Showing Posts For Ghin.1653:

[Feedback] PWR Weaver Sword dps (or lacking)

in Elementalist

Posted by: Ghin.1653

Ghin.1653

While the intention might be aimed at dps, as it stands the only two classes who give barrier at present. Having one only be a selfish barrier is kind of dumb. While the main intention can certainly be dps (which is still lacking according to above reports), once again ele is supposed to be the jack of trades with regards to flexibility, so I would still like to see barrier share and some better sword melee work, the 130 range is just freaking brutal and sad for ele.

Also really wanna make a build that plays on those lightning strike when cc.

[Feedback] PWR Weaver Sword dps (or lacking)

in Elementalist

Posted by: Ghin.1653

Ghin.1653

That is very true Hana, the barrier is actually scaled on healing power now that I look at it, so by going healing power at all I am benefiting for barriers. However this does not benefit anyone else at all, as from what I can see nothing shares the barrier at all, not even a trait to allow something of a bigger support role (which it should).

I wanted to do a semi support role, but the barrier addition doesn’t actually have anything here to add it onto allies, unlike tempest with ele who can buff allies with auras. I hope they fix that, then we have a truly good support addition to the team, granting barriers to allies while attack or with its utility (even dodging).

Weaver really does feel like a jumble of “this looks cool” stuff that hasn’t quite been fully groomed yet compared to the other classes, but thats somewhat expected I guess since it technically gets all 3 rolls every elite specialization added? They even removed the 3 localized fire fields tidbit they had on a skill earlier, which would have directly traited into longer fire fields adding a bit of ridiculousness.

[Feedback] PWR Weaver Sword dps (or lacking)

in Elementalist

Posted by: Ghin.1653

Ghin.1653

Ill take the plunge and try Zealot gear when i get the funds. Ele and weaver gets plenty access to ferocity anyway, shame we can’t get critical heals.

[Feedback] PWR Weaver Sword dps (or lacking)

in Elementalist

Posted by: Ghin.1653

Ghin.1653

Well for one, I didn’t expect it to take 20 freaking minutes to make it out of the starter map with cleric gear. Cloth Melee isn’t supposed to be squishy and take spike damage, your already light armour, all it would take is a quick burst against a REAL enemy with assassin or rampager gear on (like a boss targeting you or load of condi stacks), thief has stealth and dodge, mesmer has stealth and illusions (mirage with the dodge), the answer to EVERY damage problem should not be power crit vs condi (or condi crit).

Condi scales fine on ele without crit, so very much that Power should too without demanding it be a crit hit. Crit is EXTRA. That shouldnt amount to a 17-18 minute clear time difference. I guess ill just someday test zealot ascended gear on ele since beta didnt provide (though again i shouldn’t need to crit for that much of a combat difference).

[Feedback] PWR Weaver Sword dps (or lacking)

in Elementalist

Posted by: Ghin.1653

Ghin.1653

Now I had a fun thought. Why not finally make a power character. And alongside it a support role. So of course lets take cleric, tank dps and healz. Sounds good right? The tank was good, the healz were great only one thing was missing…… The bloody dps.

It took me 20 minutes or more just to clear the first freaking map of enemies because:
A) The swords dps game in general is lacking
B) Water sword for some reason has less than half dmg values for all skills and the scaling hurts like a gutcheck. Yes the healz mean a LITTLE less dps, not low ball scaling when the healing doesn’t account for these numbers I’m seeing.

This is to the point where my guild mates are literally saying “its a condi focused elite spec” which is clearly not true because ele in general gets access to both ends from 4 elements.

I took every damage trait upgrade available ontop of cc lightning strikings. It’s extremely easy to get 25% vuln boost, 20% bonus dmg against vuln enemies, 10% while above 90% (rather easy to maintain with all that good healing and shielding) and more boosts from everywhere else in these lines and sigils, which would theoretically lead to large damage values, at the very least while using lightning. Sadly not the case.

And to my even worse dismay when I attempted to see if Zealot gear would make my sadness go away, it wasn’t available in beta chest…… Please fix that…..
Aside rant...AND the method to make that even, its a NICH item, shouldn't be insanity to craft or obtain zealot gear thankyou.

[Suggestion] Armor/Weapon Skins & Charges

in Guild Wars 2 Discussion

Posted by: Ghin.1653

Ghin.1653

I legit just posted this in “Suggestions-Quality-of-Life-Changes” at the top of the page.

