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Efficient Gearing Options

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

Hey folks,

I’ve gotten several characters to 80 and really haven’t focused on any one in particular. I’ve never gotten karma gear, used my badges, and things of that nature primarily because I haven’t found a class I truly like. I’m not sure my Warrior is the class for me either, but I figure the Warrior is probably the most useful PvE character of my 80’s and also the more fun class overall. So short of making a Thief, I’ve decided to focus my efforts on my Warrior.

The problem is I don’t have much karma (200k) or badges because I honestly don’t enjoy the dungeons all that much. I only run the daily fractal, and spend a great deal of my time in WvW.

Is there a guide out there that suggests how to spend my badges, karma, laurels, etc on gear efficiently with as little waste as possible? If my main goal is DPS, which pieces should be berserkers and which should be knights for example.

What changes if I plan to go with a healing shouts build?

As far as weapons go, I use GS/Hammer and swap out the rifle and sword/horn combos when needed for support. Have only been playing about a month or so.

New shout: "I'm The One You Want!"

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

Rather than an AE taunt, why don’t we have a move kind of like the Guardian where we spin in place and pull mobs toward us and snare them if we hit? This way we aren’t necessarily ‘tanking’ but if we pull a mob onto us and we have the highest toughness, they should switch to us.

To make room for it, why not get rid of kick? Is there a reason we would use a single target knockback over an AE one?

Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: Atherakhia.4086

Atherakhia.4086

I tried searching the thread but I didn’t have much result. I also didn’t read the whole thread. I have a question though, is the difficulty of the mob determined by the number of people attempting to kill it kind of like how events work with spawning champions and vets instead of normal NPC’s if too many people are there?

I only ask because many of these bounty hunt NPC’s seem quite difficult for the 15-20 people we send out to kill them. I don’t see us being able to do the higher tiers of hunts without more players. But if the NPC is only difficult because we brought so many and if we brought 5 or so, their health would be much lower it’s an entirely different matter.

Very good job with a lot of the events that I’ve seen. Glad to see some fights with actual thought required as opposed to the scripted boss encounters we’ve seen so far.

Trace Route

in Account & Technical Support

Posted by: Atherakhia.4086

Atherakhia.4086

Are all the level13 servers related to guild wars? As those are where the 250+ MS ping starts.

Trace Route

in Account & Technical Support

Posted by: Atherakhia.4086

Atherakhia.4086

Anyone know the IP for the servers so I can run a trace route to see if the high ping is on my side or their side?

Fun Ideas for Bursts: Share em.

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

Hammer changed to an AE damage debuff and snare instead of a stun.

Greatsword changed to a parry and if you block a melee attack it has a 100% chance to crit at +100%/200%/300% damage. If you don’t block you gain 2/4/6 might.

Sword changed to a parry for 2/4/6 seconds and blocks all damage and each attack blocked puts a bleed on the target. If you don’t block an attack you gain quickness for 2/4/6 seconds.

Condition warrior

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

I made a warrior with the idea of dual wielding swords. After slowly leveling to 80 (hopefully get 80 by Sunday), I’ve pretty much decided against it. At least initially. It simply requires too much specific gear that has no functional use outside of a condition build that I can’t risk it.

I’d be interested to hear from experienced warriors though as in theory, you’d expect a bleed build to do better in PvE

(edited by Atherakhia.4086)

Noob level 80 armor question for Warrior

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

I’m hoping to be 80 by this weekend.

My intention is to go for a mix of Knight and Berserkers gear. My weapons and rings will be clerics at the start to give a shout build some time. Otherwise same as gear.

What you should do is go into sPvP and play with all the different amulets and see which offers you what you want. Once you’ve done that, you can decide how to fine tune it.

Warrior Bugs Thread

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Posted by: Atherakhia.4086

Atherakhia.4086

May as well add movement impairing effects are reducing the effectiveness of movement abilities for the Warrior class but have no impact on the movement abilities of other classes.

For example, Bull’s Charge and Rush are identical in function to Ride the Lightning and Swoop, and yet Ride the Lightning and Swoop aren’t slowed down or have their effective range reduced by movement impairing effects.

Whatever the mechanical difference is between the spells is also the reason why Bull’s Charge and Rush never actually hit. Swoop misses, but this is clearly a reasult of short melee range and not the entire ability being thrown off course which is the issue with Rush and Bull’s Charge.

