Showing Posts For Marlafox.8715:

Re: Pistol Whip

in PvP

Posted by: Marlafox.8715

Marlafox.8715

Dear Arena Net,

This community hates thieves. So in order to fix all problems with the thief class you need to remove off hand weapons. Reduce auto attack damage, reduce total initiative to four, make sure thieves have chill and weakness constantly applied to them, Give the thief only five trait points, remove all teleports from the class, Make sure the only utilities the class has access to are traps, remove all forms of healing, make sure thieves have a constant target over their head, and remove the short bow from the list of thief weapons. If you do all of this then the community might not hate thieves as much.

Pistol Whip has a wind up. The wind up is hard to see at a distance or if the thief is an asura (this is a whole different can of wurms). This why most thieves use teleport skills to land a pistol whip. The stun portion of this skill is block able so you can just walk away from the thief. The thief is not evading when casting the stun or in the last few swings of the “whip” portion of the skill. Clone death + necromancer pet death still goes through the evade frames. The damage pistol whip does is hardly greater than one auto attack chain. Hundred Blades does more damage and can be used more often per minute then pistol whip.

People say its cheesy and skill less. These people are probably playing PU phantasm mesmers, MM necros, Sprit rangers, Hambow warriors, or any other type of passive play style. They have forgotten how to react to active play. People also seem to forget that all thief weapons share the same resource pool. A thief with no initiative swapping from S/P to D/D will not be able to perform cloak and dagger right away unlike a warrior going from spamming his hammer skills to then spamming his longbow skills then five seconds later switching back to his hammer.

They want the evade frames gone; the stun gone, Initiative increased, and the damage reduce even further. Without the evade frames the thief will die if they use this skill. The community basically wants free kills. The stun makes sure half the damage from pistol whip lands unless in a few cases you get lucky with RNG quickness or pop haste. Some guy wanted the initiative increased to eight, as a thief you only get twelve or fifteen initiative. So in order to use pistol whip you lose out on first strikes and a large part of lead attacks traits. It also leaves the thief with only four or seven initiative. PvE wise the weapon set is now garbage if that were to happen. The stun can only hit one person. If that person isn’t you take a step back. If that person is you, you will actually have to use a survival utility to live! Group retaliation or just retaliation will still wreck a pistol whip thief.

Arena net I beg you lock this forum. Do not change anything with pistol whip YET. Release the March 18th patch. See if the community can actually learn to counter pistol whip before you decide to gut this weapon set. Go after passive play first. Your game has a fun active combat system. Don’t wreck it because people refuse how to learn to play.

Future Boss Design.

in Fractals, Dungeons & Raids

Posted by: Marlafox.8715

Marlafox.8715

Never said CC and blind helped condition damage ranged bunkers. I only said that it makes CC harder and blind only work 10% of the time. Which affects everyone. Also it “Feels” like my damaging conditions aren’t lasting as long to busy switching kits and spamming stuffs to look at see how long they last. but like i said it “FEELS” like they aren’t lasting as long as they should =/ Gaun Long Wu Caii is probably right that it is just vunrability and weakness, OR the coding got messed and its all conditions /conspiracy =P

Future Boss Design.

in Fractals, Dungeons & Raids

Posted by: Marlafox.8715

Marlafox.8715

The second sentence in the opening post makes no sense. Defiance in no way makes condition builds killing slower, in fact it’s the opposite, it makes direct damage dealers killing slower.

It does not make Direct Damage slower. It makes CC harder and blindness only work 10% of the time. Bosses in general lower the condition durration on themselves make it so that conditions do not last as long as they would normally reducing the % damage done from conditions.

Quality of life changes - Weapons

in Guardian

Posted by: Marlafox.8715

Marlafox.8715

The Hammer #1 AA (Symbol) isn’t necessary a problem any more with the “buffed” (fixed) Writ of Persistence. The Real problem with hammer now is mainly #4 and #5 skills, that #4 is only for throw people off cliffs (this only hit ONE person!) and #5 is really bad to properly land (they should make it castable while moving – like they did with #4 hammer of warrior) – you only really can properly land with JI or “get luck”.

I hardly think that ANET will do something about the weapons problems that Guardian have. Several people (including me) already did similar suggestions, but they only moved a finger to try to fix the problems.

Precast Hammer 5 or 4 and then use judge’s intervention This a fun combo so u can trap people in the ring as they flee like terrified rats clawing at the walls desperate to escape their doom. Or be like SUPRISE! You just won a free flight on Guarian Air lines over this cliff here =)

Berserker gear yes or not

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Posted by: Marlafox.8715

Marlafox.8715

dont let those threads mislead you, you will find the play is not so pleasant and smooth once you go full zerker with guardian. full zerker guardian is more for those who have a organized group and do daily quick run. You can do what I do — i am 70-80% of zerker and 20--30% knight gear and I am very proudly going AH because in my opinion every class has its signature trait that can max the class’s role in pve, AH is the one for guard.

And here i though Pure Voice was > AH =P

Future Boss Design.

in Fractals, Dungeons & Raids

Posted by: Marlafox.8715

Marlafox.8715

cleric’s armour geared ele with valk trinkets… that’s pretty much the opposite of hitting hard though.

30pts in fire for fury on fire blast finsher, 20 pts in air, 20pts in water. 60% might duration. So i start out at 3kish attack then stack 21 stacks of might by myself with somewhere about 50seconds of fury in my first rotation. With Fury I have about 50% chance to crit It is accended valk trinkets too so its more zerker then valk. Its Zerker damage? Nope. Can I survive a bit better on my Ele then I would in full zerker? Yes. 6k group heal > 3k group heal? Yes. Do i still hit like a truck? Yes. Are there eles out there who can surivive well as zerker? Yes. Can i? probably not.

