Showing Posts For Liquid Blade.6529:
I used to enjoy this mini-game, but now it’s just kittening me off.
“Lightning Pull” does not teleport me to the next ledge. Instead it throws me off the far edge of it.
Not sure if this is because I’m playing it on a Sylvari, but it’s really bloddy fustrating to go from 2nd place to dead last/not even finishing because I spend 2 minutes hoping that this time when I press #3 I don’t fly off the edge of the map.
I will admit I did not consider the Mystic Forge, However this depends on the prices of the materials, which as it currently stands, is not viable for the majority of mats (Jute/Wool upgrading being the best option).
Making everything “on par” is the least thought out option. Additionally, claiming that my suggestion increases the cost of Silk shows you didn’t read the whole post. Changing it for 4 scraps and reducing the amount to 50 bolts (for ascended), reduces the amount by 100 scraps, to 200.
They originally changed Soft Wood to 4 logs because of the huge supply there was, which is now not the case since that patch. In comparison, the materials with the highest supply are T5 and T1, which is why I have suggested 4 and 3 unrefined materials respectively. The choice of T3 being more expensive could be a mistake, so I would accept that being two materials.
""Adding nodes for leather and cloth would be good also. This way everything would be a bit more balanced but things like silk would still cost more based on how many recipes require it compared to things like leather. They just wouldn’t be over 5 times more expensive.""
In response to this, it would require Anet changing the base crafting recipes. While changing insignias to require Metal/Leather for Armorsmith/Leatherworker is one option, I’m not too sure how that would effect the market, since that appears to be the strongest factor of Silk’s price.
I don’t expect anything to be taken actually seriously, since Anet doesn’t really respond to crafting complaints, but I thought I’d give some of my own ideas.
Common Crafting Materials: The amount to refine needs some adjustment since there hasn’t actually been any proper changes since release (i.e. 4 Soft Wood Logs)
Some of these changes are also related to the next section.
T1
Jute/Rawhide/Copper/Green Wood – 3 Unrefined Parts [All up from 2]
T2
Wool/Think/Iron/Silver/Soft – 2 Unrefined Parts [Iron down from 3, Soft down from 4]
T3
Cotton/Coarse/Steel/Gold/Seasoned – 3 Unrefined Parts [Scrap/Coarse/Gold up from 2]
T4
Linen/Rugged/Darksteel/Platinum/Hard – 2 Unrefined Parts [ Hard down from 3]
T5
Silk/Thick/Mithril/Elder – 4 Unrefined Parts [All up from 2/3]
T6
Gossamer/Hardened/Orichalcum/Ancient – 3 Unrefined Parts [Cloth/Leather/Ores up from 2]
Reasoning:
T1 and T5 are the most abundant materials, which is why I think they need to be upped (Raising silk may seem silly, but this includes lowering T6 Cord by 50 Silk Bolts).
T2/3/4 are on average income and thanks to ascended crafting, that need alone keeps them on high demand.
T6 I think is in the weirdest place. All are needed for ascended crafting, but their need is much less than T5.
Cloth and Leather Gathering
Direct ways for gathering Cloth and Leather. Since it becomes silly to get “common” materials from salvaging dungeon armor/Champion boxes.
These can be gathered with a sickle, just for simplicity sake.
Examples: Wool gathered from a Friendly Dolyak. Cotton from a cotton plant. Leather can be gained from perhaps a farm(Diessa Plateau)/ Dead animals (perhaps ‘looting’ their salvageable leathers).
Ascended Crafting:
Hurry up and drop T6 Cloth to 50 Silk Bolts.
(edited by Liquid Blade.6529)
I only have thief knowledge to contribute. Don’t know enough about other classes.
Traits:
DA:
V: Potent Poison -No need for one condition increase, when we have plenty of access to it.
VII: Improvisation. 10% damage bonus on bundle/recharge random ultilty set. Bundle bonus is not appropriate for a thief. Perhaps 10% increased utility bonus (of whatever one is recharged)?
CS:
VII: Ankle Shot. Cripple on Crit, with pistol. If you have P/D, is useless and ‘X’ is a better option for Proc on Crit builds.
