Showing Posts For Dstroya.6705:

5/17/16 Patch (Revenant)

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

Let’s be honest at that energy cost they should remove the cooldown…

Agreed

Players Killing Players [PVP] – Fort Aspenwood

Lets talk Mallyx

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

They made the changes they did because with so much condition cleanse old Mallyx would have trouble hoarding conditions. I think instead of making all the changes they did, they should have added “conditions cannot be cleansed while under the effect of resistance” to the trait that gives resistance with all demon utilities. This would have stopped the cleanse issue but allow the the Rev to have a team mate cleanse their conditions if he she needed to by letting resistance fall off.

Players Killing Players [PVP] – Fort Aspenwood

Upcoming Revenant changes for BWE3

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Posted by: Dstroya.6705

Dstroya.6705

Forgive me if this was already suggested, it is a large thread. Why not make the traits that provided resistance on demon skill use, also make it impossible to have conditions removed while under the effects of resistance? If you want to keep condis then keep up resistance, if I want to be cleansed by my team, let resistance fall off.

Players Killing Players [PVP] – Fort Aspenwood

Reaper Changes for Next BWE

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

I am liking the way these changes sound!

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Let's talk about Maniacal Persistence

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

Lol, been using Superior Rune of Rage and Invocation traits. Was easy to keep 100% Fury uptime, expecially with 2 healing skills. No problem reaching 40+ seconds of Fury, ending just in time for another heal.

Of course you can achieve that if you keep using Scholar runes, but I think that creative builds are always better.

I used Runes of Rage too. There were no problems keeping fury up an entire battle.

Players Killing Players [PVP] – Fort Aspenwood

I do not envy Roy

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

So much to read with all the tons of feedback that has been thrown at him!

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Revenant WvW roaming videos + feedback on Rev

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

I do somewhat disagree with you on Maniacal Persistence. As a Power based Malyx player, it’s pretty darned crucial. You can see in my own video it’s pretty rare that I don’t crit and a large part of that is due to MP. Really there’s no other Malyx trait I’d rather have in my scenario and it works out pretty great.

I’m just going to put this here…
https://forum-en.gw2archive.eu/forum/professions/revenant/Let-s-talk-about-Maniacal-Persistence/first#post5313714

Players Killing Players [PVP] – Fort Aspenwood

Phase Traversal

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

theres shiro upkeep for out of combat mobility u dont need more.

Roy has stated they’re probably adding a OOC cooldown to legend swap so this is most likely going away.

Players Killing Players [PVP] – Fort Aspenwood

Lack of Utilities = No Individualism & Choice

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

1. Rev gets a set of core utilities that can be swapped for any legends utilities.(racials included)

2. Each legend gets more utilities to choose from.

While I would prefer #2 I think they could do some neat stuff with #1 if they made them like glyphs. Same basic skill that adjusts its flavor depending on the type of Legend you equip it on.

Players Killing Players [PVP] – Fort Aspenwood

Phase Traversal

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Posted by: Dstroya.6705

Dstroya.6705

I used it on a target too far away. I hopped forward a little but didn’t do the shadow step.

Players Killing Players [PVP] – Fort Aspenwood

8 Missing Skills

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

Each set of utility skills are tied to a legend, which is tied to a trait line. We have 4 legends and 5 trait lines. What if we had the remaining skills (so we have the same amount of skills as the other professions) tied to the invocation trait line (the one without legend)? This skills would be usable in any legend, so we had a bit more customization, without losing the flavor of the rev. All we had to do was choose the skill we wanted to equip, among the legend ones, these “free skills” and the racials. Make them be somewhat “general Rev abilities” like blasting something with mists, or become mist or sth like that.

Or perhaps a couple “general utilities” that are glyph-like skills that change the flavor of the skill depending on what legend you put them on, but could be slotted on just one legend if you wanted.

For example:

Glyph of swirling mists: Create a Vortex of Mists around you putting boon on allies and conditions on enemies. Changes for each depending on equipped legend: Jalis: protection & weakness . Shiro: might and Vuln. Malix: resistance and bleed. Ventari: regen and blind

Glyph of Porting: Shadowstep to target and Jalis: knock down, Shiro: strike enemy with % crit chance, Malix: Copy conditions, Ventari: port tablet to location and heal.

edit: spelling/grammar

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Sword 3 not an evade?

