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Bug : Rifle&Net Turrets + Hitbox

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Hi,

Net Turret overcharge doesn’t increase the firing rate of our Net Turret anymore and even ceases to attack when used directly after you drop the Turret for the rest of its lifespan.

Rifle Turret overcharge doesn’t increase the fire rate anymore when you use it after its first frame of attack. On the other hand, overcharging when you instantly drop it will result in doubling its rate of fire for the rest of its lifespan.

And Turret Hitboxes still haven’t been fixed, they suffer AoE damage even when they are clearly out of red circle of attacks.

Has anyone else encountered the same issues listed above? If you have other turrets related bugs, please write them bellow.

Thank you!

Final Thrust is a Bust!

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I was starting to worry I was the only one seeing that kind of stuff, but it is good to see some people using ranged as primary are getting the same issues I have right now.

Final Thrust is a Bust!

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I’ve always (since the beta) used sword with a power build anyway. I havent had to change my spec really to accommodate the new Final Thrust. All I hope is they make the skill more user friendly.

I’m finding it hard to understand what your problem is, you can still use the sword as a condition weapon— no changes has been made for that. If anything it’s now easier to apply bleeds.

To understand my position you need to know my build first.
20 Strength : II. Restorative Strength, VII. Distracting Strike
30 Arms : III. Deep Wounds, VII. Crack Shot, XI. Furious
20 Discipline : VI. Signet Mastery, XII. Sweet Revenge or X. Mobile Strike

I use Rifle as a primary weapon, and Sword&Shield as backup weapon.
Gear : Full Rampager with 4 Runes of Kraits and 2 Centaure Runes
Utilities : 6. Mending, 7. Balanced Stance, 8. Kick, 9. Fear Me, 0. Signet of Rage

My primary weapon is my Rifle (condi Rifle wtf would you say), use it mostly to start the fight with Brutal Shot, a good Aimed Shot and build around bleeds while adding some extra burst with my Volley. Rifle but when I need an interupt to make my confusion kick in.

When people get to close of me I used to switch to Sword Shield and always kept my leap use my burst skill interupt him with the shield to get an extra stun and confusion stacks. When my root is almost done I used my “Hamstring and used my Savage Leap to get some distance” (<- my problem is over there), switching back to my Rifle.

The problem now with my sword doesn’t come from the fact I loose DPS (with the new distracting strike I actualy deal a lot of damage), it comes from the fact the new Cripple system doesn’t work for my build anymore. I can’t cripple my ennemies anymore with my sword if I want to take distance, I can only cripple them if I leap at them but if I want to loose distance and switch back to my Rifle, I loose a big part of my previous hindering power.

This wouldn’t have been a problem and my build would actualy have been buffed a lot if this switch between Hamstring and Final Thrust hadn’t occured. The burst is just a gimick for power builds to “surprise” people a bit, but sword was never build around dealing only power damage, even if it could deal some tremendeous damage with power before. Axe Mainhand and Greatsword did those job better.

I also have an issue with Final Thrust sinds I basicaly lost some overall DPS to get instead a burst ability that barely makes up for the sustained pressure I could deal before. Sinds I use a Rampager gear the damage done is barely noticable, around 4K to 4,5K damage.

Melee power builds get some nice extra burst on par with a mobility weapon, but any ranged builds get less effective returns out of sword mainhand with the current situation. While the previous one gave a nice extra mobility weapon with a good chain of attack for melee builds and a good utility and mobility weapon for ranged builds.

Thats why I am against this change because it limits its usefullness with ranged weaponery and I believe that one of the selling point of this game was you could play any profession the way you want. Now they contradict themself and say now you play the weapons the way we devs want and force you into a couple of narrow build or you will not get enough out of it.

Changing sword mainhand to its former template would also allow the use of Leg Specialist back with no icd. They only modified it because it would have made the new sword chain too OP and during the balancing process nerfed its usefullness on certain builds like Hammer and Greatsword (and traited Rifle).

So overall i’m not against more options, but when you add some and remove others, it becomes something I can not accept, even worse when it hits one my builds.

(edited by Ambrecombe.4398)

Final Thrust is a Bust!

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Old chain was 2.5s now its 1.9

Final Thrust has a 1 sec cast time for damage and .7 aftercast for a total of 1.7 delay on the skill.

The old chain had a higher overall DPS, since the final thrust hit was about x2.5 damage, making it as strong as two and a half regular hits. I used to get something like 430/430/1100. So roughly x4.5 damage every 2.5 seconds. Compare that to the new chain, which is x3 damage every 1.9 seconds

Old Chain: 1 hit worth of damage every 0.55 seconds
New Chain: 1 hit worth of damage every 0.63 seconds

It’s not as big a damage nerf as everyone seems to think , but it is there, 10-12% give or take, for a power build.

I actually like the speedier chain, but the overall DPS is lower. I’d like to see the chain sped up even more, maybe something like 1.7, which would bring it up to 0.56.

