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Enter the Vigilant Warrior

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Posted by: Penace.7304

Penace.7304

Did you tried Phalanx Strenght with this?

I haven’t tried but if i think about it i cannot let go of any of the trait lines or the build does not work as its intended.
Example:
-If you let go of the Arms line your losing your whole burst and free criticals, also boons because of incresed cooldown on signets.
-If you let go of Defense your losing reflects, Retaliation, a ton of boons and sustain.
-If you let go of Discipline well… all warriors know the pain of not having Fast-Hands in PVP by now, I think. Also Brawler’s Recovery , Warrior’s Sprint are very important if you are to stick on people. Oh, and free Quickness.

In PVE however might be very good

Enter the Vigilant Warrior

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Posted by: Penace.7304

Penace.7304

@TheArtOfMounts
Thank you, I’m always thinkering builds, sometimes more than I’m acctually in matches, hehe. I forgot to mention that the Expertise from Vigilant Pendant also increases the duration of mace 1 chain’s weakness, that chain is severely easier to land in pvp due to the quickness on swap Sigil (on gw2skills its named Agility but in game its Sigil of Speed atm) that lets you land the full chain in ~1 sec every 10secs top due to weapon swap cooldown. So once you get used to it you can easily land a ~6 second Weakness every 10 seconds , it’s very situational to pull off in an even match but if you happen to be hitting on a target you know you can keep on, keep him weakened, makes him have less dodges for your many disables and burst. also axe’s 3 becomes a ranged ~5 sec cripple on a 10 sec cooldown, not too shabby I thinks. The days of beeing CCed, condibursted and outsustuined to death on my Warrior post HoT are over. For the time being at least

Anyway hope you enjoy the build I’m having a blast

Enter the Vigilant Warrior

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Posted by: Penace.7304

Penace.7304

I’ve been playing arround with a Warrior build in Tpvp and I found the new Vigilant Pendant coupled with Durability Runes it to be quite effective, and I think I should share it because I haven’t seen many Warrior explore the potency of the new stat Concentration. With their easy access to Quickness trough Heightened Focus, Frenzy and Sigil of Agility, and many other boons, it is very good to build your Warrior with Concentration,this way gives many quallity of life improvements such as perma swiftness, high Resistance, Stabillity , Vigor and Fury uptime, and ~50% Retaliation uptime during fights . Also the Experstise does not go to waste at all, since we have heavy Vulnerability stacking with this build, for example Tremor followed by Crushing blow delivers a wooping 15 stacks of Vulnerability for ~13 seconds,Hydromancy Sigil is also increased by this, as are our bleeds. To back the boons up we have good CC and damage to disabled foes and are very good stompers and revivers with Stability and Quickness and unless you have Weakness inflected on you, Eviscerate always crits.

Here it goes:
http://gw2skills.net/editor/?vJAQRApe3ZjMdQVIWGCuhAnIGUCqLLCgfXnij/IwNoF+AA-TpBCABAcCAw4gAkxRAw+HAA+7PIfZAA

On a small note with this build you should use Healing Signet as often as possible during fights because of the wooping 9 sec+ Resistance it applies and also to keep or get your Signet Mastery stacking going, coupled with using Signet of Rage on cooldown.
On the Defense line you can swap Sundering Mace for Defy Pain but I prefer the Vulnerability stacking and cooldown reduction(all mace skills are very potent in pvp imo).
There are many combos with these Weapon sets, learn them and how to apply them in combat.

Well, to sum it up:

Pros:
-Good sustain
-High boon duration and potent boons, Quickness , Resistance , Stability, etc.
-High thoughness
-Blocks and blocks reflect projectiles
-Heavy single target CC
-Decent cleave due to our strong Stats
-Very good condition control through Bezerker Stance, Brawler’s Recovery and Resistance.

