Showing Posts For Daecollo.9578:

Signet of Malice:

in Thief

Posted by: Daecollo.9578

Daecollo.9578

There’s just something about 5275 healing on a 15s cooldown with passive healing that seems to much. I would literally never die.

You can’t have both active/passive.

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Signet of Malice:

in Thief

Posted by: Daecollo.9578

Daecollo.9578

I think it should scale with healing…it’s just hard where healing is in shadow arts. If you want to play, say an S/D evasion tank; you can’t really buff healing much, since you need points in acrobatics. So if you take the traits to have solid healing, you’ll also have access to stealth, and skills that make you heal/reset on stealth. Maybe if they lowered the scaling a bit and just made it a solid heal on hit.

This isn’t for S/D, or anything with a D offhand. Its mostly for S/P, P/P

This is mostly for 0/30/0/30/0 People.

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Shield Mastery Trait Idea:

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

@Above
That’s approximately 2% additional damage reduction, which can really cause issues for you opponent if they’re relying on their direct damage to kill you.

…………………………………………………

http://wiki.guildwars2.com/wiki/Protection
http://wiki.guildwars2.com/wiki/Signet_of_Judgment

That has potential to be -48% Damage Reduction, that could really cause an issue to someone trying to kill you with direct damage! (And that isn’t even added with toughness!)

I’m sorry friend, but that is very trivial, its not worth it at all.

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(edited by Daecollo.9578)

June patch to traits: Guard Suggestions Here!

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

Bow of Light – Zeal, Grandmaster
- Allows the Guardian to use Long bows, this is a support weapon.

(1) Light Arrow (0.8?) (Cooldown: 0)
Fire a burning arrow of light to your target, this attack pierces enemies and blinds foes that are close.
Damage: 272
0-150 range: Blind: 3 s
Combo Finisher: Physical Projectile
Range: 1200

(2) Arrow of Protection (½) (Cooldown: 6 s)
Fire an arrow that creates a symbol that gives protection to you and your allies.
Damage: 370
Damage (3x): 555
3 Protection: 1 s
Symbol Duration: 2 s
Symbol Radius: 180
Combo Field: Light
Range: 1200

(3) Arrow of Faith (½) (Cooldown: 15 s)
Fire an arrow that creates a mystic symbol onto the ground that damages foes and regenerates allies.
Damage: 168
4 Regeneration: 1 s (520 health)
Radius: 120
Duration: 4 s
Combo Field: Light
Range: 1200

(4) Arrow of Swiftness (½) (Cooldown: 15 s)
Fire an arrow that sears a mystic symbol into the target area, damaging foes and granting swiftness to allies.
Damage: 185
Swiftness: 8 s
Radius: 180
Duration: 4 s
Combo Field: Light
Range: 1,200

(5) Arrow of Wrath (½) (Cooldown: 25 s)
Fire an arrow that pierces the ground with a mystic symbol that damages foes while granting retaliation to allies.
Damage (5x): 925
5 Retaliation: 1 s
Combo Field: Light

These are all ground targeted, this is mostly a siege weapon. Except its used more defensively then offensively.

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(edited by Daecollo.9578)

June patch to traits: Guard Suggestions Here!

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

False Radiance – Don’t know what tree to add, but probably not GM.
Blind deals damage, and it deals an additional 50% damage if the target has another condition on them.

This deals 2 + (level * 4.5) + 30% of Condition Damage damage per second. Base damage at level 80 is 362.

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June patch to traits: Guard Suggestions Here!

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

Burning Presence – Radiance Grandmaster
Burn foes around you, each second.
Burning: 1 s
Range: 130

This makes the character have a unique effect while in combat, he looks as if hes immolated in blue flame.

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(edited by Daecollo.9578)

June patch to traits: Guard Suggestions Here!

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

Merge Indomitable Courage and Shielded Mind into one trait.

Add the following to the Virtues Tree:

Empowered Juggernaut – Grandmaster
Gain 2% Damage Reduction per unique boon.
Heal for 25 each time you are attacked per unique boon.
Heal for 350 each time your boon is stolen or removed.

(Remember, because Aegis blocks attacks, this trait can only grant up to 16% damage Reduction!)

