Showing Posts For Daecollo.9578:

Necro Staff '1' Spectral Beam.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Trident is 1200 range.

Underwater weapons tend to not be usable on land.

Wells are AOE.

Wells are also utility skills not weapon sets (For example WoS + WoC + Staff #2, #3 #4 #2 = Nice AoE damage with utility and 2 blast finisher combos), Wells have long cooldown, Wells can only be used at range with a trait (Only up to 900 range still)

Staff #1 does horrible damage, because it never hits unless your enemy is standing still. (which is never.)

Can still do damage vs zergs in WvW (Usually one of the main times a 1200 range weapon becomes necessary) and PvE things tend to not move a great deal…

Utility attacks, those are conditions! :< And Axe/X has that, much better for Power.

Chill and Fear may be conditions, but since they don’t rely on Condition Damage (Rather they use Condition Duration which most power builds get 30% of due to Spite trait line) AoE Regen is nice for anyone, regardless of spec and Condition Transfer is very good for survival (Dead power necro = Useless power necro) not to mention it’s a hard hitting direct AoE attack.

Axe is pretty bad for a lot of things, it’s #1 lacks damage (Though is easier to pull off than Dagger #1 in a few scenarios) and it’s #3 deals barely more damage than a single #1 hit so most of it’s actual damage comes from the Retaliation (Which can’t be relied on in a lot of AoE situations since you’ll die quickly) and doesn’t provide anywhere near the utility that Staff brings.

Why are we arguing this? Since its a beam channel, it would do the same if not a little more damage then what staff currently is, just be good for condition users as well.

Axe is good for its debuffs, if you can’t see its strength then don’t argue against it, giving 2% extra damage for your entire team every autoattack is REALLY nice.

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Lets take a look at Venoms!

in Thief

Posted by: Daecollo.9578

Daecollo.9578

tbh I always expected venoms to be more of a continual buff style thing like other games use the skill you get a buff for x amount of time and during that time your attacks apply/have a chance to apply the effects.

I mean that sort of venom still technically exists in this game as consumable.

I mean look at skale venom for thieves: for 3 hits you apply weakness and vulnerability for 5 seconds

Compared to the consumable: For 10 minutes your attacks have a chance of applying weakness and vulnerability

The way we get it at the moment just doesn’t fit, you don’t give someone that attacks rapidly something that only lasts a few attacks and in some cases doesn’t even stack.

Granted 10 minutes would be silly (as it would have to lock the utility for that long to prevent abuse) but still, a 45 second skill that when used gives you a chance to apply those conditions on every hit for 30 seconds would, in my eyes, be much superior.

Yeah, but then that dillutes active gameplay. I want to be able to apply venoms at the right time when I need them, not randomly just get them. Imagine immobilizing an opponent (Since its Immobilize, it will probably only happen every 10 seconds since its so powerful as a proc.) at the wrong time when you didn’t want it.

Or Poisoning the mob or player randomly when he wasn’t healing.

Its good to save it for when you need it.

Set up venoms like signets – X% Passive chance (lets say 20%) to apply some nuetered version of the effect (4s of poison for Spider, 1s Immob for Dev, 3s weak/vuln for skale, 1s for ice drake) while the skill is not on cooldown on a five second internal CD (per venom) – keep the active skill as is.

Change residiual venoms to “Passive effect persists even when skill is on CD” and up the chance to trigger by some amount (Say, +15% for a total of 35%).

Edit: kitten This kitten language filter has gone insane. you cant say a, then 5, then s – seriously.

How would that work with the traits and how would that work with Venomous Aura? The traits only work when you “use” them for the most part. Why would anyone use them when they can just have the passive effect up all the time?

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Necro Staff '1' Spectral Beam.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I don’t think necromancer are supose to have burning as a condition directly.

And I’m not sure power necro would love this change.

Why is a power necro using a Staff?

Only 1200 range weapon a Necro has.

Staff #1 doesn’t do too bad damage as power necro.

AoE hits.

Utility attacks (Regen access, Chill, Blast Finisher, Condition Transfer, Fear)

Wells are AOE.
Staff #1 does horrible damage, because it never hits unless your enemy is standing still. (which is never.)
Utility attacks, those are conditions! :< And Axe/X has that, much better for Power.

Well are on a long cooldown, and if not traited, you can’t cast them at range.

