Showing Posts For hailsatan.2865:

CHILL with the CHILL nerfs please?

in Necromancer

Posted by: hailsatan.2865

hailsatan.2865

So it seems that the balancing team has something against the condition chill. Here are some direct and indirect nerfs i’ve seen maybe I missed a few so please add. If you think im crazy and the chill condition deserves this treatment please tell me why.

1.
Chill converts to 2 seconds of Resistance. How the hell does that balance out. What they should’ve done is grant Resistance to Tormented players and the might to chilled ones? My reason for the idea is below.

21 skills currently in game that apply chill
This is not even counting….
- 2 underwater skills
- 10 pet skills
- 5 traits that apply chill
- 1 downed skill
- 1 stolen skill(thief)
- activating combo on ice fields
- the kitten load the reaper will be receiving
Also there are 4 runes/sigils that apply chill and one food that does.

Now for the torment applications
7 skills currently in game that apply torment
- 1 trait that applies torment
In addition 3 Runes/Sigils that apply torment
That’s it!

2.
Chill and Cripple no longer affect the distance traveled on dash skills. Lame but I actually brushed this one off. It was hard enough trying to kite warrs and guards with my chillomancer build so this actually crippled our crippling conditions a little bit.
Why doesnt breaking someons leg affect how far they can run or jump anymore lol.

3.
This one is kind of random but I never understood it’s existence. The Superior Rune of Grenth vs Superior Rune of Balthazar battle. Now when it comes to Chill vs Burning conditions you could say burning is superior because it deals high dmg which will win you fights while chill does not a single thing to harm your opponent thus not contributing to wins. But thats not even the case Chill has amazing control effects while burn has awesome dmg effects IMO they are equal so why not treat them equal?

Superior Rune of Grenth:
(1): +25 Condition Damage
(2): +10% Chill Duration
(3): +50 Condition Damage
(4): 25% chance when struck to cause chill for 3 seconds. (Cooldown: 30s)
(5): +100 Condition Damage
(6): +20% chill duration; when you use a healing skill nearby foes are chilled for 3 seconds. Cooldown: 10s

Superior Rune of Balthazar:
(1): +25 Condition Damage
(2): +10% Burning Duration
(3): +50 Condition Damage
(4): +15% burning duration; when you’re struck below 20% health gain quickness for 5 seconds. (Cooldown: 90s)
(5): +100 Condition Damage
(6): +20% burning duration; when you use a heal skill nearby foes are burned for 3 seconds. Cooldown: 10s

Almost mirror images of Chill and Burn abilities except the (4) on Balthazar has 5s of quickness stapled to it. Why doesnt the Grenth counterpart get this?

4.
Almost every class laughs in the face of people who rely on the chill condition with -33% duration traits EVERYWHERE. Ele can dodge roll off 1000s of chill for not just themselves but allies in the area! WTF. Thieves hardcounter chill like a mfer as well. Two skills that cleanse it right off with extremely low cd’s and it doesnt even affect their initiative regen. Not to mention the new trait that grants -50% chill effects. Warrs can charge that kittenty chill right off and soon will not affect their dash skills. Engies laugh at the movement condtions as well and will soon convert chill to resistance without doing a single thing. The new Reapers say kitten you to chill builds with -66% chill duration while in shroud. Hell there’s even a rune set that grants -50% chill duration however nothing like that exists for any other condition.

I play necromancer the only class in the game that can actually cast chill spells with decent uptimes and our chill spells are now next to useless. Trust me necro has enough problems to deal with.

CHILL with the CHILL nerfs please?

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

So it seems that the balancing team has something against the condition chill. Here are some direct and indirect nerfs i’ve seen maybe I missed a few so please add. If you think im crazy and the chill condition deserves this treatment please tell me why.

1.
Chill converts to 2 seconds of Resistance. How the hell does that balance out. What they should’ve done is grant Resistance to Tormented players and the might to chilled ones? My reason for the idea is below.

21 skills currently in game that apply chill
This is not even counting….
- 2 underwater skills
- 10 pet skills
- 5 traits that apply chill
- 1 downed skill
- 1 stolen skill(thief)
- activating combo on ice fields
- the kitten load the reaper will be receiving
Also there are 4 runes/sigils that apply chill and one food that does.
Now for the torment applications
7 skills currently in game that apply torment
- 1 trait that applies torment
In addition 3 Runes/Sigils that apply torment
That’s it!

2.
Chill and Cripple no longer affect the distance traveled on dash skills. Lame but I actually brushed this one off. It was hard enough trying to kite warrs and guards with my chillomancer build so this actually crippled our crippling conditions a little bit.
Why doesnt breaking someons leg affect how far they can run or jump anymore lol.

3.
This one is kind of random but I never understood it’s existence. The Superior Rune of Grenth vs Superior Rune of Balthazar battle. Now when it comes to Chill vs Burning conditions you could say burning is superior because it deals high dmg which will win you fights while chill does not a single thing to harm your opponent thus not contributing to wins. But thats not even the case Chill has amazing control effects while burn has awesome dmg effects IMO they are equal so why not treat them equal?

Superior Rune of Grenth:
(1): +25 Condition Damage
(2): +10% Chill Duration
(3): +50 Condition Damage
(4): 25% chance when struck to cause chill for 3 seconds. (Cooldown: 30s)
(5): +100 Condition Damage
(6): +20% chill duration; when you use a healing skill nearby foes are chilled for 3 seconds. Cooldown: 10s

Superior Rune of Balthazar:
(1): +25 Condition Damage
(2): +10% Burning Duration
(3): +50 Condition Damage
(4): +15% burning duration; when you’re struck below 20% health gain quickness for 5 seconds. (Cooldown: 90s)
(5): +100 Condition Damage
(6): +20% burning duration; when you use a heal skill nearby foes are burned for 3 seconds. Cooldown: 10s
Almost mirror images of Chill and Burn abilities except the (4) on Balthazar has 5s of quickness stapled to it. Why doesnt the Grenth counterpart get this?

