Showing Posts For FalconFighter.9628:

Let me reorganize my skills please...

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Posted by: FalconFighter.9628

FalconFighter.9628

Will you then refer to each skill by name rather than “Sword #2”?

If not, then no :P

^hahaha he is right in a way. we must learn our skill names!

i think OP meant he wants a way to have the function of the skill to be linked with the corresponding keybind regardless of weapon-set. so just press the same button for the sword mobility skill as for the greatsword mobility skill.
i.e. hit sword mobility skill> weapon swap> hit same key for greatsword mobility skill
(this is impossible with our current system of keybinding)

perhaps if anet really cared to cater to this sort of problem, a possible solution would be an advanced level of key-binding options designed for each weapon-set on each character/profession. though i don’t know of any progress of the latter.

likewise i expect (if any) a reply telling us to L2P with mobility skills on different keys for different weapons. forget the proven effectiveness/preference of having certain types of skills consistently on certain keys. let’s just L2P in this way with no real logical explanation other than making it a bigger learning curve so anyone who puts time into playing our functionally scattered key-pressing-style will effectively be harder to defeat by someone who is used to playing an actual esport that uses consistent keybindings.

Cool hats for Light armor classes.

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Posted by: FalconFighter.9628

FalconFighter.9628

yes i want to be gandalf… IN COMBAT

Switch weapons like you switch utilities

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Posted by: FalconFighter.9628

FalconFighter.9628

OP, i like the idea.. yet i’m not sure what you’re trying to get at.
do you mean player-decided pre-defined sets that you can click on as an icon after clicking a little triangle thingy that brings up a menu of icons (like the utilities)?

i personally would like something like the gw1 build editor/loader.
though both your idea or mine would require lots of work and are unrealistic expectations.
and even if both of those things were to be instated, there would be many related problems remaining.

i just know that most of my frustration comes from something much simpler to fix/change.

having two one-handed weapons equipped. then i equip a two-handed weapon (from my bags) which swaps inventory slots with the main-hand weapon. this leaves the off-hand to take up the first empty inventory slot.. which is a bigger deal than it may sound like.

[i like to keep my regularly used items in an invisible bag on my third bag slot. my first two get filled with loot. my last two are for junk and crafting materials. this allows me to easier navigate what i want to salvage and sell.]

i previously had my invisible bag in the first slot, filled with all my important stuff. this works out well if the amount of space in the bag is exactly equal to how many important things you need to carry. however, this amount varies depending on if you have two one-handed weapons equipped or one two-handed weapon.

i.e. you have 15/15 slots filled in your first invis bag. you switch to two one-handed weapons. the two-handed weapon you had equipped goes to your bag which is now 14/15. you kill stuff, loot corpses, the loot takes up the 15th spot and continues throughout your inventory of bag-space. Then, you want to equip the two-handed instead of the two one-handed weapons. Without maintaining/sorting through your inventory this would put your main-hand weapon where your two-handed weapon was, but it will put your off-hand weapon in the next available slot. somewhere among all the other stuff you have acquired… this leads you to un-equipping your off-hand first via dragging it to the desired bag location (so you don’t have to search for it later) and then equipping the two-handed weapon.

1. maybe make a system where equipping an item does not take it out of your bags, changing the slot order. instead, it remains in your bag and you can simply right-click>equip. it remains there but when you look at your character page, the weapon is shown as in your 1st/2nd weapon set.
also, make it so there’s an option when you right click to have the weapon equipped in the main-hand or off-hand.

i.e. a mesmer uses scepter/focus. he wants to switch to scepter/sword. he cannot simply double-click his sword to equip it to his off-hand. he must open his bags and open his character menu and drag the sword.

or
2. i remember in gw1, if you had a sword/shield equipped and then swapped to a hammer, the shield would be pushed into your inventory space. something you could do to avoid this is to equip the shield in the off-hand slot when you have the hammer equipped. this would make the shield be displayed behind a red circle with a slash through it to signify that you were not using it. (simply, it made it so when you swapped between weapons and swapped back to the sword, the shield would still be equipped with the sword)
i know it is different from what i was mentioning above, but maybe we can make it so that when you equip a two-handed weapon on a set that already had an off-hand, the off-hand is not pushed into your inventory. instead it is kept in your character page in that off-hand slot, yet it is not “in use.”

i.e. a mesmer uses scepter/focus. he wants to switch to greatsword but is out of inventory space and does not know what to delete and is miles from a bank. but it does not matter. he equips the greatsword, the scepter goes to his inventory, occupying the spot that was occupied by the greatsword and the focus does not move. it is simply “deactivated” while it occupies the character page/ weapon set.

