Showing Posts For Cicatrix.6149:

Signet of Courage

in Guardian

Posted by: Cicatrix.6149

Cicatrix.6149

Would also love the Absolute Resolution trait to make Virtue of Resolve’s passive heal a lot more stronger than it currently is. It’s just… so weaksauce

Signet of Courage

in Guardian

Posted by: Cicatrix.6149

Cicatrix.6149

First of all, I am in love with the Firebrand. It makes me want to find a way to add some healing to a condie set and just go crazy with it, hybriding my face off. I cannot wait to see the new stat combos we are getting in Path of Fire! Second of all, suddenly, the virtues core specialization looks a lot more interesting now. I guess I just really want to lower those virtue cooldowns because I want to get to their awesomeness a lot more faster than I can without this specialization. Within Virtues, the passive group healing traits also look a little more appealing now that we have Firebrands grandmaster trait Loremaster, where virtues apparently retain their passives while they are on cooldown. I think it would be really cool to do some passive healing during the anxious wait for F2 to come off cooldown. Only problem is, the Absolute Resolution + Battle Presence traits (making virtue of resolves’ passive heal stronger + giving it to allies) gives such a small amount of healing for 2 traits.

I think though, if you change our Elite skill: Signet of Courage a little, things become a little better (because obviously, pairing Signet of Courage with passive Virtue of Resolve group healing just seems like the right thing to do). But here you run into the same situation, the heal on this skill is terrible also. It’s a relatively small, shared passive heal that occurs once every 10 seconds which is super underwhelming. In addition, the cast time for the full heal is so long that by the time you use it, it’s no longer effective. Everything changes so fast in combat, after 2.5 seconds (and when I count it, it seems more like 3) either people have already been healed or every one has run to some other spot while you are stuck in place desperately trying to punch a heal out that no one will receive/care about.

What I would like to see changed with Signet of Courage:
(Passive) healing interval changed to every 5 seconds instead of every 10 seconds.
Cast time of active heal changed from 2.5 seconds to 1.5 seconds or less.

That’s pretty much it. I think these changes are all it would take to make me happy, because it would be fun to actually use this elite skill, and for it to feel good, and for the group passive healing route to seem kind of useful.

Please consider updating this playstyle/skill? Thanks so much!

Let's Vote ONLY! (Tempest)

in Elementalist

Posted by: Cicatrix.6149

Cicatrix.6149

1Omg… auras all the time and auras that heal and so much support and… k, no damage, but, whatever, more auras and healing and support! Fun.

Necro Spec Notes & Feedback

in Necromancer

Posted by: Cicatrix.6149

Cicatrix.6149

Noticed Renewing Blast seems to have been axed. Would have really loved this trait reworked so it would hit more people, kind of like water staff auto attack for ele did after it had been improved. From a death shroud support perspective, Renewing Blast could have been really powerful if it had been stronger, and it would have made a better grandmaster trait than Deathly Invigoration (which I think is better off merged with something else, changed all together, or made into a minor or adept trait in the Blood Magic line). In Blood Magic, for support, the only thing that seems good to me is Transfusion, which incidentally is my favorite skill in the game when used in a power death shroud build. Going into an entire trait line for Transfusion only, though, would really hurt, and cripple the damage you could do in death shroud by being forced to give up either the Spite or Soul Reaping lines (assuming the elite line is worth taking, which i am, because it has to be compared to what else is available).

Basically, I really wish there were better adept and grandmaster traits in the Blood Magic line to make this less of a bummer …because I really want Transfusion in my DS build. I really wish you guys had new ideas and new traits for us, here.

Renewing Blast - Broken/Disfunctional?

in Necromancer

Posted by: Cicatrix.6149

Cicatrix.6149

I tested it out on every boss in the new Megaserver schedule, and it rarely ever healed anyone (as in, no one at all). Even with a massive amount of people meleeing the bosses while taking damage, still… nothing. It has to be utterly broken.

Also, with 404 healing power, mine only hit for 527 the few times it did hit someone. That’s it. 527. How is this even a Grandmaster trait? When not stacking healing power (because seriously, who does that?), I feel it should hit for at least 700-800 for it to be worth picking up. That is, if it even worked.

Edit: I do have Unyielding Blast traited as well.

(edited by Cicatrix.6149)

Has anyone *tried* infusing the new backs?

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Posted by: Cicatrix.6149

Cicatrix.6149

Thank you, I appreciate the response =(

Infusion Treadmill

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Posted by: Cicatrix.6149

Cicatrix.6149

Should anyone be interested, here is the video showing the dev using an infusion that is currently not in the game… yet.

It’s at 14:43.

Infusion Treadmill

in Guild Wars 2 Discussion

Posted by: Cicatrix.6149

Cicatrix.6149

Not only has that infusion been data-mined but during the video preview for the Fractured patch one of the dev’s was using the +7 infusion. You could see it as he moused over his gear. This got me excited, thinking they were actually releasing those infusions with Fractured, but they did not.

