Showing Posts For enLight.1695:
Many players are concerned that Cleansing Ire is a “black hole” trait—that it will almost always be chosen over Last Stand or Cull the Weak. Here is a possible solution to that problem:
1) Replace the minor trait Thick Skin with: “Embrace the Pain (Gain adrenaline when hit.).”
This replaces a useless minor trait with something useful, thematically synergizes with the other minor traits (Adrenal Health and Spiked Armor), and gives warriors the freedom to choose any of the three master traits without sacrificing that essential adrenaline gain.
2) Change Cleansing Ire to: “Remove a condition for every bar of adrenaline spent when you hit with a burst skill.”
The adrenaline-gaining ability of the trait has been moved to Embrace the Pain.
3) Change Cull the Weak to: “Increases damage to weakened foes by 10%. Striking a foe below the health threshold (50%) inflicts weakness (3 sec.).”
Applying weakness earlier in the fight is stronger and, with the damage increase, makes this trait a more attractive choice.
I think these changes would give warriors more of a real choice for their Defense master trait: Cleansing Ire, for a condition meta; Last Stand, for a CC meta; and Cull the Weak for a DPS meta.
6/14/2015
To address the concern that all warrior builds are dependent on Cleansing Ire (and thus, the Defense trait line), I propose the following fix:
4) Make Sigil of Cleansing legal in PVP.
Fast Hands + Brawler’s Recovery + Sigil of Cleansing = Remove 3 conditions every 10 seconds.
Pros:
1) Does not depend on the Defense trait line (i.e. Cleansing Ire).
2) Does not depend on adrenaline.
3) Does not depend on hitting with the F1 Burst (i.e. longbow).
Cons:
1) Depends on the Discipline trait line (most warriors pick this line anyway).
2) Is about 2 seconds slower then Cleansing Ire (but only in ideal circumstances).
3) Requires a specific sigil (but only on one weapon set).
(edited by enLight.1695)
I noticed this as well. Maybe Anet overlooked this, or it is a temporary change?
I hope the same thing doesn’t happen to Dragon’s Jade Claim Tickets, because I’m sitting on 2 unused ones.
For the last 3 weeks, the only things we did were Living Story achievements (mostly Labyrinthine Cliffs activities and mini-games) and WvW. We did not experience anything strange or exploitative during that time.
And we’ve been playing the game since launch (10 months). We’ve never exploited or used a third party program (bots, macros, whatever). As far as we can tell, we’ve been playing the game normally. Then Anet terminates us; reinstates us after we file a ticket; but warns us that if we do whatever we “did” again (and they won’t tell us what that is), we’ll be permanently terminated. So now we’re supposed to continue playing normally, as we always have, and hope that we don’t repeat whatever caused the false positive in the first place. That’s what’s driving me crazy.
Our only guess is that doing 20 events in Kessex Hills in an hour (for the Kiel achievement) triggered it. We’ve never done events that rapidly and repetitively before, and Kessex Hills used to be a bot hot spot many months ago. Our shared IP probably caused us to be flagged.
Saturday night, my brother and I were playing Guild Wars 2 for a couple of hours and our accounts were abruptly blocked. When we tried to log in, we received the 45:6:3:2205 error code, informing us that our accounts were terminated for botting, using macros, cheating, etc. But we were not cheating.
So we filed support tickets (#130728-000613 and #130728-000632) and, by Sunday afternoon, Anet support reinstated our accounts. Thank you! But this was their reply: “While our investigation points to the fact that your account was involved in a violation, we are going to extend leniency to you on a one-time basis. We have reinstated your account and you may rejoin the game now.”
The problem is that we were not cheating. Our behavior that night must have triggered a false positive in the system. Here are the activities we did leading up to our termination:
20 events in Kessex Hills (for a Cutthroat Politics Achievement)
Path 1 of Citadel of Flame
Level 2 Fractals of the Mists
Some WvW
My brother and I were using the voice chat program Mumble and play on a home network (so we share an external IP address).
Would any of those actions have triggered a false positive? I would like to know, so we can avoid going through this again.
Interesting video.
