Showing Posts For Yukabacera.2307:

World 1 Area 3 Secret Area Question [Spoiler]

in Super Adventure Box: Back to School

Posted by: Yukabacera.2307

Yukabacera.2307

I just found this area today. I dug right on top of the 1-up and got 50 baubles, but 2 chests came out at the same time. So maybe its 100 baubles and it glitched out on me. Will try again later.

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Axe should Bleed and Torment.

in Warrior

Posted by: Yukabacera.2307

Yukabacera.2307

1. I don’t care about GW1, this isn’t GW1 and is nothing like GW1.
2 In real life, you would bleed more from someone hitting you with an axe.
3. A lot of my suggestions are looked at.
4. None of this tells me why, it just complains that such is either too powerful, ect ect. Yet its power is on-par with what other classes get.

1 Still no warrant to switch up how each weapon works willy-nilly
2 The idea is that axes kill more by hacking people apart (to the point where bleeding is insignificant due to people outright dying before bleeding out) and that swords kill by cutting wounds.
3 Because all of your suggestions have such outlandish titles that people go “what the hell is Daecollo suggesting now”. Doesn’t mean significant support or concern.
4 Actually, all this is underpowered, since you are under the delusion that condition builds are ‘tanky’ enough that absolutely no cripples or movement skills are required, you made triple chop weaker than chop-double chop, your axe 2/3 are pathetic amounts of torment for their cooldowns, and you made dual strike specifically synergize with the new perplexity runes even though fury helps condition warriors due to arms 5 minor.
5 BONUS: Also this suggestion implies that this would be simple, although you would also have to remake all axe traits to not support crit damage and eviscerate bursting, remaking sword to be power based (yeesh what’ll happen to flurry and sword OH), while also wasting everyone’s money on condition armor for warriors.

Treb mastery and wxp changes - Aug 20 patch

in WvW

Posted by: Yukabacera.2307

Yukabacera.2307

Im confused about the WXP thing. I have a level 180, 60, and 6 others between level 20 and 50. What happens to these characters levels?

You will get a level 181, 61 … and so on.

As far as I can tell there will be not retroactive rewards for things we have gained so far. It did not happen when they doubled the WXP gain a few months back, the same happens now.

Oh ok lol. If that’s what they are doing why are they bothering to do so. I mean 1 level. Woop de doo.

They’re only adding an ability point, not a whole wvw rank level. Its probably so that it reads better with rank levels and points. Currently rank 5 means you have 4 ability points and getting 10 ability points means getting to rank 11. The addition of the extra point will mean that your ranking will now be equal to your ability points. Just a small change really.

Dont Die regen warrior

in Warrior

Posted by: Yukabacera.2307

Yukabacera.2307

Or you can swap out the dolyak runes for 3xwater/3xmonk, and the mango pie for saffron-mango ice cream or kralkachocolate bars for full out regen support warrior. You won’t being doing any killing, but you’ll still survive without being bursted/focused and give huge regen to everyone around. More for WvW though where spreading 350+ hp/s to allies is actually valuable and appreciated.

Healing war

in Warrior

Posted by: Yukabacera.2307

Yukabacera.2307

Dunno why everyone is saying that regen doesn’t stack, it works like duration stacking conditions when multiple sources of regen collide, the “stronger” regen source ticks first, then the “second strongest” source and so on. Like if a warrior with 2000 healing power (380 regen tick) and an ele with 1000 healing power (255 regen tick) gave 5 seconds regen to a thief with his own 8 seconds of regen at 0 healing power (130 regen tick), then they stack in duration (appearing as 18 seconds total) where the warrior’s 380 hp/s regen “ticks” first for 5 seconds, then the ele’s 5 seconds tick, then the thief’s regen. No one’s regen gets blocked at all, and even if it did, these builds would still only be improving upon anybody’s regen strength.

As for how useful it is, remember that new healing signet heals for 392 hp/s and many people consider that amazing or even overpowered. With your healing power reaching numbers around 2000~ healing power, the regen you’re spreading around is around 380~ hp/s. You’re practically giving everyone 95% healing signet strength regen to around 10+ people at any given time, some of whom may not even have any passive healing at all.

Healing war

in Warrior

Posted by: Yukabacera.2307

Yukabacera.2307

Banner Healing is amazing for WvW, as you can provide high enough regen ticks to 10+ people that everyone might might as well have a (slightly weaker) healing signet. to give a more accurate description than “infinite” healing, taking as much healing power as possible in armor and food buffs with 2xdwayna/monk/water for regen duration, (about 1650, give or take a couple), life sigil stacks (250) and holding banner of tactics (170), you can have a total of 1970 healing power with exotics only (ascended trinkets can push it up by about 90ish).

