Showing Posts For Daecollo.9578:

Cleansing Waters change is good.

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

You know you can just destroy it? It says, right there on the wiki page, “extremely fragile”.

It isn’t a problem in PvE because…conditions? In PvE? Gotta be kidding.
sPvP? You can’t use racial skills (correct me if I’m wrong).
That leaves WvW. Players can click it and press 1.

Mobs don’t go after things like that in PvE, in fractals for example on some bosses which “buildings” are immune to (its considered a building, so not effected by dots/conditions/debuffs.) It could stay up in fights and keep you perma-immune to conditions 32 out of 45 seconds.

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Spiked Armor:

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Spiked Armor should also apply protection. It makes sense, I get the spiked part but no armor.

Retaliation got nerfed. This ability seems bad for a grandmaster trait.

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Hammer General Thoughts & Suggestions

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Blind hurts.

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Ideas to improve steal [Collection]

in Thief

Posted by: Daecollo.9578

Daecollo.9578

60% recharge instead of 30% from traits, no other changes.

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April SotG CliffNotes

in PvP

Posted by: Daecollo.9578

Daecollo.9578

SotG notes in text form for those too lazy to watch the full video!

Elementalist

-Signet of Restoration: Passive heal slightly reduced

They only removed “the buggy stuff”, which are multiply heals from doing one action and the healing proc from dodge rolls etc.

They “might” improve its base heal amount, they just needed to fix the buggy stuff first.

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Signet of Undeath's Passive.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Atm this is only Signet that is effective in team tpvp (must have), buffing this signet will be OP.

Powering the passive will not make it OP.

Ofcource it will !
You cannot seperate passive and active signet effect, because it is one skill! It is the same to seperate DS as Extra HP and skills that you can use, then say that DS is to short and we need a buff.

If its too powerful in SPVP it can be nerfed. However tbh here is what i’m seeing and hearing from you.

“OMG! NECROMANCERS WILL GET SOME USEFUL AND FUN UTILITY SLOTS LIKE ALL THE OTHER CLASSES!”

We can’t have that! :<

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Please buff all the underused things.

in PvP

Posted by: Daecollo.9578

Daecollo.9578

So you buff something, and then something else becomes unused. Then you buff that original thing, so on and so forth. Then you have power creep and everything is over the top.

Are you actually arguing in favor of undesirable traits/weapons etc just staying that way?

You will never have power creep if you take what already exists and balance it around it. The only way to make power creep is if you buff something without thinking about it. A true player knows all about his class he plays and those are the people they /should/ be listening and asking for help for, especially when they ask for new skills/buffs/ideas.

When a player does the /power creep/ they are just afraid of change. Reminds me of a greatsword warrior who doesn’t want to drop his greatsword since none of the other weapons are on-par.

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Warrior class skill Ideas.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Take 0.1% damage less from foes with a boon, per unique boon every trait point.

(3% damage reduction per boon with 30 points.)

If your foe for example constantly is running with 5 boons, they do 15% less damage to you.

Would work well in pvp/pve and fractals. (especially against boon-y bosses!)

It would make warriors tankier against guardians and elementalists, engineers. However not against thieves and mesmers. (Its good for balance all around, mesmers/thieves are suppost to be good against warriors.)

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(edited by Daecollo.9578)

Why are warriors the current FOTM in WvW?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Anet refuses to nerf warriors, only continually buff them. People know they are safe when playing warrior =)

Not true, warriors have recieved some of the biggest non-direct nerfs in the game so far.

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Warrior class skill Ideas.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Burst Abilities do 0.5% max health damage to your target, 0.05% to champions+ per trait points. It means regardless of armor, burst abilities hit for 15% max health.

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(edited by Daecollo.9578)

Cleansing Waters change is good.

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

http://wiki.guildwars2.com/wiki/Healing_Seed will no longer make you completely immune to conditions for its duration in PvE/PvP now.

Also it makes it so they can start making changes to staff/non-D/D Abilities.

