Showing Posts For ArmageddonAsh.6430:

(Balance) Developer Livestream on Friday at 2pm PST

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I don’t give 2 kittens about WvW, I don’t think THAT many people would quit over such changes in such a mode. PvE is the BIGGEST issue I think.

Yeah a mode that is faceroll easy, yeah THAT is the real problem. Most of the content is SO easy its boring as hell, this change would actually make it a BETTER mode.

Indeed having Crit Damage not be able to do 12-16k damage would be a VERY welcome change to WvW, the question is – will it drive everyone to conditions…

How Best to Apply Poison..without Scepter

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Much better. Now you are comparing swapping either offhand out instead of both.

Carry on with the argument ^.^

It’s gone WAY off course Anyway. Back to the subject.

Having tried out the Scepter, damage wise it simply can’t match Axe or Dagger – i was hitting for like 300-400 damage and barely critting past 1k with the Scepter, that is like HALF the damage of the Dagger where i was getting 2-3k crit hits.

Stats are all the same, gear all the same, weapon stats all the same. To be it just seems unless you are a condition build – Scepter is useless.

Which gets me back to the issue – the lack of Poison on anything else….

(Balance) Developer Livestream on Friday at 2pm PST

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

PvE doesn’t bother me, i dont think THAT many people would quit over such changes in such a mode. WvW is the BIGGEST issue i think.

[PvX] Dhuumfire and Engineer Crit-procs

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

In my opinion, Engineers and Necromancers are the top tier PvP classes, people may whine about Warriors but in my opinion they are far from overpowered compared to these two classes.

A wild guess – You play a Warrior?
Another wild Guess – You don’t like using Condition removal skills?

[PvX] Dhuumfire and Engineer Crit-procs

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I would rather see Dhuumfire removed, it was the WORST decision they made and PLENTY of people have proven that we are WEAKER now with Dhuumfire than before we got it….

[WvW/STPvP] Downstate..Fix or Remove!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Basically what people are complaining about the Elementalist downed skill, is that their free kill is harder to kill while downed, than while alive

Sarcasm might be present.

Sarcasm very much wasted seeing as it has NOTHING to do with that what so ever. This is from a DOWNED perspective

[WvW/STPvP] Downstate..Fix or Remove!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

wrong! only ele can deny the stomp through mistform. if u cant stomp a thief or mesmer in first try then its a l2p sorry dude.

Other than using stealth against Mesmer which 5 of the ther classes suffer same problem – how do you stop them from targeting you and pressing a button that teleports them and stealths from? Of course this skill is like useless most of the time thanks to it being a TERRIBLE teleport and its “randomness” always seems to make you teleport right next to yourself. That being said it CAN work and it DOES work (when you are lucky) to stop a stomp.

Same question for Thief, How do you stop it from using it’s AoE teleport and dodging the stomp? seeing as it can port ANYWHERE in range

(Balance) Developer Livestream on Friday at 2pm PST

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I think everyone knows Zerker needs tweaks, the problem is – Anet. Everyone is worried and rightly so based on experience that Anet FAILS at anything to do with Balance. The most likely scenario we will see – is a HUGE over nerf that pretty much makes all Zerker builds useless…

death shroud build for roaming

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

http://gw2skills.net/editor/?fQAQRBIhdu1IjWle2m1G9eCB6x7hLOTUBkh6h7sOfIA-j0CB4LDimiAmuAgIIiJPDZN7JilhFRjVtATVKpqXCyeDKrSBwuwI-w

That is my EXACT build – weapons, traits, utilities, gear, gems, sigils, runes, food, oil

This is my WvW build, go solo a lot coz i hate zerg fights. Dagger/Warhorn is my main set. Good damage, slows and great at gaining Life Force i swap to Axe/Focus every now and then but most of the time it isn’t needed.

I spend a lot of time inside DeathShroud so the traits for Life Blast are really strong, it is a bit tankier as well so won’t melt in seconds either.

