Showing Posts For DeadlySynz.3471:

Official-New Traits

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

I can’t wrap my mind around any of these new GM traits. I can’t see how they benefit any of the current workable builds we have or how we can create anything decent out of them.

Honestly, compared to other classes, we’ve moved backwards.

Then the new healing trait which seems to be the only trait people are considering.. What exactly do you think the outcome will be in either a zerg or small group play if an Ele drops a static field on your pet (and maybe you depending on how close you are), followed by lava font and/or meteor.. Do you really think you’ll out heal that? Our pets will be long dead before before any healing is done. Now add in whatever the other classes are throwing at you in the frey.. GG.

I’d honestly consider deleting my Ranger after account bound WxP hits and making way for a guardian or Engineer for which neither I have played yet.

Stacking Sigils Update

in Guild Wars 2 Discussion

Posted by: DeadlySynz.3471

DeadlySynz.3471

Really? How? Walk me through it.

For eles&engies: they have 2 slots for sigils, others have 4. As a warrior, for instance, you can get force, energy, battle and bloodlust, as an ele just force and bloodlust.

If that were true, why would they change it?

So every change they made was fixing exploits? :o

also note that engies and eles can swap more often without traits, if they dont put 9 second cooldowns on every on swap trait, that alone would be an advantage, much remains to be seen, but essentially yea, ele and engineer was always balanced to get less out of multiple weapons, the versatility was supposed to make up for it, if it wont after this change, then thats a balance issue.

That said, the stacking buffs and equipping new weapons thing has always been pretty cheesy technique on every class.

I agree the versatility was supposed to make up for it, but unless they can trait 30/30/30/30/30 it’s pointless. Not putting any points into a tree doesn’t make the tree entirely effective and thus making that attunement next to useless. This is why those classes are getting something taken away from them while the others are gaining.

Stacking Sigils Update

in Guild Wars 2 Discussion

Posted by: DeadlySynz.3471

DeadlySynz.3471

Ele’s and Engi’s may have kits which people think “may” make up for it, but lets get real here…

There is still push-back to this day in WvW about how OP it is to stack Power/Cond, and Vitality stacks from killing guards. Even a little more outrage now that they can’t be removed on downed state (though I like that change). It seems a lot of people agree that having such buffs is somewhat over-powering.

If this is the case, then allowing only 4 classes to attain these buffs without having to give up anything significant in return does not put the other 2 on a level playing field. One of those classes is dreadfully hurting for vitality.

Yes, but Eles can swap attunements(therefore on-swap-sigils) way more often than any other class.

It comes down to whether the on-swap sigils have a cooldown or not anymore(previously had 9 seconds cooldown). If they dont, then Eles can get a lot of stacks of might from sigil of battle, or a lot of endurance from sigil of energy. I would say that if there is no cooldowns, eles would definitely have a different kind of advantage(more procs of the same sigil, less variety in sigils).

If the cooldowns still exist though, then we need a new system. For example, Eles can have 2 weapon slots just like everyone else and also swap weapons, but only to the same weapon. Eles could have a staff in each weapon slot(or scepter/dagger in each weapon slots respectively, etc) and each of the staff can have different stats, sigils and infusions(basically just like equipping a greatsword in both weapon sets of a guardian). That way they dont get extra skills, but get all the other benefits of sigils.

As I said, where in those attunements does it make up for the sigils? There is nothing anywhere. If there was, you would have people currently claiming that Elementalists are OP, which they are not . You won’t read anywhere that they are, this would imply that these attunements in their current state given the sigils was not a problem. With this new change, they have now taken something away whereas other classes are gaining.

If you can point out something (anything) in all their skills that make up for stacking or double stacking of on kill effects, please point it out. We cant run a 30/30/30/30/30 build so where points lack, so does the effectiveness of that tree.

What could this do to WvW, tilt the meta even greater towards warrior and guardian. This is not a good change. For the “Why” people, they have now access to 4 sigils. You can’t pair Ranger in there because they still suck compared to those 2, and necros still wont have the same usefulness due to the ease of cleansing conditions.

Too much damage is not a problem in WvW, it never was nor will it ever be. When you pit 2 classes against each other and place one in PVT gear and the other in full zerker gear, the PVT geared player does more damage. If there is a problem with damage it needs to be increased for people whom are traited and geared for it.

Stacking Sigils Update

in Guild Wars 2 Discussion

Posted by: DeadlySynz.3471

DeadlySynz.3471

I think the better question is for someone to explain how exactly the extra kits or attunements makes up for loss in sigils.

I’ll comment on the elementalist as I don’t play an engineer (yet). If this change didn’t go through, I would carry an extra weapon for bloodlust stacks, while my main weapon would have sigil of fire and probably the sigil of force.

