Showing Posts For Daecollo.9578:

P/P Leveling Miseries.

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Posted by: Daecollo.9578

Daecollo.9578

P/P is not largely a condition spec. thats P/D with vital shot stealth ability.

P/P with unload is direct damage. once you learn a ranged mobs patterns and know when to dodge u can just slaughter everything.

full zerker gear + signet of malice + omnom berry pie (or same food for lower lvls) even with the internal CD now it heals alot due to high hit volume from unload.

no P/P does not hit as hard as melee based weapons (duh) but it lets u do fights that normally cause melee to run around like a headless chicken avoiding AoE and boss attacks. while P/P u strafe circles around the boss keeping a constant and reliable source of damage.

and if you spec into +3 int and int on crit regain, you quickly see how long your int actually lasts. i can just spam unload all day and only have to stop every now and then (also when using dodge or LoS attacks that lets u regain int).

yes P/P lacks some damage and yes it can use a buff. but its still very nice to use ikittennow how to use it.

alot of people who say its bad just stand still and dont move (u can shoot while moving like zomg wtf no wai) and if u shoot then jump u keep shooting while jumping (unload) so u can hop all over the place (i play asura so i need to jump !).

P/P is bad because most of the attacks don’t work together. It’s direct damage but both the auto attack and stealth attack are pure condition damage, leaving you with only Unload to actually deal damage.
Because you don’t have a decent auto-attack, you blow through initiative spamming Unload to kill stuff.
Because you can’t kill stuff without blowing Initiative on Unload, you don’t have any Initiative for Blackpowder or Headshot.
Body Shot is also just full-blown garbage and a waste of a skill slot.

This. Vital Shot is too slow/weak to provide adequate DPS support, forcing you to stay Initiative starved by spamming Unload and consequently canceling out any utility you might otherwise get from the set. Body Shot is also mostly useless.

It’s really just bad and needs a redo. It could be improved substantially if they either increased the rate of fire or the direct damage done by Vital Shot.

Vital Shot needs to fire at the 0.5 fire (0.0 refire.) rate it was intended. (Currently its 0.96, about the same as rifle.)

Unload needs a 50% Increase in damage, or boon-hate (10% damage per boon.)

Body Shot needs to set people on fire and be more of a condition based attack with high power. Vulnerability just isn’t what P/P does or should do.

Headshot needs to do damage, or apply confusion. One or the other.

Black Powder needs to do damage, period.

All pistol attacks need to be able to be shot at 1200 range and pierce with traits.

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(edited by Daecollo.9578)

Nerf Warrior Damage.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Warriors are plenty mobile as is. What’s lacking is the ability to deal with movement impairing conditions like cripple and chill, especially with how spammable those tend to be.

Really is a kitten take when a cripple/chill completely gimps the distance you’d otherwise gain on any of our mobility skills.

Lol man play PvP with your warrior and get everything you can get against them. I assure you will lack ways to counter it. Removing something that is continuously applied is not effective unless you gain Immunity to it.

Give us a reason to use adrenaline and gain adrenaline stacks. There is nothing that gives us anything when we get stacks of adrenaline, but there are traits that give us more stacks? Why? Have us deal additional damage or heal every time we get a stack of adrenaline and give us a reason to use burst.

Because burst skills give 50% endurance.

That is kind of like saying for thief: Dodging grants 3 swiftness!
Healing grants 10 vigor!

Its not practical, you cannot spam your abilities just for endurance. It isn’t worth the loss of stats either. You have to use your adrenaline at the right time, you can’t just spam it for endurance, that is horrible gameplay.

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"LFM Berzerker Wars ONLY!!!"

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

Take a scroll down gw2lfg and take a look. People are running full Berzerker Warrior groups with the occasional Guardian mixed in. It’s ALL they’re running. It’s getting impossible to find a group as a Thief or even an Elementalist. All people want is faceroll damage and some support.

Look, I’m all for the no-holy-trinity thing in this MMO. It’s awesome. If people want to run a group of 5 whatever’s, let them do it… but when balance becomes so bad that all people want is a certain class or two, I’ve got a huge problem.

Can you imagine if, in “that other MMO,” Mages, Priests, Druids, and etc. all became obsolete? I can tell you about how long “that other company” would take to fix that. I don’t say that to rag on the folks at Anet, but to emphasize that this is a game-breaking balance issue. When I say game-breaking, I mean “if this continues then many experienced MMO-players will flee from this game.”

