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Don’t you DARE touch my Sonic Boon.
Healing Power would help the build more-so then boon duration would.
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Don’t you dare touch my Boon Duration-enhanced shouts.
“For Great Justice!” is up forever, regardless of what you have, Healing Power would help Healing Shouts a lot more.
Vigorous Shouts would heal for SO much more with healing power.
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The Toughness Tree has Retaliation and Balanced Stance and NO healing abilities, none, nadda, zip.
The Vitality Tree has “Shout Heals, Banner Heals, Perma Regeneration…”
+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.
+30% Boon Duration would be much better with the Toughness Tree, since it has retaliation and balanced stance (Stability.).
Sure, Banner has Regeneration… but its up forever regardless of your boon duration, you could have 0% Boon Duration and still have permanent regeneration with banner healing, +300 healing power would benefit it SO much more, an extra 37 healing PER tick.
For the Warhorn, it “converts” things into boons, so when you convert 10 seconds of bleeding, it simply changes it to 10 seconds of a boon, its not effected by boon duration at all.
With SoR+Warhorn Trait, you have Perma Swiftness anyways, Regardless of Boon Duration.
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(edited by Daecollo.9578)
One thing to keep in mind is Bloodthirst doesn’t affect the damage Life Siphoning does, only the healing portion is increased.
Anyway, I was thinking about Life Siphoning and came up with the following ideas:
Damage to scale off either Power or Condition Damage (Which ever gives the highest boost will be used)
0.5 * Level + (0.03 * Power)
0.5 * Level + (0.035 * Condition Damage)
While the heal scales off Healing Power:
0.5 * Level + (0.04 * Healing Power)
This would mean that with full Power set up (Full Soldiers + Soldiers Crests on weapons + Ascended + Food + Sharpening Stone + 25 Bloodlust stacks + 25 stacks of Might + 30/0/25/15/0) it would deal up to 158 damage per proc.
With a full Condition damage set up (Full Carrion/Rabid + Rabid Crests on weapons + Ascended + Food + Tuning Crystal + 25 Corruption stacks + 25 stacks of Might + 0/30/0/15/0) it would deal up to 141 damage per proc.
With full Clerics gear (Clerics Crests on weapons + Food) it would heal up to 101 health per proc.
I’d also change the traits slightly to reflect the higher damage/healing it can do:
Vampiric being changed to a Master Major Trait requiring a Major slot and at least 20 points into the Blood Magic Trait Line.
Something like Mark of Evasion replacing Vampiric as the Master Minor Trait (Most other classes get a small effect on dodge as a Minor trait, I think a slightly lesser Mark of Blood with a 10 second cooldown would qualify)
Bloodthirst becoming “Increases the healing provided by Siphon Health by 50% when you’re under 25% health”
Vampiric Precision becoming Vampiric Embrace “10% Chance to Siphon Life when hit. 2 second cooldown”
This should mean that Life Siphoning would be a viable way to go in a build without becoming too powerful (Can only gear for either the Damage or the healing, not able to max both) as it would at best do about 350 DPS (Full PVT exotics on Dagger #1) sustained but wouldn’t heal very much, 150 HPS in the same gear (Regen in the same gear does 170 HPS) this is provided you can stay in melee long enough to keep getting the full effect of Dagger autos off, anything less dramatically reduces the DPS and HPS it provides.
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….
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(edited by 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.
Your not immune to damage, the heal amount would heal for very little per condition, but its spammable, so you have to choose between that or your blinds.
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Thieves are one of the worst classes in WvWvW, they bring almost nothing into the fight and are horrible at siege and taking and holding points.
They do nothing to help the team and are pretty horrible in 1v1 if you have toughness.
The only thieves that are good in WvWvW are D/P thieves, and they don’t have cripple or chill or swiftness, or anything that can stop you from getting away from them, but most people stand and actually fight them, Just ignore them and take camps, you can’t cap when your stealthed, he will have to come out to stop you.
Thieves only have 2-3 builds, so they are extremely predictable, and all there attacks have an easy to understand rotation. They offer nothing in real-time group support.