I would like to see a major reduction to cool-downs for staff, I believe that weapons should be viable without switching attunements.

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We need swiftness.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

I would also love more access to swiftness. I too tire of having signet of shadows permanently on my hotbar. However there are some workarounds.

1. As another said, 50% move speed in stealth. A good alternative for a stealth-heavy build. C/D rabbits n critters in WvW and get the speed buff without entering combat. Confuse your enemies by moving slowly when visible but at an unanticipated speed when they cannot see you.

2. Replace signet of shadows with another utility prior to combat. Clunky. Annoying. But it works.

3. Another poster mentioned this a while ago: Withdraw + centaur runes. Sounds cr@p but it’s rather good. Replace signet of shadows with blinding powder for the instant stealth you lose by dropping hide in shadows and you get the following useful stats:
10sec swiftness on heal
Around 160 power
20% swiftness uptime
Spamming withdraw when it comes up is almost enough for perma swiftness. Add in feline grace and some other key traits and you can stack your swiftness past 20secs.

Running this now and enjoying it immensely.

1. 33% in stealth, yes its good, but getting to the target to hit them is the hardest part. Also not every build is stealth.

2. Bad idea.

3. LoLoLoL anyone who uses that in pvp is a joke. Its clunky and stupid. Might as well just stick to using SoS :P

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Signet of Undeath's Passive.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Atm this is only Signet that is effective in team tpvp (must have), buffing this signet will be OP.

Powering the passive will not make it OP.

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Hammer General Thoughts & Suggestions

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Merciless Hammer:
All hammer attacks are now 100% Projectile Finishers.

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Warrior class skill Ideas.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

How about this.

The warrior heals for 0.5% of his life per trait point when he uses a burst skill.

Or

Sturdy Body: 0.5% Damage reduction per point?

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Please buff all the underused things.

in PvP

Posted by: Daecollo.9578

Daecollo.9578

You probably have a chart of what traits/weapons/utilities people do not use. There is a good reason they do not as well.

Can you please buff things people do not use?

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Move speed Passives.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

We have lots of swiftness.

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We need swiftness.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Please give us more swiftness.

We are suppost to be the most mobile class, and signet of shadows has been burned into my utility slot ‘2’ for a good while now.

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(edited by Daecollo.9578)

Warrior class skill Ideas.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

3% Burst is pretty much useless. List the ideas that you would use to replace our “burst” line in the discipline tree.

I will start it off:
5+ to all stats per point spent. (This will mean with all 30 points, you will get 150 to all stats.) Its very fair since rangers can get 300 to all stats to there pets, while warriors are suppost to have a stable and sturdy body, which should make them stronger anyways.

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(edited by Daecollo.9578)

Zealous Blade

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

http://wiki.guildwars2.com/wiki/Zealous_Blade

Can you please make it heal for atleast 65?

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Should warriors have good regen ?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

shout heal me around 1600-1700 whith stat on pic, if i swap on axe+shield (+180heal) shout heal 1865

But you give up a lot of damage for that healing.

Uhhh…yeah. You can’t have everything at once.

Tell that to guardians, they must not have gotten the memo

Guardians don’t really sacrifice damage for healing.

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Indirectly nerfed?

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

I found a video of a (good) tanky warrior in WvW:

http://www.youtube.com/watch?v=vBJ3lUCB5I0

Now i’ve seen it all… Very nice!

Omnomberry Pie did a lot for us!

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Should warriors have good regen ?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

shout heal me around 1600-1700 whith stat on pic, if i swap on axe+shield (+180heal) shout heal 1865

But you give up a lot of damage for that healing.

Uhhh…yeah. You can’t have everything at once.

And its really not worth giving up for it. :/

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Make boon hate work against bosses.

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

- Lower all bosses in the game’s health by 50%, make them get protection and other boons that allow us to steal it.

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Boon Hate is brutally unfair to guardians.

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

Actually protection is a lot more powerful, because it reduces damage after all the damage is done.

That 15% Extra damage is like 7% against protection.

