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Dev comments on healing signet...

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

It’s extremely difficult for any class to fight hambow warrior on a point.
The HUGE fire field, their sustain, large HP pool, immobilization, interrupts, (and the sword bug). Berserker stance is broken especially with Lyssa runes that procs every 60seconds. Losing all conditions AND gain all boons (especially stability and aegis) is just outrageous.

Lyssa runes need a 90second internal cool down, in my opinion. I don’t think ANET ever considered having it proc every 45sec or 60sec. Runes should not define any class, but in this meta Lyssa runes is just as broken as healing signet.

How bout on extremely high spike damage, with multiple sources of stealth?..this is what all thieve’s have with venoms. Only hammer warrior has what your mentioning. This whole argument has nothing to do with healing signet at all. Thieve’s can produce healing per dagger swing and in stealth making lyssa and passive healing more stronger on paper for them than it is for warrior. Another warrior hate without looking at the actual facts that what you are complaining about is more exploitable on other professions than the one this forum is meant to be about.

Dev comments on healing signet...

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Healing signet is broken. They have admitted it. They scream no-no-no every time someone actually wants to press their healing skill. What it ticks for is not the problem. It has no counter play is not the issue. The is a long list of powerful things in this game that have no counter play. Stealth has no animation. Deathshroud has no cast. All Ranger skills share the same posturing. Rangers can attack at range while their pets melee up close. They have the best of both worlds and there is no way to prevent or stop any of this from happening. The big, big issue is that the development staff have admitted it is a mistake to use the active heal on healing signet. Mr peters is correct in saying that the active should by rights be attractive to use in situations, but if it heals less than what the cooldown period would have generated then it becomes useless compared with healing surge. Tghis means warrior’s have gone from only use one heal to again only using one heal. This ultimately makes the profession as a whole, and therefore the game considering there is only one purpose build heavy melee damage profession worst off. Too many people wanna see nerfs that ultimately ruin the game to to satisfy their ego because they had issues doing 5K base damage over 11 seconds consistently. The new generation of people..make it easier, don’t force me to get better.

Dev comments on healing signet...

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

it takes more damage to reduce a warrior to 3k health than any other class in the game.

And again you prove to us in a blatantly obvious manner how little ideea you have about the game you are playing and how unfounded all your claims and ideeas are.

Literally Speachless.

I am thinking he has never played against a necro or engineer.

reasons why warrior is balanced

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I personally believe warrior is a good place provided they are on berserkers amulet. Whenever they equipped barbarians or soldiers etc their health pool or toughness etc begin to get to points that make them difficult to successfully down. I feel most balanced when I rune berserkers and divinity. My health is 18K, I can do respectable damage if i have fury active, but I can also take respectable damage back and cheese builds can easily just outlast me (MM, PU, Nades ..No offense, if you love these builds by all means play them, It is your game. I just don’t support Huge AI or repeating a one trick pony over and over again where you not concerned with what they are doing, just repeating the same rotations over and over again.)

It seems like some of these screens may have been a tad cherry picked to influence your evidence, because as a berserker warrior I have seen my weapons hit for less than these values plenty of times.

Arah Path 2 is buggy

in Fractals, Dungeons & Raids

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I think the biggest bug in Arah is p3. When you finsih p3 you get 1.5ish gold. A comparable amount to Ac, HoTW, CoF, TA…I am surprised players have not reported this one more, that they only received 50% of what should have been a reasonable reward for a dungeon that features stronger mob types, has more champions and generally more ferocious encounters.

Pvp making money

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Justin O’d Dell in a different forum stated, “I’m all for making money…” This is only a partial quote..However it does hit a cord. If PvPO were to have the spot light and be a money marker, we all know the resource allocation would increase for them and only good things can come from that.

I will happily buy 800 pvp gems. One selected days when I login into the mists and I approach the profession archetypes I can wager some of my gems to play against a given profession. This profession will be controlled by a member of staff or chosen representative. I don’t mind if the mesmer is manned by supcutie or Helseth. I don’t know these gentlemen, but I do read their articles and I think it is fair to say they have dedicated a lot of time to their chosen profession. Stunningstyles, Tarcis..basically whomever. I get one on one experience from someone who regularly logs in and plays to a higher standard. This way they get to play competitive ‘against all comers’ on days they can be bothered to do so. If I win I get something cool. If I lose a-net PvP team exclusively get what I wagered in PvP gems. It would only be fair the players/staff selected to represent should be remunerated. Over time If I get on a roll I may be chosen to represent some days. Other days if other people run hot they can be chosen. It is win-win. Players get a one on one practical session. This could be enhanced if at the end of the match they were given a on screen prompt with basic categories that shows them where their opponent found ways to down them( Predictable, mistimed dodges, non synergistic build, lack of knowledge about opponents build) Veterans have other forms of PvP they can do and get a some small income from a game they log into anyway. A-net gives away nothing but ‘cool’ things. A-net PvP has a good chance at earning additional income. Hot join heroes have a chance to get their name in lights.

What’s not to like?

(I may have had a few beers tonight..but I still think this idea could benefit all. Maybe even made better by someone who has not had a few beers.)

Those players who have taken the time to demonstrate technique, showed skillful play, achieved in tournaments are all open to being the first invited. All those who QQ about being beaten by cheese etc..well, we have a dishonor system in place now. If they can’t take a constructive defeat maybe they need a little time out before trying again.

There ya go Justin. That is what I would spend money on in PvP.

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

The items I see/hear/would like to see a return off would be Rox’s quiver and Grenth hood. The grenth hood was one of things I was meaning to get, but didn’t anticipate them removing so soon. For small appearance sake only items I don’t mind buying gems and supporting the gems tore revenue’s. Like many people I may have some bug bear’s about in game stuff, but ultimately I want to see a-net earn and succeed financially for many years to come.

Why Warriors Need a Nerf

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“A warrior’s weakness ( except for kiting and mesmers ) is the fact that he’ll never be THE BEST at whatever he’s doing.”

It’s called hammer. The most amount of hard and soft CC in game on one weapon that doesn’t require you to touch/use any of your utilities. No other profession weapon can do what hammer does. cleave-cleave weaken-AoE cripple-PbAoE knock back-heavy knock down-AoE stun.

So now that we have proven that statement completely wrong, shall we move on?

Let’s not mention movement either. Set a race from coral on arah P1 and out of all the professions see who gets to the crystal champs first over and over again..to make it fun, leave all the mobs there and we’ll consider them obstacles. In the tpvp format this makes warrior ideally suited to pushing their home. If it does well they can neutralise and maybe even capture..if it doesn’t, they can high tail it out of there and not give away the 5 points.

My statement – although I will admit in this particular case is wrong – stands true in all other situations posted above.

Also I’ve yet to see this strategy you mention being used – mind providing a video or something?