(Balance) Developer Livestream on Friday at 2pm PST

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

It’s safe to say they are going to try and nerf it, it’s what they do. It’s sadly also getting increasingly safe to say that they don’t know what they are doing.

No, what they do is try and nerf something but do a crappy job and over nerf it….THAT is what they do.

[WvW/STPvP] Downstate..Fix or Remove!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

sounds like skill for em. knowing when to press a button and press them is skill. every downstate is actual good. the only problem is they are for different situations!

Sorry but you are wrong. when ONLY 3 of classes can guarantee a stomp fails, Well 2 seeing as Mesmer fails at Stealth classes as well that says something about the “balance” Otherwise they would ALL be balanced.

“Different situations” Sorry but this is wrong as well. The above goes the same for ALL modes – PvE, S/TPvP and WvW. Thief, Ele Mesmer are still at the top of downstates – why? Because they can 100% GUARANTEE a stomp fails as stated Mesmer has issues with Stealth but no problems with Stability.

Now think about Ranger, Warrior, Engineer and Necro -Blinds, Stealth, Stability ALL make there Downstate #2 the skill that is meant to DELAY you getting stomped. Hell i ahve had times where Engineer and Necro Downstate #2 fail even without the above

either EVERY class should have a GOOD downstate – or No class should, its that simple.

(Balance) Developer Livestream on Friday at 2pm PST

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

True that it is on trait lines, but that is about the only place you wouldn’t find the old magic find stat. Gear would just reroll like they did last time, food too. Traits could be plus damage mod % (reduced by half?). Who knows, its just a thought.

How though? I mean you can only have a certain number of possible combinations of stats. I just don’t see a total removal of Crit damage and making it do 200% out of the box be very good. Then you would only need Precision and Power….

Though that said for Conditions you just need Condition Damage…

(Balance) Developer Livestream on Friday at 2pm PST

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I imagine a normalized crit damage (lets say flat 200% damage) with elimination of the stat altogether like they did with magic find. This would even out the number of offensive stats (power, precision, condi) with defensive stats (healing, vitality, toughness). This would be interesting in a PvP scenario, but it would hamper pve quite a bit. Especially dungeon speed runs.

Anyway, that’s my prediction. Not sure what else they could do with it.

What would happen to the trait trees with Crit damage?
what would happen to all the gear with crit damage?

I dont see the stat being removed, its easy to remove Magic Find because it was basically a useless stat that have ZERO affect on a players build what so ever, Now remove Crit damage which is on Traits, traitlines, Gear, Food, Accessories, Weapons…Now that will be a very tough thing to balance out and we all know how well Anet “balances” things…

How Best to Apply Poison..without Scepter

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Please do not mix the capabilities of offhands like that when making a comparison. Of course it sounds much better when you are comparing the effects of 4 skills to 2.

seeing as i run BOTH Focus and Warhorn, but okay.

I would take Daze, Cripple, Life Force Regen, Swiftness over Blind, 3 conditions transferred as well as a poor Bleed and a weakness that can be easily removed.

I would take Vul, Regen, LF Regen, Chill and Boon removal over Blind, 3 conditions transferred as well as a poor Bleed and a weakness that can be easily removed.

Better?

(Balance) Developer Livestream on Friday at 2pm PST

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I know this is speculation, but let’s be honest, we all know it’s coming. This kind of fix wont boost other specs, only enforce zerk further.

I think it will push even MORE people into the condition builds, If Crit damage gets a big hit it will make Condition builds even stronger :/

(Balance) Developer Livestream on Friday at 2pm PST

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

On a scale of 10 to 10, how badly are you going to nerf Necromancers this patch?

How to counter thief stealth

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I’m just offering an alternative to stealth. And because stealth is so powerful, the alternative has to be powerful as well. But ask yourself, which would you prefer they had when fighting a thief: speed or stealth? I think we all know the answer.