Dropped Ranger and started an Ele. Advice?

in Elementalist

Posted by: Atherakhia.4086

Atherakhia.4086

Scepter I enjoyed a lot but it’s near worthless in PvP because you simply can’t deliver its burst reliably enough,

You can’t deliver a burst with S/D????

Watch this guy

twitch.tv/phantaram

you can’t deliver burst 10/0/30/30 cookie cutter Cantrip build, switch to Arcana spells go little bit deeper into the air and tell that sentence again….

No need to watch it. I know the class’ limitations. Landing the tooth+phoenix+grasp combo is borderline impossible because using updraft as an opener doesn’t provide enough time to do it. You have to try and use these on oblivious opponents.

Scepter also has a range advantage over dagger, but for some reason you have to actually be even closer to the opponent for a lot of spells because of their delayed activation times.

Game unplayable for a month now due to lag

in Account & Technical Support

Posted by: Atherakhia.4086

Atherakhia.4086

Hyper threading disabled.
Power controls disabled.
Leatrix installed.

Problem still persists, all of the above a total waste of time because the game had worked fine for months prior. The above issues would also have been noticed in other games.

The battleping issue isn’t realistic as I’m not paying a 3rd party fee to play this game. Also isn’t a realistic issue because the game worked fine for months as mentioned.

Game unplayable for a month now due to lag

in Account & Technical Support

Posted by: Atherakhia.4086

Atherakhia.4086

Time of this report: 2/28/2013, 11:30:34
Operating System: Windows 7 Home Premium 64-bit
Processor: Intel® Core™ i7-2600K CPU @ 3.40GHz (8 CPUs), ~3.4GHz
Memory: 16384MB RAM
Available OS Memory: 16358MB RAM

Video card is a radeon hd 7850 2gb ram. SSD’s for boot and game drive.
DirectX Version: DirectX 11

Game unplayable for a month now due to lag

in Account & Technical Support

Posted by: Atherakhia.4086

Atherakhia.4086

For about a month now the game has been completely unplayable for me. I have tried to do the game restore. I have a new router. I have a 24/5 internet connection via verizon fios. 4 seperate speedtest sites confirm this. I have updated video card drivers. I have no viruses or trojans. I’ve played TF2 for 3 hours straight last night without a single lag spike or connection time out. I live in Maryland. I play on Fergusson’s Crossing.

Guild Wars 2 on the other hand I have insane latency. I’ve only ever been disconnected from the game once, but I often freeze, see my skills become unresponsive for about 2-5 seconds, and then they unlock and I catch up.

There is nothing else for me to do on my end aside from checking my router to make sure any critical ports for GW2 are being blocked. So what ports do I need free for this game? This is the last thing it could be aside from it being a problem out of my hands, and given the complaints of this forum and the fact that it has been an issue for a month straight I imagine it will never be resolved and I should be packing up my things.

Pets vs Agony

in Guild Wars 2 Discussion

Posted by: Atherakhia.4086

Atherakhia.4086

Not just pets. All minion types as well (necro minions, mesmer illusions, ranger spirits, etc).

Oh absolutely. This isn’t a rangers only problem.

Imagine how effective Mesmer clones would be if before they shattered they had to play pattycake with each other for 3 seconds before exploding and were rooted in place while doing this. this is what rangers have been dealing with.

Dropped Ranger and started an Ele. Advice?

in Elementalist

Posted by: Atherakhia.4086

Atherakhia.4086

Welcome to the club. I had the same issue as it wasn’t just being up against a wall with the Ranger, but it was the most boring class I’ve ever seen in over 25 years of playing video games. You do nothing but run in circles and auto-attack all day every day regardless of it being PvP, WvW, or PvE.

The elementalist is a lot more engaging and you’ll have a very hard time switching from the elementalist to another class because no class has the same level of depth that the Ele has in my opinion.

Now that said, I honestly can’t stand the Ele much either as D/D I found very boring to play (you can be successful by litterally doing nothing but spamming anything off cooldown and saving water and RTL for emergencies), Scepter I enjoyed a lot but it’s near worthless in PvP because you simply can’t deliver its burst reliably enough, and Staff is very poor direct damage wise and has very limited burst options.

Just don’t find the Ele fitting my playstyle the way I wanted.

