Showing Posts For Avala.9675:

Juggernaut effects medium armor

in Engineer

Posted by: Avala.9675

Avala.9675

Nope!
Just have to push this as it is our right to have legendary effects on at least skills 1-3. It may be debatable that skill 4 and 5 dont splash that much liquid, but being a whirling sun or jumping around like crazy may for sure spill sth. of that stuff ;-).
Stand up engineers!

Agree!
I made juggernaut for my scrapper and was a bit supprised that only skill 1 had little bit of weapontrail on it

No weapon trail on scrapper from juggernaut

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Posted by: Avala.9675

Avala.9675

Well like the title says.

There is no swing trails for scrapper when he is wearing juggernaut
and i would like that to be looked at since it did take for me quite a while to build it and it was a bit of a letdown considering warrior has pretty nice trail effects on it

weapon trails are missing from the scrapper hammer 2 and 3 skills atleast

(edited by Avala.9675)

Ranger pet dodge and pool of f4s

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Posted by: Avala.9675

Avala.9675

Yeah that is what i ment with the pvp problem and true its not that big of a deal.

And about using dodge at the same time, well they could just make it last 1sec or something so you can just use the (F3:Return to me) first and when the stuff hits you just dodge your self.
Yes rangers do have dodges and block out side of endurance. But if the pet would dodge at the same time you do then your own weapon choices would be how to get evades outside of endurance so that you can actually keep that pet alive and that might limit some of the stuff you can do.
And i would gladly use my sword 3 evade on something if that thing would be a bit more userfriendly

In PvE, and especially raids, I’m saying it would be a little harder to press 2 buttons to save yourself and your pet than 1. And I think only dodges should give this blur type effect on the pet not say sword evades if I didn’t make that clear. The thing is, 99% of the time in PvE you want to dodge so do you want your pet to dodge. I don’t know about PvP, but I would imagine it would be hard to focus on both you and your pet and then press two buttons if your both going to get hit otherwise. That’s my only problem with giving the pet a separate skill to dodge with.

Yeah i get that its a bit harder to use if it would be 2 buttons instead of one.
yes 99% in pve atm you would like your pet to dodge at the same time you do, but since the raids are coming and whatnot if there happens to be stuff like huge hit comes to melee where you pet is and you use dodge to save your pet from it (assuming swap is on cd) and right after that comes something to range where you happen to be and you need to dodge that too, then comes a third strike for whole area or something and you are now out of endurance and both of you die (unless you use some weapon that has dodge/block).
So while it would be harder to use different buttons for you and your pet to dodge
it would not handicap ranger to choose only melee pets when you are in melee and ranged pets when you are in range assuming you run with something like longbow+staff (druid) ofc there are utilities allso and stuff like that but im pretty sure id rather have the pet die at that point than try to get utilities or weapons for the sole purpose of keeping it alive

The thing is with your example is why wouldn’t you want to dodge that first time anyhow so that you don’t die? And anyway, if you know your up against a particularly tough boss and your pet gets targeted by a single target skill you can just let the pet eat it rather than waist a dodge for it. But I think those cases would be few. I like your suggestion, but its just I’m afraid especially in raids it would be harder for the ranger than other classes because it has to press two buttons compared to one. Still, I would gladly take your idea over how it is currently haha.

Well yeah i would allso gladly take your idea over how it is currently
All we can do is hope i gues ^^

Ranger pet dodge and pool of f4s

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Posted by: Avala.9675

Avala.9675

Yeah that is what i ment with the pvp problem and true its not that big of a deal.

And about using dodge at the same time, well they could just make it last 1sec or something so you can just use the (F3:Return to me) first and when the stuff hits you just dodge your self.
Yes rangers do have dodges and block out side of endurance. But if the pet would dodge at the same time you do then your own weapon choices would be how to get evades outside of endurance so that you can actually keep that pet alive and that might limit some of the stuff you can do.
And i would gladly use my sword 3 evade on something if that thing would be a bit more userfriendly

In PvE, and especially raids, I’m saying it would be a little harder to press 2 buttons to save yourself and your pet than 1. And I think only dodges should give this blur type effect on the pet not say sword evades if I didn’t make that clear. The thing is, 99% of the time in PvE you want to dodge so do you want your pet to dodge. I don’t know about PvP, but I would imagine it would be hard to focus on both you and your pet and then press two buttons if your both going to get hit otherwise. That’s my only problem with giving the pet a separate skill to dodge with.

Yeah i get that its a bit harder to use if it would be 2 buttons instead of one.
yes 99% in pve atm you would like your pet to dodge at the same time you do, but since the raids are coming and whatnot if there happens to be stuff like huge hit comes to melee where you pet is and you use dodge to save your pet from it (assuming swap is on cd) and right after that comes something to range where you happen to be and you need to dodge that too, then comes a third strike for whole area or something and you are now out of endurance and both of you die (unless you use some weapon that has dodge/block).
So while it would be harder to use different buttons for you and your pet to dodge
it would not handicap ranger to choose only melee pets when you are in melee and ranged pets when you are in range assuming you run with something like longbow+staff (druid) ofc there are utilities allso and stuff like that but im pretty sure id rather have the pet die at that point than try to get utilities or weapons for the sole purpose of keeping it alive

Ranger pet dodge and pool of f4s

in Ranger

Posted by: Avala.9675

Avala.9675

Yeah that is what i ment with the pvp problem and true its not that big of a deal.

And about using dodge at the same time, well they could just make it last 1sec or something so you can just use the (F3:Return to me) first and when the stuff hits you just dodge your self.
Yes rangers do have dodges and block out side of endurance. But if the pet would dodge at the same time you do then your own weapon choices would be how to get evades outside of endurance so that you can actually keep that pet alive and that might limit some of the stuff you can do.
And i would gladly use my sword 3 evade on something if that thing would be a bit more userfriendly

Ranger pet dodge and pool of f4s

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Posted by: Avala.9675

Avala.9675

Well that same family F4 skill sharing is not a bad idea. It might bring some customization to the table but then again it might have some small problems in pvp.
Then again its from the same family so there aint that many skills to choose from and most of them do the same stuff with different flavor.

I have seen a lot of posts regarding pet dodge at the same time ranger does wich is not a bad idea.
however personally i would put it on F3 (Return to me) and give it lets say 6sec cd.
That way you put a bit more micro stuff on the pet(ranger) and you dont have to sacrifice your own precious dodge rolls to save your melee punchbag(pet) from 1 shot stuff

(Suggestion) Ranger Rapid Fire

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Posted by: Avala.9675

Avala.9675

Yeah ty for pointing that out, and yes now i agree it would actually hurt quite a bit rangers amt if change like that would come without anything else to support it

(Suggestion) Ranger Rapid Fire

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Posted by: Avala.9675

Avala.9675

Ah no i ment to keep the animation (cast time) the same at it is right now.

Only to change the arrow count from 10 to 5 so you would shoot 5 arrows instead of 10 in the same time but those arrows would do 100% more dmg so dodging would still evade a part of the dmg but i dont think that would change much.

So in the end cast time of the skill would be the same, dmg the skill does would be the same but it would shoot arrows slower so it would look/sound a bit more realistic

There is one thing that hits it a bit harder and that would be aegis since it would block 1 of the stronger arrows instead of 1 of the weaker ones

(Suggestion) Ranger Rapid Fire

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Posted by: Avala.9675

Avala.9675

Yea i cinda knew that word was going to bite me in the behind sooner or later

But anyways im pretty sure you know what i mean ^^

(Suggestion) Ranger Rapid Fire

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Posted by: Avala.9675

Avala.9675

Well yeah it works well right now and changing it to shoot 5 arrows instead of 10 shouldnt mess it up. I just think it would seem a bit more realistic by shooting little bit slower but more damaging arrows

(Suggestion) Ranger Rapid Fire

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Posted by: Avala.9675

Avala.9675

Well it has been a while now since the ranger buffs for Rapid Fire and everything else,
so i was just wondering would it be possible to change Rapid Fire by shooting 5 arrows instead of 10 and keep damage of the skill same?

Maybe its just me but it looks a bit stupid atm with shooting arrows like a machine gun

Celestial gear and ferocity

in Guild Wars 2 Discussion

Posted by: Avala.9675

Avala.9675

So why not have say let celestial have higher Precision then zerk then?

Look at it this way most ppl do not run celestial just for the crit dmg they run it because it gives you every thing that the ideal behind gen gear like celestial the fact that it was giving higher crit dmg was making it an OP item choose in a way it was a form of vertical progression over the other combos hidden as horizontal progression.

Yeah and ppl just decided to run full berserker out of the goodness of their heart because celestial was OP?

Reason why some of the ppl run with celestial is because it doesnt sacrifice whole lot of dmg just to be able to support or they just liked to respec a lot between condition dmg and direct without needing to grind for 2 gears.

And i have never seen any post that says celestial gear is OP because it has more criticaldmg than berserker, but now that Anet decided to change critical dmg stat and celestial gear is geting the short end of stick its ok? Because it was Op in the beginning? (sorry if i sound hostile that is not my intent)

Celestial gear and ferocity

in Guild Wars 2 Discussion

Posted by: Avala.9675

Avala.9675

Since celestial has higher crit damage than zerkers, I would think that it would still be higher even with ferocity. Yes it will be lowered a bit, but it would still be slightly higher. By the way how can someone have calculations already when we don’t know any of the numbers or formulas?

Not correct based upon the information we’ve received. The celestial will have a ferocity stat at the same level as all the current stats (47 in the OP’s example). So the drop in effective critical damage for celestial gear is more than the drop in the zerker gear.

There’s little that can be done here other than bump the stat bonuses on celestial a bit to compensate. I’m not sure we’ll see that either.

As someone already said, Celestial is a generalized gear set. It doesn’t make sense that it has such a high +crit dmg right now — almost like it was an accident or something on the dev’s end. However if it was intentional, then maybe the celestial gear will get slightly higher stats in general.

Also by the way… When I said “numbers and formulas” I was referring to exactly how much ferocity would be put on a given armor set, and how exactly ferocity is calculated to give a crit damage %. We simply don’t know those things. We can try to infer the former, but we absolutely don’t know the latter.

They said it in the livestream 17th jan

Critical Damage

Crit Damage as a percentage stat will go away
Replaced by a numeric stat called Ferocity
Balanced to be about 10% less damage overall
PVP crit damage won’t change – they feel it’s in a good place already
Numeric amount same as “secondary stat” on gear (e.g. 90 power/60 prec/60 fero for berserker)
Celestial will have Ferocity amount equal to all other stats.
Opens up potential for Ferocity to be a primary stat on new stat combo

Celestial gear and ferocity

in Guild Wars 2 Discussion

Posted by: Avala.9675

Avala.9675

Well yeah i know this has been discussed alot but since it got merged on the berserker topic we might as well start a new one since this is not a qq about the 10% hit on critical dmg.

This is about the critical dmg on celestial gear that is going to take what 35% hit if they decide to give celestial gear the same amount of ferocity it has on every other stat? (some one did have the calculations on the other thread that got merged with the berserker stuff)

The patch that was supposed to bring down berserker meta and bring up the support
did exatly the opposite for celestial gear. It is going to be close to useless set for since the only thing that was keeping it cinda ok in terms of dps was the crit dmg.

Celestial gear had 3% (?) more crit dmg than berserker gear but after this patch its going to go down a lot.

Ascended celestial coat has +47allstats and 6% critical dmg
after the patch it is going to be +47allstats and the 6%critical dmg is converting to 47 ferocity

Ascended berserker coat has +106power +76precision and 5% critical dmg
after the patch it is going to be +106power +76precision and +76 ferocity

So there i dont mind about the 10% overall critical dmg nerf but, celestial gear is going to lose hell of a lot stats because they decided to make critical dmg a +stat instead of % that just doesnt sit well with me

Would be nice if some of the devs could give a response to the reasoning behind ferocity on celestial gear

But if nothing is going to change then atleast give Celestial geared ppl a free stat swap for their gear since its a kitten set to do with all the timegated materials.

Ty for reading and im pretty sure there are a lot of typos so

(edited by Avala.9675)

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: Avala.9675

Avala.9675

Celestial is included by default in the phrase “Crit Damage-to-Ferocity gear” .

Doh im not sure what i was thinking

Zerker nerfed, allow us to swap asc gear

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Posted by: Avala.9675

Avala.9675

I think some people would change from Assassin to Berserker.

So you’re thinking all the Crit Damage-to-Ferocity gear needs a swap?

And celestial gear

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: Avala.9675

Avala.9675

Man this merge was just weird. Every good post about celestial nerf and calculations got dumbed here with the berserker stuff wohoo.

Anyways if they dont do anything for the celestial gear then this crit dmg nerf that was supposed to bring down berserkers a little (you will get allmost the same dmg now with the 2 sigils on 2hweps) hurt the celestial gear to the point of it being absolutely crap.

Must be really afraid of the celestial meta that is going on right now. (Sarkasm)

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: Avala.9675

Avala.9675

Yeah i have tried to wrap my head around the critdmg changes on celestial gear and i just cant make any sense of it.

The reason it had more critdmg% than berserker was pretty much the only reason to keep it ok:ish in dungeons and other stuff.
Now that celestials critdmg is going down the toilet there is absolutely no reason to use that set for any of the classes.

Yes it gives more stats than any other gear but that doesnt make it a OP set
far from it. Having littlebit of everything was the strong part of the set.

Now you get littlebit of everything and no offence unless you use condition dmg more than direct dmg.

So yeah patch that should make suppor.t/tankiness more viable in pve did alot more harm than good for celestial gear.

Please remove Signet of the Beastmaster trait

in Ranger

Posted by: Avala.9675

Avala.9675

Yeah i have been thinking about the same thing.

If they compare our Adept Minor trait 50% endurance regen to
Engineers Master Major 50% endurance regen(its 50% right?) and decide to nerf our trait.

Why cant we then compare our Master Major trait Signet of the Beastmaster to every other class since they get the same effects for free.

Edit: Making that trait baseline would increase our build diversity quite a bit

It´s just weird

(edited by Avala.9675)

Concentration Training trait bug Ranger

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Posted by: Avala.9675

Avala.9675

Hello. I’m not sure has this been reported yet but the ranger nature magic (adept)
trait Concentration Training doesnt do anything for my pets

Boons applied by your pets last longer. Duration increase 50%

So in my head that should increase the duration of my jungle stalkers Mighty Roar
from 15sec to 22.5 sec, But no it just stays at 15sec no mater do i have the trait or not

I did try it with raven swiftness buff allso since i thought it prolly works with only the boons my pets casts them self and not the F2 skills (yeah cinda sad trait if it would have worked like that ) but no that didnt work either so i gues it might be a bug then

Would be nice to get this working since my fern hound and jungle stalker give nice boons but they are a bit short right now.

So ty for reading.