Showing Posts For Dee Jay.2460:

Un-nerfing Cloak and Dagger?

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

Over a year ago, Cloak and Dagger was adjusted for PvP in the wake of popular instant-gib builds.

I think the damage of the ability was reduced by 30% or so in sPvP.

However for a while now Thieves haven’t really had popular builds that get a significant amount of damage from Cloak and Dagger. In fact, Sword/Dagger is the only one I can think of that actually uses Cloak and Dagger and even then it’s highly situational and only used to setup an interrupt.

Anyway, my point is that I believe it would be in order to revert this Cloak and Dagger nerf and see how things go from there.

(edited by Dee Jay.2460)

What makes a server good at WvW?

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Coverage.

This is the only thing that really matters.

Skill, dedication, guilds etc. is all fairly meaningless in comparison. What matters is how many people you can get into WvW at any hour.

So you wiped the enemy zerg 5 times during prime-time, resulting in over 400 kills for your server?

Meaningless compared to having 20 people more online at 5 AM to PvD.

Agony Resistance/Infusions sooo expensive

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

You only need 55 AR for level 49, which is the highest level worth doing.

You can attain this 55 AR purely from purchasing Simple Versatile Infusions for 75 Fractal Relics a piece.

All other sources of AR are far, far more expensive and frankly an unreasonable investment to make.

(edited by Dee Jay.2460)

Bunker comps

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

Stronger condition builds would speed up the game by countering the bunker builds, which would make it bad to run four or five bunkers.

I don’t know what game people are playing in which condition bunkers are a thing. There are currently zero condition builds in the finals, unless you count spirit ranger.

“Condi-Bunker” might be the wrong expression because when we use that term we mainly think of Engineers and Necromancers, maybe PU Mesmers, who can apply a large number of conditions while still being very tanky.

“Bunkers who deal a significant amount of their damage via conditions” might be more accurate as it includes Hambows and all the other conditions that are spammed around by various effects.

I guarantee that if we saw a damage-breakdown of all the ToL fights, the Burning condition would be dealing by far the most damage.

And the “problem” with conditions was never their raw DPS, but just how abundant and unavoidable they are in combat, being constantly applied by everything from pets over illusions to auto-attacks and various fields. They are untelegraphed and impossible to avoid reliably.

Three semifinal teams use two warriors

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

What makes Hambow good in sPvP is the regular condition cleanse thanks to Cleansing Ire and the pressure applied via Combustion Shot during node-fights.

That’s what makes them so good. Their mechanics just work well for Conquest.

That said, Healing Signet is still overpowered and needs some proper conditionals.

Do You Enjoy Zerg Content ?

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

I don’t know. I always alt + tab and browse reddit during zerg events while being auto-shot-afk and then ask for a rezz because I’m too lazy to walk.

I enjoy looting though.

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

Did you really need to bump this 75 page, 7 months old thread?

ANet has done so well ignoring this feedback why would you want to remind them?

Remove Buffs in WvW?

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Food is an important part of many builds and can offer interesting synergies. I disagree that it affects WvW badly. In fact I think it adds an interesting lair of choice and depth.

But I agree that the Guard buffs don’t really add much of value to the game. They make Vitality feel unappreciated because you can get so much of it without trying. My Berserker Thief can achieve over 18.000 HP, my Berserker Warrior 23.000 HP. Why should I bother investing into Vitality if I already get so much for “free”?

I also think it creates an effect where you need to farm Guards before achieving your “optimal” state. And farming NPCs isn’t exactly something that needs encouraging.

I can understand having some sort of buff tied to killing Guards, something like “heal yourself for 3000 HP every time you kill a Guard” or “gain 200 Power and Condition damage for 60 seconds after killing a Guard”. At least that way you would be rewarded for using/abusing Guards in a clever way. But these static buffs are just “meh”.

Bunker comps

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

I agree. Watching condi-bunkers/sustained fighters whack away at each other to no avail is not fun to watch and not fun to play. Imo it’s infact the exact opposite of what Guild Wars 2 combat set out to achieve when they originally designed it.

It was supposed to be about “active combat”, reading and anticipating your opponents moves and reacting accordingly. This is just simply not the case in this bunker-meta where duels last minutes, not seconds and players die to attrition, not targeted burst.