But yes, you certainly should try scepter as I had a lot more time leveling with it than I did with staff or d/d.

Pets vs Agony

in Guild Wars 2 Discussion

Posted by: Atherakhia.4086

Atherakhia.4086

Pets need a complete overhaul and if they aren’t going to approach the issue seriously then they should greatly reduce the damage pets do and greatly increase the native damage of the class itself.

I also don’t see why they have so many skills. Attack and recall should be on a single push. If you have a target selected and the pet isn’t attacking that target, then attack that target. If you press attack on a target and the pet is already on the target, then recall.

They also need to change all special abilities for pets to fire off instantly. Or at least fire off instantly when within range in the case of a melee ability. Right now many abilities have charge ups that are so easy to avoid it isn’t even funny.

Then they need to make pets take 50% less damage from AE effects and be immune to the effects of Agony. No reason for a pet to take agony damage at all in this game as it’s just a handicap against the class that they can’t avoid and with agony firing off more than once every 45 seconds, you can’t cycle through the pet once it dies and have a realistic damage up time.

Then they need to do some basic quality of life things like make it so when a pet is recalled, it moves at 200% speed. When a pet is told to attack it moves at 125% speed. When they attack, they have a 400 unit range instead of 150.

If you can’t manage to do all of these things, why are pet classes even in the game because the above isn’t asking much. It’s simply enough to make a pet no longer a handicap and now at least a mildly useful addition to a class.

Signet of Air

in Elementalist

Posted by: Atherakhia.4086

Atherakhia.4086

When they updated it to be 25% 2 patches ago or so, they didn’t update the tooltip. Same issue with the ranger signet.

Option to balance D/D ele

in Elementalist

Posted by: Atherakhia.4086

Atherakhia.4086

Warrior’s would hardly be more mobile for the simple fact that their movement abilities are all affected by movement impairing effects whereas none of the elementalist’s abilities are.

But yes, for what the class is, its damage is quite low. Potential damage is almost there with scepter, but you’ll never land the burst chain and even with it, it’s nowhere near warrior or thief damage despite requiring you to be in melee range to use it.

And then when you factor in the eventual AE nerfs that they’ve been threatening for 2 months now? The class is in for a lot of issues. And with ANet’s past performance we’d be better off changing classes than waiting for them to improve it.

Option to balance D/D ele

in Elementalist

Posted by: Atherakhia.4086

Atherakhia.4086

Ask around. RTL is the problem most people bring up. The mobility of the class and its ability to restart a fight on demand is what pisses people off. The healing mechanics for the class make it that much easier to do this. I’ve never once heard anyone complain about the actual damage the elementalist does because, lets face it, the damage just isn’t there regardless of spec. I’d take a hit to both RTL and Healing if it meant a real direct damage or burst option that actually worked.

People will always complain about what annoys them, often disregarding the real root of the problem. Thief stealth gets loads of complaints for resetting fights and making fights “annoying”, but the nerfs suggested by these players would destroy the class

Rtl can be annoying, but bunkering because of consistant strong healing is the real problem.

BTW ppl have complained about the damage of d/d eles… once some build gets on the the hate list, ppl will throw every nerf in the book and would be happy to see their nemesis profession become a free kill.

Except perma stealth and culling are legitimately the issues with the thief class. Much like the extreme mobility is the problem with the ele. RTL isn’t the problem perse, but RTL + Teleport + Mist Form are. The problem is only made that much worse because of all the heals ontop of this.

Now there are options of course… for example, why not improve the other skills so we actually had a real choice to make by getting the arcane skills because they actually did meaningful damage, or more survivability because the class only has RTL and its heals natively?

I don’t think we need anything extreme to fix the class as far as D/D is concerned. RTL boosted to 20 second cooldown and the heal removed from attunement swaps is probably enough to get the build down to where it needs. Especially if we consider AE’s are likely being nerfed (which hopefully means direct damage and burst across the board will be dramatically increased).

I’m also not apposed to moving RTL to a mainhand other than dagger either, but that is quite extreme.

World Transfer Too Expensive?

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Posted by: Atherakhia.4086

Atherakhia.4086

How much WoW pays truly is irrelevent as the level of dedication to your character in that game is far more severe and costly to maintain than here. I’d compare it to the cost of a server transfer to a game with about the same amount to lose… like shadowbane. Which cost $5.00.

