Showing Posts For Infusion.7149:

Post Winter 2016 Patch, Dolyak Impressions

in WvW

Posted by: Infusion.7149

Infusion.7149

I feel as though the towers require too many yaks for fortified.

The situation is more dire in EBG where taking a tower would mean danger for a keep or SMC.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Supply Dolyaks Issue

in WvW

Posted by: Infusion.7149

Infusion.7149

I noticed last night that this is very slow compared to the old system. I saw we kept garrison / earth keep fortified, but the side keeps were reinforced due to the camps flipping on the south. The northern towers also seemed to be able to fortify but the time required is more than doubled.

I would prefer the towers require less yaks than the Keeps. Reinforced walls are trivial to knock down on towers ; unlike Keeps there is little time from warning to cap.

Also arenanet does play WvW , although I don’t know to what extent. They are on Blackgate (T1 NA) and claimed our South camp on Yaks Bend Borderlands (Green BL) yesterday not long after patch. (http://imgur.com/Lm3JgqW)

Time will tell, I would give it a full week to draw conclusions.

Attachments:

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Heroics + Big spender daily

in WvW

Posted by: Infusion.7149

Infusion.7149

^ Buy 2 siege disablers

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Why am I buying Superior Siege with Proofs?

in WvW

Posted by: Infusion.7149

Infusion.7149

Apparently having an elite spec without doing a Heart of Thorns hero point train is imbalanced. What’s hilarious is the sheer amount of badges of honor you needed for 25 maguuma scrolls (not proof of heroics since those were basically doubled in droprate from WvW rankup) , compared to the effort involved in getting 25 hero points on a hero point train.

It’s a bit better now that badges of honor requirement was removed. A Gift of Battle is 500 badges ; the hero point scrolls were 1250 badges for 25 hero point scrolls (50/scroll).

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Kills & Deaths by Map

in WvW

Posted by: Infusion.7149

Infusion.7149

More like it takes double the time to cross the map in Desert BLs so even to fight anyone openfield it is rare.

I bet most of the deaths on Desert BLs are from fall damage / lava.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

1 minute of silence for the Chronomancers

in Mesmer

Posted by: Infusion.7149

Infusion.7149

Chrono is still needed for WvW, that awesome speed trait was not nerfed …

alacrity was nerfed to 33%…

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Elementalist/Tempest changes discussion.

in Elementalist

Posted by: Infusion.7149

Infusion.7149

Fire Shield: The recharge of this skill has been reduced from 40 seconds to 25 seconds.

^ I like this. Rest are meh , Diamond Skin is a disaster more or less

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

jan 26 scepter patch Scepter disappointment

in Elementalist

Posted by: Infusion.7149

Infusion.7149

The scepter is super weak compared to dagger ; scepter should be weaker than dagger but slightly stronger than staff auto due to range differences.

The problem is compounded by having to spec into condi (or Power Overwhelming which isn’t as good as Pyromancer’s Training) to make use of the auto attack on fire. It is also single target!

Arc lightning is also trash, it does terrible damage due to the channel.

If they wanted to buff scepter at the bare minimum they could start with 130 radius + 3 target on all auto attacks , lower the delay on Dragon’s tooth; give arc lightning vulnerability or some other condi.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Whats the meta right now?

in WvW

Posted by: Infusion.7149

Infusion.7149

I had something typed out but I disconnected so this is only a part of it…

Anyway:

  • Herald – CoR , perma-swiftness/perma-fury, protection via Facet of Chaos & Envoy of Exuberance, stealth reveal via Gaze of Darkness , partywide ferocity via Assassin’s presence , etc
    —> Hammer Bolt hits 5 targets but is projectile
  • Reaper – well of corruption is incredibly strong with Heralds everywhere / “Nothing Can Save You!”, chills, Poison via Soul Spiral / Chilblains , “Rise!” for roaming
  • Dragonhunter – Hunter’s Ward aka Longbow 5 (breaks stability) / True Shot for targeted damage , Light’s Judgment vs Veil , Test of Faith vs melee train ; occasionally you see Dragon’s Maw
  • Guardian – stability (Stand your ground) / protection (Hold the Line) , empower , strength in numbers , wall of reflect vs Golems
  • Elementalist – meteor shower+ lava font damage, geyser (small water), healing rain (large water) , static field
  • Tempest (Dagger+dagger, dagger+focus) – auras + Elemental Bastion + rebound , “Wash the Pain Away!” ; some run fresh air for overload air
  • Chronomancer – gravity well , veil, portal (portal bombs), alacrity on siege , Partywide Distortion / Heals via Restorative Illusions + Healing Prism ; Tides of Time / pull via Into the Void ; Feedback vs Golems (usually doesn’t work if they walk out of the bubble) ; Null Fields
  • Scrapper – Hammer damage, Thunderclap as lightning field , Stealth gyro (comes with stealth reveal)/ elixir S , Bulwark gyro (reflect dome) , condi cleanse via purse gyro, superspeed via Slick Shoes/Blast gyro, Elixir C / Elixir B
  • Berserker – Banners especially with Dead or Alive ; empower allies, gimmicky Gunflame builds
  • Druids with staves – heals / condi clear
  • Daredevil – hiding in structures to res chronos ; venomshare

(Sorry for the messiness)

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Its not wvw. Its you...

in WvW

Posted by: Infusion.7149

Infusion.7149

I’ve played WvW daily since HoT in T1. It still doesn’t mean the maps and new mechanics are well designed.

