Showing Posts Upvoted By Joxer.6024:

1 developer with spare time?

in Engineer

Posted by: coro.3176

coro.3176

+1

We’ve been asking for some Rifle fixes for ages. I can’t believe they didn’t touch it on the last balance patch. Do they even read these forums? What do we have to do to get someone’s attention?

1 developer with spare time?

in Engineer

Posted by: Ivantreil.3092

Ivantreil.3092

+1 too

Rifle was the main reason i did decided to play engi when i was new to the game, we w
ere the only class who used rifle as a viable option, and it was a jack of all trades in his moment, now, the poor rifle needs love, perhaps not much as shield does, but rifle was very unique on his own way, i want it to play in raids or pvp in some future.

PvP Rifle Engi player no matter how dark the meta is.

Metabattle: Drunk Engineer build

1 developer with spare time?

in Engineer

Posted by: ampy.1387

ampy.1387

+1 for rifle!

Anet, you make us go through way too much for so little.

Music is the Weapon of the Future.

ïryss | Engineer

1 developer with spare time?

in Engineer

Posted by: coro.3176

coro.3176

Can we make kickstarter or something? If we all kicked a few dollars, maybe we could pay for a balance dev?

Warrior/Berserker as a raid tank?

in Warrior

Posted by: Azure.8670

Azure.8670

http://gw2skills.net/editor/?vJAQRAne5enMdAlkiFgAugAElilrATJHkCqBIBgrWq79zWaXtA-ThRBABvv/QWK/wU9nzUC+wJBAgnAApAiYqF-e

so id probably use something like this personally, but im unsure if commander/maurader/etc would be better for stats. Def the trait set up id use personally (although nikes will do more damage) this sucker will have super toughness and super passive regen

Warrior/Berserker as a raid tank?

in Warrior

Posted by: NikeEU.7690

NikeEU.7690

The best possible tank warrior is condi berserker.

Swapping from Vipers gear to Trailblazers gear costs you like 2-5% DPS. Other tank builds have better support, but no raid tank build will have this much DPS.

http://gw2skills.net/editor/?vJAQNAT8fnMdA9ki9dAefA0hgFoA7oJEASZKHhbwQ4t1Wb3tA-TBSFQB7T9HA8EAc3+DLUZgvuIAORp360NkFlgkCAilVA-e

Enjoy!

[DnT]::Nike::
www.twitch.tv/nike_dnt

Guard in raid...did you feel useful?

in Guardian

Posted by: Adjust.6903

Adjust.6903

I have to be honest I’ve just hit 80 on my guard and am rocking gs/lb and seem to find lb tickles mobs whereas gs destroys them. I’m honestly torn between my rev, necro and dh right now as dh isn’t seeming too great for raids

Tips for not sucking as a PVE Reve?

in Revenant

Posted by: Kodiak.3281

Kodiak.3281

Really don’t get the Hammer hate either. Hammer is amazing all things considered. The auto attacks at 80 with proper gear crit upwards for 4-5k and CORuin’s 3rd hit (means keep them at range if possible) can hit upwards of 10-11k every 2 seconds. That’s also all AOE as basic shot pierces and CORuin is 3 blasts hitting 5 targets for a max of 15 targets (5 per blast).

In addition to this Field of the Mists is one of the most consistent projectile shut downs in the game (50%) while also offering a DPS boost because our auto attacks are projectiles that always lifesteal. That means in addition to the auto attack, you also do a life steal attack which with Enchanted Daggers can add up quite a bit on just Auto Attacks.

Phase Smash is also great as a bit of a mob juke out in addition to large damage. You actually, physically travel with this skill even though it snaps you back. This means mobs will often times go chasing you where you were rather than where you are. Also mobs will charge up melee attacks cause you were physically in range. For example Brutes will start their charged up knock down attack when using it and waste it on something not even there.

While I was certainly a higher level coming down, I always found Hammer to be the best when doing lower level content simply because I could CORuin, Phase Smash, CORuin and literally piles of things would be dead.

Kodiak X – Blackgate

Specializations Discussion: Curses

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

This is the second of the 6 part installment of me writing a lot because I have too much free time. This time we’ll be talking about Curses, and I imagine this will spark a fair bit of debate.

Curses
In stark contrast to Spite, our best line and one of the best in the game, we have Curses, a line so mediocre that even most condition builds find themselves having difficulty justifying it. Curses focuses on condition damage and critical hits. Somewhat uniquely because of the presence of its minor traits that focus heavily on dealing more condition damage, it is a line that primarily appeals to condition damage builds, with a small potential draw to crit-heavy builds, and has very little overall appeal to non-condition damage builds. I’ll talk about the major traits, which have quite a few issues holding back the line overall.

