Showing Posts For Electro.4173:

Sylvari need - custom/armor/suggestions

in Sylvari

Posted by: Electro.4173

Electro.4173

I want some cactus-based hairstyles. Not just spikes which already exist and which I suppose could be viewed as cactus-like (though I consider them more thorn-like), I mean hair thats looks like pieces of cactus or a whole cactus sitting on the head even. We got branches, leaves, cattails, and even mushrooms (which aren’t even technically plants) so lets get some cacti in there.

If you’ve ever played Tales of Vesperia, think something like those cactus girls. Or something like this, but obviously in the GW2 style and not pokemon.

http://www.serebii.net/pokedex-bw/556.shtml

Your keybinds?

in Elementalist

Posted by: Electro.4173

Electro.4173

I run a pretty different config.

Arrow key movement
Weapon / utility skills on the Number Keypad numbers 1-9
Switch weapons on NumPad /
Jump on NumPad 0
About-face on NumPad .
Elite on Home
Weapon Sheath / Ready on End
Profession skills 1-4 (attunes for Elementalist) on Insert, Page Up, Delete, and Page Down
Interact on Shift
Autorun on NumLock (default I think)

Puts everything I need in a nice little cluster on the right side of my keyboard. I can hit all the keys I need using my left hand while keeping my right hand on the mouse at all times. I actually have 3 buttons on my mouse I don’t even use because I can get everything on my left hand. I typically keep my ring finger on the movement keys, my middle finger goes up to hit the profession skills / elite, and my pointer finger handles the weapon skills. No mapped Dodge key over there because I just use double-tap dodge.

Ranger color mayhem

in Ranger

Posted by: Electro.4173

Electro.4173

You could always try different armor sets to see if they take the color any differently, but you probably don’t want to mess with the look you’ve already got.

Bullets vs Arrows

in Ranger

Posted by: Electro.4173

Electro.4173

Bullets don’t pierce in general. Certain attacks just have piercing on them (Engineer Rifle 1 for instance) or traits that can make them pierce (Engineer has a trait that makes pistol shots pierce).

Which arrows have as well. Rangers have a piercing arrow trait and certain attacks (Shortbow 2) pierce as well.

The travel speed is most definately a big issue, though.

Pet not holding certain Risen?

in Ranger

Posted by: Electro.4173

Electro.4173

Risen in general seem to ignore AI characters and go straight for players more often than not. Don’t know why you’re just noticing it now, I definately noticed it all throughout the levelling process.

Its perhaps most obvious with Rangers, but it happens with any pets of any class. Risen will ignore my clones when I use my Mesmer, ignore my turrets when I use my Engineer, and yes, tend to ignore my pet quite a bit when I play Ranger.

Which is why in cases where I’m going to be fighting undead I tend to switch to Greatsword, tank as best I can myself, and use a high-DPS pet like a bird or cat.

Suggestion to improve D/D survivability

in Elementalist

Posted by: Electro.4173

Electro.4173

I’d prefer if Windborne Daggers gave an attack speed boost (nothing ridiculous, maybe 15-20%). It’d still fit with the whole “daggers are fast” thing that the trait is going for for while not being completely redundant like more run speed when Elementalists already have a ton of methods to increase that. Attack speed would be something that Elementalists otherwise have no access to.

I don’t nessicarily disagree with the idea that D/D could use some more inherent defense without a full-on defensive build, but at the same time adding more defense would be a problem when combined with said defensive trait builds. Its a problem of improving those pure tank builds, and there’s really no way to boost less defensive builds without buffing the tanks at the same time. So I think its more an issue of “It’d be nice, but its not really feasible”.

Swirling Winds, Looking for Details

in Elementalist

Posted by: Electro.4173

Electro.4173

AoE’s and ground-targetted attacks are not effected by projectile blocking / reflection (Winds only blocks / destroys projectiles, it doesn’t reflect). Unless the AoE in question is not a true AoE, but rather a series of projectiles launched at intervals / randomly (like Guardian’s Whirling Blades). Beams are also unaffected by reflection, though I’m not sure if they can be blocked.

Also, it only works on projectiles that hit the shield directly. Not an issue with Swirling Winds since that covers a large area as it is, but if you use something like Magnetic Shield for instance and a projectile with a splash AoE lands near you but not on top of you, it’ll still do splash damage and you won’t block or reflect it.

Churning Earth

in Elementalist

Posted by: Electro.4173

Electro.4173

I like that Eruption has a delay on the blast finisher because it gives the group a chance to see it and put a field on top of it before the blast pops and you can do fun gimmicky stuff like stack uber swiftness on yourself with Eruption -> Swap to Air -> Static Field -> Arcane Wave -> Heal Glyph (even more with Inscription trait)

That would all still work if Eruption took its blast finisher early but applied at the end ala Churning Earth, but even better because it would give you freedom to either use Eruption first or Static Field first (where now you have to do Eruption first because otherwise the field will run out before Eruption goes off and you’ll get no finisher at all).

