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in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Can you please give us the option to delete all messages that are older then a week?

I currently have 400 messages, and it would take forever to manually delete each one, wait for it to be deleted then go to the next. It would take several hours probably.

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Blademaster Revamp please.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

This is a way to improve the Blademaster trait.

Blademaster
Sword skills recharge 20% faster. Wielding a sword additionally grants 280 condition damage. (based on level).

This would help the sword make up for the fact its mostly a power and grant it back some bleed damage it sacrifices for it.

This would let my bleeds do some damage, since its the only real damaging condition on the weapon.

This would improve S/S, and help it improve its damage as a hybrid Power/Condition Damage weapon.

I would also like it if Sword got access to Poison on its third auto-attack. However that may be asking for too much.

It could also be Power too, which would make it more of a power weapon.. I hate the condition portion, however I’m fine with bleeds doing more damage.

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[video] This is how we get the fix

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

This just proves the fact that Elementalist needs to be easier to play

You need traits that well… specialize in 1-2 attunements, but have amazing traits like this!

Drastically Improves the Fire Attunement, completely locks out Air.
Drastically Improves the Water Attunement, completely locks out Earth.
Drastically Improves the Air Attunement, completely locks out Fire.
Drastically Improves the Earth Attunement, completely locks out Water.

Earth should be focused on Condition Damage/Reducing Damage. (Bleeding Damage/Confusion Damage/Protection.)

Water should be focused on Power Damage/Healing. (Vulnerability/Weaknesss/Power Damage/Healing.)


Fire should be Condition Damage/Condition Removal and Control. (Burning, Power, Condition Control. (Remove conditions/cure for each one removed.).

Air Should be Burst/Critical Damage/Daze and Crowd Control.

This way you can have 1 offensive/1 defensive option and more then several viable builds due to different weapon sets.

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Elementalist Discussion

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

You guys want all your cake but refuse to see how much frosting you will receive if they buff attunement skills.

0/0/0/0/30 will always be top dog, unless you make staying in two attunements only viable. The only way to balance out would be to make one attunement very powerful and locking out another, otherwise people will just stay in 0/0/0/0/30 forever.

You say it would limit Viability? NO, IT WOULD MAKE YOU AT LEAST HAVE 3 x Each Weapon set in viable specs!

Your not going to gain anything unless your willing to sacrifice and simplify your class, right now if they give you any meaningful buffs, it will just make highly skilled people gods.

It would make people who can’t play that well, normal. People that play very well so good that nobody will want to play anything besides Ele.

Seriously guy, shut up and go back to your warrior already, or learn to use LH if you want something that dumb and pointlessly easy to play.

REWARDING SKILLED PLAYERS PLAYING A HARD CLASS? OMG NO DONT EVER DO SOOOOOO ;____;

Yes, its called Jedi in SWG and was an Alpha Class.

Classes should not be balanced around how hard they are to play.

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Thief Trait Revamp Ideas: (Buffs.)

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Remove Combo Critical Chance/Combined Training please, these are pretty much useless Traits that are an eyesore in the thief tree. Nobody will ever use a trait that buffs one skill. No other class has such useless traits either.

Flanking Strike is about to get nerfed. S/P and S/D are both going to be pretty bad after the changes probably, I want to really stop that and here are my ideas to improve the sword.

Deadly Arts

(This Replaces Dagger Mastery and moves it down a tier.)
Fierce Brigand (Tier Adept Type Major) Requires 10 points.
- Damage is increased by 10% when wielding a dagger your offhand.

(This Replaces Combined Training.)
Daring Swashbuckler (Tier Master Type Major) Requires 20 points.
- Damage is increased by 10% when wielding a pistol your offhand.

This opens more builds, and buffs the damage of Dagger+Dagger and Sword+Dagger and Pistol+Dagger. This opens up for builds and variety for them.


Critical Strikes

Pistol Mastery
- Wielding a pistol in your main hand grants 10% additional damage and up to 250 power (based on level).

(This Replaces Combo Critical Chance.)
Finesse Training
- Conditions inflicted by sword and dagger skills last 50% longer.

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(edited by Daecollo.9578)

11.2k backstab on a 3.3k armor warrior?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Killshot is 1.5 times backstab damage and from range. In a teamfight thieves cant even get a backstab off anyways. Ive played every class in pvp and thief, ele and hgh engineer are by far the hardest. Backstab doesnt even hit that hard. If a warrior woulda done the same thing as the thief with killshot it would been 20k damage instead of 13k.

