Showing Posts For Daecollo.9578:

Main hand dagger skill rework suggestion

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Siphon Life channal time decreased from 3½ to 1¾.

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Tactics minor traits, please something better

in Warrior

Posted by: Daecollo.9578

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howabout in place of might on the 25pt minor it applies 5 sec of regeneration instead? After all, what do you need more right after getting rezzed, power or hp? Although that seems slightly less flavorfull to the warrior class. But hey, we already have access to regen via banners so it’s not totally unreasonable. And actually pretty handy when ressing durnig pve boss fights or in wvw/spvp to help your team out.

And while we are at it, replace the 5pt trait with 4 seconds of protection when you start to rez, (for you and the rez target) can only occur once every 10 sec (to keep people from abusing to stack protection).

Put those two together and we become a pretty powerful battlefield medic.

The problem is, we already have regeneration if we are that deep in the line, so its pointless.

Adrenal regen is not the same as the regen boon. So they do not conflict, they effecitively stack. So my idea was to apply a 5 sec regen aoe just like the might is applied now. And even if people already have regen up it stacks in duration, and scales with +healing for those who like paying the healing shouts type build.

it would have to be different then the banners.

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Death Magic Traits: Move them.

in Necromancer

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Minions are not what necromancer should be amount, necromancers are a master of poison/chill/death, Minions are basicly death, and the tree should not favor one over the other.

To my build, it provides little to no benefit, and some times helps the enemy more then me. Therefore it is a detriment.

I added to it things that would help all necromancers equally, but your speaking to one who HATES minions, and almost all necromancers are forced into the toughness tree.

I would say that necros are about Spite, Curses, Death Magic, Blood Magic, and Soul Reaping. That is why there are 5 different trait lines, one dedicated to each. The Death Magic trait line, naturally, is all about the Death Magic, which in the Guild Wars Universe means Minions.

If minions provide little to no benefit to your build, consider not using death magic. Or maybe do use death magic and find a way that the minions can help your build. Instead of trying to figure out how ArenaNet can change the options to make your build better, change your build to be as good as can be with the options given. And no, there is not a single way that you having an extra minion out helps your enemy. It just doesn’t happen. If it does happen any more (which it doesn’t) then it is a bug that should be addressed as such.

Not all necromancers are forced into the death magic tree. There are 5 trees, all of them pretty good. 1 of them is about Death Magic and therefore minions. There are 4 other trees with different stats and different traits. If you HATE minions so much, don’t make a build that involves using the trait line dedicated to minions.

I personally am opposed to people messing with the Death Magic trait line because I LOVE minions. I chose to go with a tanky build because the Death Magic trait line is the toughness trait line. See how I shaped my build around the options presented to me. If Death Magic had been the Power trait line that is what I would have done. I don’t want the trait line to change because putting in those ‘helps everyone’ traits does not help me. I am helped by traits that help my minions. Because the trait line is the way it is I am able to take Reanimator, Minion Master, Protection of the Horde, Flesh of the Master, Deadly Strength (look a minor trait I don’t prefer but I worked into my build by focusing on power for my damage), and Death Nova.

The game of theory-crafting and character building is not about thinking of the limitless possible combinations of things you could do; it is about taking the options presented to you and finding the best combinations. Learn to build with what you have, not what you wish you had.

Almost all necromancer builds use staff, this is basicly atleast 10 or 20 points in death magic alone.

If you cannot see the inconsistency in the traits and how worthless they are, then speaking to you about it in a discussion is kind of pointless, the traits that benefit one thing should be removed, and this is one, if not the biggest complaint of the necromancer class itself.

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Sylvari (Heavy Armor.) Art Problems.

in Sylvari

Posted by: Daecollo.9578

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Why is sylvari armor so stretched and inconsistent, its like they mixed up some body types when they made some of the pieces, some of it looks like it belongs in body type 1 or 3.

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Tactics minor traits, please something better

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

howabout in place of might on the 25pt minor it applies 5 sec of regeneration instead? After all, what do you need more right after getting rezzed, power or hp? Although that seems slightly less flavorfull to the warrior class. But hey, we already have access to regen via banners so it’s not totally unreasonable. And actually pretty handy when ressing durnig pve boss fights or in wvw/spvp to help your team out.

And while we are at it, replace the 5pt trait with 4 seconds of protection when you start to rez, (for you and the rez target) can only occur once every 10 sec (to keep people from abusing to stack protection).

Put those two together and we become a pretty powerful battlefield medic.

The problem is, we already have regeneration if we are that deep in the line, so its pointless.

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Sylvari (Heavy Armor.) Art Problems.

in Sylvari

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Looks consistent with all other armor for every other race/gender to me.