[Suggestions] Quality of Life Changes

in Guild Wars 2 Discussion

Posted by: Ghin.1653

Ghin.1653

At present, once you get a weapon skin unlocked you can’t use it anymore. So say when some people get a skin from something unlocked with a copy of said skin. Why not allow us to store that single copy in the wardrobe for a free application later?

This is especially true for account bound skins, you get it and if you don’t want it right away so you either throw it out because you have transfusions to spare, or store it away and it takes up space.

[Feedback] Update of some core skills

in Guild Wars 2 Discussion

Posted by: Ghin.1653

Ghin.1653

With PoF just around the corner I would really like to draw attention to our dearly beloved core skills. We use these everyday, and (opinion) they sadly feel underwhelming.

Fact – Mesmer wells are better than Necromancer wells.
Opinion – I don’t think many or any really use or consider them anymore. (aside from maybe blood and power), corruptions or minions seem to be the main thing.
Changes – Something to improve their purpose and better cooldowns.

Fact – Warrior has little to no underwater condi (its legit two power weapons).
Opinion – Why……
Changes – Pick one and give it more bleeding please.

Opinion – Guardian Meditation skills have a rather high cooldown set.
Changes – Lower CD.

Opinion – Box of Nails on Engineer is very low damage vs its cooldown.
Changes – Tweak the damage, lower the cooldown slightly.

Fact – Revenant Demon Stance does not follow its original intended design of taking condi’s on self and using for own nefarious purposes. Necromancer is actually able to do this in a fashion by taking allies condi’s and sending them to enemies.
Opinion – Empowering Misery is absolutely terrible as a result because now he has no cleanse and doesn’t use the condi’s he has unless you take a single grandmaster (that requires a STANCE swap, why? Prior to PoF, he only has one actual condi stance). Pain absorbtion costs too much and is based around the old abandoned design of rev using condi for evil revenge, but is not really supported. I have not actually seen anyone ever really use Centaur Stance.
Changes – Pulsating Pestilence should passively also mimic incoming condi to nearby enemies with a separate cooldown. Bring back that core idea of applying condi to Demon Stance user’s being dangerous in some fashion with his skills. Necro’s can take allies condi and send it to enemies better. Make repleneshing despair heal once every second for each unique condi on the player in addition to a smaller pulse when receiving a new existing condi stack. An incoming unique condi heal does not help anyone against someone using only poison per say, and he really needs to match his original design (if this is too powerful, consider moving it somewhere along the traitline, like where bolstering anguish is, that things not useful for a condi spec). Lower Pain absorption cost so we can actually survive when we receive several dozen condi and are low stamina. Cleanses are more likely to occur than rev needing to tough out the condis himself, so let it be a bit more selfish. Empowering misery needs something to make it more useful. I definitely dont feel empowered when I use it and feel immensely kitten. If your not suffering from a slew of condi, you get less healing than majority other healing skills. And it in no way solves the problem of several dozen condi on oneself after the healing as you will likely lose said healing extremely fast with more condi ticks. Consider simplifying Centaur Tablet to follow the player instead of player move? I mean his entire utility skills are based on using it, why does he also need to move it himself? Let it whirl around the player and heal, and the travel skill becomes a healing pulse instead (personal opinion).

Opinion – Elementalist Cantrip cooldowns are a little over the top for what they actually do.
Changes – lower cooldowns or improved functions.

I truly hope these will be at least considered for review. Especially how Demon Stance Revenant was abandoned in its original purpose to this shadow of its former ideal.

Path of Fire Stress Test August 31, 2017

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Posted by: Ghin.1653

Ghin.1653

I thought I missed the stress test for a minute, then I just realized that it only JUST turned Thursday facepalm its late……. Please enable elite specs, I really want to like weaver so i can finally play my elementalist with joy instead of depressingly disliking him (can’t seem to make a build i like). I’m looking at cleric setup, ice and lightning. Extra dmg from cc’s, sword and (Ford) focus.

Also confirm Weaver trait functions with Elemental Enchantment? I couldn’t quite tell when I was testing in pvp b4.

Question for experienced Rev's

in Revenant

Posted by: Ghin.1653

Ghin.1653

Personally I really like condi rev. However its kind of hamstrung in it’s purpose, as originally we were supposed to take condi from allies, or receive them and use it nefariously, however…..

