Showing Posts For BobbyT.7192:

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: BobbyT.7192

BobbyT.7192

good way to learn a class imo

I have 5 Guardians. I was planning to turn 3 of them into Dragonhunters. Not sure how much learning there’s gonna be doing the same 40 HP a second and third time…

I never really got the reason why people would have more then one of a single profession, (seriously…5? like on one account?) but what ever floats your boat.

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: BobbyT.7192

BobbyT.7192

You’re confusing masteries (progression that I am looking forward to) with class mechanics (that I paid for as part of an expansion).

Unlocking new abilities and new classes has always been a form of progression in video games. It has been the case for this very game, it has been the case for GW1, it has been the case for pretty much every RPG, and I could go on.

It also happens to be a more exciting form of progression than unlocking any skin that you’ll know you’ll never use. Even masteries are, in some way, a way to unlock new abilities. (HoT) Masteries just happen to be map abilities, while elite specs offer more personal character abilities.

I’m personally glad that I can enjoy a paced and gradual sense of character progression with elite specs. I want my characters to feel strong because they worked to be strong.

Again, I understand that this may be annoying for players that have a lot of alts. But that’s pretty much it.

Not a lot of alts. One of each class.

I truly pity the new revenant players who now are looking at 40+ hero challenges on top of some tyria content.

good way to learn a class imo

New Engi icon

in Engineer

Posted by: BobbyT.7192

BobbyT.7192

Yea, don’t change the elementalist icon, change the engineer one. /sarcasm

As always beat the engi, he can endure it

Well elementalist are delicate little flowers, wouldn’t want them getting hurt :P.

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: BobbyT.7192

BobbyT.7192

Can we get the zodiac weapons back please, I don’t feel like forking over the cash I could be using to buy a precursor with.

griffonrook run

in Guild Wars 2 Discussion

Posted by: BobbyT.7192

BobbyT.7192

That just happens to be my favourite JP, :P

Staff autoattack chain 3 animation fixed

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Oh and I don’t know about you guys,….. But that new raven staff belongs to my norm thief

Staff autoattack chain 3 animation fixed

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Now they just need the monkey king’s idle stance

We want Zealot Amulet for HoT

in Guild Wars 2: Heart of Thorns

Posted by: BobbyT.7192

BobbyT.7192

I would like to see some variation of the cleric stat if possible, like;
Power main, healing toughness
Healing main, power vit, / power main, healing vit
And condi version of them as well.

Post BWE3 Scrapper Changes

in Engineer

Posted by: BobbyT.7192

BobbyT.7192

  • Gyros now start their cooldown upon summon rather than upon gyro death. Medic, Shredder, Purge and Bulwark gyro now have a 35s cooldown, up from 30s. Sneak Gyro needed a cooldown that was longer since it would otherwise have potential 100% uptime, so it now has a cooldown of kitten , up from 30s (its 30s duration remains). This should encourage players to keep them around to gain their benefits for longer.

Well wishes,
~ Irenio

Yes, I am sure the cool down is now kitten, though I’m not too sure an Anet employee should be using such foul language.

Traps...

in Thief

Posted by: BobbyT.7192

BobbyT.7192

I want damage on those traps, like 2-3 thousand. that can crit….. and hit multiply targets….several times …. and maybe be unblockable.

In all seriousness, I kinda hate the trapper runes. Not for QQ reasons, but how they are pretty much are a cop out for improving the traps. Instead of making each trap something people would want to take, they all get lump into a gimmick., and artificial made to work.

Same reason I was upset when they added them. A utility skill shouldn’t have a Rune requirement to be useful at all.

It’s bad enough when you got to take traits to make skills worth taking for something niche, (looking at you Venoms).
But needing to dedicate a rune set to make something worth it?…. No, opportunity cost is way out there, skills need to be worth it on their own, not needing to augmented.

Traps...

in Thief

Posted by: BobbyT.7192

BobbyT.7192

I want damage on those traps, like 2-3 thousand. that can crit….. and hit multiply targets….several times …. and maybe be unblockable.

In all seriousness, I kinda hate the trapper runes. Not for QQ reasons, but how they are pretty much are a cop out for improving the traps. Instead of making each trap something people would want to take, they all get lump into a gimmick., and artificial made to work.