4.
Almost every class laughs in the face of people who rely on the chill condition with -33% duration traits EVERYWHERE. Ele can dodge roll off 1000s of chill for not just themselves but allies in the area! WTF. Thieves hardcounter chill like a mfer as well. Two skills that cleanse it right off with extremely low cd’s and it doesnt even affect their initiative regen. Not to mention the new trait that grants -50% chill effects. Warrs can charge that kittenty chill right off and soon will not affect their dash skills. Engies laugh at the movement condtions as well and will soon convert chill to resistance without doing a single thing. The new Reapers say kitten you to chill builds with -66% chill duration while in shroud. Hell there’s even a rune set that grants -50% chill duration however nothing like that exists for any other condition.

I play necromancer the only class in the game that can actually cast chill spells with decent uptimes and our chill spells are now next to useless. Trust me necro has enough problems to deal with.

CHILL with the CHILL nerfs please?

in PvP

Posted by: hailsatan.2865

hailsatan.2865

So it seems that the balancing team has something against the condition chill. Here are some direct and indirect nerfs i’ve seen maybe I missed a few so please add. If you think im crazy and the chill condition deserves this treatment please tell me why.

1.
Chill converts to 2 seconds of Resistance. How the hell does that balance out. What they should’ve done is grant Resistance to Tormented players and the might to chilled ones? My reason for the idea is below.

21 skills currently in game that apply chill
This is not even counting….
- 2 underwater skills
- 10 pet skills
- 5 traits that apply chill
- 1 downed skill
- 1 stolen skill(thief)
- activating combo on ice fields
- the kitten load the reaper will be receiving
Also there are 4 runes/sigils that apply chill and one food that does.

Now for the torment applications
7 skills currently in game that apply torment
- 1 trait that applies torment
In addition 3 Runes/Sigils that apply torment
That’s it!

2.
Chill and Cripple no longer affect the distance traveled on dash skills. Lame but I actually brushed this one off. It was hard enough trying to kite warrs and guards with my chillomancer build so this actually crippled our crippling conditions a little bit.

Why doesnt breaking someons leg affect how far they can run or jump anymore lol.

3.
This one is kind of random but I never understood it’s existence. The Superior Rune of Grenth vs Superior Rune of Balthazar battle. Now when it comes to Chill vs Burning conditions you could say burning is superior because it deals high dmg which will win you fights while chill does not a single thing to harm your opponent thus not contributing to wins. But thats not even the case Chill has amazing control effects while burn has awesome dmg effects IMO they are equal so why not treat them equal?

Superior Rune of Grenth:
(1): +25 Condition Damage
(2): +10% Chill Duration
(3): +50 Condition Damage
(4): 25% chance when struck to cause chill for 3 seconds. (Cooldown: 30s)
(5): +100 Condition Damage
(6): +20% chill duration; when you use a healing skill nearby foes are chilled for 3 seconds. Cooldown: 10s

Superior Rune of Balthazar:
(1): +25 Condition Damage
(2): +10% Burning Duration
(3): +50 Condition Damage
(4): +15% burning duration; when you’re struck below 20% health gain quickness for 5 seconds. (Cooldown: 90s)
(5): +100 Condition Damage
(6): +20% burning duration; when you use a heal skill nearby foes are burned for 3 seconds. Cooldown: 10s

Almost mirror images of Chill and Burn abilities except the (4) on Balthazar has 5s of quickness stapled to it. Why doesnt the Grenth counterpart get this?

4.
Almost every class laughs in the face of people who rely on the chill condition with -33% duration traits EVERYWHERE. Ele can dodge roll off 1000s of chill for not just themselves but allies in the area! WTF. Thieves hardcounter chill like a mfer as well. Two skills that cleanse it right off with extremely low cd’s and it doesnt even affect their initiative regen. Not to mention the new trait that grants -50% chill effects. Warrs can charge that kittenty chill right off and soon will not affect their dash skills. Engies laugh at the movement condtions as well and will soon convert chill to resistance without doing a single thing. The new Reapers say kitten you to chill builds with -66% chill duration while in shroud. Hell there’s even a rune set that grants -50% chill duration however nothing like that exists for any other condition.

I play necromancer the only class in the game that can actually cast chill spells with decent uptimes and our chill spells are now next to useless. Trust me necro has enough problems to deal with.

Which Zone design is your favorite?

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

How about each zone having a personal level of influence towards your character that is boosted by doing events, quests hunting etc. within the area. The influence level would also decay when you have not done anything within that particular zone meaning the natives of that land will slowly forget your deeds and not praise you as much until you begin gaining more influence.

Rewards:
Once you reach certain milestones in the influence level you will unlock merchants or different tiers within a merchants window(similar to the levels in dry top merchants).
Other Ideas:
- New titles could be achieved
- Bonus Chests
- Access to racial armors of other races
- Once 100% influence for the zone is reached and maintained for X amount of time a title would be awarded and also one laurel by visiting the leader in the capital city.

Maybe something like this should’ve been created instead of karma points?

Once you have reached certain level of influence the npc’s in nearby villages and towns will walk up to you speaking new lines claiming you as a hero or champion. I remember the npc’s in the Fable games doing this and it was pretty awesome.

Rune of Svanir. Can we fix it please?

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

There are a lot of sets nobody uses. This one is not special.

Fix them all IMO.

+1

Rune of Svanir. Can we fix it please?

in PvP

Posted by: hailsatan.2865

hailsatan.2865

(6): +20% chill duration; when you’re struck below 20% health remove all conditions and become a block of ice for 5 seconds. (Cooldown: 90s)

All it needs

Thats a great idea actually and probably wouldn’t take a lot to add.

Though in the end i will never be a fan of immobilizing myself in ice while my foes are still running around waiting for me to unfreeze with somewhere below 20% health…seems backwards

Rune of Svanir. Can we fix it please?

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

Because becoming invulnerable for 5 seconds and giving you time to figure out a strategy including the ability to break out of it with SB+Stab is useless.

