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Immortal Kingdom [KING] - Fractal & Raids EU

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TPenny.5071

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Immortal Kingdom [KING]-Fractal&Raid Guild EU

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TPenny.5071

Bump

Immortal Kingdom[KING] - Top Fractal Guild EU

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TPenny.5071

HoT is here, we are still recruiting <3 fractals

Immortal Kingdom[KING] - Top Fractal Guild EU

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TPenny.5071

Buuuuuuump! Golden fractal sword will be mine!

Immortal Kingdom[KING] - Top Fractal Guild EU

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TPenny.5071

Beta Raids Incoming!

Immortal Kingdom[KING] - Top Fractal Guild EU

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TPenny.5071

Bum. Bum. Bump!

Immortal Kingdom[KING] - Top Fractal Guild EU

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TPenny.5071

BBQ is my favourite flavour of sauce to put on my chips!

BWE3 Finale Event!

in Guild Wars 2: Heart of Thorns

Posted by: TPenny.5071

TPenny.5071

All Mordrem within the Verdant Brink have a 100% chance to drop precursors, and the one who loots the most gets to keep them…
Until the end of the event when their beta account is wiped last!

Immortal Kingdom[KING] - Top Fractal Guild EU

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TPenny.5071

Indeed… Hype!

Immortal Kingdom[KING] - Top Fractal Guild EU

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TPenny.5071

PUMPED!
I’ve even got my steam set up for when i lead those bad boys!

Immortal Kingdom[KING] - Top Fractal Guild EU

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TPenny.5071

Immortal Kingdom[KING] - Top Fractal Guild EU

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TPenny.5071

<— Wurm world first commander, going to command the kitten out of that!

Immortal Kingdom[KING] - Top Fractal Guild EU

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TPenny.5071

We <3 Cats

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Immortal Kingdom[KING] - Top Fractal Guild EU

in Looking for...

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TPenny.5071

Move to NA please

No can do

Immortal Kingdom[KING] - Top Fractal Guild EU

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TPenny.5071

Still fractal masteries and new rewards to cover!

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Damage modifying Traits and Conditions

in Guild Wars 2 Discussion

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TPenny.5071

Actually the biggest problem would be the fact that condition damage does nothing against objects. :/

Face rubbing a door in WvW shouldn’t be a thing. Makeing doors like they are in stronghold, invulnerable to all player effects. This could spice things up.

I was definitely not referring to WvW doors because against those it doesn’t matter if you are using conditions or not. The damage is like scratching a door with your nails in either case.

Yes, went a little off topic but with massive amounts of people scratching,.Think GoT S5 E8

This justifies Sitting at Base Not Playing

in PvP

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TPenny.5071

The matchmaking tries to diversify professions, and doesn’t seem to factor in their weight, not only their armour but how much a warrior benefits the team more than a ranger; or trait set-ups; shoutbow over a killshot; or amulet selected, glasscannon, bunker, condition etc.

This justifies Sitting at Base Not Playing

in PvP

Posted by: TPenny.5071

TPenny.5071

I understand your problem but I don’t see the wrong doing of your team mate since it was already one side game.

Well he isn’t really a teammate to be honest. He is more like a big pile of garbage blocking the alley and preventing access for an actual teammate. You know. One that actually walks out the gate at the start of the game and does…something.

Doing something in this case would only waste time. Balance should be addressed first.

Then this guy should just refuse to play the game if the balance is not up to his standards. You can’t play the game, choose to accept the rules and the current situation and then throw a hissy fit when you know what it’s like beforehand!

He can complain, sure. Hell, I’m complaining about pre-mades in unranked. But that doesn’t mean I stay at camp during the match no?

No, he gets 10 points for a decap and accepts his 500 rank points. 500 points he got quicker then if he where to delay the inevitable.

Unfortunately peoples time is valuable to them, more valuable than than the feelings of their 4 team mates they may never talk to again.

The reward for winning is fine,
But the reward for losing could be based on the personal points you acquire, encouraging you to keep playing until the end.

Edit: Being the devils advocate. Not trying to justify these actions merely explain them.