If the change goes through, I’ll probably carry sigil of fire and force on my main weapon. I now come across a warrior who may now be stacking both power and toughness, while their remaining 2 slots are carrying say sigil of fire and force (for arguments sake).

Where is exactly in any of the elementalists attunement options does this combat the above? If we were already at a significant advantage in the game’s current state because we can in fact keep on stacks while changing weapons, would people not have said so? I don’t remember reading anywhere that Elementalists were OP and needed nerfs, so obviously keeping stacks after changing weapons hasn’t been a problem. I do however read quite frequently that Warriors and Guardians are OP, and are also your go-to meta for WvW. How is this helping build diversity, let alone encouraging players to play other classes?

Stacking Sigils Update

in Guild Wars 2 Discussion

Posted by: DeadlySynz.3471

DeadlySynz.3471

Ele’s and Engi’s may have kits which people think “may” make up for it, but lets get real here…

There is still push-back to this day in WvW about how OP it is to stack Power/Cond, and Vitality stacks from killing guards. Even a little more outrage now that they can’t be removed on downed state (though I like that change). It seems a lot of people agree that having such buffs is somewhat over-powering.

If this is the case, then allowing only 4 classes to attain these buffs without having to give up anything significant in return does not put the other 2 on a level playing field. One of those classes is dreadfully hurting for vitality.

Stacking Sigils Update

in Guild Wars 2 Discussion

Posted by: DeadlySynz.3471

DeadlySynz.3471

If you don’t currently have a stacking sigil on a weapon equipped in any of your weapon sets, should you really be allowed to keep that sigil’s benefits?

No. They’ve made the right move here.

No they didn’t, not unless they plan changing Elementalists and Engineers.

I think most people as his had their primary go-to weapon in WvW while their secondary had the sigil that built of these stacks. I’m sure people carried additional weapons to swap out but I think most just left their “on-hit” effect sigil on their swapped weapon.

Now an elementalist who can’t equip 2 weapons, how exactly does this put them on a level playing field with say a Warriror or guardian? Warrior GS 2 sigils, sword/shield on swap with on hit effects (now they have 3 sigils).

If they are going to implement a change like this, it needs to pertain to weapon swaps as well.

Nerf on crit. damage

in Guild Wars 2 Discussion

Posted by: DeadlySynz.3471

DeadlySynz.3471

This nerf hurts some classes more than others; mainly Rangers. Just like the quickness nerf, Rangers to hit the hardest.

If there was one thing that worked for Rangers, it was stacking crit. I will reserve judgement however because being able to add 2 sigils on 2-handed weapons may more than make up for the loss.

Ranger: the 4 remaining traits

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

I’m actually kind of worried to see what the other 4 traits are.

Considering our “power” trait line sees a trait that adds projectile speed where it seems more fitting in our “precision” trait line. What’s our skirmishing GM going to be? Restore the SB’s range to 1200? Which I wouldn’t mind, but I wouldn’t take it out of sheer spite.

Aquatic Benevolence - new grandmaster trait

in Elementalist

Posted by: DeadlySynz.3471

DeadlySynz.3471

Since healing is not a role in this game, and since dps and active defenses are the best way to support people, I’m confused as to why this trait is going to exist.

You serious? I assume this trait will be awesome in WvW team fights.

How so? The difference is that the red bars of 5 players move up 25% more, all that means is that healing is marginally more effective. Given where healing effectiveness is at now, does 25% suddenly make healing a viable role?

It doesn’t; if I’m on the other end of that fight with my ele dropping 8K meteors on their heads, that healing means nothing. Likewise, I will not be taking this trait, especially if our fire GM trait allows us to somehow dish out more damage.

I imagine their thinking is centered around small team fights where geyser might actually be decent. Then again, how exactly is this trait going to help when I’m dropping 8K meteors on you?

30 trait points for a functioning projectile

in Profession Balance

Posted by: DeadlySynz.3471

DeadlySynz.3471

This trait won’t be worth whatever they are throwing at us to unlock it. If you truly want a dps build you should NEVER take this trait if it’s implemented the way it’s described.

I don’t know many rangers who carry a longbow in sPvP, but suppose they did, what exactly is it going to offer over a sword/WH combo? How will it be better than the SB which actually has utility?

Then there is WvW… there is so much flash and flare going on in the general fights your enemies won’t see your arrows coming anyway, thus won’t be side stepping. Mine never get side stepped and I couldn’t be more obvious when shooting. As much as I want to like any trait they give us, this one they announced makes no sense. If they put it in the skirmishing trait line.. THEN I think we may have a use for it.

