Showing Posts For Ouranoz.9275:

Interrupt Thief

in Thief

Posted by: Ouranoz.9275

Ouranoz.9275

I have been running an S/D Daze build for a long time now that is quite strong, often beating meta builds. It relies on Mesmer runes extending the daze from tactical strike to 2s. This makes it long enough to get nearly an entire auto attack chain off on your target. With pulmonary impact it got a massive damage boost. Before you panick that it is using a Berserker amulet.. you can get away with it on S/D as long as you play smart.

Non Daredevil version:
http://gw2skills.net/editor/?vZAQJAsYl0MhKnYhTw8Jw/EH+ElvJWioYHAv2Z2rhWIHA-TJBFwAPOBAVLDA4BA4b/BA

The reason for Fleet shadows is that it makes it easier to land your tactical strike against superspeed eles and other fast targets. You can Swap crit strikes if you want but I prefere it.

Dardevil Version:
http://gw2skills.net/editor/?vZAQJAsYl0MhKnYhTw8Jw/EL+EmXTYJEF2CAvmz08AcBGBB-TJBFwAPOBAVLDA4BA4b/BA

With the new dash and weakening strikes you will have a lot of survivability on Zerker S/D. But feel free to make your own Changes.

Daesed

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: Ouranoz.9275

Ouranoz.9275

Hello

I’m not a common forum poster but I do dwell it very often. I would like to thank the Developers who designed Daredevil, it is a great concept and it finally added dmg on interupt which I have been wanting on thief longer then I can remember. People seem to be very upset with the clunkyness of some skills or the animations but all in all I loved the animations and the clunkyness will be fixed, we just have to be patient.

A couple of things that I would like to suggest and give feedback on:

-Bandits Defence: I absolutely love this skill, we finally get a block and a knockdown which lets us easily set up our burst. The only issue with it is that the aftercast on the knockdown can easily get you killed especially when you fight mesmers. One solution for this would be to make the animation for the knockdown an evade. In teamfights it won’t make much of a difference and in a 1v1 it will knock the person down before they can react anyway. I’d love to hear some feedback on this

-Distracting Daggers: A great skill on paper but easily interupted in the middle of a fight and they run out very quickly often making you feel like you have to spam them out instead of waiting patiently to use them at the right moment to mess your opponent up.

-Endurance Thief: I love this trait but it lacks the feel of actually stealing endurance. what if you would change it so it would steal your opponents endurance up to a maximum of 50 or perhaps 75(might be over powered). This would make it feel more rewarding and helps in the lockdown playstyle that Pulmonary strike gives.

-Dash: I love this skill but the straight line dash makes it very hard to position yourself. Like others have mentioned, have you tried giving it Superspeed instead of a 450 range dash?

-Pulmonary Strike: I don’t know if this is intended but when vampirism runes take effect and the opponent mist forms it clears the polmunary strike and they don’t get hit.

-Driven fortitude: this is strong but could we change it so we can get more then 1 heal per dodge? maybe make the maximum 3 heals per dodge? that way evading several attacks in 1 evade makes it feel more rewarding. In a 1v1 it’s not to strong and in a team fight we could use the little bit of extra survival.

Other then those few minor things I am very exited about Daredevil! and can’t wait for the next beta weekend.

Edit: Added Driven Fortitude feedback

(edited by Ouranoz.9275)

Screens of your Sylvari

in Sylvari

Posted by: Ouranoz.9275

Ouranoz.9275

Here’s Sir Vrael, finally finished his look and got the weapons I wanted so now I’m ready to show him.
[img]http://i.imgur.com/5FUWKYI.jpg[/img]

can someone fix the link please ? I can’t seem to figure out what I did wrong -..-

(edited by Ouranoz.9275)

My view of how wvw could have been

in WvW

Posted by: Ouranoz.9275

Ouranoz.9275

Does anyone else have any views on this or comments? would have liked to have heard about other things that the community might’ve liked or wanted or even hear what Anet has to say about the possibility/feasibility of some of these ideas.