Finally, I’d like to take an idea from Bluewizard, who suggested in the Spite thread to have traits that functioned based on consumption/transfer of conditions. I really like this idea, but I think its better suited towards Curses, so I’ll be talking about it here.

Minors
Overall I think the minors are relatively fine strength wise, however I want to point out that because they focus so much strength into condition damage, this trait line becomes particularly weak to non-condition damage builds. Think of going into this build as a crit-heavy power line, what do you get? You get an adept minor trait that gives you little worth mentioning, just a tiny DPS increase. You also get a GM minor trait where some of the power is in precision to condition damage conversion, again something that really does nothing for you.

This is a big contrast to all our other lines, which have minors that are useful to any build that goes into them (ignoring balance issues). I don’t necessarily think it will be changed, or that it even has to be changed, since it is hardly unique to Necromancers (and arguably Curses has far stronger minors than comparable lines in other professions), but I think its worth mentioning because in an ideal world this line would be equally appealing to all crit-based builds, not just those focused on conditions.

Edit: as others have pointed out, the minors are probably fine. Bleeding deals at least some damage in crit builds, and the rest still work fine in any crit build.

Adepts
Frankly speaking, Plague Sending is the only useful trait in this tier. It is not just very strong, able to transfer conditions (and stun break if you get lucky with a pre-cast effect), but also has built in synergy with Signets of Suffering, and a number of traits that work with conditions inflicted.

Chilling Darkness is a bit of a sad story. Once a trait that was quite powerful in combination with specific setups, it is now completely awful. Part of the problem is the huge ICD, 5s means that Plague and Nightfall are the only abilities that can apply it multiple times per use. However, we’re actually one of the worst professions in the game at directly applying blind, with most of the sources of it coming indirectly from the accidental corruption of fury now and then. There are a number of options with how to deal with this trait:

  1. Revert it to how it used to be, 1s chill with no ICD – potentially too strong if Well of Darkness ever becomes useful, with Plague, WoD, and Nightfall on Reaper becoming huge sources of chill. Also hard to balance between the different chill sources.
  2. Keep it as is with the ICD, but just buff the chill duration to say 3s. This allows builds that have just a few sources of blind to still see meaningful chill, but also makes the different sources of chill more even. This is probably the easiest option.
  3. Completely change its functionality. I’d be interested to hear options, but we could just completely change how this works and look to solve some other problems within the profession. Things like blind application, some crit amplifiers, we could get creative.

The last trait in this tier is Terrifying Descent the unfortunate hold over from ANet’s insistence that we must have falling traits forced on us for some inconceivable reason. As most people know, the problem is that these just don’t do much of anything in 99% of the game, because taking fall damage is something that isn’t really happening regularly in combat; it is pretty specifically something that only sees niche use in WvW. However, since these traits seem mandatory, I think we are forced to do something similar to Cloaked in Shadow where the fall trait is rolled in to a related normal trait. Options include:

  1. Keep the trait functionality as is, roll it into Fear of Death and replace with something new. This allows for Curses to get a new trait, and we roll more fear traits together. Of course the reverse could also happen, keeping this trait here and bringing Fear of Death into this tree for Terror synergy, which would allow Terror builds significantly more freedom of build options.
  2. Combine with the buffed Chilling Darkness, change it to cast Well of Darkness on fall damage. This also opens up a trait in Curses, but doesn’t worry about the balance effect of changing Terror setups.

Either way, it needs to be rolled into an already functional trait, and then cause a skill that is related to whatever that trait does. But as long as it exists on its own it does nothing but take up a slot, and remind us that traits still really need work.

Masters
This tier has another issue of just having one realistic option in Path of Corruption, and outside of that this tier just doesn’t really have appealing traits. Unfortunately it has two awkward traits, one of which is a mediocre trait that relies on a poorly designed utility set, the other is a trait that was nerfed multiple times directly and indirectly because of its synergy with things completely unrelated.

Master of Corruption is just a huge mess right now. Firstly, it has the issue of having an incredibly weak effect, it basically just a CDR trait that gives higher CDR than normal, with a very significant downside, while other Master tier utility traits give 20% CDR plus other effects with no downsides. Secondly, it is designed with the same problem that Corruptions overall have, a positive effect that is too weak paired with a negative effect that is too significant to leave alone, but on a skill not strong enough to warrant taking other mechanics to offset.