Now suppose if they made your pet somehow interact with this trait either by increasing it’s own attack speed or giving it the ability to leech life, then it might be worth a look.

Even if they implemented something similar to what the elementalist has. The Ele can stack might just by casting fire spells. Soooo why can’t we have a trait that stacks might every time we strike with the LB? Considering we are already at a loss in dps because of our pet; wouldn’t it be fitting to recover some of the dps loss through stacking might? I think this would look much better in the Marksmanship trait line considering it’s a power based.

I don’t really see how anyone can consider that OP. Then again.. people seem to think giving the Ranger full functionality of their pet and actually having it pull it’s supposed 40% dps consistently completely OP..

(edited by DeadlySynz.3471)

Feature Pack Starting in April

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

In all fairness; it seems more plausible to add account bound WxP the day before the season starts, rather than account bound legendaries and dyes. Though account bound dyes would be nice too.

Official-New Traits

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

Truth be told, every time I faced a long bow ranger I straffed most of their burst damage skilled and went in for the kill. Now longbow rangers will have a more reliable way to make sure the damage lands and that longbow has a more meaningful purpose.

We have been thus far discussing the negative sides of having ONLY double the speed on these projectile, however fellow rangers as you all well know, that is not the only thing that is lackluster. The key to the success of this will be on how you personally use it. I can already see a lot of glassy (or high crit for that matter) WvW zerg surfing rangers taking advantage of this to deliver big numbers.

What is more interesting is in fact the other 4 unknown GM traits and how they can be used to expand the ranger’s potential.

I’m a zerg surfer so to speak. My arrows never missed. Kind of hard to see an arrow coming with a bunch of weapons being swung in your face while hoards of AoE is being dropped all around you.

Official-New Traits

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

I dont see how doubling the projectile speed will make a difference. People rarely dodged the arrows before. Now if they are doubling the base attack speed (yea right), then that will be a significant change for us.

Would be nice, but that would be insanely overpowered and way to strong for a trait, since it will be a must have.

I dont see how doubling the projectile speed will make a difference. People rarely dodged the arrows before. Now if they are doubling the base attack speed (yea right), then that will be a significant change for us.

Would be nice, but that would be insanely overpowered and way to strong for a trait, since it will be a must have.

I agree, it would simply be the hands down top build for a Ranger.. which of course , kill diversity.

Now as I’m looking back at my full dps build on my Ranger, there is no room for this new trait without taking a significant damage loss in Marksmanship. I wouldn’t give up the increase in Longbow Range (1 useful thing the longbow has going for it). I wouldn’t give up piercing arrows (decent AoE if you want to call it that). Nor would I give up doing more damage when my endurance is full (which it always is as I’m 1500 range away (no need to dodge).

If they stuck this trait in skirmishing, I can see more of a use for it there.

I’ll reserve judgement until I hear their explanation on it.

Official-New Traits

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

I dont see how doubling the projectile speed will make a difference. People rarely dodged the arrows before. Now if they are doubling the base attack speed (yea right), then that will be a significant change for us.

Zerker build has ruined this game !

in Guild Wars 2 Discussion

Posted by: DeadlySynz.3471

DeadlySynz.3471

Zerker isn’t a problem; it’s actually a lot harder to play in zerker than it is tanky or even partially tanky.

It takes a lot more skill to avoid hits and time your dodges than to stand there and be a meat shield.

Zerker in fact needs a buff.. a big one.. either that or tanky classes need their dps cut in half. There is no way a tanky class should out dps a zerker class. Yes if you take to classes of the same time (lets assume warriors), you equip one warrior in full PVT gear and the other in full zerker gear, the PVT warrior has a higher damage auto attack…

As I said, zerker is not a problem, it needs a buff.

Why WxP Account Bound should be a priority

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

Main reason why it should be done; so players can divy up their skill points amongst other classes so they actually have good reason to play them in WvW. More classes to play in WvW probably = more time spent playing Gw2. More people playing Gw2 will probably mean more $$$ in Anet’s pockets.

Not making account bound WxP can do 2 things:

1) Make players distrust the company where they may just leave the game permanently.
2) Players get bored and leave.

Are Rangers Really Weak?

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I don’t think anyone will argue that Rangers are good at 1v1 due to their ability to have insane regeneration, but again, this topic is brought up under WvW.

WvW is not usually a 1v1 area, this is where groups get together and fight. They rely on one another to cover off on each others weakness to make a solid core group; this is where the Rangers lack.

No matter how you slice it when it comes to WvW play (unless your roaming), other classes will do it simply better. If your intention as a Ranger is to sit back and long range and AoE a zerg (like I did) an elementalist will do it better. Their AoE is far stronger, their #1 staff fire explodes hitting multiple targets. Chain lightning is stronger than axes #1. They can AoE heal from afar and also deliver far better CC as well. They are just plain better at that play.