Invulnerable is great. Being stunned and immobilized is not. Mistform>Ice Block. You’re correct about having that safe zone to strategize but guess what your opponents will to! Not to mention it makes perfect sense for me to stun myself and waste my own SB to get out of it.

Sure, its niche, but its one of those things that is OP if used right. But you have to make a build designed specifically to take advantage of it. Its a “survival” rune, just like the mist form one. and these runes are not for PvE gameplay.

They’re for escaping battles that would have killed you in PvP/WvW.

There is no pvp runes or pve runes theres just runes that serve the purpose of extending customization. NOBODY uses this set except to try it out and I wish that would change.

Rune of Svanir. Can we fix it please?

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

This is the rune setup and i like it for the most part besides the 6th bonus. Being stunned and invulnerable is not good for any situation I can think of. Compared to the mistform from vampire runes this one does more harm than help. And if you have conditions you will certainly die inside of a ice cube with no way of counteracting. I feel like i’m the only person in game who considers this rune over others.

(1): +25 Toughness
(2): +10% chill Duration
(3): +50 Toughness
(4): -50% Incoming Chill Duration
(5): +100 Toughness
(6): +20% chill duration; when you’re struck below 20% health become a block of ice for 5 seconds. (Cooldown: 90s)

I do love the -50% incoming chill duration its great and unique to this rune only. Also the idea of having some of jormag’ corruption imbued into your armor is really cool but the 6th bonus just doesnt reflect that… maybe if it froze your foes instead of yourself.

Some ideas:
(6): +20% chill duration; when you’re struck below 50% or 80% health you gain frost aura for 5 secs. (Cooldown: 90s) – Good but typical and boring.

(6): +20% chill duration; when you use your heal skill convert all conditions into chill on yourself(1s per condi removed) (Cooldown: 30s) – This will synergize with the -50% inc chill to only inflict .5s of chill per condi removed.

(6): +20% chill duration; when you’re struck below 25% health you gain protection, regeneration and retaliation for 6 seconds. (Cooldown: 60s) Similar to the skill the Svanir champ uses in Honor of Waves.

I could make a million suggestions but you get the point anything but a self harming ice prison! Thanks for reading and very excited for HoT!

Rune of Svanir. Can we fix it please?

in PvP

Posted by: hailsatan.2865

hailsatan.2865

This is the rune setup and i like it for the most part besides the 6th bonus. Being stunned and invulnerable is not good for any situation I can think of. Compared to the mistform from vampire runes this one does more harm than help. And if you have conditions you will certainly die inside of a ice cube with no way of counteracting. I feel like i’m the only person in game who considers this rune over others.

(1): +25 Toughness
(2): +10% chill Duration
(3): +50 Toughness
(4): -50% Incoming Chill Duration
(5): +100 Toughness
(6): +20% chill duration; when you’re struck below 20% health become a block of ice for 5 seconds. (Cooldown: 90s)

I do love the -50% incoming chill duration its great and unique to this rune only. Also the idea of having some of jormag’ corruption imbued into your armor is really cool but the 6th bonus just doesnt reflect that… maybe if it froze your foes instead of yourself.

Some ideas:
(6): +20% chill duration; when you’re struck below 50% or 80% health you gain frost aura for 5 secs. (Cooldown: 90s) – Good but typical and boring.

(6): +20% chill duration; when you use your heal skill convert all conditions into chill on yourself(1s per condi removed) (Cooldown: 30s) – This will synergize with the -50% inc chill to only inflict .5s of chill per condi removed.

(6): +20% chill duration; when you’re struck below 25% health you gain protection, regeneration and retaliation for 6 seconds. (Cooldown: 60s) Similar to the skill the Svanir champ uses in Honor of Waves.

I could make a million suggestions but you get the point anything but a self harming ice prison! Thanks for reading and very excited for HoT!

So whats everyones Reaper gonna look like?

in Necromancer

Posted by: hailsatan.2865

hailsatan.2865

Always wanted an excuse to use the Seer’s Mask. Going full freak show for my reaper.

So awesome.

Should the we have utility in DS?

in Necromancer

Posted by: hailsatan.2865

hailsatan.2865

The only skill we need to have access to while in DS is our Heal Skill. Nothing Else.

If that were possible DS would act as a shield bar and actually protect us. Currently while getting bursted down you have to make a quick decision whether to die trying to cast your heal or pop DS to prolong your death. The current setup is not made for survivability instead its made to prolong your death by how much life force you gain. You have to lose health to gain life force but you can’t gain health while using that life force….. One sided right? (Except for Unholy Sanctuary which is quite bad even if the regen was up while out of DS)

It would give necros the survivability they need and the ability to escape from losing battles like every other class can.

[Follow Up] Forum Specialist Feedback

in Necromancer

Posted by: hailsatan.2865

hailsatan.2865

But aren’t spectral skills about ghostliness in which case shouldn’t you lack the solid body to reflect/block projectiles anyway…(Sorry just commenting on the assertion that reflect/block fits into spectrals but I still do agree that we need some way to handle projectiles).

Guess we’ll just have to deal with infusing terror (stability) + Spectral Armor to absorb the damage as gaining life force until then orz…

Interesting idea for Spectral Walk. What if instead of receiving the low 2% life force per hit it simply allowed projectiles to go straight through you. Kind of op but if balanced it would have a lot of flavor and actually help us escape.

Rubi Bayer Fan-Art

in Community Creations

Posted by: hailsatan.2865

hailsatan.2865

The almost mirrored detail is quite impressive.
+1

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: hailsatan.2865

hailsatan.2865

Maybe Blood Fiends attack should be changed to a shorter version of life siphon on the dagger 2 skill but balanced. It would probably mean blood fiend could attack easier at a range.

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: hailsatan.2865

hailsatan.2865

I’ve suggested making minions cost life force or your actual life as to justify the recharge reduction. An Idea I doubt is popular. But having an extremely low cool down could make it so a well timed moa can counter us but also give us a chance to recover. Which I feel would be more important then just making them immune to it. But thats my opinion.

