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Spirit Weapon-eer[PVP]

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Posted by: Evalia.7103

Evalia.7103

..

Thank you for a very detailed post! Everything made a lot of sense for me, but you’ve made a single tiny mistake – Spirit weapons DO benefit from Empower healing and Might, and that makes a staff a wanted weapon together with them.
After April 15th, the sigil of intelligence is going to be an even better choice than now, however.
I’ll be joining the fray to check out the staff/mace build together. I wonder how it goes.

Spirit Weapon-eer[PVP]

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Posted by: Evalia.7103

Evalia.7103

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Healing Breeze is a must because of Spirit Weapons. You need to keep them alive at any cost. As for cleric, healing power is exceptional for this build because of amount of healing I’m pumping out. But if I’d go full cleric I’d be left with unsatisfactory health pool and be unable to proc Vigor, hence the Barbarian jewel.
I also have lyssa runes to remove conditions 3 times total if required. That’s enough for most cases unless you are against a dedicated condition player, and even in that case it’s going to cause lots of problems for him.
About Healing Power:
“Only” heals include:
Healing Breeze -1.0 scaling AOE
Virtue Of Resolve – 0.75 scaling AOE, 0.075/second passive. In a fight, active goes twice, and passive is up literally 100% of the time before the 2nd usage(due to RFocus)
Orb Of Light – 0.2/0.6 AOE
Empower – 1.0 AOE
Selfless Daring – 0.5 AOE,
Regeneration – 0.125/second
Writ of Merciful – 0.075 AOE/second/symbol.
The only other choice here is to go for vitality instead of healing power by going soldier’s, really. But Vitality won’t be doing anything for spirit weapons at all, and if you go ahead and add up co-efficients(for 15-20 second fight), you’ll be struck with a realisation that you are going to receive a co-efficient of near 10, which equals to what vitality does for you. For yourself, but you also have spirit weapons and allies around benefitting from your healing.
I find your post to be amusing, because you have decided that AOE damage is indeed trouble for my spirit weapon’s health bar, and then you critique use of healing power and AOE healing. In fact, it’s either one-by-one or focus me, because they are not going down from petty AOE’s.

(edited by Evalia.7103)

Spirit Weapon-eer[PVP]

in Guardian

Posted by: Evalia.7103

Evalia.7103

Hello guys, what do you think about Spirit Weapons in general when it comes to PVP?
http://gw2skills.net/editor/?vUAQJAWRl8ApKoFBxOI8DNhkpglQwqH7j8kPYKqIAA-TwAgzCoIKSVkrITRyisFNaY9x5j3HA
Is the build I’ve slapped together for myself. I’m feeling quite confident with it, dominating everything. Reached a decent rank(300-400 for Solo Arena) and I think I could push a little further with it.
Can’t really decide whether to use Writ of the Merciful or 2-H mastery, though.

Disappoinment about upcoming changes

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Posted by: Evalia.7103

Evalia.7103

I was away for seven months (college) and upon coming back to GW2 I find it all massively disappointing….

IMO all guard builds should have empowering might and altruistic healing, and having those two skills basically kills every build you could want…

how are people supposed to spec 30-30-0-0-30 for a condition build?

why is permeating wrath an aoe around the guardian, instead of around your target.. would it be too OP for guards to have a ranged aoe? Heaven forbid someone may actually use a scepter…

we should all just roll banner warriors, and be done with it…

…30 points just to give your teammates battle presence, so lame.

Pigeonholing yourself, how blind can you be?
There are plenty other viable options… AH healing is viable indeed, but by no means a salvation. 15 in radiance? insanely strong. 20 in Virtues to get the condition removal? Insanely strong as well. 20 in Zeal for GS heal? Could use a buff, but only if a tiny one(like, a buff to minor 15 in zeal), it’s already almost good enough for me to pick it up.
30 in valor mandatory? Can’t see what people find in it. 3 meditations? Only if that, but we are talking about AH. It doesn’t heal other people, just yourself. But I’m already surviving so good and for so long, I don’t really see the need for it.
Champion Paragon title and top 300 EU playing nothing but guardian(puts me at a disadvantage compared to people who counterpick). And I did that playing all of the specs imaginable, but perhaps the most of it I enjoyed the triple spirit weapon spec, as even if it felt a tiny bit lackluster(as it currently is), I could stun-lock and one-combo people(3s hammer stun +5k damage it deals is golden) if I played my cards right.

(edited by Evalia.7103)

GW2 player number

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Posted by: Evalia.7103

Evalia.7103

A lot more new players have appeared in the game than you might think.
If anything, I would say the population has gone up from my feelings. I’ve seen a queue on EBG on my server(SFR) at around 6 AM(GMT time)….. Even with our server being #1 in wvw, that was unusual and literally quite insane.

WvW Guardian on frontline, no roaming

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Posted by: Evalia.7103

Evalia.7103

I’d clash both into one. I think both builds have their own mistakes made.
First of all, food. There is no doubt that you are going to want and get Omnomberry Compote(mentioned in AH guide), as well as a Sigil of Superior Restoration(And/Or Stamina) when it comes to major zerging(mentioned in HW guide).
Then, if you care about $$$, go for Healway weapon choice(basically GS over Hammer), since it allows you to tag stuff easier and makes you more mobile(to keep ahead of ever-devouring zerg of yours), and pick up JI for the very same reason(which is not mentioned in any guides).
On top of all the arguments already written in above, Going Retributive Armor(Extremely lackluster, even with 2000 toughness, which is insane, it only provides 140 precision, which is by no means worth a major trait) and Empowering Might(Simply indecent choice, when it fights for a spot with Two-handed weapon mastery! And you equip both of them!).
So here is this and that, both guides have some quirks that are definitely not unnoticeable. Both of them also utilize 45% BDuration runes, which won’t be a thing in a week anymore.
I’d also jam in a couple pieces of Celestial Gear, but which exactly, if any at all, is also going to be known afterpatch(right now, 2H weapon, helm, leggings).
TL:DR Healway is squishier. But it is more useful to people around you, so it’s obvious that a Healway party would be tankier than a party of AH’ers.
What to do: store resources and make a choice after April 15th, considering a mix of Celestial, Cleric’s and Sentinel’s.