Impact strike

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Stability is your friend, have that and just kite away. Plus if the target is not already down, it’s hard for the thief to time when to do it for the quick kill. I’ve manage it a few times. But doesn’t happen all the time.

Ranger's Pet Not Activating in PvP

in Ranger

Posted by: BobbyT.7192

BobbyT.7192

In spvp i have pets, but i can’t switch them for other, im stuck with 2. Wvw i can’t have them at all

Med Kit Issues

in Engineer

Posted by: BobbyT.7192

BobbyT.7192

Lol who uses medkit? Might be useful in a roleplaying group.

I use often, I like the boons I’m getting from it, resistance and the lowish CD on swiftness is nice. I would use another heal, but I’m too used to using F1 as my mean heal on engie, and I’m not that good at changing habits.

Axe auto still bad. 10%?

in Necromancer

Posted by: BobbyT.7192

BobbyT.7192

Can’t someone post a link of this horrid animation for me? I won’t be in-game for a bit

It was posted above, but here it is.

The real issue:

For those, who will never forget and never forgive:

The Good ==> The Ugly

Good Asura ==> Ugly Asura
Good Charr ==> Ugly Charr
Good Norn ==> Ugly Norn
Good Males ==> Ugly Males
Good Females ==> Ugly Females

Edit: not to minimize the actual numbers balance. But i recently posted a suggestion on how to change the autoattack to fix it, which still seems like it would work, so it seems redundant to also address that here.

Dat female tho… It’s like “please don’t hit me

Trait idea: Boon steal on Interrupt

in Thief

Posted by: BobbyT.7192

BobbyT.7192

I still think this fits better in trickery, replacing something like flanking strikes (with it merging with a trait in CS)
I just don’t associate boon steal and interrupt with acro

Reasonable Change Requests (updated 9/30)

in Thief

Posted by: BobbyT.7192

BobbyT.7192

i would like to see my boon steal on interrupt trait idea added in if possible,
i think it was well received on here, and would be good addition to this list.

Trait idea: Boon steal on Interrupt

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Bump to the first page, :P

Alright Karl, When is the D/D Fix?

in Thief

Posted by: BobbyT.7192

BobbyT.7192

D/D, being a stealth-oriented build, has better cleanse than most stuff on thief. hide in shadows + cleanse on stealth is a great heal and cleanse.

the problem with D/D is that when played as a condi (or even hybrid) set, it only has one useful skill, death blossom, and death blossom right now is really clunky (seriously, up those evade frames. there are top PvPers playing the game with ping higher than that).

my suggestions:

  • death blossom gets a better evasion (either 1/2 or 3/4, leaving the very end of the animation, which already roots you, as the vulnerable spot)
  • dancing dagger applies a single stack of torment on hit (so up to 2 stacks depending on how it bounces), to keep in line with its movement-impairing theme.
  • dagger training should be merged with potent poison, and maybe buff the chance to 50%, or at least have the poison duration increased to 3-4 seconds.

this doesn’t solve the fact that heartseeker, CnD, and backstab remain useless to the kit, but at least it would be a nice condi set that could go for either tricks or traps for the utility.

as for your suggestions… i honestly disagree with half of them. basi venom is incredibly strong (also, it’s 40 seconds, not 45); revealed is already pretty kitten short (unless you count the times when someone sacrifices a utility slot specifically to spite you); SR needs some sort of counter that doesn’t rely on gimmick utilities (i.e. AoE reveal), plus it’s already the best utility skill in the whole game across all professions, last thing it needs is a buff; D/D and D/P have pretty much on-demand stealth even without traiting or bringing utilities (and yes, i mean PvP).

S/R is the best utility in game? Til a knockback comes in that WILL hit because we don’t have stability. Basilisk venom needs to be able to stack. And yes, when I’m referring to revealed, I am referring to 6+ second revealed. You’re a Dead D/D if that hits you. Another thing I forgot to mention. Make targeted skills drop if you stealth. I’m tired of getting an entire rapid fire into my kitten while I’m in stealth.

a knockback that the guy has to aim blindly at and hope it pushes you far enough out of it that you get revealed (hint, position your SR against a wall if you’re really that unconfident on your dodging skills).

basilisk venom does stack, if you actually wait. if you stealth, basi while in the safety of stealth, backstab, and heartseeker, that’s almost the full 3 seconds that you kept the guy stuck in place, all while dealing ridiculous damage. by then, panic strike will have triggered, giving you another 2 seconds of immobilizing to go ham on the poor guy.

channeled skills not dropping when someone stealths is a way to counter stealth. stealth isn’t a free “i win” card. one of the ways to deal with it is to start a channeled skill when you know the thief will panic-stealth (like, say, when they’re low on health and trying to drop a shadow refuge). also, channeled skills can be dodged and LoS’d. if you just hide behind anything, even a tree stump, you’ll be safe against the rapid fire.

