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Some numbers (follow up much appreciated)

in Ranger

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

I dont think a time based assumption for damage is accurate. You should do raw number data and work in the damage for each combination. Because if somebody stuns and 100b or just presses 1 the time will be different on the kill, if that makes any sense. Its a good over view guess but not that accurate. Maybe you could figure out how much health the medium thing has and divide that by the seconds it took, but still, not that accurate because its most likely an average of multiple tests.

Im not being disrespectful, just honest. Im glad you are crunchin numbers though more people should, myself included. Or maybe I’m wrong and misread something. Either way good luck.

Yes, I had thought about raw numbers at first, but they really are misleading. Certainly, nothing can stand up to the raw damage that a round of 100bs puts out, but one skill doesnt comprise a profession’s dps. You have to consider the entire kit, and the cooldowns/cast-times of that kit, which is more math then even I care to do over the matter.

This test was the compromise I came up with, and just considering raw DPS, I think it works. Its really just a matter of damage done over a period of time, this seemed like the fastest way to do it.

Some numbers (follow up much appreciated)

in Ranger

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Hello all,

I decided to collect some raw numbers while playing around in the mists today and did find some interesting things.

I compared warrior DPS and Ranger DPS to each other under the following conditions:

- No armor or jewel (As these can be replicated on either profession)

- Base pvp exotics with no sigils ( necessary because there is no steady damage option
for pets atm)

- Traits set up for more or less optimal damage (Im no expert here)
o Ranger: 30/30/0/0/10 (I,VII,X) (I,VI,XII) (I)
o Warrior: 20/30/0/0/20 (II,IX) (III,VIII,X) (III,VIII)

- time to kill medium armored golem recorded.

- Skills were used more or less maximally (used primary damage skills on cooldown)

Times:

Ranger: (all tests with pet used juvenile lynx for decent damage)

GS + no pet: ~25 Seconds
GS + pet: ~9 seconds

LB Max range + no pet: ~25 Seconds
LB Max range + Pet: ~9 seconds

SB + No pet: ~21 seconds
SB + pet: ~ 8 seconds

Warrior:

GS: ~16 seconds

Rifle: ~25 seconds

LB: ~ 16 seconds

ALL NUMBER VALUES SHOULD BE GIVEN A VARIANCE OF AT LEAST 3-4 SECONDS TO ACCOUNT FOR CRITS, TRAIT PROCS, AND/OR PLAYER SKILL.

Now, please take all of this with a grain of salt, and feel free to throw your own numbers at me, but this looks pretty interesting to me.

If you have any suggestions that you think would make this test more valid, please let me know.

Keep in mind, this was to test the optimal possible DPS of a class, in a situation where they can bring their full DPS to bear (I.E. a PvE situation), situation, match up, and player skill play much much larger factors in a pvp setting.

(edited by LuckyThirteen.4576)

Some information please. (Ranger)

in Ranger

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

There are always going to be people who won’t let you into their groups if you don’t ahve the optimal build.

So if you pug or you play with those people you’re going to have a problem.

My group has rangers in it who have completely every dungeon in the game.

My guess is if you’re an end gmae player where end game is the whole reason for playing, and if you pug a lot or you’re goign to join a competitive guild, don’t take a ranger.

If you’re a more casual player or you join a casual guild, if you’re not that into pugging then a ranger is fine.

So when you say “optimal build” Is that just a matter of ‘any class that isn’t warrior mesmer or guardian." Or is it something more specific to the ranger itself?

To be sure, I don’t really mind if I’m not on the top of the heap, I just want to be able to participate.

Some information please. (Ranger)

in Ranger

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Hello all,

I have recently returned to the game after a while break and feel like starting a new character.

My issue is that I would kind of like to make a ranger, however the news I hear about their current state is pretty mixed, and usually errs on the side of ’unplayable.

My questions are:

What honestly is the current state of the ranger? If I make one will I simply not be able to participate in late game pve? (High level dungeons/fractals.)

Is their any meaningful contribution that a ranger can male to WvW right now?

How is ranger in spvp? Does anyone currently run one in tournament?

Any help is appreciated, I hope I can get some better information than I could from the profession sub-forum.

Question on PvE Stats and Builds

in Engineer

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Hello all,

I’ve been going throughout several builds and sets of gear over the last week trying to make the best dungeon build I can, but I have some questions.

