Showing Posts Upvoted By Ulion.5476:

7 gods, 6 dragons and tyria?

in Living World

Posted by: Suchface.3265

Suchface.3265

Hello Tyrians i have a theory worth listening too.

in the end cutscene we see 7 orbs, the big one in the middle and the other six surrounding it if i am right, the 7 orbs each represent one god, the six surrounding the big one are dragons, while the middle one is Tyria.

originally in gw1, we had 7 gods dwayna, balthazar, melandru, lyssa, grenth, abbadon/komir aaaaaaannd DHUUM. (many intend to forget this god).

Dwayna, god of healing and air = Tyria. (middle orb)
Balthazar, god of war and fire = Primordus. (Red ord)
Lyssa, god of illusions = Kralkatorik. (Purple orb)
Melandru, god of nature = Mordremoth. (Green orb)
Grenth, god of ice = Jormag. (White orb)
Abbadon, god of water = Deep Sea Dragon (blue orb)
And Dhuum, god of death = Zhaitan. (light green orb)

The reason for believing that Dwayna represents tyria is this.
Quotes:
“The first of the gods to step forth from the mists was Dwayna, goddess of air and life. She placed her pale foot on the stones of Arah, opened the gates, and brought humanity to the world.”

“She chose Tyria and brought with her those who would make this world a paradise. As she had promised, Dwayna led her people to peace.”

Dwayna also gave birth to Grenth, which can lead to that she is older than atleast one god and proberly older than the others aswell.

Who deserves to be rich?

in Guild Wars 2 Discussion

Posted by: FenrirSlakt.3692

FenrirSlakt.3692

No one is entitled to anything; no one ‘deserves’ to be rich.

[video] Playing around with Blinding Ashes

in Elementalist

Posted by: Dahir.4158

Dahir.4158

Hello everyone,

I’ve been messing around with Blinding Ashes lately and I like it a lot more than what I used to run with my hybrid condi build (Diamond Skin). I can still kill classes at the same speed, if not then quicker with the exception of Necromancers; they’re a pain my butt.

The video that I’ve linked below is just me roaming around with the trait activated, but doesn’t show all the classes in-game.
https://www.youtube.com/watch?v=CTcMVVzsy10

I think I missed out Engineer/Necromancer/Elementalist and maybe a competent Ranger (haven’t faced a good one yet). Fear not, those classes are still killable with BA!

Updated build: http://en.gw2skills.net/editor/?fFUQJAodhcMac2zwwBf0ACAGxsQSIcAIBUEL+FGDA-TlyEABppWhI6BoRVAyURgKlKTqCyVKrKQJ4w7PAgJISBAxuK-w

Broski

(edited by Dahir.4158)

Most broken class?

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Most conceptually broken:

  • Guardians (I know, not a common choice) – Way too much group support and survivability packed into a single class. Way too many group synergies and boon-spamming. They have become essentially what Monks were in Guild Wars 1. And that’s something we wanted to avoid.

Most numerically overpowered class:

  • Warriors – Healing Signet is still too effective and easy, damage is very high, as is survivability. No real weaknesses, just generally too good at everything.

Most overpowered class:

  • Engineer – Condition spam is just excessive, especially with all of it being hard to avoid and AoE. Coupled with bunkerish builds it’s incredibly overpowered.

Most overpowered trait:

  • Prismatic Understanding – Has made Mesmers ridiculously durable with very little trade-off and resulted in a very unfun play-style.

Most overpowered mechanic:

  • Stealth and Shadow Arts – Remove conditions, Blind, Regenerate Health, run faster, invisibility, Might stacking, high-damage openers). Is there ANYTHING stealth doesn’t do?

I.e. there are multiple angles to look at each class. Warriors for example, while being slightly overpowered, can easily be fixed by nerfing Runes of Strength and some of their numbers a little.

Guardians on the other hand need a much more fundamental redesign. They encompass way too much defensive utility and have dominated the meta since day 1. There is a reason they are the most commonly request class for Fractals, Dungeons, WvW and even sPvP. And it’s not because they are balanced.