Its simple – remove the leap finisher on HS and go from there. Rather than doing huge changes they should be tweaking it every patch rather than using 1 patch to try and change everything.

How to counter thief stealth

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

How about nerfing stealth in favor of . . . speed. Give thieves some additional speed in combat so that they can dart around and remain slippery. Have speed provide some additional perks, or have skills that give them temporary speed boosts. This would allow them to remain thievey without an over reliance on the somewhat broken stealth mechanic.

Shadow shot, infiltrators strike, withdraw, shadow step/shadow return, infiltrators signet, shadow trap, and heartseeker all give the thief ways to flash around the map and that is already annoying enough.

So what? Speed and stealth kind of accomplish the same thing, but at least with speed you can be more aware of where the thief is. And i suggested limiting it to in combat as well as to not turn them into an overpowered scout.

So despite all the skills that they have access to to get around quickly and easily you want MORE!?

[WvW/STPvP] Downstate..Fix or Remove!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Eng’s #2 is worse than necro’s #2 though… necro’s fear can’t be body blocked and moves the target away which delays the first stomp more (eng pull has the shortest cc time of all similar downed skills). I would put their downed states on par with each other for horridness.

Yeah but Engi downstate #3 is better than Necro downstate #3

In my opinion Downstate Skills (2 and 3 are in this order)

Downstate #2:

Thief
Ele
mesmer
Guardian

= Warrior
= Engineer
= Ranger
= Necro

Downstate #3:

Thief
Warrior
Mesmer
Engineer
Ranger
Ele
Necro

Downstate #2 Thief, Ele and Mesmer are by far the strongest, Guardian follows thanks to it being an AoE the rest are just terrible Guardian still suffers the same issues as the others but at least they can use it – Fear for example is useless against Stealth and Stability

Downstate #3 I think again Thief is top, yay for MORE stealth -.- Warrior is very strong in the right situations and Mesmer one can deal some serious damage Engineer follows with a ASoE Knockback, not amazing thanks to stealth and stability but still very useful at times. Under water Ranger pet heal is simply insane and most likely broken but on land, i dunno Rangers never seem to last long enough in downstate to actually use it, i have seen it ONCE and that was under water. Ele comes next as it is useful if they are not on top of you, damage is kinda low and it has no use if they are standing on top of you. Necro at the bottom the Damge is terrible and the poison is useless.

How Best to Apply Poison..without Scepter

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Whether you like it or not offhand dagger offers enough to be good in any build. Skill 4 is a aoe blind and a condi transfer (with enough opponents its a full condi clear), which makes it good in any build. Ok skill 5 may be better in a condi build, but the damage is still good and the weakness helps alot against those annyoing dodge spammers (so more of your high damage lifeblasts hit). And dagger offhand has the highest damage coefficent of all offhands so your attacks will be a little harder even if its only a little amount and barely noticeable.

again using term “any build” which is clearly wrong. You might like it, doesnt mean everyone likes it and doesn’t mean that it would “offer enough” to make it worth taking over Focus or Warhorn – i would take Chill, Life Force Regen, Boon removal, Daze, Cripple, Vul and Regen over Blind, 3 conditions transferred, Bleeding and Weakness – which can all be removed rather easily

Then you get into what if the person you are fighting doesn’t use many conditions? 1 missed hit every 18 seconds…wow. The bleeding is rather weak unless you have decent condition damage and Weakness is easily removed.

So to me: Warhorn > Focus > Dagger

“dagger offhand has the highest damage coefficent of all offhands”

Personally i take i would take Chill, Life Force Regen, Boon removal, Daze, Cripple, Vul and Regen over a little extra damage, unless the damage is such a HUGE amount which i am rather doubting.

How to counter thief stealth

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I find this bit hilariously amusing. On my thief, no matter what build I’m running, I find a condition necromancer to be one of the most difficult things to deal with.

