Showing Posts For Daecollo.9578:

Please take a look at all signet passives.

in PvP

Posted by: Daecollo.9578

Daecollo.9578

Well, talking about SoM i wish it would scale a bit more with healing power for its passive, and i wish its active heal would actually scale with it to begin with.

Yes, especially for non-PW builds and non-Unload builds, it just does not heal enough unless you use those two skills.

It should heal for 150-180 per hit. Warriors healing signet should be at least double, or more and heal for 465 per second (Or have a trait that doubles it.). Otherwise its not worth the slots.

People will counter and just say: No it needs a good active! Comparing it to things like the Guardian Signet when there is no comparing, the Guardian signet is better for its active because it can cure 4 conditions to 6 conditions in its time you use it and don’t use it during those times its not on its 10 second CD, this means they can wait for 2 conditions to be cured then use the heal because you have 9 seconds of downtime, its not a “Every second heal.” thing, the mechanics are completely in favor for the Guardian to use it. Now if the warriors healing signet was for example “Heals the warrior for 4000 (with a trait that doubles it.) every 10 seconds”, then you could use the active signet argument.

The passive effect for the warrior is absolute trash. If they want to add a unique flavor to it though, make it “Gain health when you gain adrenaline.”

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(edited by Daecollo.9578)

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, you literally cannot do anything unless its a passive effect. Any ability you use or trait that procs triggers it.

Last Refuge for example can proc confusion.

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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.

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Fix Ride the Lightning next patch

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Posted by: Daecollo.9578

Daecollo.9578

The problem with “rush” is it never HITs the target…

I usually just run right past the target and swing… meanwhile RTL is a heatseeking aoe missile!

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Healing Signet Buff?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Or

Passive: 400 HPS.
Active: Heal for 750 every second for 10 seconds. (Cooldown: 20s)

Using the signet overcharges it.

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(edited by Daecollo.9578)

Healing Signet Buff?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

That would mean that over the 20 second cooldown, you’d be regaining 3275 + 3,800 hp, which results in 353.75 hp/s. In comparison, Healing Surge at full adrenaline is 281 hp/s.

Naturally, throw in Signet Mastery and the 353.75 goes up to 392 hp/s.

That would mean that using anything else would be rather useless.

Well sure, but nobody says you can’t tweak the healing numbers also to bring it back in line.

Well, I don’t really like that. Primarily because it kinda defeats the purpose of the signet in my eyes. Secondarily because it would be grounds for people to ask for a similar thing for all signets for all classes. Which would be way out of control.

Signets should heal for more, because you can’t choose when to use them, and there healing is almost 2x less then the other heals.

Burst healing > HPS, because you get it when ya need it.

That is exactly my point. If you want to make it a better signet, give it a better active boost.

My personal opinion is that Healing Surge should always be the top heal for a Warrior, simply because it centers on the class mechanic. I think Mending is fine as it is.

If you ask me, up the active heal of Healing Signet to 4000. That should do it.

What is the point of using it as an active heal when its so much worse then the other heals, it is meant as a passive heal.

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Healing Signet Buff?

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Posted by: Daecollo.9578

Daecollo.9578

That would mean that over the 20 second cooldown, you’d be regaining 3275 + 3,800 hp, which results in 353.75 hp/s. In comparison, Healing Surge at full adrenaline is 281 hp/s.

Naturally, throw in Signet Mastery and the 353.75 goes up to 392 hp/s.

That would mean that using anything else would be rather useless.

Well sure, but nobody says you can’t tweak the healing numbers also to bring it back in line.

Well, I don’t really like that. Primarily because it kinda defeats the purpose of the signet in my eyes. Secondarily because it would be grounds for people to ask for a similar thing for all signets for all classes. Which would be way out of control.

Signets should heal for more, because you can’t choose when to use them, and there healing is almost 2x less then the other heals.

Burst healing > HPS, because you get it when ya need it.

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Healing Signet Buff?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I would like that if it healed for 2000 every 10 seconds, had a 40 second cooldown and healed for 8,150 (1.25).

And then had a trait that made it heal for 4000 every 10 seconds.

