Showing Posts For Ambrecombe.4398:

Tracker - Living World/Game Update Bugs

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Level up! bump

Eng.Turrets Don't Attack World Bosses

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Turrets HAVE been massively bugged since release (some of the issues were fixed and then broken again 3/2013). To be honest, if you are aware of all of them (there’s a thread in the Eng Forum), why would you ever consider using any of them sans Healing? (I don’t think that one is bugged, but only because it doesn’t actually “attack” anything).

I will say that I’ve never seen any public comment from a Dev that acknowledges these myriad of skill bugs, but the above might indicate they are thinking of fixes the broken turrets.

I don’t think we can realy speak about buged sinds release. There was indeed a bug with the deployable turret trait that remained for a while, but the powers themself were working as intended, even if these were badly concepted to start with. The arrival of new dayly achievements and adjustements to their damage and healthpool made this change. Traits weren’t working anymore, cooldowns and rate of fire were buging out, and condition/interupt achievements weren’t updated for turrets. When they finaly fixed some of the broken stuff, the overcharge abilities got hit instead, and very hard. Making turrets now even harder to play.

I don’t remember a single day sinds march 2013, while I have got a single occasion to play my Turrets engineer without suffering from a single game breaking bug, and thats pretty sad in my oppinion. :/

Eng.Turrets Don't Attack World Bosses

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Well, Josh Davis saw the Bug tracker, the compilation list of turrets bug is inside of it, so you can realy expect to see every issue related to turrets beeing solved around the next big patch.

Thank you Josh for looking into every issues related to this forum.

(edited by Ambrecombe.4398)

What Race is best for warrior.

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Well I’ve always seen the Sylvari as a strong Warrior class, at least if you play with conditions. The Sylvari has two abilities summoning flowers, those shoot seeds with 1stack of bleed each for 10sec. If you take into consideration our deep wound increasing the bleeding duration by 50% you get a whole 5 extra tics out of each shots. And they also have a weaker version of entangle, wich can be used to land hundred blades or a Skullcrack, or just land something powerfull enough to take your opponent down.

Azura are also good, they have a poison field, wich can be synergies with our many finishers to get extra poison duration or weakness debuff out of it. And their technobable is an additional interupt for confusion builds.

Charrs have the Schrapnel mine wich is a AoE snare for 5sec and 2 bleeds for 20sec (base) duration wich synergies very well with the longbow, sinds it lacks proper movement hinders beside of a single root every 25sec. The Warband support, doesn’t deal much damage and isn’t very tough. But the Marksman NPC has a mine that Hardknocks ennemies around 3-4sec, and he use it twice during the call.

Well, and the Norns, well they have an owl with a long bleed duration, and become the wolf, wich is a transformation that I never recommend anyone to use, at least for PvP. And even so, its utility is very limited, even a backdraw, when you use it for PvE.

Finaly, the Humans have the hounds of Balthazar, wich are pretty amazing if you are running a none condition build.

1h Sword: Condi or Power?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Never build Condi on the Warrior.

Also, never use Flurry, cancel it immediately to get the Immob and move along.

Well it depends how you play, my previous Marauder build with 100% bleeding duration was puting between 16-19 (4sec) bleeds with a single Flurry dealing around 105dmg with no might buff, and no corruption stacks. Thats around 10K dmg with a single flurry if you take both direct and condition damage into consideration, and this every 8sec. So there is nothing wrong with using Flurry on hybrid or condition builds. Even if you they get cleansed, you’ll just reaply them as fast as they went away, making it futile for your foe.

1h Sword: Condi or Power?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

For the first time in history we will be the first profession in the entire game with no condition weapons at all.

Guardian beat you to it.

Oh yeah, completely forgot about you!

WELL, we will be second!!! :P

Superior Rune of Altruism - fury time

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Superior Runes of Altruisme gives 3 stacks of Might for 10sec and Fury for 5sec when you heal. With a 25% boon duration bonus, you get 12,5sec uptime for Might and 6,25sec uptime for Fury.

So what you describe sounds right to me.

Turret Bug List [It's finally shrinking!]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Hey Anymras, I did something very stupid with your thread to draw attention. So if you don’t see me around for a while, it shall be pretty normal.

Good luck man!

Sign here to give blowtorch torment

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Now you just gotta get prepared for people to troll you, net detective you, send you harassing PM’s, disagree with every point you make, and all around treat you like a complete jerk. Welcome to my world, enjoy the stay.

Deckland you are not beeing trolled, neither stalked by players… Johnsonade is not going to be harrased by anyone because he gave his honest oppinion while beeing very objective and using constructive feedback.

When you start negating everything everyone else said with quotes like “I find it absolutely pathetic that this is the general reaction I’m getting for asking to get torment placed on a single skill” while they have stayed nice and polite with you.
When you report someone for checking your previous posts to check out if you are usualy giving constructive feedback.
People are going to start messing around, because they will feel either offended or simply loose interest in your thread because they see it as a waste of time.

I find myself in situations you describe, because I can easely flame on with stupid things and I have a sarcastic nature (and to be honest with you, I hate ignorant people and general disinformation). I know some people don’t invest as much time as I do in games or on the forums, but when I see someone writing some BS on the wall to disinform people I just can’t leave it this way and usualy end up offending people. But when I do so, I need to double check my affirmations, I always look at every available options where you can have drawbacks, you just can’t afford to be wrong when you take the opposition of the majority because if you are wrong, you will loose all of your remained credibility.

And trust me, this is not something you do ever want to experience on a forum.

So instead of focussing so much on blowtorch, try to find an alternate option (a plan B ), like other people have proposed. And explain in details why it would be best to use it this way by showing the advantages/fonctionality in existing builds and not the other way around.

(edited by Ambrecombe.4398)

1h Sword: Condi or Power?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

1h sword is more a power weapon than condition:

sword 1: direct damage; additional bleed damage for 2 of 3 hits
sword 2: direct damage
sword 3: direct damage

As you can see only 2/3 of the anytime chain benefits from condition damage, the rest is all power.