I would deeply love to provide video. I think most of us can agree theory crafting etc is one thing, but most of us would actually just prefer to see the build and a video of it in action. The issue with video is cherry picking. One can always just select the video that glorifies them the most and delete all other video of them getting stomped. However good examples of ‘fast and furious’ where the rabbit does beat the turtle where littered all throughout the pax final. Especially in the gran final match. The hammer warrior being able to disengage and use warrior sprint to leave center and push the spirit ranger on their home happened multiple times. If a downed player returning to the map spawned and went to their home to assist the spirit ranger the knockdown or pindown on them and GTFO of here was present with how fast warrior can move with just hammer, let alone if more mobile weapons were equipped. There is a also a contributor to warrior forums named Wilson institute. Most of their video’s are hammer, but he has put footage of greatsword of where rush, whirlwind, savage leap are being effectively used as escape mechanisms to avoid stomps when pushing didn’t go so well, and as short and sharp engagers when someone strayed to far from the flock. This, I hope provides enough sources to research for you that illustrates my point about the value of mobility.

Why Warriors Need a Nerf

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Let’s not mention movement either. Set a race from coral on arah P1 and out of all the professions see who gets to the crystal champs first over and over again..to make it fun, leave all the mobs there and we’ll consider them obstacles. In the tpvp format this makes warrior ideally suited to pushing their home. If it does well they can neutralise and maybe even capture..if it doesn’t, they can high tail it out of there and not give away the 5 points.

This is GW2 or Formula 1?
Warrior is not the only class having access to swiftness and to be really that “fast” you have to bring GS and Sword with you which leave you without hammer of course and its very good CC.

You are over representing the hammer community. This is one thing I see constantly in warrior threads, that the assumption of hammer is always being used. To deny the advantages of swiftness and speed on near demand cannot be overlooked. You can’t damage what you can’t hit. You state that to achieve this one has to use sword/greatsword like this is some sort of disadvantage. Sword/shield-greatsword with practice can be as lethal as anything else if you dedicate the time to learn how to get the most from them. You also overly value CC. Nobody got downed from CC. Stuns do not down players, only the damage they take while they’re stunned downs players. This underlines what is a simple concept to understand. Damage downs players. You can use 150 stuns for all you like, but if you’re only hitting for meager amounts each time it doesn’t really mean anything. Badly played PU mesmers reinforce this notion. You can stealth, blind, blink, prot protection, mirror image and everything you want, but your doing no damage. You can attempt to discredit the value of speed, that is up to you. You can discredit gravity if you like, but if you jump off a cliff you are going to fall. Speed has it benefits and can be used to augment play style to the point that it is a winning factor.

(edited by CntrlAltDefeat.1465)

Ashkandhi: Kitten the Meta

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I use similar builds. When I get the Op call, I just ask them to observe my build. No berserkers. No endure pain on demand. No balance stance. Respectable scores per match. Haters gonna hate no matter what you do.

(Video)Deadly Boom- WvWvW Roaming Zerk Build

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I think if you have just rolled warrior you’ve pretty well for yourself. I did look at build or stats (Not sure you even posted them.) But advice i would give;

1) Thief you downed used hounds of balth. Not a wise choice. Don’t expect thieve’s to be easy targets at times. Save shield bash for when it upsets their chained attacks. This means you’ll have to sit on skills when you’re tempted to use them, but with sword thieve’s they can be in front of you one moment, gone the next

2) Your use of knock downs makes unsuspecting foe an attractive choice. With the increased crit chance in affect after a stun sigils of superior on axe makes a nice synergy. If yo’re not using this combination already, play round with it and see how you feel/like the dmg output. Nothing sucks more when evis hits and doesn’t crit.

3) Missle reflect on shield I personally find is better than dogged march. It becomes particularly awesome once you learn what can be reflected and what can’t.

4) keep doing what your doing. Your moving fairly nicely for someone who has only just leveled a warrior and was a previous ranger player.

Why Warriors Need a Nerf

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“A warrior’s weakness ( except for kiting and mesmers ) is the fact that he’ll never be THE BEST at whatever he’s doing.”

It’s called hammer. The most amount of hard and soft CC in game on one weapon that doesn’t require you to touch/use any of your utilities. No other profession weapon can do what hammer does. cleave-cleave weaken-AoE cripple-PbAoE knock back-heavy knock down-AoE stun.

So now that we have proven that statement completely wrong, shall we move on?

Let’s not mention movement either. Set a race from coral on arah P1 and out of all the professions see who gets to the crystal champs first over and over again..to make it fun, leave all the mobs there and we’ll consider them obstacles. In the tpvp format this makes warrior ideally suited to pushing their home. If it does well they can neutralise and maybe even capture..if it doesn’t, they can high tail it out of there and not give away the 5 points.

Quality of life changes - Weapons

in Guardian

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

^A guardian should be able to beat an equally skilled thief every single time. The last time I lost to a thief in a fair 1v1 was against an amazing s/d thief while I was playing shouts.

I agree with the should part. Maybe it is because I played Guardian to the point of death and their animations appear obvious to me and because of this knowledge their rotations are also predictable because of the time I spent on them. Maybe it is just me..but as stated, after being on hiatus from thief I felt I should be the one at the noticeable disadvantage with ring rust. I found evading was a wonderful dream and their symbols were just too easy to avoid. Using dagger/pistol-pistol/dagger it felt like the guardian was in slow motion. Only the meditation builds were the ones to watch, but they still felt a tad slow. Many of symbols just didn’t have enough affect on me because they just couldn’t get them out fast enough when they would have been the most useful.

Any Fractals fixes this patch?

in Fractals, Dungeons & Raids

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Clown car=you can build adrenaline off hitting the car. While the dredge are invulnerable you can still max your adrenaline.

Soloing Korga the Mighty (Arah P1)

in Fractals, Dungeons & Raids

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

When I was with a team that finally defeated him I got 1 x blue 2 x green drops. That is why no one does Korga. It (he/she) is not overlooked..we can all see them, we just don’t care. There is just no reward for taking on one of the toughest bosses in game.

I am rank 1: opinion on PvP

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Warrior longbow is not bugged. Cleansing ire clears conditions when adrenaline is used. The F1 skill on longbow uses adrenaline regards of whether it hits or not. This is also in keeping with the general mechanics in game where ele and thief healing options also heal on use, not on hit and guardian meditations also heal use, regardless if they hit anyone or not.

Quality of life changes - Weapons

in Guardian

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Mentioned all of these changes before, as well as some others. I have seen these changes mentioned before, still never seen implemented. However one dev did chime in on person post and stated, “Guardian scepter has the highest damage auto attack on all weapons.” When asked for proof of this, said dev was gone and never to be seen again.

I have already started a thread abut how slow Guardian is. They are my first love, but unfortunately after not playing thief in 8 months and not being aware of all the changes I had no problem annihilating guardians,..especially ones with hammer. None of their animations have changed, all of their 2 handed weapons attacks are slow and clunky or highly telegraphed or just don’t do any serious damage at all. The only build I walked ginger with was mediation DpS..even then the build is so old that it is fairly predictable and with no equiv or quick hands it just can’t swap weapons as it needs to. It is too easy to lure a guardian into swapping to scepter for range and then dance through it, or zero in for spike damage once their scepter skills are exhausted. It made me feel so bad for my first profession of choice I felt I had to say something. The last straw was when I watched a guardian try to use spirit weapons on me. I felt embarrassed for them. The speed at which engi’s use nades/turrets..the speed of shatters..the speed of spike damage thiefs..the constant Cc of hammer warrior’s are all moving at a pace that guardian can no longer adequately match. I stand by my statement of taking a veteran guardian and confronting them against any other profession of equal skill..it truly highlights the guardian knows what needs to be done and can play well, but the weapon speeds is what lets them get pipped at the post every time. Stunning styles, arguably one of the best contributors of guardian 1 v1 videos hasn’t posted in months. I still see them in tpvp occassionally where they simply do center node defense. The guardian has remained the same when every other class has been more than up’ed significantly.

hammer is for old folks

in Guardian

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Yeah hammer’s a fantastic weapon, but it is slloooooooow. If you’ve ever tried using a warrior hammer for even a short period of time, you will realize how great things COULD be.

