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CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

…List….

Nice List!

She's a man, baby... A MAN? Uh...

in Guild Wars 2 Discussion

Posted by: Chrispy.5641

Chrispy.5641

Again, I am not using this thread as a way to defend female players, it’s a simple question.

Why is it that most guys think only guys play MMOs?

It’s an innocent question… Lets not all jump on Jaymee butt for it.

To answer the question, I don’t. I one time found myself in a full group of players, and all four of them felt the need to talk about how they were “Actual Girls”. I never revealed who I was, I just stood silent listening to their conversation about the same topic you are. I didn’t find that insulting, I just didn’t see the point in them having to identify themselves to me or anyone else when they are all playing on a game over the internet, thousands of miles away.

To me, I don’t care if you are a purple polka dotted gorilla with 6 arms from Saturn. You can still play the game, and do it in an intelligent, respectful way, right?

She's a man, baby... A MAN? Uh...

in Guild Wars 2 Discussion

Posted by: Chrispy.5641

Chrispy.5641

And threads like this is the reason many people have issues with “girl-gamers”.

Does it really matter? I was under the impression that girls wanted to be treated no different from guys when playing. But apparently it is important enough that you are a girl to warrant creating a thread about it?

Uhhh… yeah… because lemme tell ya, should the situation be reversed, how many times does someone have to call you a girl before you feel the need to step up to that plate? lmao….

Some don’t, they just come out of the closet to do what they love, even if there was no closet to come out of.

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

i remember you guys talking about endgame horizontal progression before maybe look at:
http://www.youtube.com/watch?v=IIExN1GZK_Q
that lasted what 2 months? how long will anything from this cdi last? before you nerf it and promote gold farming for “economic reasons”

given the treatment of the vertical component of this discussion where inconvenient commonly discussed points were flat out ignored, and the most common dev posts were a variation of “im really busy with the holidays will read/reply later” its clear this will be marginalized with a token feature and “we listened to your feedback” when you introduce more unpopular changes.

many of the proposals in this thread have been discussed again and again over the last year
and you guys are always reading the forum’s right?, so its not like its new information, you have not taken action so far, we should believe you will now why exactly? your track record isn’t exactly good at this point, its not even average.

at this point i think this has degenerated into a PR exercise and you wont actually do anything substantial, so im no longer interested in taking you through game design basics you should already know.

Sadly this is how I see it at the moment. I do not feel this initiative is serious no matter how many times it is said to be taken serious. Simply because the actions do not reflect the words. Asking for a top 3 after 17 pages of ideas looks more like not wanting to go through it themselves and all that it accomplishes is rehashing the same old that has been talked about already without rhyme or reason.

Anet people do have a job and life of their own. They can’t just spend 6 hours reading this thread (Which is how long it took me to read total from page 1 to page 20, and I skimmed past alot of it), and its not like the players have been reading the entire thread either, because every once in awhile, you see “I’m not sure if this has been posted before”, or “Didn’t read the Thread”

Edit : Was going to count everything up from the last few pages and post the results, but it looks like things have slowed down a little bit, so its not really necessary.

(edited by Chrispy.5641)

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

….snippety snip….

Uh….what?

Dude, you need to seperate what I mean when I say Locked down. That’s a completely different thing from ‘Stunlock’

Ranger can have 6 Stuns/Dazes/Fears in one build, and 3 immobilizes, plus they can still keep a DPS heavy build while doing it. Are you telling me that poor ol’ me can’t keep a champion locked down and not dealing damage to me with all that while I kill it? I got news for ya, I’ve done it, dozens, maybe hundreds of times.

(Greatsword #5, Shortbow #5, Hyena x2, Wolf Knockdown attack, Wolf F2.)
(Mudy Terrain, Earth Spirit, Entangle)

(edited by Chrispy.5641)

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

The three…er, Four Biggest things asked for so far in the last two pages have been (in no particular Order)

Guild Halls/Player Housing
More Weapons/Skills/Weapon Skills
Orders/Faction Standings and quests
More Visual Customization

Falling somewhat behind but still highly requested are these::
Lore System
Skin Locker
Making Race and Personality/choices matter
Redo Title System
Legendary Dyes
Fishing!
….Mounts

I grouped some together because they are very similar (guild halls and player housing for example). I probably missed something, but I’m going to make a post tomorrow morning making a Tally of everything so we know how much something was requested exactly.

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

oops….uh….only 3….darn it….well…..

(1) Weapon Skills – So long as its balanced, being able to choose different skills on our weapons with different effects would be a wonderful way to increase build diversity, and it will also get players out to skill trainers in far flung parts of the world to gain access to these new skills!

https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3413290

(2) Lore – Either the one I just Thought of or Louveepine’s Dragon Age Codex Idea, or the few others in the thread , the simple thing to take away from this one is….I want my Lore in the game!!!!

Louveepine’s Codex : https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3419088
Mine : https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3425406

(3) Visual Customization – Half the ideas on this thread involve being able to customize the look of our characters in some way, and Being able to Customize a wide array of Profession abilities and looks through a single new equipment slot is, in my opinion, one of the better ways.

https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3418505

(Those three easily win out over hard mode, individual guild progression, and faction progression, the other 3 ideas I had in this thread.)

(edited by Chrispy.5641)

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Horizontal Progression and Lore
Tyria is a world rich in Lore, but, whenever I want to find out about something, normally it takes me out of the game, through the Forums/internet/wiki, and then several hours later, I finally find the information I am looking for. Sometimes, it will be in the game, but the specific piece of info is held by a lone NPC….somewhere, and it takes me even longer to find the info ingame! Also, There’s nothing wrong with the short stories that get posted on the website, but, there really needs to be a better way to collect Lore that isn’t hours and hours out of the way.

So, here’s the system I am thinking of:::
- First Make a new Tab in the Hero Panel called the Living World Tab, or Expand the Hero Panel for that. There should be a way to read a summary of what happened in the game.
- Make a New Tab in the Hero Panel. Call it the Lore Tab. This is the quickest and easiest way to give us access to info on stuff in the game. Set up the Tab like the Personal Story.

  • On the Left, there is a list of all the lore we grabbed so far, seperated by section (History, Mythology, Places, People, Creatures, Bosses, etc.) and next to the name tells us how many pages we need to collect in that section (People (48/120)).
  • On the Right, There is Concept art or a Model on the Top, and the Wall of Text on the bottom that Lore Masters love to read.

- Collecting Lore in the world can be as simple as just adding a page when you fight a certain boss, or visit a place, or it can get as complex as finding Items in your loot drops, and using that to unlock a new page or get a skillpoint. They can even be tradeable so the rarest pages of Lore need to be bought for alot of gold or found.

- The Rewards aren’t hard. Collect all the Lore, get achievement points, and get a new Title to show off (Loremaster?). Also get an Item skin like a Scholar’s cap or a new Back item thats shaped like a book, or something of the sort.

Other ideas I had in this Thread
Horizontal Progression and :::
Weapon Skills : https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3413290
Factions : https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3413603
Characters in Guilds : https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3417006
Ranger Pets/Profession Looks : https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3418505\
Hard Mode : https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3420078

There, I’m done!

Kormir what if she is not a Goddess

in Lore

Posted by: Chrispy.5641

Chrispy.5641

If Kormir wields Abaddon’s power, then maybe she could redeem herself as a character if she commands over his demon army and titans. What a twist that could be!

Scarlet is more interesting.

Kormir’s army of redeemed margonites seem to disagree with you.

When they start being more present than Scarlet’s little toy alliances and minions, I’ll try to be more interested in them. Until then, they’re just a fan theory which is intriguing but not real.

Though to be fair, Tixx’s runamok toys are more interesting than Scarlet for many.

You can thank people’s inability to properly define the term “Villian Sue” for that one.

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Several Things….

- Heh, some niche gear is more niche than others; Settlers is one that is not in any kind of demand. It’s not enough to be unique; it has to also be desirable.

This post explains it better than I can ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3424070

Also, I used Settler’s gear as well, and I had a set for my Ranger for a good long time. I since salvaged most of it for ascended weapons/armor, but I am thinking of buying another set, because It annoys Warriors and Thieves to no end when they try to single out little ol’ me in WvW, and they can’t get a quick kill.

And the fact that all gear except for Zerker’s is Niche in some way because of how this game is designed, definitely needs to be addressed.

*

  • In Extreme mode, even Veteran enemies could have stacks of Extreme Defiance, a new mechanic that players in Extreme Mode need to remove in order to apply stuns, dazes, and other cc effects, but, it does not affect players in Hard or Normal mode.

I had to pull out this particular line to ask:

Don’t you think control has already been made next to worthless in a lot of situations due to Defiance? Is nerfing control even more, even if it is a voluntary mode that players opt in to, really going to make the game more interesting?

I was just throwing it out there as an idea.

Also, With the exception of some crazy event scaling, where Anet takes the Defiant mechanic just a little too far…, I think there is Barely enough Defiant in the game. Consider that Champions running around in the game world have 3, just 3 stacks of defiance, and Champions in Dungeons have a few more. If your group (or a solo player) is seriously having trouble removing 3 stacks of Defiant, then there might be a distinct possibility that your group has a little too much Zerker in the mix, and not enough Control. A well Coordinated Group (or skilled enough Solo player) can keep pretty much any boss in this game totally locked down with their control effects, and even a very large zerg, if they weren’t always so concentrated on DPS, could do the same. Defiant is one of the very few cases in Guild Wars 2, where DPS does not matter, so it needs to stay unless someone can think of something better.

also, that’s why raid type content will barely work in this game. no one is coordinated enough to do it 90% of the time (whether defiant is actually in play or not). The other 10%? Well, look at Tequatl. That barely works, and thats when you somehow have over a hundred players working together, yet still wanting to go off and do their own thing. (my point stops here, but I want to go on into DPS a little bit, even if its not really related to Horizontal progression)

I believe “DPS only” is also a problem, and I know that many players agree with me. Anet gave us the tools to do most of these fights differently, but when they were balancing how stats worked, they were trying as hard as they could to get rid of the Holy Trinity, that unholy union between Tanks, Healers, and DPS, so they made Power, Precision, and Crit %, the absolute most powerful stats.

