Showing Posts For Wolfbrand.6523:
Hi all,
New Chronomancer here with a quick question…
I hit 80 recently and geared up my Chrono to be Sins armor/weapons and zerker trinkets. I play predominantly a quickness/alacrity support while keeping up my own personal damage (basically the FOTM metabattle build).
I have exotic armor/wep but ascended trinkets. I’m about to craft my ascended sword, but I want to be sure that assassin’s is the right call before a craft the weapon. I’m mostly confused because, as a Dom/Illusions/Chrono specced Mesmer, there aren’t any noticeable traits that call for so much crit.
So I guess my question(s) is simple…
Why does Mesmer/Chrono love crit so much?
Is assassin’s ascended weapon the right call, or is zerker more applicable?
Thanks!
Please take a look at this Anet!
This way it would be a viable AOE ability for direct damage builds.
It really infuriates me, as a P/x enthusiast, that our weakest weapon set was glazed over in a patch that claimed to “increase build diversity”. What changes it did receive were an inadvertent nerf.
Moreover, how did you develop an interesting new condition that punishes movement and fail to fold it into our weapon set that would most appreciate it?! Three seconds of vulnerability? That’s the change MH Pistol gets? Not torment? Or a buffed vital shot?
What a difference it would have made if body shot was changed to apply torment. Anet really missed an enormous opportunity to excite thieves into trying a new playstyle.
I was incredibly excited for this patch and it turned out to be a complete and utter let down.
I am also running 30/10/0/0/30. It’s quite fun dropping a big eviscerate and filling adrenaline right back up.
How do you guys gear up your berserker warriors? Right now I’ve got berserker in every slot except Head/Chest/Legs (the least efficient for Crit Dmg).
Do full damage warriors typically drop berserker pieces in every slot, or do certain pieces find room for defensive stats?
Thanks!
Please fix Shatterstone!
I like your suggestions, but there are already too many stats in the game.
Power
Precision
Crit Damage
Condition Damage
—
Vitality
Healing Power
Toughness
Agony Resist
—
Then to a lesser extent:
+/- Condition Duration
+ Boon Duration
I could, perhaps, see them folded into less utilized stats. For instance, Healing Power + Awareness = Merit (who knows, just brainstorming here). Maybe Crit Damage + Alacrity = Furor (crit damage would have to be tuned down across the board though).
Just food for thought.
Guild Wars has always functioned on the basis that fewer skill lead to more strategic play — every button counts much more when you only have 10~ skills to utilize.
Unfortunately, damage is split between condition/power resulting in many weapon skills losing functionality based on which path you take. For instance, Death Blossom is completely useless to a Thief built around power. Similarly, the direct damage weapons (Guardian Hammer for instance) give very little utility for condition builds.
My suggestion is to incorporate traits that alter the functionality of these skills. For instance, “Dagger Training” (IX Deadly Arts) could read “Dagger damage is increased by 5%. Death Blossom no longer bleeds, but deals 150% more damage.”
These niche traits would help create diverse builds that increase the viability of weapon sets for different builds.
Alternatively, weapon skills could have their own toggle (much like switching utility skills) where you can swap out one version of Death Blossom for another (condition <—> power).
Comments/additional suggestions are welcome.
Just guested to Tarnished Coast NA and Grenth is now closed.
More Suggestions for the Zeal Line:
Zealous Blade —> Zealous Symbols
- Symbols move with the user for their duration.
Revenge of the Fallen
- Deal 50% more damage when downed. When you or an ally rallies, gain stability and 8 stacks of might for 6 seconds. (6 sec ICD)
Shattered Aegis
- When an aegis you applied is removed, it burns and immobilizes the source of damage.
Greatsword Power —-> Brave Blade
- Greatsword damage is increased by 5%. Whirling Wrath consumes an active aegis effect to deal 10% increased damage and heal nearby allies.
Protector’s Impact
- Create a Symbol of Protection when you take falling damage or knock back a foe. Take 50% less falling damage.
(edited by Wolfbrand.6523)
Radiant fire doesn’t really need a change, 15% is plenty for already extremely short Cds on an offhand, and you are destroying the torch synergy with the 10% extra damage to burning targets in the zeal tree by removing the burning, if anything make torch #5 actually add burning with the trait.