Thieves in a siege can bring a wall that stops projectiles and combo field for blinds, a very useful aoe stealth which is great for resing, AOE cripple if they use caltrops, by far and most frequent the best access to a blast finisher of any class which is amazing useful and powerful in a group, and they are the only class with a spamable AOE attack which hurts (cluster bomb) which can also hit in places most other aoe’s cant due to arching and exploding.
Do they have the best raid utility, no. But if you only see a thief as a single target damage dealer you are not using them to their full effect.
Necromancers have probably twice the AOE Damage/Cripple (Along with Poison as well.). Except there arn’t as many of them.
Thieves do have spammable attacks, but the projectiles are VERY slow and avoidable, the poison arrow hits walls before it even hits the target due to its low arc you fire it from.
Thieves do have a wall, yes it does block projectiles, but if a thief uses such, he has to give up OTHER important utilities he needs, so almost no thief would ever have such on his or her hotbar.
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Thieves are one of the worst classes in WvWvW, they bring almost nothing into the fight and are horrible at siege and taking and holding points.
They do nothing to help the team and are pretty horrible in 1v1 if you have toughness.
The only thieves that are good in WvWvW are D/P thieves, and they don’t have cripple or chill or swiftness, or anything that can stop you from getting away from them, but most people stand and actually fight them, Just ignore them and take camps, you can’t cap when your stealthed, he will have to come out to stop you.
Thieves only have 2-3 builds, so they are extremely predictable, and all there attacks have an easy to understand rotation. They offer nothing in real-time group support.
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Nobody posts videos of people losing, only winning.
Hence the point of asking.
I made a Axe/Shield build yesterday and went around destroying thieves on my Warrior, but I didn’t really make a video about it, I was too busy laughing.
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It is a defensive elite (near permanent poison, blind, and if traited, chill, for TWENTY seconds), and you can completely change fights with it; like an elite should. If you want to do damage, don’t use plague form, simple.
Uhh…
Question, what does anything suggested have to do with damage? (Did you reply in the wrong thread by actident?)
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Nobody posts videos of people losing, only winning.
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Blocking when you revive someone isn’t a tactical support move?
Yup, and that was actually a good suggestion.
But the other one that would give you damage reduction is something that would fit Defense, not Tactics.
I’m also not sure you realize how much 3% damage reduction per boon is, mathematically.
3% dmg reduction equals to about 80 toughness.
This means you’d be getting 400 toughness, on a Warrior who usually has 20k health and 2500 armor on average, by simply self-buffing yourself with SoR and another boon (vigor is pretty easy to get).
Using Lyssa runes you’d hit +720 toughness for about 9 seconds every 48.
Now that would be a bit OP considering we easily touch 30% base damage reduction without losing almost any DPS.I doubt we’ll ever get any form of “Protection” on Warriors unless it’s a skill (we still have to get Watch Yourselves! shout), Anet doesn’t seem to think we need it.
If I had to aim at defense I’d target Block mechanics, since we have so many traits that also benefit from blocking and it seems Anet believes it’s a Warrior-ok mechanic.
That was a month ago, read todays ideas.
https://twitter.com/TalathionEQ2
Out of combat FS and swiftness are exactly the same because the cap speed is swiftness.
In combat big difference. Add in a cripple and it’s a huge difference.
All correct. Out of combat, FS isn’t any better than Swiftness. In-combat, it shines.
Ugh, and we usually cure our movement conditions as we go into stealth thanks to our stealth traits.
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Tactics is a support tree.
Your suggestion are oriented towards self-protection, which is something of the Defense tree.If you think Tactics is your survival tree then you got it all wrong sorry; please dont be yet another Paladin wannabe thinking 1.2k heals are your Holy Lights.
Tactics is for -proper- support Warrior, or -bad- Paladin wannabes.
Blocking when you revive someone isn’t a tactical support move? (A very tactical move, putting your shield up or weapon to block attacks as you help your buddy get up.)
How can you be support when your dead? (Your bolstering your bodies defenses to prepare for a little punishment, sounds tactical.)