There’s fundamental issues:

  • the auto turrets, hardened gates, hardened siege , & turret gates , along with the catapult supply change tomorrow will mean rams are never an optimal way to hit a structure unless you plan to hit the gate with your blob & there are no hardened gates
  • the PvE stuff: charr roller, Inferno Hound (fire keep lava egg), the oasis event , warg, wurm, wyvern
  • the lagfest that is the oasis , insta-down lasers that kill people that are new to WvW (shouting at people to stay out of the laser is not fun)
  • distance you need to travel to defend the south side on home BL (mitigated by shrine +40% speed to an extent)
  • distance you need to travel if your keep is under attack on enemy BL and WP is contested (mitigated by shrine +40% speed to an extent)
  • the whole winding maze that is the air keep side (too much verticality ; Windfall & jump pads help a bit)
  • walls that glitch
  • banners, airship
  • chilling fog , cloaking waters
  • some non-boon effects work on golems including superspeed (tested with Eye of the Storm) , Alacrity
  • Hitting a fortified structure with a 25+ blobfest and 6+ superior catapults it basically goes down in 3 seconds and while the lord scales, it does not always take a blobfest 15 minutes to kill the lord (i.e. incentive to blob everything that is fortified)
  • nobody wants to defend anymore if things auto upgrade (maybe will be fixed tomorrow with the changes to require yaks)
  • scouts out of a job due to the sentries with marked debuff ( & watchtower) ; defending air keep is a real chore (fire keep isn’t as bad since the inner walls are all on one side)
  • mesmers need to hide with marked debuff which discourages many mesmers
  • for PvEers that used to pop into WvW , there is no incentive to until they max their masteries or need to get the new Legendaries (Gift of War is accountbound ; Gift of Battle can be bought off the TP)
  • With the amount of PvE accountbound stuff in HoT , WvWers are forced to PvE if they want 4 stat armor/weapons
  • Badge drop rate is abysmal (i.e. playing more than the daily reward has diminishing returns)
  • Soulbound proof of heroics rather than accountbound
  • Superior siege from proof of heroics requiring badges of honor (will be fixed tomorrow)
Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Crystalline Ore and guildhall vendors

in Guild Wars 2: Heart of Thorns

Posted by: Infusion.7149

Infusion.7149

Guild insignia = 10 ore and 3 commendations is cheap

The armor recipes’ cost are no different than the ones that are sold by the Crystalline ore vendor.

http://wiki.guildwars2.com/wiki/Crystalline_Ore_Collector

If you’re complaining about the overall ridiculous prices of everything in HoT (especially ascended recipes , you’re better off mystic forging a cheap unwanted stat combo) along with the grind to get masteries just to buy Viper’s then you’d have a point.

It’s 600 crystalline ore for a full set of runes. lol

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

There was a time GW2 was Casual Friendly

in Guild Wars 2: Heart of Thorns

Posted by: Infusion.7149

Infusion.7149

Just a simple question … if you are casual, why do you need Commander’s armor specifically?

Sure, it might not be casual friendly, I agree. But it’s not really a concern is it?

Commander’s and Wanderer’s have added boon duration via concentration ; Commander’s has Precision instead of Vitality as a major stat. Without it, you won’t achieve 21% boon duration from armor + weapon. To put it into perspective, it is more boon duration than a Bountiful Sharpening Stone (10%) and on par with Fried Golden Dumpling (20% Boon duration).

A lot of WvWers play casually as in casual PvE. Very few WvWers have the sheer amount of gold as PvE-only people. GW2 used to have easy to obtain stats until ascended came around ; grind was for cosmetics. The bar has been raised higher with the massive increase in cost of Ascended armor ; Legendary armor added convenience but not more stats.

If you haven’t noticed, there is power creep with the 4 stat items. Marauder is slowly creeping in ; Viper’s / Trailblazer’s for condi builds (due to expertise).

Crusader and Marauder are the most fair in terms of obtaining their stats.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

There was a time GW2 was Casual Friendly

in Guild Wars 2: Heart of Thorns

Posted by: Infusion.7149

Infusion.7149

Have you seen the cost of the Commander’s armor recipes from Noxious Pods? It’s not casual friendly at all. A typical exotic set costs about 5-10 gold to make per piece.

Meanwhile it costs 20+ gold for a exotic level Commander’s armor stats recipe PER piece. That’s not even including the amount of materials to make the armor.

Recipe: Commander’s Exalted Boots
Recipe: Commander’s Emblazoned Boots
Recipe: Commander’s Draconic Pauldrons
Recipe: Commander’s Exalted Gloves
Recipe: Commander’s Emblazoned Pants
Recipe: Commander’s Exalted Mantle
Recipe: Commander’s Exalted Masque
Recipe: Commander’s Emblazoned Helm
Recipe: Commander’s Emblazoned Shoulders
Recipe: Commander’s Draconic Legs

There really needs to be be a better way to obtain Commander’s stats that doesn’t require farming Noxious Pods in Dragon’s Stand. I got lucky and obtained one recipe before, so I picked the Chestpiece for light armor (the most stats of any armor piece is the chestpiece).

The Wanderer’s armor recipe which also comes from Noxious pods is not nearly that high, about 1-2gold a piece.

If you have ascended armor it is much easier to just craft the insignia and then craft cheaper ascended stat armor (soldier’s/dire/etc) to switch it in the mystic forge using the Commander’s Intricate Gossamer Insignia which at least isn’t a random drop.

Trailblazer’s doesn’t have nearly the same problem as the recipes are below 1 gold each (likely because they come from Crystallized Supply Cache in Tangled Depths) ; Minstrel’s recipes are laughably cheap since they come from airship cargo & are not a wanted stat combination for PvEers.

The Commander’s weapon recipes don’t seem to have as large of a problem: the recipes cost anywhere from 1 to 10 gold.

Buy the recipe for Commander’s Exotic Insignia, convert an Ascended set to Commander’s Ascended set with the Exotic Insignias and Mystic Forge.

You missed the part where I wrote that you can convert via Mystic Forge.

Not everyone has ascended crafted before the ridiculous cost increase. I have ascended, but I’m not going to have multiple sets of it per character when I play mostly one or two characters.

i.e. Berserker/Assassin/ Marauder/Wanderer/Commander/Viper or other condi set

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Transferred conditions still cause rallies

in WvW

Posted by: Infusion.7149

Infusion.7149

This needs to be fixed with the rally change.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

There was a time GW2 was Casual Friendly

in Guild Wars 2: Heart of Thorns

Posted by: Infusion.7149

Infusion.7149

Have you seen the cost of the Commander’s armor recipes from Noxious Pods? It’s not casual friendly at all. A typical exotic set costs about 5-10 gold to make per piece.

