Showing Posts For Captain Unusual.9163:

heart quests in guild wars 2 heart of thorns?

in Guild Wars 2: Heart of Thorns

Posted by: Captain Unusual.9163

Captain Unusual.9163

there are no hearts in lvl 80 areas.

There are in Frostgorge Sound. It’s just Orr and the added areas that don’t.

Also, OP, we know you’re referring to Guild Wars 2, you don’t need to spell it out.

Help with the Shadow of the Dragon

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Posted by: Captain Unusual.9163

Captain Unusual.9163

There are small adds that spawn, called Smothering Shadows. They look like mordrem menders using death shroud. They’re immune to damage and slowly walk towards a lit fire, extinguishing it if they reach it. You need to pick up the fire from the ground like you would to light part of the ring, but before using it, attack the shadow, which will die in one hit from anything while you have the buff on you.

500 Jeweller - New stats [suggestion]

in Guild Wars 2 Discussion

Posted by: Captain Unusual.9163

Captain Unusual.9163

There’s evidence that jeweler will go to 500, since they added the materials to the collection tab long ago.

15% from 10th World Completion

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Captain Unusual.9163

Also, why does the patch worry you? It’s not like world completion is changing after the patch comes.

15% from 10th World Completion

in Guild Wars 2 Discussion

Posted by: Captain Unusual.9163

Captain Unusual.9163

No one knows. Anyone claiming otherwise is lying.

Which Zone design is your favorite?

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Captain Unusual.9163

Just finished my world completion yesterday, so here’s my thoughts.

Queensdale is literally the least interesting zone in the game, nothing else even comes close. I don’t understand why anyone who started the game by making a human didn’t quit immediately. Maybe the extreme lack of anything interesting made them nostalgic for WoW’s early levels?

The ascalon zones, particularly around the Dragonbrand, are the best designed areas. They’re just so perfectly designed, frozen in their last moments, then twisted and corrupted into something alien. Even more so than Orr, which is my second favorite, they feel otherworldly and brilliantly strange, like something out of a nightmare. Nightmare Court, take notes.

We're missing the most obvious legend.

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Captain Unusual.9163

Clearly it’s the PC from GW1. What bigger legend is there?

The PC from gw1 did a lot of stupid kitten. Releasing the Titans, releasing Palawa Joko, hanging out with the Kurzicks, etc.

What's the most expensive thing you've found?

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Captain Unusual.9163

I got an Abyss dye and sold it back when it was worth 3 gold and 3 gold was a lot.

We're missing the most obvious legend.

in Guild Wars 2: Heart of Thorns

Posted by: Captain Unusual.9163

Captain Unusual.9163

I expect that, at some point, they’ll add Khilbron as a legend. The guy destroyed Orr, wiped out the Mursaat, and unleashed the Titans into the world. He basically caused the entirety of GW1 and GW2 to happen. He’s had more influence on the world than pretty much any other character, and definitely more than any of the other legends.

Losing Intent of Conditions

in Guild Wars 2 Discussion

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Captain Unusual.9163

I know they already programmed the changes to stacking, but I feel they could have kept the 25 stack limit with simple adjustments to the condition concept as I tried to describe.

What if bleeding only stacked in intensity but only refreshed in duration and not stacked (additional applications would reset the timer back to “5” seconds, but never go higher than 5 seconds?). Mechanically how we apply bleeding would have to be adjusted, but it was be a designated short duration condition burst.

While torment could stack in duration and intensity, to let it differentiate a bit from bleeding, besides the all ignored movement penalty.

Burning could stack in duration but not in intensity as it is now, but it would excel in long applications for constant damage. Currently bleeding can persist for long periods of time AND maintain moderate to high stacks, making it TOO powerful over all the other conditions.

Poison I feel it pretty spot on, maybe shorter duration, so it isn’t so easy to maintain perma poison, if anything.