I get that the AOE pulsing burn has that synergy, but for ranged specs it has almost no value. This is more of a trait to increase the viability in WvW and dungeons rather than solo where the torch acts as more of a ranged offhand to complement scepter.
Making smite bigger would just hamper it more as it doesn’t pulse, is does 15 hits to targets in the effect. which would mean with a bigger area each hit would only hit a person like once in zergs, leading to a straight drop in damage per more targets. It would be better to have something where smite actually hits less times but does more damage per hit, that way it makes it better all around.
That’s actually half the purpose. Tagging with scepter is quite hard in WvW. Feels bad to have to constantly switch to staff just to feel like you’re doing something outside of beating on a gate — but I like your suggestion too of toning it into a smaller but stronger AOE. Perhaps even a little faster so that it synergizes better with scepter #3.
Inner fire is fine as it is, maybe even broken in sPvP and zerg vs zerg battles, as it has no CD already, and is applied each time burning is applied. Stand in an enemy fire field for the duration and then just cleanse the condition and boom, tons of fury.
And…that’s the point. You’re being very short-sighted. It’s good situationally in one place in the game. This makes it a little worse in WvW (2 seconds instead of 3) but better everywhere else. You have some control over giving yourself fury. Giving the player options and abilities to utilize is much better than the massive amount of passive bonuses that traits give.
I really do not get why everyone complains that ZD needs to be able to be used while moving. Mesmers and warriors and thieves all have skills like ZD that root them while casting. The only difference is that they all have ways to immobilize/cripple on the same weapon, thus making them easier to land. Guardians need some CC on things other than hammer and scepter, not movement while using ZD.
It’s about fun. Self-rooting is not fun, especially for an ability that isn’t particularly amazing (comparing to similar abilities like Hundred Blades, Pistol Whip, etc). This is a game about movement, placement, and dodging. Self roots should be limited. It’s more a simple perk that enhances fun while not breaking a weapon.
Don’t mind mace of justice, though it still wouldn’t make me ever want to use mace
And that’s fine. It’s a perk that, again, is about making skills more fun rather than overpowered. Something that might pique someones interest.
The whole trait honestly needs to just be scrapped, it is more of a gimmick than a working trait, and is extremely situational.
It is very gimmicky. That was the point of weakening the one niche aspect and folding it into a fury effect. It has applications for a Guardian looking to deal damage at melee or ranged.
All of these changes were suggested with the criteria of:
- Increasing fun
- Bolstering weak traits
- Helping weaker weapon sets (everything outside of Staff/Hammer/GS)
- Diversifying traits to work outside of specific niche roles
- Maintaining balance
Simply stating “it’s fine the way it is” for traits that never see the light of day, or are simply boring is not proper enough reason to maintain the status quo of X amount of viable traits.
(edited by Wolfbrand.6523)
All professions suffer from some lackluster traits that never see any use. Guardian is no exception. Maybe we can get some visibility for the upcoming patch that is bringing trait changes. Post your trait ideas here!
Radiant Fire
Torch skills recharge 20% faster. Zealot’s Flame no longer burns, but now explodes dealing area damage on up to three foes.
Scepter Power
Scepter damage is increased by 5%. Smites area of effect is increased by 50%.
Inner Fire
When you are set on fire or inflict burning you gain 2 seconds of fury.
Powerful Blades —> Harnessed Blades
Sword and spear damage is increased by 5%. Zealot’s Defense may be used while moving.
Mace of Justice
Mace damage is increased by 5%. Symbol of Faith is instant.
Unscathed Contender —> Fury of the Saints
Deal 15% more damage while under the effects of aegis. When aegis is removed, you gain fury for 6 seconds.
Please contribute your own submissions/suggestions for increasing the viability/fun of many of the Guardian traits!
One of the things that seems like a big design flaw is the division between Power and Condition Damage. While I believe that they work better as separate stats, it limits our small pool of abilities greatly.
Many weapon sets are confused in their purpose (condition weapon vs power weapon), making them inherently weaker than clearly designed weapons (Warrior GS for instance). For example, the Thief MH Pistol applies a bleed on hit, yet the P/P setup has a dual skill that relies heavily on stacking direct damage stats.
