Showing Posts For Atherakhia.4086:

Warrior axe cripples suck

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Posted by: Atherakhia.4086

Atherakhia.4086

I don’t see how the facing issues can be blamed on anyone but yourself.

As for the thief skills, I don’t think any of their weapon skills are on cooldown because they have initiative. So chances are these moves are using that.

Increasing the range/mobility on some skills.

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Posted by: Atherakhia.4086

Atherakhia.4086

Rather just see them normalize the Warrior’s movement abilities with every other class in the game.

If they need to do more than that, make Bull’s Charge a 1200 range and make Stomp a leap for 900 with the same AE stun at the end.

warrior skills/traits not on par with others

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Posted by: Atherakhia.4086

Atherakhia.4086

Uhhh. Warriors get 12.5 seconds of invulnerability if traited right. They get balanced stance. They can keep up swiftness indefinitely between their elite signet and a banner while traveling between places plus their banner has a charge to boot. Their hammer has a 2 second aoe stun. Their heal removes 2 conditions and if your really desperate for condition removal they have a signet that removes all conditions. They have the highest base armor/hp. They have two gap closers on their GS. They can block and if traited reflect projectiles with their shield. The ranger #3 GS movement skill is affected by cripple. I think the Guardians GS #3 movement skill is affected by cripple as well. They have an immobolize with with longbow #5 and bolas plus a 2 second knockdown with bulls charge and hammer #5 which they can follow up with frenzy and hundred blades. Comparing the warrior who has the highest base armor/hp to an elementist who has the lowest base armor/hp probably isn’t fair.

I don’t know about the Guardian’s leap of faith skill with their greatsword. I’m reasonably sure it isn’t. I know for a fact that Swoop for the Ranger isn’t.

And I think the point he’s trying to make that even with the lowest armor and hp, an ele is more survivable than a warrior. Now build has a large part to do with it and the ele class as a whole has a single build (which is their bunker build) that is actually considered competetive.

Warrior, Does it suck in WvW?

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Posted by: Atherakhia.4086

Atherakhia.4086

Just using a longbow build and I can say that badges are flowing . Over 10000 burning damage with rare vegie pizza , no ram will ever be built while I’m in tower. Also skill 5 now after update brought some hundred kills , only by increasing bleeding by 50% in precision line tree.

As a melee I find warrior incredible for w vs w , just adjust your skills and keyboard so you react as fastest as you can and use mobile strike.

Mind sharing your build? I honestly like the GS/Longbow playstyle the most but can’t find a build that I like.

Why does everyone go bunker in pvp?

in PvP

Posted by: Atherakhia.4086

Atherakhia.4086

Poor class design more than anything. Many classes aren’t given the tools to adequately compete so their only option is to stack on toughness and healing or not bother showing up. This then spirals out of control because other classes don’t bring anything to the table but burst, but even their burst isn’t sufficient against the amount of toughness, passive regen, and random healing to succeed; those classes don’t have a spec to function as a bunker, and they’re left out of the running entirely.

This is why boonhate is either going to be amazing or a total failure. If all it is going to do is provide a passive damage increase to offset toughness slightly, well that’s not going to be enough because classes like Warriors still don’t have the tools to properly compete let alone the damage issue. If they removed boons well then at least Warriors bring realistic utility to the PvP environment and they may be noticed from time to time.

warrior skills/traits not on par with others

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Posted by: Atherakhia.4086

Atherakhia.4086

I’ve brought it up multiple times with Rush, Bull’s Charge, Whirlwind etc. The Warrior’s movement skills are the only movement skills in the entire game that are affected by movement impairing effects. Not even dodge roll is affected by them.

I don’t consider your vigor thing a legitimate gripe. While you’re right and the Warrior’s only grants swiftness, the Signet of Stamina increases regen which other classes don’t all have. Now that said, it would be nice if the Warrior had a signet to remove a condition every 10 seconds like many other classes.

I’m not sure what you’re trying to get at with Eviscerate. It’s not comparable to heartseaker in any fashion so why bother trying?

I guess "grind" is a matter of perspective

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Posted by: Atherakhia.4086

Atherakhia.4086

Does the game have a grind? yes.
Is it as awful as other games? Absolutely not.
Is it the best I’ve ever seen? Absolutely not.
Do I feel the grind in this game matches the type of game this is? Not especially.

This game is ultimately a Murder Barbie dress-up game with modern action RPG elements (modern action RPG effectively means it has nothing to do with a real RPG in anything but spirit). The grind should exist to get my murder barbie a new outfit or hankitten. Not to get her basic stuff that should come in the box.

Look at shadowbane. that game’s grind was non-existent as far as character development was concerned as your goal was to level a character and get in the action. that’s all this game is and it really doesn’t aspire to be much more. But that said, the grind isn’t something I can’t deal with.