To me it’s just a sign that defense scales too well when you stack multiple effect and the down-sides just aren’t there. Especially when you add in team-effects it’s too easy to reach a point where nothing dies and the relative ease of reviving compared to finishing really exasperates the issue.

But contrary to what you might instinctively do, I think Bunker Guardians, rather than condition bunkers enable this type of play. If ANet wants to shift the meta away from such game-play they’d best start by nerfing the bunker-Guardian support and sustain.

(edited by Dee Jay.2460)

ToL NA Double Warrior Cheese

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Posted by: Dee Jay.2460

Dee Jay.2460

Cleansing Ire + Combustion Shot is what carries Hambows. They are one of the few builds that can actually hold up against constant condition pressure. Very few other builds have a similar level of condition removal available to them.

One necromancer in semifinals; zero in finals

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

And there are barely any condition builds in any of the teams.

Condition meta indeed.

Maybe you should watch the Tournament of Legends then because I see nothing but…

"Ktrain" PvErs in EOTM

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Players follow the rewards. And since Champion bags are still one of the few rewards worth chasing, people chase them. That excludes most PvP.

Why Last Refuge is detrimental "esports" pov

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

I have, hell, we all have complained passionately about this trait since launch.

It has been blatantly ignored, just like pretty much all other Thief-specific feedback. ANet does as they like, when they like based on nothing but their own feelings.

I bet they’d remove Skyhammer from SoloQ before fixing Last Refuge,

[Vid] Berserker Axe/Shield, GS Warrior Build

in Warrior

Posted by: Dee Jay.2460

Dee Jay.2460

I’ve played the same build with slightly different traits since I don’t really get the point of going 30 points into Defense. I mean the 10% Toughness conversion is useless with Berserker gear and Defy Pain, while nice, is it really worth the sacrifice?

Wouldn’t Forceful Greatsword be much better? Especially with Hoelbrak Runes? More liberal cooldowns, more Might uptime, higher Precision etc.

Maybe I’m undervaluing Defy Pain but if it is so good, why do you run without the stance?

Also while I find the build enjoyable in general, it’s annoying how a single competent D/P Thief basically hard-counters to to the point you can’t ever hit him. But I guess this is less of an issue with -60% condition duration.

(edited by Dee Jay.2460)

Bunker Meta?

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Posted by: Dee Jay.2460

Dee Jay.2460

Yes, it is safe to say we are in a bunker meta. I would have said we were in a bunker meta even before the patch.

But now even Thieves, the most notorious glass-cannon, has switched to a more durable and sustainable build with evade-spam.

I mean just watching the tournament there were very few 1v1s where 1 player could actually kill another within a reasonable time-frame. Most of the time nobody died unless they were outnumbered.

This isn’t fun. This isn’t fun in a game that was supposedly all about active combat. All we do now is run in circles and spam skills over and over again, only to get out-healed by some passive effect.

10 points in DA or pistol mastery

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

-based damage increases only scale with direct damage, not conditions. Conditions are calculated separately. As such your basic Pistol damage will be very low and a 10 increase won’t change that.

You get most of your pressure from your condition damage which only scales with the condition damage stat.

Temple of Melandru bugged?

in Bugs: Game, Forum, Website

Posted by: Dee Jay.2460

Dee Jay.2460

I think so. Haven’t seen it trigger in weeks either.

Then again, quite a number of events are bugged in Orr. I don’t think I have ever seen a feature as prone to bugging out as Dynamic Events is this game.

Blind vs. Warriors

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Godda love how many people clearly and blatantly ignore points I made in my OP.

I specifically mentioned Warrior builds with melee weapons (even if the constant Blind spam is hard to deal with for any weapon).

I specifically mentioned that the Black Powder effect was the least of the problems because at least that part is avoidable.

But frankly judging by the posts here I doubt most posters even know that Black Powder even has an actual Blinding Shot with 900 range.

I also said that I play a Thief myself as a main and now just how hard Blind spam counters Warriors. And while I’m all for having advantages and disadvantages against certain builds, being able to kill another class without them even having a chance to hit you is pretty stupid.

