Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
To be totally honest, I feel like Weakness would be better served by splitting its effects into two conditions. It would make it far easier to balance, since the current effects are somewhat disjointed (the glancing part is defensive, while the endurance hit is offensive).
That just makes it multi-purpose… also splitting it would mean that there would be yet another condition that classes can pile on to cover other conds….
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
To be fair, getting downed allies up isnt exclusive to Warriors. Necro’s, Engineers, Elementalist and Rangers have abilities that !!!CAN!!! do just that aswell.
Da heck you talkin’ about eng can do it just as well…
http://wiki.guildwars2.com/wiki/Toss_Elixir_R
17% per pulse =/= banner revive
Please learn the classes that you speak of first.
Please learn to read.
I did, I made note of R vs. Banner because it’s not an equivalent (what your post is and some others in here are implying). That’s like saying illusion of life is an equiv. of warbanner as well which is also is not even close. Again, please learn the classes and difference between the abilities before posting about them. Thanks.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
I was running around WvW this evening an scanning the food people were using.
90% of the time it was either + Condition duration or – Condition duration food.
Our commanders were even donating – Condition duration feasts for the zerg to use. I even saw a Necro boasting – 40% Condition duration food.
The fact that this food is so widely used just shows what an abysmal state conditions are in. I observed a Thief dealing 8000 condition damage with a singe Sneak Attack today. That’s more damage than most Backstabs and that’s coming from a ranged attack that is easily applied with little/no threat to oneself.
Something needs to happen and happen fast. Lemongrass Poultry Soup is already at 28S for a 30 minute food.
That isn’t really the best food for commanders/zergs. Your group should have more than enough cleansing to deal with conditions. Something like http://wiki.guildwars2.com/wiki/Loaf_of_Saffron_Bread would be better in this cc heavy zerg meta.
P/D thieves are only doing a few conditions. You should be able to wipe them pretty easily once they build up. P/D is especially bad since the pistol auto attack brings the large bleed stack to the front of the pile (allowing you to remove it far more easily).
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
There needs to be something to limit the number of precursors made just as there is for the number of legendary weapons you can make… like one/two per personal story completion.
There also needs to be some gold sink involved. 500 crafting required + dark matter.
Dark matter makes a lot of sense imo. Instead of tossing things into the forge for a tiny chance, you get far more regular progress towards what you want. In addition to this it’ll help boost exotic prices back up a bit (they are too low now due to ascended crafting).
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
@ Op – Totally depends on the class and what other changes are made. Potentially yes.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Idk why more people don’t use it. Weakness is a very strong defensive and offensive condition.
Shht, let them stare at burning and confusion while we play with poison and weakness.
I’m usually on my eng… I play with all the conds
Tranquilizer Dart + Super Elixir + Regenerating Mist + Backpack Regen trait is kitten amazing.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
There already is a counter to vigor in this game, it is called
http://wiki.guildwars2.com/wiki/Weakness
Although the condition isn’t too prevalent.
Idk why more people don’t use it. Weakness is a very strong defensive and offensive condition. Causing a glancing blow from what would have been a crit is a massive damage reduction.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
To be fair, getting downed allies up isnt exclusive to Warriors. Necro’s, Engineers, Elementalist and Rangers have abilities that can do just that aswell.
Da heck you talkin’ about eng can do it just as well…
http://wiki.guildwars2.com/wiki/Toss_Elixir_R
17% per pulse =/= banner revive
Please learn the classes that you speak of first.
I thought all classes except Thieves have a rezz ability?
And Thieves probably don’t have one because Shadow Haven pretty much doubles as one.The thing with Warbanner is that it’s a very powerful AE rezz. The only comparable ones are Mesmer, Necro and Ele Earth in that they rezz multiple, but not being elites they’re much weaker ofc.
Is it too powerful? Not at all.