Ranger GS vs Warrior GS - direct comparison

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Posted by: Atherakhia.4086

Atherakhia.4086

Good to see the damage is at about the 50% mark where the developers think it should be.

The problem now is how do you justify the Ranger’s handicapped DPS for a pet when you have so many variables involved with the pet itself like the type of pet, their expected uptime vs their real uptime, and the fact that the pets don’t scale properly from gear.

I really do think the best thing to do would be to build all pets to do the same raw damage and just give their F2 abilities the burst, utility, and defensive abilities depending on the type of pet. This in combination with pet attacks being based off a % of your power and we may actually start getting somewhere with this class.

easter and aprils fools

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Posted by: Atherakhia.4086

Atherakhia.4086

Precursors have a 100% chance to drop from ambient mobs. April 2nd they turn into easter eggs. On easter, you can turn in a rotten easter egg for a marshmellow peep. Yay!

"Boon Hate" Discussion

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Posted by: Atherakhia.4086

Atherakhia.4086

People claiming they would ever be angry about getting boons put on them are being naive. Even from the limited information given during the video, we know that boon hate is going to be something rare and not handed out to everyone. They specifically mentioned the Warrior too, which would imply it’s more of a melee benefit.

What are you going to do against the other 7 classes? Take full damage from them in the off chance you’ll take 5% more from a Warrior? A class most people already walk all over?

Again, it’s all going to come down to how many people have access to these things and how it’s implemented. A passive increase based off the number of boons the enemy has is a stupid mechanic and I hope they aren’t foolish enough to do this. Instead, they’ll hopefully make it so certain classes can remove boons with a melee attack on a cooldown so they can’t spam it.

Now given most boons are able to be put right back on, and that every class (Except the Ranger, unless you consider their regen a boon?) has multiple boons and only 2 classes right now really remove them, it’s clear this game could use a couple more ways to nullify them.

Most games have more ways to remove buffs than they have ways to put them on. I see nothing wrong with it.

IMO Huge influx of new D/D after March 26

in Elementalist

Posted by: Atherakhia.4086

Atherakhia.4086

Want to know why Warrior’s laugh at your comments about thier mobility? Because unlike every other movement skill in the game, their movement skills are affected by movement impairing abilities.

I’d love to see the forums light up when that 1200 RTL on a 20 second cooldown actually only went 600 yards because you were chilled. Whirlwind, Rush, and Bull’s charge combined wouldn’t keep up with an Ele if both were snared.

Another problem is the obvious where Greatsword really isn’t the greatest choice and they’re forced to use it because of the kitten movement abilities it has. I’d wager most warriors out there would give anything to be able to use Hammer/Axe+Shield instead of GS.

So no, Bull’s Charge, Rush, Whirlwind, and Leap don’t really work as well as Mistform, RTL, and Blink. And most warrior’s only use sword+horn on their offswap for running around in the open terrain out of combat. In combat they’re almost always axe/gs.

The current state of the game

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Posted by: Atherakhia.4086

Atherakhia.4086

My ranger is 38 but thanks. Everyone knows there’s nothing past 30 but daily unlocks. Why bother doing more? this thread was more about fixing COF exploits and runs taking twice as long then it was with doing fractals 30+ for nothing new.

And by harder, you mean killing trash? Or the slight changes to AC that took about half a day for the masses to figure out?

The difficulty is relative. CoF being beaten in 7-15mins regardless of group make-u kitten tupid and done with exploits. those exploits being fixed will make it a 15-30min instance at no real increase in overall difficulty, just time.

l2p.

Aren’t you seeing the irony in your post here? I’ve said that I want dungeons to be alot harder, but the reward to be equivilent to the difficulty. Please read the thread before you post things that aren’t related to the topic at all. Yes. Fix the bugs. Yes. Make it harder. No. Don’t make the reward kitten as it has become with CoE and TA.

the point is that CoF could be 20 times more difficult and you’re probably still getting gear too quickly for the difficulty.

And fractals, the only real difference is the agony which is a gear check and not a skill check also reinforcing that the gear is too good for the level of effort involved.

These things don’t warrant anything. When ascended armor and weapons come out they’ll no doubt be fractals 35+ which is silly. Especially since some classes like Warriors can’t really do anything as a result of poor class design and nothing to do with skill.

PvE and skill don’t relate in this game. It doesn’t relate in many games (and I was in a top tier WoW raiding guild ranked top 10 in US, so yes, I’m familiar with PvE content).

I want to keep playing- but lost at 80

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Posted by: Atherakhia.4086

Atherakhia.4086

Find a guild or a small group of people and have some fun. I’ve had the most fun in this game with 4 of us taking on 3-5x our numbers in WvW. We don’t often get out alive, but we take half of them with us.

You could also find a group of people who want to make a theme group. 5 asura mesmers that all look the same popping 3 clones each is a lot of fun. Same with making a Norn Wolf-Pack.

