Showing Highly Rated Posts By Daecollo.9578:

Stance Mastery needs a -20%.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Add -20% Stance Duration to Stance Mastery please.

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I think that Lemongrass is too powerful

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

This food really needs toned down.

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Sword Trait: En Garde

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Critical Strikes
En Garde
- Increases your critical-hit chance with a sword and spear by 10%.
- Gain 5s of Protection and revealed on critical hit with a sword or spear. (The protection and revealed applied by this trait will not apply when protection is already on the character, this is to prevent boon stacking and the fact that if the pirate is not in melee, he should not gain any benefit from running away.)

This trait allows for a “duelist” type thief who mostly focuses less on stealth and more on staying alive with sustain, the protection allows him to sustain melee combat with other classes, but he is also revealed as well so he cannot stealth as long as he has this protection.

Note: It would also be very nice is sword skills were more fluid like ranger attacks, and had more fluid looking animations, we don’t rely on brute force like warriors, we should be attacking with our movement and body, not just our arms.

Another Note: I would also like to add, that I love pirates, and I would like to see more pirate thieves then ninja thieves…

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(edited by Daecollo.9578)

The Topic that will fix the warriors:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Listen to me well, this is how to fix the Warrior Class, these will be ridiculous because that is pretty much what we need to counter the complete fail we have as a class. We currently take much more damage then every other class due to the fact we have no get out of jail free cards, no stealth, poor condition removal, vulnerability to conditions, no evades, no free blocks, and last but not least, no protection or damage reduction.

I am tired of having to hold the hands of other classes, and I will be blunt I feel like Anet has done nothing to help us, in fact they just made us worse by not being able to see the picture: We are in melee taking all that glorious AOE damage you whined about awile ago and didn’t fix, not in range with protection and sustain taking piddle damage.

Lets start by looking at our heals.

Bolster (Cooldown: 25)
Gain protection and adrenaline. Cures burning, poison, and bleeding.
Healing: 8,780 (2.0)?
Protection: 4 s
Adrenaline: 30

(This skill is based off of Hide in Shadows)


Signet of Sustain (Cooldown: 20)
Passive: Grants regeneration.
Active: Heal yourself.
Healing Signet: 450 (0.2) heal per sec
Healing: 800 (0.3) heal per sec for 10 seconds.


Mend Wounds (Cooldown: 15)
Heal and cure a condition for allies. This skill is a physical skill.
Healing: 4,240 (2.0)
Heal per condition cured for each allie: 724 (0.2)
Range: 900


Lets look at our traits.

Defense Tree

- Remove Thick Skin.
Replace with: Blind Rage: Missing an attack while blinded cures blind, blind cured this way gives 5 seconds of retaliation. (Retaliation gained this way has a 10 second cool-down.)

- Cleansing Ire: Make it cure you as you gain a bar of adrenaline instead of when it drains. Also gain 2 seconds of regeneration when you cure a condition. This would make it cure more when you need it and less when you don’t need it, aka as soon as your going to burst.

- Cull the Weak: Weakness you apply last 50% longer. Increases damage to weakened foes by 5%. (I could say this could be 25% too.)

- Sure Footed: Increases Stance Duration by 25%. Reduces cool-down of stance skills by 20%. When a stance ends gain 4 seconds of protection.

- Spiked Armor: Gain 5 seconds of Protection and Retaliation when struck with a hit that takes more then 10% of your life. (Cooldown: 10)

- Adrenal Health: Gain health when you gain a strike of adrenaline.
(At level 80, the amount healed per strike is 92 + 0.075 * Healing Power.)


Tactics Tree

- Remove Determined Revival:
Replace with: Determination: Increases all healing the warrior receives by 15%.

- Remove Fast Healer:
Replace with: Death Watch: Increases revive speed by 15%, healing skills reset while reviving. (Cooldown: 60s)

- Remove Reviver’s Might:
Replace with: Fierce Commander: Utility skills heal the warrior for 50% more. In addition, your allies gain might for 15 seconds every 3 seconds, as long as you are holding a banner.

That is all i’m touching, I feel this would give us the sustain and healing traits we need to survive in SPvP, each one is calculated against what other classes receive for traits and I believe that they are fair.