1970 healing power would mean that each second of regen you provide heals for 376. Each banner you lay will provide 5 seconds of regen (1880 heal) to 5 people every 3 seconds, and Compassionate Banner (Banner of Tactics #2) will give 9 seconds of regen (3384 heal) and 1172 direct heal to 5 people on a 10s cooldown. Plus you can still trait warhorn to convert conditions on your allies for more support and use your banners/warhorn as great blast finishers. All in all, healing banner warriors are surprisingly effective for WvW, shout healing wished it could compare, build I use for it is here:

http://gw2buildcraft.com/calculator/warrior/?8.0|c.1a.h6.g.1a.a8|3.1a.a8|1a.71d.1a.71d.1a.71d.1a.71d.1a.71d.1a.71h|31l.e15.21l.d1b.31l.e15.21l.d1b.31l.d15.1a.68|a1.0.u38b.u59b.0|4x.0|5y.62.61.63.0|e

New Rune for condi mesmers

in Mesmer

Posted by: Yukabacera.2307

Yukabacera.2307

Warriors could do it with the trait that already gives them 4 stacks of confusion on interrupt and hammer/rampage, since they would only need 3 interrupts to get to 25 stacks.

Thieves would probably have to jump through more hoops than warriors to get to 25 stacks, since headshot and pistol whip cost too much initiative to use 5 times in ~10 seconds and landing 5 interrupts in ~10 seconds is pretty unrealistic.

Neither of them would be very viable though, since all these interrupts are found in power based sets. Maybe the Warrior can cause some chaos in large scale fights where you don’t have time to see how much confusion is hitting you for (just that you have 9 stacks which seems always scary) and allies can provide fodder conditions.

Superior Rune of Perplexity

in Guild Wars 2 Discussion

Posted by: Yukabacera.2307

Yukabacera.2307

Has anyone actually faced someone with these runes yet? I have a feeling people are really blowing things out of proportion. Just because an attack is a CC, does NOT mean it is an interrupt. By the time someone has 10 stacks of confusion from 2 interrupts, they’re likely going to stop attacking because that’s what procs confusion damage. And when they stop attacking, you cannot interrupt. Plus most CC heavy weaponsets don’t have any fodder conditions to stop one cleanse from eliminating all those confusion stacks and killing all your damage because CC heavy weaponsets tend to be power oriented.

At best for non-mesmers, I see these runes being used by hammer warriors with the trait that gives another 4 stacks on interrupt, and p/p bomb kit/toolkit engis. Every other class just doesn’t have the inherent confusion to make the runes worth taking over another just to make CCs inflict confusion.

Quick Question about Venomous Aura

in Thief

Posted by: Yukabacera.2307

Yukabacera.2307

Shared venoms use the party member’s condition damage/duration, even though leeching venom healing goes to you. Tested it with a friend a while back.

Retaliation OWNING you? How about this fix?

in Thief

Posted by: Yukabacera.2307

Yukabacera.2307

true but i was doing this as a “control” …. if i had spec’d for power he would have dodged/blocked etc and condis he would have cleared. its hard to get a sense of dmg from retal in a fight where there are so many variables….experience….build….utilities….quantity of heals….quantity of dodges…blocks… environment. so what i did was i took out those variables and high spike dmg and super high condi dmg….. i made basically a mix of them so it would hav a lil bit of both and atleast show a general understanding of retal dmg in a fight. if it were a good fight of 2 pro players i think the p/p thief may have gotten off 7 unloads? so even so at 350 dmg per hit thats 20k dmg for those 7 unloads. now a zerk thief has about 14k hp usually and a 5.3k hp heal. thats a total of 19.3k. so with retal alone (if all unloads hit) the guardian doesnt even have to attack. just heal. now add in the attacks and its just a joke of a massacre. the point isnt to say that p/p cant win or the guardian didnt move or how much each has toughness/hp or attack. the point is how much retal can do ALONE…without doing anything. and as you saw that fight it could do 24k. …..

so i understand what ur saying but i think you missed the point. retal is a beast …just by itself. now if it had been a real fight they all wouldn t have hit…dodges etc etc etc… then retal would prolly have done 10-12k dmg! even that is too much. ther is no buff or condi in the game that can do that much . confusion used to be close but was nerfed now it is reasonable.

