Showing Posts For Daecollo.9578:

Hemophilia:

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

20% increased bleeding duration.


Increase it to 50% increased bleed dutation.

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Skipping and zerking, the new cool?

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

Maybe if they didn’t give bosses/mobs so much HP, reducing the mobs HP by 80% and giving them more interesting scripts would go a long way to prevent skipping.

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ANET, sword and share-venoms need some love

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Pistol Mastery – 10% more damage with pistol in offhand.
Dagger Mastery – 5% more damage if dagger is in offhand.

This way, sword/pistol can get a 10% damage increase, sword/dagger can get a 5% damage increase.

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Leeching Venoms Idea.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Currently it is “Steal health when triggering a venom. This can only occur once per strike.”

I would like to see this instead.

When you use a venom skill, lay down a radius: 240 “Combo Field: Dark” for 5 seconds, steal a boon when triggering your first venom."

Or just the combo field.

The combo field would give thieves great group support, and allow our melee attacks to steal life.

Or

(the field does nothing but damage.)
Damage (5x): 610
Duration: 5 s
Radius: 240
Pulse: 1 s
Combo Field: Dark

(I will just shove my ideas here, if the field does damage, then stealing boons wouldn’t make sense.)

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(edited by Daecollo.9578)

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Daecollo.9578

Daecollo.9578

The thief needs more access to non-stealth playstyles, or more access to stealth on some weapons.

Thieves need more “Fury”, “Swiftness.” boons, I think thieves should be extremely mobile, but currently we have some of the worst boons.

Most of our boons are bursty, making it so we are “one hit wonders” which pigeonhole us into certain builds, we also have little to no group support, and give our group a lot less might then other classes do.

Thieves honestly need more access to “fury” much like what they did to warrior, lowering the internal cooldown on our “When target is under 50%, gain fury.” Fury should be increased to 20 seconds, and the internal cool-down 40 seconds.

Thieves also have no access to sword traits, unlike all the other classes, we should gain bonuses to damage and critical for using non-daggers, and even more for using pistols, if they redid our traits to be better, heres what I would do.

Pistol Mastery – If thieves are using a pistol in there offhand, gain 10% damage.
Dagger Mastery – If thieves are using a dagger in there offhand, gain 5% damage.

This would make the traits much better for thieves, also we could do this as well.

Combo Critical Chance – After using a dual skill, gain “fury.” for 10 seconds.

Combined Training – After using a dual skill, gain 5 stacks of “might.” for 10 seconds.

This makes the traits do more then just improve the damage of “ONE” ability, and gives thieves access to more boons.

None of the above changes would effect thieves burst, most of those traits already have 100% critical chance, but 5 stacks of might would help power AND condition damage players, which they IMO need.

Non-burst damage thieves have needed love since beta, and so do venom thieves.

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(edited by Daecollo.9578)

Put regular utility skills into Elite Slots?

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Both of your suggestions would cause some pretty serious balancing issues.

Why would it cause balance issues?

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Put regular utility skills into Elite Slots?

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

That’s not fixing the problem, that’s just covering it up.

The real problem is the lack of usefulness of most Elites.
You don’t fix that by letting people not use Elites.
You fix the Elites.
Elites need to be more synergic.
Perhaps we could use an additional Utility Slot, or perhaps each Utility skill could come in duos (like a Chain after first use).

Well, replacing an elite skill with another utility slot seems like a good trade off, all “When use Elite, do this.” are on a 45 second cooldown anyways.

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Aqua Race?

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Largos.

Largos are amazingly awesome.

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Put regular utility skills into Elite Slots?

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Substitute regular skills for elite skills, for example, using my 25% movement speed signet on my necromancer’s elite slot, because I don’t really like many of the elite skills.

Also, allowing us to use any secondary stat in our trait trees for more customization, and any 5/15/25 skill as well.

(this would be extremely fun, and allow MANY combos and builds.)

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Unlimited Stealth - No Wall/Gate

in Thief

Posted by: Daecollo.9578

Daecollo.9578

You really think this matters? Any class can take towers if the wall is busted down.

Making an unlimited stealth build is more of a detriment then anything, the players you were fighting really weren’t paying attention to you, and they payed the price for it.

You realize the wall wasn’t down? The point is to be able to wait inside of a tower unnoticed until you can recap it. It’s to counter zergs…

If they didn’t notice the huge house, then they simply weren’t paying attention.

