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Holy shiit The New Warrior looks promising

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Posted by: Serval.6458

Serval.6458

“Sight Beyond Sight”
Removes blindness, reveals enemies around you, next attack crits. Has the new “count” mechanic (Stores up to 2 counts).

Name: Sight Beyond Sight (or maybe something lore friendly, like ‘divine guidance’)
Type: Meditation
Description: Increase critical hit chance and crit. damage by 15%, immune to blind and see stealthed foes.
Cast: Instant
Duration: 15s
Recharge: 40s
Visual: Glowing/burning blue eyes

Someone (probably) agrees with my reference, yay.

[SPOILER] Justiciar Adrienne's bloodstone shield

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Posted by: Serval.6458

Serval.6458

How could you reach her without using the exact same method to break the shields on the mobs earlier?

A/A Doing more dps then Greatsword!?!

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Posted by: Serval.6458

Serval.6458

Is this with full might stacks being applied automatically?

I get the feeling that giving yourself forceful GS might stacks will still give you more damage while solo and giving others forceful GS might stacks will give everyone more damage when grouped.

Losing this ~1k dps to provide those might stacks is much less than what any other class would have to sacrifice for it, too.

Bug with berserk skill icon

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Posted by: Serval.6458

Serval.6458

LOL
This thread has given me a good laugh!

Anyway, have you tried submitting in the bug subforum?

I have indeed; my first effort is a part of the HoT bugs thread that everything was being merged into at the time. My second effort is its own thread, though, and I have high hopes for it.

Bug with berserk skill icon

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Posted by: Serval.6458

Serval.6458

Maybe next year?

Instead of Nerfing Dobule Moa

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Serval.6458

Continuum split moas should have a 50% chance to cause rampage instead, but still in moa form.

Advices for warrior BurnBow pvp

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Serval.6458

Question. I know why you would use Last Blaze and dicsipline, but in my opinion, Smash brawler and Arms is strictly better. here’s my reasoning

Last Blaze

  • Every Rage skill will spread burning to opponents.
  • AOE Burning is great

Smash Brawler

  • More access to Primal
  • More acesss to Berserk
  • Scorched Earth is more than efficient at spreading burning around
  • For that matter so is Flaming Flurry
  • More access to primals means more Adrenal Health uptime
  • More access to Primal means more access to Cleansing Ire

Discipline

  • You are faster
  • You swap weapons fast
  • Immoblize can be broken
  • Gain Might when you swap weapons
    *Adrenaline boost through swaping weapons and using burst skills
  • You get access to 2 more cooldown based sigils.
  • A condi cleanse every 5s (more relevant when you take RR instead of CI.)
  • Using a primal burst and then swapping weapons gives you 8/10 of the adrenaline needed for your next primal burst.
  • The adrenaline on weapon swap is 5 points every ~5s, while the Arms passive is 2 points every 3s.
  • I think the 15% burst recharge also affects primal bursts.

Arms

  • you are slower
  • Every time you enter berserk your condi damage goes up
  • Gain adrenaline while in combat. This is a massive adrenaline spike, more so than you get from discipline
  • Gain adrenaline every time you critical hit. Agian this is actually more than from discipline
  • you’ll be placing bleeding with bow, and doing more damage to bleeding foes.
  • Increase the duration of bleeds you apply with sword
  • You’ll be gaining fury when you strike a foe under 50% health
  • you don’t need to swap weapons often,
  • you don’t need to go faster.
  • the only true drawback is not being able to break immobilize

This is just my opinion, and your build is more than viable. I just go a different route
.

  • Essentially requires an amulet with precision.
  • The fury granted on entering berserk only lasts 6s, the 4 stacks of might that discipline can easily maintain gives a permanent 120 power and condi damage.
  • The health threshold for on-hit fury is 25% unless they changed it, so you won’t get good use out of it unless you’re killing minions/illusions.
  • The aforementioned bonus sigils and ability to use fan of fire and your different burst skills more frequently by weapon swapping is quite powerful.
  • Getting kited for the 10s you’re stuck on sword by someone with swiftness or a 25% speed boost is a pretty compelling argument for “needing to go faster”.