Also, final thrust #3 is SLOW as anything, it really needs it’s animation sped up quite a bit. Cooldown of 15s is also a bit high.

5.5% less damage in a power build than before. But more condi damage until you hit the cap. TBH i like the change. Power builds use sword as a CC weapon to setup their burst on their 2nd weapon or to gap close. Both of those aspects have been improved and now you have a #3 that hits as hard as Eviserate below 50%. Condi builds do more damage now too.

Sword is not only about to gap close, it could also be used to gap away and by putting Hamstring on the chain and adding cripple on Savage leap you remove some of the combat versatility of the sword. You can still use it as an escape but doing so result in wasting your cripple too. Wich was a tool needed if you didn’t want your foes to catch you back. But please, explain me how is reducing the overall DPS and reducing the number of utilities is seen as an improvement? Ok, if you use a specific offensive gameplay with a special setup, but when it comes to a more defensive gameplay and other variety of builds working around ranged weaponery or not using Leg Specialist and Opportunist you start to see the lack of a good and strong cripple.

Yes now we got a power “variant” of the sword (wich can only be used for a burst), but comeone, do you guys don’t have enough power weapons already? Why can’t they just leave the sword the way it was and keep the Mobility, Control and High sustain DPS and leave the Burst option to Greatsword and Axe (or Rifle).

(edited by Ambrecombe.4398)

Final Thrust is a Bust!

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Since people seem to miss my post.

Old chain was 2.5s now its 1.9

Final Thrust has a 1 sec cast time for damage and .7 aftercast for a total of 1.7 delay on the skill.

Thx for the information Puandro!

Final Thrust is a Bust!

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

It was more like 2sec actualy, it had a very small windup before you could use the chain again, it is just a bit sad condition builds took a hit on the sword, I see a lot of people using it with kick now in PVP for burst damage. :/

The current combo is more like 1.25sec sinds Hamstring has 0 windup, but the damage are rather low and once you reach the 25 bleed stack, wich was totaly possible before, you loose a good chunk of your DPS.

How exactly was condition sword nerfed? The only attack in chain that didn’t have bleed got faster, so you do the bleeding attacks more often. Looks more like a buff to me.
Also, your seconds must be different from mine, because it isn’t anywhere near 1.25 sec.

Ok after using the clock on my desk its a bit lower to 2sec, but I should try it out later on fraps, this should be capable to give me the exact time needed between each animations. But no it is not an upgrade, Warriors could already get easely to 25 bleed stacks so if you compare a DPS with 25stack with the old Chain and the new one, you actualy loose DPS. And Final Thrust just doesn’t do enough when you don’t stack power or crit damage to be worth using, so in condition builds it is a pretty useless move that will barely add anything to your DPS considering you aren’t stacking or refreshing any bleeds during the animation time.
Our longest cripple is now on a single target leap, leaving it very exposed to dodge and limit our escape options. No more Hamstring followed by a Savage Leap to take distance from an ennemy. That’s not possible anymore. The only upgrade you get is the synergy between Leg Specialist and Opporunist, again if you don’t take those traits you are pretty limited at controlling your ennemies, and it just doesn’t feel fine sinds sword worked pretty well before the change, there was no reason to do those changes at the first place.

(edited by Ambrecombe.4398)

Warrior is amazing

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I just mean that they got necros right, while nerfing (stomping) us into ground. As for condition builds..i been rolling them pre-patch with 0..again 0 condi removal

Yup playing on my Necro 80 right now and the changes are badass, I just wish they didn’t broke my Turret Engineer, again, sinds it is my second favourite character next to my Warrior.

Final Thrust is a Bust!

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

It was more like 2sec actualy, it had a very small windup before you could use the chain again, it is just a bit sad condition builds took a hit on the sword, I see a lot of people using it with kick now in PVP for burst damage. :/

The current combo is more like 1.25sec sinds Hamstring has 0 windup, but the damage are rather low and once you reach the 25 bleed stack, wich was totaly possible before, you loose a good chunk of your DPS.

I did some PVP today, and as I expected Savage Leap gets always dodged and it becomes almost impossible to track people in melee unless you are using Leg Specialist or a ranged weapon to slow ennemies down. But again, i’m not a big fan of beeing forced into a trait line I dislike.

So yeah Berserker builds have a silly power spike sword now but, as a condition damage Warrior or Rampager, we actualy lost a lot of DPS and control with Mainhand Sword.

Oh, and sorry for my previous post THEmeltor, I was very angry when I wrote, a lot of BS came out of my mouth because I read your post wrong. Hope you accept my sincere apologies.

Net Turret Nerf/Fix

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Right now fire rate on Net Turret and Rifle Turret are buged, big difference now with net turret commes form the fact overcharging it in the beginning of a fight will result in only 1 net comming out of it for its whole lifespan.

