Showing Posts For NyuuNeeChan.2891:
Will trading post be reworked? It’s pain to use it, bugged, slow and categories are mess, as well as searching – searching for more than one word items usually fails as we give precise name and get 200+ results.
I would like a remote
Remote control to low orbital ion canon.
Like skyhammer but bigger radius, and way more damage.
Now for some weapons that would be more likely to be added to game:
- Whip – i could turn my lil sylvari into lust driven dominatrix
- Nunchaku
- Angle grinder or chainsaw
- Gatling gun
And
(edited by NyuuNeeChan.2891)
To start with " Melee , generally refers to disorganized close combat involving a group of fighters. A melee ensues when groups become locked together in combat with no regard to group tactics or fighting as an organized unit; each participant fights as an individual.: Therefore there can’t be melee ranged weapon.
But talking about what you suggested:
- you didn’t write ANYTHING about possible uses of that weapon, should it be condition focused weapon, crowd control one, direct damage, offensive or defensive support? You just found an image somewhere in internet and came here with " I WANT DAT WEAPON".
- Unless you’d like to break all logic like on mesmer gs ( firin mah lazors), this weapon should have about 600 range, otherwise fast attack and pulling it back before next attack would look plainly bad. What thief needs is 1200 range weapon.
-Telegraphed animiations in this game means long casting time and sometimes some fancy moves. If you look at other thieves weapons, you can see that there are no long duration skills, unless he is dealing damage for whole duration of skill ( like p/p 3) or is evading during it ( like s/p 3, s/d 3). Another problem with long duration moves is that they have to cost more initative or you don’t need to manage it.
(edited by NyuuNeeChan.2891)
Bountiful Theft isn’t so good, how you wrote it.
Especially not, if you compare it with S/D #3 and with the Skills Shattered Concentration and Arcane Thievery from the Mesmer.This trait is too weak to be useful and a shame for the thief.
“Does not steal “stacks” of the boons; e.g. the enemy has 15 stacks of Might, your character is only going to receive 1 stack of might (unknown which individual might application/duration takes priority); if the enemy is using a boon that stacks duration, such as Protection, and has both a 3s and a 4s application of it (showing as 7 seconds total), your character will only steal the 3s or the 4s application of the boon (unknown which application/duration takes priority), not the full 7s. "( wiki).
So yes, it doesnt even remove one full stack of whatever enemy has.
Let me paste my other post in:
I wanted to discuss usefulness and reason behind some of thief traits and them in general.
So out of 60 major and 15 minor traits we got:
- 6 major and 2 minor traits that modify effect of stealing
- 8 major and 2 minor traits giving bonuses upon entering stealth and being in it
- 4 major and 1 minor traits applying stealth
- 6 major and 3 minor traits focusing on initative control
Now let’s take a look at traits modyfing utility skills.
We have:
- 5 venom traits
- 2 signet traits
- 2 traps traits
- 1 deception trait (only cooldon reduction)
- 1 trick trait (only cooldon reduction)
- and improvisation trait that refreshes one category of skills upon steal use.
When it comes to weapons
- 3 pistol traits
- 2 dual skills traits
- 1 dagger trait
- 1 shortbow and harpoon gun trait
- 0 sword trait
- 0 spear trait
- 2 major and 4 minor traits that increase our damage when certain conditions are met, but work with every weapon.
Now let me talk about some trait changes i would love to see.
Deadly Arts
- I – Back Fighting – Does anyone use that trait? When i play i try to stay alive as long as possible, not to fight in downed mode.
- II – Corrosive trait – Is that trait really that powerful that it can’t be a single trait with Master Trapper?
- V – Potent Poison – There are so many conditions out there. Do we seriosly need 50% more duration on poison? It’s easy enough to have 100% uptime by using steal and d/x
autoattacks on target. From pvp point of view, i would prefer it to be changed to bleeding, torment or even blindness. - VII – Improvisation – It doesnt happen too often that i have skill from every category as i just like to trait into skills i have (like most of players probbably). Second part is useful for Fiery Greatsword though.
