Showing Posts For Mohagi.2738:

Cant move after CC/Taunt

in Bugs: Game, Forum, Website

Posted by: Mohagi.2738

Mohagi.2738

I know this is and old bug but it seems to have gotten worse lately with all the extra CC around. Especially taunt seems to trigger this more often than other CC effects.

Just had a fight with a druid in WvW and couldnt move for over 10 seconds (should have done the dance emote to end it, if that still works?). And no it was not immob to those of you who doesnt know about this bug.

Any ETA on a fix for this or atleast some acknowledgement that you know about it and are working on it?

Because Ele Warhorn performs so well.

in PvP

Posted by: Mohagi.2738

Mohagi.2738

the fact is Ele warhorn was not ment to be Unblockable ( proberly by the design of the Devs) so they fixed the overscaling issues and Reverted it to normalisation from there they will add rather than subtract from a broken skill set.

from a Designers point of view its always better to Normalise something than it is to Add or tweek onto a Non-intentional effect.

and they way they balance these skills is by people playing seasons leading up to tournaments , so by the time the next Large patch comes all skills will have the Correct Data/tweeks required to avoid the old systems mistakes of over Compensating Skills.

if people think the ele warhorn is weak they have misguided themselfs , every Warhorn in this game is a Support type with sub damage so they should of expected this to happen.

That’s alot of speculation.

Anyway my point is just that i find it funny how some players justifies “weak” weapons on certain classes because other classes have weak weapons, thats it.

We can have a discussion about wether or not ele Warhorn is weak or not in pvp, that would be great, but saying it should be weak because other warhorns are is silly. Support weapon’s does not have to be equal with weak and by weak im not referring to damage but usability.

Because Ele Warhorn performs so well.

in PvP

Posted by: Mohagi.2738

Mohagi.2738

I dont get these responses.

Yes there are a lot of weapons that are underperforming and some that dont see the light of day in any game mode. But why try and justify a nerf to a weak weapon by bringing up those facts?

No Balance patch! Feb 23rd

in PvP

Posted by: Mohagi.2738

Mohagi.2738

They didn’t even bug fix, for example Final Salvo still doesn’t give stability on Function Gyro use, but the Tooltip sure looks spiffy.

And the Function Gyro tooltip is still bugged, says it gives 2 stacks of stability. 4Head

And once again, they nerf elementalist. Warhorn’s Cyclone was written unblockable on tooltip; they simply removed that tooltip and called it a fix instead on making it unblockable. Same thing happened with the water GM Soothing Power that was written 200% —> correct tooltip to 100% instead of adjusting proper values.

Plus, I can’t wait to get those 25 bleeding stacks from druids pet now that companion’s might is fixed…….

Aye that was a slap in the face, not like Warhorn sees much use anyway outside of PVE with its clunky skills. Have been trying to make a S/X fresh air build work but guess its time to roll another class since i really dont wanna play the boring healbot for the next couple of months.
Not that the Cyclone change broke the build but was naively hoping they would do something to fix Scepter before the season started, guess Shatterstone + 250 ferocity for 5 sec on air swap was it….

Spectral Mastery and Spectral Walk

in Necromancer

Posted by: Mohagi.2738

Mohagi.2738

Hello

Just wondered if i missed something, havnt played my necro for a while. But didnt Spectral Mastery used to affect the swiftness portion of Spectral Walk? I swear I remember it did.

It still affects the protection duration on Spectral Armor though not on Spectral Wall so a bit weird, but as said I might have missed a patch note.

What Gear stats for Rifle PvE and WvW?

in Engineer

Posted by: Mohagi.2738

Mohagi.2738

Well I run a rifle sd build from time to time when i get bored with hammer, but its not optimized for full sd burst since i use the same gear for both hammer and rifle (except a few trinkets). And my version doesnt have firearms or explosive.

http://gw2skills.net/editor/?vdAQFAUnUUB1UhlcBWXBEqilJjieuz7/W8ZKgAYcEqg4D-ThCBABV8AAqUVltUiAwFAwQdA8v/wnqVglSq0UCmlyBSBE4WL-e

I would probably go for more zerker gear and less toughness if i were to fully commit to a rifle sd burst build.
But the build i linked above is actually quite fun, the synergy between Mass Momentum, Perfectly Weighted, Kinetic Battery and Toss Elixir B/Elixir B + 60% boon duration is pretty good. But it suffers a bit due to low crit chance, even with 100% fury uptime it only got 68% crit chance.
But this is a roaming build that can take a few punches and with extremely high stability uptime. If you running with a large organized group you should go more squish maybe, and the need for stealth gyro/scrapper line might be less needed.

"Dead" Weapons, Traits and Util?

in Guild Wars 2 Discussion

Posted by: Mohagi.2738

Mohagi.2738

I imagine the lack of talk is mostly from the lack of usage. Balance between classes is a big thing. But within-class balance really isn’t. At that level, it is more about the sum of parts, rather than specific parts. For example, the post-June Guardian removed every meaningful benefit to using the Sword over the Mace. But this wasn’t a big deal, because “Guardians” themselves didn’t lose out because of this fact.

Second,when it comes to class balance, what is overpowered is far more important than what is underpowered. It is more about balancing what is used, rather than fixing what isn’t.

Personally, I’m all for fixing dead traits. The June update, in attempts to streamline the traits, actually introduced a lot of the most random and useless crap in an attempt to be novel. Some things are just tacked on, others poorly thought out. There are so many examples, it is hard to decide where to start.

Good points. Just kinda sad really to see so many setups vanish and not really talked about.

