Showing Posts For Xyvius.1679:

Pistol Piercing

in Engineer

Posted by: Xyvius.1679

Xyvius.1679

Why is it that the trait allowing your pistol shots to pierce was removed? I really enjoyed that trait…

Thief Sword >>>> Mesmer Sword

in Mesmer

Posted by: Xyvius.1679

Xyvius.1679

Mesmer’s Blurred Frenzy feels like a really bad Pistol Whip. I mean, not only does Whip do more damage, but it also has a stun, and best of all, no cooldown! I try to forget Thief Sword exists whenever I use Sword on my Mesmer.

Mesmer Phantasms and Legendary Weapons

in Mesmer

Posted by: Xyvius.1679

Xyvius.1679

I know this has been brought up before, but I really want to revive this issue. I would love for this to happen because as it is, it’s limiting my enthusiasm on getting legendaries for my mesmer. And I LOVE my mesmer!

Elementalist Blasting Staff Radius Fact

in Bugs: Game, Forum, Website

Posted by: Xyvius.1679

Xyvius.1679

You’re probably right. Problem is, the range indicator wouldn’t show up in my screenshots.

But I found someone else who has the same problem: http://imgur.com/a/PdUYE#0

This is exactly what is happening to my first Elementalist. Strangely, the one I made this month does not have this problem. I feel like the devs think that this was fixed, but the fix was not retroactive to existing characters when it was implemented.

Elementalist Blasting Staff Radius Fact

in Bugs: Game, Forum, Website

Posted by: Xyvius.1679

Xyvius.1679

I have noticed that the Elementalist that I made over a year ago does not show the proper radius changes applied by Blasting Staff on the Staff AoE reticles. But, this is where it gets weird… I made a new Elementalist post-wardrobe patch, and the problem on the new character is gone!

I feel like this may be an oversight and would like to bring it to attention to the team.

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: Xyvius.1679

Xyvius.1679

1. Necromancer
2. Engineer
3. Ranger

Purging Flames bug?

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

Is the skill Purging Flames bugged? When first reading the tooltip I had thought that the skill was similar to the Mesmer’s Null Field in practice; even the wiki states that Purging Flames ‘pulses’ to remove conditions.

So as it turns out, Purging Flames only removes a condition on cast… It is unclear to me whether this is intended or actually a bug. Anyone have any idea?

Axe #1 needs to be changed.

in Necromancer

Posted by: Xyvius.1679

Xyvius.1679

Agreed 100%. Axe is dreadfully underpowered. Adding a sort of cleave attack to it would help it significantly. Along with a range increase.

Necro Axe Range...

in Necromancer

Posted by: Xyvius.1679

Xyvius.1679

Necro melee is Daggers, and sadly Daggers don’t currently hit up to 3 targets, even on Thieves. I would very much like an exception to be made for Necro Daggers as well, as the extra AoE in close-range helps in a lot of PvE situations.

Pushing the Axe up to 1200 seems a little ambitious. Right now I’d honestly be fine with a 300 range boost to Axe auto-attacks even if it requires the Axe training trait (which indeed, does cost 30 points in Spite).

Necro Axe Range...

in Necromancer

Posted by: Xyvius.1679

Xyvius.1679

…should be boosted up to 900. At least with the Axe Training trait. Most PvE Necros, myself included, use Scepter/Dagger for the strong control and condition damage. However, having another reliable dps spec unrelated to condition damage especially for PvE gameplay would increase build variety and expand our role beside being relegated purely to conditions for DPS.

Will HoM Pets' Vitality ever be adjusted?

in Bugs: Game, Forum, Website

Posted by: Xyvius.1679

Xyvius.1679

I’ll try and get to fixing the information on the wiki.

It really is strange how we can’t get an official response on this. I’ve been trying very hard to get more attention on the issue but there simply seems to be no interest from the devs on clearing this up. It would be really nice if we could get an upgrade to pets’ vitalities at the same time as they release the Pet name fix.

How do you all handle being so slow?

in Mesmer

Posted by: Xyvius.1679

Xyvius.1679

I actually would like to see some changes to our swiftness uptime. I really dislike our random boon signet (can’t even remember the name at the moment) as it is extremely inconsistent. I think that both Mesmers and Engineers should get some type of compensation in this regard. Heck, even Warriors have 100% swiftness uptime…

Guardians vs Warriors

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

Literally the only thing Warriors have over Guardians is 100b and Signet of Rage. Other than that, Guardian trumps them very hard.

