The Tiny Yuno Sniper of Ebay [EBAY]
The Tiny Yuno Sniper of Ebay [EBAY]
Deal bonus damage per boon on your target.
Damage Damage Increase: 3%
Each damage increase is a separate instance. Additional damage is 1.03^[number of boons] instead of 1 + (0.03 * boons).
Like other similar traits, only unique boons count for the bonus damage. For example, a target with 25 stacks of Might and 1 stack of Fury will increase damage dealt by 6.09%.
Can someone elaborate how they got 6.09%? I don’t understand how this works.
1.03^(unique boon number)
I don’t get what unique boon means and how 25 of might would be different than 1 of might….and how that gets to 6.09. if its…i dont understand the calculation, explain plz.
Also is this bugged still or does it work as ’stated above"
The Tiny Yuno Sniper of Ebay [EBAY]
Hi,
I seek knowledge on a certain aspect of warrior builds. I wish to know if boon duration increases should be considered when creating a damage build.
To be more specific, and narrow the point of discussion, I am interested in how I could improve upon my damage build for wvsw solo roaming.
A related question is what does a max damage solo warrior build look like? Is it the conventional….boon duration of some kind on runes and full zerk on everything else? Or is there some heavier boon duration build that can output more damage than the latter?
Looking at my build for wvsw solo roam
http://de.gw2skills.net/editor/?vJEQNAR8ejMdQXIWFC2dAnIG6BKsG6hcwCgPIC02I8DDA-TlDEABZfAB6QDTb6Ag4gA8wBQoLlgJq+j7HIQzAAXgAmU+42DA4JlQRcEASZ/hAAIA38mZz2M4oH9oDdoDtrbzbezbezSBMxCA-w
, is boon duration increases > raw power? I mean for food I run 200 power on kill + 70 ferocity (carrot souffle) vs 20% boon duration +70toughness (candy cactus cornbread) and I always feel like the extra boon duration is doing me hardly any damage ingame especially compared to an extra 200 power….much less 100 power. Yet I look at my build and all the things that the boon duration is increasing….and it SHOULD be the better choice should it not? longer endure painx2 longer berserker stance longer vigor, longer swiftness longer fury longer might stacks…..should that not be better than 200 power?
If boon duration increases are viable for solo damage over zerk stats then where should they be incorportated (in runes….in armour…in food….in weapons?). I mean from my brief lookings I would think food effects and armour runes are the only viable ways to input boon duration increases into a build. Weapon sigils and acessorries/trinkets/backpieces/etc and other things like dubloons and gems don’t seem like viable compared to raw zerk stats.
Does anyone run a heavy boon duration warrior build for fights where you don’t depend on allies?
For group:
I mean for group situations lets assume I have 25 stacks of might running….then is boon duration increases of any kind just gonna be a ‘tank’ asset for the endure pains and resistance and whatever? Say I want as much damage as possible, do boon duration increases on a build hamper that goal if u already have 25 stacks of might running?
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
last blaze
king of fires
flame of warsall the freaking same
nicely done anet
Well they were probably all just alpha placeholders till they could figure out what they really could give to berserkers…..then they realized they had gotten all the other classes to work but had no time or ideas left for berkers.
The Tiny Yuno Sniper of Ebay [EBAY]
Was hoping for Dual Swords (S/S) when I read the OP….o well.
The Tiny Yuno Sniper of Ebay [EBAY]
SPent time in earnesst with it since HOt but I didn’t like it cause it lacked damaged, I had fewer moves to play on longer cd, and less mobility compared to S/shield. Then when i ran into range heavy enemies it just became a huge ‘nooooooope not doing this anymore’. Very easy to kite you. And if it’s 2 vs 1 and they both kite you…..then you are kinda scrwed. Works well when surprising people though and for dealing with less experienced players it can end groups of them much faster than other weapon combo’s.
Plus when dealing the hammer stuns you have to counter the abundant stability AND blocks (aegis/shield/whatever) and other kitten invulnerabilities.
just my experience with it since hot anyways.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
If you go greatsword, I was gonna recommend the inclusion of the strength traitline for ‘forceful greatsword’…..but on second thought lacking any of the other traitlines just takes too much away from the build. So you really just need to learn to live without the shorter cd’s and might stacks.
If you wanted to avoid the Gs route I’ll comment a bit further on the build you updated to:
So I changed some things, including the arrangement of my weaps.
But I wonder if I’d be better off if I switched sw/a for sw/sh and m/a?
To me this looks like a vast improvement over the previous build.
Sigils could be changed if you find they aren’t of use, but on paper they look like they would work well. Sigil of impact for example you might consider replacing depending on how often and frequent you land your 3 stuns on that weapon set (I mean sigil of night is perma +10% but just at night, and sigil of force is +5% perma all the time). Just consider that mace skills ARE slow, and the rest of the things available while that sigil is active are also rather slow followup to any of your 3 stuns…limiting the damage increase to 1-2 attacks per stun likely. It is also dependent on what your party runs, stuns are killers if your party spams then. You might consider sigil of leeching (i really love leeching) or hydromacy again, or even an “on interrupt” sigil if you are really proficient with your stuns/fighting.
https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Draining (not sure if it has a cd or not….doesn’t say it has one though, in which case you might really consider this sigil. It is stronger than leeching (which again I love that sigil) and you could use it 3 times consecutively against a caster.
It is also dependent on what your party runs, stuns are killers if your party spams then.
Other options might be sigil of doom for poison which will negate enemy healing power and is another condition for them to clear, very useful if your party lacks poison application.
I haven’t run offhand axe in a while so I’m not gonna comment on it (my problems had to do with axe 5 survivability and speed, but you have swiftness and more tank that I run). On paper though offhand axe looks good, since it gives you stuff that a Gs would. Whether you want axe/shield instead of mace/shield is also a point of debate…but then again you could go axe/axe+sword/shield or really any combination of axe/sword/shield/mace (wouldn’t recommend offhand sword tho lol).
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
so because you can’t seem to allow yourself to ignore these nodes, you want them removed? of all the things that should be complained about, you found this? seriously? this is what you settled on?
I’M SORRY. I SHOULDA HIGHLIGHTED THIS PART FOR YOU:
-make it so i don’t have to harvest 1 node 3 times to get 3 items. Give 2 nodes per tower/camp and just increase their output by +1 so they are like regular pve nodes. And make it so I don’t have to refarm the node more than once! If I get extra strikes make it give me whatever the strike gives me automatically.
