Showing Posts For Brienson.7319:

man I gotta vent

in Guild Wars 2 Discussion

Posted by: Brienson.7319

Brienson.7319

GW2 players don’t whine, people that go on game forums whine. The attitudes of people in-game almost never reflect the things you see on here. This is the vocal minority, and people only ever want to post about something when they’re mad about it. The people who are happy and don’t care are usually just playing the game and keeping their opinions to themselves. :V

dragonbrand—

Are Ranger Conditions about to be nerfed?

in Ranger

Posted by: Brienson.7319

Brienson.7319

I really hope this just effects sPvP. If it spills into PvE, there’ll be hell to pay, as it would make all condition users completely worthless in that field.

Jon was very clear to mention this will only affect pvp. He also specifically mentioned that it was AoE conditions they wanted to bring down, citing the recent change to necro’s scepter 2 as an example of what to expect more of, and stating that they no intention of lowering the power of these classes in other modes (wvw and pve) where aoe condition specs aren’t problematic.

dragonbrand—

Did they consider the new players?

in Guild Wars 2 Discussion

Posted by: Brienson.7319

Brienson.7319

I’ve played many characters to 80 without funding them from my main – before the wallet was added – and never had any problems just using the stuff that dropped for me and sometimes buying karma gear if i was falling behind. It’s not hard to keep geared while leveling from scratch, you’re being way too dramatic here.

dragonbrand—

Maul's vulnerability is too weak

in Ranger

Posted by: Brienson.7319

Brienson.7319

Was referring more to the melee weapons as we’re comparing it to a melee weapon on the ranger. And the melee weapons don’t have such short cooldowns. Their cooldowns there are much longer at 30 and 45 seconds on dagger or 25 and 25 for focus.

And again, the ele doesn’t have that long-lasting of a water combo field so as to self-combo quite so well.

Dagger and focus aren’t the set the water fields, either, so I don’t really see what you’re getting at. On top of this, the elementalist doesn’t use long duration fields. They have access to many blast finishers that they chain together rapid fire for huge power spikes, rather than triggering a field repeatedly every so often like guardian does. The two aren’t very comparable.

I feel like the vuln on maul was just a “we don’t want the bleeds on this anymore, but we don’t know what else to do with it” move. This is pretty obvious by the underwhelming duration and stacks. Adding a blast finisher won’t help it, it would just be a bandaid fix to give the illusion that it’s a useful attack again. A skill’s sole purpose and use should not just be “it’s a blast finisher, that’s about it”.

Look at the guard’s hammer 2. It’s a blast, has solid damage, a decent aoe for melee, and serves as a small leap. He uses it for quick bursts of damage, stick to targets, and hurt things all around him. When there are no fields under him, it’s still a nice skill.

Now think about if maul were a blast, is there any scenario you would bother using it when not just triggering a field? If not, the skill still needs work.

dragonbrand—

[bug?]1-400 crafting is now...

in Bugs: Game, Forum, Website

Posted by: Brienson.7319

Brienson.7319

The amount of bonus you get while crafting is not character exp, it’s crafting exp. It only serves to fill your crafting bar up more and level your craft quicker, you still get the same amount of character exp from leveling up the craft.

Anyway, this is intended as far as I can tell. There is a line about it in the patch notes:

“Crafting experience for all disciplines has been updated to accommodate leveling to a rating of 500. As part of this, the total amount of leveling experience that comes from leveling a crafting discipline now requires leveling all the way to a rating of 500.”

It’s pretty bogus that even the stuff that can still only get to 400 was altered to work as though 500 is the max rank, but it appears that’s how they want it.

dragonbrand—

Will school uniforms be coming to Gem Store?

in Super Adventure Box: Back to School

Posted by: Brienson.7319

Brienson.7319

I also want to highlight that school uniforms inherently isn’t meant to be seen as sexy, but rather a form of civil obedience to school ethics as well as pride. Not to mention, school uniforms are normally seen in religious and private schools and rarely in public schools.

This is what I was thinking. I went to a private school no more than 9 or 10 years ago, this is basically what our uniforms looked like. A blazer, and a skirt / shorts / slacks.

How sexually repressed and horned up are you people that you can’t even see a simple school uniform without immediately linking it to fetish material? The only thing even remotely sexualized on this is the fact that the skirt is short, but all the skirts are short in this game. It’s a back to school update, these are school uniforms, chill out.

dragonbrand—

When is better underwear going to come out?

in Guild Wars 2 Discussion

Posted by: Brienson.7319

Brienson.7319

Vindictus does this with its inner armor system, it’s pretty neat too. Kinda adds an extra layer of customization below your normal armor.

Didn’t they make a crapton of cash by selling that pair of pink panties?