SA:
VII Power Shots. Underwater trait is useless, but that’s irrelevant. The shortbow damage buff doesn’t help being in the stealth line. Better to just go into DA/CS
Acro:
I: Descent of Shadows. Can anyone tell me where Fall damage traits can be used? Besides Puzzle Jumping.
IV Assassin’s Retreat. 20s swiftness on kill. Does not help you run faster, and there’s no need to run away quickly after a fight. If you need the swiftness during a fight (more than 1 enemy), than 15 into Acro is better for swift on dodge.
IX. Quick Recovery. Nerfed without compensation. Needs another benefit, otherwise it’s a trait waster (use Infiltrator instead)
X: Hard to Catch. Already talked about
XII: Quick Pockets. How many Thief weapon swap builds are there? I know the dual P/D one, but that cannot use Acrobatics.
Trickery:
II Instinctual Response. Similar to Last Resort, but takes up a trait spot.
IX: Initial Strike. 7% chance to regain initiative using #1 skill. Haven’t heard of this being used. Can it be used well with x/25/x/x/25? for the initiative damage boosters?
Utilities:
All Traps. Have have some decent effects, but they’re way too cumbersome to be used normally/effectively.
Spider Venom: Already have much access to poison, adds nothing to a condition build. Give it another condition on top (e.g. Weakness like 15 in DA)
Weapons:
Spear: 4 – Tow Line. Stuns you next to an enemy. Does close to nothing to enemy.
Sword/Pistol – Pistol 4 becomes nigh useless. If devs are going to separate #3 into two parts, then it’s even more useless.
(edited by Liquid Blade.6529)
What do people think of those traits though? 20 in Acro allows me more health, dodging and pain response, though, if I went 25 into Trickery, I could boost my damage up by 15% with “increased damage per initiative”, which works well with 30 into CS. Which with the additional traits feels more beneficial that 25 into DA.
You can try that, or 25 in acrobatics. Either one (minor trait) isn’t 100% power each time but the major traits along the line have their uses. If you like steal and how their traits flow with it you can go into trickery, or if you like the evasion and extra vitality you can grab acrobatics. The only thing I dislike strongly about trickery is that it has condi dmg as the trait line stat. Other than that the traits within it are really good and have many uses.
Yes. The condition damage bonus from Trickery is similar to why I was shying away from DA, with it’s condition duration (only real condition I’d use is vulnerability). I suppose depending on my situation (Dungeons/Fractals vs WvW/Roaming) I would swap between the two trait lines.
Thanks again.
Thank you guys for the feedback.
I’ve been staring at different stats to use based on the responses, and it’s made me change the traits around as well. I’m still going to have 30 in CS. But thinking in terms of survivability , Acrobatics or Trickery has it’s own advantages. I don’t say Shadow Arts, because I have no use for it with how I like to play thief.
Because of that, I’m dropping any consideration of healing power, since I can see that I would need some investment there for it to work.
With the following gear I’ve gotten: hp=16k, power=2129, crit chance 62%, armour=16.5% reduction.
The gear being Cavalier weapons, Assassin armor, Berserker/Valkyrie trinkets.
Traits: 15/30/0/20/5
I don’t feel like I need to invest more into toughness, since there’s quite a large diminishing return in the % reduction after the initial boost from the weapons. Health, is much higher than any of my usual-ness. Runes/Sigils I’ll wait until the update comes out, since I need more time to think.
What do people think of those traits though? 20 in Acro allows me more health, dodging and pain response, though, if I went 25 into Trickery, I could boost my damage up by 15% with “increased damage per initiative”, which works well with 30 into CS. Which with the additional traits feels more beneficial that 25 into DA.
What is your crit chance if you’re hitting 3k attack? I’m at about 2.2k
I did just look at building something on a gw2builder. I got Assassin weapons/Valkyire armour and Berserker trinkets. That gives me a good 50% crit (more with traits/Sig of Malice), and 15k health. I could even go Zerk/Valk Trinkets, but I’m not sure if I want to drop below 50% crit chance for what I like to do with procs (notably the Shuddering strikes and the haste on crit trait).