(edited by TPenny.5071)

This justifies Sitting at Base Not Playing

in PvP

Posted by: TPenny.5071

TPenny.5071

I understand your problem but I don’t see the wrong doing of your team mate since it was already one side game.

Well he isn’t really a teammate to be honest. He is more like a big pile of garbage blocking the alley and preventing access for an actual teammate. You know. One that actually walks out the gate at the start of the game and does…something.

Doing something in this case would only waste time. Balance should be addressed first.

Damage modifying Traits and Conditions

in Guild Wars 2 Discussion

Posted by: TPenny.5071

TPenny.5071

Nothing was mentioned about this in the recent blog. Currently it is the second big disadvantage condition damage has along with the issue with vulnerability.

Will condition modifying traits finally influence condition damage?

I guess since we’ve gotten a little off topic, We don’t know and can only make observations for now.

I do hope +% damage traits and sigils will work for condition damage too.

Damage modifying Traits and Conditions

in Guild Wars 2 Discussion

Posted by: TPenny.5071

TPenny.5071

Actually the biggest problem would be the fact that condition damage does nothing against objects. :/

Face rubbing a door in WvW shouldn’t be a thing. Makeing doors like they are in stronghold, invulnerable to all player effects. This could spice things up.

Side note:
Tequatl, Wurm, etc. In light of the condition change, should also become vulnerable to critical strikes.

10 Reasons teff will get GS

in Guild Wars 2: Heart of Thorns

Posted by: TPenny.5071

TPenny.5071

OH Sword = Dualist = It fits best IMO.
Focus = Bard = In the realms of possibility.
Rifle = Sniper = Personally hate the idea.
Greatsword = Samurai = Better than rifle but still not thiefy.
Torch / Warhorn are too bright / noisy for a sneaky thief

Patch added queue preferences (update: gone)

in PvP

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TPenny.5071

TDM could use more maps and yes should be 3v3 (queue-able separately)

Unlock all Waypoints

in Guild Wars 2 Discussion

Posted by: TPenny.5071

TPenny.5071

Yeah i’m gunna have to go with a no on this one. The number of people who will be making threads 6 months later complaining that they can’t make a legendary because they used up all their gifts would be a huge hassle for Anet. Better to just leave it how it is now.

Have a confirmation window. (Just in case)

+ just do another map completion, you still get 2 gifts, and it will be quicker with all the waypoints unlocked.

Where GW2 falls short imo

in Guild Wars 2 Discussion

Posted by: TPenny.5071

TPenny.5071

Adding new weapons would require lots of work…

  • New skills for each class that can use this new weapon.
  • Balance these skills with existing traits / weapon combos.
  • Add a skin for each dungeon.
  • Add skins to to each existing region

Unlock all Waypoints

in Guild Wars 2 Discussion

Posted by: TPenny.5071

TPenny.5071

While I agree that gifts of exploration should have alternative uses, I don’t consider unlocking all wps to be a useful enough alternative. As someone that has 14 gifts of exploration just sitting in the bank waiting for the day they add someone GOOD other than making legendarys I would much rather they are required to make the new precursors in HoT or something similar in difficulty.
In all honesty I do not think its very logical to unlock all wps with a gift which then in turn makes your next gift easier to get and continue that cycle, well actually it is logical if you want everything to be easy, which I do not, map completes are in a good place right now, they should not be made easier, we have already had the WvW maps removed, enough is enough.

Translation: It wouldn’t benefit me so it shouldn’t benefit anyone else.

Unlock all Waypoints

in Guild Wars 2 Discussion

Posted by: TPenny.5071

TPenny.5071

I definitely like this idea. For many, map completion more than once is quite tedious, and this coul;d fix that.

However I would add an effect that states that the character that uses the item to unlock waypoints can not qualify for a gift of exploration reward if they chose to map complete

Personally I wouldn’t deny anyone using this method from gaining 2 more gifts when they 100% completed the world again.
Most of the effort is still there and locking it off would only hinder the players incentive to continue that character in open world play.