Should they rezz NPCs? Not at all, and that’d fix the issue.
http://wiki.guildwars2.com/wiki/Illusion_of_Life =/= warbanner either…
Agreed dead NPC’s should not be able to be revived other than by a hard res.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
I bet that during Dragon bash if I posted the exact results of the 6000 or so dragon coffers I opened, people like you will still try to say the sample size wasn’t big enough either, and people like you will forever be unsatisfied until Anet posts the exact chances (which will probably never happen). So…., you go on ahead and wait. I prefer real results, big or small, regardles of yours or others’ opinion on what sample size should be.
Depends on how rare the item you’re going after is. If it’s a 25%, you’ll need fewer to show the aprox average rate. If it’s something like a 1-5% chance, you would need substantially more.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
If i want to know if an exotic piece of armor or weapon after salvaged has a chance of dropping insignia/inscription i have to read in this forums threads and make research since some named do and others dont even with same stats.
that is true. that is why I can make gold from salvaging
If they made it easy, everyone would do it and they would probably drive the prices so far down/up (down for inscriptions, up for exotics) that you would actually have to pay gold to get dark matter.
Shhhh, don’t let on that they can be free. I wanna finish another stack first.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
I AM a thief in WvW, I know the positionings well. I work in a way to where I’m only getting frontstabbed. But since it’s always by GC thieves, the damage is always pretty heavy. It’s annoying however to see them stealth again in 3 seconds to do it again, and for the process to repeat around 10 times a minute. That’s just levels of BS annoying that isn’t fun. At least Warriors can’t spam Killshot or Eviscerate that much.
You’re getting killed by frontstabs?
Nahh, it usually ends with the other thief running after I survive long enough for a roaming group of my server allies to come up. I find it to be very annoying though, I can only imagine how people who can’t escape or survive it easily feel about it.
Annoying =/= OP, in need of a nerf, change, or anything like that.
There are annoying builds for every single profession.
One player might find a build annoying while another may well not (it’s very subjective).
Just for example my eng loves to fight thieves. Eng has so many good counters Vs. thieves. Yet… engies hate fighting necromancers. So many counters (for the necro).
Please tell me where these players are that die to frontstabs. I would love some free kills.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
I would be satisfied if they increased the overall stats to lose close the same amount overall of dps as the other sets. That way it would be a fairly even across the board drop vs. one set being hit substantially harder than the rest. I still think they should offer stat changes for all the gear with crit damage though.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
I AM a thief in WvW, I know the positionings well. I work in a way to where I’m only getting frontstabbed. But since it’s always by GC thieves, the damage is always pretty heavy. It’s annoying however to see them stealth again in 3 seconds to do it again, and for the process to repeat around 10 times a minute. That’s just levels of BS annoying that isn’t fun. At least Warriors can’t spam Killshot or Eviscerate that much.
You’re getting killed by frontstabs?
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Will we see any chance to change stats (one time) on ascended armor? Because this change is rather drastic and full ascended set (weapons + armor + trinkets) can go up to 300g costs…
Also why is condi armor is not touched? Condis meta is ruining this game atm, why nerf direct dmg builds?
I think condition armor was not touched since it was to balance PvE.
multiple condition builds acting together step on each others toes (and some classes can’t help but overwrite powerful conditions with very weak ones (i.e. gaurdians setting things on fire with 0 condition damage. They have no choice, but it can still overwrite an elementalists 300 – 1200 condition damage fire).
multiple DD builds stack additively. If I do 2000 DPS and you do 2000 DPS than minus then we do 4000 DPS when attacking the same target. So 5 people all DPS do 5x damage. If they brought a condition damage person it would probably hurt since most mobs would die too quickly, but bringing 2 would really tank their DPS.
Condition Damage is a problem in PvP and WvW because of the HP disparity in Guild Wars 2 between players and monsters. Champion monsters will happily smile away with 25 stacks of bleed, poison and fire. If you put that on a normal person they would melt in seconds (not to mention a low HP class).
Just to add…
PvP won’t have any crit damage changes.
WvW condition damage is only any issue what so ever in small group play. When the fights scale up to zerg clashes conditions are a non-issue due to the massive amount of cleansing. So it’s basically one small section of a part of the game they don’t seem to care about much that’s having some balance shifts.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Guys, you know Ascended jewelcrafting probably wont be a thing becasue… you know fractals… the whole trinket system tied to it? In case of weapons and armor the crafting was implemented in first in the dat, then boxes were just added so that people in higher level fractals didnt fish for skins, but trinkets have kinda no reason to exist in jewelcrafting because you get them for 4-10 pristine fractal runs (depending on luck) and a bit of time with laruels.