Since WvW is meaningless, there is no endgame to speak of, and since the server populations are so severely out of whack, I’d agree with the others when they say the cost to transfer servers is a bit excessive. Especially since the metric they’re using (server population of target server) seems to be completely erroneous.

I’d like to see them merge realms to shut down the under populated ones (Ferg’s Crossing for example) and cut their server transfer fees in half.

The FOTM ranger

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Posted by: Atherakhia.4086

Atherakhia.4086

Honestly speaking?

Spec doesn’t make much of a difference as you’ll see very little real damage difference in your abilities. Gear also isn’t a big deal as you aren’t getting hit often and you can wear magic find with power or the condition sets.

Pet you don’t have a choice with, you’ll be using the devourer. You need a ranged pet. Pet also doesn’t matter once agony hits as it will die regardless of pet and you’ll switch.

Weapons you don’t have a choice either as you’ll be using Shortbow. Shortbow has no rotation. You just auto attack from the side for bleed damage. Off-hand makes no difference. I use horn for movement or greatsword for swoop for even more movement. Never use it for anything unless bored.

Now as for my specific build, it’s just the condition/trap build with spike and fire and signet of movement with AE root. Fractals 36. Haven’t done them in a month. No reason to bother at this point since no new gear until they decide to do something like add amulets to the loot table for 40+. Most of this was done with a crit build (still used shortbow) though, but again.. only because it’s the build I used for PvP.

Option to balance D/D ele

in Elementalist

Posted by: Atherakhia.4086

Atherakhia.4086

You’re not the first guy wanting to kill RtL just for the heck of it.

The logical nerf is: dealing with the root of the problem.

But like in other games, once X is deemed Op for Z reason, people will find the way to complain for just about every little thing that X brings to the table, instead of just dealing with Z.

At the end, X gets nerfed to oblivion in every single aspect. I’ve seen it happen way too much so that’s why I’m so vocal about this whole thing.

Ask around. RTL is the problem most people bring up. The mobility of the class and its ability to restart a fight on demand is what pisses people off. The healing mechanics for the class make it that much easier to do this. I’ve never once heard anyone complain about the actual damage the elementalist does because, lets face it, the damage just isn’t there regardless of spec. I’d take a hit to both RTL and Healing if it meant a real direct damage or burst option that actually worked.

Nice Warrior Build

in Warrior

Posted by: Atherakhia.4086

Atherakhia.4086

So what’s the level 60 option if you want to level fast so you can start the COF grind for cheap berserker gear asap.

Conditions : Warrior POV

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Posted by: Atherakhia.4086

Atherakhia.4086

Warriors get lascerate instead of bleed.
Rogues get rupture instead of bleed.
Rangers get pierce instead of bleed.
etc etc.

Just like that, you invalidated any idea you might have had.

Best bet in my opinion would to still be able to deal the damage of the bleeds if a target can no longer receive any bleeds. Of course there would have to be much thought and formulaic expressions for this to ever work and show some semblance of balance.

I fail to take your meaning on it invalidating my idea. And converting it to burst is sketchy as some classes can get to the stack limit quickly and overflow damage could become an issue in PvP. Especialy with AE bleeds and the smallest amount of effort.

Conditions : Warrior POV

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Atherakhia.4086

That’s a lot of typing before I determined your issue was with bleed stacks.

It’s a shame this is still an issue. I can’t believe for an instant that it’s a systems/latency issue (this was ANet’s excuse) forcing them to ignore this issue. I understand it can be excessive given the scope of this game, but if it’s legitimately a technical issue, why did you make these classes to begin with?

In the short term, just give each class their own bleed. this way multiples of the same class will still have issues, but if you only bring 1 of each class, no one is stepping on anyone’s toes.

Warriors get lascerate instead of bleed.
Rogues get rupture instead of bleed.
Rangers get pierce instead of bleed.
etc etc.

Gap closers and conditions

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Posted by: Atherakhia.4086

Atherakhia.4086

I don’t care so long as they are consistent across the board.

Swoop, Ride the Lightning, and Rush are all the same effective spell. Move 1200 yards, deal damage when you hit the end. Rush has a longer cooldown. You could technically throw Bull’s Charge into this as well even though it’s a longer cooldown, shorter range, and a knock back.

