Showing Posts For Daecollo.9578:

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Daecollo.9578

Daecollo.9578

This should be on the thief forums, not here. ((yep.))

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(edited by Daecollo.9578)

Mark of Blood's Regeneration.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

how 1-2 traits and u have perment regen.
And those 2 traits are realy good and improve ur whole staff, not just for the regen.

I’m saying, the radius is pathetic, and greater marks doesn’t improve its radius.

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Mark of Blood's Regeneration.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Nope.
(Also: No.)

Radius: 120 isn’t enough, and its not effected by greater marks.

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Mark of Blood's Regeneration.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

The Regeneration Range on mark of blood needs improved greatly.

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Just add Dueling already

in PvP

Posted by: Daecollo.9578

Daecollo.9578

Dueling should not be an SPVP thing, it should be open world :/

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More Armor + Hairstyles?

in Black Lion Trading Co

Posted by: Daecollo.9578

Daecollo.9578

Is there going to be any features on the BLTC that gives the player access to more hairstyles (And more customization options + colors)+ New Armor?

Many other games seem to release a new item every week or month, but town cloths really arn’t what players want, they want things that can actually add more customization to the player, its the reason makeover kits crashed the marketplace twice when it was announced.

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Why is Life Blasts Recharge slow?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

It seems that for its damage and since it can only be used in a transformation, it deserves to cast a lot faster.

http://wiki.guildwars2.com/wiki/Life_Blast

http://wiki.guildwars2.com/wiki/Spatial_Surge

Spatial Surge says it has a longer cast, but it actually is almost 3 times faster then Life Blast, it feels like LB has the same problem that Pistols have, slow recast… While Spatial Surge seems to have almost no recast.

(Spatial Surge.)
http://www.youtube.com/watch?v=DAfyJHnsH68 (Life Blast.)

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(edited by Daecollo.9578)

Twilight Arbor "Plate" Armor.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

The heavy armor from TA is already the shiniest of the three. I thought you were being sarcastic but your other posts imply otherwise …

It will also depend on your choice of dyes. Some dyes are shinier than others.

I think it depends on the dye, the whiter dye does make it indeed shinier, but the problem isn’t all that, its the fact that the schem/shaders are so much different then all the other armor and the other cultural sylvari armor.

Which means it only blends with itself, which is not good design at all.

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Twilight Arbor "Plate" Armor.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

I know, TA is one of the hardest zones, and to work my butt off for the armor feels wrong … :/

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The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Daecollo.9578

Daecollo.9578

I ocassionally roll thief in WvW myself, using S/D & SB instead of the common used D/D combination. I gotta say, those using HS D/D aren’t worth the name “Thief”, because they ruin the entire profession’s name. I don’t use the stealth spam neither, so don’t say that EVERY thief is a kitten, although a lot of them are.

I suggest they counter the HS spamming by higher cost of initiative and fix the culling.
I have trouble with those HS/BS thieves myself in WvW, unless you make them waste all their initiative then hunt them down while they are useless.
HS + stealth spam thieves are not the way thieves should ever work.

Heartseeker Spam is one of the easiest things to avoid in PvP, I suggest you learn ways around it (there are several, I won’t bother explaining, because its all over the Thief Gameplay thread.)

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Twilight Arbor "Plate" Armor.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

The armor should also “for males.” protect more then just the side, the skirt should fold all around and be more like a dress, especially since its so open around, like the HOTW’s armor is.

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Twilight Arbor "Plate" Armor.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

what type? heavy, light or medium? medium and light seem fine (i have light on my necro and -had- medium on my ranger) heavy seems… odd, so if thats what you mean; +1

Yeah… I can give you a picture of it compared with regular armor, it just doesn’t have the “Shine” that other armor pieces have, this makes it impossible to mix/match.

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Lets Improve the Defense Tree.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Thick Skin: gain 2 toughness per level, period. swap it in the line with adrenal health.

Well, the problem isn’t really the toughness either, its the (If over 90% Health.).

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Please allow us to wear...

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

At least one piece of armor thats not our armor type, just for appearance.

Since its one piece, it won’t change how we look to others so they won’t know what we are wearing, it will also add a lot more customization options.

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Lets Improve the Defense Tree.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Why would you ever want to “improve” defensive trait with DPS traits????

please good sir get out of my trait and leave as it is /madface

re-read: wait? what? shield reflection gone? +90 toughness gone?!? givint precision instead of power where I have a strengh trait that gives power to vitality making it perfect sinergy for defensive line???

Oh it hurts my eyes!!! IT HURT MY EYES!!!

There are plenty of +Toughness Traits already, the problem with Shields is the main hand does way less damage due to the investments in critical you have to give up.

No no no! dont take those +90 toughness away! hybrid yourself if you find with lack of damage but don’t touch this tree for more dps… we already have to struggle to have a viable tank build.

Critical + toughness you have knight gear

Lets see, your getting +9% Damage Reduction, 400 toughness when your crippled… The weapon traits improve precision and critical chance because honestly that is what those weapons need, critical chance in this game, like it or not, because of the way stuff works, is a defensive stat. The +Critical Chance with a shield makes a lot more sense then toughness, because it also allows for hybrid sword/condition builds to be a little stronger without having to dump all the stats into precision, turning toughness into precision as well.

