Showing Highly Rated Posts By Da Sonic.6521:
I’ll give you the benefit of the doubt and assume you can read words, but not numbers, given that seems to be the issue here.
A direct comparison of Berserker stats on rings:
Red Ring of Death (Ascended):
One hundred three Power.
Sixty eight Precision.
Eight Critical Damage.
Ruby Orichalcum Ring (Exotic):
Sixty seven plus twenty five -> Ninety two power.
Forty eight plus fifteen -> Sixty three Precision.
Three plus three -> Six Critical Damage.
I hope that clears things up.
A thief who is stealthed is doing no damage to you. A thief who isn’t stealthed with “obscene damage” is about as durable as wet tissue paper.
There are a vast amount of skills with which to hit a stealthed Thief. All ground targetable AoEs, many cleaving auto-attacks, channeled attacks that are cast before the thief enters stealth.
Is stealth strong? Yes.
Is Death Shroud strong? Yes.
Are Eviscerate, clones, and (properly managed) pets strong? Yes.
Is there a counterplay mechanic to all of these strong things that make classes different?
I think you’ll find the answer is yes.
Also, my boss would like me to provide the information that you are approximately the 160,647th person to make a “[Class] is [Overpowered for some reason]” thread, and the 23,195th one to make one specific to thieves.
The ability to resell items is a massive goldsink, and with the current state of gold, we need more goldsinks, not less. John Smith, a few hours ago, said that it would take 53 thousand ecto (approximately one third of the current total supply) “a few hours” to clear in the current market. Presumably a large portion of that is people buying Ecto speculating the price to rise further. The listing fees for 53 thousand ecto at the current price is ~3100 gold. On one item. Over a few hours. If we removed the ability to trade already traded items, it would be a MASSIVE loss of goldsink.
Additionally, “remain unaffected” is a bit misleading. I would be very very surprised to hear that the majority of players have not accidentally bought too many of ________ item and sold them back to the trading post to recover most of their money.
Additionally, this would be a massive use of resources to have an additional flag for every single trade-able item in the game, and it would be very finicky with items that stack, which is the majority of items that are “manipulated”.
Additionally, playing the market is not a bad thing, it is capitalizing on the fact that people are willing to pay more for an item than it is currently listed for. What people tend to forget is that if the price of items goes up, the price of items that you get as drops is higher too.
Golly me, did the way time works change while I was sleeping? Last time I checked 10 minutes was both within the next 1 hour, and the next 2 hours.
I must have missed the memo.
So Fractal Weapons are a random drop at a random skin that you may or may not be able to use. Yes, I’m looking at you Speargun and Mace.
Lets take our fractal weapon drops, and make them Tickets that let you pick your skin, a-la Fused Gauntlets.
Oh, also make them purchasable with some amount (maybe 25) Pristine Relics. I’ve seen people do hundreds of 26+ fractal runs and get no weapons, but people who have done ten runs have three.
tl;dr: RNG is bad. RNG^2 is worse.
To be fair, most levels 80s today are just men and women who worked in sweatshops producing hundreds of swords, leather caps, and meals for other people.
For the first time in my Guild Wars 2 history, I’ve been annoyed by another player being near me, for the simple fact that they were near me. They didn’t do anything wrong, they weren’t rude to me.
They did, however, start the un-instanced Hologram Projector and everything died before I could get to it. And then again. Many times I never even got a chance to get to the Projectors before they were destroyed.
I don’t want to have to race other players to have a chance at killing the Projectors, it makes a toxic community, rather than one that works together.
I’ve got quite a lot of time on my Necro, nothing has changed.
Speed is reduced while you are in combat, always has been. Signet of the Locust has always been included.
What can I say about the option to disable rightclick to target that hasn’t already been said about the wheel, penicillin, or the iPhone…. this is one of the greatest inventions of all time. My wife and I would argue constantly over who had targeted using right click. It’s one of those things NO ONE wants to do! You know, the old “I spent the entire day rearing OUR children, maybe YOU can pitch in a little and stop targeting with rightclick?” and of course, “You think I have the energy to slave over your kitten targets? I worked a 12 hour shift just to come home to THIS?!” These are the things that can destroy an entire relationship. It got to the point where our children could sense the tension. The minute I heard our 6-year-old girl in her bedroom, re-enacting our daily targeting fight with her Barbie dolls, I knew we had to make a change. That’s when I found the ability to disable targeting with rightclick. Our marriage has never been healthier, AND we’ve even incorporated it into our lovemaking. THANKS DISABLING RIGHTCLICK TO TARGET!