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Death Shroud should be Melee Oriented.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

F2: Melee Death Shroud.

Don’t Fear the Reaper.
Upon Entering Death Shroud, gain a dark ethereal scythe.

Instead of shooting slow and stupid bolts, Death Shroud should give Necromancer’s a big scythe they cleave people with, this would be much funner to a necromancer who usually can’t run away or get very far.

1. Reaper’s Slash (1,2,3) just add different animations.
Slash at foe with Grenth’s Scythe, dealing more damage the more life force you have.
Damage: 333
Damage: 470
Range: 180

2. Doom (15 second recast.)
Make your foe flee in fear.
Transfers three conditions to your target.
Range: 1200.

3. Dark Paths (20 second recast.)
Throw claws at foes around you, foes are then pulled to you. The effect ends when a foe moves out of range.
Damage: 258
Chilled: 5 s
Range: 1200

4. Same as before.

Soul Reaping

Reaper’s Attrition – Reaper’s Slash grants 2% Life Force per hit. (this will also allow the necromancer to see where stealthed targets are, because they gain life force when they hit a target.)

Reaper’s Might – Reaper’s Slash grants fury and 5 stacks of might for 15 seconds. (30 second internal cooldown.)

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(edited by Daecollo.9578)

Warrior or Guardian for PVE

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Siamak, don’t bother with Daecollo. He’s convinced that his own lack of skill means the class is broken.

Hey guys, I have both Warrior and Guardian and like both of them but for the life of me can’t decide which one to go with as my main, here are my basic needs if helps advise me on which would be better for me:
1. Survivability/durable ( very important )
2. Good Damage
3. Mainly PVE and Dungeons
4. PVP is not very important but like to try it from time to time.

1. Survivability/durable ( very important )
Kill it before it kills you. No sustainability. Warriors have the durability of a red solo cup in a party. AKA, have a blast before your thrown away.

2. Good Damage
Warrior is the best damage in the game, if your enemies stand still, to bad that isn’t the case, if the enemies move the Guardian does more damage.

3. Mainly PVE and Dungeons
Guardians are a required class in most high in fractals because of how good they are.

4. PVP is not very important but like to try it from time to time.
I dunno.

1. With a naturally high health pool, armour and dodges available (and evades through the WW), we do have survivability, but no profession can just stand there and take it: and none should. To be a good warrior you need to keep your feet moving. Need to land a 100B? Then you stand behind your enemy or at least have the sucker knocked down (or apply frenzy+endure pain). If you’re wearing all Berserker’s and just standing like a chump, taking the damage, you deserve to go down.

2. Warriors have excellent damage on the move: axes are mobile weapons (fun fact about the fifth axe skill: you can move, dodge and jump while channeling) and aside from a hammer skill and 100B, you can keep on strafing.

3. So are warriors for the sheer amount of damage they bring.

High Health pool really doesn’t matter as much as sustain/condition removal. Warriors have the worst healing abilities in the game and there base class has NO condition removal outside of shrug it off, and signet of stamina. Which have hilariously long cool-downs.

Wrong, Engineers+Necromancers+Elementalists+Guardians+Thieves(when they fix there revealed debuff.) all have viable and powerful /stand there and take it/ options. Warriors have some of the worst dodge options in the game compared to most classes.

Fun fact about the axe ‘5’ skill, it does less damage then its autoattack which can still be used while moving and the only reason it was good was it procced things better, but now everything has an internal cool-down.

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Do Warriors Have Bunker Builds?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Yes… a bunker warrior build completely reliant on your guilds guardians.

/golfclap.

Why not just play a guardian?

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(edited by Daecollo.9578)

Nerfing warriors fixes warriors?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Black Powder/Well of Darkness and some others immediately reapply as long as you are in the area. None of those matter.

A wise man once said, “don’t stand in the fire.”

And now we can’t do anything but stand and take damage. We’re warriors. Please think about this for a second.

I’m not a necromancer and engineer who can stand back and deal all my damage.

Sorry, but I don’t think I can be effective and use all of those tools.

Why should I have to rely on gimmicks and timing when other classes have it on cruise control?

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TA F/U path is being removed

in Twilight Assault

Posted by: Daecollo.9578

Daecollo.9578

This is ridicolous.