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(edited by Daecollo.9578)

Shield Mastery Trait Idea:

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

before I read that wall you wrote I’d like to try a lil something. I bet what you wrote is a mindless diatribe of tooltip quotes and fairy tale logic peppered with how warrior’s have it so much better than guardians in rainbow land.

75/25 its that I hope not but since I’m playing the actual game I’ll read it in a while. You might even surprise me?

You’d be surprised I actually play a warrior too. Shockingly, I main a guardian. But I have had my share of “kitten , I just got rolled and I can’t think of any other way I could have done that differently.” But that’s the beauty of the game. This game isn’t based on 1v1 so it’s necessary to rely on other classes for support. I actually think warrior should have their offensive abilities and weapon damage boosted to make up for the lack of sustain.

Giving them protection and calling it a day though, is far from balancing.

Warriors don’t need protection, what we need is better healing (I could argue the need to double all of our healing abilities, and triple some of them while lowering cool-downs because we have little to no access to condition removal AND lack protection.)

We should be monsters who are hard to kill, but not by dodging/evading/protection, but by soaking/healing through the damage.

Another nice feature for shield would be a change to shield 5 so it acts a bit different.

4-1 Shield Block (½) (Cooldown: 25 s.)
Block attacks.
Duration: 3 s

4-2 Shield Bash
Cancel shield block, bash your foe with your shield and stun them.
Damage: 302
Stun: 1 s
Combo Finisher: Leap
Range: 300

5 Shield Stance (½) (Cooldown: 5 seconds.)
Block attacks, lowering damage taken by 40%. Each time you take damage you lose 5 endurance. You can still attack while blocking. If you run out of Endurance you can no longer block.
Duration: 99 s (As long as you have endurance, it will last forever.)

You fight like you have your shield in-front of you.

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(edited by Daecollo.9578)

Signet of Malice:

in Thief

Posted by: Daecollo.9578

Daecollo.9578

For too long, i’ve always thought that Signet of Malice should be a lot better, especially for abilities like Pistol Whip, thieves have a lot of options, but they don’t really have anything like that since they nerfed Omnomberry Pies.

Signet of Malice
Passive: Steal health when you damage your foe.
Active: Gain Fury/Might/Swiftness
Healing: 250 (0.05) Power
Active: Gain fury, might, and swiftness.
5 Might: 25 s
Fury: 25 s
Swiftness: 25 s

This allows you to combo it with things like retaliation as well, which thieves don’t really have access to, it would be nice if there was a duelist type tanking spec that relied little on stealth and was more like a pirate then ninja.

The description for Malice is:
Desire to cause pain, injury, or distress to another, so I don’t see why it does not also steal health.

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(edited by Daecollo.9578)

Shield Mastery Trait Idea:

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Engineers also take so much less damage, lots of protection, infinite vigor goes a long long way to making them survive. Warriors don’t have that luxary.

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Shield Mastery Trait Idea:

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I don’t think it’s unreasonable to add projectile reflection into this trait, especially seeing as the block is on a 30s default CD, but you don’t care about the 90 toughness?

“90 toughness is barely anything, it doesn’t actually help at all, whuuaaahhhh”

Well, a heavy armor helmet has a 107 defense value by default, so deciding that the +90 toughness is like deciding that the defense value from your helmet is not worth anything. Yet you probably wouldn’t run around without your helmet, even if you could gain the attribute bonuses and rune slot it would give. Yet the +90 toughness from the trait just gets snubbed… I don’t think that’s particularly insightful. Hell, the +90 toughness from the trait actually provides more defense than the default value of the shield itself (which is 61).

The reason the trait is the way it is now is because it puts it on par with the shield traits for the guardian and engineer. I don’t really see them giving this trait anything extra unless they also give the engineer and guardian something extra on theirs as well.

If you delete that 3rd point about the block on heal, this would actually be a much more reasonable suggestion. I also see quite a bit of warriors running shield, especially with axe, so I’m not sure where this idea that shield is not being used comes from. It’s certainly being used more than mace (MH & OH), OH axe, and OH sword.

Actually its because once you get such high toughness (what tanks usually go for, thus why they picked up the shield in the first place.) it becomes less, less and less because of diminishing returns.

90 Toughness is absolutely crap after you get 2750, after that mark the scaling goes down dramatically.

However, if your in FULL BERSERKER gear, that trait is awesome!

