Showing Posts Upvoted By Terkov.4138:

[PvP]Adrenal Health & Warrior Design

in Warrior

Posted by: Bugg.9231

Bugg.9231

Maybe just build in adrenal health into warrior itself. Not a trait but it’s part of the warrior?

[PvP]Adrenal Health & Warrior Design

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

There appears to be a general consensus in this forum that the Defense minor trait Adrenal Health could use a rework. More specifically, the trait promotes building up adrenaline and not using it in order to gain a small buff in sustain, despite the fact that most warrior builds now require the damage or cc that burst skills provide. In some ways, this resembles the old mesmer phantasm-based builds, which disincentivized shattering illusions (their main profession mechanic) in order to maintain damage uptime. Although mesmers have now received a “fix” for their dilemma in the form of Chronophantasma, warriors are still stuck with a trait that conflicts with their profession mechanic. While most people seem to agree that Adrenal Health should be changed to heal while spending adrenaline, I don’t think anyone has really bothered to hammer out what they think the new functionality of the trait should be, which is what I will be attempting here. My general idea is as follows:

Adrenal Health:
Gain health based on adrenaline level when you hit with a burst skill.
Adrenaline level 1 healing: 1000 (0.05)
Adrenaline level 2 healing: 2000 (0.10)
Adrenaline level 3 healing: 3000 (0.15)

Assuming that someone uses a level 3 burst skill roughly every fifteen seconds or so (since they generally aren’t spammed off cooldown), this would average out to about 200 health per second without healing power, which seems reasonable to me given that it’s only a minor trait. This would already surpass the 117 health per second that the skill’s current iteration offers at max adrenaline without using burst skills.

Of course, there one clause in the suggestion that might seem rather iffy to a lot of people, which is the fact that the healing occurs “on hit” (much like Berserker’s Power and Cleansing Ire) rather than upon simply spending the adrenaline. In my opinion, this type of limitation is necessary in order to promote better profession design. As I see it, warrior should be a profession that promotes and rewards strategic gameplay. One of the warrior’s main limitations has always been that its skills are visible and highly telegraphed; it’s “fair” in that an opponent will always be able to see what’s coming. Therefore, skilled warriors can distinguish themselves from inexperienced ones by baiting out defenses and executing cc chains that enable them to finally land their key skills. I don’t think that warrior should be the “noob” profession which is simply carried by hefty numbers and passive skill effects, as the devs implied when they first revealed the Berserker. If the profession is designed in such a way that anyone can just pick it up and use it with equal effectiveness regardless of their skill or experience, it will either be completely unviable (because it simply isn’t rewarding no matter how skilled the player is) or completely faceroll (in which case people will get it nerfed). Warrior’s present inadequate state can be attributed to the fact that it’s too unrewarding even when played well. Sure, maybe you landed that 7k eviscerate or that well-timed pin down, but so what? The new elite specializations can just shrug off that piddling amount of damage (or better yet, evade/invuln/block it entirely) or break that immobilize at the press of a button. If core warrior is going to remain somewhat competitive in the post-HoT environment and the subsequent metas going forward, it needs to shift away from being a profession of ineffectual passive traits (of which the current Adrenal Health is one) to one that distinguishes between its skilled and unskilled players and rewards/punishes them accordingly.

So, with that all in mind, my proposed version of Adrenal Health has the healing take place on hit because I don’t think a player should be rewarded for missing with a burst skill. Besides, let’s be real: if it did heal on adrenaline spent, there would be some kind of cheese build that just relied on blindly spamming burst skills off cooldown for the extra healing (that might be possible regardless with Combustive Shot, but at least a warrior that only camps longbow and self-heals isn’t doing anything useful).

This isn’t to say that there are no problems that might arise with this mechanic. It’s still very easy for other professions to repeatedly prevent key warrior skills from landing (via blind spam, evade spam, whatever) in a manner that allows for little counterplay. Yes, warrior still needs to be given the tools necessary to connect with its offensive skills without sacrificing most or all of its defenses. However, I don’t think that we should rely on a minor trait in the Defense line to solve these issues, nor do I think our traits should be balanced around our skills missing half the time.

Anyways, those are my thought. This post primarily addresses the pvp side of things; I don’t have as much experience in pve, though I will say that I think toning down some of our passive buffs in favor of more active mechanics might also help with the constant powercreep the profession has been undergoing in the latter gamemode. Any feedback or criticism is welcome.