Are you serious? LOOK how weightless the legs and look how small the arms are and huge on other chest plates, there is NO consistence like human males have.

here is a picture of my human wearing the same armor as the first picture of my sylvari, the legs are weighted down, unlike my sylvari’s armor, and the arms are consistent with the chest piece.

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(edited by Daecollo.9578)

Sylvari (Heavy Armor.) Art Problems.

in Sylvari

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Daecollo.9578

I don’t have these problems at all if I tested this armor on a human male, same body type too.

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Sylvari (Heavy Armor.) Art Problems.

in Sylvari

Posted by: Daecollo.9578

Daecollo.9578

And for my final act….
“HULK ARMS, HULK CHEST…”

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Sylvari (Heavy Armor.) Art Problems.

in Sylvari

Posted by: Daecollo.9578

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Now here is.
“Huge chest, regular arms, and Weightless legs.”

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Sylvari (Heavy Armor.) Art Problems.

in Sylvari

Posted by: Daecollo.9578

Daecollo.9578

Featured above, is “VERY SKINNY ARMS, Weightless floating skirted legs.”

Here is “Super Large chest, normal arms, Super Large legs.”

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Sylvari (Heavy Armor.) Art Problems.

in Sylvari

Posted by: Daecollo.9578

Daecollo.9578

Some armor doesn’t have weights, some shrink my arms to stupid sizes, and some armor just looks silly, I will include in one picture almost all my complaints…

Some of the armor for sylvari male looks enhanced in the chest area, but then looks wimpy in the arm area, some of it doesn’t have weights and just stretches out unnaturally, can we please fix some of these?

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Death Magic Traits: Move them.

in Necromancer

Posted by: Daecollo.9578

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Not unlike necros, thieves get bonuses from stealth. Necros get bonuses from minions. Minions are minions and they do stuff (damage and bleed and distraction/blocking) Protection of the Horde and Reanimator work together to basically give you temporary bonus toughness every time you kill something. You can take more advantage of it by also taking minion utilities, but it isn’t absolutely necessary. Just like even if you don’t particularly care for stealth on your thief, you might not want your first shadow arts minor trait Last Refuge, and you certainly wouldn’t care for extending stealth duration with the master level Meld with Shadows or the grandmaster Hidden Master, but the first one is improved by the other two in case you ever choose to utilize it. Thieves don’t get any significant bonuses from stealth without traits; they get 1 attack modified the first time as they leave stealth (they don’t even get that if one of their other attacks lands as they are getting stealthed). Using that as the example why Shadow Arts is justified is ridiculous. Hey guess what, Jagged horrors die and give you Life Force, Necros get bonuses for having minions. Problem solved?

Sure, elementalists can swap to earth to utilize their traits, but they shouldn’t have to if it isn’t part of their build right? All of the element specific Adept minor traits are only while attuned to their respective element. How dare they make sit in elemental attunement that I don’t want just to utilize my otherwise useless trait? Or you could admit that the minor trait doesn’t always match exactly how you want to play, but it provides a nominal benefit in the right circumstance, even if you don’t center your build around it.

Minions are not what necromancer should be amount, necromancers are a master of poison/chill/death, Minions are basicly death, and the tree should not favor one over the other.

To my build, it provides little to no benefit, and some times helps the enemy more then me. Therefore it is a detriment.

I added to it things that would help all necromancers equally, but your speaking to one who HATES minions, and almost all necromancers are forced into the toughness tree.

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The thief and its gameplay - Your feedback [Merged]

in Thief

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Warrior’s Greatsword “Rush” alone with swiftness can travel FAR, much much further then thieves Short bow and Shadowstep can (almost double for the short-bow.), and the cost of short bow’s 5 is 6 initiative, which is half, its not something that can be immediately used when retreating if you were already attacking an opponent and didn’t have much left.

Warrior’s Sword’s #2 Skill “Leap” with swiftness, can travel further then thieves short bow, but only travel as much as thieves shadowstep can.

Warrior’s Greatsword “Whirlwind” is a dodge that, combined with swiftness, can move you about 700 meters, not as much as the short bow can, but enough.

These are all on short cool downs, Warriors can have perma-swiftness, which is 8% faster then thieves can move.

Compared to elementalist and warriors, there movement abilities kind of stink, the warrior and elem can travel a much further distance and with a lot more speed.

Thieves cannot move 25% faster all the time, they must sacrifice a utility slot to do so.

They indeed have tons of teleports, but only 2 of them can be used to run away, “Shadowstep/Infiltrator’s Arrow.”

If Thieves used these skills to move around like Elementalist/Warrior does, we don’t have anything left to run away from people, so we actually get across the map slower then they do, since our skills have high costs and long cooldowns.

I don’t know the elementalist skills, but I do play an 80 Warrior/Necromancer/Thief, so I can’t say what they have, but I will be rolling an elementalist soon, they seem to be FOTM though.