Necromancer missing key ability...

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Posted by: FalconFighter.9628

FalconFighter.9628

i hear you eldin
that hunter ability was so fun

though a combat drop would be cool, it is unrealistic seeing as how hard it is to leave combat; balance would require other professions to have such a skill also. though maybe our lack of utility (as necros) could permit such an advantage as being able to drop out of combat. if timed correctly with not causing anybody dmg (letting your bleed stacks be removed) and avoiding being hit, then it can be a great method for regaining health (out-of-combat regen).
though if it drops us out of combat while we are fighting someone else 1v1, would it drop them out of combat too?
perhaps this would be the situational thing about it. it is a double-edged heal basically, but much more effective when used precariously in a groupfight scenario (because the enemy hit someone else who did not drop out of combat, so he remains in combat)

Necromancer missing key ability...

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Posted by: FalconFighter.9628

FalconFighter.9628

perhaps “feigning death” could be perceived as useless in pvp.
but what do you think of feigning downed state?
you character gets down to the ground in the same position as downed state.
it’s a big visual queue for people to get over to you and [interact]
if it wastes their time because that [interact] option is not actually there, then i think it would be useful.
just how to pull this off as a skill, i am not sure..
is it just a visual thing? can you still use your weapon skills? do you have a new skill bar? is it channeled, ending with a stun-break?
is there something that will allow for allies to see that you are not actually downed (to not waste their time; though it wouldn’t be too big of a deal for a team that announces what they’re doing over a microphone)

maybe it could be the 5th and final death shroud skill :O
upon skill use, exit death shroud and sit down, channeling this skill.
the channel could look like the 4th downed state skill – bandage.
but to your allies, the glowing effect (and maybe sound effects too) are distinctively contrasting/different than the real downed state 4.
maybe give the channeling part some actual utility instead of just deceit.
maybe give it a cost of some lifeforce, or your lifeforce degenerates while you do this.
so as to discourage mindless use.

the explanation as to why a necro would use this instead of the deceit-minded mesmers…
maybe something to do with killing intent (of the enemy yet to be tricked)
the necro enjoys seeing/feeling this
the necro feeds on this
the necro laughs at this
the necro measures his own against this
the necro wants to have his enemies get the thrill of it and then be discouraged of how easy it would be to kill the necro.
but then it’s starting to go toward to the lore/logic of being a mesmer..
unless the focus is not on trolling/deceiving them but instead on relishing in their weakness and perilous feelings.

Trait Canister

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Posted by: FalconFighter.9628

FalconFighter.9628

yes plz. gw1 style build loader!

[Guide] Mastering the Staff Ele 1/18/13

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Posted by: FalconFighter.9628

FalconFighter.9628

thank you!
daphoenix, you are a priceless leader of this community.

i have a question that i would be glad to have insight from anybody for:
combo fields/finishers
what determines the strength of certain things?
for burns, is condition damage given a boost by the initiator or the finisher?
for regen/heals, is the healing boosted by the initiator’s stats or the finisher’s stats?

i.e. ele 1 is full clerics. ele 2 is full rabid
ele 1 does a fire field, ele 2 does a projectile finisher = burn for dmg based on ele 1 or 2?

ele 1 does a water field, ele 2 does a projectile finisher
does the regen on ele 2 benefit from the healing power of ele 1?

tyvm

Dark Path buff

in Necromancer

Posted by: FalconFighter.9628

FalconFighter.9628

either increase the payload or make it more likely to land

thief class of no skill

in Suggestions

Posted by: FalconFighter.9628

FalconFighter.9628

Q: best advice for learning to deal with HS thief?
A: play heartseeker thief

its not the easiest thing to play
once you get countered as a thief, you will be able to better recognize situations that can really mess them up

other than that, youtube it. there’s plenty of guides.
soon Anet should release more means for players to learn about spvp. look forward to some really nice guides when that time comes. should be around when matchmaking is released

Suggestion to spice up sPvP builds

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Posted by: FalconFighter.9628

FalconFighter.9628

maybe that will be an option when custom maps are released, OP.

yes more game modes. i don’t mind if Anet wants to ultimately balance the skills for conquest mode. just give us the option… i don’t want to have to progress in pve to stand a chance in wvw to fulfill my pvp needs.
this game was supposed to give pvpers equal footing; only skill matters… only in conquest mode.

give us options
deathmatch gets lots of hate i see but who ever hated capture the flag?
and how bout some challenges that allow us to be in max gear and do something coop? remember the zaishen?