But your “control” is completely flawed in that you threw out actual builds that actual people use, thus throwing out accurate simulation on how much damage retaliation does to a p/p thief or p/d thief or whatever thief in killing a guardian with retaliation. Also why isn’t the guardian specced for retaliation either? Shouldn’t he be specced right too to prove your point that retaliation is a beast when specced?

And if this is not even about p/p in particular, why use that set as an example when its a set that very vulnerable to retaliation and isn’t even strong on its own? Most weapon sets don’t have the high hit volume of p/p and won’t take 10~12k damage (unless its through aoes on multiple people with retaliation) while outpacing p/p damage, why should retaliation be nerfed in this case?

Retaliation OWNING you? How about this fix?

in Thief

Posted by: Yukabacera.2307

Yukabacera.2307

OK some of you dont get this.
PLZ REFER TO MY FIRST VIDEO ON THIS THREAD. it shows thief vs guardian. they both heal and the thief uses unload while the guardian stands still. the guardians deals 25k dmg roughly without moving or attacking and the thief only unloads.

is there any players here who can defend that?

are there any players that think you should be able to do 25k dmg while basically going afk? or 100k dmg if its retal thats spread? if you do then you are probably a bad / lazy player :P

Uh, you had condition stats yet you were using p/p and unload as your primary source of damage. Your bleeds were ticking for 101/102 and had some condition duration on them, so vital shot was doing about 800~1200? damage per shot while unload was doing 300~500 damage per shot. Had this been properly specced (cond p/d or power p/p) or you just used auto attack and still nearly dead from retal, then you might have had a point. But otherwise that video screams of setting things up to your favor to getting retaliation nerfed.

4 sec Burn Every 10 sec Grand Master

in Necromancer

Posted by: Yukabacera.2307

Yukabacera.2307

Granted there is more that a necro can arguably do with it, I still hate the fact that this is a supposed to be a Grand Master Trait (if leaked notes are to be believed). I mean the Engi has Incendiary Powder – 100% chance to inflict burning for 4 seconds on critical hits. This effect can only trigger once every 10 seconds. as an Adept trait. REALLY?!

Hard to believe this trait is grand master when engis get it as an adept. It iss the exact same trait…

To be fair, Engineers have the trait “Adrenal Implant” (+50% endurance regeneration) as a grandmaster trait, which rangers get as a 5 minor trait “Natural Vigor” (Same exact thing). They feel the pain too.

Balance changes

in Guild Wars 2 Discussion

Posted by: Yukabacera.2307

Yukabacera.2307

I really can’t believe how much people are not thinking things out with torment being added to thieves and mesmers. Torment is going to be a CONDITION, which scale off of CONDITION DAMAGE. Adding a CONDITION to thieves and mesmers is to help out their CONDITION builds, which are lacking. P/D thief builds are now mostly “troll stealth regen” builds and rely so much on bleeds alone its easy to mitigate their damage with a couple cleanses, and confusion mesmers have been hit so hard with the nerf bat that they kinda need a bone thrown to them.

Even if current backstab/larcenous strike/shatter/phantasm/stealth builds have access to torment, it would deal low damage because they don’t run condition damage. It would also be stupid to put torment on warriors because all their weapon sets scale better with power and would need more than just another condition slapped on to them to make warrior condition builds viable.

Stop worrying that the classes you don’t like get a shiny new condition that hardly affects the popular builds and look forward to the trait and skill fixes and changes that everyone is getting.

Give Torment to Engis and Warriors instead

in Suggestions

Posted by: Yukabacera.2307

Yukabacera.2307

Engineers are already probably the most viable for condition builds in pvp due to their wide array of conditions (engi p/p has a different condition on every skill!), they probably don’t need torment as much as trait fixes (scope anyone?) or skill changes (rocket boots and gadgets in general). Torment would probably be kinda useless on a warrior as well, since their weapons generally scale much better with power than condition damage (although I guess change in that area wouldn’t be bad, but would need more than just slapping on torment which doesn’t really fit).

Meanwhile having torment available for condition theives would make them more viable since they lack condition variety (just bleed and maybe poison, a cripple here and there) and torment on mesmer is probably just helping bring former confusion mesmers out of the nerf rut.

Remember that Torment is a condition guys, and that it should scale off condition damage. Backstabs, larcenous strike spam, shatters, and phantasms aren’t going to have huge damage bursts from this at all if even available for them.