Valks gear Power major the Hp and crit damage Cleric’s gear Healing power major Power and toughness. I just wanted to be a tad bit sturdier. With pretty much constant fury and 20ish stacks of might for the whole group and being able to heal for not a blank ton more but enough to generate some breathing room for some who made mistake and still has few more seconds on their heal left. I feel i do enough that when i play my ele i do not need to invest in zerker gear for it to damage and be helpful to the group. But this same setup would not work very well as thief as far as the group is considered.

(edited by Marlafox.8715)

Future Boss Design.

in Fractals, Dungeons & Raids

Posted by: Marlafox.8715

Marlafox.8715

Nikado Lets address your assumption that there is no way to hold agro at the moment. This true, however that does mean you cannot add anyway in the future. Ather path in TA you get the little blue gum drop over your head and instantly the ooze loves you. Every class has utility/weapon skills that allow them actively evade or negate damage. Let’s say said boss didn’t have defiance but was immune to cripple and immobilize, but not chill. The boss would also cast 8 seconds of stability that cannot be taken away every time it is hit with CC. So instead of the mob picking a random person to hate on the entire fight (I’m looking at you Lupi!) Groups would take 30seconds or so before the encounter to maybe adjust their weapon sets, Utilities and in some cases Major traits. This way everyone is prepared for some point during the fight to be ready to Absorb, Evade, Blind, Chill kite, and CC the boss. The agro indicator buff would rotate between targets .The boss would deal more sustain damage with the occasional aoe spike that everyone would have to dodge. You would still be able to do a lot of this a berserker but it would also open up different gear types if people wanted to use those. You could have the soldier geared warrior being able to take a beating and truly not hurt the party in the long run hopefully.
Anet says they want legendary armor in the future. If you can change the stats at will on an armor set to a just for the encounter then I might not hate the thought of crafting my ascended armor if they are going to make the ascended the precursor such as the rumor mill says they might. You could also have something in the gem shop called Armor Bot. Have it be a little golem with a butler or maid outfit that acts a permanent bank for X amount of armor+ trinkets+ weapon sets so you can switch on the fly. So you can be berserker for one fight and soldiers for the next because the encounter is more about one’s ability to survive then all out damage because you have to try and take a bunch of trash mobs that keep spawning more and more but after three to five minutes a giant laser eradicates them and the group can move on.

Future Boss Design.

in Fractals, Dungeons & Raids

Posted by: Marlafox.8715

Marlafox.8715

Control exists even for bosses you just have to make it happen with a decent group. We use icebow 5 a lot more often in fractals with good success and things like interrupt on the dredge end bosses.

You would need someone to bunker bust so the soldier geared warrior with a hammer can go in and stop it. You could have a boss that goes on an absolute tear that people will have to blind, block, and absorb its damage because dodging will not be enough.

This kind of suggestion makes absolute ZERO sense in a game that doesn’t have any concept of a skill that can generate threat. Bunker ? What bunker ? You CAN’T take damage for the team because you CAN’T keep any aggro on you. DPS members on the team would die and then you’d be left soloing things if there was any mechanic in the game that would kill zerkers through active defense like blinds, blocks, invulns and reflect. This game has no concept of threat so there is no way to make your mister soldier build useful for anything in this game unless they do add a threat system, or force ALL 5 players into wearing PVT which would literally kill the whole dungeon community overnight. If we start being able to actually control aggro in this game it’s just going to turn into another WoW-like game. If we can’t control aggro, and add something that requires a player in pvt, what you will end up with, is a mechanic that would require ALL five members to be in pvt.

Oh, good luck soloing something on a full bunker build. Have fun with your 3 hours dungeons.

This is an action based game, stop trying to turn it into #genericmmo101. No one in a community like the dark souls one would complain about endurance and vitality being useless for an experienced player. Those two stats in an action game are only there to help new players/let you through a couple mistakes. Experienced players can do all of dark souls without upgrading any survivability stats, at Soul Level 1. That’s seen as a good thing in that community. The more you get experience with the game, the less you need stats like vitality in PVE, until you end up being able to play builds that would die from single hits.

Why are people so hellbent on making healbots work in this game? we play gw2 because we wanted to escape this mindset.

The world is literally filled and littered by trinity based mmo. Aren’t you happy with WoW? Rift? Tera? FF14? the soon to be released wildstar? does GW2 need to have tanks and healers in PVE to appeal to a base of player that will jump to the next-best-mmo and leave gw2 in droves anyway ?

Nikaido I talking about being a Bunker Buster. The mob is a Bunker/Tank that casts Protection Regeneration and stability on itself five or so seconds before it goes bananas and does something like Butcher from HoTW path 1 damage wise and lets say its immune to fear and daze. So you would need someone strip boons from the target so it be stuned/knocked down/ knocked back but the target is also is also doing something like dagger storm. So would would need a beefy player to go in and use CC on it so the squishies do not die.

Also i am happy with game i dislike heal bots. I have ele i geared with clerics armor and Valk trinkets + weapons. I still hit pretty kitten hard and when i switch to my water atunement i heal for 2k, Water trident for 2.1k and Dagger 5 for 2k. Like i said before i think a dash of healing gear works wonders while full on healing gear hurts the entire party. doing 6k of healing can get someone to last long enough for their own heal to come off CD.

(edited by Marlafox.8715)

Future Boss Design.

in Fractals, Dungeons & Raids

Posted by: Marlafox.8715

Marlafox.8715

Defiance is a crutch at the moment as far making new dungeon bosses. Defiance is the reason why a condition builds does not do the same damage it does against monsters without it. When I take my rabid engineer into a dungeon I kill trash mobs just as fast as I do with any of my berserker geared toons, when I get a boss or a champ though I notice the difference. The conditions that I am spreading do not last as long as they normally do thus making the fight last longer and making the encounter harder on everyone. This sucks, because I like playing my rabid engineer dungeons every once in awhile because it is different play style.

