Showing Posts For ds dante.3209:

Mercenary Amulet removed for S3

in Warrior

Posted by: ds dante.3209

ds dante.3209

Sage’s amulet + Leadership runes working great

Deathly chill

in Necromancer

Posted by: ds dante.3209

ds dante.3209

Yeah actually curses could be a good trait line to put on , atm is maybe the least used traitline on the necro

Deathly chill

in Necromancer

Posted by: ds dante.3209

ds dante.3209

Am i the only one who thinks this trait should be on bas necro to make it more usable , also not worthy of GM status anymore imo

Reason why mesmer is dominating

in PvP

Posted by: ds dante.3209

ds dante.3209

Not really sure what your reply has to do with my post. I’m simply saying Mesmers have a lot of well thought out GM traits that provide depth and playstyles.

yeah , he just read “mesmer” and "OP’ and started ranting hahahaha

RIP Fero buff

in PvP

Posted by: ds dante.3209

ds dante.3209

People cared about Ferocity? There was never even a good time to get them. They were just noob traps.

Paired with tranq meant instant win. FYI. 6 points per tick for who knows how long is op.

That’s stillness + tranq , fero is for the kills , so yeah….

Eir Stegalkin In Stronghold

in PvP

Posted by: ds dante.3209

ds dante.3209

Didn’t make more sense for her to turn into a new revenant stance ?

stability cannot stop thief basilisk venom?

in Necromancer

Posted by: ds dante.3209

ds dante.3209

Its possible your stab is being stolen as well, as it prioritizes stab (I’m pretty sure).

Yup , steal prio stability

Couple things to help Warrior, List them!

in PvP

Posted by: ds dante.3209

ds dante.3209

Warriors are fine-ish , the major issue is that they don’t accomplish any rol better than any other class in the game so is hard to have a spot in the meta that way.
It needs a trait rearrange thoug , they messed up everything when trying to kill shoutbow/hambow.

[Suggestion] Warrior Balance

in Warrior

Posted by: ds dante.3209

ds dante.3209

The restorative strenght resistance boon + last buff of war will make the rest of the war healing skills more viable , healing signet’s passive is way too good atm that’s why 95% of the wars use it, maybe add a couple of conditions to buff conversions on the active effect would make for the resistance boon removal.

I don’t know about that. Resistance is a strong boon- like protection, and to convert conditions to boons on heal is also very strong. Besides that, that doesn’t sound like something that would go under the strength specialization. More like something from tactics or discipline.

Also berserker stance it’s ok atm , i actually find it better in most scenarios, only the boon corruption make it look like a nerf , the only change i would make to berseker stance is the pulse interval , change it to 1s of resistance with a 1s pulse so you reduce the boon corrupt/rip to a minimum effect, every immunity is bad for the game(look at diamond skin or mesmer for an example) so i’m ok with the fact that they changed this , also the condition removal would make the signet of stamina useless so imo that’s unnecesary for this skill.

The thing is, I actually removed signet of stamina (turned to berserker’s signet- which increases condition damage and duration if activated). Removing all conditions is quite useless especially how everyone throws conditions left and right. After removing all conditions, you get a 60 second cooldown and that’s just not a good signet. If anything, I will miss the endurance regeneration more but yeah…

You bring up an interesting perspective on berserker’s stance, though. While i’ll normally say that immunity is bad for game balance, it’s already everywhere in the game. Invulnerability, defy pain, etc. Anyways, I changed it a bit. Let me know what you think,

Remove 3 conditions and become immune to new conditions for 3 seconds. Pulse resistance for a short duration afterwards. (1 second resistance, 1 second boon application interval, 5 second duration)

Traits:
Burst precision to strenght line instead of empowered.
Burning arrows:current effect + 10% arrack speed with longbow , also swap withquick breathing for grandmaster spot.
Weapon Skills:
Final Thrust:Reduce damage but add bleed or torment (sword is a condi based weap not power).
Flaming Flurry :let it keep it’s direct sword hit bleed effect from regular burst.
Rupturing smash:Let it keep it’s base burst AoE and daze eff , but add vulnerability instead of immov.
Elite:
Rampage CD is fine.
Signet of rage:Make the boons a short duration pulses like berserker stance cause the excesive amount of boon rip/corruption make it’s active effect almost useless for an elite.