I actually made a post a long time ago explaining how Tripling your Power will triple the damage you do, and doing the equivelant of Tripling your Condition Damage (since it starts at 0) will also Triple the damage you do with Conditions. but, Tripling your Toughness will not Triple your damage reduction. Tripling your Vitality will not Triple your Health, and the equivelant of Tripling your Healing Power will not Triple your healing.

While that is very good balancing to have in PvP, where battles between Tanks and Healers could go on for days at a time (thank god thats not the case here). And its not exactly a bad thing in PvE and WvW, because you don’t have to see any Warriors running around with 6000 armor and 45,000 health, or Rangers with unkillable pets. Its not exactly helping the case either, because once players discovered how powerful DPS only builds are, even without a support or control build helping them, the game moved to a ‘DPS ONLY!!!" way of thinking, which probably happened within the first month of the game’s release.

I’m going to get off the subject now since its better left for another time (there is no horizontal progression in this discussion), but just like a sentence I said at the begining of this post. The fact that all gear except for Zerker’s is Niche in some way because of how this game is designed, definitely needs to be addressed.

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

And we gets these new rewards, of which all of could be bought on the Trading Post on day 1, if players really want it, meaning that only the 5 people that see a chance for profit will ever go to those empty zones for the new resource, weapon skin, etc. If you go the other route and make those new rewards soulbound, then you have the same kitten storm as you have with ascended gear right now.

Aside from that, Using Gambits like we did several months ago is also a valid way to increase the difficulty level (and lets people choose their own handicaps), but if there is no increase in rewards for the greater risk, then no one is going to care about it, which is why people don’t bother with the harder dungeon paths, and don’t go to Southsun over other level 80 areas. It doesn’t matter that Southsun is the only place to get Settler’s gear, because, you can buy it off the trading post for less than the time/gold investment you would be wasting to go there yourself.

People buy them from the TP because they are cheap. They are cheap because they drop in multiple places, many of which (the items, not the places) are farmed by the zerg in starting zones (read “Queensdale”). As for Settler’s gear, it’s niche gear and not in demand (and you can craft the armor and weapons).

Map specific items would bring more players to the map. It might not bring the whole zerg, but that seems like it’s a good thing. At this point, I’d rather go to a map with 10 people on it than one with zero. There doesn’t have to be one unique drop per map; in fact, several would be better. The UW in GW1 yielded ecto, eternal blades, Dhuum’s scythes, and mini Dhuums, all of which sold well in varying degrees. No wonder there were always people at the Temple forming groups.

Several Things….

- You could not craft Settler’s Armor until the December 10th update. Before that, you had to have very specific conditions met in order to buy them on Southsun. So, even before, when you had to do some difficult stuff to get it, it did not motivate anyone to go there, niche gear or not (besides the fact that the only gear in this game that isn’t niche, is Berserker’s, because that remains the only stat combination where you can get every single Exotic piece of equipment and upgrade for.)

- Once any of them are sellable on the Trading Post, the cost will drop. Having unique items for every area is something the game really needs (And something I am going to cover in a later post), but, it doesn’t change the fact that the prices will become nothing on the trading post after several months, so in terms of a hard mode, just adding special items to harder areas of the game isn’t going to get anyone moving very fast except for those that see a gold to be made.

- Didn’t matter that Ecto’s were only found in one or two areas. I still had access to them, and I never went to those zones for months/years at a time. They aren’t as exclusive ad you may think they were.

…snip….

Vertical Progression – Higher Stats and Levels. Moar Power!! Gained through leveling up/finding gear with better stats.
Horizontal Progression – Better looking/exclusive weapons and Armor, Titles, Achievements, etc. Normally you have to work for it or do something amazing.

That’s Progression in its most basic form, which, most of the things covered in this thread have covered the Horizontal bit pretty well.

Flash and Dazzle

please see this post ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3418505

that like something similar?

(edited by Chrispy.5641)

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Let me Emphasize this a little….

THERE CAN BE NO HARD MODE WITHOUT APPROPRIATE REWARDS

Is there any reward greater than bragging rights?

And how are you going to show off your Bragging rights? If its a Title or Unique skin, guess what buddy? Its still a greater reward than Normal Mode. Fighting Liadri did it, and doing Tribulation mode did it as well. However, those only get you so far.

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Play without traits and in white gear? There is no reward which fits this risk setting. There can be no hard mode without appropriate rewards.

Let me Emphasize this a little….

THERE CAN BE NO HARD MODE WITHOUT APPROPRIATE REWARDS

Edit : The Better Rewards being where the Horizontal Progression comes from. More Difficult content = Better Rewards. If you just tack on a hard mode, or tell us to go through Orr in White gear (which I’ve done before….), and don’t increase the reward, there is no progression in that, just a total load of a gimmick that doesn’t have the right to exist.

(edited by Chrispy.5641)

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Do we really need a Hard Mode in GW2? There are already some challenging maps, and they are empty. There are already some challenging paths in some of the dungeons, and nobody does them. GW2 just doesn’t seem as well suited to a HM experience as GW1 was. I do like the idea of using gambits. It’s voluntary, doesn’t affect anyone else, and you can tie a minor reward increase and maybe a title to it. If anything, the scaling could be adjusted a bit. Make champs a little easier when there’s only one or two people there and a little harder when the zerg is there.

As for dead maps, if we want people to go there, then there has to be some type of loot/reward that is unique to that particular map. In GW1, if you wanted ecto, you had to go to the UW. If you wanted a zodiac weapon, you had to go to the Deep or Urgoz. Totem Axe? To The Falls! It doesn’t have to be a weapon drop. It could be resources or a recipe for a unique armor skin to craft that drops randomly or a mini.

And we gets these new rewards, of which all of could be bought on the Trading Post on day 1, if players really want it, meaning that only the 5 people that see a chance for profit will ever go to those empty zones for the new resource, weapon skin, etc. If you go the other route and make those new rewards soulbound, then you have the same kitten storm as you have with ascended gear right now.

Aside from that, Using Gambits like we did several months ago is also a valid way to increase the difficulty level (and lets people choose their own handicaps), but if there is no increase in rewards for the greater risk, then no one is going to care about it, which is why people don’t bother with the harder dungeon paths, and don’t go to Southsun over other level 80 areas. It doesn’t matter that Southsun is the only place to get Settler’s gear, because, you can buy it off the trading post for less than the time/gold investment you would be wasting to go there yourself.

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

I understand truly your opinion Conner because I hate it too.
It’s why I suggested an “hard mode” that is personal instead of general (Dynamic level setting)

Whether its a level adjustment or a flat rate like I said for a Hard Mode, either system is solid, and it does not require the creation of any additional zones. Adding additional exclusive areas that casual players will never hope to see because of the skill difference required will end up shutting them out. There’s also areas like Southsun Cove, which are much harder to do compared to either Frostgorge Sound or Orr, but the rewards are the same. The same difference happens in dungeons. Guild Wars 2 does not need any more of that!

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Wow, didn’t think I would spark quite this large a talk about a simple suggestion over a Hard Mode….

Are you seriously trying to tell me that is going to be a problem?

Players losing their minds over the SLIGHTEST change to their routines are the heart and soul of these forums. It doesn’t matter how insignificant the change is. Players WILL * about it, and they will * about it at the top of their lungs.

You WILL have legions complaining that your idea has ruined the “sense of community in game.” You WILL have people whining that you’re creating two tiers of rewards based on “gimmicks.” you WILL have a small regiment who cry, “Arena.net loves warriors so much that they’re giving them improved loot! My [insert class here] can’t do hard mode! It’s favoritism!”

I dunno how to put it gently man. It’s a simple fact of the matter that things that GW1 could do because of the way it was designed really CAN’T be translated well into the open world of GW2. If you impact another person’s game play in ANY way (and be honest, even an “opt-in” hard mode will do that), they aren’t going to be happy about it, and they will let you know it; most likely in the most obnoxious way possible.

Ooookay…., so? Greater Risk should equal Greater Reward. If people are really crying over someone getting better loot, its because that person getting better loot just did things worth a greater risk, and the person who didn’t take the risk is crying about it. There is no deeper reason then that.

The people in my suggestion are the only ones taking greater risk, not the people still in hard mode, and everyone is still playing the same game. There is no seperate world set apart for the hard mode guys. So, there is really nothing to complain about, unless you are really that mad that it took 0.5%-25% longer to kill the Claw of Jormag than it normally does.

How do we address Normal Mode players helping Hard Mode buddies?

We don’t, because Guild Wars 2 is an MMO and it should be about players helping other players. I don’t think its going to be that big a deal anyways, because Joe the Charr isn’t going to care enough to keep playing on Normal Mode to help Bobbbo the Norn finish his Hard mode exploration. Joe the Charr is going to want to switch over to Hard Mode as well to get the extra rewards. If they are in the same Guild, then yes, Joe the Charris going to spend some time helping out Bobbbo the Norn, but none of it is game breaking. It already happens during regular game play!

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

And how long do you think that would last before people started flooding the forums screaming that other players are making their events harder because they are engaging Hard Mode for themselves and thus dealing and taking less damage?