This is my favorite MMO of all time so far, so don’t think I’m just whining. I can tolerate a certain amount of class imbalance because, philosophically difference = imbalance. But it doesn’t have to be broken imbalance.

What do you guys think about this?

You need to slow your kitten roll there bub..

The reason ad’s for groups like that exist, is because of some stupid meta that everyone falls into line with..I’m a warrior, and i’ve run groups that are JUST as fast if not faster than some of the 1mes4war groups.

Although I do love some of the “wahhhh nerf warriors” talk..thats ALWAYS the solution right guys? Whack-a-mole nerfs! Next it’ll be “WAHHH guardians are too unkillable! make them less tanky!”

Naturally nobody wants ‘to the ground’ nerfs on Warriors, but if one class is head-and-shoulders above the others in power, then either that class needs to be adjusted or the other classes need a buff.

Nerfing one class is significantly easier than buffing the rest.

I agree, Warriors do need a damage nerf, but they also need a significant survivability buff.

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(edited by Moderator)

Martial Staff

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Does it come with a new panda race to?

Absolutely, with new ninja stuff even if the Thief has absolutely NOTHING to do with all of that.

(Plus I don’t see my charr using that kind of weapon)

Arabian Thieves used Staffs.

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Need a somewhat tanky warrior build

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Warriors are not tanky, reroll to a Guardian. We have support.

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Nerf Warrior Damage.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Only things I would change with the warrior is buff the healing abilities a bit to heal at least 50% of our hp. Right now most of my activity has been filled with thoughts of ‘I should probably ask a guildmate for a healer’.

It would probably screw everything up but right now, the only viable route seems to be kill before I get killed.

Which is fine and all for pve, mobs don’t move/blind/dodge/use there brain.

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Nerf Warrior Damage.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I am asking for them to nerf our burst damage, that way we will get good traits as compensation. Such as condition removal (minor.) or some protection.

So essentially you want to turn the Warrior into a Guardian.

How would that turn warriors into a guardian? They are entirely different classes. Warriors should not get the condition removal they do, but they should atleast get something to give them survivability, you might as well say “OMG, so your turning Warrior into Ranger?” or X class.

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"LFM Berzerker Wars ONLY!!!"

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

Warriors, only good for one dungeon. Soon to be nerfed.

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Nerf Warrior Damage.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I am asking for them to nerf our burst damage, that way we will get good traits as compensation. Such as condition removal (minor.) or some protection.

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Nerf Warrior Damage.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

First off OP no just No! We are one of the most mobile classes there is just use sword and GS and you’ll out run everyone even an ele. As far as surviving fights outside pure condition speced anything we are ok.

As far as 100B goes if you are trying to land it on a player don’t worry about getting every hit. Use leg specialist and land what you can and move on. Its about pressure not big numbers only. Fact is most experienced players wont get caught in 100 blades but few can avoid it entirely. Use your sword as a gap close and use your burst to immobilize and you keep dong this. The point is that even eating 1/3 or 100B is still eating 1/3 of 100B.

What we need is better condition management and that about it. If you are having issues with physical defense it’s you or your build.

You say we are mobile, but our attacks are the easiest in the game to avoid. If you mean running away? Sure, if we don’t get one cripple or chill on us.

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Strength and Discipline.

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Posted by: Daecollo.9578

Daecollo.9578

Today I learned that Hammers “slash”.

How? it has 9% Critical chance and -5 weapon switchin.

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Martial Staff

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Posted by: Daecollo.9578

Daecollo.9578

No no no. The thief needs a whip as a weapon in the main hand, 600 of range, with CC’ skills pulling and throwing enemies

Sounds more like a ranger weapon.

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Strength and Discipline.

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Posted by: Daecollo.9578

Daecollo.9578

Strength Tree should have Critical Damage, Discipline should have Condition Duration.

Why? It makes sense, Strength should improve how hard you hit things, and discipline just states about how well you carry yourself, what does that have to do with critical damage (damage?)

Slashing Power (10% damage bonus.) should also work for Hammers.

Stick and Move should be a 10% bonus when endurance isn’t full, not 3%.

Berserker’s Might should be something unique and special, like gain “Might” from crits with an axe. (Making axe offhand useful.)

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Nerf Warrior Damage.

