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This needs to be added to the game!

in Guild Wars 2 Discussion

Posted by: Halbatros.5173

Halbatros.5173

From the demo

15char

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RIP Axe Power Necromancer.

in Necromancer

Posted by: Halbatros.5173

Halbatros.5173

I don’t think axe needs massive buffs.Axe is a perfect replacement to melee power dps,as it deals decent damage (FROM RANGE,always remember that,because there isn’t a single ranged weapon in this game that deals more dps than it’s melee counterpart),and builds LF extremely quickly.

Internal balance vs External balance problem

in Guild Wars 2 Discussion

Posted by: Halbatros.5173

Halbatros.5173

We all have seen the news, haven’t we?
Mesmers are going to die, necros are going to rule the kittening world…yeah sure.
You see, when people started complaining about the bunker meta, I knew it wasn’t the worse meta we had in this game’s history.I mean,do you remember the 3 ele 1 war 1 thief meta?Dhuumfire?Yes,freaking dhuumfire.

All of this because of terrible design and balance choices done internally.
What does Internally means?

Well.This game is balanced in a class vs class basis,about how a class performs when it comes to the other classes and/or content.All the changes are proof of that.

However,most of the balance problems that the game suffers come from imbalaced situations WITHIN a single class.

Why did elementalists start to rule the meta with cele? Because any other option beside becoming a healing bunker was not viable.This is because elementalists lack natural defenses,such as built-in-dodges,vitality,toughness,timed invulns that are relevant,or actual strong self healing.This is why they are forced into taking all the healing and defense that they can,because any other option equals death to them.

Before HoT,necromancers were free kills,as they lacked sustain to keep them in the fight,namely,worthwile healing skills and stability (no,a situational 5k healing skill on a 25/30s cd that may or may not cleanse and heal extra per condition while also applying conditions to yourself is not a good heal)What did anet do?They gave necros MOAR POWAR! Dhuumfire.No one asked for it,no one wanted it,it was unfun as all hell.Necros got nerfed the crap out of them because of dhummfire,a buff done to promote their use.

And now,we are here again,at the same exact situation.Mesmer sustain was horrible,so they decided to skyrocket it to balance it out.They didn’t,though,because of how stupidly powerful this chrono skills were to promote mesmer use,and now they’re nerfing the hell out of them,leaving mesmers with no viable build,as they no longer can be succesfull bunkers,neither roamers/bursters kittenter builds deal little predictable dmg and only have two useful survivability tools:Moa and Portal.

Now necromancers are going to recieve a massive buff because of the internal imbalances of elementalists,mesmers and revenants (boon galore),and the extremely lacking defenses of those classes will show off.

Please anet balance team,stop toying around.Give everybody the HoT necro treatment,making all trait and weapon choices viable.Necro is still bad at providing team support,but that doesn’t mean that BM or DM are useless,as they both have great dmg,sustain and utility traits to build.As a necro,there’s never a ¨wrong¨ choice,only options.

Other classes should never be ¨wrong¨ if they pick or don’t pick certain trait…

(edited by Halbatros.5173)

Invisible Shoes! What the?!

in Guild Wars 2 Discussion

Posted by: Halbatros.5173

Halbatros.5173

How do you get these?I’m a barefooter too and I’ve been waiting for something like this for a long time now

New Invisible boot skin...Where to get?

in Guild Wars 2 Discussion

Posted by: Halbatros.5173

Halbatros.5173

A new ¨invisible¨ group of footwear skins have appeared in the wardrobe for each armor category…but how do you get these?

You can check them in your wardrobe,they have pink icons

We said we didn't want the trinity

in Guild Wars 2: Heart of Thorns

Posted by: Halbatros.5173

Halbatros.5173

First,as much as it pains me to say this,I would prefer playing a hard-trinity mmorpg than the current system in place,where diversity is discouraged by trivial content which only encourages blazing trough it.