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Unlimited Stealth - No Wall/Gate

in Thief

Posted by: Daecollo.9578

Daecollo.9578

You really think this matters? Any class can take towers if the wall is busted down.

Making an unlimited stealth build is more of a detriment then anything, the players you were fighting really weren’t paying attention to you, and they payed the price for it.

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"Consume Conditions" a Corruption Skill.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Haha. I guess you could say this thread got…

puts on sunglasses

necro-bumped.
YEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAHHHHH!!!!

But seriously, I love consume conditions. When I am on other toons, I always forget that the heal button doesn’t also eat my conditions. It is pretty fine as it is (But I certainly wouldn’t mind a cooldown reduction for completely biased reasons).

This thread got necroed.

When I made it, I was a level 30 necromancer, but now i’m 80.

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"Consume Conditions" a Corruption Skill.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

All the other necromancer healing abilities have a type, why doesn’t consume conditions?

Hehe.

Because chopping 5 seconds off the cooldown for the builds that make the most of it would be OP? It’s already arguably the best self-heal in the game.

Perhaps, but necromancers are an attrition class, they don’t do the damage other classes do.

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"Consume Conditions" a Corruption Skill.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

All the other necromancer healing abilities have a type, why doesn’t consume conditions?

Hehe.

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Pistol Skills need a damage increase.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

I mostly got my idea from Scepter necromancer and engineer pistol, but I agree.
3 Stacks of Confusion is a little too much, but it needs to be punishing, but you also have to add the stun in the duration as well, which makes it even shorter, also with the rediculous amount of condition removal everyone has, Pistols has to be made to be a good Condition AND Power weapon, since it has no stealth.

I could change headshot to be different as well, applying less stacks the further away the target is (this prevents needless spamming, and balances it out.)

At long range, head shot will apply 1 confusion, but at close range apply 3.

Not only does this prevent needless spamming, it prevents singling out a target in a zerg, and makes the pistoleer think about his attacks and targets, you could easilly waste 4 initative spamming that skill, but then again, since its a melee attack, it might as well be powerful.

The pistols weakness is the fact that its a single target weapon, and the fact thieves don’t have anything to spread the conditions to other targets like other classes get.

The pistol, since its a weapon that is based on a class with little to no surivability without stealth, and a single target weapon, with no way to aoe it, it needs to be powerful.

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(edited by Daecollo.9578)

Pistol Skills need a damage increase.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Black Powder is more of a close range attack, wheras Body Shot feels more like a Long Range attack.

Venom ‘s were always useless anyways, Switching to bow and using ’4’ I can pretty much apply many stacks of venom.

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Why is healing power in the Vitality Tree?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I hear a lot of “This isn’t in my build. I don’t want it. ANet change it pls.”

Traits that are affected by healing:
Full of Life
Mark of Evasion – for regen (ignoring the fact that it is a Mark of Blood in the Blood Magic tree)
Ritual of Life – (once again ignoring the fact that is a Well of Blood in the Blood Magic tree)
Transfusion
Deathly Invigoration

Traits that indirectly help healing:
Dagger Mastery – for dagger2
Ritual Mastery – for more well of bloods

You may argue that these are not enough traits. For comparison, let’s look at Death Magic and Boon Duration:
Traits in DM that are affected by boon duration:
Greater Marks – a bit of a stretch but more regen to more people I guess
Ritual of Protection
Staff Mastery – again a bit of a stretch for staff2
Spiteful Vigor

Thats not worth wasting 30 points for.

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Can we move "Axe Training?"

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Necromancers have less damaging traits then all the other classes.

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Can we move "Axe Training?"

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Can we make “Axe Training” a Tier 2 Trait instead of a Tier 3 Trait?

There are no other weapon traits in the game that is a Tier 3 trait I don’t think.

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Pistol Skills need a damage increase.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Interesting change to unload. My problem with unload is that it’s too easy to dodge and takes to long to finish out. Although a majority of the people are too lazy to dodge or just don’t know about dodging…

Well, it makes it so the dual skill does more damage the more conditions you have on your foe.

Also, because of the way the skills are designed doing more damage closer or further away, it makes spamming one ability almost impossible, you really need to watch what you use.

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Pistol Skills need a damage increase.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

All Pistol Skills need a faster refire rate, this is a universal problem.

Afterwords:

Vital Shot needs to be separated into three parts.