Tequatl not giving all the proper loot

in Bugs: Game, Forum, Website

Posted by: Serval.6458

Serval.6458

You get the blue, green and yellow dragon chests for completing the first, second and third battery events respectively. If you don’t do enough to earn contribution at an event (eg. only stomping holes at North and not killing anything, or spending the entire time clearing the beach) you won’t get the chest for it.

The orange dragon chest and the trophy/statue one are from killing Teq (duh) and are obtaining once per day per account and once per day per character respectively.

Warrior's spiked armor trait...

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Serval.6458

At least there’s no more traits that reward you for holding onto your adrenaline while all the rest ask that you spend it. Oh wait, peak performance still does that (mind you, peak performance + new adrenal health + berserker’s power + rampage seems… reasonable.)

I personally like powerful synergy doubling your fire aura durations (the only self-generated leap available to wars) while king of fires, the burning trait, will just make you detonate them anyway.

WTB Ranked Qs

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Serval.6458

We can create a new MMR that is used during off season, but it’d have the same problems as unranked in that it is dormant 8 weeks at a time. If we continued to use ranked MMR, would that be a problem for when the new season begins? Would people try to tank their MMR in the off-season to try and get easier matches?

Season 2 style matchmaking discourages that, does this mean it’s going back to trying to find even matches for season 3?

Berserk Skill Icon Bugged

in Bugs: Game, Forum, Website

Posted by: Serval.6458

Serval.6458

I have already bug reported this issue ingame, made a post in the HoT bugs thread (page 44) and posted in the warrior section of the forums (5 months ago, apparently) but this is still happening.

When a berserker enters berserk mode a 15s “time remaining” countdown is meant to appear on the berserk icon to let you know how much time you have until berserk expires. After berserk has expired a 15s cooldown is then displayed on the icon to show you how long until the skill is ready again.

In PvE the “time remaining” countdown is correctly displayed, however if you take the trait Smash Brawler (which reduced berserk’s cooldown time from 15s to 10s) then the “time remaining” countdown is also reduced to 10s, which means it ends when you still have 5s of berserk mode left and you have to rely on the buffbar icon’s flashing to know how much more time you have.

When I last checked, the “time remaining” countdown is also accelerated and slowed by alacrity and chill respectively, which will also cause it to become inaccurate.

When in PvP (I haven’t checked WvW) the berserk icon fails to show any “time remaining” countdown at all, and goes blank for the entire duration of your berserk mode.

Below is a screen shot showing (from top to bottom) the completely blank icon you get when in PvP, the timer that ends 5s too soon if you use Smash Brawler and then the relatively functional timer you get if you do not use Smash Brawler.

Attachments:

Chaos Weapon Skins

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Posted by: Serval.6458

Serval.6458

From the patch notes (right at the end.)

The rewards within the Black Lion Chest have been refreshed.
Instant Repair Canisters have been removed.
Boxes o’ Fun have been removed.
Mystery Tonics that aren’t endless have been removed.
Increased the amount of Revive Orbs awarded to 2.
Rare stand-alone miniatures have been removed and replaced with a new Black Lion Miniature Claim Ticket containing new miniatures to choose from.
The current exclusive dye packs have been swapped out for Winter Chimes, the Toxic Dye Kit, the Metallurgic Dye Kit, Taimi’s Dye Kit, and the Mad King Dye Kit.
All common individual combat boosters have been combined into a single Enchanted Combat Boost that allows players to choose their combat boost.
Drop rates of Black Lion Claim Ticket Scraps have been slightly increased.
The Endless Repair Canister item has been added as a very rare reward.
Zodiac, Chaos, and Balthazar weapon skins have been added as very rare rewards.

Warrior 19/4/2016 Balance Changes

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Serval.6458

2475hp heal every 15 s is like 165 hp/s? While the old was 351 hp/s with 3 full bars.

Not sure if a buff or a nerf.

Old adrenal health only ticked once every three seconds.

Bug with berserk skill icon

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Serval.6458

Still no fix, perhaps in another 3 months time?

Superior Rune of Radiance - bugged?

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Serval.6458

I just tested this on my scrapper using rocket charge in super elixir and it worked. Without the rune the aura went up to 13s while mousing over the icon, and with the rune it went to 18s.