(edited by Evalia.7103)

Don't Take Away Perma-vigour

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Posted by: Evalia.7103

Evalia.7103

I don’t know, but perma-vigor for a minor trait? Seriously?
everyone knows it was broken.
And we will still have close to 100% uptime combined with save yourselves and boon duration…

Litany Vs Defiant - balance reasoning

in Profession Balance

Posted by: Evalia.7103

Evalia.7103

Litany of Wrath fits warrior perfectly.
But on the other hand, Defiant Stance wouldn’t fit guardian. Thematically maybe, but mechanically?
That’s like making your Protection and Aegis a debuff, and removing conditions as crippling yourself, as they would heal you for that period of time instead.
Much better on a warrior without protection and aegis.

Celestial - Rebalance, not just Increase.

in Profession Balance

Posted by: Evalia.7103

Evalia.7103

Hello there guys, I’m a big fan of Celestial Gear and I’ve noticed for a long time that it has a lot of inconsistencies.
Now as I talk, it’s obvious as a day that both Soldier’s and Cleric’s, as well as all other stats combos without any critical damage, have an equal stat budget.
Past April 15th, everything with critical damage will also join the “equal stat budget” club.
So there will be no “knight armor, zerk trinkets” > “zerk armor, knight trinkets” nonsense.
The stat budget in both cases will be the same.
Celestial obviously won’t. It’s granted a bigger stat budget by definition, because it spreads across all stats which are very gimmicky and close to impossible to utilize at the same time – such as Power and Condition Damage are usually substitutes.
I understand that Arena Net does not wish a significant change to Celestial Gear. 6% increase should not apply to all pieces, in fact some need more, and some need less, and some even need a decrease.
I mean, compare the stat budgets:(stat value NOWx1.06(planned increase)x7(amount of stats), rounded(surprisingly, only rings required it)
350 to 258 Coat
Plus 35.66%
119 to 85 Shoulders, Gloves, Boots
Plus 40%
154 to 115 Helm
Plus 33.91%
245 to 171 Leggings
Plus 43.27%
399 to 296 Amulet
Plus 34.8%
322 to 239 Ring(s)
Plus 34.73%
280 to 211 Trinket(s)
Plus 32.7%
161 to 126 Back Item
Plus 27.77%
616 to 456 2-handed Weapon
Plus 35.08%
Proceeding with the change, we have Leggings giving extra 43.27% stat points, making them the best choice for everyone but berserkers.
On the other end of the spectrum we have an Back Item, which provides only 27.77% extra stat points, and that is… somewhat lackluster. Doesn’t feel useful at all.
Of course, the suggestion is to standardize the Celestial stat budget. All of the pieces should provide an identical stat budget % increase to their non-celestial counterparts.

(edited by Evalia.7103)

Will you choose warrior as main after update?

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Posted by: Evalia.7103

Evalia.7103

Warriors are getting nerfed after update
Yeah, better swap to them right after it instead of now.
#Logics
Not swapping at all by the way, I just have both and enjoy both ^.^

Stat Combos

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Posted by: Evalia.7103

Evalia.7103

I would love to get people thoughts on what stat combinations they would like to see added to the game?

Personally, I think that adding all of the combinations(3-stat ones we have) would be a somewhat good idea(why, there is Condition/Power/Vitality set. But no Condition/Power/Toughness for example?), but sadly it is nigh impossible without overhauling the system.

traveler rune on guardians?

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Posted by: Evalia.7103

Evalia.7103

Hello there.
I hope you keep in mind that only 1 speed-modifier effect can be active at the same time.
As such, Swiftness will override Traveler’s bonus movement speed.
Naturally that means Traveler is a poor choice in PvE(staff? who wants some swiftness? ) and WvW zerging, and you don’t even get the option in PvP.
That narrows down it to the WvW roaming. And right there, it is definitely somewhat decent. But once again, it is quite possible to have a very serious swiftness uptime rendering that said rune somewhat useless. I for example, don’t use staff for roaming, but one should understand that it’s entirely possible to swap it in, lay down the symbol, and then swap it out without stopping at all. Utilizing Greatsword Leap together with Sword Blink together with Staff symbol while actually using Scepter/Hammer in combat is entirely possible, and Staff Symbol gives you quite the swiftness uptime.
And then there is Bowl of Seaweed Salad, 10% damage while moving(which is what guardian does with all weapon skills but Sword #3?), and of course it happens to be an another amazing source of swiftness uptime, at least after you solo a wvw camp.
TL;DR Guardian has close to 100% Swiftness uptime even while roaming in WvW if you swap staff on-the-go. That means that you can utilize your rune set to actually empower your combat abilities(Lyssa cough cough)
Also, rocking off permanent Swiftness with Greatsword Leap of Faith, JI and sword Flashing Blade(at least in WvW there are plenty creatures to use JI and sword blink for movement) is as fast as Guardian’s get. Requires weapon juggling, but the end result is barely slower than the famous swordhorn/GS warrior mobility, provided you have the critters and monsters to actually use your blinks.

