Showing Posts For The Wizland.8435:

Dueling shroud % fixed or depends?

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Starting with 0% means you effectively start without several offensive and defensive options, unlike most other classes. 100% is a bit too much and gives a pretty good advantage. 50% seems fair. I don’t think it should really be changed based on the opponent.

Jesusmancer

Charr and Asura female precursor armor

in Guild Wars 2 Discussion

Posted by: The Wizland.8435

The Wizland.8435

Yes. I don’t play charr and asura for boob plates. They don’t even have boobs!

Jesusmancer

is the necromancer good?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

What’s the date of said stuff? It might be before the many buffs. Necro right now is in a reasonably good spot in PvP and PvE (if you like conditions). It’s definitely a viable option for raids and PvP.

Jesusmancer

Sudden Low Resolution Textures

in Account & Technical Support

Posted by: The Wizland.8435

The Wizland.8435

I scrounged around the forums for solutions. I didn’t find anything related to my issue, but I gave the solution used here a shot.
https://forum-en.gw2archive.eu/forum/support/support/can-t-select-high-on-texture-settings

Start the Guild Wars 2 launcher.

Uncheck “Remember Account Name.”

Uncheck “Remember Password.”

Close the launcher.

Navigate to the location "C:\Users\YOUR USERNAME\AppData\Roaming\Guild Wars 2

Locate and delete local.dat from this folder.

Once deleted, go ahead and start the launcher again.

It completely fixed the problem for me. Readded SweetFX and it still works.

Jesusmancer

(edited by The Wizland.8435)

Sudden Low Resolution Textures

in Account & Technical Support

Posted by: The Wizland.8435

The Wizland.8435

I don’t think the issue is with SweetFX since I have completely removed it. I checked my GPU settings and there doesn’t seem to be anything odd there. I messed around in the settings, tried resetting them, and disabling them but nothing worked. I don’t think the issue is with my GPU since the only game that has this problem is Guild Wars 2.
If it helps I have a R9 270 2GB video card, a i5-4460 Intel processor, and 16 GB of Memory.

Jesusmancer

(edited by The Wizland.8435)

Expertise does not affect self-applied condis

in Bugs: Game, Forum, Website

Posted by: The Wizland.8435

The Wizland.8435

This is intentional, it used to do so but was changed in a previous patch.

Jesusmancer

Sudden Low Resolution Textures

in Account & Technical Support

Posted by: The Wizland.8435

The Wizland.8435

After I restarted my computer, Guild Wars 2 now has low resolution textures in some areas. I’ve tried restarting GW2, restarting my computer, changing the graphics settings, repairing the game client, and completely removing SweetFX but that hasn’t fixed it. The problem only seems to be with GW2, I’ve tried other games and their graphics are the same as usual.
What it looked like before: http://imgur.com/a/Nvcpf
What it looks like now: http://imgur.com/a/QzHyv
My graphics settings: http://i.imgur.com/RNN7HrX.png

EDIT: Changing the graphics settings doesn’t seem to change anything, as if it’s stuck on low quality textures.

EDIT 2: This solution fixed it for me.
https://forum-en.gw2archive.eu/forum/support/support/can-t-select-high-on-texture-settings

Start the Guild Wars 2 launcher.

Uncheck “Remember Account Name.”

Uncheck “Remember Password.”

Close the launcher.

Navigate to the location "C:\Users\YOUR USERNAME\AppData\Roaming\Guild Wars 2

Locate and delete local.dat from this folder.

Once deleted, go ahead and start the launcher again.

Jesusmancer

(edited by The Wizland.8435)

A Few Suggestions (Sikari)

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

I agree with the suggestions for Issue 1 and YSIM, but not with anything else.
These Deathly Chill suggestions would make it better than before. It should be 2 Torment/Bleed for 4 seconds. A nerf from the old Deathly Chill, but still good.
Rise and CttB need no changes. They’re both very good skills. CttB is still the best elite skill we have and Rise is still a very good and reliable utility.

Jesusmancer

MoC bug

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

It has not, Anet fixed it so condi dmg inflicted by corrupt skills did not scale with condi duration. Now it does.

It does not scale with condi duration for all conditions. It displays as doing so, but if you actually use the skill then it doesn’t. Even for non-damaging conditions.