How is that logical?

The Auto-chain scales poorly compared to Axe, Greatsword or Hammer. Your second ability is a utility skill (cripple/leap)! If you use savage leap for direct damage you are doing something wrong! And Final Thrust, the latest joke makes 1 of our precious weapon abilities for any builds different from Berserker uselesss, and even so it is only “usefull” 50% of the time sinds you won’t use it on a target unless it has bellow 50% health!

But no! Because people run power builds with sword and can deal damage it is officialy declared a power weapon while you can dish out way more DPS with Condition or Rampager builds. When a weapon does pale direct damage compared to the vast selection the Warrior has to offer, when its traits are in the precision and condition traitline and around procing bleeds with crits, i’m sorry to inform you, but I don’t call it a power weapon anymore (hybrid is one of the choices, I let you gues the other one)!

But you know what, lets just continue to say it is just fine like a power weapon, one day i’m sure A-net will remove the bleeds completely from it and replace it with something else. And you know what will happen?!? For the first time in history we will be the first profession in the entire game with no condition weapons at all. Because realy, when you look at the bow, it is mostly a hybrid weapon and it couldn’t apply anything else beside burning before the pin down upgrade.

And I realy hope, one day, A-net team charged at balancing skills and professions will wise up and learn about their freaking game for once, starting to read every profession forum would be a good start, and fix and comprehend every issues related to every one of those and balance those ideas around fonctional aspect and not some random gimick coming from outerspace!

(edited by Ambrecombe.4398)

[BUG] Turret Bugs (compilation)

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

The hitbox is actualy so big turrets will even get hit by a cleave when they are located just behind a target with wide arc of attacks (aka : Ettins, Ogres, Brutes) making the placement with Deployable Turret trait very important if you don’t want them to get instantly destroyed.

I had a picture showing one of the s/Pvp NPC boss cleaving my turret from behind, if I find it I link it on this post.

Edit : Found the picture! https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/67757/BugHitboxTurrets.jpg

(edited by Ambrecombe.4398)

Tracker - Living World/Game Update Bugs

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Thanks for tracking everything! You get a star from me!

I still don't see any (1h) sword warrior

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

The issue is you running rampager gear and expecting to hit big numbers when that gear is meant for stacking bleeds to deal condition damage rather than the direct damage of berserker gear. You shouldn’t be expecting big numbers with pure condition armor.

Where did I ever wrote my expectations in the post you quoted? I never said I was expecting to get big numbers out of my Rampager gear, i’m just taking the numbers I do currently to put it in the following context : “Final Thrust >< Berserker Gear -> Final Thrust = Useless”.

Also you are completely wrong about Rampager beeing condition exclusive gear. In fact it is a hybrid dps gear. You get lower amounts of both power and condition damage to stack them additively and you get very high amounts of precision to increase the raw damage and the efficienty proc of sigil and traits on critical hits. Allowing you to build up quickly a very good Dps.

Berserker is more about burst, but it is overall more effective and popular because every extra of power, critical damage and precision increase the dps exponentialy while also not beeing tied to a limit of condition.

So both can dish out very important amounts of damage, one is just more focused around burst damage while the other around building gradualy high sustained damage.

(edited by Ambrecombe.4398)

Again SpeedHackers...............

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Video 1 : isn’t a speed hacker, it seems more like rubberbanding.

Video 2 : you are swiming at the surface of the water loosing your 25% movement speed, so yeah the thief is chasing you down…

Video 3 : What am I suppose to see?

Also showing names and players are against the chart of conditions and agreements you signed on these forums, so when you have issues and think people are cheating send your videos and reports at A-net anti cheat section. The moderator will probably give you the link when he close the thread.

Shrapnel mine isn't working most of the time

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Posted by: Ambrecombe.4398

Ambrecombe.4398

A-net stealth patched schrapnel mine a while ago (last profession revamp if I remember), now instead of getting 1 bleed and 5sec cripple when the target walks on it or deal double damage, 2 bleeds and 10sec cripple when you throw it at a target, it will only detonate if the target walks on the outer circle instead dealing 2 bleeds and 5sec cripple.

I know it sucks when you are used to throw it like a grenade…

(edited by Ambrecombe.4398)

I still don't see any (1h) sword warrior

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

And it is the opposite for me, I lost a lot with those changes both in PvE and PvP sinds I was running a Rampager build. I lost a solid cripple that alowed me to take range with savage leap and switch back to my rifle for some solid gunfire. Instead I got a small increase in adrenaline and bleed generation wich weren’t an issue before sinds I could already get 30 adrenaline under 6sec and generate 25 stacks of bleed easely.

Now i’m left with a burst that barely scratch my foe (around 4,4K dmg), because i’m not running berserker, and a laughable auto cripple that has such a low uptime you can just get out of it with a single dodge.

Sword/mh should never have been a Power weapon but instead should always have been around conditon and control for condi or hybrid builds. We don’t have real condition weapons as a Warrior anymore, everything is a sort of hybrid, sword was realy the only weapon that came close sinds it only had utilities and a high damage auto attack and the offhand realy made that build even more centering around that aspect.

With the current setup you end up with some of your skills beeing useless if you want to center your build a tad more around condition. You also get less options when you fight like I mention above, unless you sacrifice some of the available effects requiere for pressure. And if you play a power build, the damage dealt by your Severe Artery, Gash, Hamstring combo is still laughable compared to the damage capacity of an Axe or Greatsword. The only advantage you get is a burst every 15sec when your target is bellow 50% health, wich only works in a couple of PvP/WvW fights.

That is why I hate those changes.

I still don't see any (1h) sword warrior

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Yes but mesmers cannot negate damage with there skill can they??

