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Supposed upcoming changes to the warrior

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Daecollo.9578

We need more healing in our trees, protection type (damage reduction.) Abilities. I see none.

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Supposed upcoming changes to the warrior

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Posted by: Daecollo.9578

Daecollo.9578

No Sustain buffs, I suspect this is all falsity. We need buffs that heal us. No point in playing warrior over guardian now that our damage was cut down to be lower then theirs.

Reducing our heals cooldown by 5s won’t do anything.

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Removing Conditions with Burst Abilities

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Daecollo.9578

Wow… so we are not only the ones most effected by the new condition since we move the most, unless it removes 3-4 conditions then its just a worthless trait.

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Reworking "Call to Arms" for Warrior Warhorn

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Daecollo.9578

Warriors shouldn’t have access to vigor, should be more about holding the line and keeping on people, not dodging around.

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Reworking "Call to Arms" for Warrior Warhorn

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Posted by: Daecollo.9578

Daecollo.9578

If you’re worried about thieves, consider this.

Thieves have a master trait, fleet of foot, which removes cripple and weakness on dodge, and the internal cd is 10 secs, which means weakness is wasted on them.

Of course, that would imply a thief spends more then 20 points in that tree and takes it over Gain 2 Initiative every 10 seconds.

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Daydreaming Necromancer Traits:

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Daecollo.9578

So after that TL;DR, what do you guys think of that?

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Warrior Assigned Traits:

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Posted by: Daecollo.9578

Daecollo.9578

Argument: 20% is way too much. Yet: Anyone who uses Axe/Greatsword wouldn’t spend 25 points when they can spend less and get better.

Question: Why is it too much then? Its to help condition-critical based builds get a little more damage.

I spent a lot of time doing the traits. As for confusing with a sword, ever hit someone with the hilt? Its quite deadly. Mace would also work with this as well, because it also applys conditions.

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trait skill : Destruction of the Empowered

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It would be a good trait if it was moved into the Arms tree, honestly Critical Damage doesn’t fit discipline at all, it fits brute force of power.

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3rd Sword Auto Attack becomes Evade?

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Posted by: Daecollo.9578

Daecollo.9578

Hammer for Guardian gives the same mitigation basically every 3rd swing.
…but it gives it to everyone around you also… + a combo field
without causing you to plunge yourself off ledges

You also have to have the enemy stand still to do that, its hard getting all three chains on.

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A non-steroid looking male norn body?

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Daecollo.9578

I would really like a body type like this for Male Norn.

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A non-steroid looking male norn body?

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Daecollo.9578

Is there ever going to be a non-steroid looking male norn body-type available?

Typical Norn

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Sylvari skirts bugged, need fix bad

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I get clipping issues with weapons, because my skirts poof out so much…

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Pistol/X Revamp please.

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I hope they fix P/P for the new awesome pistols coming out… :/

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Warrior Assigned Traits:

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Posted by: Daecollo.9578

Daecollo.9578

I think the 20% damage is fine though for it, I don’t think a Greatsword/Axe user will go down 25 points for it when they can get other better things.

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Daydreaming Necromancer Traits:

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Daecollo.9578

PART 2
_________________________________________

Blood Magic
Condition Duration: Why? because it simply fits, with Wells constantly turning boons into conditions, applying things like vulnerability and the new 15, more ticking bleeds just makes more sense.

Why not Healing Power, didn’t that make the most since before since it had a lot of healing? I will be blunt… no, because none of the healing traits siphons were actually effected by healing power at all, none of them. Blood Magic isn’t really about healing, its about taking the life of others and giving it to yourself.

What do I want from this tree?: This is simple, this is a tank and burst dps tree. Both Conditionmancers and Powermancers gain from healing from bleeding, but its a different and unique form of healing only found in the Blood Magic tree.

What kind of Traits do I expect to see in this tree?

II: Bloodthirst: Siphoning health is 100% more effective.
III: Hemophilia: 50% Bleeding Duration.
V: Vampiric Precision: Siphon Health whenever you critically hit. Critical hits restore 1% Max Health.
VIII: Ritual Mastery: Wells recharge 20% faster. Well skills use ground targeting.
XII: Vampiric Rituals: Wells also siphon health every time they pulse. Each pulse gives 1 second of Protection.

The merging of the trees makes it a lot less confusing and not so much a sacrifice to make them good, I favor powerful traits over many stupid ones nobody uses. This makes it a rather hard choice to pick between wells and life siphoning, but offers more and more playstyles to the necromancer.