From slums to sums, what got your capital?

in Black Lion Trading Co

Posted by: Vol.7601

Vol.7601

So what does anyone here think of the disparity in wealth in the player populous? I’ve seen a lot of QQ on these forums and I just don’t know what to make of it? I started with nothing, and while I’ve been playing forever and a day I’ve kept my player wealth fairly low, distributed between new character after new character and what ever I happened to be enjoying at the moment. As soon as I start TRYING to make money again I seem to just rake it in.

Anyone else feel like your shift from poor to more was sudden? Or did you grind hard and long hours and sell your blood and soul on the TP till you got a break?

Here’s my take on this.

It’s called jealousy. We see it in the real world as well. Wake up on January 1 and read the news. Countless articles how a CEOs have already made your year’s salary in one day. Or how CEO pay is 400x larger on average compared to the minimum wage.

To which I say, who the kitten cares? They are getting paid that much because of their value to the company and their skills that the brought to the table. And of course, a little bit of luck.

Here in GW2, yes, I admit, this should be treated as a game, and not real life. I understand that.

But also understand that just because this is a game doesn’t mean that everything is handed upon log-in. If people want that, they should play a single player game and run some cheat codes.

People are jealous that there are others in game that are luckier and smarter than them, and they can’t stomach it. They want instant gratification at minimum loss/risk.

If you play 3 hours a day doing WvW or open world exploring, why in the world do you expect to earn as much as the person who farms 40 hours a week or does 3 hours of high intensive TP trading?

The only way you can ever have a situation where everyone earns the same amount of gold in the same amount of time is if there were fixed gold rewards for x hours dedicated across y activities. And if you miss those hours, they get banked like rest exp.

It’s a great concept – but at that point you are not playing an MMO that anyone enjoys. It would be a great game for those casual players who want all the nice bells and whistles upon log-in. But I’m afraid such a group of players is so small that any game tailored to them would be a loss before launch.

One shot Ele

in Elementalist

Posted by: KrazyFlyinChicken.5936

KrazyFlyinChicken.5936

I play gc ele in spvp and it’s great fun. The build I run is a bit different from the video posted above since it utilises damage modifier traits to achieve the massive damage. with the build 0/6/5/3/1 with arcane wave, lightning flash and ice bow, zerker amulet, scholar runes and fire and air sigils. The damage achievable with this build is true burst.

Also, unlike in the video where the burst were killing the medium and light golems the burst of the build I run can kill the heavy golem in a shorter time.

This build was recommended to me by a guildmate (Hijk Elemental P)

One look at this build I "LOL"ed him. Then I tried it…. and it is without a doubt the burst-iest build available.

Here’s the build:

http://gw2skills.net/editor/?fFAQJArYhMMKZ25wlBdEBOAGpaw0PwKQcEIA0BrA-TJRBwA02fQzJAgcZAAPAAA

The Pros

Under Prime Conditions this build is getting:

+10% damage from Air Training
+20% damage from Bolt to the Heart (BttH)
+10% damage for being with 600 of target.
+10% damage from having full endurance.
+10% damage from being full health
+5% damage from Sigil
+7% damage for having might stacks.

For a grand total of:
+72% damage (52% without BttH)

So when you crit, this modifier is multiplied by your critical damage which is at 200%.

Your full combos (under prime conditions) will easily hit 15-20k damage in under a few seconds.

The Cons

Prime Conditions are really hard to keep going when you’re getting targeted. And if your opponent knows what they’re doing… you WILL be targeted.

If you get attacked:

A) Your health drops below 90% (-10% damage)
B) You have to evade, so you lose stamina (-10% damage)
C) You’re a wet noodle and fall over yourself when the enemy even looks at you funny.
D) No condi cleanse (you basically have to kill them before they kill you)

Enjoy!

Fort Aspenwood – Elementalist
Character name: Azilyi

Effective Power and Effective health Chart

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

Before the patch, I used a build planner to calculate my effective power. It showed that Soldier’s was more poerful than Celestial, until I started adding my boons (10 stacks might and 75% fury uptime). It made a lot of difference because then Celestial came out ahead. Not sure about post-patch, but I imagine it won’t be a big difference between the two.

So the only way to see what gear works best for you is to take into account all variables. Just armor won’t cut it (though it’s interesting to see).