I love this idea. Not only would it be a throwback to gw1 but it would make all the sense in the world that creating these horrors would cost a small percentage of your life or blood.

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: hailsatan.2865

hailsatan.2865

@Hail, It’s actually funny you mentioned the part about the Flesh Worm’s active. I completely forgot what Bhawb has said about that, but he had mentioned having the poison + blast finisher happen at your feet as you teleport away. Either way, whether they make it a “consumption” like heal, or keep it the same, they definitely should consider having it happen at your feel before you teleport, since… Well, that’s usually where the fight is!

Yes that is a great idea, but I was thinking since it was suggested that it inflict aoe poison on attacks maybe it should no longer have that poison on activate anymore. I think my idea would be a little bit too awesome though. The skill would be chosen over Spectral Walk any day.

Bone minions are ugly, wouldn’t miss them. Do love the reavers. The bone minion appearance can just be kept for the jagged horrors.

I just think the Reavers are so cool yet so rare within the game.

Minion Change Suggestions (Sikari & Bhawb)

in Necromancer

Posted by: hailsatan.2865

hailsatan.2865

This is the best criticism for the current MM struggles ive seen on necro forums. From my personal experiences in spvp i would often find a sword being shoved up my kitten by a thief with no utilities to counterplay because all my minions would be huddled together behind a wall on the other side of the map. In pve against bosses minions are simply not an option as the boss will one shot cleave half of them and then cleave again to leave you with no minions in a matter of seconds. Not saying its completely useless to be a MM but its very hard atm and every time i see a necro running MM I applaud them for trying to keep that iconic necro play style alive.

I couln’t have come up with better improvements than the ones you have even if i tried, however here’s my two cents for what its worth.

Shadow Fiend:
Cleave yes, but kind of random for this shade to cleave especially when the npc version doesnt SO I have a very flavorful idea. Lets change it to summon Flesh Reaver who is more likely to cleave. It looks more necro friendly though is a bit random but isnt a necro summoning a shadow fiend as well?
Active skill: Command Flesh Reaver to let out a Shriek that blinds in a 180 radius area with ground targeting.

Flesh Wurm:
Just as you said it is useless except for its teleport atm. SO in addition to the changes you suggested instead of an area poison on teleport make it into an area heal. This will make it an option for blood magic builds, MM builds, and a great utility slot for many, many other builds.

Bone Minions:
All i want for christmas is for these guys to look like these from gw1.
Thats it. It’d be so beautiful. Imagine having seven of these guys at your command with the new shout being introduced vs seven of the undead squirrel minions we have now.

PLEASE ANET WE’RE BEGGING YOU AS FANS WHO’VE BEEN HERE SINCE GW1 RELEASE.

Attachments:

Minion Change to "Rise!" skill

in Guild Wars 2: Heart of Thorns

Posted by: hailsatan.2865

hailsatan.2865

How about we change the jagged horrors to look more like the bone horrors from gw1 but function the same way as they currently do. Inflicts bleed and health degeneration.

Attachments:

Shouts + Rune of Soldier = Group support

in Necromancer

Posted by: hailsatan.2865

hailsatan.2865

This is where the real problem with your logic lies. The Necromancer can still be a very selfish class while still retaining sufficient team support in the form of +1 to 2 reliable blast finishers and maybe picking up a projectile absorb or some offensive ally-affecting traits. This is especially true because you’re treating the DPS as if it’s the Necromancer’s forte, where it simply is not given how few damage modifiers the class has. If the Necromancer’s specialty is supposed to be CC / DPS, then why is the Ele superior at both of those things all while having more team support at the exact same time? I’ll tell you why: because the Necromancer is currently not where it should be in terms of balance; it’s weak. That’s why people ask for team support.[/quote]

You’re absolutely right about the lack of finishers. Though I hate necro’s lich form it is the highest dps output in the game and as far as cc goes a necro can keep permanent chill, poison, and weakness on single targets which is a great indirect form of group support. I dont see ele maintaining that kind of cc or competing with lich’s dps, however they also aren’t as squishy as necros either and offer much more group direct group support.

I’m not saying you’re all wrong but i think anet meant for necro’s to support in specialized ways such as boon corrupting/stripping and high cc uptimes vs the typical in your face support that every other class has. In the end blood magic is being more group focused so everybody wins.

What minion would you like to see on "rise!"?

in Necromancer

Posted by: hailsatan.2865

hailsatan.2865

FLESH REAVER would be an interesting choice…. it would fit the reaper’s theme of having demon minions help him take a soul back to the underworld as reapers do.

Attachments:

Spectral Grasp bug or just me failing?

in Necromancer

Posted by: hailsatan.2865

hailsatan.2865

Seems like 50% of the time spectral grasp does not perform correctly while the engie’s equivalent Magnet Pull works perfect every time for me. When i activate it there’s a good chance it will say target obstruct when the path will be perfect with no obstructions even near it. Also cool down will reset as if i used it. Another thing it does is activate correctly but instead of pulling target to me the target will stay in exact position with the chill inflicted.

I have mained necro since i started and loved this skill. However with the bugginess i’ve always put something else in its place. I was just wondering if this happened to anyone else?

Also maybe with the new HoT updates maybe the devs could consider giving it more of a buff when traited with Spectral Attunement since it is the only Spectral skill that doesnt get full benefits from it. Reducing casting time to .25 seconds would be great or increase in velocity would be even better.

Bomber Cleric

in Engineer

Posted by: hailsatan.2865

hailsatan.2865

I could be wrong here, but I’m pretty sure Cleric isn’t worth it. The amount of other stats given up doesn’t balance with the healing output gained. There should be a bunch of threads on this.

You’re right I feel like cleric is only meant for support builds which is what this one is suppose to be. The trait at the end of inventions that converts 10% healing power to power helps a lot though. I’m getting a nice 200+ power from that alone.

