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Elementalist under water skills miss target

in Bugs: Game, Forum, Website

Posted by: cheezwhiz.9517

cheezwhiz.9517

As I noted in my own report, the vertical hitboxes of the trident projectiles are too small. This will most often occur against small creatures like barracuda. Really this is an easy fix (increase the hitbox size), the devs just don’t appear to be poring through the forums for bugs to fix.
#thanksScarlet

Jade Quarry Guardian/Necromancer of [MoG]

Elementalist Trident Hitbox Size

in Bugs: Game, Forum, Website

Posted by: cheezwhiz.9517

cheezwhiz.9517

Bumped, more detail on Replication.

Jade Quarry Guardian/Necromancer of [MoG]

Swiftness Bug when >= 40s

in Bugs: Game, Forum, Website

Posted by: cheezwhiz.9517

cheezwhiz.9517

TC isn’t a pulsing field, so it probably checks if you have swiftness before it would grant you swiftness. You can theoretically receive swiftness twice from the same TC if you lose swiftness (from a boon strip) and run through it again before it expires. This would be the same mechanic as Veil, which has no ally cap because it’s not technically an attack or AoE. I have seen plenty of Mesmers use the same Veil for a second stealth, so I see no reason it wouldn’t be this way with TC.

Jade Quarry Guardian/Necromancer of [MoG]

Swiftness Bug when >= 40s

in Bugs: Game, Forum, Website

Posted by: cheezwhiz.9517

cheezwhiz.9517

I’ve gotten several minutes of swiftness before, and have noticed the cap.
@Tyler: It would be helpful to know all of the quantity/duration caps and single cast caps so we can document them on the wiki. Especially for Stability, as I have noticed something different from what you’ve mentioned. And are "stacks" of duration removed and applied in a FIFO fashion or some other order?
To clarify: I’ve managed 3min+ of swiftness on my warrior but only 15 seconds of stability from a group of five guardians with "Stand Your Ground." Did I miscount (possibility)? Or is there a duration cap that can only be exceeded by a single skill, similar to movement speed caps?

Jade Quarry Guardian/Necromancer of [MoG]

Mesmer stuck after blinking

in Bugs: Game, Forum, Website

Posted by: cheezwhiz.9517

cheezwhiz.9517

As Droshi mentioned, building siege can cause the same movement issue.

Replication
Start building Siege and fail to spend supply before it’s completed, or be interrupted before spending any supply.

How to Get Out
Swap weapons or forms. Some blinks appear to work too.

Jade Quarry Guardian/Necromancer of [MoG]

Elementalist Trident Hitbox Size

in Bugs: Game, Forum, Website

Posted by: cheezwhiz.9517

cheezwhiz.9517

Not sure if this is what you’d call a bug or more of a QL problem, but figured I’d mention it anyway.

Summary
The Trident skill 1 for the Elementalist Air/Earth attunements is so small that it is possible to miss foes at point blank, that you are targeting with your attack.

Replication
This is an unreliable occurrence. Sometimes it happens, sometimes it doesn’t. The easiest way to replicate will be to target melee underwater foes one at a time, especially shorter foes like the Barracuda (easily found in Wayfarer Foothills and Metrica Province). I am playing a small-sized Human Elementalist, if character size/stature is at all important.


If this doesn’t get addressed, the way I escape the bug is by moving in multiple directions and turning around. A 360 degree rotation is necessary because it resets your targeting on the enemy. The XYZ movement is more than likely a placebo, but I habitually react with that movement.


Increase the size of the attack hitboxes. This shouldn’t be gamebreaking by any stretch, especially with Air 1 only hitting one foe with each projectile anyway.

Jade Quarry Guardian/Necromancer of [MoG]

(edited by cheezwhiz.9517)

Neko's Comp. Guide to the Dungeon Ele

in Elementalist

Posted by: cheezwhiz.9517

cheezwhiz.9517

I’m currently enjoying 0/30/0/30/10 with D/D, D/F, or Staff (mainly a utility/support option). I can’t live without that perma vigor or it would probably be 0/30/10/30/0 for protection through auras. You can either aura share or remove conditions, providing some group utility (though considerably less than the generic auramancer). With the new change to Tempest Defense, you can provide a 20% damage boost against stunned targets. Frost Bow has that 5 second freeze.
Would Frost Bow 4/5 -> Lightning Hammer sitting in water be a decent option now, assuming you get the first stun on Champs?

The downside of this is that Tempest Defense is almost completely useless against specific bosses, but at least you have the ability to switch to a Fresh Air spec easily.

Jade Quarry Guardian/Necromancer of [MoG]

Powerful Aura- Not worthy of grandmaster

in Elementalist

Posted by: cheezwhiz.9517

cheezwhiz.9517

I’m little new to Elementalist but loving the style of the class. I’m running 0/30/0/30/10 D/D, and I switch to a semi-generic cantrip build if aura sharing isn’t necessary.

Aura sharing feels very out of place on the Water line, especially considering the heavy investment in Fire and Air (and the minor in Earth) to truly have permanent coverage. Moving Powerful Auras to one of the other elemental lines makes the most sense to me, because of the relatively niche value of Pyromancer’s Puissance (Fire GM trait) and Written In Stone (Earth GM trait). Thoughts?

Jade Quarry Guardian/Necromancer of [MoG]

(edited by cheezwhiz.9517)

CDI- Character Progression-Horizontal

in CDI

Posted by: cheezwhiz.9517

cheezwhiz.9517

As may have been mentioned earlier:

Versatility in weapon skills. Even the ability to have a second option on skills for a particular weapon could bring tremendous versatility and diversity to classes, especially those with fewer weapon sets.