In all honesty, I’m extremely disappointed with the zerker nerf.
It should have been much more.
I know, right? I always thought that the best way to do dungeons successfully is to get people to use healing, buffs and stuff that will support their entire team, but my friend proved to me that full zerker party will always do things better and faster. I’m not sure how this works, or why it works this way, but I’m extremely happy with this update. I dislike cheapness, and so I’m glad. =D
I know right? I love not having to use dodge, use blocks, invulnerability, evades, or blinds and instead just put a full set of Sentinel’s or Cleric’s gear and stand still while I let my character auto attack the boss. My teammates die so quickly, but I can pause from my autoattacking of the boss to res all four teammates one by one next to the checkpoint in Fractals. They complain that I’m messing up their combo fields, but my Symbol of Faith gives enough Regeneration for me to survive forever AND blast Retaliation. I tried using Berserker once, but I couldn’t stand next to Kholer as he spun around, what am I, a peasant that needs to move away from the boss occasionally?
The active playstyle, learning of boss mechanics, and teamwork that Berserker require are cheap, and I’m glad the damage is being reduced, even though it will still be the statistically best gear in the game, and everyone will still kick me from dungeons for using Sentinel’s gear.
There is easy way to fix the stacking in the corners for Bosses specifically.In Arah P3 the last boss in phase two becomes invulnerable when you pull it to a corner and damage done is reduced to 0.What Anet has to do is implement this to every other boss in dungeons.That way bosses can’t be pulled to the corners and people won’t be able to melt them like butter.
Also by not pulling things to the corners i think people may start actually pay attention to the mechanics.For instance in AC when Kholer is pulled to the corner.A lot of groups just don’t dodge the whirlwind.They get hit by it and go in down state because they just can’t take so much dmg.Why don’t they dodge the spin?I don’t know…The same goes for other bosses too.
The change with spider queen in AC is a good start in my opinion but there is still room to improve.
In the same breath you said that we need to stop players from stacking because they ignore boss mechanics, and that they died because they ignored boss mechanics. You don’t have a problem with the design of the boss, you have a problem with players stacking and not realizing why they’re stacking, and just generally being bad at the game. Clearly the game DOES punish players already for stacking mindlessly, because they’re dying.
I’m also not sure if they changed Arah 3 in the past week, but I’ve been able to bring him to a corner and FGS him down the last 6 times I’ve done it.
The AC Spider Queen wasn’t a change to the corner, a group stacked immediately on top of her in the middle of the room functioned exactly the same, bar the spider babies not coming together (which reflects could deal with). The chance to the Queen was just that she uses her fields in melee range too now, and she dies just as easily in the corner now as she did in the past.
The stealth trap is used very very infrequently to stop a Thief (and when it is, it is used most often by people who don’t understand their mechanics). Most often it is used to prevent a zerg from easily stealthing a Mesmer (or entire zerg) into an open objective.
This has already been suggested thousands of times, but I’ll step in to say this.
Do it. +1
How come you don’t use double-tap? No Unreal Tournament fans here??? =)
Walking forward a small distance in short bursts is important for positioning/precision jumps in Jumping Puzzles/SAB. Pressing a single button is half as many actions to dodge, and it doesn’t force me to let go of the direction I want to go while I dodge.
It’s just inherently more efficient and allows for more options.
You got the 100 point reward when the update came out, the 500 one today, and you’ll get a 1000 point choice tomorrow.
FC…I really wish I could say “Good fights” tonight in your BL but there really was none…You couldn’t move us from gari, you lost 5 v 20 fights (you had the 20), and you simply let us hold Dawn’s from you for the entire night. I was kind of expecting more from FC, especially WZ and the other big important wvw guilds!
Please…we just want a fight! Don’t ignore us!