Totally agree. Warrior is CC based damage that is mobile and versatile. Guardian hammer could be a mobile weapon that is highly team defensive and mobile. This makes a roaming guardian far more versatile. You don’t need a mesmer to portal them, or a warhorn warrior to speed them. Support is viable if it can get to where it is needed quickly and act and respond according to the situation. This is in my mind what makes guardian one of the deepest professions to play. All knowledge you have of opposng professions/weapons/general builds makes you that much stronger in knowing how to defend and support your surrounding team. Recognizing what a sword/pistol thief is probably aiming to achieve from a dagger/pistol maybe subtle, but it does help. Knowing what a greatsword warrior is probably running and how they are planning on setting a target for a full 100 blades is what allows you support single atrgets and team teams better, but it is all for naught if your caught constantly experiencing what I can only describe as “wait for it…wait for it..wait for it..here it comes…”

hammer is for old folks

in Guardian

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Every hammer guardian that has ever played spvp

Remove me from that list please: I don’t sign this.

Sure..but I se no argument that you think it is fast. The greater point here is that the meta is increasing in speed. Boons such as protection can be valuable in the right situations, but when that situation has already moved well away from where you are and you find yourself standing in symbol of swiftness for 4 seconds just so you can get the maximum speed increase duration..that’s when that situation it would have been useful in has completely past you by. This is the primary reason Guardians hold either home if required, or mostly center. They play a untactical game of where if the opposition wants to make a hard push for a side node and your lord the good old guardian just stays on center or home because they will never be able to react to side node defense, or get to a lord in time, so may as well hold home and take the points and pressure them to do whatever they want to fast, otherwise other teams mates will snatch a node while 2 mobile members will seek to defend. There is a painfully obvious reason why nothing ever changes to guardian in each patch apart from skill description updates and recently a small amount of fury that is perfectly designed for..you guessed it..a stationary guardian holding a node that no one expects to be able to react quickly. The guardian has potential to a roamer of a different nature in spvp. They could have the potential to be mobile defenders, but in stead they are a stationary one because they move slow and have weapon sets that attack slow and/or highly telegraphed. slow-slow-slow They shine in spvp by standing on one node with heavy defense. They incapable of having good reaction to spike damage apart from shouts. You can try to place your hammer ward down if you wish, but any thief and or mesmer/engi is going to interrupt you painfull..because you’re just too slow and painfully obvious in what you’re trying to do.

If I were a Game Designer during alpha.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Good read. I would probably enjoy playing it. It does sometimes irk me when on my guardian in Pvp that much of the support I gave, that i scarificed doing damage to have is ignored by any team mates around me. They can see turrets spamming stuff..they can see the iduelist unloading..they can see the thief with shortbow out..but they refuse to stand behind Wof for a few seconds to offset and mitigate all that incoming damage. Why? they only value this stuff in PvE and in PvP it is all about self.

The devs do a good job

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Dev: “We thought long and hard about this change. Longbow produced too much adrenaline….”:

Warrior community: “Um?..longbow produces no adrenaline unless you use a master master tier trait in furious which is not found in the longbow tree”

Dev: “….silence….”

Dev: “…more silence….”

Warrior community: “This feels more like a political change to appease the constant QQ longbow is currently getting on Hambow and not a well thought out change at all.”

A-net: “Gone on holiday. Back soon.”

This is an example. Just one example of many. You can forgive people if they do not share your view. For their part [development team] it is beyond doubt a lot of technical skill is present. This holds true for a lot guild wars 2. For the gamer’s part many of us/them invest into hardware to get the most from the experience and login hundreds of hours to build rank, fractal level, achievement in order to get the highest end game content. When all this investment is debased by changes that don’t live up to the justification for the reasons given this undermines confidence. Whether it be flame kissed armor that is removed and not replaced, skills changed entirely or nerfed for seemingly unknown reasons etc etc..well, you’re only as good as your last (insert x.) This is why on every profession forum currently there is a lot people expressing concerns about how damage down grading is about to be implemented. For many it is going to undermine the role/build they play in their team pvp, or the investment they have made in gear so they can remain effective and not a revive dump in higher end game contend. To take one example of typical QQ about healing signet. At level 80 with some investment in healing it ticks for 410 (500 with adrenal healing) This is chicken feed at fractal lvl 40. In any other aspect from Ascalon Catacombs where it ticks for 72 per second..or even entry level Queensdale where it ticks for 10 health the change has reduced it to be inadequate at entry level and high level as well, but left it suitable for mid level content dungeons. The major drive for this change is PvP, which currently is still the lowest population sector. Again, another nerf for political reasons where in high end content receiving 5K damage over 11 seconds is common in engagements and it was dodging/blocks that was preventing you from being overwhelmed, not the signet passive itself. This is not to mention reducing physical damage to make other professions seem as viable. This is the same as just cutting the wealthy’s paycheck by 10% and some how hoping that will benefit the poor somehow.
I agree the development team do exceptionally with what they have to work with, but it is clear that some choices made have reduced a lot of confidence by players to want to invest any more time, gems etc etc into a game that is slowly nerfing what they have built and worked up for.

Alashya on Mesmer Changes

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I, myself like many players are feeling very dubious about these up coming changes. I think the only actual balance to them is that most professions are having their staple utilities/rotation taken away from them. Warrior hambow/sig are being reduced every patch. Engi turrets, necro burning and minions and mesmer clones have all been hit. They have said that they perhaps hit ele’s too hard and that thieve’s are in line for some quality of life stuff. I can appreciate that mesmers are upset by these changes, but if they changes did not occur when other common played builds/professions are being reduced it was only ever pushing mesmer back up the ranks to it’s old position of A class by virtue that all the S class builds had been demoted to A or B tier now. It appears clear this patch is about reducing vigor and dmg across the board in spvp and PvE. These changes have effectively done that, even though many of us don’t feel the right traits have been specifically addressed. This is nothing more than when warrior’s all complained mace/hammer hard hitters were “highly telegraphed” so therefore well balanced. Mesmer shatters are not well telegraphed so something was going to give. Like I said, at times there is windows with mesmers where you are no longer actually engaged with them, you’re just reaching for the brass rings to get to them to resume engaging. That is in essence the cheese factor that is being refereed to. How many clones and phantasms/teleports/dazes/stun breaks/gaps closers and creators/cripples/small confusions/immunites/stealth/combo fields/chao’s armors etc etc that dmg you does a player have to go through to finally get to the mesmer?