Curing a Condition when you dodge isn’t tactical? (Your rolling, and curing yourself as you roll.)
I’m sorry, but this isn’t a support tree, its called “Tactics.”
tac·tics (tktks)
n.
1.
a. (used with a sing. verb) The military science that deals with securing objectives set by strategy, especially the technique of deploying and directing troops, ships, and aircraft in effective maneuvers against an enemy: Tactics is a required course at all military academies.
b. (used with a pl. verb) Maneuvers used against an enemy: Guerrilla tactics were employed during most of the war.
2. (used with a sing. or pl. verb) A procedure or set of maneuvers engaged in to achieve an end, an aim, or a goal.
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(edited by Daecollo.9578)
When you do percents, you do 0. not 1. …
So your saying 1.50 is half of 8.92?No, I’m saying 1 + 1 = 2, and the number 1, increased by 50%, is 1.5.
You just proved to me all you did was take your #1 and divided it up to make #2 and #3, tests CANNOT be that exact, if you really used a stopwatch, human error would of showed itself.
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Alright let me do it like this:
For #1:
8.92 seconds * 1.0 speed = 8.92 units of distanceFor #2:
6.45 seconds * X speed = 8.92 units of distance
X = 1.38 speedFor #3:
5.83 seconds * X Speed = 8.92 units of distance
X = 1.53 speed.
1 is your most important number, its the base.
With Swiftness + #1, your speed with swiftness should be: 5.9764With Fleet of Shadow + #1, your speed with it should be: 4.46
Your #3 is close to 33% Movement Speed, by 0.1 Seconds.
So your test proved to me that Fleet of Shadow is indeed broken, and increases movement speed by about 33%. (by 0.1464 off, but I could argue that that is just human reflexes and error.)
Thank you for this.
I really have no idea how you’re calculating your numbers. Flip the formula like this (is why it’s such a great formula):
Distance / Speed = Time
Use 8.92 as the distance, 1.0 as the speed without buffs.8.92 / 1.0 = 8.92 seconds
Add swiftness (1.33 speed)
8.92 / 1.33 = 6.71 seconds
Add Fleet Shadow (1.50 speed)
8.92 / 1.50 = 5.95 seconds
I had come up with 6.45 and 5.83, which given human error, my clumsy fingers on a stopwatch and the quite short sampling distance, is well within a reasonable margin of error to show everything is likely working poperly.
When you do percents, you do 0. not 1. …
So your saying 1.50 is half of 8.92?
Also, so with that formula, your saying that your STOPWATCH was EXACTLY on those numbers?
It sounds like you just measured the first one, and then did the math.
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“When you stealth, you gain swiftness for 10 seconds.”
I actually love this trait as is. It stacks % speed increase on top of swiftness, instead of merely increasing duration by combining with other swiftness buffs.
I love ruunning this in my hidden killer builds b/c I can stealth + dodge roll for >150%
speed increase. As a thief, being the fastest is one of our fortes, and I consider it an invaluable utility.It doesn’t actually stack with swiftness, but it is faster than swiftness. When in stealth you’ll run the same +50% speed whether you have swiftness or not.
Can you edit it to make a side-by-side video?
When I counted it, they seem awfully similar.
Just use a stopwatch while watching like I did. I watched/timed it 3 times for each run and the average of the times I came up with is what I posted. Any inaccuracy in my timing explains why I didn’t come up with EXACTLY 33% and 50% speed increases, but the stealthed run was consistently 0.6 seconds faster than the swiftness run.
Yes, but you did start as soon as you ran with one, and with the other I noticed you started the timer as you pressed the buff rather then running, I counted both out when you pressed the buff, and they both came out about 7.3-7.6 seconds.
Even if it is correct, your math is obviously off.
6.45 × 0.18% (Which would = the runspeed % you should have gained.) should make your #3 attempt 5.289, which it is a lot slower then 5.289, it is currently 0.541 seconds off so something is wrong, I think you started when you activated the buff, then started running with the swiftness buff.