Over/Under line set at 3 seconds after the patch notes are released.

I had a statement prepared for that ahead of time actually but I thought it might be a bit disrespectful….

With the Exception of the Dragons, the Krait Witch in Timberline Falls, and the Temples in Orr, you should be able to solo almost any event by yourself, even if there is a player standing AFK right next to you, (logically making the event twice as hard). The only thing that the system I suggested is going to do is make events take a little longer for the players that don’t want to do Hard Mode because the player next to them is doing a little less damage, and also taking a little more damage.

If 2 people are doing the event, and only one of them has Hard mode toggled, the event will take an average of 12.5% longer than normal. If there are three players present and 1 of them has Hard Mode active, then the event will take an average of 8.33% longer. At 4 people and 1 on hard mode, the event is an average of 6.25% longer. At 50 people, the event is an average of about 1/2% longer. Are you seriously trying to tell me that is going to be a problem?

Besides, its not even going to affect that many players in PvE because this system is a way to get players to replay and re-explore maps they haven’t been to in months (and many players have left abandoned for just as long)

In Dungeons, it will, which is why the Party leader should set the dificulty. In WvW and PvP though, it might create too much of an imbalance to ever allow a Hard Mode, but it is interesting to think about.

(edited by Chrispy.5641)

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Horizontal Progression and Hard Mode

- In my opinion, one of the best, easiest ways Anet could add a Hard Mode to the game…..

  • Every Player can toggle their own Hard Mode in the Hero Panel.
  • Enemies deal 25% more damage to players in Hard Mode.
  • Players in Hard Mode deal 25% less damage to Enemies.
  • Conditions Inflicted on Players last 25% longer, boons are 25% shorter in Duration.
  • Conditions that Players in Hard Mode inflict on Enemies last 25% shorter.
  • No other player is affected in any way, because the effects of Hard mode only affect the Players that toggled it. Even if you join an event with 50 other players, the event is more difficult for only you and any other player that toggled Hard Mode, that way, players that don’t want to do it don’t have to.
  • If it does need to be more complex than this, add in special conditions enemies can inflict that only affect players in hard mode, (like conditions that lock a player’s ability to dodge, dropping endurance regen to 0, Reversing the effects of damage and healing for a short time, etc.)

- Players that Toggle Hard Mode can get better Rewards anywhere they play in the game……

  • Enemies are 25% harder to kill, so you get 25% more Experience.
  • 25% more Karma when completing events, 25% more World Experience. 25% more Gold. 25% more Tokens. 25% more of everything. (Shoot…., Anet, give us hard mode in PvP, that should be interesting…..)
  • Magic Find should also be increased by atleast 25%.
  • Add in Special Weapon and Armor skins that can only be unlocked while playing this mode.

- Make this Mode available only when Players have reached 100% map completion, and cooler stuff could happen….

  • When they Toggle Hard Mode for the first time, they lose all their Map Progress. All waypoints, Event Hearts, everything. Players will have to go out in the world and re-find everything. Doing so offers even better rewards and more achievement points than the first time around.
  • Players can toggle between Hard and Regular Modes out of combat, But, Switching into Regular Mode in the Map locks you out of switching back to hard mode, to prevent exploiting map completion, unless you already completed that map in Hard Mode.
  • Players that Complete the Map get another Star next to their name.

- After a few months of this, and Anet has it locked down, they can Introduce an Extreme mode that increases everything that Hard Mode does to 50%.

  • Unlocks after getting full Map Completion in Hard Mode
  • Add in even crazier Conditions and Handicaps that can be added anywhere in the game world. (Apply a Condition that damages you whenever you dodge, or deals damage to you whenever your endurance bar isn’t 100% full. Apply a Condition that doubles the damage taken by all other conditions)
  • In Extreme mode, even Veteran enemies could have stacks of Extreme Defiance, a new mechanic that players in Extreme Mode need to remove in order to apply stuns, dazes, and other cc effects, but, it does not affect players in Hard or Normal mode.
  • Add in even cooler Weapon and Armor skins that can only be unlocked while playing this mode.
  • By the time you reach this mode, even enemies like the Veteran variants of the Risen in Orr will be nearly impossible to kill, so Rewards in those cases should be adjusted for that.

- Like my other Ideas, I tend to dream a little too big, so this might be too much to ever put into this game, but hey, lets see what others think of this one

My Other Ideas in this Thread :::
Horizontal Progression for Weapon Skills ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3413290
Horizontal Progression for Different Factions ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3413603
Horizontal Character Progression and Guilds ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3417006
Horizontal Progression and Ranger Pets/Player effects ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3418505

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Horizontal Progression and Ranger Pets
Everyone who plays Ranger already knows and talks about Pet problems constantly in the Ranger Forums, the AI bugs, the inability to save pet names, etc.

I am not concerned with that currently (Although, atleast removing the “Juvenile” atleast for level 80 characters would be awesome!) . For Right now, I am concerned with how pets can involve Horizontal character progression such as (“Dude! Your Pet is kitten AWESOME! Where’d you get it!?!”)

- Introduce Elite Pets. I know we already have several elite special pets in the game (Black Widow Spider, Rainbow Jellyfish, White Raven, Black Moa), but Players should have a path to unlock special pets in Guild Wars 2.

  • One way to do it would be to have a special event open up in a Dungeon after completing it. After doing these special events for a bonus chest, a Unique pet has a chance to spawn as well, such as a Rose colored version of the Fern Hound, or an Undead version of the Eagle. These pets could have entirely new skills, or like the pets from Guild Wars 1, have the same skill set as another pet so that way there is no balancing issues, and unlocking these unique skins is entirely cosmetic.
  • Another way would be to give each Profession a unique pet that they can unlock. Humans can get a Hound of Balthazar for example.

- For a System that affects every Profession, I have a different idea….

  • Introduce a new Equipment Slot in the Hero Panel. Call it an “Artifact” slot or Something.
  • We can get these new pieces of Equipment from anywhere in the game (crafting, Dungeons, Fractals, WvW, etc.) , and there should be basic versions all the way to legendary versions. Basic which are easy to get, and Legendary,which you have to jump through hoops and do all sorts of things in order to get.
  • Each Profession has a Unique Equipment type that is for them only, and each one affects them different (but only Visually).
  • Necromancers for example, could get an Artifact called “Ghost Shroud”, that Changes their Death Shroud Form from Black to a ghostly Blue.
  • Warriors can get an Artifact that changes the way/size their banners look and give their burst skill an explosive effect when they use it.
  • Elementalists can get an Artifact that can change the look of their Elementals (Fire elemental into a Destroyer, Ice Elemental into an Icebrood Elemental).
  • Rangers can equip things that Directly change how their pet looks. For Example, Rangers can find and equip an Artifact called the “Mistfire Harness” that gives their Canines the same armor that the Mistfire Wolf wears. There could even be a legendary version that Turns Canines into an awesome ghost version of themselves while wearing the armor. Another Legendary example would be a “Quicksilver Carapace” that covers Devourers and Spiders in Liquid Metal like how the Juggernaut does now.
  • There could be Universal Artifacts that give the Character a surrounding aura of different colors or other things like that.

It might require way too much coding and messing around with graphical assets to be practical , but, with a system like that, Players will have some long term goals of how exactly they want their Character to look besides just armor and weapons.

Other Ideas I posted in this Thread :::
Horizontal Progression for Weapon Skills ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3413290
Horizontal Progression for Different Factions ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3413603
Horizontal Character Progression and Guilds ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3417006

Also…… MERRY CHRISTMAS EVERYONE!!!

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Horizontal Character Progression and Guilds
This post is in reference to Player Progression only. At this point, I could care less about the entire guild’s progression until a later date when the dev’s ask about it.

So, a Player joing the Guild, but after that ::

  • You can’t see how long a player has been representing, just whether or not they are at the time.
  • You can’t see how much Influence a single player has contributed to your guild total, only your total influence at any given time.
  • You can’t see a Player’s participation in your Guild at all!

Alright, so we see the problem. In the creation of a Guild, even with the ability to create your own ranks, the individual player is lost in the greater numbers of the guild. This actually happened to me a few weeks ago. I was in a certain guild, and I represented every day, and I played WvW every day, but, I still got kicked into an “Inactive” Rank, because the Guild Leader had no idea I was on every day. That needs to stop, and the current system needs to be built on so that does not happen.

So, what I am proposing is that Nothing Changes to the current Guild System, only that several things get added:::

Introduce a new Ranking system that goes alongside your current guild ranks, called “Influence Rank”.

  • Your Influence rank is tied to the current guild you are representing, and you have a seperate Influence rank for each guild you are part of.
  • Influence Rank starts at 0. You just Joined the Guild, and you have gathered 0 Influence for the Guild.
  • Once you gather 1,000 Influence for your guild, You go to Rank 1, and the Color of your guild rank icon changes to Blue. You also get 1 Guild Commendation.
  • Once you gather 5,000 Influence, You go to Rank 2, and the Color of your guild rank icon changes to Green. You also get 4 Guild Commendations.
  • At 10,000 Influence, you reach Rank 3, and the Color of your guild rank icon changes to Yellow. You also get 5 Guild Commendations.
  • At 20,000 Influence, you reach Rank 4, and the Color of your guild rank icon changes to Orange. You also get 10 Guild Commendations.
  • At 50,000 Influence, you reack Tank 5, and the Color of your guild rank icon changes to Purple. You also get 30 Guild Commendations.

New Gear Becomes Available at certain Ranks as Well….