Rally is a joke on GW2 but...

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Posted by: Dee Jay.2460

Dee Jay.2460

Rally is a feature “Anti-PvP”. You can give 1000 positive arguments, it is and will remain a feature “Anti-PvP”.

2v1, i fight vs 2 players, a mate is touched by my 2 opponents but don’t fight and run in other point. I down my 2 opponents, i have 10/15% HP, my mate is dead in other point in the map, my 2 opponents is up by rally, i’m killed, i lose my fight…

Other example, WWW, 20v50. You and your 19 mates have down 15 opponents on 50. A player (noob or other, the number 21) is touched by opponents and killed. It’s 15 opponents up. The job is totally ruined by ONE player. (This example is valid with a Moa, and this is not a joke)

All positive arguments are cleared for these reasons.

I’m ok with down and finisher, but for rallybot, no, it’s anti-PvP.

You can do the same thing to the enemy team. If you don’t find it fun that’s different than it being unfair. Fun is not universal though, what you don’t find fun other people do.

The end result is always a snowball effect though.

The winning team gets a further boost by rallying their downed players in the process of killing enemies.

Have you ever seen a GvG where the teams burn each other down 1 by 1? It barely ever happens. It’s normally the first 2-3 kills that decide the outcome thanks to the snowballing nature of rally/downed-state.

It is bad in every way. It has no positive side-effects unless you consider “noob friendliness” because it provides safety in numbers good thing.

It also means that team-fights are all about rallying/finishing and really not so much about the actual combat. And frankly that’s just stupid because that’s not what PvP should be about.

The argument put forth isn’t even an argument about rallying. For example, killing your enemies results in a snowball effect, because you now have more players than the enemy team now. This is bad because targeting makes this noob friendly where all you have to do is ctrl + t and focus someone down. The more you focus target, the more snowbally combat becomes. It also means that team fights are all about focus targeting and not so much about the actual combat, and frankly that’s just stupid because that’s not what PvP should be about.

Another example, killing your enemies results in a snowball effect, because you now have more players than the enemy team. This is bad because damage is so prevelent from autoattacks and low recharge skills that the team with the most readily available defenses makes it all noob friendly where all you have to do is build for more defenses than the other team while spamming your offensive skills, and frankly that’s just stupid because that’s not what PvP should be about.

You are arguing that snowballing is the issue, but snowballing is a result of enemies being defeated, not rally tagging. Downed allies are still in play.

You don’t seem to understand what snowballing is.

Snowballing is rewarding the already dominant team with even more benefits, thus making them even harder to overcome. Another snowballing mechanic were the olb Orbs for example because the winning side with more people could also claim more orbs and thus become even harder to defeat.

Just killing your enemies in a normal situation isn’t snowballing. It’s just regular PvP.

Normally you’d have to dedicate a fraction of your forces for a short time toward manually reviving downed-players. A winning side does not have to do this because rally does the job for them.

And btw. you don’t have to subscribe to mine line of reasoning. You just have to actually play the game to see this effect in action thousands of times, every day. If you’re gonna deny the snowballing nature of downed-state and rally then there’s really nothing left to discuss. Because it’s the most blatant example of such a mechanic in any game to date.

You're Not Zerker?! *kicks from party*

in Fractals, Dungeons & Raids

Posted by: Dee Jay.2460

Dee Jay.2460

Your problems seems to be elitism, not Zerker gear. Zerker gear WAS nerfed (for max.-level dungeons) and it changed nothing about the appeal of the gear. Nerfing it further wont change anything either unless some other gear suddenly deals more DPS.

Yes, elitism might be a problem but it’s one that can be avoided or worked around.

People play Zerkers because DPS is the only thing that really matters in PvE and, when combined with stacking, the benefits far outweigh the downsides.

It’s a PvE design issue, not a stat-balancing issue.

Wireless gaming mice

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

I really like my Logitech G700. I think the current model is the G702, but you might want to check on that.

It has 4 thumb-buttons, which I consider a perfect number as it’s not going full “MMO Mouse”, while still offering you more than the usual 2 thumb-buttons. I use one for “push to talk” for example and would really miss it if it was elsewhere.