By the way you’re talking I don’t think you’ve played much D/D in your time. Many knockbacks cover the ENTIRE circle of SR. I think of Mesmers GS 5 off of the top of my head. You’re also acting like ArenaNet and seem to be assuming you will land everything since your target isn’t moving…. A lot of the time you wont land your Basilisk venom due to Invuln, blind, block, etc etc.

so wait, you don’t want to be punished when someone manages to knock you back with a big, obvious skill that you didn’t dodge for god knows what reason (also, you could’ve considered shadowstepping away before using SR, to buy you time), and you don’t want to be punished when someone defends themselves against your elite skill, which you should’ve landed FROM STEALTH? are you not seeing the problem with your complaints here?

yeah, i’m “sounding like the ANet guys”, because the ANet guys actually put thought into their design decisions, even if you think it doesn’t seem like it, and they take it into account that this game isn’t just for thieves.

Jesus. Go play D/D in WvW for a few hours and come back with a different opinion lmfao. You clearly don’t use the set. It’s clear.

no, i don’t. i prefer D/P. none of those issues you raised are exclusive to D/D though, as they’re all utility-related, and honestly, they’re all L2P issues. shadow refuge, basilisk venom, and being hit by channeled skills while in stealth, none of those “issues” have anything to do with what weapon you’re using.

spend some time on sPvP, see what people better than you do in a live environment instead of just montages, then take what you learn back to WvW. ‘cause right now, it’s clear you just want an easy win and no way for your opponents to counter you.

LOL. No. You play a build that gives you on demend stealth whenever you want. D/P is a walk in the park compared to D/D. People who aren’t good enough to use D/D, use D/P. lol. Seriously. Try D/D. Enjoy missing one CnD and then getting destroyed because of it. Go try.

No one here is arguing about not improving the thief, and I kinda like you blind on C&D.
What you suggesting is a buff to SR and BV, some of the strongest skills that thief’s got.

What you’re calling a weakness is what everyone else is calling counter play.
Most of the regulars here has played enough of the thief to know most of it’s short comings. Even though there may be a little differences of opinion on how to improve them, most people here agree that shadow refuge should be the last thing to be looked at. There’s a reason it stapled to most thieves bar.

3 seconds of combat log.

in Thief

Posted by: BobbyT.7192

BobbyT.7192

lol too slow, people already replied to my old post…. too afraid of getting another infraction ;(.

3 seconds of combat log.

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Seems legit, just pop a reflect, works on rangers :P

(edited by BobbyT.7192)

Trait idea: Boon steal on Interrupt

in Thief

Posted by: BobbyT.7192

BobbyT.7192

I wouldn’t know what to do with acro as a whole,
I’ve always thought since they made assassin reward a GM that they should add “condi removal for every X initiative you spend” to it,
And upper hand could restore additional initiative when under the effects of vigor, upping the vigor synergy by a notch.
I like the extra range on movement skill, would work as and adept and fleet of shadow could merge with a SA trait

Anet Brainstorming

in Thief

Posted by: BobbyT.7192

BobbyT.7192

This is really old…. Like during the betas 3years ago, before thieves even had stealth attacks (that came in 2nd or 3rd weekend I believe).

The sword bounce is what they had before it got change to infiltrator strike, it made you leap to the target and leak back, all in one button. Wasn’t very fluid from what I remembered, and annoying as a melee fighter.

This is pretty interesting, this was during a time when you couldn’t attack guardian spirit weapons (the summon creatures) and here it looks like it was intended. A year or so after release they change them so you could, and if I remember right (this I’m not too sure off) they classified it as a bug fix. Lol I bet there’ll be some salty guardian when they see this. Makes you wonder though.