I realy hope they won’t take another month to fix Turrets again. :/

Has patch encouraged diversity in Warrior?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I’m still playing 20/30/0/0/20 Rifle / Sword&Shield with Rampager gear. I lost a bit of direct damage with Berserker Power and Heightened Focus switched to grandmaster traits but I gain instead more mobility and condition cleanse, so this isn’t a bad thing.

Distracting strike is currently OP, at least when you are good at interupting people, and my kick got a good damage increase.

My only disapointement is with Sword Mainhand, wich locks you now into a specific build and serve almost no purpose as complementary weapon for a Rampager Rifle build anymore. Rifle or Longbow are now the complementary weapons for Sword Mainhand because to make Sword a good control weapon you will need Leg Specialist and this same trait will incite you to take Opportunist, leaving Sword Mastery untouched and leaving no place for Sharpshooter.

(edited by Ambrecombe.4398)

Sword Changes Bad?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Personnaly I dislike these changes, this gives indeed an option to Berserkers to use Sword for a controled burst but it also makes the sword worse for Condition geared warriors.

While yes Sword Chain 1# can now stack bleeds a bit faster it doesn’t make up for the overall DPS lost from our previous Final Thrust, the Hamstring is barely usefull sinds the cripple is so short a simple dodge in PvP can be used to keep your movement speed and wait for the cripple to end up. Also it was already pretty easy to stack 25 bleeds with only our main hand sword, so we actualy loose a lot of DPS.

Savage Leap 2# while, again yes it got upgraded, it does imply a nerf for us, at least for PVP. Because we lost an 8sec cripple with cleave and got instead a shorter cripple that only hits a single target. This also implies that you can’t use sword as a strategical weapon to get out of range anymore sinds to hinder your target movements you need to leap at him, while the previous set of skill allowed you to cripple first and leap backward afterward to switch to range weaponery. Finaly, savage leap is much more visible and predictable and will probably be dodged by players with ease making it almost impossible for a Sword Warior to catch up with his targets should he be crippled, rooted or frozen.

Now about our new Final Thrust 3#, this is a power exclusive skill. Going full condition will make your third utility a complete waste of time and using it on a Rampager gear, like me, will barely make up for a difference in your overall DPS, and this only if your target is bellow 50%. So instead of having a seperated control utility we now get a Burst, wich took its place in a DPS, movement and movement control weapon, wich has no rightfull place in any condition builds available with sword mainhand, and is only usefull during 50% of a fight. That without taking into consideration its long cooldown, animation time and the simple fact it reduces our overall DPS with sword mainhand.

Because of these changes Leg specialist also got an icd of 5sec to not make the chain too powerfull. Wich got drastic results on weapons like Rifle (traited), Hammer and Greatsword wich took advantage from this trait to lock groups of ennemies down. And because of its synergy with Opportunist, this makes traits like Sword Mastery not worth the use sinds you can get the double of the benefits with the previous one.

Thats why I believe sword mainhand was way better before and should be changed back to its former template. This would allow leg specialist to have no icd again and still allow the sword to get benefits from those traits while not feeling forced into it to make it a viable option for both PVP and PVE* (while this part is barely a none issue).

(edited by Ambrecombe.4398)

New Vampiric - How Does it Work?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I think this only means they added a flat 6 dmg and healing on the “Vampiric” minor trait.

Sword is now officialy broken

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Anyways, like I said, I haven’t gotten to try it out yet, so I’ll judge it tonight when I can. That being said, I never claimed it was a pure power weapon, and there’s nothing wrong with using it as a pure condition weapon. I simply think it fairs better as a true hybrid weapon, combining solid power/crit/condition damage all into one. It is my opinion that I have a right to voice, just as you do yours. The difference is I don’t look like a 4 yr. old when I voice mine.

Well I have to agree that I may have been, well not may, but I have been rough with you, I just read everything back (and corrected some of the spelling) and indeed you didn’t stipulated anything about pure power, and it wasn’t a direct attack while stupidly I took it as one. As you may have already suspected I am pretty angry right now, and I probably need to take a break.

I’m gonna take a nap, take a good breath and rest. And I am going to sincerely apoligize about that misunderstanding. I realy hope we can continue to contribute to this forum by sharing our honest oppinion. I am usualy very straigthforward, but I didn’t mean to insult you in the process.

Realy sorry!

Sword is now officialy broken

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

The old final thrust wasn’t a traditional final thrust at all: you could only use it after you’ve telegraphed it with sever artery and gash. The new one can be used on command, which is better.
The cons are there too, definitely. But be rational.

I totaly understand your point, but there are to much negatives for this, realy. Final Thrust was part of the DPS cycle. It gave us some extra raw damage above the already high cap of bleeds we could easely sustain, the rest were utilities used for control and mobility. Sword just lost a lot of its innate DPS and 1 utility wich had synergy with other weapon swap for something instead that forces you into 1 narrow build that uses Leg Specialist, to take advantage of Opportunist, a trait and deep synergy that makes other traits like Sword Mastery not up to par.