Unlock all Waypoints

in Guild Wars 2 Discussion

Posted by: TPenny.5071

TPenny.5071

Upon world completion you are awarded with 2 Gift of Explorations. These are only used to craft legendary weapons. But what if …

If they also had an on use effect!

Consuming the Gift of Exploration on a new or existing character would discover all remaining waypoints of Tyria. (everyone doesn’t necessarily want to make legendaries)

This Would:

  • Give the gift use outside legendary crafting.
  • Gives your 2nd world completion an advantage, therefore potential incentive.
  • Reasonable reward you can then use on alternate characters levelled via crafting or tome.

This Should:

  • Be consumable on level 80 characters only. (Debatable)
  • Not consumable on characters all waypoints already unlocked.
  • Not reveal or discover any point, vista or heart.
  • Will not unlock HoT expansion waypoints. (Unless new regions count towards new map completion)
  • Have a confirmation window. (Just in case)

This is a suggestion for better quality of life. /Discuss

[Builds] What do you plan to run?

in Necromancer

Posted by: TPenny.5071

TPenny.5071

Pure Reaper form PvE DPS!

Build1: http://dulfy.net/gw2traits#build=AgQB6AVoBrw~ (Physical variant)
100% crit from traits so take power / condition / ferocity (when such a set desires to manifest)

Build2: http://dulfy.net/gw2traits#build=AgQB6AVsBrg~ (Condition variant)

(edited by TPenny.5071)

Tome Change ideas

in Guardian

Posted by: TPenny.5071

TPenny.5071

Tome of Courage -> Signet of Courage
Passive: PBAoE Heal every 10 seconds.
Active: Light of Deliverance

Tome of Wrath -> “Feel My Wrath”
Shout that grants Quickness and Fury

Yes please, these actually sound like I need to make a real decision between elites.

SUGGESTION:

Signet of Courage:
Passive: Advanced Group Healing Signet (Radius 600) 162 (Interval: 1 sec)
Active: AoE Full Heal (Radius 1200) (120 sec cooldown) (Number of targets: 5)

  • Heals for less the more people are close to you e.g: Share 250 health per tick across 5 people is 50 hpt each. Or In Reverse! Higher hpt the more allies you are close to?
  • Passive effect is self only or party members only?

Feel My Wrath:
AoE Fury (Duration: 30 sec) Self Only Quickness (Duration: 10 sec) (90 sec cooldown)

  • Group AoE Quickness for longer cooldown?
  • Swap Fury for AoE Slow (Duration: 10 sec)?

FEEDBACK: Changes to Warrior Specialisations

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Posted by: TPenny.5071

TPenny.5071

First I don’t like losing out on the passive bleeds in arms, because then you lose out on the synergy with attack of opportunity. With your proposed changes you would either have to lose signet mastery which would suck in PvE, or lose out on the bleed on crit. Mehhhh.

Greatsword autoattack I don’t see why it needs to be changed, it’s a good thing for it to apply vuln and also a good thing for it to have increased damage. I’m not sure what your objective is with changing it.

Yes you would lose the passive synergy while soloing only, now you have to make an active choice. Also no longer ruin other professions bleed / vulnerability stacks with weaker ones, another step towards helping condition specs become viable. If 90% of the conditions come form your build or choice of weapon, not passively applied with full power builds. Party synergy / group play would benefit from a condition player not scoff at the idea when he/she brings the bleeds, vulnerability, weakness, etc.

Secondly, where is dual wielding damage? You know, it’s already a huge problem that axe mastery is moved to GM because pure axe builds will no longer be an option in PvE. Taking away dual wielding from dual wield agility is just another unnecessary hit.

Dual wield damage is compensated for. The trait it was 10% attack speed and 5% damage in separate traits. Arenanet only combined the two and added 5% additional attack speed. I only suggested swapping the 5% damage for 5% attack speed to bring it up to 20%. But your concern for axe mastery is warranted, I’ve moved to to master tier.

Third I don’t get why you removed furious speed. It’s currently a really useful trait and I would prefer at the very least to be merged with rending strikes, because as it stands it seems kind of lackluster for a master trait without it. If you are removing the swiftness there it should be added elsewhere imo.

