Showing Posts For FearSeven.6357:

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

in Guild Wars 2 Discussion

Posted by: FearSeven.6357

FearSeven.6357

Holosmith:

  • No reason to use sword, forge mode does the same but better.
  • Forge mode skill 4 (pistol attack) should only work when you face your target.

Did Anet nerfed superior rune of defender?

in Guild Wars 2 Discussion

Posted by: FearSeven.6357

FearSeven.6357

I tested it.

It healed me for 4126. The aegis from bonus 4 does trigger the heal from bonus 6.

Stronghold queue times

in PvP

Posted by: FearSeven.6357

FearSeven.6357

People stopped queuing because unstoppable premades who know the optimal play are steamrolling people.

Full premades are basically nonexistent in stronghold. Most people play solo or duo.

But i am nosy, how should they change the Q? Match up uneqal enemys? If a Smaragd has to face a team out of diamonds or legendarys, i doupt they will play this ever again…

Let diamonds play with rubies, expand the search range, while still trying to make fair teams.

Stronghold queue times

in PvP

Posted by: FearSeven.6357

FearSeven.6357

I like stronghold a lot, but queue times of 15-45 minutes are common. It stops people from playing this game mode and the queues get even longer.

Can you change the matchmaking for stronghold, so we get shorter queue times?

Greatsaws & Ghastly shields Galore

in Guild Wars 2 Discussion

Posted by: FearSeven.6357

FearSeven.6357

If the returning players theory is true, then why didn’t the Chain Sword Skin drop in price?

Beta name still taken?

in Bugs: Game, Forum, Website

Posted by: FearSeven.6357

FearSeven.6357

Yep, beta names are still taken.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: FearSeven.6357

FearSeven.6357

Engies are jack of all trades and scrapper has 0 condi.

- Make stabilization core baseline or merge it with another trait, replace it with something condi related.

- Add a damaging condi to one of the hammer attacks. Example: a burn to last attack of rocket charge.

Grenade Barrage bug. (vid related)

in Engineer

Posted by: FearSeven.6357

FearSeven.6357

Yes, with the grenadier trait, grenades basically hit twice, which makes it super broken.

It’s described in the bug thread as follows:

“Applying the Grenadier trait causes Grenade Kit skills 1-5 to pierce their targets. The grenades will detonate as then pass through their target and when they impact their destination.”

Long map load times after patch

in Bugs: Game, Forum, Website

Posted by: FearSeven.6357

FearSeven.6357

I have noticed two things in the loading times since the patch, they either are very long, much longer than before, or are super short and no character models are loaded yet when you enter a map. Especially noticeable when you enter The Mist.

2 accounts 2 different loot experiences

in Guild Wars 2 Discussion

Posted by: FearSeven.6357

FearSeven.6357

I wonder what theories these people conjure if they play a game of dice.

“No, it’s not fair, I’m from the 90’s and gravity works different on 90’s kids, therefore my changes of throwing sixes are lower. I have a friend from the 90’s who has the same experiences and his dad is from the 60’s and he always throws six. No you can’t disprove it, and it’s in the realm of possibilities, therefore I’m right.”

(edited by FearSeven.6357)

2 accounts 2 different loot experiences

in Guild Wars 2 Discussion

Posted by: FearSeven.6357

FearSeven.6357

And religion was born.

This reminds me of the Horseshoe religion in Lord of the Rings Online, some people were convinced it had special powers even after the devs confirmed it did nothing.

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: FearSeven.6357

FearSeven.6357

A shortened version of Farens rapier as a dagger. I can’t find a nice dagger skin to math this sword. (Thin they’re called main gauche)

^^

This

Ultimate Wintersday Gift

in Guild Wars 2 Discussion

Posted by: FearSeven.6357

FearSeven.6357

It’s repeatable.

Ancient Mariner’s Oilcloth Bag = The new underwater breather, with the frost aura.

Is it a guaranteed drop from the bag or is it yet another RNG fest on an account bound item like mini Gwynefryd?

Guaranteed

Ultimate Wintersday Gift

in Guild Wars 2 Discussion

Posted by: FearSeven.6357

FearSeven.6357

It’s repeatable.

Ancient Mariner’s Oilcloth Bag = The new underwater breather, with the frost aura.

Candy Corn Gobbler for 300 gems = P2W

in WvW

Posted by: FearSeven.6357

FearSeven.6357

If this works in wvw it would be absurd.

If rich players can get a permanent 5% damage reduction and 100heal/sec, it would ruin the roaming experience.

To be fair it have been possible to get that in WvW since release and if it haven’t ruined the roaming experience yet I doubt it suddenly would now.

There is a big difference, it’s now far easier to obtain.

