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I want nerf to waterfield blast finishers.

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Posted by: GummiBear.2756

GummiBear.2756

I would be in favor of this, for OP’s stated reasons.

I would just point out that you’d need to re-balance, say, engis’ Healing turret. Engis have decent sustain even without healing power now, but they’re not really an overpowered class, and this nerf would hit them harder than most- even solo roam/dueling specs use water field heals.

Kinda goes without saying that any changes to fomulas and stuff like that would need to be rebalanced

Possible bug in Phantasmal Rouge?

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Posted by: GummiBear.2756

GummiBear.2756

All phantasms need a target to spawn. The healing skill will always be instantly interrupted by damage, and takes a significant amount of time to run. It’s not intended to actually get you up in a fight, it’s intended to get you up if you manage to kill what was attacking you.

If you kill what was attacking you you should not need bandage anymore, as you should rally from it.
That said careful use of the bandage skill can prolong the time you have to get back on your feet, mesmer downed state in general seem like one of the stronger ones, ofc if you against 5+ ppl chances are you wont even get the initial cd of the phantasmal rogue down before you dead, but against 1-2 ppl if used correctly you can be very hard to get rid of even in downed

And yeah as all phantasm you need a target for the rogue, but dang it can do some serious damage too then

[Suggestion] Feedback skill targetting

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Posted by: GummiBear.2756

GummiBear.2756

Would become a much more useful skill.

If so (and i totally agree with you) it would become at least borderline OP, if not outright OP, as it is already one of the very very usefull skills on mesmer (heck in the whole game as well)

Buying HoT After release

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Posted by: GummiBear.2756

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I’m wondering if Anet has any control over what shops around the world sell the expansion for and if it will be localized or not.

Ofc they can’t other than the price they sell the game to the shop for

[Suggestion] Adding Combo Field Calls

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Posted by: GummiBear.2756

GummiBear.2756

I like the idea of having the field called out by voice. I’m new to GW2 (4 weeks) and still trying to understand what the different fields are that I am seeing so I can determine what finisher is best. It’s also hard to see them in a zerg with all of the particle effects.

Take a look at http://wiki.guildwars2.com/wiki/Combo got a nice table showing the effects of different field/finisher combos, as well as links to what combo skill each class have

I’d also like to point out combo fields are bugged. They dont always show on a screen and only show a gold outline animation. 90% of the time I only know when to use a blast because I recognize the character animation for the skills that cause a field I would blast.

VERY rare i got something like that, try lower your graphic options maybe, probably your comp that cant draw everything fast enough

I want nerf to waterfield blast finishers.

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Posted by: GummiBear.2756

GummiBear.2756

This has the potential to set up a ‘requirement’ for dedicated healers, ie, those who sacrifice all damage to enable their allies to live longer and thus deal more damage (to make up for the damage the support cannot provide)

this in turn sets up a situation where people are forced to sacrifice their preferred playstyle in order to make play in any way possible. That’s not good design and i’m glad GW2 has never crossed that line.

Why i would like the healing power stat to be more useful and rewarding to those who choose to invest in it, i don’t think that this suggestion is a step in that direction.

I dont think it would really make a dedicated healer required, as you still have your own healing skill, and if that is not enough either get better at not taking/mitigating dmg, or invest in some healing power. And it would make those that actually does invest in healing power usefull.

Also on the same a note a leap finisher in water should give considerable more healing than a blast which currently would require a rather high investment in HealingPower to get, as the base for leap is actually lower than blast (leap 1300 vs blast 1320 base, though leap got 0.5 scaling vs blast 0.2)

Imo any slot 6 (ie your main healing skill) should have relatively high base, so you can use those to sustain yourself, as long as you play smart, any healing on skills other than slot 6 as well as finisher healing should have a lower base, but scale a lot better on healing power

(edited by GummiBear.2756)

Add Baubles and Bauble Bubbles to Wallet?