Actualy their sword can completely make them invulnerable on short cooldown and even be traited to reflect back projectiles. This is without considering the fact it also rip boons, can block, daze and even teleport your character while stuned while creating illusions and phantasms supporting him in combat.

(edited by Ambrecombe.4398)

I still don't see any (1h) sword warrior

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I’m running Sword/Shield + Rifle (knights armor, berserker trinkets) in WvW and really love the Sword revamp.

Sword 1 hits really fast now compared to before – great for adrenaline gain. Damage is ok for me (1.7k average crit + bleeds).
Sword “3” crits for up to 12k damage which is awesome. Its hard to land but at least it doesnt root you in place like 100b. Try this combo on a target <50% health: Savage Leap -> Flurry -> move backwards (cancels Flurry) -> Final Thrust.

The only difference comes from the fact you use Hamstring instead of Final Thrust, Severe Artery and Gash still have the same animation time. But again, was adrenaline generation ever a problem with the sword? Its traits were in the Arms line and you could get Furious to fully regenerate your adrenaline with a single Flurry on 3 targets.

Also you speak about the burst capability of Final Thrust, yeah indeed it can deal some serious damage but you could already deal 3,4K damage with critical strikes in its former combo sequence, making it great for sustained damage. That skill is now mostly situational and completely useless 50% of the fight.

And realy canceling a Flurry for a Final Thrust, do you believe it is a good design? Should we be forced to cancel our BURST skill to land another skill instead that only works on a target with low health?

Well you like it, that is your oppinion and I respect you for that. But I realy don’t understand why people didn’t like its former version while it did almost everything else better.

I still don't see any (1h) sword warrior

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Jetwing I disagree partialy with your statement, other professions in this game using swords are actualy defensive power based weapons while ours is a mobility and control hybrid power/condition weapon.

So they won’t deal more condition damage unless you fight a Phantasm Mesmer using his Phantasm and illusions to stack bleeds. And even then, it doesn’t even get close to what warriors are able to dish.

But yeah they get way better defensive maneuvres, like invulnerability, position switch, condition removal, ranged block. The Warrior on the other hand only gets the choice between a single block or a 3sec block depending if you use a shield or a sword in your offhand. And nothing else.

Thats why I think we should adapt the sword back with its former version, add more torment (sinds it didn’t exist back then) on his weapon skills and at least add some evade on one of his weapon skill (savage leap made the most sense to me) to make it on par with the other melee weapons. Axe could also get the same love, sind sinds it only deals damage and nothing else beside of a cripple and short fury generation (wich Warrior has plenty to start with). If Whirlwind could reflect projectiles it would already be a very good start for axe users.

(edited by Ambrecombe.4398)

Turret Bug List [It's finally shrinking!]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I’m not sure suggestions to improve turrets is really in the realm of the bugs forum.

I know, that is the reason why I didn’t write those on this post.

Turret Bug List [It's finally shrinking!]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Well everything seems noted in your post, beside of a couple of sugestions to improve turrets I have nothing more to say.

I still don't see any (1h) sword warrior

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I would rather do it otherwise
1# Sever Artery -> Gash -> Final Thrust : Reduce Final Thrust damage back to its former version but add 2 stacks of torment for 6sec when your target is bellow 50% health.
2# Savage Leap : Remove the Cripple but replace it with a 3/4sec evade.
3# Hamstring : Turn it back to its former version, 8sec Cripple (15sec CD) and add 2 stacks of torment for 8sec as a bonus.
4# Impale -> Rip : they are fine.
5# Riposte -> Adrenaline Rush : they are fine.
F1# Flurry -> it is fine.

By doing those change you get a couple of advantages :
+ Higher sustained damage.
+ Greater versatility/synergy with ranged weaponery.
+ Greater acces to torment.
- You loose the Burst capability of Final Thrust.
- No synergy anymore for Power users.

Sword needs to be a melee condition weapon, or at least good enough for hyrbid builds, if you realy want it for mobility and burst, just ask to improve Axe instead and give it more control option instead of 1#Damage, 2#Damage, 3#Cripple!, 4#Damage, 5#“Damage”…

PS : can’t remember, was Hamstring a 7sec or 8sec Cripple on 15sec CD?

(edited by Ambrecombe.4398)

Warrior Condition build. spvp

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

1- yes I could go cleaning ire but I don’t have an issue with conditions thanks to berserker stance. when my target is just about dead I will hit them with Final thrust doing between 2.5-5k crit hit damage. 5% off hand damage is a mistake it need to be “III” great fortitude.

You don’t have any trait boosting your adrenaline generation, if you pick either Berserker stance or Balanced stance you are left with either no condition cleanse or no stun breaker/stability, making it very dangerous for you if you are only playing in melee range.
Also you say your build is centered around condition damage, but you only have Bleeds and Torment. With your 3 stuns you could easely switch Physical Training (XIII) for Distracting strike (XII), because you know, confusion is a condition, those 100% extra damage won’t help if you don’t have the power and extra critical damage to support it, while the confusion can help you taking down players realy fast.

2- head, shoulders, chest, gloves, pants boots, and water filter (this one surprised me to) that’s a total of 7. I only took afflicted because the other condition runes didn’t hlp me much. as for Dwayna that to keep my healing above 400hp a sec plus regen has saved me countless times. you could use monk or water. if u wanted to push out more damage u could even go nightmare. but I like better survivability.

The 7/6 is a UI bug, you can only have 6 runes active at the same time. Wich means when you get underwater, the rune on your helmet is going to be switched with the rune on your breather.
And even if they don’t help that much, you still have better options that can provide you with temporary fire shields, magnetic shields or even protection and fire condition damage when you reach a certain percentage of your health. Your Dwayna runes won’t save you from poison even with Berserker stance.