-give me the stuff automatically upon taking the objective!
SO LIKE IF YOU HAVE 4 NODES, YOU DON’T HAVE TO GO THROUGH SOMETHING RIDICULOUS LIKE: 3+3+1+1 = 8 STRIKES or 9 or 10 HARVEST ANIMATION STRIKES TO CLEAR A KEEP. SO WE MIGHT HAVE 2 OR 3 NORMAL NODES THAT YOU ONLY HAVE TO HARVEST ONE TIME THAT GIVE THE SAME AS 4 DO NORMALLY! SO THE MAX HARVESTING ANIMATIONS IS ALWAYS GONNA BE 3 OR LESS INSTEAD OF 8 OR 9 OR 10. ALRIGHT?
IS THAT OKAY?
ARE WE OKAY NOW? I’M SORRY I CONFUSED YOU, I HOPE YOU ARE OKAY NOW
I miss roaming ABL for the rich iron nodes
I miss roaming the ABL and murdering the people gathering the rich iron nodes.
WELL I MISS MURDERING PEOPLE TRYING TO MURDER ME WHILE I GATHER
WELL I MISS MURDERING THE PEOPLE TRYING TO MURDER PEOPLE WHO GATHER NODES!
I would gunflame you node harvesters so hard. So so hard.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
Hai,
I just wanted to express how TIRED I am of harvesting these stupid things. They only give 1-3 things. Often its 2 herb ones and 1 other. And the herb ones of course are the ones that usually make you have to harvest them 1-3 TIMES EACH for SINGLE ITEMS. Why do I have to harvest…..3+1+1…nodes 5 times before I can leave the tower and be on my way! They are dumb, i ahte them. They delay the game…people harvest them cause you gotta take whatever you can get to make money in this mode to pay off the costs of playing it. No more explaining, its straightforward. Nobody likes doing it, it impedes the gamemode, it takes forever, many other reasons…..the end.
Solutions:
-remove them
-make it so i don’t have to harvest 1 node 3 times to get 3 items. Give 2 nodes per tower/camp and just increase their output by +1 so they are like regular pve nodes. And make it so I don’t have to refarm the node more than once! If I get extra strikes make it give me whatever the strike gives me automatically.
-give me the stuff automatically upon taking the objective!
Solution I like:
-Grow the stuff! As the objective upgrades it gives access to nodes! So right off the bat after you take something there are no nodes to farm! Nothing to worry about! As it upgrades though nodes and stuff to farm appears! This encourages people to ‘visit’ stuff they otherwise ‘wouldnt’ bother visiting (recall the old upgrade system?) creating a sense of population and presence on the maps. Now there is less excuse for every objective you visit to be completely empty. I mean if we did something like this maybe just maybe we could remove the ‘contested’ status of objectives like the game designers originally wanted! I mean thats a totally different story but this basic idea is something everyone should be able to appreciate. And people obviously wouldnt have access to the nodes of enemy borderlands if any of this were the case…you would have to take the objective and grow ur own. The nodes can have their own colour strip (red/blue/green) across the bottom to show ownership. It also gives more reward for guarding and defending objectives to fortify them. Why? Cause everyone likes to play farmer! Do pleb work and at the end of the day you get to see something grow and re-affirm that your efforts have ‘fed’ the people you pretend you care about! This game shouldn’t be about pve and pvp! It should be about growing an empire of farming nodes so you can make money!
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
I had alot of fun fighting with guild in Eotm compared to WvsW. I mean the pve k-train components were boring. The pve in eotm is too static, all the lords and vets of significance sit in 1 location and beg passing players to approach and kill them. In terms of fighting other players though it was really fun. The teams are pretty balanced so you can get in a good matchup of fights that aren’t ridiculously one sided.The map terrain especially made the fights less static and boring. The bright lush landscape was also amazing and welcome compared to the more dreary ebg foliage colours….its too stale…eotm looks like a magical meadow and ebg looks like a stale forest. The diversity of enemy skins and types was also great, as was the FARMING compared to stupid worthless synthesizer nodes I HATE THEM.
And the respawn penalites were nice on eotm…if you die you have to run alllll the way back. Made death seem like something to avoid.
The Tiny Yuno Sniper of Ebay [EBAY]
What choppy said. Although I would invest in bloodlust sigil over cruelty for wvsw…hacking power translates better for the mode (i.e. you can’t crit objects).
Sigil of battle doesn’t make sense to me. You already have a high crit…so strength is gonna give you way more than 2 stacks of might over 20 seconds. Even then I don’t think I’d take strength though. I mean the build looks like it realizes how much might is lost by not going Gs and seeks to makeup for it by using a utility slot (for great jsutice) and sigil of battle and some boon duration buffs. That doesn’t seem effective to me at all to go that route but its a different way to play and that’s your choice.
I would consider replacing the tactics tree with something else as well. I mean it ONLY applied to group situations lets just put it that way. In solo or small man fights where you got less than a 5 man party going its gonna hurt you more than it helps imo. I think warrior warhorn is stupid and ruins a player’s weapon slot.
Get rid of signet of rage. It is redundant in this build. You already have swiftness…you already have might..you already have fury. And you say its meant for small group partying….so banner is likely what you should choose. If you don’t need to support your group with a rez banner then headbutt for yourself is a good idea if not something else entirely.
Also I don’t see the point in having sigil of hydromacy on your sword/warhorn. You will only be pulling that out to chase an enemy or do a final thrust (sword 3). Given that final thrust is the only ability where the enemy is actually inrange of the sigil it seems unlikely to be paying off. If it is working and hitting the enemy when you are fighting i would still consider removing it. I mean I use Gs+sword/shield with sigil of hydromacy on my sword/shield. I find it very useful there, the difference though is that I have the shield for defensive capabilities. It works well because I switch to it for offense (sword 3) AND I can also switch to it for defense (shield+run away), and my defense also doubles as offense with the reflection skill and the shield 4 (2 second stun). Plus my other sigil on my sword/shield is leeching…which does damage and provides me with health. In other words switching to my sword/shield provides defense and offensive capabilities so it is always beneficial for me to switch regardless of the situation (whether i need to attack or defend or flee). Yours on the other hand is there for chasing and blowing the warhorn which really only serves as condition removal for the group (while in combat anyways). The defense offered is next to null. The offense you get is also next to null outside of sword 3 and the ability to chase your enemy in swiftness all the time without being crippled/chill/immobilize impeded….the chill does a fair amount of damage when it hits but it has to hit and your horn can only be used to clear after the chill has already gone off.