"Dead" Weapons, Traits and Util?

in Guild Wars 2 Discussion

Posted by: Mohagi.2738

Mohagi.2738

What i was trying to get at was that any average to high end player, not meant in the sense of and elitist, but a player with a decent understanding on how the different game modes work can quickly look/test certain traits/util and conclude there worth/synergi in any given build.

That actually does sound a bit elitist sorry cuz I really dont think of myself as that, but there is a fine line between min/maxing for maksimum gain with the least amount of effort too building something that can be effective but requires more work(fun)/skill?
——> too picking certain traits/util/weapons that have almost no impact or are impractical in most game modes. And its my personal view that there are too many of those “dead” things in the game now.

I did not want to get into specific traits/util/weapons since that’s probably best left for the class forums. But just wanted to ask if there was any1 else who felt like this and if Anet actually have metrics that keeps track of this, any1 know? And also just rambling

Personally i like running some weird combo’s at times. Also have to admit that I do check out metabattle every now and then to see if i missed some weird synergi but i never copy/paste builds from there on purpose

"Dead" Weapons, Traits and Util?

in Guild Wars 2 Discussion

Posted by: Mohagi.2738

Mohagi.2738

Hello

There have been a lot of talk about the so called power creep from (most of) the new specializations that came with HoT. But I dont really see much talk about the “old” weapons, traits and utilities that were not seeing much use even before HoT. I am not gonna go into detail since that would be futile

I play most classes except warrior and rev, and in testing different builds for various game modes it got me thinking of how little I use, or more accurately dont use, certain setups. This is not something new but it has gotten even more obvious since HoT that there is alot of “Dead” stuff on most classes.

I am perfectly fine with there being certain setups that works better for certain game modes, for example X trait lines/weaps/util is better for pvp while Y and Z is better for pve and wvw etc.. In a perfect world there would be several choices of the above ofc.

But why do we have so many utilities and traits that dont see the light of day in any game mode? And even some weapons on certain classes.
Now this is just a view from my little world in testing stuff out myself, chatting with friends looking at what other players are using etc.. And i get that the so called meta is changing every know and then (though very slowly in gw2) but i can literally look at whole utility groups and a lot of traits and say that has not been used for over 1 year to any great effect.

I would think that Anet has some sort of way to gather information about what is and what is not being used for the various game modes?

Anyway just abit of rambling, gonna go see if I can make a rifle scrapper decapper work in pvp

Help with Sword+Sword / Greatsword Roaming

in Mesmer

Posted by: Mohagi.2738

Mohagi.2738

Sword/Sword + GS is in my humble opinion not that great a setup for WvW. If you insist on running that (which is fine btw) i would go with a “phantasm build”, since i dont play phant builds all that often im not and expert, but the sword OH phant hits like a truck and attacks fairly fast especially with Phantasmal Haste.

http://gw2skills.net/editor/?vhAQNAscRnknBNqhFqBmpBEgilUjq+Zr2rlcAOgAA96WjtD-TxBFABA8EAKU9n00HswJAAp9HlfEcIAuSJIpAiYYE-e

This is ofc a very squishy but very bursty build (just the way i like it) with a little bit of condi clear aswell via disenchanter+haste (not bad actually, not gonna save you if you get condi bombed though).
With Chronophantasma and Persistence of Memory you should still freely shatter to your hearts content just time it with there attacks though

Ether Feast can be swapped to Well of Eternity for more condi clear if needed and Decoy can be swapped with Well of Precognition if running with friends.

Adaptive Armor vs. Final Salvo (pvp)

in Engineer

Posted by: Mohagi.2738

Mohagi.2738

I completely agree that Final Salvo is underwhelming in team fights in www. Was merely testing it out solo roaming and dueling to get a hang of it for pvp. This was never a post about www.

I do think it has its merits when you are fighting on a point in pvp and no you dont take Final Salvo/gyro’s for blasting the lightning fields you take it for the healing via super speed, daze and leap combo’s

WvW Non Roaming builds?

in Engineer

Posted by: Mohagi.2738

Mohagi.2738

I agree with Dawdler in regards to build and play style, though i would say perfectly weighted seems better than adaptive armor in zergs. I have run the following build for a couple of weeks and it has been great fun.

http://gw2skills.net/editor/?vdAQFASncoCdeh1XBWXBEqilJjieur7/W8ZKgAIc7SmwC-ThCBQBA4CA8J1K43+DZR5BDfAAnRJ4WUikHdAeRJUlUVJAACghO0hO0hO025O35O35OLFQRatA-e

Melandru Runes would also work since it pairs extremely well with Impact Savant. Have not tried the Absorption Sigil yet, but cant be kitten d to run anymore tangled depth’s atm

Adaptive Armor vs. Final Salvo (pvp)

in Engineer

Posted by: Mohagi.2738

Mohagi.2738

From the testing i have done so far I dont really have any problems with gyro “setup”. Like lorddarkflare said the only gyro you might have up before you are on point would be sneak.
I usually detonate medic gyro right away (since that thing is super bugged atm) when used on point and have never had any problems with blast gyro pathing on point. Function gyro will also leave a lightning field after rez or finish.

But anyways i agree that Final Salvo is more work and in some situations it might be better to have Adaptive Armor, especially against heavy condition classes. But with my limited testing i would personally prefer Final Salvo against power comps on point.

It is potentially 6 X 470 hp per gyro. If we count function gyro (or get to use it) we will have 4 gyro’s, so in a perfect world where you can stay inside your lightning fields for full duration its 11280 healing on a 20 sec cd (15 for blast).