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Healing Signet Buff?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

That is kinda BS, HS has needed a buff for a long time. They said they were gonna look as passives, but HS should heal for atleast 400hp/s.

The thing is, the upcoming signet boost is a dangerous, dangerous step. Most likely a lot of people will start using Dolyak Signet and Signet of Might. We might actually see a ton of viable 5 Signet warriors.

With 5 signets and a lot of good primary effects, Signet Mastery would be a stable on those builds. With that, the active healing on Healing Signet is boosted to a pretty decent level.

So fiddling with the passive should be done very carefully. And it should only be done once they know the effect that the signet boost is having on people.

And you have to remember that Healing Signet is a healing skill. It’s something that you’re supposed to be using. The devs specifically mentioned that the purpose of boosting the passives was so that people would have to evaluate whether they want to use it or not.

Signets are meant to be used for there passives, if the other healing skills are SO much better and the heal is mediocre for both then why use it at all.

Nice job ignoring my point.

My point: The upcoming signet boost will see more people using Signets. This goes hand in hand with more people using Signet Mastery and Deep Strike. Both of these make Healing Signet a very desirable skill to have.

Except its not compared to the other 2 healing abilities, sorry.

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Healing Signet Buff?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

That is kinda BS, HS has needed a buff for a long time. They said they were gonna look as passives, but HS should heal for atleast 400hp/s.

The thing is, the upcoming signet boost is a dangerous, dangerous step. Most likely a lot of people will start using Dolyak Signet and Signet of Might. We might actually see a ton of viable 5 Signet warriors.

With 5 signets and a lot of good primary effects, Signet Mastery would be a stable on those builds. With that, the active healing on Healing Signet is boosted to a pretty decent level.

So fiddling with the passive should be done very carefully. And it should only be done once they know the effect that the signet boost is having on people.

And you have to remember that Healing Signet is a healing skill. It’s something that you’re supposed to be using. The devs specifically mentioned that the purpose of boosting the passives was so that people would have to evaluate whether they want to use it or not.

Signets are meant to be used for there passives, if the other healing skills are SO much better and the heal is mediocre for both then why use it at all.

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Signet of the Wild improvement?

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

It’s a decent regen right now, It’s not as powerful as say the Thief one in stealth or the Warrior Ones..(Both have higher amount healed) But BM bunker is already pretty powerful, so not sure I could support a buff for SOTW, maybe after the patch i’ll change my mind.. but right now it doesn’t need a passive buff (Its active though needs to allow stomp)

Bunker is getting nerfed because your boons can get stolen/with boon hate you will take more damage.

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Signet of the Wild improvement?

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

Yes, please do not get your hopes up.

They specifically said the signets getting a buff are the ones that augment a single stat. So you won’t get double the health back on this. Just like it’d be kitten if Signet of the Hunt granting 50% runspeed, it’s equally reaching to expect SotW to get more HP.

They said statistics, which could mean healing as well.

Signet of the Hunt already got improved by more then double.

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Steal cool-down reduction.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

You know, you have a lot of wacky balance suggestions but this one might actually be in line. Consider that steal is a one way shadowstep, and that compared to the other class with a single key ability of moderate power (warrior) a fully traited 18 second steal cooldown seems like it might be in line with warrior adrenaline use, mesmer’s basic shatter, etc. I feel like even traited with the new non-crit mug steal traits add up to a similar power level as these profession mechanics.

Combine this with the idea in SOTG of making steal function as a shadowstep regardless of distance and you’re looking at what Anet seems after, which is increasing thief mobility (shadowsteps) and survivability (most PvP steals are a form of defense or CC) across the board.

It’s also sort of internally limited because of the basic binary nature of our one “pocket” for stolen items. You’d be spamming them a lot if you wanted to keep steal’s CD ready, but that’s not always an optimal way to use them so it would definately make steal more useful without, IMO, overpowering it, or needing to add complex mobility tools to individual weapon sets.

However… 18 seconds recharge may necessitate a few nerfs to some stolen skills. Having warrior axes, guardian stun, or necro fear on an 18 second cooldown may be a bit too powerful. I’d be willing to trade in duration on these kinds of effects for the faster steal CD though.