- VIII – Quick Venoms – is it another trait that overpowered that it needs to be alone there? Every other class has some bonus to skill category for taking cd reduction trait for it, we don’t.
- IX – Dagger Training – 5% damage increse… People take it only because this trait lane lacks any other usefuls skills – also only trait that improves dagger use
- X – Dual Training – ok, dual skills are good, i like the idea of changing skills depending on weapon combination we have, but trait that increases damage by amazing 5% of single skill? As previous one taken only because of lack of useful traits.
Critical Strikes - V – Pistol Mastery – 10% is better than that 5% we have up there, but still, have to take more traits to have some additional effect.
- VIII – Signet Use – it was good when our initative regen was 7,5 per 10 and it gave us 2 initative. Which meant that if we used all 4 signets avaible to our class we would get more initative than we normally got in 10 seconds. Now It gives us 4 initative out of 10 we regen during 10 seconds. From over 100% to 40% that’s really a huge nerf. Best idea would be deleting that initative regen thingy and merging it with Signets of Power, even if it meant lowering might stacks gained.
- IX – Combo Critical Chance – check dual training. Only difference is that here we have more useful traits to take.
Shadow Arts - I – Master of Deception – 20% cooldown reduction without any bonus effect…
- II – Slowed Pulse – works only on bleeding
- VII – Power Shots – another amazing 5% damage increase, you so witty
- X – Patience- "No initiative is gained upon entering stealth. The user must maintain stealth for 3 seconds before they will see benefits from this trait. " Quote, from wiki.
Soo, i understand that real patience is needed to benefit of this trait that gives us amazing one point of initative.
Acrobatics - V – Master Trapper – again, 20% cooldown reduction, wrote about it in deadly arts II
- IX – Quick Recover – 1 initative per 10 seconds. Thank you i’ll pass.
- X – Hard to Catch – Too unreliable and can put us in even worse situation.
- XI – Assasin’s reward – The fact it relies on initative doesnt mean it has anything to do with initiative management. Grandmaster traits should be more connected with topic of trait lane. Place it in shadow arts to make thieves benefit more of it.
Trickery - V – Thrill of the Crime – We get swiftness, fury and one stack of might? Deleting that one stack of might and extending fury and swiftness duartion would be nice.
- VIII – Trickster – and again, 20% cd with no bonus effect
- XI – Hastened Replenishment – move it to acrobatics instead of Assasin’s Reward
Can we get more content with my favourite character: Trahearne? ( No sarcasm here, i really like him)
It should be anything that works underwater
According to some random pastebin ( cause random info found on pastebin is most reliable source of information ever) thief is going to get a new elite skill, and in every thief favourite category: trap. YAY!
Repel Trap (Trap)
Set a trap that launches foes away when triggered.
After thinking for a while of all possibilites to use this awesome skill, i think i found the most awesome one: I could pop my lyssa runes with it! Doesn’t it make thief too strong this time?
Source: http://pastebin.com/e9276EXr
Then, same change should be done to ranger’s Concussion Shot, Crossfire and Hilt Bash.
I definitely want to watch a dev-stream of this fractal in level 41+.
they won’t do it, they don’t get paid for it besides they would mostlikely fail
did you see fractured preview? that dev spent most of the time being dead and it wasn’t even lv 40+
And he was ranging everything with p/p, not using his utility skills. Don’t even remind me, i still get nightmares of that sometimes.
The only good thing in this fractal is boss that requires coordination and is just fun. It would be awesome if they just left corridor before boss, and boss itself and made it into boss fractal.
Too many chain skills, really too many.
I also noticed you really want that arrows to explode, it was same on ranger if im correct.