  • Rank 0 keep all the current rewards that Guild Commendation Traders, Armor and Weapon Traders keep at the current level.
  • Rank 1 Introduces new Weapon Skins for Dedicated Guild Members.
  • Rank 2 Introduces new Armor Skins for Dedicated Guild Members.
  • Rank 3 Introduces new Back Items for Dedicated Guild Members (For example, a Holographic Back Piece that Projects a Larger version of your Guild Emblem behind you.
  • Rank 4 Introduces another Set of new Weapon Skins for the Extremely Dedicated.
  • Rank 5 Introduces another Set of new Armor Skins for the Extremely Dedicated.

There should be some limitations though….

  • Guild leaders should not be able to Edit Influence Ranks, so that every member is on an equal playing field.
  • In addition to Influence Rank, you also have to be representing for a certain length of time in order ot Rank up as well. This prevents players from just buying their rank through Guild Promoters. (Rank 1 should have a day of time represented, Rank 2 should be 5 days, Rank 3 should be 10 days, Rank 4 should be 20 days, and Rank 5 should be 50 days)
  • Influence and Time only matters for the current guild you are representing. If you want to hit Legendary rank in all five of your Guilds, well, That will take about 250 days, and 250,000 Influence total.

+My Other Ideas on this thread :::
Horizontal Progression for Weapon Skills ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3413290
Horizontal Progression for Different Factions ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3413603

Attachments:

(edited by Chrispy.5641)

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

I cannot think of one thing in this game that cannot be considered a grind to someone, somewhere.

To me grind is doing the same thing over and over again. This is boring. Finding new events, experiencing new stories in the world, isn’t grind to me.

The achievement is kind of optional since you don’t get anything but AP from it imho. It happens while you play. I’d call it grind though, if there was a piece of armor attached as reward.

To you it is a grind. To me, personal story is grind, living world achievements are grind, farming dungeons for tokens is grind, doing fractals every day for ascended rings is grind any form of daily check off list is a grind.

Your own suggestion about having vanity armour sets from the gem store purchasable for 100k-500k karma? how is farming 500k karma not a grind? maybe it’s not to you, maybe you have several million karma already, but what about the people that don’t have any karma because they spent it all on obsidian shards? Maybe you could change it to skill points, what about the people that don’t have 600 skill points saved up on their characters because they spent them all on superior siege or augur’s stones? They now have to grind something somewhere to get something they want that they can’t get. Again, it doesn’t matter what you come up with, it will always be a grind to someone, the trick with the design is how well you can cover up the grind.

Anything in a Video Game that does not require skill, only time, is By its Very Definition a Grind.

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Blah Blah Blah Horizontal Progression for Different Factions

This is a good idea, but I would rather see the items cost Karma than gold. Gold can be bought, Karma was supposed to be the currency you earned by helping NPC’s and used to buy the items unlocked after you helped them. Karma was a winning strategy that was abandoned at launch for some unknown reason.

I would love to see karma replace all of the superfluous currencies in Guild Wars 2. It’s ridiculous that we have dungeon tokens, fractal tokens, wvw tokens and laurels. Get rid of them, make everything cost karma.

I said ‘Gold only’ because it really isn’t a great idea to make a new currency for every faction in existence in Tyria. But Karma would be a good currency to use for this too,

Im not trying to talk down any suggestion you made, since most of them are very good suggestions, but, there’s alot of them that have nothing to do with Horizontal Progression, which is the topic of the thread.

Some of them don’t look like that, indeed. But not only is “horizontal progression” a very loose term, but I have also written some things in there which act as further-growing foundation to even certain horizontal progressions that I have stated throughout my posts.

I actually had to slap my fingers to not post certain stuff which definitely was not horizontal progression and tried to give some of my points the explanation of why I believed them to be horizontal. Again, loose term, and I’m partly sorry for Chris and everyone else who is meticulously reading through all this stuff… but if the end result is worth it, then the only thing I can do is provide thought-through stuff that is hopefully worth a read and remotely understandable.

Fair enough. And it was worth reading, some of those ideas are good ideas.

(edited by Chrispy.5641)

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

These posts about wanting some kind of Faction reputation worry me. It’s one of the easiest things to turn into a grind, and it just doesn’t seem that interesting. There are far more substantial things the devs can implement for horizontal progression than faction rep.

No one likes Grinding……except for the people that like it. Grinding is evil, but it is a necessary evil for the existence of an MMO, because you can’t support a game of that size with just casual players. Thats why everything that involves Vertical Progression should mostly be easily unlocked by Casual Players (things like levels and stats), but everything that involves Horizontal Progression should have stuff for both types of players (things like skins and titles)

(edited by Chrispy.5641)

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Horizontal Progression for Existing Weapon Skills

I am cautiously interested in this, as it certainly sounds entertaining……

Those two concerns are very valid concerns, there is no doubt about that.

On the First, on the amount of work it will take. If you take a step back and look at the amount of work required to create 4 alternate skills to every weapon skill in the game, that can seem like an absolutely ridiculous amount of work. But, Having 4 Variants to every skill is more of an end goal, not what needs to happen immediately.

What I mean is, is that Anet only needs to do one new skill variant for one weapon each profession. That’s only 8 new skills they have to work on, instead of making 4 variants for all the Rangers weapons at once, forcing them to make 205 new skills just like that (and thats just for the Ranger!!!) That way, Anet can test the systems out as they make it, and make changes and adjustments as they go, and once they feel the system will work, then they can start to make more than one new skill at a time.

The UI work will seem kind of crazy, and the graphic artists would definitely have a work load! If it is too much work, a very simple way to do it would be to just change the color of the border/outline of the skill. A Player would be able to look over at it, and see that Red is their Torment variant, Blue is their healing variant, etc.

On the Second….yeah Trait interaction is definitely going to be a problem with this, and I have no answer to address that.

On the Observation I accounted for that with the Example I provided. Quick Shot always has a retreat/jump back in it, regardless of how the end result of the skill changed. Any weapon with a unique mechanic (class or just weapon) should keep that mechanic.

Lets Take Mesmer Greatsword #2, which is the skill that creates a clone. Every Variant of Mirror Blade should always create a clone, just like the original skill, but instead of its other effect that gives might to allies, it gives swiftness to allies instead, or inflicts bleeding on foes.

Snip

Im not trying to talk down any suggestion you made, since most of them are very good suggestions, but, there’s alot of them that have nothing to do with Horizontal Progression, which is the topic of the thread.

(edited by Chrispy.5641)

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Horizontal Progression for Different Factions
Lets take a tally on some of the many different Factions in Guild Wars 2….

  • You got the Priory, Vigil, and Order of Whispers.
  • You got the Seraph, the Ministry guard, and the Shining Blade (also the Ebon Vanguard)
  • You got the Ash, Blood, and Iron Legion (not to mention all sorts of warbands too)
  • You got the College of Dynamics, Statics, and Synergetics.
  • You got the Lionguard
  • Who knows what else I missed….. (there’s also the Hylek, Skritt, and Largos, and what about the Tengu, Kodan, etc.?!?)

How many of those have special weapons and Armors? not much. We get to buy one armor set for each of the orders, and while there are some weapon sets from other factions….that’s about it.

You want Horizontal Progression? How about giving us up to 10 Faction Ranks for the Orders, and all other friendly Factions in the game (even unfriendly factions in some cases!). When we reach a high enough rank, then we unlock new titles. We can also then Purchase special Faction weapon and Armor skins, using Gold, not new Tokens, or anything else. You can raise your faction rank by doing events that involve those factions or defeating certain bosses.

Doing this, Players can see us with a Title showing our support for a particular Faction, or they can visually see that we Really Support a Particular faction by equiping special Faction Weapons and Armors.

For my Example, lets use the Hylek, for no other reason than talking poisonous frogs just seem awesome.
At Rank 5, we unlock a Title, “Friend of the Hylek”.

At Rank 9, we get a Title called “Ally of the Hylek” and we can now purchase new Weapon and Armor skins, and for the Hylek, those could be some seriously awesome Tribal looking stuffs. You could also buy special Hylek themed Finishers for use in WvW and PvP!

At Rank 10, we get a new Title called “Zintl’s Chosen” (Zintl, being the Hylek’s sun god.), but there can be a catch to it. There can be only one Zintl’s Chosen on any given server, and the one who gets the title is the one with the most faction points with the Hylek. In addition to having a Unique Title, you could have a unique Golden Aura surrounding you, and you get infinite access to the Hylek themed Finisher when in WvW and PvP.

Geting to Rank 10, and keeping your faction higher than everyone elses and being able to compete at that level would take some serious dedication, and are only for those who are that dedicated to the game. However, aside from that unique Title and Golden Aura, casual players can get access to everything else that faction has to offer.

Links to my other Ideas in this Thread
Horizontal Skill Progression ::: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3413290

CDI- Character Progression-Horizontal

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Posted by: Chrispy.5641

Chrispy.5641

Horizontal Progression for Existing Weapon Skills
- This Can be done by giving us the ability to pick variants of our weapon skills just like we would pick our Utility Skills (click on a little bar on the top of the skill and a menu comes up for different skill options).
- This can be accomplished by just leting us buy the new skills for skillpoints, but, to give us a sense of acomplishment, it might be better (also, alot cooler) to let us seek out Specific Skill trainers/challenges across the world that will teach one specific variant of a skill.
- The Skill Challenges could give you access to the skill, and you have to learn how to use that skill variant to complete the challenge, but if you fail, you lose access to the skill until you try again.