Soul Reaping
Boon Duration: Why? because Spectral abilities are all about the boons apparently, even though I also kind of hate this fact, it just makes sense that the Soul tree should have spectral abilities, however I wanted to add a bit more flavor to the spectral abilities themselves. Soul Reaping has always been a “boon tree.”

Traits: These are the kinds of traits you will see in the Soul Reaping tree.

IV: One Foot in the Grave: Incoming immobilize, chill, and cripple conditions are reduced by 33%. Gain stability for 3 seconds when you enter death shroud,

X: Spectral Attunement: Spectral skills have longer durations and grant life force on use. Spectral skills recharge 20% faster.

XI: Spectral Mastery: Spectral skills now have extra effects.
Spectral Walk: now grants the same amount of Fury as Swiftness, Spectral Walk now lasts 16 seconds instead of 8.

Spectral Wall: now additionally reflects projectiles.

Spectral Grasp: now additionally steals 4 boons, its own cooldown reduced to 20 from 30, this can be additionally reduced by spectral attunement.

Spectral Armor: Now additionally gains stability for 6 seconds, cooldown now reduced from 90 to 45, this can additionally be reduced by spectral attunement.

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Daydreaming Necromancer Traits:

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Daecollo.9578

INCOMMING TL;DR!

Lemme explain why I placed things the way I did. I will give you a detailed version of what is why since I don’t think I explained it well enough. Your right currently shoving all those nice traits in Curses would make it very hard to do what you want to do, especially as a conditionmancer (what I play.) but I didn’t explain how I moved things enough nore did I explain enough why I placed stats where they were.

Spite
Healing Power: Why? Honestly because it does not fit anywhere else, if you notice my 5/15/25 Traits, you will see that we heal when we gain boons, and under 33% life we gain boons every time we are hit… this means we will be healing constantly when we are low on life and have 25 Might (meaning we are not only harder to kill, but deal a lot more condition and power damage.)

Traits I wanted in this tree: Daggers, Signets. I wanted a new signet-like trait that allowed us to keep our passive effects while using them, -20% duration on them. Dagger getting cleaving maybe, other cool effects that increase the value of our own healing abilities: ‘6’ abilities heal for 25% more. Stuff like that. Spite reminds me of an annoying knat who just can’t die. I wanted this tree to be good for both Power and Conditionmancers.

Why not boon duration then, for that might? Well, it refreshes so quickly that it really doesn’t matter.


Curses
Traits:

I wanted to remove the spectral part of the traits and add in staff, and also move all the bleeding traits like Hemophilia. I wanted to merge "Staff Mastery* and Greater Marks. into one trait as well, its stupid that you wouldn’t pick one over the other, this allows room for corruption as well as staff. Since the stats are the same as before I don’t really need to explain them, but this is my reasoning. This would be the conditionmancer’s main dps tree.


Death Magic
Critical Damage: Why critical damage and toughness? Necromancers key to all there DPS is staying alive, when your in melee and have no way to to escape you need need need both to survive. I wanted this to be Powermancer’s main DPS Tree.

Traits I feel like I didn’t explain this enough. I wanted to remove all the staff traits out of this tree and move all the axe and “Close to Death” here, why: because Close to Death sounds more like Death Magic then anything I can think of, and it makes sense since Necromancers are all about life and death.

X: Axe Training.
XII: Close to Death.

This means you can now have both Axe Training and Close to Death, however this also means you are not going to be very good with your minions, I chose this because having the best of both worlds (Tanky DPS+Minions.) would be a bit rediculous, I have a hard time already dieing on my necromancer with minions, I don’t really need damage added to my extra survivability. However this means Minions are getting buffed as well for traits since the old ones were removed:

III: Minion Master: Minion skills recharge 20% faster, Summon a jagged horror whenever you kill a foe. (5 second cooldown.)

IX: Training of the Master: Minion damage is increased by 30%, Minions have 50% more health.

Since these traits are now merged, you can make excellent combinations, however you cannot have Axe DPS and Minion Master, this is to ensure balance between the two.

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chaplan_: Necro gets burning via a trait.

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All heals should work in death shroud, IMO.

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OP Thief in water

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Posted by: Daecollo.9578

Daecollo.9578

Here is what you do:

See animation.
Move away.
Laugh.

