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Why do ppl hate the Engineer?!

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Posted by: lenexkabol.9438

lenexkabol.9438

Some weapon or kit being close to grenade damage doesn’t mean much anyway. Grenade 1-5 will barely hurt a fly, barrage is the kit’s only saving grace damage wise, hence the “100 nades” build is centered around firing two barrages at once.

The secondary effects are pretty good ( vulnerability, chance to bleed, chill, poison ), but you have to spec for the first two of those, further highlighting the major issue with several kits: If you don’t spec for them ( in thise case 30 ! points ), they’re completely useless.

With a con build grenade skills can deal some pretty high damage over time. If you land all three grenades you can get up to 7 stacks of bleed plus fire in a single shrapnel attack that has a 5 second cool down. But ya you have to spec for it.

Flamethrower Misses

in Engineer

Posted by: lenexkabol.9438

lenexkabol.9438

Dont’ take this the wrong way, but I’m just breaking down why engineer’s “on crit” effects are pretty bad, partly to educate players. Also to make flamethrower look bad, ’cause it is (for PvE, PvP is a different beast).

bleeds on crits, burns on crits, vuln on crits, and cripples for near death foes, the FT offers a great deal of dmg output potential.

Bleeds are 3 seconds with only a 30% chance ( times your critical chance, to boot, so more like 13-16% chance per tick), but the lack of an internal cooldown on it seems to make it alright. Grenade attacks with shrapnel have a 38% chance of applying at least 1 stack of bleeding that lasts 15 seconds.

Burns on crit are great, I won’t deny that, but from a PvE perspective it’s pretty bad – a single, smart Guardian in your party can keep a target perma-burning by just pushing F1 when it’s off cooldown (and positioning himself appropriately).

Vulnerability on crits is awful. They last 3 seconds with a 50% chance per crit, so more like 22-27% chance with each tick to apply 1 short-lived vuln stack.

Cripple isn’t bad, great for kiting bosses. But not when they’re near dead, or when something like a traited Throw Wrench (which, until they make Scope work, I immensely advocate) or Elixir F can apply a very solid chunk of cripple in two packets.

And they made lifesteal food stop working with kits. Thanks Anet, now D/D elementalists are even more stupid.

Tested it this evening the life leech potions still trigger off of flame thrower at a very high rate. It gets really crazy high when you use it on multi mobs. with the right build I would not be shocked if you could regen 800-1k a second incombat.

As some one already said the flame throwers auto attack bypasses any solid objects allowing you to corner cut or kite around things while still dealing damage. Because it is not considered a projectile attack it also bypasses all projectile reflect skills that guards love to use.

Any one know if it bypasses the rebound effect of retaliation as well ?

What if Retaliation stacked intensity

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

You have to be pretty skill-less to be killed by Retaliation alone or lazy to not look at your targets boons before spam attacking him. the buff does rather low damage compared to the average hit. There is more then one way to counter it and per second cons tend to deal way more.

As far as being skill less, you haven’t fought someone with the healway build before have you? 100% retal uptime and massive heals, you literally cant kill one before killing yourself. As far as being lazy to not look at boons, once again, doesn’t really matter if its up 100% of the time and only a few classes actually have boon removal, which is a gamble on removing it anyways.

You would have to hit a guard over 40 times never healing for it to even kill a low hp toon with the boon alone. Certain classes/build should be harder for other certain classes and builds to beat and every class can use boon removal. Some people have trouble killing thieves that don’t want to die others have trouble with guards. Unless your saying no one can kill a healway guard in which case maybe our base hps should be dropped ever lower and our healing nerfed below what it is.

Yes because the gaurd with retal isn’t going to be hitting you too… Honestly have you ever seen the healway guardian work? I have no issue with a bunker being a bunker, even more so when your hear has 2 defensive stats. (toughness and healing power), but when they can kill you mostly because you cant attack them without causing yourself significant damage it is kinda crazy. I actually dropped 15 points in my build to pick up the retaliation traits just because I did the math on it. I reflect 400+ damage everytime I am hit.