My view of how wvw could have been

in WvW

Posted by: Ouranoz.9275

Ouranoz.9275

Cant wait for the CDI for WvW which will start in the next few days when posted, the WvW devs, if there is more than one :P, will have mountains of suggestions, complaints, demands, requests of fixes; so much so that they may close it early

This will be the 2nd wvw cdi.. I am exited to see what they got out of the 1st one after the LS season 1 ends and we get our massive feature patch.. I’m hopeful that at least some things that people suggested made it through

My view of how wvw could have been

in WvW

Posted by: Ouranoz.9275

Ouranoz.9275

I’m glad you like it, what I wouldn’t give for a game with gw2’s combat mechanics.. a massive map with this wvw system (maybe even combine all 4 of the borderlands into one map) and mounts to cover the gap (imagine cavalier battles) anyway that’s just dreaming.. I believe some of the aspects that I listed above could be implemented in a year or so of development but I don’t think Anet wants to pull that many resources into wvw.. which I understand.. a lot of casuals don’t play wvw and casuals charge gems and casuals make money for Anet.. still can’t hurt to think out loud

My view of how wvw could have been

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Posted by: Ouranoz.9275

Ouranoz.9275

I know, this isn’t really a suggestion but even if they draw individual ideas out of it I think it would improve the current wvw experience that we have at the moment.

You mean like they drew ideas out of the last 18 month’s worth of forum posts? Or the ideas from the last two WvW CDI’s?

Yeah … right.

Just giving up isn’t going to accomplish anything either, plus in an interview posted on the general forum they stated that these last few ls patches don’t really include very many of the CDI input and to keep our eyes open after the ls ends.. so I’m just going to wait and see how that will turn out. I had fun writing and thinking this out so either way it’s not a loss to me just wanted to share it with everyone

My view of how wvw could have been

in WvW

Posted by: Ouranoz.9275

Ouranoz.9275

I know, this isn’t really a suggestion but even if they draw individual ideas out of it I think it would improve the current wvw experience that we have at the moment.

My view of how wvw could have been

in WvW

Posted by: Ouranoz.9275

Ouranoz.9275

The reworked supply:
Supply will be completely reworked, to create supply you will need each of the 3 materials that can be obtained. The materials can be obtained in wvw and in very small numbers in pve which can then be donated by players at every major city.
Donating this supply will give you world commendation which can be traded in for gold, karma and other useful items, with this system your whole world will be contributing, wvw’ers will get extra input of materials and pve’ers will have a new way of obtaining what they want while still supporting their world’s efforts. To make these materials into supply there will be a workshop in every citadel where players and npc’s can craft these items into supply that can then be used for what ever purpose that you want it for. More npcs can be hired at a certain cost of a material, but players
can also help out with the production. This will create another way of pve’ers and crafters to help in the efforts of their world and doing so will also give them more world commendation. each material will have their own use and all 3
will be needed to obtain victory

wood: wood will be mainly used to build siege, offensive and defensive in nature this will be needed if you want to capture or defend anything in your borderland or the enemies borderland.
ores: Ore is mainly used in the creation of walls and defensive structures on your citadels, depots etc. this material will be essential in holding any of the objectives you fought so hard to obtain
food: this material will be used to keep your npc’s happy and eager to gather, produce and protect you. the more food you have the more of the other supply will be gathered for you without having to send out people to do so.

combining all 3 materials will give the supply that we know today. this is multi purpose supply that can be used for each of the 3 methods of using supply. of-course you can choose not to combine them but your troops won’t be able to carry the
unrefined supply. So if you want your players to carry supply as-well as just the yak upgrade that is following you to go capture a depot or maybe even a citadel. hmmh did I grab your interest with that yak? I will explain that now.