First: Is condition damage actually useless in PvE? Is it just inferior to power?

Second: Whats the view on defensive stats (e.g. Toughness and Vitality)? Are they actually useful or is it better to simply pump up damage stats and survive on skill alone?

Thanks in advance.

Can I just ask something?

in Guild Wars 2 Discussion

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Maybe it would help if we tried to list, for every class, one thing that that class does better than any other class in the game.

Such a listing could help me, in any case.

You cant make that list because everybody carries different skills. I think you would be better off playing a Blizzard ARPG.

You can’t say what each class does best? If not every class has something that they’re best at, then how is it an illogical conclusion that some classes are fundamentally better than others?

Can I just ask something?

in Guild Wars 2 Discussion

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Maybe it would help if we tried to list, for every class, one thing that that class does better than any other class in the game.

Such a listing could help me, in any case.

Can I just ask something?

in Guild Wars 2 Discussion

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

So I have been playing since launch, and have mostly been enjoying the game, but I’m beginning to get really bothered.

So currently I roll an Engineer, and the biggest thing I’m forced to ask myself every time I log in is: What is the actual advantage to playing and engineer?

This isn’t a question of viability, mind, I know full well that an engineer can be used effectively, but the real question is, outside of flavor, why would you?

There seems to be a profound issue with the idea of classes in general in this game. If the idea is that there are no healers or tanks or objective focused classes, then their is as a result only one real role that any class can fill in this game. Every class has to be able to survive and deal damage. Anything else is just fluff.

The idea of balancing 8 classes in performing the exact same duties in different ways makes my head spin. But that’s essentially what GW2 is trying to do.

In short: In a game where there is essentially only a single role to fulfill in a party, then the class that best fills this one role is the best.

Its not a question of whether or not other classes are viable, just that, given a player of equal skill, a number of classes are simply better.

Essentially I guess what I;m asking here is, if there are no specific class roles in GW2, then what is the actual point of having individual classes?

I’m not even asking these questions rhetorically, I am genuinely at a loss here.

I think one of the answers you’re looking for is variety. ANet can’t have us all playing Warriors, can they (which, by the by, is the class I think you’re referring to as the best, if specced correctly; maybe guardians, but they’re slower)?

I suppose if you want a reason to play your engineer (and its why I play mine), then justify playing it because it’s got the best set of gun skills (IMO), the best variability, and as such, the most customization out of all classes except for, maybe, the Warrior or Elementalist when it comes to weapon skills.

I understand variety, I really do. But is variety really enough to justify using a class that would seem to be just flat out inferior.

I mean, I may like engineers style, but when its damage/survivabillity are actually worse than that of another class, what is the actual point to playing an engineer.

A beetle may have character, but its unlikely to overtake a formula 1 racecar, is basically what Im saying.

Can I just ask something?

in Guild Wars 2 Discussion

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Damage,support and control are the roles you can choose to play atm in guild wars 2 you can even try mixing it up abit. As for what role the engineer excels at id say perhaps abit of everything i believe.

Yes, and I have heard these before, but no one has ever explained them to me.

What is it, in a group, that each of these roles is necessary for and does specifically? What are support and control, and do they not also need to do decent damage at some point?

(Apologies for the double post)

Look at a shout build warrior for example they can remove conditions for your group and not only that provide decent damage and control at the same time with a hammer or mace and shield. I think engineer has something similar to that.

Apologies, but I don’t really see how that answers my question. Could you clarify please?

Can I just ask something?

in Guild Wars 2 Discussion

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Damage,support and control are the roles you can choose to play atm in guild wars 2 you can even try mixing it up abit. As for what role the engineer excels at id say perhaps abit of everything i believe.

Yes, and I have heard these before, but no one has ever explained them to me.

What is it, in a group, that each of these roles is necessary for and does specifically? What are support and control, and do they not also need to do decent damage at some point?

(Apologies for the double post)

Can I just ask something?

in Guild Wars 2 Discussion

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

I don’t really get why so many people say that there are no roles but DPS in GW2. That is like saying that the only role in Dungeons and Dragons is damage, since “there are no specific roles” in D&D.