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Posted by: Daecollo.9578

Daecollo.9578

I agree that is kind of overpowered. Lol.

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Martial Staff

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Posted by: Daecollo.9578

Daecollo.9578

5 initative to cure 3 conditions is way tooooooooo good. And the second skill is something you don’t get on weapon skills, only utilities or traits/sigils/runes so it breaks how the game works.

With kick back you still mean push? If it still means a push, no matter if it interrupts or not, it’s op, no spammable skill in the game should allow you to continuously move an opponent at will. Guardians have to sacrifice a long recharge weapon skill and an utility to get that effect in a combo.

Could be a block, then if you block it kicks back.. Could also be comboed so it could not be spammed.

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Martial Staff

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Posted by: Daecollo.9578

Daecollo.9578

(3int.) 2 – Powers up your staff, your next attack steals life. (Mid-Damage.) (instant.)
(5int.) 3 – Shadowy Whirl: Spins and Evades. (High Damage.) (1¾ second channel.)
(4int.) 4 – Shadow Kick: Teleports to kick back. (Low Damage.) (instant.)
(6int.) 5 – Meditation: Cures three conditions. (1 second cast time.)

Shadowy Whirl only evades for the first ¾ seconds of the channel.
Meditation only takes initiative after you cure the three conditions.
Shadow Kick teleports then kicks, it can be evaded.

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Martial Staff

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Posted by: Daecollo.9578

Daecollo.9578

The Shadow Kick would be low damage “knock-back” it is spammable, but its not a knock-down, the people getting knocked back do not lose control of there characters for long, its mostly just an interrupt.

The Spin attack is high damage, but it has low range, so you have to be in your enemies face.

The rush ability needs adjusting, maybe “Cure a condition, small heal, give 4 fury/swiftness?” its more of an ability that lets you stay in the fight.

Cobra Stance is just cool, we need a tanky type weapon.

I just fail to see how a generic spin attack, Cobra Stance (which is less interesting than the same move that can be activated a second time to grant AoE aegis), a gap closer that immediately recreates the gap (in other words pointless), and a ridiculously op perma fury/might/swiftness gap closer is at all better conceptually than what I put forth.

Uh, its not really OP, its only 3-4 seconds. Since you quoted that link.
I was thinking more “Sith Assassin” style staff. With magic/melee. Maybe Life-taping attacks and kicks.

“Swiftness/Fury = Sustained Damage.”
“Healing some how, maybe via attacks.”
“High Mobility, No Stealth.”

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(edited by Daecollo.9578)

Martial Staff

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Posted by: Daecollo.9578

Daecollo.9578

Skill 1 Chain
Smack – Hit your foe with the staff.
Swipe – Hit your foe with the staff again, gaing endurance.
Evasive Swing – Evade while doing a massive swing.

Skill 2 -
Rush (3 Initiative.)
Gain Fury. (10s)
Gain Swiftness. (10s)
Gain (1) Might. (10s)
Shadow Trail 10s (This is just a particle effect.)

Skill 3 -
Shadowy Spin (4 Initiative.)
High damage melee spin attack.

Skill 4 -
Shadowy Strike (5 Initiative.)
Teleport to your target and push him back. (5 Initiative.)

Skill 5:
Cobra Stance (6 Initiative.)
A block attack, reflects projectiles.
If you block, you hit and gain initiative.

Please Daecollo, stop with all those OP ideas you’re making. This time it’s a bit more balanced than your usual proposals (though you didn’t post what exactly “massive swing” and “high damage” means but in your standards it’s usually really high) and the “feeling” you want to gain with the weapon set is good, except for these 2 skills (just 40% of the skill bar this time):

- 10 seconds Fury and Swiftness for 3 initiative? Really? You can basically have 2 of the most wanted boons during the entire fight with zero effort and close to zero cost of resources. Aditionally (this is just mechanic related, obviously not balance related) that “particle” effect makes no sense as the boons can be extended (or shortened) and the timing would be different with the boons so it would be misleading for you and for your opponents.

- Spammable ranged push that teleports you to target location. If it were a melee skill it would be ok, but you can basically drive your opponent in the direction you want with this. Unless the reason you’re puting 2 5*initiative costs isn’t a typo as I believe given how it isn’t explained and it’s first a melee hit that “tags” the target and then the second phase costs aditional 5 initiative to teleport and push.

