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Computer Specs

in Players Helping Players

Posted by: Loboling.5293

Loboling.5293

Thanks.

I don’t know much about monitors, but thanks for the tip. I’ll look for a G-sync monitor to go with my gpu.

I’ve realized my mistake with the sound card and the network card. Saving about 150$ now.

Computer Specs

in Players Helping Players

Posted by: Loboling.5293

Loboling.5293

Hey Everyone,

I was hoping for some feedback on my computer build. I will be placing this order in the next few hours. Hopefully the players of my favorite game can offer some insight.

Operating System: Windows 10 Home (64-bit Edition)

Gaming Chassis: CyberPowerPC Kiros 650 RGB ATX Mid-Tower Gaming Case w/ Both Side tempered glass (Black/Orange Color)

Extra Case Fans: 3X 120mm Case Fans for your selected case

CPU: Intel® Core™ Processor i7-7700K 4.20GHZ 8MB Intel Smart Cache LGA1151 (Kaby Lake)

CPU / Processor Cooling Fan: Cooler Master Hyper 212 LED CPU Cooler w/ PWM fan – Efficient Cooling Performance

Motherboard: MSI Z270-A Pro ATX w/ USB 3.1, 2 PCIe x16, 4 PCIe x1, 6 SATA3, 1 M.2 SATA/PCIe [Intel Optane Ready]

RAM / System Memory: 16GB (8GBx2) DDR4/3000MHz Dual Channel Memory (Performance Memory by Major Brands)

Video Card: EVGA GeForce® GTX 1060 Superclocked 6GB GDDR5 (Pascal)[VR Ready] (Single Card)

Power Supply: 650 Watts – Corsair CX650M CX Series Modular 80 PLUS BRONZE

Hard Drive: 500GB WD Blue SATA-III 6.0Gb/s SSD – 545MB/s Read and 525MB/s Write (Single Drive)

Internal Wireless Network Card: HIRO 802.11ac Dual Band PCI-E Wireless Adapter Network Card

Sound: ASUS STRIX SOAR 7.1 PCIe Gaming Sound Card

LCD Monitor: 24" MSI OPTIX G24C 1920 × 1080, 1ms, 144Hz, Curved gaming monitor certified with AMD FreeSync™ technology (Single Monitor)

Internal Network Card: Onboard Gigabit LAN Network

Rate New Specializations from 0 to 10

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

I feel like all the Renegade hate. The look flipping epic. AND I feel people who say it is unfinished just went into a map and pressed 1. I feel it is one of the most finished of the classes.

Not true, I spent the whole first week-end on the Renegade. I also tried the dead-eye and holosmith. And I’ll agree with you that the theme seems pretty cool and interesting. I had a lot of fun playing a power Renegade in pvp, and it felt very powerful. But that same week-end, they hotfixed the elite skill to have an icd, and the only functional build in pvp died right there…

For now, the numbers (including energy cost) are not balanced, and it give a very clunky feeling when you need to wait for so long before you can unleash some of the amazing combos. (Like popping all utility spirits, and the elite with a condition build, you trigger a ton of bleed solo) But these combos are simply too expensive.

Secondly, the whole spec doesn’t work underwater… AGAIN. Second elite spec like this, and with so few skills functioning underwater (only shiro and mallyx), it is really upsetting to someone who wants to main Rev.

There is also the issue of the weapon, which while it gives the impression it should multi-hit and trigger lots of bleeds and lifesteal with the two spirits, the icd limits this heavily. (also energy, but that was already mentioned) It also lacks ANY defensive skills, which is a big mistake not to include a single evade or movement skill… The skill 2 doesn’t hit moving targets… The skill 3 is clunky to use and upset by terrain changes. Skill 4 is just a waste, and I learned to stop using it eventually. So you are left with a skill 1 that is okay, and a skill 5 that I love.

This brings us to the profession mechanic, kalla’s fervor, which seems to have been designed for sharing. The spirits buff eachother, which is really nice, but kalla’s fervor won’t require any special thought at present… It’s missing something to make it stand out. (This is my opinion though, I’m not going to push for changes here, with everything else that needs work)

The 3 bonus skills all kind of suck… I’m getting tired of going into details, but so much has been said on this.

To assume those giving feedback on Renegade didn’t test it is silly. I spent many hours trying different builds, menders, vipers, rapid, maurauders, sage, etc.

Obviously my feedback is leaning towards pvp. I never got a chance to test the Renegade in pve. Was going to do that today, but didn’t realize the testing time was changed.

Path of Fire Stress Test September 7

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

Wow, I just rushed home to catch the end of this, and I learned the time was changed today… Bleh…

Please give us advanced warning next time. I was really excited to get into the demo.