However, only Rush (and Bull’s Charge) is impacted by movement impairing effects. If all the spells do the same thing, why aren’t they all working the same?

Personally, I’d prefer they all work the same as RTL and Swoop where you can use these spells effectively as gap closers or disengages. But above all else, they should at least be consistent across the board.

the animation of the skills tell alot about them
rush/bulls charge is you RUNNING to the enemy hence cripple and chill should rightfully lower that as you can’t RUN anymore
ride the lightning changes you in electricty
i have to see a cripple in electricty >>
swoop is you being lifted by WINGS.
i have yet to see cripple ( being unabled to walk ) affect WINGS

Please say you’re joking…

Movement - Key Bindings

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Posted by: Atherakhia.4086

Atherakhia.4086

W=Forward
S=Backward
Q=Strafe Left
E=Strafe Right
R=cycle weapon
Alt+R=cycle pet.
`=Skill #1
A=Skill #2
D=Heal
Mouse4=Skill 3
Mouse5=Skill Elite
Alt+1-5 == Burst Skills.

missing the classic healer in this game most

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Posted by: Atherakhia.4086

Atherakhia.4086

Split on this topic. On one side I’m glad they got rid of traditional healers and tanks because there’s nothing worse than not being able to do something because you couldn’t find a tank and/or healer to run a group with.

On the other side, I was lying above… there is something worse than not being able to run something because you’re missing a tank and/or a healer. It’s that the dungeon you’re now running is so insanely stupid and scripted because they got rid of tanks and healers.

While I much prefer the method we have here, I think we have a very long ways to go before instances are ever a ‘fun’ mechanic in this game. Every boss encounter is a gimmick fight and getting to bosses is made difficult by swarming you with mobs that spam AE knockdowns/knocbacks. Very stupid.

When will the patch be released? [Merged]

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Atherakhia.4086

I’m hoping 4pm EST. Only because that’s the time I get home and it would be nice to play

Gap closers and conditions

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Posted by: Atherakhia.4086

Atherakhia.4086

I don’t care so long as they are consistent across the board.

Swoop, Ride the Lightning, and Rush are all the same effective spell. Move 1200 yards, deal damage when you hit the end. Rush has a longer cooldown. You could technically throw Bull’s Charge into this as well even though it’s a longer cooldown, shorter range, and a knock back.

However, only Rush (and Bull’s Charge) is impacted by movement impairing effects. If all the spells do the same thing, why aren’t they all working the same?

Personally, I’d prefer they all work the same as RTL and Swoop where you can use these spells effectively as gap closers or disengages. But above all else, they should at least be consistent across the board.

Lag Spikes and Loading Screens

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Atherakhia.4086

Been an issue for me for 3 weeks now. I at first thought it was my connection, but various speed tests and a new router have ruled that out. Can’t be server load either as I play on Ferg’s Crossing which is the least populated server out there.

Option to balance D/D ele

in Elementalist

Posted by: Atherakhia.4086

Atherakhia.4086

Rather see them change the water attunement to a ae snare instead of a heal and move RTL to a mainhand weapon. Scepter for example could have #2 and #3 merged into a single spell and RTL moved to Scepter #3.

Class balances on Feb 26 ?

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Atherakhia.4086

Making everyone be equally miserable is definitely not fine.

Ah, the joys of socialism.

Scandinavian countries are socialist and consistently rank in the world’s top 10 most livable and most developed countries in the world with the happiest people. Stop watching Faux News.

Nope, they are capitalist countries with strong social mechanics. That is not the same – in fact, there is a world of difference between those two.

Pfff they are certainly not. They are as solid as they come.

They really aren’t. They have a very low representation in WvW because their only value is damage

Warriors have a low representation in the WvW? I always see a lot of them somehow.

Sorry I meant sPvP, not WvW

Class balances on Feb 26 ?

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Atherakhia.4086

Pfff they are certainly not. They are as solid as they come.

They really aren’t. They have a very low representation in WvW because their only value is damage, but to stand up long enough to do it, they lose a lot of it. The Warrior requires the least amount of work I’d argue because they have the skills in the right places, they just aren’t good enough.

And there isn’t going to be any dumbing down of the game if skills that are identical in description were actually identical in function as well.