Mesmer masks

in Mesmer

Posted by: Xyvius.1679

Xyvius.1679

Wow… that mask does look amazing on a Charr. Nice find, cool char.

Black Widow Spider Vitality Bug

in Bugs: Game, Forum, Website

Posted by: Xyvius.1679

Xyvius.1679

I am genuinely appalled that there is still no answer to this question. Are we simply expected to give up on this bug and stop bringing it up due to this prolonged silence?

Will HoM Pets' Vitality ever be adjusted?

in Bugs: Game, Forum, Website

Posted by: Xyvius.1679

Xyvius.1679

The Black Widow and White Raven pets are intrinsically inferiour to their counterparts. Being a GW1 player, I had expected to be able to use these rewards but there is no point if the they are purposefully weaker. I really like my spider but I can’t use him if he has only half the life of the Forest Spider.

I just really want to hear an official response on this as it seems like us rangers are always getting the shaft. An easy solution would be to be only able to equip one or the other if having both on swap would be problematic.

Black Widow Spider Vitality Bug

in Bugs: Game, Forum, Website

Posted by: Xyvius.1679

Xyvius.1679

It is truly disappointing to say the least. Worst of all, we don’t know the reason for the discrepancy.

Black Widow Spider Vitality Bug

in Bugs: Game, Forum, Website

Posted by: Xyvius.1679

Xyvius.1679

Being a fellow GW1 player, I would love to see the bug fixed despite ArenaNet’s apparent unwillingness to address the the subject. I made a post about the topic before that got buried to infinity.

Idea to fix rangers: Stow Pet Change

in Ranger

Posted by: Xyvius.1679

Xyvius.1679

Not a huge fan of pets either.

So why are you playing the pet class?

In GW1, my main was a Ranger and I spent most of my time without the skill “Charm Animal” on my bar. Thus, I was just an archer without a pet. I don’t see how having the choice to lose the pet is such a big deal.

Idea to fix rangers: Stow Pet Change

in Ranger

Posted by: Xyvius.1679

Xyvius.1679

Not a huge fan of pets either. Currently, I don’t really see the reason for having the ability to stow the pet as it does not give us any benefit. I would like some derivation of this to be implemented.

The Vitality of HoM pets

in Bugs: Game, Forum, Website

Posted by: Xyvius.1679

Xyvius.1679

This issue of reduced vitality on HoM pets has been discussed extensively and I don’t believe we’ve received any official response.

The fact is, being a GW1 player from day 1, I would like to use my HoM pets but they are simply weaker than their equivalents. If the issue is about using 2 of the same pet in order to use the F2 skill on both swaps, the HoM skins can be made to simply replace their equivalents.

Please, I would love an official response on this issue once and for all.

Ranger Movement Speed

in Ranger

Posted by: Xyvius.1679

Xyvius.1679

Amazing change! There myay be hoe for Rangers yet!

Could you also PLEASE address the discrepancy of the Black Widow pet? I really like my spider but I can’t use him if he has only half the life of the Forest Spider. An easy solution would be to be only able to equip one or the other if having both would be problematic.

Dancing dagger and Bladetrail

in Thief

Posted by: Xyvius.1679

Xyvius.1679

Because it deals less damage, has a cooldown, longer cast time, lower travel speed and doesn’t hover to the target, being a skillshot.

This.

Seriously, we can’t go about complaining about everything. This is like the thread comparing Ele’s lightning hammer to Warrior’s hammer.

Found this in Warrior's Forum

in Elementalist

Posted by: Xyvius.1679

Xyvius.1679

I stopped reading at “Guardians are not there”.

I meant as Guardians are not at the same level Warriors are. Same field yes, friends even, but still not equally as “OP”.

That’s madness. Guards are by far the most powerful PvE profession and it’s not even close. They are the only class that can effectively facetank without having a fully defensive build. Warriors may do more damage, but they are nowhere near the overall utility and defense that a Guard has.

On topic, yes I do find that post quite funny. It’s like comparing GS to Elementalist’s Fiery GS.

Mesmer Damage Nerf

in Mesmer

Posted by: Xyvius.1679

Xyvius.1679

Glad to have the official response on the nerf. Thanks, Karl.

Found this in Warrior's Forum

in Elementalist

Posted by: Xyvius.1679

Xyvius.1679

I stopped reading at “Guardians are not there”.