3- first set
Sword-Force Shield-Battle
second set
sword-force sword-battle
Paralyzation will make my stunn 1.15 secs meh.
and yes I do swap weapons often. sword/sword is best to counter thief’s after I counter and they un-stealth I switch to shield. kick-stack bleeds- bash- stack bleeds – bulls rush ( if I haven’t already used it) ext. now for classes with a lot of cleanse I switch to sword/sword torment the back to shield and start controlling and stacking bleeds. so I am constantly switching weapon sets. its all about being aware or what set to use and when.

Paralyzation sigil rounds the duration of your stun up, making it 2sec instead of 1sec (even if it is a 15% bonus only). But I wouldn’t recommend it if you switch Physical Training with Distracting Strike sinds you will want your CC to last as shortly as possible to take full benefits from this trait.

New Rune for condi mesmers

in Mesmer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Hammer Warriors probably wouldn’t run it

You could do a Condition warrior though

Sword/Shield with Longbow

They wouldn’t be able to stack 24 stacks, But you honestly don’t need 24 stacks…

Or they could go Sword&Shield + Rifle and take kick as an utility, allowing them to get easely 21 stacks of confusion out of 2 interupts…

The Warrior has enough utilities to take advantage out of this trait, the only problem comes from the fact you have to give up a lot of bleeding duration. 100% is realy an ideal cap for a Warrior because Flurry gets an extra tic of bleed (4sec), same goes for Precise Strike (6sec) and Sigil of Earth (10sec). While if this score remains lower you don’t get as much benefit out of it, an alternative would be to use food the close the gap but I personnaly think it should never be part of your build.

If they ever invent a Rune that focus around condition damage and at least 30% bleed duration (and not that stupid Rune of Krait…), i’ll probably switch back to my older glassy build.

Distracting strikes + Perplexity runes

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

They get a no vote from me for a warrior. Awesome on a mesmer(best on mesmer imo) good on a condi thief, just ok on a necro tested them on all these classes.

Didn’t test on a warrior just doesn’t seem worth it to run hammer, mace/shield condi spec.

Just some quick math if lets say hypothetically you get 18 stacks on someone and lets say you can maintain those 18 stacks for the duration of the fight.

Or you can go with a Sword&Shield + Rifle Rampager build and take kick as one of your utilities and get even more results out of it.

And it also works great on the Engineer, especialy with a Shield equiped.

I still don't see any (1h) sword warrior

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I run a Rampager Sword&Shield + Rifle in S/PvP, with distracting strike, and I love it. But you probably don’t see a lot of sword builds in PvP because of the new Cookie Cutter called Mace&Shield.

Superior Rune of Perplexity

in Necromancer

Posted by: Ambrecombe.4398

Ambrecombe.4398

I think this set was pretty clearly introduced for mesmers because they seem to be pushing an interrupt and control heavy spec for them. I suppose it also helps warriors and engineers too, but it doesn’t seem worth changing the spec around as a necro because of the few interrupts. I could see it for a hybrid build, though.

Personally I’m not even wasting the gold on these because 5 stacks of confusion with no ICD seems like it’s going to get beaten pretty severely with the nerfbat, since few if any other rune sets have a similarly powerful effect.

Well I personnaly don’t see why the no ICD has to go away, yeah it is OP with a couple of combination of traits and professions who are getting a lot of interupts. But it clearly works the same way as distracting strike from the Warrior, but how many people complain about the Warrior distracting strike? Simple, the answer is none.

All professions have interupts, but all of them beside from Warriors and Thieves have usualy pretty long cooldowns, even Mesmers have some solid cooldowns on their interupt skills. Also most of the control weapons are usualy not adapted for condition builds and when it does, those interupt usualy have long cooldown. The only one able to spam those is are Thiefs, but again Dual Pistol condition builds, are pretty limited without decent stealth options and some poisons. And Dager&Pistol is power oriented. So to make it work you will probably have to run a hybrid and loose some power damage in exchange of the confusion generation and extra bleed damage from your auto-attack.

Worse case scenario I can see coming in the later run is a small nerf in duration and intensity like 4 stacks for 8sec instead of 5 stacks for 10sec.

But the no ICD is something I am pretty sure will stay.

(edited by Ambrecombe.4398)

Superior Rune of Perplexity

in Necromancer

Posted by: Ambrecombe.4398

Ambrecombe.4398

You give up a massive amount of condition damage to use these runes, as-well-as fifty toughness, and that’s actually noticeable.

…and if the class can cleanse that confusion. You’re just left with weaker bleeds. Like 20-30 per tic weaker depending on how you spec.

Both of those information were seperated, so I think you should learn how to express yourself instead of blaming people and say they can’t read.

Secondly, if someone should cleanse your confusion, it would still be better than having your bleeds cleansed. Because necromancer, like warriors, requiere a setup time to get optimal damage out of bleeds making them both very susceptible against cleanse. So if we include only the first part about the rune, not the spec. The difference is risible sinds with a mix of Rabid/Apothecary (exotic/ascended), 300 from traits and runes of the Undead I barely get above 2000 toughness, so you lost around 5 bleed damage a sec but instead get an array of confusion damage, maybe not the best choice for Necromancer, sinds fears don’t interupt anymore sinds the Sigil of Paralyse nerf. But still decent enough to compensate for the 100 condition damage (stats) you lost.

PS : By the way just made those runes for my Engineer and they work pretty well on him too.

(edited by Ambrecombe.4398)

[BUG] Turret Bugs (compilation)

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

This is the video I made concerning the hitbox beeing too big, I reported it a while back and never got any aknowledge from A-net for it.

(edited by Ambrecombe.4398)

New Hunters Shot

in Ranger

Posted by: Ambrecombe.4398

Ambrecombe.4398

You sugestion is funny, because what you are asking for wouldn’t improve hunter shot at all. A-net wouldn’t even bother trying to change it, because it wouldn’t work the way you want it to be.

Every stealth abilities disable your auto-attack for a reason. That reason is simple, if you deal damage after you are stealthed you get out of stealth. Sinds your hunter shot has a projectile speed and you would get stealth instantly, it means you would damage your target after beeing stealthed and thus loose the benefits out of your shot right away.

