Showing Posts For CntrlAltDefeat.1465:

What do Thieves bring to dungeon runs?

in Fractals, Dungeons & Raids

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

A lot of enemy A.I tends to try and swarm you. Smoke fields (Blinds) Instantly eliminates a lot of risk of team wipe. The roaming rock dogs in HoTW/ the spider venom type foes in S.E and anything with a hammer etc are all examples of where chained smoke fields help prevent a wipe by 500%.

warrior be all end all

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Warrior is much like warrior in gw1..very under credited. You can drop banners and just throw your great sword round and call it a day. Or you can look at who is using leap finishers, who doesn’t have swiftness, who can’t stack might etc and alter your build on the fly to still produce respectable damage, but also min/max others weaknesses and strengths. The amount of times I have seen pure DPS guardians that all they can do is subpar warrior damage and offer nothing to those around them is insane. Pound for pound a phalanx strength build warrior thee days offer more overall benefits to teams than what a meditation guardian ever could. It is just the fact that people wanna see guardian as being a team player that they believe the guardian has more to offer groups. If you want to play warrior in a 1-2-3 fashion, then that is all you will get from them. if you want to apply higher thinking then you can achieve much more with them than what most people would suspect.
In any fractal team my current build offers;
Able to boost everyone’s crit chance and damage or vitality/toughness.
apply group swiftness.
Produce fire fields for leap finishers or might fields for blast finishers.
produce massive regen fields in a moments notice.
Hold entire teams might stacks at 25.
Quickly produce high stacks of vulnerability.
Hold boss enmity.
Remove team conditions every 29 seconds
Resurrect multiple downed players if they are close enough.
Stun larger groups.
Immobilise stack kiting targets.
produce high cleave damage.

wu-tang warrior ain’t nothing to —-- with.
There is a strong reason why some players ask specifically for heavies only. Pretty much all speed run groups will ask for one warrior to play the above mentioned build. It just makes life a lot easier.

(edited by CntrlAltDefeat.1465)

Hotjoin PvP in Heart of the Mists

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Because hotjoins are for casual, sandpit quick matches and ranked matches solve every problem here except 5. (Actually it doesn’t solve any of them (top lel) but it should).

If I wanted to play a quick bit of PvP before my WvW queue or while waiting for a ranked match queue, and you couldn’t go into hotjoins without consequences for leaving, what would you suggest I do? Hit target dummies for 10 minutes?

Honestly it perplexes me that this hotjoin/ranked match system exists so that people have the option to choose between lighthearted casual matches and hardcore more competitive experience, and people try to force the lighthearted casual example into something to be taken seriously.

This is my constructive response that pretty much nullifies all your points (except for #5). Until you can explain why you believe hotjoins should be competitive, that is. If you can come up with a good reason, then fair enough.

Hotjoin is casual because people treat it that way. Your point doesn’t nullify anything to be honest. In guild wars random arena’s (Often seen as the play pen PvP arena) Still gave you dishonour if you left and also gave you on-par rewards for winning competitive streaks. This only highlights that even casual aspects of the game can be taken in a competitive nature. The only difference is the circumstances of the matches. Team arena is 4 people who have elected to compete. GvG is a party of individuals who chosen to compete on a larger scale. Hero arena is individuals with have styled support AI teams that need micro managing. Random arena is individuals who have chosen to compete by being group with others they don’t know, or have specifics of what they are running. To this ends in most R.A matches if you noticed all your other team members had terrifying gladiator or above titles that even though there was no co-ordinated set up, often each profession knew what role they should deliver by who they were paired with. After a few matches they then recognised exactly what other people were running and knew what targets to leave for others and who they should focus on. The seemingly ‘casual RA’ match became a lot more in these circumstances and would often result in 25 consecutive wins with rewards to match.

Hotjoin PvP in Heart of the Mists

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

The downed system does not make sense for a competitive PvP game. If someone is able to take you down, you should be down. You weren’t prepared. You messed up. You didn’t stun the glass cannon build. Your teammates didn’t help. Sucks to suck. Can you still resurrect them? Sure, and make the resurrect time a little quicker to aid this. But don’t give them abilities that are sometimes better than some abilities while they are up. More often than not, the downed system is annoying. You get about one guaranteed “save my butt” ability to buy you time, a decent auto attack, and perhaps a third useful ability. But 9 times out of 10, you still die and you just wasted everyone’s time doing nonsense. The rally system doesn’t make any sense – how do you suddenly get the ability to come back up, now perfectly fine, just because someone else died?

Unlike guild wars, there is no rez signet. The down state/rally system is it replacement mechanic. This the same as saying in guild wars how is it possible if you defeated someone, anyone on their team can near instantly bring them back into the game, and then have them go on to defeat others from previously being removed from the match. There were multiple skills in guild wars that did this. Even to the point one person could resurrect multiple players, but if they became defeat within a certain time, anyone that they resurrected in that time frame would also become instantly defeated again.

Black Lion Keys for Ranked Wins

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Agreed. A-net needs a viable income. I don’t always agree with decisions they made in terms of profession changes, but I do want to see them remain viable and earn an income for their continued work.