  • Would you mind elaborating why burst precision fits better in strength?
  • Also why burning arrows is worthy of grandmaster?
  • Final thrust suggestion makes sense, i’ll think about it further.
  • Flaming flurry already deals a lot of damage from the burning, don’t think a buff is necessary at this point.
  • Rupturing smash suggestion could make sense; but then that’s something sundering leap kinda does already.
  • Rampage can go both ways. In my opinion however, it’s very lopsided in a sense that it’s so strong yet sits on such a long cooldown, it’s hard to make use of this. Currently has a .0833333 uptime, reducing it will make it 0.1 uptime. Reduce damage dealt while in berserk to compensate.
  • In regards with signet of rage, I think it’s fine. I know there’s a lot of boon hate, but it’s normal for game balance. Need valid counters vs warriors and I’ll give them this at least.

Remove 3 conditions + 3-5s of immunity is more than enough for justa stance , the resistance after immune is an overkill.But tbh still don’t like the idea to return to an immunity so i rather prefer the shorter resistance pulses.
Most of the power builds (the one’s i thing should be using the strenght trair line) rely more on the burst critical damage , so i feel like strenght GM is a better spot for it , maybe instead of axe mastery(maybe move axe mastry to master level).
Burning arrows like merciless hammer and forceful greatsword affect a 2h weapon , so it affects an entire 5 skill set unlike quick breathing (2 skills), so i belive all traits that boost 2h weaps should go to GM level.
Still signet of rage sounds too underwhelming in the current boon corrupt meta to evben consider it , and we’re talking about an elite skill.

I get where you’re going at now..

Problem is, now the master class of the tactics specialization will have both quick breathing and shrug it off, which accomplish similar things. Quick breathing overshadows shrug it off, due to it’s ability to convert conditions to boons.

Then maybe the mistake is having both on the same traitline….

[Suggestion] Warrior Balance

in Warrior

Posted by: ds dante.3209

ds dante.3209

The restorative strenght resistance boon + last buff of war will make the rest of the war healing skills more viable , healing signet’s passive is way too good atm that’s why 95% of the wars use it, maybe add a couple of conditions to buff conversions on the active effect would make for the resistance boon removal.

I don’t know about that. Resistance is a strong boon- like protection, and to convert conditions to boons on heal is also very strong. Besides that, that doesn’t sound like something that would go under the strength specialization. More like something from tactics or discipline.

Also berserker stance it’s ok atm , i actually find it better in most scenarios, only the boon corruption make it look like a nerf , the only change i would make to berseker stance is the pulse interval , change it to 1s of resistance with a 1s pulse so you reduce the boon corrupt/rip to a minimum effect, every immunity is bad for the game(look at diamond skin or mesmer for an example) so i’m ok with the fact that they changed this , also the condition removal would make the signet of stamina useless so imo that’s unnecesary for this skill.

The thing is, I actually removed signet of stamina (turned to berserker’s signet- which increases condition damage and duration if activated). Removing all conditions is quite useless especially how everyone throws conditions left and right. After removing all conditions, you get a 60 second cooldown and that’s just not a good signet. If anything, I will miss the endurance regeneration more but yeah…

You bring up an interesting perspective on berserker’s stance, though. While i’ll normally say that immunity is bad for game balance, it’s already everywhere in the game. Invulnerability, defy pain, etc. Anyways, I changed it a bit. Let me know what you think,

Remove 3 conditions and become immune to new conditions for 3 seconds. Pulse resistance for a short duration afterwards. (1 second resistance, 1 second boon application interval, 5 second duration)

Traits:
Burst precision to strenght line instead of empowered.
Burning arrows:current effect + 10% arrack speed with longbow , also swap withquick breathing for grandmaster spot.
Weapon Skills:
Final Thrust:Reduce damage but add bleed or torment (sword is a condi based weap not power).
Flaming Flurry :let it keep it’s direct sword hit bleed effect from regular burst.
Rupturing smash:Let it keep it’s base burst AoE and daze eff , but add vulnerability instead of immov.
Elite:
Rampage CD is fine.
Signet of rage:Make the boons a short duration pulses like berserker stance cause the excesive amount of boon rip/corruption make it’s active effect almost useless for an elite.