I don’t think anyone said it was good (projectil speed is too slow), but at least when it land, it can hit for 1-2k and can hit multiple enemy.

I still think Axe is lack luster in WvW/PvP, because number 1 is weak, and #2 never seems to hit for a full duration. That my personal opinion. And 600 range isn’t 1200.

Axe #1 is weak? Maybe in 1v1, in TPVP its Amazing.

Axe/Focus are GREATLY underestimated in TPVP. (Constant Vulnerability/Buff Removal.)

Also the ability to spread all that vulnerability and chill via epidemic.

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(edited by Daecollo.9578)

Necro Staff '1' Spectral Beam.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I don’t think necromancer are supose to have burning as a condition directly.

And I’m not sure power necro would love this change.

Why is a power necro using a Staff?

because it’s our all around best weapon.

Not really, I could argue that axe is the best weapon.

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Necro Staff '1' Spectral Beam.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I don’t think necromancer are supose to have burning as a condition directly.

And I’m not sure power necro would love this change.

Why is a power necro using a Staff?

Only 1200 range weapon a Necro has.

Staff #1 doesn’t do too bad damage as power necro.

AoE hits.

Utility attacks (Regen access, Chill, Blast Finisher, Condition Transfer, Fear)

Trident is 1200 range.

Wells are AOE.

Staff #1 does horrible damage, because it never hits unless your enemy is standing still. (which is never.)

Utility attacks, those are conditions! :< And Axe/X has that, much better for Power.

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(edited by Daecollo.9578)

I love being a child class.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I love being a child class, since I need to hold everyone’s hand in pve/pvp to make myself effective!

Having little access to sustain or protection or anything to keep me in the fight is taking a toll on my gameplay, I can’t stand the blandness of adrenaline since nobody seems to use it ever. We have little to no healing options either, honestly we should have MORE healing then other classes due to having little to no condition removal.

Attachments:

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(edited by Daecollo.9578)

Necro Staff '1' Spectral Beam.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I don’t think necromancer are supose to have burning as a condition directly.

And I’m not sure power necro would love this change.

Why is a power necro using a Staff?

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Lets take a look at Venoms!

in Thief

Posted by: Daecollo.9578

Daecollo.9578

tbh I always expected venoms to be more of a continual buff style thing like other games use the skill you get a buff for x amount of time and during that time your attacks apply/have a chance to apply the effects.

I mean that sort of venom still technically exists in this game as consumable.

I mean look at skale venom for thieves: for 3 hits you apply weakness and vulnerability for 5 seconds

Compared to the consumable: For 10 minutes your attacks have a chance of applying weakness and vulnerability

The way we get it at the moment just doesn’t fit, you don’t give someone that attacks rapidly something that only lasts a few attacks and in some cases doesn’t even stack.

Granted 10 minutes would be silly (as it would have to lock the utility for that long to prevent abuse) but still, a 45 second skill that when used gives you a chance to apply those conditions on every hit for 30 seconds would, in my eyes, be much superior.

Yeah, but then that dillutes active gameplay. I want to be able to apply venoms at the right time when I need them, not randomly just get them. Imagine immobilizing an opponent (Since its Immobilize, it will probably only happen every 10 seconds since its so powerful as a proc.) at the wrong time when you didn’t want it.

Or Poisoning the mob or player randomly when he wasn’t healing.

Its good to save it for when you need it.

Not saying the consumable way is best but its a lot better in general than currently.

Heck you could even make em flip utilities, on use applies the passive effect for the duration, this allows all thieves to utilize them in a much less neutered way (as in not burning all the charges in a single auto attack chain) then for that time frame if you hit the skill again it instantly puts up the current charges and throws the skill into its cooldown or such, granted exacts would be tweaked and such as to timings and when cooldown starts etc etc, but could also change traits to allow for more active use with the passive ones as well (residual allowing you to click twice rather than once for the instant charge etc)

Then they would have to lower the effectiveness of both abilities, and how would that work with Venomous Aura?

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Necro Staff '1' Spectral Beam.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Shoot a spectral beam at your foe and burn them.
Damage: (3x): 201
Burning: 1 s (328 damage)
Range: 1,200
(Channel, this ability can hit up to three targets caught in the beam.)

Spectral Attunement – Spectral skills have longer durations and grant life force on use.
(This makes the burning last 0.5s longer, and each hit grants 1% lifeforce.)