Cons:
- Boon Stripping (it does not shut you down but you lose a lot of damage)
- Boon Stealing (do not give the Thieves the pleasure of Stealing you a 10 sec+ Quickness, always wait for them to Steal to commit otherwise you might find yourself in trouble)
- Necros are still hard to deal with due to their tankiness and boon stripping, you can beat them 1v1 though because of your heavy single target lockdown, however in teamfights they will make your life very hard if you let them loose)
- You can be easily kitted with teleports and leaps.
- No access to damage immunity (once again you can take Defy Pain if you like it, it is the most efficient trait, but I prefer the damage and CC Sundering Mace provides )

Hope you enjoy

Edit 1: After further testing I came to use this varition of this build more because you are much more usefull in teamfights by having Hammer. The AoE CC it provides allows you to be much more effective against revives and saving your downed allies.

Hammer Build: http://gw2skills.net/editor/?vJAQNAneSjMdQVIWGCuhAnIGUCqLLCgfXnij/IwNYE+AA-TpBIABreIA8+IAEwJAAgHAA47PodZAA

(edited by Penace.7304)

sPvP Fears

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Posted by: Penace.7304

Penace.7304

If anyone or even Anet tells me again that “tPvP is just a small portion of the game” I think I’m going to implode. All I have to say at this state of fury is that if you don’t have lemons to sell you don’t advertise you have lemons then tell me I don’t need lemons right away because they aren’t that important.

[BUG] Multi-Hitting Condition Skills and Condition Duration increasers

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Posted by: Penace.7304

Penace.7304

There is definitely something wrong with the way condition duration is calculated. My necro has +55% condition duration. (20% from trait, 10% from major runes, 25% from another set of major runes) However, applying the skill blood is power, a 30s bleed, the result is only a bleed that is 41s, roughly +40% duration.

All the traits and runes are in effect, because if I remove any of them, the condition duration drops even further. I had already reported this weeks ago.

On a side note, I sympathize with your plight, but spamming posts wouldn’t get this bug fix any faster.

I know that, but my grandpa used to tell me, “if you think you’re being ignored, speak louder”.
About the subject in question, have you removed all your gear and traits or JUST your armor? Because I’m saying that only the Runes aren’t working, neither is Vigil of Chilling. So I have to ask, how many points do you have on the Spite tree? Do you have Hemophilia from Curses tree?

You just need to Dodge

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Posted by: Penace.7304

Penace.7304

Lol at people trying to argue that this is balanced or should be present in a game trying to be an MMO-RPG E-sport, are you seriously serious? Or just clueless?

I wouldn't listen to you either

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Posted by: Penace.7304

Penace.7304

I find all these posts about being polite and nice to people very interesting. Even if i agree with you that we should be polite and nice to Anet (because your mom thought you to be like that, and she knows best) most people posting these things forget that I and much more other people would like to reserve their right to complain. And yes we complain a lot because the game as a LOT of bugs and balance issues at the moment, but guess what, we are not Anet friends or family, we’re their costumers, and if the product they are selling is flawed they will have to suck it up and fix it, and yes you are also a costumer! You paid for their services and as it stands they are in dept to you, because the game at the moment the game isn’t even near to what it was advertising.
Pratical example of this: Image if you we’re eating at the restaurant (that for some reason you had to pay before eating, lets call it a group meal) and you got dirty forks, drinks we’re hot, food tasted bad, the waiter took forever to get to you and kept messing up the orders, what would you do(of course I’m exagerating, I’m just trying to make a point, GW2 even flawed isn’t a terrible experience at all)? Ask for a refund? What if they denied you? Can you honestly take a restaurant to court for one bad meal? Or would you simply go berserk like you see so many posters around these forums?
Something to think about

Condition Damage users, you'll want to know this.

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Posted by: Penace.7304

Penace.7304

Thanks for the heads up. I want to test this for myself on my Necro and if the runes are indeed broken I will have to figure out what to switch to until it’s fixed.

Playing a Necromancer without proper Condition Duration, well that’s a sad story all by itself..

Condition Damage users, you'll want to know this.

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Posted by: Penace.7304

Penace.7304

Yeah condition is really lackluster, 120 damage per tick? Laughable.

What the..? That isn’t even related to the post

Condition Damage users, you'll want to know this.

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Posted by: Penace.7304

Penace.7304

I’l test when I get home. Until then (assuming you can login), try re-slotting the runes. Maybe theres a minor bug and they need to be “reset” so to speak.