You better believe it.

dragonbrand—

When is better underwear going to come out?

in Guild Wars 2 Discussion

Posted by: Brienson.7319

Brienson.7319

Vindictus does this with its inner armor system, it’s pretty neat too. Kinda adds an extra layer of customization below your normal armor.

dragonbrand—

PSA: only 2 weeks for asc weapon

in Guild Wars 2 Discussion

Posted by: Brienson.7319

Brienson.7319

ONLY two weeks for a weapon. Then another two for your offhand. And another two for your offset. Unfortunate you if you use two dual wield sets. That’s 4 months for your weapons, 1/3rd of a year. You people are living in denial if you are still pretending that’s not a massive amount of time for just some weapons.

For people that play more than one class, and don’t have a ‘main’, this is a brick wall. These weapons will have 5% more base damage and 10% higher stat allocation.

The fact that they’ve increased the base damage spread on the weapons is most worrying because it means they may have also increased the base defense on armor. If that is the case, I don’t think I’ll be playing anymore. The penalties on people who play alts are already pretty taxing. The more of this stuff that gets introduced, the more the gear grind starts to look like other MMOs, and the mroe I realize I’m mostly only playing because up until now GW2 has been the most alt-friendly game I’ve ever played. I’m running out of reasons to stick around here.

dragonbrand—

Ascended Gear to Kill Builds and Alts?

in Guild Wars 2 Discussion

Posted by: Brienson.7319

Brienson.7319

I think people are being too hostile about this, but I agree with the sentiment. One thing that has always been problematic for me in MMOs is that I play a lot of alts instead of just focusing on one character or class. In every MMO I’ve played, I end up with a lot of characters without much powerful gear rather than just one with the best stuff. GW2 was a godsend for me because it let me easily level and fully gear alts without a lot of fuss. I could get to 80, get everything I needed, then play that class whenever I want.

This is slowly being pushed out of reality. WvW bonuses are character bound instead of account bound, so I have 6 characters at rank 30 instead of one at rank 150, and I get to always feel like low-man-on-totem-pole with all the bronze+ guys running around. I only have any ascended accessories on my warrior, but I was never too bothered about it because it didn’t seem too out of reach to get just a few pieces for other characters as well. But now with full ascended gear sets that are ALSO time gated and tied to the same resource as accessories, it feels like I’m being told to pick one class to give the nice things to, and forget about the rest, just like in other MMOs.

This is a massive turn off. I’m not trying to be one of those “hey everyone, look, I’m quitting” guys, but my interest level completely plummeted when I read the news of time gated ascended sets today. I don’t know if I’m completely done, but I’m definitely going to take a break from GW2 and see what else is on the market right now that may fit my interests more.

dragonbrand—

Rune of Perplexity on Warrior

in Warrior

Posted by: Brienson.7319

Brienson.7319

It’s a fun build, though it gets its effectiveness severely cut by opponents that realize what you’re doing and hit stability. I’m interested to see if they make any changes to the interrupt confusion stacks. It’s good, but I’m not entirely convinced that it’s too far out of line. They’ve been pushing interrupt builds for the past few patches, and this is still very new. I think we need some time to test and learn to react to these kinds of things before outright declaring that it’s too good.

dragonbrand—

Rune of Perplexity

in Thief

Posted by: Brienson.7319

Brienson.7319

Have you seen the engi and warrior roaming videos? These runes are heavily abused because there’s no internal cooldown on the 5 stacks.

Expect a massive nerf in a future patch. Anything less would be extremely surprising.

The only thing it is abusing is the stupidity of people who can’t handle a gimmick build that’s completely shut down by stability and a single condi clear.

dragonbrand—

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: Brienson.7319

Brienson.7319

Evon Gnashblade backpack. He’s the founder of BLTC, and they already sell charr backpacks. Why wouldn’t he do this? It makes perfect sense! Just stick his campaign coat on the charr backpack model and color him black and white.

dragonbrand—

I don't like the mechanics: Liadri

in Queen's Jubilee

Posted by: Brienson.7319

Brienson.7319

This fight is bad for a number of reasons.

1. It doesn’t feel like it was designed to challenge players, it feels like it was designed to make players fail.

Long story short, a designer doesn’t give enemies instant kill attacks unless he wants the players to die. When he gives an enemy constant use of instant kill attacks, it makes me think he was basically thinking to himself “ha, lets see them beat this!”. Think about all the constraints being put on the player — you’re given an extremely short timespan, you have to constantly avoid aoe that kills you in a single hit, you have to constantly avoid clones that will kill you in a single hit, you are being randomly pulled to different areas by orbs with no rhyme or reason that can’t even be broken unless you move into melee range, in which case they’re still fulfilling the purpose of sending you to a specifc area whether you want to or not, all the while you’re constantly being pelted by high damage missiles that you can’t afford to dodge because you need to save energy to avoid being instantly killed. How many constraints can you put on a player before you’re simply not being fair anymore?

I could write an essay on this topic, but I’ll leave it at this.