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Posted by: GummiBear.2756

GummiBear.2756

Would be nice, and while we add it, the continue coins as well

You can't see me ! Taking keeps

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You facilitate the flipping of towers by enabling your allies. Seems pretty accurate to me.

that is still different from what it sounded like you said in the OP. and while yes that could often be handy i suppose for keeps/SM, if you going into a tower, in 90% of cases you should really be able to flip it yourself, or you wasted both your time and those that come later and need you to teleport in, which is much better done with a build that actually have some offence

Run Skill?

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Posted by: GummiBear.2756

GummiBear.2756

lightning field on jalis pavement thing, and if you then got an mace/axe weaponset on at least you got a triple blast skill

It will only trigger 1 blast finisher though.

Sometimes it will make a double blast for 20 sec, but mostly for 10 sec or less. Don’t know why it behaves this way.

it makes 3 blast finishers, is just quite hard to keep all 3 inside the field since it is 3 blast going out in a line, so the 3rd one is quite far away, did manage once to get a triple blast with it though

Harvesting Tools - selectable and charges

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Would be a nice QoL to have, though i do disagree with it automatically selecting the “proper” one for the node you are harvesting, if you want to use a copper tool for soft wood, go in there and swap it. A UI similar to mini’s/finishers etc would be amazing to have

Can you keep anything Revenants finds?

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Posted by: GummiBear.2756

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I just did today, to get more armor boxes, to try a different stat combo

Heroic Chests

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While it certainly would be a nice gesture, i fear having to do that to the thousands and thousands of ppl(if not millions) that still have the old editions is likely to cause their servers to overload, that is a LOT of info, so if they do it i am sure they have to be very careful at least how they do it

Run Skill?

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Posted by: GummiBear.2756

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lightning field on jalis pavement thing, and if you then got an mace/axe weaponset on at least you got a triple blast skill

Mallyx #4 Unyielding Anguish (aoe displace)

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Posted by: GummiBear.2756

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and then add the same effect on top of that with the rev downed, and it goes even more bananas, SOMETHING need to be done about that effect

You can't see me ! Taking keeps

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GummiBear.2756

I didn’t think I would have to further explain the build because it’s usage seemed apparent so to clarify: this build is for sneaking into and surviving in keeps, and towers and SM long enough to portal in others to ninja the objective.

It’s quite survivable and very sneaky (;

That is not exactly flipping and taking towers and keep, which is what you said you were using it for

We need stealth counter skills

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GummiBear.2756

Then we need skills that can remove invincible effects as well, as those are actually preventing you from dying unlike stealth, you can still be killed in stealth, and most durations are pretty short per skilluse (and in case of shadow refuge that is a very long stealth it does require you to stay within a small area for a long time, ripe for getting aoe’d

Any tips for a first time Revenant?

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there only been so far like 2 betas with the revenants AFAIK, and those very VERY VERY VERY old builds, that didnt even use the new trait system we have currently, and only had 2 weaponsets and legends, and most of the skills were probably quite different too, so dont count on it really

No Mac Beta :(

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So Anet:
Considering that I bought the expansion to access the beta and that you’ve sent me an invitation to a client I cannot even use it is quite disappointing. You should have mentioned when selling the pre-orders that the beta trials were on windows only.

Anyway,

You pre-purchase have nothing to do with if you got invited to the wvw stress test, anyone with an active game account could get picked for the wvw stress test, even if they didn’t pre-purchase HoT yet, the only thing pre-purchase did in taht regard was ensure you access to weekend beta events, which will happen in the main game client, no additional download needed for that, so you should be safe with mac for that

Where did you get your PreCurser?

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Didn’t have luck with precursors for a long time. Then I put all 3 finished gifts into the forge, took them out again, put in 3 exotic staves and got my precursor. I still don’t belive that this was chance.

I dont believe you either, as you will probably be the first one to forge a precursor with only 3 staves.

He could have used a mystic forge stone

Where did you get your PreCurser?