I think the maximum duration of auras was increased some time after they added the GM warrior trait to make leap finishers trigger twice, as people pointed out it did absolutely nothing in 4/9 combo fields.

[Suggestion] Changes to Axe and Sword main

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Serval.6458

Axe 3 should get its power coefficient increased from 0.67 to 1.0 and be made to throw three axes instead of one with a cooldown reduction to 4s from 8s.

I think that would be balanced.

Axe 2 could be replaced with axe 5, while also being made into an evade for its duration that applies superspeed so you can stick to people.

These seem like reasonable skills.

(edited by Serval.6458)

Eviscerate does 17 damage

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Serval.6458

Maybe a retribution rev had a passive great dwarf proc, that’s another 50% off incoming damage.

That could be a 0.6, 0.5 and 2 0.9 damage multipliers from protection, dwarf proc, frost aura and geomancer’s defense respectively for 0.243 total.

Another 0.5 multiplier if there was an illusionary defender and if their 5th was an engi with bulwark gyro it could be halved again.

Even assuming all that, 0.9×0.9×0.6x0.5×0.5×0.5x3273 is still ~198 damage.

For some reason, I think that damage reduction might stack additively, though. So 40% from protection, 10% from geomancer’s defense, maybe 10% from frost aura and then 50% from a dwarf proc could essentially make them immune to direct damage, with the damage number you got being the result of some wonky calculations if that happens.

Remove dishonor from decline button

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Serval.6458

Isn’t it there BECAUSE of que times? So that the person queing is certain ahead of time that hes going to accept the que? So that he isn’t wasiting the other 9 peoples times?

If he declines then he puts the other 9 back in que. Wasting there time even further in already long que times. Dishonor discourages him from doing so again.

Yes in the situation you mention it sucks. Ill full on agree with that. But taking it away gets rid of a part of what the dishonor system is there for in the first place. In this kind of situation I don’t think theres a solution that doesn’t involve SOMEONE getting kittened over.

If we take it away we may end up getting the que trolls back (People that would repeatedly join and then decline ques because the rage in map chat amused them).

I wonder if its possible to just have a limit on the number of declines per 24 hours. LIke one or two declines doesn’t produce any dishonor but 3-4 will lock you out. And it resets when the dailies reset.

Does it really waste more time than what it takes for that person to decline, though? I don’t recall queue times resetting when it happens, so I assume that the mmr search range doesn’t either.

Unless the other players missed out on a different possible queue pop in the time it took someone to decline they are only losing the minuscule effort required to accept the queue.

As long as there was a cooldown on punishment free declines, I don’t think it would cause any issues.

(edited by Serval.6458)

Dodge My Attack: Die Now or Die Later

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Serval.6458

I think it’s incredibly OP for people to be able to dodge a gravedigger only for it to hit them just after their dodge ends because it was still casting.

PvP forums, I have a problem

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Posted by: Serval.6458

Serval.6458

Well, Hugh said:

Hey everyone,

I wanted to just chime in here and make some things clear as they may not be clear.

The “Year of The Ascension” achievement do not reset/clear between seasons. Whatever progress you have carries over to the next season.

If you can’t/don’t get the legendary if a specific year then there will be another way to obtain that specific backpack. I can’t go into any details on that, but you WILL be able to get previous years backpacks in some way.

We also understand the frustration of players and matchmaking this season and will do our best to make some changes for Season 3.

So it’s theoretically possible that the later method of obtaining it might not require playing other classes.

Lets change exalted legend

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Serval.6458

Personally, I think it is horrible, that we don’t have titles showing how often you have reached legend. Why do we have an individual title for every season?
Currently, I can display S1 title + show the S2 badge, but what do I do in season 3? How can I show, that I reached legendary in the previous two seasons?

E.g. Reached Legendary in one season: Exalted Legend
Reached Legendary in two different season: (The way cooler) Primoridal Legend.
and so on…

There could be a hidden achievement for getting all four seasons’ titles – “Legendary Legend”. Imagine all the people who would only find out about its existence well after missing the opportunity to obtain it.

Finish achievements with only one class?