Good thing it takes about 3 hours to cast then and he’s not in stealth when he’s casting it

Eviscerate has a skill multiplier or 3 while backstab has a multiplier of 2.4. Not arguing if either is overpowered or not. Both (usually) require some sort of setup to land.

One can be used every 3-4 seconds, is instant cast and you can’t see or attack your target to fight against it. It cures Weakness or Blind because of curing while in stealth.

One can be used every 7-10 seconds, is highly telegraphed and a long wind up and can easily be avoided or used things like weakness/blind.

The Shadow Arts line is pretty OP. Its why I play only thief in WvWvW. ((Thief was my first Character.))

However, I think Swords and other things should be buffed in thief.

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Elementalist Discussion

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

You guys want all your cake but refuse to see how much frosting you will receive if they buff attunement skills.

0/0/0/0/30 will always be top dog, unless you make staying in two attunements only viable. The only way to balance out would be to make one attunement very powerful and locking out another, otherwise people will just stay in 0/0/0/0/30 forever.

You say it would limit Viability? NO, IT WOULD MAKE YOU AT LEAST HAVE 3 x Each Weapon set in viable specs!

Your not going to gain anything unless your willing to sacrifice and simplify your class, right now if they give you any meaningful buffs, it will just make highly skilled people gods.

It would make people who can’t play that well, normal. People that play very well so good that nobody will want to play anything besides Ele.

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(edited by Daecollo.9578)

Coming back to gw2 and my guardian

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

AH amazing, don’t listen to nay sayers.

Gain Might on Critical + Symbols + AH + Hammer/GS is amazing in PvE, its almost +300 Hp/s for EACH ALLIE standing inside.

Also offer perma protection.

I refuse to do most groups on my War without a Hammer Guard.

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Minion Replacer: Creepy Dolls. (NECRO-IDEA)

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I’ve wanted something like this to hit the gem store for a while. Unlikely to happen though as I’m sure it wouldn’t even be considered unless they were able to do something similar with all professions.

Necromancer has the ugliest pets.

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Elementalist Discussion

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

Drastically Improves the Fire Attunement, completely locks out Air.
Drastically Improves the Water Attunement, completely locks out Earth.
Drastically Improves the Air Attunement, completely locks out Fire.
Drastically Improves the Earth Attunement, completely locks out Water.

Traits like this, that improve yet simplify the class.

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Minion Replacer: Creepy Dolls. (NECRO-IDEA)

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

This does not change anything but Aesthetics.

Jagged Horror
- is now a spikey green and cute little doll with a sewed open smiley face and red eyes…

Summon Bone Fiend
- is now a blue cute little doll with a tiny bow and arrow and a open smiley face with red eyes…

Summon Blood Fiend
- Is now a cute little red doll with a tiny grimoire and a delectable frown, she also has red eyes…

Summon Bone Minions
- Is now a cute green doll with scissors, part of their dress is torn up and they have longer hair then their sister dolls…

Summon Shadow Fiend
- Is now a shadowy doll with red eyes and a pair of red glowing scissors.

Summon Flesh Golem
- Is now a giant teddy bear that is ripped in several places, with a button eye missing and handing down and a giant smiley face ripped and sewn on its mouth.

Summon Flesh Wurm
- Now summons a doll house that its roof opens, revealing a mouth that spits. Inside the mouth you see flesh and bones.

Sounds
- Creepy Gigglings.
- Creepy Laughing.
- Creepy Voices: “Come play wif us…”
- Creepy Voices: “Die and join us…” + giggling.
- Go nuts!

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(edited by Daecollo.9578)

Condition Damage Fix for World Bosses

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

I think this would be fair. If an enemy is at the condition cap, hitting them with a condition deals instant damage equal to 75% of the DoT damage.

As long as you make power damage critical.

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How... Is... This... Possible...

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

The way you describe alpha class it makes it sound like “I’m more skilled, so I should be stronger”, which seems fine to me. I can only see it as a problem if the skill ceilings on other classes are really low.

Well then you will have the problem that only teams “who are skilled.” will only be running the more skilled classes, and the simple ones who are less powerful will not be ran.