When my guild first started doing dungeons in GW2, the guild was full of DPS Warriors coming from WoW-clone MMO’s complaining/joking about anyone not using a DPS Warrior since “there are no roles in GW2, its just damage and surviving”. After guildies learned how the game actually works, and they actually diversified their classes and builds, dungeons were much, much smoother, safer, faster and therefore more profitable and pleasant.

Its not really a surprise that a tanky Warrior, balanced Guardian, full support Elementalist, and damage focused Warrior and Ranger was 100 times better at dungeons than four DPS Warriors (thinking that they are the optimal dungeon character) and a balanced Guardian (telling everyone they are a bunch of noobs).

Honestly I think the “no roles in GW2” thing is a L2P issue.

You do have a point, but I will also point out that organized play and pug play can be very different from a team roles perspective.

That said, can you elaborate a little more on the roles of classes in GW2? Thing is, even if there are roles, are there enough classes to fill them? Not to mention the simple fact that, at the end of the day in GW2 “damage and surviving” is something that every class must do regardless of their specific build. So are these roles, or just extra?

(edited by LuckyThirteen.4576)

Can I just ask something?

in Guild Wars 2 Discussion

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Engineer is the most overpowered profession in the game ATM.

They can do everything that every other profession can, but better.

Can you elaborate on that? Maybe some numbers or specific scenarios?

Can I just ask something?

in Guild Wars 2 Discussion

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Each class has the capacity to perform several roles but you can decide to focus on 1 specific role (or not to). What ’skill’s you bring define your role. Finally your items/traits improve your ability to carry out your role….

Or at least thats the idea.

Ok, so to roll off of that, what are the roles in GW2?

Can I just ask something?

in Guild Wars 2 Discussion

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

So I have been playing since launch, and have mostly been enjoying the game, but I’m beginning to get really bothered.

So currently I roll an Engineer, and the biggest thing I’m forced to ask myself every time I log in is: What is the actual advantage to playing and engineer?

This isn’t a question of viability, mind, I know full well that an engineer can be used effectively, but the real question is, outside of flavor, why would you?

There seems to be a profound issue with the idea of classes in general in this game. If the idea is that there are no healers or tanks or objective focused classes, then their is as a result only one real role that any class can fill in this game. Every class has to be able to survive and deal damage. Anything else is just fluff.

The idea of balancing 8 classes in performing the exact same duties in different ways makes my head spin. But that’s essentially what GW2 is trying to do.

In short: In a game where there is essentially only a single role to fulfill in a party, then the class that best fills this one role is the best.

Its not a question of whether or not other classes are viable, just that, given a player of equal skill, a number of classes are simply better.

Essentially I guess what I;m asking here is, if there are no specific class roles in GW2, then what is the actual point of having individual classes?

I’m not even asking these questions rhetorically, I am genuinely at a loss here.

(edited by LuckyThirteen.4576)

Lets see your engineers!

in Engineer

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Let me know what you think, I’m still debating the mask.

Attachments:

Huge Bug with Wintersday Gifts

in Bugs: Game, Forum, Website

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Hi,

I just opened 4 giant wintersday presents and instead of giving me anything, they removed 5 flawless snowflakes from my inventory and 10 ECTOPLASM.

I dont know what happened but Im really bummed by this, any help i can get?

Rate the Charr Name Above You

in Charr

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

5/10, sorry, needs to be more creative.

Hikari Laststand

A Bold New Idea: The Berserker - Master of Rage!

in Suggestions

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Weapon Skills:

Dagger – Main-Hand

1. Cheap Shot – Auto-Attack
A ferocious punch with dagger in hand. Damages and Bleeds.

2. Lash Out
The Berserker lashes out with a series of blows, damaging and dazing the target with
each blow. Each successful hit also damages the berserker.

3. Goad
Berserker blocks the next attack and counters with a strike that dazes.
Chain: Frustration – Berserker interrupts the block and gains fury.

Dagger – Off-Hand

4. Gut Shot
The Berserker plunges its dagger into target foe, causing bleeding and damage.
Chain: Twist – The berserker twists his dagger into the foes gut, causing additional
damage and cripple.

5. Intimidate
The berserker plunges his dagger into its own body, dealing damage and providing might, as well as fearing nearby foes.