And if you do it like that, starting to run when you do it, you would notice they are both about 7.3-7.6 seconds. (starting exactly when your feet take off the ground, rather then anything else.)
I have no idea what you’re talking about. In all cases I start my timer when I start movement and stop it when I hit the wall. Doesn’t matter when the buffs start as long as they are in effect for the duration of the movement.
You seem to be making up formulas to calculate run speed. All modifications are relative to the base speed. Time X Speed = Distance is the proper formula, and will reliably show you how a reduction in time over a fixed distance is a result of a certain increase in speed.
In any case, time the movement from tree to wall using swiftness, and from tree to wall in stealth, and the difference is clear. Not sure why you’re still arguing this fact when the proof is there for all to see.
I’m saying, you prooved that it didn’t add 18% Runspeed from when you started and ended, the math and numbers you provided prooves it, I mean its completely off an entire 0.5+ of a second. (That is a lot in the little time you provided.)
Which either means you started early, or its not increasing its speed properly.
Alright let me do it like this:
For #1:
8.92 seconds * 1.0 speed = 8.92 units of distance
For #2:
6.45 seconds * X speed = 8.92 units of distance
X = 1.38 speed
For #3:
5.83 seconds * X Speed = 8.92 units of distance
X = 1.53 speed.
1 is your most important number, its the base.
With Swiftness + #1, your speed with swiftness should be: 5.9764 (33%.)
With Fleet of Shadow + #1, your speed with it should be: 4.46 (50%.)
Your #3 is close to 33% Movement Speed, by 0.1 Seconds.
So your test proved to me that Fleet of Shadow is indeed broken, and increases movement speed by about 33%. (by 0.1464 off, but I could argue that that is just human reflexes and error.)
Thank you for this.
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(edited by Daecollo.9578)
“When you stealth, you gain swiftness for 10 seconds.”
I actually love this trait as is. It stacks % speed increase on top of swiftness, instead of merely increasing duration by combining with other swiftness buffs.
I love ruunning this in my hidden killer builds b/c I can stealth + dodge roll for >150%
speed increase. As a thief, being the fastest is one of our fortes, and I consider it an invaluable utility.It doesn’t actually stack with swiftness, but it is faster than swiftness. When in stealth you’ll run the same +50% speed whether you have swiftness or not.
Can you edit it to make a side-by-side video?
When I counted it, they seem awfully similar.
Just use a stopwatch while watching like I did. I watched/timed it 3 times for each run and the average of the times I came up with is what I posted. Any inaccuracy in my timing explains why I didn’t come up with EXACTLY 33% and 50% speed increases, but the stealthed run was consistently 0.6 seconds faster than the swiftness run.
Yes, but you did start as soon as you ran with one, and with the other I noticed you started the timer as you pressed the buff rather then running, I counted both out when you pressed the buff, and they both came out about 7.3-7.6 seconds.
Even if it is correct, your math is obviously off.
6.45 × 0.18% (Which would = the runspeed % you should have gained.) should make your #3 attempt 5.289, which it is a lot slower then 5.289, it is currently 0.541 seconds off so something is wrong, I think you started when you activated the buff, then started running with the swiftness buff.
And if you do it like that, starting to run when you do it, you would notice they are both about 7.3-7.6 seconds. (starting exactly when your feet take off the ground, rather then anything else.)
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(edited by Daecollo.9578)
No.
…………..
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Plague Form should gain strength from conditions, your a cloud if disease.
Currently you have no heal/no way to cure yourself in plague form, your pretty much a joke, and it does not last as long as most transformations and you have no way to escape.
It deserves attrition.
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Here is a video
http://www.youtube.com/watch?v=jHOpACoX4icTake a look and listen. He has to “miss several cloak and daggers before [he] is in trouble”. He also has several ways to reset the fight. He takes a good amount of punishment several times even though he doesn’t have +toughness gear. His damage is quite good, capable of taking down some tanky targets.
I’m also not seeing him forced to be unstealthed for 3 seconds after stealth breaks.
He is also fighting very horrible players, thieves get immensely stronger with each bad player hes fighting.