Bomber Cleric

in Engineer

Posted by: hailsatan.2865

hailsatan.2865

Never just leave your healing turrets standing, the burst heal, pick/destroy is a lot better.

Agreed I meant to do that only for the benefit of party members, however I feel like I need to use metal plating trait for -30% dmg to turrets now.

Bomber Cleric

in Engineer

Posted by: hailsatan.2865

hailsatan.2865

I thought this might be a fun build for the passive aggressive engies out there in wvw. Dps is kind of sad but the build should shine when it comes to tanking and buffing party members.
http://gw2skills.net/editor/?fdEQJAqelUUpArVWxPLseNiaBF6bsxAI6Qmlb/pIA-T1RDABO8AAMUJIU7Pcp6PZp8DgTAge6BIFw36tA-w

The idea is simple run around like crazy dropping as many bombs as possible to heal allies for 456hp per bomb(with 25 stacks) and damage/cc any enemies. The build can also work as a half decent tank with a nice amount of cc removal and hp regen.

Pros:
- Regenerates 1064 hps for self and 844 hps for allies given your heal turret isn’t destroyed and you have 25 stacks. These numbers aren’t even counting sigil of water or 6/6 bonus heal on Runes.
- Turrets grant Protection, Regeneration, and Vigor to allies. (Vigor means more Evasive Powder Kegs for more aoe heals)
- Decent tanking ability with 3153 armor and lots of protection boons. Also 5 different condition removals.

Cons:
- Low dps meaning 1v1’s might be hard and will have to chase enemies with bombs.

Dual Mace Build

in Warrior

Posted by: hailsatan.2865

hailsatan.2865

I need some opinions on this build not sure if Dual Wield Agility is better than Last Chance trait.

No condition removal besides cleansing ire but runes grant -25% condi duration and -58% to movement impairing condis.

http://gw2skills.net/editor/?fJAQRApZ5ejMdU3ZjH+dwJaAlgCdo3Cjw5GIACeVZBA-TZBEAB7+CAsZ/BHOCAAcQAsuMAA

Solo King Droma PVE Content

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

I like this idea, but I think you can expand on it a little. Why give all the glory to crabs when you can add this idea to a few other species? For example, if you fight Oakharts, there’s a chance that a powerful forest spirit will attack you. Just an idea.

You’re absolutely right. I was thinking this could be also done with ghost/spirits and a few others and then after defeating all of them a new title could be unlocked called killer of kings.

Solo King Droma PVE Content

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

Combat Abilities:
The fight against King Droma will demonstrate abilites used by the typical shore crabs but with major additions as well as superior offensive capabilities.

Abilites:
– Defiance.
– Defensive stance and shockwave.

Skills:

Autoattack; Cleaves up to 3 foes in close proximity once with each claw inflicting vulnerability.
Each attack inflicts 6s of vulnerability

- Defensive Stance; enters an immobile stance which will remove a condition, grant regeneration, retaliation and block all attacks while active.
-Stance duration: 6s
-Regeneration and Retaliation durations: 16s

- Shockwave attack; Droma will strike the ground with both claws sending a shockwave that knocks down and inflicts weakening damage to foes in its path. Similar to the ability champion giants have.
-Range: 1200
-Weakness duration: 10s
-Knock down duration: 2s

Problems with this idea:
Players will have to almost be actively farming crabs for the content to ever be seen at which they currently have no reason to do so. This problem can be solved quite easily though. All we have to do is give players a reason or reasons to farm the crabs. Perhaps by introducing a new recipe that uses the also new item soft crab meat dropped by all crabs in Tyria. In addition possibly adding level 20, 40 and 80 versions of the recipe that use soft crab meat. Even more content!

Positive additions this content will bring to the table:

-Making this idea come to life will introduce more end game content as well as content for any leveled player.

-Introduce more attractive weapon skins for players to collect.

-Unique and never before seen content that will make for a better solo pve experience.

-Anet can gererate money from content like this by making the weapons craftable in the mystic forge thus leading to the purchase of gems to pay for the high costs of crafting materials.

End Notes:
-Destroyer crabs should be excluded from the chance to summon effect.
-Droma is derived from the species of sleepy sponge crab, Dromia Dormia.
-Idea: Add achievement after defeating boss that unlocks the title “Killer of Kings”

Everything above is just an idea I came up with while finding solo pve to be kind of boring and not as rewarding for the time compared to other activities. Since it will most likely be unused or seen by any devs I hope that my fellow players will at least be amused by it. Feedback on this wishful idea or art, constructive or not is greatly appreciated! However if any dev sees and likes any of this FEEL FREE TO USE IT ANY OR ALL OF IT! Thanks for taking the time to read.

Solo King Droma PVE Content

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

Item 1: Solo Crab King Mini Boss and follow up Quest in Treacherous Depths

Proposed Idea:
Since all of Tyria is littered with little crustaceans along its coasts I’ve come up with a bit of exciting content that will surprise any pve explorer with a difficult but rewarding challenge. Whether the player is a level 6 newcomer or a seasoned level 80 this random event will always be challenging and never expected because of its extremely low chance of occurring. The idea is that when slaughtering a crab in any part of the map there will be a small chance of summoning King Droma (Giant crab boss), however the player will have had to defeat a large number of crabs before the chance to summon effect will even be possible. (Maybe start the threshold on 30 or 50 kills) Once the summon is triggered King Droma will burrow himself out of the beach or seafloor close to the players location and automatically be aggro’d towards the player. King Droma can only be fought by the player who summoned him meaning no other player can engage the boss. (Perhaps display text across the screens of nearby players that did not summon reading “King Droma is not after you” when they try to attack) It is important that it is done this way so that the player feels he or she has personally erupted a challenge by angering a vengeful beast from the sea. Droma will always be 3 levels higher than the players current level (If level 80 a level 83 King Droma is summoned) to ensure a difficult fight and to further increase the difficulty the player will have to defeat the mini boss within 10 minutes. Adding the timed aspect not only makes it harder but it ensures the player cannot quickly call guild mates to help revive them multiple times during the fight. If Droma is not defeated within the time frame or the player is defeated Droma will disappear back into the water thus meaning the opportunity for grand loot is lost and this event becomes a mere tale for the player to share with fellow players.