Meanwhile it costs 20+ gold for a exotic level Commander’s armor stats recipe PER piece. That’s not even including the amount of materials to make the armor.

Recipe: Commander’s Exalted Boots
Recipe: Commander’s Emblazoned Boots
Recipe: Commander’s Draconic Pauldrons
Recipe: Commander’s Exalted Gloves
Recipe: Commander’s Emblazoned Pants
Recipe: Commander’s Exalted Mantle
Recipe: Commander’s Exalted Masque
Recipe: Commander’s Emblazoned Helm
Recipe: Commander’s Emblazoned Shoulders
Recipe: Commander’s Draconic Legs

There really needs to be be a better way to obtain Commander’s stats that doesn’t require farming Noxious Pods in Dragon’s Stand. I got lucky and obtained one recipe before, so I picked the Chestpiece for light armor (the most stats of any armor piece is the chestpiece).

The Wanderer’s armor recipe which also comes from Noxious pods is not nearly that high, about 1-2gold a piece.

If you have ascended armor it is much easier to just craft the insignia and then craft cheaper ascended stat armor (soldier’s/dire/etc) to switch it in the mystic forge using the Commander’s Intricate Gossamer Insignia which at least isn’t a random drop.

Trailblazer’s doesn’t have nearly the same problem as the recipes are below 1 gold each (likely because they come from Crystallized Supply Cache in Tangled Depths) ; Minstrel’s recipes are laughably cheap since they come from airship cargo & are not a wanted stat combination for PvEers.

The Commander’s weapon recipes don’t seem to have as large of a problem: the recipes cost anywhere from 1 to 10 gold.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Refund for WvW Badges?

in WvW

Posted by: Infusion.7149

Infusion.7149

I highly doubt it, I don’t think they’re going to go through the records for badge usage

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Why Shield > All other OH's

in Mesmer

Posted by: Infusion.7149

Infusion.7149

The problem with phantasms counting towards sustained damage (as far as PvE) is that things die far too quickly unless it’s a boss or you are soloing something harder than normal in Heart of Thorns. However if it’s a boss your phantasms might be destroyed in one hit as well.

Chronophantasma solved some of the issues with using Phantasms since you won’t accidentally shatter them as much.

Also the recharges are rather broken if you use Illusionist’s Celerity along with the weapon recharge trait Imagined Burden : Phantasmal Berserker goes from 20 seconds to 12; with Fencer’s Finesse active, Phantasmal Swordsman goes from 20 to 12 as well. However, the Illusions line is heavily focused on conditions so the Illusionist’s Celerity trait forces you to shift to more of a hybrid.

The shield phantasm is plenty strong on its own due to alacrity, the block is just an added benefit.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Staff Skills

in Revenant

Posted by: Infusion.7149

Infusion.7149

Staff 2 chain (debilitating slam) has a daze that hit sup to 3 targets. If they didn’t add that higher energy cost they’d need to make the recharge higher.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Mesmer WvW build

in Mesmer

Posted by: Infusion.7149

Infusion.7149

I prefer fencer’s finesse over Blinding dissipation.

It will work but I prefer to leave Portal for situations that require it (some fights/ porting into keeps).

Veil is a must have usually while Null Field is situational. Feedback is situational , it’s a counter to people piloting golems and being ignorant of what is going on around them.

Well of Recall is very strong because it will help your team secure backline kills and Well of Precognition (until it is nerfed) prevents your enemies form securing downed.

If you aren’t running Shield then I strongly recommend having at least 2400 armor.

Be aware that desperate decoy may interrupt a healing skill. Be also aware that you can walk into the well of eternity rather than casting it on you.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Revert Fencer's Finesse buff.

in Mesmer

Posted by: Infusion.7149

Infusion.7149

Perhaps they could just lengthen the 6s duration on the ferocity increase to 60seconds. I can get 10 stacks with sword 2 very easily , it is difficult to maintain because I pretty much always shatter the sword clones however.

edit:

@ silverkey: Imagined Burden is really for the might on autoattack much like ele’s Pyro trait that gives you might (Whenever you or a clone uses Spatial Surge, you gain might.)
Chaotic Dampening had a nerf in June , but it adds protection when you have Chaos armor
The Pledge is likely not going to be that strong ever because of the stealth on torch skills

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

The REAL issue with the Alacrity Change

in Mesmer

Posted by: Infusion.7149

Infusion.7149

I don’t think the alacrity nerf should have been so severe. Now you can’t even remotely counter chill with alacrity ; the duration of the alacrity from illusion shatters besides Mind Wrack should be have been increased by 50% if they toned it down to 33% I think.

Echo of Memory is 30 recharge —- 2 blocks plus alacrity phantasm
Tides of Time is 40 recharge — stun

Well of Calamity is 20 recharge —- weakness , cripple , ~ 3K damage total but it depends on the last hit for about 2K of the 3K
Well of Action is 30 recharge — quickness on allies & slow on enemies , ~ 1.5K damage total
Well of Recall is 40 recharge --- applies Chill on enemies and alacrity on allies , ~ 1.5K damage total
Well of Precognition is 45 recharge
Gravity well is 90 recharge —-- multiple CC / stability killer, ~2.8K damage total

In comparison, Necromancer wells have 35-50 second base recharge, reduced by 20% with the trait. Reaper shouts on the other hand are on 20-25 cooldown. So it’s in decent shape when compared against Necromancer wells.

Also I feel as though the core mesmer recharges that aren’t phantasms/illusions (affected by the 20% recharge reduction from Illusionist’s Celerity) should be lowered slightly : Chaos Storm, Chaos Armor in particular.