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Serval.6458

You can swap to another character in the last minute or so of a match that your team is sure to win and have the victory count for that class instead of the one you play as.

Warrior Dps Question Anet

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Serval.6458

The ele probably had 40% damage reduction from protection, maybe 10% from frost aura and another 10% if you were within 360 range from the earth GM minor trait while presumably using a cleric amulet and trooper runes.

Since I think damage reduction works off the base damage, that’s 60% direct damage reduction with 2,888 armour.

I agree with “Problem is defensive traits.”, no one’s going to be hitting that ele very hard without boon ripping.

Should the hammer and toolkit auto be buffed?

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Serval.6458

First, bomb auto attack has the highest coefficient in the game for an auto

False. Thieves are higher for every single melee weapon.

https://wiki.guildwars2.com/wiki/Staff_Strike

The coefficient for the staff is 75%. That is lower than 125%. The staff is a melee weapon. This just isn’t true.

https://wiki.guildwars2.com/wiki/Double_Strike

Dagger. 80% coefficient.

https://wiki.guildwars2.com/wiki/Slice_%28thief_skill%29

Sword. 80% coefficient.

Unless you disagree with the wiki itself?

Coefficient per second, the bombs may hit harder but the staff hits fast enough to do more damage overall.

Your class in a song

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Serval.6458

Ascension glider missing sound

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Serval.6458

It should play the queue pop horn for everyone nearby whenever you open it.

Conditions and AOE

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Serval.6458

Oh so the elixer gun also counts, my bad, the 1/48 is from self regulating defense and the 1/32 is from hidden flask. this was my main reference: http://metabattle.com/wiki/Build:Scrapper_-_Power_Hammer
So I missed the 2 elixer gun synergies (1/16+ 1/28) increasing the rate to 0.36, nothing to major. Ranger couldn’t just outclass with just ampathic bond but the example still stands.

I forgot about the passive elixirs and assumed you slotted elixir B, but yes, it’s not a lot of condi removal either way.

Wasn’t quick breathing a master skill therefore incompatible with whrug it off? I really can’t find the old build since the 2 sites that were used for builds have updated them.

I was thinking of the settler ones, although they only existed for a few months before HoT, I think.

Conditions and AOE

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Serval.6458

Scrapper has Healing Turret, Transmute, Elixir use removing condis, and if they run Adaptive Armor, reduced condi duration.

Condi mesmer is blocking, evading, or invis most of the time, so it doesn’t care.

That leaves non-Mallyx (power) Revenant as the only one which has trouble with condis. Druid and Dragon Hunter are barely hanging in the meta.

So 3 every 20 seconds, 1 every 15 seconds, 1 every 32 and 1 every 48. Thats 0.26875 condi cleansed per second. The shoutbow build of the past ran cleansing ire (4 every 10 I know theoritical 6 but 4 was quite common), 2~3 shouts with runes of the trooper (3 every 20) and traited warhorn (2 every 12 and 1 every 16). Resulting in a 0.77916666666… conditons cleansed per second around 3 times as much as the scrapper.
Another example would be ranger. Empathic bond was back then standard which dealt with 3 conditions every 10 seconds. They ran this with other condition cleanses (I think before june patch, people could even run wildnerness survival with empathic bond) resulting in over 0.3 conditons per second cleansed. Which in itself is more then that scrapper.

I don’t know where the 1 every 48 is from, but the elixir B (presumably) toolbelt has a 20s cooldown, healing mist has 28s and super elixir 16s cooldown. I won’t count elixir x uses for condi removals, and it’s possible to electro-whirl in the super elixir field for cleansing bolts.

So 3/20, 1/15, 1/32, 1/20, 1/28 and 1/16 to give 0.39 per second with the possibility of another 2/16 from whirling in super elixir for 0.52 per second total. That’s probably more than it used to be, but engis were always weak to condis.

Shoutbows also had a passive shout that removed 2 every 20s, and brawler’s recovery removing another 1 every 5s. They could even run both sigil of generosity and purity if they wanted to and only need two slots.

That’s 4/10, 5/20 (FGJ and 2x Shake it Off,) 2/12 (it can remove cripple, chill and immob all at once, but I’ll assume people only have 1 at a time,) 1/16 and 1/5 for 1.07 cleanses per second or 1.27 if they did actually use both sigils.