A secondary armor set page that can only be swapped when out of combat. Manually swapping between my Knight’s and Rabid gear on my Necro in a dungeon can get pretty tedious, and it soaks up a lot of inventory space.

Guild Halls. Also Guild Halls. Seriously, I’d be willing to bet at least half the population is clamoring for that.

Edit: Bug and targeting fixes on existing skills would be nice too. For example, Elementalist Trident in Air/Earth Attunements has such a small hitbox on the Skill #1 attacks that I have been able to sit in front of an underwater monster at point-blank range and watch my little projectiles breeze on by without hitting. This is with auto-targeting on or off. Increasing the size of the hitbox on the attack by 20 or 30 "range" would probably fix this. This is just one example of targeting and collision errors that really mess up the flow of gameplay, in my opinion.

Jade Quarry Guardian/Necromancer of [MoG]

(edited by cheezwhiz.9517)

CDI- Character Progression- Vertical

in CDI

Posted by: cheezwhiz.9517

cheezwhiz.9517

Read the first page but it got a bit tl;dr for me, so if I’m rehashing stuff read it as a +1 for those people.

Regarding character/gear progression, things that I appreciate:
- Upgradable gear. It’s been said earlier, the Fractal Capacitor and Ascended Rings are amazing in this respect. More fractal play means better fractal gear. I don’t really have inventory space for yet another set of armor, so upgrading the current lv80 exotic gear seems to make more sense for such a small (yet noticeable) boost in stats.
- Trait/skill reworks and expansions. I find that more potential variety with skill builds makes for a more enjoyable game. The vast potential of meta and off-meta builds was what kept me in GW1 for 6 years.

Regarding character/gear progression, things that bother me:
- Gear improvements tied to the game economy. In my view, this encourages an over-reliance on gold and gold farming in the market, which would go against the idea of a player being rewarded for gameplay.
- Nonsensical crafting progression. I stopped at 489 Weaponsmithing because I have to discover 5-8 more exotic weapons I will have no use for. Why not have a method that lets me improve the gear I have rather than crafting items I won’t use?

As far as ascended materials, there’s very little problem in obtaining any of it in PvE, but again, in WvW Dragonite Ore can be a rare commodity. Maybe add a chance for it to drop from Tower champion bags as well?

Jade Quarry Guardian/Necromancer of [MoG]

Thief for PvE, a joke?

in Thief

Posted by: cheezwhiz.9517

cheezwhiz.9517

Silver – you should look at venoms if you want to play a support thief that’s built for condition damage. Here’s a link:
http://www.gw2build.com/builds/venom-healer-venom-heal-support-thief-condition-overkill-5304.html
Just make sure you’re close by your allies when you apply the venoms.

Jade Quarry Guardian/Necromancer of [MoG]

Thief for PvE, a joke?

in Thief

Posted by: cheezwhiz.9517

cheezwhiz.9517

Honestly big PvE groups can be fun – thieves as a class archetype are made for picking the high profile targets, incapacitating or killing them, and then zipping out. Stealth is an important mechanic of this, just as venoms are, and evasion can be useful for getting in and out of combat quickly.

The problem there comes when you’re faced with huge groups of similarly powerful enemies, so there’s no clear chain of difficulty in facing them. A pile of 20 dredge is going to hurt a thief’s flavor if they’re all mobs of moletariat, as opposed to a particular leading commissar that is boosting his allies in combat, but susceptible to a highly focused chain of attacks in solo combat.

I want to reiterate: that’s just a flavor problem, and detracts from the style of the thief, and not necessarily the playability.

Jade Quarry Guardian/Necromancer of [MoG]

Thief for PvE, a joke?

in Thief

Posted by: cheezwhiz.9517

cheezwhiz.9517

Quells, the biggest problem I have with a thief is the difficulty with aggro.
Disclaimer: I don’t farm fractals or run dungeons with any frequency. I enjoy just playing for the sake of playing. I’m a casual-core gamer.

I’ve noticed you have to get a tremendous distance away from most enemies to truly break aggro – that is, be able to heal automatically, change skills and gear, and interact with vistas. This is tremendously problematic with vertical distances.

Example: I’m currently standing on a krait tower in the Mire Sea. I can’t get the vista, yet there are no enemies attacking me. Presumably that is because a single krait midway down the tower is still “in combat” with me. I will have to go back down, killing every krait on the way, before I can find the one that is preventing me from getting this vista.

The stealth aggro nerf didn’t fix this. Thieves have had problems with stealth breaking aggro and causing enemies to heal, yes, but does making the enemy stop right on top of us really benefit us in this respect?

If I were to try fixing the aggro problems, I would be looking at two things:
1) (For thieves, specifically) Is there a way to make enemies react more slowly to a thief’s exit from stealth?
2) (In general) Is there a way to remove a player’s “in combat” status after that player has not been involved in combat after a certain duration?

The first would (in my opinion) remove a lot of the hurt from exiting stealth and allow thieves to have more flexibility in when they exit stealth.
The second would clear up problems like my krait tower situation.

And now I’m off to find that blasted krait.
Edit: Turns out it was a barrel of supplies. Yeah, that’s right. Inanimate, passive objects have aggro tables.

Jade Quarry Guardian/Necromancer of [MoG]

(edited by cheezwhiz.9517)