Showing Posts For Dervo.9186:

Tribal armor set

in Guild Wars 2 Discussion

Posted by: Dervo.9186

Dervo.9186

We should start a petition! …or not, idk what the rules are in that regards.

Pve way to gain Spvp sets now?

in Guild Wars 2 Discussion

Posted by: Dervo.9186

Dervo.9186

I really wish the silence on these armor skins would end. I’ve been asking about them ever since beta, and with how quickly anet employees stopped posting in threads that I mentioned them in, I wouldn’t be surprised if they’re not allowed to speak of them. I’m not sure why this is, but it’s quite saddening.

Now that pvp masquerade armor has an official name (tribal) it would be really nice to know how to acquire it. I mean, do we even know how to get it in pvp now?

[PvX] Condition Guardian is NOT viable.

in Profession Balance

Posted by: Dervo.9186

Dervo.9186

Guardians need confusion, to match their user’s current state of mind… only then will their user’s be cleansed.

Parasitic Contagion

in Necromancer

Posted by: Dervo.9186

Dervo.9186

Another hybrid trait in a power line, so basically as a power necro, move along, nothing to see here… just take the one trait that’s based on power.

I don’t know about hybrids, if I wanted more survivability as one I’d go into death magic at this point. Maybe I’m not giving it enough credit though, I spend more time in death shroud so healing (which obviously doesn’t work while in ds) makes me roll my eyes a bit. Not to mention how it seems like whenever I get targeted, I get spiked so regen that’s dependent on having a lot of bleed stacks up… doesn’t sound like it would help out.

SoV developer directed question

in Necromancer

Posted by: Dervo.9186

Dervo.9186

Honestly, they’re never going to make it useful. They’re afraid of life stealing, have been since before gw1’s Factions came out. Why they feel they need to keep putting it in the game when they can’t make it worthwhile is beyond me.

I mean, it wouldn’t take much work to make the skill worthwhile without making it OP, simply adding 2k healing to the self heal and doubling the scaling with healing power would make it comparable to other heals and wouldn’t make anyone using it unkillable.

But again, they’re not going to buff this skill to be useable, and sadly, I doubt they’re going to say anything on the subject in this thread, maybe they would have if it was under profession balance, but the necromancer sub-topic seems to be ignored. Maybe they’re just reading it without replying though, can’t be sure.

Traitworks: Dead Last

in Necromancer

Posted by: Dervo.9186

Dervo.9186

Sorry Mad Queen, I got confused with you and Yamedo. Not following the thread ftl. Sounds like you succeeded in your goal then, didn’t mean to imply it was bad but looking back it definitely came across that way.

I guess my only gripe with the build is that from the viewpoint of a condition specced player, you’re eating up a sizeable chunk of the 25 stacks of bleeding, with almost no condition damage to back it up. But I’ve forgotten an important detail that you brought up, and it’s that an axe/focus with staff build really requires the ability to spend a decent amount of time in death shroud to not have range/dps issues. So I see why you’d use scepter. We really need another weapon imo. A single handed weapon that’s more general use than the scepter, maybe with some decent utility for once.

Traitworks: Dead Last

in Necromancer

Posted by: Dervo.9186

Dervo.9186

I’m not the best necro to ask about the blood line as I enjoy death shroud which is in total opposition to life stealing. But interesting discussion nonetheless. Mad Queen, I feel like I have to ask though, could it be the actual effects of your wells, in addition to the protection, that is what’s making you and everyone that stands in them so tanky?

I mean, that is what well of blood, power, and darkness are for… before they even get the protection and chill added. I mean, unless the tool tip is wrong (which ok, is a very real possibility) then transfusion would be a much better heal, even taking into account that you have four wells and probably don’t spend much time in death shroud, you get in and out right? Why not instead, go in and use life transfer with transfusion and get out? If you don’t think bloodthirst is worth it at that point, you could either drop that for transfusion and take, I don’t know deathly invigoration instead of vampiric rituals?