You can’t get all the stat combos from those (like carrion which will be from chrysocolla). It may well also include infusions (as they are like the ascended version of jewels you can slot in). If the prior is in there, it won’t be such a big deal. If the latter is in there as well, it’ll be a thing.
Also not everyone does fractals. I find them to be horribly boring and repetitive myself. That leaves laurels/commendations. If you have alts… that’ll take far longer than gathering up 66g for the initial cost (of which you’ll get a lot back).
The risks are VERY low on this one as long as you get in on it early.
I see no reason why not to when you could npc some of these orb types and only lose a few copper…
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
Where’s Thief? You missed that one. Unless you didn’t notice them because of their permastealth.
yea, even in the stream they did not even touch the thief, probably afraid of the kittenstorm that fallow
they already have permastealth, godmode, oneshoot kill… whats next? admin powers?
Wat.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Thanks for the post, OP. This is a fairly polarizing topic, but it is interesting nonetheless. It came up quite a bit in the 3 likes / 3 dislikes thread as well. Changing the way downstate works would have such a large sweeping change on the way the game is played – it’s sort of fun to theorycraft the ramifications!
Keep in mind, I’m just spit-balling here – none of this is in the works. I would just like to see some more conversation on the topic.
So, what if you only rallied allies when you stomped someone, rather than cleaving the body? This would be much more difficult to pull off in large-scale fights, but you would have added risk/reward for attempting. Would even-numbered fights still snowball?
It would almost always affect players in small-scale fights as well. I’ve won plenty of 1v2’s in WvW and PvP from downstate, getting that clutch rally at the right moment – but that would go away too.
What if you couldn’t hard rez downed allies? What are the positives and negatives?
Anyways, just rambling. Feel free to discuss! If you have any good threads on the topic that come to mind, feel free to link them for me.
I wouldn’t want stomp only for exactly the reason you gave. What I would like would be dodgeball rules. One dead =’s one revive. This would help smaller group deal with larger ones since far fewer would rally off of just one kill while still allowing the 1v2 type of situation you describe.
No hard ressing is another thing that would allow smaller more coordinated groups to take down much larger uncoordinated ones. Right now if you chip away at a large force, they can simply mass res the dead.
Mass ressing downed needs to have a DR on the healing provided by the extra people. It can be far too easy to just have multiple people res a fallen ally when the forces are very large and uneven.
There is also far too much rallyfodder laying around the maps. Half or quarter the number of random bears/deer/dolyaks/etc. Sure they might be cute, but they cause problems. I’ve used the unnecessary npc’s to rally myself many times. I’ve also abused them to gain stealth over and over on my thief when I shouldn’t have been able to. Solves two problems at once.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
That’s it? I thought the livestream was just a few of the changes that would be coming…
The changes to sigils/runes could be a huge change though.
Maybe they are waiting to see what happens with that first?
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
I wanted to stop by and say thanks for the feedback. We do feel that the celestial stat set will be hit the hardest with the upcoming critical damage changes, so we are looking at possibly boosting the overall stats by a small amount.
Also the celestial stat set in PvP is using a much lower stat multipliers than the PvE versions so we will be looking at changing this as well. Nothing is set in stone, but I wanted to let guys know this is something we are discussing.
I hope that doesn’t mean it’ll be intentionally hit the hardest, rather, that with the current proposal it would have been hit the hardest…
Thanks for the response
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Another issue with stealth. Faild missed block or counterd. Stealth attacks should revival. The thief.
Such a common and redic request.
Thieves don’t just become stealthed for free. If you want to enter stealth, it has a cost, and it can be countered (save blinding powder). Either dodging C&D or stopping a bp->hs will kitten up a thief’s ini. Less ini=‘s less damage/defence capabilities. What some players seem to want is a way to stop them from entering stealth and a way to remove them from stealth after… that’s not balanced.