The swiftness component is inside Berserker’s Fury.

If you’re going to make rifle #4 have an aoe impact, you may as well make it a blast finisher as well. It should/would only blast if it hits the target and it would blast at the location of the impact.

Agreed.

I don’t agree with changing final thrust… I rather like the way it functions right now. It’s semi-difficult to land on experienced players in PvP and serves as a really good hybrid weapon. The bleeds happen on autoattack so I don’t see it as necessary to move the damage to more bleeds, because it’s already really easy to stack bleeds on condi builds as it is so this would be unpleasant for sword users overall imo.

Daze on mace autoattack seems OP, and if this were implemented then mace #3 would need to be changed. There is just too much cc with it being on autoattack, I don’t like it.

Agreed

FEEDBACK: Changes to Warrior Specialisations

in Warrior

Posted by: TPenny.5071

TPenny.5071

Sword was never good for power builds, when Final Thrust was added this it a hybrid weapon at best.

Yeah when you have an attack that equals full adrenaline Eviscerate its Power viable, currently power sword warrior can beat Axe warrior easy.

even off-hand sword work great on power builds.

PvE:

  • Sword can be used in a power build as an offhand weapon, a higher dps alternative to the shield when you need a block for the encounter.
  • Or when the target is hitting max vulnerability stacks without you; for a slight damage increase over offhand mace on longer fights.
  • You can try and build a sinister geared warrior focusing on bleed stacking and fit final thrust into the rotation when the target is < 50% health.

PvP:

  • A < 50% health target final thrust is exactly the same damage as a full adrenaline eviscerate. (1019 with no gear or traits)
  • The cast time is the same, although final thrust is slightly harder to land without the homing leap component.
  • The cooldown of final thrust is still 5 seconds higher than untraited eviscerate, 7.25 seconds more if fully you have maxed out your discipline line.
  • Any power based build switching to sword uses it for the mobility / immobilize primarily.
  • The sword is currently only used in hybrid or condition builds.

Anything can change; and we still don’t know how conditions will do in HoT encounters, weather they are long fights of attrition, short moment to moment combat , or mechanically required for the situation.

But I digress… Sword is a hybrid weapon at best (right now).

(edited by TPenny.5071)

FEEDBACK: Changes to Warrior Specialisations

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Posted by: TPenny.5071

TPenny.5071

Sorry but no, you just destroyed Sword for power builds.

Sword was never good for power builds, when Final Thrust was added this it a hybrid weapon at best.

Mending is a Physical skill get over it and here to stay, i don’t know why ppl want it as shout so badly when that build is already strong against condi.

Very well, it wasn’t something I would be so passionate about. Although the heal itself is rarely used and as a shout it would at least get considered.

also stun break on 5s CD is OP.

Sure, or apply an internal cooldown of 30 seconds.

edit: changed some of the abilities you mentioned to be less OP

(edited by TPenny.5071)

Warrior feedback livestream ama

in Warrior

Posted by: TPenny.5071

TPenny.5071

No mention of adrenaline decay being looked at. F2 burst skill?

They may have briefly passed over it but f2 something to do with taunt.

FEEDBACK: Changes to Warrior Specialisations

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Posted by: TPenny.5071

TPenny.5071

Holding For Great Justice!

FEEDBACK: Changes to Warrior Specialisations

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Posted by: TPenny.5071

TPenny.5071

TRAIT REMOVALS

  • Powerful banners: Removed
  • Inspiring Banners: Baseline
  • Furious Reaction: Removed
  • Cull the Weak: Removed
  • Desperate Power: Removed
  • Thrill of the Kill: Removed
  • Heightened Focus: Removed

SKILLS / UTILITY CHANGES

  • All Banners: -20% recharge and +50% radius are now applied to all banners. (Baseline inspiring banners)
  • Healing Signet: On use grant resistance, lower interval healing.
  • Battle Cry: Was adrenal health, is now a shout, grants 30 adrenaline and heals 5885 (30sec cooldown) (no longer healing based on adrenaline level)
  • Sweat it Out: Was mending, is now a physical, remove 3 conditions and heal 5240 (20sec cooldown) (renamed to sound like a physical ability)
  • Rampage: Is now a stance
  • NEW! Taunt: f2 skill will taunt your target for adrenaline, Stage 1: 1sec, Stage 2: 2sec, Stage 3: 3sec

WEAPON CHANGES

Rifle

  • Volly 3: Stacking Vulnerability, +2 per shot.
  • Brutal Shot 4: Remove vulnerability, explosion at target for AoE damage and blast finisher, higher damage.