(edited by Torqiseknite.1380)

[Guide] DPS Guardian for PVE

in Guardian

Posted by: obal.3218

obal.3218

Latest Updates
1/29/2016
Added starter build

Video Guide

Zerker – https://youtu.be/oWKSOGhLDi8
Condi – https://youtu.be/HRDZWE6fL_w

General Text Guide

Gear

Stats

  • Berserker with Assassin Weapons and 2 Trinkets – Zerker Set
  • Viper Amulet + Everything else Sinister – Condi Set (Group)
  • Viper Armor + Viper Amulet + Everything else Sinister – Condi Set (Solo)

Infusions

  • Zerker – Power
  • Condi – Condi

Weapons

  • GS – Top DPS burst weapon
  • Bow – Top DPS with GS
  • Hammer – Top sustained DPS weapon
  • Mace – Use with GS if blocks are needed or with hammer
  • Torch – Use with Mace for DPS and condi
  • Mace – Use for blocks
  • Sheild – Use for utility out of combat or more cc for raids
  • Sword – Use for condi trash
  • Scepter – Use for condi boss or larget targets when solo

Runes

  • Scholar – Zerker
  • Flame Legion – Zerker alternative
  • Balthazar – Condi

Sigils (Multiple sets is optimal)

Zerker

  • Force + Air
  • Night + Force
  • Slaying + Force or Night

Condi

  • Scepter – Air
  • Torch – Earth
  • Sword – Bursting
  • GS (Boss) – Geomancy + Earth
  • GS (Trash) – Earth + Bursting
  • Alternative Cheap Sigil – Geomancy

Consumables

Food

Zerker

  • Bowl of Seaweed Salad – Most optimal food if you like to dance and for record runs
  • Plate of Truffle Steak – Best in general
  • Fried Golden Dumplings – Best for solo
  • Birthday Blaster – Free decent alternative

Condi

  • Koi Cake – Best
  • Super Veggie Pizza – Cheap alternative
  • Fried Golden Dumplings – Best for solo

Utility

Zerker

  • Slaying Potions – The best choice if the mobs are all the same type
  • Toxic Sharpening Stones – Best when slaying doesn’t apply

Condi

  • Toxic Focusing Crystal – Best choice though slaying is fairly close so you can use that as a cheaper alternative or other condi utilities. If you stick with cheaper alternatives you should get more viper gear to account for the loss in condi duration.

(edited by obal.3218)

Revenant Class Resource Mangement - Flawed

in Revenant

Posted by: Pumpkin.5169

Pumpkin.5169

The issue here is that Revenants are supposed to manage 1 resource: Energy.

What? Who ever told you that?
Necros manage cooldowns and death shroud. Mesmers manage cooldowns and illusions. Warriors manage cooldowns and adrenaline. Revenants manage cooldowns and energy. And so go on.

If a warrior uses a burst skill and quickly regains adrenaline, he can’t use the burst skill again because it will be on cooldown. The same thing if a warrior tries to use a burst skill out of cooldown but while not having adrenaline. Revenant relies more on his secondary management than the others but this is made into account. Like most skills having a super short cooldown. The balance of the management is shifted and it’s fine.

Look, going offtopic but, people are kittened that revenant got nerfed, but I’m a player that was incredibly hyped about rev before, I’m having crazy fun playing it right now, and I saw these nerfs coming out from miles away. They were completely deserved. Rev obviously got worse, because well, it’s a nerf. This is what nerfs are. But rev isn’t even a bit less viable in any game mode because of that. The only nerf debatable is the 1s from Infuse Light, and even that.

Pumpkin – Mag

(edited by Pumpkin.5169)

now even guardian's go inv...

in Thief

Posted by: Kill.3458

Kill.3458

God. Even if you had something good already all of you sheep wouldn’t even know it because it is just in your nature to complain apparently.

They could give Thief a button that says “Kill Thing” and everyone would just complain that the gameplay is too narrow now and you have such few options for builds.

/end caring

While thief is in a bad spot, the OP is exhibit A of pointless whining with no real argument :/

now even guardian's go inv...

in Thief

Posted by: ragnarokda.1805

ragnarokda.1805

God. Even if you had something good already all of you sheep wouldn’t even know it because it is just in your nature to complain apparently.