As far as boon removal goes, only 2 classes have it enough to make a difference, Necro and mesmer, Engineer and theives have one skill that removes 1 boon. Guardians can trait for it on burn, but has a 20 second cd making it useless. Warriors have none, eles have none, rangers have none. So no, not every class has boon removal, and only 2 have enough to make an actual difference.

Also I run with christos, the founder of the healway, and have fought against him before. I cant remember, nor can he, the last time he has died in a 1v1 or even a 2v1. The bunker aspect of the class makes sense since it uses two defensive stats. The lazy damage return source is what needs to be fixed.

Edit: Fixing typos from writing on phone and added Boon removal information.

I never said every class HAS boon removal. I said every class can USE boon removal. It will cost you about 5 silver last time I looked.

Vitality / Precision / Healing Power Gear

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Posted by: lenexkabol.9438

lenexkabol.9438

My play style comfort zone is about 17k-19k hps 40%-45% crit 1k + heal. I tend to gear for more damage and armor after that.

Vitality / Precision / Healing Power Gear

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Posted by: lenexkabol.9438

lenexkabol.9438

For one you will get a higher number of stat points per jewel/rune then you would magi crests. Another would be to balance out your over all stats more.

You mean because magi crests aren’t exotic? Once there are exotic magi crests there’s no good reason to use anything else if your intent is to use magi gear. Even as it is, I’m not sure I want 15 power instead of 12 precision or whatever it is.

Yes because they are not exotic. You gain 42 more stat points over magi crest in jewels until there is a exotic version of them. You can use divinity runes over magi on the rest and have a more balanced build. Your core three stats will drop a little but your over all stats will increase by a good bit. On top of that you can use potions and sigils to make up for the minor drop in your favored stats.

Vitality / Precision / Healing Power Gear

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Posted by: lenexkabol.9438

lenexkabol.9438

The healing stats has a very low effect on AH. You should not be maxing out your heal stat just for it.

He is says that it’s a guards job to OVER heal himself constantly. In a group setting it should be each players job to help the group.

Some have posted their belief that high armor increases your healing. When it reduces your required self healing that is just as good. What I am most shock to not see is players of damage builds support the same claim. If you kill a target faster you in effect reduce it’s damage done to you and your group over time. If your focus is to over heal yourself with high healing power you are increasing the damage done to you and your group over time. As well as increasing the time it takes to kill each mob.

Good survivability is fine but when you go to the point of unneeded over kill with it your hurting your group more then helping it. The same can hold true with glass cannons on the opposite side of the spectrum. Damage is great but not if others have to ress you nonstop.

Vitality / Precision / Healing Power Gear

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

I agree it’s the opposite, AH and most other guard regenskills are tied to a cd. AH requires you apply a boon to trigger and most boons have a cd in one form or another small as it may be.

[PvE] Healing/support Guardian armor

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Posted by: lenexkabol.9438

lenexkabol.9438

As a support roll what every gear you get make sure in the end you have at least about 40% crit. it will increase your self healing by a good deal and allow you to have 3-4 stacks of might up on every person near you even if you just auto attack and use symbols. People tend to love two guards in a group that can keep 25 stacks of might going on every one.

Vitality / Precision / Healing Power Gear

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Posted by: lenexkabol.9438

lenexkabol.9438

For one you will get a higher number of stat points per jewel/rune then you would magi crests. Another would be to balance out your over all stats more.

What if Retaliation stacked intensity

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Posted by: lenexkabol.9438

lenexkabol.9438

You have to be pretty skill-less to be killed by Retaliation alone or lazy to not look at your targets boons before spam attacking him. the buff does rather low damage compared to the average hit. There is more then one way to counter it and per second cons tend to deal way more.