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Daydreaming Necromancer Traits:

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Daecollo.9578

If this is a daydream, please wake me up because it sounds like a nightmare. Im sorry, I understand you would like things like this kind of , but the only good trait here was soul reaping 25. Everything else would make me never play Necromancer ever again.

edit: Ok, maybe that was harsh. I just hate the trait’s stat assignments.

I love your opinion, but if you don’t explain why. I will never really improve.

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chaplan_: Necro gets burning via a trait.

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Daecollo.9578

Out of curiosity, let’s assume we are in tPvP on a point in a 1v1 without poison applied to us. Our build has about 844-900ish healing power; about as much as running a shaman amulet can afford without hitting like a wet noodle in a rain storm.

How much healing can we expect to get from our own regeneration while in DS for say, 5 to 6 seconds?

I’m not sure I would get the math right. Just curious how much benefit we’re going to actually get from this if we’re on our own.

0

You can’t heal in Death Shroud.

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Warrior Assigned Traits:

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Daecollo.9578

I forgot to ask before… What is err.. Brawn? That went way over my head.

Also I do think the final Discipline tree is a little bit rough. In team fights conditions are thrown everywhere so you can almost secure yourself +20% extra damage. Perhaps a +10% damage increase to foes with a specific condition/s like cripple/chill/immob? Makes sense to hit a non/slow moving target a little bit harder :/

With the ability to cure conditions as fast as teams do, i’m suprised its that easy. The entire problem is it has to be that much otherwise its not worth spending points into it over other trees. (Warriors don’t really benefit from condition damage like other classes do.) :/

Is there any way to make it powerful without it benefiting Greatsword/Axe and more Sword?

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Warrior Assigned Traits:

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Daecollo.9578

…+20% damage with 3 condition that OP…i can apply 4 with a single GS 4 hit…

Yes, but I removed the 30% Critical Damage out of the tree, and its a very specific condition and very hard to do.

(Wait, which 4, and how?)

I would of thought it would be hard to do with Mainhand Axe/Greatsword, that is what i’m trying to make the trait bad with.

well, bleed cripple immobilize vulnerability..i remember when i 1st noticed it, i was like wooooot…

and i remember sword is some of the hybrid so maybe it will be actually good, since its really bad right now, but still that cripple on sword is just so hard to hit..

Can you really keep that up for a long time to benefit the trait, over say “Sword” which can have 3 conditions on someone almost forever? Why 20% Temporary for Greatsword when you can get 10% forever?

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Daydreaming Necromancer Traits:

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Daecollo.9578

Sorry I derped.

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Daydreaming Necromancer Traits:

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Daecollo.9578

15: Heal for 0.001% max health per tick of bleeds.

This has to be a joke, or you don’t get percentages. 0.001% is represented as 0.00001 (0.001 / 100). This means that with 27,000 hp, you would only be healed for 0.27 per tick. Less than 1 HP!

Sorry, I think I was tired. It was suppost to be a very low number though. Like 20ish per bleed tick with base health.

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Daydreaming Necromancer Traits:

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Daecollo.9578

These are just ideas of how I would do the assigned Necromancer trees stats/traits based on what they currently are. I want to add great synergy to the traits and make them all worth getting. These are mostly dream traits. I’ve always envisioned Necromancer to be like a Sith Sorcerer or Assassin. My idea was to give the Necromancer great synergy with his traits/secondarys so he can make what he wants to be.

Spite
Power
Healing Power
5: 66% chance to gain regeneration on a critical hit. (1 second.)
15: Heal for a very small amount when you gain a boon. (25*0.01 HP)
25: Gain Might when hit under 33% Health.

This tree is the support damage tree, it works well for both conditionmancers and powermancers, I would really like dagger skills moved to this tree. This tree should favor Daggers, Signets, everything. It should make us very hard to kill.


Curses
Precision
Condition Damage
5: 66% chance to cause bleeding on critical hits.
15: Bleeds are 20% more damaging.
25: Cast Epidemic on yourself whenever you enter Death Shroud. (10 second cooldown.)

_This is the Curses tree, its build for necromancers who wish to destroy people with conditions, I would really like staff traits moved to this tree. Greater Marks and Staff Mastery really don’t make sense in the Death Magic tree, they seem more like Curses to me, and staff is mostly a condition weapon in the first place, if they do add burning I hope they add it to here. This tree should favor Staffs/Scepters/Corruption.


Death Magic
Toughness
Critical Damage
5: Gain Life whenever a minion dies or you kill something.
15: Apply vulnerability to your foe whenever you or your minion are hit.
25: 2% Increased damage per condition on your foe.