Alashya on Mesmer Changes

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Ok. Maybe now it is time to listen to people who don’t play mesmer..you know..cause you’re all talking about balance so much..let’s see what non mesmer players think of mesmer.

There is a point in engaging mesmer shatter builds where it can definitely be defined as reaching for brass rings. If we take a some what common shatter build of staff/sword-pistol;

1 x gap closer cripple/teleport
1x outright immunity of all damage
1x parual immunity where retaliation can still affect you
1x daze of varvarying lengh
1x phantasm that if given line of sight will follow you for up to half a map
1x gap creator
multi sources of chaos armor slotted or combo field
1 AoE interrupting field
1x stealth
1x possible morph
2x stun breaks
potentially 1x area specific teleport
1 x slotted stun
multi sources of mediocre conditions that can still be of benefit with cripple being one of them.
The difference between heavy armor and light is 40 toughness. Armor tier plays no large part, only skill tree/rune toughness stacking gives benefit.

If the common utilities being used are decoy/mirror images/portal

This leaves the mesmer weak to conditions. In fairness with so much on offer there should be an Achilles soft spot to this. As an occassional thieve player one rotation from a averaged skill shatter mesmer can effectively deal out 7ishK dmg..on a skill mesmer who can predict where stealthed players likely are it will deal significantly more if the target is running squishy very burst. This is not to mention that phantasms/clones when shattered generally will move to approximately where stealthed players much the same as rangers pets do. They may not be spot on, but they do head in the right direction and phantasms if stalled for an attack will immediately open fire upon the mesmer/thief becoming revealed again.

It has to be said, mesmers do bring a lot with them. To state that you can now only 3 clones active max and not keep rewriting them is profession destroying..well, ..let’s be honest, from this list..how more did you need to remain viable?

hammer is for old folks

in Guardian

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Hey a-net, I think it is awesome you have designed a weapon for aging people with poor eye and is sight suitable for those who have response times of 15ms. But for us younger at heart people I think it is kinda obvious hammer is slow. Really-really slow. Terribly slow. Painfully slow. Can’t even effectively deal with a thief who chooses to use stealth more than once slow. Agonizing slow to stay on top of a warrior slow. Eye gouging slow to stay on top of necro that isn’t using their 25% movement increase signet that is also 3/4 dead, crippled, chilled and immobilized slow. I started using my hammer guardian in a map when you initially thought of skyhammer..so far i am almost about to center kinda slow.

In PvP where the point of focus changes fast, having a 2 second symbol that gives 3 seconds of protection isn’t all it is cracked up to be. I know you guys kinda that it is really good skill and so totally awesome that a 2 second symbol that damages about as much as fresh air does and that gives me protection for 2 auto attacks justifiably deserves some sorta obvious counter play. Really slow obvious counter play. Highly skilled, obvious counter play that involves just stepping to the side a little bit to avoid..even when your chilled and making coffee you still having a significantly large window to avoid.

People flock to warrior because, if you haven’t noticed..guardian is really slow..painfully slow. Horrendously slow..glacier slow..Many guardians would be happy if the damage stayed the same on hammer, even if you reduce some of the symbols by a second and shaved 0.5 seconds off the secondary prot’s some of the skills create for the sake that their weapon skill are hasten by 0.25-0.5 seconds.

Your reducing crit dmg to make other professions seem more in line damage..how bout actually making the only other heavy profession that can play melee not look like a slow moving avalanche. Yes-yes I know the counter argument about all of their terribly slow really defensive skills…but my argument is play hammer/staff for a month every day. I will take a newb to thief sword/dagger and let them play for a month..then you 2 duel for a 2 hours and tell me that was fun…it is was, it was probably really slow fun. Painfully slow fun…

You have your mindsets, but this is 2014. A lot of your new edition players have been through unreal tournament, counter strike, dark souls, street fighter..we’re kinda use to modern games moving at a certain speed. Hammer guardian feels like i am playing ice wind dale and waiting for my turn again. It is just too overly dramatically slow in small engagements and especially in 1 vs 1 situations. It seriously needs love.

Yours faithfully,
Love,
Every hammer guardian that has ever played spvp

Warrior Mythbuster

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

healing surge can be used twice in 40 seconds? It has a 35 second CD. So I am assuming you’re using it at start of fight to gain full adrenaline, even though you have full health and again on cool down? Also with my current set up, even if i did use it twice, that would only need me 14K w/ the assumption being made I am never at full adrenaline for long and adrenal healing scales only with adrenaline and not your healing static.

It has a 30 second CD. And within 10 seconds it isn’t out of the realm of impossibility to take 10K damage by say a class like a thief, although you really shouldn’t in a 1v1. But in group fight scenarios that can be definitely the case if you are getting focused. It isn’t also out of the realm of impossibility to have full adrenaline by then. So that is a 10K Heal within 10 seconds. Then 30 seconds later you use it again for another 10K Heal, that is 20K. While it may be the case you are not at full adrenaline by the time your heal is up and you need to use it, one would hope a Warrior would save their burst mechanic when the heal is coming close to off cooldown.

So 20K in 40 seconds is about 500 HP/Sec, compared to the healing signets 400 HP/Sec.

Yoda is well known in the senate. In the senate you see three aliens that look exactly like E.T. It is not out the realms of belief that the civilization E.T comes from know who Yoda is. When E.T comes to earth he finds a boy playing with star wars toys, which must have been weird for E.T. The boy takes E.T out on Halloween where E.T see’s a boy dressed as Yoda and points at him and acknowledges him. Later in the film E.T makes toys and a bike fly. It is not out the realms of belief that if E.T knows who Yoda is and his civilization is part of the senate that E.T is using the force to do this. Which makes it entirely within the realms of belief that E.T is in fact a Jedi.

When you put any thing in the context of, “It is not out the realms of impossibility.” Anything is possible..that does not mean it is probable. Your entire argument is based on the fact no chill, no interrupts, no blinds are being used whatsoever, all of which will increase the cool down of an active heal and hamper adrenaline gain. It is entirely within the realms of possibility that this scenario can and will happen if a warrior engages a group fight situation.

Unlocking things in sPvP is an awful idea.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

antitoxin spray. A very worth while healing skill for the mere price of 25 skill points. If you go into PvE, you’ll see it is all the rage for healing options currently. Being only 5 skill points less than highest tier elites, this is a total worth while invest.

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

This change makes about as sense as wealth/poverty disparity. By lowering how much the rich has doesn’t make the poor any better off. You can lower zerker to make the leap between zerker and anything else “more in line” but it does nothing to lift up equipment that is fundamentally lacking for what the game currently has with its in game content encounter system. A beautiful thread has already outlined this. Some enemies need toughness over larger health pools and their AI needs to be entirely different. A-net stacked their accomplishments with gw2 earlier in the year, and it was an impressive list. I do think though that it is time to see scarlett go away and living story take a backseat for awhile and the talented staff work on encounter design over new content.