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In my dream
(and no i am not talking about the sylvari dream)

2nd Spec moved from 41 to 45?

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GummiBear.2756

hmm yeah says 45 now pretty sure it used to say 41 and nothing in patch notes about that, weird :S

Special invitation only...

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But wasnt this weekend opened up to ALL pre-purchasers?? Isnt that what it says in the anouncement?

He is talking about the WvW stress test

Special invitation only...

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Sorry, but the pre-order includes BETA weekends only, not stress test at all, as for informing us they did that with this new post posted before the pre-purchase was even possible https://www.guildwars2.com/en/news/announcing-the-first-worldvs-world-borderlands-stress-test/

Why is my hair glued to my rear?

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That hairstyle is from kit yeah im pretty sure (the ornaments though looks AMAZING when paired with a illustrious (default ascended skin) light armor head/mask (makes it look like the hair ornaments are part of the mask, using it on my mesmer

7.7. Mesmer Patch Notes

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Posted by: GummiBear.2756

GummiBear.2756

Why are you guys angry?

All the bugs/exploit that benefit you guys are still there with no fix. (Blind shatter go through evade/invulnerable)
All the bugs that benefit rangers got fixed in light speed.
All the bugs that hurt rangers are still there. (Radius missing, missing pet attribute, Healing Spring doesn’t heal pet, natural regen broken)

But there is also some that hurt us like duelist discpine not applying bleed and and there is a couple others too

Would you rather give-up things like blinding shatter with no ICD + go through evade/invulnerable, than having this discpine thing fixed?

Didn’t use it much and wasn’t aware of the bug certainly so yeah

7.7. Mesmer Patch Notes

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Posted by: GummiBear.2756

GummiBear.2756

Why are you guys angry?

All the bugs/exploit that benefit you guys are still there with no fix. (Blind shatter go through evade/invulnerable)
All the bugs that benefit rangers got fixed in light speed.
All the bugs that hurt rangers are still there. (Radius missing, missing pet attribute, Healing Spring doesn’t heal pet, natural regen broken)

But there is also some that hurt us like duelist discpine not applying bleed and and there is a couple others too

Thief needs rifle, not melee staff

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Posted by: GummiBear.2756

GummiBear.2756

Staff will suck less than rifle imo. Why? because nothing will replace shortbow. It’s too good, I can’t see any scenario where i would take a rifle over it, unless they made the rifle really kittening weird and exactly like sb.

Except ideally riffle would actually be able to deal decent dmg at its max range unlike SB, which you need to be melee to get max dmg from it, due to the slow travel speed of the cluster bomb projectile and you cant fire another before it explodes (whether you trigger the explosion or it hit something)

Staff could be cool Prob will suffer from the same fact that it wont be better than weapons we already have, unless it pulses blinds and does crazy damage.

You mean like s/p or d/p does currently?

Ergo rifle will suck way less than staff, since it will actually provide something to the class it doesn’t have already

What I’m getting from the pro-rifle crew is that you want the entire first elite spec to be dedicated to replacing p/p instead of wanting p/p to be able to do its job.

What I’m getting from the pro-melee staff crew is that you want the entire first elite spec to be dedicated to replacing s/x instead of wanting p/p to be able to do its job.

(edited by GummiBear.2756)

Trait QoL Suggestion

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cure you can see all 5 specs at the left side of the window if you click i believe it is the middle button on top of that part of the window (one of the buttons on top at least, not sure which exactly, dont have time to check right now)

Other than that I agree completely saving the setup of inactive specs and a template would both be great additions

Rabid Staff Build vs Shatter for PVE

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Tested this myself too and I have to say, sinister offers more damage but since the 30% condi dura removal and clone death is gone aswell miam got nerfed – no – it’s terribly weak compared to power or the true condi classes out there. We cannot sustain burn and bleed stops stacking at about 25 stacks wich is not enough to be viable.

The only way you can use condi mes in pve is with rabid gear to be tanky if you want to solo champs you are not capable of killing with power gear (yet).