Teleport+Push+Spamability is just too much. It makes you a driver and your target the vehicle. Something like melee range only cripple + push would be better and not OP (in fact that’s close to what I sugested to a possible Pistol/Sword dual skill). This way you can’t drive your target around the area as either him or you would need to get close to the other.

It’s not my intention to make this a personal attack (I know when I write in english some times I sound ruder than what I want) or anything like that, I’m trying to be constructive. I’m telling you because the more OP ideas you sugest, the less seriously others will take anything that comes from your mind even if it’s good (the overal feeling of the set is good but those 2 skills are way too much). For the sake of your credibility take in consideration how everything works together before sugesting because most times all your ideas have hundreds of ways to exploit to extreme OPness. It’s like most times you look too much for the “awesomeness” feeling of the weapon (everyone would love to feel awesome with any weapon set) and not at all for the “balance” (sadly super awesome most times isn’t balanced).

The Shadow Kick would be low damage “knock-back” it is spammable, but its not a knock-down, the people getting knocked back do not lose control of there characters for long, its mostly just an interrupt.

The Spin attack is high damage + Evade, but it has low range, so you have to be in your enemies face. It also slows you down as well like the guardian’s spin does.

The rush ability needs adjusting, maybe “Cure a condition, small heal, give 4 fury/swiftness?” its more of an ability that lets you stay in the fight.

Cobra Stance is just cool, we need a tanky type weapon.

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(edited by Daecollo.9578)

Martial Staff

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Skill 1 Chain
Smack – Hit your foe with the staff.
Swipe – Hit your foe with the staff again, gaing endurance.
Evasive Swing – Evade while doing a massive swing.

Skill 2 -
Rush (3 Initiative.)
Gain Fury. (10s)
Gain Swiftness. (10s)
Gain (1) Might. (10s)
Shadow Trail 10s (This is just a particle effect.)

Skill 3 -
Shadowy Spin (4 Initiative.)
High damage melee spin attack.

Skill 4 -
Shadowy Strike (5 Initiative.)
Teleport to your target and push him back. (5 Initiative.)

Skill 5:
Cobra Stance (6 Initiative.)
A block attack, reflects projectiles.
If you block, you hit and gain initiative.

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Is Scorpion Pull at all useful?

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Posted by: Daecollo.9578

Daecollo.9578

Scorpion wire is Situational.

Therefore it will never find its place on a utility bar where non-situational abilities are going.

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Martial Staff

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Posted by: Daecollo.9578

Daecollo.9578

Adventurer classes can use a variety of items but none are able to use staves/scepters/foci/hammers/maces… Notice that certain armored tier classes are unable to use weapons that other class categories can use… For instance soldier classes can not use shortbows, pistols, or daggers…. you guys got it pretty good currently… But if you need another ranged weapon… Try picking one that is already available in your class “category” rifle or long bow come to mind

A lot of thieves in history used the staff.

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Martial Staff

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Posted by: Daecollo.9578

Daecollo.9578

I had an idea similar to this, it is very thiefish.
Except I would do 10% damage, not 5%.

Problem with Sweep is its balanced as a cooldown weapon, but you could spam it over and over, constantly sweeping.

Switching Pole Vault and Sweep would be better, and changing it to cost 4 initiative instead of 6.

6 could be a rush type ability.

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Every class should have 15 viable builds.

in PvP

Posted by: Daecollo.9578

Daecollo.9578

This game was not better in beta. If you seriously think that your insane. People just didn’t know what was good or how to counter anything in beta. So everything seemed good. I can assure you it wasn’t good in hindsight.

They nerfed so many abilities/builds/took away so many abilities.

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Nerf Warrior Damage.

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Posted by: Daecollo.9578

Daecollo.9578

Even with your ideas warriors will still go down quicker than thieves. What you’re asking for is the destruction of the warrior profession. It’s not going to happen, but I do agree with ya that warriors should have some defensive boons like a guardian instead of being a thief in heavy armor w/o stealth. I also would be appreciative if they gave bunker warriors more flavor than being a regen machine with not much passive condition removal skills.

I know greatsword weapon does a lot of damage only if you’re build for burst damage because if you aren’t. Hundred blades will hit like a wet noodle which means the warrior is gimping themselves.

Here’s a question for ya OP.
Do you really think warriors have high damage output using these weapons besides Main hand axe, Greatsword and Rifle?