Confusion is again readily admitted to excel in one game type and under perform in the rest. I don’t like the proposed idea that it will do DoT damage, but I don’t have a great solution for it either. The low hanging fruit would be the PvE/PvP split, and greatly enhance the duration for PvE, so it could maintain for say….10 seconds at maximum? PvP it would maintain short duration of 2-3 seconds.

By shortening the duration of intensity stacking boons, you avoid the prospect of 700 stacks of bleeding on a target, while maintaining all the players are able to put out their own condition damage without the threat of others overwriting them.

I am not looking forward to group condition applications in PvP/WvW where I suddenly have 50 stacks of bleeding all ticking for 700 damage each on me and I’m taking 35,000 damage a second……….. condition stack limits needed to be there for pvp, pve it needed a solution to make it viable. This new change makes it sound like it will be ridiculous in pvp.

Again, I know too little too late, but maybe a dev will see this and consider it in the future.

Your proposal doesn’t solve any problems. There are two problems with conditions as they are now:
1) Having multiple players who use conditions fighting together makes them both worse. Players interfered with each others conditions, which is something that power users don’t ever need to worry about.
2) Conditions do significantly less damage than direct damage.

Your proposal solves neither of these, and is instead just really confusing. The changes that are going to be rolled out soon solve both these problems while creating no new problems other than really scary Epidemic shenanigans, which can be dealt with by putting a stack limit on that one skill.

Personal Story Restoration update

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Captain Unusual.9163

Bobby, did you already pick rewards for the restored story missions?
If not, this would be ideal to bring back missing armor skins like the Apostle, Stalwart and Heavy Scale set. The chestpiece of those sets is personal story reward (somewhere in the lvl 40 arc), all other pieces are unobtainable and would perfectly fit as rewards.

That would not be fair for those who already did them with all their characters, since they can’t be replayed.

Those skins would be better given in a PvP track, the WvW skin vendor and karma merchants that have repeated skins already found in other maps.

A karma merchant would be best. It’s not like they’re fancy or prestigious skins, they’re bland and just happen to be unobtainable.

Offhand Dagger

in Necromancer

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Captain Unusual.9163

In a way that would be true, I suppose. But it would also mean that your LF generation on that particular weapon would be 100% based around having conditions in the first place, which means it would only work sometimes. I’d rather have it be more reliable.

True, but 3 of the 5 skills (of scepter/dagger) would inflict conditions, and the other two would work with them to generate life force. Or Dagger4 could give LF based on the conditions it inflicts, since it always blinds. Then it’d be like Scepter3, with a low floor but incredibly high potential payoff.

Offhand Dagger

in Necromancer

Posted by: Captain Unusual.9163

Captain Unusual.9163

I would love for OH dagger to have some kind of LF generation. The other OH weapons have it, and quite frankly some of the MH weapons have such bad LF generation on their own (coughscepter) that they really need a weapon with a secondary source for an OH, which ends up making OH dagger a less appealing choice.

Like how all Mesmer OH have phantasms, I think LF generation should be something that all Necro OH weapons have.

I’d probably put it on skill #5 personally, though. #4 is already pretty good I feel, and putting it on the #5 skill would make OH Dagger more unique, where putting it on #4 basically makes it the same as Focus. Since its a DoT based skill, perhaps they could do something like a custom debuff that gives you life force every second from every enemy you hit (similar to how Guardian GS has the unique DoT debuff on their #5 skill).

It’d be far more unique and relevant to its intended use if it was on #4, and was based on the number of conditions transferred. It’d help with Corruption builds, and tie into the theme of necromancer as a master of condition manipulation.

Offhand Dagger

in Necromancer

Posted by: Captain Unusual.9163

Captain Unusual.9163

I wish they’d swap dagger and focus skills so i could run Dagger/Dagger and get full benefit from the new blood dagger trait. would be worth having to get another dagger :P

I’m glad OH dagger is a condition weapon, I’ve run as a condimancer since launch and think daggers look much better than most foci.

Of course they do, but I’d love to run D/D (which looks the best!) and have the dagger trait be useful for a full bar of skills! Not that it’s impossible to run D/D even now but it isn’t something to write home about as they both have different goals.