Drastic changes: would remove warhorn and replace with an axe/sword/mace/torch/anythingelse. Then remove the tactics trait line and replace it with defense for an extra endure pain, a automatic stability, and shield mastery which is DEFINITELY worthwhile (it will help with getting you might stacks as well).
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
Then we can give every warrior a locked Gs weapon slot by default. And then 1 choose-able alt weapon haha….
Lmao, you are quite a funny dude. That would def help us but they have to revert the bezerker stance nerf; they should start from there.
I still don’t get this point of view on Berserker Stance. It seems the biggest concern is that it can be corrupted, but the likelihood of that happening, especially for any length of time, is low.
Meanwhile, it lasts longer, has utility against non-condi builds that still use snares, can be used after condi bombs have been dropped, thereby eliminating the possibility of wasting it like the old stance.
And people like me don’t understand the point of view that berserker stance is better after the change. On paper I would totally agree with you. Against boon strip reapers though its complete garbage. I mean a simple point of view is: Can you handle those condition users effectively with berserker stance in your build but without using it? If the answer is yes….then I agreee that the new berserker stance is probably a buff for you and your build/playstyle. If the answer is no though…it becomes rather apparent on how important a guaranteed condition immunity window is to your build.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
ANY OBJECTIONS ?
Yes….if anything I would want it raised not lowered.
The carts are still less effective than the base damage a player can dish out on it’s own with aoe. Couple this with the ease of rez’ing downed players presently and the blocks and everything else you can use to dodge them….I don’t understand why you would want them nerfed to begin with! Everything has a counter in this game except huge zergs that are more huge than you are….it’s not rocket science.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
sure just let me know before hand which team everyone is stacking on so i can stack as well for my 3 extra bonus chests
;)
Yes. I also only play wvsw for the 3 bonus chests.
Wink wink…..wink….wink………wink…..argh im bored.
The Tiny Yuno Sniper of Ebay [EBAY]
Hello.
GS mesmer.
GS necro.
GS dh is bad anyaway.
GS warrior.Please disable this weaponset outside of its PVE targeted audience.
Thank you
Agreed. GS warrior is trashing PvP. Something needs to be done soon or the other classes won’t be meta anymore. All I see these days is GS warriors..every kitten game. And when you pair them with Gs power necro…..you won’t stand a chance. Revenants and Engies need buffs NOAW.
The Tiny Yuno Sniper of Ebay [EBAY]
I don’t see how this should be surprising or a source of complaint at this point. Healing builds are op. Rez’ing downed players is OP…the same applies to npc naturally. The ability to return to ur place of death within 30 seconds or less is OP. Rally is OP. AoE is OP. Pairing all these things with the current combat meta….everything is still a basic “I have more players than their team does” fiasco. Gw2 logic: If they outnumber you and you aren’t proficient enough in combat to keep your zerg alive, then you won’t win regardless of how many enemies or npc you wipe. Gw2 WvW objective claiming: You have to do all that stuff I mentioned and hold a static position for a great deal of time.
The problem you described was an inability to hold the static position, in this case the lord’s location (from the point of attacking him to the point of killing him and capping), for a long enough period of time. You have failed to beat the game as it was designed, and thus you lose.
Those are the basics of this game mode, and they will never change. Thus you should find a server where you ‘can’ outnumber the thing you are attacking to allow you the option between tryhard and easy modes.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
I wish that the balance updates was a weekly thing instead of a once in a 6 months thing :/
thank pvp
The Tiny Yuno Sniper of Ebay [EBAY]
You just have to take a break for a few weeks during a holiday event and pve grind a bit. Otherwise ya, you will never make that much on a wvsw salary.
The Tiny Yuno Sniper of Ebay [EBAY]
This is why I bring this up. WvW is PPT. There is no escaping that fact.
The bulk of the complaints about the game mode come from fight guilds who are looking for some sort of structure in WvW to have a ‘fair’ fight which is never going to happen.
….
The futility of the situation grows daily.
Some people play to complain, nothing anyone does will change that fact.
The Tiny Yuno Sniper of Ebay [EBAY]
When they don’t delete the DBL, you’ll know that this was all talk, as usual.
Contrary to narcissistic opinions, not everyone hates these bl nor wants them removed. If they don’t delete them it means they did listen. If they do, it also means they did listen. Forums are mostly used by disgruntled playerbase, the people who do like the bl likely won’t be taking to the forums…that is why it seems skewed towards people hating them and anet just not listening. There’s enough people who like them that it isn’t so one-sided as to just automatically plan to switch back.
The Tiny Yuno Sniper of Ebay [EBAY]
-1, they are fine as is. It’s just the population imbalances that are causing grief. If you can’t take smc in a 20v20 when 1 side has airship, then you couldn’t take it if the entire castle was removed and it was just 20v20+lord. Meaning your group is simply weaker than the other. Dat pvp law you so want deems ur group to be the loser.
The Tiny Yuno Sniper of Ebay [EBAY]
Tl;Dr: Be completely transparent with the community on how they work and any changes made. Make them so they require committed players in order to activate and require player presence to perform their functions. Improve the defensive functions of the breakouts.
I think these things are great, just they need alot of little updates and little fixes.
-For one….they take way too long to spawn. And I don’t even know the logistics of how they spawn nor does the wiki or the internets that i’ve gone to. This information should be made available to those who seek it.
-Two…they are activated unintentionally alot of the time. I can understand if this is to prevent a bl from ‘saving them’ in some unfair manner. But a better solution would be to just have them disappear once the bl is stabilized and they aren’t needed. Then people can use them intentionally…maybe in tandem with eachother to maximize usefulness. I mean they are wasted without a somewhat organized group using them. And have people just respawn and run straight through spawn causes them to activate and die off without any players using them.
-There are (or were) cases where the events will solo towers themselves….this isn’t something i support especially when its only ‘some’ towers. You should remove this.