Period.

Stop doing temporary content for once, add some permanent one, players get some hope for seeing stuff added in the game finally…and now you come up saying that in order to put a new path you need to take away one of the old ones?

Seriously?

I’m speechless.

(i’m not arguing about the issues of TAFU – which are just pugbusting, so the path is actually fine – but the idea itself of taking away stuff is just…bah, i don’t even.)

Calm down. Seriously. The new path is permanent.

To bad it replaces one of THE MOST INTERESTING VILLAINS WE HAD IN THE GAME with another one.

They sing dark, delicious notes about power and family. As their mother, I have to grant them their wish. – Forever Fyonna

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suggested cloak and dagger fix.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Particularly with this ability because it includes a melee attack. I find that 25% health stealth gets broken because I had been channeling cloak and dagger. So let’s make cloak and dagger hit but not renew stealth if you are currently stealthed.

Or Raise the Area it hits from \ / to \____/ (regular autoattacks.), or raise the range from 130 to 170.

It seems to have a 40% Miss Rate…. it never hits unless the target is RIGHT infront of you…

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Venoms are a joke...

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Add a trait that if the Venom is cured, it immediately refreshes the cooldown on said venom.

Call the Trait “Nice Try.”

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Shield Mastery Trait Idea:

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I’m sorry but Warriors are going to probably be nerfed for WvWvW and buffed a lot in sustain/taking punishment so they stand a chance in Spvp.

Hammer Warriors missile spec is probably going to take a nerf, but hammers themselves buffed a lot in sustain moreso then burst damage.

A lot of useless underused traits are getting merged for more condition removal/more sustain/damage reduction options.

Our heals are going to be doubled, probably from what i’ve seen, and we need it.

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Defense Grandmaster Trait: Indomitable

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

It’s not really going to make warriors weaker against thieves, it’s not really going to change much about them.

It’s going to make them a ton better against necromancers, however. What you have to remember is that the Necromancer is going to be applying conditions…that the warrior turns into boons…so he can corrupt those boons back into the ORIGINAL conditions that he put on. In summary this change would make equal the effectiveness of pre-change conditions to post-change conditions + corrupt boon. And even then, the warrior will be able to remove those conditions that have been given to him by the necromancer through corruption.

It’s a different story when you’re talking about other kinds of necro builds, which this change will not affect.

S/D thieves don’t really have conditions they can put onto warriors, unless they run venoms, which are absolutely terrible. Even with the venoms, the boons that the thief will be getting will be regeneration and swiftness, hardly a game changer against warriors who can actually burst a thief easier than vice versa (I know warriors who can literally one-shot thieves, with killshot, or with eviscerate figuratively). If anything this will help warriors out because now his might and fury have a buffer from being stolen.

If you’re talking about anything other than a s/d thief that the warrior is fighting, well then, gg.

Guardians do not apply many conditions to you. The reason they’re so hard for warriors to kill is because of their massive sustain and grinding you down thing, while taking little damage due to so much uptime on protection. The only Condition they consistently apply is burning, which is too short to reliably turn into regeneration. And even then they can just pop VoJ and wait it out so they don’t give you conditions to turn into regen. Eles may be a little better, but still not optimal for warriors to fight, as they don’t have to use conditions, and their fire sequence will still massively outdamage any regen you get from turning their burning into regen.

It has the opposite effect, I believe, on what you wanted to do.

The reason I said to convert the conditions into boons is to give it counter play against classes like Necromancer/Thief/Mesmer who steal conditions.

If you just remove them then Necromancers have nothing to take, Thieves and Mesmers have nothing to steal.

The idea is to make us stronger against Classes like Guardian/Elementalist/Engineer but weaker against Thieves/Mesmers/Necromancers.

So the boons are also kind of a nerf if you think about it.
http://wiki.guildwars2.com/wiki/Well_of_Corruption
http://wiki.guildwars2.com/wiki/Corrupt_Boon
http://wiki.guildwars2.com/wiki/Larcenous_Strike
http://wiki.guildwars2.com/wiki/Bountiful_Theft
http://wiki.guildwars2.com/wiki/Spinal_Shivers
http://wiki.guildwars2.com/wiki/Null_Field
http://wiki.guildwars2.com/wiki/Mind_Stab
http://wiki.guildwars2.com/wiki/Mind_Spike
http://wiki.guildwars2.com/wiki/Destruction_of_the_Empowered

Since these classes have so many abilities that benefit from targets having boons

With Larcenous Strike and Bountiful Theft, they would love to fight this kind of warrior, it would be a counter. Necromancer would as well, the more boons they have the more they can convert to conditions.