Second,with HoT,gw2 will be getting (If they do this right) a SOFT trinity.As a druid,I’ll be able to both offer offensive support (Glyph of empowerment,spotter,frost spirit) and defensive support (Healing and cleansing) which rangers lacked AND control without even swapping weapons (Daze for days).What’s more,with the same traitlines that allow me to do those things,I’ll just have to swap to sword/axe and deal high DPS with it.I can do all 3 things that the damage,control and support soft trinity offers,with a single build,without being restriscted like in hard-trinity mmos,even tho I’m focusing on one aspect of that trinity (That’s why it’s called SOFT)

Druid Reveal Feedback Thread

in Ranger

Posted by: Halbatros.5173

Halbatros.5173

Well,it’s really late here,so I’ll try to keep my feedback clear.Keep in mind that I’m not used to speak in english,so prepare your eyes for suffering

BACKGROUND:
I have been playing gw2 since release,and among necromancer,ranger has been my most played prof,on a little asura.Now rerolling to a human male…

The only things that I would change are:

+Staff needs to deal damage in some more of it’s skills.If not,a whole mechanic needs to be in place for supporters to get rewards in events and bosses

+The healing glyph needs a little ¨oomph¨,or it will just feel like a generic heal.Give it self regen on Celestial Avatar form,not too much,not too little.This promotes cross-traitline sinergy

+Talking about sinergy,this is something that the druid lacks with many of the core ranger mechanics.Adding small amounts of boons to some skills (Maybe the healing seed?).Let druid apply poison with one skill or two.With that you would have more options on taking WS/NM

+The glyph of empowerment needs a different Celestial effect.Increased healing by 10% for a short period of time won’t cut it.15-20%,or make it heal on top of the current effect.

+New(and old) pets still need changes in their AA so they can move while attacking,allowing them to hit moving targets (given how the pets stop for a second before they activate de skill)

Help with picking a profession

in Guild Wars 2 Discussion

Posted by: Halbatros.5173

Halbatros.5173

I have mained necro for a while but it just feels…weak for me.
I’m looking for a Jack of all Trades profession,as I’ve done the kitten fantasy rpg test/quiz getting the dragonheart(JoaT) a bazillion times.

Eles look more like a profession that can do anything,but specializes in only one thing
So it seems as the contest is between engineer,ranger,or to wait for the revenant.

Help picking one,please!

Smoophy Says

in Guardian

Posted by: Halbatros.5173

Halbatros.5173

12.

How many tries per player?

Versus players - why Ranger changes are good

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

I would say that power ranged rangers (Go go power…!) will fill a “negation” role.Single target negation.Put him on a rooftop in kylo,watch him sniping roamers who try to cap far.Watch them force bunker specs to use their brains outside -HP is below 50%,heal-,asking for help.Watch them focus problematic enemies like thieves bursting bunkers,people stealing mobs/buffs/orb,watch them do what no other class can:To provide deep map control and awareness,shutting down dangerous roamers from high range,and helping like a roamer would do,but more safely and supportive.

Soon,people will need support for their bunkers,to reflect and heal up,roamers will have to choose between fighting the ranger or risking their objectives under their arrows….

Sniper,they are.Be aware of pet masters,and their beastly control and group support,watch out for the stealthy trappers in wvw, defending the position…

The problem with broken rangers

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

I will leave this here.Thank me later
https://www.youtube.com/watch?v=bXsE5TMN1-M

I am thanking you right now. That was a fantastic explanation from a non-ranger.

No problem man! Not my video,credit goes for its creator.
But the “Opinions about balance>facts about balance” issue that this playerbase shares is simply dumb…So I wanted to inform some people about the video

The problem with broken rangers

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

You mean in 6 months?;)

What's your Asura's "theme"?

in Asura

Posted by: Halbatros.5173

Halbatros.5173

A Bioengineer never truly considers living things useless.Specially when your Canis Lupus, Subject 42, has been receptive to your metabolic augmentators, alongside other things…

The other 41 subjects?Not resilient enough for the experiments.Poor dummies.

But people get upset when your seventh human dies with horrible,fleshy,bloody manifestations of …what where supposed to be muscles…

So, when I tested my invention in non sentient beings, not only where they less reticent to the process,but also showed great improvements…

Having to explore the lands for new subjects, I wear a handmade prototype of a survival suit,designed by myself.So far, I survived being chased by seraph,iron legionnaires, inquest dumblords, and annoying skritt, all of them upset because of my experiments.I had to flee to the wilds,where heat,cold,wounds,and stamina are all concerns…At least subject 42 helps me out when he’s not leaving radioacrive “gifts” on the woods…

-Khiff the biologist,recorded hologram n*12

The problem with broken rangers

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

Oh…I remember those necro dagger autos for 2.1k every 0’75 seconds… wha? You don’t? I do.

ye and its pretty easy to stay away from a necromancer in that range because of how slow they are and vulnerable to cc. rangers hit like a truck from every range. lol the ranger community will defend themselves until the nerf. enjoy it while you can, because it will be shortlived.