So because YOU find it hard to kill them, it means they are strong? Overpowered? Quite easy to kill any sort of Necromancer – Just bring CC and plenty of it. If that fails just use Stealth and repeat the process of BS, spamming HS and then jumping back into stealth. They WILL die, that is of course you are an up leveled player.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Besides warrior has no other sustain, we can’t dodge, block, blind, have protection, weakness, kite, disengage, teleport, have no ranged weapons, have no immunities, have no other skills that heal and all our skills have a cool down.

We need this, we are in a bad way.

So out of everything you said Warriors dont have, the actual only things listed the dont have is Teleport which why bother when you have GS? and Protection again why bother with so much base health, toughness along with damage immunities, condition immunities and insane passive healing…

[WvW/STPvP] Downstate..Fix or Remove!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Personally I’d just make every classes down state the same.

Every class should have the guardians #1, #2, there should be no #3, and of course everyone has #4.

Or even let people choose their down-state skills.. I dont care. As long as everyone gets the same choices.. because at the moment it is a bit annoying that you are stuck with your classes downed skills and thats that, and of course leads to imbalance. In zerg battles ele’s downed state is better than everyones by a big margin.. in 1v1s ele’s downed skills are useless but the rangers are really good. Classes like necro are the losers and dont have good downed skills anywhere.

Should just be the same.

That is an interesting idea, have a basic list of Skills that everyone can choose from, this way it wont be so insanely unbalanced.

I think If everyone had Ele downstate #2 (or equivalent) aka immunity to stomping for x number of seconds and Warrior Downstate #3 it would sort a lot of the issues out.

Rather than just having AoE Fear, Stun, Knockback or anything a skill that just makes it so that you are immune to stomps for x number of seconds (ele) and having Vengeance as skill #3 it would be pretty solid.

For Vengeance – Your damage and “tagging” would all be reset the moment that you use the skill. So you could just wait and hope that someone you tagged dies and you get a rally or you rally yourself and hope that you tag someone who dies – this effect would have 100% chance to rally you seeing as how the “tag” sheets or what ever it is that they use would have been reset on you using the skill.

Necro downstate is simply laughable. Sure other classes have iffy Downstate skill #2 but they counter that by having semidecent 3rd skills such as Engineers with the knockback, what does Necro get? a useless Poison field that barely deals any damage and is again made useless by – Stealth, Blind, Invul.

How Best to Apply Poison..without Scepter

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Death magic 25 was buffed. 25 pts in DM with armor that has toughness stats gives you a bit over 200 power which is the equivalent to 20 pts in spite. I think he was going for this

Though you will lose Parasitic Bond (meh) Reaper’s Might (VERY good) Death Into life (meh, needs buff) Chill of Death (VERY good) Siphoned Power (meh, needs replacing) and Close to Death (VERY good)

I run: 30/10/0/0/30 with P/T/V gear weapons are Power/Vit/Crit Damage and have a few precision accessories

My problem is, I just can’t stop some of the insane non-stop over the top healing some classes and builds can muster

[PvX][Necromancer] Signet of Vampirism

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

They COULD easily fix this – The question is do they even want to, considering what the skill was like before it was released and before it was released they even nerfed it.

They should undo the nerf, go back to the preview version and work from that, because trying to make this skill useful is just a waste of time when they could just unnerf it, give it a few weeks and see if they were right to nerf it in the first place and then just rather than nerf it into being totally useless try and balance it so that it is STILL useful.

[PvP] condi engi vs condi necro 1v1 broken

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Stuns, Interrupts and knockbacks…

Strange that people complain about THE condition class being the “best” condition class. I mean look at most of its utilities and weapon skills they involve…conditions. They are the “masters” of conditions but they CAN be beaten.

Maybe not by another condition class, but they can be beaten.

How to counter thief stealth

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Furthermore, we’re talking about how to deal with stealth, not that it is a broken mechanic and should be fixed. There are other threads for that, go complain there.