So yes it is gonna offer an extra mobility finisher weapon for some people playing Berserker builds but it is basicaly going to limit it even further for Conditions Warriors that only have acces to 3 condition weapons (2 of wich only support conditions but are also mend for Berserker builds). That’s why I am against this change.

Sword is now officialy broken

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Because you are (mistakenly, IMO) burying the Warrior’s sword into a ‘mostly conditions related’ weapon.

But to each his own….like I said, I’ll have to try it out before I throw it under the bus. Lots of changes to play around with.

All the BS I have to read on these forums these days, because one guys find out sword scales well on power IMO it cease to be a condition weapon… NO you are wrong, because first of all, 3 of the previous swords skills were dealing bleedings (a lot of them), including F1, the rest were about utility (gap closer/escape and a movement hinder), the only strike that was scaling very well on power was “Final Thrust” but again compared to an Axe or a GS it never was better to those 2 weapons.

Secondly, let me consider your point of vue and say it would be a power base weapon, explain me why have we the option to easely stack 25 stack of bleeding? Where is our other condition damage weapon if it isn’t it? A-net specified that one of the many selling points of this game came from the fact every professions could be oriented to any speciality, while yes could be better in some domain than other, it was possible to do it on any profession. Is it a better power weapon compared to the other existing one? I don’t think so!

Yes it scale well on power, but that doesn’t mean it is a power weapon for that same reason. It just take more advantage from it than any other condition weapons so it made a very good reason to use a Rampager set with that weapon to idealise both power and condition damage.

This new version of sword sucks, if you can’t see it, your next statement will be as dull as your previous one, and don’t try me on that. I play sinds the beginning of this game and this Warrior was made post release of this game! So I know what i’m talking about! And I will not stop, and I’m resoluted, until I get my hands back to its former version!

(edited by Ambrecombe.4398)

Merging Turret traits? Was it too hard?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

They actualy succeeded to break Net Turret overcharge during the process.

Official patch notes

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Distracting Strike works pretty well now, I deal almost 3K confusion damage when I deal 2 interupts in a row. And the duration is almost 9,5sec wich is a very long uptime.

Final Thrust is a Bust!

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I agree, and most of all it is useless during 50% of the fights sinds your target has to be low on health to deal its “potential” damage.

Sword is now officialy broken

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

It was more about 4,5K damage with 2790 attack points, and 20% critical damage, also sinds the patch went live I don’t have acces to berserker power anymore, so i loose a lot of direct damage. But again, the usefullness of this skill depends a lot if your are playing a full Condition Warrior or not, I’m a mix between the two with my Rampager set and it just doesn’t do its job well compared to my auto attack. We don’t get as much power and critical damage. The power and critical damage is probably very effective in a Berserker build but again whats the point of runing around with that kind of build if swords are mostly conditions related weapons?

Sword is now officialy broken

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

WUT?! My tank build dealt 6K+ damage with final trust, the damage is insane. I was under 50% health so 20% damage increase and target was under 50%. And yea it was boom dead for them =D. I love the sword now.

What gear are you using with your tank build?

(edited by Ambrecombe.4398)

Sword is now officialy broken

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

So I got on my Warrior tested my Sword&Shield build, and my, I am realy shocked by the new skills on sword.

There are some goods of course, we don’t need an offhand sword sinds we can now stack 25 bleeds with only our auto-attack very easely and a couple of sigils and deep strike, limiting the use of our offhand sword. On the other hand the 2sec block on projectiles makes up a bit on the change on the main hand sword.

Savage leap while, yes it got a little upgrade, it is far from what we had with the old Hamstring. It is only a single target cripple and it is linked to our leap. Forcing us to use 2 tactical options to keep our target close. And it becomes a very predictable move in PvP.

My bigest disapointement is with Final Thrust, that skills does crappy damage, with a full rampager set, on a target with less than 50% health, I dealt around 4K damage… It is substentialy low considering I could have applied at least 2 bleeds during the animation time.

Speaking of animations, those just look horrible, when I use Hamstring it’s like hitting my ennemies with a mace and Final Thrust slow animation make it feel so clunky.

While the new Hamstring has a lot more synergy with Leg Specialist and Opportunist (wich is good), it just feel wrong to be forced to pick those 2 skills to make our sword viable. It also makes the Sword Mastery trait useless sinds we can now be under constant fury without any shouts. And also it is wrong, to have placed it in our 1# skill. It just makes control even worse for Warriors, at least for pvp (sinds it is a none issue for PVE), Savage Leap is not going to be enough and is also way too predictable. Finaly Final Thrust is just useless now and barely usefull during 50% of the time I spend during a fight.

So please A-net, change back our sword the way it was before, this change is just plain wrong.

(edited by Ambrecombe.4398)

Bug : Engineer Net Turret (Overcharge) Broken

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Everything is in the title but lets make a littre recap. Sinds the Karka Queen island patch everything around speeding Net Turret and Rifle Turret rate of fire has been broken and depending on the first done by those, it would keep its starting firing rate.