[Cluster Bomb] (2-1) – haven’t seen anyone saying this skill is overpowered in a long time, and yet you want to nerf it by making it cost more initative and deal less damage.
You want to remake that class in a way that would completely kill it.
Thief has high mobility and damage at costs of having almost no boons avaible nor cc. And let it stay that way. Your changes would take all the flavour that class. Initative is was introduced to allow thieves to deal high damage combos and retreat till it regens. With proposed changes initative managment would become a thing of past as i would be limited by cooldowns more than initative.
You also nerfed thief damage by about 20%/25% across it all non condi build. This change alone would make thief completely unviable in pve except for stealth. I would prefer to have pvt bearbow in dungeon as it would bring more damage and utility.
This changes are so terrible that if they even come to life im just gonna change game, because thief is my favourite class because it is like no other class in game, tricky and evasive. If this changes happened, he would become dull mixture of all classes.
The Thief is now more of a control/attrition/support class with various, substantial damage options scattered throughout each weapon set.
That is the thing i don’t understand a most. What is average player first thought about thief class in any mmo – highest burst, super squishy, focused on dealing damage.
I couldn’t care less about support options after choosing thief. Don’t make changes that deny logic.
(edited by NyuuNeeChan.2891)
I would rather say venoms are really good with sharing trait, but are completely useless without it.
Also Infiltrator’s Signet ( thief) passive effect became quite worse after recent patch buffing our basic initative regen.
Improvisation – taken in speedclears if you are designated fgs user
Also my whole thread about useless thief traits: https://forum-en.gw2archive.eu/forum/professions/balance/Thief-Trait-edition
Guardian spirit weapon build in spvp isn’t dead.
(edited by NyuuNeeChan.2891)
List #2 – Never used.
[Mesmer]
- Mantra of Concentration
- Mantra of Distraction
- Mantra of Pain
- Mantra of Recovery
- Mantra of Resolve
My whole spvp, and pve build is made of mesmer mantras. They aren’t “never used”, just not in meta.
Also, shadow trap has its uses: for teleport at swamp fractal, for soloing orbs in arah, and on non moving big bosses, but 10 stacks of might for 5 seconds, not worth taking over one more signet.
(edited by NyuuNeeChan.2891)
If traited with leeching venoms and venomous aura, it results in 25 more leeching life hits – more damage and more healing.
Now, for changes i would suggest:
Remake traps – it’s impossible to make traps’ traits viable until traps are viable
Deadly Arts V – Potent poison – Your condition duration is increased by 15% against poisoned targets. (encourages wise use of poison before spamming other condition skills)
Deadly Arts VII – no more refreshes cooldowns,cant find any useful thing that will work with bundles (and make Dagger Storm a trick)
Deadly Arts VIII – Quick Venoms – merge it with some other venom trait ( all but Venomous Aura are fine here)
Deadly Arts IX – Dagger Training – if you can’t make anything creative out of it at least make it 10%
Deadly Arts X – Dual Training —> Sword Training – sword damage is increased by 10% ( i know you like dual wield and all, but trait that buffs single weapon skill isn’t nice)
Critical Strikes VII – Signet use – merge with signets of power – 20% cd reduction and 3 aoe might stacks for 15 sec.
Shadow Arts – I Master of Deception – Move to master tier – 20% cd reduction, 5 second aegis/protection on use.
Shadow Arts II – Slowed Pulse – cleanse conditon, gives that 5 sec of regeneration and works on bigger spectrum of conditions
Shadow Arts VII – move to acrobatics – increase shortbow damage by 10%, increase range of all shortbow skills by 150
Shadow Arts X – Patience – damage of next attack during stealth will be increased by 5% for every second spent in stealth, stacks up to 3 times for additional 15% damage after 3 seconds.