If your intention is to melee and get in there and mix it up in the zerg, a warrior is better.

This is not to say that Rangers are not effective in zergs, they just aren’t nearly as effective as other classes.

I play mostly Ele and Ranger, so saying ele is better at CC is correct, yet not.
Ele is very good at stun/daze with static field from staff or conjured hammer. However the cooldown on this skill, and the fact that it is often used to speed up your zerg, leaving it on CD just before fights, is negative.
In ZvZ you want to stop the heavy frontline, so the enemy backline “lose their meatshield”. The hands down best condition for this is Immobilize, because it totally ignores stability. Stun is strong, however the high uptime of stability is more often then not, higher then the uptime of boon-stripping. Thus the enemy can, and has often just powered through my static fields. Some stragglers get caught, but it is not nearly as effective as widespread immob spam.
Also, people misjudge the USE of skills. You do not just mindlessly spam entangle in the middle of the AOE’s, you trigger it against the backline or flanks. Shaving down larger portions rather then trying to stop everyone at once (which is futile).

Rangers are very good companions if you have a guard in party. A properly specced support ranger will compliment a guard’s healing, making sure that outside of stability, the guard can focus more on it’s own performance then being “forced” into full support.

The day rangers get group stability share (please let us trait so we can share stuff like RaO. We would be epic if we could), they will most likely slowly phase out guards in roaming groups due to much higher mobility and ease of movement. They are both excellent healers, and while guards are better at direct heals, ranger simply excel (beyond all other classes) at group wide passive heal (Water spirit + SoN + Regen shouts and a group can enjoy nearly 1200 hp/second healing, in addition to what they can produce themselves.

Now wouldn’t that be nice of RaO was passed on to others with the right traits.. something like that would be a game changing thing to make Rangers more desirable in groups. Sadly, I don’t think we’ll ever see that.

There is one thing I’ve always maintained the biggest mistake a zerg ever makes is to run through front line or meat shield in “attempt” to kill the back line. Biggest mistake ever. If I’m on the map and I recognize that is the tactic of the enemy zerg, I drop meteor shower behind my zerg. Enemy zerg runs through, nearly all of them end up either downed or dead. Point being, immobilize is not as effective as a direct damage spike. Immobilize is too easily cleansed, and popping entangle in a zerg will get the roots destroyed by incoming AoE (especially meteor shower).

As a fragile full glass staff Ele myself, there is nothing an enemy zerg can really do if they take a full brunt of meteor shower doing 6K-9K on their heads. Boon stripping won’t make a difference. The ranger won’t out-heal it in a spirit build. Their roots wont survive, nor will their healing spring keep people alive.

As I’ve maintained many times before; I’ve played my Ranger considerably more than my elementalist. 35K kills in WvW while rarely dying, I learned quite well what they are good at and what they aren’t good at. One thing I learned was in zerg play, they just aren’t as good as classes.

Are Rangers Really Weak?

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I don’t think anyone will argue that Rangers are good at 1v1 due to their ability to have insane regeneration, but again, this topic is brought up under WvW.

WvW is not usually a 1v1 area, this is where groups get together and fight. They rely on one another to cover off on each others weakness to make a solid core group; this is where the Rangers lack.

No matter how you slice it when it comes to WvW play (unless your roaming), other classes will do it simply better. If your intention as a Ranger is to sit back and long range and AoE a zerg (like I did) an elementalist will do it better. Their AoE is far stronger, their #1 staff fire explodes hitting multiple targets. Chain lightning is stronger than axes #1. They can AoE heal from afar and also deliver far better CC as well. They are just plain better at that play.

If your intention is to melee and get in there and mix it up in the zerg, a warrior is better.

This is not to say that Rangers are not effective in zergs, they just aren’t nearly as effective as other classes.

How do you make lots of gold in WvW?

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

If your on a server that’s good at capping objectives, you’ll make your money that way. If; however, your server doesn’t do this well, well your out of luck then.

What class does noticeable damage in zerg ?

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I’d suspect the Elementalist has bigger spike while the Necro’s is done over time (and more annoying).

I play an Elementalist in WvW and my meteor does roughly 5k-9K per meteor which of course hit’s a lot of targets travelling through it. I remember downing a large group who just broke through hills inner gate; I aimed my meteor on the ramp, they ran through it and about 15 of them died for their efforts lol.

Are Rangers Really Weak?

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

It’s always good to see Rangers being successful at something but they have to realize, touting about winning in a 1v2, 2v3 or 2v4 situation against a group that probably isn’t spec’d for small group play is not impressive.