Embrace the Darkness is too expensive with no benefit (in pip degen anyway), it costs 5 initial OK -7/s pip OK and then 1 torment every second……. Where the hell is the rest of my elite skill? If it mirrored all my conditions onto nearby enemies with each pulse THEN we have some kind of decent elite (again linking back to original concept).

The heal skill Empowering Misery is only effective if you have conditions, meaning that unless you can self depreciate yourself with condi (one trait does this, and only torment so still no good) or fight a fellow condi opponent, your underpowered in healing. You then swap to a second skill set (which before renegade has nothing to do with your spec as condi) to use skills (in my case shiro).

Then theres Jade winds, 50 cost (ouch) 5 cd (the hell?) and 3 second stun in aoe target of 5. I’d take a longer cooldown over that brutal cost that requires your entire stamina bar anyday (cuz you sure as hell aint gonna be full when you swap from demon stance).

I agree that a lot of the Revenant, including Renegade, needs to be re-evaluated. Too much up front cost, not enough straight forward usage. A lot of his skills and utilities don’t make sense. I would also like to put out a glaring contradiction that really bothers me in Renegade….. ICErazor’s Ire…. it deals cripple……

(edited by Ghin.1653)

Missing Utility skill types

in Guild Wars 2 Discussion

Posted by: Ghin.1653

Ghin.1653

Well now that they have announced the new elite spec’s, in paraphrase their own words “our goal is to expand the way you play with your favourite classes”, then by all means finish the core skill set. That’s quite a bit of missing skill type support.

New Expansion New Profession?

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Posted by: Ghin.1653

Ghin.1653

No new professions.
3 Heavy Armour.
3 Medium Armour.
3 Light Armour.
They said they were satisfied and had all their bases covered now.
What you WILL see however is more and more elite specs. Because that was their answer vs continually adding new classes. If they tried to do both they would eventually have a massive pool to balance and each new class would need retroactive, add x elite specs into mix.

Elite specs yes, Classes no. Sorry mate.

Missing Utility skill types

in Guild Wars 2 Discussion

Posted by: Ghin.1653

Ghin.1653

This is a compilation of missing utility skill types. Missing any type of utility skill ruins the overall experience and customization for trying to build around something and limits players or forces them to cope with less than ideal alternatives. There are even some skills that aren’t assigned.
.
For example, you want to go full signet on Elementalist? Sorry, there’s no elite.

Elementalist – Healing Conjuration. Arcane Elite. Elite Signet
Warrior – Mending Unassigned but technically should be Physical. Healing Banner. Elite Stance. Elite Shout.
Ranger – Healing Signet. Elite Signet. Elite Trap.
Necromancer – Spectral Healing. Elite Signet. Elite Well.
Guardian – Shelter Unassigned but could be consecration. Healing Spirit Weapon. Elite Consecration. Elite Spirit Weapon.
Thief – Healing Trap. Elite Trap. Elite Signet.
Engineer – Elite Gadget. (Only missing the 1)
Mesmer – Healing Clone / Phantasm. Elite Mantra. Elite Clone / Phantasm.
Revenant – Has everything because his entire utility bar is linked to legends (Would have broken the Legend essentially if any were missing)

Certainly some of these aren’t thought much of (Idk how many people still use spirit weapons or thief traps) but giving players the option and full set to mix and match as we please is essential to build diversity and to not force other skill types that don’t matchup with ours, like elites (have you ever wanted to make a build, but essentially all the elites available are useless / not what you want?)

Every single Elite spec that has come in has come with a full set of utilities. Why should the existing gap be ignored?

New Ascended Shard of Glory, Not retroactive?

in PvP

Posted by: Ghin.1653

Ghin.1653

They have not always been in league chests – this is a recent season thing.

That said, no, it shouldn’t be retroactive. You were not playing pvp before to get shards, you were playing pvp for its own sake/whatever awards were available at the time.

Asking this is like asking that PvE players be given map rewards for the years of gameplay before they made map rewards. It’s an asinine expectation that gives the middle finger to everyone currently playing for modern rewards.

No, actually its nothing like that. That stuff is gained from simply being active in a map, and is a cumulative crafting reward (I presume were talking about BONUS map rewards?). Something used to get ascended gear vs something thats just a fun reward for being active on a map are completely different? And if your talking about full clear map chests, I don’t even remember when they weren’t there so, and thats STILL different from something that goes towards ascendant gear. So your still wrong.