Elemental attunement is a borderline grandmaster trait. It is extremely useful. And I don’t believe we should get it for free. I wasn’t super happy about it moving to master tier. But it was reasonable. This is the best master trait for ele hands down. Couldn’t live without it.

Be careful. Because I have a suspicion that Anet plans to swap Elemental Attunement and Elemental Contingency if we complain about the latter being useless at grandmaster.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

(edited by ThiBash.5634)

Builds: Lightning Rod

in Elementalist

Posted by: Jaco.7081

Jaco.7081

0/6/0/4/4
Fire blinding doesn’t give anywhere near the amount of protection you need in pvp. Water is needed for decent sustain and 4 in arcana is needed for the essential atunement swapping.

Weapons S/F
Focus in pvp is much better than dagger simply because the air knockdown is ranged and cannot miss compared to the air knockdown of staff. Focus also has comet which almost never misses even at range compared to Static field which is quite obviously telegraphed with a giant red circle. But I guess static field could be considered more useful.
Fresh air is better by the way…

While I do agree with some of your points made, I do have to point out a few some flaws.

I agree that Focus is the better offhand, if I want to go without staff, which I noted in my second post.
I also agree that I prefer the interrupts on the Focus compared to the staff, primarily Gust which is rather easy to avoid even when used skillfully.

But I do not agree that Fresh Air is a better trait. It is a great trait for a full on S/D(F) bust spam fest. But if you want to break away from the same cookie cutter builds that everyone else is playing you cannot discredit a Lightning Rod Interrupt build. It is definitely something worth looking into.

I also do not necessarily agree that Blinding Ashes does not provide enough defense. Remember, I stated that I primarily would be focusing on PvE and 1v1 scenarios – which a constant blind every five seconds, on top of dodging, interrupting, invulnerability on Earth 5 (Focus), etc you get quite a bit of defense.

I also do not agree that it’s necessary to put 4 into Arcana simply for the Elemental Attunement. In my opinion that falls into the same assumption that many elementalists make requiring you to go after Evasive Arcana at all costs..

0/6/0/4/4
Staff
Wvw build you will interrupt ppl spamming 1. Also staff have 3 interrupts the earth 4 wall will interrupt and you can run tornado for massive intrudes. If you feel that you need more you can use the earth shield for the pull and daze. As for 1v1 you may be better off running fresh air though it seems the on air swap dose less dmg then the lightning rod but its much harder to land lightning rod if they have stability.

I didn’t think about pulling Earth Shield into the mix (though I must sayI did start theorizing in this thread just before I went to bed, so I was beat); I personally think it’s a great idea. Same with Tornado. Might make it a little more appealing as an Elite to throw on your bar. I appreciate the suggestions!

While the Trait itself sounds pretty good, the Ele just doesnt have enough access to interrupts to make it worth taking.

GOOD? This kitten sounds good to you ???? A grandmaster trait that does the same dmg as the 15 point MINOR trait in the same line with a totally random chance that you even interrupt anyone with your cc’s.It is as of now the new worst ele gm trait and should be boycotted by everyone until it gets seriously reworked.

First, this deals more damage than Electric Discharge has a base damage of 287 and Lightning Rod has 513. It’s also not random, if you know how to play an interrupt build. Second, I do agree that it is significantly harder than on a Mesmer, where I also play interrupt, but it’s not random.

Either way, great to wake up to so much discussion. I’ll be revising my first two posts sometime today and hopefully will have come up with a few more ideas.

(edited by Jaco.7081)

Diamond Skin build w/ video

in Elementalist

Posted by: jkels.6398

jkels.6398

This build its super fun. I would say the most bursty I’ve ever run. Very powerful ENJOY!

NEW VIDEO

[ROT] Stormbluff Isle
Gnomez 80 Elementalist Airabetha 80 Guardian
http://www.youtube.com/user/jkelsey83/videos

(edited by jkels.6398)

Why Stone Heart was a bad move

in Profession Balance

Posted by: Kyon.9735

Kyon.9735

1. Earth is a Defensive Attunement. If being in a Defensive Attunement allows you to become an offensive threat at the same time, it’s what you call imbalanced. You are an Elementalist, not a Warrior. You can’t have the best of both worlds.