Or, take 10 points out of blood and put it into spite (increasing healing by 32 and decreasing power by 24) and taking spiteful talisman or chill of death? This would also increase your 1 second condition durations by 1/4 second, and your longer ones by well, more. The main downside I can see to this is that transfusion won’t heal you.

All this to ask, are you sure that vampiric wells are overpowered, and that it might not be wells themselves, especially paired with protection and chill, that aren’t what’s powerful? Because the numbers just don’t seem to add up, at all. Maybe you could make the argument that the trait is alright, or possibly even great, but op? Sorry, maybe this is just my inexperience with the traitline shining through, but it sounds wrong.

Also, I honestly don’t know how you do damage with that set-up. 200 condition damage, 0% crit damage, and the power isn’t anything special. I mean, you obviously can kill, as you’ve soloed the champ at marionette, which has a time limit. (Not that that’s all too special for those who understand game/encounter mechanics, but it’s not something to overlook either) Just seems more like a support build, and it looks like it could use some refining. Because using a scepter with 200 condition damage… that’s got to make some condition players cry, unless you only play in groups with direct damage players. I’m getting off topic now though so I’ll stop critiquing.

Turrets still need love.

in Engineer

Posted by: Dervo.9186

Dervo.9186

Based dev post.

Truly a miracle. Hope shines on us all this day.

All the plebeians in their non-devposted threads are looking on in awe right now.

Yeah, considering my mains are both necro and engineer, I’m both happy to see this, and jealous of the love at the same time. (Necro’s haven’t gotten a dev post for over three months and I really think there are some topics worth discussing, but I’ll stop complaining now)

Silk Scraps

in Black Lion Trading Co

Posted by: Dervo.9186

Dervo.9186

I didn’t stock up well enough, only had a few thousand bolts of silk, so now I need 5k scraps of silk for my first full set of ascended armor and they’re 2.5s each, that’s 125g. And it looks like they’re only going to keep rising. I might stop at 3 pieces of ascended armor at this rate. Maybe make some more weapons.

Hopefully in the meantime, anet will decide that 100 bolts of silk and 3 scraps per bolt for an item that can be crafted every day is too high, and at the very least drop the amount of bolts needed to 50, like it is with every other ascended daily item. That’s probably too hopeful though.

I really wish I could go back in time and buy a bunch of silk bolts for 9c each.

CDI Topic: Rewards in PvP

in CDI

Posted by: Dervo.9186

Dervo.9186

Regarding exclusivity of skins. Since skins will be shared across the game PvP will be getting exclusive skins that require participation in PvP to obtain. These will be able to be carried over into all other areas of the game. I think this was a little unclear in the blog post.

So does this mean it will be possible to carry Tribal and Stalwart armor over to pve now? That would actually get me to play pvp. This from someone with a total glory earned of 0, and over 9700 achievement points.

griefing with the horns

in Guild Wars 2 Discussion

Posted by: Dervo.9186

Dervo.9186

if horns get nerfed i’m expecting a 800 gem refund

marriners horn endgame is the best update since fractals

Hilarious, the ability to mute musical instruments specifically, would be a nerf to the item in your opinion. Sounds like a troll to me. It’s already possible to mute sound effects, which only affect skill effects and musical instruments and probably a few other things as well (maybe minis).

All the proposed change would do is make a lot of people who like hearing skill effects to be able to do so without being annoyed by trolls.

As for those who think that they’re silly noises and I should chillax, realize that some people get migraines which can be triggered by shrill noises. I know, it sounds lame and as a migraine sufferer I think it is lame as well, really wish I wasn’t. But the argument stands that some people are more sensitive than others, so don’t act like you know what’s best for everyone.

Mariners Horn

in Bugs: Game, Forum, Website

Posted by: Dervo.9186

Dervo.9186

Egads, please make them mutable before enabling them in wvw! I want to be able to hear skills being used in wvw, but I will turn down sound effects to zero if groups are running around with 10+ people blowing these horrible horns. For me, they ONLY make the game less enjoyable.

griefing with the horns

in Guild Wars 2 Discussion

Posted by: Dervo.9186

Dervo.9186

Better than muting your sound is to turn down sound effects, that’s the one that deals with these horns. Seriously though, there should be a specific slider for ONLY the musical instruments.