Acrobatics IX – Quick Recover – You regain one initative if your attack is blocked or evaded ( like only when “evaded” shows up) – 5 second cooldown
Acrobatics X – Hard to catch – this trait needs a complete rework, but there is whole thread about it already
Acrobatics XI – Assasin’s reward – move to shadow arts, it will synergize better there and make that lane more viable in pve
Tickery VII – Bountiful Theft – make it steal whole stack of boon, not like now that it will get me 3 seconds of switness when enemy has acumlated 10 minutes of it, give vigor when no target, and make it steal boon before it applies or other effects like mug.
Trickery VIII – Trickster – 20% cooldown reduction, give vigor or fury upon using trick.
And as i already said
XI – Hastened Replenishment – move it to acrobatics instead of Assasin’s Reward
(edited by NyuuNeeChan.2891)
Just a few comments
- VIII – Signet Use – it was good when our initative regen was 7,5 per 10 and it gave us 2 initative. Which meant that if we used all 4 signets avaible to our class we would get more initative than we normally got in 10 seconds. Now It gives us 4 initative out of 10 we regen during 10 seconds. From over 100% to 40% that’s really a huge nerf. Best idea would be deleting that initative regen thingy and merging it with Signets of Power, even if it meant lowering might stacks gained.
You’re judging the power lost on the trait without acknowledging the overall buff Init regen got (in fact, you’re using it as a tool to make the trait look worse) – this trait is fine as it is.
- I – Master of Deception – 20% cooldown reduction without any bonus effect…
It’s a 10 point trait and covers 3 powerful utilities (Shadowstep, Shadow Refuge, Blinding powder), it’s fine.
Let’s assume we run a full signet build – 4 signets – malice, agility, assasin’s and shadows
Now during one minute im able to use assasin’s signet once, agility twice (but i would probbably keep it till it’s active effect is needed), and shadow twice, lets say i also use malice twice for emergency heal. Now before patch from using all those signets and basic initative regen i would get 6*7,5 + 7*2 = 59. After last patch from my initiative regen alone during that time i get 60 initative, and 7 additional. So before the patch, this trait gave me 30% of initative i regained during that time. Now it would give me 12%. Is that extra initative really that needed if we can now work without it on bigger pool that we had with it prepatch?
Now for Master of Deception, as in wvw i run with 3 deception skills, it would be fitting for my build to take that trait. But it just loses in comparison to other traits this lane has to offer. IV, V and VI are completely overshadowing it and are also 10 point traits
I think that it’s trait and equipment stat choice that decides my build not elite. If i had to build around elite, the only build for thief would be venom one, as other elites have no synergies at all. Elite skill is more of the final touch to build. The thing you change depeding on situation you facing. Rather than adding new elites, i would take look at our existing ones. For example, making Time Warp glamour skill ( i have no idea why it isn’t, probbably problem with balancing traits for 10 second long skill), making mortar into a kit, dagger storm into trick, renewed focus into meditation etc.
(edited by NyuuNeeChan.2891)
Barbed trap seems too powerful for me, ranger traited into traps would be able to completely lock down and kill during it someone trapped inside. Elites are meant to be powerful, but not that powerful
Shatter Storm – also too powerful. If fightning within limited space. It would be easy win skill against anything relying on boons. So if something inside it got immobilised, he would be hit by long duration cripple (just unfun), 9 stacks of confusion. And with it having 0,25 second activation time, wouldnt it be the fastest to use elite in game?
Mantra of lyssa – -solidifies the role of the mantra mesmer as a support – as mantra traits are in power and precision trait lanes, i dont really think of them as support spells (damage mantra, mantra to interupt for damage, and mantra for stability stomp – how i use them)
Well of the Profane- Stability, regeneration, conditions to boons and dark field? That doesn’t really fit. Better give such thing to guardian. Oh wai…
Arcane Quickening – no just no, it removes all counter play against ele most powerful attacks, as he can just flash to you and instantly pop for example Churning Earth.
Stone Sheath – armor of earth gives 6 sec of protection and 6 sec of stability on 90 sec cooldown, this elite would just make this skill look useless next to it.