If you can’t find something to have fun with then perhaps you’ve hit your limit with this game. Considering there’s not subscription fee and you have played for awhile you’ve probably gotten your money’s worth.

Best class for a solo player?

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Posted by: Atherakhia.4086

Atherakhia.4086

Only classes I wouldn’t recommend for soloing really are Mesmers and Thieves. The rest are quite easy. Even Mesmers and Thieves get easier once you get some levels behind you.

Guardian, Warrior, and Ranger are probably the 3 easiest though. Guardian would be the most useful of the 3 at 80. Warrior a distant second (PvE only, bottom tier in PvP). Ranger a distant 8th out of 8 classes.

The current state of the game

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Posted by: Atherakhia.4086

Atherakhia.4086

My ranger is 38 but thanks. Everyone knows there’s nothing past 30 but daily unlocks. Why bother doing more? this thread was more about fixing COF exploits and runs taking twice as long then it was with doing fractals 30+ for nothing new.

And by harder, you mean killing trash? Or the slight changes to AC that took about half a day for the masses to figure out?

The difficulty is relative. CoF being beaten in 7-15mins regardless of group make-u kitten tupid and done with exploits. those exploits being fixed will make it a 15-30min instance at no real increase in overall difficulty, just time.

l2p.

Q/A Interview with GW2s' best warrior.

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Posted by: Atherakhia.4086

Atherakhia.4086

Lets turn this into a ‘good warrior youtube videos’ thread and count the number of videos with frenzy GS builds! Go!

Suggestion: F1-F4

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Posted by: Atherakhia.4086

Atherakhia.4086

If they’re going to introduce stances, they should do it for more than just warriors.

It has been suggested on the elementalist forum for example to give them elite skills that put them in offensive/defensive/precision stance (mostly because all of their elite skills are crap). A similar idea for Warriors would be cool, but pepole would argue the last thing this class needs is more damage.

This late in the game though? I wouldn’t hold out much hope.

PAX East Interview w/ Jon Sharp & Jon Peters

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Posted by: Atherakhia.4086

Atherakhia.4086

Will this game ever have 8 fully functional classes?
Should Rangers and Engineers just give up and work on their Mesmers, Guardians, Thieves, and Elementalists?
Will Warrior Pv kitten ues continue to be ignored indefinately because of their perceived overwhelming power in PvE (which is also a lie)?

Seriously though… I’d just like to know what is being done on class balance. Why the players can put forth hundreds of well thought out ideas a day and yet patch after patch nothing is ever changing.

The current state of the game

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Posted by: Atherakhia.4086

Atherakhia.4086

This whole argument is kind of irrelevent. While not ideal, everyone should have enough karma by the time they get 80 to get a reasonable amount of PVT/Condition gear as well as be coming close to getting their amulet through laurels or the guild system. The dungeon pieces are there to supplement this and the gains aren’t that significant. Fractals is no different. By the time you’re level 10-15 you’ve got the points for the agony resist.

The other issue I have with these posts is these supposed new people we’re talking about aren’t new at all, but rather alts. So they never get a chance to level in higher level zones, don’t loot higher level loot, and don’t have the mats for higher level gear at 80 because they’re left buying all the mats off the AH and it’s quite expensive.

Overall I think it’s being blown out of proportion though. It’s quite easy to get gear. It may not be the most ideal gear, but it’s easy to get and tide you over until you can swap out pieces for berserkers or whathaveyou. People will continue to run CoF after the nerfs because CoE is too hard for a lot of people to dodge properly. I wouldn’t worry about it.

"Boon Hate" Discussion

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Posted by: Atherakhia.4086

Atherakhia.4086

The value of boon hate is all going to come down to how it’s implemented. If it’s implemented as the video implied, as some kind of passive damage increase for a class based off the number of boons that class has, it’s going to be an awful mechanic and one that is clearly there as nothing more than a bandaid to terrible class design. What happens when Class A doesn’t do well against Class B? Well we’ll give it boon hate. What happens when Class A still can’t beat Class B? Well we’ll increase the boon hate % until the class can beat it. That’s asanine.

Instead, the way this mechanic should work is that various moves are given to the classes and these moves deal damage, dispel all boons from the target, and do a slight damage increase per boon destroyed. This is far more valuable because now the class can actually deal the damage it’s intended to deal, the bunker builds will have to retreat to refresh their boons, and it benefits your group adding another element to group play.

For example… Arcing Slice does everything it does now, but also removes all boons from your target and deals an extra 1/2/3% damage per boon removed. We’ve just given the Warrior a reason to use this skill, it’s balanced because it’s on a long cooldown, and even comes with a penalty because the Warrior’s heal will be for less unless he regains his 3 bars.

The effectiveness of this new mechanic will all hinge on how it’s implemented. It will either be kitten attempt at class balance, or it could be a striking addition to group play.

