Showing Posts For WulfKaiser.7920:
Maybe because they are also upgrade components unlike all of the other collectibles? I don’t really know.
Ah, yes, you’re correct about the damage totals Jusanden. I applaud your deft introduction of single word, all caps reply.
The point still remains very much the same, as GS is an 8 attack chain; the damage out from FT1 is still only 33% of the GS 2.
The GS is popular as a “berserker” weapon as you put it because 100 blades has very high damage output. GS 3 and 5 are meant for movement, and GS 4 is a line AoE cripple.
The Flamethower’s knockback has some use, no argument there; but the firewall has a 30 second recharge that only causes burning and no raw damage.
If you actually took the time to read my whole post you would have noticed that I am making a plea to increase the damage, perhaps to 66% of the GS 100 blades base damage, BECAUSE the Engineer has a little more flexibility with the skills than the Warrior does.
I got the damage amounts in game without gear on each class. Why? BECAUSE Warrior is my main, and Engineer is my 2nd most played class. Save a mistype with the hit tallies I made no mistake and I know perfectly well what I’m talking about. Furthermore, you made absolutely no comment as to whether or not increasing the damage for FT1 would be a good choice in making the Flamethrower a viable weapon rather than a novelty kit.
@Lepew, you make good points. While I first felt last night that increasing the FT1 skill to equal 100B would be good, I believe differently now, largely for the points you raised.
And yes; the Flamethrower certainly needs some buffing in terms of dps to make it a viable weapon in and of itself. I feel like Bomb Kit and Flamethrower are more novelties or only useable in a secondary combat role right now.
I’m no programmer so I can’t say what’s best, but I think that bringing the base damage on Flamethrower FT1 up to double its current damage (making base FT1 980) would make the Flamethrower a useable weapon without making it OP.
Something I like about most of the classes is the ability to fill any role on the battlefield with the right build, and hope making this change possible would round out the Engie.
Edit for grammar
I looked through the thread mentioning if Flamethrower is broken or whatnot and I saw too many tangents and too much discussion not in regards to my thoughts. I you don’t feel like reading even though your’e on a forum, skip to the bottom and read my questions.
I want to raise the question whether or not you feel like the attack 1 skill for flamethrower should have its damage output increased. I spent about 3 hours last night putting together a build that would spec as much damage as possible into using the flamethrower and still found it greatly lacking in high damage output comparable to other classes.
I was hoping that we could create a flamethrower build that was similar in damage output to the currently bland and overused berserker GS build for Warrior; even if we do just close the gap some and not make them exactly the same.
The base damage on attack one for flamethrower is 490 damage at 10x hits, for a total base damage of 4900 if your target gets all 10 hits. The base damage for the 2 skill on GS Warrior is 1,624 at 8x hits for a total of 12,992 base damage assuming all hits connect. This automatically puts the GS at nearly 3X’s the damage of flamethrower between the 2 skills.
A fully traited GS warrior with exotic gear easily averages 15,000 damage using 100 blades, a skill with an 8 second cooldown; while speccing with identical gear and 2,000 power and full Flamethrower trait lines, the attack 1 skill tops out at about 5,000 damage. So we don’t look at these skills in a vacuum let’s examine the GS auto-attack and the Flame Blast.
Flame Blast has a base damage of 244 and an additional 569 when detonated, while the GS auto-attacks deal a base damage of 259. So the GS attack can be spammed and does similar damage as the roll on Flame Blast. The finisher for the GS auto deals a base of 333 damage, dealing about 60% of the damage of the blast damage from Flamethrower, an aoe skill like the GS but with a 6 second cooldown.
The point I’m making here, is that the Flamethrower dramatically under performs
the GS in dps, dealing a third of the damage, while with little more survivability than the GS, using as identical builds as possible for the 2 classes. I wish to give the Engineer equal footing to other classes in combat roles without breaking the skills or the class.
Do you think buffing the attack 1 damage from the flamethrower would make it more viable and therefore encourage players to welcome a wider variety of classes in dungeon runs? Do you think doubling the base damage on attack 1 to have it deal 66% of the damage of 100 Blades would be too much, not enough, or the right amount of damage increase for the Flamethrower?
Howdy! This is WulfKaiser and I am a guild leader for the official Rooster Teeth community led guild, The Drunk Tanks [RTDT]
Here is what we do:
-Our primary focus is PvE with a Dungeon emphasis and Fractals minor
-We’ve a keen interest in developing our WvW presence(We currently do not have many WvW’rs but are adamant about changing that)
-We host monthly events such as our specialty, Drunk Dungeon runs! (The Drunk Tanks do not condone underage drinking)
-Once we have the influence, our main focus will likely shift to Guild Missions, though not at the cost of giving up any other facet of the game for players interested
Here are the benefits of joining the Drunk Tanks [RTDT]:
We have a group and forum for input on guild direction, suggestions for community events, and a collection of helpful links at: http://roosterteeth.com/groups/profile.php?id=14434
We, of course, always have the full compliment of guild banners active and deployed in need places across the world. We also have special boosts such as guild wide magic find and experience boosts and karma boosts always active during the weekends.