2. It doesn’t line up with the gameplay style of other boss battles in the game

I’m not saying dodging isn’t an important part of the game, but as far as this fight is concernt it is the only important part of the game. Since when are we playing a game where you’re never allowed to get hit by anything for an entire fight? This doesn’t line up with the feel of combat elsewhere, and it feels forced. It also leads to the next problem…

3. Class disparity

This battle is undeniably unfair to the necromancer and ranger, each for their own unique problems. The necro’s problem: Has no invuln, no block, no aegis, no natural access to vigor. When a class is forced to buy two new weapons, and put energy sigils on them just to have a fair chance, it’s a red flag that the designer was too heavy handed with the AoE in this battle. Which is a problem for ranger as well — AoE cakes the entire floor and your pet will die instantly. What’s more is the ranger’s invuln doesn’t block the instakill from this boss, unlike the warrior’s. Your only option is to kite with frontal shortbow attacks on a flanking weapon, do poor damage with close range longbow attacks while the boss is constantly jumping on your face, or peck at it with singular axe hits. These options all suck. Also, the ranger’s condi removal is tied to their pet, which (again) is dead. It can be done, but these classes are extremely kitten in this fight. The effort it takes for a necro to finish this battle compared to a warrior is absolutely staggering, and it’s not fair.

I’d like to ask the designer of this content to take a moment and think about what his intention was with this battle. The fact that they seemed proud that only 10% of their testers were able to complete it says to me that they were deliberately trying to reach some kind of quota for making content that people can’t beat. What exactly are they trying to prove? I don’t think that’s an appropriate goal for a designer, and it doesn’t lead to a positive or enjoyable experience for many people who look forward to these events.

dragonbrand—

Healing Signet bug.

in Warrior

Posted by: Brienson.7319

Brienson.7319

Healing signet doesn’t scale that well with healing power, I doubt it hits 500hps from 392hps. Also doubt a shaman warrior can reach 850hps (with regen/adrenal health, etc) with 3500 armour and even if he does, he’s only gimping himself because he’ll do little to no-damage.

Overall, it’s not a bug. It was intended and this is clearly a L2P issue.

You can.

If for some reason you’re running 30 in defense (for healing power) as well as 30 in tactics for healing banners, you’d have 944 healing power with shaman gear.

The healing per second works out to

392+47.2 — healing signet
130+118 — regen boon
120+47.2 — adrenaline heal
854.4 total

At which point you’re never using adrenaline to keep the passive adrenaline regeneration, and carrying around a banner everywhere. Your offense is being supported solely by a paltry 900 condition damage and whatever you spend your other 10 trait points on. So you basically give up all burst healing, and have terrible offense in return for a lot of regeneration and nothing else.

Someone please stop this build before it gets out of hand. e_e

dragonbrand—

Feedback: in-game candidate info is poorly messaged

in Cutthroat Politics

Posted by: Brienson.7319

Brienson.7319

Here’s how the current installment went for me — I followed the mail message to zephyr sanctum, entered the instance… and waited for a good 5 minutes for one of them (evon and ellen) to do something. The instance does not indicate what you’re supposed to do after they’re done talking to you. Evon was telling me he wanted my support, so I figured that was the point where I was supposed to give one of them my voting tokens to proceed with the instance, but nothing happened. I figured it bugged, left, then came back, and still nothing happened. I had to check the website to find out that this instance doesn’t actually do anything, and that I was supposed to be voting with the baskets outside the instance.

I’m liking the event, this is my favorite thus far in terms of how it has changed player interactions in-game and how much fun it has made it just to go back and play lowbie events. The in-game info is not communicated very well (or at all), though. I shouldn’t have had to go to the website and look at the introduction guide to the event to know how it works, this should be explained in-game. Give a cue that it’s alright to leave the instance, and send the play another in-game mail about how to vote after s/he leaves. There are a lot of people in the sanctum who don’t know how to even vote or participate in the competition. While this isn’t a big deal, since other players will answer them, it shouldn’t be an issue. The event should have been given a little more instruction, even the most obvious things can elude use sometimes.

dragonbrand—

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Brienson.7319

Brienson.7319

I think I better just lay off necro for a little while until the mania wears down. My old old build prior to last month got ruined by those changes, and the new one I settled into just got kicked in the nuts by these new changes. I don’t want to be forced into a dhuumfire build, but that’s what it’s looking like right now. A lot of these changes seem extremely unnecessary. The playstyle I use in wvw is now considerably worse than it was two months ago, when necromancers were apparently underpowered. This is a huge bummer.

dragonbrand—

Melandru runes and Fear

in Necromancer

Posted by: Brienson.7319

Brienson.7319

I’m not one to be bitter over bugs or nerfs, but it’s hard not to scoff when the paralyzation bug was fixed immediately when it became widely known, but this one wasn’t touched.

dragonbrand—

WARRIOR INTERRUPTS-DISTRACTING STRIKES

in Warrior

Posted by: Brienson.7319

Brienson.7319

I think it’s fine the way it is. What the OP wants is an entire new game mechanic (disabling skills) so it should be an entire new trait or skill.

