Showing Posts For Forgotten Legend.9281:

Elementalist Stole Dhuumfire?

in Necromancer

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

you know that burning precision has been around far longer than dhuumfire, right?

you also realize that dhuumfire procs 100% on hit on an autoattack, and burning precision only procs 33% chance on crit, right?

that means a dhuumfire necro needs zero precision to proc the burning. while the elementalist needs a decent crit rate for the trait to be worth taking.

these two traits are exactly in the tiers they deserve to be, because dhuumfire is much stronger than burning precision and always has been. (since dhuumfire’s inception that is)

– The Baconnaire

Arenanet, why did you change idea?

in Elementalist

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

they changed it for one reason: the new sunspot gives fire aura every time you attune to fire. if you take both traits to give boons when you apply an aura, you get 5s protection, fury, and swiftness every time you apply an aura. sunspot essentially has a 10 second cooldown (8.5 seconds when you take arcana, edit: which you obviously are NOT in this case.). before you consider any other source of auras, that’s a potential (edit:) 50% uptime of protection, fury, and swiftness. just from attunement dancing.

as for conjurer: to make it more support oriented, the trait could make the stat bonuses from wielding the conjured weapon, into a shared buff with any allies withing 300-600 range of the person who wields the conjured weapon.

as for signets: written in stone could also turn the active effects of signets into 300 range AoE’s, in addition to it’s previewed effects.

(EDIT: my point for mentioning 8.5 seconds with arcan was to show that you don’t need to take arcana to have better than 50% uptime of protection, fury, and swiftness. because there are more auras on weapons skills, and more auras on traits, too.)

– The Baconnaire

(edited by Forgotten Legend.9281)

siphons are actually nerfed too!

in Necromancer

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

scenario: vampiric + vampiric aura + vampiric wells.

the damage-on-pulse wells will now triple-siphon every hit. up to 5 targets. no precision needed.

– The Baconnaire

Master of Fragmentation: Distortion

in Mesmer

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

quick question to the devs about the new Illusion GM trait: Master of Fragmentation.

does the “distortion grants reflection” portion apply to
a) only the f4 skill?
b) all distortion granted from skills, signet traits, phantasm traits, granting distortion to allies, etc?

– The Baconnaire

(edited by Forgotten Legend.9281)

Fixing tornado

in Elementalist

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

giving Tornado standard movement speed would be a start. as far as i know, tornado is the only transform (skill) that reduces movement speed.

– The Baconnaire

@josh: what about mending/physc skills?

in Warrior

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

i’m going to miss the old healing surge, but at least it synergizes well with the shout traits and runes.

i would also suggest the following changes: (meant as food for thought for future considerations)

healing signet:
~passive: apply 3 seconds of regeneration every 3 seconds, up to 5 allies, 300 range
~active: heal for 3500. apply 1 stack stability for 3 seconds. 15 second cooldown.

regen scales really well with healing power compared to strait health heals, so shoutbows would still benefit from using the skill. also, the heal itself is too small to be on such a long cooldown, which is one very big reason why nobody every uses the active. reduce the cooldown to 15 seconds, (12 seconds when traited for signets) and the loss of the passive doesn’t hurt near as much.1 stack of stability isn’t much, but is still an incentive to take the skill in PvP after i nerfed the passive heal so much.

if nothing else, the cooldown for heal sig should be reduced to 15 seconds (base) because the heal is so small.

mending:
~ now a physical skill
~ heal for 7000 (30-35 second cooldown), and remove 1 condition per tier of adrenaline. (the trait would add 2 seconds resisitence and vigor per tier of adrenaline)

this would synergize very well with the strength specialization. it would encourage dodging more with vigor, and since the minor traits proc damage at the end of a dodge roll, and booat damage while endurance is not full, this new version of the traited heal really encourages the zerker playstyle for a warrior.

– The Baconnaire

Confusion about Ultimate Edition

in Guild Wars 2: Heart of Thorns

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

it means….

if you buy HoT standard edition, you can’t upgrade to HoT ultimate edition. if you want HoT ultimate edition, you have to buy it straight up. it has nothing to do with any pre-HoT content you already own.