Guild Wars 2 broke the holy trinity which made me extremely happy. However, instead of it being Damage, Support, and Control there is not much in the ways of Control at the moment. Damage is something that everyone is going to do regardless of build and or gear how much though can affect your dungeon experience. Longer encounters equal more opportunity for someone to mess up. This why Berserker gear is so dominate at the moment. Any condition a berserker applies is a minor bonus.

Normally when I do a dungeon I bring my berserker geared guardian with its berserker hammer + magi mace and shield combo being 10/25/0/30/5 build doing my best to maximize damage without neglecting trying to support my group mates. Support in this game from I have experienced breaks down into condition removal, group wide boons or banners, and healing someone who got low just enough to keep them going until their heal skill comes off cool down. Cleric’s with Magi gear mixed in to me doesn’t make any sense because you can’t keep the group alive by yourself and game wasn’t designed with that in mind. Only way I see + healing gear working would be to make it a fourth stat PvE wise =/.

Control in this game doesn’t exist outside of trash mobs. Why bring a hammer warrior when he isn’t going to the same damage a great sword or axe + mace warrior will. You have to break through the defiance stacks in order to control the boss. I’m not saying that we should be able to chain stun, fear, or knockback/down a boss, but that’s where boons like stability come into play. I would like to see more bosses with this design in mind.

Bunker busting should also be a group role in this game. Classes like necromancers, Mesmers, thieves, and to lesser extent guardians and engineers all have traits/skills that remove boons. If bosses in the future where designed to cast stability on themselves and go on a rampage until they are hit by a crowd control effect might a bit more depth into the game. You would need someone to bunker bust so the soldier geared warrior with a hammer can go in and stop it. You could have a boss that goes on an absolute tear that people will have to blind, block, and absorb its damage because dodging will not be enough. The last boss I mention would have great sustain damage, but wouldn’t hit to hard. You can make bosses immune to blinds, immune to CC, or heck even immune to damage. You could even make a boss who requires you pick up environmental weapons to damage it. Bosses could even remove their own conditions like alpha does!

In conclusion I feel that defiance right now is more of crutch hindering the development to making new and interesting boss encounters.

Petting Zoos in tPvP

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Posted by: Marlafox.8715

Marlafox.8715

Players should be able to rally off certain AI’s like the ranger’s normal pet and Necro’s flesh golem and or shade.

Condition Immunity Skills/Traits

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Posted by: Marlafox.8715

Marlafox.8715

I only used berzerker stance + stability as an example eles can do it as well with diamond skin + Armor of earth. I fail do see how having condition immunity skills only affecting damaging conditions (Including fear) would be a nerf to warriors? Don’t most warriors use a Longbow and have cleansing ire? Classes with condition immunity skills such as elementalists, engineers, and warriors shouldn’t be able to run around freely while immune to ALL conditions even if it was just cripple chill and weakness that worked on them. Its hard to kite/stay away from some if you cant slow them down just a little bit even if all you can do is cripple them with an arrow to the knee.

Condition Immunity Skills/Traits

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Posted by: Marlafox.8715

Marlafox.8715

Could the condition immunity skills only affect Poison, Bleed, Burning, Fear (it can do damage if traited), and torment? For example when a warrior pops berzeker stance + signet of dolyak the warrior has become immune to all forms of CC. It becomes a little rough on the player if they can no longer use soft CC to defend themselves.

Shadow Arts 5pt....

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Posted by: Marlafox.8715

Marlafox.8715

Replace the trait {Last Refuge} for {Hidden Thief} please =)

Funniest things you heard in PvP

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Posted by: Marlafox.8715

Marlafox.8715

Lets see i was testing a bunker warrior build in Hot join just to see how they played and someone yelled out “Someone is playing a bunker warrior. Stop treating hotjoins like Tpvp!”

Suggestions.

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Posted by: Marlafox.8715

Marlafox.8715

My proposed suggestions for the thief:
(Utility)
Venoms: [Spider Venom, Skale Venom, and Drake Venom] no longer have charges. They each have 33% chance on hit to apply their effect on a 5 second ICD with the duration reduced by 10 seconds. Drake Venom is now a Stun breaker.
Traps: Man they are so bad I can’t even think of any way to fix them.
Deception: [Blinding Powder] now works underwater.
Tricks: [Scorpion Wire] now destroys two boons.
(Weapon Skills)
Sword: [Infiltrator’ s Strike/ Shadow Return] since I can’t see Arena Net ever making it instant again; the return portion now removes 2 condition for 5 initiative seems fair since we can no longer use it to deal with control effects.
(Traits)
Deadly Arts: [Venomous Strength]Gain two stacks of might when using a venom skill, Spider and Skale venoms apply Cripple to the target for 2 seconds along with their effect. Drake Venom grants stability for 4 seconds on skill use. [Venomous Strength] moved to Master tier [Quick Venoms] moved to adept tier.
Shadow Arts: [Last Refuge] now blinds targets around you and triggers at 33% health instead of 25%.
Acrobatics: [Quick Recovery] grants 1 initiative every 10 seconds, disabling effects are now reduced by 50% or 33%. [Hard to Catch] when Hit with a disabling effect ignores it and gain stability and swiftness for 5 seconds on a 30 second cool down.
I would also like to see a trait somewhere that allows sword critical hits to have 33% or 50% chance to remove a boon on a 10second CD.
Maybe not all my ideas are good but I at least hope some are. I really don’t even use venoms very often. But, from the most part after you use all the charges on them the cool downs seem a bit long. It would be nice to give venom thieves a stun breaker.