Thieves can’t really choose which opponents they fight though.

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Signet of the Wild improvement?

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

For me to use the active effect of this signet, the cd would have to be lower than 30 seconds. Heck, it would have to be lower than 15 seconds…

I could probably count the number of rangers that use this signet for its active ability on one hand…

Someone asked about that in the SOTG interview and the devs said signet actives are intended to be powerful and used sparingly (situationally), if that helps explain the CD? In any case, I use the active ability more than occasionally. It’s like that extra boost of acceleration you get in your car when you try to pass someone. Ya know what I mean? Popping that is like stepping on the gas.

Powerful passive, the active should be an emergency thing more or less. Heh.

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Healing Signet Buff?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

That is kinda BS, HS has needed a buff for a long time. They said they were gonna look as passives, but HS should heal for atleast 400hp/s.

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(edited by Daecollo.9578)

Turn off Skin for Warhorn, Focus, and Dagger

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Posted by: Daecollo.9578

Daecollo.9578

Since they are small and used by many classes as instruments rather than actual weapons, there should be an option to disable the skin on Daggers (OH only for Thief, both for other professions), Foci, and Warhorns so that professions can appear to be empty-handed or single-wielding.

I would love this for my Elementalist, who honestly looks odd holding dual daggers while not actually fighting with them and instead casting close range spells.

Disable skin for all offhands.

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Signet of the Wild improvement?

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

Yes, the signets should be buffed a bit just because you won’t have as much regeneration or protection because of boon stealing/punishment.

You will be taking more damage because of all the boons too.

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(edited by Daecollo.9578)

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.

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Please take a look at all signet passives.

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Posted by: Daecollo.9578

Daecollo.9578

I’d like to see the new numbers before giving you a better answer but a 4k heal on 25s CD is pretty good with that passive. With a clerics ammy you could heal for over 1k/sec. With a Valk ammy you could heal for about ~800/sec. Just way too strong.

What heal are ya talking about? Plus Ele just got nerfed the heck out, they don’t have nearly the condition removal they had before.

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Signets of Power needs changed.

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Posted by: Daecollo.9578

Daecollo.9578

Mug can’t critical anymore either.

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Signets of Power needs changed.

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Posted by: Daecollo.9578

Daecollo.9578

It should be 15 seconds of might atleast IMO

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Signets of Power needs changed.

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Posted by: Daecollo.9578

Daecollo.9578

wtf is signet of might? do thieves have this skill? im lost srry. only 12k kills in wvw ….. legendaries…..umm 5100 achievements :P what am i missing?

I got it mixed up with Assassin’s Signet.

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Signet of Undeath's Passive.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I think that the passive is both under-powered but also, ironically, the passive regen is about as potent as it can become. Perhaps adding a %chance for Life Force proc, such as on critical, on attack, on hit, or some other such criteria would be ideal. Passive regen of Life Force is really powerful, and while I feel the overall strength of this Sigil needs a buff, this particular aspect (passive combat regen) probably is as high as it shout be.

My thoughts are the Sigil should add both the current level of passive regen as well as some form of proc based Life Force generation requiring active combat actions.

I think it should grant regeneration (62-125), and 1% life force every second.

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Please take a look at all signet passives.

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Posted by: Daecollo.9578

Daecollo.9578

Signet of Restoration is pretty strong, passive and active. Nerfing it was a good call IMO.

you must be joking… SoR active is imo THE WORST healing skill in the game, none ele use it, everyone just keep its passive due to spammy character of ele with many instant cast skills…

PS: even Written in stone works strange with it, this signet lose half of passive effect instead of keeping it as stated in trait…

All non-percent passive effects need improved pretty much IMO.

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Please take a look at all signet passives.

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Posted by: Daecollo.9578

Daecollo.9578

Signet of Restoration is pretty strong, passive and active. Nerfing it was a good call IMO.

I would like to see a much larger passive number on the guardian signet res (i forgot the name of it) and a shorter activation time. Right now, along with many of the guardian signets, there is no reason to take it.