Fractal rewards

in Fractals, Dungeons & Raids

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Liking the changes. Much appreciated.

why the new pavillion does not work

in Festival of the Four Winds

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Maybe it’s just me, but the particle is overwhelming. All I see is a giant mess of mashed polygons that make it indecipherable to tell what is actually going in there. It is like we’re all attacking one big giant ball of scramble light spectrum’s. Just my 2 cents worth.

This Meta, Balance, The Future, Llamas.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“… Celestial is so strong, it can be run on literally any character, including thief, to make obnoxious builds "

followed by;

“..As it stands currently, Thieves have one option because of the poor balance, Running zerkers, or doing virtually no damage.”

I am respecting what you’re saying, and how you’re currently see the meta,but didn’t you just contradict yourself with these two statements?

“Rangers pets need an increase in their range so they can attack more consistently. It’s a core class mechanic, and still feels second class in quality.”

Ranger pets can continue to attack you on mid when the ranger is on home. There is no range farther than that. To sic a pet onto a player that can now allow it to follow from home node to far is the paramount of Obnoxious builds. If anything pet skills need to be disabled when the ranger is downed. Lick wounds and stun is enough. No other profession can still utilize their f1 abilities, or do it through a 3rd person mechanism that is still delivering damage outside of their downed skills. I feel a lot of the community already believes ranger pet leash lengths are already over extensive. If 1500 units is the maximum range a weapon can attack at with traiting, then there is no legitimate reason ranger pets should go beyond this either. This only denies fair competition, which is what you seem to wanting. Range is its own defense inherently. If you can attack them at range, and they are melee you can hit them, while they can’t hit you. If long range goes against short range, long range has the advantage again. If long range goes against long range, then there is no advantage or disadvantage . This is exactly why pets need their range limited more than what they currently do. It allows for aspects of the rangers damage and control to be delivered before your target can even get into minimum long range distance. Which as the simple example above shows a clear advantage. The easy answer to this for melee is gap closers, which as you have also kindly stated are 50/50 at best and rush/leap skills have had multiple complaints since release. Effectively you have shown the flaw in this argument. This alone highlights why pet ranges need no more range, but in fact less. It means the ranger and pet both have to be in striking range and the ranger has to have full control of the pet and not the ability to simply sic. Which your article seems to favour the idea that players have to have full control of their build and not relay on automatic procs/passive effects and in this case, over far fetched AI pet range.

(edited by CntrlAltDefeat.1465)

Great sword limitations

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I will keep this brief.
I apologise but FRAPS just doesn’t seem to optimise on my current machine, otherwise I would place video footage to illustrate my following points.

Blade trail. On medium grade inclined terrain it seems to measure its range via flight of the crow. It often passes through enemy twice, but without applying damage or cripple.

Rush. If you are at 1000 units distance, or at the maximum it will 100% over run its target. I trailed this on 50 stationary enemies in PvE and had 0 success at connecting. At ranges 700-1000 you have 70%. At Ranges 600 or under 95% or greater.

Whirlwind attack. If the ground target marker arrow is placed directly on feet of target so they are standing in the arrow head, it has a 100% miss rate, but the evade function will still evade. If you plave the ground marker so the arrow head is directly behind their feet it still has a 100% miss rate, but evade still works properly. It you then place the ground target arrow head 2.5cm (1 inch) behind them it will hit for 1 strike and evade function remains intact.

I am aware these are the not the first time these observations have been discussed. This is just to keep the development team aware that the range issues to 3 of the 5 skills on warrior great sword currently aren’t performing to their skill descriptions and ranges.

In PvE this can be annoying, but not game breaking in any sense. However in PvP as a viable option it relegates GS to undesirable due to the lack of consistency. Again this is not game breaking, there is other weapons one can use. However it is a little saddening when you have to store GS away because it can’t be trusted to effectively hit it marks.

I am 100% positive that if these measure/ranges are repeated by anyone that they will get the same results.

Just say’n. Something to look into when you get a spare minute.

High and Low Level PvP Gives Same Rewards!

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

This is probably the only game/game mode I’ve seen that gives equal rewards to teams with high MMRs fighting similar high MMR teams and those with low MMRs fighting other low MMRs.

Weird.

Logically the rewards you get should keep increasing with your MMR no? Otherwise what’s the motivation to get better? You will by definition always win 50% of your games with the same rewards…

This also probably the only online game that has no subs as well. Just something to consider.

Next Generation Legendary Brainstorm

in Guild Wars 2 Discussion

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

The lore part was meant to be installed by now with the introduction of crafting precursors. As you acquired pieces to craft a precursor, each part contain a small piece of the story behind the weapon.

However at this stage, I don’t see a reason to adding more legendary weapons. They can all be statically changed. If you don’ enjoy the skin, you can now swap it for any other skin in game by simply acquiring that skin and a transmutation charge. The idea of obtaining a legendary through skill is already available. The ToL PvP matchs rewarded the winner a legendary. However much like the real world, you don’t always have to be good or great to achieve the things in life you want. It is about setting goals and achieving them. This is currently how legendary weapons work. You set yourself the goal and go about achieving all the tasks needed. The idea of skill now makes legendary weapons just a signature of someone who has spent the last 10 yours performing the same task over and over again until they got good, or lucky..either way it sounds like grind.