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(edited by Daecollo.9578)

Please Revert Pistol Whip

in Thief

Posted by: Daecollo.9578

Daecollo.9578

S/P is by far the weakest of the weapon sets for a thief. Let’s look at the set over time.

1: Nerf PW by 15%
2. Nerf the food for health regen on crit
3. Nerf haste

Pistol whip does need a buff at this point. The 15% nerf should be reverted and it should receive an additional 10% damage on top of that.

SoM deserves a buff to healing as well. Probably up to 80% like it used to be in beta. (180 healing every hit.)

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I tried doing living story...

in Flame and Frost

Posted by: Daecollo.9578

Daecollo.9578

However during it I got bored and stopped, never did it again.

It is just was too boring, it reminded me old quests in old games, but without the flavor or lore it had either.

It never explained why they did anything or engaged you into the story really. I didn’t care about it at all.

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Recent Dev comments

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Thieves have some of the worst weapon sets in the game. (P/P) and probably the worst utility in the game. (Venom.)

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Lets take a look at Venoms!

in Thief

Posted by: Daecollo.9578

Daecollo.9578

tbh I always expected venoms to be more of a continual buff style thing like other games use the skill you get a buff for x amount of time and during that time your attacks apply/have a chance to apply the effects.

I mean that sort of venom still technically exists in this game as consumable.

I mean look at skale venom for thieves: for 3 hits you apply weakness and vulnerability for 5 seconds

Compared to the consumable: For 10 minutes your attacks have a chance of applying weakness and vulnerability

The way we get it at the moment just doesn’t fit, you don’t give someone that attacks rapidly something that only lasts a few attacks and in some cases doesn’t even stack.

Granted 10 minutes would be silly (as it would have to lock the utility for that long to prevent abuse) but still, a 45 second skill that when used gives you a chance to apply those conditions on every hit for 30 seconds would, in my eyes, be much superior.

Yeah, but then that dillutes active gameplay. I want to be able to apply venoms at the right time when I need them, not randomly just get them. Imagine immobilizing an opponent (Since its Immobilize, it will probably only happen every 10 seconds since its so powerful as a proc.) at the wrong time when you didn’t want it.

Or Poisoning the mob or player randomly when he wasn’t healing.

Its good to save it for when you need it.

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Love Minions, hate the way they look.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I would love it if we could get some skins for minions…
- Skeletons.
- Creepy Dolls.
- Marionettes.
- Undead Animals/Ghosts (Spiders/Wolves/Ghost Snakes/Ghost Bear.)
- Ghosts.

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Lets take a look at Venoms!

in Thief

Posted by: Daecollo.9578

Daecollo.9578

So if I took Quick Venoms and Residual Venoms, every 12 seconds I could, on a single target (pick 3 of 4):

Immobilise for a possible total of 6s
Weaken for up to 30s
Poison for up to 36s (with additional 18s of Weakness from Lotus Poison)
Chill for 4s

So, with just the user being given the venoms (not including venom share), a target can potentially be either immobilised for 1/2 of the time, chilled for 1/3 of the time, weakened forever or poisoned forever. If you have one other ally and share it, the target could potentially never be able to move, will be chilled for 2/3 of the time and have permanent severe damage reduction and crippled evasion or healing reduction. This isn’t even counting Basilisk Venom. All that, with no cast time, and any ally in 900 range will have access to that. God forbid if more than 1 ally got a hold of them.

That is obscene. Venoms need buffing, but what you’re suggesting is completely and utterly insane. Not even a Necro can match that. Not even close.

Condition Removal is insane, some classes can remove 3-4 conditions every 10 seconds, and then turn them all into boons.

Yeah, I make everything OP when I post ideas, the Ideas are OP as crap and would break meta. However I always make it OP so it has a nice base for you to tone down yourselves.

However with above posters, yes, Immobilize has caps of the 2s, and you can’t get any higher then that, so you won’t be able to perma immobilize players. It just makes it so you can’t condition removal it as easy.

With the changes they did to venoms, you can no longer get 5 off on an aoe, so there effectiveness went off greatly, atm nobody uses them because they are just not practical.