For my Example, we will be using the Ranger Short Bow, and Specifically Skill #3, Quick Shot. Lets say that there are Four variants of the skill out there in the world to find (For a total of Five) :::

  • (0) Quick Shot ::: (Base skill) Fire a quick shot in an evasive retreat. Gain swiftness if the shot hits. This can be used while retreating.
  • (1) Stealth Shot ::: Fire a quick shot in an evasive retreat. Gain stealth if the shot hits. This can be used while retreating. (Learned from Gary Silent Arrow in the Iron Marches)
  • (2) Pin Shot ::: Fire a quick shot in an evasive retreat. Inflict Immobilize if the shot hits. This can be used while retreating. (Learned from a Skill Challenge in Bloodtide Coast)
  • (3) Tormenting Shot ::: Fire a quick shot in an evasive retreat. Inflict Torment if the shot hits. This can be used while retreating. (Learned from Bobbbo Beefriend in Brisban Wildlands)
  • (4) Druid’s Retreat ::: Fire a quick shot in an evasive retreat. Heal you and your pet for a little if the shot hits. This can be used while retreating. (Learned from a Skill Challenge in Caledon Forest.)

If times and amounts are balanced properly, none of these skills would be any more or less powerful than the other, they all have the same flavor of the original skill, and they all accomplish the same thing that the original skill did. Some opinions will differ, but I think the purpose of this skill is to minimize damage you take, and get away from the enemy. All of these skill variants accomplish that.

With Different Variants like this, some players would want to take the Stealth shot to run into someone in WvW, fire off a few shots, and get the heck out of there! Some will take Tormenting shot instead for the extra damage. Some will take Druid’s Retreat for the extra healing. The variety of different builds that could come out of this can be nearly endless

Healing Weapons

in Suggestions

Posted by: Chrispy.5641

Chrispy.5641

You want healers ? You have plenty games with this idea old school that make limitations of what a character can do or not.

You can already make a healer/supportive oriented character, but the game is quite well done and there’s no need of a dedicated one to heal with counterpart of make them unthreatening with a so low DPS that they win fights by boring ennemies…

So : No, they shouldn’t.

There is a difference between Limitations and Options, but, seeing as the Holy Trinity “Tank/Healer/DPS” was replaced with Anet’s idea of the Holy Trinity….. “DPS/DPS/DPS” I don’t see a new dedicated healing, anything, being added to this game for any profession…, ever.

Top 5 Things You Think Should Be Added

in Suggestions

Posted by: Chrispy.5641

Chrispy.5641

(1) – Complete the Gear Stats (Lack of Ascended version of Trinkets with things like Magi stats are getting annoying and it makes my armor set very unoptimized compared to other sets. If you don’t want to add them, then just remove the entire set from the game already!)
(2) – Fix AI bugs (Such as Ranger pets. Okay, its not really adding anything, unless you count the thousands of lines of new code it will take to have pet’s Ai behavior seperate from other NPCs in the game, and fixed to a point where you don’t have to put a + 70% hp Bandaid on them to call them balanced.)
(3) Balances and Skills added based on Player feedback outside of PvP (For another Ranger based Example, PvE Players have been saying for over a year about how much they hate playing spirit based builds because of how lazily passive it is. Your answer? Add another Spirit! ….Yay-…..Wait! What!?!)
(4) New Zones (I know I’m not the only one when I say that I’m getting pretty tired of having to go to lower level zones to do living story, and having to get my level scaled down to do it. That’s not the problem though. The problem is, is that all new enemies you created, you balanced them for Level 80 characters with Rare gear, not Level 15-20 something with White and Blue gear. Even when downscaled, their AI behavior and skills seemed to stay the same. That makes the difficulty curve quite drastic compared to the rest of the game, and that prevents your living story from being new player friendly (or alt friendly) in any way. It completely makes placing these updates in downscaled zones pointless.)
(5) ……………………… (nope, that’s it!)

Class archetypes + idea for soldier prof

in Suggestions

Posted by: Chrispy.5641

Chrispy.5641

Dragoon’s in real history were :::

  • Mounted
  • Light Cavalry. They had Training as both Infantry and Cavalry. Dragoon units were able to operate just as effectively with or without a mount
  • Their main weapons were firearms, not lances or swords. Infact, the word Dragoon in French, is also Dragon, which was a name they used for a specific type of firearm, Wheellock pistols. Some had the barrel decorated with a dragon’s head. Lances weren’t actually used that often.

Dragoons in (Final) Fantasy Games are :::

  • Lance Users.
  • Quite fast with high agility.
  • A Mix of Light, Medium, and Heavy Armor wearers, with everything inbetween.
  • examples include Kain Highwind (FFIV) who wore heavy armor, and used all kinds of melee weapons. There was also Cid Highwind (FFVII)who used spears and some modern explosives with his special attacks. There was also Freya Crescent (FFIX) who, in addition to wearing (some) medium and mostly heavy armor, used Lances, and had very few dragon themed abilities.

There is nothing in video games or history that says they should wear heavy armor, and there is also nothing that says they should be using lances as a weapon of choice. There isn’t even anything that says they have to be mounted, and without a mount, they wouldn’t be any different from the things that Warriors and Engineers can fill now.

And even if you give them a mount as a class mechanic, the main problem with that is, is that if you start making characters able to move faster than they do now, the entire combat system in the game breaks because projectiles and leap attacks wont be fast enough to catch up.

We need a different concept to use for our third soldier profession. I don’t think dragoons would work.

Kormir what if she is not a Goddess

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Posted by: Chrispy.5641

Chrispy.5641

To answer the Thread question…..Kormir is undoubtedly a Goddess. She Absorbed all the powers of Abaddon. She also isn’t the first one that we know of that ascended to Godhood. Grenth was born on Tyria. His mother is Dwayna, and his Father is a mortal. He was just a half god. He ascended to full Diety status after defeating Dhuum.

Although the ways that they ascended were a little different, and Grenth was already halfway there, they both ended up at the same point. 1) Defeat Previous God, 2) Take Power, 3)????, 4) Profit!!!

As far as all the other questions on this thread, I doubt that Anet will ever answer the question, or shed light on some of the other lore involving the human Gods, since there are more important things to worry about, like a crazy red plant that wants to do….something!

Making new elites (fun topics)

in Ranger

Posted by: Chrispy.5641

Chrispy.5641

I got one!!!

Spore Trap
Elite, Trap
_ “Set a Trap that Infects foes with Fungal Spores. Spores will leech life off of foes, or increase Condition Damage foes take.”_
- 120 Second Cooldown (96 seconds with Trap Potency trait), 1/2 Second Activation.
- Damage per pulse ::: 75
- Poison per pulse ::: 2s (168 damage)
- Duration ::: 5 seconds.
- Spore Duration ::: 10s
- Trap Radius ::: 120
- Effective Radius ::: 180
- Combo Field ::: Poison
- Max. Targets ::: 5
- Range ::: 600 (With Trapper’s Expertise trait)
- Unblockable

Leeching Spores
_ “Command Spores to Leech life off of infected foes, healing you and your pet.” _
- Healing ::: 125 per second per infected foe.
- Healing Coefficient ::: 0.1 (125 healing at 0 Healing Power, 225 at 1000, 325 at 2000) (with 5 infected foes, thats 600 hp per second for you and your pet at 0 healing power, and 1625 hp per second for you and your pet at 2000 healing power)

Fungal Spores
_ “Command Spores to Increase Condition Damage inflicted on infected foes.” _
- Condition Damage Increased by ::: 33%

This Trap does a little damage, but that’s not the important part. The Important part is, is that you can use the trap to either get some extra healing in a tight spot, or you can increase the effective condition damage that all allies do to those infected enemies by 33%. An enemy can be infected with a spore for up to 10 seconds, and you can toggle between using either skill after the trap triggers.

Healing Skill calculations (Updated...again!)

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Posted by: Chrispy.5641

Chrispy.5641

Nature’s Voice

  • Nature Magic. Grandmaster Major Trait.
  • Applies 10 Seconds of Health Regen to you and allies. At 90% Boon Duration, this can become 19 Seconds.
  • Regen is 130 Hp per second at 0 Healing Power, and 380 Hp per second at 2000 Healing Power.
  • Total at 0 Healing Power and 0% Boon duration (which is not possible), is 1300
  • At 0 Healing Power and 30% Boon Duration (30 pts in Nature Magic), is 1690
  • At 0 Healing Power and 63% Boon Duration (Nature’s Bounty Trait), is 2119
  • At 0 Healing Power and 90% Boon Duration, Total is 2470
  • Total at 2000 Healing Power and 0% Boon Duration (not possible), is 3800
  • At 2000 Healing Power and 30% Boon Duration, Total is 4940
  • At 2000 Healing Power and 63% Boon Duration, Total is 6194
  • At 2000 Healing Power and 90% Boon Duration, Total is 7220
  • These numbers are from just one use of any Shout with the Nature’s Voice Trait. You can Apply perma regen very easily, even with less than 90% boon duration, in which case, I will be using only the hp per second values of the Health Regeneration, and applying them to other heals by using this formula :::

(Old Healing Total) + (Regen per Second x Skill Interval) = (New Healing Total)

Skill Interval being the Skill’s Cooldown plus Activation time.

(its getting late, I’ll show what this can potentially do to your total heals tomorrow, but for a preview….)