Jesusmancer

Improving Deathly Chill - Suggestions

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

2 bleeds for 4 seconds is good. If you compare the damage to old Deathly Chill, yes it’s lower, but not enough to be bad. Lemme show this through math (assuming 1400 condi damage)

2 Bleeds for 4 seconds: ((.06*1400)+22)*4*2 = 848 damage
1 second of Chill (old): (.255*1400)+202 = 559 damage
2 seconds of Chill (old): 559*2 = 1118 damage
3 seconds of Chill (old): 559*3 = 1677 damage

The bleeding is a great addition for short duration Chills. It stacks intensity, so it’s also good for rapid application. So long as you can apply Chill twice every 3 seconds, it’ll outpace old DC. An unrealistic goal, yes, but you won’t be too far behind old DC. Yes it’s a nerf (for PvP), but the trait needed a nerf anyway.
The issue with the current version of the trait is that the damage is very spread out and hard to keep up.

Jesusmancer

(edited by The Wizland.8435)

you guys still don't even feel at this rate?

in PvP

Posted by: The Wizland.8435

The Wizland.8435

I’m really feeling it!

Jesusmancer

Spectral healing skill?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

How about a skill that applies to the enemy?
Spectral Siphon: Heal and apply Spectral Siphon to a foe for 4 seconds. Enemies with Spectral Siphon applied to them return 25% of damage dealt to them as Life Force. 30 second cooldown, 600 range

Jesusmancer

Why is necro healing so underrated?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Every 7* seconds. Also you’re losing a lot of other stuff by just flashing Shroud. You’re losing any offensive effects and you’re losing your primary defensive skill. It’s really not worth it to just flash Shroud because you lose so much if you can’t use Shroud. 2.5k healing per target isn’t worth it.
In addition, you need to take Blood Magic for this so you either lose the sustain from Soul Reaping, the signets and might from Spite, or Reaper. Not to mention the other benefits of those trait lines (such as Last Gasp or Chill of Death). None of those are worth losing for a bit of healing.
You also need a Healing Power amulet to even get 2.5k healing. Which means you lose other stats.

Jesusmancer

Scared of scepter buff consequences

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Who really uses corruption skills and just lets the conditions tick away at their health? So let’s stop using that as a downside, as it is pretty invalid.

It’s a downside because it’s never worth doing that. It’s better to save the transfer or cleanse for when you need it, not waste it on the corruption.

Jesusmancer

Profession Balance Goals - Necromancer

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Shroud 1 in base Shroud should proc associated traits more often, whether through a lower cast time or just proccing traits multiple times. This is part of why Reaper Shroud is better, it can proc Shroud 1 traits almost twice as often (which means more might, burning, etc.)
Besides that, base Shroud should deals the same damage across all distances. Now that we have Reaper for close range combat, base Shroud would do better as a full on range option. Shroud 1 and 3 should have maximum effectiveness across all range.
Shroud 2 should be faster so it’s not as difficult to land.
Shroud 4 and 5 should have a 30 second cooldown to match Reaper Shrouds cooldowns. Shroud 5 should be more effective, increase it to 6 stacks of Torment and 2 seconds of Immobilize.

Jesusmancer

(edited by The Wizland.8435)

Cooldown Reduction on Spectral Wall?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Make it reflect projectiles. It kinda makes sense (fearing the projectiles?) and it’d make it a more valuable skill in general.

Jesusmancer

should death spiral do more damage?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Just lower cast time to like 3/4 seconds. It’s not really meant for damage and it’s already got good effects with 12 vulnerability and 12% Life Force.

Jesusmancer

Wtf? A little OP, no?

in Warrior

Posted by: The Wizland.8435

The Wizland.8435

All it really needs is a bug fix. That’s it. The rest of rifle needs buffs.

Jesusmancer

[Suggestion] New mechanic: purity

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Nah. Condition cleansing is fine. Their condi skills are on cooldown and you just negated any damage or effects they’ve placed on you. It works fine as is.

Jesusmancer

Reaper is OP

in PvP

Posted by: The Wizland.8435

The Wizland.8435

If you saw a Reaper win 4v1 then show me a video of it, because I don’t believe you.

Jesusmancer

Stop being so melodramatic.

in Thief

Posted by: The Wizland.8435

The Wizland.8435

Looking over what I said before, I was being a bit hypocritical and negative myself. I still think the community here could be better though. I edited my first post to have a more positive tone. Just at least wait until Tuesday to complain, they’ve already shown a few good changes (such as increased damage on pistols).