2. You switch to Earth Attunement when you predict an incoming burst. Think of Stone Heart as an Active Defense mechanism. This trait will reward skilled players who uses their skills and trait advantages selectively based on the situation instead of spamming all available skills.

3. Elementalists have been crying for more survivability for a year. Here they are; Blinding Ashes and Stone Heart. Blinding Ashes gives you a defensive mechanism while going into a full Offensive trait line. Stone Heart rewards skilled elementalists who actually predict their enemy’s moves and manage their attunements properly instead of spamming available skills.

From what I see it seems like people want an “easier” access to survivability that doesn’t require player skill at all.

Legendary & Transmutation

in Crafting

Posted by: Harbinger.8637

Harbinger.8637

I’m bumping to confirm this works. Here’s some screens for proof.

Attachments:

Guardian WvW Guide!
Heavens Rage

Game Update Notes – December 14, 2012

in Game Release Notes

Posted by: JonathanSharp.7094

JonathanSharp.7094

Game Design Lead

Class balance philosophies
We normally try to employ metered and controlled balance changes with each pass, rather than huge reductions or improvements to classes. We want to get all classes on the same playing field, and we want to avoid “whack-a-mole” style balance. HUGH increases and HUGE decreases lead to meta instability, and thusly, we try to make multiple small tweaks rather than putting in massive changes that we have to later correct.

When designing and balancing the classes, we try to make sure that class roles and identities stay intact. So, in doing so, we make sure that there are rules and boundaries outlining the capabilities and weaknesses of each class.

  • Warrior
    • We want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.
  • Guardian
    • The Guardian is a heavy armor class who relies on boons to make up for their low levels of innate health. They focus on area control and punishing enemies for the position on the battlefield. We want them to feel very powerful when their boons are active, but if those boons are removed, they will start to feel pressure. They can remove conditions more easily than the Warrior, but share the Warrior’s need to be in melee range to dole out maximum damage.
  • Ranger
    • The ranger class combines its own innate abilities with the skills of their pets. We’ve balanced the class around the idea that you always have a pet with you to aid in any fight. The fact that the ranger can have multiple pets allows them to combine their pets in ways that most impact the current fight. We want the Ranger to have some of the evasion enjoyed by the Thief, as well as the mobility other classes employ. The class is able to deal physical or condition damage, and it can do this in melee or at range.
  • Engineer
    • The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.
  • Thief
    • Thieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game. They are able to help allies through traps, venoms and the mobility to flank most encounters.
  • Mesmer
    • Mesmers rely on illusions in order to accomplish their goals. They need illusions to accomplish some of their highest damage and control, and without the illusions, they become fairly fragile. They can deal with enemy boons better than most classes, but enemy conditions can often be a problem. They share some of the stealth and mobility that the Thief enjoys, but suffer from a low health pool if you get past all their tricks.
  • Ele
    • We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.
  • Necro
    • The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health.

Going forward

  • Tank vs spike vs physical DPS vs condie DPS. We want to keep making balance changes that allow all classes to have various builds they can use. We don’t want tanks dominating the game, and we don’t want spike builds dominating. It’s healthy to have multiple types of builds in the meta, so we’ll be improving the balance to facilitate a healthy meta.
  • AOE balance. We feel that in PvP some AOE builds are too strong for the opportunity cost, and we’ll be bringing those in line in the next few patches.
IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

(edited by JonathanSharp.7094)

WvW data: Gate/Wall HP, Siege DPS, and more!

in WvW

Posted by: Radian.2478

Radian.2478

I calculated the gate/wall HP for basic, reinforced, and fortified (only wall can be fortified) and the DPS that the siege does to each as well as the time it takes to take the gates/walls down.

http://www.youtube.com/edit?video_id=TwAJB_M2HgU&o=U&ns=1

I did all of these calculations by myself. If you have any additional questions after watching the video and reading the description, leave a comment on the video or here to discuss with me/others.

Alternatively, if you see any other uses for this not mentioned in the video, feel free to share your opinions and things you see. I did not mention in the video but this information can also be used on defense to give you an idea of how long until the gate/wall goes down, given what siege the enemy is using.

(edited by Radian.2478)