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lets talk healing power and roles

in Guild Wars 2 Discussion

Posted by: fuzdragonwind.7219

fuzdragonwind.7219

about thief: ah yeah the important shadow refuge, vital in vinewrath but its a bit of a crutch for some people that i was treading thin ground, also i written wall of text at 5am.
signet of malice if self heal, and yes it great.
blash finishers are anyone, thiefs can perform a blast finisher pretty often though yes. just i can’t rely on a water field in a random zerg or off alone by myself.
i trip over myself in general with thief, i’m scared to say anything.

about failing at guardian: um, lets see… blinding and blocking skill at correct times, yup i have that for myself across all characters. am i perfect or sometimes not paying attention? yes. in most situations general people just spam thier skills. only on an event or boss that needs a certain skill, is when people WAIT on using something. vinewrath’s second boss for example, bring reflect. but bringing reflect in a random situation? nope timing so far gone that its more effective to kill than to “pre prot” the field.

i suppose i became spoiled by the growing casualness. i (used to) hunt for combos between skills and thats about it. i’m forced to rely on myself more now days that when i want to focus on someone else that i meet out in wherever, that most things fall short.

some people in thread have been saying “ignore OP and just make traits and buffs more meaningful” well increasing healing power’s ratio on skills does that as some others have said. introducing new things such as “increased buff effect” would be interesting but take far too long for the devs to smoothen the game out for.

its almost like the stacking conditions issue. how about dynamically changing the maximum stacks of effects? they’re removing defiant to be a secondary hp bar, why not do reverse for conditions or certain buffs (stability was interesting change i’m neutral about), to like catch up with player count.

about personal issues with tagging, well gee from my experience, simply hitting a monster once (if first hit) or twice (if not first hit) counts as tagging a monster. in a medium to huge group of people doing an event, thats NOT happening as now you’re racing time because oops things dead the moment you click… wonder why =/

lets talk healing power and roles

in Guild Wars 2 Discussion

Posted by: fuzdragonwind.7219

fuzdragonwind.7219

cont because limits…

engineer: not much to say here, experimental turrets are nice but they matter so little in serious play and thats not factoring in thier fragility. damage and freedom of things to do is nicely spread around. only the elixer gun is feeling clumsy. support roles though? whats that =p [sarcasm] potions are disappointing towards others, medkit is a joke, and most other things are situational. now i’m not saying eng sucks, its actually wonderful, i just can’t be a support as my tiny brain can’t wrap around what it can do to be one effectively.

necromancer: this one feels like he’s in a stalemate right now… i LOVE fear build like… triple duration fear, or rather it was triple duration till a related trait stopped working. now he tried raw damage, ok that worked 3k damage average per hit was nice but snoreville. i tried minions, nope they die, but its pretty funny when traited with vamp. i tried being tanky, well that almost works but there’s not enough movement going on. my favorite skill, vamp signet (the button 6 one), every use of it makes a champion’s hp bar drop 5%.

thief: this is my black sheep, i stay away from it because of my zealous friends. that said, i ran crit self heal, almost worked, i must just suck though. i tried venoms, OMG BEST THING EVER NO SARCASM, like holy kitten sorry but everything yes with giving people might, extra conditions, and live stealing. o.o if only they weren’t so limited to just that, like they don’t stack for one thing.

sorry for wall of text >.>
playing support is indeed passive even in an active game, hell my mesmer afks the hardest. necro afks only because staves recharge is kinda lol. guardian auto attacks hammer and just wins in parties (jokingly and not). then ranger is just “use volley sometimes, unless in zerg, then always else you miss out”. warrior has similar AoE “issues” but i think thats more so on reaction time instead.