Trait idea: Boon steal on Interrupt

in Thief

Posted by: BobbyT.7192

BobbyT.7192

I don’t think this would fit acro well, yeah it’s not doing too well nowadays, but throwing random stuff into wont help.

This fits the utility trait line better… (even though it doesn’t really need that much help :/), it could replace flanking strike which would go to CS replacing a lesser use trait there.

It could work as a sigil, but I would also like to see this as a trait as well… A little more options.

I would really like to see the thief go down more towards the interrupt play-style which is why I’m kinda excited for the DD. yeah I don’t expect to be on the Mesmer’s level of interrupt synergy, but doesn’t mean we still can’t be annoying little buggers

Trait idea: Boon steal on Interrupt

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Just quick idea I just thought of that would go well with thieves,

Would work well with S/D or anything with an offhand pistol; Toss into trickery as an adept so you can take BT and SoH; and It would also pair nicely with the DD spec well.

Any thoughts?

Judgement Day

in Ranger

Posted by: BobbyT.7192

BobbyT.7192

its either gonna be a nice glass of whiskey or downing my sorrows with a bottle of vodka. :P

I prefer scotch myself :P

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: BobbyT.7192

BobbyT.7192

You don’t think 450 range dodge that removes immoblize is GM worthy?

My thoughts on the usefulness of Dash aside, I think you’re setting up what they call a false dilemma. There is no intrinsic reason that the dodges have to be attached to GM traits, other than that was how they were first designed internally.

I really don’t see a reason that they can’t.
Your looking into each mechanic, each add on, each spec and class too much in a vacuum, and not what it can do to the class as a whole.

You big argument is " look at what each class has gotten"…. ok
Engineer has a big hammer, really nice traits, and little dinkies (one that is a class mechanic) that will die to a stiff breeze.
Guardian get a rather slow bow, alright traits and …..traps……. yeah.
Nerco’s get a monster spec (quite literally actually), but the core is pretty lackluster when it comes to group content,… shouts are sort of meh too
and rangers get a rock ;P

Thieves have a 3rd dodge bar as a class mechanic change, (IMO that’s pretty good, if anything it could use some additional endurance regen at the most)
An alright staff that just needs the damage numbers and clunkiness sorta out (need to wait until bw3 to see of the changes made already are good enough).
For the most part, some really good utility skills, and if timed right, an instant kill elite skill
And right now (well with the coming updates) IMHO all 3 dodge GMs feel powerful enough to be GM.

I’m more worried about our core spec’s, like acro, I think that needs more attention then a different way that the DD spec is being presented compared to other classes.
Being different is not a bad thing.

healing skills

in Guardian

Posted by: BobbyT.7192

BobbyT.7192

Looking at the other profession’s more common used healing skills, you definitely notice a trend on what gets used and why.

Warrior, strong passive healing, no need to cast
Elementalist, semi passive healing, lots of other sources of healing, no need to cast
Thief, instant cast, short cooldown
Engineer, can quickly cast and combo off of, low cooldown.
Right now it’s definitely seems like the more common heals in the game are the ones that give an instant or safe return, which for the guardian is the blocks

Only sad part is how do you design future healing skills that people would want to take?
At this point it just seem like any healing they come up with by default wouldn’t hold up to shelter.

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: BobbyT.7192

BobbyT.7192

I honestly can’t see why you’d argue in defense of losing a set of real GM traits unless you’re one of those people who argues for the status quo by default. By having the dodges come from a Revenant Legend style drop-down list—as it should have been in the first place--you lose nothing, and gain what all the other elite specializations already have. Who doesn’t like having more options?

You don’t think 450 range dodge that removes immoblize is GM worthy?

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: BobbyT.7192

BobbyT.7192

I’m shocked that you’ve persisted so diligently in asserting that the Daredevil GMs aren’t “real”. They all have very real effects on dodge, and all augment dodge in a unique way that makes them very strong. I’m not sure what you genuinely expect to change in response to your complaints.

How many other elite specializations trade a whole tier of trait choices for their elite mechanic, exactly? Oh right… zero.

Or are you going to insist with a straight face that it’s an extra dodge-bar pip?