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Shadow's Rejuvenation regen

in Thief

Posted by: Daecollo.9578

Daecollo.9578

This thread is still going? Heheheee!

http://wiki.guildwars2.com/wiki/Natural_Healing

This grandmaster trait isn’t fair, it barely heals the same as Healing Signet!

133 hp/s vs 392 hp/s!

Buff it to 392 hp/s like Healing Signet!!!111


No seriously, SR is the best healing trait in the game at the moment, combined with the ability to remove a condition every three seconds and then more-so when you go into stealth, this would make D/P even more trollsy and stupid then it already is.

Now, even though logic will probably fly past your head. Thief does more burst damage then warrior does, so even if your not attacking you can spam moves faster and your initiative is coming back, unlike warrior who has to rely on cool-downs.

Also unlike Warrior, Thief has stealth, and not only is he not being directly attacked, he can’t even be seen while hes stealthed.

The warriors moves are less mobile, and he has to stand there taking attacks unlike thief who can blink around and stealth and stay hidden. They have no “Get out of jail free cards.” if they are chilled or immobilized, unlike thief. This is one of the reasons why my thief almost Never dies in WvWvW.

Also unlike Warrior, Thief has access to one of the most amazing conditions in the game. Poison, which can be put on the target forever in the right build, Poison allows the Thief to wittle down opponents better then ever and completely destroys the regeneration of the signet.

Now stacked with all that logic, this is also a TRAIT, a TRAIT will never be as good as a healing skill.

Now, if it is made the same healing as a healing skill, then lol, we have a loooot of traits to improve.

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How... Is... This... Possible...

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

You need traits that well… specialize in 1-2 attunements, but have amazing traits like this!

Stop pushing your agenda please. Your idea makes the elementalist even harder to balance (not that it’s that hard to balance in theory anyway; it’s just been terribly messed up) and completely messes with its core mechanic in a way that would necessitate a rework of the profession.

Its easier to balance a class that uses 1-2 attunements then all 4.

Your not going to see upgrades unless the class is simpler.

If you buff all four attunements or even one and leave it how it is, you are just going to make an Alpha Class for some players, which ele was for a while.

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"Weaklings!" - New Shout!

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Its like nobody uses condition removal.

Hi, i’m a mesmer.

http://wiki.guildwars2.com/wiki/Null_Field

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Vigorous Recovery and Vigorous Renewal.

in PvP

Posted by: Daecollo.9578

Daecollo.9578

You wanna nerf Guardian/Elementalist?

I never said that. I said a global tone down to dodges, evades and blocks.

That would be a nerf there vigor traits.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Yah this looks really balanced….

Horrible players are horrible.

They looked like new players who just started the game, they weren’t even using any sort of spec and the clones just stood there auto-attacking instead of using them to shatter or anything.

In fact.. they were just standing AROUND while you snuck up on them, it looks like they were partly afk before the match even started.

They both failed as mesmers.

My necromancer could destroy 4-5 of these guys probably.

These mesmers are HORRIBLE!
1 They move around and run away so you know exactly which ones are which.
2 They are both using old builds, not running shatter.
3 They are not using staff to disengage.
4 They are not abusing stealth to confuse their opponent.
5 They are just bad players.
6 Your playing SoloQ in a match that is more then 5v5 fighting against randomly ranked players.

If you play your class safe and refuse to pressure the Warrior, then your NEVER NEVER NEVER NEVER NEVER going to ever beat him.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

AND it will remove 3 condis

AND I can even restore 50% endurance if I have 15 TP in Strength.

Yeah! Level 95 Warrior here!

15/10/30/0/30 For the win!

I can’t wait till they make shouts heal, then I can level to 125!

15/10/30/30/30! Pwn some newbs!

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I can’t win against the QQ, please move to proper forum/merge with other QQ threads.

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Shadow's Rejuvenation regen

in Thief

Posted by: Daecollo.9578

Daecollo.9578

You can’t compare a trait to a healing skill.
Your trait scales with healing power better then a healing skill.
Your asking for one of the best healing traits in the game, to be even better.

I can and I did.
An healing skill does not require you to spend any trait at all. A grandmaster trait requires you to spend 30 traitpoints into a specific traitline. So, as far as it stands, Healing Skill > Grandmaster trait in terms of versatility.
We can even compare it to Adrenal Health, which is a master minor trait (15 tp required) and heals for ~130 HP/s passively at least when full adrenaline, without the need to not attack or anything else. That stacks on top of the Healing Signet passive regen.