The ONLY people that defend the current stealth mechanics are those that rely on them too much. Tone down stealth so they can’t jump into it every 4 seconds. Tweak there defences and it would be fine

Hell one of my suggestions was simply: Remove the Leap finisher on Heartseeker.

Stealth should be something you have easy access to out of combat but something that you need to time right and use at the right time in combat and NOT “lol, easy stealth, stealth, stealth”

How Best to Apply Poison..without Scepter

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I run a power build with 30 in death magic. The bonus power from armor is pretty decent with the recent buff.

…No idea what you are talking about.

How to counter thief stealth

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

The shocking Aura is simply a first line of defense, you should always have a back-up plan. If all else fails, that’s why you have dodge. But how do you dodge something you can’t see, you’ll ask. Go play a thief, learn their movements. What would you do in that situation? Then move to react to what they’ll do. But I guess some of it IS luck. But there’s a little aspect of luck in everything. Nothing is ever certain.

“learn there movement” as if EVERY thief walks the same, goes in the same direction, thinks the same, feels the same…Sorry that doesn’t work. Stealth is still insanely overpowered and in need of adjustments.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

i play a warrior and when i get 4v1ed signet doesnt feel very powerful, also to all the people who are shedding tears over this, have you

A) HEARD OF POISON?
B) REQUEST A BUFF TO YOUR CLASS INSTEAD OF NERFING SOME ONE ELSE?

Lol, ALL heals are rather weak when its 1 Vs 4. No mention of 1Vs1? or even 1Vs2? Sorry but saying the skill isn’t “very powerful” in a 1Vs4 situation means NOTHING.

Right, outside of 2 weapons on 2 classes who are going to likely be Condition builds when using them, what other classes or weapons do you know of that can keep up the Poison for the whole fight?

Your Passive requires NOTHING on your end, Unless we have Poison on you during the WHOLE fight there is NOTHING we can do about that.The only people that think this skill is fine is warriors that are worried that they might actually have it fixed and actually NEED to use it every now and then.

A simple Nerf to the Passive, An increase in the active and an adjustment on the cool down is all that is required to make this not insanely overpowered, They could go further and tweak the effectiveness of Healing Power as well though

How to counter thief stealth

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

then maybe thieves should learn to use Cavalier or celestial gear try some Actual defensive gear specs and traits Like Every Other Class Does instead of Relying in an exploitable broken mechanic you know play with some actual Skill
as it stands
all it takes for me to kill players is Stealth+steal>Backstab>heartseeker or ridiculously fast auto attack and finish downed player

why take defensive traits or gear when you have pretty much the BEST defensive mechanic in the game – Stealth, an utterly broken mechanic along with Initiative which also needs to be adjusted, why is it ONE class gets to have Chill 50% effective on them for? ALL other classes get slowed and skills take longer to cool down, all except Thief…

How to counter thief stealth

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

When a thief uses stealth, you have a few options:
1) Use something that protects yourself.
2) Use something that punishes the thief for hitting you.
3) Anticipate a strike while they’re in stealth and dodge.
4) Use an AoE that damages the thief and stand in it.

For example, I’m an elementalist and one thing I like to do is use Shocking Aura. The moment they attack, they get revealed and they get stunned for hitting me, allowing me to attack.

1) What if you dont have access to anything that can protect you? and even if you do the duration will not be any where near long enough as the Thief can just keep spamming stealth until your buffs/defence has worn off, thus making it useless.

2) Like what? Again, this is something only FEW classes have and even then, again limited in duration Some classes have blocks, Mesmer has Scepter #2 and a sword block, Engi has shield that stuns, Ele has shield that can stun dunno about warrior, guardian or Ranger – Necro has NONE of these.

3) Just like guessing how long a piece of string is. This is NOT a good counter. This shouldn’t even be considered one. Simply due to how ineffective it is. You could try this 100 times and have it work once, still those other 99 times….