(edited by Evalia.7103)

Tomes Cooldowns simple solution

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Posted by: Evalia.7103

Evalia.7103

I used a tome(of judgment) gloriously once in WvW was when I had to defend a tower against a little zerg of 6-7 people. I was by myself close to a champion and 3 veteran guards… I’ve won that by empowering them and managing to pull off a 5-man knockdown(that thing hurts… badly. Quickness, Fury, 17 might stacks as well) right afterwards.
It can also be used to quicken golems. 10 seconds if you use it(quickness spell) twice. Just as good as mesmer Time Warp.
It is niche, but it has it’s uses. Courage as well can actually be hyper-hyper useful in PvP(I have a troll spirit weapon build utilizing tome of courage, staff, selfless daring and AOE heal to keep them alive and kicking while being tanky as hell in cleric’s) and WvW scenarios, but not that anyone wants to get 0 loot(why oh why…) and simply heal everyone… meh…

(edited by Evalia.7103)

Soldiers or Clerics? Need advice

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Posted by: Evalia.7103

Evalia.7103

Why choose something when you can have everything?
#Celestial with a little flavor of Cleric’s
Soldier seems overrated to be honest. At least on a guardian.

Celestial armor

in Warrior

Posted by: Evalia.7103

Evalia.7103

I’m using it on my guardian. Works awesome. But keep in mind that as a guardian[healway mesh-up with GS], you’re making use of all stats. As a warrior, you don’t really need healing power imho[except for rare tactics shout build]
, but still – running longbow/sword makes it somewhat viable to get a lot of celestial armor pieces, since it utilizes 6 stats our of 7 somewhat decently.

Would you even WANT a new class/race?

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Posted by: Evalia.7103

Evalia.7103

Well that would require A LOT of work for sure.
But I think a game could use a new heavy armor class. Even though Wars and Guards are very popular, I don’t like that there are 2 heavies, 3 medium’s and 3 light’s.
A race? Can’t say that I would enjoy playing Tengu or Kodan’s. Hands up for new Tengu zone, but an extra race seems like too much time investment and effort into something many people won’t really appreciate.

Still no Dueling?!

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Posted by: Evalia.7103

Evalia.7103

And yet there are many many downsides as explained on this thread and many others that you, for some reason, chose to ignore.

I’ve read entire thread before posting as I always do.
All of the downsides as you call them were either hilarious or ridiculous, or if actually making sense were easily fix-able.
well, maddoctor, since you’re mad I’m not sure we can communicate properly. But the fact is there. If 2 people are battling it out, a passerby may have his experience spoiled, if he’s a hard PvE’r or whatnot… But when 2 people battle it out in an instanced arena… guess what. wait, what mad doctors think about anyway?
And why it has to be in PvE or WvW is exactly because they are different from PvP.
Tremendously different, by the way.

Still no Dueling?!

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Posted by: Evalia.7103

Evalia.7103

Yes, it is indeed required. I mean, there isn’t a downside to that.
If you don’t like it, just don’t duel. I’m hands up for both arena’s and open world PvE :
While we already have something similar to arena’s in PvP(and skirmish fights vs monsters too), figure out how much different your PvE character is. The difference is immense, from weird stats of PvP to actual PvE customization, different gear tier, foods/ et cetera… PvE/WvW skirmish arena? Much appreciated. And so is open world. You don’t like it? Then you don’t care about it, there just isn’t a single problem with it, right.
An option to disable duel requests should come naturally too, by the way – duel spamming? Seriously even thinking of that as a cons?
And I enjoy all the new wardrobe changes – they are awesome!
But they took so much work.
Introducing an arena or two and open world duels is going to take much less work and make people happy as well. There is not a single downside – no one will feel worse when the change goes through. Unlike wardrobe, where for example multiple legendary owners will get hurt(dual wield incinerator for example).

Celestial after the patch

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Posted by: Evalia.7103

Evalia.7103

I am observing little math mistakes in the post.
Let’s just “recount” and calculate an approximation:
Helm: 21 × 1.06 = 22.26; 22, 23
Shoulders: 16 × 1.06 = 16.96; 16, 17
Chest: 47 × 1.06 = 49.82; 49, 50
Gloves: 16 × 1.06 = 16.96; 16, 17
Legs: 31 × 1.06 = 32.86; 32, 33
Boots: 16 × 1.06 = 16.96; 16, 17
Amulet: 54 × 1.06 = 57.24; 57, 58
Ring(1): 43 × 1.06 = 45.58; 45, 46
Ring(2): 43 × 1.06 = 45.58; 45, 46
Trinket(1): 38 × 1.06 = 40.28; 40, 41
Trinket(2): 38 × 1.06 = 40.28; 40, 41
Back: 22 × 1.06 = 23.32; 23, 24
Weapon(2H) 83 × 1.06 = 87.98; 87, 88
Weapon(1H) 42 × 1.06 = 44.52; 44, 45( even though rounds up to 45, it is pretty obvious why it should be 44 if 2H is 88)
Pure Value: (83 + 22 + 38×2 + 43×2 + 54 + 16×3 31 + 47 + 21) x 1.06 = 468 × 1.06 = 496.08; expected 496
Up to 496 to all from 468 to all(
38×7 stat points). Down from 62% bonus critical damage to 496 ferocity, or to 33.0(6)% . Statistically speaking 62% would be 930 stat points in new terms. That means we are going to lose 404 points of critical damage and only get 38×6 = 228 points worth of other stats. In other words, 404-228= 176 lost points. Sad results.
But on the bright side, how does it compare to the losses of other critical damage sets?
I believe their losses are bigger than that. But it saddens me still how an already unpopular choice has been made even worse. I love my Celestial gear. But it seems I will love it a little bit less after the patch.
What % increase would you give to Celestial? Be it me, I would give it 11%. That would even out the loss and keep Celestial viability at around the same level it is now, which is how I believe it should be.
And if the changes push through, I believe my Guardian will be seeing extra Soldier and Cleric parts in my mixed gear set.