I personally liked the bells, but these horns are horrid. The only thing I can think of that would be worse is a “Shrieking Baby Mini”. But I’m sure other people have better imaginations than me.

The new armor and weapon skins

in Last Stand at Southsun

Posted by: Dervo.9186

Dervo.9186

The armor/weapons sold by the merchants does not have a special skin. It is a stat combo only.

Are they only available temporary only during the event or permanent after the event ends?

They will be permanently available after the event ends. The karka queen world boss, Meta event, and economists are permanent content.

The armor/weapons sold by the merchants does not have a special skin. It is a stat combo only.

I hope you understand how increadibly disappointing that is for everyone. There was a lot of hype at the idea that there might actually be new skins after all this time, since we’ve gotten tons of new weapon skins but absolutely zero new armor skins and armor is what people really want.

We’re aware that people want new armor skins. I want new ones as well, and we’re working on things. Armor skins are much more time/resource consuming and difficult as opposed to weapons.

Good to hear that you’re interested in new looks for chest/legs/etc. I’m fine waiting for good skins too, but in the meantime, I’d be a whole lot happier if we got the pvp masquerade armor in pve. I don’t know if you’re aware but the pvp version looks radically different from the pve version.

It makes me sad that I can’t wear the pvp version in pve because my necro is the one I’m going for a certain look with, and it would suit them perfectly. I’m sure this would take less time and effort than making new armor sets since the models are already in the game, you’d probably just need to make a new name for it (and probably change it to that name in pvp+add the pve masquerade armor in pvp). I don’t know, maybe that’s more work than I think?

I’ve bugged this a few times. The PvP armor mislabled as masquerade was originally called Tribal in beta and the first few weeks/month of release. After it was asked for on the forums as to where to find it in PvE the PvP locker received a change. The masquerade set that is crafted was removed and the Tribal set shifted over to take it’s name place.

The most logical explanation is that someone screwed up and meant to delete tribal but instead deleted masquerade and tribal shifted over into its name-place and thus you have the discrepancy.

The tribal armor is worn by the NPC Alastia Crow (http://wiki.guildwars2.com/wiki/Alastia_Crow) and as you’ve mentioned and some of us have asked for here, we’d like that in PvE now please and Southsun is the perfect place for it to show up on the merchant.

I actually didn’t know they changed the pvp locker, well at least I know what to call it now. (Always wondered if it’s name should be tribal or voodoo) Thanks for the info, and I agree that Southsun would be a good place for it to show up. I figured it would be good to mention because hey, it’s another armor set which has already been created and even someone from anet said they wanted more options in this regard.

Honestly, I’m a little worried that we won’t be seeing much in the way of full new armor sets, in gw1 most of them were introduced with new chapters… but with gw2 it sounds like they’re taking a wait and see approach in that regard. At least we know they’re working on more armor sets now, but for what kind of occasion would they release them?

The new armor and weapon skins

in Last Stand at Southsun

Posted by: Dervo.9186

Dervo.9186

The armor/weapons sold by the merchants does not have a special skin. It is a stat combo only.

Are they only available temporary only during the event or permanent after the event ends?

They will be permanently available after the event ends. The karka queen world boss, Meta event, and economists are permanent content.

The armor/weapons sold by the merchants does not have a special skin. It is a stat combo only.

I hope you understand how increadibly disappointing that is for everyone. There was a lot of hype at the idea that there might actually be new skins after all this time, since we’ve gotten tons of new weapon skins but absolutely zero new armor skins and armor is what people really want.

We’re aware that people want new armor skins. I want new ones as well, and we’re working on things. Armor skins are much more time/resource consuming and difficult as opposed to weapons.

Good to hear that you’re interested in new looks for chest/legs/etc. I’m fine waiting for good skins too, but in the meantime, I’d be a whole lot happier if we got the pvp masquerade armor in pve. I don’t know if you’re aware but the pvp version looks radically different from the pve version.