They could give Thief a button that says “Kill Thing” and everyone would just complain that the gameplay is too narrow now and you have such few options for builds.

/end caring

I hate all the grunting and growling.

in Revenant

Posted by: Tipper.6973

Tipper.6973

Why do these legendary characters have to make ridiculous noises whenever I channel them? Who in the sound department thought this was a good idea?

It is NOT legendary to hear a constipated old woman struggling with a bowl movement every 15 seconds.

[Guide] DPS Revenant for PVE

in Revenant

Posted by: obal.3218

obal.3218

Latest Update – 1/28/2016

Updated text and video for 1/26 patch

Video Guide

https://youtu.be/zGQwNZRqRyk

General Text Guide

Gear

Stats

  • Berserker
  • 1 Toughness Trinket – One trinket to help grab aggro for some fractal content. You will have some downtime of hardening persistence.

Infusions

  • Power

Weapons

  • Sword (Main Hand) – Main weapon
  • Axe – Main offhand
  • Sword (Off Hand) – If you need a block on swap
  • Shield – If you need to do block rotations along with sword
  • Hammer – Blasting fields out of combat or need to range stuff
  • Staff – CC
  • Mace – Fire field and blast out of combat if need be

Runes

  • Scholar – Best choice for groups
  • Strength – Best choice for solo or pugs that don’t stack might. You can run a Strength Sigil instead for a smaller personal dps loss in groups to proc more might.

Sigils (Multiple sets is optimal)

  • Night + Force
  • Slaying + Force or Night
  • Daytime – Force + Air
  • Alternative Sigil – Strength

Consumables

Food

  • Bowl of Seaweed Salad – Most optimal food for record runs
  • Sweet and Spicy Butternut Squash Soup – Best food for groups
  • Fried Golden Dumplings – Best food for solo or if you chose strength runes
  • Experimental Remnant or Bowl of Asparagus and Sage Salad – Good cheap alternative

Utility

  • Slaying Potions – The best choice if the mobs are all the same type
  • Bountiful Sharpening Stones – Best if slaying is not useful

(edited by obal.3218)

Day Six Guild Hall Statistics

in Guild Wars 2: Heart of Thorns

Posted by: Dara Potocska

Dara Potocska

QA Embed

Good day my friends,

McKenna and I would like to thank the Guild Wars 2 community for selecting the obviously best guild choice: Gilded Hollow. Granted I may have guild tripped people on the stream as I showed off the doubtlessly more shiny and glorious guild hall. But ultimately it was your votes that have decided! Gilded for the Guilded 2015! #TeamGildedHollow

Thank you.

PS: Sorry Link. The numbers don’t lie! And I don’t have enough jpop to get Seth’s vote. The people’s choice is Gilded Hollow!

Staff Daredevil PvE

in Thief

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Alright, time to do the math… again. Wearing no equipment at all in PVP, we get the tooltip damages for these attacks. With this data, you can get your DPS in any situation simply by calculating your effective power, then multiplying tooltip damage by effective power divided by 1000.

Staff Auto attack: 215, 254, 516. Takes 2.1 seconds, so it has a DPS of 469.
Sword Auto Attack: 284, 284, 462. Takes 2.5 seconds, so it has a DPS of 412
Dagger Auto: 198, 302, 302. Takes 2.1 seconds, so it has a DPS of 382

So the staff auto attack is the highest. Now to compare other abilities:

Heartseeker: 710 damage at below 25% health, 1 second activation time
Weakening Charge: 822 damage, 1 second activation time. Hard to use
Vault: 879 damage, 1 second activation time

These are the base damages. There are a couple of unique aspects to each auto attack: Staff reflects projectiles and stacks vulnerability. Dagger causes 8 seconds of poison and gains endurance. Sword causes vulnerability and cripple.

Going away from tooltips, in a max might situation, that poison on dagger will do 8 ticks every 2.1 seconds damage, which comes to about 3.8 ticks per second. The poison will tick for 78.5 damage, so this is an additional 298.3 DPS. Since the staff has 87 higher tooltip damage, this would mean that, for the staff to overcome the dagger poison, you would need an effective power of about 3,429. That is… very low for effective power, actually. Most zerker thieves will have that amount with just their base power plus might, let alone factoring in additional modifiers and crits. Also, most thieves are bad at stacking might.

