Showing Posts For Devildoc.6721:

7/19: JQ/TC/FA

in Match-ups

Posted by: Devildoc.6721

Devildoc.6721

Ever since I transferred from JQ to TC, I’ve wanted to match up against JQ. I loved being a quarryman but my small guild was dead and I knew some guilds to go back to on TC, and I can probably say most people on TC would agree we’ve been waiting to match up #4 and #3 servers for a long time.

BTW, I was ascared when you suddenly climbed on our Garrison roof where we were hitting you with AC’s, but once you guys were on the roof, how’d you like that sudden storm coming through? I know there were at least 3-4 of us in tornado up there.

Zapp – 80 Asura Afromancer

Question about craftable ascended backpieces

in Crafting

Posted by: Devildoc.6721

Devildoc.6721

Does she even post here anymore?

Zapp – 80 Asura Afromancer

15 gold for guild kite?

in Bazaar of the Four Winds

Posted by: Devildoc.6721

Devildoc.6721

Why have something in the game if you don’t plan for the people who want it to be able to obtain it?

Absolutely anyone can obtain it. Lack of gold is not a terminal disease. Earn more, spend less, do exactly the same amount of work that people who can afford it now have spent. Nothing is stopping anyone from acquiring it.

A lot of the people who have that much money, have gotten blind lucky, having gotten rare drops that made them a lot of money. They haven’t had to put forth hardly any effort.

Zapp – 80 Asura Afromancer

15 gold for guild kite?

in Bazaar of the Four Winds

Posted by: Devildoc.6721

Devildoc.6721

What IS easy is CoF. Yes i know it’s grinding. And people don’t like it and stuff. But it’s easy gold nonetheless.

Yeah if you play a warrior in full exotic and ascended berserker gear.

You know some groups will kick you for not having a legendary greatsword “to show you know what you’re doing”?

Zapp – 80 Asura Afromancer

15 gold for guild kite?

in Bazaar of the Four Winds

Posted by: Devildoc.6721

Devildoc.6721

Yesterday I`ve spent my 500 k karma (95% bonus) for Orr boxes, earned 28 g selling lodestones that I got (and rest of kitten). After that I bought unidentified dyes for my laurels, got Celestial dye, earned 23 g. Did some boss events, got globes, salvaged them into dusts, earned almost 10 g. And still some of you say earning gold is hard in this game…

Orr boxes dropping lodestones is luck, most people just get unidentified objects and karma.

Getting celestial dye out of unidentifieds is again, blind luck.

Even getting ectos from rares now is becoming a highly luck based thing since the salvage rate for them was lowered to compensate for the fact that you can salvage ectos for dust.

You may also get unlucky salvaging ectos and only get 1 dust per ecto, in which case selling the ectos would have made you more profit.

So please, stop claiming money is ridiculously easy to make when you’re just getting really lucky.

The same kind of person claims making money in the game is easy because they did a boss event and a precursor dropped and they made hundreds of gold.

The same kind of person claims making money in the real world is easy because they won a lottery, or were born into a wealthy family with a lot of connections that mean landing a job with a good company and making 6 figures is as easy as falling out of bed.

Zapp – 80 Asura Afromancer

15 gold for guild kite?

in Bazaar of the Four Winds

Posted by: Devildoc.6721

Devildoc.6721

Going off the debate a bit: does the kite show the guild emblem of the guild you are currently representing? Meaning it can change, and not locked to 1 guild?

Back on the topic:

First of all, I think if the opinion on the guild kite price is pretty evenly split, then it’s not overpriced

Second, 15g at the rate of 3g per 100 gems comes to 500 gems, which is the price of the aspect kites. Including the cost of the aspect kite needed to make a guild kite, the guild kite is essentially twice the cost in gems, and also in terms of real life money. And like the dev said, the guild kite option will stay available, meaning that half of the cost for the guild kite you can slowly grind to get there.

And finally, relating to why guild kite > aspect kite, I can see that because even if you have no special feeling towards the specific artwork on the kite, customized item is usually more expensive. Uniqueness does affect cost. Especially if the guild kite changes to any guild you represent, the versatility of this one item warrants (I personally believe) double the price

Yes, the logo on the kite changes as you change guilds.

I thought the price is a little high but with us getting 15g for achievements tomorrow at reset, it’s kind of justified.

Zapp – 80 Asura Afromancer

Question about craftable ascended backpieces

in Crafting

Posted by: Devildoc.6721

Devildoc.6721

I wanted to PM this message but her inbox was full, so.. I need to ask her a question here..

I just had a question as to the craftable ascended backpieces that use the tome model. Currently they all share the same texture, but they have unique icons indicating that they should have unique textures for each book. Will this ever happen? I’m debating using a lightning catcher skin on my backpiece because I would really like to have the tome I have (Koss on Koss) to have the cover indicated on the icon with Koss’s Afro (since my character also has an Afro), but if it’ll never happen, I might as well use the lightning catcher skin, which I also like.