From what I’ve read, not only will we have the basic and fine quality infusions (no stats and +5 stats) but they will also release masterwork, rare, exotic, and ascended infusions as well… increasing stats with each tier.

Has anyone *tried* infusing the new backs?

in Guild Wars 2 Discussion

Posted by: Cicatrix.6149

Cicatrix.6149

To upgrade a regular ascended back to an infused one you must put these items into the mystic forge:

Your ascended back piece
A glob of Coagulated Mist Essence
A Gift of Ascension (500 fractal relics)
250 Globs of Ectoplasm

Has anyone tried using these materials with either the Light of Dwayna or Shadow of Grenth backs to see if they can be infused?

max agony resist needed for lvl 50 fractal

in Fractured

Posted by: Cicatrix.6149

Cicatrix.6149

Does anyone know how much agony resist you need to reach only 1% health loss per tick in the level 50 fractal?

I need some kind of agony resist goal to reach or I doubt ill ever stop combining these infusions together.

0_o

"Fractured" Pro/Con Suggestion Thread

in Fractured

Posted by: Cicatrix.6149

Cicatrix.6149

Pros:

1. Everything already listed; almost every new addition. Awesome.

Cons:

1. Taking away peoples progression, ouch.

2. Stopping progression at level 50 on a content update which gives you the ability to obtain infinite AR. This is when you increase the progression, not decrease it.

3. Most importantly, in my opinion, there are not enough new rewards added in this patch. The gold is nice, yes, but it is not as much gold as you could obtain in a single dungeon run in1/3 of the time. The AR ‘baby’ infusions are cool, but just not exciting enough. I believe more skins should be added. They should be added either to the vendor for Relics, or new (unique) sets of skins should be added to the daily chests for every 10 or 20 levels of progression. I know this is subjective, but I find the current skins to be very unappealing looking, only made appealing by how difficult it was to obtain the ones you wanted. They were interesting when they first came out, but through living story update after living story update much better looking skins have come out since the release of Fractals. If you want us to really care about fractal progression, we need a better reason to do the higher levels. We need different/more skins. Dare I say armor skins? Wait, nvm, you only want us to find new armor skins in the gem store, and virtually no where else : / Whatever… different weapon skins then.

*Ascended armor not being an incentive in this scenario because it can be crafted, only drops in boxes with a high chance of oddball stats you would never use, and has already been found to be hideous looking… by everyone.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Cicatrix.6149

Cicatrix.6149

Why did the Ranger shortbow not get a boost to its damage as well?

I switch between longbow and shortbow for almost all world boss content and I’m already wondering why I even bother with shortbow as it is. I love how fast I can get shots off, and switching between the two on every weapon swap cooldown keeps a steady barrage of fast-paced AoE on mobs (with the use of piercing arrows). However, when glancing at the numbers and attempting …math… it appears as if longbow does the same if not more damage then the shortbow, currently, even at fairly close range. Or am I wrong about this? I’m in zerker gear and neither the shortbow or longbow are individually traited to do anything above and beyond the other.

If, according to these notes, longbow damage is increased even more (which is awesome and needed, thank you!), I just don’t see why anyone would equip a shortbow at all… for any purpose. If there is a choice between bows, how does it make sense to choose the shortbow over the longbow? If you want to equip them both and switch between them, what’s the incentive to switch between a ranged weapon that does more damage (and more/better aoe) to a ranged weapon that does less damage and less aoe?

This confuses me.

What is ONE change you'd make to your class?

in Guild Wars 2 Discussion

Posted by: Cicatrix.6149

Cicatrix.6149

Ranger: More kitty-cat pets.

More pretty kitty cats? It’s Fluffy I want to send out to die moments after engaging with Melandru, not some generic-looking tan-colored linx.

A fluffy white cat, please.

Bright as snow.

Red as death.

(edited by Cicatrix.6149)

Staff Analysis after Update (PvE)

in Elementalist

Posted by: Cicatrix.6149

Cicatrix.6149

Love the changes too =)
This was the most exciting patch for me yet.

I personally would like to see 3 more things adjusted:

1. Increase the overall damage of staff on all attunements, not so the staff is uber, just so it’s less uber sad.

2. Like others have suggested, make Chain Lightening something worthwhile to use. I personally don’t think it makes sense as a ‘single target’ spell because it’s “chain” lightening. It’s a chain… of lightening, not a ball of lightening. To fix it, I think it should hit 2 more targets, so 5 targets total instead of 3, and it should also do more damage along with the other attunements. Chain Lightening has always been able to hit targets in a larger radius then fireball (and lava font) which is why, theoretically, it is another interesting choice for AE damage. However, the fact that it hits only 3 targets and does fairly miserable damage, is the reason why it’s mostly ignored. Damage wise, it NEEDS to compete with both Fireball and Lava Font used in CONJUCNTION with one another. Let us switch to chain lightening to AOE mobs that are further apart. That’s what it’s meant for. We do not do this now because the damage is too limited, too kitten.