If you realy want to escape during stealth, just use a greatsword and leap away while you are under the stealth, it will work everytime unless you are already controled by your foe.

Superior Rune of Perplexity

in Necromancer

Posted by: Ambrecombe.4398

Ambrecombe.4398

No ICD ? just for lolz, can u then fire thief pistol #4 to get instant 20 stacks?

If you are skilled enough, technicaly you can do it. It just doesn’t work against target with Stability or immune to overall crowdcontrol. But it does work on champions with defiant stacks.

Superior Rune of Perplexity

in Necromancer

Posted by: Ambrecombe.4398

Ambrecombe.4398

The rune of perplexity is used for builds that interupts people while having condition damage.

The bonus 4* deals 3 stacks of confusion during 4sec (+30%), 20% of the time, on every attack (15sec gcd), even if you are downed you can still get use of the confusion.

The bonus 6* is OP, it puts 5 stacks of confusion during 10sec (+30%) to anything you interupt. It is basicaly a Warrior Distracting Strike on Steroid with also no global cooldown. I use it right now on my Rampager Warrior build I can easely put 21 stacks of confusion when I interupt my target (because with distracting strike I get 9 stacks of confusion). And it even works with our downed skills!

This rune is clearly the most OP thing they ever made in game…

Bug: Rune Of Perplexity

in Bugs: Game, Forum, Website

Posted by: Ambrecombe.4398

Ambrecombe.4398

I have a couple of questions :
- How much stacks of confusion do you put with the 20% on hit?
- How much stacks of confusion do you put with the on interupt effect?

which of the these 3 races would you be

in Guild Wars 2 Discussion

Posted by: Ambrecombe.4398

Ambrecombe.4398

Well if I had to choose between those 3, Tengu would be the most logical choice. But I personnaly prefere Kodans!

Is Warrior any good in PvP?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I usualy find the problem to be in our sustain, unless you take Cleansing Ire and Healing Signet and run a more defensive build you will rely a lot on your utilities to survive. I personnaly run a Rampager 20/30/0/0/20 Rifle – Sword&Shield build, with Mending, Balanced Stance, Kick, Fear Me and Signet of Rage.

I use my interupt skills to take advantage of Distracting Strike and negate people skill by interupting them a lot. With exactly 100% Bleed duration, I can deal impressive amounts of damage with flurry. Fear me can support me at dealing damage with flurry while they are immobilised or I can use it defensively to rez my allies or just escape when I need to.

It is tricky sinds i’m realy fragile so I need to avoid as much damage as I can when I take down my foes, but if I get down and can take my ennemy with the remaining bleeds I can garentee a kill with Sweet Revenge.

Taking advantage of your short weapon switch is also very important, you can realy hurt people while they try to catch you by switching from range to melee. While I greatly recommend Longbow isntead for this, I prefered the Rifle in a matter of preferences.

But when you start mastering it, you can become a real pain for anyone careless enough to get caught by one of your interupts or Flurries.

Expertise & Compassion Training

in Ranger

Posted by: Ambrecombe.4398

Ambrecombe.4398

I don’t think it’s a good idea. The whole point of a pet is that you have a damage source independent of you, which can be “traited” differently from you. That way if your build has no condition damage or healing power, you can take those traits to give your pet 350 CD and healing. This gives more flexibility in build and pet composition.

Main problem comes from the fact those value are way too low, and when you are playing with lets say a Cat you will overide conditions from your allies, lowering the synergy between you and your condition team mate.

Under your proposal, the pet would just mirror the ranger – those traits would give zero benefit to the pet if you had no CD and healing power. It would just strengthen calls by people to get rid of the pet and roll its damage into the ranger’s “since the pet’s damage is scaling off the ranger’s anyway.”

Well, the base damage of your pet is unchanged, so it would just give an additional option to people who are looking to fully specialise themself in a particular role. And it would make the Devourer and Moa Bird particulary more appreciated in groups.

If you don’t think the traits are powerful enough, I think you’re better off asking they be increased from +350 to something higher. Bear in mind that the ranger can trait 30 BM to add another +300, so if your target is +1500 max, then you should be asking for +1200 (which I think is too much considering you can give cats a trait which let them bleed on crits, and they can crit 60%-85% of the time).

The Beastmaster line doesn’t increase secondary stats, but only primary (Power, Precision, Vitality and Toughness). And do not forget if a Ranger specialise his pet in a full beastmaster build and for condition manadgement with his pet he will be locked in particular traitlines, negating other traits that could possibly increase the ranger self effectiveness or the pet direct damage or speed.

Anyways, it was just an idea to make condition orientated pets more “effective” with condition damage sinds those are pretty lackluster when it commes to direct damage unless it is a Feline and their condition damage is basicaly none existant, wich is kind of sad. Same goes for the Moa Bird, nobody likes them.

Expertise & Compassion Training

in Ranger

Posted by: Ambrecombe.4398

Ambrecombe.4398

Hi,

While both traits add a solid value to Condition Damage or Healing Power to our Pets it always feel like pets conditions are in the way. Maybe if both traits could scale with the current Condition Damage and Healing Power stats of our ranger it could be worth the while.

So instead of geting a flat 350 Condition Damage and Healing Power at level 80 :
- if the ranger has 1500 Condition Damage, Expertise Training gives 1500 Condition damage to your pet.
- if the ranger has 1500 Healing Power, Compassion Training gives 1500 Healing Power to your pet.

I think this would give a better/different utility to pets that currently use a lot of conditions like Felines, Drakes, Devourers. It could even make the Moa Bird better at supporting allies with its Healing Shout. And at least conditions from pets wouldn’t be in the way sinds it would deal considerably more damage.

What do you people think about this idea? Sinds pets lost a good chunk of direct damage, should they be able to compensate a bit with Condition Damage instead? Or made a bit more tanky with the additional Healing Power from Compassion Training?