That trait, even if it scales better with healing power, can’t reach the healing potential of Healing Signet, even when throwing at it the max healing power available.
And a Thief has no other passive regen to stack it further, while warrior has.

They don’t need passive Regen, they have SoM and Hide in Shadows.

Sorry, however your post makes no sense.

Your trait is quite powerful and fine compared to other traits available.

Your asking for something that will never be done, because its extremely unbalanced compared to what is already available.

You can’t compare a trait to a healing skill ever.

This post will slowly be ignored, because you have no idea or any concept of class balance.

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(edited by Daecollo.9578)

Shadow's Rejuvenation regen

in Thief

Posted by: Daecollo.9578

Daecollo.9578

What you guys are missing is that Shadow Rejuvenation comes at an huge opportunity cost. To being healed you can’t attack and you have to sit in Stealth as long as you want to be healed. If Shadow Rejuvenation was an unconditionated passive healing, then my argument would not make sense because a Grandmaster regen traiting stacking on top of the main heal skill is too much, but we are talking about a trait that ticks for MAX 4 times and requires you to do nothing at all in the time it ticks and has an entry cost of either 6 initiative and/or an utility skill.
You can’t compare directly the numbers or other passive regen traits without considering that part.

Also, even when fully geared with Healing Power, healing signet’s regen is higher than Shadow’s Rejuvenation. A passive regen with no requirement whatsoever except bring a specific healing skill is far superior to a grandmaster and build-defining trait. Why is that supposed to be balanced?

You can’t compare a trait to a healing skill.
Your trait scales with healing power better then a healing skill. (0.1 SR vs 0.05 HS.)
Your asking for one of the best healing traits in the game, to be even better.

There is another HoT that is a Grandmaster you can compare it to.
http://wiki.guildwars2.com/wiki/Natural_Healing

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

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Shadow's Rejuvenation regen

in Thief

Posted by: Daecollo.9578

Daecollo.9578

I think it’s fine as it is.
If anything, it’s Warrior’s Healing Signet who needs to be toned down, making it scale more with Healing Power – but that’s a different topic.
Keep in mind that you can also trait to have a “free” regeneration when going into stealth which, coupled with 300 Healing Power for 30 SA, could heal you for a lot more.

Yep, it probably needs, but as things stands now, it is underwhelming compared to the passive heal of that Signet.

The traiting for regeneration is out of topic, because the other two skill slot are already picked to make stealth viable (Infusion of Shadows) and condition removal (Shadow’s Embrace).

Why should a #6 heal less or the same then a trait?

Because it ticks only when you are in Stealth doing nothing but waiting and because it is a Grandmaster trait of a defensive traitline, not a signet you pick and use in every build you wish.

Don’t get tunnelvisioned into thinking that unless you take “those” 3 traits, going into stealth is useless.
While I think Infusion of Shadow is a must have for a lot of stealth builds, I’d say that Shadow Embrace could easily be swapped for something else – the regen on stealth being one of those. We already have good condition removal (Hide in Shadows cleanses every damaging condition except Torment, Shadow Step cleanses 3 conditions), so there are some scenarios in which regen on stealth is a good choice.
When I duel people not relying heavily on conditions, I usually take it with me and I do really good

As for the other part, having a trait being BETTER than a direct healing skill ON TOP of having a healing skill ourselves is a bit over the top. That’s why it’s fine as it is.

I think Shadow’s Rejuvenation should be removed, replaced as a #6 Healing Skill.
Healing: 593 (0.1)? per second while in stealth.

Did you know with 1700 healing power.
Healing Signet heals for 477 Hp/S.
Shadow’s Rejuvenation heals for 463 Hp/S.

Yes, Healing Signet scales 2x worse with Healing Power then a Trait does.

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(edited by Daecollo.9578)

Shadow's Rejuvenation regen

in Thief

Posted by: Daecollo.9578

Daecollo.9578

I think it’s fine as it is.
If anything, it’s Warrior’s Healing Signet who needs to be toned down, making it scale more with Healing Power – but that’s a different topic.
Keep in mind that you can also trait to have a “free” regeneration when going into stealth which, coupled with 300 Healing Power for 30 SA, could heal you for a lot more.

