Showing Posts For Orzwark.2431:
I’m writing a passion filled letter to NCSoft (not NCSoft West but to their office in Korea) I am going to ask them to do whatever is necessary to save this game.
Please do tell us how it goes.
+50 power against Oakhearts.
This is exactly why I like how A-net handled balance. Even though it seemed very one-sided, the warrior in the video has so little survivability he almost lost anyway. If that necromancer wasn’t totally confused by the crazy burst, he could have still won.
That must be why Maguuma is “dominating” the ladders…
Really? thats the best defense you guys can come up with? “We’re bad even when we cheat, therefore we clearely must not be cheating.” Good luck man, real players with real skill and class will show this stuff up every time. It’s only a matter of time before this is fixed and these degenrates will actually have to learn how to play the game. What then? Northern Shiverpeaks and Dark Haven have a lot more class than this and i really hope the guilds who care about their community get out of that server before these guys ruin their rep even farther.
I’m on Piken Square, buddy. I mostly roleplay and do SPvP. WvW is hard to enjoy for me because of the low framerates I get in large-scale battles.
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That must be why Maguuma is “dominating” the ladders…
It’s hardly cheating. Imagine you did this, skipped two rooms of enemies… and then one of you dies. Now what?
I think Zojja actually explains that in one of the personal story lines – the Inquest may be everything you described: liars, murderers, thieves, but their inventions are genius, which is why the Arcane Council decided to keep them around. Even if a lot of the asura don’t tolerate the Inquest, well, I guess the Council still has the last word in this matter.
Much like the reason there’s a Svanir camp in Heolbrak. They may be evil jerks, but you can respect how well they fight. The inquest might be evil jerks, but you have to admit they pull off some serious progress.
The two situations are much alike, yes, but the reasoning is entirely different. Inquest is protected by Asuran laws and governing system that chooses to let their lawless (or rather, amoral) behaviour slide. The Norn don’t even have a government. Their society is made up of individuals. They don’t judge people that are part of a given group based on the group’s reputation. Instead they judge each individual based solely on the individual’s actions. Hoelbrak is a place for hunters to rest and recuperate (and drink and boast, obviously). If someone wants to come there, they are welcome. They are only kicked out if they make trouble.
Short answer: it’s mostly due to the ridiculous bureaucracy of their society. Nothing the Inquest do is wrong in the eyes of the Arcane Council. Easy to draw analogies to the real world.
Besides, it’s just you, the protagonist, who gets on their bad side and ends up fighting them. Many Asura don’t see them as evil, just efficient.
I think the variety of weapons is the main reason almost every thief got the same build.
I think it’s how easy that build is to understand and play effectively. Many people aren’t looking for variety, they just want to play well easily.
When you go to PvE though, that’s a whole different story…
Recently I’ve changed from glasscannon 30/30/10 fire/air/arcane + staff into this
http://www.gw2build.com/builds/simulator.php#1.1.2.0.18.0.5.0.0.0.2.20.16.15.24.2.1.8.6.3.12.0.0.0.34.37.0.51.0.0.0.0.0.30.0.25.10.5
with pure power/toughnes/vitality items and scepter + focus. I noticed insane boost in survivability and I lost maybe 20% of power, but I lost all the burst (which isn’t important in dungeons anyway). It’s all about rotation between all 4 attuments.
This should be crazy in dungeons! Unless you get hit. Can you estimate how much extra damage your water talent (vital something) gives?
I think your scepter/dagger build could benefit from one of those on-swap runes. Perhaps the might one?
Maybe it’s a bad idea, I’m just very interested in using on-swap runes for Elementalists since I found out they get the bonuses on attunement swaps.
I kind of like not having a main-hand pistol. I like how the Mesmer can only shoot the off-hand pistol once in a while for a single very cool (and powerful) shot. Gives kind of a pirate-ish flavour. Other professions shoot their pistols like gatling cannons, but Mesmers are unique that way. Put a rapier in one hand, the standard pistol model in the other and YARRR!
More weapons are always good. Pistols are also pretty cool. But it would be a bit sad to loose that unique feel that single pistol offhand-shot gives to the class aesthetics.
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I disagree with your ideas, but I agree that it needs changes. Here is my idea anyhow.
Skill 1: Flame Jet- I’d add 1s burn on the start, and keep the one at the end. So, 2s of burning in its course.
Skill 2: Flame Blast- Give the option to detonate it in the air. When it detonates, it gives 3s of burning+ the direct damage.
Skill 3: Air Blast- Keep it the same.
Skill 4: Napalm- Lower cooldown to 20s, and make it give 2s of burn on stepping on it, not 1s.
Skill 5: Smoke Vent- Raise cooldown to 30s. Keep the stun breaking and instant cast element, but also make it a persistent smoke combo field, like the smoke bomb, for 3s. Raise its range to a radius of 180.I think really, my main issues are with skills 2 4 and 5.
Skill 2 currently is too hard to aim and unrewarding when it does hit.
Skill 4 is just boring. Its effectively a combo field. 1s of burn when you step on it is far too negligible.
Skill 5 is boring and hard to use. A persistent smoke applying field would be better.
So basically make all the skills more powerful. About twice as powerful in each case. I don’t think that’s what “rework” means…