Artillery Barrage or Warband Support?

in Charr

Posted by: Electro.4173

Electro.4173

I grabbed Artillary Barrage on my Charr Engineer as my first Elite because it seems fitting for an Engineer to have an artillary attack, and… my god its horrible. Long cast time (seriously, why? You’re calling for artillary support, not summoning bullets from space with magical powers), mediocre damage considering the random nature of the shots, no range whatsoever, and terrible cooldown (though thats par for the course with Elites).

My first Charr character was Blood Legion and there was one early quest where you got a backpack which allowed you to call for special skills from your warband members (a sniper shot and an artillary beacon) and those were actually good. The artillary beacon had you throw a glowing beacon onto the ground and then artillary fire rained down at the spot. It did good damage, was quick to cast (there was a delay before the shells started falling, but the actual throw of the beacon was quick), and it had something like 900 range I believe. THAT is what I was expecting from the Charr Elite skill.

Warband Support I haven’t used much, since I have it on my Charr Ranger and I prefer Rampage as One, but it seems decent enough. Two summons instead of one compared to most other racial summon elites, they don’t seem too fragile or anything, you get one ranged and one melee and they and some decent disable specials. I like that they’re based on your actual Legion, though like others I do wish it actually called in your story warband (would call your “partner” character chosen from character creation and 1 other random member) instead of generic Legion soldiers, but its still nice.

Either of them fit well with the idea of the Charr. Warband Support fits a bit better maybe and really hits on a unique aspect of the Charr, but they’re both fitting enough. But Barrage is garbage aside from fitting well with the image of the race. Warband Support is at least decent, so I definately prefer it.

Churning Earth

in Elementalist

Posted by: Electro.4173

Electro.4173

Getting Might only at the end of the channel means that you don’t waste 2 seconds of the boon duration during the channel itself, so I have no problem with it. Not sure if you get the Might before or after the bleeds are applied, so I don’t know for sure whether the Might is getting applied to the damage or not, but still, I’ll take Might at the end over at the beginning and wasting part of it any day.

And the fact that it still takes effect even if the field disappears as long as the field is active at some part of the channel is amazing. I really wish Eruption worked the same way, and don’t really understand why it doesn’t since the two moves are so similar. If Churning Earth can “absorb” the field on cast and then apply it even after the field disappears, why can’t Eruption?

some spirit suggestions

in Ranger

Posted by: Electro.4173

Electro.4173

Here’s what I’d do with spirits….

~ First off, remove the current activated abilities. They’re terrible. The effects are weak, they’re way too slow to activate and they don’t really play into the spirit’s role as boon support.

~ The trait that gives larger activated abilities / active abilities on death would now give the spirits their current ability on a timed pulse (maybe every 8 seconds). So if you take this trait, Frost Spirit will pulse AoE chill every 8 seconds, Sun Spirit would pulse AoE blind every 8 seconds, ect.

~ Give each spirit a new activated ability which would give you a guaranteed proc of the spirits’ respective buff. Sun Spirit would give every player’s next attack a guaranteed burn (think Virtue of Justice), Stone Spirit would give every player Protection, Storm Spirit would give every player Swiftness. Frost Spirit is kind of tricky since its passive isn’t a boon and wouldn’t be worthwhile on a single shot, it would either give Might or maybe give a damage boost for the next 3 attacks or something. Each effect would last longer activated than the “random” buff you get from passive, longer burn duration / longer boon duration, but be on a relatively long cooldown (40 seconds perhaps, or maybe even 60 seconds so that its one use per spirit summon).

~ Remove the internal cooldown on passive buffs, or at the very least signifigantly reduce it (no more than 3 seconds)

~ Increase spirit health. Yes, Spirits shouldn’t be tanking, but they should be able to take more than 2 random melee hits or 1 AoE before dying. Having the health of an Engineer turret (the ranged turrets of course, not the thumper) seems about right.

This way Spirits maintain their primary role as a passive buff, but also have an active buff so you have some control over it if you really need it now.

Glyph of Elementals Visually Unappealing

in Elementalist

Posted by: Electro.4173

Electro.4173

I don’t have any problem with the Elementals personally. Just being larger is fine with me. Fits with all the other summons which never really get more crazy impressive looking either (the Sylvari wolf summon elite is literally just a Fern Hound). The only summon that really looks massively different / impressive is Mistfire Wolf, which I assume is only like that to entice people to buy Deluxe.

Now, I certainlyI wouldn’t be opposed to a different model for Glyph of Elementals, but I don’t really think its a nessicary requirement or anything. The elementals are fine as-is, but there’s room for improvement. And I would hope the differences would be reasonable, nothing crazy like glowing Ice Elementals with 20 giant ice spikes or Flame Elementals that have a 5-foot burn effect on all parts of their body.