Target the Weak has always been an offensive stat, this is mostly for Maces…. the weakness duration allows more up-time of weakness and doing 10% more damage (combining traits.) would make maces deal significant damage, which they deserve to do to be more on-par with the other weapons.

This is what i’m saying, before you see what I took way, see what all I added first.

Most people avoid the precision tree since it doesn’t really add much damage to any weapon besides “Great Sword and Sword.”

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Twilight Arbor "Plate" Armor.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

It doesn’t look much like the other sylvari sets because that is nightmare court armor, not pale tree armor. That is also why it doesn’t glow at night.

It doesn’t look like any of the armor, it doesn’t matter if it doesn’t glow, it has little to no reflection.

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Twilight Arbor "Plate" Armor.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Please add more reflection/shaders to the Twilight Arbor armor, it should look more like the other sylvari cultural armor sets.

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Lets Improve the Defense Tree.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Why would you ever want to “improve” defensive trait with DPS traits????

please good sir get out of my trait and leave as it is /madface

re-read: wait? what? shield reflection gone? +90 toughness gone?!? givint precision instead of power where I have a strengh trait that gives power to vitality making it perfect sinergy for defensive line???

Oh it hurts my eyes!!! IT HURT MY EYES!!!

There are plenty of +Toughness Traits already, the problem with Shields is the main hand does way less damage due to the investments in critical you have to give up.

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Lets Improve the Defense Tree.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

The Defense Tree for Warrior is one of the main branches, and should be about keeping the warrior alive with self-healing abilities and protection and stances, currently one of its main problems is the Warrior lacks self-sustain the other classes have, this tree should allow the warrior more access to his other weapons and bring them more up to par with Greatsword and Axe. The ideas are based on some of ours and other classes ideas. My idea with the defense tree was to add the needed mobility condition removal, improve stances, improve mace/hammer, improve shield.

Defense:

5: Thick Skin: Gain “Protection” and “Regeneration” for 3 seconds when you fall below 50% health. (45 second cooldown.)

15: Adrenaline Health: 85 + (0.125 * Healing Power) per second (Changed from before, it now grants health per second instead of every 3 seconds, and is now effected by healing power.)

25: Armored Precision: 5% Toughness = Precision.

I: Embrace the Pain: Increases damage reduction based [sic] how much adrenaline you have built.
Stage 1: 3%
Stage 2: 6%
Stage 3: 9%

II: Turtle’s Defense: Gain 5 extra toughness per level when crippled, chilled, stunned, or immobilized. (400 at 80.)

III: Sure-Footed: Stances Recharge 20% faster. Stances now cure immobilized, chilled, and crippled.

IV: Increases Health on Rally, Activates Berserker’s Stance on Rally.

VI: Cull the Weak: Increases damage to weakened foes by 10%. Additionally Adds +25% Weakness Duration.

VII: Same as is.

VIII: Same as is.

IX: Shield Master: Shield skills recharge 20% faster. Critical-hit chance with one-handed weapons is increased by 10% while wielding a shield.

X: Merciless Hammer: Gain might for 15 seconds every 3 seconds as long as your holding a hammer. Hammer skills recharge 20% Faster.

XI: Defy Pain: Actually Lasts 5 seconds.

XII: Same as is.

Please remember that some of these look good, but you can’t really use them all at once, I just wanted to improve them so they would be more up-to-par with other classes trees and our own trees.

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(edited by Daecollo.9578)

Necros Are Fodder in WvW

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Necromancers are one of the most powerful classes in WvWvW and probably the most overpowered if you play them correctly, but its a very unforgiving class if you make a lot of mistakes.

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Can we make "Player Notes" Clientside?

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

All the “notes” I make by player names keep getting reset…

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Venomous Aura needs range extended

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Currently venomous aura only gives venoms to those within around 250 units of the caster. In pvp, this is almost impossible to utilize, particularly on basilisk venom (which is quite “meh” at the moment anyway) as it has a one second cast time.
Im not saying that basilisk venom needs the cast time removed, as it is easy to see why this is necessary; the range of venom sharing simply needs to be increased as it is could be one of the best options available to thieves for supporting.

It would still be lackluster if it was 1200 range, does not give enough boons to matter.

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Why does Toughness Tree have Healing Power?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

That depends, your depending it on “one” weapon set, Warhorn is mostly for its cures, not its buffs.

If Toughness Tree had “boon duration.”, http://wiki.guildwars2.com/wiki/Vigorous_Focus would actually be worth taking as a trait, because it would give stance warrior access to a lot more vigor then warhorn could.

Your only comparing it to one tree, why don’t you actually compare it to the other tree and its gains?

30 in tactics with another 30% boon duration increase from mixing rune, warhorn is giving permanent swiftness and vigor to you and your allies, how does it not better than long CD stance with vigor? As i recall there are no CD reduction trait for stance, and sure foot only add 25% duration to stance, how does 30% boon duration increase is more effective on 8 sec vigor to yourself from stance than 10 sec vigor from warhorn to nearby allies?

Didn’t we are discussing the value to swap boon duration with healing power, how come a trait from discipline intercepted?

Dude, i still don’t understand your concept.

Because you can get a trait that activates a stance “adding 8 vigor.” and 3 utility slots for another 3 stances, adding another 24 vigor, all together with boon duration, that is 41 Vigor, and thats longer then the stances recharge rate.