Fixing this trait isn’t easy, because it probably needs to be paired with a set of changes to Corruptions, which is beyond the scope of what I’m trying to look at here. An easy option to retain its current use but make it more appealing is add functionality that all self-applied conditions are also applied to the target, including the additional ones. Still very “Corruption-y” but actually has meaningful power to make up for the downside.

Terror is a classic Necromancer trait. Once a huge facet of most condition builds, it is now so poor that even Deathly Chill builds, which should get amazing use out of it, don’t pick it up most of the time. This is largely due to a wealth of direct and indirect nerfs, starting with the introduction of Dhuumfire. First 17% damage reduced, then Nightmare rune nerfs, general duration nerfs when Spite was made to no longer give up to 30% condition duration, and finally the change that made conditions do partial ticks. Some of these changes are irreversible, however two good changes would be the incorporation of Fear of Death into the Curses Adept tier, and reversion of the 17% damage nerf. These shouldn’t be too strong, since most of the abuse cases of the old Terror builds are gone, and requires a large investment that precludes other strong choices.

Grandmasters
Hey look, another tier with only one real option (as I see it, not sure what PvErs would say)! Of course that option is Weakening Shroud which is a really strong trait, not to mention one that laughs at Spiteful Spirit from our Spite discussion. Our other two options are interesting, because they’re not bad ideas, but fail because of comparative power, or how they function in game.

Parasitic Contagion is a classic example of a “win more” trait, which is to say a trait that is extremely weak or even useless in bad or average matchups, and then only becomes good or great when you are already winning. This same problem is why all but one of our pure on-death traits were removed, because the only time deaths happen frequently enough to be strong is when you are already winning the encounter, and the trait’s influence is meaningless; you were winning before it proc’d. This is where I’d like to adapt Bluewizard’s suggestion to reward condition transfers, and suggest a few ideas for how to make this meaningful in far larger variety of situations, without it being just a win-more trait.

For effects, something similar to Bluewizard’s suggestion. Specifically I’d suggest something like gaining some kind of offensive buff. Think an offensive version of Corrupter’s Fervor, that would be non-specific to damage types, to allow this to work for all damage types. A precision buff would probably work well, since it helps any crit build, and also we’ve seen how interesting traits that reduce reliance on crit can work out. Might of course could also work, or a buff that specifically boosts direct and condition damage, so that it doesn’t favor one type of build.

The idea is to make the effect proc on transfers. This would have synergy with Plague Sending, and also general synergy with Corruptions which want to transfer often, and there are a lot of other smaller interactions with other transfers. This could also be tuned between a non-stacking buff that only has its duration refreshed, encouraging a certain cadence of usage, or a stacking one similar to Corrupter’s Fervor.

Regardless, the idea would be to open it up as more of a general condition option, and also smooth out how it works. I’m also going to propose a condition-related heal for Blood Magic, which we can discuss later. The reason I’m not retaining the heal is because Curses is related to offensive conditions and crits, not healing, and Weakening Shroud provides a defensive option already.

Finally, for those brave souls who’ve made it this far, we’ve got Lingering Curse. Lingering Curse is primarily based on increasing durations, which is a fine way to continue for this trait. Unfortunately, I’m not entirely sure on how to fix this trait; maybe I’m even wrong and this trait is fine. The problem I see is that for a duration trait, it doesn’t actually do that much. As an example, Chemical Rounds provides the same condition bonus, without the damage, as an adept. My suggestion would be to remove the condition damage bonus, since it conflicts with the idea of going heavy on damage, and open up the weapons it works on. This could be all weapons, giving any weapon skill 50% increased base duration conditions, or keeping it on specific weapons. I’m honestly not sure though, I think the idea of duration is fine, though fairly specific to PvE, but I don’t think this really delivers on a power level, and as someone who has no real desire to use this trait I’ll defer to you all on ideas to fix it.

Anyway, that’s it for Curses. This was probably the longest, and also the one I was least sure of, so I’ll be interested to know what you guys think.

But of Corpse – Watch us on YouTube
My PvP Minion Build

(edited by Bhawb.7408)

Seriously Anet, Do You Hate Us That Much?

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Every mob you listed has a very simple to understand mechanic with a very simple to implement counter.

The difference between HoT mobs and their far easier brethren is that, unlike core mobs, the special abilities of the various mobs actually matter and require you to do something other than run the same damage rotation for everything.