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Signet of Dolyak, Judgement, and Inc Buffs!

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

They really need to either change the Guardian one, or change the toughness ones.

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Signet of Undeath's Passive.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Over the course of a 10 minute tournament, that is 300% LF, which is a fairly significant amount. OP? I’m not sure.

Over the period of 10 minutes I can probably sit around as a guardian and heal for more then that in real health… ?

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Healing Signet Buff?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I’d like to see Signet of healing buffed myself. Pre-nerf, it was crazy OP at low level but scaled very poorly. Now it feels balanced at low level but… still scales poorly.

At level 80:
Healing Surge, 30 second CD
Adren0 = 5.7k, or 190 HPS
Adren1 = 6.4k, or 213 HPS
Adren2 = 7.3k, or 244 HPS
Adren3 = 9k, or 300 HPS

Healing Signets passive is worth 222 HPS
Active is 3.8k, with a 20 second CD, which is 190 HPS.

And healing surge also restores adrenaline. In other words, healing surge is generally much better than healing signet. Obviously for burst healing, but mathematically even in long sustained fights… just simply make sure your adrenaline is 2 or 3 before using.

The other thing is, Healing Surge can be used when we need it. You can wait until you don’t have poison for example and use it. While Healing Signet is always effected.

The reason it was imbalanced (and properly fixed!) was it healed for the same at low level then it did at higher level! LOL.

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Should warriors have good regen ?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

shout heal me around 1600-1700 whith stat on pic, if i swap on axe+shield (+180heal) shout heal 1865

But you give up a lot of damage for that healing.

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Sigil Revamp?

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

I heard they were revamping sigil’s people didn’t use.

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Should warriors have good regen ?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

healing signet (~220hp)
adrenal health (~360hp)
mango pie (70vit 80hp regen)
shout healing, u can have easy ~2k heal from shouts and dont use any clearic gear (just tanks weapons : power
tog(vit)90healing x2 , place in one sigil of life, in shield sigil of leaching(975hp after swap), +300healing from traits (if you use shout heal build) and u will have +730healing

Adrenal Health is only 120 hps.
Mango Pie is 80hps, but everyone can use it.
Healing Signet is 200 hps.
Shout is only 1,192 healing without hp.
Superior Sigil of Leeching at its peak is only about 40 hps, and you have to switch between weapons to make it work making yourself worse. Also everyone can use it.

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Healing Signet Buff?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

If they made the passive for heal sig enough that it lessens the effect a few stacks of bleed/poison it would become a lot more attractive. I understand the low active heal but only if the passive is worth using, which currently it isn’t unless maybe you want to have banner regen with it.

Our class should not require 30 points in the Vitality tree to be good.

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Should warriors have good regen ?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Well, all other classess have access to regen in ways that fit their class, so why wouldn’t it make sense for warriors to be able to access regen for performing actions consistent with the design of the class? Regen from using bursts or from being affected with movement-impairing conditions seems to be in line with eles getting regen from flipping attunements or thieves getting stealth.

Regen for warriors wouldn’t be game breaking, it would just help level the playing field and make it so there aren’t such hard counters to warriors.

You should heal by gaining adrenaline.

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Should warriors have good regen ?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

You are aware that on any other class, using zerker is called glass cannon, right? It’s because, if any other class rolls zerker gear, they die when we sneeze.

And you want regen. Sigh.

Regen sucks with Zerkers, you can’t stay in the fight without toughness.

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Please take a look at all signet passives.

in PvP

Posted by: Daecollo.9578

Daecollo.9578

Signet of Undeath (Necromancer.)

Currently: 1% life force every 3 seconds. (Basicly worthless in all types of gameplay, it doesn’t even work out of combat. It should be atleast 1% every second forever regardless if your in combat or not, but that doesn’t even sound like its worse the slot either!

Or…

Passive: Steals health when you attack.
Healing: 62 (0.06)?
Damage: 62 (0.06)?

That gives the signet what necromancer desperately needs. “FLAVOR.”