I suggest that weapon abilities scale better with “off stats” to encourage diversity
Moves that apply conditions should have a low base damage, but scale exceptionally well with power, thus, if you are a Direct Damage build the condition will be harmless, but the move will still be a tool to use thanks to scaling. On the other hand, if you are a condition spec, the move will apply very little direct damage, but still apply lethal pressure.
What an awesome skill! It’s a shame Flanking Strike doesn’t have many practical applications other than as a utility boon removal. It would be quite awesome if the pathing was fixed, the damaged was increased, and perhaps it was sped up a bit.
I’ll help out here, since people completely ignored my thread on this topic.
Hemorrhage: Deadly Arts, 20 points. Application of a bleed effect has a 30% chance of weakening and crippling the target for 2.5 seconds.
Bullet Time: Acrobatics, 10 points. Landing a critical hit with a pistol-based ability regenerates 1/5 of your endurance bar.
Raid: Deadly Arts, 30 points: Using body shot or Vital shot triggers a state on the thief that prevents weapon swaps and usage of any non-pistol based ability, but grants stability, swiftness, and 50% faster activation on all attacks for 5 seconds.
Duelist: Acrobatics, 10 points: 5% increased damage with sword-based abilities. Grants a 30% chance to block any incoming melee-range attack, a 15% chance to block any incoming ranged attack.
Edge Counter: Shadow Arts, 20 points: If the thief is crowd-controlled while using an ability, he will immediately break the stun and counterattack with his current stealth-breaker ability. 60 second cooldown.
I love these ideas. That’s the kind of love P/P needs!
The Thief, while being one of my favorite (if not my favorite) classes in the game, suffers from a slew of vanilla, boring, uninspired trait choices. Too many trait choices boil down to 5% more damage with X, 5% crit while Y, or -20% cooldown with Z. In this thread, we have fun with what could have been. Post your awesome, imaginative, unique, and fun trait ideas here!
Deadly Arts
- Dagger Training – Dealing damage with daggers has a chance to grant a stack of Expertise. The next skill used after five stacks costs no initiative.
- Combined Training – Dealing damage with dual skills has a chance to grant a stack of Cunning. The next non-dual skill used after five stacks deals 15% more damage.
- Quick Venoms – Venom skills recharge -20% faster. When venom conditions are removed, they explode dealing damage to all enemies nearby.
Critical Strikes
- Pistol Mastery – Your pistol attacks with the first weapon-skill slot no longer bleed, but activate 20% faster and deal 20% more damage.
- Combo Crit Chance – Grants three seconds of bonus critical chance/damage to dual skills after dodging.
Shadow Arts
- Master of Deception – Deception skills recharge 20% faster. When you cast a deception skill, the active cooldown on steal is reduced by three seconds.
- Power Shots – Your shortbow attacks with the first weapon-skill slot no longer bounce, but deal an additional 10% damage and explode on impact dealing half damage to surrounding enemies. Harpoon gun shots pierce.
- New Talent Band of Thieves – When you stealth an ally, their next attack inflicts vulnerability and weakness.
Acrobatics
- Master Trapper – Trap skills recharge 20% faster. Create a needle trap when you stealth (45 second cooldown).
Trickery
- Flanking Strikes – Attacks from behind apply four seconds of vulnerability (1 second cooldown).
- Initial Strike – Cause cripple with your first strike when entering combat.
- Ricochet – Pistol shots have a 100% chance to bounce, but deal 60% less damage to each target after the first. Ricochet hits cannot deal critical damage.
- Long Reach – Steal now returns you to your original location after stealing.
Those are just some of my ideas. Obviously the goal isn’t to be OP, but rather, to transform boring talents into useful/fun ones! Numbers are all subject to debate, but ultimately, the idea was to create interesting interactions between skills and traits rather than just boring +X%, -Y% and so on.
Please feel free to add! Be as imaginative as possible! Who knows, maybe ANet will see an idea they like!
(edited by Wolfbrand.6523)
Body Shot needs reworked. It doesn’t need to be superbuffed into 8-10 stacks of Vulnerability for 15-20 seconds (I laughed at this).
From my original post:
Solution: Increase its duration dramatically (15~20 sec), this way you can weave it into your “rotation” to keep stacks rolling; increase the stacks of vulnerability (8~10) applied.