Given than the shout and warhorn cleanses were aoes, shoutbow alone kept away a lot of condi builds.

[Gimmick] Acolyte of Balthazar Build

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Serval.6458

A couple things:

1. The idea isn’t to be optimal, the idea is to go as full hog into burns as possible.

2. While CI would be good, that would mean having no Stability or giving up Sundering Leap, which has synergy with several other traits.

3. There are several reasons for Tactics. Leg Specialist is just a great Traits and helps you to land the combos that this build is so reliant on to work. Burning Arrows is fairly obvious, more burns. Same thing for Powerful Synergy, it lets you constantly have a Flame Aura.

4. I see no reason to take Signet of Fury when Berserker gives you Head Butt. If you are going into arms sure that’s great but Head Butt gives me another burn and full adrenaline. It takes more skill to land but that’s half the fun.

The point of a gimmick isn’t to be optimal, it’s to be good at one thing and it gives you the possibility of a easy win but falls apart if you mess up.

Every time you use a rage, torch or primal burst skill or when you enter berserk your fire aura will explode and waste the extra duration, because warrior synergy.

Condition Duration: A Re-examination

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Serval.6458

When I started three years ago taking condition duration was “stupid”. Now it’s the opposite; the belief that 100% is the best option no matter what has emerged which is the same extreme assumption. Black and white, no?

You would think that a 3 year old problem would have been solved three years ago since nothing has actually changed but … yeah.

in general condi duration has always been the optimal choice for condi builds. its severely overbudgeted. but you used to only take enough to ensure that you capped out whichever condis you were using, similar to capping out crit rate in your assassin/zerk comparison. that constraint was removed.

Actually, before the changes which currently limit you to 100% condi duration, it was entirely possible to EXCEED 100%. I’m not certain of the exact number, by my necro’s autoattack was, with runes, traits, foods, etc, was able to break 15 seconds on the bleed.

At the cost of bumping this thread; some traits (like necro scepter’s 50% condition duration buff) don’t actually buff you condition duration, they increase the base duration of the skills themselves, essentially replacing them with better versions.

Condition Duration: A Re-examination

in Guild Wars 2 Discussion

Posted by: Serval.6458

Serval.6458

Somehow I think that 1 sec bleed was intentional rather than the duration most bleeds last.

5s burn:

5*1.73*0.155*1382 = 1852.917
5*2*0.155*1192 = 1847.6

1852.917 / 1847.6 = 1.002878 (proposed ratio)

You can do it with any length of condition. It does not matter.

That’s not the formula for condition damage, they have a base value that you are conveniently ignoring.

For burning this base value (131.5 at level 80) is a significant part of the total damage.

5(1.73(0.155*1382+131.5)) = 2,990
5(2(0.155*1192+131.5)) = 3,162

Gunflame hitting twice

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Serval.6458

Doubt it would be the exact same number even with Blood reckoning. Don’t think op is so kittened and would have realized 2 seperate shots.

Well, there’s no damage variance for critical hits and gunflame, blood reckoning and then another gun flame could all be done in the initial quickness from entering berserk.

That’s not to say that the possibility of it hitting twice isn’t at all unreasonable.

(edited by Serval.6458)

Sanctum Sprint Lightning Pull

in Bugs: Game, Forum, Website

Posted by: Serval.6458

Serval.6458

This has happened to players with high pings since they added the skill in Bazaar of the Four Winds (9th of July, 2013.) It also affects other movement skills, Teq jump pads etc.

At this point it would seem that the way they made the skills work isn’t compatible with high pings and they aren’t going to bother changing it.

I don’t lag when I play normally at ~320 ms ping and I don’t usually lag while doing activities (I don’t play these when lagging anyway).

320 ping is pretty slow, and lightning pull seems to be very susceptible to lag. It works fine for me at 60 ping but over 150 all bets are off.

Yes, I do understand that its very high compared to what people in US gets but I suppose what I am trying to understand why I don’t lag in other areas but in this thing. Doesn’t bouncing mushrooms work in the same as this and they are always perfect even when I am lagging.