S/D Thieves HAVE many conditions they can put on Warriors…
http://wiki.guildwars2.com/wiki/Crippling_Strike
http://wiki.guildwars2.com/wiki/Tactical_Strike
http://wiki.guildwars2.com/wiki/Infiltrator%27s_Strike
http://wiki.guildwars2.com/wiki/Serpent's_Touch
http://wiki.guildwars2.com/wiki/Cloak_and_Dagger

I play both a Thief and a Warrior, this idea would be great to help my Warrior in PvP, but if you simply remove the boon, it offers no help or counter-play to these kinds of classes and abilities.

You have to really understand it to get it.

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(edited by Daecollo.9578)

No reason to play Warrior.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Little damage.
No sustain.
No Evades/Invulnerabilities.

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Ele needs to be easier to play.

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

You shouldn’t be forced to use all 4 attunements to be good, they need to make it so using 1 or 2 attunements is viable.

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2 Hours of Warrior tPvP - High LB Teams

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

You use it, then cancel it half cast by sheathing your weapons. War banner actually gives the first pulse of buffs before the banner actually lands putting it on cooldown. It’s a massive hassle though so id say only do it when you can’t do anything else.

Basicly, its an exploit.

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TA F/U path is being removed

in Twilight Assault

Posted by: Daecollo.9578

Daecollo.9578

Dialogue that will be removed:

Morrigu: Rest well, my darling, Leurent. War led you to this place, and may peace finally embrace you as I once did.

Morrigu: I will mourn my lost love later. Ahead if Fyonna. And her children. Spiders. So horrible. All their legs, crawling all over me…

Morrigu: We will stop Fyonna. All I ask is that if I falter in battle, you stand by my side. Don’t leave me to them.

Fyonna: Oh, my children. There it is.

Fyonna: Now, don’t worry about your mother. I won’t be different. Just stronger.

Morrigu: Fyonna, Countess of Spiders, stand away from the tree. I cannot let you claim Faolain’s prize.

Fyonna: But my children sing to me. Listen.

Fyonna: They sing dark, delicious notes about power and family. As their mother, I have to grant them their wish.

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Protection for Warriors.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

protection doesnt not fit warrior, and personally i would like to see greater access to weakness on every weapons set, burst skills alone should cause it

This 1000x over.

If a warrior with a shield and sword isn’t the epitome of a protector, tank, etc, then I don’t know what is, heh.

Scoob is referring to us getting more weakness application across weapon skills over getting the protection boon, not a character ideology lol

That would be interesting, but It would have to be something like “33% chance to apply weakness on critical for 2-3 seconds.”

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What is this.....I don't even.......

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

That is obviously a thief disguised as a warrior.

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Turn the gauntlet into a public duel arena.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Or, we can make a /duel command so we can duel anywhere we want, including the arena.

Although I’d thought about this as well, I feel like new players would be challenged to duels and then destroyed and it would probably be a negative experience. By making it so that you could only duel in a certain place it would encourage players to gather there for events like fight clubs and player run 1v1 tournaments. Each server could also have its own leaderboard inside of the pavilion for the top players that people could use to make bets off of.

Uhh.. you know, you can always click “No I don’t want to duel.”

In SWG, people formed “Fight Clubs” anywhere, it was fun because some times you could see players in secret areas dueling, or dueling on bridges or other places to seem EPIC.

I imagine there would also be an option like this.

This is the default option, to duel you have to turn it off, so no player can be challenged until he turns it off anyways…

Attachments:

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Other culture's armors

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

I like wearing japanese cloths..

Just because your not there race does not mean you can’t be part of there CULTURE.

Hence: Cultural and not Racial.

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Node Deactivation Creates New Playstyles

in PvP

Posted by: Daecollo.9578

Daecollo.9578

Only can play Warriors

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One final plea for banner changes!