4) So having to carry a specific weapon/skill to counter ONE class. Should it really require that to counter what is clearly a broken mechanic, This would have zero affect on other stealth users such as Mesmer who can be 100% range if they want and have clones and Phantasms remove all the AoE

Or if they are a GOOD thief, they can just keep themselves stealthed (easily done) and then just wait for your Aura to run out and leave you an easy target.

How Best to Apply Poison..without Scepter

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

offhand dagger is awesome in any build^^

No, No it isn’t i take both Warhorn and Focus over it in mine. The condition transfer is meh and the weakness isnt as good as what the #5 skills on both the Warhorn and Focus give the bleeding is useless in my build as well.

How Best to Apply Poison..without Scepter

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

All I’m saying is that its possible.
You should use corrupt boon as often as possible in small engagements.
Well I think offhand dagger is awesome on a power build but thats just me I guess.

Useless in most situations and when you consider how EASY it is for every class to remove conditions it isnt that much of a threat, long cool down, Only a few classes are worth using it against and only in certain builds…

As for Offhand Dagger:

MS:
Deathly Swarm < Wail of Doom
Enfeebling Blood < Locust Swarm

OS:
Deathly Swarm < Reapers Touch
Enfeebling Blood < Spinal Shivers

While Condition transfer is decent, that is all it is nothing that is a requirement, nothing that is really needed. I have DeathShroud and Consume Conditions so unless i am proper focused by a condition build i don’t really have to worry and in that sort of case transferring 3 conditions wont save me.

Enfeebling blood wise, the Weakness is nice, the Bleeding is totally useless in my build. Again both easily removed and not much of a threat unless you play as a condition build (i dont)

I would take inflicting Vul (several times) and giving myself Regen and LF over sending a few conditions to them Removing 3 boons and giving them 5seconds of Chill and dealing decent damage is better than Weakness no point them having Weakness if after they have been inflicted they have managed to escape.

[WvW/STPvP] Downstate..Fix or Remove!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Necro wins every 1v1 downstate duel? Play against a Ranger, he will always win thanks to his pet.
You know that Eles can also selfrez (throuth it is never seen as no ele takes the skill).

or…
Thief that can port out of range and heal up
Mesmer that can port and summon a Phantasm that hits like a truck

In a right next to each other, both goes down at the same time then yeah, Necro has the upper hand against SOME classes. It does not however win “every 1v1”

Ranger Underwater downed is INSANE.

[WvW/STPvP] Downstate..Fix or Remove!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

First point, how would you propose we get rid of stealth and stability stomping? We obviously can’t get rid of stealth or stability as they are a very important part of the game.

Maybe if we nerf those buffs that they can’t be used against a downed player? But that would always ensuring that the downed player would get an interrupt off. That’s not going to be fun for anyone. Using the skills your class has to take down an opponent downed or not is their right (thief).

Your second point will also make downed state incredibly overwhelming. Say 3 people are downed at a point, they all chain AoE blast their foes for their teammates to come rescue them? That’d be unfair and lacks skill diversity imo.

I think out of all the issues that this game has, the down state is not the highest priority. Everyone knows each classes downed states abilities, if you’re aware you should be able to predict what your downed foe is going to do.

On the other hand, I agree that thieves, mesmers, and elementalists have some boss downed state abilities, while engineers, necros, and warriors don’t have much. Hopefully they’ll find a good way to balance them.
I play an Engineer.

Would it take work? Yes
Is it impossible? No

Simple fact is, both of these mean that the ONLY downstate skills that are MEANT to delay getting finished are Ele, Thief and Mesmer and Mesmer ONLY works against the Stability one.

When you have two mechanics that simply make downstate skills useless on 5 of 8 classes classes that says something, something BAD about the “balance”

Simply stopping Stability and Stealth stomping wouldn’t change the game a HUGE amount, Zerg fights would be different but in most cases you go down in a zerg fight in a position that someone is able to even try and finish you, i am guessing you would be dead anyway.