And PLEASE, stop throwing trebs to kill our ACs, its really sad when we have 7 people and you have 20+…
I don’t know when you were on, but before i got off we had around 15-20 fighting off around the same numbers from HoD at woodhaven while 2 golems with around 10 other HoD guys smashed hills door that was being defended by me and 2 others.
Not sure if all those guys from HoD just left or what happened but half an hour later when i got on to check the map we had garrison back, besides you were not the only ones that had stuff in our borders and i’d assume getting bay back is more important than fighting you guys off of one tower.
Sorry if you didnt find the fights you were looking for though, maybe another day.
@ Sam:
While we were defending a north tower from an assault by FC, ET brought 2-3 Alphas and an Omega to our watergate. The distraction FC gave them added to the fact that people had been leaving meant they capped it relatively easily. I can only assume afterwards, FC pushed to the keep, since its upgrades were wiped (We had managed to get it up to Reinforced Wall/Gates) and it had zero supply, you had a much easier time assaulting that.
@ Flappy:
There’s absolutely no reason to act passive aggressive, it doesn’t make for better fights, it doesn’t make your server mates proud, and it creates a hostile environment where nobody wants to come to the forums and talk about the glorious battles that did take place. Keep the battles on the battlefield, I know I and a lot of other people here come to the forums to see tales of amazing things that went on, not to see commanders talk smack to their enemies.
To the people on FC and ET that have been roaming around and taking camps in their borderlands, thanks for the fights. I don’t play my thief much, so I’m still making some pretty stupid mistakes, but nothing beats the thrill of tracking a group of 5 past 2 supply camps and assassinating their Thief or Ranger right under their noses. I’m still not convinced my Thief is better at anything than my Mesmer, but hey, with practice I can only improve.
Hope to see you around.
When Rangers can choose to not bring their pet in favor of increased personal stats, I’m all for this.
Vote Dhuum!
He promises to remove waypoint costs entirely, by removing the ability to resurrect!
He promises to deal with each ban individually, taking unworthy souls to the underworld, never to be seen again!
He will kill you if you don’t vote for him.
If you don’t want a plume of doom, vote Dhuum!
(edited by Da Sonic.6521)
After a long and arduous journey, my pal, Gate Monkey, and I have finally become Legendary Defenders of Ascalon. We have dedicated our lives to defending the Black Citadel, Ascalon, from the Ghosts that still inhabit the area. Him a Thief and me an Elementalist, we fended off wave after wave of the furious dead, never once thinking to report to Legionnaire Tosia Domesplitter, as there were fights to win.
Legendary Defender of Ascalon has a new meaning now. The title has been reclaimed from the foolish humans who defended our homeland FROM us so very long ago. The title is ours.
~Legendary Defender of Ascalon, Charr Flameshielder
…it will always give a full cooldown when interrupted because its one of the best skills in the game.
The only skills that go on full cooldown when interrupted are those that give an effect during the casting time (Block while casting, stability when you start casting, etc…), Marks (all of them suffer from this) have no effect during casting time.
Also, in its original form, it was one of the best skills in the game (One of the few Necromancer had, have you seen the rest of our weapon skills?). For the past few months, it is no more than another transfer on a long cooldown that still doesn’t make Staff a viable main weapon, it has nearly no group utility (the blast finisher requires an enemy to function at all).
If this is “one of the best skills in the game” and as such requires a full cooldown in interrupt, why doesn’t Moa Morph go on full cooldown when interrupted? Why doesn’t Healing Rain go on full cooldown when interrupted? Why doesn’t Shadow Refuge go on full cooldown when interrupted? Why doesn’t Battle Standard (Warbanner) go on full cooldown when interrupted?
There are plenty of “best skill in the game”s that don’t go on full cooldown when interrupted, and many of them are far more potent in combat that a measly transfer of 3 conditions.
Good job assuming that this only affects guardians. FYI I did dungeons on all classes(except engiee). My warrior is currently running as a support/tank with decent dps. My elementalist is a healer, but is extremely squishy herself. Even my mesmer is at the moment focused around using mantras. Berserker isn’t the only gear that requires active dodging, if you don’t believe so then I invite you to try and do tequatl. It doesn’t matter if you’re high dps or a tank. His poison will kill you in seconds, UNLESS you dodge. Also while I agree that most guardians are easy to use, I don’t think there’s anything wrong with using buffs. And yes, Berserker gear sounds pretty cheap to me, especially since dungeons are supposed to be based around teamwork. I don’t see any in mindlessly hitting your opponent and dodging, that’s all you’re doing, boring&cheap imo.