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“When you stealth, you gain swiftness for 10 seconds.”
I actually love this trait as is. It stacks % speed increase on top of swiftness, instead of merely increasing duration by combining with other swiftness buffs.
I love ruunning this in my hidden killer builds b/c I can stealth + dodge roll for >150%
speed increase. As a thief, being the fastest is one of our fortes, and I consider it an invaluable utility.It doesn’t actually stack with swiftness, but it is faster than swiftness. When in stealth you’ll run the same +50% speed whether you have swiftness or not.
Can you edit it to make a side-by-side video?
When I counted it, they seem awfully similar.
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I am coming back to this topic to say some new ideas I had for the tree:
5: Determination: Gain 6 seconds of Regeneration when your health reaches 75%. (30 second IC.)
15: Determined Revival: Block attacks for 3 seconds while reviving. (12 second IC.)
25: Tactical Roll: Cure a condition when you dodge.
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I’d just focus on Condition Damage and take all points out of the Critical Strikes tree.
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4 Heal yourself for each condition you have. (No CD.)
5 Consume all conditions, add 1 second to plague form for each condition consumed. (15 second cooldown.)
The Plague Cloud is still a plague cloud, you should punish players for applying conditions to it.
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(edited by Daecollo.9578)
Duels should be an open world thing, not an SPVP thing.
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The OP’s idea is good, but what if it only duplicates the effect, not the damage? So vulnerability is stacked 10 at a time instead of 5, i’m thinking that this may still be too powerful though.
The damage is whats lousy, not the effects.
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What more is there to say?
You want P/P to do double its current damage via a trait.Does. Not. Compute.
Double.
Not 20%. not 10% more. Flipping Double damage.It only effects Body Shot/Vital Shot/Head Shot.
Which all need buffs (significant ones.)
How can you say only when that’s the majority of the bar…
lolz.
It only effects abilities that fire once and do one thing.
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Well, I use 2 Monk, 2 Water, 2 Divinity for my Warrior, who is 25/25/0/0/20.
I have perma fury/swiftness thanks to the boon duration, which adds +30%.
I also use the war-horn and the trait that gives 10 vigor/10 fury, so I have a lot of access to vigor and other boons.
I couldn’t really add 10 points to anything to make it any better, if I add 10 points to the Critical Bonus Tree, I would lose 4% critical bonus, 20 of all stats and 30% boon duration.
Need the full build so I know your weapon and trait selections.
You have your own link to fill!
http://www.guildhead.com/skill-calc#mcRkVM9cmanRmmanRmpp9MGVsoaoV
I use Runes of Monk/Water for 30% Boon Duration, and 2 Runes of Divinity for 20 to all stats (this is very good, since I pretty much use every stat in my build.) and 4% Critical Damage.
I have many boons, a lot of Might, Fury and Swiftness. I mainly use Warhorn/Sword for Movement and Greatsword for Movement and Damage.
With the Signet Recharge Rate + 30% Boon Duration, I can have perma Swiftness/Fury, and with Warhorn and the Traited Vigor, I can keep my Vigor up for 100% Endurance as well.
This is just one example, and I think its a good one, because 10 points will not help me more then the current runes I use.
I could spend 10 points in Discipline, but the Might when weapon swap is kind of meh, and the Endlines are “Ok” at best, nothing to trade perma fury/swiftness for.
I could spend 10 points in Vitality, but then I would be 20% Boon duration short, and the most I could get is the damage when boons trait, which is meh, I pretty much get that much damage having the 2 runes of divinity.
I could spend 10 points in toughness, but, the most I would get is a little healing power and toughness, the ‘5’ ability is … kind of worthless, however the +200 toughness when cced is always something I liked.
I could put 5 in arms/5 in strength, but that would give me more of the same, mostly situational abilities, not worth saccing boon duration for.
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(edited by Daecollo.9578)
Ive done it. It appears as though fleet shadows is working as intended. Ill do further testing, but for starters, in the mists, do the following: go to the warrior npc (he has a crippling ability he likes to spam, and it lasts some nice time, good for testing), get yourself crippled with swiftness ONLY, no swiftness, and fleet shadows ONLY. Then come back here and tell me your conclusions. I move noticeably faster with fleet when crippled, when compared to swiftness. It seems as working as intended. Anet seems to be right on this one.