Yes, if the enemy does not take condition removal in pvp, they will have perma weakness/poison, however that scenario is very-very-very-very unlikely. However I play a warrior as well, which has the worst condition removal in the game, a venom thief with the above would absolutely wreck me. However, since you need to give up so many traits to get the above, they probably couldn’t kill me very fast alone, however they would be a little tanky because they are constantly healing from venoms.

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(edited by Daecollo.9578)

Please Explain the Logic of the AoE Limit

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

You keep saying this, But dont you realize that removing aoe cap would insta kill all ellies in your exampels due to retaliation.
Ellies with 9k HP that hit anything from 10+ players Will just insta kill themself.
If removing aoe cap would Do anything för ellies it would be using them för support more, cause glass cannon aoe ellies would never exist Long if the cap got removed.

Try to understand the concept of a suicide hitsquad hiding ikittenerg ball. 10 eles for example. They could be in any gear you want, I presume if they’re hiding ikittenerg ball with the intent to be a suicide squad they’d be in full serkers and knights. Their RTL will crit for 2-4k. With 10 of them that’s 20-40k damage. This damage can’t be stopped or damaged. They’re coming at you at 200% movement speed. They come from 1200 yards away. They have a radius of 600 on the AE. Do you think they care if they die? Do you think you can react to this fast enough to stop them? I’m confident some out there could. But then again they’re eles…. they’ll mist form back to their ball, wait 20 seconds, and do it again.

And that’s just Eles using a pointless skill. By the time the ele’s have died to your example of retaliation, they’ve already got Meteor Shower to the point where it will continue its auto cast given its randomized nature. Lava font as I mentioned has a very large AE when traited, hits for a tone in power gear, and can be left on the ground.

And to my knowledge, retaliation won’t pierce mist form so if the ele is in trouble, they’ll pop a cooldown. And this is of course ignoring that the removal of AE caps now allows Necros to consume all boons on every target.

/shrug.

And then ONE or TWO guardians uses Shield Sphere and stops ALL of them.

GOOD COUNTER PLAY.

I agree that retaliation needs toning down, but then again it doesn’t either. If your spamming AOEs and not watching the enemies buffs. (For example, Necromancers can strip boons before they use there AOEs and then spread the love.) Then you deserve that death.

GOOD GAMEPLAY DECISIONS

Removing the AOE Cap will make sieging fun again, no more blobbing.

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(edited by Daecollo.9578)

Remove the AOE limit.

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

Actually it would put less stress on the server because “ZERG VS ZERG” fights would not last as long.

However, because of the way buffs effect allies, it will make good counter play.

You said so yourself, YOU must worry about retaliation, so you can’t just blob spam all your AOEs down on said Zerg, because they have a way to damage you back.

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Lets take a look at Venoms!

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Venoms
This is to improve venoms and make them more of an active choice for combat.

Basilisk Venom
Your next attack turns your foe to stone.
Cast time: 0.5 seconds.
Recharge: 30 Seconds.
Stone duration: 1.5 s
Venom duration: 30 s

Devourer Venom
Your next two attacks Immobilize.
Cast time: 0.5 seconds.
Recharge: 15 Seconds.
Immobilized: 2 s
Duration: 30 s

Ice Drake Venom
Chill foes with the next three attacks.
Cast time: 0.5 seconds.
Recharge: 15 Seconds.
Chilled: 1 s
Duration: 30 s

Skale Venom
Make foes weak and vulnerable with your next five attacks.
Cast time: 0.5 seconds.
Recharge: 15 Seconds.
Vulnerability: 5 s
Weakness: 5 s
Duration: 30 s

Spider Venom
Poison foes with your next five attacks.
Cast time: 0.5 seconds.
Recharge: 15 Seconds.
Poison: 6 s (504 damage)
Duration: 30 s

Traits

Deadly Arts
Improvisation – Stealing recharges all Venoms.

Quick Venoms – Venom skills recharge 20% faster, Venoms are now Instant Cast.

Residual Venom – Applied venoms last one extra strike.

Venomous Strength – When applied (skill is used.), Venoms grant fury and swiftness for 8 seconds.

Shadow Arts
Leeching Venoms – Steal health when triggering a venom. This can only occur once per strike.

Venomous Aura- When you use a venom skill, you apply the effects to all nearby allies as well. (Range is now 900 meters from 150.)