– The Baconnaire

Levelling Changes

in Guild Wars 2: Heart of Thorns

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

wow, it seems that these notes fell through the cracks. (to be clear, this thread is about the level progression changes, NOT about gear changes. please don’t give me reason for reporting off-topic trolls)

Level reward changes

• Base attributes now increase every level from level 2-10 and every even level from level 12-80
• Hero points are now earned every odd level from 11-80. A total of 398 points are earned through leveling.
• Weapon skills now unlock by level 8.
• Underwater weapon skills all unlock together at level 8.
• Weapon swapping now unlocks at level 10.
• Skill training now unlocks at level 11.
• Utility skill slots now unlock at level 11, 15, and 19.
• Profession skills unlock at levels 5 (F1),11 (F2),15 (F3),19 (F4), and 31 (engineer F5)
• The WvW tip has been moved to level 31, but characters may enter WvW at any level.
• Specializations slots now unlock at levels 21, 45, and 71.
• Various smaller milestones such as equipment slots, personal story steps, and tips have had their levels updated.

i wanted to specifically point out the specialization unlocks. We know we’ll be able to slot 3 specs at level 80. now we know we’ll be able to slot our first spec at 21, our second spec at 45, and our third spec at 71. we also know that we earn hero points at every other level from 11 up to 80 for a total of 398, not including the hero points from skill challenges in the open world.

what is NOT stated, is whether the tiers are still level gated, so i presume that the tiers are no longer gated by levels. in other words, it looks like once we slot our first specialization, we will be able to unlock the grandmaster traits for that specialization before unlocking the second specialization slot.

for example, i’m playing an elementalist, and at level 21 i unlock and slot fire magic. i then proceed to earn hero points through levelling and skill challenges. i go out of my way to earn enough hero points to unlock all the fire traits before i reach level 40. so i then unlock all the fire traits and slot an adept, a master, and a grandmaster trait at level 40. and i unlock some utility skills too, because i went out of my for the hero points.

so, now by the time i’m 44, i’ve unlocked and traited a full trait line.

(let’s say that i earn a LOT of hero points, enough to unlock all the earth traits, too. now i can also switch between fire and earth specs when i’m out of combat. yay!)

then at level 45 i earn a second slot, and then i unlock water specialization and start working on unlocking traits there., so by the time i reach level 71, i’ve unlocked and chosen all the water traits i want.

so, now at 70, i’ve unlocked and traited 2 full trait lines., and more utilities.

(but, since i’ve unlocked 3 full spec lines at this point, i can switch between any combination of the 2 specs lines when out of combat)

if it really works like this, i think i like this progression system a lot better than the one it replaces.

EDIT: i forgot to mention a little maths.

they’ve said already that we’ll earn 10 hero points at the lower levels, and 20 at the highest. so, considering that we’ll earn at least 10 hero points every other level, that means we’ll be able to buy 2 skills and / or traits every other level. and that’s just from level-up rewards. doesn’t take into account skill challenges.

so over all, this makes every level-up count. no more waiting 5-6 levels for a sense of progression

– The Baconnaire

(edited by Forgotten Legend.9281)

insta-dead falling damage?

in PvP

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

to be clear….

on silent storm, i was sniping mid from my side’s ferocity paltform, and i was able to ground target from my perch onto the point. and i had about 2k health when i was pulled down by a necro. from that height, 2k health wasn’t enough to absorb the falling damage, so i was instakilled.

i had totally forgotten (ba dum tish) that taking falling damage when you don’t have enough HP’s will kill you. it’s been that way in PvE forever.

as for counterplay, i totally believe there is counterplay to a sniper’s perch: pulls is one of those counterplays. pushbacks another. moving up to the perch a third, etc.

i was caught off guard, that’s all. and it really was hilarious to watch.

now, to be fair, dodging off a low bridge shouldn’t kill you from falling damage, but falling a range of 1000 or more actually makes sense when you’re low on HP. BUT, since dodgerolling off a low falling damage spot can insta-kill you if your HPs are low enough, it means being able to respawn faster and get back into the fight, it can be used to your advantage if timed right.

thanks again for all your replies. I’ve learned something today.

– The Baconnaire

insta-dead falling damage?

in PvP

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

thanks for your responses….

and +1 robertul. that IS the benefit to that scenario, and i actually didn’t think of that, even when i respawned immediately and ran off where i could actually do some good….