  • DW sword or MH sword/ shield or Offhand Axe
  • DW mace or MH mace / shield or Offhand Axe
  • Longbow
  • Hammer

Yes or no and can they stay on their target under tough conditions?

There is no reason to use those weapons, because Greatsword/Axe/Shield overtops all of them, S MH is only good for mobility.

If that’s how you truly view it then carry on xD

Longbow is pretty good though.

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Nerf Warrior Damage.

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Posted by: Daecollo.9578

Daecollo.9578

Once u learn how to talk in my own language, come back. Also its time to learn warrior class a bit, less time on forums, more ingame k? No matter how bad i speak i can fight on my own, not buying wins in tpvp..

Thanks for the advice.

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Nerf Warrior Damage.

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Posted by: Daecollo.9578

Daecollo.9578

Ah Daecollo…coming back to buy some tournies? Nerf hb? Everything is ok with u? U simply dont know a jack about warrior, otherwise u would know that its does slighty highter dmg than reg hits, if u want to nerf it u can remove that skill for good as well.

Seriously stop making ur threads about ur “great suggestion” 100x per week and go back to buy some tournies.

Maybe I would take you seriously if you knew how to spell.

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Nerf Warrior Damage.

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Posted by: Daecollo.9578

Daecollo.9578

Even with your ideas warriors will still go down quicker than thieves. What you’re asking for is the destruction of the warrior profession. It’s not going to happen, but I do agree with ya that warriors should have some defensive boons like a guardian instead of being a thief in heavy armor w/o stealth. I also would be appreciative if they gave bunker warriors more flavor than being a regen machine with not much passive condition removal skills.

I know greatsword weapon does a lot of damage only if you’re build for burst damage because if you aren’t. Hundred blades will hit like a wet noodle which means the warrior is gimping themselves.

Here’s a question for ya OP.
Do you really think warriors have high damage output using these weapons besides Main hand axe, Greatsword and Rifle?

  • DW sword or MH sword/ shield or Offhand Axe
  • DW mace or MH mace / shield or Offhand Axe
  • Longbow
  • Hammer

Yes or no and can they stay on their target under tough conditions?

There is no reason to use those weapons, because Greatsword/Axe/Shield overtops all of them, S MH is only good for mobility.

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Nerf Warrior Damage.

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Posted by: Daecollo.9578

Daecollo.9578

lol.. dude. what you are asking is to make warriors into gaurdians. warrior is the designated melee dps class, guardian is the designated tank/support melee class. burst skills make up 30% or more of a warriors effectiveness in battle, if you aren’t gs and you aren’t using burst, your playing the class wrong. sword, warhorn and gs have some of the highest mobility in the game as does signet of rage. you can trait in defense for an auto endure pain as well as going into shouts healing with a base 1k heal(2k with 1k healing power). mace, shield and hammer provide excellent control and defense and we have the highest health and armor pool in the game to match our unbeatable damage

lol.. dude. what you are asking is to make warriors into gaurdians. warrior is the designated melee dps class, guardian is the designated tank/support melee class. burst skills make up 30% or more of a warriors effectiveness in battle, if you aren’t gs and you aren’t using burst, your playing the class wrong. sword, warhorn and gs have some of the highest mobility in the game as does signet of rage. you can trait in defense for an auto endure pain as well as going into shouts healing with a base 1k heal(2k with 1k healing power). mace, shield and hammer provide excellent control and defense and we have the highest health and armor pool in the game to match our unbeatable damagein short: stop complaining or roll a guardian, they do much less damage but are the defensive soldier class. if you aren’t managing adrenaline and using burst skills, then you are losing out on the main and most important aspect of warriors. burst skills do the most damage, condition damage, control and overall effectiveness of any of the warrior skills.

If you aren’t gs and you aren’t using burst, your playing the class wrong.

I quote this above, because this is the mentality that is holding the class back from what it could be, the great-sword needs a slight nerf in damage, especially hundred blades to be made into a more mobile attack. I could care less in PvE if it does 150k damage, in any other situation it just is worthless due to being able to be moved out of.

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Nerf Warrior Damage.

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Posted by: Daecollo.9578

Daecollo.9578

Please nerf one hundred blades and add more boons like protection to the class so we can survive a fight. Also make us more mobile.

If our high damage is making us not want to be buffed and actually viable, then please nerf our damage and add some defense. Make our attacks more mobile so a dodge roll and aegis and blinds won’t completely negate some of our attacks damage.