Mace – Main-Hand

1. Crush > Pound > Break
Auto-attack, last blow cripples.

2. Crack Ribs
Deals damage, inflicts vulnerability.

3. Wild Swing
Deals significant damage and causes knock-down if it hits. Damages berserker if it
misses/is blocked.

Mace – Off-Hand

4. Heave
Throws a mace at target foe, damaging and stunning them.

5. Earth-Shaker
The berserker smashes mightily into the ground, damaging foes in a radius and knocking them back. Damages the Berserker as well.

Axe – Main-Hand

1. Chuck – Auto-Attack
Ranged, high damage.

2. Rolling Axe
Throws an axe that rolls along the ground, damaging and crippling foes along the way.

3. Gruesome Toss
Throw an axe that damages and applies more bleed the closer the berserker is to the target.

Warhorn – Off-Hand

4. Deafening Shout
Damages and confuses foes in a cone, also confuses the berserker.

5. Bloody Roar
The berserker begins bleeding, but gains fury, might, and swiftness.

Torch – Off-Hand

4. Torch Smack
The Berserker delivers a heavy blow with the torch, burning foes hit and releasing a cloud of ash which blinds nearby foes.

5. Burning Fury
The berserker lights himself on fire, inflicting burning to the berserker, as well as the foes hit by its next 3 attacks.

Hammer – Two-Handed

1. Crash > Break
Auto-Attack, second blow inflicts vulnerability.

2. Path-Finder
Charge forward damaging foes and knocking them down along the way. Berserker takes damage for each foe hit.

3. Lift
Damage and launch a foe.

4. Caber-Toss
The Berserker spins and tosses his hammer forward, damaging and knocking down up to 2 foes in a path. The berserker gains confusion.

5. Crack
The berserker smashes a small fissure into the ground, which knocks down foes who try to cross it. (Acts like other wall skills.)

Rifle – Two-Handed

1. Heavy Shot
Auto-Attack. Fire a shot which cripples foes for a short time.

2. Extra-Powder Shot
Fires a damaging shot which penetrates foes and creates an explosion at the berserkers location which damages both the berserker and nearby enemies.

3. Rock-Salt
Fires a blast of rock-salt at foes in a cone, inflicting damage and weakness.

4. Burning Shot
Fire a shot which damages and burns a foe, setting the berserker on fire as well.

5. Street-Sweeper
Rapidly fires several damaging shots in a cone in front of the berserker.

Downed State Skills:

Bellow – (Channel) The berserker roars fiercely at a foe, damaging and
crippling them.
Lunge – The berserker makes a desperate leap at target foe, damaging them
and knocking them down.
Ground Pound – The berserker rams an angry fist into the ground, damaging and
dazing nearby foes.

Drowning State Skills:

Low Blow – A swift kick below the belt.
Boil Over – The berserker’s fury boils the water around him for the next few seconds
damaging and blinding nearby foes.
Spike – The berzerker pounds his foe deeper into the depths with a damaging blow.

Information on combo-fields and specific traits pending! Any and all feed-back is welcome!

(edited by LuckyThirteen.4576)

A Bold New Idea: The Berserker - Master of Rage!

in Suggestions

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Healing Skills:

Building Momentum: Gain health at 1 tick per second for 10 seconds.
Gain additional health for every critical strike scored during.

Rub Some Dirt In It: Heal an amount of health which increases significantly as the
current health total decreases.

Thrilling Signet: P: Gain health whenever you receive any damage. (Healing not
proportional to damage, could be more, could be less.)
A: Gain Health for every foe around you (Max of about 3)

Utility Skills:

Dares:

Dirtiest Trick:
The next 3 conditions applied to target foe last twice as long.

Strongest Will (Ground Targeted):
The next healing skill used by allies in target area heal for 33% more.

Most Fearless (Ground Targeted):
For the next 15 seconds, allies gain might for each different foe attacked within the targeted area.

Least Mercy:
Next 4 attacks on target foe each apply vulnerability. (Stack)

Grudges:

Cowards:
For 10 Seconds, the berserker cannot be healed, and the max effective range of all attacks targeted at the berserker is 600. (E.G. A rifle couldn’t hit the serker unless he’s within at least 600 units.)

Snakes:
For the next 10 seconds, the berserker gains health whenever he loses a condition.

Thugs:
Take double damage from conditions for the next 10 seconds, no single attack can do more than 10% of your total health in damage during this time.