Jesusmancer

Stop being so melodramatic.

in Thief

Posted by: The Wizland.8435

The Wizland.8435

I don’t see how long I’ve played Thief even matters. This isn’t a discussion on whether the class is UP or whether it needs buffs. My point is that the community here is overly negative and toxic, as evidenced by the replies. I apologize if I didn’t phrase it the best way, but I think I made myself abundantly clear.

Jesusmancer

Stop being so melodramatic.

in Thief

Posted by: The Wizland.8435

The Wizland.8435

Actually, I’ve played thief for 37 hours. Anyways, you seem to be completely ignoring my point, so I guess I’ll just leave since apparently no one here wants to be constructive. Overly negative forums (such as this one) are extremely predictable, boring, and no fun, not to mention no help to anyone.

Jesusmancer

Stop being so melodramatic.

in Thief

Posted by: The Wizland.8435

The Wizland.8435

Somehow when other classes were UP their forums didn’t have the majority telling people to just quit. You really haven’t been UP for that long compared to some other classes and they’ve already shown buffs for Thief, yet somehow you have the audacity to claim that Thief is neglected and that hopelessness is an everyday state. Frankly how easily you make the switch to another class shows just how much you care about Thief.

My point isn’t about whether you’re underpowered or not, nor how long you’ve been UP and “neglected” for. My point is that threads like this should be the norm, not threads like this.

Jesusmancer

(edited by The Wizland.8435)

Stop being so melodramatic.

in Thief

Posted by: The Wizland.8435

The Wizland.8435

The thief forums are being very negative right now. The majority of threads I look at are overly negative about the current state of Thief and have at least one person telling others to quit. Please make constructive posts. Yes, it may feel like the devs are ignoring you, but they are not. Necro was neglected for a while, and look where it is now? It’s a legitimately good class. Just because you’re have a tough time does not mean you should be this negative. So please, just say what you want. Keep saying it and eventually ANet will get the idea.

Edit: Now watch as everyone simultaneously misses AND proves my point.
Edit 2: I’m not saying Thief isn’t UP or that it doesn’t need buffs. How long I’ve played Thief does not matter. I’m saying the community here is too negative, as evidenced by the replies. I apologize if I didn’t phrase it the best way, but I think I made myself abundantly clear.
Edit 3: Removed some of the more negative comments in my post and rephrased it to be more positive.

Jesusmancer

(edited by The Wizland.8435)

replace glottony with vital persistance

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Personally I believe the base LF degen should be 3% and VP should decrease it to 1.5%

Jesusmancer

Poor gold income in PVP

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Not playing PvE doesn’t mean he doesn’t want fancy skins and legendaries. A gold for each victory does seem a bit much though, I’d say just 50 silver at most for both losses and victories. It’s better to keep the rewards for wins and losses closer to each other to make things more fair. No need to give players more of an excuse for complaining about losses.

Jesusmancer

(edited by The Wizland.8435)

The problem with Taunt

in PvP

Posted by: The Wizland.8435

The Wizland.8435

The issues with Taunt have nothing to do with Ranger. The issue is that several ways of countering other CC simply does not apply to Taunt. It is undodgable, unblindable, etc. It just happens that Ranger has the most access to Taunt.

Jesusmancer

Blood/Death Magic & Scepter/Axe

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Scepter as a concept works absolutely fine, it just lacks in numbers. Apart from number tweaking, I’d primarily just change #3 to apply 2 torment and 1 extra torment for each unique condition on the enemy. Axe needs 900 range and extra damage, and the #3 should be a blast finisher. Spiteful Spirit shouldn’t have an ICD and Unholy Fervor’s damage bonus should apply to all weapons.

For Blood Magic, Mark of Evasion shouldn’t have an ICD. Vampiric and Vampiric Presence work fine, though personally I’d like to see them merged into a single minor since they accomplish basically the same thing. If they are merged then my idea for a replacement would be “Sacrificial Recovery”. If over 50% health, when a nearby ally would be downed, instead transfer 25% of your health to them. Both of you gain 3 seconds of invulnerability. 360 radius, 120 second ICD. Making Vampiric Rituals do that makes sense to me, though the Protection duration should probably be decreased to 1 second per pulse.