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I don’t want banners to be part of our class. Warriors are not all buff-bots.

Although I like the fact you should be able to wear a banner on your back, it should take up a utility slot and traits.

It also would not really help us in any of our current issues.

He meant that Banners would operate like Engineer Kits, not Mesmer Shatters =p

But different.

When you equip a banner under Dand’s edit, it would give you new F1-F4 skills.

The banners are still Utility Skills.

It sounds too much like engineers.

Your making the class a bit overcomplicated, because now we have to worry about F1-F4 skills and adrenaline? (in case they do change it?)

The Developers already said they want classes to be unique, I kind of agree even though it sounds cool it just doesn’t really sound warrior.

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This game needs Endurance hate

in PvP

Posted by: Daecollo.9578

Daecollo.9578

For thieves/necromancers only. Yes.

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[merged] Warrior's New Meta Unkillable Rematch

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

look how OP their heal/condition with 3.4k Armor . almost can heal 1.2k HP/ sec with inspiring banner trait

So you survived for over 4 minutes against the warrior by mostly pressing #3 skill and nearly beating him. Guess that makes you 2nd in line to be OP

Even the warrior didn’t play that well. Coloxeus’ gameplay was still just… Terrible though. He would fail so hard against top players.

Or anyone using poison?

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Defense Grandmaster Trait: Indomitable

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Such a great idea, I hope ANET sees this, good pro’s and con’s there would definitely have to be an internal cool down though.

With this change, and the change to turn the brawn bonus into just a flat global weapon reduction depending in points spent (for all weapons we have, so that the brawn bonus can be used by any spec) I could see warriors sitting in a really good place.

Only thing is this trait would almost be mandatory for tpvp and wvw and might pigeon hole warriors, but I would rather be pidgeon holed by a great trait rather than a lack of good traits.

It does have an internal cool-down already.
http://wiki.guildwars2.com/wiki/Burst

The burst skill! Its the only way to lose adrenaline. So you have to spend your adrenaline so the trait works, you can’t just hold onto it, this means it has good counter play, because now your enemies have to “watch-your-burst” instead of just knowing they can ignore it because skills like arcing slice, they do nothing at the moment, now enemies will actually want to dodge or block those abilities because otherwise you can cure or convert there conditions.

Most warriors never use burst because its not worth it, I’d rather hold onto it for the extra 9% critical chance/360 3-second healing/12% base damage increase.

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Mace Autoattack.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Please make the ‘3’ on the chain faster, a lot faster. Its not creating a ward that heals/gives us perma protection, there is no reason why it should be ‘1’ second, in fact it should be 1/2 a second. Your bashing someone over and over.

Maces in real life are not even that slow, why should they be slow in a game that your suppost to be stronger?

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Personality should affect your Stats.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Throughout your story and adventures you gain secondary stats. Charisma, Dignity, Ferocity. These should affect your stats as well

Charisma: Boon Duration, Magic Find, Gold Find.
Dignity: Toughness, Vitality, Condition Damage.
Ferocity: Power, Precision, Critical Damage.

At max Charisma:
25% Boon Duration, 30% Magic Find, 5% Gold Find.

At max Dignity:
180 Toughness, 180 Vitality, 180 Condition Damage.

At max Ferocity:
180 Power, 180 Precision, 10% Critical Damage.

You can have mixes of both but the stats all have a cap.

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Warrior Trait Suggestions!

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

This is a list of trait suggestions!

Traits:

Juggernaut’s Tenacity
Grandmaster Trait, Strength tree.
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 10 + (1 * Level) + (0.02 * Healing Power)
70%-33%: 20 + (2 * Level) + (0.033 * Healing Power)
33%-0%: 30 + (3 * Level) + (0.045 * Healing Power)


Indomitable
Grandmaster, Defense Tree.
Convert a condition into a boon when you gain a bar of adrenaline.


Adrenal Sustain
Grandmaster, Arms Tree
Gain health when you gain a strike of adrenaline.
Critical hits gain an extra strike of adrenaline.


Empowered Defenses
25: Tactics.
Gain 2% Damage Reduction per unique boon.


Enduring Adrenaline
15: Tactics
Gain a small amount of endurance (5 out of 100.) when you gain a strike of adrenaline.