– The Baconnaire

insta-dead falling damage?

in PvP

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

it was actually quite hilarious, when a necro pulled me off the top platform (near the ferocity commune) to my insta-death on the point below on mid.

several times now… on the silent storm map, i’ve taken falling damage after dodge-rolling off a cliff or pulled off a cliff near mid, and instead of going into the down state, i was insta-killed.

please forgive me if this has been brought up recently, or is a known issue.

i’m just curious if this is intended mechanics on PvP maps or not…

– The Baconnaire

Option to disable ground targeting please?

in Guild Wars 2 Discussion

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

i still want the option to fast cast at TARGET’s feet, since i am a mouseclicker and i feel like i’m at a very big DISadvantage because of it.

number pushers can at least place their mousecursor where they want the spell to land. mouseclickers shafted once again, since the mousecursor is on the skill UI, not the ground.

and yes, i do feel like a scratch on an LP, skipping over and over and over on this topic…

– The Baconnaire

COMBAT+ (Elementalist)

in Elementalist

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

my first impression of this “overhaul suggestion”:

~ it’s convoluted and over-complicates the class.
~ it introduces too many resources to manage
~ it introduces too many copy-cat traits (a separate trait for EACH conjured weapon, and in a different trait line to boot?).

When Anet decided to streamline the trait system (by combining synergizing traits when it makes sense) this overhaul has done the exact opposite.

that’s all i have to say about that. i will not be responding any more in this thread. and no bacon for you.

– The Baconnaire

New spec system coming next update?

in Guild Wars 2 Discussion

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

ooo….

Personal Story Restoration, too?

/crosses fingers /knocks on wood /play it again Sam

PS: please tell us more about the engineer changes that have changed since the original announcement? and also about the engineer changes that were all TBD during that announcement?

PPS: does “Next Update” mean 23 June, 2015?

– The Baconnaire

Why did you stop WvWing?

in WvW

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

i’m tired of the exact same matchup every week at tier 1.
i’m tired of tier 1 “deals” that create 2v1 matchups
i’m tired of siege griefers
i’m really tired of Alpine. (honestly i’ve never liked the map)

there was no spring “tournament” this year.

– The Baconnaire

To waypoint or not to WP

in Guild Wars 2 Discussion

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

one thing that would help:

if they reversed the change to “rez skills” to allow them to revive fully defeated players. like the elementalists revive glyph. i know they changed it for PvP balance before, but these skills are almost never used. they are in NO meta builds, because they are so useless. it generally takes longer to channel the skill than it does to simply use the F key to revive someone who is downed.

there was a time near launch that i always took the rez glyph on my ele, just for PvE events. because it was really cool to be able to revive a defeated player (or 3) during combat when it really mattered.

these skills need to be split for PvE / PvP, or totally removed and replaced with skills of new functionality.

as far as the specific debate about “ALL DEAD WAYPOINT OR TOXIC MAP CHAT” goes, i’m honestly at the point where i’m ready to start /reporting everyone who even participates in the toxic map chat discussion of that topic, because i’m so sick and tired of infantile temper tantrems spoiling my game experience. if the game and its players make you so angry that you must verbally abuse others, then it’s time to take a break.

– The Baconnaire

MMR based Leaderboards. Now.

in PvP

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

at the very least, i’d like to see MMR be visible from now on. i as a player have no idea if the matchmaking system is matching me against people it thinks are my match, because i don’t even have a clue how good or bad the system thinks i am. especially when i spend a whole day fighting in 4v5s, or against teams that queue against me queuing solo.

IMO, the leaderboard should state the MMR of every person on it.

ALSO, we should be able to sort the leaderboard by other stats as well, (this has been discussed ad nauseum, so my apologies for beating a dead horse, so to speak) such as all the stats listed per match when pressing “B” for the scoreboard.

ALSO, we should be able to select a specific player, to go to another page dedicated to that player, to be able to see total stats, average stats, etc, for matches played.

ALSO, stats pages and leaderboards should be available during the off season.

– The Baconnaire

Elementalist Specializations and Traits

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

sorry for the double post…. but i hit the character limit:

i believe the solution to solution to ele’s condi issues would be to

a) give ele’s access to resistance on some water skills (say, 1 water skill per each weapon set, like say on the number 5 skills)
b) replace ele’s GM trait (+1% damage per boon) with a trait that grants condition cleanse and resistance on a type of utility. (i hesitate to say cantrips, as i want more utilities to be viable in PvP and WvW, but honestly, extra condi cleanse AND resistance would be the only way i’d ever take cantrips on my ele.)