If I understood it these are given out in the final reward track chest. Player’s that have done long running pvp before this would get more than me. Players that only started doing pvp after this wouldn’t benefit because they only started playing pvp after and not before. I get what your TRYING to say but your wrong in what you are trying to use as examples.

New Ascended Shard of Glory, Not retroactive?

in PvP

Posted by: Ghin.1653

Ghin.1653

So I used to do pvp a lot for good ol dailies. Now I find out they actually made it possible to profit with ascended gear from this. However the Ascended Shards of Glory are only obtainable from completed reward tracks. I have done 13 of them. Some nice hardcore pvp players have probably done a kitteneload more. Why is this not retroactive to what we have already accomplished? I personally haven’t been able to find the time to get a lot of ascended gear (found a pair of pants in a chest, thats it). So you can imagine my disappointment upon finally discovering a straightforward way to get them (outside of luck with a panty chest, and crafting I don’t have the time or gold to do) that my previous accomplishments account for nothing.

Can we please get this re-evaluated to be retroactive? I’m sure people would like to have gear they technically already earned.

Interruption traits trigger on stability bar

in Guild Wars 2 Discussion

Posted by: Ghin.1653

Ghin.1653

Currently there are a lot of enemies in HoT that have stability bars, and it has also been shared out to bosses and powerful pvp allies like heroes and lords, however people who specialize in interruption traits gain nothing from rapidly decimating this bar. For example a thief with Superior Sigil of Draining, Pressure Striking trait, and Impacting Disruption trait is at a severe disadvantage against these enemies simply because a major part of the damage they would dish out through said interruption is non existent.

Anyone who contributes to the disabling of a stability bar should have their related traits and sigils trigger when the stability bar has been successfully depleted (thus interrupted and stunned). It is not overpowered as it can only occur once per character fighting the enemy and has the bar regeneration cooldown interval. This is not an unreasonable request as it makes sense and I do not understand why this has not been done already.

RIP chill damage

in Necromancer

Posted by: Ghin.1653

Ghin.1653

There hasto be a better way to nerf the chill instead of taking out its nice damage portion entirely. Make the Grandmaster node exchange some of the chills slowing power in exchange for the chill damage that already existed (we really don’t need more bleeding). Or find some other way to balance it rather than simply cutting out the fun of trying to focus chill. There are infinite ways to bleed on a necromancer and it takes out the grandeur of the node itself.

This week's spec teaser is up: Thief

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

thing is about Warrior Berserker, they said all classes would be getting access to previously unavailable skill types: G – traps, E – shouts, N – shouts, M – wells.

Berserker gets Rage. Something that just fits with his normal stuff. Revenant doesn’t count because he’s special with old school reservations.

Wonder what shiny things thief will get. Hopefully something that will help me wanna play him more (sucks as thief).

This week's spec teaser is up: Thief

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

Sad staff is confirmed. But after the Tempest disssapointment it was easy to spect Anet giving Thief yet another melee style. I hope is actually a good one, truly different from the actual base, and not only a new set of gimmicks to do exactly the same…

Wich could be the name of this new Elite Spec?

The Ninja? The Distractor? The Dragon Poker?

DareDevil according to datamining

*Dare Devil

daredevil* is one word.

Didn’t your spellcheck sort this out when you tried typing it? lol

Reaper Chill damage formula

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

Technically most terror masters will have chill always in effect, thats a skill/movement debuff and consistent damage dealt. To say its somewhat weak when 90% of condi users will choose to use it is an exaggeration. I agree that the damage should and probably will be placed at 40-60% of Terror as it makes the most sense. As it is currently choosing reaper gives better burn application in shroud, stability, an extra stun and chill field, plus 11 poison whirl if all hit. Again all reasonable arguements are void until next beta test is run and we see just how strong it is.

Reaper Chill damage formula

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

Won’t know that for sure until we test in realm tho. Remember also that they said these are the numbers for the next beta test, they may very well have already started changing it right? What we see now is what we get to test but they said they are often already changing things for the test after this one. So the data we give them this time around will help them decide.

Reaper Chill damage formula

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

Numbers from beta are not indicative of the final product and are subject to change.

God kitten , why do people have so much trouble realizing this?

Meow.

Because it is wrong. Ideas have inertia: they don’t change unless an outside force causes change. Unless you show and tell the developers that something is overpowered or underpowered, it will stay exactly where it is. So, it is best when giving feedback to assume something is going to stay exactly where it is.