I play a condition warrior too, except I’ve geared myself for group/siege fights rather than solo play. The main difference is that I use Berserker’s Stance and Signet of Fury to boost adrenaline and I use Sword/Mace rather than Shield. My build is not that great at 1v1 fights, so it’s good to see that such a thing is possible.
Here is my Warrior:
Head: Citadel of Flame
Shoulders: Citadel of Flame
Chest: Twilight Arbor
Hands: Primeval (Gem Store)
Legs: Caudecus’s Manor
Feet: Primeval (Gem Store)
Colors are Abyss and Scarlet.
(edited by enLight.1695)
Here is my Warrior:
Head: Citadel of Flame
Shoulders: Citadel of Flame
Chest: Twilight Arbor
Hands: Primeval (Gem Store)
Legs: Caudecus’s Manor
Feet: Primeval (Gem Store)
Colors are Abyss and Scarlet.
Come on guys, he wants to see evil characters! Here is my Warrior:
Head: Citadel of Flame
Shoulders: Citadel of Flame
Chest: Twilight Arbor
Hands: Primeval (Gem Store)
Legs: Caudecus’s Manor
Feet: Primeval (Gem Store)
Colors are Abyss and Scarlet.
I play a Sword/Shield condition warrior in WvW and I love Distracting Strikes. It’s great to interrupt an opponent with Shield 4, putting three stacks of confusion on him, and follow up with Sword F1. I also sometimes run Bull’s Charge for another interrupt. Underwater, I can use Spear 3 and F1 and Harpoon 5 to interrupt. I haven’t tried it, but a Hammer build with sufficient condition damage might be interesting too.
The recent confusion nerf hurt Distracting Strikes, but the trait is still playable in a condition build (50% confusion damage is better than no confusion damage).
TLDR: Distracting Strikes is a niche trait that some builds, such as mine, actually take advantage of.
I’ve been playing a condition warrior for six months. After much experience in WvW, I prefer to run a hybrid direct/condition damage build. I use Longbow and Sword/Shield. My armor is Berserker with Undead Runes. My weapons are Valkyrie with Earth and Accuracy Sigils. My trinkets are ascended Rabid.
Without Might, my bleeds tick for 99 damage and my burns tick for 608 damage. The Deep Cuts trait and 30 points in Strength are enough condition duration (80% bleed duration). My ticks aren’t as high as a pure condition damage build, but I have more power and critical damage to take advantage of my high precision.
Race: Human
Sex: Male
Class: Warrior
Primeval Warplate (Gem Store / Heavy Chest Armor)
There is a hole, in both sides of the chest piece, where the armpit meets the breastplate. You can see through the character. (See Screenshot 1).
Nobleman’s Legguards (Caudecus’s Manor / Heavy Leg Armor)
When weapons are drawn, there is clipping between the loin cloth and the legs and torso (in the front and back). Which areas are affected depends on which weapons are drawn—such as sword/shield or longbow. (See Screenshot 2). I don’t know how much can be done about this without messing up the visual of the armor.
So far I think the Super Adventure Box is great fun. Here are two suggestions for improvement:
1. The chest timer of World 1 Zone 1 should be more in line with the other zones. If I remember correctly, it is 10 seconds. I think it should be at least 20 or 30 seconds. Or maybe players should just talk to the NPC (Shopkeeper) when they are ready to travel to the next zone.
I was playing with a friend who fell off the ledge right as we destroyed the cage. He didn’t have enough time to make it back up and missed out on opening the chest. Not the end of the world, but a little annoying—especially since the harder zones give you more time to open the chests.
2. Players should be invulnerable while loading into the next zone. After I defeated the boss in World 1 Zone 2, I jumped down to try to get a bauble I missed and was standing in the green water when I travelled. By the time Zone 3 loaded, the green water had killed my character, wasting one of my lives. I don’t know if this is intended or not, but I thought I’d mention it.
But telling small guilds to band together, especially without an alliance system, is just not going to be a satisfactory answer to the people who are upset about this.
You hit the nail on the head.
This “fix” isn’t a fix at all. Bounty Hunt Training missions only give smaller guilds a faster way to earn influence. Small guilds still have no practical way to DO the “real” content to earn Merits and Commendations. Anet just shrugs and says, “band together with other people”—which may as well translate into “join a larger guild.”