I would just really not like using the catcher skin, and then a few weeks later, the tomes all have unique skins and I’d have to make another tome to transmute the skin back.

Zapp – 80 Asura Afromancer

Loving the Staff now, but Air is still weak

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

i think it’s silly that 19/20 staff skill are aoe. air #1, #2, water #2 should all be looked at. also sceptre fire #2 (DT), IMO the worst-designed skill in the game.

Staff has a skill that’s not an AoE? The whole point of that weapon is to be a mobile Artillery unit…

Pidgeonholing a weapon into AOE on a class with no weapon swap is a really dumb idea. It virtually guarantees a weapon will be hard to balance – OP in its niche and UP everywhere else.

At the very least there should be traits that increase single target dmg on staff at the cost of less AOE.

You mean like pigeonholing a total Melee oriented build on the same prof or having a purely defensive off hand? I see no problem with it being AoE only, it really shines at area Denial and nuking down groups of mobs.

The problem is we have no weapon swap. So when we get told no aoe because we don’t want to kill the marked cultist in cliffside fractal, all we have as an option is stoning…. but we want our aoe when the marked cultist is not nearby to burst down the other group.

Zapp – 80 Asura Afromancer

Full Celestial Stats

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

low power, barely passable hp, only a moderate crit rate…

yeah that’s pretty terrible.

Zapp – 80 Asura Afromancer

The Mini is WRONG what we GOT

in Bazaar of the Four Winds

Posted by: Devildoc.6721

Devildoc.6721

what I dislike about the sanctum model is the fact that it’s dropped on the ground. Some players spam drop the item on the ground in front of the bank NPC’s to troll other players. It’s very annoying.

Zapp – 80 Asura Afromancer

Fix Your Freaking Fractal Bugs

in Fractals, Dungeons & Raids

Posted by: Devildoc.6721

Devildoc.6721

Thank god i’m not the only one.

Because of this stupid bug of rez, my party couldn’t rez me on Maw and i lost 1 hour doing that kittening thing, and got no chest.

In the ascalonian you are transformed into a charr and you can’t change your skills. The harpies, oh boy, that one is kittening stupid.

INVULNERABLE – INVULNERABLE – INVULNERABLE

The Underwater – Kraits stucks on the ceiling.

Yeah I completely forgot about the kraits in the ceiling, then I did a group right after making the thread.. got water fractal… kraits stuck in the ceiling. That one isn’t AS bad.

The Charr one is a new “feature” where you can’t change your skills when under any transformation. Anet is going to have to look for a way to seriously fix that.

Zapp – 80 Asura Afromancer

Extremely tired of FoTM groups.

in Fractals, Dungeons & Raids

Posted by: Devildoc.6721

Devildoc.6721

Hang on after 20, it gets a bit better.

No, it really doesn’t, it REALLY doesn’t.

Zapp – 80 Asura Afromancer

Fix Your Freaking Fractal Bugs

in Fractals, Dungeons & Raids

Posted by: Devildoc.6721

Devildoc.6721

seriously they totally make a night of running fractals into a nightmare.

Bugged corpses that can’t be ressed, the cliffside hammer disappearing if the person holding it dies (wasn’t on the pedastal). Not being able to res up even if the rest of the group is out of combat (can change traits and everything) prompting the entire group to have to wipe to res up that person, invulnerable harpies, etc. You get uncategorized with invulnerable harpies and cliffside where the hammer carrier falls and bugs out the entire fractal and it will ruin your night.

Zapp – 80 Asura Afromancer

Free Wapoint cost in Bazaar

in Bazaar of the Four Winds

Posted by: Devildoc.6721

Devildoc.6721

Is gold really that big of an issue and people falling that much (have not played yet).

If you’re saving for a legendary, yeah.

650g for the precursor, and I despise having to pay someone just because they got blind luck.

I don’t understand, who would you be paying?

Someone who just got extremely lucky getting it as a drop or in the forge, then putting it up on the AH.

Zapp – 80 Asura Afromancer

Kiel vs. Evon

in Cutthroat Politics

Posted by: Devildoc.6721

Devildoc.6721

reduced waypoint costs, and the Aetherblade Retreat in Fractals of the Mists, I’m voting for Kiel.

Zapp – 80 Asura Afromancer

Free Wapoint cost in Bazaar

in Bazaar of the Four Winds

Posted by: Devildoc.6721

Devildoc.6721

Is gold really that big of an issue and people falling that much (have not played yet).

If you’re saving for a legendary, yeah.

650g for the precursor, and I despise having to pay someone just because they got blind luck.

Zapp – 80 Asura Afromancer

This zone needs to be permanent.

in Bazaar of the Four Winds

Posted by: Devildoc.6721

Devildoc.6721

This is my favorite zone outside of Super Adventure Box, the environmental artists really went to town with this place and it’s a real shame to me that it’ll be gone after 4 weeks, I also can’t get enough of those aspect skills (in fact I wish they weren’t limited charges so I could just sanic hegehog all over the place all day).