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Why does Toughness Tree have Healing Power?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

To Daecollo

Lets look at how Healing power works:
All self heal skill -base effect +100% of healing power
Shout heal skill -base effect +80% of healing power

Lets look at boon duration, noted that it is duration you apply

1) When it comes to Defense, since warrior cannot access to protection boon, so boon duration is not more helpful on survival than a good self heal can provide.

2) On the other hand, for tactics line, warhorn / shout / banner gain more benefit from boon duration increase.

3) Shout heal is a very powerful skill when geared with full healing power. If healing power swapped with boon duration in tactics line, a shout heal warrior can gain full healing power in cleric gear and traited with full strength line. This will result as overpowered for high power, toughness and healing power, and high self burst heal ability….

For now, a shout heal warrior wants full healing power they got to sacrifice strength and go for full defense…

Therefore, boon duration on tactics line is 100% make sense.

How does boon duration help warhorn, banners, shouts more then healing power?

Banner Regeneration Lasts forever regardless of how much boon duration you have, an extra healing +40 per tick would be an AMAZING help.

Warhorn conditions converting to boons doesn’t increase the boons you convert.

The only shout that has a boon is “For Great Justice.”

There are a lot of quality discussions about how much healing power scaled for regen banner and shout heal in GW2 guru forum, please go check it out. The conclusion is going shout heal, better go full cleric and if you don’t plan to have ANY healing power, better go for regen banner. Therefore, healing power as a support attribute is only worth while traited with shout heal; without traited with shout heal, its value is no different than it is in defense which is more self heal for more survivability.

On the other hand, Warhorn give quickness and vigor to allies, FGJ give fury / might to allies, battle standard give might and stability, these skill as team support benefit from boon duration even just 1 point in tactics.

Don’t you know warhorn give team buff to allies which is boon? You sure you played a warrior, dude?

Healing power value compare chart:
If 10-300 in defense = more survival for yourself ; If 10-290 in tactics = more survival for yourself; 300 in tactics = more healing for yourself and allies when traited with shout heal

Boon duration value compare chart:
If 10-300 in defense = self buff and team buff longer duration; If 10-300 in Tactics = self buff and team buff longer duration with 3 traits to reduce 20% CD of skill. Moreover, these CD reduction skill are at adept (banner), master (shout and warhorn) which means 20 point will benefit allies a lot.

Is it really worth to swap boon duration to healing power?

That depends, your depending it on “one” weapon set, Warhorn is mostly for its cures, not its buffs.

If Toughness Tree had “boon duration.”, http://wiki.guildwars2.com/wiki/Vigorous_Focus would actually be worth taking as a trait, because it would give stance warrior access to a lot more vigor then warhorn could.

Your only comparing it to one tree, why don’t you actually compare it to the other tree and its gains?

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Why does Toughness Tree have Healing Power?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

To Daecollo

Lets look at how Healing power works:
All self heal skill -base effect +100% of healing power
Shout heal skill -base effect +80% of healing power

Lets look at boon duration, noted that it is duration you apply

1) When it comes to Defense, since warrior cannot access to protection boon, so boon duration is not more helpful on survival than a good self heal can provide.

2) On the other hand, for tactics line, warhorn / shout / banner gain more benefit from boon duration increase.

3) Shout heal is a very powerful skill when geared with full healing power. If healing power swapped with boon duration in tactics line, a shout heal warrior can gain full healing power in cleric gear and traited with full strength line. This will result as overpowered for high power, toughness and healing power, and high self burst heal ability….

For now, a shout heal warrior wants full healing power they got to sacrifice strength and go for full defense…

Therefore, boon duration on tactics line is 100% make sense.

How does boon duration help warhorn, banners, shouts more then healing power?

Banner Regeneration Lasts forever regardless of how much boon duration you have, an extra healing +40 per tick would be an AMAZING help.

Warhorn conditions converting to boons doesn’t increase the boons you convert.

The only shout that has a boon is “For Great Justice.”

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How to deal with BS thief as a Power necro?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Little information: Withdraw (healing skill) from the thief removes chill, immobilized and crippled. And yes, some thieves use that skill.

Withdraw is an excellent healing skill, but the one major downside it has is it rolls you backwards, I wish it moved you forwards instead.

Would contradict with the skill’s name, but this is a necro topic, so let’s not deteriorate from the OP’s topic. I just noticed most ppl on this topic think thieves could get rid of chill only by stealthing, so I made that comment

I just made a little comment about why I dislike the ability, some times it gets me into trouble, some times I roll into more enemies, or off cliffs.

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How to deal with BS thief as a Power necro?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Little information: Withdraw (healing skill) from the thief removes chill, immobilized and crippled. And yes, some thieves use that skill.

Withdraw is an excellent healing skill, but the one major downside it has is it rolls you backwards, I wish it moved you forwards instead.

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How to deal with BS thief as a Power necro?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

So every time a thief uses hide in shadows he firstly removes any burn/poison/bleed as the removal happens before the stealth does

I don’t think this is correct. Just yesterday I had Bleed and Cripple on me, so I used Hide in Shadows, and only the Bleed was removed when the cast finished. I’m sure the “remove condition on stealth” trait triggers first.