On a different note I usually get 510-520 ticks from Rapid Regeneration, did not think it was affected by healing power?

Adaptive Armor vs. Final Salvo (pvp)

in Engineer

Posted by: Mohagi.2738

Mohagi.2738

gw2skill.net is up again

So here is the build i have been testing in www

http://gw2skills.net/editor/?vdAQFASncoCtoitbBWXBEqilJjieur7+Oc7SmwS8ZKgAA-ThCBQBM8BAkFlH8b/h8oDAAXAgzoE8TqVsFlIYRJUlUVJAACghO0hO0hO025O35O35OLFwoatA-e

Gonna give it a go in pvp with a marauder amulet and different sigil’s, but would still love some input on Adaptive Armor vs Final Salvo since engi is not my main.

Adaptive Armor vs. Final Salvo (pvp)

in Engineer

Posted by: Mohagi.2738

Mohagi.2738

I have been playing around with Final Salvo for abit, though mostly just in www dueling/roaming for now. But it made me think why is this not popular in spvp?

I realize that it will change your utilities to medic gyro instead of turret and possibly slick shoes to blast/bulwark gyro, so that has to be considered. But wouldnt the amount of sustain comming out of Rapid Regeneration+Final Salvo outweigh Adaptive Armor?
In addition you would also get additional dazing strike “uptime” with final salvo and hammer 3 if/when needed + the added daze/dmg on gyro detonation. Btw Final Salvo also triggers when the gyro naturally runs out or gets killed.

I have also tried to add Shocking Speed into the build instead of Recovery Matrix, but that doesnt seem (to me) to add that much. Need to test that abit more but for now Recovery Matrix still seems alot better.

Anyway just wondered why it wasnt more popular, maybe some old pvp dog can enlighten me The build editor is down for maintenance so cant link the build, but its basically the exact same build as the metabattle one except with Final Salvo, Medic Gyro and Blast gyro instead of slick shoes.

(edited by Mohagi.2738)

Raids and Chrono stats

in Mesmer

Posted by: Mohagi.2738

Mohagi.2738

What about Superior Rune of Durability instead of Leadership?
Was using them on my ele in my zerker armor set and transfered em over to my mesmer.

https://wiki.guildwars2.com/wiki/Superior_Rune_of_Durability

They are bugged or tooltip error not sure but they give 25% boon duration and are easier to get?

What to wear in HoT?

in Elementalist

Posted by: Mohagi.2738

Mohagi.2738

You might also wanna check out the new Wanderer stat

https://wiki.guildwars2.com/wiki/Item_nomenclature#Quadruple_attribute

You could go Wanderer/Zerk, but its maybe made more towards a melee build (D/WH)

Gear setup for Condition reaper

in Necromancer

Posted by: Mohagi.2738

Mohagi.2738

Been using full viper setup for 1 day now and its indeed awesome. When i say full im lying, but almost full. Using Rabid Back, Sinister Amulet, 1 sinister ring, 1 sinister accessory. 1 ring and 1 accessory is exotic viper with exquisite black diamond.
But the rest is ascended Viper.

With 4 nightmare + 2 trapper + malice + bursting it gives

63.13% condi duration
1633 condi dmg
2050 power
38.71% crit chance

This is without any food or traits boosting duration/condi dmg. So you can get +20% to bleed and chill + 50% to scepter + 20/25% from food + 10% from crystal. Overkill!
And ofc + 170-200 condi dmg from food + 150 for scepter if using curses.

Now to figure out what is best Spite vs Curses line. Reaper and Soul Reaping is kinda locked in but not sure for the 3rd line, im guessing it comes down to circumstances which line is better. Any input on Spite vs Curses would be appreciated

(edited by Mohagi.2738)

Hybrid Roaming advice

in Mesmer

Posted by: Mohagi.2738

Mohagi.2738

Hello all

So finally decided to dust off my mesmer after trying other classes for 2 years. Been playing standard shatter and boonshare builds for small team roaming and ofc the glamour thingie when running with larger grps (which i dont do often).

Anyways been fooling around with hybrid build and could use some advice, first the build im running atm.

http://gw2skills.net/editor/?vhAQNAR7flsnhG1YNawMNwtGLnGk5Om+MQjQSvCZAWwyB-TlDEABJrUxu9HEUJImqBQwDAIRVEYSJxxq20kyAtUChwFAoNdDAcEAe4gAEAABYn7MdWnBH9oH9oH9otzduzduzdWKgF1ZB-w

I wanted a build with around 1k condie dmg 2.5k power 50% crit and 200% crit dmg (with guard+sigil stacks ofc). Had to settle with 195% crit dmg but the rest is almost there.
Would love some advice on traits especially Ineptitude vs Malicious Sorcery also the lack of dueling line. Was thinking of skipping Chaos line for dueling, but the lack of defense from pu when using sinister/berserker gear mostly is scary.

Dont really like staff gameplay and find scepter to be a better hybrid weapon? Confusing Images hits like a truck (5-8k direct dmg) + 6 sec cd block with Malicious seems good.

But am I fooling myself? Should i just skip the condie dmg and get 200 more power + 30% more crit dmg?

P.S Excuse the few pieces of cele gear, had to get the gear from my necro and ele

Rune + Sigil + Remorseless Roaming?

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Posted by: Mohagi.2738

Mohagi.2738

My test was without OS up when i did the Dodge roll

Rune + Sigil + Remorseless Roaming?