They nerfed an exploit it had. It should only heal when they cast a spell, not heal over/over from the same little bug 100 times. After that change I think the base heal amount should be increased though to compensate. It would help staff/scepter eles.

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Signet of Undeath's Passive.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Can it be changed to 1-2% Life-force every second instead? Currently its really not worth the slot.

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Patch day yay

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Posted by: Daecollo.9578

Daecollo.9578

Boons are very powerful in this game, and they need counters. Boon stripping is fine to remove one or two boons, but something had to be done about those professions that could generate several boons every few seconds. Besides, having more diversity for boon hate is a cool thing, because in this case, you are punishing them without removing their effects, which leads to different kind of fights than with boon stripping.

Also, boon hate worked perfectly fine in GW1. It was even stronger than what this upcomming patch suggest. In GW1, mesmers could burst by removing enchantments, and necromancers could deal damage each damage enchantments would be applied. Far stronger effects, but then again, that game had healers. And those effects were eprfectly fine at countering offensive elementalists and offensive dervishes, as much as they were fine against monks.

All true, but that all applies to boons being optional. Risk vs reward and all that. For some professions, going boonless is either impossible (guardian) or very hard (elementalist, most traits cause boons). So those professions simply get 20% more damage from warriors.

Another issue with this is that it hurst glass cannon elementalists way more than bunker builds because they don’t have the protection and regeneration to lessen that extra damage. Seeing as how 90% of the eles plays bunker and Anet having stated they want to steer away from that, it seems counterintuïtive to add boon hate. In the end, the bunkers will suffer less than the non-bunkers.

Warriors get a lot of buffs themselves. Just the weaker ones.

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Signets of Power needs changed.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

what is signet of might? sorry im not sure what you are saying here bc i don think you said it right? im sure you are right whatever you meant but help me understand

Signet of Might is gonna grant 180 Power passive.

Signets of Power is a trait that gives ‘5’ stacks of might when ya use an ability.

This means we lose 30 power for 150 temporary power.

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Signet of the Wild improvement?

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

Would like to mention a LOT of ranger use SotW strictly for the passive. Why? It scales well with healing power giving a nice pseudo regen to you and a strong regen to your pet. Few rangers use it for the active because the cooldown is extreme, you can’t stomp targets while in it if you have it traited, and pets still get aoe bombed and cc’d too easily. Personally would like to see the passive stay the same (maybe add granting your pet an additional 90 power?) and the active cd reduced to 60s, add the ability for players to stomp with it active (seriously, one of our two sources of stability and we can’t use it to stomp), and increase the damage buff on it by another 5% (it seems to give 25% bonus so that would mean I would like to see it give 30%).

I think it should still be improved, rangers need a pet survivability love.

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Signets of Power needs changed.

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Posted by: Daecollo.9578

Daecollo.9578

Signets of Power – When activating a signet, gain 5 stacks of might that last 5 seconds.

So when I use a signet, I gain 150 power, so when I have signet of might (180 power passive forever.) I use it and lose 30 power?

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Signet of the Wild improvement?

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

Since all signets are getting buffed, I think Signet of the Wild should get double its healing as well, otherwise it will never find a slot compared to the other options.

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Please take a look at all signet passives.

in PvP

Posted by: Daecollo.9578

Daecollo.9578

Some of the healing signets/non-stat (non-percent based.) could use a double buff as well.

For big example: Warrior Healing Signet, Ranger Signet of the Wild.

Signet of the Wild should get double its healing value and so should the warriors healing signet. They just are not up to par with the slots otherwise.

Signet of Malice could get a boost for thieves sustain in combat.

Signet of Restoration did get nerfed, but the healing could also use an improvement.

Signets should be a hard-choice to pick, not an immediate no lol.

I can understand not touching percent based effects and condition cure effects though, they are fine and already got buffed for the most part. (For example: all the movement speed ones got more then double the movement speed bonuses.)

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(edited by Daecollo.9578)

SOTG Thief

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Something they mentioned that has not been listed here is the Signet changes for everyone. They want to make using a signet a tough decision: Use it for the special benefit(s) you get for activation, or keep it unused for the passive benefits.