– The Baconnaire

Elementalist Specializations and Traits

in Elementalist

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

Fire element and the spec has quite some condi clean on its theme too
– fire cantrip removes conditions and burn foes
– phoenix removes conditions
– trait in fire removes conditions (activates fire cantrip for free)
- fire aura *already reduces inc condition duration by 20%*

All auras are mostly defensive
ice aura is a defense against sustain (freezes foes and reduces inc dmg)
magnectic aura is defense against ranged (reflect projectiles)
shock aura is defense against melee burst (stun, interrupting flurry attacks or burst combos)
fire aura is a mess…
makes sense to make fire aura a decent defense against condition pressure

Also, the might stacking by getting hit is a very poor implementation for the ele. And the trait that gives might on fire aura activation helps this issue. (But I think it should be by time during fire aura, so fire auras give 1 stack of might every 2 secs, making it more skillful play as you need to keep the auras active, not spam them, since they dont stack duration)
This opens the options to use auras to build might even when not taking hits.

FIRST: i’ve seen one or two players mention this, that fire aura reduces condition duration. but i have NEVER seen anything in game or on the wiki or by a dev that says the same thing. with all due respect, i call shenanigans until i see some proof.

(fire shield THE FOCUS WEAPON SKILL may show a tooltip for condi duration reduction (and according to the wiki, doesn’t even work)… but the fire aura tootltip lists no such thing. the fire aura only lists might and burning.)

IF the aura already reduces condi duration, then adding a condi cleanse would make it overpowered. either way, i still prefer the might. (cooldown 1 second per attacker, and blocking also activates the might and burning, according to the wiki )

also, fire field combos give might and /or cause burning. condition removal combos are found by interacting with light fields. (projective finishers or whirling finishers),

light aura gives retaliation to you when struck, and vulnerability to the enemy
chaos armour gives random boon to you and random condition to enemy when struck.

both of those are passive aggressive in nature, as is fire aura. so that’s 3 offensive auras and 3 defensive auras. that’s a 50/50 split if you ask me.

SECOND: on to condition cleanses in the fire line. yes, pheonix does remove a condition. and yes, so does the fire cantrip. that’s a bonus of the skill phoenix, not the primary function of the skill. the primary function is damage. but since the phoenix is a mystical creature that rises from the ashes, anet caved to real world mythology and gave it a condi cleanse. now the cantrip? i can’t really argue there as cantrips are defensive in nature, but it also causing burning, which is an offensive side effect of the skill. basically, it’s a conversion. change your condition into a harmful effect to the enemy. it’s like necro’s condi transfers. the ONLY reason i can accept the fire cantrip trait is that is has an offense effect: AoE burning

i do not dispute that fire line does have some condi cleanse. I DISAGREE WITH THE DAMAGE LINE OFFERING SO MUCH DEFENSE. if you want to trait defensively, you should be required to trait into the defense line. having one defensive trait in the offense line doesn’t bother me. but people are suggesting to add more and more defensive traits into fire. and more defensive traits means fewer offense traits to choose from. i don’t want to end up being pigeon holed into NOT HAVING offense choices because so many people want defensive traits in the offense specialization trait line

THIRD: passive condi removal is generally limited to a 10 second cooldown. (except for traited “use x skill to automatically cleanse the condi as soon as you have the condi” types, which have closer to a 30 second cooldown, and also except for the “using x type of skill, like signets or nature skill, will also cleanse condis” types) Anet obviously wants us to use active condi cleanses, not passive ones. (i’ll leave theif stealth condi cleanse out of the discussion, even though the thief has to actively stealth in order to cleanse a condition via the trait)

FOURTH: i actually agree with you on raising the chance of applying fire aura. in addition to making it 100%, i’d suggest moving it to to the master tier, and then change sunspot into “do 10% more damage when endurance is full.” at the adept tier.

tl;dr: fire aura is fine as is… don’t add any more defense traits to fire line

– The Baconnaire

Elementalist Specializations and Traits

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

food for thought: the new trait, which provides a fire aura, is significantly better than the current minor trait.

WHY?
1) a fire aura doesn’t care if the enemy hit you in melee or at 1500 range. every time you are hit, you gain might, and you burn the enemy.
2) a fire aura synergizes with earth and air traits that grant protection, fury, and swiftness when applying an aura to yourself or an ally

(an aside, responding to Lobo’s fire aura suggestion) i’d much rather gain the might than have another passive condi cleanse. your suggestion of condi cleanse would be reworked to have a 10 second cooldown, just like signet of water, and the guardian’s healing signet, and that’s not very helpful at all. also, it doesn’t synergize with the damage specialization at all. condition cleansing is the healing specialization, aka water. now, if a new water trait would grant condi-cleanse on use of a signet, i wouldn’t complain… just don’t force me to take condi traits in the fire (damage) spec.)

however, that only explains why the trait is better than it’s predecessor, without commending the choice for it as a minor. i think i’d prefer burning precision as the adept minor, due to it’s synergy with the GM minor (+10% damage against burning foes.)

i agree with the hatred of sunspot. it’s a point-blank-area-of-effect skill, limited to only melee range. i would much rather it was an AoE that went off on your target, up to 1200 range. since Air master minot is basically a sigil of air, but activated when attuning to air, the Fire master minor should basically be a sigil of fire when attuning to fire.