-Also I’m not sure if there is a timer on how long the commanders wait outside a tower for. Or if they do so indefinitely until they die or if they disppear after a while form non=use. I think they ‘should’ disappear though if no players are using them for a certain period of time.
-When taking back towers…I don’t really have any complaints. I find it confusing that the protective domes disappear once the siege is built. I mean it would be op to have the domes and invulnerable siege tho. The present situations though is that it makes sense to not build most of the siege so you have those domes to protect low hp players that need a heal….which is reflective of unrefined mechanics but whatever it works.
-When you own the tower though….crusher disappears after just 1-3 minutes of sitting in the tower even if its under attack. THis shouldn’t happen. He should stay for 10-20 minutes if not longer. He seems to grant immunity to walls for the brief time he stays in the tower….which is nice. I would like it if this invulnerability stayed constant for the walls…but the gate was left vulnerable as per usual. That way the attackers are focused on one point and defenders have a chance to keep them out if they are organized. Remember these events are generally only active when ur team owns like 0-2 things on all of ebg….this means you’re bl is hopelessly outnumbered. Funneling the enemy who vastly outnumbers you onto just the gate is fair imo. Especially since its likely to be a wood gate given the breakouts take so long to spawn that usually everything is gone by the time they are up. and anyhting u regain is obviously paper during that timeframe.
-He only gives the tower 100 supply. Which is usually the max capacity of the tower anyways….but I think he should increase the depot by 100 while he’s active not simply toss 100 onto the pile like a dolyak. I mean alot of the time that supply goes to waste since the tower is already at capacity since you want to wait before u place siege based on where the enemy hits you from. So if the tower has 0/100 supply when he arrived…it goes to 100/200. If the tower has 100 supply….it goes to 200/200 etc.
-He performs the same function presently whether he defends or attacks a position. I mean this isn’t really a fair policy imo. he’s good for attacking as is pretty much. once he finishes he gives the tower supply and stays for a bit..which is great as is. That’s not good for defending though as I already stated…especially since he never stands outside the tower to fight things or activates siege. The difference is kind of appalling. You are presently better off letting them take the tower and then activating him to immediately retake the tower….that’s not good mechanics especially when alot of the tiers are already in a “defending is a waste of time 90% of the time” mentality. If you want to change stuff like that the whole games needs to come together to provide fair balance.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
Headbutt is superior to any race elite. Any warrior that takes racial skills is hurting themselves.
Really? That’s really interesting. Maybe you should make ur own thread about it! That way you can say whatever ur heart desires, and you have an excuse for not reading the OP. Cause unfortunately what you said has no place in this thread…I wonder why everyone else managed to stay on topic except for you…it’s a mystery.
I will have to remedy the OP next time to be more clear. I appreciate the contribution though, it was really insightful. There really should be a thread telling us that headbutt is superior to any race elite. Any warrior that takes racial skills is hurting themselves.
The Tiny Yuno Sniper of Ebay [EBAY]
Warriors:
Okay so I don’t want to hear that race specific skill slots are all useless and it doesn’t matter. This is an objective analysis on human skill slots vs the other races. Whether they are all terribad is irrelevant, it’s a comparative analysis. This will be mainly directed towards pvp components whether they be wvsw or pvp or whatever…pve is fair game though if it has a use.
Utility skills:
prayer to kormir….it’s a signet of stamina that only cleanses 3 conditions and has no passive buff. It has no usage to any warrior over signet of stamina or berserker stance….if they somehow want a 3rd condition clear okay its there. Builds with: signet of stamina+berserker stance+prayer to kormir…a heal and an ultimate. I don’t see those being very popular even if you are fighting pure conditions in pvp or pve.
and prayer to lyssa…I have no idea what the hekk this was intended for or what possible situation it would be even worth spending time casting it….yes it has a cast animation, a long one at that.
And the special heal: prayer to dwayna…someone forgot to update it when ‘to the limit’ got a buff. I mean prior to the buff it just healed the same as “to the limit” did except no adrenaline or endurance boost….now it does 2/3 of the heal and I have no idea what it even exists at this point. Before it had some uses in pvp to trick people who hadn’t seen it before, but that was hardly a valid reason for its existence and now its just toxic.
Can we just remove all these things from the skill options?
And the ultimates of humans vs the race specific UTILITY skills:
Compare Reaper of Grenth to Asuran radiation field utility skill
Compare Hounds of Balthazar to norn ice wurm utility skill.
In terms of utility skills:
I mean charr get an extra dodge and another ‘for great justice’. Norn get a condition damage attack that would compliment condition builds that want damage. Asuran get 5 SECONDS retaliation. Sylvari get grasping vines.
And I mean even if some of the other race’s special summoning abilities are useless…at least they last longer than 15-30 seconds…they go 45- 60 SECONDS.
I mean from an objective standpoint just looking at what the skills say. I would make my warrior an asuran or sylvari given the present meta…unless that char evade works as it seems to be advertised. I mean that would be huge if u went full endurance and dodge regen crazy on ur warrior in wvsw or pve. You can stack 90% endurance regen as a passive….and then vigor gives you 100%. Then you have put sigil of stamina and energy on ur weapons and use a greatsword for whirlwind dodge. That’s 4 evades base….pair it with a mace/shield for 2 blocks. 4 evades..2 blocks…90% endurance regen…full endurance back on kill….1/2 endurance back on weapon swap. How could that possibly not be a useful build?
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
removing all siege for a week, also removing all upgrades and setting gate health to say 5 times a barricade – could make for a hilarious one week event. fight week!
Would just be ur basic K-train with the addition of portal bomb. The larger the group the larger the victory, no tactics required….just aoe spam with pugs and stay in blob formation as you move from 1 keep to the next.
The Tiny Yuno Sniper of Ebay [EBAY]
Flurry needs to apply small amounts of immobile PER HIT instead of all in the first hit.
It would have 0 usage as a weapon outside of condition builds then. Make it immobilize blind and steal/strip boons…then i’d be cool with channeling it.
The Tiny Yuno Sniper of Ebay [EBAY]
Its not actual gold though…5 million in potential assets or whatever.
The Tiny Yuno Sniper of Ebay [EBAY]
Just a thought here that i have spoke to a lot of other ppl within the WvW community about and have had nothing but positive feed back.