Now, with the Sky Pirates patch, it is even worse, when I deploy my Net Turret and overcharge it, it will fire 1 net and will stop fire anything else for the rest of its lifespan! The turret just won’t shoot anymore, nada, nothing!

One thing realy tickles me, turrets haven’t been a concern on this particular patch, so why the hell does it get affected by a bug if it isn’t supposed to be touched by any form of editing?!?

Condition build - Which is better?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I personnaly think you will do better with a full Rampager build, swords deals great damage with both power and condition stacked together and high crit chance is almost mandatory when you want to take advantage from sigil of earth and precise strike.

Also try to reach the 100% bleed duration cap, it will make your sword basic attack bleed for 16sec, your sigil of earth for 10sec, your precise strike for 6sec and finaly your Flurry for 4sec, allowing you to deal a tremendeous amount of damage in a very short duration with your F1.

If you use a longbow you can stack some burning and extra bleedings too, and Rampager Rifle builds works pretty well in pair with a Sword&Shield if you use distracting strike. Not the big 12-15K crits you get when running around in berserker gear, but better for sustained fire and pressure.

Warriors: Please Use Banners

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Threads like these show exactly why none of the other classes feel sorry anytime you guys get nerfs. You guys just don’t understand how DPS is a team function. There’s more to it than just who popped the biggest number on some trash boss.

really like what? using CC on a boss that has defiant? using a class dedicated to chills when full DPS teams do it fine without it? sounds like you have never seen strifes videos

CC on bosses is never about stunning them long enough to mitigate their attacks, it’s all about resseting their powerfull abilities back on cooldowns. Defiant is not a problem at all if you are in a well coordinated team, you should always dedicate someone to interupt the boss while the rest helps to get some of the defiant stacks off. If you interupt an attack on a boss you can basicaly negate his most powerfull attacks, wich protects all of your team mates, and offers way more than anything available in game.

While yes banners have some good uses in teams for the overall dps buff it gives, it is fortunatly for us not the only viable option in groups. An interupt warrior can work around and be effective, its all about play style and preferences, if you don’t like it, don’t pick us but know that I will never play with guys like you because I don’t force you or anyone into picking “x” ability.

Finaly, if you wan’t to get that buff so badly, and share it with everyone, just play a Warrior and get over with it…

Countdown to throwing the towel for warriors

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Posted by: Ambrecombe.4398

Ambrecombe.4398

… Guardians do not have nearly the movement you can achieve with …

Guardians with low mobility are urban legends. Try a greatsword / Sword&Focus build with a couple of Meditation skills and “Save yourselfs” or “Retreat”, and stop your none sense about guardian having no mobility, if you want to build around mobility with a Guardian it is totaly possible. The only hik comes from the fact Guardian needs a target to move around, wich isn’t a problem in WvW with all ennemies NPCs lurking around.

Warriors: Please Use Banners

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Posted by: Ambrecombe.4398

Ambrecombe.4398

No, banners are for greedy team members who wants to deal even more damage than they already do. You don’t need those extra buffs in a fight when you can already dish a ton of damage without those. You first need a source of stability as a Warrior when you are melee to counter the eventual KB you are gonna get, that is one of your utility slot that is already used, and you need the controls like kick, stomp, fear me, when your team mates are down and in trouble to give them the time needed to get back on their feets.

The only thing I could agree with is the Battle Standart wich is the best team elite utility the Warrior has to offer, but the rest of the banners are a complete waste of utility unless you trait for it. Not because the buffs are bad, but because they waste an utility slot for a flat statistic buff while you could have taken something more usefull to cover your team mates with instead.

Supposed upcoming changes to the warrior

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I don’t get the idea to switch Hamstring with Final Thrust, basicaly now you are forced to take Leg Specialist and Opportunist if you want to play with swords. Also this is gonna give a lot less control to our cripple sinds we are basicaly going to have to use our leap to cripple or use a full chain attack to get a single second of cripple. Thats just terrible…

Sword M/h was realy good sinds it was basicaly 1 high damage chain and 2 utilities, now we got a Burst (probably gonna be useless for conditon builds, unless Rampager) skill instead and a lowered DPS chain, while it is a weapon that is all about DPS and control, not Burst…

Or we could still be stuck with 1 cripple that is impossible to land unless the enemy is CC’ed to begin with rather than having 2 cripples which are much easier to land and having a renewed final thrust that does not rely on a sword chain.

While leg specialist would be a nice trait to have, it is in no way essential for a build using a sword.

You will get the exact same issues with your Savage Leap, but even worse, you get a reduced duration cripple that affects only 1 target compared to the previous 3 and if you fail your leap, wich will happen a lot, you are basicaly left with no options to get close to your target (unless Shield Bash 4# or Bullcharge) forcing you to use the 1sec root from Leg Specialist with Hamstring if you want to be able to control your target a bit before it runs away from you. 1sec Cripple is nothing when you can just dodge, keep your movement speed while waiting for the 1sec Hamstring to wear off.