Using an auto-clicker is against the rules?

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Posted by: Evalia.7103

Evalia.7103

As has been mentioned in this thread, the policy is one click or keypress per action. Anything beyond that is a violation of our rules.

I’ll be a nitpick and say that basic autoattacking is against the rules because it still only takes a single button press and your character will auto-attack for however long it takes to kill a target.
It’s kind of similar in design to opening all bags with a single click. The only difference is that it could be implemented with a button “open all” in a right-click menu that is on the items, making the life of many players more comfortable and putting a stop to this question once and for all.

Transmutation Splitter Discount

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Posted by: Evalia.7103

Evalia.7103

Or basically, a full list of discounts for the March announced by ArenaNet. I have no idea why is it kept secret, given that a sale only lasts 1 day and is better be heard by players in advance… The best I’ve found, but it just keeps the record of the sales that already have been:
http://dulfy.net/2014/03/01/gw2-daily-sales-in-the-gemstore-for-march/
Now I’m asking all of this for my sake, whether I should actually wait for transmutation splitter discount or it won’t ever happen(at least in this March). It’s quite a major inconvenience, but I guess it would make a lot of people’s life easier if ArenaNet would announce the “daily sales” items in advance. Why not? Because you spin a roulette each day to determine the daily item? =) can’t be XD

best stat hands down

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Posted by: Evalia.7103

Evalia.7103

So right now I am a level 18 guardian. I have a level 90 armorsmith. So I prepared some level 20 armor with condition damage. I also used my level 90 jeweler to great all jewels for condition damage also. Now the problem is I read condition dmg isn’t very good because fire is easily removed. So..my question is straight up bar none what is the best stat to put on your armor weapons and jewels for gurdian? I don’t need full guides or anything..just the stat haha..

There is no need to go for anything but power, precision and critical damage combination of stats in PvE for as long as you stay open-world and just level it to 80. You just want damage for that.
Things after that, are more intricate. You should decide what you want to be once you reach level 80, of course. But for now stick to plain, pure damage to cleave through mobs faster and get level 80 faster.

Who would win in a fight, a Charr or Norn?

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Posted by: Evalia.7103

Evalia.7103

If we talk lore, it’s norn.
But then again norns have been scaled down for in-game purposes.
If I’d have to wager on in-game model duel.
Max-sized charr is quite a big deal bigger than a max-sized norn(taller? Well human is also taller than a bear if a bear stands on 4 paws when human stands on his 2 feet!). Wields significantly bigger weapons too(in-game of course), not to mention claws, horns, much bigger teeth and jaw. A winner would be obvious.

[Suggestion] Legendary Sigil Library

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Posted by: Evalia.7103

Evalia.7103

While at it, don’t forget to add Infusion swapping
because it would be an epic fail to have sigil swappable and still having infusions un-swappable. Another baby-step.

World Boss difficulty - possible solution!

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Posted by: Evalia.7103

Evalia.7103

Letting “weaker” groups do it is the opposite of what Elite content is. So you should consider the following quote. I’ll repeat it again so you have a chance to actually read it. It contains the reason why this content was made:

Hey, thanks everyone! We spent a lot of time tweaking the balance on this, and I’m glad that so many people appreciate our efforts. We REALLY like hearing that people are making memories and cheering each other on. Those are the kinds of experiences we make MMOs for.
I’m not surprised that the Wurm is not liked by as many people. We were making that specifically for the hard core groups that are all about the organization and figuring out the strategy and tactics. It’s really cool watching the community grapple with this puzzle and innovate as they get closer and closer to finding a winning strategy.

What is this ********… Are you seriously writing the same thing 3rd time? Instead of reading?
Then let me write the same thing again. Maybe you’ll read it, but I’m probably just tricking myself into hoping that you will.
I’m asking for more hardcore content if players(of server X) succeed in doing what we have now, easier content if they fail.
*Basically, fractals.
Except those are limited at level 50, but before the patch sky was the limit and you could even make a ladder ranking based on that. Imagine that our beginning level is ~20. You can climb all the way to 100 or something(by beating boss to a pulp repeatedly and proving that it is too weak to match you), or fall down to 1(even failing before, now you get a chance to beat it).
Right now, on a scale of 1 to 100, you could say that “hardcore” events are stuck at level 60 or 70. Wurm would probably be 75 or 80. Elite players would eagerly be fighting the Wurm at levels above 85, hoping to prove they are good to hit 100(or whatever limit would be set). Casual players, on the other hand, could enjoy doing the event at easier difficulties.

World Boss difficulty - possible solution!

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Posted by: Evalia.7103

Evalia.7103

All content should be doable by everyone, that’s like one of the pillars of gw2. Thus, both of wurm and tequatl encounters should be severely nerfed or at least changed how scaling works to allow smaller groups to even have a chance to beat them.

Precisely. Not sure why 10 people still need to carry the same 20 barrels as 30-40 people do. There is Dynamic event scaling, but it isn’t really working properly in most cases…

I’m proposing the idea to have more elite content

If your proposal is:

That way, everyone should be capable to take down Tequatl, on any servers.