LOL what about you actually read the thread, OP is asking about a NON-shatter clone build, and on top of that conditions stack to 1500 stack now (way more than should be achievable in most circumstances even world bosses

Altoholics and The New Mastery System

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GummiBear.2756

I know exactly how it works from participating in beta.

There list of Mastery Lines each with its own experience progression bar. Select the mastery you wish to level, i.e. gliding, and all experience earned goes towards progressing that Mastery. You can only progress one Mastery at time but the Mastery can be change while out of combat.

Level the selected Mastery thru normal game play, doing events and killing mobs. All the things that you normally do to level your character now will level your mastery once you hit 80. Keep in mind that HoT masteries can only be progressed in HoT.

Each mastery line has multiple tiers. Each tier grants you a new ability or increased proficiency in an ability. After you level up the a tier, you are able to unlock the ability by spending a Mastery Point.

The Mastery Points are earned by exploration, completing challenging events, killing bosses, getting achievements, etc.

All Mastery progression is account bound. All Mastery Points earned are account bound. Everything you unlock or progress is account wide.

Aww cute, someone thinks he knows the final result from participating in a stress test where they gave us what, from the very first glance, obviously was a VERY VERY early beta build (could even argue for calling it an Alpha build tbh), already from when that build was compiled to today a LOT of changes could have happened, and even more can happen before launch of HoT, so no you dont know anything more than anyone else of the community, the only thing you know for certain is what the devs are explicitly said in the blog posts (and yes i participated in that stress test myself as well)

Thief needs rifle, not melee staff

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Posted by: GummiBear.2756

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It was also strongly hinted, that all the specializations were shown in the trailer.

We never saw warriors in the trailer. And to this day we cannot be sure what they getting – seems to be a torch but the desing doesnt fit warrior nor berserk style.

You know people also said the shield would not fit mesmer, and geuss what? ANet made a shield that fits mesmer perfectly. People in this thread really are way too narrowminded, ANet have shown time and again they have lots of creativity, and torch should be a pretty easy one to be creative with even

problem with the mesmer boons (swiftness).

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what would be so bad by just letting swiftness stack?

that you with one skill could easily get like 48 or 60 sec of swiftness with one skill (move back and forth 4-5 times over the curtain), and that is on a skill that even in addition to that apply cripple to enemies that try to run over it, and function as an amazing pull if timed right

No artificial difficulty please

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The thing was the dungeon wasnt hard anymore but it wasnt close to easy. Even after you learned everything you could die in a dungeon if you didnt focus and have fast reactions. It stayed fun because of that. I wouldnt claim that the difficulty was the reason for its failure but like you said thats a topic for another time.

I will respectfully disagree with that, if you had a good group that knew what they were doing most fights became pretty easy with time, as long as you didnt try to meet the actual time other optional challenges (which btw would fit nicely in under the artificial difficulty funny enough, right? ), sure some fights took longer, and did allow for less mistakes than others, but still in the end with enough practise you could make it near 100% sucessrate, if all you were going for were pure completing them. Ofc if you factor in the optional and time challenges again (you know those artificial difficulty things they had), we had a different thing, but even with those and even more practice you could get near 100% success rate for at least silver, probably even gold

I dont think most people could complete veteran dungeons with a 100% no wipe rate. with practice they could totally get it done but its real easy to wipe with a stupid mistake or two. not at launch anyway. dont know what its like now, and im sure the top 10% of players may come close to being able to do that.

agreed on its downfall being artificial difficulty so it makes perfect sense that gw2 shouldnt follow in its footsteps.

i think the encounters in ws are better designed overall. they have many phases all of which put pressure on certain members of the party. if you finish a phase but inefficiently, it will make the rest of the fight harder. the phases also take more concentration to deal with whereas a lot of phases in gw2just makes you dodge stuff till its over or stack. i think encouraging specialized roles would help with this since the boss fight could then punish poor teamplay and reward excellent team play. lets say a boss takes double dmg from condis but cleanses them frequently. someone has to interrupt the boss on a cleanse to put it on cd.

finally a key component gw2 is missing is a resource that needs to be managed like mana. i think that will make designing fun and difficult content a little tougher. im interested in what comes out of this but i really am hoping against a gambit system.