Greatsword for conditions

in Ranger

Posted by: Electro.4173

Electro.4173

Greatsword has no condition damage at all besides Maul. All in all it’s quite horrible for a condition build. You’re much better off with a power build if you want to use it that badly. I’m not even entirely sure why Maul does bleed damage anyway. It’s almost as bad as the sword and the dagger.

Bears using maul do Bleed damage, and Maul is obviously based on that (considering the Bear graphic when using it) so… I think it fits perfectly well.

I’m not talking about fluff, I’m talking about the technicality behind the weapon. Why make half of a weapon’s main damage attack do condition damage when neither the autoattack nor any other attack on the weapon applies any conditions at all? It’s absurd. What would be much more in line with the weapon’s technicality would be if it made you evade or block, or made someone knock down or daze.

An on-demand evade in addition to the auto-attack evade and a block might be a bit much defensively. And having at least one damage-dealing attack is nice (Condition or not), considering auto-attack damage on the Greatsword is less than impressive, though I suppose maybe thats up to personal preference as to whether you want to go full defense or have at least some offense to speak of.

Preference or no, there are plenty of weapons that have a mix of conditions and non-condition related attacks, so I wouldn’t really consider it of the ordinary for a weapon to have one damage condition attack mixed in with defensive / non-condition attacks.

Fortifying Bond questions

in Ranger

Posted by: Electro.4173

Electro.4173

Yah, Nature Magic being overall a very sub-par trait tree is the main thing making me hesitate on Fortifying Bonds as well. As far as my build goes, 30 Beastmaster is already a given, and I’ve also more or less decided on 20 in Wilderness Survival for a number of useful traits like Companion’s Defense, Offhand Training, Natural Vigor, and Wilderness Knowledge (Expertise Training doesn’t seem too bad either if I’m running a high-cond pet like a Devourer).

Its just that last 20 points, though. Fortifying Bonds seems nice, and the boon duration would be nice too, but… other than that, Nature Magic is just meh. Its definately a case where the Nature Magic tier 1 major trait just seems like a waste, and even the tier 2 majors are pretty bad with spirits as-is (unless you’re using Frost Spirit).

Especially when the alternative is, say, Skirmishing for Pet’s Prowess. Or Marksmanship for Malicious Training. Either which would also allow 30 Surival for Emphatic Bond or Bark Skin.

Still, with the responses you gave I’m definately thinking I should at least give Fortifying Bonds a shot. It seems that Fortifying Bonds itself is at least really solid trait (even if its grouped with mostly useless ones). I was thinking that with Companion’s Defense, Fortifying Bonds, and Stone Spirit I could get some good Protection uptime. Assuming FB works with Stone Spirit anyway. And getting 24 stacks of Might onto my pet from a Guardian using Staff 4 would be exciting.

Greatsword for conditions

in Ranger

Posted by: Electro.4173

Electro.4173

Greatsword has no condition damage at all besides Maul. All in all it’s quite horrible for a condition build. You’re much better off with a power build if you want to use it that badly. I’m not even entirely sure why Maul does bleed damage anyway. It’s almost as bad as the sword and the dagger.

Bears using maul do Bleed damage, and Maul is obviously based on that (considering the Bear graphic when using it) so… I think it fits perfectly well.

Next Ranger Update ETA

in Ranger

Posted by: Electro.4173

Electro.4173

Seems most of the balancing is being done in chunks along with the large montly updates. Since they started doing the monthly content updates, they haven’t done much if any balancing in smaller patches, just minor bug fixes on important issues.

So I’d imagine the next update will be mid-December, which is likely when the December / holiday event will be happening (at least I’d assume they’d be doing the event before Christmas, because I’d guess a lot of people would have trouble playing the game on or immedietly around Christmas itself).

Cultural Appreciation Week!!

in Suggestions

Posted by: Electro.4173

Electro.4173

No. Definately not.

Cultural armors are one of only a few things that give races any real identity. Stuff like weapons are already anything goes, its nice to have a few armor sets as unique to each race.

Some of the cultural armors flat-out wouldn’t work for other races. Charr armor is built specifically for the Charr body with stuff like a tail covering, holes for the horns, ect, it would require major modification to fit other races. Sylvari armor would make no sense on other races because the idea is that the Sylvari actually “grow” the armor themselves, and how would a human grow a set of armor?