Berserker =/= better players, just more mindless.
First of all, I am shocked and offended that you think I was singling out Guardians. I play full Sentinel or Cleric gear on every profession. My teammates love it when I bring a Cleric venom Thief into the Crucible of Eternity. I can get up to forty thousand health on my Necromancer and heal my allies for OVER 4000 HEALTH with Life Transfer! I went to Tequatl as you suggested, and I learned that the statistically best gear for it was Soldiers, because you can’t crit Tequatl. I wasn’t having any of that, because honestly, why would I play Soldiers when I can run Settler’s, I’m sure my Burning will do massive damage to Tequatl. I went to Fractals with a group of Berserker’s, and we just threw a bunch of random professions together with no regard for the dungeon or what we could do as a team to excel in it. I mean, I suppose we could have brought a Guardian or Mesmer with area Stability to prevent the 23 times we were knocked off platforms by harpies in the Uncategorized Fractal, or we could have brought reflects to prevent the Elementals from killing us 12 times in the Grawl Fractal, or we could have brought group stealth so we could run the bombs in the Dredge Fractal, or for damage we could have brought a Warrior with banners or a Ranger with Spirits or an engineer with AoE Vulerability, but hey, we were all running berserker so we don’t need to think about what utilities and traits would be useful for the team. I completely agree with you, it’s a much more fun experience to have 5 people filled to the brim with healing so that we can sustain each other through the 45 minute fight that is the Spider Queen in AC. I much like my 4% crit chance that makes my Dagger Backstab do 1500 damage instead of 1000. I much prefer when nobody runs Berserker because I have this notion that having less inherent defense makes me less skilled at the game. Saying that people should use dodges or kill things in under half an hour is a farce. Long live the Sentinels.
[DX] your bags tastes extra delicious.
Tea bags?
I can’t believe people are still crying about ascended weapons/armor being added in.
Have you even looked at the stats the weapons give? It’s garbage. Not even remotely close to being worth it. If I make myself TWO one handed ascended weapons totaling almost 100 gold worth of material, I would get the following stat improvements TOTAL:
8 Power
.3% crit chance (yes, there’s a decimal there)
0% crit damageA SINGLE stack of might gives about 4 times more power.
Have you ever had a 1v1 against someone and have it come down to both players having 10hp left? Where 8 power would have made a difference? Nope. Doesn’t happen.
If you can’t beat someone wearing exotics while you wear rares, you won’t beat them even if you wear exotics. Simple as that.
I think you need to take a look at weapon damage.
Damage done = (Weapon Strength) * Power * (skill-specific coefficient) / (target’s Armor)
When the comparative Weapon Strength between Ascended/Exotic is 106.06060606…%, that is approximately a 6% increase in damage with everything.
Ascended weapons give far more than the minuscule amounts of power, precision, etc… you get.
To the guy who mentioned that you should be able to beat people in Rares: Yes, you can have a vast amount of skill higher than your opponents, I win 1v2+’s all the time. But do you know what the difference between having Rare weapons versus Ascended weapons is? At the very least (only taking into account Weapon Damage, not even considering infusions/stat increases) it is a +20% damage increase if you’re the player with Ascended weapons. Now you can beat people with better gear than you, but being at a 20% disadvantage because you don’t have gear that takes a fair bit of effort to grind out seems a little excessive. The issue will be compounded when Armor comes out. Those without Ascended gear will not only be at a 20% damage disadvantage, they will be at a 10-15% damage resistance disadvantage, depending on how much toughness they bring.
(edited by Da Sonic.6521)
I want a Birthday Present for my characters that reach a year old, with a rare chance at a Minipet Claim Ticket.
Wait…
Man, I really love how the content in Guild Wars 2 is progressing. We’ve been given all of these cool dungeons and instances that I can show my friends, proving how much has been added to the game since release.