healing was only ever “almost working” as guardian via regen and virtue then random stuff, ele via water staff and related, mesmer mantra and phant, and finally everyone else falling in line. rangers is just healing spring, thats it. thiefs are the venoms but thats offensive instead of… whatever. then warrior is ONLY banners as shouts aren’t frequent enough. out of them all, only guardian, mesmer, and ranger manage to “do” anything as they spread things out. why not thief? because its only venoms and if allies don’t do anything, then everything is a “nope”

lets talk healing power and roles

in Guild Wars 2 Discussion

Posted by: fuzdragonwind.7219

fuzdragonwind.7219

well things gotten heated in here… guess i’ll list the builds i play and connect the dots. mind you, this will be obtuse and biased and also very limited in most cases as far as i’m presently aware.

warrior: in most regards i am uncomfortable with warrior as most of what it can do is just “kill it”. heal shouts were NOT appealing as the recharge is not fluid enough and i fall back to just dps’ing. i enjoyed banner support but it leaves me with a lack of things to do at the same time. regen and the slight stat boosts are barely noticeable in a serious event but they work out for general use to reasonably nice degree. lately i have most fun as a GS warrior that gives might to allies, which by itself is only half a build so other than pushing my crit values, i’m left scratching my head.

guardian: guardians are wonderful but are almost opposite of warriors in what they can do (for me). i can’t really get into the projectile reflection side of things (i can’t tell whats slow: me, connection, skills). buffing allies and its passive healing works wonders in general play and buffs work even into large situations. aegis feels like it could use two more methods of application, but otherwise its more of a bonus than something dedicated. which brings me to traits, while warrior traits were mostly “pump out more”, guardian’s were “lets DO more things” which is everything i could ask for (that its aiming for doing more, not that it does everything).

ranger: i want to love this class, i really do and i enjoy it so much while i was building it up, playing honestly. but i did NOT know how to play gw2 as i done so. spirits, have thier own topic somewhere and boiled down to only ice being “useful”, so that cut that form of support off of me. i tried traps, nope there’s stacking limits, but hey nothing touches me while solo (killing a champ lol). then there’s “melee or not” which is still up for debate. longbow? yes. sword? no, why when axe does nicer but no might given to pet. gs? well i’m looking into it recently but haven’t tried anything, hated it on game launch though.

mesmer, i struggled to play this when i was learning the game, and i still can’t shatter “correctly”. thankfully phantasms is a thing, as well as explosive clones (when they get killed or when they get replaced). phantasms, specifically the torch one, has been my everything: giving people regen, applying thier counter related effects (confusion and retaliation) AND removing conditions. now illusions they’re stupidly fragile if i face just a vet or higher, but i don’t run into issues until there’s a second or i’m in “serious” content because i can just make more. then before scepter gotten a reason to be used, mantra of pain was set for autocast, and there’s a trait for healing. i could never die solo and i was in “rare” armor with healing power second stat, giver weapons, and giver accessories. now i’m half condition damage half flat damage crit evenly between armor and accessories. life is wonderful in every situation now.

elementalist: i’ve been playing this less and less. it feels like i’m not being good unless i’m fire staff. i have some joke builds like giving everyone around me constant fury, swiftness, and protection. water staff is only healing viable and it falls short in a lot of things, much easier to just fire+earth to dps roll on things and thats boring. if it try to run something else, i just die because eles are twigs.

lets talk healing power and roles

in Guild Wars 2 Discussion

Posted by: fuzdragonwind.7219

fuzdragonwind.7219

Personally, I love what kronos is hinting towards. I want something that’ll let healing or general support rolls to not need to fall back on the “you can do that the same but in zerkers for better damage”.

We actually don’t have much “reactive” healing either. Vamp signet and defiant stance are only notable two i can think of at 5am. Some rune sets provide this i believe. As well as heal on block (via aegis). I enjoy aegis based guardian but aside from “aegis bomb” there’s no where that’s going, i can perform better via constant protection symbol hammer or heal spam mace/staff + symbol… and that falls short the moment i face 4+ foes or an elite (but strangely fine vs 1 or 2 vets).