Fortifying Bond questions

in Ranger

Posted by: Electro.4173

Electro.4173

Toying with the idea of maybe including 15 points in Nature Magic into my build to grab this minor trait, since my build is already going to be heavily pet-based and this seems like it’d be good for providing buffs for my pet (and the buff duration). Seems pretty nice if it works how I’m thinking it works, so I’ve got a few questions about that so I can get a better idea of it’d be worthwhile. So what I’m wondering is…

~ Does it work and stack with boons given to both you and your pet, so that your pet benefits from both the boons it would normally get and the extras from Fortifying Bond? For example, lets say I use “Call of the Wild” and catch the pet and obviously myself in the range of the buff, does my pet get 2 stacks of Might (one from CotW and one from Fortifying Bond), and 18 seconds of Fury / Swiftness (15 seconds from CotW and 3 more seconds from FB)?

~ Does it work with buffs given by other traits? Specifically I’m thinking of Companion’s Defense (Survival 15), would my pet be able to get double Protection duration, 2 seconds from Companion’s Defense itself and 2 more from Fortifying Bond?

~ Does it work with Spirits, assuming the spirit gives a boons (Earth / Storm) and it gives the player a boon?

~ Is there any range limit on it, or does it work no matter how far you and your pet are from one another?

Do you feel bad for the Ghosts of Ascalon?

in Human

Posted by: Electro.4173

Electro.4173

The only ones I feel sorry for are the ones who were forced into the ghost thing unwillingly. Being forced into a half-existance of being “alive” to a limited degree while being stuck in that moment in time forever, cut off from anything else, would be terrible.

I feel no pitty at all for the ones who were onboard with the plan, and certainly not the ones who came up with it in the first place. They essentially dropped the fantasy equivelent of a nuclear bomb, killing their own civilization and in the process made the place uninhabitable to anyone else. Self-induced genocide and such spite that “if we can’t live there no one can” is deplorable, IMO.

Yet another bugged trait.

in Ranger

Posted by: Electro.4173

Electro.4173

I thought Tail Swipe was a whirl finisher. Blast finisher would be awesome though.

Post 11/15, what's REALLY changed for you?

in Elementalist

Posted by: Electro.4173

Electro.4173

Srsly people,
Am I blind or stupid? I dont see any dramatic changes done to staff in this patch notes:

https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-November-15-2012

Only tooltip fixes (if we dont count RTL and magnetic grasp).
Im not playing staff ele nor active pve. So I dont get that staff nerf.
Please enlighten me in case of staff nerf.

The nerf wasn’t to staff directly, but to the Grandmaster trait Evasive Arcana. EA used to provide a Blast finisher every time you dodged (in addition to the normal elemental spell left behind). Staff users in particular could use Evasive Arcana dodging to repeatedly Blast in either water or fire fields to stack AoE healing or might. Now the only Blast finishers on Staff are Eruption (which has such a high cast time that its only usable as a finisher if you drop it first or use a longer field like Healing Rain) or Arcane Blast.

Personally, I’m of the opinion that a free finisher on every dodge was broken anyway, so I think the nerf was a good thing. But I think a lot of the outrage is over the fact that people were relying on those finishers to “make up” for being otherwise unimpressive. A lot of people viewed Evasive Arcana as their one real advantage, so taking it away (even if they might acknowledge it was OP) without giving anything positive hurts.

As for me… my Elementalist is only level 34, so I never got to play with EA anyway. And I play D/D so I probably wouldn’t have relied on it too much anyway. Didn’t change anything for me personally.

Pet Skills

in Ranger

Posted by: Electro.4173

Electro.4173

All pets use their special skills automatically based on the pets’ AI. Some people have indeed expressed a desire for more control, the ability to trigger every pet ability based on player input and not just let the pet do it themselves, but I don’t know if thats ever going to happen and I personally don’t mind it as-is.

Except for Drakes. They’re currently bugged and won’t use either of their normal special abilities (Chomp and Tail Swipe).

Long Bow versus Short Bow -- casual Mists tests

in Ranger

Posted by: Electro.4173

Electro.4173

I don’t quite see how LB 3 can not boost DPS. 10 stacks of vulnerability from a quick shot has to be helpful.

But yah, other than that (and Barrage of course) most of the bow specials are utility-based (or AoE based in the LB5 and SB2) and not damage-based. So it makes sense that they don’t boost pure DPS against a single target much if at all.

How do I get rid of the green

in Sylvari

Posted by: Electro.4173

Electro.4173

to be honest, that simply looks like lighting.

Specifically the character creation lightning.

Create the character and go into the tutorial zone. I’m pretty sure it will have disappeared by then.

That. The lighting of the character creation screen changes to match the background / UI color of the chosen profession (EG Guardian has blue lighting, Necro has dark green, Warrior yellow, ect). It should have no effect on the character once you get in-game, unless you’re in an in-game area with similar lightning color.

You might also try turning the light off on the character creation screen (there’s a little lightbulb icon at the top where the armor / helmet toggles are). Might help you get a less light-tinted look at the character.