I guess, I’ll just keep hoping for another beta, so we can keep testing the elite specs. Some of them still need a lot of work. And unless we start testing new builds, the specs that need the most work will never be fixed with a single patch…

Rate New Specializations from 0 to 10

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

Renegade: 2

Rev need love , and Renegade is the tip of the huge iceberg that is Revenant as a whole.

Well said.

Renegade suffers in many ways from core revenant mechanics. Still, I had about a 9/10 in fun before they fixed the elite skill by adding an icd. Being able to out-sustain conditions felt really interesting until they removed my preferred playstyle… Then I couldn’t find a single fun renegade build… I hope they improve this specialization. (As well as core Revenant: underwater, skill damage outside skill 1, etc.)

Rate New Specializations from 0 to 10

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

Scourge: 8
Interesting mechanic, and flows well with the rest of the necromancer kit.

Weaver: 7
Mechanic is a little silly, but a lot of fun to play, and they made the effort to flush out all weapon skills.

Mirage: 7
Fun to play, but the mirror mechanic is crap, along with how ambushes are executed.

Holosmith: 8
Great fun to play, fun build synergy. Only not a 10, because they forgot to update pistol and rifle to allow them to benefit from heat. Nothing major, but something to give incentive to play something other than sword.

Dead-Eye: 6
Interesting class, but feels a little clunky to play. A few fixes to kneel would probably bring this to an 8.

Soulbeast: 6
Buildcraft is interesting, and getting some extra skills is nice, but this profession feels a little off.

Spellbreaker: 8
Fun to play, interesting mechanic. I really enjoy it, would be a 10 if I liked warrior more.

Renegade: 4
Some interesting synergy, but it’s execution is off. Not only that, but a hotfix to the elite, removed my favorite spec (menders renegade, shiro/kalla). There is just a lot of clunkiness and straight questionable decisions with the kit. No defensive skills on weapon, super high energy costs on everything… etc.

Firebrand: 5
Felt clunky, and would’ve proffered to see tomes as kits, so they can be swapped in and out, relying on the cool down of pages to govern all 3 tomes. It would’ve been my new main… But alas, it just didn’t feel very fun to me.

Rune of the scourge ideas

in Necromancer

Posted by: Loboling.5293

Loboling.5293

So I was thinking how I would make rune of the scourge,

1) 25 condition damage
2) +20% condition duration
3) +50 condition damage
4) +30% condition duration
5) +100 condition damage
6) cause 3 bleeds whenever you cause torment. Convert 5 boons, on foes in 600 radius, into torment every 3 seconds. Grant 1k barrier per boon converted or removed.

What do you guys think the rune set should be?

Seems in-line with the rest of Scourge…. But the new runes should certainly buff barrier in some way, while also inflicting either protection or burning (or both). Otherwise, condition damage, with vitality.

A-Net's Revenant Goals

in Revenant

Posted by: Loboling.5293

Loboling.5293

Well, at least we playing renegade correctly right now
https://i.imgur.com/Elc4HLE.jpg

Does that mean my human revenant would become a monster if he channeled Kalla?

Renegades hate humans, and he is one, so he hates himself… But the spirits of the dead force him to keep moving forward, always hating himself and his kind… Finally, without having realized, he’ll become a spirit himself; and the true power of the elite specialization will be unleashed.

Looking forward to it now! Hype TRAIN!

~Now I see why we’re being called idiots. Playing the Renegade against human controlled characters will likely qualify.

(edited by Loboling.5293)

What RANKED pvp should be

in PvP

Posted by: Loboling.5293

Loboling.5293

Beta Class Adjustments [Request]

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

Hey A-Net,

I know you’re hard at work preparing for the expansion to release, and have been giving us glimpses of the upcoming content, to build excitement, but also to gather feedback for last minute adjustments.

Will we see the profession changes that occurred in response to the beta? Another elite specialization trial week-end?

A lot of us players are eagerly preparing for the expansion: preparing our characters, swapping mains, gathering new gear, completing content, etc. It would be really helpful to get the post-beta picture of the profession’s going into Path of Fire.

Thank you,
Lobo.

Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

Here are a few of my favorites. I make all my human male characters look the same, but the classes are Elementalist, Engineer, Revenant, Thief and Mesmer.

Attachments:

A-Net's Revenant Goals

in Revenant

Posted by: Loboling.5293

Loboling.5293

Here we can see what goals A-Net has for the Revenant.

Renegade is going to be terrible

in Revenant

Posted by: Loboling.5293

Loboling.5293

Thank you so much for your detailed feedback. I really love the revenant too (replaced ele as one of my main trio), and I hope the renegade gets the attention it needs. I see a lot of potential in it, but it’s held back by some high energy costs and bad mechanics.

Ruining Base Engi (A WvW Roamer Perspective)

in Engineer

Posted by: Loboling.5293

Loboling.5293

Still running core engie for wvw and pvp using the new gadgeteer. It has really helped the build. So I think this is an issue of not adapting. The new trait is obviously for other specs, like perma quickness scrapper. I’m really happy with the trait changes.