It worries me that Arenanet thought this was a good idea, it’s a slippery slope towards pay 2 win.

These 3 boosters have no place in wvw (damage reduction, heal over time, speedboost).

Candy Corn Gobbler for 300 gems = P2W

in WvW

Posted by: FearSeven.6357

FearSeven.6357

If this works in wvw it would be absurd.

If rich players can get a permanent 5% damage reduction and 100heal/sec, it would ruin the roaming experience.

15/11 PS/SFR/RS [EU Premier League Round 5]

in Match-ups

Posted by: FearSeven.6357

FearSeven.6357

Check the position of the AC and the red circles in the courtyard.

Attachments:

(edited by FearSeven.6357)

Collaborative Development: World Population

in CDI

Posted by: FearSeven.6357

FearSeven.6357

If you are (far) behind in score (and outmanned), you should get some extra help.

Few possible solutions:

- When you capture a tower: 2 ac’s will spawn inside.
- When you capture a tower: it will be tier2.
- Supply and upgrade costs will be reduced.

December 10th Balance update

in Engineer

Posted by: FearSeven.6357

FearSeven.6357

7) Pistol 1 – Increase bleeds stacks to be on par with condi warrior.

Our 2s bleed on pistol 1 is very weak indeed.

Warrior sword auto-attack: 8s bleeding.
Necromancer scepter auto-attack: 4s bleeding.
Thief pistol auto-attack: 4s bleeding.

The fix for Terrormancers

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

Above is a nerf to the OP Terrormancer you see lately, and a buff to lesser used builds, also a buff to make Vampires viable. Numerous fixes to crappy traits too.

Terror + Torment + Burn = OP

One of those things has got to go. It’s not the fact that they are there, it’s the fact that they have so much synergy. Necro without Terror would simply be an Engineer, the fact that it’s a Hard CC condition that ticks for so much, allowing other conditions to tick for so much, makes it way too strong.

You want to nerf 30/20/10 into the ground, but in your own “Super Mighty I’m Uber All Builds” Thread, you call this build:

“Yes, they might do more damage, but are generally worthless from a practical standpoint, since you’ll get focused in mere seconds.”

Then why are you crying for endless nerfs, when you are claiming that your “builds©®” are so much better?

The fix for Terrormancers

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

No, just no.

Fear is much more in sync with Conditionmancers. We need the control to win with damage over time.

Lowering condition duration is absurd

in WvW

Posted by: FearSeven.6357

FearSeven.6357

Condition duration is capped at 100% this equals -50% condition duration, but is this also capped?

The Incoming 'Fix'

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

Starting a betting-pool on what the ‘fix’ will be:

I say: Paralysation Sigil will no longer work with Fear.

Fear is a condition and stun, it can be cleansed and stunbroken. Therefore it would only be fair that Fear benefits from Condition duration and Stun duration.

Terror Data - Durations

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

That means with 100% fear duration you can get 4 Terror ticks.

Fear duration is 3,45 sec so you have 45% chance to get that 4th tick. Doom will do nearly 4800 DMG.

Go use it before they nerf it

Yes…. I have been trying to find a way to remain with Dumbfire, and still get 100% fear, but there seems to be no good way to do it. Going to make a post to try and drum up some ideas.

Spite 30%, Fear Runes 20%, Food 36/40%, Sigil 15%.

Even if the Sigil didn’t multiply it would work.

Ah but you see you are not hitting 100% duration base, before the sigil. It makes a big difference. Right now I am running nightmare runes and have 80% to all conditions, but that extra 20% to all conditions when combined with the sigil of para is over 0.3 extra seconds of fear duration.

Yes, getting 100% Condition duration would require to combine two 10% condition duration runes + 1 giver’s weapon. You would sacrifice a lot of condition damage this way, I don’t think it’s worth it.

Terror Data - Durations

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

I’m playing necro since the launch (and few BWE). I have a warrior, a mesmer and an engineer, but my main and favorite is the necro. In sPvP(in WvW too) last six months i play terrormancer with condition duration – 4 nightmare runes + 2 Lyssa (30/20/0/0/20). With master trait for fear and 30 points in power/cond duration i had 2 seconds of fear for each Doom casted(enough for dark path to land). Combined with 15% faster DS skill recharge trait i could do this combo once every 17 seconds. Very handy. Almost impossible for anyone to survive on open space, if i fear him when he have 40% health.
NEVER KNEW that sigil of paralization affect fear … and now i see that it not just increase it with 15%, but it is a multiplier for 2.3 seconds in sPvP. It should be 3.45 seconds fear with the new changes.
Now … calculate the 1.5s fear with 50% trait, 20% from 2 giver’s weapons, 20% from runes, 30% from skill points spent in power/cond duration and 40% from food. Multiply the number by 1.15% (sigil of paralyzation) . If the theoretical calculations is correct this is 4.485 SECONDS FEAR IN WvW . I agree that the necros needed the love promised long ago, but this is too much.
Dont you think this is OP ?