Turrets decap engi

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

So… engineers are not allowed to have effective builds? Is this what it comes down to?

Necromancer minions have lower cooldowns, higher health, higher toughness, don’t bug out when you overcharge them, have more effective chain skills, and are allowed to deal critical damage and can be restored via regen or AoE heals. And despite that you complain about turrets?

Guess what… if turrets wreck your kitten then that’s how it should be, because it’s totally your fault. They can’t move and are extremely fragile, and their AI immediately fails if faced with more than one target. If you see a turret engineer, take advantage of their long cooldowns and pound the turrets with AoE. The engineer will be completely vulnerable. This is what players do beyond the extremely low ranks because they KNOW that once the turrets are down, the engineer turns into a towel for 30 seconds.

I know this because from rank 15 to about 25 I played a pure turret defense build and totally destroyed all of the idiots who tried to focus on me while my turrets blew them away. After that, players started AoEing my turrets first leaving me worthless until I die. It’s why I changed builds.

Fair point.
Minions also have undesirable pathing issues. They can take critical damage and conditions and also struggle when multiple players are around. Perhaps this is a better argument towards why AI should be avoided in PvP altogether. Hence why it is called PvP and not PvP+AI. That seems a nice natural balance that when one player vs another player wants to drop multiple AI units, that it shouldn’t be to their 100% advantage of where game AI is the workhorse behind their success, but the lack of player control is why they lost. They let something else take a large part of control of their build.

Turrets decap engi

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Turrets all have 7.5K ‘health’ each and can’t be critical hit. They take a disastrously long time to destroy if you’re a condition applier. A full zerker warrior with 100 blades may be able to take one in that channeled time. ( I know this because I have out of interested seen what hundred blades does to phantasms/turrets) That is one down, another 2 to go and that’s the elite dealt with..good luck with the big ol’ bomb that’s coming your way or nade spam while you take the 10 seconds to not focus on the engi.

Any engineer can drop up to 3 turrets, not including another 3 from elite. The elite drop is the only elite in game that has no duration. They will continue to do what they do perpetually until destroyed. This means that the engineer has at least 4 multi direction sources of damage. Most other professions only have one. To evade or block pistol/rifle fire, while negotiating flame throwers, net turrets whilst having to duel in their regen water field, while they have access to block and reflect or push/pulls while vigor and swiftness and usually protection is running, while they placing big ol’ bomb so stability will be needed as well..and if worst comes to worse, they combo the water field, or engage stealth.

Yeah..they’re perfectly balanced. They enrich the game. Everybody likes dueling them.
Another well designed profession that makes Pvp rewarding.

I’m not defending the build (it’s not OP, but cheesy) but the elite turrets certainly have a duration. I believe it’s one minute if not destroyed. The bandages disappear after the set time also.

Interesting. TY for info. With their increase in popularity, I could be looking at multiple users elites. However one immobilise, one flame, one heal and when traited one rifle+6 additional bandage= Control, condition, heal, DPS..that is basically the modern trinity in one elite. That also creates 2 second stun and can be ground targeted at 1200 range. In any 1 vs 1 or even 1 vs 2 situation this is one hell of an elite to drop on your side. Unlike minions/spirit weapons they take no condition damage. So good luck to the necro using there scepter to wand spike each one down.

New, Frustrated, Want to be better

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Try guild wars. I’m not kidding. If you enjoy PvP of this style, but are looking for more purposeful teams, try guild wars. It is showing it age these days, but still a great game. Amazing game if you consider it was anets first offer to the MMO world and it is still running today.

perma 33% reduced healing

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Most poison applications were reduced last patch. To remove it more takes away the teeth of condition/attrition builds. As it is kindly put in most games, “The best debuff is death.” If you want the poison to stop, eliminate the person repeating it on you. This is where playing a bunker has its risk rewards. You maybe able to tank onslaughts of physical damage, but you lack the power to eliminate quickly those who are undermining your bunker build. To be fair if you are running the stated condition removal you are..then it is more than just spam that is getting you..they are targeting you each time they see you remove it. All is fair in love and war.

I'm tired of fighting longbow warriors.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I kinda feel ya on this. I like longbow, it is a solid weapon, however the last balance patches have more or less been around controlling hambow. Longbow and hammer both received various changes, however rifle, mace, shield, axe received nothing. I can understand the desire to tone down hammer substantially, but it was mostly the focus of warrior and not warrior as a whole where all weapons were looked at and given buffs/nerf/changes in order to give better representation. Currently rifle has good damage, but its auto attack is a condition and it is pretty much single target. Longbow has comparable damage but greater AoE effects and the f1 can be used to clear conditions without target. As long as this remains, it would be tactically unwise for warrior to take rifle over longbow for range options. Solution would have been that when longbow got shaved, rifle got up’ed. Even if just one skill on rifle had the explosive round effect of engineer that would have suddenly made it more attractive to use instead of longbow as the go to.

War nerfed too much, we need improvements?