(edited by Marlafox.8715)

Engineer wishlist

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Posted by: Marlafox.8715

Marlafox.8715

1) Rifle skill 3 increase base damage. Remove Bleed; replace with vunrability stacks based on range.

2) Rifle traits are all mashed into one tree. I.E. skills like Scope adds 10% crit chance at 600 range increases range of elixir gun rifle and pistols by 200 might be a way of spreading out some of the skills.

3) Healing Turret’s Toolbelt skill: The animation makes it hard to combo off of with skills like jump shot and magnetic shield. Maybe just have the animation run faster.

Asura...

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Posted by: Marlafox.8715

Marlafox.8715

Can the future balance patch include Asura in it as well please? They just need to be bigger so the tiniest Asura can’t hide in the leg of the biggest Norn to skull crack you. I’m not the greatest player, but when Humans, Slyvari, Norn, and Char all swap their weapons or cast something and i die i at least know why I’m about to die/died. Asura make it darn near impossible to see what weapon they carry or skill they use. It makes it hard to try get better when you don’t know what move they used.

Quick question in the PAX and MLG turneys what the ratio of people who played Asura to the other four races?

(edited by Marlafox.8715)

Weakness, Protection, And Conditions

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Posted by: Marlafox.8715

Marlafox.8715

Power based players suffer from their damage getting reduced by protection and weakness mainly. If at possible could these two skills also affect the damage and durations of conditions as well?

For example have weakness on top of its current effect also reduce condition damage by 33%? Protection on the other hand could reduce condition duration by 25% or 30? I only suggest this because most classes cannot constantly cure conditions and conditions themselves can not be dealt with outside of cleansing or dodging

A side note as part of conditions/ passive traits lets examine Incindiary powder and Dhuumfire . 100% chance on critical to cause burning. These traits are in the classes’ power lines not their precision trees since it 100% chance on critical to apply burning this does not seem to have any synergy with power or condition duration. To avoid the trait activating on them a player must dodge everything. No one has that much endurance. Would be at all possible to tie them to certain skills like Big Ol’ Bomb, Smoke Bomb, Doom, Wave of Fear, and Wail of Doom? These are just some skills i picked as examples. If people think these are good ideas maybe we could tie more passive skills to certain abilities in the future.

So under water downed state

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Posted by: Marlafox.8715

Marlafox.8715

Is there a bug currently if the ranger uses pet to revive them under water and you kill the pet that is doing the reviving and they still continue to heal the ranger? because that just happened to me. Killed the ranger he hit his pet revive i killed his pet he still continued to heal for an ungodly amount.

Calling for nerfs

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Posted by: Marlafox.8715

Marlafox.8715

Nerf Asura so that they are turned into humans when in spvp

Why do people find c necro so op in pvp?

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Posted by: Marlafox.8715

Marlafox.8715

Would Necros be opposed to dhummfire becoming torment on application of fear or Fear on application of torment? With terror being restored to its old damage? That way you wouldnt need precision to proc your grandmaster trait in in a tree that has no precision.

Hard to Catch

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Posted by: Marlafox.8715

Marlafox.8715

The teleporting away aspect of this trait makes it undesirable. I was thinking why not instead of porting us away why not have it break the CC and give us 5 seconds of protection and stability on a 30second cool down?

Idea for a new pvp map

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Posted by: Marlafox.8715

Marlafox.8715

It would something like king of the mountain where you have one point in the center of the map with 6 bridges leading to the center from an outer ring the starting at the end of each bridge would a some form of a siege weapon. You would have two cannons, two mortars, one treb, and one Flare launcher. The cannons would just simple cannons that fire and 5000 damage or so. The mortars would have three different ammo types; Boon Slayer Ammo: Fires three shells that do no damage but strip 1 boon per hit. Condition Slayer Ammo: Fires three shells that do no damage remove one condition per hit and finally Sticky Bomb Ammo: Fires 3 shells that does 300 damage and immobilize targets for 1 second per hit. the Flare Launcher would allow you drop random bundles or supplies like first aid kits, lightning hammers, flame throwers, bones, gunk, drake scales etc. The treb would toss breakable canisters that would set a small area on fire about the same size as the old symbol graphic that would last 10 seconds on a 12 recharge.

The team who controls the center would be blocked from using the siege weaponry. The weaponry itself would rotate randomly every 20 seconds or so. Those whom control the center would ideally have to send folks out to keep the opposing team off the siege weapons. The center area would only be about 2000 or 1500 units in diameter. Using Knock backs or Fear skills to quickly gain position in the center would be welcome. While i understand skyhammer is fairly annoying for some because of this I hope that the fact that center of the map would be large enough that if you where just outside the cap circle you wouldn’t knocked off the edge in most cases. the bridges themselves would have have guard rails with broken sections in them to add some spice in trying to make it to the center, but leaving railing so you are not just open to just being knocked off by fear or knock backs while trying to make it to the center.

I thought it might be fun to play this kind of map.

Burning....lowest priority for cleansing

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Posted by: Marlafox.8715

Marlafox.8715

I was playing yesterday and already knew for some silly reason or another that burning is lowest priority when it came to damaging conditions and trying to clear them, however i had blind and burning on me and i hit my signet of agility and BAM! it removed blindness. From what i gather the priority is Bleed > Poison > Chill > Immobilize > Blindness > Burning > Cripple > Torment. Shouldn’t Burning have a higher priority since it does so much damage over a short span of time?

Do we have enough condition cleansing?