(edited by FalconFighter.9628)

PvE Armor Storage

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Posted by: FalconFighter.9628

FalconFighter.9628

or even just non-combat-swappable armor sets
(like more tabs in the hero pane for all the armor/trinket slots you already have)
along with saving traits

basically the build loader thing from gw1 pvp

hello karma discuss for future upgs

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Posted by: FalconFighter.9628

FalconFighter.9628

yes make it acct bound!

Name change

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Posted by: FalconFighter.9628

FalconFighter.9628

yeah and a way to change acctnames.1234

Awesome idea for Engineer elite skill :D

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Posted by: FalconFighter.9628

FalconFighter.9628

heyy there’s charrzookas so why not

Blindness functionality change

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Posted by: FalconFighter.9628

FalconFighter.9628

i really like the ideas here!
though i have a different personal preference: i think blind should stack in intensity and the passive effect (whatever is decided upon: no crits for duration, glancing blows, etc) should be achievable via traits

so you can hit someone with 3 stacks of blind
they attack and miss and reduce the stack to two
enough time passes that the stack loses another intensity, dropping to a stack of 1
they attack and miss one more time and the blind stack is down to 0
if you have the trait, the duration remaining on the 0 stack blind is a debuff (something like “no crits until blind wears off or is removed”)

also this would probably require that the stack that gets removed due to an attack is the stack that was most recently applied or the stack that has the most duration to it (like how bleed stacks have different durations)

keep applications of blind with low durations and you’ll have something similar to a defensive confusion

this would also make it more interesting for “unshakable” bosses
“Gains defiant when targeted by crowd control skills. Blind is 10% effective. Weakness and vulnerability last 50% less time.”

instead of making blind effective on chance, change it to an all or nothing.
i.e. if there are 5 stacks of blind on an unshakable creature, that creature’s next attack misses and removes all stacks (or just the 5?)
(or would 10 be better?)

perhaps aegis could be reworked in a similar way
or maybe we should just bring about new conditions altogether
and rework this into something more logical (in terms of something with stacks converts into something with stacks)
http://forums.intothemists.com/index.php?/topic/126-conversion-of-boons-conditions/
blind (stacks intensity) => fury (stacks duration)
weakness (stacks duration) => might (stacks intensity)
…or maybe weakness should be reworked to stack in intensity also?

TL;DR: keep blind the same except let it stack intensity like confusion
give traits so that blind includes a debuff for it’s remaining duration as a stack of zero intensity

Damage Meter

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Posted by: FalconFighter.9628

FalconFighter.9628

those are all possibly valid opinions
but the fact remains

the damage meter is a tool

tools can be used by used in different ways, by different people
elitists, noobs that think the only important thing is dmg, etc

just because a damage meter is introduced does not mean things do not “need more mechanics rather than the boss having a big health pool and a one shot skill”

why must it be one or the other? such thinking is fallacy

i second the motion for a damage meter

but first maybe we need a better combat log??
including options for condi dmg?
it would be nice with graphs and categories of damage type over time
and maybe an option for not just damage done (including aoes and random things that take 20k damage) but damage done to a specific target

the actual meter could be a read of a summation of different things from each player in your party

i don’t care about seeing other’s damage…
but i want to know mine!

on another note, what ever happened to that unkillable npc on pvp island in gw1? you give him all you got over 30 seconds or longer and he tells you your total damage and dps. that would be a good addition to have next to our training dummies/golems/targets

(edited by FalconFighter.9628)

Necromancer - What the traits SHOULD be

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Posted by: FalconFighter.9628

FalconFighter.9628

great work OP!
i really hope this gets some attention…

p.s. i think axe should cleave with attack 1 and 2

[Mesmer] List of bugged abilities and traits.

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Posted by: FalconFighter.9628

FalconFighter.9628

1. i understand staff 2 would be difficult to fix because of its interaction with the environment, but
2. why does ANET not want us to use scepter? they took away confusion from the 3rd attack of the chain and from the clones. was that intentional? is it supposed to stay that way? if so, change the tooltip plz! i’m finding myself using sword with a CONDITION dmg build when i need to swap from staff
3. does illusionary elasticity not work with ANY clone attacks? i wanted to make a build that worked with clones and staff attacks and if clone attacks with a staff only hit once with this trait, then i dont think i even want to play this class if not for power builds…