– The Baconnaire

Morfedel's Beta Review: Revenants

in Guild Wars 2: Heart of Thorns

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

and the revenant in this beta was the same revenant in the PAX East demo… basically a hybrid tank / condi spec, with celestial gear, and toughness runes. to make it even more simple to understand, they gave us a build that i’ll never run, because it does way too little damage. if i want a condi spec, i won’t run cele. i’ll run sinister, or dire, or something that gives lots of condi damage.

feedback on celestial gear: until Anet gives me a free set of celestial gear just for turning 80 (ie, the level 80 reward chest grants a full set of celestial armor, weapons, and trinketts) i will not bother with celestial gear in PvE. i will not waste 30 days or more making the once-a-day charged crystals.

– The Baconnaire

[Suggestion] recipe scroll account unlock

in Guild Wars 2 Discussion

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

there are two different types of recipes:
1) the type you discover
2) the type you learn by reading a scroll from your inventory

the first type is used in levelling your craft, by earning lots of XP from simply discovering the recipe.

the second type unlocks a recipe for your character without granting any XP.

therefore, the second type (earned by reading an item in your inventory) could be recoded to unlock the recipe account wide, without affecting the process which levels up your crafting profession on alts.

granted, the recipes would still only work on characters who earned the minimum requirements for the recipe (ie 400 leatherworkers can’t craft recipes that require 500 leatherworking). but i suppose that goes without saying.

i agree with the OP’s suggestion to make recipe sheets unlock the recipe on all characters on the account.

PS: @MeGaZlo.9516: you may want to change your Thread Title to " [Suggestion] recipe scroll account unlock " to better grab developer attention, and to better describe the contents of the thread topic.

– The Baconnaire

(edited by Forgotten Legend.9281)

Targeting. Stealth. Wut?

in PvP

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

i’ll tell you what… remove the ability of a stealthed character from “finishing” a downed character, and then i’ll agree that stealth should break target tracking for channelled skills.

anything that prevents capturing a point should also prevent / break a “finish him” channel, too, including the “start to channel finisher, then port away, then port back just before the channel ends” exploit that i’ve heard about.

– The Baconnaire

Stop Saying "META"

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

well, in GW1 we called it FotM (Flavor of the Month), but ANet changed that acronym to mean Fractals of the Mists…. probably as a metajoke (yeah i know, i should have called it “inside joke”, but i couldn’t resist using the word “meta” :P ) so now everyone calls it the meta, because we’re geeks. not necessarily in that order. /endbadjoke

– The Baconnaire

New waypoint system

in WvW

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

well, they did say in the stream that borderlands home team should have the advantage, and the side keeps having waypoints essentially gave the advantage to the visitors, by allowing them better access-ability on the map via WPs. then they discussed how EB needed to restrict access to opposing keeps’ waypoints as well, due to the snowball effect of allowing one team to WP across the map to camp an enemy server’s spawn.

– The Baconnaire

A concern from a Guild War 2 Lover!

in Guild Wars 2 Discussion

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

until they make defensive stats mean something against world bosses… the zerk meta will persist. as an elementalist, getting one-shot while maintaining 100% Pvt gear means that defensive stats aren’t worth losing damage stats for. i might as well kill things faster, because one slip up on my part means i’m dead on the floor no matter how defensive i build.

– The Baconnaire

Trait lines without attributes

in Guild Wars 2: Heart of Thorns

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

[Suggestion][PvP]

for PvP split the amulets into 2 slots (not like it was previously, with amulet and jewel, the jewel’s stats were so small to barely make a difference). The two slots could still be named “amulet” and “jewel”, but the stats would be split 50/50, to be much more like PvE. the idea is to emulate taking armour pieces of one stat, and trinkett pieces of a different stat (ie zerker armour, knight’s trinketts)

(as it stands right now, the PvP zerker amulet is half zerker, half valkyrie. might as well make it so someone can choose to go full zerker if they desire, by taking zerker “amulet” and zerker “jewel.”)

this would offer better build diversity and easily compensate PvP characters for the loss of stat customization from the loss of stats in the trait lines.

– The Baconnaire

Personal Story Restoration update

in Guild Wars 2 Discussion

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

obligatory “Are we there yet?” post is obligatory ;-)

sorry, it’s just that i’m just really looking forward to it!

