Showing Posts For Freddie Mercury.8609:

PVP Masquerade Armor

in Crafting

Posted by: Freddie Mercury.8609

Freddie Mercury.8609

Masquerade Armor is very easy to craft in PVE. So why not just make it there and when the April patch hits you will have it done automatically.

The masquerade pvp armor looks nothing like the pve version. See attached.

Attachments:

Feedback/Questions: The Wardrobe System

in Guild Wars 2 Discussion

Posted by: Freddie Mercury.8609

Freddie Mercury.8609

I have been wanting the PVP masquerade armor set skin in PVE since forever and now with the future patch coming i might be getting my wish. However, to craft it you need to be at least rank 30 in PVP currently and I’m nowhere near that. So my questions are: After the patch, will i still be required to be level 30 to acquire the armor? will there be a way to craft/acquire this skin in PVE?

Attachments:

PVP Masquerade Armor

in Crafting

Posted by: Freddie Mercury.8609

Freddie Mercury.8609

I have been wanting this skin in PVE since forever and now with the future patch coming i might be getting my wish. However, to craft it you need to be at least rank 30 in PVP currently and I’m nowhere near that. So my questions are: After the patch, will i still be required to be level 30 to acquire the armor? will there be a way to craft/acquire this skin in PVE?

Collaborative Development: Ranger Profession

in CDI

Posted by: Freddie Mercury.8609

Freddie Mercury.8609

Specific Game Mode
PVE

Proposal Overview
If you gear a ranger with a zerker build then the damage output should be noteworthy. It goes without saying the AI of the pets needs to be fixed. Also, Pet and Spirit trait line tweaks.

Goal of Proposal
1. Balance the ranger with the damage output of other professions so that you are free to choose whether or not you want a tanky ranger that doesn’t do much damage or a truly zerker ranger that is significant with damage at a cost of fragility.
2. Fix the AI of the pet for combat situations that should be an obvious inclusion to the pet’s AI.
3. Clean up the trait lines for pets and spirits to remove or adjust traits that are under used.

Proposal Functionality
1. DAMAGE OUTPUT- the only difference in base stats amongst all the professions is base health and this was done so that any profession is viable in a party. Yet the skills of the ranger are too defensive (such as the evade integrated in the chain of GS #1) and the damage modifiers not consistent with other professions, that when you gear full zerker you are still not doing the same damage as other professions. A ranger should be able to fulfill any role you gear it for, as well as every other profession.

2. PET AI- an obvious fix is in the moments when pets don’t evade aoe fields. Also, the F2 skill should instant cast (otherwise thats an insubordinate pet :/). Another, if the pet is on guard and the F2 skill is triggered the pet shouldn’t break guard to attack (think of mighty roar in the jungle stalker, stay next to me to continue roaring!).

3. PET & SPIRIT TRAIT LINES- trait lines that involve these two should be examined closely for underused traits. For one, it would be much appreciated if the animal specific traits give to the pets significant bonuses or just forget about animal specific traits and have traits that affect all pets (reducing micro-management). Another is the grandmaster trait Signet of the Beastmaster in Marksmanship; you are forced to get the whole line to have signets affect you. Why? Player first, pets second is fair. Also a whole major master trait for a spirit to move? Perhaps that would be more viable as a minor trait instead.

…minor issue —-> why can’t pet names stick?! If I went through the trouble to type Kurt Russell on my devourer then every time I choose him he should be named Kurt Russell!

Associated Risks
ranger love and people won’t know how to cope with it.

THIS THIS THIS. This player gets it. Buffing for the sake of buffing is not the answer, unrestricted potential of the class is the answer. I understand some traits are flavorful but they do not work at the same rate of efficiency of other classes. For example,a guardian doesn’t trait for either defensive or offensive spirit weapons, they trait for spirit weapons. So then why do i have to trait for a pet type? Am i not suppose to choose the right pet for the job without worrying which i trait for? Those specific traits are silly and wasteful. Please fix them so those traits affect ALL of my pets.