It’s an extra dodge-bar pip :|

(edited by BobbyT.7192)

Concept art. what's that thing?

in Ranger

Posted by: BobbyT.7192

BobbyT.7192

Can’t tell, some one decide to draw red lines all over it >:(

Does no one feel sorry for thieves?

in Engineer

Posted by: BobbyT.7192

BobbyT.7192

If there is anything that could ruin a thief’s day, it’s a good engie, and that’s before the reveal kicks in :P, they don’t do well against non targetable aoe condi damage pressure. Not a lot they can do when engie puts up a wall of everything other then hope that can burst them down quickly (after engie uses up all there defensive option), or bait them out of their area they set up.

healing skills

in Guardian

Posted by: BobbyT.7192

BobbyT.7192

PvE, PvP and WvW.. shelter, and else shelter, I really dont think I ever change it, a few times Litany of wrath but thats so rare that its hardly worth mentioning.

In both PvP and WvW the block is just.. a life saver

90% of the times I use my heal in PvE I am already on full health and use it for block (mosman, lupi, you name it). I used to run the signet alot, back before I learned bosses and when to block.

What changes to the other heal would have to be made before you would want to use them?

Shredder Gyro reference

in Engineer

Posted by: BobbyT.7192

BobbyT.7192

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Re: Dash update!
The original reason we had removed the extra distance on Dash was that we lacked the tech. Since that post, it’s been resolved. Thus, the distance of Dash is back, with a fervor. Now you’ll travel a full 450, up from the 360 previous (~300 base dodge), while moving at a faster-than-running speed. Swiftness duration increased to 10 seconds, up from the 8 we talked about originally.
This thing’s about solid movement, so we’re going to push it in that direction for this BWE. Please check it out and let us know how you feel about it. The animation’s going to remain as your character’s run for now.
We are aware that this new distance will cause some de-sync in synergy with Shadow Refuge, but feel that the open-field movement capability for daredevil needs to take precedence over this abliity. note: You can still dodge from edge-to-edge and remain inside the field, but it’s pretty tricky.

Hey Karl,

Out of curiosity have you guys played around with superspeed on dash?

Something like “Dash applies swiftness for X seconds, if you successfully evade while dashing gain superspeed for Y seconds”

I’m going to guess that’s what this version of dash kinda is. A hidden super super speed (hyper speed?) buff with a forced evading run towards a given direction(with all the other benefits).
The distance you can cover in combat under super speed is 420 units per sec
(210 unit/sec base with 100% from SS)
Dash now does 450 in 3/4s

Since the Scrapper Reveal

in Engineer

Posted by: BobbyT.7192

BobbyT.7192

For Bulwark Gyro,
Is it possible to up the armour on it but still take full damage (well 50% of other players hit) it absorbs?
IMO it’s alright if it dies quickly from aoe other allies are taking, but that doesn’t mean it needs to melt from aoe it takes directly does it?

healing skills

in Guardian

Posted by: BobbyT.7192

BobbyT.7192

Quick set of questions/discussion about the guardian healing skills
If it’s not shelter, which healing skill do you use, and why do you use it?
If you only use shelter, why don’t you use the others, and how would you improve them so you would use them.

I usually use the signet heal in pve, the heal/sec is pretty high and i don’t usually put myself in the situation where i need a whole lot of blocks. Other then that i don’t pvp with a guardian :\.

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Really nice change there, really liking that, not too concern on shadow refuge,

Quick question for Karl if he is still around, has any progress made about being interrupted during a dodge and wasting endurance? Or any word of this being address already?

The problem with deathblossom

in Thief

Posted by: BobbyT.7192

BobbyT.7192

you’re only allowed to evade so long as you don’t have control

- Karl
https://forum-en.gw2archive.eu/forum/professions/thief/BWE-3-Daredevil-Specialization-Changes/page/7#post5518373

I’ll just leave this here

No place for Reapers in raids/dungeons?

in Necromancer

Posted by: BobbyT.7192

BobbyT.7192

A raid boss having defiance doesn’t mean soft-CC won’t be valuable in a raid encounter.

Is that still true after a group skips all the trash mobs?

(edited by BobbyT.7192)

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: BobbyT.7192

BobbyT.7192

you’re only allowed to evade so long as you don’t have control

Going back to this quote….. What about death blossom ?