(edited by Ambrecombe.4398)

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Haven’t touched my Engineer for a while now, very sad…

I’m relinking the video I made showing turret hitbox is way too big.
http://www.youtube.com/watch?v=RL-BWRKWkLY

Is Distracting Strikes viable?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

You can actualy go for an Hybrid build with Rampager gear and get good results out of it if you use Sword&Shield / Rifle + Kick. You can also replace the Rifle with a Longbow, you loose an interupt but get better support skills, self buff abilities and fire condition damage instead.

Using it on a Mace is more of a waste sinds it is a power Weapon and the Stun abilities are lasting for too long, loosing too much of its effectiveness. While Sword&Shield gives a good versatility between Damage, Mobility, Control and Defense and with a couple of physical utilities makes this trait totaly worth if you are good at interupting other players or ennemies in PvE.

It won’t be as powerfull as a Confusion Mesmer or Engineer condition stacker, but it can become a nightmare against people with low condition removal sinds it has a pretty solid duration and can be coupled on top of your high bleeds intensity and fire duration skills.

Water underwater combat

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Underwater combat on a warrior is pretty solid, only issue is when you are in “drowning” state. Getting close and personnal is nescessary to kill your foe wich is not possible sinds you swim at slower pace and when you are basicaly into that state, you can’t do anything beside trying to escape.

Condition on Final Thurst ?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Also i do like the new sword chain, people have a hard time to run away from the constant 1sec cripple, doesnt sound much but helps allot!

I personnaly think it doesn’t work like you said, unless you take Leg Specialist advantage, the 1sec cripple won’t do a thing because everytime your target will dodge they will just keep their movement speed and the cripple will wear off. And you need 3 melee strikes to Cripple your foe, so if you miss your chain, you won’t get advantage from your cripple either.

The 3sec Cripple on Savage Leap is pretty much avoidable, sinds the animation is pretty visible, so yes you get a gap closer but you are still pretty much going to loose distance if you can’t land the Cripple and you get slowed yourself.

It may not look so serious, but by moving the actual Cripple to a chain and a leap they removed the defensive aspect of Savage Leap and Hamstring. The previous version could be used to gap close and slow your target, wich it still does, while at the same time it could be used to cripple your foe and gap away to switch back to ranged weaponery and shoot your target down, wich is not possible anymore sinds the cripple doesn’t have any solid value anymore and can’t be used if you leap away.

Finaly, I think Final Thrust is a pretty useless skill for PvE, and pretty limited too in PvP. Because half of the time, the skill isn’t worth using and when people use that skill with power builds the sword is just a tool for mobility and its ability to burst, the rest of the time they just swap back to their previous weapon (Hammer, Axe&Shield or Greatsword) to deal the real damage while the target is controled.

If you find it more usefull for your build, that is fine by me, but the overall synergy and utility with other weapons got drasticaly reduced, and that is a fact that cannot be neglected.

Condition on Final Thurst ?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I think it works best with Hybrid builds using Rampager gear. Beside from the Burst capability on Final Thrust, the rest of the swords attacks can’t be justified with power only, they do indeed good damage but any other Pure power weapons like Axe and Greatsword just flat out damage the sword greatly on any power builds.

I would have rather kept Final Thrust as our previous symbolic chain of attack and made Hamstring more insteresting by adding a secondary fonction on it. Like an incorporated evade maybe or by dealing extra Torment stacks. Would have make more sense to gives use isntead some wacky animations.

Warriors Need 2H Axes

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Would rather have access to Pistols and make me a Pirate build

Yarrrrrg

Or Pistol&Shield heavy first line of assault!

Condition build.

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I’m sorry but this build has nothing to be praised for, you are using a power weapon with a Condition weapon. You have low critical chance so can’t take full advantage from Precise Strike. You have no leap, so you can’t catch up with anyone. You take opportunist but don’t fully take advantage of it sinds you have only 1 immobilized skill on a 25sec CD. You can stack a good amount of conditions but between long period of times making it irelevant to anyone with a single condition cleanse.

What you do have are stuns and dazing abilities in your build but you can already get those tools with Sword&Shield + Physical Utilities while having a lot more constant condition pressure and synergy with the Longbow and Opportunist, Combustion + Leap Finisher allows for Fire Shield wich generates a lot of might and burn people in PvP. That same weapon combination also work with Distracting Strike should you build around interupting people.
You also have some condition removal but Cleansing Ire is pretty hard to use if you can’t catch people up with your mace, and this leaves you to use your Longbow wich isn’t recomended when you are overuned by people or get blind spamed by thiefs.

And well, your Reflection on Mace will break whenever you are going to fight someone in melee range or a hitscan weapon (ex : Necro Scepter, Mesmer GS,…) some goes for your other block wich will break with a single melee hit and don’t hope to hit a lot of people with it, any smart player will dodge right after you block.

Overall, it is a pretty poor build that barely stands alone, has no inner synergy (no real combos beside from LB) and offers close to no support for your team (except for LB again).

And please, don’t call it a roamer build, roamers rely on mobility skills and not swiftness alone to quickly move across a map (AKA Sword/Mh or/and Greatsword).

(edited by Ambrecombe.4398)

Pacific Rim is a good movie

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Part 4 :

New Traits
Inventions: Grandmaster Tier:
Jaeger: Turrets can move and dodge. Cannot be picked up. Heal/Flame/Net Turret follow you, Thumper/Rifle/Rocket Turret defend a 900 aoe area

No that thing again… Let me explain to you why it would be bad idea. You basicaly ask for something that already makes another trait useless, deployable turretsin this case. It does also turns you into a Spirit Ranger and could be bad for the engineer itself because the most dangerous things coming from ennemies when Spirits are following are not going to be the AoEs anymore but the Cleaves AND AoEs instead. By asking for this change, every time you are going to be attacked, it is going to be like the spirit ranger, your turrets are going to be hit aswell because you are the one targetd. But unlike the spirits, Turrets don’t have close the health they have and will die almost instantly.