Also if you can’t get close to your target with the current M/h sword, one possible way comes from the fact you are either figthing a Staff Mesmer or a Sword Thief wich are just uncatchable with all their escape options, in this case, you are better to switch on ranged weaponery. Or the second possibility commes from the fact you just did something wrong. 1/4 activation time is pretty much unavoidable unless you anticipated the exact moment you knew the warrior was going to use his Hamstring skill.

I’m not saying the current state of Hamstring is good, but I completely disagree with you when you say it is easier to land a Savage Leap on a player, sinds most of the time they will see the animation and just presse “v” (or any linked key) to dodge backward and render that move completely useless.

(edited by Ambrecombe.4398)

Supposed upcoming changes to the warrior

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Posted by: Ambrecombe.4398

Ambrecombe.4398

The new Warrior’s Sprint + cripple on Sword autoattack and Savage Leap should make an interesting option for peeling in PvP too.

Not sure about that, Savage leap is way more predictable than our current Hamstring, wich means you can be sure it is going to be dodged 80% of the time, leaving your target unhindered. People will be forced to use Leg Specilialist and Opportunist as this will provide the best synergy for this weapon, limiting the viable builds for PvP. Also you will be forced to waste your leap to cripple your foe while you could have used it instead to close the gab or use it as an escape option.

In the end those change could potentialy affect the Sword 1# main DPS while offering a terrible Burst skill 3# alternative that wouldn’t offer much sinds sword builds are about condition damage and not direct damage.

Supposed upcoming changes to the warrior

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I don’t get the idea to switch Hamstring with Final Thrust, basicaly now you are forced to take Leg Specialist and Opportunist if you want to play with swords. Also this is gonna give a lot less control to our cripple sinds we are basicaly going to have to use our leap to cripple or use a full chain attack to get a single second of cripple. Thats just terrible…

Sword M/h was realy good sinds it was basicaly 1 high damage chain and 2 utilities, now we got a Burst (probably gonna be useless for conditon builds, unless Rampager) skill instead and a lowered DPS chain, while it is a weapon that is all about DPS and control, not Burst…

Distracting Strikes

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

It does get its rightfull place in a Rampager Sword&Shield / Rifle builds, it also makes your kick more than just an interupt utility. I use it and believe me, when you become a master at interupting your ennemies you can only start to love that trait!

Edit : You can also stack confusion on ennemies with defiant buff even if they aren’t realy interupted by the attack. Only thing that kills this trait is Stability.

(edited by Ambrecombe.4398)

What do you want to see in the next expansion

in Guild Wars 2 Discussion

Posted by: Ambrecombe.4398

Ambrecombe.4398

If I get a playable Kodan Guardian I would be pretty happy!

Bug: Rifle turret RoF.

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Actualy, attack rate of both Rifle Turret and Net Turret are broken sinds a while, Rifle turret has always been a bit more than 2sec (its more like 2,22 realy) and Net Turret is around 12sec while it should be 10sec.

Only real problem came with the Karka Queen patch, now Rifle Turret and Net Turrets keep increased fire rate when you overcharge it at the start of a fight.
Their attack cycle gets stuck somehow. For instance, if I throw my Net turret it will shoot 3 nets in a row every 12sec, while my Rifle turret on the other hand will shoot 10 times before it gets on a 2,22sec CD and shoot back 10 times in a row. On the other hand if I don’t overcharge it immediatly, my overcharge won’t increase their firerate for the rest of their lifespan.

Also sinds the Karka Queen patch, my Rocket Turret basic attack hits ennemies in a small AoE and Turrets Rifled Barrels range increase is broken in s/PvP, I hope they never remove this feat!

The 'New' Rifle Warrior

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Rifle warrior only need 1 thing.
full zerker gear. all over. including zerker jewels.

My warrior have almost 4 k attack power. with no might buffs.
Dloading 5 k files to game atm.. so cant see my exact stats.

But. 20 k hp. 3.9 k attack power. 78 % crit chance. (98 % with fury signet active).
89 % crit dmg.

using bull charge to knock someone down.. and then empty my volley on them.
If its a staff elemental. they are more or less dead instant.
My volley usualy do around 8 – 13 k dmg. heavy armor – light armor.
I have seen 3k+ crits on my autoattack against light armor target in wvw.
And i usualy crit 1 k – 1.5k against heavy armor tank guardians.

I like my “boom stick”.

I use my Rifle build diferently, I use a full Rampager set instead and play around very high critical chance (95% with fury), some power and a good chunk of condition damage. While it doesn’t offer the insane burst wich a Berserker Killshot and Volley can do, it gives a better option for dealing sustained damage. With 100% Bleed duration and a signet of Earth, those bleeds are stacking very quickly adding invaluable damage bonus to your auto attack wich you will spam a lot if you play mostly Rifle.