Why would you play this class?

in Elementalist

Posted by: Xyvius.1679

Xyvius.1679

simple masochism. i enjoy humiliation and pain. elemenatalist is like paying a lady of the night to grind her 5" stiletto heel right into your junk while telling you what a hopeless pathetic loser you are compared to her other clients. I’m getting all hot and bothered just thinking about pressing 20 buttons for 12 stacks of might when other classes can do it with auto-attack while sacrificing nothing. Oh yeah, grind it baby.

That’s why I love my elementalist.

This man’s got it.

11/15 Patch notes for Guardian

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

It’s funny that Guardians are still tremendously OP in PvE while other classes are getting wrecked (Mesmer, Ranger). They seem to touch the heavies the least.

They couldn’t really change much about the Guardian without wrecking it completely.

I sort of agree with that. The mechanic of virtues and the way traits are setup for Guardian could make changing it pretty hard.

It’s still funny how overpowered we are compared to all other classes in PvE, though.

11/15 Patch notes for Guardian

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

It’s funny that Guardians are still tremendously OP in PvE while other classes are getting wrecked (Mesmer, Ranger). They seem to touch the heavies the least.

Mesmer Damage Nerf

in Mesmer

Posted by: Xyvius.1679

Xyvius.1679

I must say, the Mesmers damage nerf is very dissapointing. We are arguably the class with least AoE and are already not the very strong in PvE. Seeing us get nerfs, while Guardians keep getting buffs/staying the same is driving me insane.

General Patch Discussion [merged]

in Ranger

Posted by: Xyvius.1679

Xyvius.1679

The most disappointing day ever. The Lost Shores event does not save this patch update for me.

Ranger update

in Ranger

Posted by: Xyvius.1679

Xyvius.1679

I actually cannot believe how bad the patch notes in general were. I’ve been waiting for this eagerly since it was announced. No good changes for rangers, or engis, or thieves, or anything really.

Rate the Norn Name Above You

in Norn

Posted by: Xyvius.1679

Xyvius.1679

Freyja Folkvangr is a great sounding Norse name.

My norn warrior’s name is The Immortal King.

No more guardian nerfs plz...or make them pvp only

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

I think addressing traits is just the tip of the iceberg for Guardian tweaks.

From a purely design and balance perspective, the profession is honestly too powerful in PvE at the moment. I just want to bring this to attention because as much as I love Guardians, I don’t like being the profession everybody flocks to simply because it is extremely strong.

Necro or Engi

in Necromancer

Posted by: Xyvius.1679

Xyvius.1679

Necro marks are great control in dugeons and wells can be useful to buff entire parties. Necro is designed as the tankiest caster in the game so if dying is a problem for you, you’ll appreciate that aspect of the class.

The minions that can be summoned are decent at the moment but I believe will get buffed in the future (possibly in the upcoming patch). That said, we do have some bugs but I believe many problems with the profession will be addressed in the upcoming patch so it certainly is a good time to start a necro.

No more guardian nerfs plz...or make them pvp only

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

I’m talking about some skills like Mace of Justice, Glacial Heart, and possibly even Retributive Armor in the Valor line. Two-Handed Mastery in the Honor line is also a huge problem. Warriors have to spec 20 points into precision to get 20% CD GS trait whereas Guards can get even more tanky in order to hit harder. Not to mention that the Guard’s trait affects all two handers, but that’s a different matter entirely.

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: Xyvius.1679

Xyvius.1679

Other than giving greandes an auto-attack so that we can actually move somewhat effectively in combat, I believe makin the rifle more of a long ranged weapon to be an important suggestion.

I propose 2 kits per weapon (rifle and pistol) that requires us to have the weapon equipped in order to take effect. A shotgun kit and a sniper kit for the rifle would be very appropriate whereas a gunman kit and a condition kit for pistol would help us diversify our damage abilities.

It’s just an idea I had but I believe it to have some potential.

No more guardian nerfs plz...or make them pvp only

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

I’ve tried other professions and the highest I’ve played is maybe level 10. Preaching to the choir lol.

I expect some nerfs, I just keep tooting my own horn about balancing all the stuff we do have that sucks.

People need to stop with the “amazing” “insane” dps bullkitten. I love my guardian but my dps is MUCH lower than on my thief or warrior – it’s not even close.

I believe you are taking the context out of this entire thread. The fact is, we can trait and gear for great damage, great healing, and great survivability. There are a few builds that can handle almost any situation, and you are trying to call it “BS?” Also, I believe the damage you are referring to is burst, because sustained damage is close. At least, much closer than you are implying.

Exactly. Guardians are not the jack of all trades, they are the expert of all trades. We can spec for high toughness/vit (we all do, given traits) and still have huge damage and party-wide boons. Literally the only thing Guards don’t have is a strong ranged weapon.

I would suggest that the Guard trait lines be re-examined in order to put some of the more offensive traits into the power or precision lines instead of the tough/vit lines. I think it’s important that if we have high survivability, we have low damage. Look at the the GW1 monk; the profession couldn’t even do damage when he was specced defensively/to heal whereas our damage is somewhere between a ranger and a warrior’s.

No more guardian nerfs plz...or make them pvp only

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

I’ve tried other professions and the highest I’ve played is maybe level 10. Preaching to the choir lol.

I expect some nerfs, I just keep tooting my own horn about balancing all the stuff we do have that sucks.

People need to stop with the “amazing” “insane” dps bullkitten. I love my guardian but my dps is MUCH lower than on my thief or warrior – it’s not even close.

I believe you are taking the context out of this entire thread. The fact is, we can trait and gear for great damage, great healing, and great survivability. There are a few builds that can handle almost any situation, and you are trying to call it “BS?” Also, I believe the damage you are referring to is burst, because sustained damage is close. At least, much closer than you are implying.

Exactly. Guardians are not the jack of all trades, they are the expert of all trades. We can spec for high toughness/vit (we all do, given traits) and still have huge damage and party-wide boons. Literally the only thing Guards don’t have is a strong ranged weapon.

I would suggest that the Guard trait lines be re-examined in order to put some of the more offensive traits into the power or precision lines instead of the tough/vit lines. I think it’s important that if we have high survivability, we have low damage. Look at the the GW1 monk; the profession couldn’t even do damage when he was specced defensively/to heal.

No more guardian nerfs plz...or make them pvp only

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

You can’t contribute map completion and legendary progress to simply being a guardian. Guardians are a high % of the population, and they can use Greatsword which is (are) arguably the best looking legendaries. Crafting legendaries simply have nothing to do with PvE balance. RNG, farming, and post-release ‘exploits’ are how all the first legendaries were acquired.

That’s why I said it was a minor quip. The point still stands: Guards are ridiculously overpowered in PvE. All you have to do is try another profession and it’s obvious.

No more guardian nerfs plz...or make them pvp only

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

My point is that its not even needed to be a bunker build in pve, you can use an offensive build and still tank which pretty much makes all other professions/players obsolete and that reintroduce the trinity back in the game.

How? Step by step me through this with close focus on the stages that “reintroduce the trinity back in the game” please, that sounds counter-intuitive without any logic explaination to support it.

Also just want to debunk something – the fact a profession CAN do something, does not mean it can do it better than any other. Unless you were suggesting that in a single build a Guardian can simultaneous out perform other classes’ focused and optimised builds… is that what you are suggesting?

The answer is a high crit chance altruistic healing guardian with toughness as main defensive stat.
Ofc with the proper crit and crit/leech food and leech sigils.

Basically a dps, build with about 60% crit chance, 51% crit damage and 3300 in armor and 10 stacks of might constantly running from skills/traits the guardian has.

There are very few dungeons and/or world bosses where i cant hold aggro for minutes with this setup and versus a whole bunch of them i heal faster then they can damage me. 400hps, from leeching, with a dps build isnt that difficult to reach tbh. All with a hammer, i could get it up to about 1.2 hps with a mace build if i wanted and im certain this is only the beginning, we have only seen the tip of the iceberg.

With a coordinated team i estimate that i have about 1k hps from leeching and altruistic healing, on a dps build.

Sure other can use these thing as well but no other class can still have awesome innate survivability to support a high crit build. I tested this with warriors, necro, thief and ranger and all of them are just useless with high crit leech setups compared to the guardian.

And yes, if you use hammer/gs it will also outperform other meleeclasses in aoe fights. The cool thing is the more stuff to hit the stronger it becomes and then you can swap some of the knights for berserkers and still maintank.

Its setups like this that makes pve content in this game way to easy. Havent done a single dungeon, pugs or premade where i havent been the designated maintank.

Im not saying it should be nerfed but as a casual pve player and a hardcore pvp player i can definitely say that pve content is way to easy, even for me as a casual, when you are playing a guardian.

In fact the guardians is, imo, way more balanced in pvp then in pve.

This is all true and I find it to be a problem. Guardians are ridiculous in PvE and need to be nerfed somewhat in that respect. Many of their offensive traits come from defensive lines, making it so that the tankiest Guard still has amazing DPS and >40% crit chance.

As a side note of minor quips, more than half of those with 100% world completion that I see are decked out Guardians. Oh, and Guardians seem to be the most likely Legendary weapon candidates as well.