Now it’s time to fix some of our useless traits. (invention line anyone?)

Move Spirit Watch Achievements out of rated?

in PvP

Posted by: Loboling.5293

Loboling.5293

I was just thinking this same thing. Spirit watch is the least balanced map, so no one votes for it. Let us complete the achievements in hotjoin please.

PLEASE let heat benefit more than just sword

in Engineer

Posted by: Loboling.5293

Loboling.5293

Did anyone try Holo underwater? Does it even work?

Revenant haven’t gotten a single elite spec that functions underwater yet, so I’d say it’s possible Engie is the same… But maybe not, there is an ever decreasing level of care and energy put into some of the elite specs.

Revenant has the least players, maybe that is why they didn’t bother to give us a single choice for underwater combat. Not even after two elite specializations.

However, as someone who loves the engineer, I fully support giving heat mechanics for other weapons. It’s like the weaver was designed to remind the other specs how little time they had for them. ;P

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

I’m going to talk mostly about the revenant, as that is where I spent most of my time.

First off, glint and jalis need to be included for underwater combat.
Secondly, energy costs are out of hand… Base revenant, and herald are pretty well balanced with this, but renegade made this really a big problem. Some suggest removing weapon costs, etc. But I think it’s best to drastically reduce renegade skills energy cost and f-skills energy cost.

Now onto Renegade:

Shortbow was decent, but only when you take the traits that buff it. I think it needs some higher condition damage to compete with m/a. I would like to see some higher power scaling too to allow for more diversity. Skill 3, need I say more? Skill 4 could use an extra 2 seconds of fire field with pulsing fire like mace 2.

The utility skills were at minimum 5-10 energy too expensive each. And adding an icd for the elite skill was a huge letdown. The only fun renegade build was killed with that hotfix. Playing a lifesteal sustain roamer was pretty fun while it lasted, and not at all OP.

I also agree with everyone that the stunbreak needs to move to f2, and besides energy cost reductions, I think the f skills are decent.

The spirits should not have health, but maybe a breakbar for getting stunned 2 seconds. So there is some counterplay. Otherwise they should have stability. So they can’t be tossed about. Pretty bad feeling to pop your aoe interrupt and have it knocked off point.

The damage spirit needs cripple replaced with chill, same with one of the shortbow skills also needs chill to have some synergy with malyx.

Otherwise, I enjoyed the feel of the class. And with a lot of changes, Renegade will be usable. I can see how it should play, and it could be very fun if it was tuned properly, and some mechanics fixed. (like spirits being ragdolls in pvp, and shortbow pulsing burning)

On the topic of pvp as a whole. I was pretty happy with the balance of the week-end. A few outliers need nerfs, and a few like renegade need some help, but I didn’t see anything that was massively imbalanced. (outside of some bugs)

Wow. Have you guys tried Power Renegade?

in Revenant

Posted by: Loboling.5293

Loboling.5293

With 20% reduction to condition duration, and up to 66% reduction to condition damage. You can still sustain pretty well through condies. You still have an evade and block on each weapon set.

Either way, the build is not some OP build. It’s pretty weak in some ways because it needs some important buffs to energy cost. Everything is too expensive on renegade. But so far, power Renegade shows some promise, and even menders allows you to tank really well. Just give it a try.

Wow. Have you guys tried Power Renegade?

in Revenant

Posted by: Loboling.5293

Loboling.5293

I was running Kalla/Shiro for Menders build. It was very enjoyable to play. But condition builds feel lackluster a bit with Renegade.

Why menders with Shiro/Kalla? That Healing Power seems so wasted there… Or does it actually have real scaling with Kalla’s elite (unlike the horrible healing power scaling on every other life draining skill in the game?)

Since Menders is power/heal you maximize both damage and healing through the lifesteal effects. And yes, the elite has great scalling with healing power. When the elite is up, I steal 600hp per strike. So sword 2 heals for 1800hp, sword 3 heals for 3000hp; and this stacks with devestation lifesteal trait. Combine this with my shiro heal dealing more damage with the recent update, and the nice healing scalling. Shiro heal gives me 8khp, and I get I think about 10k from kalla heal, 5k of which is aoe and heals allies too.

Menders means that I can heal my allies when I need to, and that I can out-sustain the conditions being thrown on me, with the final grandmaster trait, hoelbrak runes, and the kalla heal, I’m very tanky. Best of all, all this damage immunity (spirit beasts and warriors) gets bypassed by lifesteal, so you can keep pressure up during that. A lot more than people realize.

The damage is lower than something like maurauders, but by focusing on sustain, you don’t have the same need to retreat from battle. You can stay in there a lot longer. Which lets you benefit more from kalla’s summons. And share them more with allies. Holosmiths heal up super fast if they have our elite up. I was able to save quite a few who were going ham without watching their hp. For now, there is no icd for the elite. That allows for all this to work.

(edited by Loboling.5293)

Deadeye Demo Weekend Feedback

in Thief

Posted by: Loboling.5293

Loboling.5293

Besides a few changes to how malice works I’ve outlined in pvp. I just wanted to ask for the ability to use movement buttons to cancel kneel. Remove the need to press 5.

Otherwise, malice should fade after X seconds of not hitting your marked target. (sug: 6 seconds) And you begin to lose malice at the rate you gain, until you initiate combat with your mark. The other change I’d put would be to remove all malice when you move beyond 2000 yards from the Dead-Eye.

These changes would really help balance the Dead-Eye in pvp, and shouldn’t overly affect Dead-Eye in pve. (in fact, they can change the timer from 6 seconds in pvp to 20 seconds in pve, essentially removing it)

Wow. Have you guys tried Power Renegade?

in Revenant

Posted by: Loboling.5293

Loboling.5293

I was running Kalla/Shiro for Menders build. It was very enjoyable to play. But condition builds feel lackluster a bit with Renegade.

PoF sPvP Intra-Class Feedback

in PvP

Posted by: Loboling.5293

Loboling.5293

Scourge – Played against – Seemed like an interesting addition to the necro. The area control reminded me a bit of a staff ele. I enjoyed playing against it.
Holosmith – Played – Super fun to play. It feels like it’ll be more of a pve spec, since it’s quite squishy. Still very fun with some good counterplay, maybe some minor damage nerfs needed.
Firebrand – Played – Boring to me, i don’t know I just got bored quick.
Deadeye – Played – Wonderful addition to thief, but it needs some numbers tweaks. But MOST OF ALL, malice needs to automatically drop if 2000+ yards a between the thief and the marked target. Right now, you can mark a target, run away, and if you can stay in combat using another target, you can come back and mondo burst your marked target with full malice. The counterplay should be the thief needs to focus you for a bit before the burst. Right now, there are ways around that that should be removed. (no damage dealt for 6+ seconds should start to decay malice slowly) There needs some additional counterplay.
Spellbreaker – Played – I had a lot of fun with this profession. It’s very direct and effective. With the right build, I can see this being used in pvp and the new pof maps.
Weaver – Played – I couldn’t get into it, and it didn’t seem super effective as an opponent. The only profession I quit a pvp match with before the end, to move onto another profession. For those that love learning a million skills and finding combos this could be fun, but I just didn’t have it in me this week-end for too much theorycraft.
Mirage – Played against – I didn’t even notice their mechanics. Just killed them like I would any mesmer. Not sure what this spec does.
Soul Beast – Played against – See mirage. They just didn’t stand out, and I would fight them like any other.
Renegade – Played – Very interesting and dynamic elite spec. I really enjoy what this brings to the table, but the skills cost too much (All of them, except shortbow imo) Shortbow also needs a bit of work. Best build I played was a menders renegade with shiro. Reminds me a lot of mender scrapper.

My perceived strength level:
Class Needs small Nerf:
Scourge
Holosmith
Dead-Eye

Class needs some tweak (buff):
Renegade
Firebrand
Weaver

Class needs something (not sure):
Mirage
SoulBeast

Renegade Demo Weekend Feedback

in Revenant

Posted by: Loboling.5293

Loboling.5293

Hallo, after some experience I must say that our new Legend is interesting in fighting style and had quite nice grafik effects.
It was quite needed that Revenant get a midrange weapon.
But there should be a more fluid gameplay with shortbow and utilities wich feels extremely slow und lagging, less ground targeting or changed the way it works.

I dont mean to buff(except heal) skills with dps, but make them viable against other classes.

  • shortbow skills 2, 3 ,4 and 5: have an extremely long casttime, and it needs to long to appear after casted. People still just walk out of range/position and I miss most of my skills, also Citadel bombardment.
  • shortbow skill 2: miss all the time the target is moving …
  • shortbow skill 3: where are the bolts?, some of them seem to be lost in the mists ( I had times where only 3 appears or less ) also this skill should be faster or act like True shot or deflecting shot (dragonhunter) with ground targeting (or not)
  • shortbow skill 4: toooo slow and I think I miss like ele using dragontooth and I cant target behind me … lol … every class can do that …. except Renegade
  • shortbow skill 5: needs some ground direction targeting also like True shot or deflecting shot

The utilities are all to slow, to long to cast, to late at appearing on battlefield, ppl simply walk away. And the MOST DISTURBING THING…. no valid path

And plz change the stunbreaker to another utility, I dont want to use the low heal skill (wich you can buff with a bigger amount of heal and which is so much important ) for a stunbreaker , maybe the healskill should not ground targeting , instead just appear right next to the player.