8% signet reduction

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Take warrior..any build you like..play lvl 40 fractals with any healing skill you like. Get back to me on how OP they all were when your team is reviving you for the 17th time because they don’t heal enough/or they do heal enough but on way too long of cooldown. Healing signet at lvl80 is one thing..in dungeosn where your lvl capped..the 70 hp per second in AC ain’t much. In Arah the 410 per second is barely enough if, as a warrior your standing where you’re needed to down the toughest enemy quickly..however if you wanna play some sort of candy version of warrior and run around the edges and use range and let everyone tank the bosses where you should really being doing that, then yeah signet is going to seem good..which only illustrates that you’re either not a efficient warrior, or your actually playing a ranger just dressed as a warrior w/ a longbow.

Countless On Mesmer Changes

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Something had to give. When you have 3 iduelists each standing on 45 degree’s angles from each other, you truly begin to know how Jfk did with triangulate cross fire. Clones and phantasms in general were creating situations of catch 22. Which do you go for?..destroy the clones before they get shattered and thus suffer some small stacking conditions?..leave the clones and go for the source with will blink/portal/gap step/stealth and divert and shatter you anyway and produce new clones every step of the way..only go for phantasms if they’re building up?..I see a izerker and iswordsman..should i disengage and remove them knowing full well they are probably already off cool down and will be replaced?…It was making situations where the mesmer had the divide and conquer card up their sleeve in 1 vs 1 situations..but when divide and conquer becomes making a player reach for brass hops that is when I think the dev’s have accurately called it “Cheesing it up.” However to firmly and accurately label this, it is their cheese they created.

I can understand the mesmer community is upset by this..the same as the necro community is saying goodbye to dhuumfire and minions..the same as warrior is saying goodbye to longbow/hammer and healing signet..the same as engi is going to have to live with turret changes. The simple fact is these stated professions were the strongest overall and each need a serious tone in some way. We asked for this against certain professions and we got what we wanted,..just the same as others asked for us to be hit and they got what they wanted. Something big needed to happen to all of us (apart from guardian who quietly sits in the corner knowing nothing big will ever happen to them) so we could eventually let ele shine again.

Lord Helseth: Opinion on the "Ready up"

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I really have to agree with the notion of double dumbing down skills. I never really played hammer warrior in PvP, and I especially never played in PvE, but with hammer dmg being lowered and now crit dmg being roughly lowered by 10% this has effectively made hammer useless in all PvE content now. Any warrior with a hammer may as equip a tennis racket now for all it’s worth..in fact hammer warriors may as well just take up tennis. The entire weapon set just got double dumbed down. Another forum user accurately stated what the true issue with DPS meta was. The truths were hard and painful, but the reality was the entire dungeon/PvE/WvW system needs to be redone from the ground up because too many mechanics didn’t have enough depth and enemy AI is set to perma stupid. All this change is really promoting is making engagements longer, more tedious and generally anti fun. The defiant/unshakable/unstoppable mechanics trivialised 90% of all skills in game apart from DpS. The lack of diverse DpS professions have lead to players who want to play DpS pretty much only being able to play warrior because any other form or DpS/melee profession just lacks 90% of what warrior has. It feels like low hanging fruit to say their is an issue so we’ll just lower DpS after the introduction of ascended gear which many players have just finished investing hours into to find out what they’ve built is now all about to change so conditioner’s who struggle to do any thing but hit the 25 stack cap can feel slightly more better. These changes don’t effect the meta. Even after these changes all you need is 3 warriors and 2 gaurdians and all content is achievable at it’s fastest rate. Their is no reason to bring any other profession along because they have nothing more to add that warrior/guardians don’t already have the market stitched up on. They may have wanted to avoid a sequel campaign, but the more the core issue is not addressed the more likely it will just take another campaign install to set this all to how it should have been from the beginning, where each profession brings something viable and useful to any engagement and have enough separation so they don’t stand on each other toe’s.

All in all it is just a game. I enjoy playing it, but the grey matter I have between my ears with enjoys logic as a 24/7 thing in my life just can’t understand the thinking here. However, we’ll all just have to see how it pans out.

The unlocks are a BAD idea

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

the original guild wars 1 had lots of unlocks.

please read “who moved my cheese?” then accept and move on.

guild wars did have all unlock system. If you found it in PvE, you could use it in PvP. If you gained PvP currency you could use it to unlock hero’s for PvE. However you didn’t need to do any of these things if you didn’t want, you could just use it to buy keys and then sell those keys for in game monetary currency and/or use to open PvP chests which rewarded you with RnG rare items you could use in PvE.

The idea you’re trying to compare the gw1 unlock system to the propose gw2 system is like comparing apples with road kill. Gw1 made the PvP/PvE reward each other. The gw2 system…um,…errr,…well,…cough..it’s trying to do something, what that something is no one is entirely sure.

10 % damage nerf

in Thief

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

You have not mentioned that duel sigils can now be used and won’t have the same internal cooldown. If a duel dagger thief took superior fire and air the resulting additional damage that will proc because they now both don’t force internal cooldowns on each other results in thief’s and greatsword warriors or duel axe’s now producing more damage potentially if the sigils aren’t balanced nicely. To balance these sigils they will have their damage reduced or proc percentage reduced. This could create situations of where players outside of playing spike/burst damage builds now gets reduced effects from the sigils they use on their non crit based builds. The prime example of this is 30% group healing on crit on a non crit based healway guardian. The notion of taking guardian skills/traits that increase crit chance even though it is not doing any viable damage and only there to provide the AoE 30% group heal will potentially struggle. The result is to increase the proc chance on this sigil now..which in turn favors high crit chance builds to use it as one of the sigils as they are almost now guaranteed additional healing without the sigils internal cooldown being reset by any other sigils they using on their main/offhand weapons. On the guardian the proc heal will appear balanced..on a thief/warrior running healing signet or the heals on attack it will appear strong as they will be generating a lot of proc heals off their already existing continuous healing skill selection..not too much what a mediation based guadrian with lith healing could achieve with this. I think mst ppl are so focused on what will happen to dmg they’re not looking far enough down the line to see aspects outside of dmg changing potentially quite dramatically.

Steal diversity

in Thief

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I should state at the beginning of this that I do have a nicely geared thief, although I have moved away from playing them. However I do play Pvp, fractals, dungeons and general PvE content along side thieve’s. When I look at thieve’s in my mind they basically get reduced to 2 functions that help or support a team;

stealth and damage.

1) they stealth party members to help get them through tricky parts of dungeons, or stealth a downed player to push a clinch revive situation.

2) They can have high spike damage and share venoms. However in foe types veteran or higher their shared venoms and spike damage are basically drops in the bucket with how large some enemy health pools can be.

The thieve unique skill is steal. Often this ability is just used as a gap closer or to promote a secondary function attached to the steal itself, whether it be poison or stealth etc.

If the thief had a diversity of different steals that were more orientated to group play this could greatly help with how they effectively help a team, much the same as guardian has different virtues. It would be positive and interesting to see what would result in thieve’s having 3 or 4 kinds of steal;

1) Their current one which provides an additional attack/buff depending on the target.
2) The targets next skill is disabled in PvE/ a random utility is disabled for 7 seconds in PvP.
3)8% of their current HP bar is returned to thief and 2 conditions transferred in PvE/ 8% of their current health Pool is returned and any existing conditions on the target extended by 5% in PvP
4) The next enemy attack cast time is increased by 50%.

These are obviously just ’idea’s’ To give a general example about the potential of what could be done. However I choose these idea’s for the reason that in PvE boss content it allows thieve’s to contribute more than just stealth/spike damage. With Boss abilities being repeatable and health pools currently being large a disabled skill will not remain disabled for so long that the team just doesn’t face it gain. In PvP some of these abilities would result in bunker breaking making pure bunker builds suffer windows of where they may not be able to chain one powerful defense after another in a rinse -repeat fashion. It also retains the a value of the steal will directly place the the thief on their target and with their current state of low Hp/ mediocre toughness and reveal makes for a risk/reward situation of where they may go for it, or they may hold back because not enough escape mechanisms are off cool down and it runs to high of risk of them basically getting made into a splat mark in the middle of the node.

I would personally appreciate moments of Ginva whirling reflection in HoTW is skipped a round because of a good steal. I would enjoy one of Lupi’s massive Aoe all encompassing attacks being slowed down by 50% and I would greatly love when a thief engages a target to provide a quick high damage spike and it goes wrong that they have a last ditch option to get out again and regroup without all of the rest of the team having to now revive them because the poor bugger only had 14kish health and just got caught by a single one off attack. (Which in things like categorized fractal can often happen from the Ettin when engaging the fire shaman because of his model colour being almost identical to the ambient background colour.)

Just idea’s that could improve thief play and actually give them options to be highly tactical where the team benefits in positive ways because of their presence.

(edited by CntrlAltDefeat.1465)

Biggest Lie of the december 10 update

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

There is only one group of people who think hammer is fine. That is hammer warriors. Everyone else finds itas gimmicky as thieve’s who habitually over use stealth and Pu mesmers. Which incidentally, the only people who think they’re fine are the people who play those builds. Everyone else just finds them annoying.

Thiefs and perma stealthing

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

To be fair, I have dedicated very little time to thief, but I di have some experience with them. A lot of the survival nad active defense is tied to stealth. If they wish to cleanse conditions they stealth. If they wish you heal, there is a good chance they have to stealth. If they wish to achieve their bonus damage, they stealth. This is also some what of an issue for thief players who would prefer to be a little sturdy and rely on stealth less to do things that others can do at a click of a button. If kinda sits up their with cleansing ire. If you want to make use of it, first you need adrenaline and then you need to actually hit something. In the warrior’s case they have longbow, but not everyone wishes to use it. The thief has the same deal..first they need the initiative and now they need to hit something with a stealth skill simply so they can cleanse 1-2 problematic conditions off themselves.
Stealth maybe a problematic skill at times, but if you reduce it even more then a-net may as well remove thief from the game completely as it no longer has the tools to survive with its squishy nature and low HP.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

The biggest problem is IMO is actually the active heal. If we reduce the passive without doing something to make the active useful, we are just creating a different problem. Truly the active on this skill right now is in the following place. When I see someone press it I think “No No No don’t do that!” We are discussion some options here so if you want this to be constructive give suggestions towards improving the active. Reducing the passive is easy to do but we will not do it without solving the other problem. Also we will not greatly reduce it because it is giving Warriors a sense of sturdiness that we want their profession to have. Without strong heals, Warriors feel too much like everyone else. Setting them apart with strong heals has been good for changing their playstyle feel, but we agree it needs some tweaks.

Jon

I couldn’t agree more with this. There is plenty of sturdy builds that stand toe with warrior healing signet and with good use of skill and not spamming have effective means of countering and whittling it away at a pace that is not lethargic. It requires them to engage and think, but also doesn’t leave the warrior in a place that it is powerless to avoid a heavy spike in dmg and be left with little they can do about it.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Warior and Necro – highest hp pool
400+ hps – 300 hps minion

Lets put aside:
-more armor
-minion has counter (kill , random dodge)
-DS – doesnt heal so doesnt matter here

READ HERE
The 300hps feels balanced on necro. Its strong 1v1, even on zerker MM, but it gets bursted in teamfights. How the heck is the heal signet still running wild?

Is it sooo hard to admit a mistake? Or better powercreep 7 clases ?
Is it too hard to go a “steady and slow” aprooach ?
Like from 200 to 400 – 300 – 350 – okay 325 is sweet balanced spot ???

You have not considered that the difference between heavy and light armor is 40 toughness. A laughable difference at best. You have also not considered the 10K buffer of life force in death shroud. That is why 300hps on necro feels right, and 390 on warrior feels right. I am glad we have had this difference pointed out and not swept under the rug.

sword for powerbuilds

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I tired power sword and found it remarkably under whelming. Savage leap is inconsistent with actually connecting and not over shooting. Flurry can self root horribly at times. Final thrust is slow and clunky on a good day and not very responsive. Go axe, then you just have inconsistency with always trying to get that third strike to hit and eviserate either hitting very hard or making a very tiny bump.

2400 ex WoW player - come talk Gw2 PvP!

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I also play out of NZ. Unfortunately our time zone doesn’t fit well with the northern hemisphere. You’ll find a lot of the time you’ll be waiting for anywhere between 6-45 minutes for a match in soloQ/Tpvp. The population just isn’t big enough to have perpetual games 24/7 for those outside the common northern hemisphere time zones. Even in peak times you’ll still experience 4 vs 5 matches. If you achieve top tier, occasionally it will be reset. These can be major bummers, but on the up side, there is a lot of fun game play to had when things go smoothly. Pick any profession to start off with and enter hot join matches and look for how other people totally annihilate you at first. Then decide which way you enjoyed being destroyed and roll that profession. It sounds counter intuitive to say, but it will make sense after you have a couple handful of matches under your belt. You’ll be ppl stealthing, teleporting, massive movement, pure power..you’ll get a feel for what can be done.

"Take great sword or axe."

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“If you want damage take great sword or axe.”

So I did. These are my results.

Build;
Greatsword-sword/shield
0-20-20-10-20
Runes of the eagle
berserkers
(Flurry to fast hand swap on leg spec. to prime 100B)

Pro’s
Nice use of mobility. Good toughness. Handy immobilize for 100B set-up. Can have reflects. Short range quick stuns to rupt stomps and heals.

Con’s
They either have to stupid, lagging, AFk to get the entire 100B off. Usually it is better to fire off whirlwind half way through 100B animation.

Gets owned out right my sword/dagger thief.
Walks into every ele aura because you’re entirely melee.
PU mesmer just frustrates you until to gotta go to bed now.
Averages 4.2-7.1K 100B delivery (If you can get it all off.)
Sword is under whelming as a power weapon.
Savage leap often lands you miles away from your target.
Rush is not to be trusted under any circumstances.
Burst skill is unimpressive and on the 5% chance I landed rush, it hits for more than my burst skill.

Compared to hammer, fights take longer, you have little control, AI minion spam is hard to counter as your most effective means to cleaving it self roots you. Against newer people you can walk all over them 1 vs 1 provided they are average in abilities. Against better players it has all it needs to succeed, but the savage leap/rush misses eventually undo it. Any sort of turret/heavy necro marks/ high evasion will capitalize on these moments and it becomes down hill from there. It does have a surprise factor though when ppl actually see you trying to purposefully use 100B. It is such a rare skill to see that actually stuns them behind their keyboard for a moment.