It makes me sad that I can’t wear the pvp version in pve because my necro is the one I’m going for a certain look with, and it would suit them perfectly. I’m sure this would take less time and effort than making new armor sets since the models are already in the game, you’d probably just need to make a new name for it (and probably change it to that name in pvp+add the pve masquerade armor in pvp). I don’t know, maybe that’s more work than I think?

Is the Zoomunlocker Program Safe or Not

in Account & Technical Support

Posted by: Dervo.9186

Dervo.9186

That was not meant to be a specific monitoring of everything I’ve ever done, that was a “I get banned (while the same bots farm for the 5th week in a row) and there’s proof I never participated in PVP or that I gained an advantage”, which is seemingly what they fret over, along with botting.

Gaile Gray.6028:

I don’t think you should decide “Well, in my use this is ok” so much as assess “This program could be used for advantage, and I therefore will give it a wide berth.”

Unfortunately I don’t agree with the “Some people abuse it, so no one can do it” attitude – ironic when I live in the UK. All third-party programs are going to give an advantage in some way over someone who doesn’t also use it. If it was such a problem there wouldn’t be a grey area about it of ‘maybe this is ok to use, but then again maybe not’.

It doesn’t matter if you agree with the policy, it’s arenanet’s choice, and they aren’t going to change their mind because you argue with them over it. And no, there isn’t a gray area on this subject, sorry but arenanet has always been quite strict when it comes to add-ons. They don’t want their customers to think that it’s required to download an external program in order to play the pvp, wvw, or even think it’d help them to do it for pve.

As for the bot argument, that was just rude. They’ve previously stated that they don’t ban bots they know of right away so that they can catch more in the act. I remember the mass bans of bots, it had a large effect on the economy, so don’t act like they’re just letting the bots do what they want.

SOTG Interview: DS To Get a Unique Condition

in Necromancer

Posted by: Dervo.9186

Dervo.9186

Engineers chill with grenades… but I wouldn’t want them to have this condition, they’ve already got enough going for them.

Rangers can chill with one of their traps, and a condition that does damage while moving would be a good fit for them. But yeah, any other class that got the condition wouldn’t be able to do anything with it if chill was required… not that I’d want a thief to have it. That’d just rub salt in the wounds.

Honestly, I’d just want it on necros, rangers, and mesmers.

EDIT: What is up with the bragging about applying chill, that isn’t the point, the point is the new condition should not require another condition to be on the target in order to work. How would you all like it if bleeding only did damage if weakness was on the target? Oh, but you probably cause perma-weakness too, then how about burning?

Can we get back to discussing the new condition and not ones that are in the game now?

(edited by Dervo.9186)

SOTG Interview: DS To Get a Unique Condition

in Necromancer

Posted by: Dervo.9186

Dervo.9186

Doesn’t matter. It could tick for 1 damage and It’d still be overpowered.

Nah just kidding, anything about 200 though and people would be crying for nerfs just because of me.

200 DPS, while a chilled is up, while the opp is moving (totally avoidable), being chilled a low duration condition is OP to you?

Actually its a great idea. It improves our attrition skills.

On my build, I can easily achieve 30+ seconds of chill, not to mention fear forcing you to move (Add Terror to that) I’d be pretty OP.

Whereas some necros don’t do much chill at all, so DS #5 would be worthless to them if the condition had such a requisite. However, a non-spammable condition that only does damage while moving, but while moving is comparable to burning… would not be OP, regardless of whether they need to be chilled (it’d actually be UP in that case, for most people anyway).

That’s why I think it shouldn’t have any requirement of another condition being applied in order to work, it would be more complicated for balancing, oh and for programming as well. Probably harder on the servers as well.

SOTG Interview: DS To Get a Unique Condition

in Necromancer

Posted by: Dervo.9186

Dervo.9186

Doesn’t matter. It could tick for 1 damage and It’d still be overpowered.

Nah just kidding, anything about 200 though and people would be crying for nerfs just because of me.

200 DPS, while a chilled is up, while the opp is moving (totally avoidable), being chilled a low duration condition is OP to you?

Actually its a great idea. It improves our attrition skills.