As I said above, the fact that Rush (and Bull’s Charge) don’t work like RTL and Swoop is so strange it leaves many players thinking they’re bugged. We need to see them improved. Otherwise we’re left to presume RTL and Swoop are bugged and the main reason Ele’s are overpowered. Rangers will just have to be a casualty of war I suppose.

Class balances on Feb 26 ?

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Atherakhia.4086

Every class has problems. As powerful as Warriors are, they aren’t without their issues. A lack of condition removal, damage mitigation, and mobility really messes up the class. But they don’t need much to fix them.

For example, Ride the Lightning and Swoop work the same way. If snared, they still move at full speed to get away and go their max distance. Rush on the otherhand doesn’t work this way. It has the same distance, slightly longer cooldown, slightly more damage, but if snared, you don’t move the full distance and you don’t move at the unreduced movement rate.

Now while people will argue that RTL is overpowered, Swoop most certainly isn’t. And all of these 3 skills should work the same way. I’d much rather see Warrior Rush improved to be as effective as the other 2 skills rather than swoop and rtl nerfed to be as useless as rush. And this doesn’t even go into the other issues the skill has.

Now these kind of inconsistencies should be removed. There’s nothing wrong with multiple classes having the same skill. But if they do, they should all work the same way. We see the same issue between Thief and Ranger skills that do similar things, but the Thief one is immensely better.

Some normalization across the classes could do wonders in improving overall class balance.

Ranger DPS

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Posted by: Atherakhia.4086

Atherakhia.4086

PvE accomplishments mean absolutely nothing. Anyone with a ranged weapon can solo any free world champion simply by strafing in a circle and shooting. I do it all the time on my ranger, my ele, and my warrior.

Ranger PvP is much the same. It’s all about auto-attacking and moving and saving your evasive moves for when you’re attacked. Switch to greatsword to swoop away and wait 8 seconds to switch back to range to continue the above.

I don’t do much sPvP, but I do a lot of WvW roaming and find myself in 1v1, 1v2, and 2v3+ situations all the time. I have no trouble beating any class save thieves and Eles (which I never die from either). Unfortuantely, PvPing as a ranger is also the most boring experience I’ve had with any of my characters.

Ranger DPS

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Posted by: Atherakhia.4086

Atherakhia.4086

60% of your damage comes from your pet.
Your pet doesn’t appear to scale with stats from gear, doesn’t follow commands properly, and is killed very easily.
While snares are plentiful, they aren’t nearly enough to keep melee at a distance this class can tackle them.
The melee options for the class revolve more on evasion and not about damage.
Long swap times between weapons make using the melee weapons as openners for ranged combat impossible.
90% of your time is spent auto-attacking in both PvE and PvP.

If you played a Hunter in WoW you will be very disappointed with this class.

Ridiculous Combo?

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Atherakhia.4086

Strongly suggest you consider the shortbow instead. If you use the shortbow and use the trap build you’ve just found the only viable option this class has right now. The reason for this is because the torch is all about condition damage much like all of the class’ skills that do damage.

Nerf the warrior damage or health

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Posted by: Atherakhia.4086

Atherakhia.4086

PvE is very badly done in this game. The only other MMO I’ve played with PvE being this awful is Shadowbane, and at least Shadowbane didn’t try to pretend PvE was something it’s not. The last thing this game needs is for any decisions to be based on a class’ performance in PvE. Right now the only thing they do in PvE to make it challenging is increase the amount of trash and increase the frequency of knockdowns the trash does.

(edited by Atherakhia.4086)

Class balances on Feb 26 ?

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Atherakhia.4086

they also compared the ranger’s plite to warriors requesting the ability to dual wield greatswords. So /shrug.

Class balances on Feb 26 ?

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Atherakhia.4086

WoW has nothing to do with it. This has been a mechanic in countless games before it.

The type of armor a class has is offset by the tools available to the class and what kind of combat that class is expected to do. Countless variables at play.

You bring up the necro example, and what does that class have to offset no heavy armor? they get a second health bar and more health than warriors. They also get toughness options.

What do Thieves have to offset no heavy armor? Stealth.

What do Elementalists have to offset no heavy armor? Exteme mobility and every skill option being defensive in nature with fairly large gap openners.