Bouncing mushrooms do lag, it’s just that they instead have a delay before launching you (which makes the fallen masks adventure particularly difficult on higher pings.) Lots of normal targeted leaps like vault also tend to travel a shorter distance if you have a high ping.

Anet PLEASEEEEEEE

Have mercy on SEA/OCX players

Apparently it’s been 966 days since the skill was first added, I’m not certain the 9 days since the OP will have had much of an effect in terms of the bug being fixed.

sPvP Warrior condi build

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Posted by: Serval.6458

Serval.6458

I’ve been using this.

I tried taking strength for the extra confusion but in the end I’d rather have discipline for faster weapon swaps to get use out of a second set of sigils (and free up the rune slot,) cleanse some condis and let me chain primal bursts in rapid succession (3 adrenline back after use and another 5 on swap after using one.) The offhand sword is so I can still cause a little bit of condi pressure when on that weapon set outside of berserk.

Dogged march can be used if there are no enemies with noteworthy projectiles to reflect, mending is only 1k less health per 20s than healing signet (but if you have resistance up the condi removals are essentially wasted, and you have no stab to help you use it) and signet of stamina can replace endure pain if against a primarily/purely condi team.

Add New PvP Amulet Stats to Core Game

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Serval.6458

I’m sure you can play mix and match to your hearts content until you have something much more well rounded than any of the new stat sets (which are mostly pretty well rounded)

Unless you mix and match with other 4-stat gear, you’ll have less stats overall.

Crystal Savant outfit: fabric is too shiny

in Guild Wars 2 Discussion

Posted by: Serval.6458

Serval.6458

The white light shining on your character from the right of your screen is indeed caused by having shaders set to high. I think it’s always been that way and is evidently an artistic decision that someone, somewhere thinks looks good.

Bug with berserk skill icon

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Posted by: Serval.6458

Serval.6458

Still no fix for the berserk icon, but celestial avatar’s gets an (unneeded) buff…

(Image taken from a bug report thread on the subject.)

Attachments:

sustain outside of healing needed

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Serval.6458

Rousing resilience can be quite good (in warrior terms,) you just have to be a berserker to take real advantage of it while sacrificing cleansing ire/last stand and not having too much stability uptime.

Maybe our next elite spec can be the “Waterbearer” and give water fields for all our leaps and powerful synergy to take meaningful advantage of.

I quit, something is very wrong!

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Posted by: Serval.6458

Serval.6458

This is what ppl have been asking for. A full reset after the season. And with the removal of mmr it really is a full reset leading to lobsided matches each and every game.

If youre below average like op you will lose a lot the first few days. But it will improve every week.

hi hi Locuz !
not really.

MMR is still there.
just that MMR is not used to find opponents anymore.

the system finds 5 solo q players within similar pip range and similar MMR and groups them together.

then pits them against another team of similar pip range. however, it does not take the other team’s MMR into consideration.

the other team could have higher, same or lower MMR players. but similar division and pips.

Mmr is no longer used Deimos. Matchmaking is purely based on divisions. With the division reset this basicly means everyone from absolute beginners till top tier are considered equals.

So most matches right now are a toss up and based on luck. Ppl with long losing streaks however know they are below avg

The official season 2 page says:
“We’ll search for other players that fall within your pip range (which can extend outside of your division depending on where you’re currently placed) and pair you up with teammates who have a similar skill level to your own. We’ll then find you opponents within that same pip range and pair them against you, regardless of their skill level.”

The fact that they differentiate division placement from skill and say that your allies will be in your skill range while your enemies’ skill level is irrelevant implies that they do still use MMRs, but only for finding your teammates (who are also within your pip range.)

So each team should have players with a similar MMR on it, but the two teams won’t necessarily have a similar MMR.

Suggestion- CC revamp in pvp settings

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Posted by: Serval.6458

Serval.6458

The devs chose to include stunbreaks and stability as hard counters to CC skills and you can evade/blind/block a lot of them; some games don’t have these options (or they’re much more limited than in GW2) and use diminishing returns/immunities instead.

I don’t think we need both.