Then you are not proposing, “more elite content.” By definition if everyone can do it without a requirement that everyone’s effort and ability be raised to the current standards required, it is not elite.

Would taking down a weaker version of a Tequatl(you could even scale it down in size!) considered Elite by you? I would guess not. But many people would still enjoy doing that.
If a great jungle wurm only had 1 head? Probably not. But it would still be enjoyable to actually beat it, now wouldn’t it(well, you still get something for beating a single head, but it doesn’t feel like you’ve completed the mission). Or perhaps you’d need only 5 barrels of gunpowder for him to eat it up instead of 20, if less people are around?)
And if Tequatl summoned more dragons(but of course, smaller ones) to help him out?
If Great Jungle Wurm would have had 5 heads and not 3(or just that you would need more barrels, more colours, etc.)? That would probably be considered awesome and elite content.

World Boss difficulty - possible solution!

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Evalia.7103

People don’t play games to be “elite” they play they to have fun. The only ones who play them to be elite are those who do it for a living, or those who have no lives.

So I recommend not using words such as “losers” when refering to servers/people.

There’s actually alot of backlash against these events because of the way guilds are set up and the fact that they require players to represent another “dedicated” guild to have any hope of coordination and defeating them. This generally results in getting kicked from their own “elite” guild.. the irony is amusing.

Stuff like this seems like a good idea but can ultimately only end up as either toxic drama or abandoned content. Both are very common in MMOs.

Don’t automatically assume that the developer knows what they are doing. In-house testing is completely different from real world testing, that is why patches are always so buggy when released and need serious adjustments. Its called calibration. Most failure points like how many citizens can realistically be rescued are not known until the game has been played by the general population for a few days.

It’s not nerfing to make it easier for the casuals. Its correcting a mistake.

My mistake for referring to them as “losers”, I hope I didn’t offend anyone. But I’m trying exactly to make them feel as winners. Or do you think they are feeling just fine after being digested by a wurm, or going for 1200 citizens and just falling a little bit short of it?
Elitist groups and dedicated PVE servers hit over 2000 citizens, though rarely. A lot of servers hit 1500, but even so 1200 was still a far-fetched goal for weaker players.
And it is calibration indeed. But what I’m trying to introduce is calibration as well, don’t you think? I’m pretty sure ArenaNet wanted everyone to feel it being a hard challenge for everyone. But right now, no matter what content we get, it’s either too easy, either too hard – depending on which server you are..And it won’t ever change unless you calibrate it for every server, or unless all servers are somewhat equal in population and dedicated groups, which we know they are not. Right now, somebody will always feel “wrong” about the events. Maybe they’ve tried many times and haven’t done it even once. Maybe it’s the other way around, and it’s disgustingly easy for them.

(edited by Evalia.7103)

World Boss difficulty - possible solution!

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Posted by: Evalia.7103

Evalia.7103

Before citating and writing, I advise you to learn how to read first.

And before asking for “Easy Mode”, you should first understand why Anet put in Elite content for the hardcore groups. Please read the following:

Hey, thanks everyone! We spent a lot of time tweaking the balance on this, and I’m glad that so many people appreciate our efforts. We REALLY like hearing that people are making memories and cheering each other on. Those are the kinds of experiences we make MMOs for.
I’m not surprised that the Wurm is not liked by as many people. We were making that specifically for the hard core groups that are all about the organization and figuring out the strategy and tactics. It’s really cool watching the community grapple with this puzzle and innovate as they get closer and closer to finding a winning strategy.

I’ll repeat it again, but perhaps you should understand that reading is more important than writing(not to mention copypasting), and not the other way around.
I’m proposing the idea to have more elite content, while letting “weaker groups/servers” find the game more enjoyable than it currently is.

World Boss difficulty - possible solution!

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Posted by: Evalia.7103

Evalia.7103

No. Tequatl and the Great Wurm were meant to be hard. If you want to do it, you need to coordinate with your guilds, friends, and others on your server. Having it “Easy Mode” defeats the whole purpose of Elite Content.

I understand that you want to kill it, as do a lot of others. You just need to work hard for it. I’ll leave you with the following:

Hey, thanks everyone! We spent a lot of time tweaking the balance on this, and I’m glad that so many people appreciate our efforts. We REALLY like hearing that people are making memories and cheering each other on. Those are the kinds of experiences we make MMOs for.
I’m not surprised that the Wurm is not liked by as many people. We were making that specifically for the hard core groups that are all about the organization and figuring out the strategy and tactics. It’s really cool watching the community grapple with this puzzle and innovate as they get closer and closer to finding a winning strategy.

Before citating and writing, I advise you to learn how to read first.

I think a cool idea. The only problem I see is that people who want to do it for the challenge and the rewards that come from the challenge would have to wait enormous amounts of time. The timers on these bosses already make it exhausting to do multiple attempts on them for practice or for a legit kill attempt. The biggest reason I wouldn’t like this is because its just Anet catering to casuals again which happens too much in this game. I say keep making notoriously difficult dynamic events(perhaps they arn’t just boss events, perhaps they force players to spread out like LA but imagine an event that required you to save 2k citizens whcih seems practically impossible).

Just as a heads up, tequatl timer could be separated from “degradation” timer.
Tequatl could appear once every 2 hours as it does now, but degradation, for example, would only occur if respective server didn’t kill it today(for example, it can be 12 hours or whatever else)
And you’ve nailed the point about 2k citizens. Too hardcore for everyone, let’s make it 1500 and then 1200. Instead of this, loser servers get to try “750” and top-tier servers get to try “2000”. Rewards would be different(elitists will get their elite content, but even with that, everyone will be able to hit the goal.)
Elite content easily comes from the fact that defeating mega-difficulty Wurm would give everyone a decent change at ascended gear(let’s just say, an ascended box to 20 out of 100 or something), while defeating wurm at 0-difficulty won’t provide a chance at all.