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

I think if they don’t add an evade to the skill, then its damage needs to be increased to close to Hundred Blades level. Especially since we cannot cancel/dodge out of it one we start it.

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8 Missing Skills

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

I agree. The legends should have AT THE LEAST one more utility skill each.

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Few Suggestions for Shiro and Sword (pvp)

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

I think increasing the base heal and using the daggers to remove conditions instead is great idea.

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Weapons: Energy vs CD cost.

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

I suggested this some where else but thought it could go here too. What if when you swap legends and have more than 50% energy, you have cool downs decrease by a certain percentage? Like, 1% for every 1 energy"lost" (or if that’s OP, then 3% for every 5% “lost”) when legend swapping. That way you could generate energy for that one big skill, or use it to make some of the other skill available quicker.

Players Killing Players [PVP] – Fort Aspenwood

[Feedback] Revenant Physical damage gameplay

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

I would be okay with UA not getting an evade if I could cancel it/dodge out of it. If it doesn’t get an evade, its damage needs to be higher, If it gets an evade, i think the damage is fine.

Players Killing Players [PVP] – Fort Aspenwood

unyielding anguish super bugged/op

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

Well, it seems to ignore stab BUT anyone can blink/shadow-step into the field and it won’t remove them. There’s your counter-play Most likely they are both bugs.

Players Killing Players [PVP] – Fort Aspenwood

Revenant Changes

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

“We should keep our energy on legend swap if energy on it own was above 50%. This way we wont be forced to start fight with certain legend, and revenant as a whole should also get a bit more depth in skill celling. A builded up energy should not be lost. We actually should be rewarded for smart plays.”

I like this idea. If the devs don’t though, perhaps having cool downs reduced depending how much energy is lost while legend swapping. Like perhaps 1% reduction for every 1 energy lost when returning to the 50% baseline. (or if that’s to OP, 3% for every 5 energy lost) this could make it a more compelling mechanic, and less punishing to have to switch if you have high energy. You’d have to ask yourself, "Do I perform a big hit, or do I make a few smaller hits available again?

Players Killing Players [PVP] – Fort Aspenwood

Bhawb's Reaper Feedback

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

I was about to write up a post about my reaper thoughts, but you nailed everything i was going to say, and you said it much better than I could. Great post.

Players Killing Players [PVP] – Fort Aspenwood

Glint speculation.

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

The displacement skill so strong in WvW. So, stupidly strong.

It’s a personal joy when I watch the enemy zerg randomly flipping around as they rush into our backline.

I know its getting off topic but I just have to say how random teleportation was a feature for some thief traits/skills (which we mostly hated) and now the Revenant uses it as a weapon.

Players Killing Players [PVP] – Fort Aspenwood

Be Prepared!

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

During the Revenant beta, they gave us all the equipment we would need. A bunch of armor with selectable stats and all kinds of runes and sigils. Plus, I’ve read we’re getting 4 beta character slots, so I doubt we’ll get to use our current Necros for the beta, but will have to roll a new one and (hopefully) be given equipment to use.

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Switch Assassins Presence w Ferocious Strikes

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

We actually don’t know if Rapid Lacerations stacks with Impossible Odds and the Quickness boon so your suggestion might be moot.

I would hazard a guess that they don’t. Speed buffs currently don’t stack as it is.

Players Killing Players [PVP] – Fort Aspenwood

Roy, how will Healing Power & Siphon scale?

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

We will have to see. I have a feeling it will scale decently, but not as well as we want it to.

My guess is similar to how life siphon on Necros works at the moment. Not horrible, but nothing crazy either. Unless they continue the trend of giving better versions necro stuff to other profession, then it’ll be amazing.

Players Killing Players [PVP] – Fort Aspenwood

Phase Smash

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

I think this skill, and the other skills that turns you into a mist (axe 4 and Staff 5) should have a few evade/invulnerable frames baked in, not too many mind you. It would be nice to not have to return to the starting location if I didn’t want to though….

Players Killing Players [PVP] – Fort Aspenwood

Remove energy cost from weaponskills

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

Cool downs are okay, but they should be a lot shorter. Energy management should be my main concern while playing a Rev not cool downs. As I said earlier in another thread; the cool downs should be long enough that I cannot spam a single skill continuously (like a thief), but I should be able to chain multiple skills continuously until energy runs out if I want. So instead of 22222222, I could 23542354 (for a random example). I don’t believe the heal skills should have an energy cost though.

