Showing Posts For Arzurag.7506:

Aurora crafting?

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

Hello, I am trying to craft aurora, I was wondering how much pve is required for the legendary trinket? Would me having 3k+ gold help me in anyway to avoid parts (or fully 0_0) of the pve? At the moment I don’t think I will have the mindset or time to forever grind pve, I only pvp (though I did the season 3 LS for trinket).

If I had to pve how long does it roughly take for the pve part?

Thank you

Look it up on gw2-wiki, when I saw the required collections my jaw dropped down the floor.

Walking’s good, fighting’s better, fcking’s best

Condition Damage.

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

Conditions shouldn´t BURST, DoT instead.

Why? And they still are doing their damage over time.

If someone lands 3-4 strong abilities on your be it power or condi you should take significant damage in a timely manner. i.e eating a 10~15K spike from power or eating a spike from condi and ticking down 2~3k for the next 6 seconds.

There has to be a universal armor against condition damage. One type of damage shouldn’t have a means of mitigation while another doesn’t. Imagine if the armor stat didn’t exist and all direct damage inflicted their full amounts. That’s what conditions do unless you’re on of the few classes who have traits that reduce condi damage.

You mitigate power damage and their are a few sources of negation. You negate condi damage and there are a few sources of mitigation. The last 2 sentences are an awful analogy that completely disregards duration and cleanses.

numbers cut due to character limit

these numbers work just as example
Condition-damage should reward you with decent and consistent damage not high damage, consistency is the keyword here.

Your example of how condi damage should be IS how it actually is. The only difference is that a well built condi build with condis on crit would gain an extra stack every now and then giving them a small burst in damage, similar to a Power build.

If a power build did consistantly 3k damage then they would likely see some 5-10k bursts depending on their active bonuses. Fairly consistent with some serious bursts. This is how power has always been and always will be. Plain and simple.

For a condi build to do consistently that much damage they generally have to have 5-10 stacks of any given condition or more depending on their Condi Damage. Most abilities that apply conditions apply less than 5 at a time and have durations shorter than their cooldowns. This results in quite a bit of inconsistency in stack rates on conditions. Burning the strongest Condition in the game requires 5 stacks at over 2k Condition damage in order to deal over 2k DPS, Poison, the second strongest requires 14 stacks at the same value. Burning condition rarely lasts more than 3 seconds without expertise, so getting consistently over 2k DPS with burning is unlikely (not impossible, just unlikely) from a single player. Getting other conditions up over 14 stacks is a challenge as well. Typically a single condi build will reach 1.5k DPS with high Condi damage before their stacks start falling off.

So a strong condi build does about half of the sustained DPS as a strong power build… looking at those values you’d think Power would still be meta… the only reason this isn’t true is because power has to deal with damage mitigation. Of course, the game actually does a lot of the calculation work for us on this given that a level based armor value is already accounted for in the tool-tip damage on abilities. The only things you have to worry too much about are extra sources of mitigation and players with high Toughness pushing their armor value far beyond the level based value. If your tool-tips say your dealing 3k per hit, you’re going to deal 3k per hit to most targets.

The other reason why Condi is meta instead of Power is due to stacking efficiency and of course the inefficiency of Condi Cleanses… multiple Condi builds together quickly out damage the same number of Power builds together due to conditions being unmitigated damage. And burning a condi cleanse only gives a moments reprieve, unlike any number of options against power.

If condi damage were to be affected by armor, then condi damage would have to be buffed as well, which would undoubtedly result in a massive kitten storm on the forums. However, the various counters to direct damage should affect condi damage as well. For example, retaliation should proc from condition damage, Invulnerability should pause existing condition damage, Protection should reduce incoming condition damage. Regeneration should stack in intensity… and condition cleanses should be more easily accessed… (Arena Net, that means reversing the nerfs you applied to many trait based condi cleanses recently)

I´m astonished and have to thank you further.
I never had a reasonable explanation for condi being stronger than power, now it´s clear and I´m glad that you replied to my post with that.

Walking’s good, fighting’s better, fcking’s best

Attribute Redux

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

LOL, you just say only with what Power can’t be mixed, but then also don’t provide no solution…

.. how about you make a more constructive suggestion and tell me instead, with what Condition Duration should be replaced in your opinion??

Because if you just can’t do that, then stands just only opinion against opinion and that won’t convince me to change anything on my concept.

You didn’t even tell us yet, why exactly you think that mixing these two effects together is no good idea >.>
Saying that something is no good idea can do everybody, but also explaining ,why you think so is something different, at which alot of people fail.

I’m not just only quibbling over attribute names…cause i think Condition Damage should be called Wisdom so that it fits in line with al the other Attribute Names.
I just explained to you that it is logic sense, that if you are as a character more powerful, that your Conditions should also last stronger.
If you can perform a stronger more intense burning, then it should be natural, that it is harder to extinguish it, so it lasts longer than a less insense burning that is easier for you to extinguish and smaller in size.

A small tea light fire won’t burn as intense and lasts as long, as like a more powerful inferno that burns down a whole forest, which can burn for days and days, while the small tea light doesn’t last as long just as an example for the difference between power and intensity of something having influence on its duration.

But even a simple bonfire will burn longer, than any simply tea light, just because the fire is more intense and powerful.
A bonfire can last for like over 8 hours, a small tea light lasts only like 4 hours or less regarding the quality of the tea light, before the fire will extinguish from alone due to having melted all wax away so that the fire meets on the fluid wax and extinguishes itself.

Why is this naturally so, that so bigger the fire is, so longer it lasts? because the bigger the size of the fire, so more burning material was there to burn and sp more burning material there is, so naturally longer can last the fire to burn.
Now replace “burning material” as formula with Power and you have what?

Exacly > So more Power = so longer lasting Burning (Conditions)

Okay, I see our understanding differs so I will not arguing over metaphors as explanation for attributes.

Anyway, here my solution for the attributes;

Power
increases power and so a co-efficient draws from that number
-no additional increase of condition-duration

Wisdom (the name change is completely fine by me btw)
Increases condition-damage
-no additional condition-damage-reduction

Let them be damage stats instead of defense-damage-abominations

My own favorite change;

Toughness
reduces the overall amount of damage dealt to you

Walking’s good, fighting’s better, fcking’s best

Dear ArenaNet, let's talk about Death Magic

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

To reply to some criticism to my post:

  • Blood magic is the last traitline to be selfish. Almost all of our party play is there (Transfusion, Vampiric Presence & Rituals, Unholy Martyr, Life from Death).
  • Putting shroud traits in one line only is extremely bad design. As to why, just look at warrior and his “Defense line or die in seconds” reality. Perfect way to make already boring class reach new levels of boredom and unflexibility.
  • Death magic having passive defenses is good. In shroud you can’t use active ones to help you. Passives or enjoy being cc ragdolled and getting condibombed with no way to retalliate. It’s the quality of these passives that needs work (reaper’s protection is indeed to easy to get around).
  • Blighter’s boon is op like it or not. If you go spite, that thing heals you in shroud better then whole blood magic line put together, especially when target drops below 50% hp. And that’s without having to rely on Healing Power investment.

Other big issue here is how good and sustainy reaper shroud is vs crappy Death Shroud. If core necro DS would get a proper rework to give him more unique sustain, then I wouldn’t have to ask for reaper trait nerfs and core traitline buffs to bring the two bit closer to eachother after pressing F1.

I don´t get it, how is 192 (0,03 scaling)healing per boon without healingpower op ?
I would rather buff, than nerf it.

Walking’s good, fighting’s better, fcking’s best

unique necromancer ability

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

Just what part of this thing isn’t overpowered against a player?

The numbers are just examples and a reduction is always possible, but given the fact that conditions can deal together more than 8000-10000 damage per second on a target with great toughness, well……. balance you know ?^^

Walking’s good, fighting’s better, fcking’s best

Attribute Redux

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

In my opinion, basically merging power and condition-stats together is not a good idea. I´m for spliting power and condi completely

Nothing else makes together with Power sense to be merged together, other than Condition Duration.

Its for me just plain logic, that so more powerful you are, so longer last your Conditions.
However, if you want your Conditions to deal more damage directly then you won’t still do this with Power, but with Wisdom, the under my concept renamed direct term for “Condition Damage” which sounds also actually like an Attribute that suits to all the others, cause we also have Power and not “Physical Damage” as an attribute.

So to increase your Damage you deal between direct and condition damage is still splitted like currently now.
You have just now under my concept the scepter in your hand to make through Power also your Conditions last longer, but therefore as counter balance doesn’t the Might Boon increase anymore Condition Damage, but instead your Max Health and Healing Efficiency through increasing Vitality instead, thus making Might not just only an offensive valuable boon, but also a defensive valuable boon as well then!!

Sounds like quibbling over the given name of attributes in this game, rather than plain logic.
Anyway, power should stay as it is, so should condition-damage.
Power increases flat-damage, condition-damage increases the damage dealt by conditions.

The rest is absolutely fine by me, just don´t mix power and condi.

Walking’s good, fighting’s better, fcking’s best

Attribute Redux

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

My optimal version of Attributes for GW2, which covers equally offensive, defensive as like supportive effects to ensure, that offensive Stats aren’t the only thing anymore, that counts

Power
Increases Physical Damage and Increases Condition Durations from you.
So this Dual Effect Attribute is basically a merge between >Power and Expertise<

Vitality
Increases Max Health percentually and Increases Healing Efficiency
So this Dual Effect Attribute is basically a merge between >Vitality and Healing Power<

Precision
Increases Critical Hit Rate percentually and Increases Critical Damage percentually
So this Dual Effect Attribute is basically a merge between >Precision and Ferocity<

Toughness
Increases Physical Defense and Increases Boon Durations from you.
So this Dual Effect Attribute is basically a merge between >Toughness and Concentration<

Wisdom
Increases Condition Damage and Increases the Resistance to Conditions, lowering the percentage of how much Condition Damage ignores your Armor/Defense .
So this Dual Effect Attribute is basically a merge between >Condition Damage and the Resistance Boon reworked into an Attribute<

Agility
Increases Endurance Regeneration and Increases Critical Evasion Rate
So this Dual Effect Attribute is basically a merge between >the Vigor Boon and the Weakness Condition<

Courage
Increases Boon Intensity and Increases your Body Stature making you more immune to Crowd Control Effects like Stuns, Dazes, Launches, Knockdowns, Pulls, your Breakbar will deplete slower, before enemies can actually break your will and CC you with Hard CC Effects


Boons Redux:
- Might = Raises Power & Vitality
- Regeneration = Heals Health over time
- Protection = Decreases incoming Damage by 25% and lets Conditions on you end 20% faster
- Swiftness = Increases Movement Speed by 33%
- Alacrity = Increases Skill Recharge Time Speed

New/Renamed and replaced/removed Boons

- Retribution = Removed, reworked into Trait/Skill Effects
- Vigor = Removed, reworked into Attribute
- Resistance = Removed, reworked into Attribute
- Stability = Removed, changed to Sturdiness, reworked into player Breakbar/Attribute
- Fury = Removed, integrated into Precision Formular Rework to make Precision more impactful.
- Dexterity = Increases Attack Speed (Quickness renamed)
- Aura = Blocks Incoming Attacks (Aegis renamed)
- Sturdiness = Makes the Breakbar resist stronger to CC Effects (New)
- Spirituality = Increases Wisdom and Agility (New)
- Ferocity = Increases your Breakbar Intensity of your CC Skills (New)

Condition Redux

- Burning = Damage over time that makes foes also more vulnerable to all other sources of Damage as long you are burning.
- Poison = Lowers Vitality + Power (Direct Counter to Might)
- Chill = Reduces Movement Speed by 50% and makes Skills Recharge Time Speed 33% slower
- Slow = Reduces Attack Speed by 50%
- Blindness = Makes you miss your target
- Disease = Disables Weapon Swapping, spreads to nearby foes and Damages over time when you move around (renamed reworked Torment)
- Confusion = Reactive Damage on Skill Performance (doesn’t include AA), removes friendly fire, so your skills (AoEs) will damage also your allies.
- Bleeding = Slow long lasting Damage over time, reduces Agility & Precision
- Fear = Decreases Courage & Wisdom and makes you retreat
- Petrification = Affects Breakbar, disables Dodges and reduces Agility
- Immobilize = Removed
- Vulnerability = Removed, merged into Burning
- Weakness = Removed , merged into Attributes/Petrification through Agility Reduction
- Taunt = Removed, we have already Fear, enough as Soft CC
- Cripple = Removed, reworked into Petrification to make GW2 have for each Element a fitting Condition:

  • Water = Chill
  • Fire = Burning
  • Air = Slow
  • Earth = Petrification

Result = 10 Boons and 10 Conditions and 7 Attributes with 2 Effects each.

In my opinion, basically merging power and condition-stats together is not a good idea. I´m for spliting power and condi completely

Walking’s good, fighting’s better, fcking’s best

idea for an unique mesmer ability

in Mesmer

Posted by: Arzurag.7506

Arzurag.7506

suggestion for a new ability, probably for the next elite-specialization:

You can summon three clones. These are perfect clones mimicking every single action, be it jumping or dodging or attacking and they can copy every ability of its summoner, using it themselves with 75% effectivness.
They cannot be damaged nor affected by cc.
They don´t lose a target out of sight so stealth doesn´t work on them. That counts in two ways. They cannot be stealthed and cannot be confused by stealth.
They deal only 75% of its user´s damage.
Only melee-weapons work with them that means you are limited to close combat.
If you equip a range weapon, they mimick regardless but with 5 seconds delay.

They are summoned only for one target but if you attack another one in a short period of time (3 seconds) they don´t disappear and start attacking the new target.
Recasting the ability lets you switch the place with the first clone summoned.

ideas for additional traits:

-each clone gets three hearts (9 hearts total), if an attack or ability hits you, one heart disappears. if three hearts disappear the first clone summoned disappears as well.

-………etc

Walking’s good, fighting’s better, fcking’s best

unique necromancer ability

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

Make it lifesteal and corrupt increasing number of boons +1 each time. When it ends it deals all previous damage caused as one big packet to all foes in 1200 radius that corrupts all boons. If it causes downed state, it spikes them.

I mentioned lifesteal already as an additional trait.
Boon corruption sounds good if it corrupts one boon every 5 seconds, when it´s sucessful the number of corrupted boons is increased by 1 ´till it reaches a cap of 3 boons corrupted total.
It doesn´t end, after the cap of 5000 is reached it deals 5000 consistently.
No AoE, only single target.
If the taget dies while this specific mark is applied, it spikes them; sounds okay now.

Walking’s good, fighting’s better, fcking’s best

unique necromancer ability

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

Just an idea to improve overall necromancer a bit.

In shroud you apply a unique condition/mark whatever on your target.
It cannot be cleansed and deals consistent true damage every second, therefor it ignores damage reduction caused by toughness, traits boons etc.
The damage starts at 500 increasing its damage every second by 100 and stops at 5000.
arithmetic example:

1s: 500
1s: 600
1s: 700
1s: 800
1s: 900
1s: 1000
1s: 1100
1s: 1200
……..
1s: 4800
1s: 4900
1s: 5000

doesn´t work on multiple targets and has a short delay before it disappears, for example if you´ve lost your target out of sight it deals 3 seconds further damage ´till it disappears.

Probably there are many ways to improve this specific condition/mark by traits.
examples:
-applying adds “revealed” to its target
-it deals % damage based on its target current health
-now heals for a percentage% of the missing health
-etc

edit: at the moment I gather ideas for a elite specialization which´s build up around this specific condition/mark

Walking’s good, fighting’s better, fcking’s best

(edited by Arzurag.7506)

Condition Damage.

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

Conditions shouldn´t BURST, DoT instead.

Why? And they still are doing their damage over time.

If someone lands 3-4 strong abilities on your be it power or condi you should take significant damage in a timely manner. i.e eating a 10~15K spike from power or eating a spike from condi and ticking down 2~3k for the next 6 seconds.

There has to be a universal armor against condition damage. One type of damage shouldn’t have a means of mitigation while another doesn’t. Imagine if the armor stat didn’t exist and all direct damage inflicted their full amounts. That’s what conditions do unless you’re on of the few classes who have traits that reduce condi damage.

You mitigate power damage and their are a few sources of negation. You negate condi damage and there are a few sources of mitigation. The last 2 sentences are an awful analogy that completely disregards duration and cleanses.

Power-damage

1s: 3000
1s: 3000
1s: 5000
1s: 7000
1s: 5000
1s: 3000
1s: 10000
1s: 2000
1s: 2000
1s: 4000

Condition-damage now

1s: 2000+1000+500
1s: 5000+2000+1000
1s: 8000+4000+2000
1s: 10000+6000+3000
1s: 6000+3000+500
1s: 7000+4000+500
1s: 10000+6000+700
1s: 6000+4000+500
1s: 7000+4000+800
1s: 8000+5000+500

Condition-damage how it should be:

1s: 1000+100
1s: 2000+200
1s: 3000+300
1s: 4000+400
1s: 5000+500
1s: 6000+600
1s: 7000+700
1s: 8000+800
1s: 8000+800
1s: 8000+800

these numbers work just as example
Condition-damage should reward you with decent and consistent damage not high damage, consistency is the keyword here.

Walking’s good, fighting’s better, fcking’s best

Condition Damage.

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

Conditions shouldn´t BURST, DoT instead.
Toughness should reduce overall DAMAGE .

Walking’s good, fighting’s better, fcking’s best

Power backline classes

in WvW

Posted by: Arzurag.7506

Arzurag.7506

Are power builds still useful in zerg fights ? I have been playing as a backline wells necro for ~2 months now and was wondering if there are other classes that are generally welcome in blob fights. I got a revenant to 80 a day ago but have yet to get good at it.

For those who WvW or lead a lot, what power classes do you prefer to have at the backline ? A necro or a rev ? I played a staff elementalist for a while but I didn’t like it.

https://metabattle.com/wiki/Build:Necromancer_-_Wells_Backline
https://metabattle.com/wiki/Build:Herald_-_Hammer_Backline

EDIT: Would a condi backline necro be more useful than a power wells necro ? If yes, then what skills should I go for ?

I recommend Hammer-Revenant.
Power-necro doesn´t have a reliable range-weapon and the well-damage is basically non-existent, furthermore the damage it has is tied to high cooldowns.

Walking’s good, fighting’s better, fcking’s best

Condition Damage Mitigation

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

you have cleanses, resistance, vitality and heals, sigils to remove conditions, rune of the trooper if needed, finishers in light fields… and probably some more… you can have it cleansed by others,

As a solo-player, you dont have acess to all of these possebilities to get rid of conditions.
Even in an organized group of four or five is it impossible to stand against the massive amount of conditions.

So, I agree with the OP, we need more ways to handle conditions
(I would prefer a major change to toughness so that it decreases overall damage )

edit: solved grammar-issues

If you are a solo player than one of two conditions are true.

You meet an enemy one on one. If you have enough condtion cleanses to deal with all the conditions that other player can throw at you, than there no way a condition build could ever kill you. You SHOULD be losing vitality. A condition cleanse is not intended to prevent all condition damage. The purpose is to mitigate it long enough so as to allow you to use your own damage to down the enemy first.

The second condition is you are outnumbered. If you are outnumbered you should never expect to have enough condtion cleanses to deal with a pair of enemy especially if they both condition builds.

Unfortunately, my opinion is biased af so I can´t give an objective answer.
You´re right, I shouldn´t be able to get rid off all conditions but I should be able to survive with pretty tanky stats more than a few seconds against condition builds.
Mostly, the class that uses that kind of build dishes out massive conditions and goes invisible, invincible or out of range. Very annoying.

What am I even talking about ? The main point of my post was to add a suggestion to handle the condi-issue.

Walking’s good, fighting’s better, fcking’s best

What stat combination do you most desire?

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

Power and ferocity (I’d go for dual stat instead of tristats or quadrastats)

This stat-combiantion would boost the damage of power-reaper into the higher stages of heaven where thiefs and eles make party all the time.
It´s not like I would reject this, it just seems unlikely that we will ever get something like that.

Walking’s good, fighting’s better, fcking’s best

Warrior doesn't feel like a warrior

in Warrior

Posted by: Arzurag.7506

Arzurag.7506

What do you think it should be?

A warrior, wearing heavy armor, preventing taking heavy damage by default.
Using various weapons who deal decent physical damage and grants great combat-control.
Having great sustain for long lasting fights and the ability to lead a group of people to victory by inspiring them.

Basically, a mix out of the current warrior and guardian.

(notice: physical damage screw you condi-meta)

Walking’s good, fighting’s better, fcking’s best

Condition Damage Mitigation

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

you have cleanses, resistance, vitality and heals, sigils to remove conditions, rune of the trooper if needed, finishers in light fields… and probably some more… you can have it cleansed by others,

As a solo-player, you dont have acess to all of these possebilities to get rid of conditions.
Even in an organized group of four or five is it impossible to stand against the massive amount of conditions.

So, I agree with the OP, we need more ways to handle conditions
(I would prefer a major change to toughness so that it decreases overall damage )

edit: solved grammar-issues

Walking’s good, fighting’s better, fcking’s best

Economy with PoF now JS is gone?

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

i just hope they reduce the T6 mat gain for Trade Contracts

that was just insane how much T6 you could farm even with just casual play in the Beta Weekend…

I hope they keep that.
It was great to have all these mats without grinding and eventually I´ll be able to craft my first legendary.^^

Walking’s good, fighting’s better, fcking’s best

will you change main at pof ?

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

Unfortunately, I will do that.
Necromancer was for 1,5 years my main but with the recent changes and the upcoming expansion, the necromancer isn´t my class anymore.
Power is my way to go and I will stick to it until GW2 gets shut downed.
So, at the moment I´m looking for a new class where I can put my effort in, at best a class that works fine with power.

Walking’s good, fighting’s better, fcking’s best

Pistol necro

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

I’d much rather have a greatsword or something as i feel it suits the necro a lot more than it does a mesmer. I could see greatsword adding some much needed burst damage for necro and incorporating some “reaper” themed abilities or something.

I can’t imagine how a pistol would be used on necro.

Ok anyone else notice this posts over 4 years old and this person saw into the future and named the elite spec and weapon before it happened????

He´s an undead prophet, only a few necromancers get to be one.
It´s a gift everyone should embrace.

Walking’s good, fighting’s better, fcking’s best

Pistol necro

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

Necro with guns is an absolute must-have.

Look what we have here, a true necromancer.^^

Walking’s good, fighting’s better, fcking’s best

Elementalist Burst - Is this for real?

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

Pretty normal tbh.
I recommend, like the guy above me, create an ele and try this combo yourself.
You will see, that´s high risk for high reward because most eles who are capable of doing that much damage normally give up defense in exchange for damage.

Walking’s good, fighting’s better, fcking’s best

Leave the damage Condition and Power

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

As long as there is no power-creep, it doesn´t matter wether you chose power or condi.

Walking’s good, fighting’s better, fcking’s best

the german "translation" of the "scourge"

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

I recommend, like the guy above me, play GW2 in english and you ´ll be spared of horrible translations eventually.

Walking’s good, fighting’s better, fcking’s best

Heart quests in the story of PoF

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

There is only a minor difference between previous mission-quests and now mission-hearts: The heart actually shows up as a heart-symbol, that´s all.
Call it quest, heart, task to fullfill or whatsoever at the end it remains as something you have to do for progressing in your personal story.

Walking’s good, fighting’s better, fcking’s best

The Condi domination, and possible solution

in WvW

Posted by: Arzurag.7506

Arzurag.7506

Toughness should decrease the damage dealt to the player.
That includes both power- and condi-caused damage.

Walking’s good, fighting’s better, fcking’s best

Dear Arena Net

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

I hope Anet will take a look at your post.
You summed up many major concerns of mine perfectly.

Walking’s good, fighting’s better, fcking’s best

Condi Tempest

in Elementalist

Posted by: Arzurag.7506

Arzurag.7506

40k burn, imagine this in wvw^^

Walking’s good, fighting’s better, fcking’s best

Mounts move too fast!

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

The movement-speed of the raptor is fine, at least by me.
I don´t think that Anet should even think about it.

According to the whine from the warrior-forum this class is already nerfed to the ground and is considered the weakest class of the whole game.
A nerf doesn´t seem to be necessary.


I have the dumb feeling that I´ve fed a troll

Walking’s good, fighting’s better, fcking’s best

Vitality vs Toughnes

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

Could you link your build ? I´m highly interested how it actually looks like.

Walking’s good, fighting’s better, fcking’s best

Why do hammers look so small?

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

The size of hammers in this game is fine, they don´t need the same length like greatswords.. The power of a hammer comes from its head wile a greatsword makes use of its massive blade.

Well, if you want a big hammer, create a norn-warrior/guardian/revenant and use one of the following:

https://wiki.guildwars2.com/wiki/Onus

https://wiki.guildwars2.com/wiki/Aetherized_Hammer_

https://wiki.guildwars2.com/wiki/Fractal_Hammer_

https://wiki.guildwars2.com/wiki/Entropy_

anvil attached to a staff.^^ https://wiki.guildwars2.com/wiki/Improvised_Hammer

https://wiki.guildwars2.com/wiki/Lovestruck_Hammer_

https://wiki.guildwars2.com/wiki/Phoenix_Hammer_Skin

Walking’s good, fighting’s better, fcking’s best

Upcoming Stat Changes in the Q3 Balance Update

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

What they really need is to normalize the starting values. Critical Chance starts at 5% while condition duration starts at 0%. That is 105 “free” attribute points to power builds.

Crit-Chance starts at 4%, if I´m not mistaken.

Walking’s good, fighting’s better, fcking’s best

Upcoming Stat Changes in the Q3 Balance Update

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

Sigh, people freaking out about these low numbers and unimportant changes to food.
If your build relies on buff-food then it is a bad build.
Buff-Food should always be treatened as addition not as mandatory.

Walking’s good, fighting’s better, fcking’s best

What would you do? lvl 80 boost

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

Hm, probably you don´t have all races or you want to play a class with a specific race.
For example, human-warrior and charr-warrior, human-warrior hasn´t the armor-issue, the charr have so far the best warrior-animations……..endless possibilities.

Walking’s good, fighting’s better, fcking’s best

Anyone else sad new items look aweful?

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

At first I was a bit disappointed, the outfit looked really cheap and not even worth to look at but then I tried it on every single race and became a happy person because it fits every single race perfectly, unlike many other outfits.

Walking’s good, fighting’s better, fcking’s best

So....

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

Nope, it will still cost money.

Walking’s good, fighting’s better, fcking’s best

No new shroud

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

Well, it is safe, we get no new shroud.
I, personally, am a bit disappointed because the shroud always was a part of the necromancer and specifically of the reaper.
Anyway, I´m looking forward to scourge but with less excitement than before.

Walking’s good, fighting’s better, fcking’s best

returning player as level 68

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

Of course, warrior can still swap weapons, it´s called weapon-swap which is something basically every class is capable of.

For leveling up I recommend that you complete the maps, you don´t even need all hearts just points of interest, vistas and waypoints will bring you quick to level 80.
Additionally you can finish your personal story which gives a good amount of xp.
There exist so-called shortcuts, namely tomes of knowledge were each one grants one level.

I´ve heard, the new expansion will include hearts of thornes so you need just the new expansion to have both.
I don´t know if you´ll be able to download HoT when you did buy the next expansion by pre-order.

Last but not least you should ask your questions in the supposed forum, so in the warrior-forum.

Walking’s good, fighting’s better, fcking’s best

Fumble/Weakness and Condition Needs Revamp

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Posted by: Arzurag.7506

Arzurag.7506

I hate the fact that power-builds need three stats and condition-builds basically just one stat.

Walking’s good, fighting’s better, fcking’s best

Power Revenant sPvP...I give up!

in Revenant

Posted by: Arzurag.7506

Arzurag.7506

Metabattle is kinda outdated.
Try power-hammer-revenant with glint/shiro.

Walking’s good, fighting’s better, fcking’s best

Suggestion: Dhuum's Scythe Legendary Weapon

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

I´m more interested in his regalia which you can see in the second picture.

Either as gemstore-armor (not outfit), or as collection-reward.
That would be awesome.

Walking’s good, fighting’s better, fcking’s best

Condition Builds has ruined this game for me

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

Meta is meta for a reason. It is mostly BiS gear wise and overall the best way to do content properly. But it is the best way for them who made this meta, for those who decided that a specific gear is now BiS.
They don´t care about playability or how easy it is to handle.
When the previous berserker-meta was present, I decided as a necro-player to use valkyr instead of berserker, because it fit my playstyle more. When I got better at the game I switched to berserker because I wanted to play more out of shroud and the high healthpool wasn´t necessary anymore.
Now conditions are strong and viper´s is considered BiS. For myself conditions are bad, I can´t get used to use them so I´ll stick to power ´till I have figured out a way to play with conditions properly.

At the end yout stats matter less than your own skill and it´s completely up to you which build you use but you have to keep in mind: you want to kill the enemy fast as possible, no matter how.
If you have to follow meta to do so, do it. If the meta doesn´t suit you, make your own thoughts and find a build that fits your own playstyle.

Walking’s good, fighting’s better, fcking’s best

Returning player, Revenant dissapointments

in Revenant

Posted by: Arzurag.7506

Arzurag.7506

The revenant is a class you have to get used to, you need to learn how to properly use your resource and your skills. Speaking of which, the revenant has access to more skills in combat than average due the ability to swap between your chosen legends, only elemantalist and engineer have more. I can´t deny that two legends limit builds diversity, moreover the traits of the revenant are bound to specific legends or are supposed to be used with selfsame.

Tactical decision matters, that counts more for the revenant than to any other class.

You mentioned that you usually play wvw and pvp, what about pve ? It´s worth a consideration in terms of learning how to properly play this class.

Walking’s good, fighting’s better, fcking’s best

Parasitic Congation

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

cuz necro sustain must be kept to a minimum since they got no mobilities
and shroud is very such hard to counter

Sounds like sarcasm but I´m not sure.^^

Walking’s good, fighting’s better, fcking’s best

Hate hero points farming

in Guild Wars 2: Heart of Thorns

Posted by: Arzurag.7506

Arzurag.7506

According to the rumors, the game will require 400 points during the next specialization. At first I laughed then I told myself, I wont be buying the expansion if that is true.

HoT was originally 400 and another 65 was needed for your core skills. They were trying to tone down the excess, but only ended up making it worse. If they want to try again, the next expansion will need to be closer to 800 points, since HoT doubled the excess. It doesn’t really matter how much the total is, because they’ll just bloat the value of hero challenges again, which you can only hope they don’t try to foolishly justify as raids this time, considering they’d need to be 20+ points each.

How is it worse when they´ve decreased the needed heropoints ?
It was much at the beginnng but they listened to their community and toned down the needed pints by 150.

Probably they´ve learned of the mistakes they have made and are able to avoid them in the next expansion.


deleted biggest grammar mistakes

Walking’s good, fighting’s better, fcking’s best

(edited by Arzurag.7506)

Dagger, Axe or GS for Power Necro?

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

I recommend for PVE: GS and Axe/Warhorn
(For Worldbosses the staff is a viable option.)
For WvW I suggest, it´s quite the same but with more focus on Axe/Focus.

Walking’s good, fighting’s better, fcking’s best

Next Ranger Elite specialization: The Warden

in Ranger

Posted by: Arzurag.7506

Arzurag.7506


Walking’s good, fighting’s better, fcking’s best

what am i doing wrong

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

I find a mix of power and condi is the way to go for necro, pvp wise anyway

No, you focus on either condi or power. There is no such thing as a “mix” build

You can be carrion, or viper, theres a variety of mixed builds

But they´re not considered as “mixed-builds”.

Carrion=Conditions
Viper=Conditions

For a power build you need power, ferocity and precision and a mixed-build or hybrid-build would need condition-damage, power, ferocity and precision.
For example, the destroyer´s Amulet offers hybrid-stats and then your build is considered as hybrid or mixed.

Walking’s good, fighting’s better, fcking’s best

what am i doing wrong

in Necromancer

Posted by: Arzurag.7506

Arzurag.7506

Just try other classes, learn how they are played, begin to be aware of which build your opponent could use and learn how to adapt your playstyle against it.
Try to notice when did they use which ability and try to find counterparts.
Play wvw together with allies at first to avoid outnumbered fights.

But most importantly, try to accept the fact that you can´t win any fight.
Some builds are made to counter specific builds, same goes for some classes.
Even a so-called Pro-Player does lose fights from time to time.

…..and additionally, stay positive, ALWAYS!!!
nothing denies victory more often than saltiness/tilting.

“If you lose, you´re not bad, your opponent was just better.”

Walking’s good, fighting’s better, fcking’s best

Stacking sigils don't work.

in Guild Wars 2 Discussion

Posted by: Arzurag.7506

Arzurag.7506

I don´t see the problem.
You only need these stacks in combat, so you get these stacks through combat.
Just kill 25 things that drop loot and it´s fine.

By the way there´s no class that needs 250 power for example, so badly or generally, there´s no class that needs these adapptive stats so badly.

Walking’s good, fighting’s better, fcking’s best