Showing Posts For Blumpf.2518:

My Condi Fix

in Guild Wars 2 Discussion

Posted by: Blumpf.2518

Blumpf.2518

How about this:
At the moment normal damage is reduced by toughness/armor and then it hits the lifepool/Vitality. So if a player has like 50% Damagereduce from Toughness/Armor and 20k life it would take 40k normal damage to kill him.
Conditiondamage on the other side goes straight for the Lifepool and is only reduced by some feats, but not by equip.
So, why not change Toughness and/or Vitality to reduce the incoming conditiondamage ?

It would require a rework of toughness and Vitality, but that could be really interesting.
Im thinking about something likes this:
Toughness reduces incoming direct damage by a certain amount and incoming condition damage by half of that amount. E. g. toughness 1234 reduces direct damage taken by 30% and condition damage taken by 15%
And the same for vitality. E.g. vitality 1234 reduces condition damage taken by 30% and direct damage taken by 15%

What do you think about that ?

[Suggestion] Make Celestial Gear Celestial

in Guild Wars 2 Discussion

Posted by: Blumpf.2518

Blumpf.2518

And why do you think so ?
If you have something to add to the topic, please name your reason or there can be no real discussion what should be improved and why or not…

[Suggestion] Make Celestial Gear Celestial

in Guild Wars 2 Discussion

Posted by: Blumpf.2518

Blumpf.2518

This is something that bothers me for a while now.
We all now, there is this celestial gear, which is really hard to craft and kinda expensive.
And these items say: increase all stats. But actually celestial doesnt do that, because it neither affects Expertise (condition duration) or Concentration (Boon Duration).

If you have a full ascended Celestial Equip (without runes or bufffood), you get +639 on all stats, except those two. And in Terms of Damage this is really weak at the moment. You have no High Crits, no large Conditionticks and absolutely no condition duration.

And though celestial equip screams “EQUIP ME IF YOU PLAY A HYBRID BUILD”, most of the time Viper ist way better. And if you wanna be more tanky, just replace the accesorys with wanderer equip.

The “celestial” runes are even worse. Some of them give boon duration or Condition duration, BUT the bonus for the stats is really low, compared to other famous runes.

For example, Rune of Divinity gives +78 to all stats.
But compared to other famous runes like Rune of the Scholar, Rune of the Berserker, Rune of Strength, Rune of the Pack or Rune of Thorns, the “Celestial” Rune is just weak.

So here is my suggestion: Let Celestial Gear and Runes do what it says. Increase ALL stats, which would include Expertise and Concentration.
And the Celestial Runes could use a Buff at their stats. I suggest +120 for Rune of Divinity, +100 for Rune of the Revenant and +80 for Rune of Leadership/Tempest/Traveler.

Maybe then the Celestial Equip would be more useful. It still couldnt compare to Berserker/Viper at DPS in Raids/Fractals, but for Openworld stuff or WvW or Personal Story it would be good, i think.

TA bugged ?

in Fractals, Dungeons & Raids

Posted by: Blumpf.2518

Blumpf.2518

Yeah i know that. But this time, they had an aggrorange that was way more than 1200. Seemed like unlimited aggro range.

TA Slimeroom bugged ?

in Bugs: Game, Forum, Website

Posted by: Blumpf.2518

Blumpf.2518

Is there currently a bug in TA Aetherpath at the slimepuzzle? My Guild does TA daily and so far we had no problems with the slimepuzzle.
We usually pull all Tar-elementals to the end of the room and kite them there , while 2 players lured the slimes to the door.
But today the Tar-Elementals had an insane Aggrorange. We kitet them as far away as possible from the slimes, but when the slimes spawned they all had aggro instantly and attacked the slimes and killed them.
We tried it about 30 times and then resigned.
Till today the Slimepuzzle-Room was absolutely no problem. So did aNet change something or is it a bug ? Cause in the past the elementals had NOT this huge aggrorange.
(Group was 2x Guard, 1x Warri, 1x Mesmer, 1x Nekro, we had a lot of stun, reflection, etc but today it just didnt work).