It also has both a wired and wireless option. Wireless is fine, especially if you use a Laptop but obviously the power will always run-out in the least opportune moments. So now I removed the battery pack and just use it as a regular cable mouse.

The price is rather high admittedly but if it were to break, I’m pretty sure I’d buy the same model again. I’ve also been using it for 4 years now and it has never caused me any problems. Just make sure to keep your environment around the PC relatively clean and dust-free.

Rally is a joke on GW2 but...

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

Rally is a feature “Anti-PvP”. You can give 1000 positive arguments, it is and will remain a feature “Anti-PvP”.

2v1, i fight vs 2 players, a mate is touched by my 2 opponents but don’t fight and run in other point. I down my 2 opponents, i have 10/15% HP, my mate is dead in other point in the map, my 2 opponents is up by rally, i’m killed, i lose my fight…

Other example, WWW, 20v50. You and your 19 mates have down 15 opponents on 50. A player (noob or other, the number 21) is touched by opponents and killed. It’s 15 opponents up. The job is totally ruined by ONE player. (This example is valid with a Moa, and this is not a joke)

All positive arguments are cleared for these reasons.

I’m ok with down and finisher, but for rallybot, no, it’s anti-PvP.

You can do the same thing to the enemy team. If you don’t find it fun that’s different than it being unfair. Fun is not universal though, what you don’t find fun other people do.

The end result is always a snowball effect though.

The winning team gets a further boost by rallying their downed players in the process of killing enemies.

Have you ever seen a GvG where the teams burn each other down 1 by 1? It barely ever happens. It’s normally the first 2-3 kills that decide the outcome thanks to the snowballing nature of rally/downed-state.

It is bad in every way. It has no positive side-effects unless you consider “noob friendliness”, because it provides safety in numbers, a good thing.

It also means that team-fights are all about rallying/finishing and really not so much about the actual combat. And frankly that’s just stupid because that’s not what PvP should be about.

It’s also exceedingly rare for attrition to happen in a fight. Even if you have two equally strong 30 man zergs clashing, the end result will be something like 25 vs. 0 because of downed-state/rally. Once team A downs the first 2-4 enemies not only does team B have less to work with and thus less chance to down member of team A, team A also gets to rally every few seconds as they increasingly overwhelm team B with their ever-recovering forces.

In the end Rally and Downed-State help the winning side more than they help the losing side. And such a snowballing mechanic should really be avoided in any PvP setting. It robs weaker groups or outmanned opponents of any chance to stage a comeback or even put up a reasonable fight. Snowballing is a common pitfall in PvP design but none has ever been as severe as downed-state/rally in GW2.

(edited by Dee Jay.2460)

Down skill 2 delay reverted?

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

Funny, I’be had the opposite. Skill 2 doesn’t seem to trigger until about 2 seconds into downed-state. Really annoying.

Hide in Shadows does not remove Torment.

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

It will if you spec in Shadow’s Embrace and otherwise it’s working as intended.

D/D Ele is a... "pain"

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

I don’t really know enough about Eles or their builds to give a fair assessment. They always struck me as a wildcard compared to all other classes and you could only really tell what build they were after engaging.

If I see a D/P Thief I know what to expect. If I see Hammer Warrior I know what to expect. If I see a PU Mesmer I walk away.

But with an Elementalist I don’t really know how tanky or how bursty they will be until I actually fight them. As such it’s really hard to formulate general tactics.

I play D/P and as such fight most classes the same way by trying to use the Blind spam to mitigate most of their damage while applying pressure to them. Sometimes it works, sometimes the builds are too tanky, sometimes they burst be down in a split-second.

That’s why I think Eles are a wildcard.

Wheres New Content?? (State of the Game) [merged]

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

The Feature Patch is barely two weeks old, Guild Wars 2 was just launched in China, we had Easter in between.

Give the guys a break, they’ve probably been quite busy.

But they could have at least patched in that Blade Shard merchant….

Ideas for Massive Changes to WvW

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

WvW has been evolving at a snail’s pace. I really wouldn’t hold my breath for significant updates anytime soon.

It’s a shame because WvW is by far the best thing GW2 has going for it.

The 5 best and worst things about GW2

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

We had one of these a while back but I think it’s time for another.