One or the other. Not both. If you increase it’s duration, it’s worth using in PVE as an increase to you/your team’s DPS. Six seconds of vulnerability is nothing.
If you increase the stacks, it has the same effect, but is a burstier alternative (setting up 25 stacks solo into an unload for example).
Independently, neither of these ideas are OP. I’m afraid you may have fused two separate ideas into one. So please, read properly first before you judge! Likewise, I didn’t ever imply (in fact, I did the opposite) that all of these changes are necessary, simply fixing/tweaking a skill or two could put P/P on the chart.
P/P is obviously not in a good place. I’m sorry that your solution is “it’s fine” when Anet and everyone else is aware of the elephant in the room.
While i like your thread it will probably get deletd since you called Anet in the title
Talking from my own experience.
Thanks, I’ll save the post just in case.
The small buffs to P/P were much appreciated in the last patch; however, long time players of the Thief class are well aware that it was only an incremental buff that didn’t accomplish much in allowing P/P to be as diverse, fun, and effective as the other sets. I hope that these weapons continue to be looked at, and hopefully a few suggestions can be taken and applied to help address the issues associated with P/P.
Some suggestions:
- The auto-attack is weak and slow, this needs to be looked at first and foremost, it also suffers from an identity crisis in that it wants to be build for condition damage/duration, but the other skills represent a more direct damage approach.
Solution: Make it scale well with power to benefit direct damage builds; increase its rate of fire for condition builds. - Body shot doesn’t quite have a place in the set. It’s rarely, if ever, worth casting over unload.
Solution: Increase its duration dramatically (15~20 sec), this way you can weave it into your “rotation” to keep stacks rolling; increase the stacks of vulnerability (8~10) applied. - Unload, while a great burst ability with haste, is too slow. It does less DPS than the sword auto attack.
Solution: Reduce its channel time and/or after cast delay — if this poses issues for PVP balance, the direct damage can be reduced a bit and moved over to a bleed/poison condition, thus allowing unload to be a viable tool for condition builds. - Headshot is an amazing tool in PVP and still a decent one in PVE. It doesn’t really need much changing, however it does almost no damage in an offensive-minded set.
Solution: Tweak the damage upward just a bit and/or add a confusion debuff when something is interrupted. This rewards good play, and gives an extra incentive to hit something other than unload. - Black Powder is too expensive.
Solution: Lower it to 5 initiative, even if you have to tune it down.
Traits
- Ricochet is an amazingly fun trait. I’ve tried it on test dummies and it’s hilarious watching my bullets bounce…but it’s still incredibly unreliable and only presents a small boost under specific circumstances.
Solution: Increase the rate to 33%-50% with full damage bounces or 55-75% bounces with reduced damage.
General
- Pistols do about ~25% less damage than comparable sets. Overall, it just doesn’t hit hard enough. Its not quite a utility set, and not quite a viable damage set. It needs more tweaking upward in general if it is to compare with a set like the Warrior’s rifle.
These are just some suggestions from a beta/release Thief. I wouldn’t ever expect all of these changes to be implemented, but these merely represent a couple of ideas that could work in fixing some of the core issues of the P/P set. A 5% buff to damage and a large buff to a useless talent were a step in the right direction, but hardly remedy the shortcomings of a weak set. As someone who dreamt up an awesome steampunk Thief, I am still waiting for the day I can feel like I’ve made a wise choice with my weapon slots — much like the strength of D/D, SB, P/D etc. — while maintaining the awesome flavor that is a P/P Thief.
Getting a group for FOTM is incredibly hard. The variety in difficulties has made an unnecessary challenge out of finding a group. I propose this —
You still level up in difficulty, as long as all members are in the same bracket. For example, the brackets would look like this:
FOTM 1-4
FOTM 5-9
FOTM 10-14
So if someone was level 3 and they were playing with a level 2, they would still be able to advance their difficulty potential to 4 at the end. This eliminates larges amounts of individuals on slightly different difficulties, while also preventing people from abusing the system to rank up in lower difficulties (IE a level 15 playing a level 9 difficulty to avoid agony).
Thoughts?
