Showing Posts For Koolaid.9152:

Adrenal health

in Warrior

Posted by: Koolaid.9152

Koolaid.9152

I tested it on full berserker bar. It wasn’t working still ;(

Warriors Disappeared

in Warrior

Posted by: Koolaid.9152

Koolaid.9152

Well time to join the DH and Rev bandwagon. Seriously though.. Oh you hear true shot is unlockable now? Or it was typo and meant deflecting shot is? Oh man oh man another buff!

Adrenal health

in Warrior

Posted by: Koolaid.9152

Koolaid.9152

Adrenal health doesn’t work in berserker form? is this true or is this just not working for me. If this is true. Then that needs to change lol

Buff Healing Signet

in Warrior

Posted by: Koolaid.9152

Koolaid.9152

Okay, I know what you guys are thinking… WHY IN GODS NAME WOULD YOU DO THAT!? Ahem.. so we now heal for 362 health per second and have immediate access to 6 seconds of resilience on a 20 second cooldown. That is good, but seriously it pales in comparison to Guardian heals and even glints heal. Not to forget that just using the f2 ability of Dragon hunter you get around 5k heal. Which by the way is wayyy more than what healing signet even gets in 10 seconds.

The reason I am saying this is strictly due to the lack of survivability warriors are now getting vs the other elite spec classes. DH has way more access to heals and blocks, not to forget a heal trap that literally heals 9k plus. Reaper has amazing synergy and ways to renew their RS. Herald, i personally think is also lagging behind, but you cannot deny glint’s survivability. Dare devil has incredible mobility and dodging capacity. Ranger got druid. nuff said. Scrapper has amazing synergy with other trees giving it perma regen/kit regen.. And increased armor at all times/ with access to more blocks.

I will not continue on examples, but you get my point. Healing signet needs to go back to 372, i know it is only 10 hps increase but seriously, berserker while it is halfway decent for power builds, is not pulling warriors anymore. If there was not such a power creep of other professions and extreme access to poison almost universally, then i would not be mentioning this.

If you have a reason to suggest that healing signet truly is at a proper spot, share with me why. If you agree then kudos lets hope for something to get buffed on warriors part namely survivablity.

Gyro Bug in WvW

in Bugs: Game, Forum, Website

Posted by: Koolaid.9152

Koolaid.9152

I was using Gyros in the new borderlands specifically had the bug occur at the Sky Keep bridge area. They Gyros stopped moving on the bridge, but would move outside the bridge. This is probably happening with all minions.

Gyro Bug in WvW

in Engineer

Posted by: Koolaid.9152

Koolaid.9152

Btw i’ll post this same thing on “bug” forum area. Just putting it in both places

Gyro Bug in WvW

in Engineer

Posted by: Koolaid.9152

Koolaid.9152

I was at the Sky keep on the bridge area. And the gyros will move outside of the bridge, but when they go on the bridge they stay in place regardless wherever you go. Just posting something regarding that.

Gyro Cooldown?

in Engineer

Posted by: Koolaid.9152

Koolaid.9152

Yeah I agree. Well dang.. we won’t be able to get them to a proper spot then :/

Gyro Cooldown?

in Engineer

Posted by: Koolaid.9152

Koolaid.9152

Are gyros supposed to go on cooldown as soon as you use them? I read in the post BWE3 that they go on cooldown as you use them. Correct me if i’m wrong please.

Juggernaut effects medium armor

in Engineer

Posted by: Koolaid.9152

Koolaid.9152

Add me. I’ll show you when I’m out of class

Change to HoT Story Gating

in Guild Wars 2: Heart of Thorns

Posted by: Koolaid.9152

Koolaid.9152

Any update on elite spec? ;0 or is it going to stay 400

IT WILL BE FIXED Don't worry people.

in Guild Wars 2: Heart of Thorns

Posted by: Koolaid.9152

Koolaid.9152

The Elite specialization system and mastery system will be fixed, Give it this week! Trust me. It is difficult for them to get it right on the first go. We will hear responses tomorrow.

Change to HoT Story Gating

in Guild Wars 2: Heart of Thorns

Posted by: Koolaid.9152

Koolaid.9152

What about the elite specialization? Please reduce it

How to fix borderlands- Discussion

in Guild Wars 2: Heart of Thorns

Posted by: Koolaid.9152

Koolaid.9152

I am from Tier 1 Jade quarry. Meaning we have a high population and a tier that is in demand to get into. The new borderlands worked very well during NA time and reset. However, during the day it was a little more difficult to find even a soul in the new maps, everyone went to EB for it being small.
Suggestion: Merge servers entirely, raise cap on the new borderlands (possibly). But, if we merge servers then we can easily keep the population higher. It did work when we were all on at night time, and it was really great.
Option 2: This option maybe many people wont favor, but make the (EB) map the new map. But again, we would have to bank on that population of the server to be able to fill the map with at least somewhat constant confrontation with the other servers.
But, server merging, maybe it is time.
Note: For those who disagree with me, please put down your reasons why you disagree, and post your solution. (make it somewhat a reliable solution).