This is just not true at all. No doubt, that the Elementalist and Warrior are fast. But no one can reach the capabilities of a Thief. Hell, even a Ranger can be faster then an Elementalist if you know what you are doing.

The Thief has all the swiftness you need if you go 15 points into Acrobatics. This will get you Expeditious Dodger (2 second swiftness on dodge), Feline Grace (dodging returns some endurance), and Vigorous Recovery (gain 10 seconds of vigor when using a healing skill). You should then use Withdraw as your healing skill, since it only has a recharge time of 15 seconds, and can be used to move you forward (use the “turn 180” key). Going 15 into Trickery you can get Preparedness, which gives you three more initiative for a faster Infiltrator’s Strike recharge. Infiltrator’s Strike only has a recharge of little under 8 seconds, by the way (1 initiative = 1.33 seconds recharge). If you target a deer in WvW, you can also use Steal or ‘Shadow Shot’ to move forward. And Steal’s range can be improved to have a 1200 range from the trait Long Reach, or you can get Thrill of Crime instead, which gives you 10 seconds swiftness when Stealing. Both of these are adept traits in Trickery. Stealing also gives you 3 more initiative from the trait Kleptomaniac, which again can be used for Infiltrator’s Strike. You get all this by only spending 30 trait points, and without even touching your utility skills. With utility skills, you can use stealth skills and get “33% movement speed in stealth” from the trait Fleet Shadow, you can use Shadowstep which has a range of 1200, or just use Roll for Initiative in the same way as Withdraw.

The Ranger has faster traveling then a Warrior and Elementalist, partly thanks to a 20% reduced recharge trait on both greatsword and sword, and can have permanent swiftness as long as there is a target near. Movement skills comes from Hornet Sting plus Monarch’s Leap (together they have a range of around 1000), and Swoop (1100 range). And with the trait Martial Mastery, Hornet Sting can get a reduced recharge of only 6,5 seconds, and Swoop can get a recharge of only 9.5 seconds. The Ranger can get 15 seconds of swiftness from Call of the Wild, and 20 seconds of swiftness from birds, if you use pet switch (and as long as there is a target of curse). All without ever touching any healing, utility, or elite skill.

So yeah, despite popular belief, the Elementalist (and Warrior) really isn’t that fast.

So basicly to get that fast (only half as fast as a warrior btw.), a thief has to waste a stealth, a condition removal, and a lifetap and basicly sacrifice your “6” healing ability.

And he has to sacrifice all his damage (Or just a lot of it.), and just try to kill people with autoattack?

I hope I run into this thief in pvp…

Oh yeah, Withdraw moves and dodges you BACKWARDS… (I think any thief player would know this… )

So all in all, I don’t think you play a thief OR a warrior at all and are just making things up based on the skills descriptions and not real play.

Meanwhile, a Warrior/Elementalist sacrifice very little to nothing to gain the same effect.

But then again, I don’t even know if you play an elementalist either.

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(edited by Daecollo.9578)

No update for CM?

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

Thats because it has one wp in the entire zone and the mobs down you instantly. It wasn’t fun before, and with the WP changes, its kind of Lulzy.

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Bosses and mobs with ridiculous HP/Damage.

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

There are some dungeons in the game with mobs that do too much damage, and have too much health.

I can give you some examples, but you probably know what i’m talking about if you’ve ever ran CM or TA. (CoE I heard does this as well, but I haven’t tested it with the new changes yet.)

There is a reason nobody runs it, the mobs are ridiculous, they don’t you immediately if you get in melee range of them, and with the new changes to waypoints. Lol.

In Honor of the Waves and some other dungeons, the fights are FUN, I will use HOTW as an example because its my favorite dungeon, but mobs have WAY too much HP… the fight is basicly 30 minutes of trying to kill a massive wall of red bar, its NOT fun.

In many dungeons, many people just skip mobs because they have BS mechanics like chain knockdowns and ontop of that, way too much HP.

HP is the biggest problem, mobs just have too much.

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New Temple Karma items.

in Guild Wars 2 Discussion

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Which one has berserker?

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New Temple Karma items.

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

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Each temple has a new set of accessories.

Which ones have which things?

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New Temple Karma items.

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

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“The karma vendors featured in temple chains offer new exotic wares.”

Anyone seen what they are? I’ve seen new backpacks!

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57 Minutes of "Lava."

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

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My friend has this fractal buff, nomatter what he does, he can’t get it off him.

He dies every time we rez him, its hilarious he can’t do anything.

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Dungeons are rediculous now.

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

Without the ability to respawn in combat with no difficulty decrease, dungeons are now long and rediculous.

Reduce the amount of damage/HP mobs do and reduce there HP.

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Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

I believe sigils still need changed.