That is correct, it works the same way Warrior Warhorn works.

http://wiki.guildwars2.com/wiki/Quick_Breathing

When using Charge, the skill takes effect first, and this trait only affects any remaining conditions.

It converts conditions first, then cures the rest.

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How to deal with BS thief as a Power necro?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Chill is a condition, it gets removed like any other condition — and condition removal isn’t wildly difficult for a thief.

I’m a terrible thief (i main necro/warrior/ele) and I can avoid anything listed here. I know how long a well lasts, and that it’s cd is 45/60. If I stealth, I move away. Wait for the drop, then wave at the necro for 5 seconds and re-engage. The real issue is that a moderately awake thief who knows other classes really has every advantage.

Also the truth is that more often than not you don’t see the thief coming, and you aren’t aware that opening burst is coming— and I find the absurd burst a thief can pull from basically invisible to be really rough to recover from.

Cool story but would you waste a condition on chill knowing I can restack it half a second later or maybe I will wait for you cleanse than hit you with a few bleeds or a poison, or you will cleanse and I will cripple you with retal.

We can run circles all day. I have yet to fight a theif who is absolutely perfect with his cleanses. I would say close to 70 percent of them ignore chill and vulnerability, and will save condition removal for bleeds, poisons, burns, cripple, and fear. Apparently the fact that every 2-3 seconds I can reapply any one of those isn’t enough.

Hide in shadows removes ALL burn/poison/bleed, EVERY time. Stealthing if traited for it which many many thieves are, will remove 2 conditions over the duration of stealth. So every time a thief uses hide in shadows he firstly removes any burn/poison/bleed as the removal happens before the stealth does, then 2 more conditions drop during the steatlh… If I have more on me? CND – bb 2 more, still more? CND-bb 2 more.. Conditions becoming overwhelming? Refuge-bb ALL conditions…

Really a decent thief whos traited for removal should never be bothered by 1 person applying conditions, ever..

Not to mention btw shadowstepping removing 3 at once, or a sword thief having near unlimited removal.

Shadowstep does not remove conditions, only Shadow Return.

Thieves have to give up the one-hit combo to get Condition Removal from stealth.

Hide in Shadows is good, but Necromancers apply conditions faster then most people can cure them, the staffs mark of blood alone can reapply 3 stacks of bleeds every 4 seconds.

Thieves must spec to cure chill, there heals and such don’t cure it.

Shadow Step is a TWO PART SKILL, the second half being dubbed Shadow Return- it’s still the same skill… —-

Thieves running “the 1 hit combo” aren’t worth worrying about anyways as they drop dead against any player with the slightest amount of skill..

My thief has 2500ish armor, 19k hp and is traited for removals and still backstabs anywhere from 5-9k with cnd regularly hitting in the 5k range.. I can stealth all day, and remove conditions all day, tank a bit, while still dishing out some harsh damage on a sustainable basis.

Your talking to someone who plays both Necro AND Thief and has used every build you can imagine for thief, admitedly only having run a full on condition build and now a crit based build with my Necro.. Either way, I’ve been on both sides of these battles in all of the scenarios..
.

I have an 80 thief and necromancer as well.

If a thief isn’t running all the way, hes not killing anyone with a lick of toughness instantly.

A Thief WOULD NEVER waste his shadow step for a condition cure unless he was about to die, because he probably used it to get away from a tight situation, why would he come back to it?

Especially a necromancer, mine has almost 3000 armor with my spec, and with the life stealing and wells and Death Shroud. There is no way anything is killing me quickly, and my Marks “HURT” with 1350ish condition damage, it doesn’t matter if he cures it, it has such a low CD on my marks and scepter it almost doesn’t matter.

19k HP and 2500ish armor, whats your spec and how much Critical Damage do you have? (I can’t see a 9k hit on someone who looks like they have some soldiers gear, unless your fighting underconned enemies.)

You must be using Valkyrie Gear, with some Soldiers.

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(edited by Daecollo.9578)

Hardmode

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

In Guild Wars 1 you were able to select hardmode, so I was wondering if you could add it into Guild Wars 2 aswell.

Just a simple suggestion would be to complete your story and after that you get an item? that gives you a hard mode buff, it could for example decrease your armor and damage and on top of that you get a high magic find boost to make hard mode worth while and fun ?

Or the option to get several of these buffs with a degree of how hard mobs become or how weak you become and the harder stuff gets the more magic find you get ?

Just an idea, seems like fun to me

How about Hardcore Mode, where if you die once in PvE/WvWvW it deletes your character or makes it a Ghost.

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Sylvari + Shields?

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Posted by: Daecollo.9578

Daecollo.9578

Um, I was talking about shields over all, not just one shield.

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How to deal with BS thief as a Power necro?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Chill is a condition, it gets removed like any other condition — and condition removal isn’t wildly difficult for a thief.

I’m a terrible thief (i main necro/warrior/ele) and I can avoid anything listed here. I know how long a well lasts, and that it’s cd is 45/60. If I stealth, I move away. Wait for the drop, then wave at the necro for 5 seconds and re-engage. The real issue is that a moderately awake thief who knows other classes really has every advantage.

Also the truth is that more often than not you don’t see the thief coming, and you aren’t aware that opening burst is coming— and I find the absurd burst a thief can pull from basically invisible to be really rough to recover from.