Sword

  • Hamstring (Auto attack chain 3): Needs a nicer and more fluid animation.
  • Final Thrust 3: (edit: removed suggestion)

Mace

  • Pulverize (Auto attack chain 3): (edit: removed suggestion)

Greatsword

  • Greatsword Swing + Slice (Auto attack chain 1 and 2): Remove vulnerability stacking, increase base damage to compensate. (Changed to reduce physical builds ability to apply conditions, buffed base damage to compensate)

Axe

  • Dual Strike 4: A lot higher the damage to make viable in damage rotation, increase the cast time to give larger time to dodge it to compensate.

ELITE SPECIALIZATION

  • TBA

(edited by TPenny.5071)

FEEDBACK: Changes to Warrior Specialisations

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Posted by: TPenny.5071

TPenny.5071

DEFENCE

Minor

  • Thick Skin: Extra armour with lower health. <75%: 5% damage mitigation, <50%: 10% damage mitigation, <25%: 15% damage mitigation.
  • Great Fortitude: Gain 5% health (Moved from strength specialization and mad minor, removed power stat dependency, will grant lesser health if no vitality on gear)
  • Spiked Armor: Gain retaliation when struck by a critical hit (10sec + 10sec cooldown) (removed additional toughness, increased retaliation duration, removed dependency on block)

Adept

  • Shield Master: -20% Shield cooldowns, Reflect while blocking, grant +1 might on block (8sec)
  • Dogged March: -33% duration on cripple / chill / immobilize, grant regen (3sec) when affected by cripple / chill / immobilize (10sec cooldown) (UNCHANGED)
  • Armored Attack: Your attacks ignore 10% of the targets armor … OR Your attacks remove protection (5sec cooldown)

Master

  • Adrenal Health: Spending adrenaline heals you, level 1: 1250 health, level 2: 2400 health, level 3: 3600 health. (was a minor, changed to grant health on the use of adrenaline)
  • Stance Mastery: +25% stance duration, activating a stance grants vigor (6sec)
  • Cleansing Ire: Remove conditions for adrenaline spent Stage 1: 1 condition, Stage 2: 2 conditions, Stage 3: 3 conditions, grant +1 adrenaline when hit. (UNCHANGED)

Grandmaster

  • Rousing Resilience: Gain protection (4sec) when you use a stunbreaker ability and Heal for 1100 (10sec cooldown) (removed requirement being stunned to gain affects, gain protection not added toughness)
  • NEW! Blunt Trauma: Mace and hammer skills -20% cooldown, +20% damage vs stunned foes, Apply 3 vulnerability (10sec) on stun or daze.
  • NEW! Ready Up: Activates balanced stance when you are Stunned, Dazed, Knockbacked, Pulled, Pushed or Launched (60 sec cooldown), Activates Endure pain when below 25% health (60sec cooldown)

TACTICS

Minor

  • Determined Revival: Gain 5 stability while reviving (2sec) (30 sec cooldown)
  • Fast Healer: Cleanse targets conditions and revives 20% faster
  • Inspiring Presence: Boon duration increased 10%, Outgoing healing to allies increased 10% (removed per target)

Adept

  • Leg Specialist: Immobilize (1sec) when you cripple (5sec cooldown) (UNCHANGED)
  • Quick Breathing: Warhorn skills -20% cooldown, convert 1 condition to a boon. (UNCHANGED)
  • Empowered: Increase damage for every boon on you, 1% damage per unique boon. (UNCHANGED)