The only real flaw is that waypointing costs a lot, it should be free within the zone so that you can not feel discouraged from trying for some of the really out of the way and hard to reach crystals, and sometimes you find yourself stranded high up without any crystal power left.. fork over 1s40c to get more.

Zapp – 80 Asura Afromancer

Celestial weapons+ armor tomorrow's patch

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

I’m probably going to stick with a mix of soldier, valk, and zerker. Using celestial gear will lower my direct damage from power. Even using celestial trinkets only would drop direct damage significantly, and at the bonus for a little healing power (which scales terribly) and condition damage, which as people mention, conditions are easily removed.

Depends on if you replace a direct soldier piece with direct celestial piece. If you are talking say a soldier coat vs a celestial coat the celestial coat (based on our assumptions) would give you more dps than the soldier because you are adding power and precision in equal amounts on top of the critical damage.

Its like knights gear dps wise is better than soldiers gear even though you lose power. Also vitality scaling at 1 point of vit = 10 hp a cut in hp is ok. For the zerker and valks then yea the dps will end up being better.

That would be wrong, as you end up losing power, regardless. Soldier’s, Valkyrie’s and Berserker’s all have the highest power values, and it is not made up anywhere. Vitality, and Toughness, and precision, and crit, those can be made up in the sense that if you have 3 zerker pieces and 3 soldier pieces, wearing 6 celestial pieces you should come out around the same precision, crit damage, toughness, and vitality, but you will lose power.

You’re basically trading power for condition damage and healing power.

Zapp – 80 Asura Afromancer

Loving the Staff now, but Air is still weak

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

Gust for me the problem is the range of the knockback. It knocks back 400 units. that’s not giving you enough space to work with if they’re up in your grill. If it was 900 units, then we’d be talking using it as an escape along with its niche uses as an interrupt (which as has been said before, it’s effect is so narrow it’s one of the worst skills to use for that), pushing people into static field, or if they’re dumb enough to fight on the edge of a cliff, send them over.

Lightning Surge the more I think about it, the fairest way to deal with it is to make the skill instant cast but have a delay to its effect, no longer than its current cast time hopefully a little shorter. Then there’s strategy to lightning surge. Someone hit by it might run back into their group for it to go off and blind multiple people, or they might recognize that they’ll blind all their friends and avoid them, making them easy to pick off alone.

Zapp – 80 Asura Afromancer

Please show Conjured Weapons some love

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

In my opinion one small change that could make a huge difference would be to just double the amount of charges and get rid of the second weapon, then make the ‘Conjurer’ trait cause a second weapon to drop. Or don’t, since dropping one on the ground is rarely useful anyway.

A bigger (and in my opinion better) change would be to make it overwrite an attunement. The atunements all do different things, and every build except a full on arcane has at least one attunement (usually air) that is largely useless. Just cause conjured weapons to override the current attunement for their duration, and you solve not only a lot of problems with conjured weapons but so many problems with builds that focus more on one or two attunements.

Giving a conjured Ice Bow or Greatsword to a Warrior by your side is some serious damage. There’s great benefit to having a second conjured weapon for people. One person just had an idea that picking up the second conjured weapon right away just doubled the timer on your current one and gave you double charges, so if you want to get full use, then you’d just pick it up right away rather than the current system where you have to use up the charges on the first, then pick up the second way back where you cast it and probably someone else picked it up already.

Zapp – 80 Asura Afromancer

Loving the Staff now, but Air is still weak

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

Personally they can make a few changes to help staff get a big boost

1 – make fireball aoe as big as lava font; 120 and be affected by trait
2 – make water blast bounce like chain lightning
3 – remove bounce off chain lightning and give it 20% less damage then lightning surge
4 – make lightning surge give 5 sec of fury

these changes will boost staff ele in support, damage and aoe hopefully without making it overpowered.

Those are all silly. Fireball is fine as is, water blast is low damage and low healing numbers but the pattern is fine. If it scaled better with healing power, it would be great. If healing power scaled better period, it’d be great.

Chain Lightning’s bounce is its only forte, problem is it’s lower damage than fireball (and I think stoning) and doesn’t cause any conditions or boons. If it stacked vuln it’d be more viable.

Lightning Surge just needs cast time adjustment. The effect is fine, it does some spike damage to a clustered group and blinds.. it’s just the windup for the effect is long.

Zapp – 80 Asura Afromancer

Celestial weapons+ armor tomorrow's patch

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

I’m probably going to stick with a mix of soldier, valk, and zerker. Using celestial gear will lower my direct damage from power. Even using celestial trinkets only would drop direct damage significantly, and at the bonus for a little healing power (which scales terribly) and condition damage, which as people mention, conditions are easily removed.