I also use distracting strike to give a little extra to Rifle But, Shield Bash and Kick (wich is an incredible utility) and with Sword/Shield as secondary weapon I get some dangerous attacking tools if people should get to close of me, this on par with a decent escape option and of course the mighty shield block!

Overall it works pretty well for sPvp, and WvW in small operations, but to much condition cleanse in zergs can kill its effectiveness relatively easely.

Remove the cool down on Adrenalin Skills.

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I don’t think it is a good idea, I have a Warrior with Sword/Shield + Rifle with Rampager Gear and I have 95% critical chance with Fury boon. I can litteraly build 30 stacks of adrenaline with a single flurry when i’m hitting 3 ennemies.

You can also do devastating damage combination with Burst Mastery in the Discipline traitline. Sinds switching weapons will always waranty a lvl 2 Burst skill whenever you switch weapon after a lvl 3 Burst skill.

I think the Cooldown is fine and the only thing they realy should do is rewarding the player to use his adrenaline.

Another Useless Fact about Reanimator

in Necromancer

Posted by: Ambrecombe.4398

Ambrecombe.4398

I was just wondering, doesn’t reanimators Jagged Horror contributes to your own defense as a necro sinds any minion dying gives you some free Deathshroud energy?

New Consortium Harvesting Sickle animation

in Guild Wars 2 Discussion

Posted by: Ambrecombe.4398

Ambrecombe.4398

Yup saw the new animation and instantly buyed one for my Warrior who already had the mining pick, thank you A-net!

Now on the other hand I am just a bit disapointed those are not account bound, I could realy use a pick on my Necro reroll.

Terror fear interaction with stability.

in Necromancer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Yes! I get so sick of it being ignored, that one stupid boon that honestly should not be in the game at all, ruins an entire build (if you are full terror/condi burst build) and that is not ok. It ignores the CC, fine, that’s what stability is for, but fear in terror builds is also a burst damage condition and stability, in no way, shape, or form, prevents condition damage. This needs fixing.

Or you can corrupt his boon and turn his stability into fear to get an extra condition burst.

Mathiesin Guild Wars 2 Review

in Guild Wars 2 Discussion

Posted by: Ambrecombe.4398

Ambrecombe.4398

Look Mathiesin, we are not denying there are critical flaws in the game, but the way you put them in your review shows your inexperience with the game and the overall genre. Most of the information you whrote is incorrect or exagerated, you don’t aknowledge any of the good counter arguments made by other posters and you don’t question your oppinion based on the negative returns. Worst of all, to explain why you don’t, you are giving us the argument that this is your observation and experience with the game, you are talking about subjective feelings, and because they are yours, they are right and nobody can contradict it. Don’t you see the problem budy?

A good review is about putting all your feeling down to the toilet and build a objective critisism about the things done right and the things done wrong, how they could have been improved by giving a couple of sugestions and comparison with other games who did those things the right way before. Asking the critical questions about the lazy flaws and put pressure on the honesty of the compagny itself by showing you are well informed. It is also analysing the evolution of that product, its sustainability and finaly its time/money value by considering the current effective people working on it. Take for instance a company like Blizzard who get thousands off people working each day on WoW, how much people are every day working on GW2 sinds release? Hundreds maybe? There are a lot of factor to take into consideration, and those need long investigations and gameplay records that debate on a final conclusion wich could be false a couple of months later sinds the game is in constant evolution and could become a lot better, take exemple on Tabula Rasa its final stage before server closure became an very good genre on its own and Age of Conan current situation is far from its situation on release that gave Funcom a bad reputation. Even wow has made his roots even stronger in the genre by learning from their previous mistakes with Cataclysm and made Mist of Pandaria wich is a great game overall.

Anyways you are free to think whatever you will, but I would take the criticism from other into consideration if I were you and review the statement.

(edited by Ambrecombe.4398)

condition duration reduced to less than 1 sec

in Guild Wars 2 Discussion

Posted by: Ambrecombe.4398

Ambrecombe.4398

That’s the problem with food in WvW, food is way to much powerfull and should be unallowed in both WvW and sPvp (like it already is).

Physical util cooldowns

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I’m using kick on my Rampager build and it is quite effective for interupting foes, But I think the cooldown should never get bellow 15sec (unless traited), sinds it is basicaly a Rifle But but with a small 300 unit charge.

Sigil for Condition S/x in spvp

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Is it for PvE, WvW or sPvP?
How much condition duration do you have?
What weapon set are you using?

For PvE and WvW I would recommend Sigil of Generosity, this sigil can cleanse one condition (60% chance) on crits every 10sec and transfer that condition with the remaining magnitude and duration to your ennemies.
Sigil of Earth is also a nice choice sinds you can easely increase bleeds duration with your adept traitline in Arms.

tPvP Maps: Rated for Turrets

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

I do and it is fun!