3. Geyser should have a 4 second duration for reasons already stated by others. I don’t think it should do half the healing per tick at 4 seconds, but maybe reduce the ticks so they heal for 20% less. Transfusion for Necros is at a fun place right now, even with no healing gear. At least have it heal for the same total amount as Transfusion, if not more.

(edited by Cicatrix.6149)

Collaborative Development- Request for Topics

in CDI

Posted by: Cicatrix.6149

Cicatrix.6149

1. More armor skins? Enough with the backs and weapon skins already? The topic is: WHERE ARE ALL THE NEW ARMOR SKINS? I’m still wearing the same dungeon skins since launch, because outside of a few gem store items, I have no other options.

2. Giving each final explorable dungeon boss, final fractal boss, and open world boss in the game a chance to drop “unique” weapons AND armor without adding more Tequatl “ghost town” fights in the open world (nerf Tequatl btw, yeh… I SAID IT, it’s a completely ignored boss by nearly everyone). The drops should be unique, non-tradeable, account bound, and there should be at least a .05 – .10 chance of one of these items dropping. I would add the “skin wardrobe” to this, but it’s been mentioned that it’s already in the works.

3. Equalizing damage across all classes so every class maxing out damage can do roughly the same amount of damage as any other class.

TL;DR
1. More Armor skins.
2. Unique boss drops on all bosses without making hardcore content to get them.
3. Damage equalization between classes.

(edited by Cicatrix.6149)

I'm scared to use my skins

in Guild Wars 2 Discussion

Posted by: Cicatrix.6149

Cicatrix.6149

In this somewhat recent interview, Colin Johanson discusses the lack of a PVE skin wardrobe, which they are looking into options to help resolve. He said this will be addressed “at some point.”

The entire interview is worth watching, but this discussion begins at about 21:00.

Champion weapons skins: outstanding!

in Guild Wars 2 Discussion

Posted by: Cicatrix.6149

Cicatrix.6149

This is the only real disappointment I have from this otherwise awesome patch. No staff love, once again. There was only one staff-skin given out as Champion loot, and it couldn’t have been more lackluster… more blunted, more boring.

If they want to continue to appeal to females within this game, they have to improve on the appearance of staves. We want pretty staves, and you are supplying us with extremely little to work with.

We want amazing staves. Beautiful, colorful, detailed staves. Particle effects or not. Care, effort, creativity, and femininity put into the design of our staves. Why is this so difficult for a company that does so outstandingly well with art and design in every other aspect of its game?

The Dragon’s Jade Quarterstaff is beautiful and very detailed, which is exactly what we want more of. However, it is the color green and it is masculine. The staff given out as a reward for “achievements” was super exciting, for about a minute, until you realized the theme and appearance of it is identical to every other weapon in the set, and that all of these weapons are far too easy to attain. Lets face it, everyone has them, and that makes them undesirable. Lastly, the Super staff skin. It’s pretty… sort of? It has potential, but seriously… it’s a see-through wooden bird perched a stick, which is kinda hard to get past as it pecks its little bird beak all up in your face.

I just think you guys can do much, much better than this.

(edited by Cicatrix.6149)

High Level Champion Farming?

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Posted by: Cicatrix.6149

Cicatrix.6149

In my opinion, it is only a grind if it’s all you’re doing, or if you are doing it for too long.

I actually think these Champion Zergs are rewarding and fun.Tons of new, unique weapon skins dropping off mobs you could probably solo if you wanted? Awesome. Finding all these new Champions you didn’t even know existed before the patch? Adventuresome. Should that be a word.

As far as the repetition goes, personally, I like to have a few activities I can do in this game that earn my character extra gold while being able to, yes, disconnect my brain from the activity, turn the game volume off, and simultaneously watch a streaming movie on another monitor.

That doesn’t mean I don’t engage in the game otherwise, through other means, its just that sometimes… one feels more properly entertained when multitasking.

High Level Champion Farming?

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Posted by: Cicatrix.6149

Cicatrix.6149

Thank you, added Quaggan =) Just haven’t seen him myself yet…

High Level Champion Farming?

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Cicatrix.6149

CORRECTION:

Cursed Shore Champion Zerg:

(Meddler’s WP) Giant – (Caer Shadowfain WP) Archmage – (Shelter’s Gate WP) Baron/Shelter area event – Giant – (Shipwreck Rock WP) Shark
[ Rotbeard (north of Shark) if up and Ooze (near giant) if up ]

Frostgorge Champion Zerg:

(Drakkar WP) Fish – Kodan – Norn – Wurm – (Skyheight Steading WP) – Drake Broodmother [ Atherblade event if up (with potentially numerous Champion spawns) and Quaggan if up ]

Let me know if I missed anything…

(edited by Cicatrix.6149)

High Level Champion Farming?