Yep, it probably needs, but as things stands now, it is underwhelming compared to the passive heal of that Signet.

The traiting for regeneration is out of topic, because the other two skill slot are already picked to make stealth viable (Infusion of Shadows) and condition removal (Shadow’s Embrace).

Why should a #6 heal less or the same then a trait?

Because it ticks only when you are in Stealth doing nothing but waiting and because it is a Grandmaster trait of a defensive traitline, not a signet you pick and use in every build you wish.

Don’t see how that matters, your comparing a trait to a healing skill.

It should be balanced around other Grandmaster Traits

Such As:
http://wiki.guildwars2.com/wiki/Natural_Healing
Player is healed for:
Healing: 133 every 3 seconds.

Also a Grandmaster Defensive Trait line.

Compared to other Grandmaster traits that heal, its quite powerful.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

^ puuuuuuuuuuuuussssssssssssaaaaaaaaaaaahhhhhhhhhhhhhhh

Did you edit that to make it bigger?

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Shadow's Rejuvenation regen

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Why should a #6 heal less or the same then a trait?

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Shelter heals at the end of the block. Corrupt boon can interupt, unblockable can kill or interupt guardian during shelter. Try again.

That can all get through Endure Pain as well. Try again?

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Nevermind, I can’t duel EU players. So I can’t prove you wrong. Lol.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

http://wiki.guildwars2.com/wiki/Shelter

Blocks for 2 s
- Blocks Stuns.
- Blocks Dazes.
- Blocks Disables.
- Blocks Conditions from hitting you.
- Blocks Physical Damage from hitting you.

Has half the cool-down of Endure Pain.

Can still capture points while using it.


http://wiki.guildwars2.com/wiki/Endure_Pain

Applies Endure Pain for 4 s
- Makes all physical damage taken = 0.

Can still capture points while using it.

Shelter is better, it prevents everything from hitting you.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Evades are not even 1 second long. Yes thief can spam them but thats an issue being looked into.

Guardian heals at end of dodge and regen always heals at all times for all professions.

Try again.

Shelter provides Blocks and Heals.

You sure ya know your classes?

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

You keep forgetting to mention you cant do anything during an invuln but during berzerker stance/endure pain you can. Invulns are meant for escaping burst/getting away otherwise its a few second standoff where nothing happens. Better yet the other guy didn’t use a utility for it.

Endure pain is fine the way it is.

Block/Evades are Invulns, and some classes can heal and do damage while doing them. like Guardian and Thief.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Lol another silly lets duel and find out posts…. your hilarious.

Afraid of being proven wrong and losing?

I am tired of the QQ. If your so unbeatable, COME fight me!

I’ve already proven how the Warrior is OP right now. There is no problem for me to prove that as a Warrior you can easily wreck Necromancers by just spamming stuns and lol-crazy invulnerability stances, without worrying about anything else.

You can add me ingame, I will make a screenshot of you lying on the ground and post it in this topic, if you think it will prove how crazy OP are warriors right now.

K.

Log in your warrior.

Meet me in spvp. :]

Duel me

I wanna see how good your stuns are to someone who knows the Warrior class like the back of his hand.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Uh dude…. so you want a full invuln? Sure get completely rid of zerker stance and endure pain make it a invuln for 3s and make sure warriors cant do ANYTHING during it. That’s on other professions levels and fair.

Other professions get built in evades and blocks and invulnerabilities though.

I agree, as long as each Burst Skill gives me 1 second of Evade via trait so I can be on par with thieves and rangers.

I can do this all day, the way your wanting it. I think you just want to turn it into a useless skill.

If your giving it weaknesses, then give it the strengths the other similar skills enjoy, or don’t touch it.

Elementalist Mist Form. They don’t get a block. The only evades are Air 5 with Dagger and Fire 4 Staff. Their Mist form doesn’t block capture points and they still take condition damage in it.

Warriors get a variety of blocks and dazes and stuns. I believe GS 3 is an evade. They have berserker to ignore conditions and Endure pain to ignore non conditions.

Elementalist has massive group support via combo fields, aoe cleansing, aoe healing.

Berserker doesn’t block stuns / crowd control effects.