This is the main tree of the necromancer, Death Magic. This should be focus mostly on Axe (Cleaving Foes apart) and Minions. I would really like for Axe Training and Close to Death to be moved to this tree. After all Close to Death seems more associated with Death Magic anyways. This tree should favor Axes/Daggers/Minions. This leaves room for a traits like: Spawn a Jagged Horror when you kill a foe. However your not forced to use minions either! You could go all out with axes if you want!


Blood Magic
Vitality
Condition Duration
5: Siphon health whenever you hit a foe.
15: Heal for 0.1% max health per tick of bleeds.
25: Deals 10% more damage to bleeding foes.

This is the blood magic tree, this is where I would like to see Wells and Support, while also helping Conditionmancer’s with there sustain as well, however I also want to add a nice bit of damage with wells because it supports both.


Soul Reaping
Energy
Boon Duration
5: Gain full Life Force and go into Death Shroud when you rally.
15: Convert a condition into a boon when you enter Death Shroud.
25: Life Force no longer drains.

This is the Soul Reaping tree, it should favor mostly spectral abilities and death shroud. I’ve always felt Spectral abilities would be better suited here, as well as all the random spread around Death Shroud traits, boon duration as well to go with the spectral abilities. I know some of the skills are traits, but it would leave us open for new spectral traits such as: “Spectral Grasp steals three boons from your foe”. I feel like Spectral abilities should see a boost as well with the freedom of some of the traits.

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Warrior Assigned Traits:

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Posted by: Daecollo.9578

Daecollo.9578

…+20% damage with 3 condition that OP…i can apply 4 with a single GS 4 hit…

Yes, but I removed the 30% Critical Damage out of the tree, and its a very specific condition and very hard to do.

(Wait, which 4, and how?)

I would of thought it would be hard to do with Mainhand Axe/Greatsword, that is what i’m trying to make the trait bad with.

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Warrior Assigned Traits:

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Daecollo.9578

As usual, loving these ideas Daecollo.

However… 10% damage reduction almost all the time is way too good to be a 5 point minor, 25 would be more appropriate. For the 25 point it should be less damage for every boon we have to tie in with Boon Duration.
For the 15 point Discipline trait it would need an internal cooldown, with Whirling Axe and a bit of luck we could stack more confusion than a Mesmer…
Love the rest.
/my2cents

You mean Axe 5 would have a purpose?

Heh, I was thinking about Sword/Axe when I made it for conditions.

Axe 4 could apply vulnerability as well to get the three conditions.

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Pistol/X Revamp please.

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Daecollo.9578

Stealth only breaks on damage. This does no damage, it doesn’t break stealth while Shadow strike does. Its basically shadow strike without damage but more utility and without damage it doesn’t break stealth. Which is interesting, though doubtable to be included. Even if its included again its invalidating Shadow strike which is already struggling to find use on the weapon set against CnD+ Sneak attack. This is not considering the lack of use for DD. So P/D’s problems are still there, since you said P/X I thought it would make sense to point this out.

Honestly, Shadow Strike should just get revamped itself, its a useless unreliable ability compared to most, its low range, low damage, offers no utility and almost no synergy with its set.

It has no synergy with D/P, it should be a burning applier, or poison to be honest.

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Can we have more incentive to not Zerg?

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Daecollo.9578

Well, I kind of want rewarded for doing other stuff besides grouping with 100 people and lemming rushing half akittento events.

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Warrior Assigned Traits:

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Posted by: Daecollo.9578

Daecollo.9578

These are some ideas I would do to the traits/stats for Warrior.

I kind of feel that the warrior needs its traits looked and adjusted, this is what I would make them if I had that power. Of course I still think we lack healing/sustain. (A lot of it…) However getting our trees more synergy would go far to helping us!

https://forum-en.gw2archive.eu/forum/professions/warrior/SOAC-Ideas-Suggestions-for-Warrior/page/2#post2236095

Just some ideas, can say they are OP and bad, the usual.

Strength
Power
Critical Damage
5: Damage foes and heal yourself at the end of a dodge roll.
15: Gaining a bar of adrenaline restores endurance.
25: +10% damage when endurance isn’t full.

When I see Strength, I see a strong Norn smashing down on foes with heavy weapons, Critical Damage fits it best, more-so then any other class in the game.

Would love to see the Hammer traits moved up into strength as well.


Arms
Precision
Condition Duration
5: 33% chance to bleed foes on critical.
15: Gaining a bar of adrenaline cures a condition.
25: +10% damage to bleeding foes.