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I truly think as warrior player that currently they are still in a healthy place. However rather than nerf anything, it is time to clean up certain aspects of them.

Mace got hit too hard. It doesn’t see the light of day anymore.

Pathing issues on rushs/leaps can still be highly irritating to sword/great sword.

Longbow nerfed because of adrenaline gain. It was shown it didn’t gain any adrenaline from fire fields. So why the nerf again slowing it down?..maybe it just should have been made smaller, but not slower.

The new traits are good, but some don’t deserved grand master status-brawler recovery.

healing signet still has no viable reason to ever really use it. It’s passive all the way.

Some of these area’s being cleaned up would make warriors smoother to play in PvP. It would most likely result in GS becoming far more viable and other weapons more reliable creating better hybrid builds that would keep warriors viable in new ways.

Stacking analyzed, and ideas for mob design

in Guild Wars 2 Discussion

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Interesting suggestions. It should also be mentioned that with these proposed changes that dungeons would substantially increase in time to complete. Therefore rewards would also have to be altered and appropriate anti fatigue systems implemented. The idea of running a high level fractal or arah p1/4 with these changes could lead to gamers sitting taking potentially hours before they get up and drink water, stretch etc. These considerations have also been noted by countries like China that seek to create a healthier gaming environment by limiting how long a person can actually remain logged into a online game.

Thieves Evade spamming is Out Of Control.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

This is the history lesson.
This is the video that started the debate on spamming evade.

The skills used in this video are still intact and unaltered.
The 2 opponents are ransacker rank and gladiator respectively. Both are warriors when they were in their prime buffed stage.

That lead to quasi builds such as this.( http://intothemists.com/guides/479-wvw_super_troll_thief_ii) Read the description and then look at the skill rotation. It is all evade based skills, or just up front evading rinse-repeated over and over again. It was builds like this that eventually lead to vigor reductions, but not reductions in skills that inherently also apply evasion while being used.

As a thief player I have agreed with many that all thief builds ultimately come down to them using the same mechanic regardless of build. That is stealth/evade. This is what limits thief in terms of diversity. They have no sustain, nor can they afford to live without stealth. I have also felt there should be more to their steal and it should be more in line with mesmer shatters. That steal can perform different functions. You refer to acrobats based builds, but as the above video portrays, al evason spamming was done through skills, not trait trees. That means that unusually high up time on spamming evades is entirely possible without having to go grand master into acrobats.

Brawler's Recovery

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Longbow. AA is double shot. It removes blind/block and still hits. Negates grandmaster investment need for this trait. If on the other hand all blindness cannot be applied for 5 seconds on weapon swap, this maybe useful against smoke field thieve’s.

Does the engineer belong in a team

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

engineer is totally useless in this meta. Can’t team fight, gets destroyed by condi warrior, have to play perfect to survive a hambow or a mesmer in 1v1, gets destroyed by necro 1v1 , really hard to beat eles also, only easy matchup is 1v1 vs thiefs but in 2v2s gets destroyed by thiefs lol.

Useless in team fights ? What ? Spreading massive AoE on the point , making bunkers struggle with all the condis , drop supply crate to stun and immobilize, massive AoE heals on short CD .

Have to play perfectly to survive a hambow? What? Protection injection when stunned = -33% DMG reduction , another trait that reduces by 20% = total 53% less damage while stunned. How can you have trouble with a hammer that hits for 400 with all this damage reduction.

Destroyed by mesmers is also a joke. Their condi removal is terribad, I don’t see how an engi can lose to a mesmer that is not running PU.

Seriously , engi/warr are the fotm classes right now in Solo Q and a bit of guardians too.

^I’m with this guy. Engineer has a lot of tools, and I mean a lot of tools at their disposal for 1 vs 1 and team fights.

Thieves Evade spamming is Out Of Control.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Oh god this again.

1. If he’s evade spamming, he’s probably playing S/D acrobatics.

2. If he’s playing S/D, he won’t be stealth/blind spamming unless he’s running shadow arts as well.

3. If he’s playing shadow arts + acrobatics S/D and you lost to him, you’re bad.

OP clearly doesn’t know how to fight or play thieves and is a forum hero.

There is always this guy to every thread. The guy that completely misses the entire point being made and makes it a L2P issue.

anet- “Evades are a very important part of the game. Hence why we’ve reduce vigor traits.”

Your first reply- “If he’s evade spamming…”

See what I just did there?..highlighted what is acknowledged by the game creator as a very important aspect, where they have also acknowledged they have reduced it so it plays an even greater vital mechanic can be ‘spammed’ by a profession. Just so this is clear, you’ve basically highlighted thieve’s ability to spam what was intended not be spammed. Thanks for proving the OP point.

Turrets decap engi

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I love people who complain about silly issues.

For starters lets get this out in the open,

1 : Turret push back trait makes turrets HURT when they explode. Quite a bit. For starters don’t stand next to 3 of them when you kill them.

2: Next off turret engi has with healing turret only 2 condi’s cleansed every 15 seconds. That’s not good. Any HALF DECENT condi engi or necro can beat them. If you are an engi or necro and are complaining then get out of denial cause you need to l2p. Really bad.