Top
1. Value for money
2. Detailed animations and visual characterization.
3. Dynamic Events
4. Active combat (especially active dodging)
5. Art style

Flop
1. Downed-State/Hard-Rezzing/Rally mechanics
2. Focus on zerg-content
3. Lack of challenging mechanics in PvE.
4. Condition spam
5. Reward system (there is almost no correlation between risk and reward in PvE).

New mastery's to spend more rank points

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

I really like the idea of class-specific masteries. I’ve always wanted my Thief to have something that allowed him to scale walls or disable enemy siege-weapons.

Engineers could build dangerous turrets, Necromancers could raise fallen allies as zombies and Rangers could lay down elaborate traps.

Come to think of it this concept has great potential.

What if zerk was really nerfed in PvE?

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

You don’t make defensive stats more appealing by nerfing offensive ones. And that’s something 90% of the Zerker posters don’t seem to get.

People play full zerker because they can. If you nerf zerker gear people will just move on to the next best DPS set.

You make other stats more appealing by designing encounters in a way they reward more than just DPS. Currently that’s rarely the case.

Really bad lines you've grown fond of

in Audio

Posted by: Dee Jay.2460

Dee Jay.2460

I don’t know where you draw the line between corny and entertaining because I find GW2’s dialogue to be quite good actually. It finds a nice balance between humor and seriousness needed for a fantasy plot.

New mastery's to spend more rank points

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

I’d like a “roamer” skill line.

The top skill would be “any target you finish is forced to respawn”.

Making conditions viable in Zerg fights

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Once you add Guardians and (to a lesser extent) Warriors + Warhorns into the mix the whole condition issue becomes problematic.

But considering how OP conditions are on a smaller scale I think it’s better to address the root cause (in this case too much group cleansing), rather than introducing arbitrary new mechanics that just cause more problems.

And frankly I think it would do the game a lot of good to see some of the group cleansing go. Guardians especially have dominated all aspects of the game for far too long partially because of this. I’m all for anything that promotes a little class diversity in blobs instead of guild zergs stacking 50% Guardians. And a nerf to cleanses would probably go a long way.

Anyone still using Traveler Runes?

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

If you don’t use any other passive speed increases then Traveler Runes are a great choice. Better than sacrificing a utility slot for sure.

But if you use Fleet Shadows or some sort of perma-Swiftness build then it’s less useful.

Make it to top1000 and escape the frustration

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

I noticed this too prior to the patch.

TeamQ was a brutal experience before entering the Top 1000 to the point you really started doubting yourself.

But once you climb the ladder, suddenly the games get easier, the wins come more naturally. I Solo’d all the way up to rank 500 in TeamQ until you hit the brick wall of premades.

But my win rate went from barely 50% while not in the Top 1000 to well over 60% while in the Top 1000. It was so much more fun.

Albeit all that has changed since the patch and now I’m back where I started.

Blind vs. Warriors

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Blid Powder is so OP lol You hit all attack when you use brain.

L2R, it’s not about the combo-field as much as it’s about the Initial Blinding Shot and Shadow Shot

And I really just don’t like hard-counters.

Having a build that is better than yours if fine and to be expected. But having common builds that you can’t even hit, that’s pretty dumb.

And frankly, I know how OP Blind spam is on a Thief because I exploit it every day. I mean that skill alone is what makes Thieves viable for high-level fractals. Not sure if complete melee immunity was ever the desired effect though. I doubt it.

(edited by Dee Jay.2460)

Rune of Strength - Can we expect a nerf?

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Well what about Superior Runes of the Pack or Runes of the Ranger?

They all seem to have a 7% damage bonus with no real conditional either. I mean when is a Ranger without his pet? Not often….

While I agree that Runes of the Strength are slightly OP it’s only because the conditional is quasi-permanent and that both bonuses result in more DPS. More Might = more DPS, longer Might = more DPS, when under Might = more DPS.

It all adds up rather too nicely. If the rune-set offered a little more general utility instead of being purely DPS-focused I think they’d be fine.

(edited by Dee Jay.2460)

Why Initiative does not work!