In the next beta weekend, the formula is this
194 + 0.16 condition damage. Multiplied by 1.5 against enemies below 50% health

He’s right you know, feedback is the whole point of beta testing. They are in the testing phase so stating that its really low is important to tell them. And that chill formula looks a lot more deadly and shiny.

Reaper Chill damage formula

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

So the wiki now seems to have a damage formula and the chill damage listed was greatly lowered….. Please say its still being debated about its numbers? The way it is now the math says it deals a little more than 1 bleeding and the beta had it barely moving as well…….. The previous numbers that showed it to be half of Terror damage (sort of) looked a lot more promising.

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

$50 = expansion + core for new / expansion + 1 char slot for vets. Those who want to pay for immediate more content will. Those who are going to wait for price drop will. The price is fair for what you are getting: New class, Specialization, Giant kitten map content of 3 area’s. There may even be more stuff they haven’t even announced yet. The only issue i have with it is its priced in American instead of each countries equivalent currency ($50 dollars to them, not every currency = $50 American) like Guild wars 2 core was on release. Payed release in CAD not USD.

Reaper Chill damage formula

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

so chill now stacks to a maximum of 5 applications. This gonna be tracked for reaper? stacking duration and intensity simultaneously? ie 5 chills: 2,3,4,5,6 seconds means 20 seconds of chill but each stack runs out in the same manner as before, so once 2 seconds ends, its 4 stacks and it counts down on 3s chill. Sounds OP as is (considering chill is only a tidbit less than fear in dmg), but with balance, maybe?

Reaper Chill damage formula

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

so we know the base damage chill will be doing, but has anything been decided on what the added formula damage will be for it? has anet announced this (or will you guys reply in this post and tell)??

condition damage duration

in Guild Wars 2 Discussion

Posted by: Ghin.1653

Ghin.1653

Since the trait changes, we have now lost 30% possible condition duration, and it was said this sort of thing would be regained through gear. Have not seen this yet, and not in pvp either. Is this being outright removed or just delayed addition?

sigil of blight

in Guild Wars 2 Discussion

Posted by: Ghin.1653

Ghin.1653

Yes but this isn’t the case anymore with the new patch, poison will stack, therefor this now needs a second look.

sigil of blight

in Guild Wars 2 Discussion

Posted by: Ghin.1653

Ghin.1653

This sigil seems like it would have been a great addition except for the single issue of its cooldown vs duration. 2 seconds of poison at an 8 second cooldown requires a full duration traiting, making it only go as high as 4 seconds in pvp, why? why was the sigil set up like this?

Trait interaction with runes

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

Will traits also synergize with runes in the same manner that they interact with each other in the new patch? IE Thief has a trait that drops a Needle Trap when he uses a heal skill, and Superior Rune of the Trapper grants superspeed and stealth when a trap skill is used. Would the thief therefor drop a needle trap, gain stealth and super speed all from a heal skill?

infusing terror

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

just something id like clarified. this skill only fears on detonation and only lasts 1 second? the tooltip says it fears twice, once on activation and again on detonation. old tooltip concept?

Fear occasionally ends early

in Bugs: Game, Forum, Website

Posted by: Ghin.1653

Ghin.1653

I’ve found fear is occasionally ending early on enemies. This was tested in pvp against dummies. Maybe its a dummy bug.

Runes: Necromancer or Nightmare.
Replicate test in pvp using 64004 traits obviously using Terror and Master of terror.

Procing fear using Mark of Reaper, Nightmare when hit, Doom, Fear of Death, and Number 2 downed Fear skill (harder to check because it gets to 4 seconds long). Duration on standard 1 1/2 seconds, skills states its 2 1/4 second duration after increases (3 for 600m Doom).

These dummies don’t use cleansing skills so i’m unsure why this is occurring. Maybe the damage still occurs but the fear damage float animation fails to play.

Minion Change to "Rise!" skill

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

Larynx constructive not destructive plz, they said it themselves it seemed a bit weak with the 5 lesser minions that slowly degenerate. I like Arewn’s idea though.

Summon 1 fleshreaver upon first enemy hit and 1 jagged horror per every other enemy hit. This results in 1 powerful spawn and 4 lessers. OR If at least X enemies are hit, summon a fleshreaver in their place. IE 3-5 enemies being hit would result in a fleshreaver with 2-0 jagged horrors (depending on how powerful this concept is).