We have to face facts, there are roamers in WvW but they are few and far between compared to the zergers. In zerg play, your generally going to have a different build than roaming. A roamer attacking a zerger or a zerger on the way to the group isn’t entirely skillful because you should be winning 100% of the time hands down. That is unless you come across a warrior lol.

Opportunist yes, but skillful.. no. I believe it was already well known that Rangers are good in 1v1 and 1v2 or anything less than a group of 3 if spec’d right. Then again, so is every other class. In zerg play, other classes just plain excel past Rangers.

My main was a Ranger, played them since the beginning and had over 35K kills on WvW with them while barely dying (in full glass). Now I use an Ele because they are just plain better for that type of play.

Meteor Shower + Tornado

in Elementalist

Posted by: DeadlySynz.3471

DeadlySynz.3471

My meteor shower already hits from anywhere from 5K-9K without Tornado.. I wonder what it would do with it activated. I usually run with fiery great sword as it’s a great escape tool so I’m really unsure if 4s of buffed meteor every 2.5 min is worth giving that up. I also think it’d be pointless for Anet to nerf it in anyway due to it’s limited use

Guild that are planning to transfer to T8

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

Gold may play a factor in some transfer costs but I think for the most part it’s the action that’s the swaying factor.

For example, I started off on ET, but I didn’t join WvW until about 6 months later. I went in and frankly, I got tired of seeing the outnumbered buff and running around with 3-4 people and engaging a larger group of say 7-10. There really was no action to be had at the times I log on, so I moved to TC. Obviously, there is a lot more action on TC so for someone who plays WvW mostly, TC is the better fit.

Now for someone’s primary enjoyment from the game, is it worth $20-$30? I think for most people it is. What reason or incentive would players have for moving to a lower tier server? They’d be walking into less action.. so the only thing I can think of is skill lag. Then again, it isn’t that bad; I see it maybe 5% of the time that im on WvW.

I will fix the Ranger

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

some of these suggestions are quite good, the rest seems to be very poorly though through.

Also, is this supposed to remedy WvW? PvE? PvP?
Because all i see there is tonns of buffs, most of them borderlining OP when put together.

PvE Im not so sure, but in WvW this would make the Ranger anything but OP. We’d still be behind the ball by a nautical mile due to the pet dropping faster than a wet noodle. Then us losing 40% of our dps because of it.

Cannon destroying rams through gate

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

1500 units is not tall enough, I think there are player skills with 1500 range

This is true, Rangers can shoot at 1500 when traited. I also believe both Rangers barrage and Ele’s meteor shower could still reach them at 1500.

I’d be perfectly fine though if they were raised to 2000 and only made to hit with Ballista. It would certainly delay an attacking force, and give reason for people to build cannons and put points into mastery.

Mendons... time for a rebuild!

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

Mendon tower is probably the worst design of any tower on any map. Almost any defensive siege can be hit by elemenatalist AoE due to the openness of the tower. As a fixed fortification it is a fail all around.

Im not sure if this is a problem with mendons.. my elementalist and Ranger can hit siege on the wall of any tower/keep in the game. The only time I can’t hit it is if it’s on the other side of the gate being shot through a door.

Thieves in WvW

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

Firstly, thieves don’t get any more stealth in WvW than they do in PvE, the skills are exactly the same in both places. They simply use what stealth they have more often, since trying to outsmart an AI with stealth is a little pointless.

Secondly, ranger’s number 2 (I assume you mean longbow since you haven’t actually specified) already tracks a thief in stealth, provided the attack was initiated before they entered stealth. You’re still hitting them, you just don’t see the little damage counters pop up.

Thirdly, if there’s 3 of them and one of you, you’re probably going to die. If the one beats the three, odds are it’s not the class that’s at fault.

Rangers desperately need some love, that much is very true. I hope the coming redesign really makes rangers something to worry about. If you’re going to call for nerfs to another class though, at least make sure your reasoning is correct.

Edit: If you’re a troll, then I really need to get better at spotting this e-sarcasm thing :P

FYI, though a rangers #2 is or may supposed to track a thief during stealth before the attack is initiated.. it does not. Tested it out with a buddy of mine, gave it about 50 tries, and not once did it track or hit.

If it’s supposed to, then Anet needs to fix it.

Make gates the first upgrade.

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

Playing the devils advocate here; it would seem to be easier to fight off an attacking force choke pointed at a paper gate with rams rather than catapults aimed at walls from a far.

It’s the old bait tactic, I make this choke point look very appealing to go through, only to get destroyed the moment you enter; or in many cases, get destroyed trying to break through.