A new Pet Screws you bug

in Ranger

Posted by: Electro.4173

Electro.4173

I don’t think this has anything to do with pets. I’m 80% sure pets have their own “invulnerability” counter seperate from the players. I’m fairly certain at some point I’ve seen my pet attacking and getting “invulnerable” while I myself can still do damage just fine, and I know for sure that I’ve seen my pet doing damage while I get “invulnerable”.

Lick Wounds Never Works

in Ranger

Posted by: Electro.4173

Electro.4173

I’ve never seen it not work. Pets don’t have an actual animation for reviving and don’t heal that much (they heal less than players unless you’re using Compassion Training), so maybe you’re just expecting it to do more than it is. Or maybe I just haven’t seen this bug, who knows.

The only problem I’ve seen with it is that if the pet is at low health (but not already downed) using Lick Wounds won’t heal it at all, then the pet will go down shortly after so you don’t get much healing, because once the pet is downed it stops healing. Better if the pet is already downed so that it gets healed to full health before you use it.

It’d be nice if Lick Wounds healed the pet to full health even if its not already downed.

As for bringing the aggro… if your pet has all the aggro then just don’t use Lick Wounds. You should be able to heal yourself with Bandage at that point.

Why are Mad Memories Books soulbound?

in Suggestions

Posted by: Electro.4173

Electro.4173

Agreed, make them account-bound and not soulbound. Being soulbound makes them outliers as far as event items are concerned and restricts you for no apparent reason. Aside from maybe not wanting to give low-levels a near-80 quality back item (which is a null reason because as stated people took low levels through the quest anyway) I see no possible reason they need to be heavily restricted.

I especially want them account-bound so I can actually use the second one you get for doing both parts of the quest. As it is now, I can use one and the other just has to sit in my inventory / bank gathering dust because I can’t pass it on to one of my other characters. And there are obviously tons of other players in the same situation, considering you had to get both to finish the quest.

I am worried about ascended gear and pets.

in Ranger

Posted by: Electro.4173

Electro.4173

I would imagine once they start introducing more Ascended gear into the game they’ll add some way to increase pet Agony resist as well. Maybe certain Ascended gear upgrades will apply both to pet and player or something. I don’t know the method, but putting an Agony Resist field in the pet window is pretty good evidence they intend to include some way of increasing it. They’re probably not worried about it much at this point because players don’t even have access to that much just yet.

As for pet boosts to make up for Ascended gear… that seems a little more up-in-the-air. I doubt they’ll introduce pet scaling if they didn’t have it before. They could just increase pet stat baselines to accomidate the higher player stats, though that would depend on whether they view Ascended gear as the “norm” or whether they consider it like Legendary gear, where they don’t really assume most will have it.

Most likely seems they’ll just ignore it altogether, though. Maybe they’re just taking longer to test pet-related changes or something, but thus far it seems they really don’t care about pets at all, so it wouldn’t be odd to think they’d just ignore it.

Turrets, a love and hate relationship...

in Engineer

Posted by: Electro.4173

Electro.4173

Turrets shooting non-existant objects is the worst. Place your turrets far away from environmental objects or they’ll be completely useless, fantastic. And makes no darn sense, nothing else in the game gets stuck targetting destroyed things like that. Why is the turret AI so crappy even compared to the other mediocre AI.

LoS thing is also an issue and I’d like to see it fixed, though its not as much of an issue as the “dead object targetting” problem.

Other than that I’m fine with the way turrets work.

I’m very much of the opinion that controlling pets or in this case turrets is and should remain Ranger’s niche, not be distributed to other professions. That is Ranger’s profession mechanic after all, would be lame for Rangers to have pet control make up the entirety of their profession mechanic keys while others get it for free. MAYBE they could have a “Focus Fire” skill as a utility ability, since at least then you’d have to sacrifice a utility slot (which you could instead use for another turret or a kit), but even then I’m not sure its a good idea.

As for turrets drawing aggro… I haven’t really had that problem. Turrets don’t really seem to draw any more aggro than anything else does. Sometimes I wish they’d draw less aggro, sure, but other times I actually wish they’d draw more, I’ll be getting chased by a couple enemies and wishing my turrets would draw some of the heat away from me. The only change I might make to turret aggro is to make the Thumper turret draw more aggro than it currently does, so that you could use the Thumper turret to draw aggro away from other turrets if needed and away from yourself a bit more.

Do you think heals should help rez pets?

in Ranger

Posted by: Electro.4173

Electro.4173

We had this, it was removed because people kittened and moaned that downed pets got in the way when trying to rez others, so now we’re stuck with a CD that was designed to punish you for switching your DEAD pet instead of rezzing them/switching BEFORE they die.

That sucks. I can see how it’d be kind of a problem to a degree, though I don’t see how it’d be THAT bad that it warrants removing it completely. Surely there’s a workaround besides removing it altogether. Make it so that only the Ranger can revive their pet and if nessicary even tie it to a specific key instead of using the normal context-revive that players / NPCs get (for example, maybe F3 would revive the pet when its down, considering it has no purpose when a pet is already dead anyway).