In terms of power, that’s mostly pure power, so I wouldn’t even feel pressured to put any points in DA. Is that the kind of thing you yourself are interested in?
I find toughness a difficult stat since, with current gear, I’m sitting at 2,500 armor, and I still get hit stupidly hard from some things. I feel like I need it, but I’m not sure what it’s doing.
It’s mostly my ability to heal quickly that keeps me alive in those situations. However, I can see that healing power probably isn’t useful.Though, I thought healing power only affected yourself – basing that off giving an ally regeneration is healing them through their own healing power.
I’m confident enough to say I’m a good thief. So dodging is second nature. But I’m not near perfect.
What I can gather from this conversation is Vitality is something I should look at the most, because I already have mid Armour without stats.
With Practice Tolerance though, I miss out on either 1) Gain Fury at 50% health or 5) 10% damage with pistols (only use on certain bosses though). I’m just concerned how I can keep decent fury, if I were to say not go 15 into trickery.The fact that everyone shys away from non-power main stats worries me. I’ve seen that Full Assassin is slightly less (or slightly more with Ascended?) than Berserker damage. However, Could Assassin’s be more useful if I’m pooling around different stats?
For example: Valkyrie weapons, Assassin Armor, Berserk (with vitality) trinkets. That would give me predominant power, but assassins would pick up the crit chance due to the lower amount of prec on trinkets and none of valkyrie.
Assassin’s is the alterantive to zerker ONLY IF you lack precision. Precision is the primary stat on assassin’s, and for some builds it helps a lot. Crit chance is a lot easier to achiev on thief than power, because the cs tree is full of goodies while the DA tree is more filled with maybe’s. I wouldn’t go any further than 15 into DA unless you’re a venom spec, just because of how much CS boosts your dmg.
That’s interesting. I understand 30 in CS, just because. Well duh. It has heaps of benefits.
25 in deadly arts is for the condition damage, damage boost (which because most of the time a mob has a condition, it works. Then it’s a straight 250 into power. If you don’t put an extra 10 into DA, where do you put it for the extra Omph in your build?
On your statement on Assassins, are you saying that it (like a fair amount of other things people say about thief), is not that good for a thief, since we already have plenty of Precision boosters?
I find toughness a difficult stat since, with current gear, I’m sitting at 2,500 armor, and I still get hit stupidly hard from some things. I feel like I need it, but I’m not sure what it’s doing.
It’s mostly my ability to heal quickly that keeps me alive in those situations. However, I can see that healing power probably isn’t useful.
Though, I thought healing power only affected yourself – basing that off giving an ally regeneration is healing them through their own healing power.
I’m confident enough to say I’m a good thief. So dodging is second nature. But I’m not near perfect.
What I can gather from this conversation is Vitality is something I should look at the most, because I already have mid Armour without stats.
With Practice Tolerance though, I miss out on either 1) Gain Fury at 50% health or 5) 10% damage with pistols (only use on certain bosses though). I’m just concerned how I can keep decent fury, if I were to say not go 15 into trickery.
The fact that everyone shys away from non-power main stats worries me. I’ve seen that Full Assassin is slightly less (or slightly more with Ascended?) than Berserker damage. However, Could Assassin’s be more useful if I’m pooling around different stats?
For example: Valkyrie weapons, Assassin Armor, Berserk (with vitality) trinkets. That would give me predominant power, but assassins would pick up the crit chance due to the lower amount of prec on trinkets and none of valkyrie.
Yes Sigil of Blood. That and malice is what keeps me alive.
Do you know how, if I had Zealot on just my armor, would affect me? How marginal of a difference is it?
The only other option I can think of is something with Vitality. Since I do occasionally have issues with conditions, but that’s just with my skills being on cooldown.
(edited by Liquid Blade.6529)
Currently I’m a mostly 25/30/0/0/15 PvE player and all I ever need to use is Sword/Pistol and Shortbow. S/D could be used, but not as necessary in my experience.
The problem is my stats are a weird mix of damage and protection. My armour is Tough/Power/Prec, my trinkets are a mix of Prec/power/tough and Berserk and my weapons are berserk.