Signet of Elemental Essence – 600 radius is way to big for the effects of this skill. Tornado has 240 radius, and disables your skills replacing it with transformation ones. Here you would have 2,5 times bigger range, with 2,5 times lower cooldown. Air attunement effect would be just overpowered in wvw as it would destroy in 1,5 times bigger radius than swirling winds.
I wanted to discuss usefulness and reason behind some of thief traits and them in general.
So out of 60 major and 15 minor traits we got:
- 6 major and 2 minor traits that modify effect of stealing
- 8 major and 2 minor traits giving bonuses upon entering stealth and being in it
- 4 major and 1 minor traits applying stealth
- 6 major and 3 minor traits focusing on initative control
Now let’s take a look at traits modyfing utility skills.
We have:
- 5 venom traits
- 2 signet traits
- 2 traps traits
- 1 deception trait (only cooldon reduction)
- 1 trick trait (only cooldon reduction)
- and improvisation trait that refreshes one category of skills upon steal use.
When it comes to weapons
- 3 pistol traits
- 2 dual skills traits
- 1 dagger trait
- 1 shortbow and harpoon gun trait
- 0 sword trait
- 0 spear trait
- 2 major and 4 minor traits that increase our damage when certain conditions are met, but work with every weapon.
Now let me talk about some trait changes i would love to see.
Deadly Arts
- I – Back Fighting – Does anyone use that trait? When i play i try to stay alive as long as possible, not to fight in downed mode.
- II – Corrosive trait – Is that trait really that powerful that it can’t be a single trait with Master Trapper?
- V – Potent Poison – There are so many conditions out there. Do we seriosly need 50% more duration on poison? It’s easy enough to have 100% uptime by using steal and d/x
autoattacks on target. From pvp point of view, i would prefer it to be changed to bleeding, torment or even blindness. - VII – Improvisation – It doesnt happen too often that i have skill from every category as i just like to trait into skills i have (like most of players probbably). Second part is useful for Fiery Greatsword though.
- VIII – Quick Venoms – is it another trait that overpowered that it needs to be alone there? Every other class has some bonus to skill category for taking cd reduction trait for it, we don’t.
- IX – Dagger Training – 5% damage increse… People take it only because this trait lane lacks any other usefuls skills – also only trait that improves dagger use
- X – Dual Training – ok, dual skills are good, i like the idea of changing skills depending on weapon combination we have, but trait that increases damage by amazing 5% of single skill? As previous one taken only because of lack of useful traits.
Critical Strikes - V – Pistol Mastery – 10% is better than that 5% we have up there, but still, have to take more traits to have some additional effect.
- VIII – Signet Use – it was good when our initative regen was 7,5 per 10 and it gave us 2 initative. Which meant that if we used all 4 signets avaible to our class we would get more initative than we normally got in 10 seconds. Now It gives us 4 initative out of 10 we regen during 10 seconds. From over 100% to 40% that’s really a huge nerf. Best idea would be deleting that initative regen thingy and merging it with Signets of Power, even if it meant lowering might stacks gained.
- IX – Combo Critical Chance – check dual training. Only difference is that here we have more useful traits to take.
Shadow Arts - I – Master of Deception – 20% cooldown reduction without any bonus effect…
- II – Slowed Pulse – works only on bleeding
- VII – Power Shots – another amazing 5% damage increase, you so witty
- X – Patience- "No initiative is gained upon entering stealth. The user must maintain stealth for 3 seconds before they will see benefits from this trait. " Quote, from wiki.
Soo, i understand that real patience is needed to benefit of this trait that gives us amazing one point of initative.
Acrobatics - V – Master Trapper – again, 20% cooldown reduction, wrote about it in deadly arts II
- IX – Quick Recover – 1 initative per 10 seconds. Thank you i’ll pass.
- X – Hard to Catch – Too unreliable and can put us in even worse situation.