Is Tier 3 Cultural Helmet bugged?

in Asura

Posted by: Electro.4173

Electro.4173

All actual helmets and other headgear that covers all or part of your head makes you bald. Only masks and circlets and such leave your hair intact.Thats the way this game (and many others) handle potential clipping problems with hair and helmets, rather than actually fitting the helmet and the hair together (which would need to be done per helmet in some cases) they just remove the hair altogether.

Its one of the reasons I rarely actually leave my helmet visible.

Greatsword block change

in Ranger

Posted by: Electro.4173

Electro.4173

The knockback of Counterattack always seemed somewhat questionable in my experience. Sometimes it actually pushed enemies away, sometimes it didn’t.

It does seem to work even less often now, though. Seems like 80% of the time now they just fall on the floor right in front of you, though occassionally you do get the proper knock even now.

I don’t think the ability to attack multiple or a single enemy was changed at all, though. I think it was always like that, where it would only hit 1 enemy despite looking like it should hit more. I remember thinking it was odd in that way. Unless it only used to do damage to surrounding enemies and now doesn’t, I know for sure it never knocked back multiples.

Not sure if its intentional, or simply the resault of being changed (seems a lot of skills the latest patched changed ended up getting messed up in the process, Magnetic Grasp’s leap finisher is now buggy, Dragon’s Tooth’s finisher is also gone, and of course the trap cooldown bug which some suspect was caused by changes to traps that were reverted).

Scepter water and air could use some help.

in Elementalist

Posted by: Electro.4173

Electro.4173

Scepter Air seems pretty decent to me, considering its got Lightning Strike (or whatever the 2 skill is called) as supplemental damage that doesn’t interrupt your autoattack. The damage on the autoattack could stand to increase a bit faster so that it doesn’t take quite so long (and lock you out of dodging) to get up to respectable damage output and if it ramped of faster maybe it would do higher damage in later stages as a resault (say if they added 1 more damage stage and decreased the time to jump stages), but otherwise it doesn’t seem too bad.

Water on the other hand… yah, definately agree. Scepter Water is extremely lackluster. Autoattack is pathetic (though all water auto-attacks are, this one is especially bad), ice shatter takes an age to go off and doesn’t do much damage to compensate, and trident is just a joke, everything about trident is bad (damage, healing, cooldown). Autoattack should either do more damage or inflict some kind of debuff. Shatter should apply Chill to enemies within its AoE on activation to make it harder for enemies to escape the actual damage blast and just in general give more utility to the skill, and possibly be an Ice field during that time as well. Trident, if it remains in its current form, needs a boost to everything. More damage, higher healing, less cooldown. Possibly gain a cleanse, though that might be a bit much in combination with offhand Dagger. I’d be more in favor of a total redux of Water Trident though, it feels off in general and I remember reading that it was completely different during part of the Beta, so maybe thats why it doesn’t quite feel right now.

Fire Grab cooldown reduction would be nice, since its pure damage and not even THAT amazing.

Arcane Wave is fine. Its a Blast finisher, its a full AoE (Blurred Frenzy only hits an arc I believe), a guaranteed crit, and there are some traits that boost it / give it added abilities as well. And being a Utility gives you more freedom when using it.

Keyboard and the Elementalist

in Elementalist

Posted by: Electro.4173

Electro.4173

I have all my weapon / utility skills on the number keypad and my profession skills (in this case attunements obviously) on Insert / Delete / Page Up / Page Down. They’re certainly less spread out that way than the default, all clustered in 2 blocks on the right side of the keyboard instead of spread along the entire top of the keyboard. I also use the arrow keys to move instead of WASD (I hate WASD), so that puts movement right there as well, and I’ve got other useful keys like Sheath Weapon, weapon swap, Jump, and such over there as well (Jump is on keypad 0, weapon swap is on keypad /, sheath weapon is on End, and I even set “Activate” to shift so that its right next to my movement keys) . Pretty much the only time my left hand leaves the right side of the keyboard is when I need to chat.

The only problem with that setup is that I sometimes accidentally hit the “Enter” button on the number keypad and go into text mode while I’m trying to use skills. I keep meaning to maybe rebind Chat to another key to get rid of that little annoyance, but never actually do it and I’m not sure if its even possible.

(edited by Electro.4173)

[BUG] Magnetic Grasp

in Elementalist

Posted by: Electro.4173

Electro.4173

Magnetic Grasp still bugs out occassionally, but it does seem to happen less often. Its a step in the right direction, at least, though far from a complete fix (and the buggy leap finisher now is a bummer).