Yeah.I hear ya’.Because necromancer has 0 acces to inmmob,cripple,fear and chill.Because they cant hit 4k every 1.25 secs with an autoattack from range,3k from 1.2k range.Because thiefs,who can deal beyond 15k dmg in 1.15 seconds from 1.2k range,sometimes 2.1k,while stunning you in the process.I can keep going.Just watch the video and learn.It will help you, I promise

What classes are ranked were?

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

Right now?
1.Warrior.Even with the nerfs,they are still capable of speccing for anything they want,while being very good at it.
2.Guardian.Same reasons,but almos has to spend 6 points in every build to heal extra in compensation for their low hp
3.engineer.Good at everything but handling condis.Still teamfight powerhouses.
4.Mesmer.Better aoe?check.Full of tricks?check
5.Ranger.Omfg.It’s viable now.It lives!It has purpose!Excellent snipers,formidable foes.
6.Thief.Having 3 viable builds,all of them 1 trick ponies (go backstab,go dodges,go condi…) it’s not being in a good spot.Good at what they do well,horrible at everything else
7.Elementalist.1 build to rule them all.1 build for doing damage,1 build for sustain,1 build,for everything.At least,they get good stuff done by being semi-korean starcraft 2 players…
8.Necromancer.The new rangers.No suppereffective moves,NU tier…
I mean,they either stun-condi lock you or they die.No sustain,no support,no real advantages over other classes but damage on fear

RIP Warrior Class

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

I have to admit, warriors feel weaker now.But far from free kills.Very,very far.More like in line with…you know…the other 7 classes in Warriors wars 2 before patch.Oh.Shiet.I forgot necro is no longer a class

The problem with broken rangers

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

Oh…I remember those necro dagger autos for 2.1k every 0’75 seconds… wha? You don’t? I do.

If you die to a rangers rapid fire...

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

It’s dangerous to go alone.Take this!!
https://www.youtube.com/watch?v=bXsE5TMN1-M

The problem with broken rangers

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

I will leave this here.Thank me later
https://www.youtube.com/watch?v=bXsE5TMN1-M

So how do they buff necro def? [merged]

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

Providing AOE life force generation, more life force generation in condition focused weapons baseline, and aoe siphons will greatly increase the necromancer sustain in group fights. However, they will also need stronger siphons / siphons working in DS to sustain in a 1v1 fight with some stuns here and there… why do I talk about 1v1? because we are necromancers, and for us, a 1 v 1 becoming a 1 v 2 or 1v3 is but unusual…to say the least.

Need help really quick, appreciate you helps

in Necromancer

Posted by: Halbatros.5173

Halbatros.5173

…Not sure if troll post or what, but here is the anwser:

Life force is gained trough nearby deaths (be it allie or foe), and from weapon skills

Life force is gained in fixed percentages (1%,12%,5%…) by traits and skills.

For example: Ghastly Claws generate 12% of your max life force cap.

The only way to gain life force in pvp is in team battles (somebody is going to die sooner or later) and from those skills and traits.

[tPvP] Death Shroud?

in Necromancer

Posted by: Halbatros.5173

Halbatros.5173

The last trait line is the one focused on death shroud the most:
It provides more life force pool,etc…

The playstyles that benefit the most from using death shroud are any but minion master and condition necro.

Zerker necro builds up LF very fast,then nukes in death shroud, leaving its HP safe from harm…for a while

Bunker necro regens on DS, and can stand in there for ages.

Support necro can burst heal 5k with life transfer,and harass scaping enemies

Idea for more Transparency

in PvP

Posted by: Halbatros.5173

Halbatros.5173

Still baking potatoes.

Gimme! I wanna eat potatoes too!

The truth about profession balance

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

Meh. The game don’t do attrition, period.

Warrior axe+shield 6/0/6/0/2 full stances and healing signet says hi.
So does Boon Bunker and Defensive Meditation Guardian, Thief venoms, Thief condi, permaregen ranger, d/d bunker ele, turrets engineer, and mesmer’s chaos maestro, specially War maestro in knights (2700+ armor,with 2k heal+1.5k dmg every 3 seconds)

The truth about profession balance

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

Thanks for the replies…Im on my tablet now so I’ll keep it short.
Either Wednesday or thursday I’ll post about warrior

@maeggle: Reality is very different as kravick said.
Ranged? Leaps, mobility…
Proactive defense through conditions? Anybody fighting a necro will bring cleanse, so bye bye defense. What’s left? Healing is sub-par cooldown wise.Blood magic is the weakest healing per second heal in the entire game, behind guardian’s greatsword traited heal per hit, because it cleaves and pulls enemies, on top of having 4 AOEs
Only deathsroud, toughness and vitality are left, on top of two dodges…if the necro is not CCed.Block, invuln, distortion and dodge avoid 100% dmg, may it be against 1 foe, 50 foes or 10000 foes.Deathshroud does not.And necro axe #2 can hit 4-6k and generates 13% lf…ON A 6 SECOND COOLDOWN.