Master

  • Shrug it Off: Shake it off now removes an additional condition, Use shake it off when you have 2 or more conditions (25sec cooldown)
  • Burning Arrows: Longbow -20% cooldown, Dual shot applies burning per arrow (1sec), increase range of arrows to 1500 yards. (Added increased range)
  • Empower Allies: Grant yourself and allies +150 power while in combat (radius 600) (UNCHANGED)

Grandmaster

  • Powerful Synergy: Double the potency of combo finishers (blast twice, leap affects duration +100%, projectile affects duration +100%) (Affects blast and projectile too)
  • Shout Mastery: -20% Shout Cooldown, +8 Adrenaline on shout, shouts heal 1480. (Merged all shout traits)
  • Phalanx Strength: When you grant yourself might grant it to nearby allies as well (6sec) (radius 600) (UNCHANGED)

DISCIPLINE

Minor

  • Versatile Rage: Gain 5 adrenaline And 2 might on weapon swap (merged with old versatile power)
  • Fast Hands: Weapon swapping recharges faster (5sec) (UNCHANGED)
  • Versatility: Burst skills recharge 15% faster.

Adept

  • Crack Shot: Rifle and harpoon shots pierce, -20% cooldown.
  • Warrior Mobility: Run 25% faster while wielding melee weapons, movement skills remove immobilize. (merged warriors sprint + mobile strikes)
  • Vengeful: Vengeance has a 100% chance to rally when you kill when you kill something, Vengeance grants 100% endurance, 50% health, Vengeance is available immediately when downed.

Master

  • Inspiring Banners: Banners grant regeneration to allies (3sec duration + 3sec interval)
  • Destruction of the empowered: Deal 3% extra damage for each boon on the target. (UNCHANGED)
  • Brawlers Everywhere: Stunbreak if you weapon swap while stunned (30sec cooldown) (Changed from remove 1 condition)

Grandmaster

  • Burst Mastery: Burst Skills do 10% more damage + restore adrenaline Stage 1: 3 adrenaline, Stage 2: 7 adrenaline, Stage 3: 10 adrenaline. (more damage on burst skills else unchanged)
  • Heightened Focus: Gain quickness when you strike a foe below 50% health (4sec) (15sec cooldown) (Moved from arms, Was last chance, reduced cooldown)
  • Adrenaline Rush: Gain adrenaline in combat (1 adrenaline 1 second), increases time after combat that adrenaline is held (10sec). (was Berserkers Might moved from strength)

(edited by TPenny.5071)

FEEDBACK: Changes to Warrior Specialisations

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Posted by: TPenny.5071

TPenny.5071

CHANGES TO READY UP WARRIOR TRAITS

It seems from watching the stream a lot of unused traits still made the cut and will likely remain unused, I know things are subject to change and this is a list of changes I would personally like to see. I have clocked over 5000 hours on my warrior and extensively played all game modes with it. I don’t feel like any builds for the warrior have died, but I can also see a lot of cheesy builds coming too. Will be great fun to test things out again.

note: these are not the changes displayed in the ready up, these are my suggestions using their format as feedback.

STRENGTH

Minor

  • Recklessness: Dodging inflicts damage (827), applies cripple (1sec)
  • Weapon Mastery: Gain 150 ferocity while wielding a melee weapon. (was axe mastery, moved to minor trait + made any melee weapon)
  • Stick and Move: Now +10% damage while stationary. (changed from endurance not full + buffed)

Adept

  • Restorative Strength: Using heal skill removes all conditions and grants +1 might for 8 seconds for each condition removed.
  • Short Temper: Gain Might (1 for 5 sec) and adrenaline (1) when ever your attacks are evaded, blocked or missed.
  • Physical Training: Physical skills have reduced cooldown, do more damage, and are more potent -20% cooldown + 100% damage / potency -50% fall damage (removed adrenaline dependency / potency = distance of knockback etc)

Master

  • Body Blow: Stuns, Dazes, Knockbacks, Pulls, Pushes and Launches inflict Bleeding, Torment and Confusion. (3 bleed, 3 torment, 3 confusion 8sec)
  • Forceful Greatsword: +10% damage, -20% cooldown, +1might 5sec on critical with greatsword and Spear. (Merged with slashing power and moved to strength specialization)
  • Axe Mastery: Each hit with an axe grants +2 adrenaline, -20% axe cooldowns. (removed ferocity from trait, removed requirement for a critical hit, no longer grandmaster)