As far as being skill less, you haven’t fought someone with the healway build before have you? 100% retal uptime and massive heals, you literally cant kill one before killing yourself. As far as being lazy to not look at boons, once again, doesn’t really matter if its up 100% of the time and only a few classes actually have boon removal, which is a gamble on removing it anyways.

You would have to hit a guard over 40 times never healing for it to even kill a low hp toon with the boon alone. Certain classes/build should be harder for other certain classes and builds to beat and every class can use boon removal. Some people have trouble killing thieves that don’t want to die others have trouble with guards. Unless your saying no one can kill a healway guard in which case maybe our base hps should be dropped ever lower and our healing nerfed below what it is.

Vitality / Precision / Healing Power Gear

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

0/0/30/30/10 spec is what I happened to have when running the numbers tonight without any trait/potion/sig/sigil boost.

Att: 2,037 power:926
pre: 1641 crit 39%
def : 2,437
hp : 21,055/21,687 <- world bonus I take it
heal: 1317
My trinkets are masterwork not rare sorry but the rest was exotic so pre: 725 vit: 725 heal: 1017 gear wise

exotic trinket magi set is pre 256 vit 256 heal 358

A full set of exotic magi + magi crest should give you about pre: 776 vit: 776 heal: 1092
Like I said your pretty much better off switching out the magi crests.

Vitality / Precision / Healing Power Gear

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

Yaki that’s why I said basic give or take. I will post the spec totale stats as well as world bonuses after I finish dinner. But just a example I have over 22k hps not 21k just because of the world bonus.

What if Retaliation stacked intensity

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

You have to be pretty skill-less to be killed by Retaliation alone or lazy to not look at your targets boons before spam attacking him. the buff does rather low damage compared to the average hit. There is more then one way to counter it and per second cons tend to deal way more.

Vitality / Precision / Healing Power Gear

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

My post in this thread list more or less the basic stats for set of exotic armor/weapon magi. The trinkets are all rare because at the time extoics cost to much to test. With all magi crest add on’s for trinkets and armor.

You should with higher grade gear and runes be able to get 25k+ hps 40%+ crit and 1.4k + healing.

Magi add ons for trinkets max at rare unless I am missing something.
So even if you use exotic trinkets you will want to splice some thing better then a magi crest to them.

Vitality / Precision / Healing Power Gear

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Posted by: lenexkabol.9438

lenexkabol.9438

High % base damage reduction works great for big hits. For example you can walk around with not def 10% reduce sig 33% reduce boon and soak a good amount of damage.

But the value of % based damage reduction is reduce when dealing with smaller multi hits back to back. As well as high stacks of con’s. If you have a low hp pool and high healing it goes to waste. If you have 10k-13k hps and have a healing sig that heals for 10k you will never get the full value of it unless your going to wait till you have 1k-3k left before you use it and that is kinda crazy.

With over 1k healp and 40% + crit in combat without using your heal skill or dodge you have.

healing
180-200 per tick virtue
300-340 + per tick regen boon
200ish all symbols heal trait
600 life steal sigil 5 second cd
300+ life steal proc potion with NO cd
88 per alley in range from might proc trait combo with AH 1 second
88 per alley standing in symbols with ah

In short a crit healing stat guard can heal for a very high amount per second that can be wasted if you lack a large enough hp pool for it.

And yes guards have some of the best con remove in game. But even they can’t prevent all con’s when dealing with a con spam build. I love to down some one while siting on a ledge or wall out of reach with my nade eng. Instead of finshing them off I use them as bait to lure more in to ress. The I drop poison/burn/frost and 10-15 stacks of bleed on them. The first target is now dead and I have one or two more downed to use a bait again lol.

Vitality / Precision / Healing Power Gear

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

Having only toughness and 10k hps makes you pretty dam squishy. it’s not the most important stat as you have to have other stats that work well with it. Your toughness also plays little to no role in healing your group. In a group setting what you can do for the group should have more value then what you can only do for yourself.