They plan on doubling those signets that offer a stat increase. For example, Signet of Agility will give 180 precision instead of it’s current 90. The base will be 20 + 2 points per level.

I think they are improving the heal signets as well. Many other signets are going to get improved too.

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Steal cool-down reduction.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Should be boosted from 30% to 60%. It no longer does burst damage really, it would open up our ability a lot more.

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Adrenal Health "15."

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Also, it would devolve warriors into vit + toughness stacking monsters. You’d easily out regen guardians too.

We already easily out-regen guardians. By a huge margin.

You must be joking.

I suspect you don’t know what regen means. Clue: it doesn’t mean direct heals or protection boon.

I won’t even bother replying.

Guardian has Virtue Regen, Symbol Regen, Altruistic Healing Regen, Regeneration Regen.

This isn’t even counting there main heal.

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Trait: Blind Rage.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

is there a cool down on the blind proc on how often it can trigger?

Nope. The counter is mostly condition removal, which we don’t have a lot of. Its a good trait when your in a group situation with a lot of cures and you need to hit really hard.

Its also good for mostly condition users because you don’t critical.

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Signet of Restoration buff?

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

They could of toned down its proc rate, but also raised its total healing amount.

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Adrenal Health "15."

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

If your switching to on a per hit basis you need to clarify how it would work with AoE’s especially combustive shot as it pulses. You’d also need to be careful as signet of fury or even berserker’s stance could give way to a lot of spam able 12% heals. You’d also probably need to move this to at least a 20 point trait. They don’t like builds to be built around minor traits as far as i can tell. Even then its probably too good.

The best way to fix the trait imo is to make it scale with healing power in some way shape or form.

It heals when you hit with a burst skill and use it. It only heals once regardless of how many targets you hit and you /have/ to hit with it, if you miss you don’t gain any healing, because you never used any adrenaline.

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Ok I'm confused.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I think they are buffing healing signet to 400.

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Adrenal Health "15."

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I take him seriously. That’s at least one.

Also, I think regen or protection or a burst heal with burst skills would be nice. Would allow Warriors to take a new direction.

Offensive sustain.

That’t not what hes asking for. He’s asking for a a 2k heal every 3 seconds for a Fifteen point trait…. especially with the new burst mastery that would be far to easy to maintain and that’s obscenely OP. If you can’t find an issue with that then i’ll make a note to not take you seriously either.

It is only 375ish if you take the warrior’s base HP into account and your at full adrenaline which is what your at most of the fight, its actually harder to keep your adrenaline low then not.

So in order to evaluate the strength of a trait, your going to take the weakest example available. By that standard the current mug trait must be a trash trait too, as it only does ~600 damage on condition builds….. And OMG, Mobile strikes so terrible, cause my longbow/rifle build can’t use it……i mean really? Your logic is terrible, as are your ideas. This suggestion is beyond OP.

Also maintaining 1 stack of addren. is exceptionally easy. Especially if you use Quick bursts. Which is now getting a substantial buff.

https://forum-en.gw2archive.eu/forum/professions/thief/Steal-should-steal-utility-slots/first#post1905141
^
Example of why no one should take this guy seriously.

Its certainly better then taking moon-alignment examples. It is actually quite hard to keep stage one when using an axe or great-sword or sword.

Also Quick burst is going to also “Cost less Adrenaline.” Which means you will keep the stack of adrenaline, so you won’t be able to keep that 6%.

You can essentially keep that 6% if you stop DPSing though, its a trade off. Have really high HPS or you can DPS.

Moon aligned? I didn’t realize that using a Knights ammy in pvp was hard to achieve. and regardless of how easy it is to achieve, you should always evaluate a trait based on a build that can abuse it the best. Is this OP with excess healing power? Is this too much base dmg on a glass build? ect ect.

Also, “costs less addren.” Leaves you at one bar, meaning you can easily fit in several more attacks, swap weps drain your addren. then easily fill it back up by using a shout or w/e else.