What if keep lords had a downstate, much like the Stronghold lords in PvP? it would bring a larger field of play to taking down a lord, open up new (and old) tactics to keeping a keep lord alive while under attack, EG bring back the warrior banner for lord while in downstate, hard rezzing a lord if its a small team taking keep would be possible and give the defending team a second advantage. to compensate you could lower the lords scaling or overall HP as the enemy would have the abbility to stomp lord in downstate but could also be CC’ed from stomping…. etc etc etc..
Anyway, like i said at the start, all ppl i have spoke to about this like the idea from both attacking and defensive stances. please consider this, im no wizz with coding or anythimg to do with computer game scrip writing, or w/e (lol) but you alrdy have this in place with stronghold lords so it wouldnt be that hard to implement, would it?
Inspired by a different mode, but the idea still has no place in the current wvsw combat system. Nor are they likely to ever change the core mechanics of wvsw combat, so go fish. And a warrior banner rezing a lord from downed state…..I have no idea how you could perceive that being a good idea with the current wvsw meta. You can presently dish out some major heals on your lords with the right builds. A group of 3 or higher with the right coordination and equipment can easily hold a lord indefinitely with 2-3 times the number of attackers even if the lord doesn’t ooc…bust out dem aoe heals.
The Tiny Yuno Sniper of Ebay [EBAY]
Plus less guards cause less lagg and choppy fps in higher population servers.
The Tiny Yuno Sniper of Ebay [EBAY]
I’m finding it hard to survive. was wondering if I could do something with the sigils to give more sustain.
Only thing I really see that could be removed in sigil of hydromacy. Would sigil of blood work better?
https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Blood
https://wiki.guildwars2.com/wiki/Superior_Sigil_of_HydromancyIn your build link you actually have two hydromancy sigils on your sword set. So dropping one (if you actually do have two in your actual build) for blood makes sense. But keep in mind that sigil of blood will only give you 900 health every 10s, so it’s good but not a tonne of sustain.
Whether it’ll do the job in part depends on what you’re dying to. For example, I generally have an Energy sigil on one of my sets with every build I run on just about every class because dodging well can avoid thousands of damage. I’ve also used Cleansing in the past during a previous condi meta, though haven’t for almost two years now.
So what are the circumstances in which you find yourself dying too much?
http://gw2skills.net/editor/?vJEQNAR8ejMdQXIWFC2dAnIG6BKsG6hcwCgPIC02I8DDA-TlDEABps/Q2HQguUCGxRAoNdAQcQASU9HAuABdoh5hDggbPAgnUCxkyH3PQgmhAAIA38mZz2M4oH9oDdoLnrbzbezbezSBMxCA-w
Sorry didn’t notice that again….one of those hydro sigils should be sigil of leeching. Most death comes from condi bombs or just getting hit with conditions that drain insane amounts of hp. I have healing signet and berserker stance but they are never enough. It is typically a case where a mesmer hits me with confusion constantly that i need to clear within 2-3 seconds of getting hit by it. When and if I use healing signet I’m sort of dead in the water given i lose all my sustain pretty much. When I use up berserker stance I lose alot of damage from the adrenaline windup being used….and the regular mesmer kiting game. I used to use condition clear on my sword/shield with hydromacy…i could look at going back to it. I still have similar problems with just condi bombs in general though….where more than 2 condi’s are on me at same time….replace signet of might with stamina and i lose out vs dh and even mesmers alot of the time tho.
More health healing in combat while my abilities are on cd is pretty much the solution i see for all this. Lacking options though if its just sigil of leeching and blood.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
This is obviously my personal opinion on what I would like to see in WvsW.
EBG:
I would like Tower/keep lords to be changed such that they have significantly less hp and significantly more damage. To give you a rough idea I would like their hp values to be halved and their damage values doubled or even tripled. The scaling can be kept, just change the base lord to fit these new parameters.
I would also give tower lords a potential aoe move if they are scaled past a certain mark due to playercount…so they can do some relevant damage against distracted/unorganized large groups of people, especially if there are players fighting with the lord. One might even consider some kind of buff when players are fighting near their lord….similar to how dolyak’s get their shield…..except maybe its a different kind of ability than damage reduction.
I think the castle lord is actually the one thing on the map that is fine as is. It can rek small groups by itself….and I have no idea how to solo him with my warrior, didn’t work well when i tried it.
DL BL:
Honestly I can solo all of these lords and everyone on the stupid map pretty easily. Alot of the lords don’t scale at all depending on the number of enemies. The lord in Academy is one of them that is so kitten against large groups that its not even funny. i would like all the lords on this bl to be kept the same but have significantly higher scaling when there is more than 1 player present attacking it. i would also make the damage/knockback of fire keep lord’s tremor higher…and fix the pathfinding that allows pretty much anyone to solo her taking hardly any damage. I would increase the defiance bar on certain lords as well…fire keep by a little bit….academy by ALOT…. the 2 South towers by a moderate amount. The lords in DL BL presently never last long and they definitely dont do the damage to kill anything of importance.
Guards:
I would like less guards but stronger more powerful ones instead. The vast majority are just standing around doing absolutely no damage or crowd control anyways..they are pretty useless and just a general annoyance to have all over. So cut current guard sizes down by 50%….boom less pve! Make 25% of the remaining much more powerful. And keep 25% the same….but make them move around more and get into the fights when they are needed. the idea you need a static guard stationed at the front of every wall is flawed logic and represents a lack of creative and meaningful pve.
So overall this translates into players for the pve component: doing more skilled fighting when pve is involved (that is equally distributed so everyone is more involved), but spending significantly less time doing pve overall.
Not welcoming to new players? Well of course it isn’t! They have to have exotic level gear to do anything frontline. Easy solution? Scale equipment to rare (yellow) quality stats while in wvsw if they have something below rare equipped. I’d say do it to exotic level but that might cause an outrage at the Tp (you guys have already made a kitten load of money off us on siege/food/guildupgrades/etc…time to invest a little so we can secure future business for you i.e. players)….so settle for rare quality. Or don’t do that I’m fine with the mode sticking to an endgame mentality, but then you can’t complain it isn’t an accessible enough mode with these changes.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
I like the idea and would support it. In the meantime I would be in favour of more methods to defend when outnumbered and up against a large zerg capping everything. Maybe something like the current breakout events we have. I’d also like the breakouts to happen sooner and the details pertaining to how they activate to be disclosed.