...retired my guardian.. rolled a thief

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

In WvW, the Thief makes a strong roamer and feels generally more productive that than the Guardian.

In sPVP, bunker Guardians are very strong as are stealth Thieves. Difference in play style mainly.

Don’t even try and say that Thief is stronger than Guardian in PvE.

Just… don’t even.

No more guardian nerfs plz...or make them pvp only

in Guardian

Posted by: Xyvius.1679

Xyvius.1679

The issue isnt guardians in pvp.

The issue is the survivability in pve, its insane and it removes the need to dodge and make dungeons way to easy. I think we are the only class that actually can maintank pve content by soaking up damage.

So, OP, if anything needs to be nerfed its the pve side, not the pvp side. I think you got it all wrong.

QFT.

Bunker Guardians in PvP is one thing. PvE Guardians are quite another. At the moment, as much as we want to move away from the other MMOs, they are the very definition of “tanks” even without speccing heavily into defense. Every group is much better off when a Guardian joins because he deals both massive damage and takes massive damage while delivering party-wide buffs. Not to mention the unneeded Energy bar because Guardians barely need to dodge.

The PvE Guardian does indeed need a nerf.

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: Xyvius.1679

Xyvius.1679

I’m also all for the giant two-handed chainsaw kit idea. Maybe have it apply a lot of bleeding?

I would honestly prefer if instead of suggesting new ideas, we would mull over those already presented to us and seek to help improve them.

Eng highest dps class.

in Engineer

Posted by: Xyvius.1679

Xyvius.1679

I played around with grenade barrage and different builds on Golems in the mist and saw that – unless the Golem wasn´t exactly in the middle of the green targeting-circle – usually only 4 of the 6 grenades where hitting. Which makes this even more poor theory-crafting.

i don’t account for missing. but if you hit 100% of the time it best dps in game.

That’s self-evident. However, the fact that Grenades are slow and have an unpredictable spread are in itself a hindrance.

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: Xyvius.1679

Xyvius.1679

you would still have to account for both the projectile speed and the spread, making it a less reliable, more random damage kit.

im confused… how so? an auto attack would automatically aim… otherwise its a targetted skill that cant trigger automatically else youll end up having it hitting areas you didnt mean to target (unless you’re proficient with quick targetting… which i and many others arent)

  • oh… unless you mean that you dont have to keep pressing one and the target pops up automatically? i can see that being useful…

I just meant that because grenades are naturally slower and have an unpredictable spread, making 1 an auto-attack wouldn’t be as quick and as reactive as the auto-attack of say, a shortbow.

For me, auto attack nades would be a QoL thing. It really, physically hurts to have to press 1 per attack.

And that too.

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: Xyvius.1679

Xyvius.1679

What’s the point of having an auto attack on grenade exactly? A lot of people want it, but I don’t understand the point of it..

from what i gather; its so they can focus on moving… though auto attacks seem to hit unless the target dodges, and with the damage this forum indicates grenades do; thatd be very OP (also as they wouldnt have to lead targets/compensate for distance travel time)

Yes, the auto-attack would be to help our movement and no, it would not be overpowered because you would still have to account for both the projectile speed and the spread, making it a less reliable, more random damage kit.

Remove bleeds entirely from Necro and give us Necrosis stacks instead.

in Necromancer

Posted by: Xyvius.1679

Xyvius.1679

This is a great idea. I believe the Necromancer should be condition-focused and this is a great way to do it.

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: Xyvius.1679

Xyvius.1679

I would really love to see Grenades’ “1 skill” to actually be a targeted auto-attack. The rest of the skills can be ground-targeted, just like the Necromancer’s Staff skills. It would really improve movement while using grenades – and that’s what this game is all about.

I used to think that way, then I realised that single target should be a job for Rifle.
Unfortunately Rifle is a melee weapon…

The Grenades wouldn’t just automatically become a single target weapon with a targeted auto-attack. All the skills are very much scattered AoE in nature, it would simply gives us more control over movement when using grenades.

Which is an odd thing to say considering both the single target attacks on the rifle are 1200 range.

Actually, the auto-attack for the Engineer’s Rifle is 1000.

(edited by Xyvius.1679)

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: Xyvius.1679

Xyvius.1679

I would really love to see Grenades’ “1 skill” to actually be a targeted auto-attack. The rest of the skills can be ground-targeted, just like the Necromancer’s Staff skills. It would really improve movement while using grenades – and that’s what this game is all about.