Heal as One

  • New Total at 0 Healing Power and 30% Boon Duration (Lowest Possible), Total Healing Becomes ::: (6520 + 1690) = 8210, or 386 Hp per second.
  • At 2000 Healing Power and 30% Boon Duration, New Total Healing Becomes::::
    (8520 + 4940) = 13460, or 633 Hp per second.
  • New Total at 0 Healing Power and Perma Regen, Total Healing Becomes:::
    (6520) + (130 × 21.25) = 9282, or 437 Hp per second.
  • At 2000 Healing Power, and Perma Regen, Total Healing Becomes:::
    (8520) + (380 × 21.25) = 16595, or 781 Hp per second.
  • If you add in the Bonus Heal from Rune of the Flock or Rune of the Water, and you have 2000 Healing Power and Perma Regen, new Total becomes :::
    18285 or 860 Hp per second.
  • Allies (and your pet) will recieve a total healing of 9765 from this heal (1690 from rune, 8075 from regen), or 460 Hp per second.
  • Bonus heal from weapon swap from Sigil of Renewal at 2000 healing power is 574, every weapon swap (10 seconds), or a total of 1148 every 20 seconds on average, so, for the duration of Heal as One, 2 uses on average.
  • Heal as One’s Heal now becomes 19433, or 914 Hp per second.
  • Allies can now recieve a Total healing of 10913, or 514 Hp per second.
  • Signet of the Wild will give healing of 182 per second at 2000 healing power, making the new Total Healing 23301, or 1096 Hp per second.
  • Pets recieve 625 hp per second from Signet of the Wild at 2000 Healing Power. Since they are normally close enough to recieve the benefits of the Sigil and Rune, and you share boons with them anyways…. Their Total Healing for every interval is ::: 32714, or 1539 Hp per second.

Not to denounce Water Spirit (which I’ve been doing far too much already), but, thats what I’ve been using for the last year (minus 150 or so healing power, don’t have all ascended items yet because Trinkets don’t exist for Magi armor). Its far more than enough healing that does not rely on a spirit that can be one shot killed. Water Spirit may actually be able to heal allies for alot more, which I will show in a few days.

edit : Thanks to some unforseen things happening, that healing spring to Water Spirit comparison will come later now.

(edited by Chrispy.5641)

Healing Skill calculations (Updated...again!)

in Ranger

Posted by: Chrispy.5641

Chrispy.5641

Dude, a few things…

(1) – Reading a wall of text with jut capital and lowercase letters isn’t impossible, but it is more difficult. Its the reason why I like to Format my posts with BOLD, UNDERLINED, and ITALICIZED Print.

Please refer to this page on how to format your posts, so that way we aren’t staring at walls of text in the future ::: https://forum-en.gw2archive.eu/forum/faq/

(2) – I am working on the stuff for the following::

  • Natures Voice
  • Fern Hound
  • Moas
  • Blast Finishers
  • Leap Finishers

Nature’s Voice and the possible Perma Regen you can do with it gets very interesting when you use Heal as One or Troll Unguent, because it turns the Efficiency of both to nearly 800 Hp per second, and nearly doubles the possible healing you can do with both of them.

Fern Hound and Moa healing is Fixed, and those values are rather easy to figure out, but I will post them later on anyways.

Leap Finishers Only benefit the user, but you have one on both Sword and Greatsword, plus Canine pets have access to two of them. That’s some substantial healing for you or your pet, depending on the situation.

Blast Finishers get interesting once you have enough people using them. You have access to a few, and when working with almost any other class, the healing can start to stack up fast.

(3) – Nice Build, but, I’m not talking about any specific build or gear combination, or any strategy really beyond the use of the skill. My only goal here is to show the RAW numbers at the minimum healing power of 0, and the currently maximum possible healing power of 2000.

(4) – Water Spirit is still not more efficient than Healing Spring, and I will dedicate a nice long post to show you why. (You can expect to see that posted on Tuesday)

Wintersday repeat

in A Very Merry Wintersday

Posted by: Chrispy.5641

Chrispy.5641

Someone’s going to be angry when next year, we see the same old Dragon Bash, the same old Queen’s Gauntlet, and the same old Bazaar of the Four Winds.

Healing Skill calculations (Updated...again!)

in Ranger

Posted by: Chrispy.5641

Chrispy.5641

I Updated the Post to reflect what Healing Spring would look like at different Boon Durations….

  • 0% for no boon duration.
  • 30% accounting for having 30 points in Nature Magic.
  • 43% accounting for 10% Boon duration from having 10 points in Nature Magic, and 33% Regen duration from Nature’s Bounty Trait.
  • 63% Accounting for 30 points in Nature Magic, and Nature’s Bounty Trait.
    90% for max. possible boon duration or Regen duration. You can get this very easily by eating a Chocolate Omnomberry Cream, and equiping any runes that give boon duration or regen duration.

Speaking of Runes…..
Some Runes Give a Bonus Heal (Rune of the Flock and Rune of the Water), or Health Regeneration on using a healing Skill (Rune of Dwayna), as part of the 6th Rune Bonus.

Healing Bonus (Rune of the Flock, and Rune of the Water)

  • It is the same for both Rune of the Flock, and Rune of the Water.
  • This Bonus Heal activates exactly 1 second after using your healing skill. With Water Spirit’s Aqua Surge skill, It activates 1 second after your Casting Animation, not the Spirit’s.
  • The Bonus Heal does affect Allies as well, so you can buff the healing amount that Aqua Surge does.
  • Healing Amount is 690 at 0 Healing Power.
  • Healing Amount is 1690 at 2000 Healing Power.

Heal As One

  • Total Healing is now 7210 at 0 Healing Power, or 339 Hp per second.
  • Total Healing is now 10210 at 2000 Healing Power, or 480 Hp per second.

Troll Unguent

  • Total Healing is now 9190 at 0 Healing Power, or 353 Hp per second.
  • Total Healing is now 12520 at 2000 Healing Power, or 484 Hp per second.

Healing Spring (0% Boon Duration)

  • Total Healing is now 7950 at 0 Healing Power, or 261 Hp per second.
  • Total Healing is now 15450 at 0 Healing Power, or 507 Hp per second.

Healing Spring (90% Boon Duration)

  • Total Healing is now 10056 at 0 Healing Power, or 330 Hp per second.
  • Total Healing is now 21606 at 2000 Healing Power, or 708 Hp per second.

Water Spirit (Best Case Scenario only)

  • 8578 Total Healing at 0 Healing Power, or 330 Hp per second.
  • Across 26 seconds, Allies can recieve 2093 healing from the Passive, 1930 from Aqua Surge, and 690 from the Bonus heal. A Total of 4713, or 181 Hp per second.
  • 10766* Total Healing at 2000 Healing Power, or 414 Hp per second.
  • Across 26 seconds, Allies can recieve 2093 healing from the Passive, 1930 from Aqua Surge, and 1690 from the Bonus heal. A Total of 5713, or 219 Hp per second.

(Not doing the Race heals or Antitoxin Spray, because I have proved that they are essentially not great, except for Antitoxin Spray, and only for very, very, very specialized purposes.)

Regen Bonus (Rune of Dwayna)

  • Gives Regen for 5 Seconds. at 90% Boon Duration, it can be up to 9.5 Seconds.
  • Healing Spring and Healing Seed already give Regen, so they don’t get as much benefit as other healing skills get.
  • 130 Health regen at 0 Healing Power. 380 Health regen at 2000 Healing Power.
  • At 0 Healing Power, at 0% Boon duration, that is a total of 650 extra Health.
  • At 0 Healing Power, at 90% Boon duration, that is a total of 1235 extra Health.
  • At 2000 Healing Power, at 0% Boon Duration, the total is 1900 extra Health.
  • At 2000 Healing Power, at 90% Boon Duration, the total is 3610 extra Health. That is more than Double what the Bonus heal gives from the other rune sets.

Using the Best number only, because at this point when you have these runes, you probably have close to 2000 healing power and close to 90% boon duration anyways…..

  • Heal as One’s Total Healing now becomes 12130, or 571 Hp per second.
  • Troll Unguent’s Total Healing now becomes 14510, or 558 Hp per second.
  • Water Spirit’s Total Healing now becomes 12686, or 488 Hp per second.
  • Allies get from Water Spirit a Total of 7633, or 294 Hp per second, which is still less than the Total amount that Healing Spring can give allies from just Regen alone, at the level of 2000 Healing Power and 90% boon duration (380 Hp per second)

Perplexity runes trigger in snowball fights

in A Very Merry Wintersday

Posted by: Chrispy.5641

Chrispy.5641

Yeah, I killed a Tengu by accident because of the perplexity runes. He was grabbing a snowball, the he took a hit and died a moment after. And he does not respawn, as it seems.

Well, atleast we know why Tengu aren’t a playable race. That answers that!

How Heal as One Should Work

in Ranger

Posted by: Chrispy.5641

Chrispy.5641

Heal as One

  • 1.25 second activation with a 20 second cooldown (21.25 Total)
  • 6520 Healing at 0 Healing power.
  • 8520 healing at 2000 Healing power.
  • Heals for 307 Hp per second (6520 / 21.25) at 0 Healing Power.
  • Heals for 401 HP per second at 2000 Healing Power.

Troll Unguent

  • 1 Second activation time with a 25 second cooldown (26 total)
  • Heals 850 hp per second for 10 seconds for a total of 8500.
  • Heals 1090 hp per second for 10 seconds for a total of 10900.
  • Heals for 327 Hp per second at 0 Healing power.
  • Heals for 419 Hp per second at 2000 Healing power.

There is almost no difference between the two heals. Statistically, there is a 6% difference in the amount of health you gain between the two, accounting for activation time, healing amount, and skill cooldown. The only difference is that one is a Burst heal, and the other one heals you over time. And both skills are far and away better than any other Ranger heal (except for Healing Spring with 90% boon duration)

You can read all the healing amounts in this thread::: https://forum-en.gw2archive.eu/forum/professions/ranger/Healing-Skill-calculations/first#post3364762

2k more healing is a pretty big difference, combine that with the hilariously long cast and there is no reason to bring HaO unless you are fresh outa character creation.

Trolls can also be used at the start of a fight as a massive damage reduction measure for 10 seconds rather than when you need healing.