Overall, staff auto wins. Weakening Charge wins. Staff is the highest DPS weapon we have.

I don’t have opinions. I only have facts I can’t adequately prove.

We all need to relax a little.

in Thief

Posted by: AegisRunestone.8672

AegisRunestone.8672

Okay, I don’t like what they did to the thief either. Feline’s Grace, Shadow’s Embrace, HP nerf, Armor nerf, etc. did not please me.

However, we did get some buffs at the same time: We got the double steal, which was a good edition (if you chose to use it), and Haste was buffed. I can’t remember what else at the moment.

Note: The patch came out yesterday, so they are going to be bugs, glitches, and balance problems.

A lot of our traits are bugged currently, and I’m sure they’ll be fixed, think about how powerful we’ll be with some of those traits fixed.

Finally, concerning balance: Anet is going to be tweaking and changing things as they see needed, and there’s a chance the thief might get buffed.

There is still a glimmer of hope, and right now, I’m still enjoying my thief a lot. So, we need to relax, and remember there’s still (hopefully good) things coming.

(edited by AegisRunestone.8672)

Updated: Ele Bugs: as of 8/13/2015 patch

in Bugs: Game, Forum, Website

Posted by: Glenstorm.4059

Glenstorm.4059

1) Lightning Rod: When a foe attempts to dodge roll across Unsteady Ground (Earth Staff skill 4) and is disabled by Unsteady Ground, this trait’s lightning strike proc misses.

2) Lightning Rod: When using Conjure Earth Shield skills 3 or 4 (Magnetic Surge or Magnetic Shield), this trait’s lightning strike procs consume an additional Conjure weapon charge per foe disabled.

3) Lightning Rod: When using Conjure Earth Shield skills 3 or 4 (Magnetic Surge or Magnetic Shield), this trait’s lightning strike procs will be blocked if you disable a foe who is blocking, despite interrupting the block.

4) Rock Barrier (Earth Scepter skill 2) and Signet of Earth passive effect: these toughness bonuses do not work with Strength of Stone or with the 6-rune bonus of Rune of the Undead.

5) When Signet of Restoration is equipped with the Conjurer trait picked, the tooltip shows that the signet grants the fire aura as if you used the old Fire’s Embrace trait. No aura is actually procced.

6) Quickness will result in the projectile block from Swirling Winds also speeding up, resulting in only 4 seconds of block rather than 6 seconds (the animation also speeds up.) This may or may not also be the case for Slow (longer block.)

7) Soothing Power: Only increases the effectiveness of Soothing Mist by 100% (tooltip says 200%.)

8) Cleansing Water: Does not proc on the regen granted by the 4- and 6-rune effects of Rune of Dwayna.

9) (Anomaly?) When Soothing Disruption is equipped, Ether Renewal only grants the associated boons at the end of its channel, or when cancelled early. (All other non-elite cantrips grant the boons upon cast, but they ARE instant, so not sure if this is intended or not.)

10) Trait icons for Soothing Disruption and Cleansing Water appear to be the same.

11) If Aeromancer’s Training is equipped and Ride the Lightning is used, you don’t get the full precision bonus (RtL seems to knock you out of Air Attunement; this is only resolved after swapping Attunements and back into Air.) This bug seems to affect Signet of Fire too, when Aeromancer’s Training is equipped.

12) Lightning Flash no longer works in some places where it previously used to work; for example, some stairs in WvW.

13) Fire Shield (focus Fire skill 5) does not reduce condition duration, despite the tooltip saying so.

14) Superior Rune of Radiance does not increase the duration of the fire aura from Sunspot. The tooltips on both of them do not update with the rune set equipped.

15) Conjure Earth Shield’s extra toughness and vitality do not count toward the bonus from Strength of Stone or Rune of the Undead for the toughness, or Rune of the Scavenger for vitality.

16) If 2 eles that are fighting each other both have Lightning Rod equipped, and one gets disabled and uses their Shocking Aura, and the other ele also has their Shocking Aura up, when the other ele attacks the still disabled ele, Lightning Rod will proc 10+ times on both eles, being able to do MASSIVE damage to each other. See images and video below; 3:58 mark shows bug reproduced.

https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/196106/gw162.jpg

https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/196107/gw163.jpg

https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/196109/gw164.jpg

17) Boil (Trident Fire skill 2) cannot be used against structures, like Inquest turrets etc. or event items than need to be destroyed (e.g. reactors in those Bloodtide Coast NW). The skill just does not execute.