  • Would you mind elaborating why burst precision fits better in strength?
  • Also why burning arrows is worthy of grandmaster?
  • Final thrust suggestion makes sense, i’ll think about it further.
  • Flaming flurry already deals a lot of damage from the burning, don’t think a buff is necessary at this point.
  • Rupturing smash suggestion could make sense; but then that’s something sundering leap kinda does already.
  • Rampage can go both ways. In my opinion however, it’s very lopsided in a sense that it’s so strong yet sits on such a long cooldown, it’s hard to make use of this. Currently has a .0833333 uptime, reducing it will make it 0.1 uptime. Reduce damage dealt while in berserk to compensate.
  • In regards with signet of rage, I think it’s fine. I know there’s a lot of boon hate, but it’s normal for game balance. Need valid counters vs warriors and I’ll give them this at least.

Remove 3 conditions + 3-5s of immunity is more than enough for justa stance , the resistance after immune is an overkill.But tbh still don’t like the idea to return to an immunity so i rather prefer the shorter resistance pulses.
Most of the power builds (the one’s i thing should be using the strenght trair line) rely more on the burst critical damage , so i feel like strenght GM is a better spot for it , maybe instead of axe mastery(maybe move axe mastry to master level).
Burning arrows like merciless hammer and forceful greatsword affect a 2h weapon , so it affects an entire 5 skill set unlike quick breathing (2 skills), so i belive all traits that boost 2h weaps should go to GM level.
Still signet of rage sounds too underwhelming in the current boon corrupt meta to evben consider it , and we’re talking about an elite skill.

Current patch real buffs/nerfs

in PvP

Posted by: ds dante.3209

ds dante.3209

Neco real buff:Mercenary ammy + Diamond skin fix.
Thief/Rev real buff:Bunker builds removal.
Ele real nerf:Celestial ammy removal.
Mesmer/Rev real nerf:Stomp/Res fix.

The problem is anet didnt consider the amulets impact on the pvp meta before making the changes to professions, i hope they at least give us a couple of balance fixes before next season.

(edited by ds dante.3209)

[Suggestion] Warrior Balance

in Warrior

Posted by: ds dante.3209

ds dante.3209

While i do belive too that fast hands should be base line i belive 5s is too much , maybe they can do the same they did with bursts and make the baseline weapon swap for war a 7-8s CD and reduce the rest with the minor trait.

Oh sweet Jesus, someone responded!

I see your point and you do raise a valid concern. With so many “on weapon swap” effects, 7 Seconds does seem like a reasonable proposition. To be fair, I wasn’t really sure what the reasoning is for getting fast hands baselined other than “mesmers got a bunch of kitten baselined, so why can’t warriors?”.

I did say however, that “traits should not be something the profession heavily relies on, but something that the profession could use to improve itself in specific situations.” in my design philosophy, so my general idea was that fast hands should not have been a trait in the first place due to heavy reliance on it in build compositions.

So yeah. 7 seconds?

7s seems fair , also the main problem with war atm is that they messed up the trait synergy when they wanted to kill shoutbow/hambow, body blow and distracting strikes shouldnt be on strenght trait line , maybe in tactics and/or discipline and move burst precision and phalanx strenght to strenght.
Also maybe remove the resistance boon of healing signet and make it part of restorative strenght , so that way every war healing has the potential to provide resistance at least for 3-5s.
And last but not least resistance buff shoulf have the least prio to be corrupted , like thief w steal(steal has a boon steal prio with stability so is always an interrupt), so that way resistance is more viable for every class and necro would be more in line.

I agree that body blow and distracting strikes don’t belong on the strength line, so I merged distracting strikes and body blow into unsuspecting foe to create “concussive strikes”, in the major master class of arm specialization

Stuns, dazes, knockbacks, pulls, pushes, and launches inflict bleeding (1 stacks bleeding, 4 seconds) and weakness (4 seconds). Cause confusion (2 stacks confusion, 4 seconds) when you interrupt a foe’s skill. Increase critical hit chance against disabled foes. (Critical hit chance: 50%)

Note that all effects last a maximum of 4 seconds, and confusion and weakness stack amount is nerfed. Despite this, it feels “full” on paper, but I’m unsure how it will play out in actual gaming. Thoughts? (Take some time to go over the entire traits page, a lot has changed.)

I’m a bit cautious about giving restorative strength resistance, due to how strong it is. Besides that, what about healing signet itself? What will it’s active be? Also, do you think the passive is too strong to be a passive?

You have a good point on the boon corruption/rip/steal priority, but that goes beyond the scope of this balance proposal. So far, I only suggested changes for the warrior profession. I know what you’re thinking though- berserker’s stance’s vulnerability to boon theft/corruption/ripping. I suggested that it just remove all conditions and grant you immunity for a slightly shorter duration.

edit/ oh, also check out empowered grandmaster trait in strength specialization. I think you’ll be pleasantly surprised.