I mean, when my friends ask, “Da Sonic, what super cool new things have been added to Guild Wars 2 since release?” I can respond, “Oh Super Adventure Box, jumping puzzles of varying difficulties, the Molten Alliance Facility, a quest where you hunt down and capture a rebel in a hostile environment, minigames about tossing crabs and UT style combat and soon we’ll have a dungeon to hunt down sky pirates!”
The only issue I can see is when my friends then respond, “Oh I can’t wait to get the game on July 10th to test out all of these cool things you’ve told me about. See you ingame!”
Anyone have any opinions on if they added a small Dragonite reward to Fractals? A small sum of 15-25 per Boss Fractal would be the same as a keep in WvW and many of the medium sized world bosses, and would allow people who prefer dungeons to massive zergs to get Dragonite, while still giving those who want to participate in meta events a quicker method (similar to how those who prefer meta events can get Empyreal Fragments via jumping puzzles/small chests, while it is faster to get it via dungeons/wvw roaming).
I hear Queen Jennah also has an uncanny resemblance to Rytlock; they both have a mouth, and walk mostly on two legs.
When you’re in the same map but different instances, right click and hit “Join in [MAP NAME]”.
You have an insatiable appetite for apples, and always thought there was something sneaky about him.
I should not be locked down for 10+ seconds just because I refuse to play with my 6-10 skills all set for condition removal. No class should be able to deal that much condition damage with that long a duration. No class should be able to re-apply so many confusion stacks so quickly.
If you will not listen, then consider doing this : Make burning stack in intensity. Make poison stack in intensity. Make regeneration stack in intensity. Make everything stack in the same ludicrous intensity as Confusion.
Confusion is supposed to be a short-duration, anti-chain-skill condition that punishes people for not making their attacks count. It is applied over and over and over with Runes of Perpelixity, clone-shatters, and mesmer skills. Add into the mix a targeting nightmare of wrestling with the UI to correctly target the mesmer in the middle of combat and you can see the problem.
Fix this bullkitten. Arenanet, you are better than this. Stop creating overpowered runes. Stop making ideal stuff. Make balanced stuff.
This is completely true, don’t listen to the 2nd poster, people like that will always rebut the truth and act condescending. Hopefully they will take action and start hiring better testers for PvP.
I’m not sure you know what the word truth means. Clearly, if the runes do something and it has not been signified as a bug by the developers, the truth is that they should do what they’re doing.
If, then, your opinion is that they are too powerful, then that is an opinion. Opinions are not truth.
Oh, no I know what the truth means. My previous post was written correctly. Thank you for your response. Hopefully they take a look at the runes and the balance involving some of them. That’s what balancing a game is. Things are indeed supposed to do what they say, no on disputed that. Opinions can be the truth as well. I see you haven’t moved passed being condescending.
Opinions can be based in truth, but opinions can’t be truth. It is the OPs opinion (and yours, it would seem) they need to take a look at the balance of these runes. It is my opinion that these runes have since been balanced with the implementation of an internal cooldown. The maximum confusion that can be maintained on a person at one time because of these runes is now 10 stacks (with 80% extra duration on Confusion, with 100%, you can have 2 seconds every 20 seconds of 15 stacks), all of which can be removed with a single condition removal. That’s approximately a 60% nerf in maximum damage. Now, I am not saying the runes are in absolute perfect condition, and they don’t deserve to continue to be watched, but to imply that a change to them is required is FACT? That’s simply false, and I won’t have any of it.
How would Ranger mains feel if Hornet Sting was changed to similar targeting as Whirlwind Attack (select a direction to leap instead of moving directly back)? I feel like it would allow for much better control of the skill, while retaining the targeted leap that Monarch Leap has, but I don’t play Ranger all too often, so I’m just curious how people who do feel about this.
Gift of Blades is a Recipe craft.
You can buy the Recipe from Miyani at the mystic forge.
The Recipe costs 5 gold and is a level 500 recipe for Armorsmith, Leatherworker, Tailor.
Each recipe costs a different type of Ascended material, but I highly recommend selling the Bolts of Damask and going with the Leatherworker one instead of the Tailor one, since it costs 15 Elonian Leather instead of 15 Damask, about a 140g price difference.