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Can we make Regeneration a bit better?

in PvP

Posted by: Daecollo.9578

Daecollo.9578

Currently Regeneration itself does not offer that much compared to Protection/Vigor, it has nothing that can really proc off it and it offers no real bonuses against its condition: Poison.

Regeneration should additionally increase healing received by 25-33%, to be a direct counter to poison.

Although, poison would be much better still because of how the formula works.

Regeneration
1000 Base + 33% Regeneration = 1333

Poison
Full – 33% = 666.7

Poison would always be better because it subtracts the total instead of adding to the base.

1000 + Regeneration = 1333, but then is countered by poison which makes it 893.

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(edited by Daecollo.9578)

question to NET guys regarding Axe of hand

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Axe 4 should give 5 seconds of retaliation per foe hit.

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Stolen from Ranger Forums

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Actually, the food needs a nerf. Overpowered food is overpowered.

Do NOT submit food/gear to CLASS BALANCE! Class balance should be made with all gear/food/runes/sigils NOT IN MIND

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(edited by Daecollo.9578)

June patch to traits: Guard Suggestions Here!

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

Zealous Blade
Greatsword attacks heal you.

At level 80 it heals for 180 per hit. Does not scale with healing power.

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with upcoming trait changes...

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Mug was an OP Trait, however now it is an underpowered one that deserves to be merged with other steal traits.

Mug + Stealth when you use steal should be the same trait.

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Warrior Trait Suggestions!

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

I fixed it all, re-comment

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Black Fleet Bludeon length/effect:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

http://wiki.guildwars2.com/wiki/Black_Fleet_Bludgeon

Please put a hanging chain at the end of this and make it a bit longer.

It would make it look SO epic with a broken off chain hanging from the end

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Warrior Trait Suggestions!

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

So when are you going to fix the problem with your Adrenal health giving more regeneration with 3 bars than 2? That makes no sense, considering that the 1 bar is weak with no healing power, but takes as little as 59 Healing Power for it to be superior to tkittenar version.

Also, I am pretty sure that Empowered Defenses would cause issues with Runes of Lyssa. That’d total Protection and 9 boons, for a total of 51% damage reduction.

Armored Attack
25: Defense
Weakened foes deal 10% damage to you.
5% of toughness is given as a bonus to power.

You’re going to need to clarify yourself on the wording. Please don’t tell me you mean that Weakness on a foe would mean they’d only deal 10% of their original damage (aka 90% reduction), because that’s kittened up.

No, it means if they hit you for 1000, they would hit you for 900 instead.
Empowered Defenses is 2% per boon, that would be 18%, for 5 seconds, and the first hit would strip off aegis and be 16%, so it would not matter, it would cap at 16%. (because if you block, you take no damage.)

CRAP… I just realized.

My ideas are always evolving, sorry I made typos

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(edited by Daecollo.9578)

Warrior Healing Skills Suggestions:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

This is a list of the warrior healing skills, I think they should be greatly improved to be on-par with other classes. As you know the warrior has no access to protection and currently no abilities to reduce damage and has one of the highest health pools as well, all this in the mix of the worst ways to remove conditions. This means they need better healing. The healing is based on the max health of the warrior with lack of damage reduction in mind and no ways to evade conditions.


Healing Signet (¾) (Cooldown: 20 s)
Signet Passive: Grants regeneration.
Signet Active: Heal yourself.
Healing Signet: 600 heal per sec
Healing: 8,275 (2.0)?


Healing Surge (1) (Cooldown: 30 s)
Heal yourself and regain all adrenaline.
Healing: 14600 (2.5)?
Adrenaline: 30


Mending (¾) (Cooldown: 25 s)
Heal yourself and cure a condition every second for 5 seconds.
Healing: 11120 (2.0)?

Mending is now a physical skill, however it does not gain anything from +100% damage, but the cool-down can be reduced by 20%.


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Warrior Trait Suggestions!

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

I’m just here to make warriors on-par with other classes, currently they are a joke and that trait you listed is on-par with most traits that other classes recieve.

I’m sorry my ideas are too complicated, however they are good ideas to those of big minds.

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Warrior Hammer Suggestions:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Hammer
The recovery speed for all hammer attacks needs to be to speed up, atm it is very very slow.