– The Baconnaire

staff builds post spec trait system

in Elementalist

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

i’m personally gonna be running staff signet build. fire/air/earth. gonna love signets giving fire auras, and therefore fury, swiftness, and protection.

now, if only water signet would also proc vulnerability on the target in addition to chill… and / or remove 2-3 conditions on activation…

– The Baconnaire

Necromancer Axe damage is broken

in Necromancer

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

the 2x means that your axe attack hits twice for a total of 466 damage… or in other words: 233 damage per hit, before calculating for defense, crits, etc…

too bad you don’t have screens from “before.”

also… did you accidentally swap out gear or traits? i can clearly see you don’t have weakness on you…

– The Baconnaire

(edited by Forgotten Legend.9281)

2nd Season Feedback: The Good, The Bad etc.

in PvP

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

i definitely +1 the solo / team queue suggestion. if i’m queuing solo, then i should be facing solo players, not teams of 2 or more on voicecomms. it only seems fair.

as for the leader boards, again +1. they are essentially based on wins, which is a team thing. imo, there should be two different leaderboads, one for team wins / losses, and another for solo accomplishments. ie, solo points made during a match, with extra points for Top Player awards. (and probably bonus points for wins, too)

i know this is redundant for me to say, but i’d really like to be able to see my other stats outside of a match. i’d like to be able to see how many points i’ve captured, how many kills i have, which top player awards i was given, etc. (i’m almost thinking that the solo leaderboards should be based on average points per match, instead of total points per season, unless everyone plays the exact same number of matches per season)

i would also suggest that on my PvP stats page, that “favorite arena” be changed to show which arena i vote for the most, NOT which arena i get stuck on the most. i really hate that it lists Favorite Arena (map) as the arena i actually hate the most, just because i get stuck there so often.

– The Baconnaire

[Suggestion] Banker for Home Instance

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

the trouble with housing in MMOs, is that people are not satisfied with anything less than SIM style housing (being able to place furniture and wall items anywhere on the grid), and most MMO companies don’t want to invest the time or effort in recreating the SIMS inside their MMO

– The Baconnaire

Could our modern military take on Mordermoth?

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Forgotten Legend.9281

no, our modern military could NOT take on Mordremoth. just like every single monster movie ever made they’d drop the atom bomb on Mordy and cheer until the dust clears, Mordy emerging bigger and badder than ever, without a scratch on him…

– The Baconnaire

Necro Elite Spec Name thread

in Guild Wars 2: Heart of Thorns

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

no no…. it’ll be called TheMonkeyKing… because China

– The Baconnaire

[HoT] scaling Traits unbalanced

in Guild Wars 2: Heart of Thorns

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

honestly…. having 926 precision at level 80 might as well have 0. currently on live 926 precision gives you 4% crit chance. that basically means that 926 precision is the baseline for the maths. meaning of course, that to calculate your percentage, that you take you precision, whatever it is, and subtract 926 from it, THEN you can calculate the actual percentage based on the conversion.

– The Baconnaire

creating toon as a husband wife team

in Guild Wars 2 Discussion

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

once you finish the starter instance. Anet will dump you right outside the entrance to your race’s capital city. simply go into your capital city, and go to the asura portal (there is a big purple switly icon on your map and mini map to find this). Walk through the Asura Portal will leave you in the Asura Gate hub in Lion’s arch (the gate hub has 5 gates, one for each race’s capital city) then you can choose where you want to go from there.

the negative of course, is that if you play the personal story together, as different races, one of you will NOT see your personal story because of how credit is given.

the workaraound for the personal story… is to make sure one of you DON"T accept credit for the other person’s story (that means you won’t get XP or loot) and then go play the story you didn’t do.

– The Baconnaire

Beards please!

in Guild Wars 2 Discussion

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

i second this motion!

i’ve always been disappointed with human beard choices. we get to choose from a million different 5 o’clock shadows, but only one single beard!

– The Baconnaire

whats the origin of this "Shout" theory?

in Necromancer

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

what do we know so far about the elite spec?
1) greatsword
2) new way to use life force

– The Baconnaire

About new traits and hammer

in Warrior

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

um, yeah, the whole entire reason for slipping the ham trait where they did was to prevent HAMBOW warriors from dominating the meta again….