Turrets should remain unique and stand their ground for the fight while assisting the Engineer with their ranged attack or areas of denial, anything close to passive AoE almost/complete immunity and mobile turrets is a big no.

Turret Changes
Flame Turret
-Make Health/Toughness equal to that of Drake Pets
Tough enough to survive for the range it fights at

Thumper Turret
-Health/Toughness equal to that of Ursine Pets
Very tough, justifies long cooldown

Healing/Rifle/Rocket Turret
-Health/Toughness equal to that of Cat Pets
Harder to kill but not too hard considering their range/use

Also fix all of the turret bugs (inaccurate rate of fire, delayed overcharge on flame turret, targeting boxes, etc.)
Fix the bug that causes weapons to be invisible when casting throw mine

I’m not sure turrets will ever have toughness or vitality, sinds every structures in game probably don’t have stats attached to them compared to other creatures in game. By the way turrets don’t realy need extra health or damage, if you actualy reduce the hitbox to its physical size, cleaves wouldn’t be a problem for Flame and Thumper turrets, if you give them some temporary AoE immunity you can make them mroe attractive too. The AI also needs a lot of improvements, I made couple of coments about that myself so you can always check my other posts about that. And yes, the rate of fire needs a fix and overcharges have to be instant to allow a more reactive gameplay for both PvE and PvP.

Pacific Rim is a good movie

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Part 3 :

Performance Enhancement: Gain 35 healing power for each stack of might

You will only get a significant bonus in power if you go for a lot of heal pow, even then it is Diamond Skin bad

A lot of professions have that kind of minor traits, it maybe doesn’t do much, but it is still there to support you passively. I don’t see why our profession should be excluded to this process sinds it affects all professions. But I would personaly rather see a 5% Toughness convertion into Condition damage isntead of the current 10% Healing power into Power. At least the Toughness converstion would help the turrets a bit more sinds they only scale with Condition damage.

Accelerant Packed Turrets: Move to Adept Tier

There are few traits for turrets in the Adept Tier so going 20pts for this seems wasteful

Would be indeed great if turrets trait wouldn’t be seperated in almost every trees, but personaly I don’t see the point to make them more surviable if you want to get them destroyed for their explosion effect. It makes them indeed more versatile, but those seem so counter productive when combined together.

Modified Ammunition: Also grants a 4% crit chance per condition

Seems to much powerfull, you can basicaly get a free 28% crit chance against world bosses and any group events easely. We don’t need another super Deathshroud trait.

Napalm Specialist: Increase bonus to 50%

They moved a master trait to grandmaster status with out changing it to be worth it

I always hate 33% duration perks because you always get some of that burning duration wasted anyways. 50% sounds like something easier to balance, but I would rather ask for an extra effect for a Grandmaster trait, maybe something like :
“Your Burning effects last 40% longer and increase your condition damage by 150 whenever your target is burning.”

Metal Plating: Also grants 3 sec of protection when you deploy a turret (excludes supply drop)

Turrets become a more attractive option because they are one of two sources of on-demand prot for the engi

Is the protection for the turret or yourself? I had an idea to improve Metal plating a bit against AoE damage. Metal Plating -> Blast Shield : “Your Turrets take 35% reduced damage. Also when your Turrets are affected by AoEs they reactively shield themself and become invulnerable for 5sec (25sec CD).”

By making it a reactive shield, if it is possible priorize the Invulnerability before the damage source, you can absicaly give a second chance to your turrets and make them a bit mroe durable in fights with a lot of AoEs without making it broken int he game.

Static Discharge: The bolt will always shoot to your target, not where you are facing

Seems to be something solid to ask for.

Pacific Rim is a good movie

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Part 2 :

Mortar: Change to a kit, remove minimum range, allow it to crit, unreflectable and doesn’t give stability

Solves position issues, survivability, benefits from better traits, can crit
2 turret elites are redundant as supply crate already includes turrets
just add a 45 seccooldown to the 6th superior rune of lyssa

My first idea was to make it a turret, sinds it works pretty well on the bundle one, with the 5 current skills it used, but like you said it is prety redundant. A kit seems a good alternative, but should it have limited stack? Longer range? A cooldown, sinds lets stay serious, we are talking about an elite with every possible synergies comming out of runes like Monk, Lyssa or Mad King.

Rocket (Rocket Turret Toolbelt) Reduce cooldown to 10 sec

The turret can potentially be down for almost a minute, the toolbelt should be available enough to protect yourself when it is.

Right now it stops your current actions, doesn’t do that much of damage, and is on a 30sec CD wich is pretty long, instead to turn it into a surprise shot variant why not turn it instead into a more control focused skill by adding a 2sec Daze on it to quickly interupt the pesky people who just destroyed your turret.

Analyze Also applies revealed debuff for 3 sec

Don’t see a single problem with that idea sinds the cooldown of Analyse is already pretty long and could be potentialy used with your version of Utility google to reveal fleeing thiefs out of their shadow refuge. Makes a lot of sense, and could ahve some interesting results in PvP metas.

Elixir X: Always gives rampage w/ rifle equiped, always tornado w/ pistol

Just no, you knew the risk when you took Elixir X, so you should assume your choice for drinking it. And the idea seems also not worth the time spend into coding sinds it basicaly doesn’t do anything good for that skilland would ask a lot of work.

Empowering Adrenaline: Gain 2 sec of quickness when you use a gadget

Since all the gadgets seem to have an offensive aspect, gadget traits should support that style.

Well i’m not against more Gadget traits, sinds they are pretty close to inexistant.

Kit Refinement: Remove global cooldown, each has an ICD of 12 sec

Agreed for the shared itnernal cooldown, each should have its own, but 12sec is too low. You pretty much saw the results by yourself when everything was on 10sec CD, it was so powerfull that A-net decided to nerf it, maybe to much. So i’m OK if the cooldowns aren’t shared, but they should atleast remain at 20sec, sinds some of them have massive Pulls , Reflects and other nasty powerfull effects.