Immortal Tyrians... ele, ranger, thief, engi

in Guild Wars 2 Discussion

Posted by: Yukabacera.2307

Yukabacera.2307

Mind giving us numbers and trait distributions? And, you know, healing power outside of traits? Because when I crunch the numbers for infinite stealthing healing, assuming you have infusion of shadow, shadow’s embrace (for the cond removal numbers you have), shadow rejuvenation, assassin’s reward, hide in shadows, only 300 healing power from traits, mango pie, and using initiative at about 1.5 per second (estimate) , I still come up way short at 44104 healing per minute. Unless my assassin’s reward numbers are too low, there’s definitely some lack of mention of significant healing power, which kinda makes an already kinda useless and annoying thief into an even more useless and annoying thief.

Please Gut the down system in WvW already.

in WvW

Posted by: Yukabacera.2307

Yukabacera.2307

You can attack stealthed players as a ranger, but you do virtually no damage with it that would stop them from ressing.

You could maybe if you’re berserker gear ranger..but then you wouldn’t be solo at that point, instead you’d be humping the zerg talking about how great the down system is because random bunnies dying resses you cause you have bad positioning and the concept of prekiting is foreign to you.

That’s.. kind of what I meant, but not due to lack of raw damage. Ranger sword sends you flying everywhere hitting a stealthed player and pets cannot attack with a target. With your build in particular Bonfire (and pet f2 if applicable, but I’m not too familiar with all of them) is your only option for attacking downed stealthed players/rezzers, which doesn’t quite cut it alone. A berserker ranger would only do marginally better if they used greatsword.

Meanwhile most other classes would have had better tools in this situation. Like my engi could use supply crate, blowtorch, and toolkit autoattack without problems in this situation, and have 2 downed enemies coming out of stealth seconds later. A lot of stealth interaction with rangers, pets and sword autoattack in particular, need some adjusting.

Please Gut the down system in WvW already.

in WvW

Posted by: Yukabacera.2307

Yukabacera.2307

I have the feeling that this is more because ranger sword and pets suck at attacking stealthed players, thus being unable to attack stealthed rezzers as effectively as other classes can with melee autoattacks. Thief down state is normally favorable in 1vX because of its low damage, lack of CC, and ability to force longer than average rez times. Mesmers using mass invis to rez was just really unlucky on your part.

Arrow Cart Bots?

in WvW

Posted by: Yukabacera.2307

Yukabacera.2307

The way ACs works is a bit confusing. ACs don’t fire their AoEs exactly in the whole target area. Rather, slightly smaller AoEs fires around the targeted area each second for about 3 seconds. From the perspective of the AC it looks like you fire one giant pulsing AoE, while from the receiving end it looks lie 3 smaller AoEs with one appearing every second.

Tier 5: EB|BP|AR

in Match-ups

Posted by: Yukabacera.2307

Yukabacera.2307

Alright Ebay, where are those Arrow Carts in our garrison.

Also, could a Admin Moderator take a look at this ongoing fight? Invisible Arrow carts.

Now my memory of an hour ago may be foggy, but if this was when you guys first broke center inner + the wall next to it, the arrow carts were just kinda around the lord’s room.

If you’re referring to that big fight in lord’s where you had people building your own arrow carts on the big dome, then all of our arrow carts were despawned by then, except for an impromptu one here and there built fighting over the bridge.

Healing turret's former Water Field

in Engineer

Posted by: Yukabacera.2307

Yukabacera.2307

Actually Anet did make it so insta-detonating isn’t the best method of healing with healing turret anymore, but instead they made picking the turret up after firing cleansing burst more effective over time.

Instant detonating:
Placement: 2520
Cleansing Burst: 2520 + 650 regen
Detonate: 1320
Total: 7010 over 20 seconds
HP per second: 350.5

Instant pickup
Placement: 2520
Cleansing Burst: 2520 + 650 regen
Total: 5690 over 15 seconds (pickup reduces recharge time for placement by 25%)
HP per second: 379.33

Of course, insta-detonating still has uses for more burst healing at a single point, and for more group healing over time (detonating is 224.5 group healing per second while pickup is 211.33 group healing per second), but for better personal healing over time its better to pickup your turret after bursting.

Shadow Shot stealth nerf

in Thief

Posted by: Yukabacera.2307

Yukabacera.2307

Just found out today, the unblockable buff added to shadow shot’s pistol shot has the hidden side-effect where it can no longer work as a ‘pull’ when reflected, as it ignores all projectile reflects, which is sad. :<

Bye bye pulling jade collosi in Fractals

Bye bye confusing the hell out of guardians and mesmers

Bye bye cancelling enemy thief dagger storms

I shall miss thee, shadow pull shot. ;_;7

Revert Elixir-S, or balance 'Endure Pain'

in Engineer

Posted by: Yukabacera.2307

Yukabacera.2307

I think the crucial element to this is that you’re attuning to Water. Make it to where Mist Form cannot swap Attunements and this problem is solved.