Invulnerability/Evade/Blocks
- Blocks Stuns.
- Blocks Dazes.
- Blocks Disables.
- Blocks Conditions from hitting you.
- Blocks Physical Damage from hitting you.

Endure Pain
- Makes all physical damage taken = 0.

Berserker Stance
- Reduces conditions to nothing.

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Flamethrower sucks?? Look at this!

in Engineer

Posted by: Daecollo.9578

Daecollo.9578

Retaliation

15char

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Lol another silly lets duel and find out posts…. your hilarious.

Afraid of being proven wrong and losing?

I am tired of the QQ. If your so unbeatable, COME fight me!

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(edited by Daecollo.9578)

[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

And you must be kidding! warriros wreck engis and necros.

Come duel my necromancer?

I’m getting rather tired of these posts. I will destroy you and screenshot it.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Uh dude…. so you want a full invuln? Sure get completely rid of zerker stance and endure pain make it a invuln for 3s and make sure warriors cant do ANYTHING during it. That’s on other professions levels and fair.

Other professions get built in evades and blocks and invulnerabilities though.

I agree, as long as each Burst Skill gives me 1 second of Evade via trait so I can be on par with thieves and rangers.

I can do this all day, the way your wanting it. I think you just want to turn it into a useless skill.

If your giving it weaknesses, then give it the strengths the other similar skills enjoy, or don’t touch it.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Poison IS the counter to regen.

It is a mild counter- and less effective against signet warriors than others. To cause 33% less healing on a healing-signet warrior, I need to perma-poison. To cause 33% less healing on non-passive heals, I need to poison only around the time of the heal. Poison’s efficacy is only more noticeable on healing-signet warriors because their healing is so massive, and thus becomes a necessity.

No, all you need is burst damage. Poison and Burst Damage destroys it.
When they made weakness so amazing they pretty much destroyed a lot of burst damage specs.

When they bring power damage up you will notice a huge difference.

I agree that burst damage+poison can decimate a heal-signet warrior without sufficient condi-clear. That doesn’t change the relative potency of poison on passive vs. active healing.

Necromancer/thief/engineer can perma poison a target with little to no trouble.

That is also true. Yet once again you simply state another irrelevant truth. Poison is still inferior on passive healing relative to active healing, especially considering that not all players are necromancers, thieves, and engineers.

Rock Paper Scissors.

Dear Anet,

Rock is overpowered, Paper is fine. Please nerf it down so I can beat it.

Signed, Scissors.

Thieves and Necromancers and Engineers are classes the Warrior has trouble against.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Make it so Endure Pain makes you unable to capture a point, however make it so conditions/other effects/crowd control cannot hit you like Invulnerable/Block/Evade does.

Fixed.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Poison IS the counter to regen.

It is a mild counter- and less effective against signet warriors than others. To cause 33% less healing on a healing-signet warrior, I need to perma-poison. To cause 33% less healing on non-passive heals, I need to poison only around the time of the heal. Poison’s efficacy is only more noticeable on healing-signet warriors because their healing is so massive, and thus becomes a necessity.

No, all you need is burst damage. Poison and Burst Damage destroys it.
When they made weakness so amazing they pretty much destroyed a lot of burst damage specs.

When they bring power damage up you will notice a huge difference.

I agree that burst damage+poison can decimate a heal-signet warrior without sufficient condi-clear. That doesn’t change the relative potency of poison on passive vs. active healing.

Necromancer/thief/engineer can perma poison a target with little to no trouble.

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How... Is... This... Possible...

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

They buffed underused specs, the specs your having trouble against did not get buffed at all. They are buffing underused things to make them better.

Elementalist is hard to balance because its so complex.

You need traits that well… specialize in 1-2 attunements, but have amazing traits like this!

Drastically Improves the Fire Attunement, completely locks out Air.
Drastically Improves the Water Attunement, completely locks out Earth.
Drastically Improves the Air Attunement, completely locks out Fire.
Drastically Improves the Earth Attunement, completely locks out Water.

Earth should be focused on Condition Damage/Reducing Damage. (Bleeding Damage/Confusion Damage/Protection.)

Water should be focused on Power Damage/Healing. (Vulnerability/Weaknesss/Power Damage/Healing.)


Fire should be Condition Damage/Condition Removal and Control. (Burning, Power, Condition Control. (Remove conditions/cure for each one removed.).

Air Should be Burst/Critical Damage/Daze and Crowd Control.