Edit: Judt hypothetical anyways. They would likely never do something like this.

Yeah, I know, it’d make more sense to switch OHdagger and focus skills, but I’m greedy and like conditions. Guess I’m the lucky one this time.

Tomes of Knowledge

in Guild Wars 2: Heart of Thorns

Posted by: Captain Unusual.9163

Captain Unusual.9163

Tomes aren’t changing at all.

Though I’m glad to hear that, as a WvW and PvP player, you do care about the PvE content.

Skill Points Towards Bloodstone Shard

in Players Helping Players

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Captain Unusual.9163

I really wish people would actually read the entire articles, rather than stopping two sentences in.

Skill points and skill scrolls are being converted to Spirit Shards at a 1-to-1 ratio, and the Shards are used exactly the same way skill points are now to purchase things.

Noob Q: How does Piercing work?

in Players Helping Players

Posted by: Captain Unusual.9163

Captain Unusual.9163

You don’t have to target the farthest enemy in order to pierce, but it is often helpful to. Because of the way projectiles are fired (center of your model to the center of the enemy model), shooting at a close enemy often makes the shot go either up or down at a fairly steep angle if the enemy is slightly larger or smaller than you, making it hard to hit targets past it. Firing on something farther away will get you a much nicer straight line.

Offhand Dagger

in Necromancer

Posted by: Captain Unusual.9163

Captain Unusual.9163

I wish they’d swap dagger and focus skills so i could run Dagger/Dagger and get full benefit from the new blood dagger trait. would be worth having to get another dagger :P

I’m glad OH dagger is a condition weapon, I’ve run as a condimancer since launch and think daggers look much better than most foci.

The new trait system is coming!

in Necromancer

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Captain Unusual.9163

Is anyone else wondering if we’ll also be seeing the signet reworks, and if they may be changing any other skills, like axe? I’m basing these thoughts off of the changes we saw to traits. I really hope that the new traits bring legit changes to other aspects of the class.

In the patch notes for the recent SoL and SoU changes, they stated that they were looking into doing more rework of SoU to make it a better team support utility. Instead of a mere 1% increase in LF passive boost they gave it.

Axe needs a buff badly. Make the AA cleave or hit an area around the target, increase it to 900 range and buff skills 2 and 3. Then it will have a place on our weapon selection.

Axe 2 and 3 are already in a good spot. 2 is a solid ranged burst attack that generates life force and is not a projectile, giving it added reliability and immunity from reflects/missing. 3 is a useful utility spell that does a little bit of everything. 3 could probably stand to become a blast finisher, but it doesn’t need a large change. The only problem is how monumentally terrible the auto attack is, so 2 and 3 feel weaker because nothing useful happens when they’re on cooldown.

Personal Story Restoration update

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Captain Unusual.9163

They seem to be letting aspects of the update – mostly dialogue has been caught – slip into the smaller updates.

We’ve made some minor text and VO changes to the Personal Story since last fall (e.g. rewriting and rerecording select Trahearne lines) as a live test, but none of the PS restoration changes have been released yet.

I was in the recording studio with Matthew Brenher (the actor who plays Trahearne) recently. We had a good discussion about his character and talked about why we were redoing a bunch of his lines. We gave him better context this time around, and I think it shows in his new performances. I’m looking forward to hearing the feedback once people have had a chance to play it.

Will this still not end well?

black Lion chest price

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Posted by: Captain Unusual.9163

Captain Unusual.9163

They also bought large amounts on about August 15-21 (supply ~3,029,000 to ~1,150,000) and April 6-9 (~2,742,000 to ~63,000). There was a thread on the forum about it each time.

So, like, where do you even store 2 million of something?

Confusion too fickle. Retaliation just fine?

in Guild Wars 2 Discussion

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Captain Unusual.9163

Retaliation works as a counter to many small hits, while Aegis works as a counter to single big hits. The problem is that there just aren’t enough sources of aegis.