I hope you realize you just explained why your first argument is invalid. Classes with less armor are given tools to make up for it, which means heavy vs light armor is irrelevant to a discussion about the risk vs reward of using ranged weapons vs melee. Especially since, again, access to melee or ranged weapons isn’t limited by armor type.

You’re talking about nerfs to ranged damage, but this is already how the game works. Ranged weapons almost universally deal less damage than melee weapons because melee weapons require the user to put themselves at more risk. It doesn’t matter if the person is a Ranger, Necro, or Warrior.

Again, it isn’t a risk vs reward argument. There isn’t any risk for a Warrior to close into melee range against a Ranger. You balance classes on a rock/paper/scissors basis. You don’t balance your entire game around it because that would be impossible. If the melee need assistance in melee range you improve their options, you don’t nerf the damage of their opponent.

Otherwise there’s no excuse for Rifle to do similar burst as GS at range. Or why Longbow can out damage Ele ranged AE options. Or how Thief Shortbow has 2x the damage with 3x the utility of a Ranger.

What excuse is there for melee classes being better at range than the ranged classes? Especially when the Ranged melee options are so mediocre (d/d ele being an exception; at least in the survivability argument, not so much the damage one).

Oh, and it also has to be said that I’m not tyring to imply Warriors are fine as they clearly aren’t. They need realistic options to condition removal, they need snares to not affect rush and bulls charge just like they don’t effect ride the lightning and swoop, etc. But what the Warrior needs is minor compared to what the Ranger, Engineer, and Necro need right now.

(edited by Atherakhia.4086)

Why can't condition damage crit?

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Posted by: Atherakhia.4086

Atherakhia.4086

This has been an issue in every game that insists to create classes around condition/dots. The last thing people want with these attacks is to have a longer duration. We want the same amount of damage in a shorter amount of time.

Now that said, are we sure condition and power damage are worth the same number of points? If power is your primary stat and you get +100, how much +condition damage do you get if it’s the primary stat?

Class balances on Feb 26 ?

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Posted by: Atherakhia.4086

Atherakhia.4086

No….

This is why melee get things like heavy armor, shields, and utility to increase survivability.

This isn’t WoW. Every class, regardless of their type of armor, has melee and ranged weapons. My dagger Necro sure doesn’t have heavy armor or shields. Ranged weapons have the advantage of not requiring the user to be in direct danger and should not deal as much damage as melee weapons. If Rangers ever deal damage on part with GS or Axe Warriors (and whether they ever should is another topic entirely), it should be with their melee weapons, not their ranged.

WoW has nothing to do with it. This has been a mechanic in countless games before it.

The type of armor a class has is offset by the tools available to the class and what kind of combat that class is expected to do. Countless variables at play.

You bring up the necro example, and what does that class have to offset no heavy armor? they get a second health bar and more health than warriors. They also get toughness options.

What do Thieves have to offset no heavy armor? Stealth.

What do Elementalists have to offset no heavy armor? Exteme mobility and every skill option being defensive in nature with fairly large gap openners.

The only way you’d ever have a point is if melee classes didn’t have tools to get into melee range other than their W key. They don’t so the point you’re trying to make is null. The point you should be making is why doesn’t the Warrior class have the survivability to get into range. It shouldn’t be to nerf every ranged class so you can get into melee range.

(edited by Atherakhia.4086)

Class balances on Feb 26 ?

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Posted by: Atherakhia.4086

Atherakhia.4086

take a bow shoot something once, take an axe hit something once. Why does the axe do more damage? You can hit more often. With magic guns and bows you can hit as often as with an axe/sword. Damage over time should be the same.

a ranger with a bow should NOT do the same damage as a warrior in melee, as simple.

melee damage >> range damage

i dont know how much damage a ranger does with his melee attacks? that can be buffed maybe.

It’s about risk vs. reward. With melee you hit harder but is easier to get hit. With ranged you avoid attacks easier so you should hit less. Ranger shortbow is also a condition weapon, hitting hard isn’t exactly its strength. Nonetheless, ranger longbow is just sub-par compare too ALL other ranger weapons.

No….

This is why melee get things like heavy armor, shields, and utility to increase survivability. The risk a melee take charging at a ranger is inconsequential compared to the risk the ranger takes shooting the warrior before charged.

In a group dynamic you give the classes tools to survive in those scenarios. You don’t reduce damage of other classes randomly so a warrior can charge them. This is why Warriors have things like shield, reflect damage, endure pain, stuns, ae fear, etc.