I’m trying my best not to be… excessive with suggestions, but most people want something large and I prefer to be an intermediary. I dream of using a utility based heal (such as mesmer mantra heal on prep) to heal 20% of someone’s hp who has full exotic celestial stats. That’ll make me feel like i’m doing something, except that specific skill is NOT a good candidate for buffing, its painfully easy to use even though the drawback is that you give up scepter auto attack (! ) or something else similar.

lets talk healing power and roles

in Guild Wars 2 Discussion

Posted by: fuzdragonwind.7219

fuzdragonwind.7219

First, let me apologize that I am unable to view enough similar forum threads of similar (or not) suggestions for how to make healing power or healing in general, better/different.

I’d like to open up with that some people still insist or try to make 100% healer role play styles. I understand that that is not possible and its best to mix tactics and stats around for better to best results.
However, event and combat credit for those that try to stay off to the side flinging support (healing, buffs, and non damage related effects) grow disappointed that they do not get that participation check, or if they do, its not frequent enough to be noticed. This is 50% hearsay, 50% myself.

Lets look at healing power itself. In most respects, its exactly as power, only applies to just healing related skills. In a lesser aspect, skills have fairly low ratios, specially over time effects even though that is justified. When one person tries to heal self, and this is his or her first time playing, he expects the self heal to recover 75% of thier hp in dangerous situations and take 30 seconds to repeat. What currently happens is a 40% hp heal with very wide range of downtimes from 15 seconds to 45 OR a 80% heal over 3 to 6 seconds on a 40 to 60 seconds recharge.

Next lets look at synergy stats. Toughness is favored for defensive importance and role, its a no brainer and it works together with healing power and vitality for increasing survival balancedly. However, healing cannot crit so precision and ferocity is limited to just damage. Then vitality doesn’t quite work in healing’s favor, more health TO heal after all, which would be fine if it wasn’t hard to “catch up” to begin with.

Effect stacking is my final topic, there’s a comfortable amount of mixing around we can do… except for conditions but i have trouble keeping up with news and thats a completely different topic. A single guardian or elementalist fully dedicated on healing, can only at most heal 7% hp/second with combined sum of effects towards others. Less if passive and hearsay a bit more if active. I do not remember if those mentioning active combined healing took in account for cooldowns or not. I do know that the strongest single AoE utility or trait sourced heals recover about 4000 health to self (or 7000 to others) under maximum conditions.

[Gentle] Solutions, at least two out of following would help:

  • A heal in a certain area count as hitting mobs towards participation credit. If this already happens, then its unoticable for most people that have been complaining or battles are too fast (blame those that stick to “zerkers”).
  • Enable healing to crit. This sounds strong but its nothing compared to some more zealous suggestions i’ve heard. Just grant half benefit of precision and fero, for balance related comfort.
  • Give everyone 10% vitality added to healing power, or 5% power and vitality is added to healing power. Why am I suggesting this? To give more stat spreading comfort and to help healing “catch up”, all while at same time being very small (max from vit is 270 rounded up from this alone).
  • Increase all healing over time/trigger by 1%, all utility/trait based healing that can affect others by 5%, and self heals by 10%. (most likely lesser degree for final mention).

[Extreme] Solutions :

  • Remove ferocity and in its place give crit related stat for healing that isn’t over time (such as healing signet or regeneration boon). This would require a lot of work merging effects such as half of precision is old fero, and new fero is just a copy of precision in effects but for healing.
  • Add half of player’s level to a multiplier for all healing. I’m not sure where this came from but sounds kind of high, reason its in this category.
  • Double all healing, this isn’t happening but its what i heard asked.
  • Remove healing power and use power for increasing healing effects. I can see where this is coming from but it breaks too many things, yet it’ll simply a lot in both good and bad ways.

(pve) con dur traits not working

in Bugs: Game, Forum, Website

Posted by: fuzdragonwind.7219

fuzdragonwind.7219

This may sound like i’m crying, maybe i am, but i did research and i already in-game reported but i feel it gotten lost because it was multiple single reports of each respective trait involved.