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

No recording tools atm

Well its a guarenteed crit with opening strike so around 600-800 dmg on crit, so you dont wanna Waste your opening strike on this. I find it better just to get 1 rune of rage for 25 more ferocity instead of the 6th bonus from evasion.

I went with skirm instead of nature, striders defense worth it, or just grab spotter?
Have mostly been playing MM – WS – BM up till now but ye taunt is kinda weird to land atm (vs good pll) though birds are good for it.

If I grab spotter i will have 50% crit with fury + already excellent fury application, might drop sigil of Intel on GS or?

Sigil of Cleansing looks good yea

(edited by Mohagi.2738)

Rune + Sigil + Remorseless Roaming?

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Ok did the test Again with the 6th bonus on evasion 20 times against mobs in Bloodtide Coast.

It does consume Opening Strike if you hit the creature with the Dodge (aoe circle around you at the end of the Dodge roll)

(edited by Mohagi.2738)

Rune + Sigil + Remorseless Roaming?

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Also Strenght of the Pack vs Entangle

Yes Sotp is more fury and more dmg on paper and i have been playing with it on my previous builds (shout’s) but entangle is just a better small team utility skill in my mind (and more condi clear).
I also find it very hard to ditch QZ for MT, when i run MT its instead of signet of stone (normally vs heavy condi classes). QZ is just too good for too many situations and also and exstra stun break.

Btw I recently moved to a lower tier server from T1 (most of the guild moved there). Wanted to try something different after 3 years on the same server. I find that there are sooooooooo many more condi roamers in this lower tier server than T1 why is that?

Rune + Sigil + Remorseless Roaming?

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

You don’t need to run 5/1 with runes of evasion – the 6th bonus will not consume an opening strike, and the cripple is rather handy.

Take Strength of the Pack over Entangle (more fury, you’ll need it as you don’t have furious grip) and swap Quickening Zephyr for Muddy Terrain as an immob.

I’m not convinced by Horn, I’d rather run Axe and Evasive Purity/Vigorous Training over Windborne Notes – you’ll have plenty of fury anyway, the might is nonexistant, and the heal from the regen is miniscule.

Axe will give you another Moment of Clarity proc, or will force your enemy to dodge to avoid it, and reflects are invaluable against pewpew rangers.

You also don’t really need the swiftness OOC – you can always swap to SotH for moving, dodging OOC will activate the swiftness from runes of evasion, and HS/MS/Swoop let you move at a fair clip anyway.

Ty for the input.
Just woke up and tested this build very late last night. Did do some testing with the 6th evasion bonus and was pretty sure it did use remorseless, but was abit drunk so i better test it Again

Agreed that horn is not the greatest offhand, but the players im running with dont have very high fury uptime, and had never used horn before so thought i should give it a try. But if ditching the horn i will probably go skirm or bm instead of nature.

Nature just seems weirdly up to me, or is that wrong? Yes Evasive Purity and Protective Ward is nice but vs QD or taunt is it worth it?
Also the minor traits in BM/Skirm seems more usefull to me.

Any input on Bloodlust vs Cruelty?

(edited by Mohagi.2738)

Rune + Sigil + Remorseless Roaming?

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Been roaming in small grp/solo as a pure melee ranger since the 23rd patch. Been running very defensively with Defender runes both as shout/survival and half/half
mostly with Gs – Sw/D with a mix of cavalier/berserker/valk gear. Also did a mix with 560 healing power.

But wanted to try a more offensive build and came up with the following:

http://gw2skills.net/editor/?vNAQNBhYDbkQFaYxWWwkFoaxwfQtveGEAd/e77gn7/ewXyGeC-TFDEAB6sgADXAA/0NkoqKdpEkJlQTqWhUKZaS5AAHEgHeCAbvfQAAEADdoDdoDdotzduzduzdWKAm0aB-w

Still pretty tanky but went for abit more crit chance + crit dmg. Still not sure about warhorn + Windborne Notes, but perma fury for the grp (the regen is ok aswell) so looks good on paper, missing my dagger but it seems ok without. Though probably a bad idea solo?
The Nature line seems abit weak aswell havnt really played with it alot, but think ill be missing my skirm for QD or BM for taunt.

Rune of Evasion seems very good for Remorseless (though you should only equip 5 runes, the 6th bonus will Waste your Remorseless if it hits the target when you Dodge)
But wanted to ask if im going overboard with fury application here?

Also Bloodlust vs Cruelty or in numbers 250 power vs 17% crit dmg? Any1 done any experimenting here that could be helpfull?

Just ranting and playing around with diff builds atm untill this god awefull golem event is over, any input is appreciated.

Ranger Bugs (Updated)

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Posted by: Mohagi.2738

Mohagi.2738

I actually kinda like that you get punished for letting your pet die. But then Again with no readily available condie cleanse for the pet (pet swap is not enough vs. certain classes or 1v2) and the insane aoe cleave that some can do I wouldnt be against removing the 60 second cd.
I highly doubt that getting 150 stats working will magically solve pet issues.

The latest red post from Irenio is appreciated. But seriously its been a month now, you talked about frequent balance patches after the 23rd release (every 2 weeks?), that have not happened and you havnt even fixed the bugs yet.
Also only 3 bugs were mentioned that have been compiled and will be online soonish? What about the rest?

Sorry for the negativity but my patience for this game is running out. Golem event did not help this feeling.

(edited by Mohagi.2738)

Pets far to weak.

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Pets need Mistlock Instability: Playing Favorites applied to them.

Untargeted enemies take half damage.
Half damage also implies half condition damage.