The "Heavy-Armor-Thing"

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Posted by: Atherakhia.4086

Atherakhia.4086

The ease at providing the DPS really isn’t the issue. Fact is, Warriors deal the most DPS of any class by far. And no, 100B isn’t top DPS. The other benefit to the Warrior class is their banners which aid the group and provide valuable boons. Now as for the survivability of the class, this is overstated. These Warriors running Axe/Mace or Greatsword all all in 100% berserkers gear. This means they have slightly more defense then other classes, have about 20k hp, and likely don’t have stability skills or traits. So no, they’ll be obliterated much like anyone else. Endure Pain can cover this some, but not much. The real draw to a Warrior is the damage.

And keep in mind that these types of groups are only really ever considered as part of the COF speed runs, and even then are only shaving off a couple minutes. I think we ran a 3 ranger, ele, and Mesmer group in 11 mins for the CoF speed run. Our 3 warrior, guardian and mesmer group only did it in 8ish. So the benefits to this aren’t that ‘real’.

And lets not forget the pitiful state the Warrior class is in for PvP which is the price it pays for extreme damage in PvE.

Boon Hate. Thoughts.

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Posted by: Atherakhia.4086

Atherakhia.4086

This. Also a problem – you can’t self-remove boons. So basically, every class has some sort of condition removal mechanism. But now if boons can become a liability, and there is no way to remove them from yourself, it creates an interesting (read, preposterous) situation.

Only an issue if the classes given these abilities can take full effect from them. Do you honestly think if a Warrior did more damage with their burst weapons and stripped all your boons you’d be any worse off? You’d just blink away, recast the boons, and go back before the skill came off cooldown.

It all depends on how they’re implemented. If the class has a trait that just makes its attacks do X% more damage for each boon on you it would be asanine. Then how do you improve that other class? Just keep increasing the percentage until the class can effectively kill something? Nah.

If they are attached to weapon attacks on long cooldowns and they actually removed the boons, I think that would be a great way to implement it. Especially if they’re attached to underused skills that already don’t get much use.

For example, attach it to a Warrior’s arcing slice, something they never use that actually has other ramifications when used (your heal will be for less for example).

Making Staff Eles more appealing

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Posted by: Atherakhia.4086

Atherakhia.4086

All of the damage really comes from fire.
All of the damage is ground targetted AE.
Escape options are limited forcing you into cantrips as if you weren’t already.

The first thing that always comes to mind for me with this class is how much better off it would be if ride the lightning was a skill as opposed to being attached to a weapon. RTL alone is strong enough to remove the need for mistform and blink from my bar on a ranged build.

But anyway, the one thing this class is missing the most is on-demand, single target burst. Arcane Blast is nice and all, but one spell on a 20 second cooldown isn’t enough.

Why not merge lava font and flame burst and give the class a single target high damage burst?
Why not merge Ice Spike and Frozen ground and give Water some burst?
Why not merge unsteady ground and eruption and give earth some burst?

Why can’t this class play like the stereotypical mage for once!

Some more escape options would also be nice. Speeding up shockwave so it could actually hit something. Changing gust to instant cast. Hell, merge gust and blind and put blink on a weapon, make RTL a skill, and give Dagger 4 a quickness buff.

(edited by Atherakhia.4086)

An idea for the Long-Bow skill: 1

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Posted by: Atherakhia.4086

Atherakhia.4086

Overlapping range with shortbow is the same DPS. Extended range beyond that of the shortbow is changed from a damage bonus to an additional 50% chance to crit.

If shortbow is meant to be the condition weapon, then why shouldn’t longbow be the power weapon? Attacks from the side have a 30% higher chance to crit.

Shoot from the side and at max range? 80% chance to crit.

My LB deals 10% more for being behind 10% more for full health, an additional 10% for full endurance, hits every target between me and my victim, and can shoot from 800 range further than a short bow, trust me, it’s -the- long range weapon.

PS: just because a red bar appears on the skill doesn’t mean you’re actually out of range, arrows arc and gain more range from being on high ground (except barrage).

Was this a response to someone else because I don’t know what this has to do with anything I said.

It’s also worth mentioning that everything you said also applies to the short bow. At only a few hundred yard closer range which is ultimately inconsequential.

Rangers skipped over again....

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Atherakhia.4086

They need to make the longbow’s #1 fire rate faster or increase its damage or something. Honestly, the Mesmer’s greatsword is a better ranged weapon, and they’re not even advertised as a ranged class. That very fact alone should be a big, flashing sign saying, “Something about this is seriously kittened up.” Really, ANet? Really?

….the mesmer has only one melee weapon. The ranger has two.

The only reason mesmer greatsword works is because of the phantasm and mesmer stealth allowing him to recreate distance.

Other than that, the mesmer’s greatsword autoattack is just as bad. It’s equally ranged cap, and it’s a long channel relative to other autoattacks like thief shortbow or warrior rifle.