Grandmaster

  • Berserkers Power: Increase damage for a short time after spending adrenaline Stage1:10% damage, Stage2:15% damage, Stage3:20% damage for 10 seconds (applied after the burst skill is used)
  • NEW! Staggering Blows: Your Stuns apply daze when they are broken or expire (1sec).
  • Building Momentum: Burst skills that hit recover 50 endurance and apply vigor (6sec) (Moved to major trait + Was 15 endurance)

ARMS
note: by selecting this tree minor traits should not passively apply bleeds
(You are not forced to take a condition gear or ruin other professions bleed stacks with weaker bleeds, same philosophy should be applied to all professions that passively apply conditions)

Minor

  • Critical Burst: Burst skills that critically hit restore 8 adrenaline.
  • Unsuspecting Foe: Increase critical hit chance vs stunned foes by 50%.
  • Attack of Opportunity: +10% damage to bleeding foes. (Removed +50% bleed duration)

Adept

  • Deep Cuts: Critical strikes apply bleeding (2sec) + Bleeds last 50% longer (Added the minor trait Precise Strikes)
  • Berserker’s Fury: Critical strikes will apply swiftness (10sec) (10sec cooldown). Striking a foe below 50% health will grant fury (10sec) (10sec cooldown) (Increased health threshold, reduced gain adrenaline in combat)
  • Signet Mastery: -20% signet cooldown, Become unblockable whenever you use a signet (6sec), +100 precision for each unused signet. (added signet of mights effect to every signet)

Master

  • Rending strikes: Critical strikes apply vulnerability (100% chance for 5 seconds) (removed swiftness, more stable vulnerability stacking, faster weapon attacks will apply it higher)
  • Opportunist: Gain Fury and might on immobilize (10 sec of fury and 3 might. 10 sec cooldown)
  • Blade Master: Swords -20%cooldown, +20%critical strike chance vs bleeding foes.

Grandmaster

  • Burst Precision: Burst skills have 100% critical chance, if you miss reduce burst skill cooldown by 3 seconds. (Moved from strength)
  • Furious: Critical strikes give extra adrenaline (+1) and apply +1 might (3sec) (removed unique condition boon for additional might)
  • Dual Wielding: +20% attack speed when wielding an axe / mace / sword in your offhand (changed 5% damage for an additional 5% attack speed)

(edited by TPenny.5071)

Unable to connect to Log in Server

in Bugs: Game, Forum, Website

Posted by: TPenny.5071

TPenny.5071

OK, it came back seems on and off,

Unable to connect to Log in Server

in Bugs: Game, Forum, Website

Posted by: TPenny.5071

TPenny.5071

Cheers, the timely fix was much appreciated <3

Give me a spoon!

in Guild Wars 2 Discussion

Posted by: TPenny.5071

TPenny.5071

Just noticed Rednax Youngblood has a giant spoon staff on his back.
He didn’t have it before (looking @ wiki picture) https://wiki.guildwars2.com/images/1/1d/Legendary_Master_Collector_Rednax_Youngblood.jpg

Where can I get one of those?

Attachments:

Bugs from 16th Patch [Compiled]

in Bugs: Game, Forum, Website

Posted by: TPenny.5071

TPenny.5071

The great jungle wurm lost its textures.

:)

Josh’s Gummy Wurm, feature not bug

Suggestion: Change Display Name

in Guild Wars 2 Discussion

Posted by: TPenny.5071

TPenny.5071

I feel the same way but all of your display names are fine…. Just look at mine and tell me you can read it … I’ve even bought a smurf account but everything I have is here and it’s hard to start up with the new changes made with the traits and all.

I would pronounce it like: Cyan-Zack-Zack (like the colour and the name.)