1-1 Hammer Swing! (½)
Bash your foe.
Damage: 333
Range: 150

1-2 Hammer Bash! (½)
Bash your foe again, hitting harder!
Damage: 557
Range: 150

1-3 Hammer Smash! (½)
Smash the ground and damage nearby foes.
Damage: 764
Combo Finisher: Blast
Range: 160

2 Fierce Blow! (½) (Cooldown: 8 s)
Weaken your foe with a fierce blow.
Damage: 518
Weakness: 8 s
Range: 150

3 Hammer Shock! (½) (Cooldown: 12 s)
Smash the ground and send out a crippling wave that weakens foes.
Damage: 259
Crippled: 7 s
Weakness: 7 s
Range: 1200

4 Staggering Leap! (¾) (Cooldown: 20 s)
Leap at your foe, pushing them back with a staggering blow.
Damage: 481
Knockback: 180 (Range: 160)
Combo Finisher: Whirl (Range: 160)
Range: 600

5 Backbreaker! (¾) (Cooldown: 25 s)
Knock down your foe.
Damage: 554
Knockdown: 2 s
Range: 150


Traits

Merciless Hammer
Hammer damage is increased by 15%. Reduces cooldown of hammer skills by 20%.
50% critical-hit chance against stunned foes.

This means you would have to remove Unsuspecting Foe as a trait.
____________________________________________________

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List of my Idea's Traits/Remakes for Warrior.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

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(edited by Daecollo.9578)

Shield Mastery Trait Idea:

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Warrior, Necromancer 28 (24 Vit) 9,212 (916 Vit) 268 18,372
Engineer, Ranger, Mesmer 18 (24 Vit) 5,922 (916 Vit) 258 15,082
Guardian, Thief, Elementalist 5 (24 Vit) 1,645 (916 Vit) 245 10,805

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Warrior Trait Suggestions!

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

This is a list of trait suggestions!

Traits:

Juggernaut’s Tenacity
Grandmaster Trait, Strength tree.
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 10 + (1 * Level) + (0.02 * Healing Power)
70%-33%: 20 + (2 * Level) + (0.033 * Healing Power)
33%-0%: 30 + (3 * Level) + (0.045 * Healing Power)


Indomitable
Grandmaster, Defense Tree.
Convert a condition into a boon when you gain a bar of adrenaline.


Adrenal Sustain
Grandmaster, Arms Tree
Gain health when you gain a strike of adrenaline.
Critical hits gain an extra strike of adrenaline.


Empowered Defenses
25: Tactics.
Gain 2% Damage Reduction per unique boon.


Enduring Adrenaline
15: Tactics
Gain a small amount of endurance (5 out of 100.) when you gain a strike of adrenaline.


Determined Revival
5: Tactics
Your ally gains 25% damage reduction while you revive your ally.
Increases revive speed by 25%.


Thick Skin
5: Defense
Increases Condition Damage reduction for each condition you have, this bonus magnifies the closer you are to death.
100%-70%: 2% Condition Damage reduction per condition.
70%-33%: 5% Condition Damage reduction per condition.
33%-0%: 10% Condition Damage reduction per condition.


Adrenal Health
Regenerate health after you use a burst skill.
Heals 200 + (0.15 * Healing Power) per second for 10 seconds.


Armored Attack
25: Defense
Weakened foes deal 10% less damage to you.
5% of toughness is given as a bonus to power.


Destruction of the Empowered
Deal 3% bonus damage per unique boon on your target.
Each time you hit the target, heal yourself for each boon he has.
(At level 80, the amount healed per boon is 49 + 0.01 * Healing Power.)


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(edited by Daecollo.9578)

Shield Mastery Trait Idea:

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Heals should be made with base health in mind. As well as how much active damage reduction a class can get. Warriors have some of the worst damage reduction options, therefore should have probably the highest heal gain. They should have a strong able body.

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Shield Mastery Trait Idea:

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

My heal only heals for about 22-25% of my life, while the guardian one heals for 60-80% of their life. Therefore there heals are bigger by default. I am not lieing.

Guardians take a lot less damage. Bigger health does not mean anything, only how much damage you take over time comparatively, which means Warrior heals are a lot worse.

Mending should be healing for 11100 to be up-to par with shelter, respectfully. Healing Surge should be healing for about 16725 to be on-par with Signet of Resolve.

Healing Signet should be 600 hp/s, with 8550 active heal.