When I see arms, I see a fierce berserker, condition duration helps because it increases the duration of the procs to get the +10% bleed duration.


Defense
Toughness
Boon Duration
5: 10% Damage Reduction when over 25% Health.
15: Gaining a bar of adrenaline heals you.
25: Your foe does less damage for each boon they have to you.

When I see defense, I see a fierce juggernaut. A lot of Retaliation and maybe protection but little to no regeneration.


Tactics
Vitality
Healing Power
5: You and your allies gain a power bonus. (100 @ Level 80)
15: You and your allies gain a toughness bonus. (
100 @ Level 80)
25: You and your allies gain a boon duration bonus. (10%)

When I think of Tactics, I think of a commander, one who commands banners and orders people around with shouts and banners, this is why healing power fits better. The 25 ability fits as well, just for “For Great justice!”, so a slight nerf to that one ability, however it would heal a lot more with the traits, so its a good trade-off I think.


Discipline
Brawn
Condition Damage
5: -5 seconds on weapon swap.
15: 33% chance to apply confusion on a critical hit.
25: +20% damage to foes with more then three conditions.

When I think of Discipline, I think of the Sword, this is why I think condition damage would be proper here, even moving the sword traits down here to compensate as well.

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Isn't this armor amazing?

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Posted by: Daecollo.9578

Daecollo.9578

Its to bad we are not able to turn off/change color of that horrible fire on the sets. I really hate particle effects and wish all swords/armor had an option to turn them off…

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Please Fix Emotes.

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Daecollo.9578

These are suggestions that would help fix emote “/emote”

1 Allow us to group with, block, friend, send mail, everything the other chat options can do.

2 Limit the range down a bit, it seems over the top in range compared to the others.

3 Change the color of the characters name and the text itself, like all the other chat options, please.

4 Allow us to block emotes, currently I can block someone and they can spam me with emotes, this leads me to believe with all the other things wrong with them that they coded emotes after they made the other options, although i’m not sure, I really don’t like to see /emote LOLLOLOLOL U SUK after I blocked someone.

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SOAC Ideas/Suggestions for Warrior.

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Daecollo.9578

I apologize for my offensiveness of the posts above, I need to read suggestions people offer me better and not be so adamant about defending mine so I can actually have a discussion.

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Infiltrator's Strike lost all its skill.

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The funny thing is, they left the necromancer’s version AS IS, its still infinite range teleport back.. and they are getting a huge sustain buff soon.

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Pistol/X Revamp please.

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Free teleportion backwards (Shadow escape) was the original state of P/D’s Shadow Strike which didn’t make it into Launch (where now you have to hit the dagger hit).
At 1 ini cheaper you’ll likely never see this implementation on P/x.

That is because its P/D, which has more access to stealth. Remember you can’t do damage and do it at the same time, and also you need a target to use the ability because you can’t leap away from nothing.

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Pistol/X Revamp please.

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Daecollo.9578

If it should work like phase retreat (and according to you, it should) it ports you straight back if you aren’t targeting anything.

You can’t port away without a target.

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Pistol/X Revamp please.

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Daecollo.9578

How this would work:
Use Black Powder, Shadow Escape… But you can’t run back to the spot before it goes away, so no perma stealth.

Couldn’t you just turn around and port back into the field?

The set also very much promotes cheesy gameplay much more than any other weaponset thieves currently have.
Sinc both #1 and #2 are 1200 range, P/X thieves would basically only autoattack and use #2 to permanently stay out of range, get never CC’ed and be immune against any kind of conditions.

Don’t misunderstand me, please, i’m not against a P/X revamp, your suggested #2 skill just does too much in one skill without any CD (and because you based it off Phase Retreat: that skill doesn’t break stun).

It does not have a “port back.”

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SOAC Ideas/Suggestions for Warrior.

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Daecollo.9578

Not to be a devil’s advocate, but:

Your Defensive Utility sounds like a worse version of Aegis, taking its own cool-down onto account and the fact you would have to sacrifice an attack to block making it much worse.

Your Offensive Utility, buffing our Max HP and making us take more damage for critical chance? I have too much already, this would be a worthless utility nobody uses, because its simply not worth what you give up for it. We need more sustain, not less.

Then don’t be devil’s advocate.
The defensive ability isn’t really comparable to aegis, but to the shield’s block, or ranger’s GS block. If you expect to be very durable and still do the amount of damage a warrior does, then you want warrior to be OP, I think most of us don’t want that, we just want warrior to be interesting and balanced.