I never said most ppl could, after all there are some ppl that just seem plain out unable to learn from their mistakes, but assuming you not one of them, eventually you will get a near 100% success rate, sure it may take longer or shorter depending on how fast you and your group learn, but eventually you get there.

i certainly agree that wildstar dungeons are better designed in general. On the resource making it harder i dont really know, and by that i truly mean i dont really know, so will neither agree or disagree about that one. I do however think the whole telegraph system is one of the part of ws combat system that allowed it to make much more interesting mechanics, while gw2 system i more realistic in that you actually have to see the projectiles etc and evade them based on that, the telegraphs of ws allows for far more tight situations, like for instance the first boss in the first dungeon you get to on the exiles side, one of his attacks, that he uses like 4-5 times i think in total during the fight, cover the WHOLE room in one big aoe that has i think 5 or 6 safe spots that not bigger than 2-3 ppl could stand in each if they didn’t overlap each other or something like that, now try to actually do something like that in gw2? The way the few dmg indicator circles we do have are designed in a way that would look very weird with such one. I geuss the more cartoony graphic style of ws does allow a lot more freedom in design on a lot of things vs gw2’s realistic style.

And then there is the whole(relatively fast recharging at least when it comes to pve) dodge system in gw2 that does allow you to avoid any dmg if you time it correct, making it near impossible to design a boss taht forces ppl to spread out or otherwise forcing them to reposition, which a lot of fights in ws did force you to

No artificial difficulty please

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Posted by: GummiBear.2756

GummiBear.2756

The thing was the dungeon wasnt hard anymore but it wasnt close to easy. Even after you learned everything you could die in a dungeon if you didnt focus and have fast reactions. It stayed fun because of that. I wouldnt claim that the difficulty was the reason for its failure but like you said thats a topic for another time.

I will respectfully disagree with that, if you had a good group that knew what they were doing most fights became pretty easy with time, as long as you didnt try to meet the actual time other optional challenges (which btw would fit nicely in under the artificial difficulty funny enough, right? ), sure some fights took longer, and did allow for less mistakes than others, but still in the end with enough practise you could make it near 100% sucessrate, if all you were going for were pure completing them. Ofc if you factor in the optional and time challenges again (you know those artificial difficulty things they had), we had a different thing, but even with those and even more practice you could get near 100% success rate for at least silver, probably even gold

12k confusion! Video added

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I might be tempted to try something like that, hope you dont mind i more or less copy your build? probably gonna make a few adjustments here and there i think though, for once duelist discipline seem to be bugged ATM so that trait basically does nothing for now

12k confusion! Video added

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Once the defiance changes come along, where bosses can be interruptable, as anet mentioned, mesmer’s gonna become a harder class to play with rich benefits which is exactly like gw1 mesmer. feels itchy to play HOT with chronomancer

Except not unfortunately.

There was a thread a week or two ago about interrupts on bosses. As it turns out…they don’t work, even with the defiance bar. You won’t get an actual interrupt floater or something, and so they won’t trigger properly.

I dont believe devs actually said that did they? and the only beta build we been able to play so far are VERY VERY VERY old build, so stuff like that can easily have changed

torch or pistol

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iMage is still bad – i think it needs to be completely overhauled to a different function.

Having said that, I still enjoy torch much much much more than pistol.

i believe though most of the badness in it now comes from the projectile itself, if that were actually fixed to fly in a straight line i believe the iMage would be pretty good with the stuff it does when it hits.