The following traits, do not function in pve (and strangely only pve), tooltips update but actual combat effects are not applying. only noticed these traits not working after the March 16, 2015 update

  • Radiant Fire (torch recharge is working fine however)
  • Ember’s Might
  • Napalm Specialist (side note, Rocket Kick’s tooltip doesn’t update)
  • Hemophilia
  • Potent Poison (is applying additive boost instead of multiplicative)
  • Master of Misdirection
  • Master of Terror

Lingering Curse has a lesser mention, its working but has rounding issues as if decimals are being cut off between steps. Again comparing tool-tip vs the actual results, however in this case it also is affecting pvp.

relatedly, it is possible to have more than 100% combined condition duration from runes, food, giver weapons, sigil, trait-line, and utility consumable. this will cause tool-tips to list greater values matching the above 100% boost but only the +100% amount plus related traits for specific durations will apply. the wiki states this is intended, but is a tad clumsy as some people love pushing values.

edit: Deep Cuts works correctly but doesn’t cause blue values in relevant tooltips.

(edited by fuzdragonwind.7219)

new weapons

in Suggestions

Posted by: fuzdragonwind.7219

fuzdragonwind.7219

ok if we’re going to link weapons to professions, thats a whole different topic than “what could be added or was missing”.

i suppose i’ll comment on this new topic though while hopefully grab more people to pitch in with the brainstorm.
- 2-h axe: warrior (obviously), ranger, necro. reason is because necro is missing a melee and its a potential vs the next weapon idea. both ranger and necro already have 1-h axe.
- scythe: ok yeah this one is limited, however note that there are devish in gw1. where is those respective skills? i see some in warrior and ranger but devish kinda took from a lot of things but used a scythe… i hate circular logic. necro, warrior
- crossbow: engineer, warrior, ranger, thief. engineer is a definite because its more techy than a bow, but simple and yes potentially 1-h.
- whip: ranger, thief, mesmer. yeah whips would be linked to domination, and if anyone can pull of glamour, they can =p and whips can be decorative and deadly equally. it is more defensive otherwise but won’t “fit” with guardian as far as i know.
- fists/claws: thief, maybe ranger and maybe mesmer. claws require flexibility and style while fists require speed and cunning. there’s really nothing skill-wise that’ll link to this weapon, but class potential is there. maybe necro for a different set of lifesteal (if not on/mixed-with scythe).
- flail: because i didn’t think of this at first, all i can think of is warrior and guardian. it seems to be just a mace of different range.
- melee staff: ok this will be silly but… elementalist and ranger, NOT thief and NOT warrior, maybe guardian. a melee 2-h is obviosuly needed for ele, this will be it. it doesn’t seem to fit with warrior despite that warriors are masters of (combat) weapons. guardians are defense, and real monks would use them for both assistance and battle, so yeah. rangers might get use out of it but thief? no, they’re based off 1-h items… so yeah lol

i kinda agree about ele’s and greatsword, however they have the elite, i feel a battle staff would work out better.

new weapons

in Suggestions

Posted by: fuzdragonwind.7219

fuzdragonwind.7219

This is half a question and half a suggestion because at one point this was asked before long time ago.

How about new weapon types into the game? 2-h axe was hinted at some point in time. When people asked about it “got to save ideas for later wink” was a dev response.

So, what are people’s thoughts about these suggested (missing) weapon types?
2-h axe
Scythe
Crossbow
Whip
Fist/Claw

requesting statistics

in Guild Wars 2 Discussion

Posted by: fuzdragonwind.7219

fuzdragonwind.7219

so the game has been out for awhile now, curious to know how many accounts there are and the average number players online daily.
where can i find this information or can a dev please post more recent news article with the information?

automatic question to reset password?

in Account & Technical Support

Posted by: fuzdragonwind.7219

fuzdragonwind.7219

thank you, guess my password if 8 digits was too short post blacklisting date

automatic question to reset password?

in Account & Technical Support

Posted by: fuzdragonwind.7219

fuzdragonwind.7219

today i gotten a tiny red banner after i logged into the launcher (but not fully into the game as auto-run is toggled off). is it serious or is it a timed thing? as in is there a program anet made to notify users that thier password isn’t that secure? or does the warning message just appear after a month or whatever?