Players Killing Players [PVP] – Fort Aspenwood

Only class that cannot change skills #1-#5

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

As for the range/melee locked issue that a lot of people are bringing up, I’m not sure I see it. Lots of folks “lock” themselves into melee especially as it is, and in fact a lot of meta builds require it. You ooc swap when you are going to have to fight at range (it’s not a big surprise when you fight the Shadow of the Dragon, for example). The solution here (and this is something folks have asked for for a LONG time) is a quick ooc weapon set swap with preset options (like GW1 had, but strictly out of combat). This is not something that is unique to rev, although I understand how it’s more easily seen.

I think this is a bigger problem for PVP and WvW than in PVE. With no ability to switch to ranged, the Rev can be kited very easily by other players till they’re dead.

Players Killing Players [PVP] – Fort Aspenwood

How to Improve Revenants ideas

in Revenant

Posted by: Dstroya.6705

Dstroya.6705

I had lots of fun playing the Rev. I see a lot of really cool potential. I felt durable as hell, but also felt kinda weak. I was running full zerk with ogre runes and felt as durable as my necro in PVT, but I also felt like i was hitting for less than my necro in PVT armor. The DPS on the more DPS oriented legend will have to be quite high to balance out the lack of DPS on the other legends. Although most of this has already been said, here is my 2 copper.

-I think the legends need more utility skills than the 3 provided for each (4-5 would be nice), because depending on the situation some become useless (like Mallyx 7 is basically useless when solo, or Jalis 9 is kinda useless when playing at range). Then we could have more flexibility. Also because since the weapon locks you into range or melee, the utilities need to make up for the lack of weapon swap. Or, like others have suggested, have each weapon act as melee or range depending on the legend invoked. This is my favorite idea, but probably the hardest for Anet to accomplish.

-If revs are going to have to juggle cool downs AND energy management, then cast times should be much much lower. Cool down should be just low enough to stop from spamming skills. Revs should be focusing on energy management not CDs. They should be able to chain different skills with abandon until the energy runs out.

-If they fix what seems to be a skill queue bug the rev is experiencing, then it might feel more fluid and less clunky, even so, the cast times need to be shortened (which might also help with the DPS problem some)

-Mallyx elite seems to only copy 1 stack of burning, instead of the whole stack.

- Jalis’s taunt skill (8?) energy cost needs to be a lot lower and the trait that increases effectiveness needs to also increase effectiveness on players (even if it is less effective than on mobs)

- The tablet should auto summon on swap or there should be non tablet utilities which change once the tablet is summoned. I also think the tablet should follow, at it’s max range, and the cast time on the move should be instant.

-Healing skills should not have an energy cost.

-Jalis elite needs to have either stability applied at cast, a decreased cast time, or an
increased duration. Like it was said earlier, cast time is too long to be reactive, but duration is too short to be proactive.

With all that said, I can’t wait to try the Rev again. I’m really hoping that it’s awesome once this class is complete and polished.

Players Killing Players [PVP] – Fort Aspenwood

(edited by Dstroya.6705)

What did we do!?!

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

Eat my conditions, heal up, next hit back to where I started because 10% extra damage. Is there any other heal skill in this game that penalizes you for using it?

Players Killing Players [PVP] – Fort Aspenwood

spectral walk was working as intended

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

Agreed. This is my least favorite change for the necro.

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Condi Necros Are Viable now!?! (new changes)

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

It also seems cripple and chill sorta will be reduced in effectiveness regarding slowing down leaps etc. so they will still be able to leap away. My god!!!!! Do they look at these freaking changes. Oh wait they don’t want their favorite classes to not be able to get away from necros, so they will just crap in Necros. Do they play this freaking game? Do they see how easy it is for a thief, ele, warrior, Mesmer, engie to get away with leaps, etc? That just made chill crap as a movement restricter. At least it grants some defense….. s

It seems to me like they’re normalizing the distance that the leaps go. So no mater what a leap travels 900 units (for example) when under the effects of chill, or swiftness. So while chill will increase the time it takes them to go said 900 units, and swiftness will decrease that amount of time. Chill won’t drop the distance to 800 like it does now, swiftness won’t be able to increase the distance to 1000. I think it’s a balanced change. (numbers made up for sake of argument)

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every class anticipates reaper bags

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

The class sounds fun, but I’m really worried it won’t be competetive. Certainly not in a WvW setting.