And next patch is a beam….

Our arrows hit infinite amount of targets, their beam hits 3 total.

This is done with a trait that few even consider getting because of the other options.
It’s very poorly designed and can only work if you target a player in the back.
Now does it not have a target cap? I find that unlikely, but I’ve never tried to hit more than 2 or 3 people with it.

Rangers skipped over again....

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Posted by: Atherakhia.4086

Atherakhia.4086

They need to make the longbow’s #1 fire rate faster or increase its damage or something. Honestly, the Mesmer’s greatsword is a better ranged weapon, and they’re not even advertised as a ranged class. That very fact alone should be a big, flashing sign saying, “Something about this is seriously kittened up.” Really, ANet? Really?

….the mesmer has only one melee weapon. The ranger has two.

The only reason mesmer greatsword works is because of the phantasm and mesmer stealth allowing him to recreate distance.

Other than that, the mesmer’s greatsword autoattack is just as bad. It’s equally ranged cap, and it’s a long channel relative to other autoattacks like thief shortbow or warrior rifle.

And next patch is a beam….

An idea for the Long-Bow skill: 1

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Posted by: Atherakhia.4086

Atherakhia.4086

Overlapping range with shortbow is the same DPS. Extended range beyond that of the shortbow is changed from a damage bonus to an additional 50% chance to crit.

If shortbow is meant to be the condition weapon, then why shouldn’t longbow be the power weapon? Attacks from the side have a 30% higher chance to crit.

Shoot from the side and at max range? 80% chance to crit.

SotG Dev Interview: Warr summary

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Posted by: Atherakhia.4086

Atherakhia.4086

Rush, Ride the Lightning, and Swoop all have roughly the same cooldown, go about the same distance, and do about the same damage. Why then is Rush the only one that is affected by movement impairing effects? If they would just allow the Warrior’s movement skills to work the same way as every other movement skill in the game, a great deal of the mobility issues would be resolved.

Of course this would just pigeonhole Warriors even further into requiring the greatsword, but if they would allow Bull’s Charge to be 1200 range and change Stomp to a ranged leap with 900 range, that would resolve the greatsword problem. Hell, they could remove Rush at that point and replace it with a defensive parry/riposte move; something the Warrior is also in short supply of.

Now I hope they rethink this boost bane thing too. I hope instead of these things being a passive increase based on the number of boons the target has, they’re changed to actually consume the enemies boons and give a damage increase based off the number of boons removed. The perfect moves to attach these to would be the burst moves. Especially to ones other than Hammer and Axe.

The only thing left after these very simple solutions would be the condition removal issue, but even this I don’t find that big a deal if it weren’t for our movement abilities being so awful when snared/chilled, etc.

Now are you honestly telling me expecting our skills to be consistent with the mechanics of other identical skills and giving the class a move that dispells buffs is somehow overpowered or too large a leap all at once to ever consider?

(edited by Atherakhia.4086)

Boon Hate. Thoughts.

in Elementalist

Posted by: Atherakhia.4086

Atherakhia.4086

The reason why StarCraft works with counter’s is because no matter which race you play with; everyone has a counter to everything.

You can’t do that in an MMO without making all the classes the same. Could you imagine if every class in GW2 has a counter to every ability on every class? It would be absurd.

The end result will be rock paper scissors. Warrior beats Rogue, Rogue beats Mage, Mage beats Warrior. I consider this the same as build A counters build B; build B counters build C; build C counters build A.

Why punish builds? Why not punish bad play and reward skilled play?

Your analogy is a bit flawed because each side has units that counter other units in a rock paper scissors style. In a group setting in an MMO, one group is the terran, one group is the zerg, and one group is the protoss and all that matters is the one group has the tools available to fight off both other groups. The way to do this is to spread the utility around some and while this may get in the way of your warrior/rogue/mage model, it doesn’t invalidate it.

Boon Hate. Thoughts.

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Posted by: Atherakhia.4086

Atherakhia.4086

they didn’t say it would be passive. In fact, they mentioned they wanted to give the option to Warriors.

Say their burst skills were given an added function to remove all boons and do an extra +X/Y/Z% damage per boon removed. That’s an activated skill on a cooldown that already don’t get much use.

Same could be done with things like Dragon’s Tooth or Phoenix for example.

I think it’s a great idea as removing boons should be just as (if not more) common as granting them.

State of the Game, Ranger Style

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Atherakhia.4086

Well clearly they are focusing on only a few classes at a time, and having a ranger (my first 80) I know where he’s coming from as that class is so useless right now it’s not even funny.

My argument is that things with very similar function all work differently. Look at Swoop, Ride the Lightning, and Rush. All have similar damage, range, and cooldown… except the Warrior is the only class in the game where their movement abilities are affected by movement impairing effects.