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Posted by: Cicatrix.6149

Cicatrix.6149

I believe the answer I was looking for would go something like this:

People are plodding along, farming Champions in the Crown Pavilion. However, on some servers, such as Tarnished Coast, there are a massive amount of people farming Champions in both Cursed Shore and Frostgorge Sound. Unfortunately, this is not happening on all servers, at least not at the moment.

The Cursed Shore Champion Zerg is as follows:
Giant – Archmage – Baron/Shelter – Giant – Megaladon (shark) and Rotbeard if up (rinse/repeat)

The Frostgorge Champion Zerg is as follows:
Fish – Kodan – Norn – Wurm (rinse/repeat)

You can go to either zone and ask for an invite (lfg!) to the Champion farm, and then find these Champions by following around the group. A good place to start in Cursed Shore is the Meddler’s Waypoint (where the giant is), and in Frostgorge you want to head to the Drakkar Waypoint, all the way Northwest.

Although not Max level, another fun place to kill a few Champions is the “Ulgoth the Moldniir” meta event (Seraph Assault on Centaur Camps) in Harathi Hinterlands. Come 5-10 minutes before the timer starts and pick up an extra Champion. There will be 5 total, including Ulgoth.

Why that meta is more rewarding then Jormag, now, with zero Champion loot, and nearly zero loot from any mob at all, I don’t know.

Does anyone else have opinions on rewarding places to farm Champions?

(edited by Cicatrix.6149)

High Level Champion Farming?

in Guild Wars 2 Discussion

Posted by: Cicatrix.6149

Cicatrix.6149

Where are people farming high level Champions? On my server Frostgorge is dead, Cursed Shores is dead, Southsun is abundantly …dead.

Am I missing something?

Even Queensdale hasn’t had more than 5-8 low-level appearing characters farming Champions there.

The loots bags are actually pretty good. Where is everyone?

MF removal Utility slots Celestial items

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Posted by: Cicatrix.6149

Cicatrix.6149

Since the Laurel vendor was introduced, I have been working diligently on picking up an Ascended neck piece for each and every one of my eight characters (still a work in progress). Given that I don’t want to run around in group content wearing a bunch of mostly-MF gear, but I don’t want to be punished for not having any MF at all, I thought adding a nice little chunk of 20 MF via Ascended Amulets with Utility Slots (30 Laurels each) + Magical infusions (20 Laurels each), and adding a few Celestial-type items here and there (also Ascended, many of them Amulets) would give a small but decent boost to MF without interfering much at all with how powerful the other stats were going to become.

It seemed having “Powerful Stats” and having MF was somewhat accomplishable, so long as you didn’t overdo it with pieces that had MF. Finally, here was some gear that let you have your cake and eat it to, even if just a small slice.

Now you have decided to remove MF from gear.

I cannot be the only one who has been doing endless fractals and grinding out dailies, every day for months, to progress their characters by picking up Ascended items to boost both their stats and their MF.

What happens now? How is one compensated for all these wasted Laurels on Magic Infusions and Ascended Amulets with “Utility Slots” that wouldn’t have even been purchased had the Magic Infusion (20 MF) not been on the table?

That’s 50 laurels per character, wasted.

Also, the tipping point for these Celestial Ascended items, at least for me, has always been the inclusion of that little bit of MF. I would have not considered all of these “All Stat” items as a legitimate option, otherwise.

This means that nearly every item of Ascended gear, however it was attained, in this case, will be made mostly worthless, and all of my progression thus far, once the MF removal on gear is implemented, will be wiped.

Exactly what will happen with the “Magic Infusions” on Ascended Amulets? Will they remain in the game? Will we be able to return them and get a refund on our Laurels?

What about Celestial-type Ascended items? Will even that small 4% MF be taken from us? Can we return them for a different item as well?

I do not disapprove of taking MF off of gear and changing the system entirely. But I do disapprove of giving us a tremendous grind for items that will soon no longer have the stats on them we worked so hard to attain.

If you have been working on “gearing away” from MF “on gear” for awhile, why did you give us a bunch of hard-to-attain, non-refundable Ascended items that have MF?

How is this issue going to be dealt with?

Sincerely,
Cicatrix

Total Make-over Kit, Sylvari Glow [Merged]

in Bugs: Game, Forum, Website

Posted by: Cicatrix.6149

Cicatrix.6149

I had 100% glow at creation—just used the total makeover kit to change the color of my glow—made sure the intensity was at max since I noticed it had reverted to 0.

It looked perfect in the panel, used the kit…. and poof… NO GLOW.