It’s not a new mechanic, it already exists. Right now if you interrupt someone, the skill you interrupt goes on a 5 second CD. He’s proposing a trait to extend that forced disruption cooldown.

dragonbrand—

Now that everyone seethingly hates Blind...

in Warrior

Posted by: Brienson.7319

Brienson.7319

What I don’t understand is why blind acts completely different than other “on-attack” effects in the game. It really kills me how signet of might makes it so my “next three attacks” are unblockable, but if I use an AoE attack (aka every hammer skill besides backbreaker), each target hit counts as an attack I blow all three charges with one attack. Blind makes my “next attack” miss, but will make my AoE attack wiff all 5 targets. Where’s the consistency?

This is absolutely bogus. Every other on-hit effect in the game counts each connected target as a separate “hit”. Blind isn’t just making one connection miss, it can make up to five connections miss. It’s already good enough in 1v1 situations, it doesn’t need to also neuter AoE attacks. Retaliation is already set as a counter to AoE, does blind need to be filling the same role?

Sincerely, wvw hammer warrior main that’s currently trudging through an army of plague 2 spamming flavor-of-the-month-o-mancers.

dragonbrand—

Rampage

in Warrior

Posted by: Brienson.7319

Brienson.7319

It’s essentially just a combination of physical utilities with an added boulder throw. I don’t see why it isn’t grouped in as a “physical” skill. If it itself or the skills it provides benefited from the physical training trait, it would be pretty cool.

dragonbrand—

Xoms supper ego boost self named builds

in Necromancer

Posted by: Brienson.7319

Brienson.7319

Link to 37 minute video going into tedious detail over a common sense build that almost everyone figured out for themselves when they were level 30, using traits and utilities that are obviously meant to be used together.

dragonbrand—

That spectral wall with "fear".

in Necromancer

Posted by: Brienson.7319

Brienson.7319

The question is how many dodges do you have? If it’s 1v1 in a PvP, sure everything is fine and all, you can use up your stunbreakers/cond. removal clearance for the necros, but tune it up to 2 kitten necros, and all hell breaks loose. And it’s not like it’s a SINGLE target thing, but AOE with 5 different conditions coming up your way from other skills. Must be fun to know that my PUG allies who aren’t necromancers dropped down like dead flies.

Then when we revive and fight the next time, their kittening CD are done.

Well, it’s still a stationary object with a 5 second duration… So if one gets hit by it, no surprise, but a whole team walking into a wall? You can’t blame that on the skill. That is pure player error.
And yes, if you don’t know the skill you’re going to get caught by surprise and you might die. That can be said about a lot of skills (Feedback, anyone?).

What more do I need to explain, someone already posted a great video on this BS. 3/4 damage HP done, feared all the way when my stunbreaker is on CD, even dead if there’s a DPS profession backing the necro.

Just because some newbie necromancers don’t know how good their profession is doesn’t excuse the fact the good ones are abusing the crap out of this skill.

Chain CCing a bot that doesn’t breakstun while using a perfect best-case scenario setup isn’t strong evidence. Try doing this against an actual player that’s going to breakstun, while there are other guys around who are going to make it extremely difficult for you to peacefully walk enemies around in fear uninterrupted.

If you find this evidence compelling, I should make a video chain CCing the mesmer bot from 100% to 0% with hammer + mace warrior in half the time. You’ll need to change your pants when you see that.

dragonbrand—

In combat-speed decrease in PvE

in Guild Wars 2 Discussion

Posted by: Brienson.7319

Brienson.7319

You aren’t slowed down in combat, you’re sped up out of combat. In combat movespeed is the normal movespeed.

dragonbrand—

The fix for Terrormancers

in Necromancer

Posted by: Brienson.7319

Brienson.7319

Absolutely not. Fear being the Necro’s unique damaging condition (other professions have fear, no one else’s deals damage) is what makes condi Necros somewhat viable and scary. That should not be changed.

If Terrormancers are too good, just revert the change to Spectral Wall and they should be fine again.

It’s not Spectral Wall.
Spectrall Wall is fine and it should remain as it should. Pre-patch, Spectral Wall was pretty much worthless, now it is a strong utility without being too good.

It isn’t even chain fearing through Spectral Wall that makes it that strong, it’s just the damage you take while feared.

Terror will be still a Necromancer exclusive and Necromancer can still build condition with Terror (will be 0/30/10/0/30 for Condi+Terror), but it won’t deal the same insane damage with condition builds (compensated with the highest access to Torment via trait and the increased fear duration) and, most important, can’t be combined with burning.
It will just make conditionmancers more balanced and varied.