Cool story but would you waste a condition on chill knowing I can restack it half a second later or maybe I will wait for you cleanse than hit you with a few bleeds or a poison, or you will cleanse and I will cripple you with retal.

We can run circles all day. I have yet to fight a theif who is absolutely perfect with his cleanses. I would say close to 70 percent of them ignore chill and vulnerability, and will save condition removal for bleeds, poisons, burns, cripple, and fear. Apparently the fact that every 2-3 seconds I can reapply any one of those isn’t enough.

Hide in shadows removes ALL burn/poison/bleed, EVERY time. Stealthing if traited for it which many many thieves are, will remove 2 conditions over the duration of stealth. So every time a thief uses hide in shadows he firstly removes any burn/poison/bleed as the removal happens before the stealth does, then 2 more conditions drop during the steatlh… If I have more on me? CND – bb 2 more, still more? CND-bb 2 more.. Conditions becoming overwhelming? Refuge-bb ALL conditions…

Really a decent thief whos traited for removal should never be bothered by 1 person applying conditions, ever..

Not to mention btw shadowstepping removing 3 at once, or a sword thief having near unlimited removal.

Shadowstep does not remove conditions, only Shadow Return.

Thieves have to give up the one-hit combo to get Condition Removal from stealth.

Hide in Shadows is good, but Necromancers apply conditions faster then most people can cure them, the staffs mark of blood alone can reapply 3 stacks of bleeds every 4 seconds.

Thieves must spec to cure chill, there heals and such don’t cure it.

http://www.guildhead.com/skill-calc#mck9oMovlmMovlopx9MfcsMRbm

This is the Backstab build that one shots people, notice that you need Signets to increase the damage of Backstab/Mug/Cloak and Dagger by 15%, and also notice you need Signet of Shadows to catch up to people as well, and Shadow Step to run if crap hits the fan.

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Increase XP rate for alts after one 80

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Mhmm, not PER level 80, that’d be to overpowered (think about the ones having 10+ characters). I have 3 80s, which would mean an exp increase of 30%. Imagine people with 5 or 6 80s…
No instead: 10+% for the first, 20% for the second, 30% for the third. 30% is already rather overpowered.

No its not. It has to be Per 80, otherwise the idea just doesn’t hold water.

If someone has 6 80s, do they really want to do the entire process again?

What is “Overpowered” about it? its not really that big of an advantage, having 6 toons is already a huge disadvantage.

I already have 3 80s, and i’m pretty much done, if I focus my attention on anymore I may quit. LOL…

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Increase XP rate for alts after one 80

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

You should get +10% EXP from all sources to all non-level 80 characters. (Per level 80 Character.)

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Why can't condition damage crit?

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

It would make my necromancer the most powerful thing in the entire game.

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Why does Toughness Tree have Healing Power?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Try to see the intention of Anet, Tactics tree is mainly focused for team buffing, therefore shout and banner trait are all on this line. Shout heal or regen banner is just a tiny add on to the banner and shout utility. Even full investment into tactics doesn’t means a player will take shout heal or regen banner but boon duration will greatly increase the usefulness of shout and banner build. On the other hand, healing power will increase a warrior self heal ability thats greatly increase a toughness based warrior survivability a lot. Therefore I don’t agree with OP.

http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
“Grants 3 seconds of regeneration, reapplying every 3 seconds.”

Uhh, How will boon duration help the banner healing, you get regeneration every second… You know even without boon duration, it still lasts forever, 40 extra healing per second would be so much better. (FOR Your group! AND you…)

The only shout that has a boon attached to it is “For Great Justice!” and it lasts a long time, even without boon duration… Instead you could have all three shouts heal for a lot more, making it a lot better, so I don’t see your point and I don’t see why you would say such things, because it simply does not make any sense.

So I can’t fathom or agree with you, the math is simply against you.

+Healing Power helps your group a lot more then it could ever help yourself, Toughness isn’t about healing, its about Preventing Damage, that is why it has “Stances” and “Endure Pain” and Stability and Retaliation.

So, by your own words, Vitality Tree should be about your group, +healing power would benefit it a lot moreso then boon duration ever will.

You don’t know you can keep the boon even if you run outside of the banner effect area? The banner give boon every sec, yes, but u won’t receive the boon if you are out side of the area, correct? the boon duration allow you to keep the boons for a couple sec outside of the effective area and so you can move out do something and move back for a short period without losing it. Battle standard is not all about stability, it gave 10 sec of might buff, with 30 tactics it is 13 sec of might buff, that means you got 13 sec to do your fight outside of the effective area.

To me, it is still making perfect sense.

But, that benefits yourself… not your allies, plus you can also just simply have someone pick up your banner.

I thought the Vitality tree was for support.

The Battle Standard is mostly for rezzing your comrades, the buffs are addons.

I believe all allies receiving your boon are affected by your boon duration increase

http://wiki.guildwars2.com/wiki/Boon_Duration

it said “increase the duration of all boons applied by the character by a fixed percentage”, so the boon duration is clearly intended to be a support attribute rather than a self buff tool.

Did you notice the “giver” gear that give boon duration? it is not a great gear for a player self buffing purpose but indeed, it is a support gear.

Therefore i am sure Anet is classifying boon duration is a support attribute.

So placing the boon duration on a support trait line is perfectly make sense to me.