Condition duration is capped at 100%, so you can get max 115% with Sigil.

Terror Data - Durations

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

That means with 100% fear duration you can get 4 Terror ticks.

Fear duration is 3,45 sec so you have 45% chance to get that 4th tick. Doom will do nearly 4800 DMG.

Go use it before they nerf it

Yes…. I have been trying to find a way to remain with Dumbfire, and still get 100% fear, but there seems to be no good way to do it. Going to make a post to try and drum up some ideas.

Spite 30%, Fear Runes 20%, Food 36/40%, Sigil 15%.

Even if the Sigil didn’t multiply it would work.

corrupted boon nerfed too much

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

The greatest strength of Corrupt Boon was to remove Stability, with the nerf it has become unreliable for this purpose.

Terror Data - Durations

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

74% condition/fear duration + 15% Sigil of Paralyzation = 100% fear duration

1.74 * 1.15 = 2.001

This will make a 1s fear tick 2 times and DS3 within 600 range 3 times.

Piken/Augury/Kodash 21/6/13

in Match-ups

Posted by: FearSeven.6357

FearSeven.6357

Piken last week (weak opponents): long queues for EB (1+ hour).
Piken this week (strong opponents): short/no queues for EB, outmanned buff between 18.30 and 19.00 today.

condition durations and TERROR!

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

I use 30% (spite), 40% (food, or 36 is also fine), 20% (necro rune), 15% (paralize sigil).

Race & name change

in Suggestions

Posted by: FearSeven.6357

FearSeven.6357

Reset story line to quest 1, cultural armor will be replace by a default skin, rewards from order can be kept.

Race & name change

in Suggestions

Posted by: FearSeven.6357

FearSeven.6357

Race change could work if it would reset your personal story.

Final(?) 25/6 trait changes available

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

Now, if Spectral Wall does start to inflict Fear, will people pick Spectral Attunement or Terror? They can’t have both plus Lingering Curse…

If I would go 30 into Curses I would prefer Banshee’s Wail or Spectral Attunement above Lingering Curse.

Final(?) 25/6 trait changes available

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

With the changes I can’t get both Banshee’s Wail and Terror anymore for 20 points in Curses, that’s a disappointment, no more 4s daze.

I’ll try 30/20/20/0/0. With food, runes and sigils you can still get a 2nd terror tick without Master of Terror.

Terror ticks + fear duration

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

I did some testing in the Mist, but I’m not getting clear results. My first results were :

50% fear duration or more = 1 tick without bleed on target, 2 ticks while target is bleeding.

100% fear duration or more = 2 ticks without bleed on target, 3 ticks with bleed (30% spite, 20% runes, 50% trait, 15% stun duration sigil).

But after testing it again, I didn’t get the same results. It just seems random at times.
Just the fact that you get a different amount of ticks based on if the target is bleeding or not, makes it seem a buggy mechanism from the start.

Can someone clarify?

Potential leak of 6/25 changes

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

I’m not sure. If they denied the notes, when they release the patch and some things are similar people will rage. Can’t win. Better for everyone (especially when this close to patch) if they just let people find out themselves.

If someone made this up, than at least 95% would be incorrect, reason enough to close the discussion.

Potential leak of 6/25 changes

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

I noticed the dev blog saying that DS#5 will send conditionS, the patch notes only say torment.

Torment + Immobilized = conditionS

If the patchnotes were fake and complete BS we would have heard an official message by now.

Potential leak of 6/25 changes

in Necromancer

Posted by: FearSeven.6357

FearSeven.6357

I hope they swap Dhuumfire for Withering Precision. Dhuumfire feels out of place in the Spite traitline.

Ahh.. well. I shouldn’t complain. I’m very happy with these changes, my only fear is a lot easymoders with switch to necro and give our class a cheap name.

Engi March State of the Game

in Engineer

Posted by: FearSeven.6357

FearSeven.6357

Turrent buff is a nice improvement for the Supply Crate I guess.

Engineer wish list.

in Engineer

Posted by: FearSeven.6357

FearSeven.6357

Change current Tool Belt skills of Elixirs to:

Elixir S – Stability
Elixir C – Invisibility

Remove the RNG!

Change “Toss Elixir S” into getting stealth AND stability, instead of one of the two, right now you are hoping to get the right buff, which is no fun. I don’t think stealth and stability would be OP, but you can always lower the duration for example, everything better then RNG.