(edited by Evalia.7103)

World Boss difficulty - possible solution!

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Posted by: Evalia.7103

Evalia.7103

Hello there, I myself am from SFR and we do tequatl once, sometimes twice or even thrice a day. Wurm is pretty much fine too. And that seems just fine for me, but I’m figuring lesser servers are probably doing it just once, maybe 2-3 times at weekends, maybe none at all.
I’ve been thinking how awesome it would be if failing a tequatl/wurm/whatever hard boss event would make it easier to do it next time?
And for doing tequatl succesfully many times in a row(A lot of tweaking would be needed, for example, how often he respawns and how often he “degrades”?) and of course it would become harder the more times you win it), you’d get extra bonuses.
That way, everyone should be capable to take down Tequatl, on any server. While it’s true that the smaller servers will still face decent problems(worse loot for killing a world boss – but right now they get nothing…), it will give people more incentive to do it and make the difficulty more appropriate to the servers. Even though it’s not a perfect solution, it seems to me like a major step forward from what we have now.

(edited by Evalia.7103)

Ranger Pets Removable/Dismissable?

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Posted by: Evalia.7103

Evalia.7103

You know, I’ve been urging to ask ranger’s a question:
How do you bear with your pets lack of appeal?
It’s fine on low levels, but when you have a legendaries and are full of shinies, your pet looks really, really lackluster. Pet Armor needed, nay?
That’s the main reason I’m avoiding playing a ranger… for now.

LFG tool & "zerk nerf"

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Posted by: Evalia.7103

Evalia.7103

A decent proposal.
All the whine on the OP’s cannot be understood by me.
Separating elitist’s from casuals is not bad, not bad at all.
You set up the criteria’s. Naturally, only those who are eligible can see and join such parties.
No rage on pugs, no rage from “speadclirers”, and everyone is happy.

Maybe this game has no trinity, but the roles are somewhat defined. Even something as simple as “we want a melee DPS” “A range DPS!” “Support Guardian plz we die with our full zerk!” options would be just fine.

(edited by Evalia.7103)

Suspicions about AFK'ers in Lion's Arch

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Evalia.7103

There should be a way to kick people AFK from the home server, even more, all AFK should be sent to a single overflow, the game could have some sort of detection that puts you in a queue for the AFK overflow and transfer you if you dont decline, just like a WvW queue or an overflow queue but here you have to decline the transfer or else the game transfers you… I’d love to see all those rewards they would get, HA!

Shame on the game – it has AFK detection which puts players to character select.
After about an hour in PvE, I think? Compared to the duration of such events like Tequatl and LA, it’s pretty silly. Why not a minute(during such events) like it is in PvP?

Suspicions about AFK'ers in Lion's Arch

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Posted by: Evalia.7103

Evalia.7103

Because there is also a thing called real life.
It takes 10 seconds of my time, not the actual 45 minutes or whatever the LA event is on.
A good thing to do? Certainly not. But you benefit from doing it.
It’s quite easy to fix, too, sadly. Just set an afk timer to 1 minute and kick whoever is doing nothing/running in a wall… While technically somebody could set up a run script (run in circles for example), not many people have the ability to do it, and the number of AFK’ers would be greatly cut down. I could even elaborate on the idea, countering the argument “but what if somebody has to go AFK for just 3-5 minutes because of door/phone etc…”. Could be solved with an “AFK bar” which fills up slowly when you play normally and drops heavily if you AFK. Zero and AFK, gets kicked. You get the idea.

(edited by Evalia.7103)

Can a wvw roamer be built this way?

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Posted by: Evalia.7103

Evalia.7103

It’s not worth it when you put it in comparison to a Guardian, really. The best you can go is shout-based build with 30 in tactics. Even with that you have 4 shouts(trait-shout and 3 actual utilities) with 30, 25(20)x2, and 60(48). 0.9 is the healing power coefficient, and with the fact that you are probably going to use a healing signet or defiant stance(which have no real power ratio attached to it – signet enjoys 0.5 on ACTIVE which is never used, defiant stance enjoys 0.4 which is not even laughable when you take cooldown into consideration.). There is always mending and Adrenaline Surge, but even with them, the healing ratios are way too low. And the only other thing that actually heals in warrior kitten nal is a trait in defense with 0.05 healing power scaling per second at max adrenaline, which is a big joke.
I’m using a 10 to 1 to compare to Vitality. On Guardian, healing power was good enough to heal me 10 times my healing power in about 15-20 seconds, and with the fact that it spreads AOE it was certainly a valuable stat. On a Warrior, you can go ahead and blow up all shouts and Healing Surge(not really worth it) at once, only to reach half that value. And it can easily be seen how that is a pointless idea. You simply can’t make healing power work good enough even if you try :-0 while it’s true you can 5 people for 0.9 so each shout technically has a 4.5 co-efficient, that is simply nothing compared to what Guardian and Elementalist do.
You are a Warrior, not a sissy healer anyway. You are not supposed to do that. That much I can tell.

What happened with us!

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Posted by: Evalia.7103

Evalia.7103

I don’t know, I really like the bow. But hammer is just not my thing, I use GS together with it. It seems easy to avoid, but I always manage to find that target that cannot, mostly due to cooldowns, sometimes due to lack of condition removal(bola’s, OP Pin Down, Fear me into HBWWRush can be pretty scary). Basically, I’ve found that I love playing all or nothing – and I’m even thinking of changing the OP signet to Defiant Stance – I really like the potential of it. Especially combined with frenzy and timed right.