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Here's what I don't get about the Con nerf.

in Mesmer

Posted by: Daecollo.9578

Daecollo.9578

Yes, but traits that remove conditions don’t remove conditions until after the ability is finished.

The ability for example grants you stealth after you use it.

1 You use the ability. (Cloak and Dagger for example.)
2 You take confusion damage.
3 You go into stealth since you used it. (Because it successfully hit a target.)
4 Then the trait that removes conditions proc.

This is how just thieves are, I have no idea how other classes work except warrior, and it has traits similar with the warhorn that are also strange, it removes conditions before the ability happens, so you get less condition removal from warrior warhorn because of that.

I see what your saying however i just see that as a trade off for using a condition removal trait instead of a condition removal utility. You save yourself a spot in your utility bar that can be used for something else while still getting condition removal (i do the same with my mantra build).

However that lies the problem. Stealth thieves cannot turn last refuse off, its a ‘5’ point minor trait that we are forced to recieve. When it procs at 25% and we have confusion, it usually just spikes and kills us.

Last refuge is a problem totally separate from confusion. It happens to interact with confusion in a nasty way, but last refuge is a horrible excuse for a trait that should never have existed in the first place. Don’t blame confusion for the failure of the dev that designed last refuge.

I only brought it up when it was used against me in a topic. I apologize it has nothing to do with the thread itself.

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Signet of Undeath's Passive.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

They can’t make it a choice without completely overpowering the passive. A multiple person res is going to turn fights around, LF generation won’t be able to match that.

http://wiki.guildwars2.com/wiki/Battle_Standard

Its passive should be powerful. Otherwise it won’t even begin to match abilities like it.

Passive: Steals health when you attack.
Healing: 62 (0.06)?
Damage: 62 (0.06)?

Very necromancerish.

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(edited by Daecollo.9578)

What is up with Tactical Strike damage?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Tactical Strike should be a knockdown behind, IMO.

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Here's what I don't get about the Con nerf.

in Mesmer

Posted by: Daecollo.9578

Daecollo.9578

Yes, but traits that remove conditions don’t remove conditions until after the ability is finished.

The ability for example grants you stealth after you use it.

1 You use the ability. (Cloak and Dagger for example.)
2 You take confusion damage.
3 You go into stealth since you used it. (Because it successfully hit a target.)
4 Then the trait that removes conditions proc.

This is how just thieves are, I have no idea how other classes work except warrior, and it has traits similar with the warhorn that are also strange, it removes conditions before the ability happens, so you get less condition removal from warrior warhorn because of that.

I see what your saying however i just see that as a trade off for using a condition removal trait instead of a condition removal utility. You save yourself a spot in your utility bar that can be used for something else while still getting condition removal (i do the same with my mantra build).

However that lies the problem. Stealth thieves cannot turn last refuse off, its a ‘5’ point minor trait that we are forced to recieve. When it procs at 25% and we have confusion, it usually just spikes and kills us.

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Signet of Undeath's Passive.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Then don’t complain about it being weak when you are only using half of the skill.

The other half of the skill is a rez, its not something you use, its an emergency.

I’m giving up ALL this for an emergency. Currently, your giving up nothing for it.

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Should warriors have good regen ?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I have noticed with my warrior that i am always in need of some regen, especially if i am zerker. Does anyone think the same as me ?

Even in full soldiers we have poor regeneration/sustain. We are basicly walking health bars.

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Signet of Undeath's Passive.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

You can still activate the signet.

What if I don’t want to do that and use it for its passive? Your forcing a play-style choice on me and I don’t like it.

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Here's what I don't get about the Con nerf.

in Mesmer

Posted by: Daecollo.9578

Daecollo.9578

You take damage before you get the condition removed. Also it only removes the latest condition. If you do another one after that it removes that. I usually see mesmers use sigils or poison weapon switching just because of that.

You really need to take in all factors when you think about why things are nerfed.

Confusion was just so much better of a condition then all the other ones.