Give us a reason to use adrenaline and gain adrenaline stacks. There is nothing that gives us anything when we get stacks of adrenaline, but there are traits that give us more stacks? Why? Have us deal additional damage or heal every time we get a stack of adrenaline and give us a reason to use burst.

Here is a fun trait that I just came up with in 5 seconds:
Blind Retribution: Heal whenever your blinded.

Turtle’s Defense: Gain Protection for 2 seconds when crippled, chilled, stunned or immobilized. (5 second cool-down.)

Embrace the Pain: Gain Adrenaline and Endurance when hit.

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(edited by Daecollo.9578)

Ranger GS compared with War/Guard GS

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Daecollo.9578

Ranger attacks are a lot more mobile.

Sure Warrior GS does tons of damage.

However one dodge roll can negate it, Ranger greatsword attacks are leaps and instant, much harder to just dodge roll out of.

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"LFM Berzerker Wars ONLY!!!"

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

They should nerf Hundred Blades to do half its current damage and cast twice as fast and be usable while moving.

Hundred Blades is holding back the class more then its helping because of our high burst DPS we have nothing else.

Also nerf COF Path 1 and make it harder.

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Every class should have 15 viable builds.

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Posted by: Daecollo.9578

Daecollo.9578

We only have 8 classes, why is there only 1-2 /viable/ builds per? Its boring. Other games add more and more and this one only seems to take away. This game was better in BETA. It has just got worse since.

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Should ban Foods & Sharpening Stone in WWW

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Posted by: Daecollo.9578

Daecollo.9578

No, in-fact they should un-nerf critical food, because the change wasn’t well thought out and broke more builds then it made. Level up.

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Three Reasons GW2 Will Never be an E-Sport

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Daecollo.9578

At least 15 builds per class.

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The Epidemic Nerf

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Can it cast faster?

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Is Scorpion Pull at all useful?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Scorpion Wire should be faster/100% pierce through enemies and pull all of them back to you.

CD lowered to 15 seconds and also steal a boon.

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LF wvwvw P/V/T gear setup

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

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Possible Glamour Busting Nerf Inc?

in Mesmer

Posted by: Daecollo.9578

Daecollo.9578

needs an internal cooldown of 1 second.

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Is Scorpion Pull at all useful?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

It would be useful if it had a 3 second CD if it missed.

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Guild Camps.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

A interesting idea. Though I can see a lot of trouble with exploits. Such as putting it at the end of a Jp so people could just wp and finish it. Or placing it in a big mob spot to stop mobs from spawning for whatever reason.

If they make it so that you can only place them in specific areas I can see it working….though that takes work.

Thus it will never happen……well unless they make it a gem store item

Well, that depends. In a place where a lot of big mobs spawn it really wouldn’t make them stop spawning, just spawn less. If they are too strong they can even go after the camps and break them. If its in an area where there are a lot of strong monsters.

Jumping Puzzles, a Mesmer can make a portal. Jump down and then grab his friends for free. So no issue there. The “Waypoint” Camp is going to cost an entire gold and most Jumping Puzzles don’t even give that much to begin with. However it would be strange to see a bunch of them in an area like that, so you could add in a note option like:

1 “The footing is too dangerous to place a camp here.” – Near JP chests.
2 “It is too dangerous to place a camp here, clear the area.” – Near hoards of mobs.
3 “Near places with an event.” – There is already bla bla bla here. (Pretty much a camp and a waypoint, since its an event.) You don’t need another camp.

You could also limit how many camps you can have near you or spread out and limit how many can be on a map at once.

You could also just remove the limits on JPs/Events. You would just have to deal with every mob trying to kill your camp, and there is a limit to how many people you have to be near the camp for it to not despawn.

(Small) 1 Person near the camp, if he leaves for 5 minutes, it despawns.
(Medium.) 2 People near the camp, if only one is leave, after 5 minutes, it despawns.
(Large.) 3 people near the camp, you need atleast 3 people to stay in it who are from the same guild, or it despawns.

So yes, if three people are willing to stand all day at a jumping puzzle, I don’t see a problem with it. Since mesmers can already semi-do-that.

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(edited by Daecollo.9578)

Exactly how am I supposed to fight thieves?

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

I’m starting to become convinced the game’s matchmaking has a sick sense of humor, it keeps throwing me in teams vs a team full of thieves and mesmers.