Edit: and yeah i do agree fury seem a bit outside the scope of it, but at the same time retal was a bit weird too since, as mesmer you want to NOT get hit at all, but not really many real boons that promote that kind of stuff :/

No artificial difficulty please

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GummiBear.2756

This is certainly not my experience. Everything is easy, once you know how.
I youtubed some videos on Wildstar veteran dungeons (not having played the game) and the mechanics aren’t that far off from GW2 (basically don’t stand in fire, dodge this, kite that type stuff) all of which can easily be learned and mastered through rote.

This ones present simple challenges: avoid lazers, don’t stand in circles, interrupt, and tank and spank. Nothing that I’d imagine wouldn’t become easier with enough practice. The difficulty here seems to come primarily from how hard the boss hits and the amount of damage done by the lazers. These (debatably) would be artificial difficulty what you seemingly seem to be arguing against.

This article presents two types of difficulty
http://gamedevelopment.tutsplus.com/articles/hard-mode-good-difficulty-versus-bad-difficulty--gamedev-3596
In the case of GW2 design difficulty would be somewhat scaled back from the articles example of Dark Souls. Primarily the difficulty would appear in the design of encounters, so the mechanics involved. But as seen in the Wildstar examples this takes the form of rote-mechanics. Jump over enough lazers and eventually jumping over lazers won’t be difficult at all. But onces you’ve mastered jumping over lazers, then allowing players to add more lazer or faster moving lazers means that they now have a slightly different challenge that would require learning, more or less, from the start again.

Spot on, while that fight and most boss fight in wildstar when you start are pretty tough, once you begin to learn them, they weren’t that bad anymore, (and you are absolutely right wildstar combat wise in many cases have a lot of similarities to GW2, tbh if they hadn’t went for such a hardcore centric focus i believe it could have been very successful, but that is not what we should be discussing here) even having done just the normal version of the dungeon, going into veteran dungeons wasn’t that bad either, if you got good at the normal dungeon at the lvl you supposed to run each dungeon, the main difficulty from vet dungeons imo, was the fact that they put on timers to get better medal (higher medal = higher loot, and you needed back when i played at least silver to attune for raids), if you were to actually jsut take your time and dont care about getting medal vet dungeons weren’t that hard either.

Ofc all this would depend on your whole group being hard as it were literally impossible for a single person to solo such content, so if one kittens up could make it near if not impossible to finish, but if you whole group good enough wasn’t that hard (personally i played esper healer, and healing was actually pretty tough in that game, since you had to aim your heals, not just target someone (okay was like 1-2 targeted heals per class but those were mainly low cost low efficient heals, you shouldn’t be using much)

EDIT: so yeah beast, i HAVE played that game and i agrees pretty much with what Cure said and disagree with most of what you said. Also that specific fight he did link is probably one of the hardest boss fights of the dungeons (never got to get attuned to raids, simply cause i HATE HATE HATE the RUSH RUSH RUSH RUSH you needed to do in vet dungeons to actually attune, not because i wasn’t capable of doing it)

(edited by GummiBear.2756)

Thief needs rifle, not melee staff

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Posted by: GummiBear.2756

GummiBear.2756

Ninja>>>>>Sniper

About the 1200 range: Thief have great mobility to close that difference in range

Snipers in real life have powerfull but long recharged shots compared to other guns.
Theres a chance you could get a slow atacking thief, thats weird for the class and its like warriors shotgun: Hit hard but too slow and not much people use them.

and that mobility heals you jackkitten in wvw when there is an enemy on top of wall, with current weapons only being 900 range, you basically have 1-2m distance to stand at to hit ppl on the wall, while not being in range of the oil as well. And no dont give me the scorpion wire argument, sure its 1200 but it on a lengthy cd, takes up a utility slot and have a slow projectile that is very easy to avoid. And yeah as you said thief already have a LOT of mobilty, and one of the usually assosiaty things with a melee staf is mobility and evasiveness, the one point where thief already excels, and elite specs are supposed to give classes something unique, not more of what they already got tons of things of

  • Ok, in some contexts thief mobility have problems and for wvw fort/fortress its on need of a weapon with more range (also in zerg or organized group play a weapon of this kind will help thief). – Can agree and i think you did a very good job stating the point.