This way you can have 1 offensive/1 defensive option.

I’m sorry that I very seriously disagree with much of what you’re saying.

Warrior spec is directly getting a buff, necro skills at are used in the condi spec, MM spec are getting buffed, thieves (condi thieves are extremely hard to beat as Ele) and we have no condition removal.

Yes, we can remove 3 with one skill, one per cantrip, one per dodge roll and one per dagger skill 5 in water. That’s simply not enough when:

Each class can now lay 5 conditions every ten seconds and our booms are easily corrupted or stolen.

Every current “OP spec” is a hard counter to elementalists outside of DP thieves, but what DP thief is actually taken seriously.

I like the skills on Elementalist, I even agree with Jon Sharp when he said they’re ok as a whole, but he said in a caveat, they’re ok ONCE conditions are shaved down.

I disagree that limiting our spec switches is a fix to anything. If you use the attunements to their fullest extent, you can do extremely well.

Also, I think you didn’t understand my post. I’m not asking for a direct buff to elementalists (outside of restoring some of our nerfed abilities) I’m asking for nerfs to several incredibly skilless builds. They instead are getting ignored or buffed.

Also keep in mind that I’m only talking about WvW, as that was the last bastion for seeing a viable elementalist. (We determine our stat output, which allows us sustainability)

Let me fill you in on what I know.

The Warrior you dislike is 0/10/30/0/30. That is the Stun spec, if you put 0/0/0/30/0 into that to increase my healing, You lose out on either 0/0/30/0/0 or 0/0/0/0/30.

That completely ruins the spec. You can’t do what you could do anymore. Just because of the traits. Warriors of this type will not be getting healed more. This just opened up a new kind of play-style.

Now, the Warrior is also getting nerfed, with Sigil or Para.

What hurts the Elementalist more then anything, is Burst Condition Damage, which is getting shaved down a lot.


You can’t have cake and eat it too, when you ask for buffs you have to give up something, and elementalist is one of the most complicated classes in the game to play. So if you want buffs, its going to come at a price, the class will be easier to play.

While I appreciate the comments, the insight into warrior, I want you to know I’m not asking for elementalist buffs at all.

I do want you to clarify on how you think condition burst is getting shaved down, as that’s what would make elementalist viable again, but I see no indication that it is.

Also, with the warrior build, I know it is tough, but mixed builds are possible.

I’m a very good elementalist thanks to learning from of the best Eles in game. I am not disillusioned about the potential of elementalist, or how good it is right now. But if they don’t fix the meta, it is all pointless.

We have a heal skill that can be so good for combating conditions, but it is so easily interrupted it isn’t funny. And unlike normal skills, it doesn’t get a 2 second reset, it goes through its full cool down even if you reaped no benefits. It should have a tiered cool down based on when it is interrupted.

They are making it so only one player can stack a certain amount a certain amount of times so if your getting hit hard by several players with stacks of conditions only one will be viable until it goes away.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Whereas, Invulnerability is both types.

Actually, Ele’s and Engy’s Elixer S and Mist Form still take condition damage. AND, unlike Warriors, can’t use any skills during this.

Yes, but you can’t take anymore conditions.

I can’t dot you while your invulnerable or evading or blocking.

However if I see EP as a Necro, I can shove up 7 dots and not care about it, Unlike Evades/Blocks/Invulns.

Just because there’s a small counter for something that’s completely overpowered doesn’t make it not overpowered.

You’re basically making the argument: “I can beat something imbalanced by using something which is more imbalanced.” Same logic as “I should counter a warrior with another warrior.”

Whats so overpowered about Endure Pain? Its one of the worst saves in the game.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Poison IS the counter to regen.

It is a mild counter- and less effective against signet warriors than others. To cause 33% less healing on a healing-signet warrior, I need to perma-poison. To cause 33% less healing on non-passive heals, I need to poison only around the time of the heal. Poison’s efficacy is only more noticeable on healing-signet warriors because their healing is so massive, and thus becomes a necessity.

No, all you need is burst damage. Poison and Burst Damage destroys it.
When they made weakness so amazing they pretty much destroyed a lot of burst damage specs.

When they bring power damage up you will notice a huge difference.

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How... Is... This... Possible...

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

They buffed underused specs, the specs your having trouble against did not get buffed at all. They are buffing underused things to make them better.