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

It’d be kinda cool if someone could refute the issues I’ve addressed with it, instead of just saying “I like the style.”
Because that doesn’t change the fact its ridiculously broken.

Well re-read my post.

Initiative is broken because most weapon-sets only use 2 skills that consume Initiative. When you only have two ways to spend it of course it gets spammy.

Initiative works much better when you have 4 skills to use it on, all with their own niche and purpose. Then it actually becomes a good mechanic. But thus far this only applies to D/P.

Blind vs. Warriors

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Trust me, if the Thief is semi-competent he will watch for Berserker Stance and just stealth/kite it for a few seconds. It’s not that hard even if it lacks a proper animation.

100 Blades gets a few hits through Black Powder and you can outrange the field if you’re quick enough. But you’re still being blinded by the initial Black Powder shot and Shadow Shot which can also be spammed.

Cleansing Ire also has a cooldown and you have to actually hit something for it to cleanse. Ranged weapons work to an extent, yes, but aren’t really great overall weapon choices for most Warriors (except Hambow). And I can hardly switch weapons every time before encountering a Thief.

My point really just is that Blind isn’t a condition that should be applied so abundantly as a Thief can, especially not on a stealth class because you can’t actually hit a target to clear the Blind.

Blind vs. Warriors

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

I just wanted to point out just how poorly designed Black Powder specifically and Blind spam in general is balanced in this game.

Blind essentially negates a hit that would otherwise be a successful attack. It wastes the cooldown and is in all cases a very powerful mitigation mechanic. It is something that could be applies every 10-20 seconds in a balanced environment, but it can’t be something that is spammed non stop.

It’s especially problematic when combined with Thieves because you need a successful attack in order to clear the blind effect. And hitting a stealthed target is a matter of luck. Classes that rely almost exclusively on physical melee damage have virtually NO WAY of ever hitting a semi-competent Thief who uses Black Powder and Shadow Shot in a sensible manner. Nada.

Berserker Stance gives you 8 seconds of condition immunity and thus a break from the constant blind spa. But those 8 seconds are easy enough to kite/stealth for any Thief, and then it’s back to immunity.

I have both a Thief and a Warrior and I’ve been on both ends of this battle a number of times. Frankly I can’t think of many other abilities that are such a hard-counter to an entire class. If I’m smart enough to avoid Berserker Stance I am virtually immune to any Warrior melee build. It’s really quite a joke.

Blind was conceived….and should be, a situational condition. It should not be something that can be spammed and reapplied every few seconds, especially not by a class that gives you no opportunity to cleanse it.

Zojja's Armor: Scholar or Strength

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

With that build I’d stick with Scholar Runes. It sounds more like a PvE build anyway and in PvE you can maintain >90% HP fairly reliably.

Strength Runes make more sense in a WvW-heavy build with points in Shadow Arts. It doesn’t make much sense without any regular and reliable access to Might.

GW2: The Conditioning

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Finding a solution for this condition disease is more complex than that because the problem is multifaceted.

1. Conditions are near useless in PvE, due to the stack limit and due to having a limited effect on mobs.

2. They dominate small scale fights and are massively overpowered in skrimishes as they allow for defensive play-style (kiting, stealth, avoidance) combined with defensive stats (Dire gear) while still putting out a lot of pressure and CC.

3. They are very easily mitigated in large scale fights because most zergs dedicate a significant portion of their resources toward AoE condition removal. Note here is that conditions aren’t weak in large scale fights, they are just constantly being removed by cleanse spam.

4. Conditions get 40% more duration from food alone. No other food or stat gets anywhere close to the same benefit from food. The difference between food and non-food is immense.

5. Conditions become harder to cleanse the more different types you have. All condition builds benefit from applying a large variety of different conditions, rather than focusing on a few.

6. Conditions are CC – Some conditions are just straight-up damage (Bleeds), other a hybrid between CC and damage (Torment, Confusion). Others again are just crowd-control (Cripple, Chill) or both (Terror). When you build for condition damage you are also enhancing your crowd-control abilities, which exasperates the imbalance.

7. Most conditions are AoE. So many conditions are applied by fields and AoE. Every Illusion a condition Mesmer detonates applies conditions to all surrounding targets. These types of conditions are abundant and impossible to avoid.