But, its not at 2000 more healing, and HEal as One is actually a better heal. Why? Because Troll Unguent takes 25 seconds to recharge, and heals for 8500 (at 0 healing power). In that time, you can use Heal as One Twice, giving yourself 13040 health.

On a side by side comparison across 25 seconds, accounting for activation and recharge time, Heal as One can be used twice, Troll Unguent only once, and gives Heal as One the ability to heal for 4,540 more Hp than Troll Unguent.

Healing Skill calculations (Updated...again!)

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Posted by: Chrispy.5641

Chrispy.5641

Crispy, the waterfield duration, did you remember to include our trait that adds 33% duration to ALL regeneration we apply? (it is applied separately from boon duration in some twisted fashion i yet not understand though)

No, I calculated for 0% and 90% Boon duration, because 90% is the hard limit that Anet set for the game, even with that 33% extra boon duration trait, it does not go over 90%. These numbers just show you what it looks at the minimum and maximum amounts.

Nice comparisons. HS is undervalued by those numbers though, as they don’t take into account blast/leap you can pop on it as well as the condition removal. And it benefits allies as the icing on the cake… I really have a hard time picking anything else, apart from TU every now and then as a preventive heal.

You are right about that. I am planning to make another post at a later date showing what happens when you include runes that give bonus heals, regenerations, Blast finishers, etc, as well as how much possible healing you can give your allies with all skills, because these calculations are not complete without that.

Healing Skill calculations (Updated...again!)

in Ranger

Posted by: Chrispy.5641

Chrispy.5641

@ Bombsaway.7198, I will answer you Line….

(1) Don’t tell me that the numbers are wrong if you aren’t going to bother to do the math yourself.
(2) Water Spirit, Will actually heal more often than Healing Spring. 5 seconds more often.
(3) Water Surge’s Self Heal increases with Healing Power (that is the big number). The Spirit Heal (the little number), does not scale, and it is fixed at 1930 healing whether or not you have 0 or 2000 healing power. Because of this, the Total healing with Water Spirit scales worse with Healing Power, than any of our other heals.
(4) Water Spirit does not have a bigger initial heal, as my math shows (that you have failed to prove wrong). Water Spirit is more than a thousand healing less than healing spring initially. The Burst heal (the spirit heal, not the self heal) is also weaker than if several allies use a blast finisher on the Healing Spring.
(5) Regen does take time, and I already said that if you do not account for that, Troll Unguent or Heal as One are better heals. However, 805 healing every 10 seconds also takes time, plus there is a chance it will never fire off. Atleast with Healing Spring, you get regen just by standing in the area, as well as condition removal.
(6) You can do the same thing with Troll Unguent, plus that will always heal you for a guaranteed amount (minus the poison status), and will heal you for more, for the exact same time investment.
(7) not sure what you are trying to say here.
(8) No, you don’t want the spirit to die. Because, if the spirit dies just before you can use Aqua Surge, then you have to wait 20 more seconds in order to use it, making the total wait time 45 seconds or more. Plus, when Aqua Surge activated on death, the Self heal doesn’t activate, only the pitiful amount of 1930, which means there is no risk involved if a player kills that spirit and you have it traited. (It should be the opposite. The Enemy player should be afraid to kill the spirit, because It might give you a nice big free self heal if he kills it, and he should be unsure of if you have that trait or not.)
(Intermission) Let me be clear, 1930 is not a burst by any definition.
(9) In a lords room, everyone is going melee on the boss anyways, which means that your healing spring is going to give regen to atleast five of them, which combined with the condition removal, heals them for more than Water Spirit does.
(10) Nope, wrong again. Heal as One is actually better because of the 20 second cooldown time, making it 20% faster than our next fastest heal.
(11) You are right, but how is that relevant to the Water Spirit?
(12) But you are wrong with this. If you spread out, no player will ever benefit from Aqua Surge because of the short range, and some will be out of range from the passive effect even. so, even less healing.
(13) No Spirit Build works effectively at long range, because your allies will never benefit from their effects. At medium to close range (900-300 range or so), but not melee range, then Spirits are more effective, but at that point, the boss’s AOE’s tend to kill spirits.
(14) No, the two are not great. Only one of them is. Healing Spring is an excellent heal with lots of regen, condition removal, and a 10 second water field. Water Spirit suffers from the same setbacks as other Spirits do. They are immobile, have pathetic Hp, can be stunned, knocked back, launched, etc, and can be killed. The numbers I posted above showed that the Water Spirit has the same general effective healing as Heal as One or Troll Unguent, just for you, not even including allies, BUT, They are not stronger than either of those options, and becuse of the weaknesses of spirits, You are going to have a hard time getting every last ounce of healing out of that Spirit, and even then, its only the same effectiveness as your other heals. (You should be rewarded for taking the extra risk of carrying around Spirits, not bound by the same effectiveness as your other heals)

Anything I missed?

….Edit : I did! Aqua Surge, and Healing Spring have the same range (radius of 240), so Healing Spring is definitely better, because allies have to be in close quarters to benefit from either heal anyways.

(edited by Chrispy.5641)

How Heal as One Should Work

in Ranger

Posted by: Chrispy.5641

Chrispy.5641

Heal as One

  • 1.25 second activation with a 20 second cooldown (21.25 Total)
  • 6520 Healing at 0 Healing power.
  • 8520 healing at 2000 Healing power.
  • Heals for 307 Hp per second (6520 / 21.25) at 0 Healing Power.
  • Heals for 401 HP per second at 2000 Healing Power.

Troll Unguent

  • 1 Second activation time with a 25 second cooldown (26 total)
  • Heals 850 hp per second for 10 seconds for a total of 8500.
  • Heals 1090 hp per second for 10 seconds for a total of 10900.
  • Heals for 327 Hp per second at 0 Healing power.
  • Heals for 419 Hp per second at 2000 Healing power.

There is almost no difference between the two heals. Statistically, there is a 6% difference in the amount of health you gain between the two, accounting for activation time, healing amount, and skill cooldown. The only difference is that one is a Burst heal, and the other one heals you over time. And both skills are far and away better than any other Ranger heal (except for Healing Spring with 90% boon duration)

You can read all the healing amounts in this thread::: https://forum-en.gw2archive.eu/forum/professions/ranger/Healing-Skill-calculations/first#post3364762

Healing Skill calculations (Updated...again!)

in Ranger

Posted by: Chrispy.5641

Chrispy.5641

Water Spirit

  • Water Spirit has a 1.5 second activation, 20 second recharge time.
  • Best case Scenario, it lasts for 60 seconds, and you can use Aqua Surge every 25 Seconds(has 1 second activation) . (time interval for calculating averages is 26 seconds)
  • Worst case Scenario, it still last 60 seconds, and you can use Aqua Surge every 45 Seconds(has 1 second activation). (time interval for calculating averages is 46 seconds)
  • Absolute worst case, it dies immediately, and you recieve ZERO Healing.

Water Spirit (best case scenario)

  • 805 Healing every 10 seconds. 2093 across 26 seconds at 0 Healing Power.
  • 3865 self heal, and 1930 Spirit Heal, for a Total of 5795
  • 7888 Healing Total at 0 Healing Power (Best Case)
  • 985 Healing every 10 seconds. 2561 across 26 seconds at 2000 Healing Power.
  • 4585 self heal, and 1930 Spirit Heal, for a Total of 6515
  • 9076 Healing Total at 2000 Healing Power (Best Case)
  • Heals for 303 Hp per second at 0 Healing Power.
  • Heals for 349 Hp per second at 2000 Healing Power.

Water Spirit (Worst case scenario)

  • Healing on Attack is still calculated for 26 seconds, because, in a worst case scenario, your spirit dies just before you can fire off the second heal, making you wait an additional 20 seconds before you can reuse it.
  • 805 Healing every 10 seconds. 2093 across 26 seconds at 0 Healing Power.
  • 3865 self heal, and 1930 Spirit Heal, for a Total of 5795
  • 7888 Healing Total at 0 Healing Power (Worst Case)
  • 985 Healing every 10 seconds. 2561 across 26 seconds at 2000 Healing Power.
  • 4585 self heal, and 1930 Spirit Heal, for a Total of 6515
  • 9076 Healing Total at 2000 Healing Power (Worst)
  • Heals for 171 Hp per second at 0 Healing Power.
  • Heals for 197 Hp per second at 2000 Healing Power.

Prayer to Dwayna

  • 1 Second activation, 30 Second Cooldown. (31 seconds total)
  • Does not heal your pet.
  • 6520 Heal at 0 healing power.
  • 8220 Heal at 2000 healing power.
  • Heals for 210 Hp per second at 0 Healing Power.
  • Heals for 265 Hp per second at 2000 Healing Power.

Healing Seed

  • 1 Second Activation, 45 Second Cooldown (46 Seconds total)
  • Does Not Heal Pet!!!
  • I have not gotten the regen to ever last longer than 9 seconds, so that is the number I will be using today. If you have gotten it to last longer, then send me a message, and I will edit this post to reflect that.
  • Regen at 0 healing power is 130 Hp per second. 380 Per second at 2000 healing power.
  • 6520 Initial Heal. 1170 Health Regen. Total HP = 7690 at 0 Healing Power.
  • 8520 Initial Heal. 3420 Health Regen. Total HP = 11940 at 0 Healing Power.
  • Heals for 167 Hp per second at 0 Healing Power.
  • Heals for 260 Hp per second at 2000 Healing Power.