Heroic Chest Question

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Posted by: Captain Unusual.9163

Captain Unusual.9163

The heroic chest was given to players because of a bug, and ANet didn’t feel it was really worth their time to fix it, because it didn’t hurt anyone and made a bunch of people randomly happy.

You aren’t entitled to anything.

Protection and Retaliation

in Guild Wars 2 Discussion

Posted by: Captain Unusual.9163

Captain Unusual.9163

Retaliation already works against conditions. Every condition is applied by hitting someone, which procs retaliation. The only difference is that the hit that triggered the retaliation was small and most of its damage is spread over time, but that doesn’t matter, since retaliation doesn’t scale up with damage recieved.

Protection should work on conditions, to counter Vulnerability, unless Resistance becomes much more widespread and easier to apply.

Dont Nerf Zerk Meta

in Guild Wars 2: Heart of Thorns

Posted by: Captain Unusual.9163

Captain Unusual.9163

But this sucks for arenanet too. You want your game to play like Bloodborne not baseball simulator 2000..
..

You sound like a guy with a good grasp on game mechanics and well reasoned arguments.

Warrior Rifle Overhaul: Midrange-CQC Pressure

in Warrior

Posted by: Captain Unusual.9163

Captain Unusual.9163

Nothing says CQC like a rifle.

Also, what the hell are you talking about? Warriors have a long range sniping focused weapon, but aren’t meant to be snipers? Miss Fortune from DoTA?

Spirit Shards?

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Captain Unusual.9163

This may ruin certain player characters.

Definitely. I’m sure they’re planning to just outright destroy a good chunk of player characters.

fastest way to get dragonite ore?

in Players Helping Players

Posted by: Captain Unusual.9163

Captain Unusual.9163

Got so much I don’t even bother keeping it anymore unless I luck into free obsidian shards to convert them. Really can’t see how anyone would be lacking them (ditto with bloodstone) they are so easy to acquire.
https://wiki.guildwars2.com/wiki/Dragonite_Ore

Well, bloodstone can at least be used for various useful things, like sharpening stones and mawdrey. Dragonite is literally only used for vision crystals.

black Lion chest price

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Posted by: Captain Unusual.9163

Captain Unusual.9163

Why has it been shooting up so much lately? Did anet do something to the drop rate or key prices while I wasn’t looking? They were 1-3 copper for like 3 years, what happened?

Chest of Loyalty Reward Help

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Captain Unusual.9163

I just store the chests in my bank ATM. When I need more laurels or whatever I will have access to those things fast but if I choose something else I can not do a doover later.

Well, the thing about it is that, aside from the level up tomes, you can just use the laurels you get to buy t6 mats, sell those, and then use part of the gold to buy/make whatever you needed, with a bit of gold leftover.

Damaging Conditions - Chill and Fear?

in Guild Wars 2: Heart of Thorns

Posted by: Captain Unusual.9163

Captain Unusual.9163

Could just make traited chill act as a separate application of chill, with the speed/recharge debuffs not stacking. So an enemy fighting, say, an elementalist and a reaper would have two instances of chill on them, and one of those two would deal damage.

What will happen to my skill points

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Captain Unusual.9163

It looks like they’ll just be converted automatically 1-to-1 into spirit shards. So it won’t really make a difference if you spend them now or wait.

Spirit Shards?

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Captain Unusual.9163

Additionally, skill points as they currently are are changing heavily, so it wouldn’t really function the same anymore.

Are minion builds still viable?

in Necromancer

Posted by: Captain Unusual.9163

Captain Unusual.9163

Minions scale up the encounter, yes?

No, just players. Otherwise rangers would be straight banned from every encounter.

death's charge: step in the right direction

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Posted by: Captain Unusual.9163

Captain Unusual.9163

Deaths Charge looks horrible. It has a one second cast time / windup, and the actual charge isn’t so hot either.

Like warrior staff banner charge, the skill is no better than running to your enemy with swiftness. You wolnt be able to gap close with this and you wolnt be able to increase your land-speed with this.