Well, apparently I and many other people are just wrong and stupid then.
http://wiki.guildwars2.com/wiki/Rune_of_Speed
Bug: The 6th bonus for the superior rune set (+7% movement speed while using swiftness), is currently bugged and does not function.
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I’d be okay with this set if it were changed to:
Rune of the Master
(1) Adds +5 to all stats and +1% to critical damage.
(2) Allows the character to spend 1 extra trait point.
(3) Adds +5 to all stats and +1% to critical damage.
(4) Allows the character to spend 2 extra trait point.
(5) Adds +5 to all stats and +1% to critical damage.
(6) Allows the character to spend 2 extra trait point.This way you’d only get, at most, 5 trait points out of it. Furthermore, this would require you to commit all 6 slots in order to get those benefits, and the odd runes would be weak by comparison to all other runes (half of one Divinity rune). This way you’d really have to want the 5 trait points to get them, and only putting in 2 of the runes wouldn’t get you as much as investing more heavily. I think this would be fair.
You could also make them cost 5 Laurel’s Each.
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Well, I use 2 Monk, 2 Water, 2 Divinity for my Warrior, who is 25/25/0/0/20.
I have perma fury/swiftness thanks to the boon duration, which adds +30%.
I also use the war-horn and the trait that gives 10 vigor/10 fury, so I have a lot of access to vigor and other boons.
I couldn’t really add 10 points to anything to make it any better, if I add 10 points to the Critical Bonus Tree, I would lose 4% critical bonus, 20 of all stats and 30% boon duration.
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(edited by Daecollo.9578)
What more is there to say?
You want P/P to do double its current damage via a trait.Does. Not. Compute.
Double.
Not 20%. not 10% more. Flipping Double damage.
It only effects Body Shot/Vital Shot/Head Shot.
Which all need buffs (significant ones.)
https://twitter.com/TalathionEQ2
Already told you what I would do with my 10 points on my current high levels. When you sit and make your builds with 10 extra points, do you really struggle with figuring out how you can make your characters more powerful? As I said, I would do it even if I got ZERO additional stat points – it’s that awesome. But the thing is, I’m only sacrificing 15 stat points to do it.
The bigger challenge is telling me what existing rune combination would be remotely as powerful as what you’re proposing on any class and build – then I’ll show you how 10 more trait points on that build will make that rune combination stupidly weak comparatively.
I went through all your posts, you did not link me a build and say what 10 points you added, so I can’t determine what you did or what your saying, sorry.
Please link me a build with all traits you would take listed, then add 10 more points to that build and tell me what you would take.
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I wonder how many times the devs face palm when they read these forums.
No kidding. And after they read this thread more they facepalmed and slammer thier head into desk seeing a Thief try and justify anything by saying a Eng skill is more powerful. People have hard time putting everything together and seeing a thief is a lot better off in whole than Eng is. Otherwise why is Eng least player profession in WvW by a long shoot.
Engineer is not a bad profession in WvWvW, in fact it is one of the best professions for siege and holding off foes.
Your reply gave no feedback on how my idea was OP or UP.
Your reply is also very hard to read, it has a lot of misspelling and I could very easily take it as an insult, which is kind of insulting because its hard to read.
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I vote against this. This is very OP; having more traits in place of stats can greatly increase effectiveness; too much in fact. Everyone should be equal at 70 trait points.
Yes. I would retrait 0/0/30/30/20, go for traits and stack Rock Solid runes that grant stability when attuning to earth, then keep 1,10, and 11 up as traits.
That means that every time I attune to earth, I would give my allies 10 seconds of stability. So what I’d do is get into the middle of a Zerg, attune to earth giving 5 people 10 seconds of stability then cast tornado, that gives me even more stability while launching whats left of enemies out of my way.
Listen to my question very very carefully.