Signet of Restoration is really weak?

in Elementalist

Posted by: Electro.4173

Electro.4173

Purely skill-to-skill, its true that Signet of Renewal is lackluster. But by doing that you’re ignoring other factors, such as signet-buffing traits, the fact that Elementalists have other supplemental healing skills / traits (many traits in the Water line including minor traits are heal-related, most weapon sets except D/F have at least 1 healing ability, ect), and the fact that Warriors have a much larger health pool so a larger heal is nessicary to have it heal a meaningful percentage of total health.

Do you think heals should help rez pets?

in Ranger

Posted by: Electro.4173

Electro.4173

Agree with the idea that heals passively reviving pets would be too much.

I see no reason we couldn’t be given the ability to rez pets like you would a player, though. Lose a few seconds of personal DPS to get your pet back up and regain its DPS for the long run. Time needed for rez would be that of a downed player, not a dead player, or else it’d be way too long. Of course, it’d still be much more effecient to switch to revive, but in those situations where you’ve blown the 60-sec switch cooldown I’d rather have some option to get my pet back up through traditional rez mechanics instead of going completely without pet for that time.

You Decide The Next Ten Ranger Bullets

in Ranger

Posted by: Electro.4173

Electro.4173

10 points, eh? Ok then, I’ll give it a try.

~ Drake pets now use their special abilities correctly
~ Pets now retain their names even when swapped
~ Windup on all lengthy pet F2 abilities has been reduced by 50%, and pets will now continue to turn and aim at their target during the “charge” period
~ Fixed health totals on special pets (White Raven / Black Widow Spider / Rainbow Jellyfish) to be in line with their respective families
~ Fixed Spider family poison ball ability so that it no longer obscures ranged attacks
~ Pets now have a natural 30% AoE resistance which is boosted by an additional 1% for each point in Beastmastery
~ “Return to Me” now grants 5 seconds of Swiftness to the pet
~ Spirits are now 100% immune to AoE damage if the enemy is not targetting them directly
~ Sword auto-attack no longer roots you in place, but you will not leap / cripple if used while moving
~ Cooldown on all Shouts reduced by 25% (rounded to the nearest number divisible by 5)

Remove Pets and give us Animal Spirits

in Ranger

Posted by: Electro.4173

Electro.4173

A good idea, and one I’ve had to some degree myself, at least as far as the animal spirits (though I never really nailed down what they’d do exactly).

But this is something for a new profession, NOT Ranger. Completely changing Ranger from what it is now would require a ton of work and alienate people who like Ranger as-is. The later being an especially big problem in a game like GW2 where you’re locked into your profession, giving people who disliked the change no option but to lose their character. And even if Anet offered a free class change to all Rangers, that would still require learning a new profession and still mean losing the current Ranger playstyle they liked.

As a new profession like Druid or something? Absolutely, this is a great idea and I would totally roll a character of a profession using a “spirit animal” mechanic. But Ranger needs to stay as it is.

Why do we have Thunderclap?

in Ranger

Posted by: Electro.4173

Electro.4173

Agreed, Thunderclap makes very little sense. Suddenly lightning out of nowhere, when the heck did I learn to control lighting and why can I only do it when I’ve had my face smashed in? Why not make it a trap or something.

Zojja bug headwear [merged threads]

in Bugs: Game, Forum, Website

Posted by: Electro.4173

Electro.4173

Recent change to all NPCs in cutscenes. I guess maybe they changed it to fit the player (player characters never wear headgear in cutscenes) or something, I dunno.

I agree Zojja looks really odd without her headgear.

Female Sylvari emotes are F'n awesome!

in Sylvari

Posted by: Electro.4173

Electro.4173

And the /surprised emote is just pure gold.

Female Sylvari suprised is pretty good, but nothing beats Charr suprised emote.

Sylvari Names

in Sylvari

Posted by: Electro.4173

Electro.4173

For my first Sylvari I hadn’t really reached the point where I cared about proper racial naming conventions (it was my second character and made only a couple days after I started playing the game) so I just kind of winged it with a play on plant appearence. Since I used the mushroom “hair” I started trying to have something based off mushrooms without being completely obvious (So no Fungai or anything like that) and eventually decided on Shiitar as a vague play on kittenake. The extra “i” I added so that it would be pronounced “Shee” and not like another word for crap. Then I just started thinking up cool sounding last names, and picked Fellstream just for sounding cool and somewhat nature-related, not realizing at the time that Sylvari don’t have last names.

For my second character I actually wanted a fitting Sylvari cultural name. I went to a website of baby names, clicked the Celtic / Gaelic (can’t remember which exactly) filter on, and just searched a bit until I found a name I liked.

Settled on Florina because that way I can have a flowery name while still fitting the Sylvari naming scheme, so 2 birds with 1 stone. But I couldn’t find any variation of the name that wasn’t already taken, tried Y instead of I, double consonants, ect. Double vowels looked bad and would change the pronounciation, so thats a no-go. So I decided to change a consonant, changed the N to an S, still sounds pretty nice. But that name was also taken, so I had to also change the I to a Y, and finally ended up with Florysa. And maybe its just because I’ve gotten used to it or something, but I actually think I like it better than Florina.