The damage seriously isn’t that high, and should be balanced around a typical scenario where you’ll get 2-4k out of it in short bursts, and not the extreme situations where some guy gets into a horrible position and gets chain feared for excessive amounts of time without removing it. It’s good damage when used short bursts that turns into massive amounts of damage if you severely outplay the other guy and he does nothing to counter you (which is has several counters). I don’t see the problem with being rewarded for outplaying someone.

dragonbrand—

Suggestions: A counterboon for Torment

in Necromancer

Posted by: Brienson.7319

Brienson.7319

There are two possibilities here. Either Anet has made the deliberate decision to make it so Torment can’t be removed by normal means, or they haven’t got around to making normal condition cleanses get rid of it.

I’m leaning more towards the former. One of the most complained about aspects of condition builds is how easily they’re countered by the large assortment of condition removal methods in the game. I feel like they kinda wanted torment to help alleviate this. The damage isn’t exactly huge, but the duration is long and it can’t be removed.. except by other necromancers. Which brings up the next point — it was specifically mentioned in the patch notes that Consume Conditions now removes torment. I don’t think it’s likely that they would bother mentioning this if they wanted to flag torment as a typical condition that any skill could remove, otherwise there would have probably been a general note “All condition removal skills now remove torment”. This makes me believe it’s intended.

Unless torment somehow turns into a big problem (which I don’t see happening, due to how scarce it is), I’m expecting it to remain immune to normal condition removal methods.

dragonbrand—

Well of Power after patch

in Necromancer

Posted by: Brienson.7319

Brienson.7319

The point is it stun breaks, then gives stability long enough to cast the skill. Stun breaks are usually instant cast, so they put the 1s of stab to get round that.

Um, no? The point is Necromancers have no stability outside of transformations, and those are not a reliable way to get stability. That is unfair to the class and they deserve to have more stability then one FREAKING second.

No, the point of the 1s of stability is exactly as he explained. Warrior’s stomp utility got the same treatment.

The only classes that have easy access to long duration stability are warrior and guardian.

Necromancer’s stability is available in short bursts from foot in the grave. In fact, compared to other classes, having three seconds of stability available every ten seconds is actually pretty good. Ele gets 4s of stability on a massive 90s CD, engineer gets 4s at random from an elixir on a 60s CD, and mesmer gets 2s from power break mantra. Ranger’s stability is 8s, requiring a 60s CD and a grandmaster trait. Thief can’t even get stability without an elite or stealing from a mesmer for a 3s stability buff.

Still think necro’s stability is bad?

dragonbrand—

How to kill a thief as a Hammer warrior

in Warrior

Posted by: Brienson.7319

Brienson.7319

You’ll only beat a thief as a hammer warrior if you’re a substantially better player than he is. The match-up simply is not in the warrior’s favor. Regaling us with your tales of how you beat thieves all the time doesn’t change the fact that thieves have the exact tools that counter the hammer’s kit.

dragonbrand—

Remove/change Distracting Strikes

in Warrior

Posted by: Brienson.7319

Brienson.7319

Confusion on stun/daze/knockdown/knock back, instead of just interrupt. This would give rise to a condition/cc build for warriors. Number of confusion stacks would have to be dropped for balance of course.

The second doesn’t really help the fact that none of our cc weapons are condition weapons though

I’d like to see that happen. The “only on interrupt” stipulation is bogus now that confusion is dealing half the damage it used to.

I don’t think it would be overly powerful. I mean, you could unload 12 stacks of confusion on someone with bull charge, and hammer 4 / 5 / f1, but what are those stacks going to accomplish while they’re being stunlocked? By the time they can get up and fight back, half of the stacks will be timing out anyway.

dragonbrand—

Hammer General Thoughts & Suggestions

in Warrior

Posted by: Brienson.7319

Brienson.7319

Hammer seriously need some form of blind-immunity, at least for AoE attacks, especially Earthshaker.

I primarily play hammer warrior in wvw, and blind is the one single thing that screws me over. It’s annoying when it happens, but I’m not entirely sure I think it’s a problem that needs to be solved. Blind counters anything with large windups and slow attack frequency, and that just happens to be hammer warrior.

Personally, I’d like to see some kind of change to staggering blow. It seems to root you in place for too long. It’s the only hammer skill that I don’t like much because it roots you in place for so long. Even when the skill is done, you’re still stuck for a brief period. It feels clunky.

dragonbrand—

Necromancers are...

in Necromancer

Posted by: Brienson.7319

Brienson.7319

Necromancer can basically be summarized by Corrupt Boon. We’re the poor bitter pauper children who get nothing except that one move that curdles the milk and tarnishes the silverware.

If Corrupt Boon and Epidemic were to be the only skills the Necromancer could use, I’d still play it more than any other class.

dragonbrand—

Necromancer abandoned?

in Necromancer

Posted by: Brienson.7319

Brienson.7319

Necro just got off a train of bug fixes, and saw more attention than any other class for quite a while. There are only a couple guys that work on bug fixes and balance changes, they have to focus fire their attention at certain things. If you want to see an abandoned class, look at the ranger.