Elementalist is hard to balance because its so complex.

You need traits that well… specialize in 1-2 attunements, but have amazing traits like this!

Drastically Improves the Fire Attunement, completely locks out Air.
Drastically Improves the Water Attunement, completely locks out Earth.
Drastically Improves the Air Attunement, completely locks out Fire.
Drastically Improves the Earth Attunement, completely locks out Water.

Earth should be focused on Condition Damage/Reducing Damage. (Bleeding Damage/Confusion Damage/Protection.)

Water should be focused on Power Damage/Healing. (Vulnerability/Weaknesss/Power Damage/Healing.)


Fire should be Condition Damage/Condition Removal and Control. (Burning, Power, Condition Control. (Remove conditions/cure for each one removed.).

Air Should be Burst/Critical Damage/Daze and Crowd Control.

This way you can have 1 offensive/1 defensive option.

I’m sorry that I very seriously disagree with much of what you’re saying.

Warrior spec is directly getting a buff, necro skills at are used in the condi spec, MM spec are getting buffed, thieves (condi thieves are extremely hard to beat as Ele) and we have no condition removal.

Yes, we can remove 3 with one skill, one per cantrip, one per dodge roll and one per dagger skill 5 in water. That’s simply not enough when:

Each class can now lay 5 conditions every ten seconds and our booms are easily corrupted or stolen.

Every current “OP spec” is a hard counter to elementalists outside of DP thieves, but what DP thief is actually taken seriously.

I like the skills on Elementalist, I even agree with Jon Sharp when he said they’re ok as a whole, but he said in a caveat, they’re ok ONCE conditions are shaved down.

I disagree that limiting our spec switches is a fix to anything. If you use the attunements to their fullest extent, you can do extremely well.

Also, I think you didn’t understand my post. I’m not asking for a direct buff to elementalists (outside of restoring some of our nerfed abilities) I’m asking for nerfs to several incredibly skilless builds. They instead are getting ignored or buffed.

Also keep in mind that I’m only talking about WvW, as that was the last bastion for seeing a viable elementalist. (We determine our stat output, which allows us sustainability)

Let me fill you in on what I know.

The Warrior you dislike is 0/10/30/0/30. That is the Stun spec, if you put 0/0/0/30/0 into that to increase my healing, You lose out on either 0/0/30/0/0 or 0/0/0/0/30.

That completely ruins the spec. You can’t do what you could do anymore. Just because of the traits. Warriors of this type will not be getting healed more. This just opened up a new kind of play-style.

Now, the Warrior is also getting nerfed, with Sigil or Para.

What hurts the Elementalist more then anything, is Burst Condition Damage, which is getting shaved down a lot.

It would be like not traiting 0/0/0/30/30, You can’t play a an attunement dancer without that. Hey they buffed the healing of 30/0/0/0/0! However you would have to lose your 0/0/0/30/30 to get that and you just can’t do that!


You can’t have cake and eat it too, when you ask for buffs you have to give up something, and elementalist is one of the most complicated classes in the game to play. So if you want buffs, its going to come at a price, the class will be easier to play.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

So you should balance the game so hard to play classes are stronger then simple to play ones, so the top players can play an Alpha Class?.

Dude the risk vs reward ratio is totally skewed for example a warrior with regen can pretty much not risk much while one shoting someone and there is little counter to regen since when poison is applied they will pop burst skills over and over and keep doing so to get rid of condis.. But, yea easy to play builds that are effective need to be toned down because well the goal is to be a better player so yea I think they should incentivise people to actually rely on skilled play rather than ai clutter, regen, or massive condi pressure with little counter play since there skills have no travel time and utilities are unblockable and insta casts. If you or you’re team are more skilled than the others you should have the advantage regardless what spec you’re running (I mean that in sensible terms not like if you are running 5 thieves or something).

Poison IS the counter to regen.

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[Merged]Stun warrior meta

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Whereas, Invulnerability is both types.

Actually, Ele’s and Engy’s Elixer S and Mist Form still take condition damage. AND, unlike Warriors, can’t use any skills during this.

Yes, but you can’t take anymore conditions.

I can’t dot you while your invulnerable or evading or blocking.

However if I see EP as a Necro, I can shove up 7 dots and not care about it, Unlike Evades/Blocks/Invulns.

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