I think if you made some little changes we will get a better feeling for the new legend and it would be much more welcome for rev players.

No valid path is indeed the most disturbing thing. Thanks for mentioning, I had forgotten. I had this problem when trying to support a point in pvp. I can’t stand on a box and summon my legends… This is not a teleport, please remove this requirement.

Attachments:

(edited by Loboling.5293)

Ventari healer, Glint or Kalla? [PVE]

in Revenant

Posted by: Loboling.5293

Loboling.5293

I think Renegade could work, but I don’t see it replacing glint in pve. To me healer rev plays like this: Grants boons, and switch to ventari to heal allies, when things stabilize back to boons. But the heal on renegade means when you swap you’ll have a powerful ally heal available outside of ventari. But otherwise, I don’t see why you would swap, since throughput is still higher in ventari. So I don’t see renegade healer working for pve.

To all the 'haters'

in Revenant

Posted by: Loboling.5293

Loboling.5293

Underwater revenant needs to be fixed. Nothing bothers me more on the revenant than going in the water, and being stuck with shiro mallyx…. I miss glint, and jalis, and ventari and now renegade… How can 2/3 of the profession’s utility skills not work underwater? That number seems way too high for me to be satisfied with the revenant.

I guess scoring a 33% seems satisfactory to the people who design revenant. They should discount all products on the gem store by 2/3, and we can pay 33% for their products. So the input matches the output. ;P

But seriously, I really wish they would finish the base profession. Give us Glint (make it cast on target or on the revenant), then Jalis (create area around revenant), then Renegade (target to summon on enemies or cast on self, depending on skill)

Wow. Have you guys tried Power Renegade?

in Revenant

Posted by: Loboling.5293

Loboling.5293

I was playing lots of power Renegade yesterday! It’s super fun and very effective. I was running devastation instead of invocation, to maximize my lifesteal damage and sustain with menders amulet. Simply my favorite pvp build that I’ve tried so far on beta week-end. I can’t get enough of that aoe interupt spam.

This beats the condi of this build imo. Condi relies too much on comboing the utility skills, which, while it’s a fun mechanic, the costs are simply too high to play this way. I’m not going to get too far into that here, but yes power renegade is the new revenant meta imo for pvp.

Ridiculous power creep

in PvP

Posted by: Loboling.5293

Loboling.5293

I’m actually amazed at the balance. There are some issues for sure, but the pvp matches feel quite varied and good right now.

Main problems in my eyes:
Dead-eye malice stacks need to fall off when the dead-eyes walks beyond 2000 feet away from his marked target. It can be gradual, but they can’t simply mark up, walk off and come back for ridiculous burst. Force them to stay on the offense if they want to maintain their high damage.

Holosmith has too much damage in photon forge. I don’t think it’s too bad, but skill 4 (lower by 15%), skill 2 and 3 (lower by 10%).

I’m not too sure on scourge, they didn’t seem overpowered in my eyes, but I hear a lot of complaints. I’ll let others chime in.

Renegade, Weaver, Firebrand (could use some small buffs), and Spirit Beast, Spellbreaker,Mirage (could use some tweaks.)

To me, the powercreep on this expansion is minimal compared to HoT. It feels like the same game with new shinies.

Renegade OP

in PvP

Posted by: Loboling.5293

Loboling.5293

Try Menders Renegade, sw/sw, staff. Shiro/Kalla. Trait for lifesteal and damage reduction. You can sustain really well, and have good support for team fights. The interupt spam is really what allows the build to work, paired with the high sustain, you can recover from most situations and roam the map effectively.

Nothing works very nice - No synergy!

in Revenant

Posted by: Loboling.5293

Loboling.5293

The more I play with the Renegade, the more fluid it’s becoming. I’m actually having a better time in pvp with a power build. The shortbow has some clunky elements (#3 silly mechanics, #4 too short duration fire field.) And the energy cost of the summons is way too high. There are some amazing combos you can do with the spirits, but requires too much building energy to pull off. I think a reduction of 5-10 energy each (10 for the direct damage one)

But in pvp it’s worth trying a menders renegade.

Renegade Demo Weekend Feedback

in Revenant

Posted by: Loboling.5293

Loboling.5293

This is about pvp.

I have been trying Renegade a decent amount today and yesterday, I tried a variety of builds. (Condi-neutral bunker (flop), Condi full damage shiro/renegade (decent), and now I landed on the most surprising thing, a really functional power build with renegade.

My favorite right now is sw/sw, staff, shiro/renegade, all this with menders amulet. Traits: Jalis, Destruction, Renegade (all the lifesteal, hp/s and condi damage reductions you can find,)

My Feedback for changes:
Shortbow Skill 3: Too clunky to use in combat against moving targets. Either increase the damage so that hitting half is considered worth it or change the mechanics to allow for easier targeting.
Shortbow Skill 4: Should be able to target behind yourself. Fire field should last 2 more seconds.
Summons: Reduce cost of all utility summons by 5-10 (10 for the single target direct damage summon) He is not equal value with the other two summons.
Renegade mechanic skills: Reduce the energy cost on all of them by 10.