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: BobbyT.7192

BobbyT.7192

So does this mean Dash will still use the Warrior GS animation but now shorter?
Cant imagine this will look anything but clunky and juddery which is a shame since thief dodge looks so nice usually.
Cant you just make it a shadowstep for the old distance? One that’s instant but add 3/4 sec evade during and after?
A shadowstep would fit better with some existing thief sets and not be as likely to launch you off cliffs..

Dash, right now, is no longer the greatsword charge and will just run you in whichever direction you desire, while evading. As indicated, it’s in flux!

As for a shadowstep dodge: It’s not really in-theme for the daredevil, being a more of a physical-moving type of specialization. We’ve definitely talked about it internally. Here’s some of the collective thoughts on it:
Theory-wise, if we were to implement Shadowstep in lieu of dodge, you more than likely wouldn’t get any evade frames attached to it, being as it’s instant movement… Unless there’s a cast time to it. Typically with dodge-roll design, you’re only allowed to evade so long as you don’t have control. Example: stand in place and evade while ‘charging’ your shadowstep, or begin a dodge and get a few evade frames, then again when you land at the spot. In addition, there’s many areas in the game where you’d want to move the distance (I.E. standing on top of a rock), but simply couldn’t move at all because there’s no valid path and the shadowstep would fail.

I wouldn’t want a shadow step as a dodge with this strict “no valid path” rule set in place unless you guess are thinking about reverting it (maybe just for the dodge?)

also

you’re only allowed to evade so long as you don’t have control

don’t let a ranger hear you say that

BWE 3 Daredevil Specialization Changes

in Thief

Posted by: BobbyT.7192

BobbyT.7192

A short update:
We’ve been working heavily on the dodge abilities, making them react the same way that your normal dodge occurs. There have been a lot of long hours, but we managed to get this functionality in for the next beta.

  • The ‘Bound’ dodge animation is shorter and more appropriate for a dodge.
  • Dash – The extra distance has been removed for now as well. Dash now breaks immobilize in addition to its other effects. For now, the animation is just going to run you in the direction you’re dodging.
  • Impaling Lotus – The jump has been removed, as it caused issues that couldn’t be remedied. I’ll update if other things happen.

Other things:

  • re: Shalien. I haven’t got this in the next beta, but the plan is to drastically reduce the cast time of Channeled Vigor. (3/4 to 1 second or so)
  • Idle/running animations while wielding a staff are not planned to change at this time. There are, however, a couple of animations being worked on as development continues.

-Karl

I liked the extra distance on dash

Will these be the actually animations going forward or is there a plan to make new once/ improve the old animation?
For idle/running animation, is that something possible to do? and something you guys hope to change?

Do you think Druids will have pets?

in Ranger

Posted by: BobbyT.7192

BobbyT.7192

Yea no, simply put, no other proffesion has close to the same ranged playstyle that a ranger has, dragonhunter included. So unless they change some other proffesions ranged weapon to 1500, there are always going to be players who want to play ranged without a pet and are left hanging.

Engies and eles has a range of 1500 units.

Engies have it on their elite kit which recently had it’s damage nerfed.
Elementalist get 1500range on Icebow ? Unless something changed and staff also get s1500…

Engies can trait for 1500 range grenades but you will never hit anything at that range except an NPC. Ele’s dont have 1500 range on any weaponskills, icebow is a shortbow (900). Unless you are counting the projectile dissipation distance (like arrows and fireballs travel a little further than the limit), but grenades dont benefit from that (ground target) and 1500+dissipation arrow is still longer than 1200+dissipation fireballs. the only 1500 range skill on an ele is the arcane blast, but that’s not spammable and generally a bad choice to slot.

grenades dont go 1500, they are 900 base and the grenadier trait only increases the velocity and blast radius of them.

isn’t mortar kit 1500?

yeah but he wasnt talking about them

Do you think Druids will have pets?

in Ranger

Posted by: BobbyT.7192

BobbyT.7192

Yea no, simply put, no other proffesion has close to the same ranged playstyle that a ranger has, dragonhunter included. So unless they change some other proffesions ranged weapon to 1500, there are always going to be players who want to play ranged without a pet and are left hanging.

Engies and eles has a range of 1500 units.