Did you notice the “shaman” gear that gives healing power? it is not a great gear for a player self buffing purpose but indeed, it is a support gear.

Therefore i am sure Anet is classifying healing power is a support attribute.

So placing the healing power on a support trait line is perfectly make sense to me.

Yes, i would love to have both healing power and boon duration on tactics line, maybe just swap vit with healing power, please……

But giving tou and vit in same line is quite OVERPOWER, therefore Anet make such arrangement, so i still think it is totally make sense.

I agree, but boon duration helps yourself a lot more then it would help your allies, whilst healing power would greatly help your allies due to the fact you would be healing them a lot moreso then you would before, with your shouts and banners.

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Why does Toughness Tree have Healing Power?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Try to see the intention of Anet, Tactics tree is mainly focused for team buffing, therefore shout and banner trait are all on this line. Shout heal or regen banner is just a tiny add on to the banner and shout utility. Even full investment into tactics doesn’t means a player will take shout heal or regen banner but boon duration will greatly increase the usefulness of shout and banner build. On the other hand, healing power will increase a warrior self heal ability thats greatly increase a toughness based warrior survivability a lot. Therefore I don’t agree with OP.

http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
“Grants 3 seconds of regeneration, reapplying every 3 seconds.”

Uhh, How will boon duration help the banner healing, you get regeneration every second… You know even without boon duration, it still lasts forever, 40 extra healing per second would be so much better. (FOR Your group! AND you…)

The only shout that has a boon attached to it is “For Great Justice!” and it lasts a long time, even without boon duration… Instead you could have all three shouts heal for a lot more, making it a lot better, so I don’t see your point and I don’t see why you would say such things, because it simply does not make any sense.

So I can’t fathom or agree with you, the math is simply against you.

+Healing Power helps your group a lot more then it could ever help yourself, Toughness isn’t about healing, its about Preventing Damage, that is why it has “Stances” and “Endure Pain” and Stability and Retaliation.

So, by your own words, Vitality Tree should be about your group, +healing power would benefit it a lot moreso then boon duration ever will.

You don’t know you can keep the boon even if you run outside of the banner effect area? The banner give boon every sec, yes, but u won’t receive the boon if you are out side of the area, correct? the boon duration allow you to keep the boons for a couple sec outside of the effective area and so you can move out do something and move back for a short period without losing it. Battle standard is not all about stability, it gave 10 sec of might buff, with 30 tactics it is 13 sec of might buff, that means you got 13 sec to do your fight outside of the effective area.

To me, it is still making perfect sense.

But, that benefits yourself… not your allies, plus you can also just simply have someone pick up your banner.

I thought the Vitality tree was for support.

The Battle Standard is mostly for rezzing your comrades, the buffs are addons.

I believe all allies receiving your boon are affected by your boon duration increase

http://wiki.guildwars2.com/wiki/Boon_Duration

it said “increase the duration of all boons applied by the character by a fixed percentage”, so the boon duration is clearly intended to be a support attribute rather than a self buff tool.

Did you notice the “giver” gear that give boon duration? it is not a great gear for a player self buffing purpose but indeed, it is a support gear.

Therefore i am sure Anet is classifying boon duration is a support attribute.

So placing the boon duration on a support trait line is perfectly make sense to me.

Did you notice the “shaman” gear that gives healing power? it is not a great gear for a player self buffing purpose but indeed, it is a support gear.

Therefore i am sure Anet is classifying healing power is a support attribute.

So placing the healing power on a support trait line is perfectly make sense to me.

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Why does Toughness Tree have Healing Power?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

To make ur self a giant piece of BBQ in front of all the other classes and heal for nothing HEHE.

Increasing your heals with healing power? WHAT A SILLY IDEA!

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Why does Toughness Tree have Healing Power?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Try to see the intention of Anet, Tactics tree is mainly focused for team buffing, therefore shout and banner trait are all on this line. Shout heal or regen banner is just a tiny add on to the banner and shout utility. Even full investment into tactics doesn’t means a player will take shout heal or regen banner but boon duration will greatly increase the usefulness of shout and banner build. On the other hand, healing power will increase a warrior self heal ability thats greatly increase a toughness based warrior survivability a lot. Therefore I don’t agree with OP.

http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
“Grants 3 seconds of regeneration, reapplying every 3 seconds.”

Uhh, How will boon duration help the banner healing, you get regeneration every second… You know even without boon duration, it still lasts forever, 40 extra healing per second would be so much better. (FOR Your group! AND you…)

The only shout that has a boon attached to it is “For Great Justice!” and it lasts a long time, even without boon duration… Instead you could have all three shouts heal for a lot more, making it a lot better, so I don’t see your point and I don’t see why you would say such things, because it simply does not make any sense.

So I can’t fathom or agree with you, the math is simply against you.

+Healing Power helps your group a lot more then it could ever help yourself, Toughness isn’t about healing, its about Preventing Damage, that is why it has “Stances” and “Endure Pain” and Stability and Retaliation.

So, by your own words, Vitality Tree should be about your group, +healing power would benefit it a lot moreso then boon duration ever will.

You don’t know you can keep the boon even if you run outside of the banner effect area? The banner give boon every sec, yes, but u won’t receive the boon if you are out side of the area, correct? the boon duration allow you to keep the boons for a couple sec outside of the effective area and so you can move out do something and move back for a short period without losing it. Battle standard is not all about stability, it gave 10 sec of might buff, with 30 tactics it is 13 sec of might buff, that means you got 13 sec to do your fight outside of the effective area.