If ArenaNet takes these suggestions seriously and say something in this thread, I’ll make another thorough breakdown of all other professions, as well as runes, sigils, boons, and conditions…

The restorative strenght resistance boon + last buff of war will make the rest of the war healing skills more viable , healing signet’s passive is way too good atm that’s why 95% of the wars use it, maybe add a couple of conditions to buff conversions on the active effect would make for the resistance boon removal.
Also berserker stance it’s ok atm , i actually find it better in most scenarios, only the boon corruption make it look like a nerf , the only change i would make to berseker stance is the pulse interval , change it to 1s of resistance with a 1s pulse so you reduce the boon corrupt/rip to a minimum effect, every immunity is bad for the game(look at diamond skin or mesmer for an example) so i’m ok with the fact that they changed this , also the condition removal would make the signet of stamina useless so imo that’s unnecesary for this skill.
Traits:
Burst precision to strenght line instead of empowered.
Burning arrows:current effect + 10% arrack speed with longbow , also swap withquick breathing for grandmaster spot.
Weapon Skills:
Final Thrust:Reduce damage but add bleed or torment (sword is a condi based weap not power).
Flaming Flurry :let it keep it’s direct sword hit bleed effect from regular burst.
Rupturing smash:Let it keep it’s base burst AoE and daze eff , but add vulnerability instead of immov.
Elite:
Rampage CD is fine.
Signet of rage:Make the boons a short duration pulses like berserker stance cause the excesive amount of boon rip/corruption make it’s active effect almost useless for an elite.

[Suggestion] Warrior Balance

in Warrior

Posted by: ds dante.3209

ds dante.3209

While i do belive too that fast hands should be base line i belive 5s is too much , maybe they can do the same they did with bursts and make the baseline weapon swap for war a 7-8s CD and reduce the rest with the minor trait.

Oh sweet Jesus, someone responded!

I see your point and you do raise a valid concern. With so many “on weapon swap” effects, 7 Seconds does seem like a reasonable proposition. To be fair, I wasn’t really sure what the reasoning is for getting fast hands baselined other than “mesmers got a bunch of kitten baselined, so why can’t warriors?”.

I did say however, that “traits should not be something the profession heavily relies on, but something that the profession could use to improve itself in specific situations.” in my design philosophy, so my general idea was that fast hands should not have been a trait in the first place due to heavy reliance on it in build compositions.

So yeah. 7 seconds?

7s seems fair , also the main problem with war atm is that they messed up the trait synergy when they wanted to kill shoutbow/hambow, body blow and distracting strikes shouldnt be on strenght trait line , maybe in tactics and/or discipline and move burst precision and phalanx strenght to strenght.
Also maybe remove the resistance boon of healing signet and make it part of restorative strenght , so that way every war healing has the potential to provide resistance at least for 3-5s.
And last but not least resistance buff shoulf have the least prio to be corrupted , like thief w steal(steal has a boon steal prio with stability so is always an interrupt), so that way resistance is more viable for every class and necro would be more in line.

[Suggestion] Warrior Balance

in Warrior

Posted by: ds dante.3209

ds dante.3209

While i do belive too that fast hands should be base line i belive 5s is too much , maybe they can do the same they did with bursts and make the baseline weapon swap for war a 7-8s CD and reduce the rest with the minor trait.

Is warrior good now?

in PvP

Posted by: ds dante.3209

ds dante.3209

Warrior is ok , it just necro that was overbuffed and make the zerk stance look like a nerf and chilling damage still to high.

How to kill revenants?

in PvP

Posted by: ds dante.3209

ds dante.3209

Sword/shield got a little nerf , but every other class except necro/thief got nerfed so , use a necro or a thief i guess

All Hail Necro Overlords

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Posted by: ds dante.3209

ds dante.3209

They should at least reduce the chill damage now that they have so much boon corruption

Warrior is now META, Thank you ANET

in PvP

Posted by: ds dante.3209

ds dante.3209

Using a mix of shoutbow+ berserker trait line and is wornikg fine , burning arrows on tactics trait line is helping a lot.
Using Mercenary’s ammy atm.

So when is the ele and mes nerf comming?

in PvP

Posted by: ds dante.3209

ds dante.3209

Nerf the daggers instead of the entire class.