- XI – Assasin’s reward – The fact it relies on initative doesnt mean it has anything to do with initiative management. Grandmaster traits should be more connected with topic of trait lane. Place it in shadow arts to make thieves benefit more of it.
Trickery - V – Thrill of the Crime – We get swiftness, fury and one stack of might? Deleting that one stack of might and extending fury and swiftness duartion would be nice.
- VIII – Trickster – and again, 20% cd with no bonus effect
- XI – Hastened Replenishment – move it to acrobatics instead of Assasin’s Reward
To say truth i dislike that. I bought that only so it wont flood my inventory with useless runes and sigils after salvaging in multi dungeon run/fractals. I would like it, if tp didnt crash every while and posting single rune took about half a minute.
I would like it too, but added to fractals instead of new living story content.
Let’s start with the fact i don’t understand. Why should we reward people for being sluggish. If i take my team and finish dungeon in hal hour, and someone gets wiped x-times and finishes it in 2 hours, why would he get more tokens than me. It’s not encouraging people to learn mechanics of bosses, while current system is. In my opinion what should be rewarded is not skipping content, clearing trash mobs on the way. This way i would understand why someone who spent 1 hour more than me in dungeon but cleared everything on his way gets more tokens than me.
Also, Arah isn’t hard. It’s just you need practice to master it. And i think every dungeon should have it’s difficulty level. People say Arah is hard because they don’t think, don’t want to learn. Or they are going too tanky – i understand that tou don’t wanna die one hit by lupi but 30k hp and 3k armor at cost of damage isn’t good for pve. Last arah run i did, i dealt more damage to lupi than rest of my team combined (i’m not warrior).
Short answer – NO.
I don’t want something that i’ve seen. I want something new. Not same item recycled 100 times.
I just did eye of zhaitan event chain in Zho’qafa Catacombs. Champion Risen Abomination during ,,Defend the Pact team as they search Zho’qafa Catacombs for artifacts" is way more difficult than eye. It took us more than 15 minutes to kill it, during which we had to res back at wp many times. After that Eye of Zhaitan was just too easy. Standing in place, spamming 1 skill. Didn’t even see it attacking. I think it should be changed, so that champion risen abomination is easier to fight with, (it was one hit KO for me and im not glass cannon), and eye of zhaitan needs some serious buff to be any challenge.
Eh, i will try to explain it as easy as possible now. So we have 3 men making pizza.
- Does it at normal rate
- Does it 50% faster
- Needs 50% less time for making pizza
So by the time first man finishes pizza, second one will have already 1,5 pizza and third will have 2 pizzas.
First man represents normal cooldown unaffected by anything.
Second man demonstrates how increasing recharge rate works ( so investing points into trickstrery)
Third man shows how cooldown reduction works ( new grandmaster trait)
If you had only those 30 points invested without grandmaster trait you would be able to use steal 13 times when someone without them would be able to use it only 10 times.
Trickery DOESN’T decrease cooldown, it increases your steal recharge rate. Check description if you dont believe me. So if you somehow had 100 points in trickery your steal cooldown would be only halved. 30 points give you 23% cooldown reduction (1-1/1.3), so 21,5 is correct cooldown, it’s tooltip that says wrong.
17.5 Steal recharge? Is this a dream? 4-5 death blossoms. Lol. 10,000 range on destroy trap. on top of a shadow step utility. I will be way to slippery.
17.5 second steal recharge in a build that can spare 30 points in trickery (IE, Unicorn DB builds, maybe). The ability to spam DB is also only relevant for Unicorn builds. IF you’re running Shadow trap and SS, you’re running 1 non stun break utility (probably trops? it’s been a long time since i tried condi’s on my thief).
It shows 17,5 but if you use it it’s 21
How does that work? Something Broken or are they applying the math in some way I don’t quite follow?