Nor do you get any evade while you are charging. You’re actually a sitting duck like the ranger sword auto attack root.

Also it’s a reaper shroud skill, so you can’t count on it always being available to you. Using reaper shroud to get movement forfeits your defense.

Then when it hits, you inflict not cripple or chill but poison, which does nothing to stop an enemy from kiting you (the whole reason you needed a gap close to begin with).

At least there’s a blast finisher (ofc blasting a water field wolnt heal you).

There’s a blast finisher? Isn’t death charge a leap?

Abaddon Regalia

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Captain Unusual.9163

Lyssa Please! Goddess of Hotness. wait… do you see it? HOTness. release on HoT release please.

Probably will be non exposive and boring on males though.

Like the Daydreamer’s outfit?

The new trait system is coming!

in Necromancer

Posted by: Captain Unusual.9163

Captain Unusual.9163

It occurs to me that the trait change means that the condition changes will also be going live at the same time. So we’ll need to figure out how useful stacking poison and burning is now, too. And maybe getting no more bleed stack limit, too.

Dagger #2 would be so much better if

in Necromancer

Posted by: Captain Unusual.9163

Captain Unusual.9163

…2 turned into a facing/cone based aoe channel?

This would be really cool even if I don’t agree with the other part of your post.

Or even get the old life transfer treatment?

<3 (balance numbers accordingly)

They did. Turns out it’s best balanced if it gives life force, rather than health.

Grenth Hood

in Players Helping Players

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Captain Unusual.9163

There’s a metal part on the Grenth hood? Isn’t it cloth and bone?

Are minion builds still viable?

in Necromancer

Posted by: Captain Unusual.9163

Captain Unusual.9163

Well first off condi/MM mix has never been good. Minions work for PvP, they’re fine unless its your plan to be on a “pro” team, and they can work in roaming for WvW, but in PvE they really only work if you get stuck in a group so awful that they need the minions to be able to tank the boss for them a bit.

There’s one other situation where they’re good – if you have a team with 3-5 minion master necromancers, they collectively deal monstrous damage and the sheer number of bodies on the field means that enemy AoEs very rarely hit the intended target. It’s a dumb setup and requires more than a couple people to do this, but It’s astonishingly effective.

Still not really worth it, though.

I really wish I had friends who used necromancers now. That sounds fun as hell.

The new trait system is coming!

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Captain Unusual.9163

That next patch could be anywhere from one week away to a couple months away. Probably at least a month out, since they still haven’t shown the finished engineer trait lines, or the revamped blood line, or…one other line they said they were changing a lot. Arcane maybe?

Still Bothered by Lingering Curses vs Terror

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Captain Unusual.9163

People seem to be missing a couple of very important points in this discussion:

1. We are losing 30% condition duration from traits
2. we are losing 300 condition damage from traits
- These are not base stats so they are not part of the stat increase being done, they are just gone, straight up nerf.
3. 100% increase from lingering curses makes condition duration food and runes and sigils useless since it caps at 100%. The devs said they “may remove the cap in the future”, so basically they aren’t removing it, meaning you will be taking a big hit if you take this trait just to get back the 300 condition damage you were just nerfed.

Once you take into account these 3 things we are pretty doing pretty poorly. If you thought condition specs were bad now, you will see a significant decrease in their output power after this goes through if there are no changes. This isn’t about things being too strong, this is about them being weaker than they already are.

We should never be complaining about actual numbers when something like this is still in development. The only thing we know about the numbers on any trait or ability is that they will probably change. And, when a chunk of numbers are being removed from traits, it seems reasonable to assume that it would be accounted for in other balance changes. Maybe condition base damage will go up, or scaling will increase. Maybe letting poison and burn stack in intensity will be more than enough to compensate for those lost stats.

All we know is that Lingering Curse will give a lot of condition duration, and probably some condition damage. Anything more specific than that is going to be wrong.

death's charge: step in the right direction

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Captain Unusual.9163

Actually dark paths cool down is fine as it is it just needs to travel faster so it lands better.

i’m not even concerned about the skills’s existence once i get death’s charge. A leap is far better than a teleport that requires a target.