Thanks

  • About the dinamics, i think a sniper concept will be to slow but rifle its more unique than staffs atacks, however the elite specialization been unique not only depends of the weapons but also the utilities.

The utilities are tied to the elite specialization concept and if its sniper it will probably be about stealthing to not been seen and move to another place, ninjas have a larger pull of things to get, so imo the gameplay could be more unique on ninja.

Do notice that i nowhere in that post (or any post i made about the subject ever, did I mention to word Sniper, and neither will you see me mention it ever(well except that one time i just did here :P) unless ANet actually gonna show us that is gonna be the spec name. I dont think it wise to, based on speculations and datamining to put something that specific on it, so who knows maybe we get a rifle yielding thief with knife kits, the perfect blend of the 2 things ppl want Ie. mainly what i believe the thief need the most is a 1200 range option, then i dont really care much for what weapon it gonna be, can be rifle, longbow, or maybe even a ranged damage staff, though i have a hard time imaging a thief type char with a ranged staff, but you never know, sometimes ANet can really surprise us

torch or pistol

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Posted by: GummiBear.2756

GummiBear.2756

It did 4 stacks of confusion (4s) + retailation (3s), now 1 stack of burn (6s) + fury (3s). The cleanse has been always traited.

ohh yeah, your right, was mixing it up with disenchanter(utility phant) i think, still that is a LOT better now than the old mage :P

torch or pistol

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Posted by: GummiBear.2756

GummiBear.2756

I believe the condition cleanse has been removed from the base torch phantasm and now only acts if the torch trait is selected.

Ahh yeah your right seem to grant fury instead to allies now, dont believe it did that before

problem with the mesmer boons (swiftness).

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Posted by: GummiBear.2756

GummiBear.2756

Is pretty well known, and i think what happening is that universally curtain wont apply swiftness if you already have it, since that would allow for ridiculous amount of stacking swiftness if you ran over it a few times. Would love to get this fixed somehow but i dont see a very easy way this could be fixed and still prevent curtain swiftness stacking to the extreme

The new Training and no 'reset' ability

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Posted by: GummiBear.2756

GummiBear.2756

Something smells fishy in Denmark and it’s not the herring.

sniffs Nope I dont smell anything fishy, sure its not you that got dinner in the oven?

torch or pistol

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Posted by: GummiBear.2756

GummiBear.2756

While yes scepter aint optimal in pve as been stated, it does not mean you cant use it though, specially after the recent trait overhaul a few week ago condi got a LOT better (mainly because of the removal of the 25 stack cap), so unless you really going for speed runs and the like scepter should do fine, even if it is not the most optimal weapon.

as for torch vs pistol as silverkey said yeah torch is more defensive with stealth and a phantasm that can clear conditions vs the pistols more offensive nature with a phantasm that shoot 2 pistols in a deadly volley that when traited for it can dish out considerable bleeds as well. Alongside that the pistol has a very handy CC shot from the pistol that bounced 3 times, where the first target you hit will be stunned, the 2nd will be dazed, 3rd with be blinded, and the 4th target will get confusions

On a side note one thing that may not be painfully obvious right now, but hopefully get changed is that the before called Illusionary Persona trait have been made base line with the trait overhaul as well, which basically means that each time you use one of your 4 shatters skills, the effect of the shatter ALSO happens around yourself as well as from your illusions, meaning if you have no illusions you can still get the effect as if you had one illusions, and if you have max illusions out it will count as a 4 illusions shatter etc

IP being baseline not stated in game

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Posted by: GummiBear.2756

GummiBear.2756

Yeah good idea making a separate thread about it, didn’t think about that for some reason, so thanks, and yeah i obviously support it for… well obvious reasons :P

Illusionary Persona rolled in?

