian is currently in the meta.

Be that as it may, it should still have big drawbacks for its effect , a longer CD, shorter duration of channel etc. still, because GW2 is a movement based game, being locked into place sounds like a nice trade off, it has counter-play available already on that point alone.

First to admit its a half-baked idea, but I would kind of like to see shield more prominent on guard. Taunt on hit with shield #4 w/o any other changes could also be very intriguing. Maybe that would work instead?

Who will be the final boss of Guild Wars 2?

in Guild Wars 2 Discussion

Posted by: Aeronas.3715

Aeronas.3715

The Doppelganger from that mission in gw1 perhaps! would be fun to see (it) completing your quests in a freaky attempt to replace you in the story mode xD could lead to some kind of epic solo confrontation, on a bridge or something, stormy backdrop optional…

Feel My Wrath a little too much

in Guardian

Posted by: Aeronas.3715

Aeronas.3715

At present, I must admit it could do with some tweaking, however I’d say that FMW, has opened up a whole new position that guard was lacking until recently; APS clutch-style offence and defence, as quite a few of guard’s skills are over 1 second time activation, it can really help to create fast spikes and bursts of damage otherwise unattainable to guard without synergy with other proffs.

In other words, I wouldn’t aim to change the skill effects, its CD or the length of boon duration, but rather its team-play effects. It is undoubtedly the best quickness application in the game, and shouldn’t suffer for that reason alone, perhaps something along the lines of:

“Give resistance, retaliation and Fury to allies (undetermined dur.), standard range for shout, for each ally you buff (max 5), receive a 3 second tick of quickness for yourself only.”

I am sadly, at a loss though, when it comes to thinking of a good balance with this skill, all I can really say so far, is that an elite shout is a very welcome addition to the guard skill roster, and so is quickness likewise a nice addition to guards relatively sedate play-style.

Virtue of Justice cooldown needs to be halved

in Guardian

Posted by: Aeronas.3715

Aeronas.3715

How about an additional active effect, added to VoJ: self target skill, if you hit with your next attack VoJ cd is halved perhaps? has some initial benefit, reasonable counter-play, and only affects the guard. might be a few issues with trait choices then, however.

GS/Staff-wvw & pve-shouts & meditations build

in Guardian

Posted by: Aeronas.3715

Aeronas.3715

To OP,

0/0/6/6/2 is a worthy build choice for wvw, so you are on the right track. Empowering might trait can stack quite well with AH, and not monks focus however. Just like a tick of empower on staff. However, I would choose trooper runes if you are shouting and with PoV, and lose retreat for SYG; stability is a crowd pleaser after all, with less CD thanks to SA.

I would consider bringing mace/focus instead of gs, for the additional block/mightstack, and that you don’t have 2h mastery.

I am assuming you wont be fighting without a couple of players in your immediate vicinity here, otherwise your choice of weapons is fine.

Save yourselves and contemplation of purity work well together, and I wouldn’t want to see these disappear from your utilities. most meditations function well enough with just trait I in Valour, perhaps you can fine tune your build in this part. Good Luck!

solo build

in Guardian

Posted by: Aeronas.3715

Aeronas.3715

to OP,

Solo guardian, as opposed to its supportive side, must try harder to stay alive than some other classes, as long as you know there are lots of things in this game you cant get away from. and that imo its better to face a challenge down trying, than to run anyway.

I have two variants depending upon, whether I go true solo, or running alone with the chance of running into allies (namely wvw). I use a mix of knights, pvt and cavaliers, with celestial trinkets.

This will not work well in s/tpvp, where certain roles need to be maximised, but then you would also have a (hopefully decent) team with you that offsets some of the things you would otherwise lack :D

Runes: 4x Monk, 2x hoelbrak, (if the loss of virtues boon duration hits home too hard)
otherwise 6x melandru/troopers to deal with the weakness to condi inherent in soloing.
Food: Dodge food, Orrian truffle and meat stew, I believe, I run it almost always when solo, avoiding damage is better than taking it, end of discussion.

The utilities this build favours are:
Sig of resolve/shelter (second variant), Save yourselves/smite condition(facing extra condi), Stand your ground, Judges intervention and renewed focus.

4/3/2/4/1 for absolute solo, in areas with little chance of encountering friendlies.

traits for 1st variant:
Zeal: II + VII
Radiance: VI
Valour: I
Honour: II or III + IX
Virtues: n/a

GS/sw+Focus, stack blinds and burns to get around 15 vulnerability, pop Jintervention as initial gap closer, then burst target, quite often I will take larger symbols and get extra vulnerability from the harder to avoid ticks. once a bit of vulnerability has got through to your target, hit hard with GS. Additional creatures are now your friend, renewed justice (the 3 in radiance) will help you deal with groups of little critters and even noob zerglings if you are on point with your spamming. :D

2nd variant: when I am not in a party, but there are allies around, the more the better ofc.