_
_

Venoms are now very good utility if the thief chooses to sacrifice DPS and traits for it, this will allow Venoms to either buff the thief up, or his group a lot depending on what kind of Venom thief he is, even with all these things together he is still not overpowered because of all he has to sacrifice to get the traits.
http://www.guildhead.com/skill-calc#mck9oohxMmohxMmG0x9MmR0sb (Is what I would personally do.)

The Elite skill does have a very fast cool-down for an elite skill, but since the “When use Elite Skills.” have an internal cool-down, it does not overpower it for having its CD.

But that would make Thief overpowered!
- No! No it would not, take a look at what other classes have in there healing and buff department and condition removal and spot healing, the healing leeching venoms does is low, the buffs would be helpful, however with boon hate coming soon it might be a lot worse then it actually is. Swiftness is something venom thieves need, they NEED to be mobile since they don’t have vigor.

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(edited by Daecollo.9578)

Remove the AOE limit.

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

I really want to see a little thing called “Tactics.” come back into this game, we sorely missed it.

NOBODY SHOULD STAND STILL AND IGNORE AOES, you should be punished for rushing in chokepoints.

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Remove the AOE limit.

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

Actually, the more i think about it the more im sure the cap removal would buff the zerg.

imagine the zerg going under refuge at the same time, throwing down every aoe buff they had and the entire zerg having literally every buff at 25 stacks before a fight.

the group of 10 would never get as many buffs as the 50, those 50 could then scatter and be dealing a larger % of damage against the smaller group.

Throw in healing and the smaller group would be screwed, since aoe heals would hit the entire zerg. out of curiosity since I don’t play healing if those 10 players attack the 50, and 20 players attack back and 30 play support and heal nonstop even if grouped together how long would the zerg survive? if you have 3x the healers to the incoming attackers

I dont know healing figures so cant estimate.

the aoe ca kitten .. smaller groups usually have 3-9 people who do spread out. Aka, this won’t effect them at all.

Haste just got nerfed.

Coordination like that is rare. People should be rewarded for playing that way, however the 10 Timewarps offer a huge “target” for the enemy.

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Remove the AOE limit.

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

When I see people clumping together to avoid AOEs I cry irl.

If Zergs were forced to SPREAD out and use tactics, the game would be much healthier overall for all.

Um… And to above… Thieves don’t have NEARLY the aoe that necromancers do.

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(edited by Daecollo.9578)

Remove the AOE limit.

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

AOE would be overpowered without such a limit. Its good as it is.

Explain how it would be OP?

IF it wasn’t limited, it would force people to “THINK” and not mindlessly run in.

People would actually dodge and avoid AOEs.

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Remove the AOE limit.

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

The blobs are getting ridiculous, this kind of gameplay isn’t fun, what is the point of combo fields and all that if people can just zerg up and stomp everyone?

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Healing as a warrior (Complaints)

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I feel a favouritism from anet towards Guardians, call me what you like, when you have a 1v1 duel with a guardian on a warrior you will understand, no anger fills me more than when i am beat by guardians that aren’t actually better players but they just have a lot more healing abilities, i just wish that AreanaNet would get back to us on this post and tell us whats going to happen with warriors in wvw/spvp.

The day boon hate lets us rip apart their brainless boontank builds is the day I’m going to laugh at guardians’ tears. I already make it a point to pin every one of the kitteny fools in WvW with well-timed Leg Specialist immobilizes just to make sure that bad players can’t waltz in and expect to walk away fine simply because the class offers such a ridiculous amount of survival options when being hammered on by 10 players. The day when we’ll be balanced to them and comparable 1v1 is coming and is going to be excellent.

Except Boon-hate will destroy us too, because Warriors have 3-4 boons themselves up most of the time, and they arn’t ones that protect us.

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(edited by Daecollo.9578)

Vigor + Regeneration should both heal OT.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Regeneration and Vigor should both restore health over time.

Vigor should restore health and give endurance faster regen.

Regeneration should increase all healing by X% and restore health.

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Damage Record Thread.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Actually from a 10 second fight his DPS would only be about 3-8k.

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Cultural Armor Tier 3 (Heavy.)

in Sylvari

Posted by: Daecollo.9578

Daecollo.9578

It looks way better on females.

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Please Revert Pistol Whip

in Thief

Posted by: Daecollo.9578

Daecollo.9578

They said they were changing 100b, perhaps they are also changing this ability.