Determined Revival
5: Tactics
Your ally gains 25% damage reduction while you revive your ally.
Increases revive speed by 25%.


Thick Skin
5: Defense
Increases Condition Damage reduction for each condition you have, this bonus magnifies the closer you are to death.
100%-70%: 2% Condition Damage reduction per condition.
70%-33%: 5% Condition Damage reduction per condition.
33%-0%: 10% Condition Damage reduction per condition.


Adrenal Health
Regenerate health after you use a burst skill.
Heals 200 + (0.15 * Healing Power) per second for 10 seconds.


Armored Attack
25: Defense
Weakened foes deal 10% less damage to you.
5% of toughness is given as a bonus to power.


Destruction of the Empowered
Deal 3% bonus damage per unique boon on your target.
Each time you hit the target, heal yourself for each boon he has.
(At level 80, the amount healed per boon is 49 + 0.01 * Healing Power.)


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Necromancer Survivability?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

What’s the survivability of the Necromancer like compared to the other caster professions (Elementalist and Mesmer)? Pertaining to both WvW and PvE.

Not very good, Elementalist and Mesmer can run, while necromancers cannot.

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Scepter's Broken Autoattack

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

Guardian Sceptor.
Thief Shortbow
Thief Pistol
Engineer Pistol

All have broken autoattacks.

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Hundred Blade reflecting projectiles

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Hundred Blades = Crutches

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Long Fractals should reward more.

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

The Longer Fractals need to reward a bit more for there time, a lot of people just reward them, the mobs in these fractals have ridiculous amounts of HP and they need toned down.

I’m looking at you: Colossus…

Not only is it filled with bugs, but the mobs have almost 3 times the health they deserve… seriously cut that hp in half and add protection/regeneration and put some intelligence in the fights and counterplay to that huge HP pool.

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(edited by Daecollo.9578)

Condi warriors are too much

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

The problem with condition warrior is all its damage comes from one condition but a lot of it. Where one cure will take it all away.
On my necromancer I can put Confusion Burning Chill Bleeding Poison Torment Weakness all in a short period of time. (2-3 seconds.) Then spread it to your friends with Epidemic…
I can do this all from a safe distance. Whereas a Warrior has to be in the thick of it, taking aoe damage for mediocre returns.

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The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Daecollo.9578

Daecollo.9578

In WvWvW, thieves already get perma stealth due to culling. Thieves already have great escape tools. The other classes with good mobility also have low health, so I don’t get your points.

We’re talking about fixing the class not game bugs.

They already know about game bugs. Please focus.

They are linked. While culling is broken, stealth needs to be adjusted.

And how are you going to compensate?

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Anet make all traits useful

in PvP

Posted by: Daecollo.9578

Daecollo.9578

As it is now. Many traits are just useless (or not in par with the ones everyone uses) and no one uses it. Also there are traits which are most of the time mandatory, like you don’t even need to think about which trait to choose. For example trait – ‘empathic bond’ (grandmaster trait in ranger’s wilderness survival tree) is no brainer (because there is not much to choose from to have a good condition removal). For useless or very weak traits. For example trait:
“Predator’s Instinct – Apply cripple to foes you hit when they are below 25% health (15-second cooldown). This skill inflicts 2 seconds of cripple.”
I mean seriously it’s duration is very short, it has long cooldown and it only applies to foe that has health under 25%?
And let’s compare it with some other traits in this line: Keen Edge – applies sharpening stones when opponent’s health goes to 50% (has 45 seconds cooldown).
Signet mastery – reduces cooldown on signets by 20%.
Steady focus – 10% more damage when endurance is full.

Predator’s instinct is not even comparable with those.
Some other weak/useless traits:
“Master’s bond – Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated or deactivated, the bond is reset. " (this one could be good, but in reality it’s not, because Anet created pets mechanic to encourage pets swapping, but this trait makes you do the opposite).

All traits that just increase damage by 5 or so percent are just boring and not very useful.

Note. I’m sure there are some other traits in other classes that are useless, but as played mainly ranger, so for other classes wasn’t sure which ones would be most useless.

Would be great if choosing every trait in any line would make you think which one to choose.