Sanctum Sprint Lightning Pull

in Bugs: Game, Forum, Website

Posted by: Serval.6458

Serval.6458

This has happened to players with high pings since they added the skill in Bazaar of the Four Winds (9th of July, 2013.) It also affects other movement skills, Teq jump pads etc.

At this point it would seem that the way they made the skills work isn’t compatible with high pings and they aren’t going to bother changing it.

Lets talk Weakness/Chilll

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Posted by: Serval.6458

Serval.6458

Weakness is a 50% chance to do 50% damage per hit, that’s only a 25% reduction for regular hits and a variable amount more for crits.

Chill is only a problem because it’s suddenly possible to get such high uptime on it. If they nerfed the condition itself then it would only be useful for reapers.

Balance + Pro League Class Stacking

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Posted by: Serval.6458

Serval.6458

I expect other rules in the coming months, like forbidden traits or skills, restricted profession/amulet combo, anything to compensate for the complete lack of balance.

By the way, today is one of the 8 days anet discuss balance in a year. Morning is dedicated to watching season 1 finals. Afternoon is for analysis and, if time permits, some number tweaks. And please, don’t feed them bananas or peanuts, they need to concentrate.

What I expect:
- DH —> Increased trap damage and invulnerability duration (0 DH in finals).
- Druid --> Increased pet damage and immobilize on pet’s auto-attacks (1 druid out of 20 spots).
- Thief —> Increased staff damage coefficient, energy regeneration and mobility.
- Mesmer --> Halved CD on Signet of Humility.
- Warrior —> Bugfixed tooltips.

Crossing fingers

Lol, this I exactly why I can’t take anyone who post on this forum seriously. Lmao at those suggestions, definitely a L2p issue.

You probably shouldn’t be taking glaringly obvious sarcasm seriously, definitely a learn-to-read issue.

I expect other rules in the coming months, like forbidden traits or skills, restricted profession/amulet combo, anything to compensate for the complete lack of balance.

By the way, today is one of the 8 days anet discuss balance in a year. Morning is dedicated to watching season 1 finals. Afternoon is for analysis and, if time permits, some number tweaks. And please, don’t feed them bananas or peanuts, they need to concentrate.

What I expect:
- DH —> Increased trap damage and invulnerability duration (0 DH in finals).
- Druid --> Increased pet damage and immobilize on pet’s auto-attacks (1 druid out of 20 spots).
- Thief —> Increased staff damage coefficient, energy regeneration and mobility.
- Mesmer --> Halved CD on Signet of Humility.
- Warrior —> Bugfixed tooltips.

Crossing fingers

You’re kittening delusional, learn to read animations over l2p

edit:
send me your drugs;
I want to experience nirvana

See above.

You hit using Dual strike. How?

in Engineer

Posted by: Serval.6458

Serval.6458

Warrior bugs

in Warrior

Posted by: Serval.6458

Serval.6458

There’s been a bug with the berserk skill icon not showing your berserk time remaining correctly/at all since they added it.

I made a thread about it that I like to bump after notable patches; I eagerly await bumping it again after the patch on the 23rd.

Balance soon?

in PvP

Posted by: Serval.6458

Serval.6458

Those OP’ness stated above is just making the pvp matches make very toxic. Every team is now running 2 Revenants, 2 Scrappers and an Ele. Great.

Where were those double scrapper teams?

The rules only allowed doubling up with a single class, and they chose revenants.

Endure Pain

in Warrior

Posted by: Serval.6458

Serval.6458

Lifesteal and conditions go through it, and people have reported a slight delay after activation where they’ve taken damage despite having the buff active.

Does warrior auto attack need buff?

in Warrior

Posted by: Serval.6458

Serval.6458

Assuming the wiki is still accurate, the mace AA chain takes 3.1s to complete for 3.2 power coefficient (1.03 coefficient per second) and counterblow is 2 power coefficient on a 10s cooldown. If we assume it replaces the start of an AA chain and takes just as long as the first hit, you get an extra 1.2 coefficient every 10s for an average of 1.15 power coefficient per second with the mace.

The sword AA chain is 1.85s long for 1.8 power coefficient (0.97s) and final thrust is 1.5 power coefficient above 50% and 3.0 below on a 12s cooldown. If final thrust replaces 1.5 auto attack swings you get an extra 0.6 power coefficient every 12s for an average of 1.02s on >50% targets and 1.145s on targets below 50%.

