Showing Posts Upvoted By Decked.8274:

WvW Abilities: I am confused!

in WvW

Posted by: B Mo.1652

B Mo.1652

First off I just want to say that I am glad that these new abilities have been implemented, but I am a little confused regarding the lack of detail in their descriptions. Sorry if some of these questions seem like they could be answered with simple common sense, but you never know, right?

“Guard Killer” and “Defense Against Guards”

Does “Guard” include everything from Legendary Castle Lords, Legendary Defenders, Champion Keep Lords, Champion Tower Lords all the way down to wizards, scouts, rogues, lone sentry, etc.? You would hope right? Does it not include Dolyaks or Siegerazor?

“Mercenary’s Bane”

Does this only apply to Enemy Hyleks, Ogres, Quaggan, Dredge (is that all of the potential friendlies? I might have left one out) Does it apply to Krait? Is Siegerazor and his Dolyak a Guard/Mercenary/Neither?

“Siege Bunker” and “Siege Might”

Does this include ALL siege weapons? Golem, Arrow Cart, Ballista, Catapult, Flame Ram, Trebuchet and their superior counterparts? Does it include Defensive siege such as Burning oil, Cannon and Mortar? If it applies to ALL siege why have a different ability for Cannon and Ballista? WHAT DOES SIEGE REALLY MEAN ANET???

“Supply Capacity”

At max ability, does this mean that if I have 0 supply and I take some from a camp with 100 supply, I get an extra 5 supply “for free”, leaving the camp with 90? Or does this mean that if I have 0 supply and I take some from a camp with 100 supply the camp now has 85 supply? If the Camp is claimed for +5 supply already, do I get 20 supply? Will starting a breakout event with Siegerazor give me 15 supply?

“Cannon Mastery”

This one is pretty straight forward, because you have nice descriptions on the different levels of the ability when you mouse over them. My question is No Mortar or Oil boosts? Why were these left off? And, relating to my Siege Bunker and Siege Might question, Does Cannon Mastery work in conjunction with those two abilities???

“Ballista Mastery”

Same question as Cannon Mastery. This ability by itself is straightforward, but does it work in conjunction with Siege Bunker and Siege Might??? Why not “Arrow Cart Mastery”? Why was Cannon and Ballista singled out for their own abilities?

Like I said, some of these questions are kind of dumb, but I think that A LOT of them aren’t dumb at all and NEED to be clarified by a Dev. I can almost already see them overhauling this system to address some of the things that I brought up. At the very least Anet needs to clarify some of these things in the descriptions. Feel free to post your opinions and guesses and get the discussion rolling. But my main goal of writing this is to get Anet to respond with real clarification. Thanks for reading and GOOD LUCK IN WvW!!!!!!!

B Mo
Blackgate NA
Bad Lucks Coming [JINX]

Rune/sigil advice for cond thief...

in Thief

Posted by: neuro.6594

neuro.6594

2x sigils of agony do not stack. Get something else(sigil of eath, sigil of coruptions or sth like that( or sigil of energy(50% endurance back on weapeon swap)) For sigils in Spvp i would advise Undread for WvW i would advise stacking bleed duration via difrent combos(afflicted/krait) i think.

This is incorrect, 2x sigils of agony Do stack.

Rune/sigil advice for cond thief...

in Thief

Posted by: Topher.1684

Topher.1684

2x sigils of agony do not stack. Get something else(sigil of eath, sigil of coruptions or sth like that( or sigil of energy(50% endurance back on weapeon swap)) For sigils in Spvp i would advise Undread for WvW i would advise stacking bleed duration via difrent combos(afflicted/krait) i think.

This is incorrect, 2x sigils of agony Do stack.

I can confirm this. 2xSigils of Agony do indeed stack.

Skill Targeting

in Suggestions

Posted by: bingo.8349

bingo.8349

This suggestion is mainly aimed at mobility skills such as ground targeted shadow steps and teleports.

At the moment, you can only click within the range of the skill to activate the skill successfully and if even a pixel beyond the range it will not activate.

My suggestion is to change it in such a way that we can click outside the range and it automatically adjusts it to the furthest range in that particular direction. This way those classes with shadow steps (mainly mesmers and thieves) are able to maximise their efficiency with those skills.

This may cause trouble for other particular skills but this is simply a suggestion.
Any feedback appreciated.

Remove Fight to Survive from WvW

in Suggestions

Posted by: Sniku.6837

Sniku.6837

i vote for removeing down state