Maybe player kills could grant tickets that could be given to a bunch of vendors. And when a vendor gets enough ticket it will go on cd and disappear. It will active an ability if and only if your bl becomes outnumbered and has the outnumbered buff. This ability will be a powerful npc/npc’s that will protect an objective you own. If your bl stops becoming outnumbered, it will activate a 5 minutes countdown to retreat and then disappear for good an the vendor will respawn. If it cycles between outnumbred and not outnumbered before the npc retreats….then the cd simply resets to 5 minutes each time. it only truly disappears when 5 minutes of not being outnumbered occurs or the objective it taken or it is killed.
I mean the npc could be like the mercenary camps guards except much more powerful and dealing damage and abilities that severely debuff and cripple large zergs and allow for smaller groups to fight them. If its a group of npc then if they die they can be simply res’d within 3 minutes of death like any other merc camp npc can. That way zergs AND npc have the same ability of respawn. SO the zerg can’t just wear the objective down gradually….they have to take it in their push. If they wipe, the npc can just be rez’d and the zerg has to try again. This allows defenders the same benefits of having a large zerg that simply respawns over and over indefinitely. As it stands right now….if u and a much smaller force defend against a large zerg they just wear you down gradually and regardless of how many victories u achieve against them you only stand to lose as time goes by. We are talking ‘outnumbered’ here remember, most of the time this means just one bl k-training all of ebg.
The Tiny Yuno Sniper of Ebay [EBAY]
I’m finding it hard to survive. was wondering if I could do something with the sigils to give more sustain.
Only thing I really see that could be removed in sigil of hydromacy. Would sigil of blood work better?
https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Blood
https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Hydromancy
The Tiny Yuno Sniper of Ebay [EBAY]
There is no reason why not to do this. The former argument was that combining servers would ruin the sense of community and absolutely kill server pride and the whole drive that made people play wvsw so seriously even in lieu of rewards or recognition.
There is hardly an identity left on my bl. We keep getting guilds who choose to move to it. Nobody seems loyal at all anymore, and those that are have been displaced by the migration policies of rowdy immigrants who care not for anything but their own guild.
The Tiny Yuno Sniper of Ebay [EBAY]
GS burst went from doo doo to slightly more shiny doo doo.
Remember the old gs burst at first few months of game’s release? Those were the days….
“You use your greatsword burst? NOOOOOB!”
The Tiny Yuno Sniper of Ebay [EBAY]
refine them each into about 10 stars/bricks/ores then start throwing them out once you have 500 (of each of the non-refined materials) saved in ur bank. UNLESS you want to grind to get the trinkets that eat them and spit out an item or 2 once per day….otherwise save 500 of each in your bank and then start throwing them out.
The Tiny Yuno Sniper of Ebay [EBAY]
So in other words: what game should we all migrate to?
There will never be any knockout mechanics, critical blows, or actions that resonate any importance past the process of holding all of ebg for a few hours. It can be done in a way that keeps the servers all open for the entire week no problem. But there won’t be any drive to do so, they want to keep it as casual and open as possible. In other words all mechanics will always be kept as simplistic or nonexistent as possible. The mode will always be viewed as a pass-time to spend some time on while you farm the pve zones daily and wait for the next pve content to come out.
SO which game should we migrate to? is civ 5 good? played civ4 back in the day and was even debating reinstalling it…remembered that it is pretty old and rough looking graphically tho.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
A bit off topic but, anyone else remember when the Coca-Cola company tried back in the 80’s to replace Coke with New Coke? Almost instantly the consumer base nation wide responded negatively to the new product. I really disliked the taste of it too. Though they rapidly responded the consumer backlash and in just over a couple of months switched back to the Original flavor.
No…I do remember when coca-cola plants put locks on the wells and sucked the water reserves of poor african villages high and dry and left them to die. I think my irl analogy is more appropriate than yours. I’m not really good at the whole redneck mentality, but I think this here will resonate a bit better with the more fluent members of the forums.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
bullcharge has too much mobility , thats why the CD its soo long
Umm maybe? But that doesn’t make it useful enough to justify in any build atm. I mean most of us just equip it when ooc for just a quick speed boost when roaming…that’s its only real legit usage. If it had like a second ability, after the rush and potential knockdown, that might make it viable once more…..
I mean why would anyone want to waste a utility slot on something that closes a gap and potentially knocks down the enemy for 2 seconds when most enemies have stun breaks and ports and invulnerabilities and countless other stuff….outside of regular actual dodging that they can negate it with. And even if it does land that’s 2 seconds to string all ur combo and damage down to burst the enemy before they recover and port away and heal it all….that’s hardly any time at all compared to what other professions get when they land their 40 second cd utility abiltiies.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
Gunflame is stupid and it doesn’t fit the warrior mantra…but we need it still. I think I’d rather go the other route and change the channel time to higher and/or make the animation more visible. Either way though I’d be fine with a nerf like this…..or the whole concept’s removal….whichever comes first…or never ever comes.
The Tiny Yuno Sniper of Ebay [EBAY]
This is the chart I refer to when looking to optimize direct damage output. As you can see, a full zerk, perma-fury, might-stacker packing Might Sig has way too much power to be optimal.
https://www.reddit.com/r/Guildwars2/comments/2vjoef/balancing_powerprecisionferocity_based_on_ep/
Shifting from stones to oil, or maybe furious sharpening stones probably makes sense.
Okay well according to that table I am just under the line with no food buffs and just base stats. But my builds stack might and that goes wayyyy above the power values so…..according to this i need more precision? Assuming that is true:
According to this I need something like 70% crit chance….which I have with fury on and let’s assume I have perma fury with this build. So that brings me to a value of just under 3400ish max power…which requires I have 14 or less stacks of might while fighting in order to be optimal damage wise. Which I mean I think that’s pretty true for when i pvp in wvsw.
I didn’t really understand how the table worked with fury on/off and if that mattered. if i just assume i have fury 24/7 then i should just go by my new crit rate right? so 70% and 2.09 ferocity….just under 3400 power that will accomodate. with maintenance oil i get about 75% crit rate (with the supposed perma fury). allowing for about 3490 max power. So i imagine I can stack some more power at that point or go more precision….idk.
Regardless, ferocity looks like a huge mistake though according to the table.