But 1200 range is far better than 600 range.

Dagger #2 would be so much better if

in Necromancer

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Captain Unusual.9163

Dagger #2 would be so much better if it worked like Drain Life from Warlocks in World of Warcraft…
https://www.youtube.com/watch?v=H2VfrMdVeu0
http://www.wowhead.com/spell=689/drain-life

I dont really know how its used now. but the older version of it was a clear channel skill, and was instant without a delay, and build up as you channel, for good damage / healing.

With the current graphics is hard to see if the skill is going off or not. And that delay is a killer.

Aside from having a cooldown and a brief startup delay (like literally every other channeled skill in the game), it does function the same. It just has a less clear animation.

As for the channel delay, I’m pretty sure that’s just so the ability can be stopped before it actually does any damage. I can’t think of any weapon skill on any class that can’t be interrupted before dealing damage.

X-packs should rly speed up a bit

in Guild Wars 2: Heart of Thorns

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Captain Unusual.9163

I don’t even consider this a ‘full’ expansion.

Expansion to me is new class, another playable race, new skills for all classes, and another FULL continent to explore.

HoT is giving us what 35% of that. Three years later…

TIL that World of Warcraft has only had one full expansion. Aside from Pandaland, each of their so-called “expansions” only had a new race or a new class.

death's charge: step in the right direction

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Captain Unusual.9163

The reason it’s on Reaper’s Shroud is because it’s the Dark Path substitute. It inherits traits that affect dark path, and serves the same function. RS needs the same approximate tools as DS. IT also makes thematic sense; the greatsword is a slow, plodding, heavy hitting weapon, whereas Reaper’s Shroud is fast and maniacal. The slow weapon pulls you towards it, while the fast one leaps at you.

Condi/boon durations... what if...

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Posted by: Captain Unusual.9163

Captain Unusual.9163

I think the best would be to remove the general Boon/Condition duration stat, and leave only the sigil/rune specific bonuses, but buffed a bit. So you can gear to specifically have better poison or chill, but not to just be better at everything in general.

Chest of Loyalty Reward Help

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Captain Unusual.9163

Do ascended armor last. It’s appalingly expensive, and provides fairly insignificant boosts over exotic armor.

As for Laurels vs Clovers, go for the Laurels. 20 Laurels is worth about 20 gold, but 7 clovers cost, on average, about 10g to craft. The only parts of the clover recipe you can’t buy with gold are the obsidian and skill points, which can both be easily obtained by spamming a silverwastes chest train for an hour.

salvaging items question

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Captain Unusual.9163

Nope. Only the quality of the salvage kit matters.

But salvaging items does lead to better magic find.

Still Bothered by Lingering Curses vs Terror

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Captain Unusual.9163

Because that’d be too strong. I honestly like the change, even if it is a nerf. It forces condi necros to choose between extremely strong and long lasting conditions for long lasting pressure, versus powerful burst conditions with heavy CC attached. The choice lets there be multiple types of condimancers. If the two were allowed to be taken together, they’d both need to be nerfed, because being the best at condition pressure and burst condition CC would be way the hell too strong.

They’re already taken together, and it isn’t too strong. I don’t see how you could call that an issue. It really just forces you to choose between two things that worked well together before, removing the synergy that once existed and replacing it with a tough choice. Seriously, why would they need to be nerfed when they aren’t broken as is? If it really is too much to offer those traits in the same line, one could be moved to another line. The Grandmasters in Death Magic are really lackluster and 2/3 only apply to minion masters.

Well, the new Lingering Curse is significantly stronger than it is now. And yes, they’re not overbearing when taken together now, but balance can change in HoT and once the new traits hit.

In current balance, you’re absolutely right, but currently things are balanced to work that way. When everything changes, it will obviously be tuned to work with one or the other. But, design-wise, the new trait system is all about meaningful choices, and if there’s no choice as to what to take to make your condimancer the best, then the trait system has failed.