– The Baconnaire

lifesteal secretly the king of dueling?

in Necromancer

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

it would be interesting to see a change in lifesteal based on number of targets hit… IE, when only hitting a single target, earn double lifesteal… (on both the damage and healing component)

– The Baconnaire

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

well, it would be very easy to simply call it “Hunter”.

i personally don’t like most of the “guardian-sounding” names that people come up with, because most of those names are already specifically in game. such as Sentinel (armour stat), Justiciar (rank within the White Mantle organization, AND Justice as already a class skill, and has 2 trait lines already dedicated to it), Exemplar (rank within the Shining Blades), Zealout (it’s already essentially a core specialization for guardian already), “Paragon” (DragonHunter is nothing like the shoutspecific Paragaon of GW1), “Paladin” (sigh, too D&D specific for a game that is trying to break the D&D archetype), etc…

the Dragon Hunter as least shows that this specialization switches things up for the guard, that the class is going on the offense. none of the other names gives that idea. the other names just keep implying “more of the same”.

i would, however concede that DragonHunter does seem to describe all of us, (but so does the generic terms “warrior”, “guardian”, and “ranger”. (Ranger is best described by the modern military’s phrase “Long Range Recon Patrol”)

i also concede ANet’s point in going for a medieval WitchHunter style name. follwing this theme, there aren’t really many witches in GW2, so the next name would be MonsterHunter, and that sounds even more generic than DragonHunter.

so to me, the only acceptable compromise would be simply “Hunter.”

but then again, i’m totally fine with the name “DragonHunter”

– The Baconnaire

(edited by Forgotten Legend.9281)

lifesteal secretly the king of dueling?

in Necromancer

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

now, i’m not trying to defend a well lifesteal build… just gonna run some numbers.

but how you heal on it is based on the wells siphoning per hit per the well trait, PLUS the wells siphoning per hit of damage to targets via the regular siphon on hit trait, PLUS siphoning health on crit, for a triple siphon. (this only works on wells that do damage on each pulse.)

now generally speaking, i would only ever suggest using this kind of build if you plan on AOEing a lot of trash mobs together all the time. (say 3-5 targets) while ALSO proccing the siphons off locust swarm at the same time as the well siphons (for a total of essentially 5 siphons per second per target while both the well and locust swarm are pulsing at the same time)

so it’s basically a general PvE (notice how i did NOT say dungeon) build.

as for actual numbers: with full zealot’s gear and a 2/2/0/6/4 build (for the HP and condi removal on kill, chill on blind, and reduce deathshroud cooldown, and deathshroud skills cooldown, plus all three siphon traits) (1016 healing power, 2309 power, and 47% crit chance)
~siphon on hit: 45damage 44 heal
~siphon on crit: 56 damage, 55 heal
~well siphon: 70 damage, 69 heal

per target. hit 5 targets, with 47% crit chance, it adds up. against landscape mobs, it can be worth it. (70*5+45*5+55*2.5)= over 500 HP per second. toss in locust swarm as well, another possible 500 HP (300 realistically)per second, plus dagger attack chain, another possible 200 HP (realistically 150 HP per second, 2 targets)… so against 5 dumb AI targets, you can “burst” heal over 1000 HP a second with one well, locust swarm, and dagger auto chain for a few seconds. that doesn’t count if you drop the second damage well on top of the first, but i’d think you’d rather chain the wells for a longer sustained siphon.

also, that means a possible extra 170 damage per hit per target in a well. and another potential 100 damage per hit on target with a dagger. sure, your crits will hit for 250% damage instead of 300% damage (that’s what +150% and +200% mean, 100% + 150%= 250%)

no of course… the real power of healing power in that build would be the heal on dagger 2: 460 HP per pulse is fantastic… 9 pulses = 4140 channelled heal. PLUS the 45 per hit and possible 55 per crit per pulse.

consume conditions heals for 6256 + 825 per condi removed.

signet of the locust heals for 1772 per target…

again, PvE against 5 dumb mobs.

1 human target in PvP? enjoy respawning all the time.

– The Baconnaire

(edited by Forgotten Legend.9281)

What's going to happen to The Hunter skin?

in Guild Wars 2: Heart of Thorns

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

according to blog: A legendary Journey: https://www.guildwars2.com/en/news/a-legendary-journey/

For all of our existing precursors, this is a tradable exotic weapon, but they will all be updated to use new skins that look much like the legendary weapons they’ll one day become. We like to think of these new precursor skins as the legendary weapon before it is embodied by its soul.

right now, The Hunter skin is only available from one weapon: the precursor. once the skin is changed to look more like the legendary rifle, how will we be able to acquire the current skin?

it’s a very popular skin, and it has a certain apple flavor nostalgia to it. it would really be a shame to lose out on this skin due to the upcoming changes.