To me, it is still making perfect sense.

But, that benefits yourself… not your allies, plus you can also just simply have someone pick up your banner.

I thought the Vitality tree was for support.

The Battle Standard is mostly for rezzing your comrades, the buffs are addons.

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How to deal with BS thief as a Power necro?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Put all your marks under your feet.

Thieves must be in melee to hurt you, if they go range then they cannot stealth and your healing abilities can probably out heal any damage they come at you with from range, less he runs away.

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Why does Toughness Tree have Healing Power?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Try to see the intention of Anet, Tactics tree is mainly focused for team buffing, therefore shout and banner trait are all on this line. Shout heal or regen banner is just a tiny add on to the banner and shout utility. Even full investment into tactics doesn’t means a player will take shout heal or regen banner but boon duration will greatly increase the usefulness of shout and banner build. On the other hand, healing power will increase a warrior self heal ability thats greatly increase a toughness based warrior survivability a lot. Therefore I don’t agree with OP.

http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
“Grants 3 seconds of regeneration, reapplying every 3 seconds.”

Uhh, How will boon duration help the banner healing, you get regeneration every second… You know even without boon duration, it still lasts forever, 40 extra healing per second would be so much better. (FOR Your group! AND you…)

The only shout that has a boon attached to it is “For Great Justice!” and it lasts a long time, even without boon duration… Instead you could have all three shouts heal for a lot more, making it a lot better, so I don’t see your point and I don’t see why you would say such things, because it simply does not make any sense.

So I can’t fathom or agree with you, the math is simply against you.

+Healing Power helps your group a lot more then it could ever help yourself, Toughness isn’t about healing, its about Preventing Damage, that is why it has “Stances” and “Endure Pain” and Stability and Retaliation.

So, by your own words, Vitality Tree should be about your group, +healing power would benefit it a lot moreso then boon duration ever will.

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(edited by Daecollo.9578)

Why does Toughness Tree have Healing Power?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

+300 Healing Power would benefit the Vitality Tree a lot more then it would the Toughness Tree, the Toughness Tree does not even have healing abilities.

That’s precisely the reason why it isn’t in the Tactics tree. It would make warrior support builds more modular and free-form than Anet apparently wanted them to be. The trait trees are supposed to have interdisciplinary synergy with each other, and we’re supposed to have to make hard choices to get everything we want.

then how come thieves and ele can have precion and critical dmg in a single tree? looking at ele, fire attune does direct dmg and burning, trait tree adds power and condition duration; earth attune gives protection and lots of bleeding, trait tree adds toughness and condition dmg; water attune gives healing, trait tree adds HP and healing power.

definition of warrior is Doing Dmg with a steady body(forgot the exact words), while the stance tree doesnt increase boon duration for longer stance??

The traits tree benefits from healing power and boon duration, and pretty much nothing else. If you wanted to be a shout healing warrior, if you could put 30 points into Tactics and get healing power AND boon duration, that would be it. You’d be left with 40 points to put into pure damage, since there’d be nothing else that seriously benefits shouts or healing.

A thief needing precision and condition damage still wants (or at least benefits) from other things… condition duration or critical damage, for instance. There’s other traits and attributes that continue to enhance their damage outside of Critical Strikes.

But healing power in Tactics would make the Tactics tree a self-contained unit benefiting from almost no other traits. A warrior spending only 30 points could be just as good at being a shout warrior as one spending all 70.

Sorry, but there is no class or player that focuses on both power/condition damage, you either go one way or the other.

And thats the point, it would open up more builds and play-styles instead of restricting them.

Playing a Thief, there is either “Full Condition” P/D or D/D Thief, or “Full Power Damage Sword or Backstab Thief.”, focusing on both is completely pointless and its something no thief would do.

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(edited by Daecollo.9578)

Why does Toughness Tree have Healing Power?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

+300 Healing Power would benefit the Vitality Tree a lot more then it would the Toughness Tree, the Toughness Tree does not even have healing abilities.

That’s precisely the reason why it isn’t in the Tactics tree. It would make warrior support builds more modular and free-form than Anet apparently wanted them to be. The trait trees are supposed to have interdisciplinary synergy with each other, and we’re supposed to have to make hard choices to get everything we want.

then how come thieves and ele can have precion and critical dmg in a single tree? looking at ele, fire attune does direct dmg and burning, trait tree adds power and condition duration; earth attune gives protection and lots of bleeding, trait tree adds toughness and condition dmg; water attune gives healing, trait tree adds HP and healing power.

definition of warrior is Doing Dmg with a steady body(forgot the exact words), while the stance tree doesnt increase boon duration for longer stance??

Exactly.

The Warrior Vitality tree has healing abilities, a lot of them, and none of them need boon duration to matter.

However, if you added + Healing Power to it, it would become one of the best trees we have, due to the simple fact that it would add a lot of support, Shouts would heal more, the Banners would heal more, and it would build a lot more variety for support-type warriors.

Now, lets add %Boon Duration to the Toughness Tree, now you have a meh tree turn into an awesome Juggernaut Style tanking tree, with the increased Stability (which warriors should have anyways.) and the increases Retaliation with spiked armor, we can get our Retaliation so high we can almost finally build that tanking build a lot of us wish.