I do like the idea of damage while moving, though I think the “while chilled” would make it way to niche. It would be something that most good necros would put up when an enemy player is close to dying, since that’s when they’re most likely to run away. I actually think it should take things like shadow stepping and other teleports into account, though that might be complicating things too much.

If people complain about not being able to get away from necros, anet just needs to remember that is what they wanted with the necro class, to be about attrition which doesn’t work so well when enemies can just run away whenever they feel like it. I wouldn’t want it to do a lot of damage for short distances, so I’d want it to be long duration and medium damage (more than bleeding, probably less than burning).

SOTG Interview: DS To Get a Unique Condition

in Necromancer

Posted by: Dervo.9186

Dervo.9186

I’d rather keep with Guild Wars lore and bring back Disease. Necromancer ability from GW1 example:

Virulence:

Elite Spell. If target foe was already suffering from a condition, that foe suffers from Disease, Poison, and Weakness for 3…13…15 seconds.

I don’t think this would cut it by itself though.. Suggestion:

Condition: Disease

Disease can be like Bleed or Poison, a DoT. To avoid making it 1 build only, make Disease have its own Condition Damage.

Mechanic: Disease can spread to 5 nearby foes. The damage starts low but builds up over time to a maximum damage and lasts on the player until cleansed, or has a long duration.

Necromancer Death Shroud Number 5 Ability:

Virulence: Inflict target foe with Disease, inflicting X amount of damage of Y duration. Disease spreads to foes within Z yards. Can spread to maximum of 5 additional players.

If target foe already has a Condition on them, they are inflicted with Weakness and Cripple. If the Disease ends/is cleansed from any of the players, the Necromancer gains A health and the foe/s are stunned for 1 second. (Heal can only happen once per Virulence).

Chain: Outbreak: Mutate the Disease on target player, stunning them for 1 second and immediately spreading the Disease to 5 additional players within B yards.

And/Or

Chain: Taste of Pain: Rip the Disease from the foe/s, stunning them for 1 second and healing the Necromancer for A HP.

  • Heal can only happen once per Virulence. Heal should be upwards of 3,000 Health.
  • Cooldown should not be short, but no more than 45 seconds.
  • The Chain ends if the player leaves Death Shroud or the original Disease ends.
  • If player leaves Death Shroud without the Heal occurring, the Virulence spell mechanics still apply – If the Disease ends/is cleansed, the Necromancer is healed.
  • The Heal applies to the Necromancer’s health, not his Death Shroud/Life Force

Note: Don’t need to stun in all chains.. I just feel that the Necromancer needs a bit more control.

I thought about disease too, but then I realized it was just getting into semantics really. If you had the option of applying disease or simply applying burning in a fairly large aoe field, would it really matter which you chose?

Assuming of course, that the mechanics of skill #5 wouldn’t interact with that specific condition. Which is a good assumption because it sounds like they don’t want this to end up being a necro only condition.

I do like the idea of a stun on skill #5 though. I feel like an engineer has better options for keeping enemies from running away, and since the necro is supposed to be about slowly killing enemies while preventing them from escaping… I think we need more options for this. Fear certainly isn’t helping us in that department.

SOTG Interview: DS To Get a Unique Condition

in Necromancer

Posted by: Dervo.9186

Dervo.9186

I have to say, from gw1 my favorite hex was fragility. Basically, as long as it was on a player, it would cause damage whenever a condition was applied or recovered from (regardless of whether they removed it prematurely). While this might be overpowered for gw2 since bleed stacks at 25 over-write old bleeds, maybe if it was for conditions applied or removed.

This would cause the dilemma of whether to try cleansing it right away or just hoping it goes away before too many conditions are added to you, since this would be a condition that a necromancer would want to cover up.

I heard some people saying they want cover conditions like there were cover hexes in gw1, but without something you want to cover, there’s really not much point is there?

Also, this would help necromancers who spend a fair amount of time applying conditions like vulnerability, blind, chill, etc. All of which do no damage so they don’t benefit from condition damage.