There was an instance 2 nights ago where my zerk elementalist downed about 10 attackers with a simple meteor shower / lava field / static field / with a slew of chain lightning attacks trying to break down a gate with rams. Now the fact that not one of them thought to attack me or pull me off the wall is beyond me.

Fact is, if they were on catapults from afar attacking the paper walls, well, the tower would have probably been taken. There is no way I would have gone out there; I would have been dead before I reached them.

I do realize that catapults take about double the time as rams so theoretically your map zerg should get there before they get in. Not every map has a roaming force; some servers can’t even muster a roaming force between all 4 maps. Simple solution, choke point.

What I would like to see though another tier added.. one that makes gates immune to PvD.

(edited by DeadlySynz.3471)

Stop sky lazors attacks!

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

It would be nice to get up for a bathroom break or a drink without getting pummeled by lasers.

We are actually supposed to take breaks from playing every 15-20 min (technically), repeated laser attacks isn’t conducive for taking any breaks.

Black Lion Key "Farmers"..

in Guild Wars 2 Discussion

Posted by: DeadlySynz.3471

DeadlySynz.3471

I’ve heard a few people in game say this method is quite time consuming..

Time is money, would it be not be far more efficient to just buy the keys if you really want them?

You can also make decent gold from both dungeons and farming in frostgorge.. would it not be quicker to farm the gold to buy gems with to get the keys?

Cannon destroying rams through gate

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

If they remove the ability for cannons to destroy rams through gates, they mine as well remove cannons. It’s the one useful things Cannons had going for them. Other than that, they are pretty much cannon fodder (no pun intended).

Anet please fix Warriors....

in Profession Balance

Posted by: DeadlySynz.3471

DeadlySynz.3471

This isn’t a problem strictly against warriors but any class who runs a bunker style build.

If you take class running full glass cannon vs a class running full bunker, the bunker build will do more damage to the glass class, than the glass will do to the bunker which is a bit ridiculous.

This issue doesn’t crop up much because I think most people don’t run a full glass build, but for those that do should notice it. It does get mentioned here from time to time, and realistically it should be something Anet addresses.

Warriors obviously stand out due to their high damage output already coupled with their high armor and health pool. I’m ok with them having high damage with high armor, but realistically any class running full dps should be hitting a lot harder than a warrior (or any other class for that matter), in full bunker.

Basically full dps class should always do more damage to a target that isn’t in full dps. Right now, this is not the case.

Again this^ Thief and mesmer are the only classes that to me seem to actually hit really hard when build glassy. All other classes just don’t seem to benefit from a glassy build. They still dont hit very hard and are now much easier to kill.

Anybody can test this to just with warriors.

A warrior in full berserker gear will auto attack for less damage against a warrior in full PVT gear and accessories.

I’ve tested this before with my buddy as I suspected something wasn’t right.

- My berserker warrior’s auto attack against his PVT warrior = 1100 -1800
- His PVT warrior’s auto attack against my Berserker warrior = 2100 – 3500

IMO, this isn’t right and is completely backwards. This isn’t a warrior issue, it’s a design/scaling issue between power and toughness.

Why use bad gear? You could almost have 3k attack, 3k armor +20k hp and 80% or something crit dmg. No no i did craft full berserker ascended gear because it’s so good in cof1 and i can’t use anything else than that gear because it’s ascended gear.

It’s not an issue of what’s optimal; it’s an issue on how toughness scales vs power.

Two warriors vs each other, one in full berserker and one in full PVT gear. The PVT geared warrior does more damage, that simply isn’t right. Full dps gear should be doing more dps than any other gear that isn’t dps based.

Your not going to get 3K attack + 3K armor with 20k+ hp with an elementalist; but again, this isn’t a warrior issue.

You pit an classes up against one another, whether is Ranger vs Ranger, Ele vs Ele, Guard vs Guard, or Mes vs Mes… You put one in Berserker gear and the other in PVT gear, the PVT geared player will do more damage against Berserker gear. I don’t know if this was intentional on Anet’s part but, to me anyway, it doesn’t seem right.

elementalist is underpowered?

in Elementalist

Posted by: DeadlySynz.3471

DeadlySynz.3471

They aren’t under powered.. come 80 if you outfit them in dps gear, they hit pretty kitten hard. Granted I wish they had a slightly larger HP pool.

Futuretech: 2 Sigils on Bows

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

I’d save the bloodlust stacks for a secondary weapon and stick sigil of fire and whatever that sigil is for 5% damage.

I suppose depending on what your goal is.. in zerg play I suspect fire and 5% damage will be overall better than fire and lightning, though that would be amusing to watch your target scramble after a couple of hits.. lol.

Anet please fix Warriors....

in Profession Balance

Posted by: DeadlySynz.3471

DeadlySynz.3471

This isn’t a problem strictly against warriors but any class who runs a bunker style build.