Attachments:

Adventures

in Guild Wars 2: Heart of Thorns

Posted by: TPenny.5071

TPenny.5071

Group puzzle adventures:

Work together to achieve a goal that would otherwise be imposable alone. e.g: P1 lets P2 through Door1, P2 once on the other side Lets P1 through Door2.

Zelda Example: (Couples mask questline)
https://www.youtube.com/watch?v=0Dbg0hIBYxg#t=262

Complex order and arrangement adventures:

Figure out what order to do each task in, e.g: Mixing Hylek potions with the correct ingredients, the intricate constructing of golems, or controlling an entire windmill to grind hops for special magic Norn ale!

Runescape Example: (elemental workshop series)
https://www.youtube.com/watch?v=c7R3sYiEDJQ#t=411


PvE Masteries not usable in existing maps?

in Guild Wars 2: Heart of Thorns

Posted by: TPenny.5071

TPenny.5071

I’m sure they have QA testing all existing maps with hang-gliders to see how may of the maps break. If its a low number of them; fixes may be implemented to make more maps glide-able, or not. Who knows

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: TPenny.5071

TPenny.5071

Shoop da whoop! been putting off making new PVE toons for sooooo long now.

Class swap gives no win...

in PvP

Posted by: TPenny.5071

TPenny.5071

Would class stacking be totally negated; as in teams cannot queue with 2+ of the same profession? – something to think about.

Disconnecting or character select should not instantly give you a loss.
Instead all other character slots should be greyed out and unable to be logged into for the duration of the match. dishonour should be applied if absent at the matches end.
Maybe a warning or something to indicate this is the intention to stop class hopping.

And totally agree about hiding opposite teams profession until they are met on the field. Maybe not even showing names to avoid the them being memorised.

Additional PvP Daily Variety.

  • Finish [X] players. (F Stomp not body kill)
  • Revive [X] downed players.
  • Win [X] Map. (Unranked/Ranked)
  • Kill [Insert Profession]. (Replace class specific win)
    (May cause similar problem of people not running the profession to be killed that day.
    But marginally better then having too many.)
  • Special Objective (Kill lord, destroy trebuchet, score orb, kill beasts, etc.)

Winters day activates camera slow.

in Bugs: Game, Forum, Website

Posted by: TPenny.5071

TPenny.5071

When using the right mouse to pan the camera around, inside the wonderland and mayhem the camera appears to move sluggishly as if the camera rotation speed was set to slow or the DPI of my mouse has been lowered.

None of my settings / hardware have changed the past week but this bug started a yesterday.

I run the game in windowed mode and use a razor naga.

Need a way to reset dodgy crowd

in Living World

Posted by: TPenny.5071

TPenny.5071

It takes a minimum of 5 minutes to get back to that fight; that is with maximum time shaving and centaur murder efficiency, only to have the fight RNG you at the end with wind walls spawning on top of you. Frustration level over 9000!

I suggest an update to either:

a) Reset mote just for that fight.
b) Wind walls spawn behind the centaur instead of random sides with a unique cast animation.
c) Add buffer room; the achievement has charges, cannot be hit more than twice.
d) Include a cut scene skipper button.
e) Dialogue option to skip straight to the centaur murder.

Picking any one of these will reduce frustration by at least 98.2%

CDI-Guilds- Raiding

in CDI

Posted by: TPenny.5071

TPenny.5071

..

10 – 15 Small guild sized raid

Pros:

  • Small amount of members leads to each individual player having more of a role and feeling significant.
  • Organization is easier and communication faster.
  • Encounters and mechanics can be balanced easier around smaller groups.

Cons:

  • Less inclusive, specially to larger guilds
  • While having ones role mean significantly more it also means if they fail its more likely to cause a wipe.
  • Higher pressure to perform well, emotions may flare when something goes wrong.

I consider the bolded part pros to be honest.
As for the other sizes you put forth, I don’t really consider those sizes feasible in GW2.

The other sizes were merely for comparison, I personally prefer 10 – 15 members non scaling. But you can see how that would hit larger guilds and communities.

The scale seems to be tipping towards small closed raids against large or scaling raids.

Weighing potential quality and challenge Vs inclusivity and accessibility.