The downstate is meant to DELAY your eventual death and give you a chance, the amount of times i have nearly downed someone who have like less than 5% health only for them to stability up or go stealth to finish me knowing that had i been able to actually delay them like the skills are MEANT to do then i would have downed them and then the fight would have become a different situation.

Right, so basing the WAY thing around ONE game mode, one that is the least played out of the 3 isn’t exactly the best way to go about things. Who says they have to be knock backs?

Warrior = stun
Necro = Fear
Mesmer = Targetless teleport
Engineer = AoE Pull(?)
Ranger = Pet AoE Fear(?)

Does it matter if it lacks “skill diversity” if what is more important that the downstate skills are actually BALANCED.

Okay – Here is a scenario:

You have just been downed, your enemy has less than 5% health, you know they have already used the heal skill and so they can’t heal back up. You go to use your Downstate #2 skill in the hope you can delay them enough to down them as well…

…Oh no, they have gone stealth, making your target skill totally useless and thus them getting the kill thanks to NOT skill but simply pressing a button.

Does that sound like “skill” – Pressing ONE button for a mechanic not every class even has to be able to make the downed foes downstate skill simply useless…

Either EVERYONE should have good downstate skills or NO ONE should -So if they can’t/won’t fix the majority then they just nerf the minority which would be easier to do – Still would need to stop/fix Stealth/Stability stomping though

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

LOL, what?

Ele is the worst condi class. Only guards have less condis than eles. I hope you mean engis.

Then surely ele ISN’T the worst condi class…

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Sadly, this is the truth. The Healing Signet combined with Dogged March and Cleansing Ire pretty much has destroyed any and all condition counters.

Poison? Too bad, Cleansing Ire wiped that away thanks to using a single adrenaline bar.

Tried to Immobilize, Cripple, or Chilled the Warrior? Sorry, you’ve just given him Regeneration.

Tried to just DoT him to death? Not going to happen, he’s healing faster than your DoTs can damage him thanks to that signet.

At this point, Warriors DO need either a health pool drop to make up for this, or we give Dogged March an internal cooldown along with nerfing the passive for Healing Signet. Either way, no class should have no counters like this in PvP.

Dogged March needs to have the regen removed from it, it makes NO sense for them to get regen with their already obscene healing along with Healing Signet being fixed.

[PvX][Necromancer] Signet of Vampirism

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

The problem with that, what about DeathShroud? Does the current even work in DeathShroud? i mean if not then turning it to on attacks will be rather useful for some builds and gaining no health due to the class mechanic would be rather useless….

necro op

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Lol, They are far from overpowered…

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

do you realize how insanely overpowered the heal you just made is? A 6.5k heal on a 16 second cooldown?

Of course the cool down would need to be adjusted as well. It is clear that:

A: Passive needs to be reduced
B: Active needs to be increased

It is also 20 seconds without traits. Increase the cool down to 25 seconds without trait, 20 seconds with trait. Would seem decent enough, more than decent

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Why not reduce the Passive amount by ‘X’ amount. Then increase the Active amount to ‘X’ amount dependent on either A: the warriors Adrenaline level or B: the amount of conditions on the warrior at the time of Active trigger.?

Reduce the Passive by 50%, Increase the Active by 100%
Passive: 196
Active: 6,550

Of course that is with zero gear, zero traits and such. It says SO much about this heal that people don’t even want to use the active part that is HOW broken the passive is.

[WvW/STPvP] Downstate..Fix or Remove!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

It is about time that the game fixed the downstate skills. It is a joke that even after more than a year the downstate skills are STILL so imbalanced and in cases simply don’t work. Either give everyone GOOD downstate skills (Ele, Thief) or remove the whole system.

Now we know that they can’t remove downstate as the whole game is “balanced” (like Anet even knows what that word means) having yet another mechanic that is simply NOT balanced what so ever.

So lets assume that the planets align and along with world peace, end of hunger that Anet decides that it is time they actually BALANCED the game…What would you like to be done with Downstate?