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Posted by: Marlafox.8715

Marlafox.8715

I play a guardian and thief mainly Guard for PvE stuffs and thief for PvP mainly. When I look at my guardian’s utilities and my thief’s utilities my guardian has 1 heal skill that passive removes 1 condition every 10seconds 2 if traited. And 3 utilities that cure conditions Purging flames, CoP, and Smite condition. Purging Flames can remove more than just one if I dance around the edges of it. Trait wise Radiance allows you when activating a signet to cure a condition 20pts in. Valor gives a passive condition cure every 10 seconds for 10pts in. 30 pts into Honor you gain pure voice heaving shouts convert conditions into boons. 20 pts in virtues you can have VoR heal 25% more and Cure 3 conditions on yourself and your allies on 45 seconds CD. So 4/5 trait lines gives the guardian some access to condition cleansing.
My thief on the other hand utility wise has 2 heal skills that remove conditions only one of those removes a damaging conditions and it is on a 30second cool down. And then there is Signet of agility and shadow step. Shadow step removes 3 conditions upon using shadow return, and signet of agility is cures ‘X’ amount of conditions based on allies around you. I rarely see it cure more than one even in big group fights when other people are in melee range. Trait wise we have shadow’s embraced and pain response. 2/5 trait lines that have some sort of condition cleansing.
Let’s take a quick look at element lists as well
Healing unities that cure conditions 1: ether renewal.
Regular utilities that cure conditions: 2 Cleansing fire removes 3 and Signet of water cures one condition every 10 seconds.
Trait wise they have 3 different traits in two different trees that remove conditions. Each time they attune to water, cast regeneration on their allies, dodge roll while attuned to water.
Weapon skills: Guardian has 2 weapon skills that remove conditions: Torch 5 while it does help the guardian it does help the group, and trident 2.
Thief has 1 weapon skill that costs 5 initiatives to use but the thief ends up not doing a lot of damage.
Elementalist has 2 weapon skills all while water attuned both dagger and staff skill five.
Thief Condition cleansing skills are all on 30second or more cool down minus the 10 points spent in shadow arts. Just sucks that we have to spend so points in Shadow Arts in order to get some decent cleansing.
I do not wish nerfs upon any class I just wish we had a little bit better condition removal like 30 points in deadly arts makes it so thief venoms now also transfer conditions to the target each time the venom is applied. It might add tad bit more venom share thieves in a group setting. Also maybe adding a new utility skill like “Stolen wizard’s robe. Immune to all condition damage for 5 seconds. 60second cooldown.” I only used Eles, Guards, and thieves because we have the same base HP.

Improvisaton

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Posted by: Marlafox.8715

Marlafox.8715

Stealing recharges all skills of one type (venoms, signets, traps, tricks, or deceptions). Deal 10% more damage while wielding a bundle.

The 10% damage buff from this skill i thought it was supposed to come from us not using the item we steal. I was testing my 25/20/0/25/0 build today on a heavy golem in the mists my dagger Auto attack crit hit at most for 1550ish with improvisation when i slotted dagger training my dagger auto attacks crit for 1610ish

Is the tool tip refering to things like rocks and charzookas during Claw of Jormag. Or is trait broken and Arena Net needs to fix it?

(edited by Marlafox.8715)

A suggestion that might help venoms

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Posted by: Marlafox.8715

Marlafox.8715

What if the poisons lasted the duration of the skill but applied their effects on the first move out of Stealth?

A suggestion that might help venoms

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Posted by: Marlafox.8715

Marlafox.8715

Instead of applying a venom on the first ‘X’ amount of attacks what if they where to change it so that venom skill last 30seconds with a 7%or 10% chance apply a venom effect on hit not on critical strike, because the two tree that have venom traits are not in the critical strike tree. of course you would need to update the venom effects.

Basalisk Venom: 15% chance to apply 1second stun to the target on hit. 15second Cool Down. 50seconds recharge. Lasts 30seconds.

Spider Venom: 7% chance to apply 5 seconds poison to the target on hit. Cool Down 10seconds. 45 seconds recharge lasts 30seconds.

Skale Venom: 7% chance to apply 3 Stacks stacks of vulnerability for 10seconds and 3 stacks of torment for 5 seconds on hit. 10second cool down. 45second recharge. lasts 30seconds.

Devourer Venom: 7% chance to apply 3seconds of immobilize on hit. 15 second Cool Down. 45second recharge. lasts 30seconds.

Ice Drake Venom: 7% chance to apply chill for 4 seconds on hit. 15second Cool Down. 45second recharge. lasts 30seconds.

Since the way i envision venom skills working more like extra sigils instead of number of strikes. the traits would have to be changed to reflect that.

Deadly arts:

Venomous Strength: gain 1 stack of might (15seconds) for you and your allies (max targets 5) each time a different venom is applied.

Quick Venoms: No change

Residual Venom changed too Potent Venom: Chance to apply venom increased by 5%

Shadow arts:

Leaching Venoms: Each time a venom activates its effect you gain some health [something equal to sigil of blood or mace attack 3 on guardian] can only occur once every 5 seconds.

Venom Sharing: Venom skills now affect enemies around the target. max targets affected by venom skills 3 [this includes the the primary target.]

I am bad at maths I’m not sure if the values i have chosen are too high or to low for these skills, however i do believe that making our venom skills more like sigils would help us far more then the current incarnation of these promising yet underwhelming abilities.

(edited by Marlafox.8715)

Shadowstep: How to make the most of it?

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Posted by: Marlafox.8715

Marlafox.8715

is there a way to shdowstep to your target (like Steal) without using the ground target?