I had spent a few hours running around the south end of an enemy borderlands killing people and kept running into an engineer alone. We fought each other on and off for a while and a few minutes in, a group of 5 people from the third server show up. Somehow the engineer and I decided that we wouldn’t just sacrifice the slower of the two of us, and we fought together and managed to beat the group of 5. We joined party and roamed around the borderland together, trading off camps and killing the (likely very confused) third server invaders.
Very nice fights at NSP Hills over the past 2 hours, those are the kind of defenses that remind me why I play WvW.
Let me put forth another situation.
Say for example I am a Guardian, running [some amount of skills that heal me]. So actively, that is [an amount of health] every ~30 seconds (the time it takes one of my shouts to recharge, give or take). If a [warrior] is auto attacking me putting up [2k damage] on me, I have to [heal] them, but he can continue to [damage], causing another utility to be burned. Then, of course, he continues to [autoattack], and I have to burn yet another [heal]. I have one left, the [warrior] knows this, and begins to [just attack more with a greatsword]. This then causes me to have to burn my last [heal], but, he can continue to keep [just attacking with his greatsword] while all of my [heal] is on cooldown. Why is this okay? If I’m fighting just one [warrior], that’s okay it’s manageable, but what about fighting a [Thief]? I can handle it for a little bit, but they cause [domages] more rapidly then they can be [healed].
Long story short, that’s an issue. If you’re going to leave the hole in your roof, you’re eventually going to run out of buckets with which to catch the rain. Kill the Ranger, Necromancer, pistol Thief, etc… or expect to be pressured to death.
With all of their buffs up (471+85+650+373+259, as per their comments on their videos) they reach 1838 healing per second, if they get all of their procs every single second (which isn’t true, but for the sake of argument, we’ll give it to him).
Now lets imagine, say…. a Necromancer. The Necromancer is buffed up, to around 2100 condition damage without might. (Food, Stacks, Guard Leech). A Necromancer can easily maintain 10 stacks of bleeds. That’s 148 damage per bleed, for a total of 1480 damage per second with 10 stacks of bleeds. If we then add the constant poison for 294, that’s a total of 1774 damage per second. Additionally, Poison decreases the effectiveness of heals by 33%.
Before we take into account Burning, Torment, Fear, we have 1774 damage per second and only 1231 (1838*0.67) healing per second.
Burning adds 853 damage per second for every second it is active. With a reasonable crit chance of 30% (Rabid Trinkets/Weapons, Dire Armor) you can get about a 60% uptime on burning. That adds about 512 damage per second, with the benefit of being more “bursty” than a condition that is on perpetually.
Their specific build had one damage mitigation, the block. At about a 10% uptime (not counting chill, a condition Necromancers are quite familiar with), that removes 200 damage per second on average. 2086 damage per second from a single Necromancer.
With that in mind, we are doing 170% as much damage as the Warrior can heal off (2086/1231 = 1.6945). Keep in mind I took several liberties overestimating the amount of healing the Warrior could have, and never even took Torment or Fear into account.
I could have a similar analysis of my Thief, who can undoubtedly do more than 1231 damage per second against a target with 3300 armor (Dagger autoattack and traited Steal apply Poison, remember), but the Necromancer analysis is easier, as it avoids messy armor calculations.
I’ll preface this comment with the statement that I am on Henge, and have been since beta, so I’ve been around for the graceless fall from #1 to Tier 8.
I would MUCH rather fight the same people week in and week out than be forced to play against servers that will vastly outperform us. Over the few months Henge played against Gate of Madness, we made friends from other servers, we had parties in each others’ LA, and then we killed each other on the battlefield mercilessly. The only way that community formed was because we were “stuck” in the same tier, fighting competitive matches.
Without singling out any server specifically, there have been a few that have not been joyrides. Select servers had Henge of Denravi under 50 PPT (this means a tower or two and some supply camps) for days on end. At least one of these servers is still in Tier 6. Now I’m all for fighting against other people, I much enjoy growing my reputation among other players. What I do not enjoy is a server being able to push every single member of my server back into a corner to defend one structure, while they take two different structures with groups of people that equal ours in size. This is not fun, and it makes people leave WvW for the matchup, because fighting a fight that far gone is nothing short of futile.
One of the most annoying things as a Necromancer is that every time I’m in WvW or open world PvE and I have a Flesh Golem summoned, if a drop of water touches my feet, my flesh golem dies and goes on a 60 second cooldown.