What happens if King Droma is defeated:
The player will receive loot from a loot table custom made for King Droma that consists of a weapon from a set specific to King Droma, gold, valuable crafting materials and most important a high chance at dropping a half digested treasure map with a bronze key. The treasure map and key are quest items that can be inspected in the players inventory. Upon inspection the map will open up and display a marked area located in the Mount Maelstrom region that will resemble a cave just south of Clandest Basecamp. This cave will be somewhat deep with underwater areas teeming with Krait. In one of the far corners of the cave will be a small metal gated room containing a large chest guarded by two veteran Krait. The key dropped by Droma will unlock the gate and allow entry of only the player whom opened it. (Gate should shut immediately behind player, only allowing players with keys to enter) This gated but visible area will introduce a mysterious chest that other adventuring players will see and want to loot extremely bad just out of curiosity. Players with keys can now enter, defeat the Krait and loot the grand chest containing valuables and another small chance at a weapon from King Droma’s set. There should also be another way out of the cave that exits into the bottom of the nearest seafloor giving the player another way out and also giving the idea that the Krait inhabiting thrive in a ocean cave and aren’t just cave dwelling krait.

Example pictures of marked map location and cave location at the very bottom.

Concept art for weapon set:
A rough hand drawn preview of some of the weapons i’ve created. Every weapon created will resemble a part of Droma’s body. The colored versions of these weapons will include dark red, charcoal and tan bone-like colors. Once all the weapons are created I will sketch up King Droma so that i can include all of his weapons as body parts.

All artwork is located at the bottom of this post as an attachment. (Click photos to see larger versions) Feedback on these skins please!

Top: King Droma’s Pincer. (dagger)
Middle: King Droma’s Claw. This sword should be rediculously large in size like a giant cleaver.
Bottom: King Droma’s Carapace. (shield)

Attachments:

Solo boss King Droma PVE Content

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

What do you guys think of the skins?

Solo boss King Droma PVE Content

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

do you have to attack weak points for massive damage?

I thought about that maybe in the back area, but i also dont want it to be ever easy in any way. Always challenging because most pve roaming is just running around slaughtering easy mobs.

Solo boss King Droma PVE Content

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

Not a bad idea in general.
But the cleave damage on auto attack is useless if only 1 player can fight him.
I would also suggest to give him a pool of maybe 20-30 special attacks out of which 5 will be used (and displayed under its health bar) so the player has to use a new strategy every time he fights him.

That. is. brilliant. Players could almost never adapt to the fight and get a surprise kitten kicking every time. +1

Solo boss King Droma PVE Content

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

Combat Abilities:
The fight against King Droma will demonstrate abilites used by the typical shore crabs but with major additions as well as superior offensive capabilities.
Abilites:
– Defiance.
– Defensive stance and shockwave.
Skills:
– Autoattack; Cleaves up to 3 foes in close proximity once with each claw inflicting vulnerability.
Each attack inflicts 6s of vulnerability
- Defensive Stance; enters an immobile stance which will remove a condition, grant regeneration, retaliation and block all attacks while active.
Stance duration: 6s
Regeneration and Retaliation durations: 16s
- Shockwave attack; Droma will strike the ground with both claws sending a shockwave that knocks down and inflicts weakening damage to foes in its path. Similar to the ability champion giants have.
Range: 1200
Weakness duration: 10s
Knock down duration: 2s

Problems with this idea:
Players will have to almost be actively farming crabs for the content to ever be seen at which they currently have no reason to do so. This problem can be solved quite easily though. All we have to do is give players a reason or reasons to farm the crabs. Perhaps by introducing a new recipe that uses the also new item soft crab meat dropped by all crabs in Tyria. In addition possibly adding level 20, 40 and 80 versions of the recipe that use soft crab meat.

Positive additions this content will bring to the table:

  • Making this idea come to life will introduce more end game content as well as content for any leveled player.
  • Introduce more attractive weapon skins for players to collect.
  • Unique and never before seen content that will make for a better solo pve experience.
  • Anet can gererate money from content like this by making the weapons craftable in the mystic forge thus leading to the purchase of gems to pay for the high costs of crafting materials.

End Notes:

  • Destroyer crabs should be excluded from the chance to summon effect.
  • Droma is derived from the species of sleepy sponge crab, Dromia Dormia.
  • Idea: Add achievement after defeating boss that unlocks the title “Killer of Kings”
    Everything above is just an idea I came up with while finding solo pve to be kind of boring and not as rewarding for the time compared to other activities. Since it will most likely be unused or seen by any devs I hope that my fellow players will at least be amused by it. Feedback on this wishful idea or art, constructive or not is greatly appreciated! However if any dev sees and likes any of this FEEL FREE TO USE IT ANY OR ALL OF IT! Thanks for taking the time to read.

Solo boss King Droma PVE Content

in Guild Wars 2 Discussion

Posted by: hailsatan.2865

hailsatan.2865

Item 1: Solo Crab King Mini Boss and follow up Quest in Treacherous Depths
Proposed Idea:
Since all of Tyria is littered with little crustaceans along its coasts I’ve come up with a bit of exciting content that will surprise any pve explorer with a difficult but rewarding challenge. Whether the player is a level 6 newcomer or a seasoned level 80 this random event will always be challenging and never expected because of its extremely low chance of occurring. The idea is that when slaughtering a crab in any part of the map there will be a small chance of summoning King Droma (Giant crab boss), however the player will have had to defeat a large number of crabs before the chance to summon effect will even be possible. (Maybe start the threshold on 30 or 50 kills) Once the summon is triggered King Droma will burrow himself out of the beach or seafloor close to the players location and automatically be aggro’d towards the player. King Droma can only be fought by the player who summoned him meaning no other player can engage the boss. (Perhaps display text across the screens of nearby players that did not summon reading “King Droma is not after you” when they try to attack) It is important that it is done this way so that the player feels he or she has personally erupted a challenge by angering a vengeful beast from the sea. Droma will always be 3 levels higher than the players current level (If level 80 a level 83 King Droma is summoned) to ensure a difficult fight and to further increase the difficulty the player will have to defeat the mini boss within 10 minutes. Adding the timed aspect not only makes it harder but it ensures the player cannot quickly call guild mates to help revive them multiple times during the fight. If Droma is not defeated within the time frame or the player is defeated Droma will disappear back into the water thus meaning the opportunity for grand loot is lost and this event becomes a mere tale for the player to share with fellow players.