I’ve clocked 300+ hours on a thief, so when it came to buying my warrior’s shoulders I mistakenly went for the medium variety out of habit. I’m not particularly upset, but it made me realize this feature would be great!
I came across a spreadsheet that had the weapon DPS of the auto attack for each of the warrior weapons. I did not create this, but would like to share it if you all haven’t seen it yet! Credit goes to Speedracer00z of reddit:
https://docs.google.com/spreadsheet/ccc?key=0AtMWTrKfbe3_dGg2SkxWN3FvT1pVVVhIbVR3NXJWb1E#gid=0
(edited by Wolfbrand.6523)
I think a sell back option would be a wonderful addition to the game. As the recent victim to buying the wrong piece of gear with tokens, it would be lovely to have some sort of protection against silly errors like this! It doesn’t affect the game in any meaningful way other than being a boon to those who mess up (as is so common in humans). For those inexperienced with other games that have such a feature, it would allow you to “sell back” certain items and get refunded the cost. In this instance, you could sell back a piece of dungeon gear within X minutes of buying it, then get refunded the tokens.
Hopefully you all will agree!
(edited by Wolfbrand.6523)
@Nanashi
While GS does get -20% cooldown, might on crit, and 10% damage you have to compare with what axe gets, which is…
10% crit damage, 5% damage, and extra adrenaline on crit.
I wasn’t paying attention to my patcher when I booted up. Did they fix the dungeons?! My friends and I have been on alt duty because of perma-DR on dungeon rewards. I’d like to know if it’s safe yet!
How well do the shout heals scale with healing power? Is it worthwhile to invest in it?
TL;DR: Hit the DR while casually leveling in Harathi Highlands. Another case of the DR gone awry, or is the system working as intended?
While leveling in Harathi Highlands, my Warrior smacked headfirst into the infamous DR. I was finishing up my map completion when the Kol (champion giant event which leads into a few other events) DE popped. I went over and fought him for a good 5~10 minutes and was met with about half my usual reward (3,000 exp down to 1,500).
Hrm. Weird.
I then continued the chain, an escort. Dropped another 33% in rewards (down to about 1,000 exp). The real clincher here comes from the last chain where I earned a whopping 150 experience for a 10~ minute fight against a champion (about 5% of my usual reward). While I did engage in these events rather quickly, it was as intended — they were a chain after all. Outside of events I was diligently working on my Harathi completion — at level 44 (appropriate for the map). Clearly I wasn’t grinding DEs by any stretch of the imagination.
I stopped dungeoning on my Thief because of the wonky DR resulting in miniscule rewards for my friends (15 tokens per run that shouldn’t be DRed at all). Now my Warrior is blighted by the haywire DR or am I just crazy?
Is it me or does 3% bonus damage to our burst skills seem incredibly awful? Outside of Eviscerate/Aimed Shot, they don’t particularly hit that hard. This line could definitely use some loving!
Mine is bugged too. I go to the Seraph scout and it doesn’t update the quest. Then I go across the river to the bandit hideout and there is no portal.
I have the Mine Rune of the Pack, but a quick test shows that the 10% swiftness duration is working.
35 seconds of swiftness with both my shouts popped
vs.
32 seconds of swiftness without the rune.
What makes the dungeon “unplayable”?
The only pug-able ones have been buffed quite significantly. I have a handful of IRL friends I play with, but rarely are they on at the same time.
I should probably just look harder for a serious endgame guild, because currently every guild seems like a social forum than a means to get objectives completed in game.
My server is currently getting slammed in WvWvW (+0 points per tick at the moment), and my go-to dungeon has been nerfed (RIP Sorrow’s Embrace explorable, I didn’t even get your armor set </3). With the odds stacked against me in both of these territories, what fun do you guys suggest for me?
I tried to do this dungeon today. We actually DID beat the first boss (even with the Grenadiers), though with a lot of dying. The second boss, however, was not even remotely doable. It was pretty much an instant wipe. I don’t know if the mechanics of this dungeon intend for the players to be swarmed with adds while the boss is up, but it really isn’t manageable. The Grenadiers throw too fast/too frequently as it is, making them incredibly challenging with a group of four. Add on top of that a boss…and GG.
I often play with a warrior buddy of mine. At many points in our journey, I found myself wishing I could steal from him, for his whirling axe ability (particularly for AOE during dungeons/events).