Also, part of the epidemic nerf is supposedly going to be reverted (it’ll be unblockable again).

dragonbrand—

Just another armor whine/armor.

in Necromancer

Posted by: Brienson.7319

Brienson.7319

I agree entirely with OPs sentiments. I use a mix of low level stuff (drybones & devout) and keep a modest appearance. Devout is probably the best we’ve got right now for a look like this, and I don’t think that’s likely to change. There usually isn’t much demand for ‘plain’ looking armor pieces in video games.

dragonbrand—

Why do people...

in Necromancer

Posted by: Brienson.7319

Brienson.7319

because the entire class is a niche. for the most part what they’re good at is stripping boons and applying conditions. sometimes you don’t need neither of these, especially in dungeons where your best bet is usually to just plow through with pure physical damage

I think we are defiantly more useful than a thief

http://www.d-e-f-i-n-i-t-e-l-y.com/

dragonbrand—

Necrodiculous...

in Necromancer

Posted by: Brienson.7319

Brienson.7319

Not to mention the goody two shoes storyline where you help your good friends Petra and Whathisface from the Tavern. (Human :P) Rescuing kittens from trees with the reanimated corpse of someone’s mother and being hailed all over the city for it etc.

Cooking is great after handling dead things all day.

Funny enough, this was a major point to several jokes in Yahztee’s review of the game for Zero Punctuation.
http://www.escapistmagazine.com/videos/view/zero-punctuation/6337-Guild-Wars-2#

dragonbrand—

Mirror "Stopcast"

in Mesmer

Posted by: Brienson.7319

Brienson.7319

I noticed this almost immediately when I started using mirror. I thought it was cool at first, but it’s not very worth it imo. You’re sacrificing the availability of your heal and eating a dodge roll just for a little extra reflection, which the mesmer is already very good at doing. It’s a neat trick, but I doubt there are many situations where you’d get a whole lot of mileage out of it.

dragonbrand—

Mesmer needs a 25% Mov. Speed Signet

in Mesmer

Posted by: Brienson.7319

Brienson.7319

Bah, slow builds = complainers.

Good boon duration + focus swapping + 1200 blink = faster than your zerg spamming speed skills.

Your typical mesmer:- 0% boon duration + no focus (or a smart one who swaps to focus when travelling, might even be traited) + no, or 900 range blink = complains on the forums, or takes runes of centaur/air much to the hate of mesmers who believe it’s a silly sacrifice to have to make.

not sure if you’re serious. virtually every mesmer in wvw uses focus, whether they like it or not, because mandatory if you want any kind of mobility. i rarely see pistol, sword, or torch, because the offhand is monopolized.

dragonbrand—

Shelving mesmer for good, join me!

in Mesmer

Posted by: Brienson.7319

Brienson.7319

My god what an overreaction. All they did was fixing a bug and changing an obviously overpowered trait.
I can not fathom how someone can whine over this, I just dont get it.

i know, right.

one of the best classes in the game gets a bugfix that shuts down an extremely exploitative strategy, and people cry about it. welcome to MMO forums.

dragonbrand—

Guardians vs Warriors

in Guardian

Posted by: Brienson.7319

Brienson.7319

Yeah no. Guardians have better defense and almost equivalent offense. If you think Guardians do little damage, congratulations, you’re another of the 99% of the playerbase that doesn’t realize they’re the second-highest DPS class in the game and are just making assumptions based on the name of the class, of all things.

I’m just going to start linking this post from now because it pretty much explains everything:

http://www.guildwars2guru.com/topic/78121-guardian-too-support-for-me/#entry2129000

the post you linked to is horribly biased and inaccurate. if this is what you’re using as a basis to your belief that guard deals better damage than warrior, i think you need to stop believing everyone that random jackoffs on the internet spew out.

whenever someone is claiming that warrior rifle is a condition weapon, that’s pretty much an “okay” to go ahead and tune them out, because they have no idea what they’re talking about.

guard’s damage output is extremely unreliable. symbols can be walked out of, and whirlwind is random as all hell.

dragonbrand—

The 33K Kill Shot in WvW

in Warrior

Posted by: Brienson.7319

Brienson.7319

@op, whatever you did in that screenshot, do it again. this time hit a rabbit. break the sound barrier with spike damage.

dragonbrand—

What is warrior good at ? Absolutely nothing

in Warrior

Posted by: Brienson.7319

Brienson.7319

I mean have you even watched the warrior forums? People have been going round and round trying every blasted weapon set, every blasted spec idea, every gimmicky thing.

have you seen any class forum? literally every one except thief is a total pity party of people arguing that the class is the worst in the game, needs a total overhaul+buffs, and that it is outclassed by [class xyz] in every way possible.

it’s the most pathetic display of whining i have ever seen in any video game. all everyone does is kittening complain.

warrior is fine, shut the hell up and learn to play.

dragonbrand—

I feel sorry for you guys

in Warrior

Posted by: Brienson.7319

Brienson.7319

So many bugged skills and utilities!
I mean the warrior class is already hindered by poor mobility, the pathing bugs just accentuate it, a lot.