18) Chaos armor gained by leaping across a chaos field is not shared by Powerful Aura, and is not affected by Zephyr’s Boon or Elemental Shielding. (Not sure if chaos armor counts as an aura; may be intentional. However, it IS affected by Rune of Radiance, so this might indeed be a bug.)

19) Power Overwhelming seems to be changing the duration of burns on the tooltips for line-burning fields and on Conjure Flame Axe’s skills (Burning Retreat, Burning Speed, and skills 3-5 on Conjure Flame Axe.) I don’t think it’s changing the actual applied duration, but this has yet to be verified.

20) Arcane Brilliance centers the Blast finisher on the opponent rather than the Ele. In order to get it to function correctly you have to have no target.

21) Churning Earth, when cast in a Fire field, displays “Might” the moment it starts channeling, but gives Might only at the end of the channel. In addition, the skill’s animation goes on even if the skill is interrupted.

22) Soothing Mist’s reapplication while in Water Attunement delays the ticks. As a result, the regeneration effect does not apply consistently every seconds; actually, it procs about two times every 3 or 4 seconds (tested using the improved Soothing Mist.)

23) Geyser: this skill’s AoE radius seems to be its old, pre-baseline-Blasting Staff radius. (This may be a visual bug only; would like confirmation please.)

24) Glyph of Elementals: the audio is completely wrong for the Ice Elemental NPC’s ice lance skill – it plays what sounds like the Frostbrood Norn death audio.

Please add more as you find them!

Fear the might of SHATTERSTONE.

(edited by Glenstorm.4059)

Could I exchange Kudzu For something better!

in Ranger

Posted by: coax.2951

coax.2951

You’ve been spamming the forums with your complaints all day long so far, in pretty much every thread. You’ve been given lots of advice and opinions so far, but you seem to ignore all of it.
Can’t you just stop already?

Sukkla
Probably still playing ranger.

Could I exchange Kudzu For something better!

in Ranger

Posted by: Puck.9612

Puck.9612

Can we just lock this guy in a room with all the people that qq about longbow being op and let them duke it out for awhile?

Jim Hunter when my other account isn’t suspended

Could I exchange Kudzu For something better!

in Ranger

Posted by: Fluffball.8307

Fluffball.8307

It doesn’t work that way buddy, each profession is different. Staff eles do AoE, ranger LB does single target. If you want to do lots or ranged AoE, you play an ele. If you want obliterate the staff ele, you play LB ranger.

If every profession is identical to every profession, there is only 1 profession.

Could I exchange Kudzu For something better!

in Ranger

Posted by: Klonko.8341

Klonko.8341

Sigh…
Considering your whining on the other threads.

You need to understand that:
1: melee dmg should always bee higher than ranged dmg. Because kiting ranged weapon is impossible.
2: 3k-4k auto is freaking strong. I dont believe that any other class can reach this amount of damage on auto. And also you do it from distance which is even better.
3: You complained that thief chewed you. Thats just because you are too glassy. Thief > any zerker spec (except maybe S/F ele). On the other hand, you have the role of the ranged assassin. If someone close the gap they merits to win.
4: 1k5-1k8 dmg per attack while RFing is enormous…
5: You sacrifice your burst dmg for the reliability of the burst. I mean a burst that require a huge set-up needs to do more dmg that a RF at 1k5 range.
6: If you want 100%-0% PvP play static discharge engie.

If i forget something, feel free to complain. Our ranger community will try to save your soul.

Raining Rainbows lvl 80 ranger ~~~~~ SBI server

Could I exchange Kudzu For something better!

in Ranger

Posted by: Klonko.8341

Klonko.8341

Sigh…
Considering your whining on the other threads.

You need to understand that:
1: melee dmg should always bee higher than ranged dmg. Because kiting ranged weapon is impossible.
2: 3k-4k auto is freaking strong. I dont believe that any other class can reach this amount of damage on auto. And also you do it from distance which is even better.
3: You complained that thief chewed you. Thats just because you are too glassy. Thief > any zerker spec (except maybe S/F ele). On the other hand, you have the role of the ranged assassin. If someone close the gap they merits to win.
4: 1k5-1k8 dmg per attack while RFing is enormous…
5: You sacrifice your burst dmg for the reliability of the burst. I mean a burst that require a huge set-up needs to do more dmg that a RF at 1k5 range.
6: If you want 100%-0% PvP play static discharge engie.