4. are clones from deceptive evasion SUPPOSED to hit the closest target? is that the ‘design’ behind them? other classes’ dodge related traits have some sort of ICD, this one doesn’t, so is the clone’s lack of smart targeting the trade-off?? PLEASE give us some insight to your logic, ANET

5. my other biggest complaints: invis not breaking a channel against me (a rifle killshot); sharper image bug (no dmg from dot after illusion dies); illusionary persona not functioning with all other shatter related traits (does it at least work with might stacking now?); general lack of movement speed (give warriors some love too; if you don’t have having focus or warhorn in your weapon sets, it sucks having to open inventory, equip weapon, use swiftness, equip other preferred weapon again – all while avoiding combat; i remember playing lots of necro and keeping warhorn in my equipped weapons because it at least does other interesting things – daze, cripple; but warden?.. cmon.)

TL;DR: read 1, 2, 3 and maybe 4

Ritual of Life

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Posted by: FalconFighter.9628

FalconFighter.9628

when you trigger this (revive ally), do you get the initial self-heal of well of blood? or do you only get the aoe tick and combo field?

cover for Foot in the Grave

in Necromancer

Posted by: FalconFighter.9628

FalconFighter.9628

Hi Everyone!
as i primarily spvp, i would like to make a reliable stomping build. So i want to make a build with Foot in the Grave (30 soul reaping, 3 seconds of stability upon entering DS). I know you can’t stomp in DS but you can quickly exit it and still have the boons that you received by entering it. So i plan on quickly hitting F1 twice and then stomping. However, i also want to plan to have a cover boon so that skills that remove a boon from me won’t remove my stability. If i also trait 10 into spite to get the retaliation upon entering DS, when i enter DS and then have a boon removed from me, what would be removed? the retaliation or the stability? will that answer change if i already had a retaliation/stability boon before activating DS?
tyty

Why we necros are feeling so down about our class.

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Posted by: FalconFighter.9628

FalconFighter.9628

is there some other thread for suggestions? cuz i can keep em coming.
this thread is mainly about sPVP and stuff but i see our utility in WvW is limited also – namely, mobility. perhaps make the trail left by spectral walk apply swiftness/cripple?

Why we necros are feeling so down about our class.

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Posted by: FalconFighter.9628

FalconFighter.9628

since it seems most people are leaning towards the idea that we are (or anet intended us to be) specialized with condition application, perhaps buff this in some way. maybe a trait or something that doesn’t have to take up a utility slot. maybe make “plague” elite into a signet which has a passive effect: conditions you apply to your target also affect enemies adjacent to your target.

because i like our profession mechanic, i stray from condition builds. i personally like toying with crit builds that rotate death shroud and something that gets me lifeforce= sustained 3k hits from 900 distance. i’d find the builds more feasible if we had one of the following: more range, more survivability, more burst (perhaps a source of quickness? a toggable skill in DS that quickly drains LF?)
i’ve played warrior and engineer range dmg builds and they can’t match those 3k hits.
i liked the warrior with faster rifle cds and fury on immobilize. that lets me have high crits when i want them most of the time (when im trying to use killshot or just have stopping power)
i liked the engineer with high dmg and a condition (any of vuln, blind, burn, bleed).
though the sheer sustained dps couldn’t be matched by these classes, they were far superior in survivability, mobility, escape, utility, etc without having to be speccd for it. i went glass cannon for my necro to get those results but even when i went glass cannon for engineer, i had my gadgets or potions. when i see the trade-offs for necromancer, the trade-offs for my first main (engineer – pistol condition dmg vs rifle with immobilize escape overcharged shot) seem like nothing.
oh and that makes me think of something else. with this necro build i sometimes like to get the trait that removes a condition on entering DS. that way when a thief tries to chain me within a few seconds out of stealth/on steal, i can thwart his efforts by breaking stun with DS and hopefully instantly removing immobilize. if i can’t remove that immobilize due to a cover condition, then i am reminded of necro’s shortcomings as my glass cannon is shattered because i simply wanted to spec as something that could provide some ranged numbers comparable to the ranged numbers of classes that innately have more armor and melee capability.