I play a thief. I know how to.cut in and out of stealth. And i know that thief takes skill to play effectively. And i have no request to stop thieves from entering stealth and i dont want ways to remove stealth. But if a stealth attack should fail thats a diffrent story. Sneak up behind me and miss punching me in the back of the head ima whirl around a knock u out.
But you had an opportunity to stomp the requirements for the stealth attack to even occur in the first place.
You’re basically asking to allow blocks/blinds/whatevers to counter the setup and the resulting attack afterwards (by revealing the thief if his stealth attack doesn’t deal damage on block/blind/whatever). That’s far too easy to counter at that point especially considering the other negative repercussions of not successfully gaining stealth in the first place (ini/utility cd). It totally wrecks that balance. Just as an example… no thief would ever be able to kill a non-afk guardian ever again.
In gw2 you currently can whirl around and knock out a thief after an unsuccessful backstab. You know where he is despite not visibly being there. If he still attacks you when you whirl around, you take far less damage. Less pressure on you =‘s less need to recover =’s you have more time to just wail on him and put him on the defensive.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
…..
Because engineer’s don’t get hit hard enough by retal as is?
15x retal damage potential every nade toss not enough?
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Another issue with stealth. Faild missed block or counterd. Stealth attacks should revival. The thief.
Such a common and redic request.
Thieves don’t just become stealthed for free. If you want to enter stealth, it has a cost, and it can be countered (save blinding powder). Either dodging C&D or stopping a bp->hs will kitten up a thief’s ini. Less ini=‘s less damage/defence capabilities. What some players seem to want is a way to stop them from entering stealth and a way to remove them from stealth after… that’s not balanced.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Take your necro/eng and fight them. You shouldn’t have too many problems with them trying to heal in stealth then.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
The drawback is you waste 5 initiative?
Of which 3 is regenerated over the duration of the Stealth (more with traits) and you got a decent damage-hit out of it, even if Backstab doesnt land.
I wouldnt call it wasted, not by a long shot. More like, not getting the absolute optimal use out of it. In which case, welcome to Everybody Else.
You lose the 5 ini from the missed c&d. 3 ini is if you wait the full time in stealth… which would make your burst less compact… and your target may have changed orientation… and has had longer time to react. A “decent” c&d hit every few seconds shouldn’t be enough to take anyone down.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
Yea I wish you could sell them as well.
At this point, I’m just hoping they’ll be used for precursor crafting (or other high end stuffs). Makes sense imo… instead of tossing random items in the forge you can get dark matter more regularly from salvaging exotics. Exotic prices are also too low and this would help kick that back up a bit.
If it’s not using for something I’ll have to wind up dumping 3 stacks of them : /
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
I salvaged well in the thousands of exotics (ranging in between level 70-79). The rate seems to be 1:4 (or 25%). Meaning for every 4 exotics you salvage you get 1 Glob of Dark matter. Sometimes you get 1, sometimes 3, that’s just RNG. But I had well over 2 stacks of ecto for every 1 stack of glob of dark matter. I’ll agree that the droprate is a bit low, but you don’t need that many. I still have a few stacks in the bank and I wouldn’t know what to do with them.
I used Mystic Salvage Kits for all of them.
Did you save them or dump them?
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
If the problem lies in pistol offhand permastealth and blind, why is the OP asking for a stab damage nerf?
Stab isn’t even the biggest nuke skill in the game lol.
As a D/D ele and a D/D backstab thief player, I can assure you this is l2p. While I openly admit D/D ele is not exactly in the best place at the moment mostly due to conflicting concept design on ANet’s part, backstab is NOT the problem, seeing as Eviscerate, Headshot, and even a longbow ranger playing properly hit for better burst.
And as an ele, the amount of AOE you have, on top of mist form, should be able to effectively counterplay anything the thief throws at you.
My point wasn’t the damage itself, but the frequency it can be applied. Put Elementalist Fire Grab on a 4 second cooldown and see how many people complain…
Why are you letting a thief just chain c&d->backstab (or whatever) on you?