Engineer wish list.

in Engineer

Posted by: FearSeven.6357

FearSeven.6357

Fix the Med Kit 4 ability so it actually cures ALL conditions, we still have to select the kit and drop the bottle and pick it up, is that not penalty enough!

Cure 2 conditions and I would be happy too.

Engineer wish list.

in Engineer

Posted by: FearSeven.6357

FearSeven.6357

- Granade kit 1, granade: auto target like underwater version.
- Pistol 5, glue shot: longer duration, faster animation.
- Tool kit 2, box of nails: longer duration, faster animation.

Wishful thinking:

- Make the Coated Bullets trait default.
- Let us fully customize our tool belt skills, instead of them being paired with the utility slots.

My feedback on stealth WvW

in WvW

Posted by: FearSeven.6357

FearSeven.6357

A thief can take the same risks we do by rezzing others.

I will never attempt a non-stealth dunk while in a group, doing so 100% ensures I’ll die.

mist stomp >Shrink stomp >Stability stomp> Swiftness stomp >Stealth stomp.
Bubble revives>Chain invuln revives>Stealth revives.

Stealth stomping: No counter, I can’t target you.
If you see a thief CnD on your teammate, you use aoe and autoattack on the area s you anticipate the stomp cast. Stealth stomps in groups are rarely effective when defended against. What am I supposed to do against a tiny stomp or bubbled stomp?

Condition damage should be the counter for stealth, but with this trait and the heal while stealthed

It is, which is why a ‘bunker’ spec, or actually any non glass spec, mandatory has to put 30 points into shadow arts, which offers absolutely no damage increase at all. My shadow rejuv ticks for 342 with max +healing armor/weapons and +6% medic buff. I can remove a maximum of 3 conditions every ~15 seconds assuming I land CnD and want to blow all initiative and deal zero damage. If players stick around for that long over and over it’s their own fault for apparently wanting to fight a bunker. But that’s not the point really.

In the end culling is the absolute problem, lets see how everything changes when it’s fixed.

Thanks for ignoring all the arguments I made and cherrypicking the arguments you want to talk about.

If players stick around for that long over and over it’s their own fault for apparently wanting to fight a bunker. But that’s not the point really.

Haha, now you admit thiefs are OP, there is no counter to a ‘bunker’ thief like you just admitted, 30 points in shadow arts makes a thief unkillable, while it can still wear berzerker gear for superb damage. That’s no bunker thief, that’s a flawed mechanic.

My feedback on stealth WvW

in WvW

Posted by: FearSeven.6357

FearSeven.6357

1 – Get rid of stealth reviving and stomping.
2 – Nerf Shadow’s Embrace.

And what would you propose is done? Just rambling about things you think are wrong because of how you lost to it won’t ever help.

A warrior/guardian can res a player with stability, shields, aegis, protection, etc. An ele can mist form back to the lines and guarantee a res for himself. A thief can stealth and res. Without the stealth a thief can ….? Even so, if I try to stealth res or stomp against a group of competent players, I WILL die. How about next time you see a thief stealth stomping, you AOE the player he’s stomping, or even counter stealth the player, knock backs on the player, it’s so easy.

Shadow’s embrace is the only condi removal thieves have and costs 6 initiative or a minimum 40 second cooldown to trigger. With black powder builds it costs 6+3-2(refunded) initiative to activate stealth. What do you propose to nerf shadow’s embrace or stealth stomps? All I see is resenting a mechanic that you lost against with no insight on how it even works.

Reasoning? I thought it was so obvious, I didn’t had to explain it.

But for you:

Stealth stomping: No counter, I can’t target you. With all the other examples you gave, I can still target you and try to get you down with the 1 skill, or they use skills with a very long cooldown, which stealth isn’t. Downstate is supposed to give you still a fighting chance in a close match. But against a thief, if you’re down, you’re death.

Shadow’s embrace: There is no counter for stealth, except mass blind AoE damage like you said, which is crazy. Condition damage should be the counter for stealth, but with this trait and the heal while stealthed, there is no counter and thiefs can reset the fight whenever the like. I said nerf Shadow’s embrace, not remove it and give thiefs another condition remover in return, that’s not stealthbased.

My feedback on stealth WvW

in WvW

Posted by: FearSeven.6357

FearSeven.6357

1 – Get rid of stealth reviving and stomping.
2 – Nerf Shadow’s Embrace.

Class representation in WvW

in WvW

Posted by: FearSeven.6357

FearSeven.6357

All but engineer.

Which proffession to make commander?

in WvW

Posted by: FearSeven.6357

FearSeven.6357

Melee tank.

Standing in the back pewpewing is bad.
Dying is bad.

Piken Square News - The Good Times are Over

in WvW

Posted by: FearSeven.6357

FearSeven.6357

If you feel to good for this server, then get the F out.