1. lol. every class has bugs. warrior’s are nowhere near as glaring as those of other classes.

2. this is 100% completely kitten backwards. warrior has some of the best mobility in the game, trailing only behind a thief spamming his shortbow blink. GS alone has 2 gap closers built in, bullrush is a 900 distance gap closer, warhorn and elite signet provide easy 100% swiftness uptime (or a single banner with traits in boon duration). warrior can easily have 3 distance closers, and has swiftness for days. they are the pinnacle of mobility, both inside and outside of combat.

it is entirely clear that you have no idea what you’re talking about. instantly jumping into spvp with a class and getting rolled means absolutely nothing.

dragonbrand—

So...Gluttony. How should it be fixed?

in Necromancer

Posted by: Brienson.7319

Brienson.7319

3 notes

1) it seems to be failing because of a rounding error which we are working on fixing right now.
2) we are buffing it next patch on top of fixing it.
3) carry on.

Thanks for the update! I’m hoping the team realized that 5% is just absurdly small, and 20-25% feels much more appropriate.

20%-25% on the other hand would be a must-have for almost every necro. not sure if i want that.

Necrotic bite would go from 4% to 5%.

FoC would go from 2% to 2.5% per condition.

Necrotic Grasp would go from 3% to 3.75%

…25% is perfectly fine.

It doesn’t sound like a lot on paper but it adds up quickly. Not to mention at a 5 point investment for 25% faster life force generation is a bit crazy. That’s better than most of our grand master passive traits.

Just because our GM (and most other traits) are pretty terrible, doesn’t mean this is OP. I can name 6-7 minor traits on my Mesmer that are more powerful than this.

And to go a bit further— in comparison to my Mesmer, if their traits are a good baseline it wouldn’t be outrageous to have this trait:

“All abilities that inflict conditions recharge 20% faster” as a 5pt minor trait.

Basically, many classes have strong stuff out there — while 25% more LF sounds like a lot, I don’t think its really that much. If it gets buffed to 10%, it is still a very, very weak trait.

The issue I have with it isn’t that the rest of the skills are under powered. It’s that if this trait becomes THAT much better than everything else it becomes a must have for any necro. I don’t want to see anything become like that for all builds.

25% doesn’t sound like much, but that’s still 25% less time needed to generate life force which could be a big deal.

meanwhile, mesmer has a 5 point trait that gives them 20% CDR on a massive amount of skills — both utility and weapon skills.

dragonbrand—

A Warrior's Right Skill Bar

in Warrior

Posted by: Brienson.7319

Brienson.7319

banners are persistent buffs with virtually 100% uptime, most of which offer stats not available from boons (helaing power, boon duration, flat precision, crit damage, vitality, toughness). banner of tactics and and discipline also offer very strong active abilities, with an aoe heal (3,840) + 6s regen, and 10s of fury in aoe (respectively) on a 10s CD, which can be used by everyone in your group.

your argument against physical utilities doesn’t make any sense. just because you have a few control abilities on your weapons, you shouldn’t get them on utilities? why not just erase the guard’s shouts, since most of his weapons pump out boons. why not remove mesmer’s stealth utilities, since he gets it from prestige anyway? why give necro wells that blind, and stack vulnerability when his weapons already let him do that? because that’s what these classes specialize in. warrior has the option to specialize in disables, and control.

as for stances having no focused trait line, i suggest looking at the toughness trait line, where you can get a stance-focused trait on each major tier. they are also not outclassed by signets. balanced stance compared to dolyak signet, balanced stance wins by a longshot as it is also a breakstun and has a 20s shorter CD, making it much more reliable for its purpose. the precision signet gives 30 adrenaline, whereas a traited berserker stance gives 50 over an 8 second duration. it’s a matter of preference. endure pain giving invuln, has no comparable signet, and neither does frenzy’s quickness.

your comparison of fear me with stomp is baffling. one is a aoe blow + blast finisher, and another is an aoe fear. these have literally nothing in common other than the fact that they’re disruptive to the enemy.

rampage sucks, because transforms suck in general due to the way they work. warriors got it better than some other classes by having TWO good elites, instead of just one. war banner gives you a massive buff to your group’s damage output, while doubling as a revival. it’s good at turning around fights, and pushing them in your favor. it’s a more powerful version of signet of rage in an aoe, with a longer CD.

dragonbrand—

Weak and underpowered.

in Engineer

Posted by: Brienson.7319

Brienson.7319

all i’m reading is that you want to do lolwtf burst damage, but don’t want to use the burst weapon. seriously, don’t use a condition set and complain that your ‘playstyle’ doesn’t deal enough damage. pistols are condition weapons, and they’re not supposed to 2shot enemies like a GS warrior.