The basic idea behind it being to have some form of defence and with large crit damage to utilise a lot of on-procs (which sounds like it’s getting buffed next balance patch). However, I’m concerned about the Game’s Meta Changing and my interested in participating in casual WvW.
What are people’s opinions on the Zealot (Power/Precision/Healing) stats? With my saving grace of SoM and Heal on Crit, surely this sounds like a good hit. However, how powerful is that healing power?
My other idea was a mix of Assassin and Cavalier to have more defined stats with plenty of prec and crit damage/furiosity.
Otherwise I don’t know what to aim. I still want to be able to critically hit a lot, but power or Critical damage don’t seem to be on the high priority. Does anyone have any ideas?
I wasn’t meaning that it “seems” that condition only has 1 multiple, but more so that conditions don’t have to scale their damage off 3 things, where has direct damage does, and as a result you have things like zerker, which is pure direct damage.
It’s rather confusing, so I’d like to see what change the Ferocity has on the meta. It just seems at least in end game content, conditions are useless in PvE (besides being supplementary assistance), even if you ignore the cap as you only really have bleeds to work with for reliable damage.
So before I begin, I’m just going to say I know nothing about WvW status of conditions. From what I’ve read they dominant, which is funny since they’re useless outside of solo play in PvE.
However, from what I understand, a big issue with conditions is that it just scales off damage. Duration scales as well, but considering it’s rather easy to just clear the long duration ones, an extra second isn’t much.
On the other hand, direct damage uses Power, Crit chance and Crit damage.
What if instead, Condition DoTs scaled off of damage, the speed in which they tick and the duration as well?
It may not be possible with the game engine, but it the best damage with something HAS to scale off of at least two things to be effective, surely that is a better way to create balance.
Hey, I haven’t played in a few weeks, but I noticed Basiliks venom was changed to be stun break-able.
Doesn’t effect me too much as a PvE player, but I noticed that the stone graphic is no longer visible. Which makes the skill quite boring to be honest.
Also, I don’t know if it’s a side effect of the Stun-break addition. But the skill no longer seems to freeze Most enemies. I’m frequently getting times when the skill does absolutely nothing.
Tribulation mode is pseudo hard mode
in Super Adventure Box: Back to School
Posted by: Liquid Blade.6529
If you can tell me how any platformer can be “hard” the second time round, I’ll give you a cookie. All platformers are just a learning experience. Once you know the route, you’re golden. Same process if you want to do speed clears, re-learn it to find the best path.
People need to learn there are different forms of Difficulty. Tequatl isn’t “hard” at all, and I say that as never getting him past 90% (not interested in guesting yet).
So. Traveler and Explorer have their change. And the two stat pillaging has their change. According to the blog post
What is going to happen to my Wayfarer (MF Tough, Vitality)? Is it just going to be removed? Or is it the Dire Stat Combo?
(edited by Liquid Blade.6529)
You cannot salvage ascended items, so no you cannot. It’s annoying, I know, has happened to me. Just gotta spend more Fractal relics to get more.
You’re referring to a game that involves killing hordes of creatures
You can buy alcohol in bulk for an achievement which is stupidly long (thirst slayer)
While younger players can play the game, this is not a Nintendo title. Nor should it be legislated like Saints Row IV in Australia.
I’ve looked at the mesmer’s OP port/blink ability for a while, and it just gets slightly annoying to see that the thief’s port ability is so useless in terrain.
Why must I always port 2 feet in front of me because a small rock is in the way? Why is it I can port from LA bank to across the river, but can’t port down some stairs without getting stuck on them? The problem is not that I can’t port up mountains, but thakittens use is so inconsistent.
To me it makes the skill absolutely useless (besides the stun break) as you can’t even use it with the majority of the game’s terrain.
(edited by Liquid Blade.6529)
Hello there.
Me and a friend are looking for a casual PvX guild so we can talk to a lot of people whilst we just explore the game/do dungeons/PvP/WvW etc.
We aren’t too interested in filling out applications on other websites. We are both based in Australia. I have a level 80 theif and he has a level 50 Necro, working his way up to 80.