so i think the said trait, Shrouded Removal, should be buffed to remove more or all conditions and changed to a major or grandmaster trait.
either that or give us more control over the conditions on ourselves without a huge cd (plague signet) or cast time (consume conditions heal skill) or force us to use a certain weapon (dagger 4)

i like our elites. plague is for condition builds, flesh golem is for whoever is minion specced or wants an interrupt (just plz make him smarter so i don’t have to find him and make sure he’s actually facing my target), and lich… give it some sort of way of working with death shroud other than oh i F1 twice in a second to get trait effect fury and activate lich to have fury for 5 seconds in my elite. maybe make it something that when active and death shroud shroud is activated, you’re in a death shroud with different stronger skills but skill use costs a load of lifeforce (similar to initiative) so you can’t be OP for too long, and if you are and use up all your LF, you have lost your profession resource for when the cd ends. don’t like the idea of that? then you have a problem with a mechanic that an entire profession is based off of already.
…and make it persist past moa bird!??? 30sec>10sec. k thx

Why we necros are feeling so down about our class.

in Necromancer

Posted by: FalconFighter.9628

FalconFighter.9628

i agree with most functional and balance issues discussed
(minions IQ, trait randomness/ hybrid stat bonuses, average condition niche ability, no burst ability, weak mobility, survivability and etc are just not up to par with what was probably envisioned)

my specific personal suggestions/gripes:

let us see our conditions/boons while in death shroud

death shroud teleport should be longer range

aoe effectiveness (beyond staff too)

we need more lifeforce!
just what does “gluttony” apply to? not dagger attacks, not axe 2

and how do scepter builds get lifeforce?
(i don’t want to have to weapon swap to use axe 2 or staff1+traited marks; or trait 20 into curses for spectral trait that probably needs to be occupied by something else if i’m going condition dmg)
i feel that even that 1% lifeforce from a critical hit (33% chance) trait should be something simply GIVEN to our profession and shouldn’t have to be weighed between enfeebling shroud or hemophilia

really, equipping scepter (going with the said condition niche) is like a warrior equipping a weapon without a burst skill or a ranger equipping a weapon that stows away his pet or a mesmer equipping a weapon that destroys all your illusions or a guardian equipping a weapon that is not virtuous or an elementalist that can only use 2 attunements.
is this a fair comparison?

if i want a superior condition build, the trade-offs are too harsh
max curses for scepter 33 is good.
if you want the cover condition of weakness, then you lose that 33% duration for bleed/poison.
if you go spite for the stat bonus of condition duration, you don’t have much trait points left at all…
passive stat hybridization isn’t a horrible idea, just make other trade-offs less brutal if you’re going to do that? otherwise, give us one line that gives crit chance + crit power (or power) like our aoe, burst, mobility, healing trump scholar ele

i like the idea of an axe off-hand. though i think our weapon skills should be slightly redone to some extent to give us more variety, bang, and “pizazz”
i.e. what classes don’t have some sort of combination of leap/teleport, block/evade, immobilize/push/cc, etc all in one weapon set? i don’t even really like the ele playstyle of blowing all your cds and spamming attunement bonuses. but sometimes, i choose to play ele over necro. why? simply because it’s fast-paced and flashy! ride the lightning has to be one of my favs
if they want to give the excuse of how our skills are different/fit the niche we have to find? (conditions. i.e. dagger 4? at least make the cds shorter or the traits for those skills stronger, as in a 30% reduction in cooldown instead of 15%. esp for a weapon skill that inflicts a condition which only affects 1 attack of your target, blind.)

dagger, oh dagger…
does anyone actually use the dagger 2 skill in pvp?? i mean how much life can you siphon even with the trait. i think i should only consider using it if i was inexcusably out of range for dagger1 or kiting and i have traited the added bonus of dark armor +400 toughness while channeling (and axe 2 or weapon swap or DS4 is on cd)

and that makes me think of enfeebling shroud.. if i trait near to death, i can spam death shroud twice (on and off) for its traited benefits on activation and only get enfleebling shroud once every 3 activations. that makes me think there’s an internal cooldown (perhaps 15 seconds or so). the trait description does not state this, either fix the description or fix the skill.
the same goes for countless other trait descriptions for all the professions. i would gladly find and name all of them if anet wishes so, but i think they’d rather just give big talk about E-sports and give lazy and vague descriptions of possible traits you can choose in the very system that is supposed to set this game apart – balanced trade-offs.
but 1. (as this thread is an example of) there is not enough balance. and 2. you are not even sure what you are trading off (you can do this faster; or you can do this stronger; or this does more that, but when you try it with this, it doesn’t, but you won’t know until you try it because we won’t put it in the description)
[[no offense to Anet or their work, GW2 is without a doubt my favorite game ever and it’s been done amazingly. but why be satisfied with being set apart? reach for perfection. try to become THE e-sport! i’m not a complainer but i barely have time to play and i commonly see so many things that can be improved upon that i feel i am doing an injustice to the very game i wish to reach those heights if i remain silent]]