It’s always felt like the perfect necromancer themed condition to me, and it could obviously be worked into the mesmer’s build as well, they are complaining right now that condition damage won’t be useful to them at all if confusion is nerfed too far, since it’s hard for them to apply bleeding. I’d probably stay away from giving it to the engineer though, vulnerability grenade spam is already good enough (though it’s probably getting nerfed from what I’ve read).

The largest issue I can see with this is that it might be awkward having it in ds, necros might only use it before leaving ds, unless they’ve taken death shiver or are underwater. Although in large groups, I’m sure they’d just let others apply the conditions if they want to stay in ds, which is another potential issue I guess.

(edited by Dervo.9186)

Final Rest - Current Theories

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Posted by: Dervo.9186

Dervo.9186

i’m happy we finally know where to find one, i cannot wait till i get my chances.

now, what will be the next scavenger hunt?

Hmm, how about the light tribal armor? Eh, ok that one’s just not available in pve so I guess it wouldn’t work as a scavenger hunt.

Final Rest - Current Theories

in Guild Wars 2 Discussion

Posted by: Dervo.9186

Dervo.9186

Personally, I wouldn’t be surprised if it was in the grounded boat in the south of the cursed shore. It would match the theme of the area, the boat itself is called Death’s Anthem according to the wiki. It also doesn’t seem like a popular place to farm either, but maybe that’s just on servers I’ve been to. Has anyone ever farmed it with 50+ players?

If the drop rate is so low, and other meta event exotics are rare even when so many people farm them… I can understand why no one has seen Final Rest if it is in Death’s Anthem.

That’s actually the only place I can think of that fits thematically. Avatar of Grenth bosses would fit more in line with giving creepy staffs that aren’t associated with scythes, seeing as Grenth never carried a scythe (Dhuum was the one that used scythes, and there aren’t any Avatars of Dhuum running around, sadly).

Server transfers and the effects on WVW [merged]

in WvW

Posted by: Dervo.9186

Dervo.9186

Xpiher, that might also help keep people transferring to other winning servers, but it would greatly hamper people who want to play with friends who ended up on another server, keep people from changing servers to do bugged skill points, and make those who are frustrated with long queues angry.

Also, anet would then have to keep track of people waiting for server transfers. Not worth it imo.

I still like the original suggestion a lot more.

Server transfers and the effects on WVW [merged]

in WvW

Posted by: Dervo.9186

Dervo.9186

I do like this suggestion a lot.

I don’t think it would be hard to code either. Just have the queue message have two versions, one for if people have recently transferred. Give them a message that says: "Sorry, but there is a queue and you’ve transferred within the past “x” weeks (x=whatever length is decided on) so you’ll have to wait until there is no queue or until you’ve been on your server for “x” weeks."

(edited by Dervo.9186)

PvP Light Armor Masquerade switched with Tribal

in Bugs: Game, Forum, Website

Posted by: Dervo.9186

Dervo.9186

Ok, this seems to be hard for people to understand (not just you Mercator). In pvp, Masquerade armor does not look like the pve skin of the same name and icon. It looks like tribal/voodoo armor instead. There is no actual masquerade skin in pvp, which is what the OP filed the bug report for.

However, there’s more to the issue here, and that is that the tribal/voodoo armor, which is not called masquerade (I’ve made that and am 388 in tailoring, and know what the lvl 400 tailoring armor looks like) is no where to be found. And no, I’m not talking about the dry bones armor, I know that’s near LA. Everyone keeps mentioning that armor but it doesn’t look anything alike. The shadow armor recipe from the norn 15-25 zone is dry bones, the witch doctor skin from the 30-40 charr zone is dry bones, etc.

That’s why I don’t think it’s in the game (except as Masquerade armor in pvp) but I’d like to know for sure before I give up my hunt.

PvP Light Armor Masquerade switched with Tribal

in Bugs: Game, Forum, Website

Posted by: Dervo.9186

Dervo.9186

I’d like to know what’s going on here, because there seems to be no info on tribal armor for pve and I’m hoping it hasn’t been taken out of the game, and that the armor set was removed from pvp but the bug caused them to still show up in the masquerade armor’s place. I really hope that isn’t the case because I was looking forward to this armor set.