8. May conditions come from poorly telegraphed, ranged combat skills. Case and point, Engineer Pistol 1-3 all apply different conditions with roughly the same animation. To most players they are virtually indistinguishable. Signet of Spite doesn’t have a projectile or anything you can actively dodge. Impossible to avoid if you haven’t got the Necro in target.

Most power damage is melee, which means any time you’re taking damage you’re painfully aware of it because someone is punching you in the face. Most conditions come from ranged attacks and fields that you barely notice in a hectic fight and are difficult to avoid.

9. Condition counters rest almost entirely on class mechanics, not active combat. While 100 Blades can be easily avoided by all classes with a simple dodge or stun-break, countering Signet of Spite falls almost entirely on whatever condition removal your class may have. Good for you if you have a full cleanse, bad if you rely on passive removal from stuff like Shadow’s Embrace or similar.

(edited by Dee Jay.2460)

The moa skill

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

uh 99% run PU? Am I the famed 1% then? I feel so special

You are special. And you deserve respect for not using the training wheels that is PU.

Conditions are killing the fun.

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Do you not like spaming conditions?

What did you expect? Well-telegraphed and avoidable attacks with a fair risk/reward game-play?

Wrong game bro. Active combat died a while ago. Now it’s all about applying conditions vs. removing them.

The moa skill

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Moa is the skill that a Mesmer equips when he can’t beat you in a fair fight. It’s a bit dumb, no doubt, and basically a free win against any glass-cannon/berserker build. But there are worse things and they do have to sacrifice two other potentially good skills to get it.

But with 99% of Mesmers running some form of PU nowadays, we see every little of Moa.

When can we play the way we want?

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

I agree that of all the weapon-sets D/D had the most enjoyable play-style. Unfortunately it also only had 2 useful skills (3, if you count auto-attack). D/P, while a less compelling play-style overall, has more depth and a higher skill-ceiling.

In fact I consider D/P to be the only well-rounded Thief weapon-set (except that Black Powder is a bit OP vs. melees). All others can somehow be dumbed-down to 2-3 skills with no active initiative management.

I would love to see D/D reemerge as a competitive weapon-set but with Death Blossom and Dancing Dagger in their current state I don’t think that’s possible.

Perma Dodge build over the top?

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

S/D Thieves have been around for a while now and the newly popularized Trickery version of it doesn’t really add many more dodges.

You can call it OP but really it’s just a build that has stacked all forms of Endurance regeneration from Vigor over Feline Grace to Sigils of Stamina. Either of these elements contribute to the perma-evasion.

But really it’s as close a Thief gets to playing a “bunker” build. Your damage is mediocre and conditions still melt you.

Is it a bit dumb that you can stack so many endurance effects? Probably yes, but the build really isn’t dumber than any of the other bunker builds like Hambow, Guardians, condition Rangers etc.

It just seems more OP because it’s not been the meta for a while.

What is the Future of WvW??

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Given how noncompetitive WvW has become in all but the upper tiers of Gold league it does make sense to reconsider the whole server entity vs. server entity system.

With the current system coverage is the all deciding factor and that probably won’t change.

They just need to find a new system to bring them all together. Maybe instead of fixed severs we’ll have a “campaign” system where everyone can pick their preferred match-up.

Maybe servers will be split into German 1, German 2, French 1, Spanish 1, English 1-5 entities that are independent of you actual server.

I’m sure that changes are coming to WvW because whatever system we currently have isn’t working out that well.

Asura Animations & Visual Effects are Broken

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

They will fix this right after they remove Skyhammer from SoloQ.

[PvP]Runes of Balthazar, Engi's uprising

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Welcome to condition wars mate. It’s all about passive play and condition spam. Gone are the days of active combat where glass cannons fought each other in fast-paced but thrilling duels. Now it’s all about how fast you can apply how many conditions and how fast your enemy can remove them.

And idk about you, but Engineers were already very dominant before the patch. So they aren’t really “rising” anywhere if they are already on top.

And 45% Burn duration is a joke when the food alone add 40% duration to ALL conditions.

Yes, ANet for some reason has decided to take the worst aspects of their combat design and emphasize it even more.