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AOE Damage does need lowered.

in WvW

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… But the limit to the aoe cap needs removed.

The 5 AOE limit is killing the game, its just encouraging people to glob up, people should be PUNISHED for globbing up in one area and taking aoes and not spreading out out artillery and other things.

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The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Daecollo.9578

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Warrior’s Greatsword “Rush” alone with swiftness can travel FAR, much much further then thieves Short bow and Shadowstep can (almost double for the short-bow.), and the cost of short bow’s 5 is 6 initiative, which is half, its not something that can be immediately used when retreating if you were already attacking an opponent and didn’t have much left.

Warrior’s Sword’s #2 Skill “Leap” with swiftness, can travel further then thieves short bow, but only travel as much as thieves shadowstep can.

Warrior’s Greatsword “Whirlwind” is a dodge that, combined with swiftness, can move you about 700 meters, not as much as the short bow can, but enough.

These are all on short cool downs, Warriors can have perma-swiftness, which is 8% faster then thieves can move.

@Dunno I think you guys can do a fair bit, mass stealth can make a huge difference for a team, so moving past defenders and quickly taking out key targets, harassing zergs ect ect

This pales in comparison to what a mesmer can do, a mesmer can lay down a portal and port an entire team into a portal, then give everyone 11 seconds of quickness. (Double Damage.) completely destroying an enemy team.

@Crowd control is a very limited thing for most classes and is often used to gain a momentary advantage or some breathing room, with stealth thieves can start and stop combat on a whim so the idea that they need this on top of their ability to disappear and choose when and how to attack makes me think that giving them any other ways to control combat would be a very bad thing.

Play an elementalist, almost every skill past 1/2 is a Crowd Control effect, its rediculous how much aoe crowd control this class has combined with its survivability and damage, two of them can pretty much make any class unable to do anything.

@Slight nerf to burst? Really? They need a fairly large nerf to burst and that damage moved to sustained damage and I’ll agree with you about that. However as they stand now thieves don’t need swiftness when you can move 25% faster all the time, have tons of teleport and movement skills incorporated into your weapons and generally have very little risk while moving from place to place.

Compared to elementalist and warriors, there movement abilities kind of stink, the warrior and elem can travel a much further distance and with a lot more speed.

Thieves cannot move 25% faster all the time, they must sacrifice a utility slot to do so.

They indeed have tons of teleports, but only 2 of them can be used to run away, “Shadowstep/Infiltrator’s Arrow.”

If Thieves used these skills to move around like Elementalist/Warrior does, we don’t have anything left to run away from people, so we actually get across the map slower then they do, since our skills have high costs and long cooldowns.

I don’t know the elementalist skills, but I do play an 80 Warrior/Necromancer/Thief, so I can’t say what they have, but I will be rolling an elementalist soon, they seem to be FOTM though.

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ANET, sword and share-venoms need some love

in Thief

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“If Flanking Strike misses its second attack, returns 3 initiative.”

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Death Magic Traits: Move them.

in Necromancer

Posted by: Daecollo.9578

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Shrouded Removal is a bit to powerful for a minor trait anyways, and moving it to a 15 pt build wouldn’t exactly be a waste of points to spend, since it would open up more viability to a minor trait as well.

5% of toughness = power should be changed and renamed, it should be 5% of toughness = Condition Damage, Power Necromancers benefit from Daggers, and the Toughness tree mostly benefits staffs (condition damage weapon.)

Spite:
Parasitic Bond: Gain Life when you kill something. If you killed something the fights already over anyways.

Parasitic Bond: Gain a small amount of life when you apply a condition to a foe.

par·a·sit·ic (pr-stk) also par·a·sit·i·cal (—kl)
adj.
1. Of, relating to, or characteristic of a parasite.
2. Caused by a parasite: parasitic diseases.

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(edited by Daecollo.9578)

Deadly Strength:

in Necromancer

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then it wouldnt be strength now would it? o.O

Necromancer’s Strength is condition damage. Lol.

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Deadly Strength:

in Necromancer

Posted by: Daecollo.9578

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5% of toughness is converted to power.

Instead.

5% of toughness is converted to condition damage.

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Jan 25-Feb 1 | SBI, TC, SoR

in WvW

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Woot, I love how SoR is just camping us in our own spawns, fun game.

Lets zerg the spawner and surround it with artillery and bomb it with trebs so nobody can do anything to us.

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The thief and its gameplay - Your feedback [Merged]

in Thief

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tl;dr: Thief and his stealth are perfectly counterable. Stealth is not bugged (except for culling), it’s just the fact that player somehow deny to learn how to counter it properly.

Wow you… you are out of your mind, so much of this is you trying to oversimplify combat so you can trivialize counters to thieves abilities. In the real World vs World (see what I did thar) it almost never ever works like this. Let me give some examples:

What’s more, dodging backsab is not very difficult. Even these Steal -> Stealth -> Backstab -> death “combos” can be fully avoided. Therefore, there is no problem with stealth while the Thief is running a crit build. I’ve played it and I know very well that these builds can be countered quite easily by a good player (good is an important word here).

Except for those rare occasions when you don’t have full endurance or you’re attention is elsewhere or when you don’t have emergency skills off cooldown or you’re not attacking or rezzing someone else or basically playing the game at all. Then yea that combo can be countered so as long as you stand in one spot, on your tip toes and don’t move and are always ready for thieves then this is super easy to counter, but in reality this whole combo if far too easy to execute, far too powerful, and the risk vs reward factor is far too high.

What can we do then when in 1vs1 combat?

Uh maybe you can use your massive burst to take players down, your superior mobility to run circles around others, your many forms of stealth to control the flow of combat to what you desire ect ect

Stealth can be quite easily countered. While battling another thief, I find myself running around, thinking about his next move. You have to predict what will the thief do, and if you don’t, you’ll die.

So as long as we’re all clairvoyant and can see in our crystal balls where an invisible opponent ran off to we can counter them? Yea, that’s sounds super simple.

Tell me, what are we supposed to do except stealth? We can dodge – that’s right, we have to dodge in fact, but so can and should other classes.

You’re really going to complain that thieves don’t have any tools except stealth at their disposal, really? You have the highest mobility in the game, the most emergency buttons, one of (if not the only) class skills without a hard counter and one of the best resource systems of any class. You should really play another class where you don’t have a get out of free card and don’t just get to start and stop combat if you get in trouble.

So yea, thieves do need some MAJOR tuning in WvW, specifically to address the fact that they like every other class should have to face the consequences of their actions and don’t get to be the only class privy to a “start/stop” button in combat.

Warriors have the Highest Mobility, then Elementalists as a close second.

He is right, thieves have a pattern how long they stealth/restealth, and many of them all follow the pattern, take time to learn this and thieves are easier, this is why as a thief I have no trouble killing other thieves.

Thieves are quite balanced in WvWvW due to the strengths they have and don’t have, they don’t have the aoe capabilities and survivability and sustained damage other classes have, due to have little to no access to boons, and they do not help there team-mates unless they plan on being useless or gimping themselves.

Thieves actually need more access to boons such as swiftness and fury and a slight nerf to burst, but a big increase to sustained damage.

Thieves need a lot more survivability in SPVP and PVE.

Thieves also have little to no access to crowd control, we have very few abilitys that can knock people down or away.

Thief is also a very narcissistic class, as I mention before, we are “not” team players, which sucks, because this is a very team oriented game.

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(edited by Daecollo.9578)

Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

And you ignored my post.

It is still entirely possible to get 5 procs in 5 seconds, more infact.

Look at the math, get out of your headspace and look at the math. If you remove an internal cooldown you are favoring crit builds. The math is stacked so heavily against you that you don’t seem to want to admit it.

The only good thing to do is remove the need to crit to make the sigils more useful for non precision based builds.

It is, but that just means your lucky. I wouldn’t use any “CRITICAL” sigils without a lot of critical chance.

And “crit builds?” favoring them? how so?

If your not going fully on critical then you shouldn’t even bother getting it and stick with condition damage.

If you got 5 procs in 5 seconds, that would be x1.4 less the damage it did before, congratulations.

Of course, its possible to get even moreso in 5 seconds, but that would just make more possible build combos and probably make the current game a lot funner.

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(edited by Daecollo.9578)

Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Daecollo,

For sake of number easement let us make these mathematical assumptions to make the visualization easier.
Let us say Sigil of Air has a 30 sec cooldown and does 1000 damage in the current system.
In your system it has no cooldown and does 200 damage.

In the current system it can only proc once every 30 seconds, meanign the sigil does at BEST 1k damage every 30 seconds.
In your system without an internal cooldown and going with 5 procs every 7 seconds (axe/axe could get much higher due to sheer number of hits) You are doing minimum 3k damage every 30 seconds.

You trippled the damage potential of the sigils. Do you understand now?

30% Chance on Critical: Cause a Lightning Strike (Cooldown: 5 Seconds)
Strike your foe with lightning.
Damage: 403
Range: 900

THIS FAVORS burst DPS a lot more then sustained DPS.

Removing the cooldown, and reducing its damage to this.
30% Chance on Critical: Cause a Lightning Strike.
Damage: 63
Range: 900

I tripled potential damage, but it GREATLY favors sustained damage over burst, and makes the proc much funner over all, since its not so restricted to one build / playstyle, and the playstyle (burst) needs a nerf anyways.

30 seconds is a huge CD, and your right, it would be rediculous if that was the case, but it has a 5 second cool-down, not a 30 second one. 5 seconds is how long most “burst” rotations take.

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Sigil Changes needed.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Yes but you aren’t getting the statistics here.
The internal cooldown sets it for one proc per a set time.
Once you remove that, a lower % damage is meaningless when a pure zerker build (which is insanely popular right now) could make that thing proc like crazy. You want it to be 20% of the current damage. Internal cooldown of 30 second to 45 seconds depending on the sigil. Considering as an axe/axe I can attack an enemy no less than 10 times in under 3 seconds without haste…it would not be hard for me to get it to proc so often the total damage is going up.

Internal cooldown keeps the sigil’s peak efficiency damage at a set and predictable level.

Zerker damage is popular because of burst damage, whilst the current sigils favor BURST damage over passive damage.

The new sigils may very well be more damaging, but have MUCH less burst capability, which favors knights over zerkers.

You aren’t seeing the problem. The damage would be insanely HIGHER.
20% of the current damage, 5 procs reaches the same damage. If I can hit 10 times in 3 seconds, that is easily 4 procs guarenteed. If every 7 seconds you proc 5 times you reach the current damage. If the proc cooldown was 30 seconds. You just trippled the damage output of the sigil.

You are making zerker build even farther the best option.

It is better to remove the need to crit from sigils than to remove the internal cooldowna nd show even more favor of precision builds.

Explain how the damage would be higher, because I said before I was reducing its damage a lot to compensate for making it proc more, even if you had axes, you would only be hitting an 54-84 base damage aoe, even with 150% Critical Bonus, lots of Power, that may only hit up to 300-400 damage critical max. When currently, it can hit for 2-3k max.

It would favor Knight’s a lot more, because they can live long enough to actually get the procs off, where a Zerker would melt if they were focused on.

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Sigil Changes needed.

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Posted by: Daecollo.9578

Daecollo.9578

Yes but you aren’t getting the statistics here.
The internal cooldown sets it for one proc per a set time.
Once you remove that, a lower % damage is meaningless when a pure zerker build (which is insanely popular right now) could make that thing proc like crazy. You want it to be 20% of the current damage. Internal cooldown of 30 second to 45 seconds depending on the sigil. Considering as an axe/axe I can attack an enemy no less than 10 times in under 3 seconds without haste…it would not be hard for me to get it to proc so often the total damage is going up.

Internal cooldown keeps the sigil’s peak efficiency damage at a set and predictable level.

Zerker damage is popular because of burst damage, whilst the current sigils favor BURST damage over passive damage.

The new sigils may very well be more damaging, but have MUCH less burst capability, which favors knights over zerkers.

It would do a lot better damage in 40 seconds then the other sigil would, but it wouldn’t do nearly the burst damage it could before, I think its more of a fix then that.

I have an 80 in full zerker, and I would rather they are to be what they are like now then what I’m wanting to change them to be, because I would rather kill someone in 1-3 seconds with a powerful and damaging sigil then one that does poor damage but procs a lot.

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Sigil Changes needed.

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Posted by: Daecollo.9578

Daecollo.9578

Honestly, I would no longer use any of the visible weapon procs if the cooldown was removed. It would be ridiculously annoying to see fire blasts going off every single time I hit an enemy, not to mention people around me hitting enemies. This would not be fun at all.

Aesthetics and game mechanics arn’t the same, the effect can always be changed to something else.

Half the reason I use the sigil is so I can see the awesome flame effect. I didn’t say it was an unnecessary effect, just that seeing it every second would be too much.[/quote]

It can always be reduced, I loved in Diablo where my weapons would set things aflame over/over when I had certain traits or gems.

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Sigil Changes needed.

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Posted by: Daecollo.9578

Daecollo.9578

I said before, it would not be the same damage, it would be reduced by a lot to go with what it currently is, but be a lot funner to use.

Flameblast
Damage: 84
Radius: 450

Honestly, I would no longer use any of the visible weapon procs if the cooldown was removed. It would be ridiculously annoying to see fire blasts going off every single time I hit an enemy, not to mention people around me hitting enemies. This would not be fun at all.

Aesthetics and game mechanics arn’t the same, the effect can always be changed to something else.

It is a lot better then nobody using sigils.

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Daecollo.9578

This will make sigils useless on any build not going full precision, and make it way too OP on full crit builds. /myopinion

Explain how it would be OP, and why.

Axe/axe warrior, every attack is 2 hits+ witht heir own chance to proc a sigil. Without an internal cooldown I could be a fire breathing dragon spewing out damage far faster than sigils were ever ment to be doing.

Your suggestion about removing internal cooldowns would create overpowered builds, and render the builds that don’t bump crit chance worthless when someone else could be cranking damage from endless chains of sigil proc.

25% bas crit chance, 30% base sigil chance, test it…you will proc the sigil every single time it is off the cooldown. That is what a non precision build can do. No equip a weapon like warrior axe in your main hand and test the number of crits, the 25% chance over an hour of near nonstop attacking will net you closer to 40% crit chance in actual hands on testing. Boost the hero pane crit chance to 30% only a 5% increase, and your number of actual hands on crits will be around 50%.
And you want to give me access to crit chance based procs with no internal cooldown?

If I was zerker build with full sigil boost I could push my base crit chance over 60% add ontop of that a near constant fury and I could sit at 80% crit chance or higher.

Removing cooldowns from the sigils will always be a bad idea.
I however propose we remove the need to crit from them so non-precision builds can make better use of them.

The Sigil of Fire would be reduced by 80% the damage it currently does, it would indeed give you more damage, but its an AOE attack, it would be more of a fun thing then anything.

I said before, it would not be the same damage, it would be reduced by a lot to go with what it currently is, but be a lot funner to use.

Flameblast
Damage: 84
Radius: 450

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Remove WvWvW from monthly or give us options.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

As an alternative, you could craft 10,000 items. (that is, if you choose not to fight in WvWvW.)

That is my suggestion.

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Sigil Changes needed.

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Posted by: Daecollo.9578

Daecollo.9578

This will make sigils useless on any build not going full precision, and make it way too OP on full crit builds. /myopinion

Explain how it would be OP, and why, and sigils on critical are pretty much useless without going full precision anyways.

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Sigil Changes needed.

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Posted by: Daecollo.9578

Daecollo.9578

Remove all Internal Cooldowns on all Sigils Except.
Superior Sigil of Purity 60% chance to remove a condition on critical.
Superior Sigil of Nullification 60% chance to remove a boon on critical.
Sigil of Generosity 20% / 40% / 60% chance to transfer a condition to your foe on critical hit
All the Sigils now have lessened/changed effects to go with this change.

Sigil of Air 10% / 20% / 30% chance to cause a lightning strike on a critical hit.
(A new Lightning Strike, this one deals much less damage, but no more Internal CD.)

Sigil of Blood 10% / 20% / 30% chance to life steal on critical.
(The heal has been reduced to 275, and is not effected by healing power.)

Sigil of Earth 35% / 50% / 66% chance to do a 1.5 seconds bleed on critical hit.
(No more internal CD, but only 1.5 second bleed.)

Sigil of Fire 10% / 20% / 30% chance to cause flame blast on critical hit causing AoE damage.
(A new Fire skill is made for this sigil, but it does reduced damage.)

Sigil of Frailty 35% / 50% / 66% chance to cause vulnerability for 10 seconds on critical hit.
(No more internal CD, doubled proc rate, 10 seconds is fine for 1 vulnerability.)

Sigil of Ice 5% / 10% / 15% chance to cause a 1 second chill on a critical hit.
(No more internal CD, but proc chance reduced.)

Sigil of Strength 35% / 50% / 66% chance to apply might for 5 / 7 / 10 seconds on critical.
(No more internal CD, proc rate increased.)

Sigil of Rage 33% chance to gain fury and swiftness for 1 / 2 / 3 seconds on a critical hit.
(Quickness removed, unpredictable quickness with a 45 second CD on all Sigils was useless anyways.)

Sigil of Water 10% / 20% / 30% chance to Heal nearby allies on critical hit.
(Description fixed, internal cooldown removed, heal amount reduced to 175, this IS effected by healing power, but very little.)

This will change things for the better for gameplay and make a lot of sigils not only fun to use but help some classes with some of there faults, and would improve gameplay.

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Leeching Venoms Idea.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

It would help everyone and make venom builds to be useful support.

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Death Magic Traits: Move them.

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Daecollo.9578

Because sometimes CC and finishers is more useful than a well. I’ve had great success running Bone Minions and Bone Fiend with Well of Suffering and Well of Blood for example. And have you ever used the Fetid Consumption trait? It’s incredible. I barely ever have conditions on me.

What would I add? Well of Corruption? Why? I have boon stripping with my Focus and don’t have any condition damage. Well of Power? I have a condition cleanse on my Staff and never have to use it anyway because of Fetid Consumption. Bone Minions provide AoE damage and AoE retaliation. Bone Fiend provides an extra immobilize. I don’t see how those are less useful than the two wells I’m not using. Especially since I’m running D/F and need the AoE damage and the extra immob, but not boon stripping or condition removal.

I’d rather help the entire group with wells then myself, and then use the well that converts all my conditions into buffs…

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Daecollo.9578

Why would you waste a utility slot on a minion over a well?

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Daecollo.9578

This is necromancer, we have “on crit” procs scattered everywhere. Lol.

Might as well keep up the pace, no?

The only ‘on critical’ trait that isn’t in Curses is Vampiric Precision, which is a healing trait, which is in Blood Magic. Our other three are all in Curses.

Also: pointing at a mistake isn’t a good reason to keep making that mistake.

EDIT: That said, I feel like Death Magic doesn’t have a great trait identity besides for minions right now. I think it needs to focus a bit more on giving boons out, and I will admit my bias/hope for Vigor right here and now.

Actually, what if “Hits stole a small amount of Endurance from the target?”

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Death Magic Traits: Move them.

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Daecollo.9578

5: Gain 1% Life Force every second.
15: Create a “Combo Field: Dark” for 5 seconds while reviving an ally.
25: Heal yourself when applying a condition to a foe.
Triggers healing for every condition applied. Applying area-of-effect conditions will trigger healing for each enemy affected and skills that apply conditions repeatedly over time, such as wells will trigger healing with each pulse.

At level 80, the amount healed per condition is 45 + 0.05 * Healing Power

There fixed it.

5: belongs in the Soul Reaping trait line.
15: Replaces Mark of Revival, which is a Soul Reaping trait, funnily enough.
25: looks like the Condition verson of Vampiric, which seems more suited to either the Blood Magic or even Curses trait lines.

This is necromancer, we have “on crit” procs scattered everywhere. Lol.

Might as well keep up the pace, no?

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Death Magic Traits: Move them.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

5: Gain 1% Life Force every second.
15: Create a “Combo Field: Dark” for 5 seconds while reviving an ally.
25: Heal yourself when applying a condition to a foe.
Triggers healing for every condition applied. Applying area-of-effect conditions will trigger healing for each enemy affected and skills that apply conditions repeatedly over time, such as wells will trigger healing with each pulse.

At level 80, the amount healed per condition is 45 + 0.05 * Healing Power

There fixed it.

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Tactics minor traits, please something better

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

5: Applies Regeneration (3s) and cure a condition when you dodge roll.
15: Gain Protection (2s.) and cure a condition when you fall below 50% health.
25: Become immune to conditions while reviving.

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in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Could be useful but also op.

Well, atleast necromancers may have something “a little OP” about them. (but moving that trait to a major from a minor is kind of a balance thing.)

I play a Necromancer, I have 20 points in toughness, this is what they currently do for me.

5: sometimes makes a dumb pet that dies immediately after it spawns.
15:

Isn’t this some kind of problem?

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Death Magic Traits: Move them.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

yeah, gain health with our opponents death. Is that a joke? I mean, how is that an attrition class. How can you outlast someone if you only gain health when they die. To top things off, 5 seconds after the opponent goes down, you start regenning health big time anyways, with the game mechanics. SO that 200 health i got when the enemy went down, IS A JOKE when i rapid heal to 25k hps a few seconds later.

It’s not so useful in a one on one sPvP fight, to be sure. But it’s pretty useful in PvE, especially dungeons that spawn a lot of weak monsters to try and swarm the players.

Edit – As for the actual topic: Dark Armor actually only works with a small subset of our abilities: Life Siphon, Ghastly Claws, Life Transfer, and none of our underwater abilities. Plus, 400 toughness is a drop in the bucket at 80, and the toughness scales down with effective level. So I’m not sure it’s really a good candidate for the slot, as much as it’s “anything that isn’t reanimator”.

Shrouded Removal works a little bit against the basic principle of underwater Death Shroud’s Life Blast. That is, to shoot your conditions back at your foes. I’m not sure how concerned about that I am even in this context, but I thought I should bring it up. I was also going to say it might be a bit too strong as well, but you’re upgrading an Adept Major to a Master Minor, so the power trade might work out there.

Yeah, i’ve always thought that trait was a bit strong for a minor one, so I moved it to 15, making it a major trait.

The problem is, they don’t have to transfer conditions immediately, the necromancer could gain another one even after they enter DS and transfer it.

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Posted by: Daecollo.9578

Daecollo.9578

Yep agreed. So useful in pvp to summon a jagged horror when you finish someone, or gain health when you finish someone.

So useful.

Anets image of the necromancer. (Not ours. Our opinion doesn’t matter. It’s their game, not ours)

Dark Armor and Condition Cures with Death Shroud help all necromancers, 5/15/25 traits should be good for everyone, not optional things.

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Death Magic Traits: Move them.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

5: Dark Armor: Gain 400 toughness when channeling.
(Move the Jagged Horror to the I Trait.)

15: Shrouded Removal: Remove a condition when entering Death Shroud.
(Move Protection of the Horde to the VI Trait.)

This benefits all Necromancers, 5/15 traits that only effect one build should not exist, plus its annoying since almost every necromancer takes these traits.

Shrouded Removal could also convert the condition into a buff.

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