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More than 4000 armor defence for nothing

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

It is much better to go 2700 Armor and then get things like “Protection” and “Damage Reduction.” things the warrior does NOT have…

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Guardians should be an Alpha Class.

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

You guys do realize I posted this on April first, right?

However I do find guardians kind of ridiculous at the moment.

I find it ridiculous that I can spend X amount of time trying to kill a monster and then a warrior walks up beside me to the same type and kills it in more than half the time it takes me. He’ll have finished off 3 by the time I’ve finished my measly 1.

Are you talking open world? Open world really does not matter, when they are both 80 and get critical gear, YES warriors will burn down mobs that stand still quickly.

However, when you actually reach hard content where mobs do more then just stand still and in pvp, Warriors DPS goes down the toilet. Guardians move DO do less damage, but you are MUCH MUCH more mobile so they’re actual realistic DPS is much higher. Don’t ask me how many times I had to cancel my attacks as a warrior mid-fight because my target walked away from me.

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Cultural Armor Tier 3 (Heavy.)

in Sylvari

Posted by: Daecollo.9578

Daecollo.9578

Nobody uses the armor besides the helmet, is it ridiculous.

http://www.gw2armorgallery.com/sylvari-heavy.htm#order

The gloves are unpractical and huge, the shoulders ONLY cover one side of your body, they should cover both.

The boots and legs don’t offer enough protection and look silly, however they look nice with the chestplate atleast. However they look trashy with the gloves and shoulders.

Can you please redo the gloves to make them not stretch out so much, it stretches out so far it gets bugged! And can you please make the shoulders cover BOTH sides of your body?

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Damage Record Thread.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Over 120k DPS in one cleave total. 50,655 DPS on single target. I LOVE WARRIOR

Now if only all enemies stood still!

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Yes, a P/P PvP/WvW Thief (In the works)

in Thief

Posted by: Daecollo.9578

Daecollo.9578

How do you kill anyone?

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Dissapointed in wvwvw

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Try running a ranger in WvW. Or don’t because as a player who’s had one since near launch I can say that ranger’s currently are lacking in many aspects including their ability to add to a team. Been trying warrior in WvW and it is nice to actually be able to pump out big numbers consistently from range without having my dps nerfed by a nearly always dead pet that dies to the slightest aoe concentration.

What pray tell are Rangers Lacking? And please list it and make sure to have a straight face.

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More than 4000 armor defence for nothing

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Do what I did, switch classes and let someone else suffer the grief. I got so tired for taking the blunt for the team all the time with little to show for it. I switched classes and all of a sudden I’m a pro.

Warriors are always tanky, but they have no tanky traits… its stupid LOL

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I surrender!

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Score says nothing about how good you are or how good your class is.

Player kill 5 points
Taking a neutral point 10 points
Reviving a teammate 10 points
Killing a player while they are capping or protecting 15 points
Re-taking a lost point 25 points

Warriors can’t do much, so it is much easier for them to focus on these following 5 things much easier then other classes.

Put down a banner that rezzes people and buffs them while mashing 1-5 is what a warrior does, so its really not hard for them to get a high score compared to other classes who have to actively be playing.

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(edited by Daecollo.9578)

Healing as a warrior (Complaints)

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

This is a Guardian playing, and he does not even have Omnomberry Pie.

All that Condition Removal, with the passive kind and the ability to do massive AOE damage and help the party as well.

Tbh, Warriors have to sacrifice all there strengths to get that, whilst a Guardian does not have to sacrifice anything to get what they want, that is the BIG issue here.

Guardian is not an OP class, they are simply far more balanced then Warriors are, Warriors have a very under-updated tree.

A “Healing Shout” Warrior may have ‘Decent’ Burst Survivability, they have little sustain and no oppressive or focus protection. Not only that, they will be doing much less damage then the average guardian.

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(edited by Daecollo.9578)

Dark Armor trait idea

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

The problem with Dark Armor is, it only adds so much to so little.

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Healing as a warrior (Complaints)

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Daecollo got a link to that, because in my experience with cleric gear and shout healing yeah its ok, but no protection/retaliation etc (unless you go spiked which i’ve found to be meh).

Protection and Guardian Signet Traited gives him a 48% DR after ALL damage has been done, that is after toughness as well, not before. It is quite significant.