Build 2
Axe/shield-sword/mace
0-20-20-0-30
Divinity runes
berserkers/valk gem

Pro’s
good mobility, reflections, quick stun for unsuspecting foe, knockdown, leap closer,cripple at medium range, leap finisher

Con’s;
All melee. Let’s hope engineers don’t have supply drop as their elite. Let’s hope thief’s don’t have an off hand pistol. Evis even when pushing the precision/crit dmg statics still fails to crit remarkably often resulting in an unimpressive 2-3K hit. High toughness will take the juice out of it because it’s your third hit that delivers most of the damage. Making hits 1 and 2 under perform so hit 3 strikes for a very average number does not follow the directive, “if you want damage take axe or….”

If you want (unimpressive) auto attack damage take greatsword or axe. After swapping traits/tree’s numerous times and taking slashing power and raw power or precision and assigning power runes over precision on dummies and in general play the changes in damage are hard to detect with the human eye. The numbers usually look the same and it doesn’t feel as if any major shift has occurred. If you want faster recharges go precision on GS, if you want increased power go slashing power, either way you’ll basically get the same numbers over and over again. So the notion that setting up your attacks to deliver more power is better than rinse-repeating attacks for less damage you’d be wrong. There is little discernible difference in taking power over precision and vise versa.

Basically if you want to be frustrated by multiple professions that run rampant when they don’t have to face AoE, if you enjoy investing heavily into damage and only actually see that damage appear sub 50% of the time, if you enjoy the celestial bodies deciding where you land on leaps and rushes then by all means play pure melee and use greatsword and axe. It is obvious why hammer/longbow has prevailed as the weapons of choice.

The actual truthful statement about wanting pvp damage is ‘take longbow-x’ There is very little room for pure melee play. Many animations are lost in the particle (Remember when they said they were going to tone it down cough-cough.) There is too many hard counters to those who need to stay in direct melee range with knock backs/blinds and AoE etc.

Maybe this will help highlight nerfing hammer was needed, but why did hammer suddenly become so popular and start face rolling?..because all the other weapons are unreliable on one, if not two or more other levels where hammer and longbow are fairly consistent in their behaviour and move sets.

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

berserker/assassin meta is not the issue.
Unstoppable/unshakable/defiant is the issue. When you can’t stun them, interrupt; daze, confuse; knock back, knock down; immobilise, conditions stacks max quickly that only leaves one thing left..BERSERKER.

It’s like they took a monkey, a fish, a horse, a dog and goat and said, “To make this even we’ve given you all the same test..go climb that tree over there.”

Are you ever planning on balancing the game?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

To be honest, a lot of the issues with balance exists because of confused identity. When it was stated that all professions can play all roles it caused more harm than help. The simple fact is that a DpS guardian is limited. A DpS ele is limited. A support ranger is almost non existent. A mesmer support is limited to specific situations. Each profession has some abilities that can help those surrounding, but it is only to increase dmg or lessen it and the range these support skills cover is small. As a result you see people getting frustrated that their mediation guardian only does well in certain situations. The DpS ele just doesn’t ever quite get the job done unless played extremely well against a person who doesn’t have the optimal counter weapons equipped. However despite this being jarringly obvious, some people refuse accept the fact that their DpS ele just shouldn’t go toe-to-toe with a warrior. In gw1 this was well understood and caster took great pains to create space or blind spam like crazy around melee professions and melee professions would work like crazy to close space and cause them to stop casting and move. It is like saying to a kid, “you can be anything when you grow up.” Technically this is true, but the chances of them growing up to be a CEO of 7 fortune 500 companies is marginal to slim at best. It is the same currently in PvP..can all professions be DpS focused?..sure they can in that marginal to slim situation where they might get their big break all match. Can all professions be support?..definitely..some will have good all round support, others maybe waiting all match to use their one trick support pony that never comes their way. Rather than trying to balance all this out a decision just needs to be made about which piece of the pie each profession is meant to excel at and every endeavor made to make them so good at that spot that it is near pointless to try and use any other profession for that task. This will have consequences though. Currently some professions double up. Having an engineer and necro is near pointless as condition stacks quickly max and they have similiar condition types. A return to older thinking of where a necro could be hexes, anti melee, minion, aggressive defense as in the old Iway teams is what gave necro the versatile play. True balance can not really be achieved until each profession has it’s own broad niche of what they’re meant to contribute to a party. Currently in PvE 3 warriors and 2 guardians can do everything and there is no need to bring anything else. In PvP 3 DpS and 2 bunkers can do everything, so there is no need to bring anything else but that. Can a ele stack might?..sure..but so can a guardian just as well and they heal better. Can a ranger do damage?..sure..but warrior’s do it better. Can a thief be agile and hit hard? yup..so can a warrior. Can a necro support their team? sure..but the all warrior/guard combo and still do that without them. The game has been reduce to DpS/support, of which the heavy armored have both of these categories tied nicely and there is no need to bring anything else.

(edited by CntrlAltDefeat.1465)

Warrior Mythbuster

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

healing surge can be used twice in 40 seconds? It has a 35 second CD. So I am assuming you’re using it at start of fight to gain full adrenaline, even though you have full health and again on cool down? Also with my current set up, even if i did use it twice, that would only need me 14K w/ the assumption being made I am never at full adrenaline for long and adrenal healing scales only with adrenaline and not your healing static.

Tired of eles complaining

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Good ele is good, bad ele is useless.

This reminds of something i said In gw1.

An average warrior is average.
An mediorce ele is mediocre.
An ok Monk is Ok.
An average mesmer is bad.

The same currently applies to ele. I have seen some that are way a head of the bell curve with how good they are and when they use their aura’s. I have seen more that were boardering on spamtastic button mashing and didn’t get very far. With 4 elementals/ 20 weapon skills/ variety of ulities/access to immunity, reflection, teleport, condition immunity, additional weapon skills and able to summon pets it would be a very tough statement to say they are below par and “lacking.” Te bigger problem is that they are 10 pounds stuffed into an 8 pound bag.

Fair suggestion for Healing Sig nerf

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Base the passive healing amount on the distance between your nearest opponent.

100% of current value if you have an enemy under 600 range
75% of current value if you have an enemy under 900 range
50% of current value if you don’t have an enemy within 900 range

warrior’s combat sustain is preserved; running away with a GS and returning shortly after with nearly full health is punished.

in 4 vs 5 pressure node capture, which opponent am I feeding off?..the one I have on target, or the one I don’t that is standing next to me, but getting cleave?..as the ranger creates 1200 unit space, but their pet is melee range do i still heal. It is an extension of them?..the mesmer at 700 units, or their clones that are in melee range?..the engi at 1200 unit..or their turret I am standing next to?..which enemy distance am I measuring this off?..do i have to stand at 600 units on fire shaman fractal 35 for this to work?..how bout lupi?…please explain how on earth you ever thought this was a good idea? do i get extra healing if I have 5 opponents all standing in 600 units to me that have all been hit by earthshaker? Please explain. I think you may have struck pure gold with this suggestion. Genius. I’d love to code this and can see it being totally fair.