If i forget something, feel free to complain. Our ranger community will try to save your soul.

You are correct I get that damage from FULL GLASS. Meaning I expect to get hit like a truck yes. But it is still MUCH weaker than an eles meteor shower which I have stated for barrage which functionally does the exact same thing. The hundred blades which functionally does the same thing hits harder and is just a easy to avoid.

But other class has to be FULL GLASS too to reach this dmg. Also, meteor shower is random hit while barrage is tick dmg. One cripple and force you to stay in it and the other dont. LB focus on #1 and #2 to do his dmg, the rest is utility to help you survive in melee. Staff focus on AOE dmg, AOE cc and AOE support.

Basically, what I am saying: You compare the strenght of the other class and want them ALL in the ranger profession. That’s bad reasoning.

Raining Rainbows lvl 80 ranger ~~~~~ SBI server

Cleansing Ire, and Adrenaline Use on Miss

in Warrior

Posted by: Toxsa.2701

Toxsa.2701

No offense, if you get dodged/ hit when blinded, it means you got out-played and it’s totally your fault. Burst has a CD of 7~8.5 seconds depending on build, and each weapon shares a separate CD.

If you want burst to land, you have to out-maneuver your opponents.
Just because you can’t do it doesn’t mean it needs a buff to solve your issue. CI has no ICD because they want Warriors to use skills for the reward of huge active cleansing. If you want the brainless version of CI, then there should be an ICD of 15~20 seconds on it to match for all other classes. If you find the “active cleansing” too hard for you to manage, you can try the new Brawler Defense which only requires you to spam switching weapon by abusing FH.

(edited by Toxsa.2701)

Making a Better Defense Trait Line

in Warrior

Posted by: Juba.8406

Juba.8406


(2) The Black Hole
Cleansing Ire

Cleansing Ire Gain adrenaline when hit. Remove a condition for every bar of adrenaline spent when you hit with a burst skill.

On June 25, 2013 two years ago, Warrior got reborn thanks to this trait, Every warrior took refuge in this trait after being for so long in the bottom of the barrel.

But still this trait is hurting Warrior’s build diversity so much only surpassed by Fast Hands.

Also its a Major trait, No one will pick the 2 other traits no matter what.

  • A Must have trait, Forcing the defense line upon warriors.
  • Its a Major Master trait, rendering the two neighboring traits useless.

So what we can do to improve things ?

well we can do one of the followings :

  • (1) Make Cleansing Ire Baseline.
  • (2) Move Cleansing Ire to Discipline trait line as a minor.
  • (3) Make Embrace the Pain Baseline. (Gain adrenaline when hit)
  • (4) Make Cleansing Ire a Minor in Defense trait line.

(1) crazy right ?
(2) Diversity ultimate solution ? keeping all the black hole traits in 1 line.
(3) with the coming changes to Mending and Brawler’s recovery we might just need the (Gain adrenaline when hit) aspect of CI as baseline, but still CI will get picked.
(4) if everything up there failed, then please at least make Cleansing Ire a Minor trait with this we can actually choose a trait in Master tier.

I will assume Anet took the worst case scenario which is (4) make CI a Minor trait.

(edited by Juba.8406)

Was feared why Rampage stability

in Warrior

Posted by: Coinhead.7591

Coinhead.7591

This happenent:

1. You used rampage, it gives 3 stacks of stability every 3 s.
2. Somebody either ripped your stability or used 3cc at you.
3. There was a small window until next stabi pulse where you could get CC’d.
4. You got feared.
5. While you were still feared the rampage pulsed again, giving you stability. Stabi is not a stunbreak so jeah, you had stabi on and still you were feared.