Zapp – 80 Asura Afromancer

Loving the Staff now, but Air is still weak

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

Air is the element I spend the least amount of time in, aside from running place to place between fights.

The auto attack is more likely to get you in trouble by pulling mobs you don’t want to pull, and does lower damage than the fire projectile and doesn’t have healing like the water projectile or a debuff like the earth projectile, so it’s not really worth using.

Lightning Surge has too long of a cast time, often times if I’m chasing someone with it they get out of range by the time it casts. It would be better if it was an instant cast with a delayed effect, as lightning surge in GW1 was a delayed effect.

Gust doesn’t knock back far enough to be viable in most situations. and does no damage. i find that the only uses for it are potentially as an interrupt for a still target (a moving target it’ll miss) or as a way to knock an enemy into static field’s outer ring to get stunned. Or very niche use, pushing idiots off cliffs in WvW.

Windbourne speed, well, I suppose having swiftness is a benefit in the calculations of the game but I find that even with swiftness, I can’t really outrun people in combat. Does combat speed reduce everyone to the same speed no matter what run buffs they have? It’d be great if the burst of air in windbourne speed was given an effect in combat, such as a whirl finisher, or a blowout.

Static field is the only skill I feel is good as it is, and even its use is very situational. It’s great in wvw zerg fights, it can be useful in on dungeon trash, but bosses being immune to stuns kind of makes it pointless in those situations.

Zapp – 80 Asura Afromancer

(edited by Devildoc.6721)

6/28 Maguuma/Tarnished Coast/Sea of Sorrows

in Match-ups

Posted by: Devildoc.6721

Devildoc.6721

On GvG I really can’t wait until it becomes more GvG instead of ZvZ. I mean yest there is a little skill in GvG now but when teams are 8-15 as opposed to 20-30 individual skills shine and tactics become huge.

I actually prefer the larger scale, anything under 10v10 and staff becomes near worthless. Staff Ele just doesn’t do well in small group combat or 1v1.

If you want small skirmish stuff of 5v5 and 8v8, that’s what sPvP/tPvP are for.

Heh, no. 5v5’s happen all the time in WvW and saying they’re only for sPvP/tPvP is being ignorant and ignoring a huge part of the game when it comes to skill. The smaller the amount of players the more you notice if someone is messing up. With a 20v20 fight, 18 people could probably do all the work and still win with 2 people being complete noobs.

5v5 gvg in a wvw setting is going to have similar problems with lineup balancing that sPvP and tPvP do.

In 10+ or larger scale fights, classes or setups that are pretty much useless in small scale fights become valuable. Staff Necros and Eles, Warriors, etc.

In a smaller scale fight, those builds are at best mediocre, and more likely to be pretty much worthless.

So no, simply lowering the number of fighters doesn’t just show more emphasis on individual player skill, it also completely changes the metagame for builds.

it definitely does show more individual skill, i dont see how anyone can argue this. it almost has to be true by definition.

the fact that different classes and builds become more and less effective as the fights get smaller doesn’t have any correlation to the amount of skill required. i dont even know why you brought it up.

its fine that you prefer larger organized fights, but it’s crazy to suggest that individual skill doesn’t play a bigger role in smaller fights.

I never said it doesn’t, I just said it’s not the only thing that is altered by a smaller scale fight, you guys are saying it’s the ONLY thing that changes is the focus on individual skill, I’m saying the focus on individual skill increases, but it also shifts the meta.

If it DIDN’T shift the meta, why are all elementalists in 5v5 D/D, why are warriors considered lower tier in 5v5, and why are staff necros low tier in 5v5, when all 3 builds are valuable in 20v20?

Why is staff ele universally considered a joke in 1v1?

Surely it’s all individual skill and an aoe and group support weapon is perfectly viable for a 1v1 duel you wouldn’t need to have D/D.

Zapp – 80 Asura Afromancer

6/28 Maguuma/Tarnished Coast/Sea of Sorrows

in Match-ups

Posted by: Devildoc.6721

Devildoc.6721

On GvG I really can’t wait until it becomes more GvG instead of ZvZ. I mean yest there is a little skill in GvG now but when teams are 8-15 as opposed to 20-30 individual skills shine and tactics become huge.

I actually prefer the larger scale, anything under 10v10 and staff becomes near worthless. Staff Ele just doesn’t do well in small group combat or 1v1.

If you want small skirmish stuff of 5v5 and 8v8, that’s what sPvP/tPvP are for.

Heh, no. 5v5’s happen all the time in WvW and saying they’re only for sPvP/tPvP is being ignorant and ignoring a huge part of the game when it comes to skill. The smaller the amount of players the more you notice if someone is messing up. With a 20v20 fight, 18 people could probably do all the work and still win with 2 people being complete noobs.

5v5 gvg in a wvw setting is going to have similar problems with lineup balancing that sPvP and tPvP do.

In 10+ or larger scale fights, classes or setups that are pretty much useless in small scale fights become valuable. Staff Necros and Eles, Warriors, etc.