Axe i’ll give you, GS and Sword are not hard to keep between one and two bars. They both attack relatively slow with little to no multi hit attacks, and their burst skills both have a use even at low addren. levels, unlike axe (leap finisher aside) where it’d be more DPS to just auto attack.

Also need i remind you this is a FIFTEEN point minor trait that your suggesting to become this good?

http://forum.wordreference.com/showthread.php?t=135944

That amazing healing gets cut by 1/3 then 2/3 when you gain adrenaline. You realize that right?

I changed it just for you. Now you gain health for each strike when you use a burst skill.

I’m well aware of what the saying means >.> There’s really not much to align, but regardless.

Still seems a bit strong for a minor trait especially at 15. Properly traited you could still gain 12% of your hp every 8 seconds considering you have a fairly large HP pool.

Also your now edited original post confuses me with its new numbers.

1 adrenaline bar 6% Health when you use a burst skill. (6% Heal.)
2 adrenaline bars 3% Health when you use a burst skill. (9% Heal.)
3 adrenaline bars 3% Health when you use a burst skill. (12% Heal.)

When u use 3 bars are you gaining 3% health or 12?

12. You could. However you could also miss or be dodged or blocked or invulned.
In PvP I have a really hard time with it myself, not even hammer always hits in 1v1s.

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Adrenal Health "15."

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I take him seriously. That’s at least one.

Also, I think regen or protection or a burst heal with burst skills would be nice. Would allow Warriors to take a new direction.

Offensive sustain.

That’t not what hes asking for. He’s asking for a a 2k heal every 3 seconds for a Fifteen point trait…. especially with the new burst mastery that would be far to easy to maintain and that’s obscenely OP. If you can’t find an issue with that then i’ll make a note to not take you seriously either.

It is only 375ish if you take the warrior’s base HP into account and your at full adrenaline which is what your at most of the fight, its actually harder to keep your adrenaline low then not.

So in order to evaluate the strength of a trait, your going to take the weakest example available. By that standard the current mug trait must be a trash trait too, as it only does ~600 damage on condition builds….. And OMG, Mobile strikes so terrible, cause my longbow/rifle build can’t use it……i mean really? Your logic is terrible, as are your ideas. This suggestion is beyond OP.

Also maintaining 1 stack of addren. is exceptionally easy. Especially if you use Quick bursts. Which is now getting a substantial buff.

https://forum-en.gw2archive.eu/forum/professions/thief/Steal-should-steal-utility-slots/first#post1905141
^
Example of why no one should take this guy seriously.

Its certainly better then taking moon-alignment examples. It is actually quite hard to keep stage one when using an axe or great-sword or sword.

Also Quick burst is going to also “Cost less Adrenaline.” Which means you will keep the stack of adrenaline, so you won’t be able to keep that 6%.

You can essentially keep that 6% if you stop DPSing though, its a trade off. Have really high HPS or you can DPS.

Moon aligned? I didn’t realize that using a Knights ammy in pvp was hard to achieve. and regardless of how easy it is to achieve, you should always evaluate a trait based on a build that can abuse it the best. Is this OP with excess healing power? Is this too much base dmg on a glass build? ect ect.

Also, “costs less addren.” Leaves you at one bar, meaning you can easily fit in several more attacks, swap weps drain your addren. then easily fill it back up by using a shout or w/e else.

Axe i’ll give you, GS and Sword are not hard to keep between one and two bars. They both attack relatively slow with little to no multi hit attacks, and their burst skills both have a use even at low addren. levels, unlike axe (leap finisher aside) where it’d be more DPS to just auto attack.

Also need i remind you this is a FIFTEEN point minor trait that your suggesting to become this good?

http://forum.wordreference.com/showthread.php?t=135944

That amazing healing gets cut by 1/3 then 2/3 when you gain adrenaline. You realize that right?

I changed it just for you. Now you gain health for each strike when you use a burst skill.

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(edited by Daecollo.9578)

Signet of Restoration buff?

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

I didn’t hear them say anything about Signet of Restoration.

They said they were /doubling the passives/ on all signets and this was a change to every signet.