Give me a Build:
http://www.guildhead.com/skill-calc
Then when you link the build, add another 10 points and explain what else you would take.
Just throwing 30/30/20 on anything does not explain to me what you had before, I can’t say anything to that, that doesn’t explain what you had and added.
((Thats because, I know for a fact you can get +200 stat points, which is balanced to the other runes, but depending on what builds can get what, you cant determine how OP or UP something is unless you start with a 70 Point build, then add 10 points to that and explain what you did.))
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(edited by Daecollo.9578)
I love this idea. sadly, I bet we won’t ever see it happen.
how about this: for every piece of armor you don’t wear, you can spend more trait points? (not effected by accessories or underwater breather)
That would give some classes a big advantage over others.
The point thing doesn’t really give anyone an advantage, because everyone benefits from 10 extra points.
It would be the most powerful set, meaning that if you ever wanted to do WvWvW or sPvP, you would need to wear this set in order to have the best chance at winning. Many players would feel they would have no choice but to wear this armor or everyone else will have a huge advantage over them. Not to mention this would make every other rune made pointless, as the buffs from these runes far outweigh normal runes.
This depends though, how would it make it the most powerful? Would like some real examples.
Lets see – a rune set that allows me to have 215 points worth of stats and one meh ability, or a rune set that allows for 200 points worth of stats and two extremely powerful abilities (major/minor traits)?
Short answer, FAR FAR FAR too OP.
Already explained by this guy. Having more trait points means more stat buffs + 2 minor/ minor + major trait. Combine the extra abilities, plus extra stat buffs, plus armor stats, andyou are far more powerful than before.
Heres an example I can think of; If you have a warrior thats a dps build, and you use these runes, he could put on Pow, Prec, Crit Damage Gear, then add his extra points into Vitality/Toughness to make him a highly survivable dps tank. A guardian could use Vitality and Toughness gear, and then do the same thing with trait points to be a godly tank.
Ok, now explain to me the build he has. (70 points spent, give me the calculator.) and then add 10 more points to the tree and tell me what you would get.
http://www.guildhead.com/skill-calc
Please use above examples, warrior or guardian.
If thats the case, for Warrior and Guardian, I can just get Runes of the Soldier:
+165 Vitality.
+50 Toughtness.
(215 Stat Points all together.)
And shouts additionally remove conditions.
Its really not as powerful as it looks on paper.
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(edited by Daecollo.9578)
I love this idea. sadly, I bet we won’t ever see it happen.
how about this: for every piece of armor you don’t wear, you can spend more trait points? (not effected by accessories or underwater breather)
That would give some classes a big advantage over others.
The point thing doesn’t really give anyone an advantage, because everyone benefits from 10 extra points.
It would be the most powerful set, meaning that if you ever wanted to do WvWvW or sPvP, you would need to wear this set in order to have the best chance at winning. Many players would feel they would have no choice but to wear this armor or everyone else will have a huge advantage over them. Not to mention this would make every other rune made pointless, as the buffs from these runes far outweigh normal runes.
This depends though, how would it make it the most powerful? Would like some real examples.
I could see it being powerful on my necromancer, but not really my thief or warrior.
(examples after spending 70 trait points.)
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(edited by Daecollo.9578)
I love this idea. sadly, I bet we won’t ever see it happen.
how about this: for every piece of armor you don’t wear, you can spend more trait points? (not effected by accessories or underwater breather)
That would give some classes a big advantage over others.
The point thing doesn’t really give anyone an advantage, because everyone benefits from 10 extra points.
https://twitter.com/TalathionEQ2
Lets see – a rune set that allows me to have 215 points worth of stats and one meh ability, or a rune set that allows for 200 points worth of stats and two extremely powerful abilities (major/minor traits)?
Short answer, FAR FAR FAR too OP.
Runes of Divinity has 360 worth of stats and 12% Damage, but thats probably why its so expensive.
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HS is fine rofl
I dont like clones exploding on me, can we nerf that too?
I hate getting BS and HB b warriors, lets nerf that too..
L2p!