In a smaller scale fight, those builds are at best mediocre, and more likely to be pretty much worthless.

So no, simply lowering the number of fighters doesn’t just show more emphasis on individual player skill, it also completely changes the metagame for builds.

Zapp – 80 Asura Afromancer

6/28 Maguuma/Tarnished Coast/Sea of Sorrows

in Match-ups

Posted by: Devildoc.6721

Devildoc.6721

On GvG I really can’t wait until it becomes more GvG instead of ZvZ. I mean yest there is a little skill in GvG now but when teams are 8-15 as opposed to 20-30 individual skills shine and tactics become huge.

I actually prefer the larger scale, anything under 10v10 and staff becomes near worthless. Staff Ele just doesn’t do well in small group combat or 1v1.

If you want small skirmish stuff of 5v5 and 8v8, that’s what sPvP/tPvP are for.

Zapp – 80 Asura Afromancer

6/28 Maguuma/Tarnished Coast/Sea of Sorrows

in Match-ups

Posted by: Devildoc.6721

Devildoc.6721

If that can be executed on paper it would be brilliant but I just don’t see a frontline being able to have a mind of their own without the primary commander leading them from within.

It isn’t that, or at least JUST that, it’s that a commander is guiding movement for the whole zerg, who would the zerg follow if they were a backline? It’s also important for a commander to have eyes on the front line to see and plot the course of the fight.

Even in PVE raiding, 9/10 the raid leader is a melee, usually the tank. I’ve tried leading raids as ranged dps or healers before, doesn’t work as well. Different perspective.

Zapp – 80 Asura Afromancer

6/28 Maguuma/Tarnished Coast/Sea of Sorrows

in Match-ups

Posted by: Devildoc.6721

Devildoc.6721

It was fun for us too FaTe, much respect for any guild toe’ing the line fearlessly and with a positive attitude. I’m new to GvG myself and have to say it’s a lot of fun and excitement even when we get humbled. There’s a lot of learning to be done for myself personally I know for sure. Best of luck in your future GvG’s!

Zapp – 80 Asura Afromancer

6/28 Maguuma/Tarnished Coast/Sea of Sorrows

in Match-ups

Posted by: Devildoc.6721

Devildoc.6721

I’m impressed [DERP], you had a really good strategy of singling out targets and focusing them down with CC. I could NOT shake all the immobilizes I had on me, usually you don’t find that level of focus fire in zerg vs zerg where it’s all AOE. Good fights.

Zapp – 80 Asura Afromancer

Burn damage, really?!?

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

You are using two extremes to validate your point, but it doesn’t work in a pvp scenario. If anyone allows you to get 25 stacks of any condition on them, then they must have AFK’d.

That being said, as Shar stated, it takes 7-8 stacks of bleed for there to be any noticeable between burning and bleeding.

Yes, at some point bleed stacks will surpass burning in damage—provided that you are able to stack a considerable number of them. That is, however, a very unlikely situation for an elementalist. That is more likely to happen for other professions ( like a bleed thief).

It can and does happen in Zerg vs Zerg, though likely if you have gotten enough skills on you to get up to 25 stacks you’re probably dead anyway.

But in zerg vs zerg, cleansing bleeding is of much higher priority than burning, confusion is higher than bleeding (and it also stacks intensity)

Zapp – 80 Asura Afromancer

Burn damage, really?!?

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

burn damage is weak due to it stacking in duration rather than intensity. just like poison is weak because it stacks in duration (it still serves the point of reducing healing effectiveness but it’s not all that useful for damage)

Stacked burn damage is not weak, nor is stacked poison for the reason you mentioned. If you do not work to shed either, you will die an untimely and unpleasant death.

Say you have 1500 condition damage (you have some stacks of might say), you stack burning on me 25 times all at once. I cleanse it after 2s. I take 1406 damage total from the 2 ticks.

You stack 25 bleeding on me, I cleanse it after 2s, I take 5875 damage by the time I got it cleared.

Stacking duration also allows me to mitigate damage by using condition duration reduction food and runes (-65% duration)

Stacking duration relies on playing against idiots to do any real damage.

Zapp – 80 Asura Afromancer

General Discussion: Thief 2nd place (worst)

in Thief

Posted by: Devildoc.6721

Devildoc.6721

Survey is honestly a bad question. In stead of “what’s the worst” it should have been ranking professions in each type of content, So like for dungeons you’d have a list of from best to worst: Guardian, Warrior, Mesmer, Elementalist, Necromancer, Engineer, Thief, Ranger, Zerg Vs Zerg: Guardian, Mesmer, Elementalist, Necromancer, Warrior, Engineer, Thief, Ranger, WvW Roaming/Skirmish: Thief, Mesmer, Guardian, etc.