Vital Shot – Damage: 134
Bleeding: 4 s (170 damage)

Poison Shot – Damage: 134
Poison: 4 s (170 damage)

Vital Repeater – Damage: (x3) 254
(3 stacks) Bleeding: 4 s (510 damage)
_______________

Body Shot –
Damage at 1-400 distance: 254
Damage at 401-900 distance: 457
5 Vulnerability: 10 s
(This skill does more damage the further away the target is.)


Unload – Does same damage as before.
(additionally, does 3% more damage for each boon and condition on a foe.)
(each type of boon or condition, it doesn’t apply to stacks.)
(this means using other abilities besides just unload for damage works in your favor, you want the enemy to have many different stacks of conditions as possible, it also makes traits that apply conditions a lot better.)
_______________

Headshot -
Damage: 42
Daze: ¼ s
3 Confusion: 10 s (390 damage on skill use.) 1-400 distance.
1 Confusion: 10 s (130 damage on skill use.) 401-900 distance.


(4 second cooldown on Black Powder.)
Black Powder –
Damage at 1-400 distance: 654
Damage at 401-900 distance: 357
Duration: 4 s
Combo Field: Smoke
Combo Finisher: Physical Projectile
Range: 900

(Field Radius Doubled from what it was before.)
(This skill does more damage the closer the target is.)

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(edited by Daecollo.9578)

Fix flanking strike! Suggestions?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

It should track better and steal boons.

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Why is healing power in the Vitality Tree?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I made a reddit post about it: http://www.reddit.com/r/Guildwars2/comments/10wgz2/how_healing_affects_necromancers/

@OP, just because the siphon traits don’t benefit from healing doesn’t mean they shouldn’t be there. Given the layout of everything else it is the best place for them. That line also gives the regeneration when struck which benefits from +healing, bonus damage above 90% HP which more healing helps you achieve, mark of blood on dodge, lower well CD so you can use Well of Blood more, autocast well of blood on rez, Transfusion, and Deathly Invigoration. Plus if you are using daggers then you are probably using dagger 2 which benefits from +healing. It’s fine as is.

+healing in the Soul Reaping tree would be even worse, there is nothing in there, not even any minors, that benefits from it.

That makes a lot of sense, because half the traits they pick the tree for arn’t benefited by the tree.

And half of them are “benefited by the tree”. What’s your point?

And which of these traits are benefited by healing power?

I listed 7 of them, I’m not going to type it out again. Go back up and read.

You didn’t, I read your 2 topics.

I don’t even know how to respond to this. You quoted the post in which I listed them, for heaven’s sake.

2 traits, that all?

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Change all "Healing Power" from Trees.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Change them all to +0.5% Heal Amount, this way with 30 trait points into these trees, you get +15% Bonus to All Healing Abilities, regardless if they are a life siphon or not.

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Why is healing power in the Vitality Tree?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I made a reddit post about it: http://www.reddit.com/r/Guildwars2/comments/10wgz2/how_healing_affects_necromancers/

@OP, just because the siphon traits don’t benefit from healing doesn’t mean they shouldn’t be there. Given the layout of everything else it is the best place for them. That line also gives the regeneration when struck which benefits from +healing, bonus damage above 90% HP which more healing helps you achieve, mark of blood on dodge, lower well CD so you can use Well of Blood more, autocast well of blood on rez, Transfusion, and Deathly Invigoration. Plus if you are using daggers then you are probably using dagger 2 which benefits from +healing. It’s fine as is.

+healing in the Soul Reaping tree would be even worse, there is nothing in there, not even any minors, that benefits from it.

That makes a lot of sense, because half the traits they pick the tree for arn’t benefited by the tree.

And half of them are “benefited by the tree”. What’s your point?

And which of these traits are benefited by healing power?

I listed 7 of them, I’m not going to type it out again. Go back up and read.

You didn’t, I read your 2 topics.

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Why is healing power in the Vitality Tree?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I made a reddit post about it: http://www.reddit.com/r/Guildwars2/comments/10wgz2/how_healing_affects_necromancers/

@OP, just because the siphon traits don’t benefit from healing doesn’t mean they shouldn’t be there. Given the layout of everything else it is the best place for them. That line also gives the regeneration when struck which benefits from +healing, bonus damage above 90% HP which more healing helps you achieve, mark of blood on dodge, lower well CD so you can use Well of Blood more, autocast well of blood on rez, Transfusion, and Deathly Invigoration. Plus if you are using daggers then you are probably using dagger 2 which benefits from +healing. It’s fine as is.

+healing in the Soul Reaping tree would be even worse, there is nothing in there, not even any minors, that benefits from it.

That makes a lot of sense, because half the traits they pick the tree for arn’t benefited by the tree.

And half of them are “benefited by the tree”. What’s your point?

And which of these traits are benefited by healing power?

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Why is healing power in the Vitality Tree?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I made a reddit post about it: http://www.reddit.com/r/Guildwars2/comments/10wgz2/how_healing_affects_necromancers/

@OP, just because the siphon traits don’t benefit from healing doesn’t mean they shouldn’t be there. Given the layout of everything else it is the best place for them. That line also gives the regeneration when struck which benefits from +healing, bonus damage above 90% HP which more healing helps you achieve, mark of blood on dodge, lower well CD so you can use Well of Blood more, autocast well of blood on rez, Transfusion, and Deathly Invigoration. Plus if you are using daggers then you are probably using dagger 2 which benefits from +healing. It’s fine as is.

+healing in the Soul Reaping tree would be even worse, there is nothing in there, not even any minors, that benefits from it.

That makes a lot of sense, because half the traits they pick the tree for arn’t benefited by the tree.

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Why is healing power in the Vitality Tree?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Traits. in the Healing Power Tree.
Vampiric Rituals – Uneffected by Healing Power.
Vampiric – Uneffected by Healing Power.
Bloodthirst – Uneffected by Healing Power.
Vampiric Precision – Uneffected by Healing Power.

Why is “Healing Power” in the Vitality Tree?
They should trade Healing Power for Critical Bonus, this would make much more sense since it utilizes Daggers (Power Weapon.) and Wells (Power Utility.).

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(edited by Daecollo.9578)

Why is healing power in the Vitality Tree?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Just wondering why healing power is in the tree that doesn’t use it, most “life stealing” (which is basicly the entire tree.) isn’t effected by healing power at all, so why is healing power a part of the tree?

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The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Thieves need “Sword % Damage/Critical” Traits, we need love for other weapons besides D/D.

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Question about "new" Improvisation

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Honestly, it should be 50% Extra Environmental Weapon damage, and then not do anything else.

((That way I can ask the Ele to give me weapons!))

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Pistol Mastery on Pistol Whip

in Thief

Posted by: Daecollo.9578

Daecollo.9578

well its effects only 1 as it seems

I didn’t think it affected any of the attacks, I used it before and didn’t notice an increase in damage at all.

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Pistol Mastery on Pistol Whip

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Pistol Mastery doesn’t effect dual skill abilities besides Unload it seems.

You can’t code a trait to just affect 1 attack out of 12, it either affects one or all of them.

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Question about "new" Improvisation

in Thief

Posted by: Daecollo.9578

Daecollo.9578

The problem with the trait is thieves don’t use the trait. so they can’t really awsner… :/

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Headshot causing confusion.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Can we add 3 stacks of 5 seconds of confusion to head shot?

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Ele's unwanted in high level fractals

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

Elementalist is the highest ranged DPS glass in the game, and probably the best tank.

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Overpowered Thieves

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Does this suffice for it ?

-33% Damage Reduction plus those defenses and you got hit that hard?

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Overpowered Thieves

in Thief

Posted by: Daecollo.9578

Daecollo.9578

It took me a while to sift through your post history of constant theif QQ to figure out what class you were playing. Looks like you swapped from a ranger to a warrior. You got railed while using Frenzy. You got countered. Deal with it.

Isn’t that the same as pretty much having no armor?

If thieves can only do that much with an unarmored opponent, looks like thieves need a damage buff.

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Overpowered Thieves

in Thief

Posted by: Daecollo.9578

Daecollo.9578

It sounds like you need some toughness, Steal only hits me for 3.7k and i’m a thief. (the weakest class in the game to burst damage.)

I suggest using Knight’s Gear.

Also, you died in four hits, not two.

Steal and Backstab hit you for 22k damage and you survived, How did he steal and then immediately back stab you, he would of had to cloak and dagger you between that, then waited a couple seconds to do it again, and you survived and didn’t expect to see this coming?

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(edited by Daecollo.9578)

should thief have a sword buff trait?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Don’t see why we don’t have a sword trait, we have plenty of useless traits we can trade for it.

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Please add new Medium Armor.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

A lot of it is bad, Males need less trench coats and the skirts need attached to the legs, not the coat.

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Vitality Tree needs some work.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I still think the Tactics trees need changed.

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Death Shroud should be Melee Oriented.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Cleaving through targets with melee attacks as a necromancer would be fun, reminds me more of a reaper or lich… :/

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Please lower Mob HP in non-fractal dungeons.

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

An easier fix might be to increase the silver they drop. Want to skip all the trash in an Arah run? … sure but you miss out on 1g for doing so (1g for an entire clear not per mob). I think you would find people starting to farm trash mobs. Would that be such a bad thing though considering precursors cost 400-450g?

Most people who do dungeons don’t care about gold/silver, they care about the tokens at the end, and fractals are so much more rewarding the other way wise, why would they ever step foot in a dungeon for silver?

Fractals are three times faster, offer more rewards, and have a chance to drop precursors and ascended gear, and your suggesting people would kill them if they dropped more silver? Lol.

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Please lower Mob HP in non-fractal dungeons.

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

Even if the mobs had their HP lowered people would still skip them. There are already a ton of threads on this subject already.

Not really, the reason they skip is because some mobs have WAY more health then they need to, they really need to lower them by a digit.

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Please lower Mob HP in non-fractal dungeons.

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

Some of the Mob/Boss HP is rediculous, not fun and a waste of time, can you please change it so dungeon runs are funner and people don’t skip 90% of the beautiful content you made?

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Dungeons: Cheating, Skipping, and Glitching

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

Maybe if the mobs didn’t have rediculous HP…

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should thief have a sword buff trait?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Um… Are you joking? Death Blossom is a condition damage attack, having it do 5% more damage and 5% more critical chance doesn’t matter.

5% more damage is crap for it, yes. 5% crit? That generates more Opportunist procs thus granting more Initiative allowing more Death Blossom to be used allowing more bleeds to be stacked up allowing more condition damage.

The only attacks that matter for power in dual skills are Flanking Strike and Pistol Whip, which both would benefit from the sword Traits.

Note: I didn’t mention anything about the 5% damage on dual skills trait. Not only because I don’t have much experience in builds that utilise that much investment in Deadly Arts but because I do also believe that particular trait is pretty bad (There are no dual skills that really get anything from it except from Pistol Whip and Unload builds though I can’t remember if they use Deadly Arts).

That said, the 7% crit chance from behind/side and the 5% damage on dual skills aren’t even in the same trait line… Therefore the argument “Who’d take 5% damage on dual skills when you can take 7% crit” falls short.

Unload? Nobody uses P/P, it needs atleast a 30% base damage increase before anyone uses it.

I’ve seen a few builds that utilize P/P and they use it effectively especially since the pistol damage trait became 10% instead of 5%.

If I recall correctly there’s at least 1 dungeon boss that people tend to use P/P on due to not wanting the AoE from SB and melee being dangerous.

For that boss I suggest not even taking a thief and using a rifle warrior instead, much better group buffs and much better damage.

I said, anyone would take 7% Critical Chance over 5% Critical Chance for ONE skill…

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should thief have a sword buff trait?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

http://wiki.guildwars2.com/wiki/Combo_Critical_Chance

Delete this useless trait, nobody is going to use it when it has a 7% critical chance trait right next to it, and no other trait in the game helps “one attack.”

5% crit on dual skills trait and 7% crit from behind traits are not mutually exclusive (I’ve seen a few builds pick both) and serve different purposes.

5% crit on dual skills helps builds that use #3 as their main source of damage (Death Blossom, Unload some Pistol Whip builds) while 7% crit chance from behind/side is not always in effect especially for builds that don’t rely on mostly stealth attacks (So opponents are often facing them)

They are also in different areas, 7% crit from behind is an Adept trait while the 5% crit of dual skills is Master thus they do not compete for a slot (Especially with how many Critical Strike line traits seem to be situational)

On Topic:

It’d be nice to have a trait that helps Sword damage out a bit, though I can’t think off-hand what would be an adequet solution (Quickness proc would be great due to how much damage comes from auto-attacks, but as there’s already a Quickness proc trait…)

Um… Are you joking? Death Blossom is a condition damage attack, having it do 5% more damage and 5% more critical chance doesn’t matter.

The only attacks that matter for power in dual skills are Flanking Strike and Pistol Whip, which both would benefit from the sword Traits.

Unload? Nobody uses P/P, it needs atleast a 30% base damage increase before anyone uses it.

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(edited by Daecollo.9578)

Death Shroud should be Melee Oriented.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

F1/F2 sounds amazing, I love it.

Ranged Condition Damage sounds fair too, yeah, that would add a LOT of choice to necromancer, which we don’t have much of :/

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