engineer has plenty of burst, you don’t need grenades for it either. grab static discharge, then use rifle turret and toolkit and spam throw wrench and surprise shot. equip a rifle, and use the old 5 3 4 combo to burst someones face off. grab the bomb kit and just run circles with slick shoes spamming bombs.

engineer isn’t imbalanced or weak, you’re just trying to fit a square peg into a round hole. don’t use your refusal to use the classes capable burst damage tools as a reason to say they have no damage output.

either accept the fact that pistols are for a slow burn playstyle, or use something else

dragonbrand—

Evidence for spirit buffing next

in Ranger

Posted by: Brienson.7319

Brienson.7319

This, spirits in 1v1 are -ok- and i really only use them for their active (IE i need a blind NOW or i need an immob etc) where is in a large group i can park the spirit behind some of the meat shields, er i mean allies, and watch the enemies just get torn to shreds as the spirits amplify the groups power SIGNIFICANTLY MORE then any war banner can, i mean cmon, 100 toughness/vitality…. or 33% damage reduction, take your pick… oh yeah, that’s right whose got the better summon now?

what about hammer guard, which already gives permanent protection to the melee classes? a defensive banner stacks with this protection, and with traits gives permanent regen. also banners can’t be killed by stray aoe, and aren’t random. let’s not get too carried away – spirits need some work.

dragonbrand—

Why Do People Dislike Their Rangers?

in Ranger

Posted by: Brienson.7319

Brienson.7319

Rangers are good in pre-80-PvE, some ‘ld even call them op.
Sadly they’re also completely worthless in WvW, sPvP and Dungeons.
People with say “No they’re not, you can play them successfully!”
Well thats true – but every class can stomp rookies, especially lvl 1 guys in WvW.
The main problem of the Ranger is:
The numbers on 9 out of 10 skills are simply broken.
(Due to Ranger being op in CB and getting overnerfed on nearly each single skill)
Also countless bugs and bad trait-in-traitline positioning (trap@precision).

An image says more than 1000 words.
Note: The Ranger has a full critical set, the Thief has only 1 rune, but the rest of his equip is exactly equal.

you just compared thief’s unload to the ranger’s shortbow autoattack as your argument for how the ranger is weak. good job.

dragonbrand—

Rifle in PvE?

in Warrior

Posted by: Brienson.7319

Brienson.7319

cempa is correct. Rifle is good at early levels because virtually anything is good at early levels. As you level up, the damage difference between it and other weapons starts to diverge for the worse. Even fully traited for a rifle build, it will take you far longer to kill mobs than it would if you simply switch to an axe or sword.

That isn’t to say the weapon doesn’t have its own merit. The rifle is extremely good at controlling single mobs in world PvE, and the burst skill it gets is pretty awesome. Using the immobilize on cripple trait, and bolas makes for some ridiculous kiting potential. Unfortunately, most of its damage is coming from volley and kill shot. The problem here is that, while kill shot is excellent spike damage, rifle takes an extremely long time to build adrenaline due to its low autoattack speed. There may be some ways around this, such as traiting into discipline for the adrenal reserves, and using adrenaline generating utilities.

It’s not a bad weapon, it’s just very niche and can be difficult to work into a traditional damage dealer build. If you plan to take it into group play with random people, you might want to let them know what you’re up to beforehand, because a rifle warrior honestly leaves some slack that others are going to have to pick up.

dragonbrand—

Flamethrower- Please fix

in Engineer

Posted by: Brienson.7319

Brienson.7319

Something else I don’t get:

Juggernaut gives might, ok that’s usefull since it carries over after swapping out the kit, as well as increasing the flamethrowers damage.

But it also gives toughness.
Toughness suggests we try to take hits when using the flamethrower.
When moslty when someone comes for us, we knock them back, blast them, torch them, blind them if close again… and than we either run or swap out the kit for something else.

lolwat

It gives toughness because the range of the kit isn’t very long, and can put you in danger. It doesn’t “suggest you take hits”. The only things that suggest you try to get hit are retaliation, blocking, counterattacks and the like.

dragonbrand—

Question for pure dungeon running guardians

in Guardian

Posted by: Brienson.7319

Brienson.7319

0/0/30/20/20 hammer

valor: V, VI, XI
honor: II, VII
virtues: II, VII/IX/X situational

save yourselves, hold the line, signet of judgement, signet of resolve/stand your ground, renewed focus.

knight gear (prec/pow/toughness)

i usually just rely on the double “remove a condition every 10s” from the trait, and heal signet passive for controlling conditions, but i usually run the virtue trait that adds a 3 condition removal to f2 for when things get out of hand. i don’t much care for the two book elites, so i like renewed focus for free f1-3 casts without dropping the passives.

i use scepter/focus secondary, because it never pays to have two melee sets imo.

i’m also a fan of mace+focus builds focusing on block/aegis benefits and healing, but i dont use it currently because it requires different gear that i dont have yet

dragonbrand—