I would like all traits that are “+X% Damage” just removed myself, and replaced with interesting well-thought-out effects.

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Things you will never read on the thief forum.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

“Venoms are very useful and reliable.”

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Arguments in favor of healing signet?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

You play a Thief, you only played a Warrior temporarily to learn about them. Your not a hard-core Warrior player.

I have almost as many games played as warrior as I have playing as thief for sPvP.

Show me a picture of “Games by profession.”

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How does Anet afford this?

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

I’ve spent 600$ on this game over the months. (even got this game for a friend.) its more money then i’ve spent for any MMO, but I feel like I’m getting back for it.

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Static Confusion Build! (testforme!)

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

This is a VERY tanky high damage high survivability build, please use wisely, may get your class nerfed.

http://wiki.guildwars2.com/wiki/Static_Field_
http://wiki.guildwars2.com/wiki/Arcane_Abatement
http://wiki.guildwars2.com/wiki/Shocking_Aura
http://wiki.guildwars2.com/wiki/Tornado
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Perplexity

http://gw2buildcraft.com/calculator/elementalist/?1.0|8.5q.h1n.d.5q.h1i.0.0.0|0.0.0.0.0.0.0.0.0|1q.71p.1q.71p.1q.71p.1q.71p.1q.71p.1q.b1p|2x.0.2x.0.3x.0.2x.0.3x.0.1q.62|0.a3.u39b.0.u56b|30.d|1m.1z.1v.1w.0|e

Getting over *2100*+ Condition damage, with 25 stacks of confusion (Pretty Easy + AOE) each time your enemies attack that interrupt themselves and hurt themselves for 5165, you use your hammer and shield to create dazes and such and constantly interrupt/daze your foes while killing them with confusion/fire/bleeding damage/poison.

Strengths
1. Very good AOE Damage.
2. Very Tanky.
3. Can destroy Zergs with many.

Cons
1. Expensive.
2. Expensive.
3. Expensive.

How does it work?
You constantly lay down Lightning Fields and Combo Field: Lightnings to interrupt and stun your foes, pretty straight forward!

You can also use Shocking Aura, so every 2 seconds they hit you they get 3 stacks of confusion and kill themselves.

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(edited by Daecollo.9578)

Dungeons are rediculous now.

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

Without the ability to respawn in combat with no difficulty decrease, dungeons are now long and rediculous.

Reduce the amount of damage/HP mobs do and reduce there HP.

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Adrenal Health Idea.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Adrenal Health
Gain health every time you gain a strike of adrenaline.

At level 80, the amount healed per strike is 100+ 0.08 * Healing Power.

If you are at full adrenaline, you no longer gain adrenaline, so you need to constantly be using and hitting with your burst skills, this would bring a lot more builds into play and allow new play-styles for the Warrior, and use a lot of its traits.

If a warrior uses skills like “Healing Surge”, “Signet of Fury.” it only counts as one strike and heals for the formula above once, however if they use a skill like “Berserker Stance.” which gives 5 strikes every second, it will heal for every strike, making the stance better for healing. (It is the stance tree after all, and it gives a reason to use Berserker Stance over Signets/Healing Surge.)

This also makes the Warrior defensive play-style a lot more active, because he wants to be at no adrenaline so he can heal.

This also makes traits like “Furious.” and “Sharpened Axes.” and “Berserker’s Might.” and “Sure-Footed.” a lot more useful, especially when they are Master-Grandmaster Traits.

Infact, there is even more traits… “Short Temper”, “Embrace the Pain.”, so many defensive play-styles it could open up.

“Berserker’s Might as well…”

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(edited by Daecollo.9578)

Allow every profession to wear any armor, but cosmetically

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

So?

Its not like armor matters much, without any toughness/vitality ANY class will melt.

I only wanted it to be restricted to two types of armor per class.

A thief in plate armor makes no sense at all, but one in cloth armor does make sense.
A guardian in cloth armor makes sense as well. (see monk.)
A necromancer in plate armor makes sense. (they are tougher to kill then most classes.)
A Warrior in cloth armor makes sense. (see berserker.)
A Ranger in cloth armor makes sense. (see tracker.)