You can turn on fast cast ground casting. I use it on my engie for grenades but for thief and guardian i much prefer to know where i am going to place my skills. Like Line of warding or Shadow refuge. Nothing worse then not placing shadow refuge on team mate.

s/d bandwagon

in Thief

Posted by: Marlafox.8715

Marlafox.8715

when i first started playing my thief in spvp i was rocking S/P combo and i really liked it. But the more games i did i really started to notice the weakness of pistol whip, and i must say i was deeply saddened. i dig the thief sword skills i love infaltrators strike. While yes i switch to Dagger Main hand for Heart seeker spam when the target is almost dead. When i was playing with the sword and dagger combo today i noticed for the first time i was killing HGH engies and Guardians, and salivating every time i saw a warrior pop signet of rage. Heck when a warrior bunkers behind their shield i still hit skill three because the 2nd attack in unblockable and hits pretty kitten hard. I like my thief again its fun and exciting. <3 my Bountiful Theft + Lacarious Strike combo yummy yummy boons.

Charr Story "Time For a Promotion"

in Personal Story

Posted by: Marlafox.8715

Marlafox.8715

Thanks…map was to far out thought it was going into the barracks ><

Signets of....

in Guardian

Posted by: Marlafox.8715

Marlafox.8715

Wrath and Mercy i think need an overhaul.

Signet of Mercy has an Okay passive effect but its activated effect leaves a lot to be desired. Suggestions:
*Lower the Cool down to 80seconds.
*Make it an AoE Pick Up Limited to 3 people.
*Raises a defeated player agian not just downed.

Signet of Wrath some guardians may disagree with me but Condition damage is horrible as a guardian. The activated skill though i find to be pretty darn good. Suggestions:

  • Have the passive add 10%-15% Condition duration instead. this would be a greater a boon to us then condition damage because we have more non damaging conditions.
  • Only other idea i have is give us the 25% movement speed.

Transformations

in Suggestions

Posted by: Marlafox.8715

Marlafox.8715

Transformation skills in general suck. They do not offer enough power or utility in my opinion to truly be viable to slot. I would like Arena Net to take some time and look at all the transformation skills out there and see how many people use them. I play Norn Guardian of my eight elite skill options 2 of them are not transformations. Why do i think transformations suck. 1) most them don’t do any more damage then my weapons do. 2) Loss of Utility skills. 3) Loss of F skills. 4) Although this has been said on multiple threads but still i will say it here; 3/4 Norn transformations are unable to attack and move at the same time. yes these are supposed to be fun skills , but since they are on a 240 second cool down and you cant move and attack it isn’t fun at all. I have tried to use juggernaught on my engineer its very underwhelming no wonder why so many warriors do not use it.

Suggestions to fix them:
*Treat the transformations more like kits. no loss of Utility skills would be nice. maybe still lose F skills
*Damage dealing transformation need a boost or just get affected by gear better if they do not already.
*I view the Norn transformations as something to fun to play with in open world while i am doing my dailies, Killing a world boss, or doing a part of my story mode. I would suggest having them all move while attacking and drop the cooldown to 180 seconds.

just my two cents hopefully someone will pick them up.

Charr Story "Time For a Promotion"

in Personal Story

Posted by: Marlafox.8715

Marlafox.8715

I can not do this story quest because the entrance to the story is right near the gate exit keeps giving me the ’Would you like to exit to the black citdel" message =( please fix soon =( need play my blood legion elementalist

Combo Field Prioity

in Suggestions

Posted by: Marlafox.8715

Marlafox.8715

The priority at the moment is whatever field your finisher goes through first.

I personally prefer this system as opposed to being able to choose your own field priority because it requires coordination rather than being able to spam a finisher knowing that you will get what you want regardless of what is occurring around you.

For Projectile finishers yes but for leap and blast finisher its what ever is laid on the ground first

Are you happy with our elite skills?

in Guardian

Posted by: Marlafox.8715

Marlafox.8715

Instead of the tomes becoming a transformation it should just be an ability that you activate. lets start with Tome of Courage. Combine the Daze, the Full Heal, AoE Protection, and instead of the little heal skill the group gains a special boon that regenerates health over a certain amount of time. couple it with a 4 second cast time being able to be cast on the move with 4 seconds of stability. this way you no longer lose your utilites and u can go right back to combat. this way they can keep the same book cast animations and the book with out having to recode much. you can do the same for Tome of Wrath as well. Just lump Big Damage (skill 5), 8 or 10 seconds of quickness, AoE Blind, and along nasty burn into a 3 second cast time with 3seconds of stability that allows you to run and cast. it would be nice to benefit from the quickness we cast with our normal abilities and not be stuck using a silly tome when affected by quickness. it would be worth them being on a 180second cool down then and having the ability to have options in my eilite skill slot.

Combo Field Prioity

in Suggestions

Posted by: Marlafox.8715

Marlafox.8715

What I find annoying when grouping is i throw down my fire combo field to blast finisher out of and someone just a split second before lays down a light combo field that envelopes my fire combo field now my group gains retaliation and not the three stacks of might. normally i can move my character to outer rim of my combo field but some times you are unable to. Other times you can wait for the combo field you don’t want to go away then do your combo finisher however if you do it too quickly you still gain the effect you did not want.

It would be nice if you could go into UI menu and choose your combo field priority

an example being:

1-Water
2-Fire
3-Light
4-Etheral
5-Dark
6-Poison
7-Smoke

just a thought i had. not sure if a change like this would make the game to easy though.

Guardian - Hammer Weapon Update - Please View

in Guardian

Posted by: Marlafox.8715

Marlafox.8715

I love the hammer in pve because of mighty blow’s blast finisher + Fire combo fields can greatly increase the groups over all damage out put. sadly i rarely use skills 3-5 unless i need to buy time for shelter.

Zealots Embrace- Needs to be much wider or faster, and last twice as long.