My pet becomes utterly useless against those two classes as they do next to nothing and turn into ammo for C&D all day every day, and I can’t seem to land a single hit on them without them vanishing on me and moving somewhere out of range of my attacks.

Seriously…what the hell Anet, this is what you consider balanced?

ps: This is further compounded by the fact that apparently if you do any kind of CC on my bear when I use Protect Me, it immediately stops working

edit: that screenshot is pretty much what I’ve been consistantly matched up with for the last few days, not cool.

You could start by replacing your Warriors.

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Guild Camps.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Can you add the ability to make Temporary (as long as you stay in the area.) Camps?

Being around a camp could offer a bonus, more advanced and expensive ones could be used as a way-point.

It would also be good for role-playing too.

(Small – 1 Tent, Campfire.) Tier 1 Camps:
- Lessons Culling a little, Allowing more people to be seen, this is useful for player events and gatherings.
- Mobs spawn less around it, providing a safer area.

(Medium – 2 Tents, Campfire, Half-top) Tier 2 Camps:
- Lessons Culling a bit, Allowing more people to be seen, this is useful for player events and gatherings.
- Mobs spawn less around it, providing a safer area.
- Also protects you while inside the camp.

(Big – 3 Tents, Campfire, Fully-topped) Tier 3 Camps:
- Lessons Culling a lot, Allowing more people to be seen, this is useful for player events and gatherings.
- Mobs spawn less around it, providing a safer area.
- Also protects you while inside the camp.
- Offers a Waypoint that anyone can go into, however it costs 5x what a normal wp costs.

There are so many beautiful areas in the game, some times it would be fun to just sit and enjoy it.

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(edited by Daecollo.9578)

Proposed Fixes: Tactics and Discipline.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Defense tree needs more work then both those trees.

Dicipline just needs a stat that is worth it.

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Profession based fun Weapons:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Lol @ the bike. People already don’t want mounts and you want to come blazing in on a motorcycle/weapon

Its not a mount per say, its a weapon that cures movement conditions, has a lot of mobility skills and grants perm swiftness.

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(edited by Daecollo.9578)

I love being a child class.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Honestly, the problem with Warrior is the fact that all the good traits are tied to one weapon for one.

Regeneration for Shields.
Protection for Hammers.
Fury for Greatswords.
Might for Axes.

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Make "1/2" Delay Weapons "1/2" Delay.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

+1 – I also found this out today after some posts on the Thief forum.

I know there’s rounding involved in the tooltips, but it’s actually quite disturbing, especially comparing those two skills – in theory they are near identical – Crossfire has 300 more range, and 3 sec bleed, while Vital Shot has 4 sec bleed. However, in reality, Vital Shot is significantly less powerful.

Rangers get 40% of there damage from pets as well, Vital Shot should be faster and deal more damage. However ranger shortbow pretty much blows thieve’s P/P out of the water in every aspect. I don’t think Ranger Shortbow should be nerfed however, I think its delay should be BUFFED.

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(edited by Daecollo.9578)

Profession based fun Weapons:

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

These are weapons unique to the profession.

Necromancer: Scythe.

Ranger: Whip (Mainhand), Whip (Offhand.)

Warrior: Ball and Chain.

Guardian: Halberd.

Engineer: Bike (Yes, its an actual motor bike.)

Thief: Claw (Mainhand), Claw (Offhand.)

Elementalist: Handwrap (Mainhand.), Handwrap (Offhand.) (these are just runic gloves.)

Mesmer: Metal Fan (Mainhand), Metal Fan (Offhand.)

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My ideas of bringing balance to warrior class

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

You mean Adrenal Health as an active ability which is in our spellbook? Interesting, but 75% over 5 sec is too much imo. I’d say 4-7-10. Hey, 50% plus a standard heal is more than good. But I’d adress movement abilities more.

Sorry… I mean’t Adrenal Surge, however that is a good idea! (Would be much less powerful though.)

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Please give us option for 2 builds

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Some classes don’t have the option for 2 builds. So its not fair.

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Make "1/2" Delay Weapons "1/2" Delay.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Vital Shot and Crossfire are good examples, Vital Shot being even slower then Crossfire.

Crossfire has a 0.54 second delay and Vital Shot has a 0.74 second delay. Both of these need to be 0.5 second delays.

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