You have no idea how unbalance it is do you? Think outside the box a bit…
Yea it’s so OP I can get any HS spam thief to blow their entire init pool using by using 1 evade and 1 utility. They start heart-seeker spam, evade once, shadow-step away, they come flying at you, shadow return, they come flying back and land somewhere near you with zero init. So OP man, so OP.
Other profs have other tools that can accomplish the same exact thing. L2P.
The issue isn’t about fighting HS spamming thieves. The issue is that HS is a spammable gap closer with lower intiative cost and a leap finisher while doing med-high damage.
Think about how HS is used in D/P build then come back and talk or how other classes would love to have so many leap finishers.
Yea just thought about it. It’s D/P’s access to stealth. So what? They can stack it up making build sacrifices. I still don’t see the problem.
It’s also not very often HS is all those thing you mention (Someone spam HS and on it’s third one it hits through a combo field on someone at <50% health). Yea it’s one or two when you use it but that’s the nature of a game that allows for flexibility in it’s abilities. Most abilities serve at least two purposes depending on the situation.
Initiative is part of the Thieves design and what makes the profession unique. They are meant to be able spam while at the same time dealing with resource management.
You don’t see a problem with HS costing 1 initiative for access to 4 more sec of stealth while somewhat ignoring the need to manage init?
And the leap finisher needs 6 initiatives. So for the acces to 4 more sec of stealth requires 7 initiatives … If he would use Smoke Screen (utility), then yes it’ll only cost 1 ini, but he’ll need an utility for it.
Initiative needs to be faster then.
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FS is faster than swiftness in combat.
No, it isn’t any faster then swiftness in combat. Otherwise I would be moving 17% faster, which is a pretty big deal.
It is faster than swiftness and it is a pretty big deal. Also, heartseeker for movement while in stealth with FS gets you across the map insanely fast.
I’m pretty sure its 33%, i’ve tested it and its 33%, many other people have tested it and its 33%, it isn’t any faster then swiftness.
Please make a video prooving your words.
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A unique idea, this rune set adds additional trait points to your character, which are removed if you remove the armor.
(1) Allows the character to spend 1 extra trait points.
(2) Allows the character to spend 1 extra trait points.
(3) Allows the character to spend 1 extra trait points.
(4) Allows the character to spend 2 extra trait points.
(5) Allows the character to spend 2 extra trait points.
(6) Allows the character to spend 3 extra trait points.
(10 in total.)
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Get some Toughness.
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Anyone that isn’t built as a glass canon themselves should have no problem fighting a HS spam thief. The first few should barely scratch you since that’s the way it’s designed. Instead of trying to avoid the first few use that time to target the thief with CC or AoE damage. That should help put pressure on the thief (since he’s built as a GC and any damage is non trivial to him). Heal at 66% and you’ve just invalidated the next few HeartSeekers. Save your dodges for when your health gets lower (when HS actually starts to matter). If you do all of this the thief should either be dead or out of initiative and running away. Either way he’s useless and should be laughed at.
This is all assuming that you aren’t built as a GC yourself though. If you are, then that’s the first thing that needs fixing.
How to beat a Heartseeker thief.
1 Watch your HP.
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When I read the subject, I thought doubletap was going to be related to “putting two in the skull” of someone in downed state to quickly mop them up. That would be awesome! It would make p/p as useful at finishing off people with X/d.
Thank you have a nice day.
No, now P/P might have a chance to do more damage then what the enemy heals for!
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I redid dagger’s ‘5’ to be like the stim pack from starcraft, if you can, tell me how overpowered it is.
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What on earth do venoms have to do with survivability?
Leeching venom builds.
It would drop your survivability.
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FS is faster than swiftness in combat.
No, it isn’t any faster then swiftness in combat. Otherwise I would be moving 17% faster, which is a pretty big deal.
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The Shortbow applies conditions, but it can never out-damage P/P in ranged single target damage.
I agree that P/P has serious burst, but after its gone all you have left is dinky crappy vital kitten.
Short Bow can do so much more, and over a minute + fight, it outdamages it simply because of multiple blast finishers combined with the combo fields the thief has.
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