For Curses I’d move Parasitic Contagion to Master and let it heal in Shroud. Terror should be moved to GM, have a damage boost, and grant 50% fear duration (merged with Fear of Death in Soul Reaping). Apart from that, for Curses I’d say expand Lingering Curse to grant 66% bonus duration to all conditions and an extra 33% for Scepter (meaning 99% for Scepter) to let it compete with Terror and Weakening Shroud.

For Soul Reaping, I did say to merge Terror and Fear of Death. Instead of Fear of Death, I’d suggest “Life Conversion,” 15% of gained LF is given to you as healing. This could have some really interesting synergies, and I don’t think it’d be OP. Consider that your LF pool is only 80% of your health pool if traited, so if you get 100% LF then you’d be healed for 1*0.8*0.15=12% of your health for completely filling up your LF. I’d also like to note that the healing would obviously be based on Vitality instead of Healing Power. You also wouldn’t be able to take Vital Persistence or Spectral Mastery with it.

Honestly Blood Magic and Death Magic are fairly solid at what they accomplish, they aren’t that bad right now.

Jesusmancer

(edited by The Wizland.8435)

Are sceptres/daggers/foci/staves extinct?

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Warhorn is pretty good too. Scepter, axe, and staff are dead weight as is when it comes to PvE. For PvP staff is pretty solid and scepter is really your only choice for condi builds (though condi builds aren’t very good right now). Focus is decent, but warhorn is generally preferable. Greatsword looks like it’s gonna be very solid and compete with dagger on Reaper.

Jesusmancer

Life Siphon should be more like...

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

The issue with the skill is how long you spend casting it. You’re often gonna lose more health than you gain while casting it. The cast time needs to be shaved down to 2 or 2.5 seconds.

Jesusmancer

party Specialization icons.

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

From what I’ve heard that’s the plan. Elite specializations are supposed to have their own icons, but it seems like that hasn’t been implemented yet.

Jesusmancer

Wishlist: Differentiating Bleeding/Burning

in PvP

Posted by: The Wizland.8435

The Wizland.8435

I think it’s already different enough. Burning is a bursty condition that requires less condi damage investment. Bleeding is more of an attrition condition that can be reliably and easily applied. Or at least, that’s what it’s supposed to be, but as is burning is too easy to stack.
That’s not to say I dislike the suggestions here. I just don’t think they’re necessary.

Jesusmancer

Undesirable Utility Skills

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

  • Corrosive Poison Cloud: This has already been improved and master of corruption makes it a very good skill. But for some reason, it’s underused. Blocking projectiles as some people have suggested doesn’t fit with either the skill or necro in general. If they want to boost that, they could add some vulnerability on top of it, add life force for the necro, or immunity to poison for allies. Each of these can make this skill OP in the right build though. Or maybe corruption builds need improvement?

How on earth is this a good skill? Is there any reason to use it over other stuff? And how does blocking projectiles not fit with the skill? It’s a corrosive poison cloud, you’re corroding the projectiles. And yes, corruption builds need an improvement. There are all of 4 corruption skills worth using and 2 of them are healing/elite skills. MoC is basically worthless compared to other traits. Anyways, here’s my suggestions.

  • Well of Blood: Passive healing increased and changed to a water field.
  • Corrosive Poison Cloud: Make it block projectiles. Maybe the duration should be decreased to 10 seconds to balance it out, especially with my suggestions for MoC.
  • Signet of Undeath should grant 3% LF every 3 seconds, or in other words 1% LF every second and the cast time should be reduced to 2 seconds.
  • Spectral Grasp: Make the projectile faster and track better or function more like engineers Magnet.
  • Master of Corruption (the trait) should grant 1 second of quickness and 10% Corruption CD bonus per unique condition after using a Corruption (conditions gained from using said Corruption counts towards this trait).
Jesusmancer

(edited by The Wizland.8435)

Deaths in core game

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

Then why gliders and not fast mounts that can jump… lol

And what you mean maps are not designed for it. You mean the whole Magumma is 1 instance??? No loading areas?

Oyranos, it literally wouldn’t function. There’d be major collision issues and massive JP skips and such. The current maps are not designed for it because gliding would allow you to reach areas you’re not supposed to reach and do things you aren’t supposed to be able to. HoT maps are designed with gliding in mind, but current maps would have gliders either be pointless or game-breaking.