And then look at spirits. Effectively the same thing as banners and yet they can’t move, have worse buffs, and can be targeted and destroyed?

I realize they want 8 distinct and unique classes, but that doesn’t mean every ability each class has must work in an entirely different way. This is an MMO with actual group events and dungeons and such… there should be overlap to ensure a group doesn’t need a certain class before they can start.

Spirits should follow the ranger and shouldn’t be targeted just like banners.
All movement impairing effects should be ignored when using movement skills and you’ll simply be snared when you end up wherever the spell drops you.
Now that mesmer GS is a beam, is the Ranger’s longbow the only weapon in the game with a #1 skill that does nothing special?

Rangers skipped over again....

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Atherakhia.4086

They mention how the ranger doesnt have a glass option. This is because their damage doesn’t go up that much via gear because they have a 50% handicap due to the pet. But even ignoring that, with every skill for the class being defense oriented, a glass option will never be realistic. They need to introduce new skills that can be used at range. Look at the elementalist’s arcane skills for example. Why can’t the ranger get a aimed shot ability? or load different types of arrows with explosive tips, or shots that ignore defense, etc etc. Glass will never be an option until the class has some real burst options to use.

And then they mention how the class doesn’t have enough escape and defensive skills? Nearly everything this class has is defense oriented. The problem is these abilities are awful. Especially when you compare different abilities for other class.

Now that they’ve got this new beam technology, Longbow is the only weapon in the game without any real benefit to its auto-attack. Every other weapon in the game has something, even if only on the third attack be it AE, a bleed, a snare, etc. Longbow has nothing.

And the icing on the cake from that interview is for every other class they mention how they want to open up weapon options for other classes because they don’t want every guardian to be GS/S, but they keep going back and adjusting the greatsword and ignore the other options for this class.

It’s pretty clear they haven’t a clue what they want to do with this class and I can’t be thankful enough that I abandoned this class.

(edited by Atherakhia.4086)

Boon Hate. Thoughts.

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Posted by: Atherakhia.4086

Atherakhia.4086

Would be good to see classes be given moves that stripped boons and did XX% more damage per boon removed. Would be a good addition to the game if done well.

Forced into 30 Vitality?

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Posted by: Atherakhia.4086

Atherakhia.4086

Would be nice to know if this patch will include more condition removal options they acknowledge is an issue but never seems to be resolved.

I would like an honest response as to why the Warrior’s mobility moves (Rush, Bull’s Charge, etc) are the only ones in the game that are affected by movement impairing effects as well.

And they mentioned condition damage being massively improved with longbow, which it was. But then why wasn’t sword also improved any?

Rofl, Spirits ignored again

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

This is such a useless class and they clearly haven’t a clue what they’re going to do with it.

Class doesn’t have enough escape skills? Well considering all of the skills are defensive in nature, they clearly have enough skills… the problem is the skills suck.

What the class doesn’t have enough of is damage skills like extra shots for some burst and things of that nature.

Rampage

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

I really wish it worked like the berserker’s rage abilities other games have.

A sizable HP increase, a sizable heal, immunities to most controls, a ton of defense, and a movement debuff so you move slower but can’t be stopped.

Start a Warrior or Guardian?

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

I’ve only played guardian to 50 and my Warrior has only been 80 a couple weeks, so take that in mind.

I find the Warrior much more straightforward and single minded, but at the same time its weapon skills and abilities seem much more fleshed out. While the guardian abilities are more fun to use, they really aren’t all that effective.

The Warrior I find also has more useful weapons where the only ones I can’t really find a use for right now are off-hand sword and mainhand mace. Guardian you’re really forced into using the greatsword 100% of the time and you’re kind of stuck with the sword for the weapon swap because of the blink.

Guardians have much less health too. So if you get hit with aegis’ down you’re going to get flattened without knowing wtf happened.

Now that all said… go research a couple builds for each class, make a level 1, go to sPvP and get an amulet that supports each build the best it can and play both and see which you enjoy more.

You’ll almost certainly want to try the Warrior healing shout build as well as the guardian’s Healway build. But also try a pure glass-cannon build for each class.

Warrior: Tired of being owned

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

I’m new to this and I’ve seen it mentioned a few times. but how do you manage 100% fury uptime as a warrior? Sorry for noob question.

I can't find a class I like.

in Players Helping Players

Posted by: Atherakhia.4086

Atherakhia.4086

Warrior is probably the stongest PvE class right now. Guardian isn’t far behind it though. Both do similar sustained damage if spec’d for it, but a guardian will be destroyed spec’ing for damage and still won’t really beat a warrior’s damage because the guardian has so much less health.

Warrior and Guardian gameplay is very similar, it’s just the skill slots for warriors tend to be more utility oriented at doing damage where the guardian’s tends to be utility more for defense. I personally find a lot of the Warrior skills to be more fun, but the guardian ones are a bit more flashy.