Right now base mesmer’s phantasms are a unreliable way to do damage
Warlock —- since this is dependent on power , it is hard to use if you are trying to maximize condition damage (~1.8K damage , +10% per condition) , even with Illusionist’s Celerity + Chaotic Dampening you’re looking at 14 recharge , situational on chaos armor
Swordsman —- leap , mediocre damage (~2K) for the 20 second base recharge
Duelist —- pistol is rarely used , this doesn’t have any special effects besides projectile finisher , 20s recharge & mediocre damage but ranged (~2.3K) —- Duelist’s Discipline is situational & random (33% chance for bleeding)
Berserker —- cripple isn’t a very strong condition to warrant 20 base recharge ; whirl finisher / okay damage but melee range phantasm (~ 2.6K) —- it’s basically balanced for 12 recharge from Illusionist’s Celerity + Imagined Burden (which gives you might)
Warden —- whirl finisher, decent damage (~3.5k) if it hits since it’s melee range phantasm , and Warden’s Feedback is very useful in extending Focus’ utility & has synergy with Temporal Curtain for condition removal however it is 25 base recharge

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Revert Fencer's Finesse buff.

in Mesmer

Posted by: Infusion.7149

Infusion.7149

Fencer’s Finesse is really for the reduction in sword recharges, I think

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

So what do you think about condi mes

in Mesmer

Posted by: Infusion.7149

Infusion.7149

IMHO condi mes is going to be little bit hybrid (need some precision) unless you sit in your scepter set all the time.

Condi weapons:
Scepter
Torch
Staff (only the auto attack ; the phantasm is based on power)

You’re probably going to want a Sinister Scepter and Viper Staff and use Illusions + Dueling Trait line:
Illusionary Retribution = Shatter skills inflict confusion on hit.
Master of Misdirection = Confusion you inflict lasts longer. Reduces recharge of shatter skills.
Malicious Sorcery = Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.
Sharper Images = Illusions inflict bleeding on critical hits.
Mistrust = Whenever you interrupt a foe, inflict confusion in an area around them.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

What would you have bought in WvW?

in WvW

Posted by: Infusion.7149

Infusion.7149

Item that converts Dragonite/Empyreal Fragments to Superior Siege (think Karmic Converter)

Siege skins

Unlimited use food conversion item

Unlimited use utility conversion item

20 slot Siege / food/utility bag (100-125 gems) – accountbound & hold only Siege + food/utility

Keep /Tower decorations (reusable) i.e. a different flag pole or stuff to put on the wall (no collision)

Conversion from soulbound to accountbound proofs, 125 gems a stack. Or just revert the darn thing to accountbound.

Autoloot golem or whatever (800 gems)

Stealth minis is a good idea

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

dragon banner

in WvW

Posted by: Infusion.7149

Infusion.7149

If they plan on keeping these, it should be extremely obvious when a person is carrying one. Right now they look like a regular banner. If they were say twice as tall, groups could more easily target these players.

This is a good idea to standardize banners.

Perhaps if you carry a banner then all your F1-F5 skills and traits have no effect, set to 2600 power (unaffected by might), 2600 armor, and your vitality is set to 20K ; banner holder gets a star over their head like a quest NPC.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

WvW Tactivators: War Room Banners Broken

in WvW

Posted by: Infusion.7149

Infusion.7149

It’s not just the Banners, Airship defense is broken also. This must be how Mordrem feel when players pelt them with the airships.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

dragon banner

in WvW

Posted by: Infusion.7149

Infusion.7149

Bait the banner 5 skill and spread out more. Or bring the turtle banner for protection spam and Saved by the Shell.

It’s pretty broken, but not unstoppable. Arenanet should have thought about the ramifications of making the skill 2000 range on Dragon Banner & 20 targets.

All the new HOT stuff is pretty broken: airship defense, banners, Invulnerable Dolyaks, Invulnerable Fortifications., Cloaking Waters, Chilling Fog, etc.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Wvw Gear and Armor choise.

in WvW

Posted by: Infusion.7149

Infusion.7149

I really hate glass cannon builds. Until they fix rally of 5 players from your 1 death, that is not going to change.

With dragon banners, air ship bombings at SMC, and revenant hammer 2 from 2700+ power & 200+ % crits it is very different than PvP. 10K-15K crits are common with CoR ; crits are almost always due to Fury uptime + double Fury effectiveness.

In PvP full zerker is 2375 Power, 46.8% crit, 210% crit damage. In WvW it is 2557 power , 49.7% crit, 2145 crit damage , not including 200+ power from food/utility.

If you have less than 2200 armor you’re likely going to be bursted down by everyone with 2600 power if you’re an elementalist with Berserker’s.

2600 power /2200 armor = 1.18 = 18% damage bonus against you much like a full zerker in PvP vs another full zerker (2375/2000 = 1.19)

Your tempest is not as glassy as some, I’d look into a Marauder amulet and/or staff for some extra HP though and Sigil of Force rather than Sigil of Battle (IMO). A key thing to remember is you cannot critical hit on siege (cannon/oil/arrow cart/catapults/trebuchets/ballistas/etc) or gates. The bountiful sharpening stone gives you 10% boon duration which is useful for stability, protection, regen , might as well.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Septer change = not overpowered

in Necromancer

Posted by: Infusion.7149

Infusion.7149

Removing boons with auto attack (in range form) is considered a form of range pressure IMO. It is different from mesmer sword auto attack because 1. mesmers can’t stay in range always 2. most mesmers don’t run condition pressure (bleed/poison/torment).

If the enemy is running regen/protection/stability/retaliation/swiftness/taunt/aegis/fury/might/quickness/etc it goes away. With revenants running rampant, it is going to be useful to keep the constant might under control.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

No details yet, but...

in Mesmer

Posted by: Infusion.7149

Infusion.7149

Honestly I feel like Mind Wrack ought to be exempt from alacrity to keep balance with core mesmer : Mind Wrack itself gives alacrity.

edit: I also feel that Restorative Illusions should have a cooldown, or at least a lower heal with 0 illusions. Right now you can more or less shatter on recharge for the condi cleanse + heal.