Jesusmancer

GW2 Roles: Attributes & Builds

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

I disagree with making boon/condition duration affected with stats as that seems like something more tailored to traits and could get out of hand. Setting base durations for boons/conditions also doesn’t make sense because it means you can’t really set how powerful a skill is for it’s boon/conditions application. A powerful, high cooldown skill would apply a long duration of a condition, but a shorter cooldown skill shouldn’t apply as much. Should Reaper GS apply 5 seconds of chill base with the auto? No. How on Tyria are you supposed to immobilize anyone for any time with a 0.5 second duration? Even if the stats make stuff like immobilize better, it would mean it would be completely useless on builds not using those stats. Why should condition builds get extra benefits as opposed to power? And if you make the base better and reduce the scaling, why even make it affected by stats in the first place? Conditions don’t exist solely for condition builds to take advantage of. There are many different conditions that are useful outside of condition builds.

There’s also not much point to making defensive stats work as offensive stats, because that’s just giving them extra functionality over power. I think they should stay as what they are as is (something to help with surviving), they just need to be better at what they do in PvE. The main issue right now is that there’s absolutely no reason to ever take defensive stats due to the PvE content being easy. Defensive stats definitely have a purpose, as shown in PvP. People actually take defensive stats in PvP.

I have no idea what critical durations are supposed to be, so try making that more clear.

Jesusmancer

Damage calculation

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Only on the wiki. I don’t know where you found the damage coefficient for backstab. Did you think the damage number listed on the skill was the damage coefficient? Because that’s just how much damage the skill will do.

Jesusmancer

Avergage Queue Time Doubled Recently

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Whether the queue is good or not depends on your luck. Personally I got into a match literally the instant I pressed the queue button earlier today. But it is likely that a lot of players are doing the Mordrem event so less people playing PvP.

Jesusmancer

Bleed baseline for every class

in PvP

Posted by: The Wizland.8435

The Wizland.8435

It’s a neat idea but it’d be harder and longer to do than just balancing properly. Plus the theming and such work better with burning. There’s not much reason to change it

Jesusmancer

Explain Staff to me

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Staff is an excellent weapon. There’s no conceivable reason to give it up right now because it brings so many things in one skill set that other weapons do not.

  • 1200 range. It brings ranged pressure and helps me engage.
  • Conditions. No other necro weapon set brings high range and on demand chill, poison, fear, and a solid condi clear all in one combo.
  • AoE. Every skill is an AoE. All of them. This means I can use it to easily pressure groups of enemies or detect stealth.
  • Unblockable. This means I can easily deal with any guardians or anything causing issues.

It’s not OP but it’s a very solid weapon. It’s niche is utility. It brings unique and powerful on demand, high range utility. The only thing bad about it is the auto-attack.
If you don’t use staff you are basically crippling yourself, because your other weapons can supplement staff in any areas it’s lacking. For instance, if you want damage and life force, just take Dagger/Warhorn.

Jesusmancer

This is bad design!

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Not everything needs to be active. Having absolutely everything be active would be massive to keep track of and passives enhance the class without forcing it into a specific thing. Also the point of traits are to be passive. That said, I do think some passives need to be altered. Passive stun breaks and condi removal is fine (functions as a safety net but won’t save you if you suck), but invulnerability is not because it can’t be countered.

Jesusmancer

Taunt: Should it be block/evade-able

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Taunt probably should be blockable and evadable. There’s no reason for it to have less counterplay than other forms of crowd control, and it’s already unique in that it forces you to go to the enemy.
EDIT: Not sure if they fixed it or not but you should also be able to select targets and use instant cast skills while taunted.
EDIT2: Basically it should function the same as fear except you move in the opposite direction.

Jesusmancer

(edited by The Wizland.8435)

Why does Stronghold have a Time Limit?

in PvP

Posted by: The Wizland.8435

The Wizland.8435

Simply put, to prevent eternal stalemates. I don’t like them. I will say overtime as is needs tweaks and I’d like to see it work differently, instead of being based on points. I think a good way to do it would be to have the two lords (as well as supporting minions) come out and duke it out in the middle of the map (where supply is held). Each remaining gate for your side grants a 10% damage bonus to the lord and your minions.