It’s made even more annoying because I remember in Beta they could go underwater.
Ideally, I really wish they just wouldn’t die when they went underwater. If that’s hideously overpowered for some reason I can’t comprehend, at least make the flesh golem not go on cooldown when it dies to water.
If you steal from a Warrior underwater, you get some terrible underwater skill, but if you then take that stolen skill onto land, you get a branch leap. The branch leap does massive damage, I’ve one shot Elementalists and some Mesmers with it before. Really fun to wait 30s~ and then use it in tandem with steal for a 900 range instagib.
Can you please explain with a few more numbers? I have trouble with the words
Since my post has disappeared completely mysteriously, here’s a repost of my previous comment written fully in Hexadecimal.
49926c6c206769766520796f75207468652062656e65666974206f662074686520646f75627420616e6420617373756d6520796f752063616e207265616420776f7264732c20627574206e6f74206e756d626572732c20676976656e2074686174207365656d7320746f2062652074686520697373756520686572652e0d0a412064697265637420636f6d70617269736f6e206f66204265727365726b6572207374617473206f6e2072696e67733a0d0a5265642052696e67206f662044656174682028417363656e646564293a0d0a4f6e652068756e6472656420746872656520506f7765722e0d0a536978747920656967687420507265636973696f6e2e0d0a456967687420437269746963616c2044616d6167652e0d0a52756279204f72696368616c63756d2052696e67202845786f746963293a0d0a536978747920736576656e20706c7573207477656e74792066697665202d3e204e696e6574792074776f20706f7765722e0d0a466f72747920656967687420706c7573206669667465656e202d3e20536978747920746872656520507265636973696f6e2e0d0a546872656520706c7573207468726565202d3e2053697820437269746963616c2044616d6167652e0d0a4920686f7065207468617420636c65617273207468696e67732075702e
Yes, although you should wait for the initial dump of people who panic when the price drops.
Sounds interesting, although a little too close to Skritt for my taste.
Here’s my Norn Guardian, Keg Tossington.
(…)- they STEALTH NERFED the training manuals and now they charge you $$$ for it – (…)
What did I miss?
Nothing, this guy thought you could use the training manuals to reset your traits, which you can’t, and you couldn’t.
Base Health for medium health classes (Engineer, Ranger, Mesmer): 5922
Base Vitality for all classes: 916
Vitality adds 10 health per point.
Total Base Health of medium health classes: 5922 (Base Health) + 9160 (Vitality) = 15,082
Your Vitality – Base Vitality: 1137-916 = 221.
Total Health of you: 15082 + 2210 = 17292
Hope that clears the process of deciding your health up a bit. The wiki has a pretty clear explanation of all stat related calculations.
Well they’re selling it through his gem store, so naturally he’s taking a cut of their profits. He’s fine with them succeeding as long as he can make a profit while they do so.
Necromancer:
Pandemic (Cooldown Forty Five Seconds [4.5.s is “kitten”…], Cast Time 1s)
Corruption. Apply Poison (10s), Bleeding (3 stacks, 10s), and Weakness (15s) to target foe, then spread all conditions on target foe to up to 5 nearby enemies.
Self application of Cripple (10s).
Reaper’s Mark (Cooldown 60s, Cast Time 1/4s)
Apply Poison (30s) and Chill (10s) to an enemy. If this enemy dies within the next 30 seconds, you gain 50% Life Force.
Signet of Necromancy (Cooldown 90s)
Passive: Gain Vigor (5s) from nearby deaths. (Internal Cooldown 5s).
Active: Stunbreak, convert all conditions you are suffering from into boons.
(edited by Da Sonic.6521)
It’s too bad nobody will be able to find this thread.
It’ll all just be “all zerker”.
:(
Players are rewarded for knowing mechanics of enemies and bringing the bare minimum to stay alive, which doesn’t include any defensive stats on gear. You should be glad the game promotes active gameplay so much, and glad it doesn’t require passive defense like Sentinel’s gear.
But I never implied that I wasn’t happy with the game or in fact ask why I should be glad. Just making an obvious statement really. Sorry if what I posted was unclear!
You’ll have to excuse me for taking the “:(” as a negative connotation.