Warriors are very poorly designed for competetive PvP mostly because they can get into combat well, but they can’t get out. Conditions are their bane. Their movement skills, unlike every other movement skill in the game, are affected by movement impairing effects (which is hopefully a bug and either everyone else will be nerfed [Rangers, Eles,etc.] or Warriors will be changed to work like RTL and Swoop).

Guardian on the other hand doesn’t do near the amount of burst a Warrior can, but does competetively similar sustained damage. Guardian defensive builds tend to be more functional than Warrior ones, but Warrior defensive builds still do more damage/burst than Guardian ones.

One can always hope that Bull’s Charge, Whirlwing, and Rush would all ignore movement impairing effects. That shout healing coefficients will be increased. That a tanking warrior could even begin to touch the lowest levels of what a guardian is capable of, but I wouldn’t hold out much hope for it. Just like you’d expect guardians to have a little more health and, when spec’d for it, to at least begin to touch the bottom levels of warrior potential damage. But, again, I wouldn’t hold out much hope.

You’ll have to decide if you want more straightforward gameplay with higher payoffs or more flashy gameplay with minimal real payoff. That’s ultimately the difference between the Warrior and Guardian.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

One of the reasons why the Ranger and pet are built the way that they are, is because if we gave the ranger all the power, then the pet would have to be useless and vestigial, or everyone would claim rangers are OP. That’s one of the core reasons we can’t just increase pet attribute numbers. Without a method for avoiding damage, it also means your pet takes 4 hits in dungeons instead of only 2 or 3, so it doesn’t really solve the problem.
We have WvW reps in the balance meeting as well, so I’ll be sure to poke and prod them about ranger pets in zerg battles to get their opinions. Personally I tend to do well keeping a pet non-hostile until the zergs actually clash – then switching him to hostile and managing his target. Otherwise when I try to shoot some arrows at somebody, Cuddles the Black Widow decides it is time to charge into battle. I really don’t feel like this is a bad solution. While most people may resist it, if you want your pet to charge the front line and lead the attack, consider grabbing up the signet that makes your pet invulnerable for a few seconds.

@Swagg – that’s a lovely chart

You say this, but this is exactly how pets turned out regardless of the damage they’ve done. You really did turn them into a fire-and-forget type aspect for the class. Take Fractals for example… Rangers just throw the pet in until its dead because Agony will 1 shot it anyway, switch pet and repeat as often as possible.

It’s the same for PvP. There isn’t any real thought process. In zergs you sit there with the pet on passive until you’re ready to need some burst and you send the pet in with your F2 ability in the hopes it gets there and fires before it’s killed off. It’s the same in roaming where you don’t care what the pets doing or what’s happening to the pet. You just have it on auto until you need F2 and once it’s fired off, you swap pets, and use its F2 right after.

Part of the reason for this is because you’ve designed the class in a way to offer absolutely no burst potential at all outside of the pets. Aside from this, all you really left the ranger to do is strafe in circles and auto-attack until you need to swap weapons and swoop away, or drop a trap to either get away or do condition damage.

The class is very one note and it isn’t even effective because so much of the class’ potential is tied up in a pet that really isn’t anything more than a homing missile to land some burst or uncontrollable CC via knockdowns and tail lashes.

You should either push the issue to the extreme and remove the pet damage (or drastically scale it back) with the idea that you want the pets to be little more than the class’ burst damage, or you need to expand the role the pet plays for the class so it’s not only more than a DOT with a name and some funky moves, but actually can be effective at being more than just a DOT or a homing missile.

Personally? I wish you’d just give the ranger back 35-40% of the pets damage and make the pet a 10% damage DOT with some burst. With the way pet swapping works, you’ve already removed any attachment players had for their pets in the first palce.

Deadliest Warrior: Ranger Vs. Mesmer

in Guild Wars 2 Discussion

Posted by: Atherakhia.4086

Atherakhia.4086

Not sure the class would matter. Mesmer is the best class in the game currently and what’s shocking is it doesn’t appear to be that overpowered in doing it.

Guesting. One server change per week please.

in Suggestions

Posted by: Atherakhia.4086

Atherakhia.4086

Why not just change it so people who are guesting are booted out of events for people who are normally on that server in overflow events?

I’m still not convinced this is a real issue though. I mean we didn’t get these complaints a month ago when guesting went in. It’s only a problem because dragon events are worth doing so the whole server shows up for them. In a month, no one will be running the drgaon events anymore.

Guesting and Overflow [merged]

in Guild Wars 2 Discussion

Posted by: Atherakhia.4086

Atherakhia.4086

After start of GW2 in august, first time to see an overflow server for Shatterer on FS. What caused it….questing…can’t play shatterer, due to to much people.
Please disable guesting at once and redesign this feature.