0/3/6/4/1

Zeal: n/a
Radiance: same as above
Valour: I + X + XI
Honour: II + IX
Virtue: n/a

GS/Staff, for the benefit of empower and AH, keep in mind your f1 might/blind/vuln spam will also give you minor sustain if it procs fast enough, you will have to get really deep into enemy groups, and tag like a boss, for it to actually sustain, but every little helps when solo/not in a party.

Good luck, hope something in this jumbled mess of a post helps you figure stuff out :P

"Damage" Guardian Builds

in Guardian

Posted by: Aeronas.3715

Aeronas.3715

Hi,

As far as a damage build, this is a good choice, runs along similar vein, GS/Staff here a solid enough combination
20/15/10/20/5 here.
for power running II extra damage vs. burning and VII for a little extra Gs specialisation
For Precision just IV,
toughness I for Meditations
Healing power II larger symbols, affected by power traits, and 2Hmastery for 20% recharge

first of all 20 in the power traitline gives a nice 2k base hit with the gs, can be further upgraded by staff buff.
the 15 in zeal is for the rapid recast of Justice, with the extra blinds from this recast trait IV in precision can reach stacks of 25 vulnerability on all adjacent creatures depending on the number of enemies.
10/20 in toughie and heals for the obligatory support, switching out meditation recharge for the ally toughness boost when its needed. and of course almost any guardian build needs the 5 in boons, for the might you can get with F1 rapid recasting.

the rapid cast of f1 on kill, allows for an offensive defence, you can effectively perma blind your opponents, +Vuln, and Might for yourself, it evens the odds against tougher opponents who usually rely on CrowdControl and/or mass retaliation to beat their opponents. while also buffing allies around you exponentially according to the number of enemies who go down. It’s an exponential class, its pretty basikittenil opponents start to go down >:D. that is when things get interesting.

Currently Running a mix of knights and PVT armour as would befit WvW, Zerker Gs of Bloodlust and a clerics staff of restoration, Cleric Zerker and PvT ascended accessories.

Skills are SaveYourselves, Sig of Judgement (10% of a lot of damage is still a lot) and Judges intervention, which less experienced players may wish to switch out for StandyourGround.

Good Luck, hope this helped.

AWESOME New content ideas?!

in Suggestions

Posted by: Aeronas.3715

Aeronas.3715

The area above Divinity reach, that large area of forest. Could be like a massive single area, I can imagine an absolutely Huge, redwood forest, complete with giant Sequoya trees, epic ravines and hidden cliffs and stuff. But best thing to add would be the idea that as everyone is lost in the forest, you can bring in PK(player kills). Everyone out for themselves or not, its up to the player. As what happens in that haunted forest, stays there!

just a few thoughts, of course, but opening up those areas of the map we didn’t get a chance to go to like the Maguuma depths, the isles of janthir and so on, would be great for making add-ons.

Game Improvement - Suggestions

in Suggestions

Posted by: Aeronas.3715

Aeronas.3715

Perhaps as we had guild halls in gw1, we could have guild airships this time round. Id love the idea of a mobile ‘town’ for guilds, would be nice for players in pve, to have an airship perhaps docked over a location or town. PvP guild battles could be airship fights, after all for gvg in guildwars1 you fought in the hall you chose, boarding actions could make for some intense platforming playervplayer ingenuity.

List Of Guild Improvements

in Suggestions

Posted by: Aeronas.3715

Aeronas.3715

Perhaps as we had guild halls in gw1, we could have guild airships this time round. Id love the idea of a mobile ‘town’ for guilds, would be nice for players in pve, to have an airship perhaps docked over a location or town. PvP guild battles could be airship fights, after all for gvg in guildwars1 you fought in the hall you chose, boarding actions could make for some intense platforming playervplayer ingenuity.

Air combat

in Suggestions

Posted by: Aeronas.3715

Aeronas.3715

Perhaps as we had guild halls in gw1, we could have guild airships this time round. Id love the idea of a mobile ‘town’ for guilds, would be nice for players in pve, to have an airship perhaps docked over a location or town. PvP guild battles could be airship fights, after all for gvg in guildwars1 you fought in the hall you chose, boarding actions could make for some intense platforming playervplayer ingenuity.

Incorrect Password

in Halloween Event

Posted by: Aeronas.3715

Aeronas.3715

Same here, booted out must be a crash due to large numbers or something of the like, error code 42:4:7 for you all too?