If you take class running full glass cannon vs a class running full bunker, the bunker build will do more damage to the glass class, than the glass will do to the bunker which is a bit ridiculous.

This issue doesn’t crop up much because I think most people don’t run a full glass build, but for those that do should notice it. It does get mentioned here from time to time, and realistically it should be something Anet addresses.

Warriors obviously stand out due to their high damage output already coupled with their high armor and health pool. I’m ok with them having high damage with high armor, but realistically any class running full dps should be hitting a lot harder than a warrior (or any other class for that matter), in full bunker.

Basically full dps class should always do more damage to a target that isn’t in full dps. Right now, this is not the case.

Again this^ Thief and mesmer are the only classes that to me seem to actually hit really hard when build glassy. All other classes just don’t seem to benefit from a glassy build. They still dont hit very hard and are now much easier to kill.

Anybody can test this to just with warriors.

A warrior in full berserker gear will auto attack for less damage against a warrior in full PVT gear and accessories.

I’ve tested this before with my buddy as I suspected something wasn’t right.

- My berserker warrior’s auto attack against his PVT warrior = 1100 -1800
- His PVT warrior’s auto attack against my Berserker warrior = 2100 – 3500

IMO, this isn’t right and is completely backwards. This isn’t a warrior issue, it’s a design/scaling issue between power and toughness.

Anet please fix Warriors....

in Profession Balance

Posted by: DeadlySynz.3471

DeadlySynz.3471

This isn’t a problem strictly against warriors but any class who runs a bunker style build.

If you take class running full glass cannon vs a class running full bunker, the bunker build will do more damage to the glass class, than the glass will do to the bunker which is a bit ridiculous.

This issue doesn’t crop up much because I think most people don’t run a full glass build, but for those that do should notice it. It does get mentioned here from time to time, and realistically it should be something Anet addresses.

Warriors obviously stand out due to their high damage output already coupled with their high armor and health pool. I’m ok with them having high damage with high armor, but realistically any class running full dps should be hitting a lot harder than a warrior (or any other class for that matter), in full bunker.

Basically full dps class should always do more damage to a target that isn’t in full dps. Right now, this is not the case.

Zerker's Viable in WvW?

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

If you can learn to stay alive, very effective.

Forget the 20K health and 3K armor, go big or go home… less than 15K hp and 1200 armor is where it’s at lol.

Glass cannons don’t make the best rally bots because we go down in 1-3 hits anyway. If people rally off you, it will only be 1 person, maybe 2 max. Now take the those PVT people.. the ones that can take countless hits; well those are the people that can rally a huge number of people when they die, due to everyone and their dog hitting them.

Glass cannon dropping a meteor shower on a zerg pretty much ensures that you will rally (maybe multiple times) during the fight lol.

(edited by DeadlySynz.3471)

Leveling through WvW

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

Leveling can be efficient through WvW as long as your server is versed at constantly taking towers and keeps. If their tendency is for fights, leveling can be a pain. With that said, your best bet is to join a Karma train if one is going on. You will level up extremely fast in one of those.

Ele Needs A Niche

in Elementalist

Posted by: DeadlySynz.3471

DeadlySynz.3471

Isn’t their niche the fact they technically have “4” weapon set skills without changing weapons as opposed to every other class only have 2? IMO, only 3 of them are useful anyways but 3 is still better than 2.

They have extreme AoE burst damage which is going to be far more useful in both PvE and WvW, not so much sPvP but 2 out of 3 ain’t bad. In fact, I don’t know of any other class capable of even touching the ele’s burst AoE potential. Necros aren’t even close. Even the tankiest of tanky necros drop quickly during an ele’s AoE burst.

Rangers as Anti-Stealth

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

What are you asking for?

Ragers have anti stealth already – as the only class btw.

“Sick ’Em” reveals thieves for 4 sec. Should be enough to kill most thieves.
River Drakes F2 is also quite useful, if used in the right moment. Just like the 2 on longbow.
For shadow refuge use the fear of the wolf or your aoe’s like “whirling defence” or “Bonfire” or your traps.

As defensive skills we have “Protect Me” or “Signet of Stone” (when traited) against their burst damage.

There is no need to improve the ranger agains thieves…

When you have mesmers or thieves hiding in your towers, simply ask for good rangers in mapchat or teamspeak. Also if you have thieves killing your dolyaks or permablocking you waypoints.

Sick em rarely works. If anyone is using “protect me” or building around signet of stone and traiting it to affect them as well, they will be next to ineffective in WvW.

Playing a Ranger and facing off against other Rangers who use these (and their are), they are basically free kills. They don’t have the damage to compete. Now wouldn’t it be better to maintain what little damage we have while having an anti stealth skill that actually works all the time?