First: Remove Stealth and Stability finishing. This is insanely broken and should never have gotten into the game.

Second: Make all Downstate #2 NOT require a target that still interrupts, Stuns, Fears those in a reasonable range of the downed player. Some classes – such as Ele, Thief can keep theirs, Mesmer changed to not require a target. Guardian kept the same. Ranger, Necro, Warrior, Engineer has theres turned into a AoE skill.

Third: Make the Downstate #3 skills MUCH more balanced. Kinda think that every class having a version of Vengeance of course given new name. Change the affect to 100% rally on enemy kill BUT your tables are reset so when you use the skill you have to damage enough that someone gets downed/finished for you to be rallied – this would prevent easy rally from WvW Zerg fights.

What do you guys think?
What would you like done with downstate?

Or do you think that it is “balanced” and dont want it changed – would be interested to know what class you are as well…

[PvX][Necromancer] Signet of Vampirism

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

It says alot about the development team that before the thing was even released they nerfed it SO much that they ruined what potential it had, i mean even before it was nerfed it wasn’t exactly stellar but it had ways that it could be useful, Now. It is just a joke.

[PvX][Necromancer] Signet of Vampirism

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

No one will use this skill, until it is made useful. In its current incarnation, it is the worst healing skill any necromancer could possibly bring, and has no use in any build. Not a single one.

Join the protest fellow necromancers. We should not stand for this sort of laziness.

I agree, it has NO situation where it is of ANY use compared to the other heals that we have, Unless you count mindless world boss fights, which i don’t and no one should.

Traitworks: Dead Last

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Reaper’s Precision i THINK can proc inside DeathShroud as well, at least i have been noticing my Life Force going up a little bit every now and then. Though the Life Force you gain is to low and the chance to proc is to low as well.

Reaper’s Precision: You have a chance to gain life Force on Critical hits
Chance on Critical Hit: 50%
Life Force: 5%
3second Internal Cooldown

Something like this, make sure it works INSIDE Deathshroud as well, not 100% sure what i was seeing was down to it or not, might have been something dying or something

How Best to Apply Poison..without Scepter

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I would use corrosive poison cloud against melee and sigil of doom against ranged. You could also use corrupt boon and transfer that self poison.
http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Doom

So using TWO Utilities for ONE thing…
I dont use Corrupt boon that often and i never use the Condition transfer skill, mostly due to the fact that i am not a condition build.

Sigil of Doom isnt a bad option though, 5 seconds isn’t to bad i guess.

Agree, I also use Sigil of Doom on my condi necro – gives me 8.5s poison every 10s (with my condi duration).

The key point being that you are a Condi necro, you are wasting a sigil slot (imo) considering the Scepter auto chain has a Poison for 4 seconds every 1.5seconds. As you said you are a condition build so i would expect that you are using Scepter as well.

The problem is Scepter is our “best” source of Poison but is really lacking as a weapon unless you are a condition build the damage is very poor and the other skills are rather meh.

Lich form for underwater? discuss

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Well it SHOULD be important. Having to change my elite right before i got into water just so it isn’t killed and i a stuck with a 60second cool down is rather annoying, not to mention Plague under water SUCKS.

Healing Signet is not to powerful!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Yeah lol i pop stability stance and you just rip my boon, what you can do with a weapon skill.. Thats a 40sec cooldown skill for a warrior

Right, You have damage immunity, condition immunity, HS, high health, high armor and insane mobility….

Healing Signet is not to powerful!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Necro: Second health bar + fears and protection > creates time for next healing

second health bar? Please it melts in any situation other than small group (and not focused) or in Solo, melts the moment it is focused. No healing inside DS either, no invul like most other classes have.

Protection? from ONE skill on a 60second cool down and another for 5 seconds n a 45second cool down….yeah amazing so much better than condition and damage immunity…

Not as if you can make yourself immune to fear through i dunno a boon called stability maybe? or removed through stun breakers…