Bull's Charge.

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Posted by: Atherakhia.4086

Atherakhia.4086

4 classes have blink to my knowledge. All of them have different ranges, cooldowns, side effects, etc.

The cooldown on Bull’s Charge is quite good. Only thing I’d like it to do is go further and be immune to movement impairing effects so it was always quick, always travelled the max distance, and did a little more damage (200-250ish).

Same with Rush.

Class balances on Feb 26 ?

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Posted by: Atherakhia.4086

Atherakhia.4086

a ranger with a bow should NOT do the same damage as a warrior in melee, as simple.

melee damage >> range damage

i dont know how much damage a ranger does with his melee attacks? that can be buffed maybe.

There are issues with this logic…

Do melee have the tools to get into melee range and circumvent any/all benefit the ranged class have? Yes.

Do rangers have equally useful tools to circumvent any/all ability for a melee class to stay in melee range? Absolutely not.

If a melee can get on a ranger and stay there but a ranger can’t get out of melee range and stay there, why shouldn’t the class be expected to do the same damage as any other class?

Especially when you consider the class also doesn’t offer any group utility outside of their healing field, has no burst potential at all outside of their pets, and rely on their pet to do 60% of their class’ total damage? If you ask me, a Ranger should do more damage (combined between pet and class) than a Warrior given all of the above. Especially when you consider you can’t balance a pet class around 100% pet uptime.

Final Rest - Current Theories

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Posted by: Atherakhia.4086

Atherakhia.4086

I rallied Ferg Crossing to do the event last night, almost no one i got to come even knew what the event was

Which event? I’ll come out next time!

Is Ranger Longbow really this bad?

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Posted by: Atherakhia.4086

Atherakhia.4086

Regarding the original post:

Mesmer Greatsword.

Edit: Its only gimmick is that it does less damage the closer your target is to you.

Hot kitten you found one! And what’s sad is I actually have a level 20 mesmer lol!

But yea, the Longbow just doesn’t make sense.

Any overlapping range with the shortbow should do one set of damage, the extreme range should give a 10% damage increase. If the shortbow is condition, make the longbow power.

Attack one should give a 10% additional chance to crit from the side/back.
Attack 2 should also provide stacking vuln.
Attack 3 can be changed to an aimed shot.
Attack 4 400/600/800.
Attack 5 should allow you to move while channeling but reduce your movement speed by 30%.

Warrior needs fix

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Posted by: Atherakhia.4086

Atherakhia.4086

Mesmer ability doesn’t adjust direction.
Guardian ability doesn’t root them.
Neither do Warrior level damage.

Elementalists in DPS gear don’t tank damage at all and they don’t do warrior level damage. Mesmers don’t either. These classes have more survivability because all of their utility skill slots are defensive in nature. Compare this to the Warrior and all of theirs are tools to do more damage or get you into combat.

If the Warrior has failings, it’s that too much emphasis is put on dealing damage and there aren’t enough skills to give the warrior survivability and escape options. they could either improve weapon skills to provide more utility or change some of the skills to give more defensive options.

Change Earthshaker from a stun to a damage debuff + snare.
Change Arcing Slice to give a 50% chance to parry incoming damage for 2/4/6 seconds.
Change Bulls Charge to 1200 range and if you knock a target down you demoralizing shout causing AE damage reduction.
Make all stances clear conditions when activated.
Change Stomp to a 900 yard leap.

It just always comes down to mobility, condition removal, and damage mitigation. It’s like the Warrior class was designed before these mechanics were really fleshed out and the class missed out on a revision that made sure it had sufficient tools to succeed at anything but dealing damage.

Interview About Ranger Pets

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Posted by: Atherakhia.4086

Atherakhia.4086

Pets just need to move faster, take significantly less damage from AE, use thier abilities instantly when pushing the F2 button (and dart into range if the F2 requires a melee range), and actually retreat when told and retreat in a straight line back to the ranger.

agree up to here. pets actually dont need too much tweaking, just AOE resistance and more responsiveness.

some of our utilities definitely need work. spirits, signets and shouts are weak, while survival and traps are very strong.

LB and OH axe need tweaking rest is fine.

We’ll just have to agree to disagree as I don’t want to side track a pet thread on the general plight of the ranger class.