Done that, relogged, created a new Thief, tried different classes with different skills and no. Runes that increase Condition Duration (be it specific or general) are NOT working at ALL, neither is Vigil of Chilling.

Condition Damage users, you'll want to know this.

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Posted by: Penace.7304

Penace.7304

I’m pretty sure it is from the patch since I usually play DD with 3 Krait and 3 Afflicted and I used to get increased duration on bleeds, I don’t anymore. I find amazing that this is being completely ignored by Anet, post been on Game Bugs Forum for 12 hours now.

Condition Damage users, you'll want to know this.

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Posted by: Penace.7304

Penace.7304

In actuallity, it might be something to do with venom’s from Residual Venom triggering. I recall testing a build with residual venom and leeching venoms – for both devourers and ice drake venom, rapid attacks caused the last venom proc (from residual) to not fire correctly – I gained the health from leeching, but the effect didnt stack.

If I hit Ice drake and shot 4 vital shots, the affect would happen 4 times, and I’d leech health 4 times. if I used a rapid attack such as sneak attack or pwhip, the affect would occur 3 times, but I’d leech health 4 times. This might not be the case with you, but your testing times(provided in the link) syncs up with this possibly being the issue.

Thought of that, tested attacking once at a time, still not even close to the 2 second duration is was expecting, also tested on different classes with different skills, Runes are simply not working neither is Vigil of Chilling.

Condition Damage users, you'll want to know this.

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Posted by: Penace.7304

Penace.7304

Made a post on the Bugs Forum about 12 hours ago that was completely ignored, so i’ll bring the news here, since you all should know too.

Runes that increase the duration of ANY condition (be it general or a specific one) are not working at ALL. Also found out that Vigil of Chilling isn’t working at all either.

For more information read my post on the bug forums: https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Multi-Hitting-Condition-Skills-and-Condition-Duration-increasers/first#post526222

Thank you for reading and please do something about this.

[BUG] Multi-Hitting Condition Skills and Condition Duration increasers

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Posted by: Penace.7304

Penace.7304

Nearly 12 hours passed, can someone please tell me why are my Runes that increase any type of Condition Duration not working at all?

[BUG] Multi-Hitting Condition Skills and Condition Duration increasers

in Bugs: Game, Forum, Website

Posted by: Penace.7304

Penace.7304

After 7 hours of no answers, I’m going to politely bump this by giving you a shorter version of my post:

There’s an anomalie with the increased Condition Duration.
My armor Runes that increase any type of Condition Duration do not work. For further information read the above post, I’m trusting you’ll get back to me as soon as possible.

[BUG] Multi-Hitting Condition Skills and Condition Duration increasers

in Bugs: Game, Forum, Website

Posted by: Penace.7304

Penace.7304

Hello I’m a Thief and I tried doing a venom build, and thought it would be cool to ramp up Ice Drake Venom up time.
So I went and put 30 points in Deadly Arts (So I would get 30% Condition Duration), I put 2 Sigil of Superior Chilling on both my main-hand and my off-hand (20% chilling duration), and I put 2 Superior Rune of Lyssa(10% Condition Duration), 2 Superior Rune of Svanir (20% Chilling Duration) and 2 Superior Rune of Sanctuary (+20% Chilling Duration) on my armor.

For simplicity lets call Condition Duration CD and Chilling Duration FD(Frozen Duration).

So lets put the numbers together:

30% CD from Deadly Arts
10% CD from Runes of Lyssa

Totals 40% CD

20% FD from Sigils of Chilling
20% FD from Runes of Svanir
20% FD from Runes of Sanctuary

Totals 60% FD

Now Ice Drake Venom base duration is 1 second, yet after all these multipliers my Ice Drake Venom only increased its duration to 1 and a quarter of a second. Numbers didn’t feel right to me, so I went to test on the Golems in Heart of the Mists and found out that unfortunately it wasn’t just a tooltip bug, in fact after applying all my 4 stacks of Ice Drake Venom almost instantly (I have the Residual Venom trait and applied the Ice Drake Venom with Sneak Atack) and after multiple tests, I saw that the Chilling indeed only lasted 6 seconds, instead of the 8 I was expecting.