Minion Change to "Rise!" skill

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

Fleshreavers. 1 fleshreaver per enemy. We never see them or get to enjoy their awesome artwork because so few people will go for so many kills just to spawn a fleshreaver that lasts a minute. It fits perfectly in with the necromancers minions, and would look fantastic. Just have each one die when its target dies or when all targets that were in the shouts range if its not balanced. Weaken them, give them degeneration, do something to balance it in, but do it! It would be awesome!

As a side note, change that sigil to 5 kills and give it a minute cooldown so you can only have one at a time. 25, not reasonable. 10 would even be decent.

New Necromancer trait line

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

Terror and master of terror should be merged, they are not worth a GM trait by themselves. Terror should also move to soul reaping to compete with Dhummfire, and a power based GM trait should be placed in curses so that power builds don’t have a completely worthless trait.

It is kinda weird that they have a Terror AND Master of Terror trait, fusing them and calling it Master of Terror does make more sense. They also need to fix the condition damage rounding problem. I fear someone for 1.85 seconds, the tooltip rounds its to 2 seconds and i only get the Terror damage for 1 seconds worth. Hard enough to stack duration on fear, shouldn’t be punished for a fraction of a second short. Gonna enjoy being able to gain life force on my staff too since ill probably build around a permachill style.

New Necromancer trait line

in Guild Wars 2: Heart of Thorns

Posted by: Ghin.1653

Ghin.1653

I have a some problems with the new necromancer trait line, Master of Terror, and Terror are in separate trait lines, i wouldn’t have a problem with this, if the separate trait line had anything to do with conditions. The way they are separated just doesn’t make sense.

First off, you would think Terror + Master of Terror should be in same trait line, as the generality of it kinda matches: soul reaping “reap your soul” where curses, its just fighting the 2 other condition types /(flip side argument)/ fear is a curse, therefor curses trait line. They really should be together as thats what you would want to build around in each type.

Also, Mark traits are now in two separate trees? i need death magic and soul reaping if i want the most benefit on my marks? same line or fused please.

As a side note, putrid defense + cold shoulder = 25% damage reduction. Desired?

Thief Stealth

in Players Helping Players

Posted by: Ghin.1653

Ghin.1653

What about Reaper of Grenth Elite, would that break stealth? can you even stealth while using that? i know u cant use in pvp but still interesting thought.

Thief Stealth

in Players Helping Players

Posted by: Ghin.1653

Ghin.1653

that doesnt make much sense to me, since when i tried to use cloak and dagger repeatedly like that to REMAIN stealthed on a dummy, i couldnt avoid the revealed affect. please explain how cloak and dagger bypasses revealed.

Thief Stealth

in Players Helping Players

Posted by: Ghin.1653

Ghin.1653

I was just in a pvp match as a thief, another player was also a thief, yet he seemed to be bypassing the revealed affect somehow, is there a method of doing this? or was he probably hacking?

i know there are many ways to gain stealth, but not for the durations he had going, he seemed to be stealthed indefinitely WHILE continuously attacking the general/commander whatever that things called that u earn points for eliminating.

Multiple Rune Stacking

in Players Helping Players

Posted by: Ghin.1653

Ghin.1653

its not about spamming it, its about getting more chances to procreate it. 3 chances for it to take place are better than 1, tho some would argue a rune set would be better.

New to Guild Wars.. Other girls that play?

in Players Helping Players

Posted by: Ghin.1653

Ghin.1653

Female gamers are so scarce nowadays. =)

Not true, i know plenty of girl gamer’s. You just don’t hear from (or know) them because of a lot of the boneheads with the stereotypical “gtfo” comments when someone says they are female. Most younger girl gamer’s hide while the older ones don’t really care. You can imagine the things that fly through a teenagers head when he finds out a girl he knows is a gamer. It can get real awkward.

Multiple Rune Stacking

in Players Helping Players

Posted by: Ghin.1653

Ghin.1653

Haven’t used this forum in a while, and can’t search properly as it seems to search words instead of topics…… if anyone could add a “how it works” on after their answer for this question, that would be great.

If i used multiple runes, of the same type, only different levels, do the affects stack, or are they separate chances from each other?

Example if i used 2 Minor, Major, and Superior runes of the Flock would i have: 3 separate chances to spawn said bird attack, have a combined chance of 22%, or would it simply take the highest chance value listed and ignore the other 2?

I use the wiki frequently so i have seen the rules about them, but i am unsure about this special case.