Thats and awesome idea, and would probably be easy to implement for pets since its already ingame?

(edited by Mohagi.2738)

LOYF +10% Damage Duration Bug *Video proof*

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Posted by: Mohagi.2738

Mohagi.2738

LOYF is indeed underwhelming atm. But like i said in another thread i actually like the idea behind this trait. In my mind it needs to be atleast 6 seconds and it needs to work when you use and evade skill aswell. I also dont think it stacks with itself (double dodge), though if any1 have done extensive testing pls let me know

The %dmg and duration could be looked at aswell but we have to remember that this is a SB centric trait. So if SB was actually buffed to be a usefull hybrid weapon the %dmg might be ok, though the condi duration might need some love still depending on how SB was changed.

(edited by Mohagi.2738)

plz do read if you think ranger is nerfed

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Ranger doesn’t really have any problems dealing damage or avoiding damage that I’m aware of.

As a matter of fact, the class itself was buffed, and only when you start to make cross-class comparisons does anything seem imbalanced….

….which brings me to the point that this was not a balance patch. AT ALL. This was ANet updating their system for the new system and mechanics that are going to be introduced in the expansion. It was a REVAMP. Balancing will happen with the expansion.

So that’s my first point.

My second point is this: comparing ranger to things that were broken with the patch like Grenadier and mesmer burst or guardian burn combos and then saying “we’re weak because we didn’t get that” isn’t the way to balance a game. All of the these things that people are comparing the ranger to are going to change. Grenadier was already fixed, and Mesmer will not be retaining its current status. Making balance arguments and comparing to the MOST broken, obviously going to be changed mechanics in the game is just…. I don’t have words to describe how incompetent you would be at balancing anything.

So, now that all of that is out of the way, yes, agreed with the sentiment of the OP.

Now, do I agree with the choice ANet has made to essentially revamp everything then leave the game in shambles and make slow, ineffectual shave balances up until the expansion release? Not particularly, but I understand the decision. It hurts the community, especially the already small competitive community the most when the game is left imbalanced, but with the expansion and the time schedule people are working with, it would be seriously difficult to make sure the expansion launch goes smoothly AND smooth out the issues that the “expansion prep” patch created.

It’s easier as a dev thing to make sure the game is stable, albeit imbalanced, after the core patch, then work any big fixes into the expansion release, while slowly shaving the game as time allows to make those changes up until the expansion drop. It avoids making ALL of the changes at once and having twice as many variables to balance. This way, the devs can drop the balance patch for the core system at expansion time, then shave what needs to be shaved with the elite specializations afterwards without having to worry about the rest of the balance.

BUT, being on here and seeing so many people just bawling their eyes out is super frustrating to me because it’s extremely premature to be doing so. We’re literally playing less than 5/6 of the intended final product of the game’s classes right now.

tl;dr: Just…. wait until the expansion drops, people who are insistent on making a million threads about how imbalanced the game is…. because ANet knows the game is imbalanced right now; this was a REVAMP, not a balance patch.

I agree that this wasnt a balance patch and that we are not playing a finished product right now. But with that in mind do you really think our trait’s are fine or in the right position? I seriously doubt that they are gonna rearrange traits or fundamentally change how they work at HoT release.

To name a few:

Empathic Bond/Wilderness Knowledge in the same line, makes WS mandatory for all pvp/www specs and makes the 3rd choice in this line obsolete.

Honed Axe’s, what were they thinking?

Natural Healing should be switched with Empathic Bond and made usefull?

MDG? Just no

LOYF? I actually like the idea behind this trait, though the duration should be abit longer (6 sec?) and higher %dmg/duration. But shortbow is underwhelming atm, should be made into a true hybrid weapon. Higher base dmg/scaling and skill 2-5 should be buffed, dont mind the position req on AA if that happens.

The entire Nature Magic line? Might just be me, but i find this line underwhelming.

There are others and also QoL changes like more options for ooc swiftness etc. And ofc pet pathing issues. I just dont think these issues will disappear with HoT, but like you said we might have to wait for balance/fixes 2-3 months into HoT anyway.

(edited by Mohagi.2738)

When Will Ranger Skills Work?

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Posted by: Mohagi.2738

Mohagi.2738

There is a Ranger Bug post with all current bugs you should post in (Might be on 2nd page, it got a red tag)

F2 not hitting is a pathing issue that have been around since game start so dont hold your breath. If you are using birds it needs too swirl around for a good 3 seconds to cast swiftness before it does anything else.

In www/pvp if your fighting a good player with good movement etc your pet will have a tiny dps uptime. You almost need to use hard CC to get a F2 taunt off sometimes when fighting decent players.

(edited by Mohagi.2738)

Pets stats...Wont we do anything

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Do we need to shout to get a simple fix on our kittening pets stats ?

Apparently.

Priceless

Anet, address this! Off-hand radius/range

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

some say that sb needs to bleed from every angle. I believe that’s OP. with earth sigil and bleeding on crit, and pets bleeding attacks, in addition to krait rekd-tangle, we would have too strong of a hybrid bleed build.

orly? Necromancers have Bleed from 1st two attacks from scepter from any angel and 3th attack apply poison, and you know what? it’s BASE bleed duration 40% longer than rangers flanking attack, and you know what? They have trait to increase bleed duration for 20% and 1 more trait to increase all con duration for 100% !

SO NEcromancers autoattacks will apply 10sec bleed from each autoattack with no flanking strikes.
Warrior apply 10-11 sec bleed from each autoattack(no flanking)
And Ranger will apply 3sec bleed, ONLY if made flanking strike…

ShortBOw are 100% OP condition weapon!