Gamblers:
The berserker’s critical hit chance becomes 0% for the next 10 seconds. During this time the berserker gains might and protection for every critical attack it receives.

Signets:

Brawler’s Signet:
P: Gain 3 Seconds of stability every 9 seconds.
A: Next attack causes knockdown.

Boiling Signet:
P: Decrease weapon switch cooldown time.
A: Gain Quickness for 3 Seconds.

Numb Signet:
P: Reduces incoming damage.
A: Remove a condition. Remove 2 additional conditions if below 50% Health.

Lively Signet:
P: Increases Vitality
A: Recharges all rage skills.

Threats:

I’ll do it myself!:
The berserker emits an aura which gives foes vulnerability and revives allies.

I’m coming for you!:
The berserker emits an aura which gives swiftness to allies and cripples foes.

I will break you!:
The berserker emits an aura which gives allies might and weakness to foes.

You’re nothing!:
The berserker emits an aura which takes buffs from foes and conditions from allies.

Outbursts:

Reckless Charge:
The berserker rushes to target foe and attacks. The attack does more damage to both the target and the berserker the further the berserker travels.

Desperate Strike:
The berserker performs an attack that does more damage the less health the berserker has.

Tackle:
The berserker throws himself a short distance to target foe, damaging the foe and dealing cripple to both them and the berserker.

Headbutt:
The berserker strikes at a target foe with his head, damaging them and knocking them down. Gives confusion to the berserker.

Elite Skills:

Explode – Channeled

The berserker flies into a fit of rage, smashing the ground multiple times, damaging foes in a radius, knocking them back, and stunning them each time.

Weaklings – Grudge

Current health is halved.The berserker becomes invincible for 6 Seconds.

Mightiest Blow – Dare

Target a foe. The next ten attacks to that foe are guaranteed critical hits.

(edited by LuckyThirteen.4576)

A Bold New Idea: The Berserker - Master of Rage!

in Suggestions

Posted by: LuckyThirteen.4576

LuckyThirteen.4576

Hello Everyone! I’m finally ready to present an idea that I have been working on!

9th Profession: The Berserker, Master of Rage
Armor Class: Soldier
Health Class: High

“Get mad, THEN get even!” ~The Berserker

General Information:

The berserker is a profession that has taken rage, anger, and fury, and turned them into the deadliest weapons of all. Berserkers fear nothing, not even death. A fact which they can use to great effect in the field of battle. With their unique abilities, berserkers can take both themselves and their allies to their absolute limit, no matter the situation.

What makes this class unique:
– Deep risk vs reward game-play.
– A range of abilities which afford them unique control over many situations.
– Abilities which can actively buff allies while allowing the player to press the attack.
– A class mechanic which makes battle a constant excitement.
– An over the top style that cant be beat.

Warning: In this post, specific numbers will be excluded unless deemed conceptually important. As a result, things like damage and cooldown time are up fore debate.

Profession Mechanic: Rage

The Berserker has a set of powerful activated abilities which only become available once a certain threshold of health has been reached.

F1 Ability: “Get Serious” – Available at 80% health and below.

Breaks Stun.

F2 Ability: “Get Angry” – Available at 66% health and below.

Gain might and fury. Stun Break.

F3 Ability: “Get Even” – Available at 33% Health and below

Remove all current conditions and gain protection. Stun-break.

F4 Ability: “Get it over with” – Available at 20% Health and below.

Gain quickness and recharge current weapon skills. Stun-Break.

Skill Types:
– Dares: Targeted skills which can debuff enemies or buff allies.
– Grudges: Temporary buffs with a special condition.
– Threats: Fields of effect centered on the berserker which buff allies and weaken foes.
– Outbursts: Powerful skills which harm foes at a cost to the berserker.
– Signets: Offer a passive effect until activated.

Weapon Sets:
Daggers – Main and Off
Maces – Main and Off
Axes – Main
Torch – Off
Warhorn – Off
Hammer – Two-Handed
Rifle – Two-Handed

Traits:

Force – Increases Power and Condition Duration
Brutality – Increases Precision and Condition Damage
Persistence – Increases Toughness and Boon Duration
Control – Increases Vitality and Healing Power
Anger – Increases Critical Damage and Rage Skill Recharge Rate

(edited by LuckyThirteen.4576)