What happens if King Droma is defeated:
The player will receive loot from a loot table custom made for King Droma that consists of a weapon from a set specific to King Droma, gold, valuable crafting materials and most important a high chance at dropping a half digested treasure map with a bronze key. The treasure map and key are quest items that can be inspected in the players inventory. Upon inspection the map will open up and display a marked area located in the Mount Maelstrom region that will resemble a cave just south of Clandest Basecamp. This cave will be somewhat deep with underwater areas teeming with Krait. In one of the far corners of the cave will be a small metal gated room containing a large chest guarded by two veteran Krait. The key dropped by Droma will unlock the gate and allow entry of only the player whom opened it. (Gate should shut immediately behind player, only allowing players with keys to enter) This gated but visible area will introduce a mysterious chest that other adventuring players will see and want to loot extremely bad just out of curiosity. Players with keys can now enter, defeat the Krait and loot the grand chest containing valuables and another small chance at a weapon from King Droma’s set. There should also be another way out of the cave that exits into the bottom of the nearest seafloor giving the player another way out and also giving the idea that the Krait inhabiting thrive in a ocean cave and aren’t just cave dwelling krait.

Example pictures of marked map location and cave location at the very bottom.

Concept art for weapon set:
A rough hand drawn preview of some of the weapons i’ve created. Every weapon created will resemble a part of Droma’s body. The colored versions of these weapons will include dark red, charcoal and tan bone-like colors. Once all the weapons are created I will sketch up King Droma so that i can include all of his weapons as body parts.

All artwork is located at very bottom of this post as an attachment.
Top: King Droma’s Carapace. (shield)
Middle: King Droma’s Claw. This sword should be rediculously large in size like a giant cleaver.
Bottom: King Droma’s Pincer. (dagger)

Attachments:

PVE Idea: Solo Crab King Boss

in Community Creations

Posted by: hailsatan.2865

hailsatan.2865

Combat Abilities:
The fight against King Droma will demonstrate abilites used by the typical shore crabs but with major additions as well as superior offensive capabilities.

Abilites:
– Defiance.
– Defensive stance and shockwave.

Skills:
Autoattack; Cleaves up to 3 foes in close proximity once with each claw inflicting vulnerability.

Each attack inflicts 6s of vulnerability

- Defensive Stance; enters an immobile stance which will remove a condition, grant regeneration, retaliation and block all attacks while active.

Stance duration: 6s

Regeneration and Retaliation durations: 16s

- Shockwave attack; Droma will strike the ground with both claws sending a shockwave that knocks down and inflicts weakening damage to foes in its path. Similar to the ability champion giants have.

Range: 1200

Weakness duration: 10s

Knock down duration: 2s

Problems with this idea:
Players will have to almost be actively farming crabs for the content to ever be seen at which they currently have no reason to do so. This problem can be solved quite easily though. All we have to do is give players a reason or reasons to farm the crabs. Perhaps by introducing a new recipe that uses the also new item soft crab meat dropped by all crabs in Tyria. In addition possibly adding level 20, 40 and 80 versions of the recipe that use soft crab meat.

Positive additions this content will bring to the table:
* Making this idea come to life will introduce more end game content as well as content for any leveled player.
* Introduce more attractive weapon skins for players to collect.
* Unique and never before seen content that will make for a better solo pve experience.
* Anet can gererate money from content like this by making the weapons craftable in the mystic forge thus leading to the purchase of gems to pay for the high costs of crafting materials.

End Notes:
* Destroyer crabs should be excluded from the chance to summon effect.
* Droma is derived from the species of sleepy sponge crab, Dromia Dormia.
* Idea: Add achievement after defeating boss that unlocks the title “Killer of Kings

Everything above is just an idea I came up with while finding solo pve to be kind of boring and not as rewarding for the time compared to other activities. Since it will most likely be unused or seen by any devs I hope that my fellow players will at least be amused by it. Feedback on this wishful idea or art, constructive or not is greatly appreciated! However if any dev sees and likes any of this FEEL FREE TO USE IT ANY OR ALL OF IT! Thanks for taking the time to read.

PVE Idea: Solo Crab King Boss

in Community Creations

Posted by: hailsatan.2865

hailsatan.2865

Item 1: Solo Crab King Mini Boss and follow up Quest in Treacherous Depths

Proposed Idea:
Since all of Tyria is littered with little crustaceans along its coasts I’ve come up with a bit of exciting content that will surprise any pve explorer with a difficult but rewarding challenge. Whether the player is a level 6 newcomer or a seasoned level 80 this random event will always be challenging and never expected because of its extremely low chance of occurring. The idea is that when slaughtering a crab in any part of the map there will be a small chance of summoning King Droma (Giant crab boss), however the player will have had to defeat a large number of crabs before the chance to summon effect will even be possible. (Maybe start the threshold on 30 or 50 kills) Once the summon is triggered King Droma will burrow himself out of the beach or seafloor close to the players location and automatically be aggro’d towards the player. King Droma can only be fought by the player who summoned him meaning no other player can engage the boss. (Perhaps display text across the screens of nearby players that did not summon reading “King Droma is not after you” when they try to attack) It is important that it is done this way so that the player feels he or she has personally erupted a challenge by angering a vengeful beast from the sea. Droma will always be 3 levels higher than the players current level (If level 80 a level 83 King Droma is summoned) to ensure a difficult fight and to further increase the difficulty the player will have to defeat the mini boss within 10 minutes. Adding the timed aspect not only makes it harder but it ensures the player cannot quickly call guild mates to help revive them multiple times during the fight. If Droma is not defeated within the time frame or the player is defeated Droma will disappear back into the water thus meaning the opportunity for grand loot is lost and this event becomes a mere tale for the player to share with fellow players.