Renegade would then be ready for launch in my eyes. It’s a really fun spec I’m finding so far.

(edited by Loboling.5293)

first impressions: holosmith

in Engineer

Posted by: Loboling.5293

Loboling.5293

I really enjoyed Holosmith. Photon forge and the dynamic workings of the traits create a lot of fun ways to play around with your weapon skills. They finally succeeded at making a spec that benifits from running less kits. 1 Kit is plenty, and you can run without, since Photon forge provides all the offense you need.

I still haven’t taken it into pvp (I actually think it won’t be great in pvp, especially after they nerf the damage). The holosmith is a high risk character or a self destructive character (with traits), but I had a lot of fun playing him. I was running a vipers, sword/pistol, overheating build stacking burns. Again, this was just fooling around in heart of the mists. But the skills were fun and felt impactful. I love the trait choices too!

Power rev and condi removal

in Revenant

Posted by: Loboling.5293

Loboling.5293

It might not be an option you want to take, but there is an option to run Lemongrass Poultry Soup and Runes of Hoelbrak which will cut 40% off all incoming condi durations. Yes you give up offensive options but it is a hard counter to condi builds and Rev has good enough offense to cover. With the new Renegade Elite there is also a trait for -33% incoming condi damage.

Wow, my long post gone… haha I won’t retype it all, but generally.

Baseline: Leamongrass + Hoalbrak = 40% duration reduction
Jalis: 20% (hammers) + 50% (elite) = 60% condition damage reduction
Renegade: 33% (build-up) + 33% (heal) = 55% condition damage reduction

These numbers assume multiplicative effects.

Even without Jalis elite (since it has such a high energy cost), this is a lot of reduced damage from conditions. You can make those crazy condi bombs into tiny tickles… haha

Looking forward to testing this.

(edited by Loboling.5293)

[Feedback]Path of Fire Preview - August 11 - 13

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

My favorite things:

-Mounts: Raptor mount was fun to ride, and I enjoy the thought that went into it. But maybe add a slow side step for the raptor. They aren’t horses, and their legs look like they could move sideways.
-Map: Reminded me of old vanilla maps. I really enjoy that. However, they did feel a touch plain when compared to old maps. (where were those notorious hidden caves that lead you to meet strange new npcs and find treasure?)
-Elite spec npcs.

Least favorite:
-Probably that the map felt it was lacking almost any verticality; even compared to old maps. I wish when you fell into the quicksand near that mastery point and take damage. It’d would’ve been perfect when you go down you fall through and enter a mysterious cave network. I just want to have as much fun exploring as possible.
-Still only generic messages on hero points… Boring.
-Races allow dismounting.. Please fix this. I don’t want the winners to always be thiefs.

Renegade Traits

in Revenant

Posted by: Loboling.5293

Loboling.5293

^^
Channeling Glint.

Path of Fire: Unique Human Interactions?

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

I’ve been wondering this myself. I didn’t see anything specific in the beta. But I think knowing if they did anything during Season 3 would answer this question. I only play human characters, but I don’t remember the dialog seeming to care about that fact… I could be wrong though.

If anyone remembers going through season 3 on multiple races or the beta, and seeing different dialog or events due to being human vs not human.

Really Devs, One against 20 in the story mode

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

How the bloody 4377 do you think one solo character with exotic armor only can defeat a boss and 20 adds? Are you kidding me. That’s the same problem I had with HOT. I solo this game. None of my friends play anymore. So I’m supposed to go into story mode with NPCs that die instantly and fight my way through and then go further in with no NPC helpers at all? Tune it down and up the rewards or most will never do the story modes at all. And where’s the dragon hunter’s bow.

I bought Path of Fire because of the open world. I doubt very much based on this that I will do the story mode at all.

And before you all criticize, I have a high level dragon hunter that does high level fractals. In fact, every one of my characters is level 80, medium to high level fractals. Solo story mode in these expansions is a pain in the kitten terrible rewards and dying every 2 minutes because you are one again 20 adds and a boss is ridiculous.

So I’m asking the devs to tune it down on the story mode content. Some of us don’t have a merry band of four/five that we can take into story mode.

I have learned over the years of doing the stories to be very cautious and slow and have a ranged option. When I hit that portion of the story, I followed the boss hanging quite a bit back. I did not rush into the town. I waited for only 3-4 mobs to be separated from the others and dealt with them. Then I tried pulling one with the bow but got 3 more. That was fine. Etc.