Engies have it on their elite kit which recently had it’s damage nerfed.
Elementalist get 1500range on Icebow ? Unless something changed and staff also get s1500…

Engies can trait for 1500 range grenades but you will never hit anything at that range except an NPC. Ele’s dont have 1500 range on any weaponskills, icebow is a shortbow (900). Unless you are counting the projectile dissipation distance (like arrows and fireballs travel a little further than the limit), but grenades dont benefit from that (ground target) and 1500+dissipation arrow is still longer than 1200+dissipation fireballs. the only 1500 range skill on an ele is the arcane blast, but that’s not spammable and generally a bad choice to slot.

grenades dont go 1500, they are 900 base and the grenadier trait only increases the velocity and blast radius of them.

Scepter and Axe buff/rework

in Necromancer

Posted by: BobbyT.7192

BobbyT.7192

They both are mid range none projectiles weapons, that’s got to have some value right?

Can we make trickery not mandatory?

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Even if the +3 initiative was made base……I would probably still take trickery 95% of the time, the other traits too good to give up,

Necro fear Bug

in Bugs: Game, Forum, Website

Posted by: BobbyT.7192

BobbyT.7192

http://wiki.guildwars2.com/wiki/Condition_Duration
“Conditions which inflict damage over time (bleeding, burning, torment and poison) deal damage each full second and a fractional damage either at the beginning or end of their duration. Thus, if a skill that inflicts poison with a duration of 6 seconds has its duration increased to 6.9 seconds through traits, it will show 7s in its tooltips, but will actually only deal full damage 6 times, the remaining duration will deal a fractional damage”

I think this would be the issue, and would be more noticeable if the target has any condition duration reduction gear on.

Where my condi boys at??

in Elementalist

Posted by: BobbyT.7192

BobbyT.7192

i would like to see a non damage condi be turn into one with a trait, sort of like what nercos got.
I would say chill, but necros stole that idea,….. maybe cripple? :/
Or maybe a boon, like fury pulses aoe damage that increase with condi damage.

What's the state of Scepter/X?

in Elementalist

Posted by: BobbyT.7192

BobbyT.7192

Not an ele main (least favorite class TBH) but if I could could take a stab in the dark,…
Scepter never really had any nerfs to itself directly since release. In fact its gotten quite a number of minor QoL buffs and bug fixes here and there over the years, and if i remember correctly, was consider pretty strong early on in the game’s life.

D/D was always strong as well, but became stronger when Celestial became more available in PvE/WvW.
Scepter is design to be more of a focus aoe power spike weapon, with little sustain damage. Meaning it has poor condi’s damage application, making the condi’s stats from the gear sort of dead.
A problem dagger doesn’t have

I do believe the big change came from the trait line update, a few things happen with that that pushed people away from the weapon. Scepter wasnt in a good spot before, but this update really didn’t help any.

First was the endurance regen; There was trait that gave 50% endurance regen while welding a scepter that disappeared with the update, along with the vigor nerfs (50% endurance regen down from 100%). There’s not whole lot of mobility in scepter to begin with, and while the weapon does grant you some vigor and defenses, the lose of endurance regen made the set slower, pushing people towards the faster dagger sets.

Then there was the stats from traits to gear.
Before, eles were using the stats from the trait to help augment their defenses while they were using more DPS focus gear, most eles in PvP (no matter what weapon) usually went into water and arcane, giving them an extra 300 vitality, 300 healing power, and 30% boon duration. Those stats were moved to the relevant gear sets, sets that for the most part eles weren’t using. (healing power gear not being really popular).
It doesn’t really help with the fact that the update in turn buff celestial builds further with the added offensive stats from the trait lines eles don’t typically use in combination with each other. (more power, crits, and condi’s).

Added with the fact that condi’s (fire to be specific) became stronger, pushing dagger even more and leaving scepter further behind. With the meta more about high mobility and sustain damage and less about high spike damage with a slow set up, scepter just doesn’t appear to an attractive option anymore. Not that it’s scepter fault, the game is changing and moving forward while the weapon hasn’t moved that much.

TL:DR
Scepter hasn’t been nerf directly
Dagger does celestial better
Nerf to endurance regen hurts the slower mid range weapon more then the faster melee pbaoe weapon.
Stats change benefited celestial gear while hurting other sets.

That my take on it at least (from the outside looking in), Im sure some ele mains would be able to explain it better/ have more accurate info. I don’t play ele much, but when i do, it usually with a scepter ;P.