You’d get more balanced results if it was a ranking rather than “what’s the worst”. I honestly don’t see how ANY people voted that the worst class for dungeons was guardian, for instance, only 5 did, and they must have been trolling…

but it does give some indication on perception of classes at least. Nobody in their right mind should be trying to join PuG dungeons or fractals as a ranger.

Zapp – 80 Asura Afromancer

Fake wall on diving platform

in Sky Pirates of Tyria

Posted by: Devildoc.6721

Devildoc.6721

yeah I’ll be clear, the fake horizontal walls were fine, there was no instant death right behind them.

The fake floor just below the diving platform obstructing your view of all the hazards so that the only way you can know where to jump is by using a guide or pure trial and error is what I really disliked. That’s pure artificial difficulty.

Challenge is having to make a bullseye shot.

Artificial Difficulty is having to make a bullseye shot blindfolded.

Zapp – 80 Asura Afromancer

meteor shower broke

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

I’m actually noticing a lot more downed symbols popping up when I use meteor shower than before. Before the meteor drops often hit nothing and it seemed like it wasn’t really doing all that much damage, just 1-3 hits during an entire storm. Now it’kittenting a lot more players a lot more often.

Zapp – 80 Asura Afromancer

Burn damage, really?!?

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

burn damage is weak due to it stacking in duration rather than intensity. just like poison is weak because it stacks in duration (it still serves the point of reducing healing effectiveness but it’s not all that useful for damage)

Zapp – 80 Asura Afromancer

Elementalist WvW Gear + Staff Weapon

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

Yeah I run staff 100% of the time, I just never really got the feel for daggers, find several of the dagger skills not very useful (churning earth is highly situational, both of the breath attacks I just never see get used), and I like fields and aoe, and the many control options of staff. I’ll be the first to admit Staff is subpar in small group or 1v1 skirmishes. But in zerging I like it best.

Zapp – 80 Asura Afromancer

Fake wall on diving platform

in Sky Pirates of Tyria

Posted by: Devildoc.6721

Devildoc.6721

Was this really necessary? I don’t know who in particular designed it, but please don’t add artificial difficulty based on not being able to look before you leap, please? It made the dive frustrating, not fun. When I finally got the dive completed I didn’t feel like I accomplished a challenging task, I felt I got lucky. This was especially amplified as feeling like blind luck instead of skilled play by the vertically suspended net that was invisible as you fell towards it randomly gibbing me on one attempt, and the larger hitboxes on some of the lower yardarms where from what I could see on my camera as dead… I got killed by nothing, my body didn’t visually make contact with any object and I was dead.

Invisible obstacles/larger than graphic hitboxes, and fake walls obscurring the obstacles ahead of you so you couldn’t aim or react intuitively were really bad calls.

The regular puzzle and the ascent UP to the diving platform on the other hand was fairly fun, I liked the horizontal gear platforms that shot you across gaps, and I liked the visual presentation of the space, I liked that there were some extra chests scattered around. Those are all great things about this puzzle. It’s just the way down did some things wrong.

Zapp – 80 Asura Afromancer

(edited by Devildoc.6721)

Elementalist WvW Gear + Staff Weapon

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

I actually trait 0/0/10/30/30, the 10 in earth not only gets you some more toughness (especially when attuned to earth) but also an automatic armor of earth at 50% hp major trait. That is huge. I tried running with 10 in air instead for some more crit and crit damage and bolt to the heart… not worth it. The automatic stun break, 9s of stability and protection and with the Soothing Disruption trait in water, automatic regen and vigor ramps up your survivability in a zerg significantly.

As far as gear goes. I use Soldier earrings (ascended), a soldier backpiece (ascended) and berserker/valkyrie (ascended) rings and neck, a berserker chest, and the rest of my armor is valk. The goal for me is 17K+ hp unbuffed (if your server is doing well in wvw it comes out to about 19k hp mid week) with 2000+ armor (which I’m at 2100+), damage comes secondary, and even with soldier and valk gear you’ll have over 3000 attack (about 3100). My weak part is that I only have 21% base crit (50% crit damage), it goes up if you have sources of fury, and I’d suggest a staff with a Perception sigil to build stacks for crit chance, and then swap to a staff with a sigil of energy or stamina (depends on how confident you are that you’ll be getting kills) for more dodges.

I would also suggest that change from lightning flash to armor of earth, it’s a massive help having 2 armor of earths for 18s of stability in a big zerg vs zerg fight. Signet of air can be dropped if you’re running with a zerg and have permanent swiftness, you can run an aoe like glyph of storms (in earth attune) or a blast finisher (arcane wave) in the third slot, or arcane shield if you’re still finding yourself getting cut down easily. Personally I don’t run the falling damage trait, I run Water III, V, and XI. Massive condition removal (remove 2 conditions from everyone around you on water attune plus a heal, and healing rain removes 2 conditions on cast and a further 2 conditions during the field), as well as added survivability by using mist form, armor of earth, and your automatic armor of earth at 50% hp for more dodging and regen.