They balance PvE for party contribution, attributing supportive bonuses as bonus damage dealt by the supportive class.

Balancing DPS to all be similar is a notion that makes no sense. Rangers historically (only now not true because of the incoming damage to pets changes) had lower AA DPS than even mesmers. What makes classes used in PvE is their ability to provide the entire party with more damage than it had before. It’s why ranger/druid is good. It’s why mesmer is now very useful. It’s why PS is used on warrior, and why boons play such a critical role as to allow other players to just keep dealing damage.

Of course, you got to see it within in a respective context. But how is this even an argument for your point here? Mesmer DPS has been crappy for ages. The only thing keeping Mesmers in a meta have been gimmicks. Portal. Veil. Time Warp. Currently it’s Alacrity and to some degree Quickness. Just as you said: You got to consider the additional support a class brings. However, now this thing making Mesmers at least slightly relevant is getting nerfed. Go figure why people ask for better sustained damage. It’s not rocket science. Otherwise the costs of opportunity to bring a Mesmer are too high.

Regarding the Ranger example, please don’t even go there. Mesmers had and have the same pet related issues Rangers have. Ranger Sword have been on par or even outdamaging Mesmer Sword for ages now.

Portal, Veil, Time Warp are all useful. The issue is the game gives drops & credit largely based on damage. If you play a reaper or staff wells necro , or an ele you will get massively more drops than a mesmer. This is especially true when enemies die fast.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Requesting Feature: Private Commander Tag

in WvW

Posted by: Infusion.7149

Infusion.7149

You can make a tagless squad , but not a private commander tag. Have one person with commander tag make the squad. Then have the person leave and rejoin.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Blog on upcoming changes to Rev Class

in Revenant

Posted by: Infusion.7149

Infusion.7149

hammer 2 nerf

I wont be fine with the nerf as there is no reason to.

https://wiki.guildwars2.com/wiki/True_Shot
https://wiki.guildwars2.com/wiki/Coalescence_of_Ruin

Compare base damage and scaling. CoR comes out as junk, sure it has 2cd but its limited by range and is unreliable due to terrain issues. It miss even on flat terrain after all along with tracking issues.

So why noone complains about true shot as well? It hits up to 5 too with low cd. Also most people that complains about CoR runs pure zerk spamming 1. They dont know how to position themself whatsoever so instead picking up something tankier they go yolo, there is no hell.

Got a nice example of squishies that coming to forum daily just to cry about CoR in one damage log. In this case damage is okay too as it doesnt say ruins right? I dont even run full zerk on my guard but a mix of ptv+zerk and traver runes and the damage was done with 2 might max, 0 vul on targets. One can imagine how much it would be with pure zerk and 25 might stacks along with maxed out traits for dps, not survival.

While True Shot hits for much damage, it does require Guardian to give up a core specialization & staff utilities. If it does get nerfed , it needs less nerfing compared to CoR : CoR is on 2 cooldown , comes with many damage modifiers (Fury effectiveness doubled via Roiling Mists , Cruel Repercussions , Asssassin’s Presence for +150 ferocity, Targeted Destruction, etc), hits 3 times, and CoR isn’t a projectile.

Also unlike Revenant & Herald Hammer, DH longbow weapon doesn’t do heavy damage AoE on all its skills. Even Hammer Bolt (Revenant Hammer 1) is 5 targets.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Nerf blurr, not aclarity!

in Mesmer

Posted by: Infusion.7149

Infusion.7149

Re: “sword 2, distortion, well of precognition, shield 4”

Well of precog was nerfed once.

Shield 4 has been nerfed once. If alacrity is changed it’s not even as strong as revenant shield block , scrapper hammer 4, or Illusionary Riposte (Mesmer sword offhand).

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Core mesmer vs chronomancer balance

in Mesmer

Posted by: Infusion.7149

Infusion.7149

Improved Alacrity is not a minor trait ; if anything you want to change it so that Mind Wrack doesn’t give alacrity or isn’t affected by it. The main culprit I believe is Mind Wrack’s interaction with alacrity. With alacrity it’s REALLY low cooldown and if you have enough garbage clones to shatter (see scepter auto attack 3) it makes it trivial to get upwards of 2000 damage every few seconds & the condi cleanse + heal from Restorative Illusions if you’re traited for it.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

No details yet, but...

in Mesmer

Posted by: Infusion.7149

Infusion.7149

As far as WvW : Chronomancer team-wide alacrity (All’s Well That Ends Well in particular , in combination with the Illusionary Avenger), should have half effectiveness on siege or something : right now it is so ridiculously strong when a WvW team is using close range catapults that I refuse to play my necro / ele when hitting keeps.

If they decrease the potency of alacrity from 66% to say 50% or even 25%, they ought to change the alacrity duration from shattering illusions to be slightly longer (as in removal of the +50% duration Improved Alacrity trait for something else). An alternative is for the shatters themselves to not be affected by alacrity. Mind Wrack is a culprit with its 12 base cooldown.

For PvP, Arenanet likely needs to look at inspiration’s Restorative Illusions , due to how often you can shatter with Mind Wrack. If you wanted to nerf bunker chrono you’d up the recharge on Inspiring Distortion to 15 + seconds & nerf the heal on Restorative Illusions (particularly the 0 illusion heal). Without Restorative Illusions you’re just relying on regeneration / block /evade (distortion) / protection on staff chaos armor if traited (Chaos Storm and every single Well except Gravity well can give you Chaos armor if you use Phase Retreat). In its current iteration, with an alacrity reduced recharge on Mind Wrack , you’re getting 800+ heals / condi cleanse on minimal cooldown. There was the foresight to add 15 cooldown to Illusionary Membrane but there’s no recharge on Restorative Illusions.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Do you feel Deathly Chill is balanced?

in Necromancer

Posted by: Infusion.7149

Infusion.7149

Deathly Chill: (0.3 * Condition Damage) + 202 on every chill

http://wiki.guildwars2.com/wiki/Deathly_Chill

For comparison:
Fear with Terror trait = (0.4 * Condition Damage) + 444; 33% less if target has no other conditions. …. stacks duration
Burning = (0.155 * Condition Damage) + 131.5 per stack
Poison = (0.06 * Condition Damage) + 33.5 per stack
Bleeding = (0.06 * Condition Damage) + 22 per stack
Torment = (0.045 * Condition Damage) + 15.9 per stack
Confusion = (0.035 * Condition Damage) + 10 per stack ; (0.0625 * Condition Damage) + 49.5 if using a skill

Do you feel this is balanced? Note that chill stacks duration only.