Riffled Turret barrels still not fixed.

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Have you seen Rocket turret main attack acts like an AoE O.o!

Riffled Turret barrels still not fixed.

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

How did you test it to know it is working?
I’m not seeing the range increase in either the tooltip OR the tests.
I only see the 15% damage increase.

1) I use my Rifle to get at 1000 unit range, put a Healing Turret and Rifle Turret centered on me, and try out the range without traits.
2) I destroy the riffle turret take 1/5 (96 unit+-) of the healing circle radius and put a new turret in my back, straigth in the visual line with my target, with the trait on to test out if it does icnrease the range.

Riffled Turret barrels still not fixed.

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Ok just made the test, and yes it doesn’t work anymore! I only get the damage increase… :/

Note 1 : Rifle Turret is acting strange, it does not aquire targets above 800 units until you overcharge it and it keeps its rapid rate of fire until the its destruction while using it at close quarters makes the overcharge shoot every 2sec! O.o wtf!

Note 2 : After extensive testing Net Turret and Rifle Turret are now shootingfaster depending if they start the first fight overcharged or not. Rifle Turret will shoot a full volley every second during 10sec before cooling on a 2sec CD. While The Net Turret shall fire 3 nets in a row before cooling on a 12sec (should be 10 :/) CD.

Note 3 : Ok the range issue seems to be only happening in SPvP, I just tried out my turret in Lionarch dummy range and I was getting a range increase. Concerning the other issues I am still geting the extra firing rate whenever I activate the overcharge when I start a fight.

I’ll make a video this weekend with fraps to show you my testing!

(edited by Ambrecombe.4398)

Riffled Turret barrels still not fixed.

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Hum, it seems to work fine with me.

But if I remember well it increase the range by 100 units for all turrets and not a base %, so the bonus is less effective on lets say a Rocket Turret or Rifle Turret, but you get better results on your Flame Turret and Net Turret sinds they have shorter attack range.

DW Sword

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I personnaly the following build for both PVE and SPVP,
link : http://gw2skills.net/editor/?fIAQNAseUjgOxwpOWPMxBEjiiQ8OPSiAk8UKaj7A-T0Ag1CqI8R5jzHjPyZszMqYVxpi5CvKA

My rifle looses a bit of burst but I get a nice DPS in return. Distracting strike is ok, I can stack between 3 and 6 confusion stacks if I interupt my foes twice in a row, wich is pretty simple with Rifle But, Shield Bash and Kick. It also helps me to cover my bleeds against condition removal and it punish people for fighting you back (around 470 dmg with 3stacks and rampager PVP/set).

While the build is very fragile, you are still mobile and have acces to a lot of controls, Fear Me is very good when it comes to interupt (not applying confusion) someone during your Flurry, Stability seems essential and Kick is jsut there for the extra interupt and synergy with distracting strike. To make this build work you also need 100% Bleed duration, this makes your Flurry hit for some extra damage sinds you will cause bleeds lasting 4sec instead of the base duration of 2sec.

While the build doesn’t exceed in anything particular, its variety of damage types makes it very easy for me to adapt myself to any situation while dealing tons of damage pressure, on the other hand you need to play smart sinds you don’t have the same burst output compared to a Berserker build.

Mending seems also the only viable heal for this build, sinds you need something to cure condition and protect yourself against necro throwing your own condition back at yourself.

I think it is a great build to play, it can probably still use some tweaks, but I like the way it is right now.

Trait-Building Momentum: Amazing or No?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

It’s a good trait but unfortunatly, I play Rifle (M) / Sword&Shield (s), and my Flurry (F1) doesn’t benefit from this minor trait, and my Rifle Killshot is kinda slow, making this trait hard to use in many situations. :’(

Crabtacular??

in Guild Wars 2 Discussion

Posted by: Ambrecombe.4398

Ambrecombe.4398

A good way to get it is to use your Rush *3 trough a giant Karka, people usualy swarm you like a bunch of flies when you are holding the Crab and if you go straigth trough the Karka it will eventualy splater every players following you.

Oh you QQ? No stealth fo U

in Thief

Posted by: Ambrecombe.4398

Ambrecombe.4398

I play Warrior in sPVP and I have more trouble against S/D builds, countering a D/D or D/P thief on the other hand isn’t so hard. I fought a very good thief who probably traited around initiative regeneration, and with a good timing, he dodge half of my auto attacks and all my control abilities like kick, shield bash, rifle butt very easely. Buffing myself was useless sinds he could steal my boons. And whenever I tried to “kite” him with my Rifle or use Flurry on him he would just teleport away or in front of me in a matter of second… Most frustrating of all was the underwater combat part, he would just stay on the control point and spam his Shadow Assault like he was on steroïd pills.

My bigest issue with this profession probably comes from the facts they can completely ignore cooldowns on weapon skills and build around to be thermonuclear dodging powerplants.