Sword AAs also maintain 4.3 bleeding stacks, which is 94.6 damage per second with no condition damage.

So… with a pure power build and the ability to get counterblow triggered consistently and quickly, mace does more damage attacking targets above 50% health and they’re about equal against targets below 50% health. I’m fairly certain savage leap and pommel bash are both a dps loss, so I ignored them. Both weapons have cooldown reduction traits, although no one would ever take the mace trait. Might stacks help the sword more than mace and can close the gap slightly on >50% targets.

In regards to the AAs in general; I feel like sword could have one of its 8s bleeds split into 2 stacks at 4s each so it’s more useful in pvp, axe could get its AA damage spread more evenly over the chain like it used to be (mace could get similar treatment, the 3rd strike currently does as much as the first two combined as well as applying weakness but with a terrible cast time) and longbow could get burning made baseline (or maybe tactics could be made useful outside of phalanx strength gs builds and the now terribly inefficient shoutheal builds.)

Powerful Synergy and King of Fires...

in Warrior

Posted by: Serval.6458

Serval.6458

I tested the trait cooldown in HotM by leaping through the torch 5 field and waiting for it to expire and then weapon swapping (in combat) to hit something with an int sigil proc and the trait worked despite having just generated a fire aura by other means.

That makes total sense since your first Fire Aura was created via a combo, and not by King of Fires. I think it’s the Trait’s crit-proccing aura that gets the ICD, so I don’t think it’s possible to back-to-back proc a fire aura from crits alone (before the ICD is over, that is)… but the trait allows you to burst any fire aura at any time.

That was directed at the post you quoted saying that the King of Fires aura proc was incorrectly being put on cooldown when you gained fire aura from other means, which doesn’t seem to be the case.

Since the torch 5 field only lasts 5s it wouldn’t be possible to use savage leap through it twice without alacrity, but you could weapon swap to an axe/shield or bulls rush to trigger it again quickly.

Right. I mentioned the use of Savage Leap and then Sword #2 for the second leap, which easily fits within Torch #5’s duration. Just clarifying.

Thanks for testing it out!

Savage Leap is sword #2, hence I mentioned using it twice. Reading that again you said it burst the aura after making it, so I now assume you/they mean Sundering Leap.

Powerful Synergy and King of Fires...

in Warrior

Posted by: Serval.6458

Serval.6458

it’s actually every single skill associated with Berserker, including all torch skills and rage skills that will explode the fire aura. also I’m pretty sure that the trait aura icd gets put on cool down when you generate your own fire aura through leaps or tempest ally but i haven’t done too much testing

From my understanding… once King of Fires gives you the fire aura through crits (no combos required by you) the trait itself won’t be able to proc the aura again until its ICD is up, but the trait will allow you to burst any fire aura and spread the burning with Berserker skills as fast as you can apply them.

There was another thread on here where a Warrior mentioned popping #5 on torch, and then Savage Leaping to their target(proccing and bursting the fire aura), and then again quickly Sword #2ing in the Torch’s fire field (proccing the fire aura) and then bursting the aura again with either Headbutt or Torch #4 (I can’t remember right offhand). That’s an incredible amount of burning application! Especially if Rage skills are traited! That’s why the idea of Powerful Synergy giving a x2 Fire Aura would be AMAZING with the new King of Fires!

Ehh… We can always hope ANet will see this post and make it work. Until then… Powerful Synergy will continue being one of worst GM traits in the game.

I tested the trait cooldown in HotM by leaping through the torch 5 field and waiting for it to expire and then weapon swapping (in combat) to hit something with an int sigil proc and the trait worked despite having just generated a fire aura by other means.

It’s also worth noting that there is a slight delay before the aura detonates which means a berserker skill that crits can proc and immediately detonate an aura (in the case of blaze breaker anyway, I didn’t check others.)

Since the torch 5 field only lasts 5s it wouldn’t be possible to use savage leap through it twice without alacrity, but you could weapon swap to an axe/shield or bulls rush to trigger it again quickly.