Ele =/= thief. If ele misses that fire grab he/she doesn’t have half their skills go on cooldown.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
He was talking about 2 stacks of torment from these:
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Tormenting
And comparing the damage from it to the single target confusion from perplexity.
Pre-nerf perplexity didn’t have any icd so it was just limited to how many you could interrupt (5 stacks each).
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
I thought at first the rate was maybe 3% for each dye, but I’m no longer convinced.
Add in the 10 Frost dyes that I bought (read an earlier post in this thread), and didn’t get a single unique dye. That’s 44 Frost dye kits total now, and 3 unique dyes total. Those odds just dropped to 1.13%.
Add in the 10 Flame dyes that I bought and got nothing, and the chances for those dropped as well below 3%.
Far too small of a sample size to come up with anything either way considering the low chances involved.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
The next 4 patches will be LS only. Other content updates will follow bundled in march.
Let’s be real, how hard can it be to revert the requirement from Silk Scraps to Silk Bolt from 3 to 2? Or change the requirement to create a Spool of Silk Thread from 100 to 50? Maybe it’s just me but this isn’t exactly rocket science.
Also if you looked at the release notes of the last LS patch you’ll notice that they also included some changes not directly related to the Living Story.
If you take that route then you’ll anger a lot of people that have already made the mats at the higher material cost. It would be far better for a-net PR to increase the supply side instead. That’s also a more delicate balance between too much supply and to little. I would appreciate it if they took a little bit more time to get that balance right rather than have us go back to npc-ing silk because of a miscalculation. That’s what I suspect is happening right now.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
I agree; we should be able to sell any excess material. I have 2000 bloodstone, 2000 empy & close to 1500 dragonite. Any dropped from world vs world now gets destroyed. What a waste.
You can turn extra bloodstone→ gold.
http://www.gw2spidy.com/recipe/7839
http://www.gw2spidy.com/recipe/7840
http://www.gw2spidy.com/recipe/7841
I hope they add in stuff for dragonite/emp/luck as well (ascended cooking?)
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
take those 30 points and buy more utilities. or just save them. or get hounds if you really want a 30 point elite.
Agreed, crate and X are all you’ll really need. Use the points and buy other utilities or turn it into items or gold in the mystic forge.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
The drawback is you waste 5 initiative?
if u are stealthed and miss u dont waste anything.
want to backstab guard with aegis? just attack 2 times… this example shows how bad stealthed attacks are.
Thieves don’t just become stealthed for free. If you want to enter stealth, it has a cost, and it can be countered (save blinding powder). Either dodging C&D or stopping a bp→hs will kitten up a thief’s ini. Less ini=‘s less damage/defence capabilities. What some players seem to want is a way to stop them from entering stealth and a way to remove them from stealth after… that’s not balanced.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Is the ICD on the interrupt confusion stack per target or a universal cooldown?
Universal. You can no longer interrupt two players at once and have them both get the stacks from it. You can only have the 6th proc once every 8s on one target (at most).
Cheers. Seems it is more for roaming now, and not the OP zerg rune it used to be.
Indeed. Even then… there are equally potent runes for roaming.
I found antitoxin to be just as useful. Most eng builds lack cond removal/reduction they help make up for some of that weakness and provide a little extra kick when facing cond classes by adding in 5 might on pois/torment. Still doesn’t make fighting a necro on eng easy though xD
Who knows what’ll be the next flavor of the month condition rune after they rebalance them in the upcomming patch… especially considering that perplexity isn’t what it used to be.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Is the ICD on the interrupt confusion stack per target or a universal cooldown?
Universal. You can no longer interrupt two players at once and have them both get the stacks from it. You can only have the 6th proc once every 8s on one target (at most).
There are other rune sets that cause significantly more damage then these runes. Yet it seems like its the “hip” thing to do to jump on the band wagon of a particular complaint. If you are so worried about the damage these runes do.
Proof of this is in all of the false claims about the time the conditions stays up, when the rune is broken and the condition duration does not even apply from the runes. That fact alone suggest the OP is blowing smoke with his complaint, when he doesn’t even know how long he is applying the condition for.