We have a dedicated TS3 server that is up and running smoothly 24/7
Here is what we expect of our members:
A positive attitude towards other guildies
“Active” players, this means playing an average of ~6 hours a week. We understand the occasional break from the game or real life commitments as long as we are somewhere notified
Representing The Drunk Tanks the majority of your playtime. We are in a growth period and need players seeking a primary guild right now
Creating an account on www.roosterteeth.com an joining our group is highly recommended
Members are highly recommended to have TS3 installed on their computer so you can at least listen in for direction during group play; though owning and using a headset is not an issue
Members will be at least 18 years of age, exceptions can be made by an interview basis
To inquire about joining the guild, message me at WulfKaiser.7920 or our other co-leader TeriLK.8910 in game. If neither of us leaders are currently online and you wish to join send us a mail in game or join the group on roosterteeth.com and add you name and info to the members roster thread.
We look forward to having you and welcome players from across the world!
In PVE, around mobs that do not remove condition duration is ok to use. It is vitally important to recall however, that condition removal is effective against bleeding, as all bleeding will be removed on a single condition removal, whether you have 1 or 25 stacks on bleeding. So, ill say again; with a bleeding centric sword build your primary focus needs to be applying bleeds as often as possible. Condition duration is an afterthought for me.
As I’ve stated before, don’t concern yourself with duration but rather how quickly you can stack how many stacks. I use runes if the krait and they work exactly as intended, don’t rely on anecdotal evidence. Bleed warriors work just fine; though we could.benefit from increasing the cap on condition damage.
Sure why not; let us all be people who cover great distances on foot and exert physical effort into killing things for a living be overweight or downright fat at the same time.
There are already 2-3 husky character types for human and born that I know of.
Guild and character names are universal; that is a non-issue.
Hahaha, blonde moment, I forgot post my whole point. I think that we should simply decrease our current number of servers in use. I won’t dare to argue by how much; I don’t work for Anet and thus don’t have access to the data that would help that.
Overall player population in NA I’d wager is too kittened high to allow one server, multiple over flows for every map is not how any sane person wants to play. Furthermore the other comment of instancing all Pve maps is asinine; please play the 1st game and you’ll see why open maps is a good idea, not to mention instancing maps would cripple the DE system.
I do feel however that player density is very low on most of the servers; it’s an issue on my current server Crystal Desert and our guilds home server FA. I think it would be beneficial to increasing player density across sparsely populated maps as well as fostering a sense of community due to increased player interaction.
As having a tighter knit community could encourage sales and active player numbers, I hope Anet gives this thread some attention.
@ wolf: honest question, why not full rabid with undead runes?
After doing some research online(I’m away from my PC this weekend); Rabid armor I know for a fact cannot be crafted at any level, much less 80 exotic. This means that to get armor of the rabid you will have to buy a rare off the tp from a loot drop or the rare crafted OOW armor if you’re in the order. Unless some named exotic sets have a rabid modifier you will at a loss for raw armor and potentially condition damage.
It would be great if someone could look at the stats in game to see 1st and foremost if there are exotic armor sets with a rabid modifier, and if there arnt any to compare the stats on rare rabid vs exotic rampager and carrion armor to see if the toughness on the rares is enough to offset its lower armor rating and also see if the rare rabid condition damage is equivalent to the exotic condition damage armor parts.
On close examination what I think I will like try is using a rune of the adventuerer set with rabid trinkets; it would balance toughness vitality and precision well all the while increasing condition damage on each of the component parts.
Let me know about those armor values and your thoughts.
- use dual swords for a BLEED build. I can’t seem edit my post using my phone…
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I saw that video and it made me want to cry; when it comes to making a bleed warrior he knows next to nothing about what he is doing. As a warrior main who uses dual swords bc I like the feel of it I can give you a few pointers. 1st off, use dual swords for a bowed.build; skill 4 is an attack that will add multiple stacks of bleeding over time or can be ended early for extra raw damage, impale also has a range of 900(or 600, I.can’t recall). Skill 5 for the sword is a block that applies 5 stacks of bleeding to your closest target when you block if they’re in melee range. Dual swords are far superior in terms of.condition damage and hardiness than another offhand weapon.
For your second weapon set I reccomend rifle or bow; both have conditions that a condition warrior would benefit from. The bow is best in situations where aoe as well as target control are needed; the rifle applies bleeding with 1st skill. To keep my post succinct; rifle is better at single target combat while bow shines in aoe or situations where keeping your enemy at bay while sword skills recharge is a must.
You have flexibility in your utility skills, but bear in mind that might marginally increases condition damage as well.
In terms of gear I recommend 4 parts carrion, 2 parts rampager armor. You will need the vitality most but the precision will help you apply more bleeding via the inherent 10% chance to cause bleeding when you critical with a sword with those 30 pts in arms I recommend. Toughness can be a small issue if you arnt hot on your feet with a condition warrior, which you should be, the sword gives you decent mobility. To remedy toughness look for level 80 rabid trinkets where available and anything that improves power/precision along with toughness where you can’t get rabid.