3: get over the stand on point non-sense. Any hambow can use longbow f1 ( don’t give me the crap about reflecting it learn to aim. the radius is ridiculous) and arc arrow to do major damage. ( maybe AI turrets should be affected by conditions like spirits and spirit weapons etc….)

4: THEY HAVE NO STUN BREAKER.

5: limited to no damage if turrets are dead. Like really really bad.

6: Points tick once every 2 seconds. If they full cap and live for say 20 seconds they scored 10 points. Cool they were effective except they are on spawn for 15 seconds + 15 seconds to come back to point. You got 5 for killing them and 5-10+ by full capping ( how long can you hold the point?)

7: THEY HAVE 0 STAB REMOVAL the only reason the old decap was viable was massive boon strip. This build is crap because a bunch of noob engis thought due to old success this may still work. It doesn’t. Use stab for gods sake. Or learn to dodge/evade/blind ( seeing as he has 0 condi removal blind powder/smoke bomb work well)

8: Get a team mate to help you. With 2 people ( or if you actually bothered to run condi engi or necro) it isn’t hard. Don’t expect fairness in this game I can easily roll a 1v1 build and with some skill roll your back point repeatedly. Hell I can argue shadow trap is far worse offender. Quit complaining.

Just like hambow at the start. Clear and easy animations. Just dodge roll and you’ll be fine. You have over simplified your argument. Engineer. Much like hambow had too much to their hand. No one is asking for fairness..just balance.

Turrets decap engi

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Turrets all have 7.5K ‘health’ each and can’t be critical hit. They take a disastrously long time to destroy if you’re a condition applier. A full zerker warrior with 100 blades may be able to take one in that channeled time. ( I know this because I have out of interested seen what hundred blades does to phantasms/turrets) That is one down, another 2 to go and that’s the elite dealt with..good luck with the big ol’ bomb that’s coming your way or nade spam while you take the 10 seconds to not focus on the engi.

Any engineer can drop up to 3 turrets, not including another 3 from elite. The elite drop is the only elite in game that has no duration. They will continue to do what they do perpetually until destroyed. This means that the engineer has at least 4 multi direction sources of damage. Most other professions only have one. To evade or block pistol/rifle fire, while negotiating flame throwers, net turrets whilst having to duel in their regen water field, while they have access to block and reflect or push/pulls while vigor and swiftness and usually protection is running, while they placing big ol’ bomb so stability will be needed as well..and if worst comes to worse, they combo the water field, or engage stealth.

Yeah..they’re perfectly balanced. They enrich the game. Everybody likes dueling them.
Another well designed profession that makes Pvp rewarding.

wannabe Thief, help me :|

in Thief

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Hi Mijo! Don’t listen to these guys saying it is not viable. Look at this video, Sensotix here is one of the top thieves around:

He makes a valid argument why D/P can be better than the more popular S/D, and IS better for his style.

“I don’t wanna fight a warrior.”
“I don’t wanna fight a warrior.”
“I shouldn’t have pushed home.”
“All I wanted to do was support from range.”

His team won this match, he just helped on finishes and back capping by going the long way. It was smart play, but I don’t think this is the build the OP is looking for.

[PvP] Strength XIII - Burst Precision

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Um, ..not to sound whack..but check the PvP build set up. After patch going grandmaster into strength doesn’t scale up your power damage. There is no inherent bonus from any tree now. Your damage is purely based on runes/amulet/sigils.

anyone get that license plate?

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I have recently started seeing a warrior build of hammer/axe-shield. I have played this build ages ago and thought it was ok. However this newer version I have been encountering is making short work of me, and I’m a warrior myself. I have tried playing round with different set ups to mimic it, but I am still not achieving the same dmg output.

Anyone have a clue what this strange, deeply destructive, yet fairly sturdy combination maybe?

Asura Animations & Visual Effects are Broken

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Animation based game play in which 5 out of 8 of the playable professions have stealth. Go figure.

I saw them disappear..wait for it,..wait for it…wait..hit by something..not sure what, didn’t see a thing.

minions, turrets, phantasms... or PVP

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Player vs player+AI.

With zerker amulet on warrior great sword I have personally seen turrets take 10K damage before destruction, and then knock me back.

I have seen minions and phantasms take 7.5K damage before disappearing, and also watched them summoned instantly back.

I have reflected duelists, where by rights it is the mesmers damage, yet their phantasm takes the damage. There is no risk, or reward for reflecting. Nor did the reflection destroy the duelist.

By rights like all skills with cooldowns, phantasms and turrets should only last for a set duration where it leaves a window where the player can’t use them now. The idea of using a skill that rinse-repeats its damage over and over again and instantly goes on recharge after use whilst it is still in existence is absurd.

POLL: Which Class IS the most broken?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

MM. A build that relies entirely upon AI life stealing and multi directional damage. It creates 8 sources of damage, of which 6 self heal. It has ridiculous toughness and is overly forgiving of immature technique and playstyle. It is why it is one the most popular builds. Anyone can win with it anywhere.