FIX THIS!

in Guild Wars 2: Heart of Thorns

Posted by: Koolaid.9152

Koolaid.9152

So you’re telling me, I have to GRIND 9 alts to get each of them to be a high amount of specialization hero points to even begin playing what I did in beta? I mean, I understand we need to work for our awesome elite specs, but isn’t this a little intense? I do know that many of you have already got your elite specs, but on how many characters? Please god reduce this, or reward more for it on pve or wvw for the rewards to get points for it. So many people are freaking out about this, i’m just spreading what i’m hearing and my own opinion on it. The expansion which we paid for “for the specs” should not be GRINDY to get them.

"Rise" Minion cap discussion

in Necromancer

Posted by: Koolaid.9152

Koolaid.9152

I agree Rash, Right now Perhaps even though there is room to break the skill, it still wont see it in pvp, or even wvw. Instead it will be seen to MAYBE be misused in pve. But the thing is, i doubt running enough reapers to break the skill would ever be a good choice. Otherwise during the raid beta EVERYONE would have used Reaper, which was not the case. The skill might actually be perfect where it is. If it is not, then simple, limit just the skills cap. But still above 6 total minions from it at a time. To make it useable still.

"Rise" Minion cap discussion

in Necromancer

Posted by: Koolaid.9152

Koolaid.9152

I’m not saying nerf necro clearly as I posted on top. But again, because this was pointed out already several times, not just by me but by other people, i choose to make a post for constructive ideas to prevent a butcher to necros “Rise” before it gets abused. That’s why I figured it was not an op move by any means, instead it had room to be abused. That is why there should not be a cap to minions in general due to one move. Instead, Rise should have a cap to a reasonable level. Perhaps “Rise” has limit of 10 minions it can have out total at a time. This would prevent Anet from future giving a limit to ALL minions at a time, meaning all minions would get nerfed due to one skill. Do you see where I am coming from? BTW I never thought necro was op. I believe necro along with ranger, are indeed the worst classes in the game. And many people already discussed on other forums that they both still need worked on more. Reaper is close to being complete, but the base necro is still at problem, leaving Reaper to still be limited to what it is capable of doing as well. I am a necro supporter, not a nerfer of the class. It is one of my favorite ones and needs to be perfect.

"Rise" Minion cap discussion

in Necromancer

Posted by: Koolaid.9152

Koolaid.9152

Well in PvE you’ll have to look at the new raid content. It seems to promote minion playstyle, but they literally get melted. Also in WvW as we know in zergs they melt because they run in regardless of “pushing in”. And in pvp you probably get encountered most times vs 2 ppl. Meaning you get 3 shambling who take half your damage. So it is iffy. In those playstyles it isn’t op by any means. But it becomes op when people abuse the mechanic. And say have 20 reapers together with healers. But of course that can be countered too. And in order to get a ridiculous amount of minions, you will need a stationary reoccuring target. Like golems in heart of the mist. Otherwise you usually hit around 15 minions at a time in good circumstances

"Rise" Minion cap discussion

in Necromancer

Posted by: Koolaid.9152

Koolaid.9152

I can say I agree with you guys. If the shambling horrors actually did something themselves rather than absorb.. Then they would be an issue. It is only through the right opportunity are they truly powerful.. But that was the idea of the shouts anyways. Get stronger from fighting more people. I agree. No nerf. No cap

"Rise" Minion cap discussion

in Necromancer

Posted by: Koolaid.9152

Koolaid.9152

I second that lan :P

"Rise" Minion cap discussion

in Necromancer

Posted by: Koolaid.9152

Koolaid.9152

That isn’t too bad of an idea. Then again that would only put the benefit to “Rise” and wouldn’t put benefit to the other minion abilities. But of course I like the ability, just like everyone else who has used it. But then again, turrets weren’t able to be healed by outside sources either right? And neither do spirit weapons? But yet again, that would be a nerf to all minion skills outside of Reaper traitline, which is a huge problem. All for one skill which we like.

"Rise" Minion cap discussion

in Necromancer

Posted by: Koolaid.9152

Koolaid.9152

Okay, so as we know we have no minion cap and that ‘could’ be abused. That being said, we will help form the future of minion masters and the ability “rise”. The problem with it being abused is what most people are making fun of, yes you can have an intense undead army that will rule wvw. To be honest I don’t want that to happen, and then the whole MM gets butchered because of it. So below please list your constructive ideas.
My idea- Well the problem is this. It is not the fact that we have no minion cap, because before this was not a problem. The problem is this move can be spammed without limits.

Rise-minion cap should be either —-summon up to 6, after you summon 6 it will replace the closest dead minion with new one. So minion recycle. Much like gw1 mechanic.
Or we keep this move powerful and limit its ability to summon up to 10. Leaving room for this to be a good choice for MM or for non MM. Meaning if you use it 2x on 5 people you will receive 10 (instead of 12). 10 being cap, or 6 being cap. I would like some play room for this ability to truly see play. So I prefer 10.

Now, the reason I am not mentioning we get minion cap to 30 or so is simple. Because yet again, we could do ridiculous things, and the reason we could do those things is strictly because of ONE move. Clearly it is the move that needs the limit, not the minion cap itself. But again, I prefer play room, instead of the alternative of only being able to get 6 at any time out of that move.