Just a small correction, necro’s 100% duration condi trait (which also grants 150 con dmg) only work’s on scepter skills, and its bugged atm and only Works with AA.

But ye agreed SB condi application seems very weak. Though it has a very fast attack speed so removing the flanking req might be too good?
I would rather have the duration on the bleed from the AA increased by 50-100% and make 3-5 better, much better. And higher base dmg!

Quick shot needs a higher distance jumped 600 atleast and higher base dmg for hybrid use.

Crippling shot is just bad need a total makeover and way higher base dmg

Concussion Shot is a nice fast interrupt, but 25 sec cd for a 1 sec daze? Just no, needs more love and higher base

Fundamental Condition-Ranger Problems

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Eeee…. “Signet of the Hunt”, permanent increase of movement speed by 25%? I’ve been using it ever since I started with the ranger, I swap it out for other skills as necessary and I’m a happy camper. I actually found out that ranger is one of the most agile and mobile classes in the game.

You are very new to this game do you?
While most classes get 25%~33% movement speed by taking a single trait, we always have to either sacrifice a weapon set or a signet, or something like Guard to get that 25% mobility that everyone has…

most classes?

mesmer no
thief – no (while in stealth yes)
guard – no
ranger – no
engi – yes
ele – on air short duration (if i am not mistaken)
warrior – yes
necro – no (only in ds)

I agree with some of the classes on your list. But if we take the OP’s premise into consideration i partly agree that our traitlines just seems clunkier for getting speed.

I play all classes at 80 except warrior so my (maybe biased in regards to builds) opinion on your list here is as follow’s

Mesmer: I agree, though they will get it with Chrono (we might aswell, who knows)

Thief: Most thief’s spec into trickery line were they have access to ToTc, decent uptime with pack runes, and/or Acro line (though not that used atm)

Guard: No, agreed (always use travelers)

Engi: Yes agreed

Ele: 25% if traited air line (most got air atm) or EA + dagger 5 air = perma speed
or EA + staff 4 air etc

Warrior: Yea

Necro: I find it much easier as a necro to get perma swiftness (or 25%)
Bloodline dagger trait
Warhorn + trait
Spectral Walk + trait (not advised)
Signet condie build = you take the 25% movement signet since it rocks

Ranger: Shoutbuild or travelers, the signet is so crap so if caught in www with that on your util bar your at a disadvantage.
Even with Resounding Timbre in a condie setup you prolly only want the HaO on your bar, i do atleast. So uptime is not 100%
If not going BM then we only have Travelers. I really dont mind travelers myself, but i like fooling around with diff rune setups so its not my cup of tea.

This is my part solution to the “problem” atm (just a test hybrid build):

http://gw2skills.net/editor/?vNAQNAsYVjUqQDL2yC2sAVLGMEq+dT9WgDgRv0/t42r9C2UA-TlCEABFcIASW5igKBxU9Hy3fQLlU9pPAgHAwDnAAnPCAkCwudVA-w

If A-net wants to give us more options they could make Tail Wind usable outside combat and/or make Clarion Bond usable outside combat.

(edited by Mohagi.2738)

Ranger bugs

in Bugs: Game, Forum, Website

Posted by: Mohagi.2738

Mohagi.2738

Patch came out, fixed nothing.

Yeah, Healing Spring still not working, won’t heal pet. I bet anet will “fix” it by removing the description “heals allies and pet”. With all the remaining bugs, huge balance-issues and no reaction from anet going on, i wonder how they will make me buy the xp at all?

Not to mention all the other bugs/balance issues that has been addressed in this and other threads, but not even a whisper about it.
They could atleast confirm the bugs and balance issues they agree on and maybe give a timeframe for fixes and balance.

I hope they are having a nice Summer Holliday

Fix for Taunt coming soon

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Regarding Traps

Any reason why the direct dmg is so low?

Spike trap has almost no dmg, might aswell remove it, the highest dealing direct dmg trap is frost trap and its also kinda low.
Dont understand the reasoning behind this, the utility they bring is ok but i find it hard to justify trying out a power setup with traps for roaming/pvp.

Increasing there scaling with power and maybe add more base dmg wouldnt make condie trap rangers OP (any1 playing condie trapper nowadays anyhoo?) would just open up more build diversity.

Also agree with RevanCorana the cd on spike trap is way too long.

Fix for Taunt coming soon

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Id like to add something for rangers that prefer a pet focused build. A reliable and more importantly controllable method of removing conditions from the pet.

Trooper runes do this to an extent. But that involves burning otherwise critical utility skills if you run a shout build to remove the 11 second immobilize the other ranger put on your pet when your pet swap is on cooldown.

The pet swap mechanic simply isn’t enough. Becuase it involves taking your pet OFF your target for 5-6 seconds (as your new pet attempts to move into position) in a build thats supposed to be heavily invested in your pets capabilities.

(honestly. I wish guard gave resistance instead of protection)

They could attach some sort of condition clear on Naturl Regeneration, that trait is kinda lackluster atm.

Could also make Wilderness Knowledge affect the pet

Strenght of the Pack (elite) immune or reduced duration on cripple, chill and immob?

Sword 1 is the only autoattack that roots

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

But why should 1 and 2 be needed?
I agree you can work around it but why not just fix the root without changing sword, how hard could that be?

Fix for Taunt coming soon

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

He forgot a couple of bugs/balance issues

1. GS 5 only Works within 150 range. This should be a priority fix

2. Two Handed Training 50% chance to trigger fury 10 sec icd, trigger chance seems much lower, might just be me and bad range need to test more.