Eventually, I had the light bulb moment: it would be amazing if thieves could steal from their allies.
“But Wolf, that’s ridiculous — why would you steal from your allies?”
Great question, imaginary naysayer. Thieves are notoriously seedy folk. In popular fiction they are often unreliable, unpredictable, and a bit chaotic (Yuffie in FFVII steals all of your materia during her sidequest!!). Stealing from your allies wouldn’t be stretch.
This also creates some incredibly cool options for traits. Imagine changing the trait “Thrill of the Crime” so that it gave fury/might/swiftness when stealing from enemies (as it currently does) or protection/regeneration when stealing from allies? It would open up so many interesting mechanics for our class.
Stealing from allies also helps with one thing that is sorely needed with the thief class: consistency. By running with certain professions, we have guaranteed access to specific abilities — something that steal rarely can offer. This would be fantastic for sPVP where the steal ability is subject to the randomness of our enemies. It also creates great synergy in team compositions for tPVP. In dungeons it gives us some much needed utility (stealing from a Necromancer for some fear-CC).
If you like this idea, bring some attention to this thread! I’d love to hear your comments as well.
Simply put, I think that displaying the health (in percentage) of our target would be incredibly useful. I know it’s a tiny change, but I would love this feature, and I don’t think it is an overly intrusive or time-costly addition to the interface. I’m slightly biased, because as a Thief I have a move that changes based on the health of the mob, but I believe that this information is useful for everyone. In WvW it is common for teammates to shout out that a gate/boss/wall is at XX%, though likely inaccurate. It would be awesome to know the real percentage of our targets.
But what do dual skills count as? Main hand? Also wondering if passive stats would work differently than procs.
How do dual skills interact with sigils? If I have two 5% crit sigils, will the dual skill receive a bonus of 5% critical chance, or 10%? If only 5%, does it receive the increase from the MH or OH?
Thanks in advance!
The worst thing that happens is we use a variety of keys rather than spamming one button. I’ve been wondering why ANet didn’t make Thief more like the Assassin, where attacks combo into each other (to cut down on repetitive play), but by trimming down the excessively OP abilities, it gives players the chance to…hit other buttons! You can still be a Heartseeker Thief, but don’t expect to just hit 2,2,2,2,2,2.
It seems as though the only builds that get attention are damage-related specs (with the exception of venom share, perhaps), but I want to challenge the idea that thieves are just a glass cannon. I think we have some great tools that can make us an asset to our team. So post your support/control thieves here!!
I’ll start off with an untested build, but one I want to boot up soon…
http://www.guildhead.com/skill-calc#MckmMc9MMnaFmMnaFm9MGxGzcckqVk
The build focuses on handing out a steady stream of stealth, buffs, blinds, while also being nigh uncatchable and incredibly durable. You can give regeneration to allies with stealth, and vigor/might/fury/swiftness + other stolen buffs by stealing. Your weapon of choice is OH pistol for blind support. I’m really excited to test this soon!!
So what are you guys playing with?
My main is an 80 thief, and I’ll be the first to admit that skillseeker needs tuning. I don’t think an initiative nerf is the way to go though. The most reasonable changes are as follows…
Reduce the leap range
Heartseeker works as a gap closer and finisher, while simultaneously being spammable. Its range doesn’t allow for targets to kite/CC for a breather.
Drastically decrease the 33%+ damage
D/D already has an amazing tool for sustained damage (Death Blossom), Heartseeker should function as our finisher, not our IWIN button. I wouldn’t even be opposed to buffing the <33% damage so that D/D plays as a condition/strategic build that has a go-to burst ability.
Increase its cast time
I occasionally use Heartseeker to travel faster around the map because of its leap/spamability. While doing this yesterday, I was sure that its cast time was increased. I think I was just hallucinating (or hopeful), but either way, I thought it was a great fix. By increasing its activation time, it cuts into the core of the problem — it has enormous burst when chained together in rapid succession. By making the move a bit slower, it allows for the same raw burst per cast, while fixing the issue that it hits too fast.
I believe one of these fixes would be reasonable while not fundamentally changing what Heartseeker is supposed to do.
For a condition build I avoid crit like the plague. I like HP to give me a buffer for my dodges.