Leave your comments below for constructive ideas.

Reaper with 20+ Minions - Minion Master

in Necromancer

Posted by: Koolaid.9152

Koolaid.9152

Yeah, I actually did that too during the beta. In pvp it wasn’t that high, although it would get high. Please if you adjust it, cap it at around 20 minions. Not 10. Otherwise obviously rise and lich form would be useless. Or just don’t cap it. Obviously it wont hit this high in real time.

BWE 3 Reaper Specialization Feedback Thread

in Necromancer

Posted by: Koolaid.9152

Koolaid.9152

My review on shouts.. Dang, they are actually good now. They still aren’t picked too often, but because they are low cooldown and instant now, its so much easier to use. GS feels a lot better, especially the gs 3 being easier to land, and 4. The reaper shroud 2 makes it to where you even have a semi better way to escape. And he keeps using move when hes caught up! That is a legit move now! Good job!

PU Nerf

in Mesmer

Posted by: Koolaid.9152

Koolaid.9152

Well i’m done with mesmer then.. Back to thief lololol good job anet

how to counter perm-invisible mesmer?

in Mesmer

Posted by: Koolaid.9152

Koolaid.9152

I think it’s time we just get it over with and delete mesmer.

Stealth: The Pledge

in Mesmer

Posted by: Koolaid.9152

Koolaid.9152

So. Can someone take down this post now lol

Describe the Chronomancer in 3 Words

in Mesmer

Posted by: Koolaid.9152

Koolaid.9152

super awesome purple.

Warrior wars

in Warrior

Posted by: Koolaid.9152

Koolaid.9152

So who here also thinks this spekittenerally just dominated the other specs thus far? This will be quite interesting indeed. And since most people in gw2 plays war I doubt there will be much complaining about this spec being over the top, unlike chronomancer of course.

Warrior nerfs summarized

in Warrior

Posted by: Koolaid.9152

Koolaid.9152

Are we talking about the nerfs from June?

Revenant energy usage

in Revenant

Posted by: Koolaid.9152

Koolaid.9152

Okay, for the most part the damage is very good. Hammer right where it needs to be. Staff is pretty good other than auto attack. s/s is decent. What I will add immediately to suggestions is energy management. Holy good mother, the energy is eaten quite quickly. I used revenant for a decent amount of time. And the first thing i noticed is that I used a dodge back skill and there goes my energy. And then I get face rolled by every profession very easily. After energy is balanced out to where you aren’t at risk of dying the second you even use an ability then I will say, they will be mobile and they already hit hard. It will be an easier time balancing the class after that. You will see more players enjoy the different mobility the class has potential to use, also you will be able to use spiking combos that will drive this profession to be a truly scary opponent. Let me know your thoughts.

Necro Problem and possible solution

in Necromancer

Posted by: Koolaid.9152

Koolaid.9152

As we know necromancer is a little under other classes on many things. I play every class in game and have invested many hours on every class. What I notice most about necromancer most is obviously the lack of useful utility in most situations. We lack mobility “obviously” we lack stability for the most part, we cannot block like warriors and guardians can, we have no teleports that give us a stun break or close distance. Instead we are given high hitting low range weapons and full on damage utility moves.
I have a proposal to this. Necromancers hit hard, really hard. But when it boils down to it, rangers, mesmers, engineers, warriors, guardians, and thieves can out damage us (minus the crazyness of lich form). I believe that if necromancers are going to become melee as a reaper then we need to be feared as a reaper. Increase our damage at close range if we are going to even think about surviving. We need to be the melee class mimicking a rangers crazy dps or warriors dps. Give us higher dmg numbers since we don’t have these useful utilities. Give players a reason to fear a close range necro rather than saying (good one) after saying that necromancers will be good one day. If we can’t get utility then give us an edge via damage. I know many of you will disagree, but think about it. We don’t do as much damage as other classes now do we? Anyways those are my thoughts. I’m truly saying this for the best, not to make this class op. Please only seriously replies none of “You’re wrong necromancer dps is insane! because that is a lie.”

Mesmer Tales: The Mantra Novel

in Mesmer

Posted by: Koolaid.9152

Koolaid.9152

Remake the mantras how it was! it was so fluent!

A Worried Warrior

in Warrior

Posted by: Koolaid.9152

Koolaid.9152

Wait what happened to Rampage?

Undo Mirror Blade's Nerf

in Mesmer

Posted by: Koolaid.9152

Koolaid.9152

I agree. Don’t nerf mirror blade. And what the heck is with nerf to the mantras in such a way ;0 now there is no point again.

Are mesmers really that OP?

in Mesmer

Posted by: Koolaid.9152

Koolaid.9152

I believe some of the changes to Mesmer were a little much. But I mean.. i’m pretty sure almost every class got “a little much” added to them. Mesmers get more stealth which is scary. And beside him is the warriors juggernaut hitting 6k auto hits with cc spam. That being said yes Mesmer got better, a lot better. But many other classes got that too.