Problem is you can’t tell if it’s guesting. It’s far more likely it’s the change to the chests and the drop rates that has everyone on your server doing them. Didn’t crash before the patch after all. And we’ve had guesting for a month now.

Profession advice for a new(ish) player

in Players Helping Players

Posted by: Atherakhia.4086

Atherakhia.4086

As someone who is in your exact same shoes, I will say the ranger is more ‘fun’ than the Warrior, but the Warrior is infinitely more productive than the Ranger. I honestly don’t know what it is about the Warrior’s ranged play style versus the Rangers as you’ll notice real quick all you do with the Ranger is strafe in circles around your target while spamming auto-attack all day. But it feels more fluid on the ranger than on the Warrior.

But that said, the Warrior does more damage, has real melee options, has more useful utility, and is a stronger class in normal PvP (WvW) and PvE. Problem comes with sPvP (which is like battlegrounds in WoW if you played it) where most argue the Warrior is one of the weakest classes in the game and Rangers are one of the strongest. Problem is the ‘strong’ ranger spec isn’t something you’ll probably enjoy playing.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

Ideally, you would be able to remove the recall button and combine it with the pet attack button removing one more obstacle in the way of player control too. By making it so if we tell the pet to attack a target it’s already attacking, it will retreat but if you tell it to attack a target it isn’t actively targetting, it switches targets, we can remove one of the pet functions and the controls would still be intuitive and easy to use.

This doesn’t quite work as you currently can use the Attack to make it change targets when it already is in combat. Also I would prefer not to have a situation where I’m not sure whether my pet is going to run forward or back when I hit a button.

Wouldn’t matter if your pet is in combat or not. All it’s checking for is if the pet is currently attacking the target you have selected when you give it the order to attack. If it’s not attacking the target you have selected when you tell it to attack, it switches to the target you have selected. If it’s already attacking the target you have selected, it will retreat back to the ranger.

I created the same thing with zHunter Mod in WoW. Worked perfectly and made it much easier to control the pet.

Guesting and Overflow [merged]

in Guild Wars 2 Discussion

Posted by: Atherakhia.4086

Atherakhia.4086

/yawn

This whole thread is a waste of time. Guesting is new. Doing world-events is new because before they weren’t worth the time or energy to bother with. In a month the problem will resolve itself because the shine of doing these events will wear off.

The problem isn’t guesting. There probably aren’t even that many people at these events who are guesting. The problem is some servers are over populated and where before these events were useless, now they’re big news and everyone is making every effort they can to take part in them.

Add to this the overlapping guild events in some of these zones and even more people are showing up.

The chests are working great now. Guesting is fine. It’s a new patch with ‘new’ content. In a month there won’t be a problem.

Robert Hrouda on pets in dungeons

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

Giving pets even more controls isn’t the right direction to take. While giving pets a dodge is a novel idea, it just isn’t feasible for players to accurately control the pet in a way to use it effectively.

Just make the pets more responsive:

Allow the F2 abilities to go off instantly. If this means they are rooted in place to finish their animation, so be it. But the effect should be instant (or in the case of birds and cats, go off instantly when the pet is within range like it does now).

Make it so when a pet is recalled back to the ranger, it does this immediately regardless of if it’s in the middle of an animation or not. It does this in a straight path. And it does this at an accelerated movement speed.

Ideally, you would be able to remove the recall button and combine it with the pet attack button removing one more obstacle in the way of player control too. By making it so if we tell the pet to attack a target it’s already attacking, it will retreat but if you tell it to attack a target it isn’t actively targetting, it switches targets, we can remove one of the pet functions and the controls would still be intuitive and easy to use.

I honestly don’t know how removing AE damage would dramatically change things, but if the devs say they’ve tested this then so be it. It’s not an issue in other games though, but it’s probably an issue with the threat system in this game. But as stated above, 100% agony scaling would resolve a great deal of the probelms for fractals. the above changes will help with normal AEs.

Efficient Gearing Options

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

Oglaf, would you then suggest helmet, chest, and legs in Knights? Or are you more of the mind to go with full berserkers? And I presume the berserker rings, amulets, and trinkets everyone agrees with? Those are the more pressing things since I’m short on laurels and don’t run fractals too often.

Efficient Gearing Options

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

And in PvP, is Knights also good? Toughness over vitality for a warrior because their healthpool is so much larger than the other classes?

I’ve seen in other threads people suggesting things like healing power on weapons and such to get a minimum of +1000 healing power and such? Is this solely for shout builds?

Efficient Gearing Options

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

Oh I don’t have much money, no. I don’t sell the items and I have been using a lot of gold for crafting and such. I have about 10 gold to my name. This is why the karma gear is so important for me. Since it has the same stats I figured I would use the karma first and fall back on other options after.

Now as for why knights and berserkers, it’s because I’m trying to maximize the effectiveness of the character because at some point having more crit chance isn’t going to benefit me so full berserkers stops being of value over gear without precision.