Rifled Barrel Turrets: Move to Master Tier

Even when turrets come up in survivability I don’t think this trait does enough for 30pt

Actualy it is worth taking just for the fact you can put your turrets at safer distances, but yeah beside that it doesn’t do much more for them sinds the damage is pretty low. I would rather sugest to decrease the overcharge recharge time of turrets by 20% (Healing Turret included). this way you can overcharge your turret more often, greatly increasing their CC output, the healing and cleanse capabilities of a Turret Engineer compared to a none specialised one.

Pacific Rim is a good movie

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Part 1 :

Downed Skill 2 (Grappling Line): Change to Smoke Bomb, cooldown 15 sec

Prevents stomps and combos w/ 3rd skill

Can you give a more elaborated explanation about your downed skill, is it an AoE? how does it synergies with the boom time? I totaly understand downed skills need to be looked at for the engineer, but realy double interupt AoE with inner synergy? It seems a bit much, if you ask me.

Utility Goggles: Reveals stealthed enemies and traps when they enter/are in 1000 range of you for 10 sec

This would widen its uses and give it something unique over the other stun breaks

Utility google already protects you against blind wich is the bigest threat coming out of a thief, also how would it work for PvE, does it work on traps layer in dongeons or only on ennemies laying traps? Sinds you can see stealthed ennemies, do you keep the blind immunity? the idea sounds interesting, but can you elaborate a bit more?

Blunderbuss: Reduce cast time to 1/4 sec

Slow cast + Short range is a bad combination

I understand it is a long cast time, and hard to place in melee sinds you have no melee assistance to set it up like the other slower melee moves. So I see nothing against that. Maybe just a small increase of the aftercast so you don’t chain up to quickly with your next move.

Overcharged Shot: remove the self-cc

Agreed, the self KB needs to be removed, they could always turn into a retreat move that push you backward because of the power but doesn’t knock you off.

Personal Battering Ram: Transfers 2 conditions to enemy and gives 3 sec of stability

Solves lack of gadget condi removal, lack of guaranteed stability for the class outside of Elixir X

A lot of profession don’t have acces to good stability skills or rely on transformation skills to becomes unshakable, so I don’t see why engineer should right now get acces to stability while it already got solid stun breakers. Also it makes no sense to put it on Battering ram, same goes for the condition transfer, how would a Battering Ram remove those?

The only thing I could possibly see is a way to use it while stuned or knocked to push back foes defensively or maybe destroy boons because of the brutal impact of the skill. The rest just makes no sense at all.

Throw Mine: change remove boon to steal boon

Again, how does that make any sense? Removing boons is already pretty solid why don’t you ask for something else? Why aren’t you asking for extra cripple on the little mines, Burning or Bleeds for a better synergy with pistol builds wich actualy lack long bleeds and got only a stationary Cripple?

Edit : Saw your response above, and no, you can build something with logical sense and make it viable. What you are asking for is the same to ask the Warrior Stomp to deal additional poison damage, it makes no sense and should never be implemented for the sake of this game.

Elixir R: Remove cast time

The cast time seems like an unnecessary nerf after they already removed the stun break

Or just make it a stun breaker again? The cast time symbolise the time you need to drink the elixir. There is almost no reason to pick that skill anymore unless you want a team rez. And again, other profession have improved version that actualy work way better compared to our toolbelt skill.

If it isn’t a stun breaker it still does need something more, swiftness or vigor maybe? Or why not add a small healing portion to it?

Elixir C: Also gives stealth for 4 sec

Not a bad skill but more stealth would help more bursty builds and help it be considered w/ out automated response

This is already a solid skill, and the engineer doesn’t need more stealth. The toolbelt skill of C already does that, even if it is 50/50. WE don’t need more stealth in this game. If you are looking for a more stealthy approach with the Engy, just go for bombs or turrets because they both get acces to combo field : smoke.

(edited by Ambrecombe.4398)

Net Turret

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Net turret is still a good tool, but right now it is kind off broken. The rate of fire is slower to the actual value, it should be 10sec (actual value is 12,54sec +-), and the Overcharge doesn’t work anymore. Also, if you happen to use your Overcharge right at the start of a fight your net turret won’t shoot anymore for the rest of its lifespan.

Time to fix turrets dying so fast

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Eesh, just a suggestion. Settle down, hotshot.

I read my post again to see if I wrote anything wrong, wich I did not happen to see, so I don’t understand your excitement. I just told you exactly why it would be broken and a bad design decision.

The real problem with the turret is the AI. When we look at everything in the game that has anything at all to do with game AI we see Arena Net’s clear weakness in design capability. All the AI in the entire game is slightly less intelligent as a pile of dog !#$ because at least the dog !#$ has the good sense to stink to let people know thakittens detestable.

The AI of the turrets is over simplified making it bad in many situation. Right now it does exactly the following action : Closest target in range = Shoot!

It indeed needs a couple of critters to become a more appropriated AI.

Something closer to this :
1. Target → Engineer Target always true if
Engineer Target → In line of sight or range is true
Attack!
2. Target → Engineer target is not true if
Engineer Target → In line of sight or range is not true
Switch to closest target.
3) Target → Closest Target is true if
Closest Target → In line of sight or range is true
Attack!
4) Target → Closest Target is not true if
Closest Target → In line of sight or range is not true
Ignore Target.

Now this looks over simplified, at the same time I do not know their coding sequences, but if you take those 4 critters together you already have a tweaked AI that will shoot at the same target whenever those are in range and in line of sight with the Engineer. If they don’t meet the conditions, they get to the alternative operation and shoot the closest ennemies in their line of sight.

Wich seems already like an improvement to me.

(edited by Ambrecombe.4398)