About the offensive, I expect you use berserker gear. Well, it’s mandatory. That should be corrected. Being able to gain crit chance on top of fury, also aspd (frenzy’s effect), and an increase in max hp, is actually something you could expect from a warrior class. Nothing to do with sustain, but to take advantage of the already high HP pool, similar to necromancer’s ability, a warrior could rely on a huge HP pool and burst to finish an opponent.

But don’t worry, this are just ideas, there are a lot of good ideas in this thread. I won’t refer to yours, tho.

Its worse then aegis, because you can’t attack while doing it. Your basicly wasting an action when we already have plenty of blocks.

We already have the highest dps, you really want people to run nothing but warriors in dungeons? If you add more dps they will have to redo what the class’s description is to make it even worse.

Ok.
Blocking is a waste of action then, and I want people to run nothing but warriors.

haha

Mace/Sword would give you your desired affect of blocking a lot. Its really not that effective.

You miss the point.

Let me explain warrior class to you then:
GS is a mainly offensive weapon, as a warrior, you should boost it damage with crit chance, crit damage and power. (not defensive stats)
Which means, you lack defensive capabilities.

Mace/Sword is a terrible setup.
Mace is a defensive weapon: block, weakness, CC.
If you go with that setup, you won’t be doing much damage, then, you should focus more on the CC and being able to stay alive (defensive stats)

The problem with warrior, is that, unlike other classes, if you want to do damage, that’s all you can do, you go glass cannon, you kill or you die. If the battle keeps going (more enemies come into play), you simply, die.
If you want to be defensive, you do so little damage, that your enemy can kill you over time, outrun you, or wait until others come to help.

The idea of a defensive/utility F2 skill, is to balance this situation, giving the offensive weapons, some defensive capability, and the defensive weapons, some extra utility (aka sustain).

The result should be a warrior that can stay in the fight.
It’s fine if the GS block means you do no damage while blocking, it’s also fine if it is “worse than aegis”, because the weapon is offensive, that gives you just some defensive option, because, you will need it.

the F4 skill you say is useless because you already have a lot of crit chance, is actually a way to open the spectrum of gear you can use, and can replace the traits that ask you to not use adrenaline.

The problem is, we don’t need any more offensive tools. We don’t need to take more damage to deal more damage because not only will it not help us, its just not silly.

Greatsword isn’t our main offensive weapon, Axe is. Greatsword is our main Mobility weapon, which is why it always gets a slot, you can’t get out of a fight without rush. The offensive power it has is icing on the cake.

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Pistol/X Revamp please.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

yay another perma-stealth troll set, that’s even better than D/P since it’s also ranged with no way to avoid it!

Actually your able to get multiple stealths off one black powder, you could not move 1200m away and run back to the spot in the duration its up. It would only be useful for running away.

So it would be impossible with the set to aquire perma-stealth.

How D/P Works:
Use Black Powder, Heartseeker, Heartseeker, Heartseeker. (10 seconds of Stealth.)

How this would work:
Use Black Powder, Shadow Escape… But you can’t run back to the spot before it goes away, so no perma stealth.

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(edited by Daecollo.9578)

Pistol/X Revamp please.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

1200 range seems too much for #2 as it is a spammable, low-initiative gap-opener.

Sadly, the wiki doesn’t say anything about Phase Retreat (the 1200 range indicate how far your opponent can be away to spawn the clone not how far you will be teleported away) as it seems to be the most comparable skill.

I would also up the cost to at least 4, if not 5 initiative. It’s essentially a better heartseeker for stacking stealth with BP and that already needs to be nerfed.

Phase Retreat can be 8 second cooldown and ALSO creates a clone in your place that spams the autoattack with applies conditions which can also apply vulnerability and bleeds.

I based the skill off Phase Retreat, but since it doesn’t create a nice clone I added a different effect. Its cost is comparable to Phases as well with Initiative and it seems like a very Pistol-like skill, getting away is 99% of the fight, Pistol lacks escapes and needs it badly.

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Can we have more incentive to not Zerg?

in WvW

Posted by: Daecollo.9578

Daecollo.9578

It just feels like ZergVsZergVsZerg rather then anything tactical.

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SOAC Ideas/Suggestions for Warrior.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Not to be a devil’s advocate, but:

Your Defensive Utility sounds like a worse version of Aegis, taking its own cool-down onto account and the fact you would have to sacrifice an attack to block making it much worse.