The condition necro, “king of attrition”, becomes weaker and weaker as the battle goes on.If he/she doesn’t condibomb +fearchain his/her opponent ASAP, he/she dies shortly after.
That, if it survives playing ping-pong…as the ball

The truth about profession balance

in Profession Balance

Posted by: Halbatros.5173

Halbatros.5173

First, sorry for my lenguage. English is not my mother tongue, and thus I apologize in advance for any butchering of your lenguage that I may do…

I’ve been playing since beta. I usually read the formus, but I’ve never posted anything else, though. I’ve seen the rise of the zerker meta, I’ve seen the good and the bad, and currently, the game is not where it should be, not in 2 years now.

But many people’s suggestion are definitely unfounded, or just plain wrong (or impossible to implement).

What it’s worst, I haven’t met yet somebody who knows what is the reason for many of the current profession specific issues.

Rant ahead,you have been warned.

NECROMANCER:

Why do I start with the necromancer? No, it’s not my main class to play. But it’s by far the profession that is in the worst ¨Design¨ state. Any necromancer can see it.

Condition necromancer has nothing to do with attrition, or at least,it has WORSE sustainability than the power necromancer. How is that?

The power necromancer weaponset is the best at generating life force. Why, if the highest DPS for such build is without DS?

At the beginning, DS didn’t work as it does now. It acted as a ¨third downed state¨.
When the necromancer’s HP reached 0, it transformend into DS, instead of going into the downed state.This was true for the 31 of May,of 2011.

This explains everything, doesn’t? If not,let me explain it for you:

-Necromancer’s downed state is by far the worst. #1 does very weak dmg, and heals even less.#2 is way too short,#3 does NOT help at all in a downed state,#4 is common to al classes. This was in exchange for having death shroud, a much more powerful ´Downed state´

-This was changed because it made necromancers way too hard to beat. I actually like that change. The real issue is, the weapon skills, and traits of the necromancer were not changed back to reflect this CORE MECHANIC change
That does not mean that the necromancer is useless, that’s why anet has not changed it yet…
But take a look.

Glass cannon necromancer has very low passive and active defenses.Low armor, 18k healt,no vigor,very little access to protection,little regeneration,no blind, ect…In exchange,they generate life force faster than any other build (Axe faster cooldowns,faster lf generation) so they could survive the burst while they have been doing high damage (Dagger auto,axe #2,focus #4) and making the necromancer’s oponent weaker (Vuln) to then,in the verge of death, come back and destroy his/her oponent with lifeblast (power,+vuln) to finish its oponent off and survive

Condition necromancer sinergizes well with blood magic.Heal on hit,heal on crits.
It has much more proactive defenses (Weakness,blind,more chill,more fears,more cripple) and has higher toughness. But his/her weapons generate a lot less life force: they are supposed to sustain themselves during the fight,and having a weaker death shroud (so the constant damage never ends kicking in,and if the condimancer needs a condi burst,you get extra chill,extra bleeds and extra fear)

It makes sense doesn’kitten But not only are this weapons and traits designed to fit that mechanic, MOST of a necromancer’s skills,traits and weapons are DESIGNED with that in mind.But they changed it,and now power necromancers have more sustain and death shroud uptime than condi necromancers. That’s why you dont get healing while in DS.You were not supposed to,not as a condition/minion necromancer,because you were supposed to sustain yourself long enough before you could have your DS ready.
Power necromancers could not abuse death shroud,because it has a cooldown, neither could condition necromancers, because they had to sustain themselves until they got DS,and a weaker version of DS.

Just take a look at those traits.
+30% in downed state
+Heal when exit DS
+Weaken when enter DS
+Fear when downed
+Life transfer healing allies,support becoming stronger when about to die,
+STABILITY WHEN ENTERING DS,
+SLOWER DS LOSS per SECOND
+etc…

Agree?Disagree?

Next ¨episode¨, warriors.

(edited by Halbatros.5173)