3. Clarion Bond should be 15/20 sec icd to be in line with pet swap cd. Would also be a nice QoL if it worked outside of combat.
Would rather have it at 15 sec icd so it doesnt conflict with BM line swap reduction. Could decrease the duration of the boons to be in line with the new icd?

4. Is Taunt interrupting for you, should it? Sometimes a interrupt will come up but doesnt seem to trigger MoC? Also need to test more.

5. This is just my personal opinion but the Nature Magic line seems very lackluster.

6. Sword AA is still super annoying to me. But this has been a thing for a while so doubt it will get changed.

(edited by Mohagi.2738)

Whats frontline ranger look like now?

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

For really big fights were i need all the survival i can get my hands on im using this

http://intothemists.com/calc/?build=-J;4sEVu-p2kDV-0;9-6D;1Y_b;0037147246;4Rwl0U;16TsW6TsWu-kS3-1jB2;1ZbZ68c_69cab27WJV1k;9;9;9;9;9;9;14s8K

For smaller fights i switch to clarion bond and Moment of Clarity and replace SotW with muddy or sick’em.
Used to run entangle for smaller fights but SotP is good burst with Remorseless. The 2-3 shouts in that build warrants Resounding Timbre i think.
Anyways still testing, been switching builds, runes, sigils and armor many times the last couple of days.

Tried running cleric gear aswell, but you just gain so Little and Loose roughly 50% crit dmg and some power+toughness. I find valk/cav gear the best atm with a couple of berserker trinkets here and there.

The 3450 armor with this build might be overkill but dunno yet Your maul will still crit like a truck, especially when running MoC in the smaller fights.

(edited by Mohagi.2738)

Pet Health and Condie Clear?

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

I am running MoC

But for gvg fights i tend to run Brutish Seals for Signet of the Wild (in MM line triggers at 50% Health) and Stone cd reduction.
Also added cruelty sigil to my build now instead of hydro on 1h sword, 249% crit dmg is noice
Also running dagger alot of the time instead of axe and ofc Healing Spring for organized fights with guild grps.

(edited by Mohagi.2738)

Pet Health and Condie Clear?

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

  1. Nicknobreak

Call it back to were? This is about pure melee rangers, even frontline for small too medium battles (www), would prolly not take my ranger into a 40v40 as pure melee frontliner

I agree as a lb ranger i have no problem keeping my pet alive or atleast have a 100% uptime of my pet via swap/call back. But as a pure melee it just seems much harder sometimes, even with BM/WS lines.

Natural Healing is just lackluster when your in a big fight. What matters there is active defenses like dodge/evades, stunbreaks, well timed cd’s and condie removal and ofc all the goodies you get from your teammates.

Pet only get boons out off all these and even a Brown Bear only have 2600 armor, it will still melt in seconds especially with immob, cripple, chill etc that i cant remove besides swapping pets, and 2nd pet will be in the exact same situation seconds after swap/reengage.

Pet Health and Condie Clear?

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Ahh sry using Owl + Wolf/Drakehound

Really like the owl, rarely misses Taunt/blind with its special ability. But will try a tankier pet for larger fights, and see if its any better. Dont really see much diff in the tankyness of a bird vs canine’s though, i know they have about 600 more toughness but still only 15.4k Health.
Had my wolf instagibbed from a shatter combo last night were i happily dodged away myself as and example.

With the new BM traits ranged pets are almost useless atm in my mind. But maybe i shouldnt be expecting too much of my pet as a frontliner/melee? Will ofc try even harder to micromanage the pet.

Pet Health and Condie Clear?

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Not sure what circumstance’s you describe as “your pet is not supposed to die”

Like i said i dont main ranger and yes barrage and massive burn ticks aint helping atm But in any 3+ fights atm pets hp just fly off with the sheer amount of cleave. Damage did go up alot after the patch, but didnt really try melee ranger before patch so dont know.

Even if all the various bugs are fixed I dont see it being any better off. I dont expect that you can send your pet into a sea of pll alone without it dying but would love for it to live more than a few secs with the melee Group.

The thing is as a player you get most of your defenses from active play, dodges/evades, positioning and well timed use of cooldowns from the Group. But the pet has almost none of that.
Its true that it will get boons if traited and signet of stone affects it aswell, but even fully juiced up with BM/WS lines its simply to squishy to survive more than a couple of seconds in melee.
Im talking mostly www here, but the same applies if you run into 2-3 pll in tpvp though not as badly ofc

Just so I am clear, I am talking about a melee ranger here. LB rangers have and easier time since they can recall there pet or simply switch pets if it gets low. I can ofc do the same but it will be in the midst of the action and the end for it a few seconds later.

Pet Health and Condie Clear?

in Ranger

Posted by: Mohagi.2738

Mohagi.2738

Ranger is not my main class, but have been fooling around with a melee build in www the last couple of days and find it very “strong” and fun.
I especially like the new BM trait’s Go for the eye’s and Beastly Warden, good control in small fights.

But for the love of me i dont understand the difference in Health from pve too pvp/www. My PET’s (owl and wolf) have 26.430 hp in pve and 15.400 in pvp/www with BM line. Even in really small fights they usually die in seconds, and thats with full BM line and WS line (ill link build at end).
Im usually good at micro managing the PET’s but when your in melee yourself there isnt much you can do to save em from the cleave.

Another thing is condie clear. Is there any reason why Wilderness Knowledge doesnt Work on your pet aswell?

So question is how can we make pets abit more durable?
I will write up a couple of suggestions, feel free to chime in

1. Remove the HP diff from pve —-> pvp/www
2. Make pets take 50-80% reduced dmg from cleave, will only do full dmg if directly targeted. Prolly too hard to program?
3. Make the pets Health/Armor scale with the rangers Health/Armor. So the tankier the ranger the tankier the pet.
4. Make Wilderness Knowledge affect the pet.
5. When the ranger Dodges/evades so will the pet (pet can get a distortion effect for 1 sec so it doesnt interrupt there skills)
6. Make the BM line effect the pet even more, more vitality/toughness.
7. Buff Companion’s Defense and Barkskin for the pet. Higher uptime on prot, much lower Health treshhold for barkskin for the pet.
8. Natural Healing in BM is lackluster? Also conflict’s with much stronger traits. Buff it or merge it with Pack Alpha.

Thats basically it, if you disagree be nice Also if you got any input for a good/better melee power build lemme know.

http://intothemists.com/calc/?build=-J;5FVu-p2NEF-0;9;4Y_b;0037157046;4RwG7U;1m9fgm9fgu-kS3-1j22;1ZbZ6_b_6abab2H0H-2c;9;9;9;9;9;9;0VRs8o

[Video] The New Power Necromancer

in Necromancer

Posted by: Mohagi.2738

Mohagi.2738

Been trying something like that aswell, and Works pretty well.

Wanted to know what you think about Unholy Martyr and if you have been playing around with that instead of well trait?
Just seems like alot of sustain in small team fight.

Also i really want to try Curses instead of Soul Reaping or Blood Magic, you Guys tried any of that yet? Maybe a power signet build for epic condie transfer/boon hate?

June 23 Specialization Changes

in Guild Wars 2 Discussion

Posted by: Mohagi.2738

Mohagi.2738

Concerning damage modifiers.

Been looking through all the changes to trait lines and it got me wondering about the inconsistency of dmg mods. So would love some info as to how this was done and “balanced”, is it based on sustained dps for pve, based on pvp/www burst or what?

Some classes have pretty much kept there dmg mods, other’s have even gotten more and some have lost upwards of 20-30%. In my eyes it just seems very unbalanced for certain classes.
I play all classes except warrior, and looking through these changes im kinda worried, not just based on dmg mods ofc but of the general risk/reward balance after the patch.

Not gonna start listing classes/traits etc, gonna hold out for the patch and test it first
But some clarification on dmg mods would be nice.

(edited by Mohagi.2738)

Weird Bug

in Account & Technical Support

Posted by: Mohagi.2738

Mohagi.2738

Been having a weird bug for the last 2 days thats prolly just my computer messing up.
When I start my computer Google Chrome works normally with no glitch whatsoever, but after i start Guild Wars 2 i cant open Chrome anymore untill i restart computer again.
Explorer works fine but Chrome gives a weird permission error.

Just wondered if there is any1 who experienced this or any computer genius that could give a plausible answer to why this happens?

Have tried reinstalling Chrome, but still happens. Dont have any other games installed to test if it also happens when i run them, so cant be sure if its a guild wars only thing.

Gwynefyrdd, the Halloween miniature

in Guild Wars 2 Discussion

Posted by: Mohagi.2738

Mohagi.2738

The drop rate is super low. There’s no particular reason to expect a mini puppy ever, no matter how many bags you open.

I tend to agree on this, just gonna go buy some lottery tickets instead to please my gambling need
Atleast im up to 5 amulet’s now

Gwynefyrdd, the Halloween miniature

in Guild Wars 2 Discussion

Posted by: Mohagi.2738

Mohagi.2738

I know this is and old post, but couldnt find anything more recent and didnt want to create a new subject on the matter.

So I have now opened atleast 200k bags and have made some (puts on tinfoil hat) observations. But first the list of rare drops i have gotten so far

4 Amulet’s (2 black 2 orange)
2 Gift’s (both moon)
30+ zuzu cats, sold most on AH and gave some away
20+ Tonic’s
226 Charged Qartz Crystal’s (would say you get around 1-2 per 1k bags)
6 bank pages of ascended mats + 50 bars of each
Have probably destroyed as much ascended mats as i have kept
Single handedly crashed the market on Candy Corn Cob and Maize Balm
Alot of T6 mats
And gotten to max magic find from 150

My conclusion is (got my tinfoil hat on now) that i do believe there is some sort of DR on the super rare drops (amulets and gifts, and maybe gwyn if it even drops still?)
I have never once gotten 1 of these rare drops twice in a single sitting, they have always been spaced out by 1-2 days atleast.
Considering i have gone nuts in the beginning when a amulet dropped and opened 10-20k bags in 1 sitting a couple of times it just seems weird to me. So thinking you can only fall into that super rare bracket once in a given period?

Never had any intention of opening this many bags, but the nice spread of amulet drops (they sell for 700-900 gold each) made me go a little nuts, and maxing my mf in the meanwhile was a nice bonus.
So for now ill drop playing this casino wars game and maybe just open 1k bags now and then when i feel bored, in hopes for a puppy or amulet

PS. Would like to know if any1 have actually gotten a puppy drop lately?

QoL changes for HoT pls

in Guild Wars 2 Discussion

Posted by: Mohagi.2738

Mohagi.2738

But how long would it really take to implement use all/open all for example?
That would be a huge QoL change just by implementing that for most players i would think.

The superior siege thing might be a little more time consuming to add for something that only a “few players” use but still….