Precision and healing power are the main stats that effecting your healing. But I agree with Star I don’t see much point in a 25k + hp build when you can balance the stats out a bit better. Just pointing out that you can pick up magi exotic from vender. Sadly I don’t think there are any pre/tough/healing gear sets.

Vitality / Precision / Healing Power Gear

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

Obtena the armor/weapon is easy to get with karma and if you do a certain dungeon. The rares accessories are not to bad priced. But the exotic’s cost a arm and a leg last I looked compared to more common exotic accessories.

edit: Just double checked you should be able to get magi exotic accessories for karma in Malchor’s Leap .

(edited by lenexkabol.9438)

Vitality / Precision / Healing Power Gear

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Posted by: lenexkabol.9438

lenexkabol.9438

Alcopaul you can’t really do just a toughness versus vitality. Your example gives both stats the same healing power. So I guess it would be more like magi stats versus cleric stats.

I feel in a group setting magi is greater then cleric’s. Cleric’s might be able to take one or two spike hits better then magi but will have half the hps. While magi will allow because of your crit rate to heal your self and group much better. On top of that our might crit proc will give your group a higher dps.

Kinght’s tends to be favored because it more or less gives the best of both worlds. Dps is much better with knights. You will self heal just as well as you would in cleric gear and be able to take the same amount of spike hits. But your group healing won’t be as good as magi.

Vitality / Precision / Healing Power Gear

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

This stat combination seems strange to me, but it does seem like it could be good with a crit/AH build.

Healing power isn’t that great, but it does work well with dodge rolls heal and it pumps up the various regen sources.

I wonder if it would have any benefit over knights.

hp: 21,500
def: 2,437
heal: 1,407
crit: 41%
attack: 2,127

That’s more or less the basic stats for a full set of magi crest/gear to give you a idea what you would get.

Is there a trait set/rune set

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

I believe there is a 20% boon duration potion that would help to.

Guardian Spirit Weapons were OP, apparently.

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Posted by: lenexkabol.9438

lenexkabol.9438

It’s like I said in a thread before, these nerfs will never stop because there are always the people who will defend Arenanet no matter what they do.

Anyone claiming these spirit weapons were overpowered has never played a guardian using them. They have such a very short duration, and on top of that, rarely swung to attack in that short time, that no one can honestly defend this nerf that totally destroyed them.

who is defending them ? Link the posts with players saying they are ok the way they are now ? I think every one agree’s that the hps for them are to low now. Btw has any one tested how much hps a low level summoned one has compared to a lvl 80 ?

Guardian Spirit Weapons were OP, apparently.

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Posted by: lenexkabol.9438

lenexkabol.9438

(You claiming that his suggestion makes them OP is essentially claiming that Spirit Weapons were OP before the patch.)

It does make them overpowered. But that does not mean I think the skills were overpowered prepatch. Prepatch you could not use boons/virtues/traits or any thing else that effected allys on them. He does not say he wants them back to prepatch. So he wants the above plus.

20k+ hps
3k+ def
90% dodge

How is that balanced or even fair to other classes with summons/pets ?

Guardian Spirit Weapons were OP, apparently.

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Posted by: lenexkabol.9438

lenexkabol.9438

Before the Nerf, SW were immune to dmg and were still mediacore now your trying to analyse the fact that my propse changes are asking abit much? It’s quiet laughable to hear.

Point is, SW shouldn’t be 3 shotted as they are now, if you wish to remove there pets single target them would be a strategic choice if they are a threat. Let’s not forget… these SW are not permanent, it was RARELY used in sPvP and tPvP and this is while they were IMMUNE.

Your point is invalid… I’m sorry.

it’s more then a bit much what you want is a joke. you want a pet that can evade 90% of ALL damage. Just about every weapon does AOE around where it lands. If I auto attack with most weapons you hit more then one target if they are clustered together.

On top of that you what the pet to have up to 20k + hps and 3k+ armor . While they can be affected by heals/boon/virtues/traits.

Mace of Justice

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Posted by: lenexkabol.9438

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I would rather it be changed from 5% damage to reduce mace skills cool down by 15%-20%.