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(edited by Daecollo.9578)

Shield Mastery Trait Idea:

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I’m pretty tired of hearing Thats OP, because you didn’t explain why nore did you realize that Guardians main healing ability is like that already, and it heals for more then any warrior heal would.

You can still interrupt a heal by making your attacks unblockable, this means a warrior could interrupt another warrior for example. A necromancer could as well with Marks. Those are just two examples.

Warriors have nothing OP, they need a meta themselves and good counter play. So please think a little before you shout things like THAT IS OP! Warriors are a horrible class compared to most and need a lot of help.

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15/0/20/30/5 tPvP Build

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Warriors cannot bunker because they don’t have any access to good healing, good condition removal without sacrificing everything, and protection. Protection is pretty much an extra set of armor, the reason guardians have it so easy is because they can get the damage reduction signet AND protection, meaning they have more then double the damage reduction we have from just toughness.

Not to mention they have innate condition removal, and much much better healing abilities. There thresh-hold is also lower, so they’re heals mean more.

Would you rather have.
1000 healing per second, 80% damage reduction, 10k Hp, the ability to remove a condition every 3-5 seconds.

or

250 healing per second, 35% damage reduction, 18k Hp, the ability to remove a condition every 20-30 seconds.

Its pretty obvious the awnser, many just do not see just how bad it is.

What warriors need.
1 A massive healing increase.
2 More healing traits.
3 Access to more damage reduction.
4 More more more condition removal, or conversion.

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(edited by Daecollo.9578)

Shield Mastery Trait Idea:

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Shield Mastery
Shield skills recharge 20% faster.
Reflect missiles whenever you are blocking.
Block attacks while channeling healing abilities. Only while using a shield.

This allows a unique thing for shield warriors, shields have been underused for a good while because they don’t really offer any unique effects, this would allow shield warriors to be protected when using healing spells.

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(edited by Daecollo.9578)

question to NET guys regarding Axe of hand

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I just wonder why:
http://wiki.guildwars2.com/wiki/Whirling_Axe
is worse then:
http://wiki.guildwars2.com/wiki/Whirling_Wrath
In every way… :<

It has double the cool-down, less damage, hits more (which is BAD BAD BAD BAD, thanks to retaliation.) and has almost 3 times the channel time.

Disabling the “Melee attack assist” option in your settings, which prevents your character from moving into the hitbox of enemies, will allow you to use this skill from the inside of an enemy, hitting with both the melee attack and the projectiles resulting in a substantial increase in total damage to the target.

Axe 5 needs its cool-down decreased by 50%, and damage increased by 100%, and hit less too, maybe 5… not 15… 15 is way too much.. maybe if we had a heal when hit.

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Fear Duration Bugged?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I just retraited for a Terror build for WvW, but it seems that both Master of Terror (50% fear duration) and Runes of the Necromancer (20% fear duration) are bugged. Reaper’s Mark and the Death Shroud fear are still only one second.

People who stack -% condition food/runes will be able to reduce it quite significantly, 50%+40%, since it also counts as a stun.

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Melandru Runes = Evil to Necros

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

It does not round down to 1 second. This has been posted a bunch of times, it has been explained over and over, conditions are rounded in tooltips only, a 1.3 second condition will be applied for 1.3 seconds.

Wrong, a bleed will only hurt you once every second. If you have 1.4, it will round down to 1, because the other 0.4 won’t matter because you can only bleed once a second.

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15/0/20/30/5 tPvP Build

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

So… your basicly a Guardian with less group buffs, way way less damage, less healing, less damage reduction, less condition removal?

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1000 Dragon's Tooths.

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

Has anyone went to WvWvW with a full glass cannon specs and all Fire Eles?

30/30/0/0/10?
http://www.guildhead.com/skill-calc#mcs9wxx9Maokb9co

You pretty much all have Dragon’s Tooth, which deals as much damage as backstab (a little less.) but can hit up to 5 targets, as long as you guys have a distraction. What would it be like in WvWvW with a bunch of ele’s using dragons tooth on a zerg?

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Am I the only one who sees whats wrong?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Best burst? No, S/D Ele does more burst dmg than dagger mainhand. And thats not even when built glass cannon.