Guild Missions (and the rewards) should be scaled. I don’t oppose large-scale content for large guilds. But where is the small-scale content for small guilds (that is, content that rewards Merits and Commendations)?
If you want to fix this problem, give small guilds a way to earn Merits and Commendations so they don’t feel like second-class players and/or disband.
This is very disappointing. I think it’s pretty clear that these Guild Missions are not for “super small guilds” (guilds with less than 10 members).
Consider the information from this interview: http://dragonseason.com/Front/tabid/124/EntryId/210/Lunch-with-Colin-Johanson-Part-I.aspx
The first guild mission you can unlock is Bounty Hunt, which requires Art of War Level 5—something most small guilds neither have nor need. Then, even if they do grind and unlock it, a small Bounty Hunt is 3 targets, in 3 different zones, with a time limit of 15 minutes. Anet says that “maybe 10-15 people can do that”. Apparently, that is their definition of a “super small guild”.
So if a small guild can only muster 5 players, it simply can’t do the missions. (Good luck coordinating pugs!)
I don’t have a problem with Anet designing missions for guilds that have 100+ members. But why not also design missions for smaller guilds (less than 10 people)? That way, guilds of all shapes and sizes could enjoy some new content.
This just in from the mothership:
Just to be sure I ran a quick database query for the last few days and all the queue numbers look quite reasonable.
So I don’t know where in the map those players are when you’re looking for them, but they’re definitely in there somewhere!
Obviously, Anet has no idea what it’s talking about! We have conclusive proof that a queue queue bug exists. Extensive empirical testing has shown that the recent mass transfers to top-tier servers have had no impact on waiting times. Something else is clearly the cause of this.
Get a clue, Anet, and listen to the community!
But please, continue being bitter that SBI fell apart because WarMachine left.
Bitter? Absolutely not! I feel nothing but compassion for the plight of top-tier server populations.
I just played a few more hours of WvW on Stormbluff Isle. Boy, let me tell you, it was fun. No waiting times and great fights all around. Still no sign of the queue queue bug here, thankfully.
I can only imagine how many players’ weekends have been ruined by this bug. Come on Anet, roll out a patch to fix this thing!
Lately, there has been a lot of talk about the queue queue bug.
I just wanted to bring it to the community’s attention that Stormbluff Isle has, so far, not experienced it. And from what I’ve read in other threads on the topic, neither have other low-population servers (like Eredon Terrace).
The queue queue bug only seems to be affecting bandwa—I mean, high-population servers.
Maybe this is a coincidence? Maybe SBI is just lucky? Either way, I hope Anet gets to the bottom of this as soon as possible!
The cause?
Human nature and shortsightedness.
This is what happens when thousands of players simultaneously transfer to the same half-dozen servers.
So is stupidity. You need to read the post from Drok four spots above you.
You’re right, it is stupid to suppose that hundreds/thousands of new players transferring to the top servers would massively increase queue times. What was I thinking?
I’m just thankful that Stormbluff Isle isn’t experiencing this “bug”.
As I happily reported in the other thread: when I logged in on reset night, there were no waiting times for any maps on Stormbluff Isle.
I had a blast playing WvW while people on bandwagon servers sat in hour-long queues.
Karma is a kitten, ain’t it?
I’m happy to report that, when I logged in on reset night, there were no waiting times for any maps on Stormbluff Isle.
I had a blast playing WvW while people on bandwagon servers sat in hour-long queues.
Karma is a kitten, ain’t it?
I experienced this bug when I transmuted my Nightmare Armor with karma armor. I was able to apply Black at first, but after playing around with other colors, I was no longer able to dye that section Black.
However, I now use an untransmuted Heavy Nightmare Chest piece and am able to apply both Black and Abyss.
I have the same problem.
I transmuted Nightmare Heavy Chest Armor with Whispering Heavy Chest Armor (from the Narthex merchant). At first, I was able to dye everything Black. Then I played around with the Starter colors. Now I cannot dye one square of my chest armor Black. Instead, it is stuck as Dye Remover. (Black works in the Hero tab, but does not save once I close it).
However, I can sucessfully dye it any of the Starter colors. It’s only Black that doesn’t work.
Fix this Anet!