Fair suggestion for Healing Sig nerf

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Oh, don’t even go there with comparing it to the Mesmer Signet. Mesmer’s need to have 3 illusions out for any regenerative effect to be active what so ever, that’s three extremely squishy illusions that can be broken by just looking harshly at them, and they still get less HP/s than what Warriors are getting. Mesmer’s also get their HP every 3 seconds (around ~1000), not every second. The active effect is nice, as it does let you create another Phantasm right away, which can be great for burst, but it also heals for a relatively puny ~5.6k with a THIRTY-FIVE second cooldown. At best you can trait it to be a 28s CD on it. That’s an extremely long time to go without any sort of healing.

Also, it’s not so much the Healing Signet alone that is making people angry, it’s the combined effect of the signet WITH the Adrenal Health and Regen. That’s when it starts getting annoying. Not every profession has reliable ways to apply Poison either. Poison doesn’t last forever, but usually for short durations, and it doesn’t stop healing altogether.

For a profession that already has the highest tier HP, heavy armor, extreme/great damage, extreme distance coverage (making them able to just laugh if they get anywhere near low health as they zip away)—that they also have some of the strongest HP/s in the game is frustrating. They are already strong as-is. Why should Warriors get to have the cake and eat it too? Why aren’t there any gives and takes? My Warrior gets to be good at everything all at once. I don’t like it, and I sure don’t like fighting against it on my other characters.

Warrior armor base 363
cloth armor 314
=49 extra toughness

Warrior eviscerate on crit with full burst mastery circa 7k
thief back stab on crit with full crit dmg circa 7k
zerker guardian whirling wrath with full crit dmg circa 6k
zerker engi rifle with crit dmg circa 6.1k

Warrior health pool as full zerker 18k
guardian zerker HP 14k
necro full condi 22k
mesmers zerker 17.8k

mesmer signet “puny 5.6k every 35 seconds with 3 clones”(No investment in healing line)(deceptive evasion cough-cough..don’t make it sound like clones are hard to produce.) Warrior signet 12.3k with no heal on use and no secondary benefit of producing anything with 20 point master trait investment in disciple. See what I did there? I compared apples with oranges. Warrior gets more because they invested more but no secondary use from it..mesmer gets less, but no investment and has strong secondary use. Golly, that kinda sounds like balance. This does not include adrenal healing on warrior or regen on prot for mesmer. This is signet comparison alone. As for those squishy clones..you mean the ones with 5k+ health that if i destroy them i get conditioned or if you destroy them I get damaged..you mean those clones?..those lil’ ol’ mere forgettable things?..those playful shatter and/or PU builds?..yeah, we may as well not even talk about those tiny little aspects. We may as well just think of warrior’s greatsword as a wee butter knife made of plastic.

Just to show you that your dramatization and hyperbole about what we have so much of..49 extra toughness is laughable. Our dmg is easily match by others. Our health pool is only large when we equip it to be so. Anyone can take the power/precision/vitality amulet and divinity runes and have very respectable HP pools that don’t effect their dmg output adversely. So now that you’ve had your moment complaining that another kids piece of candy is bigger than yours..let’s look at the facts as you stated them “Highest HP pool, armor, damage, movement.” We have minute bonuses over others in some regards and are matched by others equally. As for the signet change. Play fractals lvl 28+ with your suggestion and look for that moment when you say, “yep..this is heaps more fair.” Remember your changes would effect EVERY aspect in game,..not just PvP. It costs nothing to think universally over selfishly.

(edited by CntrlAltDefeat.1465)

Worst enemy for your class in sPvP/tPvP

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Class: Any

Worst Enemy: None

This doesn’t mean that I win all the time. I certainly don’t. It means that it doesn’t matter what class attacks me, because the majority all attack the same way (as if they are fighting the test golems in HotM). They only think about what their class does and not what mine does. They seem genuinely shocked when I fight back.

I’ve seen thieves attack an mm necro like it was a glass cannon mesmer. Warriors trying to stun lock mesmers. Berserker guardians standing still trying to unload their skills on a warrior. I flatten these players in seconds regardless of what class they play.

When I do face someone who considers what my class does, the battle becomes interesting. Sure I may lose, but I have a lot more fun. Even the much feared mm necros aren’t a challenge if you know what you are up against. Certainly there are some classes that are more difficult than others depending on what I am playing, but I’ve found nothing unbeatable.

Don’t expect to kill every class as if they were test golems. Too many complaint threads are about classes people believe that they should beat. That’s not how it works.

Kinda my attitude..don’t play the profession you’re facing, play the weapon they are using. Ignore what warrior’s can do and instead focus on what you expect hammer to do. Ignore what thieve’s can do..instead be concerned with what their dagger/sword can do.

Be Man! Play warrior!

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“If you want damage take greatsword or axe.”
You can max crit chance to approx 49%. + some bonus crit chance. Your axe will always have a 30-50% of not critical hitting and that crit hit means nothing if you don’t invest heavily in burst mastery, which incidently was nerfed, and it is only your third hit that will actually do any real damage. Good luck with that third hit.

Using a 100 blade with pure 100% connect on a necro in deathshroud, their health stays the same and their life force goes up. Other warriors/engineer and rangers can also just tank immune it. Mesmer/thief can teleport it. Guardian can block it. Ele’s can aura it.

Purposeful damage assigned weapons have been made. These weapon require large set up and often don’t have the resulting damage. The result of this is that warrior moved weapon sets from pure damage to pure, “I am just gonna mess your **** up.” You’re blaming the player..not the game. If you don’t enjoy how the players are acting, maybe that means so many of the rules should have not of been changed so drastically. Berserker stance used to give increased damage and crit chance..now it gives condition immunity. That is a major-major change, not even a subtle shave.

axe=unreliable
greatsword=large set up
mace=never done damage and been nerfed so old folk can avoid it
sword=never been a power weapon
Rifle=good on single targets only

That leaves..hammer/longbow..and would you look at that, hammer/longbow is the combo of choice for soloQ/tpvp. Surprise-surprise.

DPS Guard - Air wackin'

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I love guardian, but know what you mean. I swapped to warrior. More health, more damage, movement, more of just everything you need. Sword/shield-greatsword on warrior just makes the same combo on guardian look weak. All your melee weapons on warrior are just that..made for melee. This is the single illusion people QQ warrior’s as being over represented. Players want viable melee classes..thief is good, but it has a learning curve and involves teleports and stealth and kinda lacks that heavy melee feel..and as for guardian, unless the person your facing as never seen a mediation guard, all you’re going to do is throw mostly air balls all game long. This game has casters, it has range but the melee side is just lacking and doesn’t feel as diverse as it could be. Perhaps a new weapon introduction could be good..but as is, it has already been stated they don’t guardians to have too much offense with their already existing multiple defense options.

Finally a good meta!

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I super like the blood fiend way to the top right. It damages foes and heals the necro passively, yet it is no where near the necro..so let’s talk about how healing signet is still OP..at least when you hit the warrior their healing signet doesn’t hit back and you don’t need to attack something half a large node away to lessen their healing.