“Yes” or “No” and more importantly, why?

Discuss.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Invul Walls

in WvW

Posted by: Infusion.7149

Infusion.7149

It’s still broken but graphically. When a wall is down it still shows as a glitchy flickering wall.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

What to do with snowflakes now?

in Guild Wars 2 Discussion

Posted by: Infusion.7149

Infusion.7149

Giver items …. ?

Don’t make the armor. It’s horrific compared to the new 4 stat items with concentration.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Shared Inventory Slot Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Infusion.7149

Infusion.7149

The price is high except for people who have bought the 800gold + Permanent Bank access express , which in turn is a RNG item from Black Lion Chests.

I feel that they should have a cheaper one for those of us who don’t have or don’t plan on getting the unlimited salvage (copper fed salvagematic) , unlimited merchant/bank, unlimited harvesting tools, mystic forge conduit.

It really is only for PvEers, because in PvP you won’t be using any of the harvest tools or the mystic forge.

For WvWers , it really is only for the unlimited harvest tools , mystic forge/ bank (if you forget your siege), and copper fed salvage.

A suggestion for refunds/compensation for items that are not Gem-store bought
These wouldn’t fully be enough, perhaps, but it would help to mitigate frustrations.

I would recommend the following trades be made available somewhere:

  • Permanent Bank Access Express = 1x Shared Inventory Slot (Gold)
  • Personal Merchant Express = 1x Shared Inventory Slot (Gold)
  • Personal Trader Express = 1x Shared Inventory Slot (Gold)
  • Permanent Self-Style Hair Kit = 1x Shared Inventory Slot (Gold)
  • 1x Shared Inventory Slot (Gold) = 10x Shared Inventory Slot (Silver)
  • 1x Shared Inventory Slot (Gold) = 1x Black Lion Chest Key
  • 10x Shared Inventory Slot (Silver) = 1x Black Lion Chest Key
  • 1x Bank Tab Expansion = 5x Shared Inventory Slot (Silver) [you can over-buy]
  • 1x Bag Slot Expansion = 3x Shared Inventory Slot (Silver) [you can over-buy]

*don’t do the last 2 trades if you ever plan on expanding those limits
*note that Gold slots would be according to my suggestion earlier, in Page 3 on this thread (at least for now). it would let ANY item fit in it; has a limit of 5 currently, would suggest 10. Silver slots would fit anything except for the following infinite-use-items; would have a limit of 40

Silver Shared Inventory Slot exceptions:

  • Permanent Bank Access Express
  • Personal Merchant Express
  • Personal Trader Express
  • Permanent Self-Style Hair Kit
  • Any Infinite-use Havesting Tools
  • Any Salvage-o-Matic
  • Permanent Royal Terrace/Captain Airship Pass
  • Home Portal Stone
  • Maybe something else if I’m missing it

Silver Shared Inventory Slot non-exceptions:

  • Any remote Mystic Forge
  • Herta
  • Mawdrey II
  • Princess
  • Star of Gratitude
  • Fractal Reliquary
  • Karmic Converter
  • Ley-Energy Matter Converter

Gold slot would cost 700 Gems
Silver slot would cost 50, 225/5, 400/10

I like this idea but I don’t think they’ll make it that cheap. 50 gems is about 62 cents (USD) ; it costs about 10 gold for 50 gems. If they do make this happen I feel that it would be about 100-150 gems an inventory slot ($1.25-$1.88 USD each).

I was thinking this “silver” slot would be a good option for people that crafted/quested to get Ascended Backpieces that cost more than 200 gold shared among their characters (i.e. Spinal Blades).

Arenanet has a dilemma in that they cannot make it too cheap relative to Bank tab slots and character-bound inventory bag slots. Who would buy them over accountwide bag slots?

At the current pricing:

  • 1 bank tab (30 slots , 600 gems) = 20 gems per inventory slot
  • 1 inventory bag slot (that can fit a 20 slot bag , 400 gems) = 20 gems per inventory slot
  • 1 account-wide inventory item slot = 560 gems to 700 gems per inventory slot
Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

List of things ingame NOT worth buying

in Guild Wars 2 Discussion

Posted by: Infusion.7149

Infusion.7149

Giver’s armor , especially the Chest & Leg armor.

Helm, Shoulders, Glove, Boots: +1% Boon duration
Chest, Legs: +1% Boon duration

If the concentration amounts were converted from Exotic Lvl 80 Nomad’s:
Coat: +96 Concentration —> 6.4%
Leg: +64 Concentration --> 4.27%
Helm: +43 Concentration —> 2.87%
Glove/Shoulder/Boot: +32 Concentration --> 2.13%

Set total < 20%

1% Boon duration is horrific. The new Commander’s , Minstrel’s , Vigilant, & Wanderer’s stats make it pitiful.

Chest: 63 Concentration = 4.2% Boon duration
Leg: 42 Concentration = 2.8% Boon duration
Helm: 28 Concentration = 1.87% Boon duration
Glove/Shoulder/Boots : 21 Concentration = 1.4% Boon duration

Even if the Giver’s armor had the concentration amounts, Superior Runes would give more of a bonus if you weren’t using them with the armor.
Superior Rune of Leadership = 30%
Superior Rune of Durability = 20%
Superior Rune of Surging = 15%
Superior Rune of Surging = 15%
Superior Rune of the Traveler = 15%

Plus a simple Platinum Doubloon is 4% Boon duration.