(edited by Evalia.7103)

Toughness effectiveness?

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Posted by: Evalia.7103

Evalia.7103

Your Egnlish is fine.
It isn’t true that toughness becomes worse the more you stack it. All what toughness does is increasing your Armor level; and Armor is Toughness+Defense Rating(found on 6 armor pieces, as well as aquabreathers and shields; full ascended armor set provides 1,271 defense).
And then Armor acts as a divider to normal damage. Keep in mind that it does not lower the condition damage you receive in any way, though.
Now, Armor being a divider, let’s talk a bit more in detail on that matter.
And by the way, all numbers are assumptions.
Let’s say a Warrior killshot hits for 20,000,000 damage(20 millions) before we divide it by armor(Weapon Strength*Power*Skill Coefficient)
There is a rabbit creature that has 10 armor. It would get hit by 2,000,000(20,000,000/10 = 2 millions) killshot.
Let’s say you are a newbie lvl 10 guardian who decided to go into WvW. Then you’ll have 916 base toughness plus whatever toughness and armor he scrapped on his items. Let’s be generous and assume he got 0 toughness and 84 defense rating on his items. That would mean he has 1000 armor. And he would get hit by 20,000(20,000,000/1000) killshot.
Then there is a berserker lvl 80 guardian that still only has 916 toughness, but because his gear level is ascended, he also happens to have 1084 defense rating, totalling 2000 armor. He would get hit by 10,000(20,000,000/2000)
And then there’s a cleric guardian, with 1916 toughness and same 1084 defense rating.
He would get hit by 6,667(20,000,000/3000)
Double your armor, and the damage taken is halved.
That’s about it. How much will you want in the game? Usually, that’s too many wasted stat points which could be better put into healing power and vitality to provide better survivability. It doesn’t take a genius to figure out that Toughness make Vitality and Healing Power better, and vice versa is also applied.
Even if you would have 10,000 armor, you would still melt to conditions with a miserable health pool. There must be a balance to everything. 2250 toughness is obviously too much. You will want 916 toughness for PvE(In other words, no toughness for PvE), and probably around 2650-3100 armor rating(1400-1850 toughness) in WvW.

(edited by Evalia.7103)

Post a Screenshot of your Guardian

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Posted by: Evalia.7103

Evalia.7103

A Mighty Seraphim on his tiny, tiny wings…

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Your best looking character.

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Posted by: Evalia.7103

Evalia.7103

After taking some screenshots, I’ve realised that perhaps I should re-roll to a human…
But then again, Humans lack sheer epicness and overpowering presence Norn have.
Well anyways

Attachments:

Need help deciding stat choice (first 80)

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Posted by: Evalia.7103

Evalia.7103

Celestial, mix with zerker for PvE?

Selfless/Thoughtless Potion Bugs and Concerns

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Evalia.7103

I was under impression Asuras didn’t care about their character looks :P
Seems like quite a problem to me because Asura’s heads are big and halo/horns should be sized according to their heads, not according to their little height/model.

Celestial Gear, Build & Stats Question.

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Posted by: Evalia.7103

Evalia.7103

On my zerging guardian I have 3100 attack, 19k hp and 2900 Armor without any buff. And there is many better build than mine.

3100 attack without any buffs is really high and you should consider adding some precision and critical damage for extra damage output, I’m assuming full Soldier’s?
Yeah, while that’s high it becomes way too high when you actually consider some might&Bloodlust&Guard stacks, and Nourishment.

Celestial Gear, Build & Stats Question.

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Posted by: Evalia.7103

Evalia.7103

Well, the build provided is indeed all over the place.
I’m complimenting you on a choice of Celestial gear, naturally. I would not be bothered with the upcoming changes, it is has already been said that Celestial gear is going to be compensated with overall increase in stats; so little will change in it’s viability and power level.
I’m assuming you are talking about WvW, of course.
First of all I would start the theorycraft by bumping the stats to ascended level and adding infusions. It impacts all stats, but the most it impacts is Armor;
+7 toughness from a full set; 30 toughness from infusions(my infusions of choice); and 60 armor from Defense rating. It adds up to 97 extra armor plus +7 to all other stats, that’s just from upgrading your armor to Ascended level. Suddenly, your armor looks great, well actually with 15K HP and 2850 armor you need more HP(Healing Power and HP as it is). Don’t forget to upgrade all the other trinkets/weapons too.
Keep in mind that while Bloodlust sigil is great for stacking and I recommend it, you should use different weapons once you reach 25 stacks. And don’t forget to use your food too, I mean, really? Oh, and Ruby Orbs? I mean, why not white gear in WvW anyway?
With Celestial Gear and WvW in mind, I’m starting off with 5 points in Radiance, 20 points in Honor(Selfless Daring GG) and 5 points in Virtues as mandatory, and then you can build a lot of cool builds based on that. Master of Consecrations and Resolute Healer are an horrible choice to complement a triple meditation build(with two meditations) too.
And you’re slow. You don’t have neither Swiftness, neither JI, neither Traveler runes. JI isn’t really mandatory, but it really should be in a meditation build. Movement Speed? Seaweed Salad and Sigil of Speed, Save Yourselves as an extra, or even perhaps Retreat(?), or just new Nourishment, or just Traveler Runes(A single choice should do, movement speed bonuses do not stack properly, but you need one for sure)
Right now, you have neither damage, neither survivability, neither mobility and neither support.