What happens if King Droma is defeated:
The player will receive loot from a loot table custom made for King Droma that consists of a weapon from a set specific to King Droma, gold, valuable crafting materials and most important a high chance at dropping a half digested treasure map with a bronze key. The treasure map and key are quest items that can be inspected in the players inventory. Upon inspection the map will open up and display a marked area located in the Mount Maelstrom region that will resemble a cave just south of Clandest Basecamp. This cave will be somewhat deep with underwater areas teeming with Krait. In one of the far corners of the cave will be a small metal gated room containing a large chest guarded by two veteran Krait. The key dropped by Droma will unlock the gate and allow entry of only the player whom opened it. (Gate should shut immediately behind player, only allowing players with keys to enter) This gated but visible area will introduce a mysterious chest that other adventuring players will see and want to loot extremely bad just out of curiosity. Players with keys can now enter, defeat the Krait and loot the grand chest containing valuables and another small chance at a weapon from King Droma’s set. There should also be another way out of the cave that exits into the bottom of the nearest seafloor giving the player another way out and also giving the idea that the Krait inhabiting thrive in a ocean cave and aren’t just cave dwelling krait.

Example pictures of marked map location and cave location at the very bottom.

Concept art for weapon set:
A rough hand drawn preview of some of the weapons i’ve created. Every weapon created will resemble a part of Droma’s body. The colored versions of these weapons will include dark red, charcoal and tan bone-like colors. Once all the weapons are created I will sketch up King Droma so that i can include all of his weapons as body parts.

All artwork is located at very bottom of this post as an attachment.

Top: King Droma’s Claw. This sword should be rediculously large in size like a giant cleaver.
Middle: King Droma’s Carapace. (shield)
Bottom: King Droma’s Pincer. (dagger)

Attachments:

All Engie Flame kit Bugs

in Bugs: Game, Forum, Website

Posted by: hailsatan.2865

hailsatan.2865

It seems the while the new patch has introduced amazing changes to the flamethrower it has also come with a bunch of pesky bugs. Here is the list of traits/areas that need attention.

Deadly Mixture:
– Shows 15% dmg decrease in tooltip for flame jet instead of increase.
– Deadly Mixture also does not increase dmg for napalm’s new dmg when it should.

Juggernaut:
– Toughness isn’t applied anymore on level 80 characters.

Also the patch notes state that Air Blast would have a new cast time of .25 seconds and in game its .50 seconds. Not sure if that was a mistake or not just pointing it out.

Prior to patch i also noticed this one..

Energized Armor:
– (converts 7% toughness to power) It indeed does that, however when you slot Juggernaut you get 200 bonus toughness and Energized Armor does not give any additional power for it. Should it not get boosted by Juggernaut?

All Engie Flame kit Bugs

in Bugs: Game, Forum, Website

Posted by: hailsatan.2865

hailsatan.2865

It seems the while the new patch has introduced amazing changes to the flamethrower it has also come with a bunch of pesky bugs. Here is the list of traits/areas that need attention.

Deadly Mixture:
– Shows 15% dmg decrease in tooltip for flame jet instead of increase.
– Deadly Mixture also does not increase dmg for napalm’s new dmg when it should.

Juggernaut:
– Toughness isn’t applied anymore on level 80 characters.

Also the patch notes state that Air Blast would have a new cast time of .25 seconds and in game its .50 seconds. Not sure if that was a mistake or not just pointing it out.

Prior to patch i also noticed this one..

Energized Armor:
– (converts 7% toughness to power) It indeed does that, however when you slot Juggernaut you get 200 bonus toughness and Energized Armor does not give any additional power for it. Should it not get boosted by Juggernaut?

juggernaut trait doesn’t increase toughness

in Bugs: Game, Forum, Website

Posted by: hailsatan.2865

hailsatan.2865

Ive got all these and two other bugs i noticed listed, sorted and detailed on this post if you guys wanna help me support it.

https://forum-en.gw2archive.eu/forum/support/bugs/List-of-Engineer-bugs-Traits/first#post4387433

Engineer's Deadly Mixture trait

in Bugs: Game, Forum, Website

Posted by: hailsatan.2865

hailsatan.2865

Did you notice the new napalm dmg isn’t boosted by the trait either?

Engi bug with trait "Deadly Mixture"

in Bugs: Game, Forum, Website

Posted by: hailsatan.2865

hailsatan.2865

Also the new napalm dmg is not boosted by deadly mixture and it should be.

Napalm dmg not affected by Deadly Mixture

in Bugs: Game, Forum, Website

Posted by: hailsatan.2865

hailsatan.2865

The new flame kit is Awesome! Thank you anet. However the new napalm dmg needs to be boosted by Deadly Mixture trait. Another thing when Deadly Mixture is traited it shows less dmg for flame jet for some reason.

Napalm dmg not affected by Deadly Mixture

in Engineer

Posted by: hailsatan.2865

hailsatan.2865

If you didnt know the new patch added direct dmg for every time napalm ticks. Its awesome,

Napalm dmg not affected by Deadly Mixture

in Engineer

Posted by: hailsatan.2865

hailsatan.2865

The new flame kit is indeed everything i wished for but the napalm needs to be affected by the Deadly Mixture trait asap please!

Flamethrower rocks now!

in Engineer

Posted by: hailsatan.2865

hailsatan.2865

Flame kit is awesome now, however the new napalm damage does not get boosted with deadly mixture whats up with that..?