If that doesn’t make sense I’ll have to look at this in more detail later….cause I must be failing to grasp a few concepts.
3708 is my max power with 25 stacks so according to the table i need 80-90% crit rate. I dont really get why the more ferocity you have the lower power you can have. Especially when it says you can add ferocity or precision to even the table out. If i add ferocity I just lower my max power cap according to the actual table. yet it gives formula:
ferocity = precision – 1582 without fury or
ferocity = precision – 1162 with fury.
and these formulae don’t make sense. if I use them I get a table value much much lower than the kind of power I’m trying to accomodate
I think I’m failing to grasp how might channels into how you change your table values. My might values are gonna be all over the place when I’m not in large groups with 25 going.
Plus I’m not sure if damage bonuses should be converted to power and used in teh chart or not. Like +10% from sigil of night….and +5% from strength runes
Also you added 180 power basically with the replacement of ur signet of stamina. Was your build conforming to the table before you did this? IN which case you should be over the limit and yet you stated the damage buff was more than expected right? Doesn’t that imply the table might be wrong and power might just be the thing to stack? rly sorry for rambling and long post..
I mean don’t we still have to consider that crit chance is a random chance. You could get 3-5 in a row with just 50%. And maybe in ur pvp being able to open with those 3 crits is what determines them being dead and you not having to duel and get bogged by enemy numbers. It’s a case of High burst potential vs High sustained damage. There are a ton of times where its better to roll a dice and gamble on high burst potential, especiallly when u don’t feel competent in ur combat abilities.
Also this is what I am planning on running…underwater stuff not there yet though:
http://gw2skills.net/editor/?vJEQNAR8ejMdQXIWFC2dAnIG6BKtNC/wwCgPICwaoHyBA-TVDEABPcAEYS5TK7PAwFIoLlgQcUASU9H3eAAZfABc/ABaGeSJUb6A6QDTAAEgbezsZbGc0je0hO0lz1t5Nv5NvZpAmYBA-w
I’m alot more glass cannon then I originally thought I would end up being since i equipped the strength runes and phased out the captain’s (toughness) accessory. But I will need time to adjust, and if need be i can ad in a defensive food instead and then look at maybe phasing in more toughness or leavings things as they are and not getting more zerk gear than i already have.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
Depends if you want to use the berserker trait line or not. If you do, you might want to just run a more mobile form of gunflame….so rifle+gs with swiftness of some kind (from runes or whatever).
Outside of berserker trait line:
Gs+ something/shield. Where that something is an axe or a sword or a mace. Axe will definitely give you the best damage for duel type situations or pve in general. It fails horribly at mobility though so you will be stuck fighting in alot of situations without the ability to flee (unless gs 5 is enough, won’t be against competent players tho). Also if an enemy chooses to kite you with just ranged attacks you will be at a disadvantage with the axe. The burst on axe is also very short range and rather predictable to anyone who knows it even a little bit….so it takes a bit of creativity to land those bursts. This is where the sword comes in. It basically has 1 really good burst attack, final thrust sword 3, a 1-4 second immobilize (the burst) and it has the leap, sword 2, plus it deals bleeds and cripple which won’t do any damage of value but can help you waste the enemy’s condition clears and in some cases down low hp players using ‘endure pain’ or something similar. The damage from ur base attacks, sword 1, will be pretty pathetic though even with might stacked high. That said though the leap, sword 2, allows you alot of mobility….you can jump across cliffs to avoid/lose enemies and in general it gives you that one extra bit of mobility to retreat from zergs or losing situations should u need to. it’s also good if you use on kill sigils like bloodlust, sword will allow you to retreat effectively and thus….not die and lose ur 25 stacks. You will still be at the mercy of daredevils/thieves but you will still very hard to kill if you trait properly.
Then there is mace which people generally use in addition to stacking healing power. Which is a different way of playing I don’t really have an interest in. If I am roaming I like to take things fast…that means high damage attacks….power not healing. You don’t need tons of damage to roam effectively, but generally it isn’t desirable to be in long pvp duels especially when you are trying to cap something and their waypoints make walking back ridiculously frequent.
I run gs+sword/shield. With this I can solo everything on the desert borderland maps except the ogre lord at SW tower (although i did think of a new way that might work)…pretty sure i can solo the golemn lord at earth keep but never actually have done it yet. In that build I was always running 75% zerk and the rest vitality/toughness. Now that I’m comfortable with everything I want pretty much full zerk (90%+) and power stack (3000 base power). in terms of ebg, solo’ing towers is something I do regularly. I only got to duo a keep lord once….was intense but we did it even though there were 2-4 players defending while we took down the lord. I tried to solo the SMC lord recently and failed quite miserably. axe will make the pve easiest obviously though. Mace is also probably fine to use but will be much slower since u stacked healing power.
Hammer+ sw/sh:
you will likely be lacking in raw damage for the pve component of your roaming. Also you won’t be able to stack might as easily or readily…so that really impact your overall damage in both hammer and sword. Also hammer base damage is pretty terribad so…even if you run full zerk you won’t be that great damage wise. I mean the combination on paper gives you everything you might need. i would imagine hammer/gs is stilll way better though….you just can’t beat what the gs brings to warrior atm, and warriors need every advantage they can get atm.
The ability to be an effective roamer in wvsw is dependent upon being able to maneuver around enemies and avoid situations where you are hopelessly outnumbered. Depending on what tier you run in, you will have to determine whether or not you can fight you way out of every situation (axe or mace/shield) or if you need the ability to choose where you fight (sword/shield).
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
yes you can use a ring that is infused+not infused. generally speaking its best to mix in some survivability gear, even if you think you wont need it. chances are that you will run into a situation you didnt expect and are thus unprepared for.
Well I remembered after I bought a second althea accessory that you can’t infuse accessories…..you coulda touched on that but WHATeverr.. im not mad just inpatient.
What do I do? how can i get 2 accessories with what I want?
The Tiny Yuno Sniper of Ebay [EBAY]
Thinking of going fuller zerk when i can, and then changing my utility to maintenance oil for extra crit chance to makeup for any lost captain’s/marauder stats…..and to makeup for not having assassin stats on my weapons and all that. Cause maintenance oil is literally half the price of the sharpening stones. Then having my food buff be 100 power and 70 ferocity…or something. That way it’s just like having more zerker stats where you’re power > precision> ferocity. Given I don’t understand how ferocity works compared to power and the discussions i read are all over the place….that seems like the best solution. Or maybe a build with nothing but power outstrips everything else and zerker stats (i.e. the precision and ferocity) exist to cap damage output.