Deep in my heart, I hunger for vision of 30 reapers walking into zergs, spamming Rise! with Death Nova, freezing servers and internet connections, covering whole garrisons with pulsing poison fields, over and over and over, as long as there’s 5 enemy players.

150 jagged horrors every 20 seconds sounds laggy and intimidating.

Literally walking. Putting the keybind for it in Settings and all.

This must happen.

I will join the glorious Reaper onslaught.

Modems and routers will scream in agony that day!

Players Killing Players [PVP] – Fort Aspenwood

[Discussion] Chillling Force

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

Even though I suggested a change earlier, it was because we were asked to suggest a change.
I personally agree with those who say its fine, and this is why. The Reaper is supposed to be an unstoppable force. The synergy of these skills only really shines when hitting multiple targets. It’s easy to see that Anet wants it to do well while fighting multiple enemies. So if 3-5 other players engage on a Reaper, they should fight with the thought in mind to not stack on the reaper, otherwise it will be a lot harder (too hard?) to take down and they could get wrecked. So I think it should just become a L2P issue. Much like you‘d deserve to get wrecked if you sit in one place while fighting a thief, or not bringing poison to fight a warrior, or are unable to follow a Mesmer, or burst before a Celestial ele attunes to water, or drop your CC before the other team has run out of stability. The new L2P will be, don’t engage a Reaper with multiple people.

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What minion would you like to see on "rise!"?

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

The coolest solution would be that it chains a new minion depending on how many enemies it hits.

1 = Jagged
2 = Bone Minion
3 = Shadow Fiend
4 = Bone Fiend
5 = Blood Fiend

That way the more target u hit the more powerful it becomes.

I like this idea.

Players Killing Players [PVP] – Fort Aspenwood

[Discussion] Chillling Force

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

I would think it was fair if it was on a “so-many-procs-during-a-specific-time-period” like chilling nova will be (3 times in 10 sec). It would allow might to proc 5 times in 5 seconds but let the life force flow without cool down. That way we can still benefit from a near constant 5 stacks of might and life force generation, but it caps at 5 stacks keeping us from generating insane stacks. I would prefer it be 10 procs in 10 sec with 10 sec duration, but I think that’s wishful thinking.

Players Killing Players [PVP] – Fort Aspenwood

Anybody Think Reaper Shroud Scythe TOO BIG

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

Naw. I like it, I Iike it a lot.

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So Proud Moments...

in Thief

Posted by: Dstroya.6705

Dstroya.6705

I decided to dust my thief off after not playing with him for roughly 6 months. First thing I do is hop in a BL and run to the NW camp. I’m on the cliff overlooking when get turned to stone my another’s Basilisk venom. I shadow step out, and SR. The other player SR in response. I come out 1st, count to 2 , dodge backwards, and CnD. Surprised that I actually stealthed, I back stab right away, hitting the guy as he comes out of stealth. Both my sigil of air and fire proc, his last refuge procs and I heart-seeker into nothing. The thief comes out of stealth downed. CnD and stomp. I stood there amazed at what had happened. Of course I stayed still too long and a medi gaurd hit me like an A-bomb, can’t win ’em all

Players Killing Players [PVP] – Fort Aspenwood

Asking For Help With Learning

in Elementalist

Posted by: Dstroya.6705

Dstroya.6705

The rotations become second nature fairly quickly. Also, those rotations are the “perfect scenario” often, you’ll have to adapt mid fight. I was intimidated by the rotations at first, so I practiced against the golems in the PVP area. I started by learning to string the 1st 3-4 skills together and then add the next until it became comfortable, then added the next, and so on. Think of the might stack rotation as a mini game during a fight. Just don’t get so entranced by it, you stop paying attention to the enemy players. That happened to me at first, and I’d be all excited that I got full stacks of might, but then would go down because I wasn’t keeping an eye on the other aspects of the fight.

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Asuran or Human Elementalist?

in Elementalist

Posted by: Dstroya.6705

Dstroya.6705

+1 for asura! They’re awesome.

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Need tight knit WvW server

in WvW

Posted by: Dstroya.6705

Dstroya.6705

I transferred to Fort Aspenwood about two months ago from Sorrow’s Furnace. While SF had a pretty cool community, the community in FA is far superior. The major guilds seem to be in constant communication with each other. Most everyone is nice and there is a comradery I haven’t seen anywhere else.