Banish- I really like our underwater weapon abilities because they by themselves cause burning. So if we added a burn to banish that the combine damage of the intial hit and the subsiquent burn did the same amount of damage as mighty blow it would be a nice change up in our damage rotation. I love the sound of banish.

Ring O’ Warding- Main problem 40second CD that does no damage but people escape from to easy. My suggestion to fix it is as follows: Greatsword binding blade pulls targets to me Why not have Ring do the same, Not a super long range but at a range that if someone is running away from me w/o swiftness or increased movement speed they are pulled back towards me and KD down for the duration of the cast. Once in the ring it saps all of their endurance. Making it so they are unable to roll out right away. Even go as far to couple them with 1 second debuff that stops all endurance from regenerating.

Ring of warding is a skill on a 40 second Cooldown that is CC only no damage and is very easily escaped from. It should be a skill that should make any player wet themselves they they are stuck in not the red ring of death but THE BLUE RING OF MOMMY MAKE THE BAD GUARDIAN STOP SMASHING MY FACE IN! Ring of warding should be kind of like the warrior’s Charge to 100blades combo or Thief’s Backstab for 14k

Weapon Traits Are kinda....meh

in Guardian

Posted by: Marlafox.8715

Marlafox.8715

Guardian weapon traits as whole do not do anything other than add damage or lower recharge rate of skills. Outside of two handed mastery (which I am pretty sure doesn’t apply to underwater weapons I could be wrong though) most of our weapon traits are terrible.

Weapon Traits Zeal:
Greatsword Power: 5% damage very lackluster and very uncreative. Take Zealous Blade on top of the 5% damage that is master trait right there.
Scepter Power: 5% damage…..I have said before just giving a weapon 5% power is lazy. Change it to Mystic Knight: Scepter and Staff auto attacks now cause 5 seconds of vulnerability and they each gain 300 yards/meters/feet on their respective auto attacks.
Focused Mastery: 20% reduction on focus skills. Either move it to the adept level or When blocking with a focus your target becomes blind for 3seconds.
Zealous Blade: TERRIBLE GRANDMASTER TRAIT NOT ONLY AS A GRANDMASTER TRAIT IT ONLY AFFECTS ONE WEAPON ITS HEALING IS VERY MINOR AND IS NOT AFFECTED BY HEALING GEAR. As Grandmaster trait it should affect more than one weapon the trait in radiance Right Handed Strength affects all one handed weapons which good. Zealous Blade should be renamed Avenger’s Rush: 50% Chance on Critical with a Two-handed Weapon (including spear and trident) you grant up to five allies (including yourself) the following boons Stability Fury and Protection for ten seconds on a 30second cool down.
Weapon Traits Radiance:
Radiant Flame: 15% torch skill reduction. Just add when you burn your target while uses a torch skill they become dazed for ¼ of second.
Powerful Blades: Sword and Spear damage increased by 5%. -_-. Zealots Defense now protects in a 360 degree bubble against projectiles. Every projectile reflected causes 8 seconds of vulnerability.
(NEW) Underwater Zealot: Spear has a 20% chance to cause immobilize for 3 seconds. Trident’s auto attack now has a 30% chance to remove a boon from enemies and a condition from an ally.
Right Handed Strength: Fine as is.
Weapon traits Valor:
Mace of Justice: 5% damage makes me a sad panda. The mace is our defensive weapon its weapon trait should reflect that. 30% chance on hit to grant allies (including you) Protection for 3 seconds.
Glacial Heart: Our only “snare” at the 50% chance on critical to chill the target for 4 seconds……and the kicker it is on a 45second cool down! Just….wow. How about something more like Guardian’s Rage: 50% chance on critical to gain 4 seconds of quickness on a 50 second cool down. And if you swap your weapon you lose quickness
Honorable Shield: 90 toughness and 20% cool down reduction on shield skills. Unimaginative, since a shield is normally is used for blocking attacks the trait should reflect that aspect of the shield. I do like our shield skills and do not wish them changed with the focus ones. However, instead of 90 toughness I myself maybe some members of the community would enjoy something more along the lines of, when swapping to the shield in combat you gain aegis for 10seconds with a 20second cool down with the 20% reduction on shield skills.
Weapon traits Honor:
Two-handed Mastery: Fine as Is.
If anyone sees that some of these skills are over powered in anyway please respectably post. Or you have your own suggestions of how to make out weapon traits better please post =)

Honor Of The Waves Bosses

in Fractals, Dungeons & Raids

Posted by: Marlafox.8715

Marlafox.8715

Andal, The Butcher, The Two Legendary Norn Twins, and The Plunderer are really really boring.

The the mechanics for these fights are very lack luster. I do well in the first half these fights but they just get so long and their are only a few things you have to look out for that it becomes boring and i screw up only cause at some point i have lost interest in the fight.

Andal- Stationary-Casts frost aura at his feet-Shoots Ice. To spice up Andal you could have spawn 2 veteran level Icebrood Ice Elementals every 40 or 50 seconds that shoot AoE Ice Darts-Big Damage Single Target Ice Bolt-And Have Frost Aura. When you kill each one they spawn a little Icebrood crystal on the ground where they day that when you break damages Andal for 10% of life each crystal you break.

The Butcher-Throws Binding Axe-AoE 360 Arcane Cleave-Whirl/Reflect Projectile-Has 3 Totems-Drops Symbol of Frost. Lower His health by 25%. Increase his damage by 10%. Make it so that when you break all his totems he is weakened with out his totems 33 stacks of Vunrability, Crippled, and Weakened for 20seconds. Increase totem Health by 50%. Just so its no longer Kill protection totem avoid whirl type of fight any more.