Your Offensive Utility, buffing our Max HP and making us take more damage for critical chance? I have too much already, this would be a worthless utility nobody uses, because its simply not worth what you give up for it. We need more sustain, not less.

Then don’t be devil’s advocate.
The defensive ability isn’t really comparable to aegis, but to the shield’s block, or ranger’s GS block. If you expect to be very durable and still do the amount of damage a warrior does, then you want warrior to be OP, I think most of us don’t want that, we just want warrior to be interesting and balanced.

About the offensive, I expect you use berserker gear. Well, it’s mandatory. That should be corrected. Being able to gain crit chance on top of fury, also aspd (frenzy’s effect), and an increase in max hp, is actually something you could expect from a warrior class. Nothing to do with sustain, but to take advantage of the already high HP pool, similar to necromancer’s ability, a warrior could rely on a huge HP pool and burst to finish an opponent.

But don’t worry, this are just ideas, there are a lot of good ideas in this thread. I won’t refer to yours, tho.

Its worse then aegis, because you can’t attack while doing it. Your basicly wasting an action when we already have plenty of blocks.

We already have the highest dps, you really want people to run nothing but warriors in dungeons? If you add more dps they will have to redo what the class’s description is to make it even worse.

Ok.
Blocking is a waste of action then, and I want people to run nothing but warriors.

haha

Mace/Sword would give you your desired affect of blocking a lot. Its really not that effective.

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SOAC Ideas/Suggestions for Warrior.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Not to be a devil’s advocate, but:

Your Defensive Utility sounds like a worse version of Aegis, taking its own cool-down onto account and the fact you would have to sacrifice an attack to block making it much worse.

Your Offensive Utility, buffing our Max HP and making us take more damage for critical chance? I have too much already, this would be a worthless utility nobody uses, because its simply not worth what you give up for it. We need more sustain, not less.

Then don’t be devil’s advocate.
The defensive ability isn’t really comparable to aegis, but to the shield’s block, or ranger’s GS block. If you expect to be very durable and still do the amount of damage a warrior does, then you want warrior to be OP, I think most of us don’t want that, we just want warrior to be interesting and balanced.

About the offensive, I expect you use berserker gear. Well, it’s mandatory. That should be corrected. Being able to gain crit chance on top of fury, also aspd (frenzy’s effect), and an increase in max hp, is actually something you could expect from a warrior class. Nothing to do with sustain, but to take advantage of the already high HP pool, similar to necromancer’s ability, a warrior could rely on a huge HP pool and burst to finish an opponent.

But don’t worry, this are just ideas, there are a lot of good ideas in this thread. I won’t refer to yours, tho.

Its worse then aegis, because you can’t attack while doing it. Your basicly wasting an action when we already have plenty of blocks.

We already have the highest dps, you really want people to run nothing but warriors in dungeons? If you add more dps they will have to redo what the class’s description is to make it even worse.

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SOAC Ideas/Suggestions for Warrior.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I like your suggestions a lot, but not f3 that much. I’d found it better if it would be -20% dmg for 5-7 seconds or something like that. It can be easily abused if you put a duration of 20 seconds, which even stacks up. That can turn into unkillable warrior while doing 10k evis’ and 3k autoattacks.
(It’s just my opinion, as I played 4 months warrior with about 2.5k games)

You ever PvP before? (in Spvp!)
Warriors are absolutely horrible in the current Meta, they lack any sort of survivability and sustain and get locked and shut down, giving them there own way to absorb damage would assist them in getting to where they need to be and staying on the target, they need both this and the ability to reliable remove conditions as well. They also cannot be the same as he guardian either.

I just ignore your silly question as I think you’re from NA.
20 sec -10% dmg that is stackable. You know how overpowered that would be? I mean its based on adrenaline and there are several skills that fill-up your bar to 100% as signet of rage and healing surge you can get easily -60%, so yes I think that’s not well thought.

Its capped at 30%, if you actually read the ability.

Sorry you can’t read

“then when you use it again it gives you 30%, but just refreshes the duration.”
You use it once, it gets you 10%, again 20%, again 30%. If you use it and have 30%, it simply refreshes its duration back to the start, if you lose it all you have to start all over from 10%.

It wasn’t precise enough for me then. I understood like the first time it gaves you 10% the second time 20% and the third time 30%, so 10 +20 +30 = 60. Basically on max it is like protetction. For me it is still very strong and better than the other f1-skills.