Guardian Spirit Weapons were OP, apparently.

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Posted by: lenexkabol.9438

lenexkabol.9438

Easy solution for this madness. As stated before with all the help many of the classes need such as -Zeal- needing a overall(Severely now with this SW nerf), with the amount of massive community feed back on it as well. They go on and do this. I know I speak for a good majority of the community of players here… I am very concerned for the direction they are going with this game…very.

Now if this change is to stay… SW should have the same amount of Health + Armor as the caster WITH 90% passive AoE chance to miss and honestly this should play in effect for the Majority of Pets of other classes as well. It’s been proven to work on other AAA Title MMO’s… To me – It Just Makes Sense

I don’t see that ever happening. You want a pet that can have 20k + hps and 3k + armor. with 90% chance to dodge aoe damage. On top of that you could have it perma -30% damage from boons heal it and buff it to hell. Gaurdian’s can be hard enough to take down. Having two pets that are just as buff as the Gaurdian attack while they just kite/heal/evade is a bit much.

Imagine a guard with the right traits triggering all his virtues. He hits you once pets agro and your sitting in no less then 15 seconds of burn damage plus the 1 second per hit of each weapon. On top of that the guard and his pets have block and regen up. He uses his elite to become immune to damage and reset his virtues and then does it again. And there is not point in going after the pets because they are freaken harder to kill the then guard lol.

It just looks like they made the change but did not check if the hps and armor scaled with level because damage already should. Some one else posted that at low levels they are pretty tanky. If that is the case it should be a easy fix. But I don’t think spirit weapons should be stronger then every other pet or summon out there.

Guardian Spirit Weapons were OP, apparently.

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

I don’t know what is Anet doing with the spirit weapon nerf. They die in a few hits as many has said in a heated battle, lasting 3-4 seconds max. Their HP is too low.

Spirit weapons should have the same HP as the guardian with the same def.
and/or lower the timer on spirit weapons by 25%.

I was actually starting to enjoy playing my guardian, guess I go back to my warrior.

A sword and hammer with 20k hps and 3k armor would be a bit much. considering you can heal /boon/virtue them.

10k hps 2k armor

Remove the duration timer of the weapon lifespan so that it stays till it dies or you destroy it.

Degen instead regen like necro pets so your forced to heal them.

Remove the knock down from the auto attack with the hammer.

(edited by lenexkabol.9438)

Guardian Spirit Weapons were OP, apparently.

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Posted by: lenexkabol.9438

lenexkabol.9438

I think the change is great they just need to fix the def and hps of the weapons .

AND make the Spirit of the Avenger function like Sanctuary so It couldn’t be damaged by attack, which was the whole point of a Spirit Weapon. it’s just there, doing its thing for a set period of time and then it is destroyed and waiting a zillion years for the cooldown to expire, yes they take that long and they exist for such a short time.

And now a.net makes it attackable with make-up excuses like it can now have boons and kitten.

I agree the bow and shield weapons should have a lower cool down and none targeted like before.

Guardian Spirit Weapons were OP, apparently.

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Posted by: lenexkabol.9438

lenexkabol.9438

I thought that for a few seconds, until I realized that spirit weapons take up the utility slots that we’d be using to buff them for AH. So while that might be the devs’ intent, the moment you actually try to USE them that way…. oops!

you have empower/symbols/virtue’s/traits that give boons all of which will trigger AH without using a single utility slot.

Guardian Spirit Weapons were OP, apparently.

in Guardian

Posted by: lenexkabol.9438

lenexkabol.9438

Spirit weapons got a nerf and a buff at the same time. They take damage now but it looks like they are considered a normal pet now that can get any boost that would be applied to a friendly. Boons and virtue’s for example. You do much more burn damage now with spirit weapons you just have to keep them alive lol. Because they are now considered a ally AH will also trigger off of them.

I think the change is great they just need to fix the def and hps of the weapons .