AntiToxin Spray

  • 1 Second activation. 30 Second Cooldown. (31 Total)
  • Can have up to 4 bonus heals based on number of conditions removed (Toxic Pollen, Poison, Torment, Confusion)
  • 3920 Healing at 0 Healing Power. Up to 1924 Bonus heal at 0 Healing Power.
  • Total = 5844.
  • 5120 Healing at 2000 Healing Power. 3524 Bonus Heal at 2000 Healing Power.
  • Total = 8644.
  • Heals for 189 Hp per second at 0 Healing Power.
  • Heals for 279 Hp per second at 2000 Healing Power.

Signet of the Wild

  • Heals you for 62 Hp per second at 0 Healing Power. (pets at 125)
  • Heals you for 182 Hp per second at 2000 Healing Power. (pets at 625)

Spirit of Nature

  • 1.5 Second Activation, 180 Second Cooldown.
  • Can last up to 60 seconds like Water Spirit.
  • Best Case, Spirit of Nature lasts for all 60 seconds, and you resummon it 180 seconds later (making total interval 241.5 seconds)
  • Worst case, you get healed for only one second, then spirit dies, then resummon it 180 seconds later (making total interval 180 seconds)
  • Healing varies. Skill says 320. Notes on Wiki say 480. I have observed it at 518. To give it the best chance, we will use that number. It Does Not change with your Healing power.
  • Best Case, it heals for 31080 Total across 60 seconds.
  • Worst Cast, it heals for 518 Total across 60 Seconds.
  • Heals you for 129 Hp per second. (Best)
  • Heals you for 2.14 Hp per second. (Worst)

(edited by Chrispy.5641)

Healing Skill calculations (Updated...again!)

in Ranger

Posted by: Chrispy.5641

Chrispy.5641

UPDATE 1 ::::: Updated Healing Spring to Reflect different Boon durations.

In this Post, I have calculated every healing amount for every heal the Ranger has access to, at both 0 and 2000 healing power, 0 and 90% boon duration. I did not include pet heals however.

(_note : pretty much every healing skill heals for a little more or less than the actual calculation due to rounding or internal game errors.

Heal as One

  • 1.25 second activation with a 20 second cooldown (21.25 Total)
  • 6520 Healing at 0 Healing power.
  • 8520 healing at 2000 Healing power.
  • Heals for 307 Hp per second (6520 / 21.25) at 0 Healing Power.
  • Heals for 401 HP per second at 2000 Healing Power.

Troll Unguent

  • 1 Second activation time with a 25 second cooldown (26 total)
  • Heals 850 hp per second for 10 seconds for a total of 8500.
  • Heals 1090 hp per second for 10 seconds for a total of 10900.
  • Heals for 327 Hp per second at 0 Healing power.
  • Heals for 419 Hp per second at 2000 Healing power.

Healing Spring

  • Has 5 Sections. Each Section Calculates for Boon Duration Individually. There is 0%, 43%, 63%. and 90% (max.)
  • 1/2 Second activation with a 30 second cooldown (30.5 Total)
  • Regen at 0 healing power is 130 Hp per second. 380 Per second at 2000 healing power.

(0% Boon Duration)

  • Has 18 Seconds total of Regeneration.
  • Heals for 4920 Hp initially, with Total Regeneration of 2340. Total = 7260
  • Heals for 6920 Hp initially, with Total Regeneration of 6840. Total = 13760

(30% Boon Duration)

  • Has 23.4 Seconds total of Regeneration.
  • Heals for 4920 Hp initially, with Total Regeneration of 3042. Total = 7962
  • Heals for 6920 Hp initially, with Total Regeneration of 8892. Total = 15812

(43% Boon Duration)

  • Has 25.74 Seconds total of Regeneration.
  • Heals for 4920 Hp initially, with Total Regeneration of 3346. Total = 8266
  • Heals for 6920 Hp initially, with Total Regeneration of 9781. Total = 16701

(63% Boon Duration)

  • Has 29.34 Seconds total of Regeneration.
  • Heals for 4920 Hp initially, with Total Regeneration of 3814. Total = 8734
  • Heals for 6920 Hp initially, with Total Regeneration of 11149. Total = 18069

(90% Boon Duration)

  • 34.2 seconds at max. boon duration (90%)
  • Heals for 4920 Hp initially, with Total Regeneration of 4446. Total = 9366
  • Heals for 6920 Hp initially, with Total Regeneration of 12996. Total = 19916
  • Heals for 238 Hp per second at 0 Healing Power and 0% Boon duration.
  • Heals for 261 Hp per second at 0 Healing Power and 30% Boon duration.
  • Heals for 271 Hp per second at 0 Healing Power and 43% Boon duration.
  • Heals for 286 Hp per second at 0 Healing Power and 63% Boon duration.
  • Heals for 307 Hp per second at 0 Healing Power and 90% Boon duration.
  • Heals for 451 Hp per second at 2000 Healing Power and 0% Boon duration.
  • Heals for 518 Hp per second at 2000 Healing Power and 30% Boon duration.
  • Heals for 547 Hp per second at 2000 Healing Power and 43% Boon duration.
  • Heals for 592 Hp per second at 2000 Healing Power and 63% Boon duration.
  • Heals for 653 Hp per second at 2000 Healing Power and 90% Boon duration.

(continued on next post)

(edited by Chrispy.5641)

New class Chronomancer ideas

in Suggestions

Posted by: Chrispy.5641

Chrispy.5641

Customization is Key (character & armor)

in Suggestions

Posted by: Chrispy.5641

Chrispy.5641

There are many suggestions on this forum talking about issues related cosmetics and customization both for armors and the characters themselves. Here is another. (its a big issue)
Customization is a HUGE deal for many players. This video illustrates the situation quite well. Please watch: http://www.youtube.com/watch?v=RO8GIoRLGa0

Frankly, GuildWars2’s character creation/customization pales in comparison to all of the games featured here.
While I understand that a creation engine like the one in APB Reloaded would require extensive funding and hours to put together, I’m certain ArenaNet could give more than what is currently offered. The face sliders are very good, but there are no hair sliders, no body sliders (muscle mass for individual body parts and yes, butt slider and boob slider for females. There is no reason not to include it when so many people want it). Norn tattoos should be applied by body parts (i.e. I like this option but I don’t want any tattoos on the face…etc.). Tattoo and accessory color options are simply not enough. humans should be able to have tattoos as well. These are just a few things. The bottom line is, I don’t want to feel like I’m flipping through a catalogue when making my character, but rather that I’m using the provided tools to build my own character to my desired specifications.

Personally I don’t know the logistics of changing the system that’s already in place, but something needs to be done, especially considering how different professions now wear the same exact armor (a SERIOUS downgrade from GW1). I just don’t feel like my character is mine.

While those customization options are amazing, most of the games on that list suck in just about every other aspect. More customization options is always welcome but those resources are taken away from other parts of the game that need them.While it would be awesome, I would rather see all the core systems of the game improve slowly, then see nothing improve for a year or longer, just so I can rotate a pimple on my character’s nose.

Lore on FoW/UW/HoH and the 6 gods?

in Lore

Posted by: Chrispy.5641

Chrispy.5641

What of Balthazar and his supposed opening of portals into the Mists?

Or has everyone forgotten about that?

Your joking right? GW2 is all about Sylvari and Asura now, so any mention of the gods in GW2, even the portals into the mists that Balthazar himself was said to have opened, is now considered foolish words from a foolish people clinging to their foolish gods that the Sylvari say do not exist because they have never seen them before.

Connecting the dots DO NOT TOUCH towers.

in Lore

Posted by: Chrispy.5641

Chrispy.5641

I updated the map from earlier, adding in some more lines I didn’t see earlier (I only draw a line if three or more thumper sites line up on a single line. They do not line up perfectly, because the map I was working with did not have them perfectly pinpointed, but you can still see the ‘ley lines’ rather well). It turns out that the Reactor has quite a few lines crossing it.

I also made the Reactor lines Blue so they would be easier to see. I also circled the areas that had the most intersections (areas with 5 or more lines crossing through it). (Thumanova reactor, Bloodtide coast, Sparkfly Fen, Straits of Devastation, and Southsun Cove).

I still don’t think this means anything at all because I am not convinved that Anet actually spent that much time mapping them out so they lined up, but, I figured I would leave it here,

Attachments:

is Zommoros feeling generious for wintersday?

in A Very Merry Wintersday

Posted by: Chrispy.5641

Chrispy.5641

so, my chances of a precursor are now 30,000,001 out of 1,000,000,000,000 instead of 3 in 100,000?

….I like them odds!

I probably still have a better chance of getting my face mauled by three different species of bear in the same day, even though the only place that could happen is Alaska and a Zoo, but still. Those are good odds!

Solid Proof Anet Doesn't Like Rangers

in Ranger

Posted by: Chrispy.5641

Chrispy.5641

As long as there is no Sarah Palin themed armor to go along with riding a Moose, I support it!

Connecting the dots DO NOT TOUCH towers.

in Lore

Posted by: Chrispy.5641

Chrispy.5641

If we follow the Thumpers and connect them together in the same way that ‘Ley Lines’ are connected in the way people on Earth think of them (i.e. straight lines that circle the globe), then we come up with the picture I posted. Its a criss crossing spider web of lines. Every line is yellow, except for the reactor which I made green.

As you can see, if the thumpers were on ley lines, then the center of everything where the most lines cross would be in either Sparkfly fen or Bloodtide Coast, or even Southsun Cove. It makes sense since they are in the center of the current world map. However, the Reactor isn’t at the center of anything with the lines connected like this, so, take it with a very tiny grain of salt.

Attachments:

All armor types?

in A Very Merry Wintersday

Posted by: Chrispy.5641

Chrispy.5641

I need my magi..

Anet hasn’t even given us ascended Trinkets with Magi stats. We’ll probavly get magi armor in the same way we got ascended magi weapons, but, what’s the point without a completed set of gear?