Players Killing Players [PVP] – Fort Aspenwood

Empowering Might: Disfunctional

in Guardian

Posted by: Dstroya.6705

Dstroya.6705

Yea, the 1 second internal cool down really decreases the effectiveness of this trait.. I wish Anet would take away the cool down or make it 2 stacks of might.

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Heavy looking medium shoulder or chest armor

in Thief

Posted by: Dstroya.6705

Dstroya.6705

The Karma Armor you can buy in Orr has some pretty beefy looking shoulders,
http://www.gw2armor.com/asura/male/medium_list.php

Players Killing Players [PVP] – Fort Aspenwood

How would you change WvW?

in WvW

Posted by: Dstroya.6705

Dstroya.6705

1. No rezzing while in combat and if a player is spiked, they cannot be rezzed.
2. T3 (or make a T4 option) to make doors only damaged by seige.
3. Either a slight-but-not-insignificant zerg speed debuff, or a slight-but-not-insignificant small party speed buff. a larger army should move slower than a small havoc group. This could be done by having a swiftness duration increase/decrease sliding scale depending on the number of allies nearby.
4. Either remove the AOE cap, or increase it to 10-15 players.
5. A reward for defending. One I have in mind is to reward players for escorting dolyaks and have the rewards for escorting dolyaks increase as the distance you walk with them increases.
6. Have the Bloodlust buff inactive in the center of the maps(which could be denoted with a glowy ring), so it’s a fair playing field when attempting to cap/defend the nodes
7. Having the Outnumbered buff provide a decent tactical buff to players. Perhaps an 25% increase in speed and endurance regen.

Players Killing Players [PVP] – Fort Aspenwood

1200 range POWER weapon.

in Necromancer

Posted by: Dstroya.6705

Dstroya.6705

#LetMeShootMinionsFromAPistol

What Bhawb said.

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Looking for info on lag in WvW

in WvW

Posted by: Dstroya.6705

Dstroya.6705

- Skill lag and rubber banding
- Sorrows Furnace
- one of us often rubberbands while roaming in a small group. usually between 9pm-10pm central time
- On 3/26 at above time, Commander of Zerg containing roughly 25 people was difficult to follow due to rubber banding.
- Skill lag when zerg versus zerg if over 20 people total running around.

Players Killing Players [PVP] – Fort Aspenwood

Warrior vs Guardian duels

in Warrior

Posted by: Dstroya.6705

Dstroya.6705

Destruction of the empowered trait nullifies protection depending on how many buffs the guardian has.

That would require the Guardian to have 11 boons up to nullify protection. There are only 9, so protection would still win out.

Players Killing Players [PVP] – Fort Aspenwood

Unintended Monthly Achievement Rollback?

in Bugs: Game, Forum, Website

Posted by: Dstroya.6705

Dstroya.6705

If the threshold for September was reduced to 2, people will not have lost time involved, people who got theirs done are not impacted. It can be flicked to 4 again for October.

Seems to me that would be a pretty easy thing to do, and addresses most of the mature complaints that I’ve read. (That is to say, I’m discounting a lot of the "WAH – Someone else got EXTRA this month. Really the only thing I consider a real problem is the time spent towards completion of the monthly meta.)

That is a brilliant suggestion, I hope arenanet is listening.

I vote for this. It seems to be the most fair option. I don’t really care about the rewards, so much as my time being wasted.

Players Killing Players [PVP] – Fort Aspenwood

Temporary content. Your thoughts?

in Living World

Posted by: Dstroya.6705

Dstroya.6705

Why not turn each non-holiday living story event into a fractal to add to FOTM? Since each fractal is based off a period in history anyway. It would add more variety to FOTM, keep the content engaging and it would be permanent (in a way). They could even put in a small chance of getting a ticket for past weapon skins as a drop in the particular fractal associated with the living world event.

Players Killing Players [PVP] – Fort Aspenwood

WvW tower solos video

in Thief

Posted by: Dstroya.6705

Dstroya.6705

From what I’ve seen others do. They stay in the tower (hidden with stealth in a inconspicuous place) while a group takes it. Then after the group leaves, they retake it.

Players Killing Players [PVP] – Fort Aspenwood