Notice that these anomalies are also happening on other Multi-Hitting Condition Skills, such as Sneak Attack or Death Blossom.

Since this episode I’ve been cracking my head wondering what could possibly be going on,if it was just a bug or something else, and I came along to 2 theories:

Either you put a cap on CD that no one knows about or your calculating the duration of a Multi-Hitting Condition Skills on each hit, based on the number of hits, something between these lines:

Multi-Hitting Condition Skills Duration/Hit = Base Duration + Base Duration * (Multipliers/100/Number of Hits of the Skill)

Which then translates to an actually viable formula (if I’m correct) for not exploiting Multi-Hitting Condition Skills and Condition Duration as I was about to do:

Multi-Hitting Condition Skills Duration = Multi-Hitting Condition Skills/Hit * Number of Hits (for Thief Venoms I think you just add 1 to the Number of Hits because of Residual Venom).

Now bringing back the case I presented:

Ice Drake Venom Base Duration is 1 second and the Number of Hits is 3 + 1 from Residual Venom = 4 Hits (After testing I’m positive it always increases the Number of Hits by 1 even if you don’t have the Residual Venom Trait, again, assuming my brainstorming is correct).

- Applying the formulas:

Ice Drake Venom Duration/Hit = 1 + 1 * ((40CD+60FD)/100/4) = 1.25 seconds

Ice Drake Venom Duration = 1.25 * 4 = 6 seconds, which is in fact a 100% increase from the original 3 seconds the skill lasts.

But now (and finally) here’s the dirt, again after testing I realized that increasing my CD just by 20% would produce the same results as increasing my CD by 40% and my FD by 60%, an increase of a quarter of a second on each hit of my Ice Drake Venom, so I went to do test my formulas again:

Ice Drake Venom Duration/Hit = 1 + 1 * (20CD/100/4)= 1.05 seconds, which is not the result I’m seeing in game which is 1.25 seconds.

These results don’t add up, so either I’m wrong, or there’s something rounding up that shouldn’t be, regardless something is not working properly because a 20% CD increase should never be as good as a 40% CD + 60% FD increase.

Sorry for the long post, really went home with this one didn’t I? Either way thank you for your time, a wonderful game, and hope to hear from you soon.

- Penace

EDIT:

After further testing taking only into account Vital Shot’s Bleeding (not Sneak Attack) I can safely say the problem may be completely unrelated to this theory of mine, I’m pretty sure that armor runes that increase any type of Condition Duration (be it general condition or bleeding/chilling etc.) are simply not working at all on my character.
The character in question is named Jumbaga and he’s a rank 28 Thief in Gandarra-EU.
Please report to me asap with any news at all about this subject. Is it just a problem with my character? Is it a problem with Thieves? Or are armor runes that influence condition time just broken? Thank you for reading.

EDIT #2:
Vigil of Chilling is also not working, Vigil of Agony is, haven’t tested the others, seriously, what the heck?

(edited by Penace.7304)

Every single profession got an update except....

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Posted by: Penace.7304

Penace.7304

+1
Was also VERY surprised by this, whats up with that?

A small note for Anet

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Posted by: Penace.7304

Penace.7304

No, the damage doesn’t exceed, and the problem is their utility compared to other classes. Engineers downed state is competing with mesmers and thieves downed state for the best downed state of the game, the 3 should be toned down Imho.

Also if you start a post by “Stopped reading here” I won’t have much respect for you opinion either, might skip a few words and paragraphs, just because you said something I disagree with.

A small note for Anet

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Posted by: Penace.7304

Penace.7304

Of course I’m exagerating about the Zerg ball, but you know what I mean, if the “Mini Objectives” were more worthwhile than nodes, there would be zerg balls running from point A to B and back again.

A small note for Anet

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Posted by: Penace.7304

Penace.7304

There could be more “mini objectives”, maybe, on Forest mostly, since i find Khylo and Legacy to be really well designed maps, but I don’t know how would that affect the flow of Objective Capturing and positional control, if it would turn it to a random zerg of “MUST TAEK ALL THE OBJECTIVES, EVERY1 RALLY 2 MEH!”