Trickery increases your steal recharge rate, not decreases cooldown. So if you somehow had 100 points in trickery your steal cooldown would be only halved. 30 points give you 23% cooldown reduction,
17.5 Steal recharge? Is this a dream? 4-5 death blossoms. Lol. 10,000 range on destroy trap. on top of a shadow step utility. I will be way to slippery.
17.5 second steal recharge in a build that can spare 30 points in trickery (IE, Unicorn DB builds, maybe). The ability to spam DB is also only relevant for Unicorn builds. IF you’re running Shadow trap and SS, you’re running 1 non stun break utility (probably trops? it’s been a long time since i tried condi’s on my thief).
It shows 17,5 but if you use it it’s 21
Also forgot to mention, 1500 range on steal + Mug +Hidden Thief + d/x = even more QQ’ing about thief mobility and nuking people down
Well, good bye thieves in PVE and destroying siege. In my opinion ANET made first step towards deleting this class – first make it uselesss, then delete it when no one plays it. Also, torment or its description is bugged. And who cares if it stacks intensity if i can use it once every 45 seconds.
And Body Shot… when will this skill simply be removed? 10 vuln on 3 seconds is not a solution, I would argue it’s even much worse.
Remember that all bosses in dungeons and all champions have ,, unshakable" which causes vulnerability to last 50% less time. So it basicaly means, that in boss fights this skill would inflict whole 1,5 second vulnerability.
If these notes are true, ill start believing anet wants us all to stop playing thief and move to warrior. The only skill useful for zerging in wvw gets its range reduced so we will be the only class unable to provide long range damage or destroy high placed siege. One trap buffed, one venom changed. Both of these changes still won’t make me use it. Death blossom change, cool, except the fact that i couldn’t care less as direct damage thief. Dancing dagger change – one more use of dealing no damage skill. Steal cd – now that would be nice. Still only one underwater elite skill, useless when fighting more than one enemy. And with 45 seconds for one second stun, useless when fighting one enemy too. As a wvw’er it’s rare for me to see any stolen item but blinding tuft so i dont’t care bout that weakness nerf on stolen items. If you already remove conditions from sword move backtab to sword attack. When playing D/X i get mix of everything from which 2-3 skills give me what i want, rest is never used. For example as direct damage D/D thief, i get poison on skill one, skill 2 is not worth using unless enemy is lower than 25% hp. Skill 3 gives me bleed. Skill 4 gives me barely any damage and 5 s cripple. And skill 5 is good again. Now lets check gs warrior, skill 1 vulnerability -more direct damage, skill 2 deals more damage than my whole spike, skill 3 damage, skill 4 damage and cripple, skill 5 damage. Now back to patch notes. Trait changes – none of this changes has any value for me. Looking at warrior changes ( increase attack, decrease cooldown, increase attack, decrease cooldown, reapeat for whole patch notes) i think soon mesmer + 4 warriors will be the only group doing dungeons. Where thief had its role in pve they nerf it to the groud
Let me guess those upgrades. Increased radius, higher damage, longer staying on ground, possibly some weird skill and something like increase condition damage or lenght, or add some new conditions.
We got the call that 25 GH + 9 golems attacked Klovan. Imagine our surprise when we arrived, only to find 9 empty golems parked outside the gate.
It was funny, in a bizarre way. Still bullkitten though, Anet needs to fix this DC issue fast.
That tower should have been GH’s.
I was in that golem…
But next time please, break gate faster… One catapult hittin’ the SM gate. We almost died of boredom inside. Half hour waiting to clear your zerg in 30 seconds.
Still hope they repair that bug. Couldnt get anywhere nera to DZA keep.
After jormag takes off in first phase, it is still possible to hit him. Damage done is normally reducing his life bar. Only succeded to hit him from that area im standing in.
Shooting cannon at roof of house in red keep in eternal battleground, causes cannonball to go throught it , flying in the same direction it was shoot. It is possible to hit targets far past max range.