There are a number of good runes for conditions out there. For your swords you can use rampager or carrion or both; I use 2 carrion for the extra health. A sigil of corruption will boost your condition damage but I opted out of mine a while ago bc losing all my stacks when go down irritates me. I highly recommend you use a sigil of earth to apply bleeds more often, put this in your main hand for certain for fullest affect.
Put 30 points in arms, the sword/bleed traits there are obvious as to which they are. To compensate for the precision you don’t have in dontains builds put points into the bottom line to use heightened focus.
In closing ; a bleed warrior excels not by having long lasting bleeds but high intsity bleeds. I use the above build that I engineered myself and I often apply a full 25 stacks near the time I have the adrenaline to burst.
For anyone new to GW’s, the first game listed the last time each of your guild members was online. I have no idea how this feature was not implemented at launch be it due to a gross oversight or shortage of manpower. The dev team has made public no intention to address this issue or even acknowledge it. This problem is.just one of many ui centered problems that continue to irritate me, lessening my game experience and.question why anet took 2 steps back when they took leaps forward in other dimensions.
Nope, for reasons same to the above.
7:10 For Jonen Caledore. The name is original and isn’t hard to pronounce; I also give you points for a backstory. What keeps me from rating the name higher is your last name. Caledore sounds like a corruption on Calen to me, which would make a non-blood relation to your GW’s 1 character an awkward coincidence for those who know both.
Good work nonethless; I don’t view this like school work where anything less than 8:10 is bad.
My main is: Cassandra Kaiser. She is the great-granddaughter of my GW’s 1 main, Wulf Kaiser. They are of Kurzik descent and the Kaiser lineage under Wulf stayed in Kryta after the events of the War in Kryta, when Wulf’s bride to be died at the hands of the White Mantle and due to poor battle planning of one Keiran Thackeray.
To tie it off; Cassandra is a warrior just like her forebear, and has an intense dislike for the Thackeray family, blaming them for the death of Captain Langmar (warranted or not).
I think that this is a bad idea. The special skinned exotics and legendaries that require lodestones are something to be striven for and rewarded at the end of a “journey” as Anet calls it.
I have a farming spot that yields a good number of destroyer lodestones and cores, enough that as a person with only casual playtime, I may have enough to make my 1st Destroyer weapon by Christmas. For something that is intended to take a lengthy amount of time to do, this isn’t something that bothers me; the skins from the lodestones after all, are cosmetic and perform no better than other exotic items.
My advice to you is to explore the world better and look for places where heavy bags drop(as these will loot lodestones and cores), and enemies of high enough levels(76+ for lodestones) will spawn to yield lodestones and cores which can be upgraded to lodestones.
Have some patience and work diligently towards your goals; don’t whine about watering them down to the point where every dick and jane with less than 1/2 a brain can get some of the coolest looking weapon skins in less than a month.
http://wiki.guildwars.com/wiki/Kryta
http://wiki.guildwars.com/wiki/King_Doric
From these two simple official wiki pages from the original game we can see a number of things dispelling this push to claim that Kryta should be another pseudo-african region.
As far as town, outpost, and explorable area names go, nothing in Kryta resembles Elonian naming schemes. As far as a “white-washing” goes, nothing has been done from the original game. Names like “Beetletun” “Sanctum Cay” “Bergen Hotsprings”, and “Kessex Peaks” are common place in Kryta’s geographic naming scheme.
Yes, Kryta was an Elonian settlement in 300 AE, but won its independence again less than 60 years later. With the native Krytan royalty having names like “King Doric”, “Queen Salma”, and let us not forget our favorite “Mad King Thorn”, they are a far cry from anything of Elonian, or your African push for dominance in Kryta.
Furthermore, Vabbi, where the Ossan royal family hails from is of fairly light complexion with culture resembling middle eastern peoples mostly (Desert, mystic culture sects(see what a Dervish is in real life), Djins/Djinies etc.), not the super dark complexion seen in Istan.
I honestly don’t understand why so many of you are acting like a crime against humanity has been made with keeping Kryta much as it was in Guild Wars 1. For you lore junkies out there, I agree that deeper lore would be good; I for one would like some side quests or hearts/seasonal events delving deeper on letting us explore the history of the the Krytan Royal family.
Guild Wars 2 opens in Tyria, like the original game, where castles, knights, feudalism and “The Great White Scapegoat” was prevalent. When we go to Cantha, Asian themed ethnicities will be more common, with the pseudo-native-American Luxons and German inspired Kurziks. When we travel back to Elona, the dark Istani’s, Arab themed Vabbians, and transitional Kournans will be most common.
Just like in real life, human is human, please quit making a big stink about skin color in a video game, we all have to deal with people making it an issue in our daily lives too much as it is.
Be patient, we will get to see more human cultural and ethnic diversity when the time is right. For now, enjoy the Krytans and Ascalonians that are most common on the continent of Tyria.
Oh yeah, let’s not forget one of the most famous Krytan natives of all time, Saul D’Alessio; yeah that’s not a European sounding name or Latin inspired character model at all, he looks more like an African man to me… http://wiki.guildwars.com/wiki/File:%22Saul%22_concept_art.jpg