Zapp – 80 Asura Afromancer

Please show Conjured Weapons some love

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

Before release and before even the betas, when the devs mentioned the conjured weapons, I always envisioned that the skills would do what the corresponding element couldn’t do. Example: conjure flame would have been about crowd control, or conjure earth causing lots of single target damage.

I thought they’d be like engi kits myself.

Zapp – 80 Asura Afromancer

How long until warrior nerfs?

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

PvE – They’re amazing. Why would you want a nerf when they can’t kill you in PvE.

PvP – Is this a joke? Warriors are the worst class in PvP. Go look at the PvP forum and the topic that says “Tier List” and 99% of the posts say warriors are the worst PvP class. So easily predictable.

PVE, it’s about the fact that warriors are so good that people will not take other classes for damage, they take zerker warriors almost exclusively. Eles and Mesmers can squeeze in as support and control with moderate damage occasionally and obviously Guardian is in demand for support, but if you want to go into a dungeon or fractal as pure damage, many groups will only accept warriors. I’ve seen rangers, thieves, engis, and necros literally kicked from group just because of their class.

PVP.. SPvP you are right, Warriors are mediocre. However in WvW or larger scale fights (at least 10v10) warriors are incredible as front line, control, and support. They’re survivable, hammer and stomp can juggle people to death, and warbanner can completely turn a battle around. They work better in coordination and stacking a good 3 or more, 1 warrior in a group of course is going to have problems but running 6 warriors in a group of 20? That’s effective, more so than running 6 of any other class because of the juggles and warbanners which other classes can’t do as effectively.

Zapp – 80 Asura Afromancer

Heal & Lightning flash need love

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

Let’s just compare…

Mesmer’s blink has 10s faster recharge than our own teleport utility
Mesmer’s channel heal reflects projectikitten th of these make them better at surviving (not to mention their whole class mechanic thing).

Anyone else feel really slow these days? :P

Lightning flash vs blink is definitely a cause for confusion. Lightning flash lost its stun break, blink is still a stun break, which is fine except lightning flash has a longer cooldown.

I honestly don’t feel a longer cooldown and removal of stunbreak is justified by adding more damage to the skill. The skill doesn’t do a ton of damage and I never see it used for damage. I see it used to escape, and I see it used to close the distance on someone who is out of our normal 1200 unit range. Meaning it never does damage, because people aren’t using it when they’re in range of their other skills, only when they’re out of range.

It baffles me and makes me wonder if anyone on the team plays elementalist consistently.

If the skill had a 25s cooldown (modifyable to 20s with trait) and NO damage, it’d be worth taking just for mobility. If the skill had a 1200 unit range instead of 900, it’d be worth taking at a 30s cooldown (modifyable to 24s with trait)

People won’t take lightning flash for damage, and with a long cooldown and short range, I don’t see nearly as many people taking it since it doesn’t break stuns anymore.

Zapp – 80 Asura Afromancer

Please show Conjured Weapons some love

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

The most important fix that can be done to make all conjured weapons viable is to make the 1 skill only take 1 charge per full combo (this is already the case with FGS, which is why it’s so good), Lightning Hammer is decent but burns charges way too fast with the autoattack. Frost bow people just turn off the autoattack because it burns charges too fast and is underwhelming, and nobody uses earth shield because it simply just doesn’t seem to have a point. You can charge in, pull all the mobs/players to you, and then … autoattack them or go invuln. What it’s missing is a way to cast sandstorm.

Nobody just tanks in GW2, so no, simply pulling and going invuln doesn’t cut it, not when the mobs immediately go for another target when you’re invuln.

Zapp – 80 Asura Afromancer

Arcane shield

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

Interesting, I was thinking Arcane Shield would make a better stunbreak than glyph of elemental power, I suppose both are stunbreaks now..

GoEP is still kind of a wonky skill to have as a stunbreak.

Zapp – 80 Asura Afromancer

Ty Anet

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

I dont get why you are all so happy..I for one realised that 15 water and evasive arcana should be like the base for ele survivability..Not even something like fresh air can outweight the fact that ele base defence SUCKS..
This patch achieved nothing..It only forced EVERYONE in max cond removal only now we have our water line nerfed..Not even stability and 20 in earth is worth it with the necro plague.
Thx anet..but unless you really fix the arcana problem and the base ele defence nobody gonna use air/fire/earth grandmaster traits in serious pvp..
Thats my opinion of course

It’s kind of a problem that anet decided to give classes basically the same dps, but gave classes different health and armor. Thieves and Elementalists who spec full damage get 1 shot by boss attacks if they ever get hit, warriors can survive it while specced full dps.

the result is thieves and eles have to spec into surviving rather than damage.

Zapp – 80 Asura Afromancer

Signet of Malice what...

in Thief

Posted by: Devildoc.6721

Devildoc.6721

Where the passive heal would be something like 115 at level 80 it is now 150 or so. An improvement but the signet use is still very situational. These numbers are with 300 Healing Power (Maxed Shadow Arts).