Warrior’s don’t have protection, and they should not rely on boons. They should get stronger during the fight.

As protection reduces incoming dmg by 33% , your F3-skill on max feels like protection or am I false??? I know on my own that warriors don’t have access to protection themselves.

It would be less then protection. However warriors also don’t have the 10-15% damage reduction signet guardians have as well, bringing there damage reduction up to 48%.

Its not that OP, it starts off at 10%. Its not like immediate 33% protection and you have to keep it up or you lose it.

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(edited by Daecollo.9578)

thief dmg.. realy..

in Thief

Posted by: Daecollo.9578

Daecollo.9578

There is counter to 12-28k backstabs…. called moving.

you have to see the thief first…
And you have to hope they dont have their shadowstep…

And you think its fair to have what you say… 28 k invisible stab openings ???

Thief wouldn’t waste there escape tool to attack you.

The damage is only 814, that isn’t very much if you stack a lot of toughness.

If you never want to be 1 shot by anything, get runes of the svanir+become invincible at 25% life.

if you really hate thieves, play guardian and faceroll protection, damage reduction.

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Absurdity of bladetrail.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

To bad you waste your best escape just for looking cool.

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Pistol/X Revamp please.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Its not really overpowered, more of an escape tool. If your running away, your not damaging your target.

Pistol should be unique, basicly your giving it the exact same effect as the shortbow. Shortbow itself should have burning on criticals or something.

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SOAC Ideas/Suggestions for Warrior.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I’m kind of tired of the OP Honestly warriors are in such a terrible place atm I could go on all day.

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SOAC Ideas/Suggestions for Warrior.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I like your suggestions a lot, but not f3 that much. I’d found it better if it would be -20% dmg for 5-7 seconds or something like that. It can be easily abused if you put a duration of 20 seconds, which even stacks up. That can turn into unkillable warrior while doing 10k evis’ and 3k autoattacks.
(It’s just my opinion, as I played 4 months warrior with about 2.5k games)

You ever PvP before? (in Spvp!)
Warriors are absolutely horrible in the current Meta, they lack any sort of survivability and sustain and get locked and shut down, giving them there own way to absorb damage would assist them in getting to where they need to be and staying on the target, they need both this and the ability to reliable remove conditions as well. They also cannot be the same as he guardian either.

I just ignore your silly question as I think you’re from NA.
20 sec -10% dmg that is stackable. You know how overpowered that would be? I mean its based on adrenaline and there are several skills that fill-up your bar to 100% as signet of rage and healing surge you can get easily -60%, so yes I think that’s not well thought.

Its capped at 30%, if you actually read the ability.

Sorry you can’t read

“then when you use it again it gives you 30%, but just refreshes the duration.”
You use it once, it gets you 10%, again 20%, again 30%. If you use it and have 30%, it simply refreshes its duration back to the start, if you lose it all you have to start all over from 10%.

It wasn’t precise enough for me then. I understood like the first time it gaves you 10% the second time 20% and the third time 30%, so 10 +20 +30 = 60. Basically on max it is like protetction. For me it is still very strong and better than the other f1-skills.

Warrior’s don’t have protection, and they should not rely on boons. They should get stronger during the fight.

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Pistol/X Revamp please.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

We need a P/X Revamp, these are ideas that will help it a lot.

First of all Fix the Activation Time… (This means pistols will have the same activation time as the short bow, as intended.)

1 Vital Shot
Blast your foe with a Vital Shot. Bleed your target if you hit them from behind or from the side.
Damage: 134 (.4)?
Bleeding: 3 s (128 damage)
Combo Finisher: Physical Projectile (20% chance)
Range: 1200

This would make it good for both P/D and P/P, it fires a lot of bleeds when your behind your target, so P/D would require a bit more skill but have a lot more bleeding.


2 Shadow Escape (3 Intitiative.)
Teleport away from your target, break stun and convert a condition into a boon.
Combo Finisher: Leap
Range: 1,200
Break Stun

This would allow us to have stealth if we use black powder.


(This is changes for Unload.)
3-1 Double Tap (2 Initiative.)
Blast your foe with both pistols at the same time.
Damage (2x): 412
Combo Finisher: Physical Projectile
Range: 1200

(This can be used 7 seconds after you use Double Tap.)
3-2 Unload (3 Initiative.)
Unload on your target, piercing enemies.
Damage (8x): 1024
Combo Finisher: Physical Projectile (20%)
Range: 1200

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(edited by Daecollo.9578)