Song about: I AM A WARRIOR

in Warrior

Posted by: Juba.8406

Juba.8406

do not allow F2 + F1 combo

in Thief

Posted by: EremiteAngel.9765

EremiteAngel.9765

this is supposed to be a QOL change
not a buff

so we should not allow F2 + F1 combo

meaning if for eg a fear bundle F2 is used, F1 should be locked to prevent the thief from activating at range then using F1 to steal and blink in for the fear to connect at close range

or imagine activating whirling axe bundle + steal to blink in on a warrior

or imagine doing a range daze on guards by activating F2 then using F1 to blink in

no chance for guard to reliably counter

when traited, steal already poison, dmg, daze, grant fury and more

it is too much to allow F2 and F1 to work together

this is too OP

or if F1 is used while F2 is casting, it cancels F2

true that it can already be done with instant blink skills
BUT those are on LONGER cooldowns and don’t give the insane things that a traited LOW COOLDOWN steal does

Scourge Demo Weekend Roaming Video:
https://www.youtube.com/watch?v=qsby6rYkxS8

(edited by EremiteAngel.9765)

New Traits/Skills: Reflection Penetration

in Ranger

Posted by: Aomine.5012

Aomine.5012

This game has alot of mechanics that countering each other.
Mostly these counters have counter-play too, for examples:
1. A condition-weak class can help deal with condition through bringing more cleanses, cleanse through the help of teammates.
2. A class that have alot of stability that counters CC-reliant class can be dealt with if you or your teammates bring some source of boon removal skills.
3. A class that have lots of blocks can be countered unblockable skills. (They even buff Signet of Might by giving them x seconds of block denial in the reworked trait system)

However, currently there’s ZERO counter when it comes to projectile and projectile destruction/reflection. When an opponent lay a Wall of Reflection, Dagger Storm, Magnetic Aura, or Swirling Wind, currently there’s ZERO method, through teammates or any other means, to help you deal with the projectile destruction/reflection. All you can do is wait it out and nothing else.

Ranger is a class that relies heavily on projectiles. It is kind of unfair to us to have such hard-counter that have no method to counter it back. I think there should be traits or skills that help us “penetrates” through reflection or projectile destruction. It can be a Grandmaster Traits, it can be skills activation, it can be boon, basically anything that may help projectiles go through reflection.

I know people will argue about “it’d be OP!” and stuffs, so ofc this counter-play shouldn’t come cheap either. Maybe a duration limitation, a boon that can be removed as counter-play, or make ranger has to make hard-choice to get it. But at least give us option to do so. Note that Mesmer is a class that has all of those none projectile range abilities that can hit through anything.

(edited by Aomine.5012)

Bows, realism and lack of target-less skills

in Ranger

Posted by: Justine.6351

Justine.6351

Okies you can use longbow without a target, its just much harder. That’s why there is target lock. Also while you may not be able to attack people directly behind you, you can strafe which allows you to attack foes almost completely behind you. Strafing is MUCH faster then back peddling and only slightly slower than in-combat forward movement. If they get into melee range for a cc, don’t dogeroll backwards, dodgeroll through them. I don’t know why but it gives me more time before they are on me again.
If you don’t have strafe left/right keybinding as a projectile user (or anyone I guess) you are not going to like pvping with projectile weapons.

http://wiki.guildwars2.com/wiki/Movement_speed

http://youtu.be/QUoqXe8-iig

(edited by Justine.6351)

IMO Barrage needs to Immobilize not Cripple

in Ranger

Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Barrage should just do more damage, WAY more damage.

Barrage does more damage than RF. It’s problem is that it takes 12 hits to do it and those hits are over a long period of time. 12 seperate hits also makes it terrible for WvW because you can kill yourself due to retaliation pretty easily.

I would suggest that Barrage be changed from (x12) attacks to (x4) and triple the damage of each hit. Have each hit apply 3s of Cripple for a total of 12s, down from 18s. Reduce the channel to 2s. Would be much better then.

So I finally rolled a ranger

in Ranger

Posted by: Sebrent.3625

Sebrent.3625

I play ranger and it is so easy …

I kill men by the hundreds. I consume them with fireballs from my eyes and bolts of lightning from my butt.

Christian. Husband. Father. Friend. Developer. Gamer.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.

So I finally rolled a ranger

in Ranger

Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

…Shout bow warrior takes more skill than ranger…..

Oh, I get it now. It’s a troll thread?

Ranger: worst class out of all - Worst build

in Ranger

Posted by: Sebrent.3625

Sebrent.3625

Well, would you say a permanent Flesh Golem for the Necro is stronger than his current mechanic?

Flesh Golem wasn’t designed to be as powerful as a class mechanic … so no. Also, many Necromancer hate Flesh Golem even as an elite. Necro AI-dependent mechanics make Ranger pets look like Einstein.

Would you say that a permanent summoned weapon would be stronger for the Guardian than his Virtues?