I know little about celtic / gaelic naming conventions, so for all I know I’ve completely altered the name to the point where it doesn’t even properly fit those, but whatever.

Shield on a charr. It's floating..

in Charr

Posted by: Electro.4173

Electro.4173

Yah, my shield on my female Engineer Charr floats quite a ways her back when “sheathed” and just as far off her arm when drawn. I can’t remember for sure but I think I picked the middle ground of “bulkyness” for body types, so I don’t think its just the smallest ones that have the problem, though I’m sure that effects just how much it floats.

Its rather wierd because other weapons sheathed on the back (swords, hammers, ect) fit perfectly fine or even clip through the body a bit, and backpacks more or less fit as well. Don’t know why shields alone are so off.

EDIT: Also, there’s another post a little ways down the Charr forum list where someone has pictures of the shield going straight through the characters arm. So apparently not only are some floating far off, but others are in the wrong position the other direction and basically inside the arm. So I really don’t know, seems that Charr shield placement is just all screwed up.

(edited by Electro.4173)

Tarnished Coast Punsters, Come Forth!

in The Lost Shores

Posted by: Electro.4173

Electro.4173

I wish I could have gotten onto the main TC server for the event, but alas I wasn’t able to get there early enough and was stuck on overloads.

Was there much RP going on during the event? Seems like it’d be a fun place for that.

Even it out: Reward those who played.

in The Lost Shores

Posted by: Electro.4173

Electro.4173

The idea of rewarding players who had geniuine connection errors and were trying to play the finale event is sound. ONLY for players who participated in the event though, if you were off doing your own thing then you shouldn’t get jack.

But the problem with doing that is that then you’re also going to reward all the players who just got bored partway through and decided it wasn’t worth finishing, which is bad. If you aren’t going to stick it through (to the best of your ability barring connection problems of course) then you shouldn’t reap the rewards. And it sets a bad precedent for future events where people try to just do an hour of an event and then stop hoping Anet will just blanket-reward everyone anyway.

I don’t know if Anet has any way to determine whether someone legitimately got disconnected or just stopped of their own choice, especially since one of the problems with the event was that people were getting stuck on loading screens and having to just shut off the game (which I imagine wouldn’t look like an actual disconnect even if Anet does have access to any sort of data on how a player quit).

I suppose its better to potentially reward people who quit partway through than to punish those who disconnected, but…

One thing I most definately don’t agree with is the idea to reward EVERY character. While yes, some people did manage to do the event multiple times on multiple characters (or the same character on different overflows even) the vast majority probably only did it once. To just hand out the reward to all of a players’ characters if they participated with one single character would be crazy.

I also don’t agree with handing out more rewards to characters 75+. The rewards should be equal for any player, not “bonus rewards for high levels and if you’re not then sorry, but screw you”. Lower level players got level-approriate gear from the chest just like level 80’s did, so any “compensation” should be handled in the exact same way.

Collection tab for passion fruit, etc

in The Lost Shores

Posted by: Electro.4173

Electro.4173

Can’t the tabs only hold 250 of one item? So you save exactly one bank slot? Not exactly extraordinary.

It may seem unimpressive on its own, but one bank slot adds up fast when you’ve got multiple items that could be treated this way. Already we’ve got 4 Halloween event crafting items and 2-3 from this event. Thats 7 bank slots right there, which is a little under 1/4 the space of unupgraded bank storage.

And thats not even taking into account future events that will almost certainly add more materials and rare crafting materials (like Shards and Essence) which could also be added to the existing collectables bank to free up space.

Collection tab for passion fruit, etc

in The Lost Shores

Posted by: Electro.4173

Electro.4173

I want this to happen so bad. Crafting materials should not take up regular bank slots, thats one of the great things about this game’s crafting is that you can put them into their own storage and do so from anywhere.

And its not like the collection tab is unlimited, its got the same 250 stack limit that anything has, so you’re still stuck using bank slots for anything beyond that. So people who want to stockpile it will still need to buy bank slots, if thats the only reason they’re leaving it this way is to force people to do that.

I feel not everyone was given an equal opportunity to play the event

in The Lost Shores

Posted by: Electro.4173

Electro.4173

If the reward was lousy then you’d have people complaining it wasn’t worth a 3-4 hour (or more depending on disconnects and the like) time it took to complete it. Can’t really win in a situation like that, someone is always going to be unhappy about the reward not being good or being too good.

I feel not everyone was given an equal opportunity to play the event

in The Lost Shores

Posted by: Electro.4173

Electro.4173

There were still servers running the event after 10 hours? Jeez, I thought my overflow was slow taking 4 hours…