The Guardian also does not have to waist points for this, every tree that has this stuff is mostly what most guardans take, quite the fun class, and they can also spec for all damage if they desire.

Compared to the Guardian’s Toughness tree, ours is absolute TRASH and adds nothing, no protection nothing.

Warriors need significant sustain if they want to survive, we don’t have CC removal or Condition removal, our Healing/Sustain (Protection) needs improved greatly.

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Healing as a warrior (Complaints)

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

traited warriors have four healing skills (6,7,8,9)
and same amount of condition removals,

or healing skill, perma regen and two condition conversions in a different spec

its just they all dont fit into the GC mindzerg

And then after you spend 30 points in the vitality tree and get 1450 healing gear, you can just roll a guardian and be better in every aspect 100x and do more damage/survive more, and gain a truck more Damage Reduction as well.

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Guardians should be an Alpha Class.

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

You guys do realize I posted this on April first, right?

However I do find guardians kind of ridiculous at the moment.

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Why wars have so much % damage traits?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Rangers have a lot more options then a Warrior does and is much more mobile and has a lot more survivability as well.

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More than 4000 armor defence for nothing

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Toughness scales down a LOT after 2700, the best way to survive this game is to get “Protection” and 2700ish Toughness.

Also the Guardians Signet can add another 15% Damage Reduction AFTER all damage is taken.

The run-down is, without “protection” you simply cannot bunker, Warriors have no sustain options nore healing.

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Dark Armor trait idea

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Because its easy to get 50 stacks…

Yes, you could get 750 toughness, however you must heal for quite a bit to attain such, 50 times in 25 seconds.

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(edited by Daecollo.9578)

Dark Armor trait idea

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I have a feeling this might be a bit ridiculous in certain PvE areas of the game, and worthless in the rest (which is fine, since its pretty useless everywhere now). It is effectively allowing up to 750 extra toughness when you are spamming trash mobs.

Does it really matter if we are spamming trash mobs? we are pretty much hard to kill anyways.

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Dark Armor trait idea

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Dark Armor
Gain toughness each time you gain life, each instance lasts 25 seconds and can stack up to 50 times.

“+15 Toughness for 25 seconds each time you gain life.”

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Guardians should be an Alpha Class.

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

Its stunning how little you understand either class.

Guardians are better in every way, besides damage. And Warriors are not much better unless the enemy stands still…

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Guardians should be an Alpha Class.

in Guardian

Posted by: Daecollo.9578

Daecollo.9578

They can already do everything a Warrior can do, except better. You should nerf Warrior’s HP and buff Guardians HP up to Warriors and make Guardian the alpha class it deserves to be.

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ADD SOME 8-bit ARMOR!:P

in Super Adventure Box

Posted by: Daecollo.9578

Daecollo.9578

SUPER MUSIC BOX FOREVER….

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What is the point of Leaderboards/Esports?

in PvP

Posted by: Daecollo.9578

Daecollo.9578

“Whack-a-Mole” is a pretty accurate statement of what they’ve been doing thus-far.
At least from Thief PoV.
In order:
Unload, VShare, Pistolwhip, TacticalStrike(Daze/CC build) + Dagger Offhand, Pistolwhip and Unload again (via quickness)+ Condi+ Another dagger offhand nerf via 4sec reveal.
Mind you, most of these have been 33-50% nerfs, rendering the builds unviable especially in a competitive setting.

At this point either you play D/P burst because it’s the only thing untouched or you reroll ele.

+1

my thought exactly!

All professions should be able to fill multiple roles (not all roles) but they ALL should have something that semperates them from the others, something that only they can do or at least to better than any other.

Thief was suppose to be the one with high burst, high mobility and evasiveness.

Clearly other professions beet Thieves in all the above aspects specially Elementalists that beat us on ALL of them but even if they didn’t there are still other professions that beat us on the aspects i just mention. Like Rangers and Mesmer evasiveness and mobility and as for burst also Mesmers and GC Guardians and Warriors, this last one is at the bottom of the foodchain atm but can still dish out loads of dmg.

Elementalist isn’t OP I don’t think, it just has FUN options to it that every other class needs, and IT needs a Sustained Damage option too, that is what it kind of lacks, the ability to play just one attunement and be fine.

I never thought the Ele was ever OP, I just think its more “complete” then the other classes in what it can and can’t do.

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