With runes of tormenting I can be on my engineer, pop rocket boots to the middle of the zerg and pop AoE torment, and the rune set has no application cap. I put 2 stacks of torment on 27 players for 220 damage per second if they are not moving, double that if they are, for a 83,160 total damage minimum. yet you guys stay oblivious to that because you think the guy next to me dealing out a few extra stacks of confusion is OP.
That’s because the individual player being hit by the torment isn’t seeing all that aoe damage tick away. They do see the stacks of confusion on themselves causing them to slap themselves in the face with bigger numbers though.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
I’ve come to the conclusion that arena-net just doesn’t give a kitten anymore. There isn’t any excuse. Something should have been done over a month ago. Instead we have red posts talking about buffing the active on healing signet before nerfing the passive. There are so many reasons why heal sig is the best heal in the game by far and there’s talk of a buff before a nerf can happen?
Guys, your game is dying. Players are quitting left and right. People are kittening sick of this and you need to get it through your head that we’ve been dealing with healing signet and it’s meta-destroying effects for months. Further inactivity only makes us lose more faith in this game.
I’m at my wits end
No. whats happening is people got used to warrior being a giant pinata that they nuked from 1200-1500 range or loaded up with conditions to get a player kill and win easy matches. Now you have to DRUM ROLL PLEASE!!! – PLAY AND USE ALL OF YOUR SKILLS AND UTILITIES TO WIN AGAINST SOME ONE!!!
This response is expected from a typical warrior player. They don’t realize how incredibly ez-mode that class is. Playing warrior requires perhaps 20% the skill required to play anything else in this game. You literally need to be like 5x better than the person playing warrior in order to down him/her.
Yeah, Ostricheggs! You need to lrn2play! What do you think you are, one of the best engies in the game!?!?
…owait -
I gotta admit… it was funny as kitten to see.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
Seeing the endless line of thieves roll in to defend their one-shot combos with “dodge noobs” never gets old.
So what that dodging the Backstab doesn’t even remove the thief from stealth.. it wastes their initiative! Wait.. it doesn’t use initiative. At least it puts the skill on cooldown! Wait.. it doesn’t have a cooldown. Well, nevertheless, as soon as you see a damage number on your screen, DODGE! It’s a stealthed thief that just used CnD to restealth immediately! That’s intelligent, meaningful gameplay. Just try to ignore the fact that you’ll die in 3 seconds anyway.
Why should it use initiative? The thief spent that or a utility to gain stealth in the first place. You had your opportunity to counter it then. Dodge a c&d =‘s -5 ini, counter a bp+hs =’s -9. In either case you’ve crippled the thief’s ini (their lifeblood). The only one you can not counter is the blinding powder utility. Some of them are easier to counter than others depending on class though.
Dodge the backstab (letting you know where he is) and turn around vs the 11111 thief and you won’t get backstabbed, you’ll be frontstabbed. That’s a massive drop in damage.
Thief isn’t some unstoppable monster. It does seem to take some people a bit longer to learn how to fight them though. Go into your class specific forum and ask how others deal with thieves. Play a thief for a while and then when you’re fighting against one think to yourself “what would I have done here”? Then respond accordingly.
The only time I play my thief now-a-days is for gathering and scouting/slapping yaks/tapping keeps/killing a zergling away from the zerg etc.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Even if you could do it for just 400-600 ori ore, that’s a lot of raw mats. I don’t foresee people going out and farming up 600, nor do I see as many preparing for this (maybe with the orbs, but not as many with the ori). My thoughts behind this are that no one is for sure if ascended jc-ing will just be ascended jewelry or if it’ll include infusions. If it does include infusions, then I can see a lot of people doing it. If it doesn’t, I don’t think many will (since ascended jewelry is easily obtained in other ways).
If you see the price of something like orbs spike just before the release/after the announcements, I would sell it then (before the crash). If it doesn’t, then it’ll go up during. Orbs are a very safe investment either way though. At worst you can just npc them and get the vast majority of your coin back (presuming you started getting them early enough to get them at very near npc price).