Scepter ele? HAHAHAHH, well maybe if your target is scarecrow XDD

Scepter has insane burst so I wouldn’t discount it.
Dragon’s tooth does close to backstab damage.
Fire grab does more than backstab.
Phoenix does about half a backstab.
Fire Ring does about half a backstab.

And they are all AOE, which can hit multiple targets.

With 2 second cool-downs…

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Trait changes/Merges you wanna see.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Unsuspecting Foe + Merciless Hammer being one trait.
Cull the Weak + Sundering Mace being one trait.
Signet Mastery + Deep Wounds being one trait.
Shield Mastery + Missile Deflection being one trait.
Axe Mastery + Dual Wielding being one trait.
Vigorous Shouts + Inspiring Shouts being one trait.
Empowered + Empower Allies being one trait, or being 5/15 skills.
Last Stand + Sure-Footed being one trait.

Wow.. warrior traits are horrible. Lol.

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(edited by Daecollo.9578)

Fleet Shadow Bug/Suggestion

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Its not buged. You cant feel it much out of combat because of movement speed cap. Full effect (50%) can be felt only in combat, because base speed drops in combat. End of discussion.

The problem is, you don’t really need that runspeed when your out of combat, and stealth usually always puts you into it.

At the most, you could only get 1 second of real out of combat speed and only in pve combat when things may or may not drop aggro.

Aka, unpractical.

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(edited by Daecollo.9578)

Perma regeneration

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

If the staff had a bigger range on its slow regen it would be good.

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Melandru Runes = Evil to Necros

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Melandru + Food = -65% Condition Duration, not 50%, that 15% is what brings things down to 0. I will tell you why.

The reason why its so much more powerful is because it does not simply decrease the base, it takes all of it and decreases it fully!

I have a 2 second cripple and 100% condition duration, now I have a 4 second cripple. However my enemy has -65% Condition Duration, that cripple is now a 1.4 cripple, which rounds down to 1 second. It takes the “FULL” and lowers it, not the “BASE”.


Condition Duration = Base Condition + X%.
- Condition Duration = Full Condition – X%.

The difference is huge.

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(edited by Daecollo.9578)

Please change colors/names of emotes...

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Please change it.

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Melandru Runes = Evil to Necros

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Food Buffs + This = Immune to most CC+Fear. No joke.

It also makes you immune to our BLEED proc, because it makes it less then a second, therefore 0.

That isn’t how conditions work.

It is.

If I have 98% Cripple Reduction, and I have a 2 second cripple. It will lower it down to 0.04, which would round down to 0, basicly no cripple.

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Blood Healing: Idea from Podcast.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Too powerful, and make only 1 viable build/play style for necro.

Also our 66 chance to bleed on crit, is a 1 sec bleed. With 25 stacks per target, necro’s just push other player stacks off the target for a max of 2 ticks. (1 tick unless con duration max cap)

Dev on the last state of the game, said blood magic vamp/siphon is totally useless… So let’s hope they work out something that fix’s it for non-bleeders aswell as bleeders.

They also, were hinting at working out a fix for heals being useless to anyone who use’s DShroud defensively. Which they seem to think is what makes us soo powerful…

Explain how it is too powerful… ?

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I wonder if A-Net actually realises this...

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

http://www.guildhead.com/skill-calc#mcsMz9mMoRhMMoghMxx9MaokbcRqo

This is an amazing Zerg build. I call it Rain of Fire. Each one of those Dragon Tooths does as much damage as kill shot, and they hit up to 5 targets with a 2 second cool-down.

25 Might+Perma Vigor? Yesplz

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(edited by Daecollo.9578)

Melandru Runes = Evil to Necros

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Food Buffs + This = Immune to most CC+Fear. No joke.

It also makes you immune to our BLEED proc, because it makes it less then a second, therefore 0.

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Returning thief

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Lots of Nerfs.

15vchar

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Physical util cooldowns

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

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Trading post ate my money last night

in Bugs: Game, Forum, Website

Posted by: Daecollo.9578

Daecollo.9578

Should get it back.

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Sylvari skirts bugged, need fix bad

in Sylvari

Posted by: Daecollo.9578

Daecollo.9578

PLease fix thisd..

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I wonder if A-Net actually realises this...

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I agree on 100b, it and the axe are the only thing holding it back. The Axe/Greatsword damage needs toned down a bit, then we can start getting things we deserve.

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