Decap engi. Again stupid levels of toughness and boon stacking and combo field creation for a medium armour prof. The ability to reflect, block, stealth, attack at range, power damage, condition damage and again create third person assets that provide healing and attack whilst the actual player can now engage in playing purely defensive. Largely attritubed as being skilled, when it is no more than repeating skills irrespective of whatever other players are doing. Highly toxic. Repeat your rotations, don’t bother with watching what they’re doing. Just stay in node and do the rotations.

PU Mesmer. Same issue as the first 2. More AI than actual purposeful player ability. In a game that sells itself as an animation based, that’s a lot of stealth where you can’t see, or defend against what is happening. Please remove ‘animation based’ game from title if you have professions that remain stealthed 40% of the time.

Hambow. Altogether having 3 knockdowns/stuns in one weapon without any reliance on utilities was never a good idea. At least in gw1 if you used adrenaline, you had to recover it to use another adrenaline skill. In gw2 with cooldowns and plentiful adrenaline, it becomes too rinse-repeat. It highlights that the rich get richer and the poor get poorer when the same professions that can wield hammers are the only professions with on demand utility based stability.

Pistol whip thief. A combination of stealth (PU mesmer) and instant teleports that can’t be counter or stopped. When paired with instant cast initiative skills results that with practice and repetition near undefendable spike chains can be unleashed with stuns for near instant downs against professions that have unusable or ill placed stun breaks that can’t be used with purposeful builds. This build more exploits how badly constructed some profession type weapons/skills are in terms of no synergy.

Guardian meditation. Same issue as MM. Your damage source is your healing source. Much like P/D thief, teleports allow for instant movements where “animation based game” is again devalued because there is no visible animation.

D/D ele..much needed buffs, lets not alter it. However with celestial and or healing runes it has the same issue as meditation guardian. No division between traiting for damage, defense, support, survival. Your damage is your healing. However radically the most balanced of all the listed specc’s.

PvP rewards

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

After opening 8 chests I get 8 icy stones..I have 240 magic find. Just saying. Thought magic find was meant to affect rewards. I glad I have 240% birthday boost magic find, otherwise who would’ve known what I could have got.

You need to change your diminishing returns to a different method from gw1 where you needed to zone 3 times to reset it. Those of us who stay in PvP will never reset it.

Before others say DR wears off after logging out, I have proven this one with fractals to my guild. If i only run PvP and fractals my rewards are whites. If I run around 3 zones then do fractals and Pvp I get 6-9 rares and usually an exotic. Without fail my rewards improve with zone switching before opening chests. The same as they did in gw1.

Why are teleports not working?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Necro death shroud teleport fails constantly as well. Not especially helpful if you have the new skill path of corruption connected to it. I have been mindful and watched carefully. I am in range and no “out of range” has been displayed.

Can you nerf conditions already?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Here’s the problem about condis vs direct damage:

- A direct damage burst build will need 3 different stats to deal good burst and sustain damage: Percision (for a higher crit rate), ferocity (for higher crits) and power (for more damage)

- Direct damage further takes armor/toughness in account (Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target’s Armor)).

Now, a condition damage build will need the following stats for its condition to be effective: Condition damage and condition duration

Conditions are usually really easy to apply and the difference to direct damage is that they deal damage after you hit your enemy. You can’t dodge the conditions… ye sure you can remove the conditions.. but some builds are able to apply such an amount of conditions that even good condi cleanse isn’t nearly enough.

->
- Condition builds only take 2 offensive stats in accout to be strong where as power builds are affected by 4 stats (power, precision, ferocity, enemy toughness). This gives condition speccs a huge advantage as they can build more defensively why still dealing high damage.

- Conditons deal passive damage but almost match direct damage in some cases which is a problem as they are easier to apply than direct damage and for some builds harder to avoid too

-> now what I think is neccessary, is an additonal stat or an additon to an existing stat.
Toughness agains condition damage
Healing power seems like a possibilty to get such an addition.

conditions only take 2 stats in account, but their highest tier damage is caped and so is there stacks. The day I see a condition stacker stack a 7-8K condition back stab or 7-8K condition eviscerate I’ll understand your argument. 2 stats that are utterly capped forever vs 4 stats that have never ending capacity of rotating maximum upfront damage. Who will die faster in the end you think..an 20K warrior ticking out 120 damage every 0.5 seconds..or a 20K mesmer with sharper images getting hit for 6-8K very 10 seocnds with 5k damage peppered out between bursts?

pvp needs soon the following features

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Legendary weaps are already available in PvP. You get them in PvE, either via crafting or purchasing. There has already been a few confirmed players who have received precursors from PvP rewards. Multiple items for crafting can also be obtained from PvP chests. Legendary weaps have also been given for high performance in the last ToL. Your asking for something that already exists.

Necromancer - Is it the most balanced?

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“..But as the game has went on, conditions have increased and condition removal has increased along with it. Just as that increased over time, so have the damage and defensive abilities for every class.”

Every condition has had its stacks lessened, not increased. Poison duration has been reduced on all professions.
With changes to axe, longbow, hammer, greatsword, dagger, phantasms, nades, quickness nerf, damage coefficients being lessened, all professions power damage has been reduced.