To my knowldege confusion damage is applied after the skills finishes casting at the end of the cast chain, So unless you clenese via combo fields (whirl+light etc) you should be able to remove confusion before the damage pops.

The clensing other condtions before confusion is a seprate issue to the damage confusion can cause when burt in high stacks, There does need to be priority on what gets clensed as atm its hard to get what you want off. Some form of proritoy system that is disclosed to the player base would be nice (something like cripples>freeze>confusion>posion/burn>bleed etc)

The big problem with this nerf is that it does not jsut effect glamour mesmers it effects almost every single build our class can run so it turn its a blanket damage reduction to every mesmer build

Yes, but traits that remove conditions don’t remove conditions until after the ability is finished.

The ability for example grants you stealth after you use it.

1 You use the ability. (Cloak and Dagger for example.)
2 You take confusion damage.
3 You go into stealth since you used it. (Because it successfully hit a target.)
4 Then the trait that removes conditions proc.

This is how just thieves are, I have no idea how other classes work except warrior, and it has traits similar with the warhorn that are also strange, it removes conditions before the ability happens, so you get less condition removal from warrior warhorn because of that.

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Signet of Undeath's Passive.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Signets aren’t supposed to have powerful passive effects, they just need passives that are just strong enough that you need to actually make a choice when to activate them. Strong passives = boring all signet gameplay.

Not what the guys said.

Your giving up an entire utility slot for a passive effect, if its not powerful WHY even bother? Why should I give up powerful corruption skills like Corrupt Boon or Epidemic for crappy slots that do nothing? Why give up that slot when you can get 25% Movement speed?

Why bother having the signets at all then?

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(edited by Daecollo.9578)

Guardian Longbow: Light Arrows

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

Would be pretty cool.

Could have a unique flavor too, like healing allies they pierce through (The ability to shoot allies/heal them.)

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Warrior vs Gaurdians

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Warriors need more sustain.

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As a WvW thief

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

I like the double cool-down if they don’t hit a target. However I dislike the 20 second CD, it should be 15 seconds like it was before.

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Signet of Undeath's Passive.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

It takes up an entire utility slot. The passive effect should be powerful, especially for Necromancer.

It should steal life on hit or something.

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Here's what I don't get about the Con nerf.

in Mesmer

Posted by: Daecollo.9578

Daecollo.9578

When you hit yourself for 5k when you use a skill its pretty self explanatory.

And when a thief hits your tank character with a 7k backstab that’s ok is it??? I can counter confusion by not being a button mashing moron.

Backstab doesn’t make it where you can’t do anything.

Confusion is more or less a stun when you get over 7 stacks. Any ability you use or trait that procs triggers it.

Last Refuge for example can proc confusion.

C&D (or whatever to enter stealth)… take a little damage… have the confusion removed via Shadow’s Embrace, heal back up with heal while in stealth via Shadow’s Rejuvenation… aaannnndddd confusion (as well as any other condition build) countered.

You can do this as many times as you wish vs. mesmer having limited ways of applying confusion… and not being able to do much damage outside of that as a condition mesmer. GG.

It’s in no way anything close to a stun.

You take damage before you get the condition removed. Also it only removes the latest condition. If you do another one after that it removes that. I usually see mesmers use sigils or poison weapon switching just because of that.

You really need to take in all factors when you think about why things are nerfed.

Confusion was just so much better of a condition then all the other ones.

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Healing Signet Buff?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I have a new idea for this.
Passive: Heal for 200 every second, heal for 200 each time you gain adrenaline.
Active: Heal for 400 every second, heal for 400 each time you gain adrenaline for the next 5 seconds. (Cooldown: 20s)

This way you could time it with burst and add a lot more /play/ and skill to healing signet, you can’t just mash abilities you have to watch your adrenaline now and wait for it so you can get the most out of the heal.

This would also make “Berserker’s Stance” viable because it makes you gain strikes of adrenaline, instead of just immediately filling it up. (IF you immediately fill it up, you don’t really gain adrenaline.)

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