No, as, again, they were not designed to be as powerful as a class mechanic. Also, most Guardians currently don’t like their weapons (for good reasons). Similarly, Guardian Spirit Weapons make Ranger pets look like Einstein.

Would you say one permament clone for the Mesmer is stronger than his current mechanic? No?

First off, know the class. A clone is a weak piece of paper that does practically no direct damage (see: single digit).
Second, no because a single clone (or even phantasm) was designed to be as powerful as three clones/phantasms AND shatters.

I thought so.

Thought what? That people wouldn’t think that your horrible examples were good?

But please, tell me your version of the story. Why are the pets not the worst profession mechanic? What profession mechanic is even worse?

Pet stats are independent of my stats, so I can go full tank and still have a solid source of damage.

Pets can still operate even when I’m LOS’d, CC’d, down. This means that unless both the pet and I are taken out, I’m not 100% LOS’d, CC’d, down.

Pets can body block non-piercing projectiles.

Pets can take aggro.

Pets provide additional CC and damage.

Pets provide additional utilities via their F2 skills.


  • Are pets perfect? Nope.
  • Are Mesmer illusions perfect? Nope.
  • Are Warrior burst skills perfect? Nope … still getting tweaks … even had to change traits with the upcoming Specialization to get some Warrior builds to even use burst skills.
  • Is Necro Deathshroud perfect? Nope … please see the latest videos, etc. talking about how Necro Life Force + Deathshroud don’t scale well.

Everything has its pros and cons … use more brainpower figuring these out and how to work with them and you’ll do better than you will making bad comparisons.

Christian. Husband. Father. Friend. Developer. Gamer.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.

Warrior's New Weapon and Specialization

in Guild Wars 2: Heart of Thorns

Posted by: Ralanost.8913

Ralanost.8913

It’s would be completely nonsensical and has no lore president. It makes no sense and is based on some weird delusion of yours.

DragonHunter..maybe i'll take a break

in Guardian

Posted by: Lord Rheios.4152

Lord Rheios.4152

I thought during one of the interviews they said they were completely reworking the shield? Does anyone else remember that or am I just nuts?

If they are reworking the shield then thats great news. Unfortunately it doesn’t help too much with dragon hunters though where they have some longbow specific traits. Although i gotta say my main gripe on the class is the traps…Traps just don’t meld well with the guardian concept imo (other’s opinions may differ). Still seems really left field to me. Look at other spec’s for examples on melding… Ranger (nature, pets, bows) goes to Druid (nature still so it melds well, then magic and tba stuff), Mesmer (trickery, Manipulation, displacement) goes to Chronomancer (Manipulates time so it melds well, other great stuff but i don’t play mesmer) and Guardian (buffs, defending, etc) to Dragon hunter ( Longbows, traps, damage, lots of cripple, etc.) Not much similarity here.

Arguably Guardian CAN be very militant in its defense. My guardian was always much more Torch tossing heretic-hunting ,Flame Legion slaying, Charr zealot than any bulwark against a foe. The best defense is a good offense and all that. From the way that Peters describes it, I saw the Dragon Hunter as a specific application of that same zealous urge to punish the wicked who would harm people. Which groks to me.

So you’re setting traps to slow enemies and leave trials of blood so that you can find them, stake them to the ground, ignite them in flames, and smite! Smite the dragonspawn before they can reach our homes! Our spawn’s fahrars! Hunt them in all the dark places of the world and bring searing light to them. Trap the paths where they hunt, the places they rest, their training ground, their warrens. Only when they are destroyed is this world safe!

So pretty much you’re still “defending” in the more general sense of preventing harm even before it can look at others. And its not like you can’t still buff. Defense still has a spot even for a DH, it just seems to me more about defending your small Inquisitorial squad on missions than everyone in a wide swath.

At least that was my take on it. Others have very different opinions of course. I wonder if they could have synced things better if they downplayed the “hunter” part and focused more on an Inquisitorial outlook, or made it sound more obviously a Paladin order type of thing.

Regardless I can see where people hoping for a little bit more “Last bulwark for survival” would be disappointed by “Smite the abomination” style play. Guardian’s always been a bit weird that way because it seems to try and incorporate both concepts. Which is a bit more wide conceptually than say Dexterous Warrior or Berserk Warrior .

(edited by Lord Rheios.4152)