This has all been documented in each of the update descriptions. No weapon has had more condition stacks increased or more power added.

Just say’n. You’ve made a statement that best fits your believe’s, but the facts of that statement are incorrect.

Conditions on Auto attack.. Too easy?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Conditions on auto attack (EG Necro specter.) are entirely in line. The physical damage these attacks inflict is nominal at best and they do not have a channeled attack that can stack these conditions quickly. By comparison a warrior great sword, or Ranger longbow can inherently have a percentage chance of inflicting nominal conditions on critical hit, as well as deliver sound/superior damage.

When the equation is balanced this way;

Low Dmg+ Perpetual stacking conditions with short durations stack at a moderate pace vs Above average physical damage that can be delivered quickly+ slowly stacking mediocre mamage conditions= Physical attackers will always produce superior damage.

This is why the holy trinity of PvE is DPS-DPS-DPS. However in PvP only where multiple professions cannot cleanse repeating conditions quickly has lead to a condition meta, which even today is out of popularity in favour of bunker builds because of how many condition spec’s have had their bread and butter condition stack in bleeding/poison reduced across all professions.

War nerfed too much, we need improvements?

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Didn’t the top 2 teams in the NA tournament of legends each have 2 warriors on them?

N o. They had 2 hambows. Hambow by this point is worth considering an entire different profession to warrior.

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

A very critical analysis, yet it does describe my current experience as a customer player. Overall in spirit I do think of Arenanet as friends I have not officially met in person and wish them every success.

Unbalance in Hot-join

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I agree in principle with this. Hotjoin, although thought of as either lowly, or just purely for fun and testing is much like its ancestor, ‘Random arena’s.’ The concept of it still has a winning and a defeated side and it does provide rewards so therefore it is applicable to balance decisions. For whatever that best suit me I hotjoin a lot lately. After a number of bad soloQ experiences (4 vs 5/ leavers/ being matched against players with far less experience than me.) It just left a bit of bad taste in mouth. Not to mention I play outside of U.S time zones so at times I can wait for 10-20 minutes and now have an AFK player in team. I do see in hotjoin some players just go there and practice for tpvp by bunkering an entire node all game, or not try to capture a node all game and just roam and pick off individual players. This kinda shows people are taking it seriously, even if their end desired intention is to take what they have learned to a different aspect of PvP, and also vice versa of players going specifically to places that will help their team win and team chatting certain objectives.
All in all if it is included in the official Pvp aspect of the game, it is deserved of having some measure of balance applied to it.

Actual warrior suggestions.

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Berserker stance changed from complete condition immunity to +70 health regen for each unique condition.

Burst precision. There is no need for this with sigil of intelligence. Change to stronger knockdown on physical skills. Stomp/kick/bull’s rush apply an additional 1 second knockdown.

Link Healing signet to toughness, not healing in PvP.

Brawlers recovery. Again an unneeded trait. Especially unneeded for the investment. 1 auto attack or throw removes blindness. I actually place mobile strikes more valuable than this trait in Pvp. It lacks imagine and purpose. Change to taunt. Shouts cause X dmg across 600 units. Damage increases for each boon you have.

Address seriously the pathing issues with rush/movement skills.

Duel wielding agility. 10% extra attack speed seems like it could have purpose. Unfortunately a lot of players have done a lot of math and shown this trait is scarcely worth taking. I think the idea is sound, but the 10% increase still doesn’t justify wanting to go grandmaster level to obtain. It needs more before it become attractive enough to put down the hammer or great sword.

The Nerf to main hand mace has seen mace never get used since. This shows overt nerf and not a simple shave. It got made far to slow. The real problem with it was on Asura models.

Suggestion about warriors

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Suggestions?..you’ve made no suggestions. Just a veiled commentary about how you got squashed by a warrior in hotjoin and now wanna QQ.

Why do you force non-Fun on me?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

they are not forcing u pal,u want rewards u need to solo or team que,u cant zerg in hotjoin with ur pals and get rewards,u need to go solo que and win atleast one duel or node by urself without ur hotjoiners pal.Not every1 is meant to have those rewards,those rewards are for us pvp players so we dont get bored not some casual hotjoiner thank you

You mean you PvP’ers that suffer 4 vs 5? Or you mean you soloQ’ers who also get rabbit rank everywhere because of the hotjoin cut off mark?..or you mean you PvPer’s who have epic MMR match ups of top 10 team against PuG?..what part of your elitist story are you hoping makes you sound pro?..On any given day I will see reapers, marauders, champions in hotjoin. In fact I am willing to stake in all hotjoin matches at any given time there is at least 20 people who 1 vs 1 would not only down you, but make you look sad. This is the reality. The skill level of players is distributed across the entire game. That is why you’re seeing fractal backpiece’s in PvP and Balth backpiece’s in Fractals. There is no proof that is beyond reasonable doubt that soloQ is anymore skilled, or requires more skill than hotjoin. The amount of MM and spirit rangers, decap engi’s I see in soloQ is shameful, at least when I do hotjoin I see people experimenting with new builds for competitive play at a future stage. In the ToL, what did we see..hammer warriors and petting zoo’s again. So please drop the attitude that soloQ is in anyway skilled, or has a higher tier of player when in reality it is just another version of hotjoin.