Uh, that doesn’t solve anything, eles can still just swap attunements before mist form with that change and still get the attument heal + vigor/regen + soothing mist+ evasive arcana roll even with the utility lock. (also because d/d eles usually carry 3 cantrips they can create a 900 range gap or give themselves protection so they can use their heal afterwards without mist form allowing their enemy to adapt and burst them again)

But just for the sake of answering your question: an Engineer can clear two conditions with Toss/Elixir S while additionally granting 3 stacks of Might. Toss Elixir S also works as a Stability/Stealth buff.

It’s not a Heal but Mist Form also has a much longer cooldown.

3 stacks of might pales to the vigor/regen an ele gets popping mist form in terms of surviving and recovering from burst, and throw elixir S is a coin flip on whether it can let you escape or not, while also having its own cast time long enough to take 1-2 more hits since you can’t make any distance anymore without the CC all of our kits have at least one of (cripples with tool kit, chill with grenades, blind/immobilize/cripple with bombs, backwards leap with elixir gun, knockback with flamethrower.

I come away with my own experiences, and I still find that Elixir S is an amazing skill to preemptively mitigate burst damage.

Problem is that elixir S can not actively mitigate burst damage as a stun breaker as doesn’t let you effectively reposition or recover while giving your enemy 3 seconds to set up another burst. Endure Pain works as a stun breaker because you can recover and use skills to create distance, Mist Form works as a stun breaker because you can recover with all the water traits that buff it up for survivability, Lightning Flash/Shadowstep/Blink/Lightning Reflexes/Spectral Walk work as stun breakers because they put distance allowing you to recover, Armor of Earth/Save Yourselves!/Stand Your Ground! in general work as stun breakers because they give you defensive boons allowing you to recover, and with all of these you can recover right after the stun break and not 3 seconds afterwards while the enemy knows exactly where you are.

wvw Solo roaming is gone :-(

in Elementalist

Posted by: Yukabacera.2307

Yukabacera.2307

Yeah I’m confused, d/d eles have A LOT more than just RTL to escape without even considering other utility slots, such as:
-Frozen burst (get away by slowing your enemies down heavily!)
-Frost Aura (reduce incoming damage AND heavily slow down anyone who still can hit you!)
-Shock Aura (thief catching up to you? Stun his kitten!)
-Updraft (thief still keeping up? blow him him away and stack on more swiftness thieves have little access to!)
-Ring of Earth (thief STILL catching up to you? give him one last cripple!)
-Magnetic Grasp (use it to immobilize that darn infinite initiative thief OR leap to a passive mob!)

On my engi I use EVERYTHING I want to escape. I can’t escape zergs, sure, but I could definitely get away from 3~ chaining cripple fields, gear shield, and swiftness without fast, long distance movement.

Revert Elixir-S, or balance 'Endure Pain'

in Engineer

Posted by: Yukabacera.2307

Yukabacera.2307

Eh, I don’t like the nerf because it was aimed at eles using mist form to go back to 100% health using their heal + water attunement + regen but not so much the stun break (since d/d usually carries 2-3 of them), and elixir S was hit solely for consistency. Meanwhile, Engis simply don’t have that kind of burst healing that warranted the nerf for mist form. Elixir S worked as a stun break because you could pull off an action or 2 to get your enemy off your back, but now people can simply focus on keeping up with you and hitting afterwards. Might as well use elixir R now since at least you don’t get disoriented by the camera and won’t give your enemy time to refocus his burst on you in the 3 seconds you sit there invulnerable with nothing to do.

Arrowcarts [merged]

in WvW

Posted by: Yukabacera.2307

Yukabacera.2307

With the ability to put 12 arrowcarts on a single door, adding poison to an arrowcart resulting in 33% less healing, increasing arrowcarts damage by 80%, with arrowcarts being so easily built with such small amount of supply required and increasing the time within which bleed stays on you from a cart… how do you think this is a positive addition to WvW?

I cant even … Im utterly dumbfounded at why someone at arenanet would think this is a good idea…

Arrowcart buff goes both ways, you could easily destroy those carts on the inside before plopping your 100 rams on the gate. (was Anet thinking that we should be using seige -gasp- other than rams/catas/trebs to attack a keep?)


I do think it was a tad overbuffed though, but with the delay on white swords its easier to take out all of that seige before it can get manned at all

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