There’s nothing particularly unfair about these mobs. They simply require you to actually think about defending yourself from them, have some defensive skills, or if you’re going full offense bring someone prepared to defend you. Just damage is not enough in HoT, and will likely remain not enough for all content going forward because the game being nothing but mindless DPS was the primary reason PvE was boring up until this point.

Pay attention to what’s going on around you. Use your defensive skills and dodges for defense rather than to proc boons. Defend yourself.

Every class has the tools, in pretty much any given build, to deal with HoT mobs. Here are a few tips.

Pocket Raptors: Kill them with aoes and cleaves. No, really, that’s the design. They are packs of very low HP mobs with low frequency spike damage. Dodge the charge, and kill them. You have two weapons, or you have kits, or you have attunements. Use them appropriately for the given situation.

Kite smokescales out of their smoke. dodge/invuln/whatever you got when they do their seeker attack. Repeat until dead.

Gwyllion: Breakbars are a thing in HoT. Learn to save hard CC against bosses for when their break bar is vulnerable. That is literally why they designed break bars. To give you a chance to actually use CC on bosses in large events. Gwyllion stealths. Use a mastry to counter it, or follow the guy that has the mastry.

Frogs: Stunbreaks are not PvP only skills. If it’s going to stab you, it has an obvious tell. It only pulls out daggers when it’s about to stab you. Use movement abilities to close when they shadowstep, or defensive abilities and dodges to counter their ranged attacks while you walk forward.

Mordrem (all of them): Use crowd control abilities All mordrem with “big trouble” abilities are also succeptable to stuns, fears, launches, and other such effects when attempting to activate those abilities. Interrupt them. If you’re blowing your CC on DPS and its on cooldown when you need to interrupt a key skill, that’s you playing poorly, not the game being unfair.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Seriously Anet, Do You Hate Us That Much?

in Guild Wars 2: Heart of Thorns

Posted by: Solek.3267

Solek.3267

I usually try to be helpful, but seriously ?

It took what, two days, for people to whine so hard that they nerfed Hero Challenge and Hero Point requirement for elite spec. Meanwhile, I had a Master Scrapper, and was 12 HP away from Master Dragon Hunter. That’s by myself (most of the time) or with ONE friend, both in berserker gear, with him on a class he had never played (rev).

Yes, the first time I encountered a Shadowscale, I yelled WTH. Then I read their tooltip (you know, that thing under their health bar that tells you what a mobs can do? Might want to read those sometimes) and realized that I only had to avoid their Unrelenting Assault and move them out of their smoke. Same with the Stonehead, Arrowhead, Shadowleapers, Bladedancer, etc.

Know what ? Learn, adapt. >You’re in the jungle baby, you’re gonna die< Even the mighty Teq 2.0 can now be farmed easily, while he was considered hard after his remake. Why is that ? Because we all got better ( as in L2P ).

Go do the Migraine achievement in story Act4, make it to the last boss(even better if you took C’s path), kill him, and tell me if you managed to do it without adjusting traits/gear/skills. This is what they want raid boss to be, and it’s not by whining that you can’t AFK auto-attack on the forum that you’ll manage to get better.

(edit : Think I failed the spoiler tag, removed it and the spoilers)

(edited by Solek.3267)

Seriously Anet, Do You Hate Us That Much?

in Guild Wars 2: Heart of Thorns

Posted by: Daddar.5971

Daddar.5971

OP, this is a L2P issue, simple as that. Get out of your full-zerker gear and learn to dodge.

‘Elite’ in all 9 professions. I take mediocrity seriously!

[Build idea] PVE Dungeon/Fractal reaper build

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Personally dropped zerk armour for valk. Also zerk+valk trinkets. Still have 20% base crit chance so its very easy to reach 100% in parties.

Also blood over SR for the support it gives. Is very useful the higher up you go fractal wise

Why no Corruption builds?

in Revenant

Posted by: Pompeia.5483

Pompeia.5483

I am running a condi revenant and love it. It is a bit awkward in spots but otherwise handles things well and kills quickly. I, unlike the others, will be dropping invocation once I get Harald

However, need to get Roy to fix a few of the traits that are left-over from the old self-condi thing it started with (which was oddly similar to necro’s and yet people called it unique). That and the 20s ICD for the poison damage adept is still fairly pointless. I am still hoping he puts in the increased torment stationary damage trait.

Amanda Corsiva – Revenant && Katereyna – Chillomancer
Jenna Gracen – Scrapper && Merit Sullivan – Guardian
Daenerys Ceridwen – Druid && Vexia Gracen – Chronomancer