To encourage players to split up?

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

It’s hard to justify splitting up when not having enough people at your knight guarantees you no loot. 40 people at the blue knight, 40 people at the red knight, and 10 people at the green knight.

Those 10 at the green are completely wasting their time.

Still no Knight Loot after recent patch

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

Just came from an event where only the blue and green knight fell.. those groups got loot. Those poor buggers who were on red got zilch because red wasn’t killed, despite people coming at the end with 5 min left. This doesn’t encourage splitting up, this encourages stacking as much as you can on 1 knight until your maxed at 50.

They’ve buffed one or 2 of the knights toughness which was a bad move. There is absolutely no incentive to do these knights unless your an extreme achievement hunter IMO. You get far more “champ bags” from doing Frostgorge sound, like far far more.

If this doesn’t scream “don’t touch this event with a 10ft pole” I don’t know what does.

Knights give too much loot

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

Lets put this into perspective, the encounter is 40 min long, and if people are lucky they may get 6 boxes.. maybe. 6 for 40 min of work is peanuts. Even if all encounters gave boxes we’d have 18 which still to me is petty.

Fast forward to Frostgorge Sound. How many champ boxes could one rack up in 40 min? Assuming the train is lucky, I’ve pulled over 25 consistently in that time frame. If not so lucky meaning the Fish or Norn take their sweet time to show up, you could still easily and consistently gather at least 18.

So why would someone even bother farming the knights when you’ll make considerably more farming frostgorge champs and will obtain enough money to just buy the cores?

I can also confirm it’s not who tags the knights first. I’ve been the 1st one to tag a knight seeing as I was the only one at the knight at the time when it popped. I’ve also been part of a small group that decided to attack a different knight than the zerg. No loot came from either of those.

(edited by DeadlySynz.3471)

Knights aren't dropping loot [Resolved]

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

There has never been anything short of less than 100+ people doing this event; I only play during prime time. Showing up with 10-20s left and getting a few hits in when there are well over 100 people and I get loot, doest mesh in with it being dps based.

I’ve done the event on a zerk warrior spamming 100B and I’ve done it with a zerk elementalist bombing from the back. The ele pulls more dps than the warrior. 4 times I’ve got loot, 3 of those times I was solo and well over 100 people at the event. Showed up late 3 times where clearly I was probably in the bottom 5% due to my tardiness.

It would be nice if Anet would clear this up exactly.

Knights aren't dropping loot [Resolved]

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

It’s not dps based, i can guarantee it. As I said before, I’ve got loot 4 times from these knights, 3 of those times I showed up late to the fight (twice in a group and once solo). No potion buff, and no vigil buff. One of those times I showed up to get about a dozen hits in, then BAM 12 deluxe gear boxes.

Then I’m there from the beginning dealing between 10K-15K dps and get nothing. Done this both in and out of groups and it makes no difference.

I’m beginning to think it’s just some low RNG chance on whether loot is dropped or not which to me is not worth it in the long run. I’ll get more loot either through WvW or farming champs in Frostgorge.

Knights aren't dropping loot [Resolved]

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

I don’t think damage has anything to do with it. I’ve gotten loot off these knights 4 times and 3 of these times I showed up late to the fight. Every other time I’ve been there from the beginning (except once), running in berserker gear, I’ve been pulling a steady stream of 7K-10K hits on average and walking away with nothing.

The fights themselves are cool, but they will get old fast if this loot issue isn’t fixed. It’s kind of a sad thing to say I get better rewards in WvW than I do with the LS update.

Are you tired of ACs yet?

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I don’t understand what the problem with AC’s are anymore, unless they havn’t fixed the issue with them shooting directly through walls/gates.

Any AC’s sitting on top of walls are sitting ducks for Ele’s and Rangers, to the point you may as well not even bother building them.

Trebs and Ballistas are also great tools to rid a tower/keep of AC’s.

WvW getting monotonous

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I honestly would just be happy with a map just a tad larger than EB and done completely snow themed like Shiverpeak Mountains, complete with PvE characters from those regions.

Elementalist Water?

in Elementalist

Posted by: DeadlySynz.3471

DeadlySynz.3471

With staff at least, it provides quick healing and condition cleans to your allies, as well as, providing a bit of a nuissance for your enemies. Healing rain + healing guyser + that chilled ground effect then swap over into whatever dps spec you like can provide a bit of a headache to your enemies.

Rangers in SPvP: Entangle

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

Entangle should be un-blockable, un-dodgeable, and un-cleansable (if that’s a word lol). Anything short of that it’s not worth using, unless your possibly rooting a group of up-levels.