It is unfortunate that if you are just an average player you can’t feel like a hero and go in distracting the boss and mobs from the villagers. Instead I had to let the boss and mobs kill the villagers so I could pull them in smaller groups. I guess that’s the way Anet wants you to feel in their stories.

I had heard WP mention this about beta too, but with my DH I was able to cc and use my aegis and shield to protect all but 2 villagers. It was such a nice feeling that they made it so you can save them. I bet there will be an achieve for only letting X die. With the right set-up (which I happened to have on my DH) I was rounding them up before they could do any damage.

Skills of note: GS5, LB5, LB3, GS3, Traps, Meditations, F3, F2, and F1. With these alone (and a spirit weapon actually) I only saw one villager die, but there may have been 1 more. It was glorious. So I’m grateful A-Net was able to make it challenging, but doable to save lives. Although, I wish the npcs had names and would show up in the camp afterwards. So if you saved a bunch you could see them, and not just have them run past you while you herd the Forged into an aoe field.

Edit: On the topic off this thread. This was clearly fairly easy for some classes, but the key to gw2 combat has always been movement. You can even evade skills by simply moving. So when players have trouble with movement and skill use, they will always have trouble against npcs that force you to move with powerful, but avoidable attacks. The developers added in the dodge mechanic (on top of each professions defense mechanics) so that players could avoid even more damage without needing to fully master movement. But if you want to only rely on dodge and skills and stand still you can’t waste any dodges.

Ergo, I don’t think there is a problem with the difficulty. It’s the easiest content in a long time, and the open world feels fresh and fun. Roaming it reminds me lot of the old maps, and that is a good thing. (Although, it still feels a little more empty of little snipets that they put into the original game)

If you want to beat these story missions you have two options, optimize your build into one that doesn’t need to move. (This can be done with DH, Necro, Thief, Ranger, Mesmer, Engineer) whisper me if you want a build for any of these classes that can do the mission without moving during combat (outside of what the skills do to move you). Or you can master movement, and then any build can beat these missions. The npcs attacks can mostly be sidestepped, and when you can’t, you can evade or block or cc, etc. Don’t give up, since as I mentioned, there is a path for those with physical limitations blocking them from executing the full scope of the professions. PM me if anyone wants a workable build for these missions.

Edit 2: Haha, I just redid the mission on necro, and I only just realized all the civilians you save from the npcs get killed when the boss shows up… So much for my epic moment… xD I guess I didn’t realize when I did it last night.

(edited by Loboling.5293)

How'd your season go?

in PvP

Posted by: Loboling.5293

Loboling.5293

I played my placement matches on a few different professions to settle on one. Did really badly, since I don’t normally play those professions (some of them). Placed Tier 1 Silver, decided to roll a Glass Staff Elementalist, and worked my way to T3 Gold. I stopped playing mostly after that. I did a few extra games at the end as Rev, thief and Engie. I was about 40 points from Platinum.

Played about 38 games all season.

Given how my final 6 games went on Engie (5/6 wins), I’m pretty confidant I’d have made it to Plat. I didn’t really feel like grinding though. I got 1 grandmaster crafting mark, and that was as much pvp as I could do in one season.

Post pics of your new Elonian characters!

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

Wow, I find the new outfit looks so much better on the female version.

UN-OFFICIAL Dead-Eye Traits/Cantrips/Info

in Thief

Posted by: Loboling.5293

Loboling.5293

Only skill 5. I quite like the idea, since there is often a skill or two on a set that rarely gets used, if at all. I think having a cooldown move (kneeling), even if only 5 seconds will add some interesting play that would be missing without the cooldown.

Even though the animations look lackluster, I think I’m most excited so far for dead eye. Thief is one of my three mains since launch, and I’m really happy to get 1,500 yard range sniper spec. I don’t mind if it’s not the best in pvp or will add a new faculty to the thief (like wvw zerging, which I think it’ll be mostly bad due to reflects), but it looks like fun for open world and wvw trolling.

It’s not hard to get perma stealth on thief (I mean it takes a lot of buttons, but it doesn’t cost your build much), so I’m for sure going to try roaming with d/p + rifle and see if ganking is possible. Although I think the powercreep will keep this from being a problem for most professions.

UN-OFFICIAL Dead-Eye Traits/Cantrips/Info

in Thief

Posted by: Loboling.5293

Loboling.5293

Ehhhh, I’m all for stealth stacking for permanent stealth as it is currently, since it takes up your resources – initiative, heal, dodges, sometimes SoA.

But from the looks of it, a Deadeye can perma stealth simply by pressing 5 twice every 3 seconds – maintaining all resources. Even less if they trait Shadow Arts.

There is no permanent stealth. Wooden potatoes tried it during the beta. After two casts, you end up on cooldown and dropping stealth. This was done without shadow arts though. I think it’s the same with shadow arts. You’ll need one more thing to maintain permanent stealth.