Giver’s weapons were changed from that terrible 1% boon duration. In comparison a Giver’s Pearl Quarterstaff is +20% condition duration , which is better than the 7 or 8% condition duration of Viper’s. If you convert +239 expertise it would be only +16% condition duration.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

[Suggestion] Mesmer Changes

in Mesmer

Posted by: Infusion.7149

Infusion.7149

Your suggestions need to take into account chronomancer alacrity. Pretty much anything a mesmer can do, a chronomancer can do more often.

Alacrity + Chronophastasma means Mind Wrack should be used on recharge more or less.

If you want Mesmers to be more strong relative to Chronomancers you would need to nerf alacrity in some ways:

  • Flow of Time , in general (current: Gain alacrity when you shatter. 0.75seconds)
  • Improved Alacrity (current: Alacrity applied to you lasts 50% longer.)
  • All’s Well that Ends Well , in general
  • Alacrity’s recharge reduction to 50% or less , or on the extreme end 20-33% like Elementalist “alacrity” named traits … with Well of recall’s duration upped to compensate

From my experiences in WvW since HoT: most Chronomancers run Gravity Well nowadays, with Veil as the stealth skill. Gravity Well destroys breakbars incredibly quickly. Mass Invisibility is only going to be of use when you are running with 10 in squad or less. Most Chronomancers that are with their party members using siege run All’s Well that Ends Well.

The reason why Debilitating Dissipation was nerfed was because it wasn’t an active trait. You didn’t need to shatter or use a skill.

I do agree with the Phantasm QoL change and the staff 1 skill (winds of Chaos) projectile speed change. Also I don’t know why Signet of Inspiration’s passive is so weak. Because it isn’t a passive effect, the only advantage you have over Signet of Locust / Signet of Air is when you copy the boon.

Mantra Concentration is low cooldown , 5 target, and breaks stun. I don’t feel it is underpowered.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

12k Ice Spike in WvW?

in Elementalist

Posted by: Infusion.7149

Infusion.7149

Food ( 100 Power) Wrench (+100 to 150ish power) + Bolt to the Heart + Aquamancer’s Training
+ Might stacks (definitely at least 6 stacks if they’re in party with a Herald) + sigil of Force

2600 Power/2000 armor = 1.3x damage already

10 Might = 2800+ Power —> 1.4x damage

Ice Spike isn’t OP : it has a delay, it is not instant , it requires a trait just to be 2 + 3/4 recharge. The tooltip when it is at 2800 Power is a mere 2K.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

We need balance patch ._.

in Guild Wars 2 Discussion

Posted by: Infusion.7149

Infusion.7149

I have 3k armor . Is this a balanced game in yor opinion?^

Better question.

Would you say not dying if you have 3k armor is balance?

EDIT : sure you got hit for 10k, but we dont know anything about buffs, debuffs, or any other external factors.

And by an attack as easily dodged as Kill Shot, no less.

Dear Azure please read this and hopefully some dev will too.

You guys have no idea how many people didn’ t buy hot and how many people have actually quitted the game after buying hot for this unbalance game status.
Myself i can count at least 10 of my friends.
Immagine what will happen when games like black desert online and blade and soul are out.
What truly confuses me is that Azure I gave you evidence of a 10k shot saying that i have 3k armor, ( everyone knows that that skill is overpowered ) and you even attack me denying what i m saying?^ XD

I truly hope that devs don t share your same way of analyzing problems Azure.

Dear Darkness,

what Azure is saying is that Arenanet needs to carefully analyse and make appropriate changes while a big factor of the player base have no idea what balance actually means.

You are a prime exampe in this case. That screenshot shows multiple things:

- for one, you have no idea how to give proper valuable feedback. Unless provided ALL the factors going into that “screenshot” it’s hard to draw conclusions.

- I quotationed marked screenshot because screenshots are almost never good feedback. They lack way to much information and are snapshots of events. You do not balance around snapshots

- it shows a very hard hitting attack. Yes, this warrants further investigation. It does not automatcally require rebalancing though.

Let’s now look at what this screenshot does not provide:

- data on buffs/debuffs for both targets as well as buff foods
- Gear dis-/advantage between both characters
- talents affecting the attack. Maybe that revenant was running Swift Termination (https://wiki.guildwars2.com/wiki/Swift_Termination) thus maybe the issue is with the talent instead of the skill
- any random outside factors which the screenshot does not cover

Now after all that we can finally start looking at balancing the skill in respect to:

- how easy is the skill to land?
- how long a cooldown does the skill have?
- what type of skill is it? (Weapon skill, Healing, Utility or Elite)
- what range is the skill ment for?
- what added benefits does the skill provide? (does it provide de-/buffs? a combo field? a finisher?)
- what is the basic design of the class the skill got used on and does it fit this design?

Most if not all of those questions do not get answered by your screenshot. Providing armor values (which are likely a guess) and a damage number are vastly insufficient and do not warrent proper feedback. Thus at most what you can do is ask for the skill to get looked at.

I’ve been on the side of changing CoE on revenants since day 1. You can find posts to this end in my history. What you are doing though is screemin “nerf” based on vastly insufficient data. That is exactly something arenanet needs to stay clear of at the moment.

It’s not just Swift Termination but Cruel Repercussion (in addition to a bunch of might stacks since CoR scales insanely) against light armor classes with 2000-2300 armor.

http://wiki.guildwars2.com/wiki/Cruel_Repercussion

“Cruel Repercussion (10s): Your next attack will deal 50% bonus damage.” (15 recharge)

CoR scales insanely with Power for a skill with 2 cooldown and 1200 range
http://wiki.guildwars2.com/wiki/Coalescence_of_Ruin

Damage First Impact: 246 +(1.25*Power)
Damage Second Impact: 369 +(1.75*Power)
Damage Final Impact: 492 +(2.25*Power)

25 Might and you’re looking at an additional +750 Power —> +1,312.5 on Second Impact and +1,687.5 damage on Final impact before traits … that’s to a 2600 armor target ; against a 2200 armor target you multiply that by 2600/2200 = +1551 and +1994 respectively

It’s easily double that for critical hits.