TA bugged ?

in Fractals, Dungeons & Raids

Posted by: Blumpf.2518

Blumpf.2518

Is there currently a bug in TA Aetherpath at the slimepuzzle? My Guild does TA daily and so far we had no problems with the slimepuzzle.
We usually pull all Tar-elementals to the end of the room and kite them there , while 2 players lured the slimes to the door.
But today the Tar-Elementals had an insane Aggrorange. We kitet them as far away as possible from the slimes, but when the slimes spawned they all had aggro instantly and attacked the slimes and killed them.
We tried it about 30 times and then resigned.
Till today the Slimepuzzle-Room was absolutely no problem. So did aNet change something or is it a bug ? Cause in the past the elementals had NOT this huge aggrorange.
(Group was 2x Guard, 1x Warri, 1x Mesmer, 1x Nekro, we had a lot of stun, reflection, etc but today it just didnt work).

Life Siphoning build

in Necromancer

Posted by: Blumpf.2518

Blumpf.2518

Dhuumfire alternatives

in Necromancer

Posted by: Blumpf.2518

Blumpf.2518

“Dhuumfireshadowaura”
While in Deathshroud, apply 2 Second of Burning to Enemys near you, if you get hit by an enemy. (Range 120). If an enemy Stuns you while in Deathshroud, 5 Seconds of Burning and 5 Stacks Torment are applied.

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Blumpf.2518

Blumpf.2518

2 Possible Solutions:

Celestial has atm about 54% of the stats of a normal item.

since it has no “main” stat lets compare a Soldier Ring ( 103 Power, 68 Toughness, 68 Vitality ) with a Celestial Ring ( + 43 to all stats ) .
For the Soldier-Ring the Average Stat is ( 103+68+68 ) /3 = 79,6, Lets say 79 ( rounded down ).
As Celestial has 43 to all, thats 43/79 = 0,54 = 54% compared to the Soldier Ring
A possible Solution would be to increase the percentage to something like 60%

Stats for the Ring would be then +47 to all stats ( 60% ). That would be something like 3-4% Critdamage, but since Celestial would gain some more power, that could make up a bit for the loss in crit.

- – - – -

Another already mentioned Solution would be to give Celestial Equip some new Stats. We have 2 Weapons, 6 Armour, and 6 Juwelry Items.
Why not give Onehanded-Weapons +1% Condition Duration and +1% Boonduration.
2-handed Weapons would gain 2% Duration.
Each Armorpiece gets 1% Condition and Boonduration
Backpiece gets 2% Condition and Boonduration (cause its really expensive. You have to craft it. Requires about like 200 Gold)
And the Rest of the jewelry gets 1% Condition and Boonduration
And if we ad that up, we get +15% Conditionduration and +15% Boonduration

Engineer race choice

in Engineer

Posted by: Blumpf.2518

Blumpf.2518

Sylvari of course. Ever seen a plant throw grenades at meatbags ? Now is your chance.
Furthermore Sylvari look really good with a Flamethrower

Please nerf engineers

in Engineer

Posted by: Blumpf.2518

Blumpf.2518

How about that:
- Change Grenades, that Engineer will throw only 1, which does the damage of 2 grenades.
- Change the “Grenadier” Trait, so that it increases Damage of Grenades by 50%. And maybe give it an explosion Radius increase to compensate the lost space that would be covered by 3 Grenades.
- Triple the Condition Duration of the Grenade Skills

Now what would be the effect?
The Minor Traits like Steel-packed Powder would not go off 3 times, but only 1 time, while at the same time the Damage would be the same as it is now. Stacking Vulnerability wont be that easy that way.
Engineer would benefit from this too. We could play Grenades against Retaliation Zergs in WvW and be hit only 5 Times by Retaliation for every Grenade thrown, instead of 15 Times.

Oh and while changing Grenades, maybe ad this to the “Grenadier” Trait: “Grenades are targeted at your target. The Ground-Aim circles are removed”

The WvW-Jumpingpuzzle-Arena 1v1 Allstat Build

in Engineer

Posted by: Blumpf.2518

Blumpf.2518

Hi there. In the last months i have been playing a lot in the 1v1 arena in the
obsidiansanctum cause thats a lot funnier then pvp since you can customize your gear more in WvW. And since i won ~95% of the fights there, i think my build might be interesting to other engineers out there who like the 1v1 arena.

Well, here it is:

http://gw2skills.net/editor/?fcUQJAqelIqSXnvyuF17ICoC1loHPGlNZfeQXs1DC-jACBYjBkEBgKAMRtIasFhDRrMMsqaER1qkYSBsoyI-e

As you can see, the most funny thing about this build is that you kill your enemy with the “weak” elixiergun since its the only Kit we will use.
Basically its a Mightstacking Build with HGH and Altruismrunes that aims for a high boonduration. But what does it make so strong:
1. Poison. With pistol 2 and elixiergun 3 the enemy cant heal himself up enough. You also have other conditions to cover poison removal.
2. You can reach 25 stacks of might with this, which is huge damage increase in 1v1
3. You have Blind, Cripple and Weakness, which gets really annoying
4. Retaliation. Its almost always up since we have a combofield light, 4 explofinishers and Elixier B. Dont underestimate Retal cause its a permanent source of damage
5. High selfheal with combofield water, explofinishers and much regeneration
6. Good Condition removal, thanks to Alchemy X, Healtower and Elixirgun 5
7. Really nice Burstdamage cause of Elixirgun 4 and Pistol 2. Go into melee range, press 4, then while jumping hit the weaponswitch key which aborts the jump so you can stay in meleerange and hit the enemy with the pistol while he is standing in the unblockable Acid Bomb
8. We can control the fight by jumping back or pushing the enemy back with the shield or the exploding healturret. We have stealth and invulnerability, too, cause of Elixir S

Playing this build may not be easy at first. It requires some training and you need to know when to use which skill, but it is really strong. I’ve beaten Hambow Warriors, PU Mesmers, Terrormancers etc. with it. Try it out and see for yourself.

Oh and btw. the only thing that is annoying about this, is getting the Allstat Equip. Ascended Armor and weapons require 40 Crystalls, so that would take you 40 Days to craft if you have none and the Backpiece is expensive to craft.

(edited by Blumpf.2518)

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: Blumpf.2518

Blumpf.2518

Some more Boss Mechanics would be nice.

1. Faster Boss attacks. So that they deal not 20k Damage every 10 seconds, but 2k Damage every Second if you are in Melee Range and the Boss hits you

2. Cleave attacks: If the Group stacks in a corner or in Front of a Boss, why not give him a Cleave that hits all 5 people. → Stacking removed

3. Make some bosses have very high armour and low life points → Conditions are good vs that Boss. → Direkt Damage Full Berserker Builds deal not much damage

4. Make some bosses have very low armour and many life points → Conditions are bad vs that Boss. → Direkt Damage Builds deal much damage

5. Give some Bosses a Retaliation Buff that reflects a percentage of the damage. Something like 10-20% maybe. If the 100-Yolo-Berserker-Warrior hits the boss for 30k Damage, he will have 3k-6k Damage reflected Back

6. Gives Boss an AoE Damage Aura → you cant Melee him

7. Let the Boss make a player a “bomb” that explodes and Deals AoE Damage → prevents stacking

8. Make a Boss invulnerable to direct Attacks unless 3 Players press a switch simultanously → Fight is more about Corrdination and not about DPS. Would also make Conditions better, which could still tick on the invulnerable boss

9. Let the Boss Mind Control 1-2 Players for 5-10 Seconds. And then let the Group have fun with not killing the classcannon Fullberserker Players while at the same time be hit really hard by the mind controlled player.

10. Make the Boss rooms less exploitable. If a Bossfight starts → close doors so people cant run away. Futhermore remove Corners in that room so people cant use the infamous “stack in the corner and hit the boss while the boss is in the wall and does no damage”-strategy (Ascalon Spiderqueen cough )

11. Give the Boss a “Rage” Mechanic. The Faster he looses Life, the faster the boss will hit, run and use skills. And the more Life a Boss has lost, the more damage he does. That combined with the Cleave Mechanic should wipe out the fullberserker glasscannon groups really fast.

….

and im sure there are some more mechanics you could use to make life harder for berserkers.