Lily of the Elon Permanent Pass?

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

I’ve never used a pass like this before, so I have a question for those that have. Can you map there, do your business, then exit right back to where you were? Kind of like how you can enter and exit the mists or the pvp lobby.

Not usually. Although, it can help save on waypoint costs.

UN-OFFICIAL Dead-Eye Traits/Cantrips/Info

in Thief

Posted by: Loboling.5293

Loboling.5293

One thing I didn’t see was unblockable effects.

Queen Jennah: Tyrant?

in Living World

Posted by: Loboling.5293

Loboling.5293

Her barrier and abilities tell me there is much more going on than we were let on to believe. Tyrant, I don’t think so. With all the power she has, she could rule humanity with an iron fist. Instead, she lets people claim power and is quite soft in her responses to tyranny. I think she is Lyssa.

Dead Eye

in Thief

Posted by: Loboling.5293

Loboling.5293

At least there is a mobility skill on it. But otherwise, its not quite what I had in mind. Although I’m curious how the contract mechanic works.

Renegade Confirmed.

in Revenant

Posted by: Loboling.5293

Loboling.5293

Looks pretty lame I think, but I’ll give it a try.

“Instead of shooting arrows at your target, shoot your arrows in a portal, and have them reappear on top of you and fly towards your target…” Ya, I’m not sure what they were thinking. If these portals are affected by projectile reflect, I’ll die of laughter at what the point is of shooting arrows in a portal rather than at your enemy directly.

Path of fire anouncment - Feedback

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

Pros: New zones

Neutral: Elite specs look a bit bland this time around. I was super stocked for Renegade and Deadeye, but they both look lame. Some good, some less so, so I put this in neutral.

Cons: Mounts in old zones? I’m not sure if that is just a rumor, but it’s a little strange to invest in making mounts like this. I also really don’t like the animation for calling mounts. I would’ve preferred a calling animation, followed by your mount running up to you from the distance and you hoping on. Would delay mounting by 5-10 seconds, which means players would only use it for long distances or special jumps. For now, I feel this will look like wow with everyone mounting up between heart missions… I’m not happy to see the whole world change like this. The feeling and all will be different. Otherwise, if this is false and mounts are only for Elona, then great.

Overall, it’s too early to tell, but I’m shocked by the lame presentation. (compared to HoT’s hype train) And I’m also confused by the rapid release date. This means feedback will only change small aspects before launch. The expansion launches in less than 2 months…. That is not enough time for a full beta. Worried about this expansion, but I’ll give the open beta a chance.

Are the new weapon skins seriously 2 tickets?

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

Why are people pretending they are normal price on the TP, they are also doubled the price there… A lot of the skins on release sell for 35g – 80g. Now they are selling for 100g – 150g

Not only people using tickets are having to deal with them doubling the starting price for BLC skins.

I wish it wasn’t, but I haven’t been able to play the new episode, cause of frustration over this change. I don’t want to invest my time to watch them double my costs each new release, slowly pulling more money from us.

I’m not sure to be proud of this or sad, but I’ve probably spent close to 1k$ on this game since release. I love this game, and I’ll spend tons of money. If they want more money, come out with something new, and I’ll decide if it’s worth the price. This is a standard release that comes every few months and it’s now twice as expensive.

Bleh, enjoying Vindictus and new season of Diablo in the mean time. Those games cost me nothing, cause I don’t feel motivated to invest. Gw2 is a great game, don’t add frustrations like this please.

Underwater Revenant Broken. ANET Overlooked?

in Revenant

Posted by: Loboling.5293

Loboling.5293

Even when you get them, you’re missing most… They really need to fix this before this next expansion. It’s really silly that the revenant has 0 choices for underwater combat (malyx and shiro only legends), except traits.

It’s not that crazy to imagine they finish the product they made? It’s just a few animations for some legends to change ground targeting to forward targeting (like they did with engineer) and bam, done!

Please do this, Revenant would feel a lot more complete with at least one additional legend for underwater combat. But if you take the time, please just add them all.

Thanks for 9 new core mastery points

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

Best news ever! I was dreading some of the things I would “have to do” to acquire my missing points to finish my tyrian masteries.

Are the new weapon skins seriously 2 tickets?

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

it’s pretty obvious Anet simply make it cost 2 when they deem it “nicer” than the usual. Seriously though..

Wow, you think they deem these nicer. I know it is all subjective, but I am not impressed at all. There are a lot of other skins I would pay 2 tickets for before this one.

The most likely explanation is the fact that they contain moving pieces (tentacles), which slightly increased the cost of production. They figured to double the prices to make up the extra production cost. But there is no way that these skins cost twice as much to produce. It took me some time, because I love buying shinies, but there is no way I’ll be buying these skins or any other that starts at this price bracket. Going to put this Skrit to bed.