This would not limit the gameplay at all, this is just for appearance, your weapons and such do not change, neither do

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Mace Autoattack.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

(1) 1-chain Mace Smash (½)
Smash your foe, causing vulnerability!
Damage: 289
2 Vulnerability: 7 s
Range: 130

(1) 2-chain Mace Bash (½)
Bash your foe, causing more damage and vulnerability!
Damage: 329
2 Vulnerability: 7 s
Range: 130

(1) 3-chain Counterblow (¾)
Smash your foe and block attacks.
Damage: 282
Duration: 1 s
Range: 130

(2) Pulverize (½) (Cooldown: 6s)
Thrash your foe, leaving them weakened.
Damage: 538
Weakness: 6 s
Range: 130

This makes the mace autoattack more responsive and more of a defensive weapon, the 3rd chain of the mace blocks all attacks for 1 second. The new ‘2’ weapons foes.


Traits

Sundering Mace:
Mace damage is increased by 10%. Reduces cooldown of mace skills by 20%
Mace damage is increased by another 5% when a foe is weakened.

Remove Cull the Weak as a trait.


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(edited by Daecollo.9578)

next thing, I'm on the ground throwing rocks

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

You should drop berserker’s gear for knight’s gear.

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Spiked Armor, worse Grandmaster.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Spiked armor is a great trait, integrated in many of my builds. This gives 50% retal uptime with a little bit of boon duration. Add in a bit from a guardian or whatever and you have 100% uptime, retaliation is still incredibly strong. Especially in WvW. It even helped me win a lot of 1on1 fights in WvW.

It is the best Grandmaster trait we have for Defense.

I hope u trolling.. and Noobs vs Noobs is the last thing we care about when its comes to balance

I am not alone on this matter, even the Red Guard warrior couldn’t get over how powerful this skill actually is. I think you guys are underestimating this one. 50% uptime is strong and retal counters fast hitting builds. It helps to kill mesmers and engineers.

I have seen retal numbers popping up on my screen dealing more damage than I could do in 10second window just with my hammer.

It is the best grandmaster skill you can take in the Defense line at the moment.

Lol…..

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Food items w/ crit hit bonuses: internal cooldown

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

Food shouldn’t even exist in a game that is meant to place players on an even scale and be more about skill in the first place.

It’s a bit ridiculous if you’re quitting because consumable items which were heavily abused in WvW have been changed >.>

Well, now the only good food is 10% Critical Damage/Precision, Congradulations on Wowifying the game and removing all the fun effects.

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Signet of Undeath's Passive.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I think that the passive is both under-powered but also, ironically, the passive regen is about as potent as it can become. Perhaps adding a %chance for Life Force proc, such as on critical, on attack, on hit, or some other such criteria would be ideal. Passive regen of Life Force is really powerful, and while I feel the overall strength of this Sigil needs a buff, this particular aspect (passive combat regen) probably is as high as it shout be.

My thoughts are the Sigil should add both the current level of passive regen as well as some form of proc based Life Force generation requiring active combat actions.

I think it should grant regeneration (62-125), and 1% life force every second.

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Melee Death Shroud

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

When you go into Death Shroud, you should get a scythe you use to cleave foes with!

1-1 Reaping Slash
Slash your foe.
Damage: 341
Life force: 1%
Range: 150

1-2 Reaping Strike
Strike your foe again.
Damage: 438
Life force: 1%
Range: 150

1-3 Reaver
Reap health from nearby foes, this restores your health pool in Death Shroud.
Damage: 558
Heal per foe: 558
Combo Finisher: Whirl
Range: 600

Soul Reaping
Soul Reaver Reaver also steals 3% Life Force from each foe it hits.

Spite
Reaper’s Might – Gain might on a critical hit while in Death Shroud.

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(edited by Daecollo.9578)

Risk vs Reward [Challenging Content.]

in Tequatl Rising

Posted by: Daecollo.9578

Daecollo.9578

easy solution:

15 min timer = item/chest/box rewards with chance for ascended
defeated after timer = karma/silver/dragonite

This way there is incentive to kill within the 15 min timer, but still reward enough to make it appealing for groups that can’t get him down in the timer.

Would rather do a dungeon, better rewards.

Then why are we still debating the issue, if you’ve decided not to do the Elite content?

There is no such thing as Elite Content.

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