It’s a great heal to use with sword (when autoattacking multiple enemies), pistol whip, unload, sneak shot, and especially dagger storm.

Zapp – 80 Asura Afromancer

Ty Anet

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

Just wanted to let you know that the stunbreak glyph is instant, so double bonus for the people already using it.

GoeP is never used for the stun break. The ability should be used pretty much on cool down and thus the stun break goes wasted.

Agreed, though I think making the glyph instant is nice. I still think the effect is too weak to warrant a utility skill slot though. The basic concept of the effects is great, but at a 25% chance to proc it’s just not reliable.

I think an arcane spell would be a better target for a stunbreak than any of our current glyphs.. unless you brought in a skill from GW1 called “Glyph of Concentration” that would have a stability effect as well as stun break, though, you’d have to find a way to differentiate it from Armor of Earth, obviously not having protection is one way,

Zapp – 80 Asura Afromancer

To Anet and to those who QQ about SB nerf

in Thief

Posted by: Devildoc.6721

Devildoc.6721

- Steal. It’s huge. Don’t pretend it’s not. The most powerfull skills of thieves come from that ability. Also, when traited, it is a boon factory. Steal builds are extremely strong right now.

Not as strong as it looks, the boons are fairly useless if traiting them to Steal – and reducing it’s cooldown(!) – cost you too much damage. Without a power/crit build, for instance, Fury is pointless.

- Death Blossom. Why are you all forgeting about this skill? It stacks bleed faster than any other skill in this game and it do that while evading. This is a big buff, not a small one.

Yeah, i’m thinking of getting condition gear to try it out, with Shortbow blown up we can now look at P/D D/D

- Body Shot. It has its aftercast (which is the main problem with body shot)

It’s main problem is the uselessness of the condition it applies.

Now this skill can easily stack 20 vulnerability on a target.

Problem is, the first 10 stacks will be gone by the time you attack.

- Shadow Trap. Amazing. Pretty hard to understimate its value.

Interesting skill, too bad teleport and shadowstepping are so unreliable.

- Merciful Ambush. Huge buff in both PvE and PvE. Thieves already were amazing ressers, now they are even better.

2, even 3, seconds of stealth are not all that useful for a rez, unless something/someone else pulls aggro away.

Removal of the stun breaker from sword makes that weapon somewhat inferior to plain D/D, at least for PvE.

Yeah the chief problem with body shot was how short the vuln lasts. If it was like 15-20s of vuln, it might actually be useful, but 5s? Worthless.

Zapp – 80 Asura Afromancer

Aetherblade Armor on Asura

in Sky Pirates of Tyria

Posted by: Devildoc.6721

Devildoc.6721

I solve the ears by just wearing a monocle.

Got me on the boots though.

Zapp – 80 Asura Afromancer

To Anet and to those who QQ about SB nerf

in Thief

Posted by: Devildoc.6721

Devildoc.6721

LOL! When did Cluster Bomb have an AoE circle?

since the poster thought arrow carts were cluster bombs.

Zapp – 80 Asura Afromancer

Ty Anet

in Elementalist

Posted by: Devildoc.6721

Devildoc.6721

I don’t think they made any new ele builds viable in SPVP. Guardians also did not gain a viable build, overall, this patch added a bunch of new PVE builds but almost no PVP ones for most classes(probably almost all?).

What pve builds did they add? Everything outside lightning hammer ele is bad for PvE, so please take your spvp martyr complex somewhere else.

Lightning Hammer ele is only really all that big of a deal for solo pve content, for group pve content including events, staff fields and d/d auramancer support builds are both viable and valuable. Staff got a lot of small boosts to cast times and aftercast that really add up for dps.

What a load of crap. Lightning Hammer’s DPS is unmatched in dungeons.

If you mean to treat DE’s as some sort of serious PvE, knock yourself out with staff. But in dungeons, nothing touches LH. Not even close.

Nobody needs an auramancer in dungeons — you need damage and reflection — that is all. Guardians cover reflection and might, while warriors cover might and banners and they bring an ele for just his LH DPS.

Your utility is redundant and unnecessary in organized PvE.

Because DPS is the only thing that matters in dungeons. spewing out boons and fields and auras doesn’t help at all, right?

Honestly though I’m really not seeing how lightning hammer is supposedly the highest dps in the game. a Thief’s sword chain does near 10k damage if it all crits, the full lightning hammer chain does maybe 8-9k and is slower (I suppose it can get to 10-11k damage full chain if you go full zerker 30/30/10/0/0 and spec stone shards and be in fire attunement for the extra 20% damage). The knockback doesn’t do all that much damage and the leap does maybe 2k on a crit, and the storm is unreliable (often times it doesn’t hit at all). It’s decent damage but it’s certainly not ‘unmatched’

Zapp – 80 Asura Afromancer

(edited by Devildoc.6721)