Legendary Norn Twins-One Charges leaves behind red cricles that chill and cause vunrability-The Other one Aoe Fears and summons minions. Make them both just one monster That does all abilities with the same amount of health they each have now.

The Plunderer-Auto Attacks-Stops attack and does Slow charge of doom. This Fight because its underwater and underwater skills to me it seems don’t do near the same damage our land based weapons do makes this fight incredibly long. His slow just kinda slightly moving charge needs to change. Give it a cast animation then have him rocket in one direction at a random player if runs into one of the pillars or a wall he is “dazed” (without triggering defiance) for 7seconds with 50 stacks of vunrability for those 7 seconds.

Because in guild wars two i can pick up a branch off the ground and gain new skills i was kind of looking forward to seeing those kind of mechanics being added to boss fights. For example have a boss who even though your dpsing him down you and team must work together to get him near a node of some type so he can use one of his massive damage abilitys to charge something that charges up a sword that when a player strikes him with it savagely weakens, or damages, or powers up you and your friends. I belive you Arena Net i can’t wait to see what the future holds for this lovely game.

Your Favorite NPC Guardian

in Guardian

Posted by: Marlafox.8715

Marlafox.8715

Dinky is one the charr warband mates you can choose when you create a charr character. He is little on the dull side but funny.

Your Favorite NPC Guardian

in Guardian

Posted by: Marlafox.8715

Marlafox.8715

Mine is Dinky hands down. What is yours?

Armor Bot!

in Suggestions

Posted by: Marlafox.8715

Marlafox.8715

“What—Coat—-Or—Underwear—-Would—-You—Like—-To— Wear—Madam.” (when it addresses a male character.)

Armor Bot!

in Suggestions

Posted by: Marlafox.8715

Marlafox.8715

I was thinking that maybe you folks at arena net could add to the black lion trading company a little golem simmular to the bank golem except it doesn’t go away after 4 days. It would just hold armor sets and Town Clothes in rows like this for example

Head—->Shoulder—->Chest—->Hands—->Legs—->Feet —> Aqua Breather
Head-—>Shoulder—->Chest—->Hands—->Legs—->Feet —> Aqua Breather
Head-—>Shoulder—->Chest—->Hands—->Legs—->Feet —>Aqua Breather
Head-—>Shoulder—->Chest—->Hands—->Legs—->Feet —> Aqua Breather
Head-—>Shoulder—->Chest—->Hands—->Legs—->Feet —> Aqua Breather

You could use the same golem model as the bank golem except give it a Tux, a monocle, and when you spawn the golem have it say some kind of butler like flavor text. You wouldn’t have to get it voice acted just a little speech bubble. This way people could buy for gems something to help carry many armor sets around so they can changed armor with out using up a lot of bag space.

" Save Yourself!" Nerfed - Seriously why??

in Guardian

Posted by: Marlafox.8715

Marlafox.8715

How about a “For Great Justice” Nerf too kitten near 100% up time on 3 stacks of might and fury for 25 seconds on a 30 second cool down?? thats with out specing in boons or shouts.

Sheild or Focus?

in Guardian

Posted by: Marlafox.8715

Marlafox.8715

I am trying to decide which weapon to use in my second set. I love protecting my friends or even random jerks i group with. i run a 0/15/30/20/5 build with longer lasting and bigger symbols. i use Hammer almost exclusivly UNLESS someone needs my regen symbol and healing auto attack coupled with mace skill 3. i use the focus now only because of the grandmaster minor trait that gives might on block. but however i notice that when i switch to mace focus combo since i lose symbol of protection i notice that while i am trying to keep my friends alive through “healing” since symbol of protection is gone we all lose -33% damage reduction. i was wondering if the shield would offer more benifit to the party through skill 4 then skill 4 on the focus?

Norn female voices

in Norn

Posted by: Marlafox.8715

Marlafox.8715

Dark Revan I also agree that the lack emotion in the female norn voice saddens me. I find that the female norn voice is perfect just wish it had more emotion and didnt sound so stiff some times.

Need Aquatic Spirit Totem

in Norn

Posted by: Marlafox.8715

Marlafox.8715

Spirit of the Orca we can have an underwater form that looks like Moby Lick from street sharks.

How powerful are individual Norn in lore?

in Norn

Posted by: Marlafox.8715

Marlafox.8715

I do remember someone saying that Eir carried a 500lbs stone statue on her back like it was nothing. Also I think it was during gw1 that when all the races of tyria sent out their armies to face the elder dragons (i think thats right.) each raced sent thouands of soldiers. Norn only sent 10 and even then they thought it was to much. They were going to send fewer but one guy wanted to tag along for fun. So on a scale of 1 to 10 1 being puny weak gnome things and 10 being brutal massivly strong giant things Norn strength is about a 25 =P

To Help Prevent Hacking

in Suggestions

Posted by: Marlafox.8715

Marlafox.8715

My account got hacked. I lost 2 months worth of mats for my crafting that just started to work on. Now i emailed and said i got hacked and your support team said they are unable to help. Fine i understand that. I’m not mad because you are unable to help.

I played many MMO’s before one of them being Dungeon Fighter online. (I belive they are ncsoft as well.) They had a thing called the Goblin Pin. You created your own 4 digit pin number useing 0-9. You had to steer the little goblin into the house with the corrasoponding number. the numbers changed randomly every time you when enter in a new number. You where prompted to use the goblin pin pad each time you when sell your gear, use the mail, or destroy stuff when you logged on each time it would prompt you once to make sure you where you.

I would like to see if you folks at arena net could do something simular, so even if the player does get hacked our hard earned stuff has at least one more system of defense. I suggest Quaggens and Quaggen Plushies!

(edited by Marlafox.8715)