[suggestion] please offer The Hunter skin on another exotic weapon drop when (or before) the precursor skin changes go live! or make it available through an Order of Whispers NPC in honour of Tybalt Leftpaw. /baconplease

– The Baconnaire

[Suggestion] wardrobe + conjures

in Elementalist

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

i would absolutely love to be able to set up my conjures in the wardrobe to use different skins.

i’ve always wanted my elementalist to be able to wield The Flameseeker Prophecies for lore reasons, and the ability to reskin conjure earth shield via wardrobe would really make that happen.

if this were able to be easily implemented, i would suggest to extend this feature to spirit weapons for the guardian as well.

cons:
this feature could confuse people who are used to the specific skins of the conjured weapons. imagine finding a summoned fiery greatsword that looks like Eternity? or a summoned frostbow that looks like Kudzu?

pros:
it would be really cool to be able to “share” your awesome skins with others through the ability to reskin conjured weapons through the wardrobe. imagine picking up a fiery greatsword that looks like Eternity! imagine picking up a summoned earth shield that looks like Flameseeker Prophecies!

rebuttal suggestion: this feature would be pre-empted by the graphics options for a) Character Model Quality and b) Competitive: Standard Enemy Models

– The Baconnaire

And the new Guardian Elite is called...

in Guardian

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

no no, you’re all wrong….

the new elite specialization is COOK. the arrows will deliver shish kabobs, freshly seared as they pass through Justice virtue’’s effects on their foes!

and yes, those shish kabobs will include bacon

– The Baconnaire

Perfect time to nerf Precision!

in Guild Wars 2: Heart of Thorns

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

why does precision need to be nerfed?

in order to maintain 80% crit chance, you have to give up a lot of power. sure, you’ll crit more often, but your crits will hit for less damage because your base damage is lower.

also, the on-crit procs pretty much all have a percentage chance as well. so there’s no way you’re going to proc them every single crit. then there’s also internal cooldowns on some of those procs….

– The Baconnaire

A gaming couple with only 1 portal Beta drop

in Guild Wars 2 Discussion

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

at least one of you got a drop… the RNG has always hated me… trouble is, i’m afraid that if i get a portal drop, i’ll never get a precursor or ascended chest drop ever again….

– The Baconnaire

New Race

in Guild Wars 2: Heart of Thorns

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

am i the only one who thinks of Moa Racing in Lion’s Arch when he sees a thread titled “new race”? :/

– The Baconnaire

[Suggestion]Lock skills behind specs

in Guild Wars 2: Heart of Thorns

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

so, basically, what i read is: you want all core specializations to be more like elite specializations. you want elemental signets to only be available if the player slots earth spec. you want cleansing fire (a cantrip) to only be available when someone slots fire spec, even though cantrips are part of the water spec. you want arcane skills to only be available when the player slots arcana spec.

to me that seems ridiculous. the game was designed such that we choose our weapons based on our play style, and then we choose out utilities to either “fill in the gaps” to try to cover our weaknesses, or to choose them to enhance our play style through synergies.

gating the core utilities behind core specs DISCOURAGES trying out something different, because it means, that instead of swapping out a single utility skill that might help in ONE fight, i’d have to swap out whole entire specializations, and retriait. if i didn’t know which specilization the utility skill was locked into, i’d basically say “forget this! i’m outta here! This is too complicated!” except it would most likely include a very different word that starts with “F”

ArenaNet is trying to simplify the system, NOT make it more complicated.

my other disagreement stems from the idea, that by limiting core utility lines behind specializations, you might as well just hand me a build, and NOT let me customize it at all. and why not go further and just have the game play itself for me? oh wait, that sounds too much like a bot. and that doesn’t sound like fun to me either.

– The Baconnaire

New S/X meta build! (post changes)

in Elementalist

Posted by: Forgotten Legend.9281

Forgotten Legend.9281

Sunshine, in the livestream they said they were looking into buffing Powerful Auras to apply ANY aura the elementalist acquires onto the elementalist’s allies. They acknowledged how weak Powerful Auras is in its current form.

Since there is really only 2 auras on long cooldowns on any weapon set combo, why would ANY elementalist waste a GM slot to aura share? especially when you look at thief and GM Venom share trait, you can at least see that up to 5 venoms can be on a thief’s skill bar at a time. (heal, up to 3 utilities, and an elite). In comparison, Powerful Auras needs a buff to ever be competitive.

– The Baconnaire