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Posted by: GummiBear.2756

GummiBear.2756

I do feel there need to be more clarity about that for new mesmer, wouldn’t be surprised if basically any new mesmer from now on dont even realise you make the shatter effect on yourself as well, it is literally not stated ANYWHERE.

Sure it all cool and dandy right now where you can refer to some patch notes a few weeks ago, but wht about in a year or 2? do you think ppl are gonna read year old patchnotes to figure out base mechanics of a class?

I agree – specific class changes should be in an in game mail the first time you log on to a character of a particular class post patch.

nah not a mail need to be somewhere part of the UI, as it is not just as i said now, but for any new players 2-3 years down the line, all the info about how its class abilities work need to be there (best would properly be to put it into all 4 shatters tooltips)

Thief needs rifle, not melee staff

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Posted by: GummiBear.2756

GummiBear.2756

Ninja>>>>>Sniper

About the 1200 range: Thief have great mobility to close that difference in range

Snipers in real life have powerfull but long recharged shots compared to other guns.
Theres a chance you could get a slow atacking thief, thats weird for the class and its like warriors shotgun: Hit hard but too slow and not much people use them.

and that mobility heals you jackkitten in wvw when there is an enemy on top of wall, with current weapons only being 900 range, you basically have 1-2m distance to stand at to hit ppl on the wall, while not being in range of the oil as well. And no dont give me the scorpion wire argument, sure its 1200 but it on a lengthy cd, takes up a utility slot and have a slow projectile that is very easy to avoid. And yeah as you said thief already have a LOT of mobilty, and one of the usually assosiaty things with a melee staf is mobility and evasiveness, the one point where thief already excels, and elite specs are supposed to give classes something unique, not more of what they already got tons of things of

New PC help

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Posted by: GummiBear.2756

GummiBear.2756

Depend on your budget, ofc i7 and 16GB is better, that said i5 and 8GB should be enough for a gaming PC for 90% of people.

Also if you have the knowledge, or know someone that does to assemble the computer yourself, you can usually save quite a bit of money buying the parts separately rather than as a pre-assembled computer

Guns in fantasy mmos

in Guild Wars 2 Discussion

Posted by: GummiBear.2756

GummiBear.2756

Why wouldn’t guns exist in this world? As soon as someone figures out how to make something explode, it’s only a matter of time until they figure out how to make it propel something in a specific direction.

I don’t know why, but you sounded like an asura talking when you posted that. At least to me. :P

Nah not really, if he/she was an Asura there would be more fancy (red.: gibberish) words in it, and it would hardly be understandable

The interesting thing about technological development in GW2 is how split-personality it can be. For example, in Sparkfly Fen, you have an event at one end of the map where you have to use basically medieval technology (trebuchets) to sink a Risen ship, and at the other end of the map, as we all know, the Vigil have a huge laser emplaced to defend against Tequatl.

Honestly, its one of the things that’s kind of frustrating.
With the way Asuran tech works, it’s kind of hard to be impressed by any of the Charr war machines and kind of confusing how it hasn’t become more prominent.

Then again, the Asura are basically 1980s Donatello, so I don’t think I’d really like them taking the spotlight any more than they already do.

From what i understand Asuran tech is basically magic and technology combined, which sure has it advantages but, likely just as many disadvantages as the pure tech things the charr are using. On top of that too, the charr as a race are a FAR more developed warfare race with a strict and effective military structure, where asura barely have a hint of that sort of stuff, thus while asuran weaponry might be advantageous sometimes, that is far outdone by the structure and discipline in the charr ranks

(edited by GummiBear.2756)

Illusionary Persona rolled in?

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Posted by: GummiBear.2756

GummiBear.2756

I do feel there need to be more clarity about that for new mesmer, wouldn’t be surprised if basically any new mesmer from now on dont even realise you make the shatter effect on yourself as well, it is literally not stated ANYWHERE.

Sure it all cool and dandy right now where you can refer to some patch notes a few weeks ago, but wht about in a year or 2? do you think ppl are gonna read year old patchnotes to figure out base mechanics of a class?