Ori is a fairly stable commodity as well. Even if JC-ing isn’t that appealing it’s still used for enough other things to where that market won’t crash and burn.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
This runeset is rediculously OP. However, I am going to be roaming on a perplexity engi in EOTM to play with the PVE people that will come out and try to run to their PVE zerg.
It will be a lot of fun until the runes get nerfed
They said they wanted to bring other rune sets up. If they nerfed perplexity again most people would just dump it in favor of some other sets which are equally as potent. It’s not rotfl OP anymore. It’s not even fully functioning properly…
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
@ hostility It’s part and part
You want to be able to take a burst but not die. Taking a burst could include having toughness/other damage mitigations/class mechanics/evades/etc.
Toughness does help reduce that and help allow you to recover after the burst. It’s not there to allow you to just sit there and facetank all of it though…
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Thief isn’t the best 1v1 class, it isn’t the best small group class, it isn’t the best large group class.
It is one of the best inexperienced player killers/zergling away from the zerg killer/yak killer/keep tappers/supply trappers/etc. though… I don’t think that’s deserving of a nerf…
If you’re having a lot of problems against thieves I suggest you watch videos/ask in your own profession’s forums for your class on how to beat them. Play as a thief for a while and you’ll be able to predict and counter them far better as well.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Tony Snark.
I am Iron Asura.
No, I am.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Yes they did. They have an ICD on the proc now. The increased confusion duration on the runes still doesn’t work as well.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
2/10
I didn’t think the +duration even worked on those runes …
Between the ICDs and that fact, the runes are not all that great actually. Your story is a bit unbelievable.
You’re forgetting that WvW has a lot of inexperienced players. One stack of 9 confusion on one player should never = can’t do anything gg.
I agree there are other sets that are just as good (at the very least).
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
“The only logical solution is to nerf warrior mobility.”
I don’t see the logic here exactly.
Not the warrior, but another class would be the fastest, overpowered class. Do you consider it a solution?
Seems like you don’t want any balance, you just want to nerf warriors because you hate them, or one of them.The point is – warrior have too much of everything. It is a joke that a HEAVY armor class is able to escape SO easily and so freely without punishment. If Ride The Lightening deserved to be so heavily nerfed, the same should happen to Rush.
Two words: Fiery greatsword.
Elementalists still can run as fast as a gepard.So you’re comparing an elite skill with a weapon skill?
Kudos to you!
Bro, everyone knows an elite skill is better since you can take it with ANY weaponset… and all you give up is that ONE slot (who wants to be able to use any of the other elites anyways).
/sarcasm
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(Besides the target requirement of phantasms.)
There you have it.
Mesmer is a pure 1v1 class, and gets increasingly useless, the larger the fight gets.
Also, engi turrets dont’t get countered by Blind last time i checked.
Turrets also don’t follow the target or move… ever…
Blind→no phant is because phant summons are considered to be attacks. Don’t ask me why they don’t destealth/reveal the mesmer when summoned then though… phant rules are weird.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Okay, and, as a balance for this, all block/invuln skills are only for direct damage. How’s that?
They’ll also prevent the application of new conditions unless it’s a necro traited for unblockable marks (but there are also unblockable direct damage stuffs).
Sounds like you’re basically asking for conds that have already been applied to not deal damage during a block/invuln? Doesn’t seem very balanced to me…
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Direct damage counters:
Blocks
Protection
Invuln
Positioning
Blind
“Zero damage” abilities such as Endure Pain
Dodging
Total:7Condition damage counters:
Blocks(Still damages if applied)
Invuln(still damages if applied)
Blind(same as first two)
Dodging
Condition Removal
Condition Immunity (Berserker Stance/Automated Response)
Total:6
You forgot runes/traits that reduce condition duration as well…
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Agreed. There should be some penalty for using a gap closer as an escape tool. RTL is too long. 20/30 seems good to me too.
Then there should be more penalty for a class that can kite you forever while doing high sustained damage.
RTL can be reverted back to 20 seconds, why not.
I totally agree there should be more penalties for other classes that use gap closers as escape tools… but if not then yea, revert it.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa