Showing Posts For Astaral.8635:

Raids not a real epic experience

in Fractals, Dungeons & Raids

Posted by: Astaral.8635

Astaral.8635

I am starting to feel other than being a special boss fight and 10 man groups there is nothing special about raids.

The thing is the stuff in between each boss is a joke there is no sense of achievement of getting to one boss to another, other than defeating the previous boss.

I feel as though arah p4 is more like a raid in the amount of events to get done, in order to get to the last boss of the dungeon especially if you kill the trash mobs along the way instead of just running past them.

I just hope that there is a bit more skill involved in getting from one boss to the other in the next wing as of right now its quite boring.

They should look back to GW1 raid type events they had like underworld, The Deep, Urgoz Warren, Mallyx the Unyielding (quest).

Those were hard and fun. The maps where huge in comparison to Spirit Vale. To me the raid in GW2 is really just special instanced boss fights and nothing more.

I hope any future raid content (basically a 10 man or more party instance) is more like what they had in GW1.

Links below to the GW1 stuff
http://wiki.guildwars.com/wiki/The_Underworld
http://wiki.guildwars.com/wiki/The_Deep
http://wiki.guildwars.com/wiki/Urgoz's_Warren
http://wiki.guildwars.com/wiki/Mallyx_the_Unyielding_%28quest%29

Adding Ascended trinkets to raid vendor

in Fractals, Dungeons & Raids

Posted by: Astaral.8635

Astaral.8635

The rings, amulets, and accessories that drop from the raid bosses can you please add them to raid vendor so I do not have to pray to the rng gods that I will get that drop from them as the only way to get the new stats on rings and accessories is from the raid the raid bosses

Raid Timers lazy way to increase diffuclty

in Fractals, Dungeons & Raids

Posted by: Astaral.8635

Astaral.8635

I do not think this is the case where you could run 10 Nomads Hammer guardians. With Gorseval you would lose cause of the limited updrafts and Sabetha the stress of keeping the platform up would eventually get your group killed cause 15-20 mins of that would just take one small misstep to make a group fail. Really only Vg would be viable with the way it is now but if they did like I said the fight would most certainly be easy after the 4th spilt with the entire surface damaging you, I only said 4th but if you where going for a 5th 6th spilt the damage intensity of the platform would become more damaging.

So clearly it is lazy to think oh if there are no timers people would use the tankiest gear to get through it and as a developer should be able to come up with another solution than enrage timer.

Raid Timers lazy way to increase diffuclty

in Fractals, Dungeons & Raids

Posted by: Astaral.8635

Astaral.8635

I want to start by saying that I have beaten all bosses Vale Guardina, Gorseveal, and Sabetha. Just to get that out of the way.

Though I personally feel that the enrage timers 200% dmg boost is a lazy way to increase its difficulty and bars players to play the way they want to instead of it being the same old maximize dps race. Even healers and tanks in the game want to meet the bare minnimum of those requirements to max out personal dps.

I feel that the timers where really only necessary for Vale Guardian. With Gorseval you have only 4 updrafts to avoid the instakill aoe so if you cannot kill him after using the updrafts that already kills you without the need for the timer enrage cause it can happen after the third updraft use so it makes less skill and more dps. Sabetha has a uniqueness as well as the platform can be damaged and eventually burn beneath you killing you group( this has never happened to me but assume this is the case). These two mechanics seem more than enough without the need to add a timer on top as well as it equates to more skilled played and learning the boss mechanics than burn them as fast as possible.

With Vale Guardian it seems that they had a good platform with mechanics of the lit panels damaging your group. If it was me I would have used a timer of 2 mins at a time to dps VG as much as possible before he spilts. Then you down the RBG guardians which goes to fighting the VG with the lit panels and repeats to the second after which there are 2 lit panels. Now after the third spilt the panels switch faster meaning you have to move him faster out of the danger zone and with the need to CC him to get him mobile again makes this more important. Fourth time all panels stay lit, and this still gives you a chance to kill him if you have a healer or two to keep you group alive.

Timers in any game is a lazy mans difficulty setter and is really dated though many games still use them, they are generally seen with disdain. There are better ways to make things hard and fun.

The Funny thing is that two bosses of the first wing already had the designs for being hard without a timer and opening up diverse build use. Even then Anet decides to still give them enrage timers as a kitten you to player base.

Just my thoughts, I might be wrong and would like to know what others think

Jewelcrafting Ascended Trinkets

in Guild Wars 2 Discussion

Posted by: Astaral.8635

Astaral.8635

Why is it we are already have an expansion but we still cannot craft our own ascended trinkets. Especially with all the new stat options and lack of ascended trinkets. The only way to get the new stats ascended trinkets is a amulet from the story acheviement which I gave up on since A there is no one doing it and B they are so boring (non skip cut scenes really like you have to force people to watch the story for the 15th time not to mention there is a loading screen after so watching that cut scene is not for loading purposes). Then the other way is to hope you get the ring, amulet, or earring from the raid drops which is once a week for the chest. So why are these you two options if you want new stats on the ascended trinkets. Why can you not craft these things when you can craft the exotic and its not only the need for better stats you need that kitten stuff to do fractals which you keep adding to in the future and said kitten it to the dungeons which never required agony resist.

PS: I see a material in the storage that makes it quite clear you had planned to make it so we can jewel craft ascended what is the hold up?

Why are utilites still disabled in DS

in Necromancer

Posted by: Astaral.8635

Astaral.8635

I wonder if I could get Robert Gee’s direct opinion on this

Why are utilites still disabled in DS

in Necromancer

Posted by: Astaral.8635

Astaral.8635

I feel after playing the game since launch the biggest problem affecting DS is being locked out of your utility skills. The only thing that comes to mind is that this is a coding issue not a balance one.

With the new bezerker spec for warrior it is clear that enabling a mode and not getting you utility skills is possible. I believe DS should be considered a mode not as right now it more like a transformation skill.

The warrior zerk spec gets to use the benefits of going into zerk mode without the drawback of not having their utility skills.

Now I know it is a bit different b/c we get another life bar with DS but it drains and the only unbalance would be from the utilities that give LF on use. This could be an easy fix of when these skills are used in DS they heal you instead of giving LF or a severely decreased amount of LF generation. The new reaper spec auto attack in RS gives you LF so I do not see the problem with that.

I honestly think that using a class specific mechanic should not come with such a handicap. This should be introduced before HOTs comes out or at least a little while after not a year or 3 later.

What If corruption where upkeep skills

in Necromancer

Posted by: Astaral.8635

Astaral.8635

I actually like Allarius.5670 idea of making them similar to the way the Reveant elite consumes it boon effect to cast another. In a way it makes it the exact opposite of the Hearld. Still need an idea of what to do with CPC though in what happenes when you consume it. Also they can make it that only one corruption can be active at one time as well to not make so op.

What If corruption where upkeep skills

in Necromancer

Posted by: Astaral.8635

Astaral.8635

After looking at the reverent and seeing there upkeep type skills so there is a system in place for upkeep type skills.

My idea is that rather than having the corruptions skills just instantly self inflict conditions but have it interval based have the first proc happen than additional proc of self conditon the longer you keep it up. Thus actually having high risk high reward.
Here are my changes to the utilites other than the elite as that is more of a transform.Aslo changing the trait.

Master of Corruption
Consume Conditions No longer applys vunl and now applies resistance for 2s
Blood Is Power: now applies fury as well 5s
Corrosive Poison Cloud; Cloud destroys projectiles
Corrupt Boon: now converts 2 boons on hit to conditions reduce interval to 5s
Epidemic: now applies Torment 1 stack 5s to foes on attack
Recharge Recharge Reduced: 33%

Blood Is Power
Bleed yourself to grant might to allies around you and bleed your target.
Increased outgoing damage; stacks intensity.8 Might (8s): +240 Power, +240 Condition Damage
stacks intensity.2 self Bleeding (30s): 1320 Damage
Interval: 10s

Corrosive Poison Cloud: Deals damage every second;
3 Poison (3s): 302 Damage, -33% Healing Effectiveness
Weakness (3s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Self Weakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Number of Targets: 5
Pluse interval: 4s
Radius: 360
Combo Combo Field: Poison
Range.Range: 900

Corrupt Boon: Poison yourself. Transform boon on your foe into negative conditions on hit.
Self Poison (6s): 201 Damage, -33% Healing Effectiveness
Boons Converted:1
Interval:8s

Epidemic:
Apply vulnerability on yourself. Spread conditions on a target foe to all nearby foes when you hit a foe
Damage and condition damage taken are increased; stacks intensity.
3 Self Vulnerability (6s) every 5 secs
Number of Targets: 5
Radius: 600
Interval: 5s

So on intervals or pluses it would apply the self condtion but at the same time giving you the ability in said skill tooltips. This I believe would not be OP as the conditions would really start to stack and eventually kill you. Also for those who say about people in your PVP cleansing the condtioning on you well thats just teamwork. Also the deathshroud traits that remove conditions would also remove the corruption effects as well and bring them back on their CD.
The elite is fine as is and should just get a CD reduction from the trait.

(edited by Astaral.8635)

Death Shroud F1 and Reaper F2

in Necromancer

Posted by: Astaral.8635

Astaral.8635

As a person who mains a necro I think it is a great ideo to have F1 Ds and F2 as RS

They can just change the trait like this:

Minor Adept Shroud Knight
You can equip greatswords and use reaper shouts. Ability to activate reaper’s shroud(F2) which has more melee oriented skills.

also changing two GM traits in a simple fashion

Major Grandmaster Reaper’s Onslaught Attack faster while in shroud. Killing a foe recharges shroud 2 skill.(this synergizes well with alot of reaper traits cause DS skill 2 causes chill on hit)
Dark Path Send out a claw. If this attack hits a foe, you teleport to that foe, bleeding them and (chilling nearby foes. Case in point)
Also for speeding up Life Blast all they have to do is use the speed of plague blast

Major Grandmaster Blighter’s Boon Gain life force when you gain a boon. If you are in shroud, gain health instead.

I would like to see this added as well but probably won’t happen
Life and Plauge Blast cause chill for 1.5s ICD 5s

(edited by Astaral.8635)

[Suggestion] New necro specific condition

in Necromancer

Posted by: Astaral.8635

Astaral.8635

The could bring back disease condition from GW1
http://wiki.guildwars.com/wiki/Disease
Condition. While suffering from this ailment, you lose Health over time. Disease is contagious between creatures of the same kind.

Back in guild Wars 1 it was necro specific

If staff can be melee, spear can be land.

in Guild Wars 2: Heart of Thorns

Posted by: Astaral.8635

Astaral.8635

probably be easier to add another pole arm weapon than to make spear land, suggestions Halberds, Naginata,

(edited by Astaral.8635)

GW1 Elite_Mission=GW2Elite Dungeons

in Guild Wars 2 Discussion

Posted by: Astaral.8635

Astaral.8635

Those are missions from a completely different game, so the cant be brought back.

Well I don’t want the exact same thing but still after 3 years and the only elite dungeon is fractals is getting very boring. There needs to be more end game content and I think drawing upon their previous ideas is a good place to start

GW1 Elite_Mission=GW2Elite Dungeons

in Guild Wars 2 Discussion

Posted by: Astaral.8635

Astaral.8635

http://wiki.guildwars.com/wiki/The_Underworld
Is Anent every planning on bringing back eleite missions they where the best parts of the game in my opinion. Also would like them to make it for a 10 man group.

Reaper dissapointments

in Necromancer

Posted by: Astaral.8635

Astaral.8635

http://wiki.guildwars2.com/wiki/List_of_guardian_skills
http://wiki.guildwars2.com/wiki/List_of_warrior_skills
http://wiki.guildwars2.com/wiki/List_of_ranger_skills

If you take a look at this you can see that shouts inherently do not have a cast time except for the rangers guard shout but that’s because it give stealth and is only 1s any shout that takes longer than 1s to cast should not be consider a shout. I mean it doesn’t make sense that saying a a few words should take 1.5s to 2s and the elite has a long cd to warrant a 2s cast. If we are class based on debilitating our enemy and causing dmg why are we soo slow at doing it in comparison to other classes or we are slow why don’t we have the dmg numbers to show for it.

PS: I play every class all 80 lvl just play the necro the most cause it is my favorite class and made him viable for all situations just a pain when I join a group and people ask me to bring my guard, war, ele, etc.

Reaper dissapointments

in Necromancer

Posted by: Astaral.8635

Astaral.8635

The shouts themselves are fine its the cast time that’s dissapointing

Reaper dissapointments

in Necromancer

Posted by: Astaral.8635

Astaral.8635

I have dl and watched the stream and am thoroughly impressed with the GS skills and RS but the utilities being shouts with cast times is just odd and should be a lot quicker in my opinion does not need to be instant cast but 1s or more is a bit much should be all 3/4s at most.

Also that trait to reduce shouts cool-down on hit is not worth taking, the GS trait is good for the Life steal aspect but also hate the using Grave digger a 8sec cd skill to reduce other GS skills by 3% only are just as bad as the new Axe trait

Side Note: why shouts and not spirits?

(edited by Astaral.8635)

[Report] PvP Forum Specialist Report

in Necromancer

Posted by: Astaral.8635

Astaral.8635

This my first post on the forums because I could not believe how badly the Necro got shafted in the AMA stream. I was really excited while seeing the other classes changes and when they got to Necro I could not be more disappointed. So here is what I think should be done (once again First post bear with me I will try to keep it concise). Showing what I would change

Spite
http://i.imgur.com/o358xCI.jpg
Minors

No Change

Adept
Bitter Chill (+ 5 vuln on chill)+Spinal Shiver better to merge it as Spinal shivers has always been a boring trait and can increase the ICD if it seems too OP

Master

Death Chill (5% dmg against chilled foes)
Axe Training ( 10% dmg on Vulnerable foe, 20% reduced recharge and add a Cleave to hit 2 targets with a 130 radius)

Grandmaster

Signet Master (cast signet of Locust, Signet cast stacks might should be more than 10s most signets are terrible for necro, reduce recharge 20%),
Spiteful Spirit (cast Unholy Feast when entering DS remove ICD)

Curses
http://i.imgur.com/l8t5vY9.jpg
Minors

Withering Precision (ICD 15-20s Apply weakness on critical hits) I do not know why it was removed it the first place.

Adept

Toxic Landing (CPC on fall, reduces corruption skill recharge) This is alright as long as it does not apply weakness to self like CPC cast does
Weakening shroud (restored to dagger 5 remove icd of 25 secs)

Master
Reaper’s Precision(33% chance to remove boons on crit.)
Banshee’s Wail (taking this should also make Locust Swarm blind to synergize with chilling darkness)
Lingering Curse (Using a scepter gives +150 condi dmg & 100% condi duration)

Grandmaster

Target the Weak (3% crit chance and 1% Damage per condi) this gives power Necros an option and since its GM I think the 3% crit and Dmg 1% is justified
Terror+ Mastery of terror (+50% fear duration, fear when you are downed)

Death Magic
http://i.imgur.com/DPwxkjk.jpg
Minors

Beyond the Veil (protection to you and allies(including minions) when leaving DS)

Adept

No Change

Master

Necromantic Corruption (minions deal more dmg and transfer condi on hit)

Grandmaster

Dark Armor (entering DS give you and your allies resistance for 5s)

Blood Magic
http://i.imgur.com/oTYI7gr.jpg
This should be more supportive.
Minor

Vampiric + Bloodthirst

Adept

No Change

Master
Vampiric Master (Minions siphon health and transfer it to you.) This should stay optional
Quickening thirst (move faster with dagger, 20% cd reduced give all daggers attacks have Life siphoning that heals allies )

Grandmaster

Vampiric Rituals (well siphon, well prot, well cd reduction+Longer Duration)
Deathly Invigoration (Heals on DS exit, buffed healing and turns 1 condition into boon)
Unholy Martyr+Renewing Blast (Life Blast heals allies that it passes through.)

Soul Reaping
http://i.imgur.com/16d5R75.jpg
Minors

No Change

Adept

Soul Marks (staff skills recharge faster)+Greater Marks

Master

Dhummfire (no icd and burning stacks),

Grandmaster
Reaper Minions (Minions attack generate LS)
or something else as I could not think of one other than this.

Traits based on entering DS will proc each time you enter DS and not based on the skill ICD

Baseline

Minion recharge reduced
Focus skills range increased
Wells ground targeted
Downed state damage reduced

Please give some feedback

(edited by Astaral.8635)

Better change to Necro Specs

in Necromancer

Posted by: Astaral.8635

Astaral.8635

This my first post on the forums because I could not believe how badly the Necro got shafted in the AMA stream. I was really excited while seeing the other classes changes and when they got to Necro I could not be more disappointed. So here is what I think should be done (once again First post bear with me I will try to keep it concise). Showing what I would change

Spite
http://i.imgur.com/o358xCI.jpg
Minors

No Change

Adept
Bitter Chill (+ 5 vuln on chill)+Spinal Shiver better to merge it as Spinal shivers has always been a boring trait and can increase the ICD if it seems too OP

Master

Death Chill (5% dmg against chilled foes)
Axe Training ( 10% dmg on Vulnerable foe, 20% reduced recharge and add a Cleave to hit 2 targets with a 130 radius)

Grandmaster

Signet Master (cast signet of Locust, Signet cast stacks might should be more than 10s most signets are terrible for necro, reduce recharge 20%),
Spiteful Spirit (cast Unholy Feast when entering DS remove ICD)

Curses
http://i.imgur.com/l8t5vY9.jpg
Minors

Withering Precision (ICD 15-20s Apply weakness on critical hits) I do not know why it was removed it the first place.

Adept

Toxic Landing (CPC on fall, reduces corruption skill recharge) This is alright as long as it does not apply weakness to self like CPC cast does
Weakening shroud (restored to dagger 5 remove icd of 25 secs)

Master
Reaper’s Precision(33% chance to remove boons on crit.)
Banshee’s Wail (taking this should also make Locust Swarm blind to synergize with chilling darkness)
Lingering Curse (Using a scepter gives +150 condi dmg & 100% condi duration)

Grandmaster

Target the Weak (3% crit chance and 1% Damage per condi) this gives power Necros an option and since its GM I think the 3% crit and Dmg 1% is justified
Terror+ Mastery of terror (+50% fear duration, fear when you are downed)

Death Magic
http://i.imgur.com/DPwxkjk.jpg
Minors

Beyond the Veil (protection to you and allies(including minions) when leaving DS)

Adept

No Change

Master

Necromantic Corruption (minions deal more dmg and transfer condi on hit)

Grandmaster

Dark Armor (entering DS give you and your allies resistance for 5s)

Blood Magic
http://i.imgur.com/oTYI7gr.jpg
This should be more supportive.
Minor

Vampiric + Bloodthirst

Adept

No Change

Master
Vampiric Master (Minions siphon health and transfer it to you.) This should stay optional
Quickening thirst (move faster with dagger, 20% cd reduced give all daggers attacks have Life siphoning that heals allies )

Grandmaster

Vampiric Rituals (well siphon, well prot, well cd reduction+Longer Duration)
Deathly Invigoration (Heals on DS exit, buffed healing and turns 1 condition into boon)
Unholy Martyr+Renewing Blast (Life Blast heals allies that it passes through.)

Soul Reaping
http://i.imgur.com/16d5R75.jpg
Minors

No Change

Adept

Soul Marks (staff skills recharge faster)+Greater Marks

Master

Dhummfire (no icd and burning stacks),

Grandmaster
Reaper Minions (Minions attack generate LS)
or something else as I could not think of one other than this.

Traits based on entering DS will proc each time you enter DS and not based on the skill ICD

Baseline

Minion recharge reduced
Focus skills range increased
Wells ground targeted
Downed state damage reduced

Please give some feedback

(edited by Astaral.8635)

Error Code: 42:0:9001:4131

in Account & Technical Support

Posted by: Astaral.8635

Astaral.8635

This happens to me once a week where for one whole day I can not login because of this error. I do not understand where the problem stems from as I have contacted my isp and turned off my firewall, but I still can not login.