Another idea is to set the minions on a sort of overdrive. As the match progresses further into overtime, the summoned minions gain increased health and speed and the lords health is reduced. Mist essence channeling time is decreased and it spawns more often. Eventually this would result in players being unable to keep up and someone would lose. Personally I prefer the former, but this works too.

Jesusmancer

PVP basic game design: TTK (time to kill).

in PvP

Posted by: The Wizland.8435

The Wizland.8435

I heavily disagree, because at that point damage ceases to matter and it suddenly becomes a match of which classes bring the most support. Some weapons and options are good, not because of time to kill, but because it brings something unique to the table. Said something unique might not assist in winning fights, but it can definitely help you out. For instance: mobility. It’s not crucial to winning a fight, but it’s very important for winning a match. You shouldn’t be able to have that without giving up anything.

That’s not to say the power of some classes isn’t off. The game is imbalanced and some things need a buff, whereas others need nerfs. But this idea is flawed.

Jesusmancer

A Necro itch I havn't seen scratched yet.

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

Personally I think reduced falling damage should be part of a mastery and that all the falling damage traits should be removed and replaced.

Jesusmancer

Cannot Make Revenant

in Revenant

Posted by: The Wizland.8435

The Wizland.8435

If you want to choose Revenant next time then just select it during class selection while making a beta character.

Jesusmancer

Unrelenting Assault is massively OP

in Revenant

Posted by: The Wizland.8435

The Wizland.8435

Double dodges are not a counter, as it requires you to blow your defenses to dodge one skill on a ten second cooldown and even then you get hit a few times, and it’s your only option. Very few blocks or invulnerabilities last long enough to stop it and the skills that do last long enough typically have too long of a cooldown to stop it often enough.
Even if you do use them you’re left with nothing to stop other skills. There is no way to fully stop it more than once, which is too much for a skill that can hit for so much damage. There is no other skill in the game that cannot be kited, evades, AND deals lots of damage on only a 10 second cooldown. Similar skills don’t have such a huge variety of functions and have more ways to counter them (such as reflecting Ranger LB #2). For comparison, Mesmer Sword #2 is similar to this, but for that you can just walk away if you want, whereas this skill cannot be kited.
Having allies is not a counter, as it means the Revenant cannot be beaten outside of team fights, so you have to just give up if everyone else is busy. Team fights are not all there is to PvP.
And if sword is useless without this skill then… Buff the other skills? If this is the only reason to use sword then obviously the weapon is poorly designed. Move the damage to other skills, like the #2.
Personally I suggest only making it follow foes for a maximum of 300 units. It forces the foe to play intelligently and get away when using it, while still leaving you with an advantage (forcing the enemy out of position and off point OR taking lots of damage). Another option is to front load the damage, to make it more reasonable to stop.

Jesusmancer

(edited by The Wizland.8435)

Knockdowns

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

So I use my stunbreak on the first knockdown skill, narrowly avoiding the attack that hit just where my head had been … what do I do the next time I get knocked down when my stunbreak is still on cooldown? Let me answer that for you, I get defeated.

“DODGE!” – Piccolo

Me: Long cooldowns for short effect. Often 40 sec or more for <6 seconds of effect.
Them: Multi-hit knock/daze/down on less than 10 second cooldown.

What that tells me is I shouldn’t bother.

Try interrupting their knockdown skills too. The point is to avoid getting knocked down in the first place. Stun breaks are just a safety net. Although I do agree that those skills are used a little too often.

Jesusmancer

Break bars

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

Personally I find it significantly easier to CC than with Defiance, as Defiance was just frustrating, especially in areas with lots of players when a boss would get 50 stacks of Defiant and you’d have no hope of CCing them. This works a lot better, though it does need a buff since it’s pretty fragile as is.

I will say soft CC shouldn’t affect the Defiance Bar and should apply their own effects, like with how Defiance worked. I will say Weakness and Vulnerability should only have their duration reduced against particularly large world boss type foes, not in instanced content. Blind should have 50% effectiveness (25% against world bosses) instead of the current 10%.

Jesusmancer

(edited by The Wizland.8435)

Gliding

in Guild Wars 2: Heart of Thorns

Posted by: The Wizland.8435

The Wizland.8435

Yea, the lack of updrafts here is a little disappointing. There should at least be a few to help you recover from falls or take shortcuts. Apart from that it’s pretty solid though.

Jesusmancer