[SUGGESTION] Ascended and Legendary changes

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Evalia.7103

you actually can transfer your legendary between characters, even though it’ll cost you a transmutation splitter and a fine transmutation stone.
But the idea itself is awesome. I really wish they would do that, or at least add a legendary armor on top of what we have and make it the way that ascended armor is the precursor.

(edited by Evalia.7103)

Twelve Kay

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Posted by: Evalia.7103

Evalia.7103

That warrior evi’s could have been level 1, you get it, right?
Shield of Wrath hits for 756(2.5)
Eviscerate:
Level 1 damage: 672 (2.0)
Level 2 damage: 840 (2.5)
Level 3 damage: 1,008 (3.0)
It’s the damage coefficient in the (), if you don’t know what it means, well what can I say to you…
As to the damage thing, activating Tome of Judgment adds 300% to your power before traits and 100% to your precision, not to mention you can even manage to activate the spell that gives you 5 stacks of might. With berserker gear that equals to a 100% crit mega-dunk. Exactly what happened in your screenshot.
Now, the fact that shield will dissipate if you attack an enemy guardian 3 times in the next 4 seconds, the fact that the guardian himself can only run normally while using the tome, the fact that it’s perhaps the most telegraphed ability in the entire game… It’s a pretty balanced trick.
inb4 videos of guardians soloing the supply camps in 4 seconds using this.

(edited by Evalia.7103)

Guardian Shield Improvements - PLEASE READ

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Posted by: Evalia.7103

Evalia.7103

I think the shield needs minor improvements, not to be a must-have weapon for all guardians, what you are trying to make that is.
Shield provides you with extra 64 toughness(Defense=toughness), so it’s skills are supposed to be slightly worse off than of other’s off-hands. While I do agree cooldowns could be cut(especially on 4), it’s pretty balanced all around, providing AOE protection(very bad in PvP though, that duration cut, eww..) with somewhat decent damage and good animation(damage seems to be 100% fine actually, did you expect shield to do 100500 damage?), and the last spell knocks back, absorbs all projectiles and heals.
Also, is it just me or the dome actually doesn’t get detonated when I press the 2nd time to get healing? Because that’s mine impression of a skill, that is.

Celestial is the best armors/weapons? (wvw)

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Posted by: Evalia.7103

Evalia.7103

Tooltips don’t display the actual healing co-efficient, however if you’d read through my post, I’ve mentioned that GW2 wiki is easily accessible from within the game.
Now, to the poster above, the sad fact is that Monk’s Focus only has 0.4 self scaling. That’s actually really weak compared to the rest of the scalings(and you probably shouldn’t use more than 2 meditations in WvW/PvE)

Celestial is the best armors/weapons? (wvw)

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Posted by: Evalia.7103

Evalia.7103

do +healing affect these? sry for noob Q

It does, and does quite beastly.
You can find numbers on the wiki – it’s easily accessible even from within the game using slash wiki object_name command (/wiki Selfless Daring f.ex.)
Just the dodge roll, Selfless Daring alone, has 1.0 scaling on it. That means if you have 1000 healing power, it will get another 1000 from it, 1129 total(129 base + 1.00 from Healing Power). That’s per dodge, AOE up to 5 targets. Then, it gets even better with WvW world bonuses, just like vitality does, by the way(you can see the WvW bonuses to your server in WvW menu, Medic for instance increases healing effectiveness, so 10% would mean Selfless Daring actually has 1.1 scaling, obviously), and with Guild upgrade bonus(10% healing effectiveness).
Imagine your party stacks in a dungeon corner, and you dodge roll twice in a row while having 1000 healing power. Every single member of your party will get healed for 2258 HP – compared to 258 without any healing power. That’s already as efficient as Vitality, which provides 10 HP per stat point. Needless to say, you dodge roll more than twice, and also have other healing spells/effects.
Power, Precision, C.D(Ferocity), Toughness and Vitality should be self-explainable.
Condition Damage is burning and Binding Blade if you play with Greatsword. Not amazing, but still has some value to it. In DPS calculations, 1000 condition damage should increase Guardian DPS by about 300 – Burning with 0.25 scaling, and BBlade with 0.2(assuming 100% Burning and 25% BBlade uptime). Definitely laughable compared to power, but is neat as a little extra.

(edited by Evalia.7103)

Why I've changed my mind on Ascended

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Evalia.7103

The game is awesome, and the gear progression is somewhat fine right now.
I’m looking extremely skeptical on further progression through levels and new gear tiers.
I’m fine if they add Legendary Armor and Legendary trinkets(they would give some cool aura effects, because trinkets themselves obviously can’t be seen) in-game, but only and only if it has the same stats as ascended, only a cool skin and changeable ascended stats.
It actually makes sense to me how your alt can be at ~90% of max character power with little to no time investment(full exotic gear, food/runes/sigils are pretty cheap).
However, the maximum of 100%, that is full Ascended and tons of wvw ranks to cap out there, you’ll have to focus on one character. I think that’s a very good approach. It’s not alt-friendly, but it differentiates your main character from your alts while still feeling extremely meaningful on your alt.
As for further gear progression? Progress Aqua Breather to Ascended, heck, at least to exotic. New tiers of gear beyond ascended&legendary are only going to destroy the game, just like a new level cap would.

Anise, just an uber OP mes or the future?

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Evalia.7103

Npcs always have better profession abilities. For example trahearne is a powerful necro too, in a story mission he gathers power and spawns 5-10 flesh golems at once.

that necro also has guardian, mesmer, etc.. skills. Just saying.