Extreme Precursor Inflation

in Black Lion Trading Co

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

This inflation is good! In fact, I’d argue that further hyper inflation of precursor prices is to the benefit of us all.

Why? Because then the imbalance in the economy and the ridiculous manner in which precursors are obtained will finally force Anet into action.

Inflate them further please, and put them far, far out of reach of anyone who doesn’t play the TP.

It actually has the opposite effect. It encourages more and more gold sellers, which is good for the game. Currently only a-net have the racket on selling gems. Desired items become hyper inflated>players get sad face>gold sellers get happy face>a-net gets angry face>Players now have 2 sources to purchase would be gems from>gems/gold sellers now have competition. Considering I now get pinged 7 times a night with gold sellers, it seems the market shift has happened. Obviously it is against the rules to buy gold from 3rd parties, but it was also against rules to manipulate match results like the skyhammer farmers did, and they all walked away from it just fine. Again, I wouldn’t buy gold, or encourage it..just stating the actual truth of the matter. The game is currently flooded with gold sellers simply because players just can’t earn enough with casual play for their vertical progression.

[PvP] Axe + GS "The Bunker Buster"

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Old school beta weekend warrior revisited.

I play a similar build as a roamer. It can deal good damage, and it can take out a weak target in one rotation..however, when it misses it misses real bad and can be hard to recover because of blade trail/rush/bulls rush/whirlwind attack all being somewhat sketchy if there is any terrain whatsoever. A-net addressed these lingering greatsword problems when they nerfed hammer. Then nerfed axe. Then nerfed hammer again. Then nerfed longbow and then nerfed longbow again. I felt the quality control on greatsword after so much work had been put into it now made it reliable.

Convince me not to play condition warrior

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“No 1 vs 1…” Just as well true high level game play is not about 1 vs 1, but about team. Maybe this is why your finding it boring, because you have yet to land a spot in a high tier team. Maybe thats because you’re running a 1 vs 1 build and don’t see any reason to change. Maybe its because that build offers little team anything..there is a lot of maybe’s here..just say’n.

ToL NA Double Warrior Cheese

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

As a warrior player, please stop referring to Hambow as warrior. Warrior is one thing, Hambow is something entirely different. A-net didn’t get the message after the third cutbacks to the build and it is still excelling. Hambow should be its own profession in the heavies category. warrior-guardian-hambow.

your thoughts on tournament restrictions

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Not warrior…Hambow…

[Ranger][PvP][WvW] Longbow STILL needs help

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

So this a complaint that Ranger as a profession can’t do the same damage at range as other professions that have no pets. Essentially you want ranger to do the greatest damage as anyone else, and do it at maximum range whilst a pet holds melee range..yup, sounds totally balanced. This is one of the many reasons warrior longbow and thief shortbow received consecutive nerfs. The idea of doing max dmg at maximum range is unbalanced.

As for it lacking character? so does mace for both heavies. So does staff on necro..lots of weapon lack flavour and punch power. Ranger has one of the highest weapon selections and pet arrangements to choose from. They are not lacking in weapon diversity.

Three semifinal teams use two warriors

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I play warrior greatsword and to be honest, I am tired of always facing duel sword/hambow/shout builds. I see players with the least amount of skill running these builds and feeling they’re apex. The sad part is that even though I can down them it requires 100% full concentration and a bit of luck to do with great sword. Players have asked for these builds to be addressed and still they run rampant, and with every shave tey get marginally weaker, yet my greatsword build gets not tweaks of assistance to make it attractive to use, yet I suffer all the same nerfs to burst mastery etc.

It has entirely evident from the stat duel swords and hammer need complete skill rewriting, yet instead whacking the mole has failed to produce anything. It is because of this with 4 vs 5 etc I don’t tournament at all anymore, and I can only stomach hotjoin to kill time until my guild is ready for guild events. The epic amount of builds that have just poisoned the PvP scene, and still continue to today has made the PvP experience unrewarding. The sheer time invested is just not worth it when you could pick up any of these 2 builds and be instantly effectively and out performing people who for over a year have honed great sword down, and still have to deal with rush/bull’s rush, whirlwind issues.

Warrior Greatsword Needs Buff

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Nobody cares about great sword in PvE where it behaves as expected to. It is in PvP that great sword can perform underwhelming because of all rush/leap mechanics in this game playing out badly in PvP. Shield bash/rush/bulls rush all over shoot, or go where the opponent was 2 seconds ago when the channel was started, but miss where they are are when the channel is finished. Any mechanic that rushs the player into a target, and therefore situation carrying a risk/reward outcome needs a smooth animation and execution.It is always deeply disappointing when you take that risk and rush in, knock down and you’re now standing, for mysterious reasons over 300 units away using 100B into thin air whilst facing the wrong way.

Simple outcome..greatsword rush and whirlwind attack don’t perform or behave as they were intended to. That means they need addressing. However instead hammer gets a another round of nerfs and these very well vocaled issues with GS don’t get touched. Was it never considered why great sword is so under used compared to hammer in PvP?