The reworked commander
Being a commander will be a lot more interesting and a play style of it’s own now. Every person in your squad will now earn you commanders reputation when you complete objectives and kill enemies. Commanders reputation can be used in the
new command center. this will be a menu that you can pop up that will have several tabs that you can open(it will replace your current world exp window)
-as you open the command center you will get a list of every person in your squad with their class, wvw rank and supply count you can assign certain colors to people so you can now divide your squad to defend each of your fronts or to attack from different sides of an objective etc
-the next tab will be abilities, in here you can unlock new upgrades ranging from more hit points and armor while having a squad, yaks that will follow you (much the same system that the supply routes will use, as long as your circle is blue it will keep walking) to small temporary walls to block enemies path to your sieging point etc etc
-the tab after that will be upgrades. here you can upgrade your unlocked abilities to make them stronger or more useful
-in the command tab center will also be a tab at the top of the title bar where you can swap between 3 tags, defense, offense, supplier. you can do the role that you want to and you will allow people to follow you and have the play style they want. in term you can specialize all your abilities and upgrades to what commander you want to be. you can swap at any time between tags but it can also give you that sense of being who you want to be.
-the last tab will be the borderlands map, this will be a larger more detailed map displaying your forces in the area, the supply in your citadel and the morale of the npc’s there and how their production is going. any person in your squad can ping poi(sort of how the personal point of interest works atm) on this map for the commander to see. your scout found the enemies siege position? he can easily pin where it is so you can mobilize your forces to take it out. ofc you can give rights to who can ping a poi and who can’t from your command center.

again this is not really a suggestion just an alternative look on wvw. if you don’t agree with it that’s fine but I just wanted to share this.

Araynian

My view of how wvw could have been

in WvW

Posted by: Ouranoz.9275

Ouranoz.9275

The new map layout

Each borderland will have 1 citadel consisting of the upper level that is uncappable and functions as the spawn for 1 of the worlds in wvw. The lower level will consist of 3 plaza’s that can be capped by enemy forces, as to prevent spawn camping there will be a series of secret tunnels leading out of the citadel for the borderland owners to still escape their citadel if all 3 plaza’s have been overrun. each plaza will give the points that keeps give at the moment and will be extremely hard to cap since they will be in the middle of each module of the citadel surrounded by tall walls which will
need to be secured first or face death by being in the middle of your enemy pinning you down. each citadel has a half-circular layout with each plaza being connected by massive gates that will take a lot of siege to take down. The outer walls of the
citadel will be hard to siege down often taken several hours if not days depending on the defending force. Success of the enemy commander will depend on surprising your enemy, cutting off supply routes, keeping pressure and protecting the point from where you are sieging the enemy citadel. In the upper level of every citadel will be the production gallery where players can take the 3 materials gathered by supply camps and craft it into supply that can then be used for defending upgrading and sieging enemy structures. (basically a combined supply that works as the supply we use at the moment, it would work for all 3 purposes)

each borderland will have 3 supply depots, they function as the current towers..they will be walled structures that hold the materials gathered by the supply camps they will be easier to defend and will take an hour or two to capture depending on the defending force. they will award a little less points then the current towers. some supply will already be produced in these towers but the main production will take place in the citadels by players and npcs.

each borderland will have 8 supply camps in which npc’s and players can gather the 3 resources needed to make supply more npc’s can be hired and every camp will produce more of 1 material then others.. this also depends on which borderland
you are in. Every camp will now have a new bar called morale. this can be increased by completing events around the camp to keep the npc’s more happy. enemies attacking camps will lower moral or if you neglect the camp it will lower aswell.

between every objective will be supply routes which can be upgraded and raided by enemies. it will no longer be a rush in kill the yak and run away that it is today. each supply route starts with just 1 yak and 2 guards but around every yak will be a blue circle. as long as there are more friendly guards/people in the circle the yak will keep moving. every guard will need to be killed first before the yak becomes vulnerable to attacks. by upgrading your supply route you will get more yaks more guards and at the top tier there will even be carts that transport your supply. these will go faster but
are always susceptible to cripple and other cc to stop them from just going quicker then you can go in combat.

My view of how wvw could have been

in WvW

Posted by: Ouranoz.9275

Ouranoz.9275

This post will be about how I envision world vs world, it’s not a suggestion per say just me wanting to share how I see how it could have been or might become eventually and how it could be a lot of fun.

The type of wvw that I see is one where it will better tie wvw and pve together so that you will feel like the whole world has contributed to the win or loss of the matchup. This will be done through several ways that I will explain further on. Supply will have a more important role and it will be harder to get but the challenges in getting it will also promote more fun and interesting play.

The new wvw layout
There will be 3 borderlands, each borderland has it’s own theme and benefits and drawbacks. In the center there will be a large island with a work camp about the size of Stonemist castle which if held will produce a lot of supply for your team.
-the green borderland:
This borderland will contain vast green pastures with animals in them. it is a very open area with slight hills so very easy to spot enemy forces trying to make their way to objectives. the structures in this borderland will be at the lower end of the upgrade scale at the start of the match ups. this map will mainly contain food as a material.

-the red borderland:
this will be a map featuring lava and fire and very limited routes towards enemy objectives making it harder for enemy commanders to sneak up to the objectives that they want to capture. because of this reason the citadel starts a little up
on the upgrade scale, around the middle between green borderland and blue. this borderland will mainly consist of ores and metals as materials.

-the blue borderland:
this will be a map featuring dense forests small paths and routes and generally harder to have good visibility and a good overview of the general area. this borderland will mainly have wood as a material for creating supply with limited sources of ores and cloths. the citadel in this borderland will start slightly higher up on the upgrade system because enemy commanders can sneak up to it easier and it will be hard to find the exact point from where it is getting sieged

-the central area:
this area will be extremely beneficial if held by your team. it is capable of creating tons of supply that you can then transport to your borderland to be used for what ever need you see fit for it. There is a drawback tho, at the beginning of every match up this will be unprotected, un-walled and no siege to protect it. so you will need the initial surge of supplies to make it defend able with walls, protective siege etc etc.

LF Guild missions NA

in Guild Missions

Posted by: Ouranoz.9275

Ouranoz.9275

Hiya I’m looking for a guild that holds public guild missions on NA servers. Preferably on a Tuesday after 8pm gmt or Wednesday all day Thursday after 8pm gmt all day Friday, Saturday and Sunday. I’m a European player from Blackgate but I am quite flexible in timezones and can guest to your server. pm me in game or send me a message

Sincerely Araynian

Dueling 1v1's NA

in WvW

Posted by: Ouranoz.9275

Ouranoz.9275

great work Hawk so happy to see it continued! I hope people will join and see how great it works.

Banded pauldrons

in Guild Wars 2 Discussion

Posted by: Ouranoz.9275

Ouranoz.9275

Thanks for fixing them Sobat

Banded pauldrons

in Guild Wars 2 Discussion

Posted by: Ouranoz.9275

Ouranoz.9275

Hiya, I’ve been doing a lot of research on these and I have come to the strange conclusion that females have a different dying pattern. The females dyes cover more parts of the shoulder (notice the gold parts)
<a href=http://wiki.guildwars2.com/images/d/dc/Banded_armor_human_female_front.jpg</a>;
Males don’t have this option the only color that changes for us is the little tips of the pauldrons that connect it to our armor.
(had to use a norn here because the human male was dyed differently on the wiki)
<a href=http://wiki.guildwars2.com/images/3/3d/Banded_armor_norn_male_front.jpg</a>;
on top of this if you go into the pvp area there are "guild shoulders’ that use the same model as banded and males have the same dye pattern as females there My question to this is why? I would love to have the female dye pattern available for my male character. I hope that maybe one day Arenanet will allow me to do this. I know this isn’t a main issue for them at the moment but I’m just struggling to understand why this choice was made.

Sincerely Araynian

Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: Ouranoz.9275

Ouranoz.9275

My sylvari guardian. I’m sure most pieces will be recognized. in the last picture it has the old gloves and old shield, the 2 above pictures are the latest but they where rather dark.

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(edited by Ouranoz.9275)