We could finally make a spec for stances, something that they probably should have.

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(edited by Daecollo.9578)

Life Stealing needs to be better.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I am sorry, but dagger is probably the weakest weapon set in the necromancers arsenal, yes its fast, but its power and damage is single target and lousy, and I kind of like discussing how “OP” it could be when you discuss it with my idea.

However, in a real situation, a necromancer does not have nearly the tools to close gaps on people like other classes, so even if you theory-craft it all you want, it will still be the worst weapon set, even with these changes I suggested.

And also, no trait should be made weaker because of one weapon set, that is just blasphemy itself, especially from a balance prospective, you must make a trait that is good with all sets, and maybe a little better with one, yes it can be powerful with dagger, but who cares? So the dagger may be able to finally hurt someone now and put on some kind of pressure? Woot!

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Why does Toughness Tree have Healing Power?

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Leave the boon duration be!

But seriously.
I like the secondaries of the tactics tree
and find them fitting, but wouldn´t
mind, if healing power and vitality
would be swapped.

As I see it tactics almost screams boon duration,
as that is, what it does, giving yourself and your group a
tactical advantage by using shouts, banners warhorns
and what else there may be. Lots of boons + longer boon duration =
great.

The defense tree on the other hand is more about enduring pain,
not using boons to buff themselves and their group, even though
there are boons in that trait line and its related skills.
More healing power fits this trait line well, as would more vitality,

I would guess giving one trait line more defense AND more vitality
would be way too strong, while on the other hand warriors who want to support their
group might find themselves with not enough defensive attributes.

I am not saying that tactics is nothing but a support trait line, though,
it´s just one of it´s aspects.

The Toughness tree has no “HEALING” … why does it have Healing Power at all?!

The Boons for Vitality Tree don’t need boon duration because they last pretty much forever, or arn’t effected.

I agree with what you said though, but there isn’t a tree which has two secondary stats in it yet.

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(edited by Daecollo.9578)

Life Stealing needs to be better.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Maybe you could get that with burst attacks, but DPS / HPS is going a little to far, don’t you think?

Dagger #1 = 3 attacks per second = 3x 150 = 450 DPS

With Vampiric Precision a crit = 2x 150

Dagger #1 with a decent crit chance = up to 6x 150 = 900 DPS

So, that would bring Dagger Autoattack, which only hits ‘1’ target, almost up to Warrior’s Axe autoattack, which would still do a lot more damage (by a ton.) and hit up to 3-5 targets?

Now, what about an autoattack that every necromancer uses, like staff?

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Sylvari + Shields?

in Sylvari

Posted by: Daecollo.9578

Daecollo.9578

A lot of shields seem to stick into my Sylvari’s back, does anyone else have this problem?

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Life Stealing needs to be better.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Is that a troll? Those trait suggestions are worthless.

50% under 25% Health? …
2 second internal cooldown, 10% chance “on hit?” – Maybe if it healed for 5k.

Mark of Evasion (The trait.) already out heals and out damaged having all three traits combined….

So… Basically you want to be able to do 800 DPS and 900 HPS just from Life Siphon effects (Which would be obtainable with my suggested values for the damage and healing done with the current traits)

Which makes me the troll?

10% chance when hit (Will basically proc constantly when getting hit from multiple sources and will proc often when fighting players) with 2 second cooldown causing up to 75 DPS or 50 HPS (75 when buffed with Bloodthirst)

50% when under 25% health – It’s common for Necro’s to have 25k health with points into Blood Magic you’ll have at least 20k meaning that for the last 5-6k health you’ll have 50% extra HPS from Life Siphon effects which with the suggested values would increase HPS buy up to 150 HPS (This trait alone would provide essentially Regeneration when under 25% health, that stacks with the Regeneration Boon)

Mark of Evasion provides 76 DPS with no Condition Damage/Duration. With a full condition damage and duration build it would do 137 DPS.
With no Boon Duration/Healing power it does 67 HPS, with full Boon Duration and Healing Power it provides 322 HPS.

Mark of Evasion will not do more damage than my suggested Life Siphon, it can provide more HPS (Provided you’ve invested enough into Boon Duration, without the 100% it’s HPS is dramatically reduced) but at the same time it won’t do the same damage and it’s healing doesn’t stack with Regeneration since it is Regeneration.

Maybe you could get that with burst attacks, but DPS / HPS is going a little to far, don’t you think?

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Can we add 2 Skills to Plague Form?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

No. Plague already shuts down power damage hard, it’s stupid if you think you’re going to be essentially immune to all damage for 20 seconds.

It shuts down your own damage too. Plague Form is a joke outside of Blindfreeze. Run away and spend those 20 seconds letting your CDs refresh.

It’s a defensive utility, you pop it to not die, or delay your death. It gives you stupidly high amounts of toughness and vitality anyways aswell as blind spam. Immunity of conditions would make this overpowered. What do you think bunkers do on points? Deal damage? You effectively become a bunker/damage sponge for 20 seconds in plague form.

Thats the POINT of Plague form, your not killing anyone in it, your a damage sponge.

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Restore Pre-Lupicus Arah Waypoint

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Twilight Arbor and CM as well…

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