A small note for Anet

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Posted by: Penace.7304

Penace.7304

Thanks Ithir Darkleaf, I just want to play a balanced and enjoyable game, like everyone else

A small note for Anet

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Posted by: Penace.7304

Penace.7304

I’m sorry didn’t know it went by that name (it’s actually pretty obvious I just never thought of it).
I think it’s the best mode for the way this game was created, position, displacement skills, and bursting key targets are pretty much everything in terms of fighting, so a stationary point that if controlled gives points to your team seems the best option to me. If you compare it to capture the flag for instance it would either tanks with stability broken for capping or make knockbacks wayyyy too good for defending.

A small note for Anet

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Posted by: Penace.7304

Penace.7304

@ Arheundel: Yes there are several problems with illusions, in terms of LoS and glitches. On a side note do please do not turn this into yet another Mesmer QQ tread if possible, this is a tread about the state of PvP in general, according to my opinion.

@ pullnointer: Didn’t understand your question, what do you mean by conquest?

A small note for Anet

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Posted by: Penace.7304

Penace.7304

Rocks all kinds of socks but its boring Imho and not very diverse or in-depth gameplay, also thanks for correcting me, sometimes I do make some awful typos.

A small note for Anet

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Posted by: Penace.7304

Penace.7304

  • Forgot to add camera issues.

A small note for Anet

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Posted by: Penace.7304

Penace.7304

As a fan of GW2 I come here to say I have played this game rabidly for 4 weeks now, and I have to say congratulations for an amazing game. I also have to say that unfortunately it is taking a bit too long for you guys to “fix” or at least start correcting some major issues, and the time you are wasting may be costing you players (2 of my friends already stopped playing until stuff gets done).

From a PvP PoV the things I think that simply must be looked at asap(I won’t justify why I think they should be looked at, most of it is self-explainatory):

- Quickness;(Specially the part that it affects stomping speed)
- Moa Morph;
- Caltrops on Dodge (and the whole build for that matter);
- Toss Elixir R and healing scaling with it;
- Illusionary Berserker hitting trough walls and LoS;
- Necromancers 12842912948391723 bugs and Necromancer in general; (Imho needs tone up)
- Elementalists survivability in non-support builds; (Needs tone up imho)
- Elementalists downed state;(Needs tone up imho)
- Rangers utility;(Its nothing compared to other professions and the damage they bring doesn’t make up for it, needs tone up Imho)
- Thief,Mesmer and Engineer downed state;(Tone down Imho)
- Thief Backstab Builds; (One shotting the other teams damage dealer on the demand it’s not/never going to be OK, tone down Imho)
- Mesmer Team Utility and defending;(AoE quickness, portals, 1v2 defending (only properly done with Moa Morph))
- Illusionary Persona and Illusionary Invigoration in a 5v5 format.

Outside of class balance, other things that I think are making people abandoning the game already:

- General Lag and horrible lag spikes for no reason;
- Terrain bugs/getting stuck;
- Everything about Underwater PvP and water downed state feels like a gigantic waste of time;
- Minimap not showing team mates names makes it difficult to play organized unless your using voice communication;
- Imho Stun Breakers should break Immobilize;
- 5 Mins before the game starts is too long for a 5v5 with random people, 3 mins would be more than enough;(Yes I know there’s a ready button but I can’t press it for the other 9 players)
- For some reason some skills have a 50% missing chance either because of ridiculous animations that everyone will just move out of/dodge or because It just misses if the target is two close or lagging (Flaking Strike, Banish, Shield Bash among many others);
- Condition damage shouldn’t be kittened at damaging trebuchets/doors, it just feels unfair (make trebuchets and doors still imunne to conditions but make the damage dealt to be calculated from Power+Condition Damage+Weapon Damage, instead of just Power+Weapon Damage;
- Many graphic bugs either on the preview window, or Black Lion trading center and during the game in general;
- The point system is good but with many flaws, discouraging players to play well in 8v8 random, witch can lead to a lot of frustration by new players/players that are just farming glory and actually play well;

Thats about it, sorry for the long post, have this Cheeto that was on my pocket, toodles