I might run Might Sig instead of Stamina to see how I like it. Tbh, I think I already have too much power (for my crit chance and damage) when I hit 17 might stacks, which is almost all the time. Still, it might help at the beginning of a fight. More importantly, I’ll have access to unblockable, which is nice.
But I’m still betting Stamina Sig is the better choice. When you yolo roam, a single dodge can protect you against thousands of damage. Meanwhile, Reckless Dodge well do 5k aoe damage when the stacks are up. I watch my endurance, and never have a problem not taking advantage of Stick and Move.
I ran Might Sig last night, and to my surprise, found it pretty equivalent to Stamina Sig. Both have their uses and, I’m not gonna lie, I enjoyed having 3k power before might stacks. The damage you cause while having 3750+ power after stacks is pretty addictive, as is downing someone right through the block they were counting on.
Ya I’m also at the 3k base power point ‘now’ and it is AWESOME. It’s hard to go back after experiencing the power craze. Pure power corrupts all… hehe. If you aren’t lazy then it’s sometimes worth changing back to stamina (or something else) when you aren’t fighting alot of professions that rely on blocks (anything that isn’t a memser/dh/engie)…in wvsw anyways. Although if ur like me you will become lazy at some point and just stop switching and then ask yourself why you even bothered using those skills before (that’s what happened with bola, bulls rush, dolyak signet, balanced stance, and frenzy for me…although frenzy i still use for gathering and repairing…pleb work).
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
I originally thought it was a thread complaining about doors and gates having too much hp. And that they should be weak like the pvp mode gates are. I jumped to conclusions though, that wasn’t what it seemed you were getting at. I totally agree the mode is just about laying down cata/rams and taking 1 thing after the next over and over and over with no real critical blows or knockout punches along the way. I would like that to change as well.
Meaningful kills.
Meaningful objectives.
Meaningful scoring system.Creates a fun and lively gamemode.
I am not sure if i understand how can any thing be meaningful if your just going to lose it and not def it or be able to def it. The doors and walls are there to make them meaningful or at least have vantages points to attk and def from. If you get boged down in ppt your never going to find any thing meaningful. Ppt ranks etc.. are meaningless beyond an over all driver for a week or a match its each battle that has more meaning for the player on the ground for there time that they play.
I think you misread. What you are saying is exactly what I think the game needs to consider in order to promote stable growth.
The Tiny Yuno Sniper of Ebay [EBAY]
Title of post could be better…was expecting to learn an actual “trick” concerning markers of some kind.
Your scouts shouldn’t be typing anything. They should be in TS/discord/whatever, giving verbal scouting reports. It’s much quicker, and a lot more accurate. The traps would be easily avoided, anyway. Commanders would have 1-2 people to get marked, the same way they do now with sentries.
not everyone uses voice coms. not everyone CAN use voice coms. do you not want a scout report from someone like my husband typed out if he sees the enemy simply because he is deaf and can’t use TS? or the young player who’s parents haven’t bought them a headset? or the guy who usually has a headset, but it broke and he hasn’t replaced it yet? or the person with a heavy accent or speech impediment? or… or… or… you get the idea.
voice is a valuable tool, but to use it ONLY excludes those who aren’t using it, for whatever reason.
that being said… this trick marker is an interesting idea.. it has potential to be useful.
ok we get it…stop throwing stuff at us. The game is specifically tailored so that it can be played effectively without requiring voice chat. Adding more features to accommodate this is therefore appropriate. Anyone who says otherwise is fighting the ocean tide.
The Tiny Yuno Sniper of Ebay [EBAY]
yes you can use a ring that is infused+not infused. generally speaking its best to mix in some survivability gear, even if you think you wont need it. chances are that you will run into a situation you didnt expect and are thus unprepared for.
THANKYOU that makes me happy to hear i can do that!
I’ve done alot of wvsw with my other build which was 75% zerk and 25% toughness/vitality. And most situations I don’t die, and I could still use more damage in alot of situations. So that’s why I’m switching to more glass cannon. Depends on ur class and experience level, but I no longer agree with the statement that u need ‘some’ survivability in ur stats. You can run it through ur traits or utility skills, and often those are the better choices given some offer 100% damage reductions. Couple of marauder stats if u need some survivability stats and dont like healing power.
The Tiny Yuno Sniper of Ebay [EBAY]
If you spend those free gem on key you probably will be very sad at result unless you very very lucky. Best chance is sad though.
Well the alternatives people are offering are not appealing in the least bit.
WHy would I want an extra character slot? Why should i be buying more bank space all the time? Why should I be wanting convenience goods…just whatever.
I’ll take the money or the chance at more money!
The Tiny Yuno Sniper of Ebay [EBAY]
lenovo ideapad y510p
windows 8.1 – 64 bit
i7-4700MQ @ 2.4 Ghz
64bit gw2 on 64 bit system
Geforce GT 755M card
running everything with medium settings fine.
The Tiny Yuno Sniper of Ebay [EBAY]
Seaweed Salad and inferior food is frequently used as range food for zergs. It’s more about the +10% damage though. Power on Kill was a commonly used range food before Seaweed salad rose in popularity. Health on kill (Omnomberry Compote) wasn’t rare before Lemongrass Poultry Soup became frequently used.
Theoretically on kill food should work by killing the soft targets of your enemies and with the gained momentum/endurance being able to wear down the meleetrain.
That’s rather intersting I did not know that, honestly have never seen seaweed salad (or any variant) used anywhere in wvsw.
Is there a guide on what the damage bonus of seaweed salad does and does not work with? And how much power it equates to in relative terms (say you have 3000 power and 50 crit chance or something)?
I mean for example I run warrior as my main. Sword/shield + gs. Gs 5 (the lunge) doesn’t trigger it apparently. If gs5 doesn’t trigger it I would assume that any 1 press button that creates movement, where you can’t wasd, does not trigger the bonus increase.
So what would imply:
sword shield: 2, 4, f1
Gs: 2, 3. 5
The Tiny Yuno Sniper of Ebay [EBAY]