It wouldn’t make sense to just buff stats and leave the non-percent signets lonely. (The percent ones don’t need buffed though, most of them got a buff already.)

They said they were buffing the Attribute-boosting Signets so there would be a point in keeping the signet unused. That’s already the case with Signet of Restoration (you want to keep from using it for as long as possible to maximize your healing) plus it’s not an Attribute-boosting signet anyway, so it wouldn’t necessarily receive a buff.

They never said attributes, they said improving the passives and doubling them.

Everyone on the forum just assumes attributes but they stated ALL signets. Just increasing attributes would screw the other non-percent signets.

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Adrenal Health "15."

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Its certainly better then taking moon-alignment examples. It is actually quite hard to keep stage one when using an axe or great-sword or sword.

Also Quick burst is going to also “Cost less Adrenaline.” Which means you will keep the stack of adrenaline, so you won’t be able to keep that 6%.

You can essentially keep that 6% if you stop DPSing though, its a trade off. Have really high HPS or you can DPS.

It is way easier then using hammer or mace, however I believe they should have that kind of healing since they don’t have access to protection like other classes do.

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(edited by Daecollo.9578)

At every SOTG...

in PvP

Posted by: Daecollo.9578

Daecollo.9578

Nobody ever brings up ranged weapons being bugged with there delays.

Why?

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Trait: Blind Rage.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

This is a high melee damage buff with a drawback, it favors people who want to go in and smash hard, like hammers.
Increases all out-going Melee damage by 25%.
Critical Hits have a 33% chance to blind yourself.

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Adrenal Health "15."

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I take him seriously. That’s at least one.

Also, I think regen or protection or a burst heal with burst skills would be nice. Would allow Warriors to take a new direction.

Offensive sustain.

That’t not what hes asking for. He’s asking for a a 2k heal every 3 seconds for a Fifteen point trait…. especially with the new burst mastery that would be far to easy to maintain and that’s obscenely OP. If you can’t find an issue with that then i’ll make a note to not take you seriously either.

It is only 375ish if you take the warrior’s base HP into account and your at full adrenaline which is what your at most of the fight, its actually harder to keep your adrenaline low then not.

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Adrenal Health "15."

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

My WvWvW build achieves 31k health before buffs.
Assuming that, I would be healing for 206.6 health per second at max adrenaline.
I utilize a hammer + sword/war horn. I almost always burst with my hammer as soon as I have enough adrenaline. This means that I will have either a single bar of adrenaline or none. Here is where we run into a few problems.

1. What happens when you have no adrenaline?
A. No benefit = utterly ruins the trait for those that burst
B. 6% benefit = makes it highly favorable for those that do burst… which would be counterproductive of heightened focus and berserker’s power

So, I would maintain a constant 6% bonus. I would maintain a permanent 620 hp/s bonus from this. Add in 200 from signet, 88 from mango, and 189 from 3 healing shouts. That is 1097 health per second without regeneration and healing power.

Not going to lie… that is rigged lol
Do it.

You will maintain that much HPS. As long as you don’t attack every 3 seconds or take damage. So if your not doing anything but standing around taking damage and not autoattacking. You will get lots of health.

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(edited by Daecollo.9578)

Signet of Restoration buff?

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

I didn’t hear them say anything about Signet of Restoration.

They said they were /doubling the passives/ on all signets and this was a change to every signet.

It wouldn’t make sense to just buff stats and leave the non-percent signets lonely. (The percent ones don’t need buffed though, most of them got a buff already.)

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Signet of Restoration buff?

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

I rewatched that portion. It was stated as a PVP only change, so hopefully PVE will get a buff, but not stated, but in PVP it is getting nerfed. It was specifically called out as getting nerfed.

I thought PVE was getting double signet stats for all signets.

It wouldn’t make sense to double some signets and then leave the other ones hanging.

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Signet of Restoration buff?

in Elementalist

Posted by: Daecollo.9578

Daecollo.9578

No, pretty sure they said that this was one ( probably only ) signet that was getting nerfed.

No, I thought they were nerfing it, but doubling all signets power.

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