Assuming you have Soldier’s armor with Berserker trinkets & Power runes (numbers from GW2skills):
2557 Power , 34.71% crit chance (+20% with Fury up on Herald ; +40% f you have rolling mists trait), 193% critical hits (plus ~2600 armor, 19K HP)

1st hit:1311 tooltip
2nd hit:1836 tooltip
3rd hit: 2361 tooltip

with 25 might turns into
1st hit 1696 tooltip
2nd hit 2374 tooltip
3rd hit 3053 tooltip

add +100 Power food & wrench (Superior sharpening stone)
1st hit: 1815 tooltip
2nd hit: 2541 tooltip
3rd hit: 3267 tooltip

When I tested using Herald + Swift termination + Sigil of Force, I was able to get 8.8K critical hits using zerker amulet on the light armor target (target golem – light) & about 5-7K on the medium and heavy armor target in the PvP test area with only 6 stacks of might (2525 to 2555 power for PvP). In PvP where 3 people standing in roughly a line is not common, it isn’t going to be as strong as in WvW where an enemy team greater than 5 people is very likely to have people standing in approximately a line. Plus if you have multiple guardians on the enemy team, Aegis basically means Cruel Repercussions will activate sooner or later.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Take the block off the scepter or sword

in Mesmer

Posted by: Infusion.7149

Infusion.7149

Sword 2 is an evade

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Revs in WvW

in WvW

Posted by: Infusion.7149

Infusion.7149

Get some toughness.

Get some toughness???
Are you serious, i’m a Guardian with 3066 armor and Rev hit me for 18k., sorry but can you please tell me how much toughness exactly i need?
/i have screenshot somewhere, im just too lazy to find it./

How can heavy class have only 3066 armor? Even light classes have over 2900.

Since when do heavy classes have 3066 armor wearing zerk or anything without toughness and light classes have over 2900 armor?

Those are some balanced piercing auto attacks

We used to complain about 8k Backstab from Thieves when the game was released. Now Heavy classes do 8k auto attacks from 1200 range (or 14-17k bursts every 3 seconds if they press 2 and get lucky).

I understand the concept of inflation but I didn’t think MMO skill damage was also subject to it.

Note… Some commanders, not myself that is, prefer to run lots of Revs using Hammer 2. They don’t care about Herald and the protection boon stuff… They even tell people on TeamSpeak to spam Hammer #2 skill CoR over and over… It downs a lot of people and makes the game seriously boring and broken even if you’re one on the team that doing that.

What people said about toughness, yes, 3.3k armor is good even having health point pool of 28k good. You’ll still get 50% health taken if they land the hit. One way though to counter the Hammer 2 train though is to run more retaliation boon build. So that way, they crit you for say around 18k… they crit themselves for the same amount. Love how retaliation reflects all incoming damage back to source, while still having you take the damage. Then it becomes all about who has the larger health pool… Welcome to the world of tanky high health builds…

Retal doesn’t reflect. The damage done is 200 + (0.075 * Power) damage from the person that applied retaliation ; in WvW it is reduced by 33% damage.

http://wiki.guildwars2.com/wiki/Retaliation

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Core mesmer

in Mesmer

Posted by: Infusion.7149

Infusion.7149

Signet of inspiration and focus skill 4 are going to be necessary for running around.

Feedback is still as strong as usual , and the same goes for time warp. Mass invis, portal, null field, veil, etc for WvW.

With chronomancer you gain access to more AoE damage in the form of Well of Calamity , access to shield skills, a team wide invuln in the form of Well of precognition, in addition to all the alacrity from shatters.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Rebound is nothing.

in Elementalist

Posted by: Infusion.7149

Infusion.7149

It should apply vigor when applied and break stun. Then it’d be stronger. If someone is stunned or CCed , stability helps them survive more than a 2K heal.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Scepter Skill AA - Rework

in Mesmer

Posted by: Infusion.7149

Infusion.7149

Ah scepter. I remember when it still only applied one stack of confusion and confusing images was single target. Anyone who only had that first impression as the deciding factor likely deleted their mesmer.

Before Debilitating Dissipation was removed, clone death (as opposed to shatter) could actually provide more damage (via bleeding, vulnerability).

One stack of confusion on scepter autoattack would still be kind of pathetic. It’s once every three hits from your scepter, not all your clones. Compare that to staff, where burning/bleeding damage is not dependent on skill use / moving.

Right now with the low scaling of scepter attacks with power you basically are forced into staff as the second weapon set meaning your iwarlock isn’t going to do huge damage because you will need to put more into condition damage.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Get rid of Turtle Banner already.

in WvW

Posted by: Infusion.7149

Infusion.7149

Here the Centaur 1-5 skills…

Note: There is a skill (No. 5 skill on the banner) that changes the utility skills into some sort of attacks. If someone could add those for those that don’t know what the Centaur banner can do.

And yes Outrun a Centaur literally can wreck a thief and ele quickly at a 18,950 hit direct damage over 10 hits.

I feel like the Centaur banner is basically one instagib skill, I’m not seeing the magic. Skill 2 is broken damage but it is not much different than an arrowcart. Stability is nice though but one stack a second.

Dragon banner skills with full ascended zerk gear below. Each one of the 3 charges on skill 2 has a separate 8 second cooldown.

Dragon banner skill 1 is hilarious. Whoever thought to put CoR kind of damage on an autoattack , with a might stack should get their head checked.

20 target stun on 8 cooldown is also pretty broken.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

When they nerfed badges of honor?

in WvW

Posted by: Infusion.7149

Infusion.7149

https://forum-en.gw2archive.eu/forum/game/wuv/Badge-awards-need-to-be-increased

But yes, they need to make it so that you can acquire badges quicker than 40 days ,or just lower the elite spec scroll cost in badges.

In PvE you can get the elite spec in a few hours if you join a hero point train in Maguuma. You don’t even need masteries , just have a teleport to friend + mesmer portal.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer