Showing Posts For Jekkt.6045:

Phoenix skins, top or flop?

in Black Lion Trading Co

Posted by: Jekkt.6045

Jekkt.6045

imo the difference between the shields and the rifles is a) time, b) looks.

the shields are very old and there are “only” 14 or something on the tp right now while scarlets weapons are rather new and imo not as good looking as the ghastly shields.

they will rise over time however i dont think that they will reach the same price.

you can look at the aetherblade path nightmare skins. they used to be around 80g when everybody was doing that dungeon when it came out. now almost nobody is still doing it and the skins are around 300g.

if something is rare but the looks suck thats bad. if something is rare and looks awesome the price will rise to the sky. its all based on rarity, looks and a portion of luck (and manipulation).

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

yes now i can see the 8k hits :P its a fun build and sometimes i use something similar for hotjoins but with tripple signets as i prefer the invul over sick em.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

tested this build on the light armor golem which has 2180 armor. 5 might stacks and 12 stacks of vulnerable on the golem. max hit was around 5k. i cant see how this will hit 8k on squishies and even less on warriors or engis.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

oh sorry, the AA was a bit exaggerated, its really 2.74k not 3k. BUT if you add in sigil of fire, and sigil of air (which is great with piercing LB)

http://gw2skills.net/editor/?fNAQRAnf8YjUq0ua3KmrQ0aABhaVA0OGS2umkittenBbAA-TphAwAXOBAL3fgcZg/HBAAPAAJHEAA

with this build you get 341.92 poison damage/second and 711.5 burn damage/second.
So again, i am sorry, i did round it up a bit generously. With 2-3 might stacks and or corruption stacks, my initial numbers would be correct, but not with standard base build though.

8K maul can be done with this build.
http://gw2skills.net/editor/?fNAQNAR8XnUqQHL2yC2CCXLGIRo6dCcP3Aw9PsCRNA-TZBFwAFOCAIuAA12foaZAAPEAA
use MT to nail the target to the ground, start the battle with sword axe, hit the enemy with Path of Scars then immediately swap to GS, GS 5 then maul. This way you got a stunned enemy and 100% crit chance, which means, maximum damage.

first, sorry to say this but your trapper build will die to any ranged condition or direct damage opponent that can keep at least 600 range distance. you dont have enough regeneration or healing to stay alive for a long time and your traps are useless if they dont get triggered. funny thing is, longbow ranger would be very effective against your trap build.

second, your power build will as good as never hit 8k on anybody and im not even sure if it would on a 1800 armor ele. if you calculate path of scars plus maul = 8k then thats not the same thing as an 8k maul hit but thats details. if you want to hit 8k mauls you have to play a signet build. a 30/x/x30/x gs/lb ranger will still be more effective. if you go in a teamfight with your build and no range you are dead meat to any other class.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

Phoenix skins, top or flop?

in Black Lion Trading Co

Posted by: Jekkt.6045

Jekkt.6045

With the release of the new phoenix themed weapon skins i asked my self: are they good enough? Since the start of the LS we have seen many skin sets till this date but all of them were successful.

Molten skins are very expensive and gw1 skins like zodiac are around 200g aswell. But there were two less successful skin sets as the halloween skins which are around 50g and the lovestruck skins which are around 40-50g.

Limited skins usually double in price when the introduction sale for 1 bl ticket ends. Lovestruck and hween did not.

What do you think will happen to phoenix? Opinions?

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

I have a ranger in my guild who is pvp rank 40, over rank 300 in WvW, first and ONLY person in our guild last year to kill Liadri, level 50 in fractals and Dungeon Master.

i.e. Learn to play.

so what? this thread isnt about the usefulness of rangers in PvE or WvW. It’s not learn to play either its about some builds that need a bit of love to be able to compete with other classes without having to be 10 times better than a standart hambow.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Archer Profession?

in Profession Balance

Posted by: Jekkt.6045

Jekkt.6045

ranger longbow rework need
skill 1 max dmg around 900-1000 all time and 0/1/2 vulnerability with range.
Skill 2 change vulnerability stack for u gain 1 migh each hit and 1 sec cripple each hit ennemy.
skill 3 need 3 sec immobilise on ennemy.
Skill 4 need trow 2 more arrow un fan and give 100 % endurance regen for 10 sec
Skill 5 need upgrade aoe = météor shower staff elem.

1 – agree

2 – thats 10 might stacks. way too many. 3 might stacks for 10 seconds would be okay.

3 – i do agree that the longbow needs an immob but i dont want to lose the stealth as its quite handy sometimes. change auto attack in stealth to an immob similar to the thief’s shortbow.

4 – thats equal to 10 sec of vigour which is way too much. 4 skill is too clumsy sometimes it doesnt work at all because of the LoS. engi rifle 4 is way better and more reliable.

5 – agree, barrage needs a big increase in raw damage. landing this skill is way “too hard” with the small reward you get for it.

to make bows better they should also change some stuff with the traits. either merge eagles eye and piercing arrows together or move 1 of them down to adept, move quick draw down to adept.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

never seen a cele ele use arcane blast and the rotation you talk about is wrong too. rotation is fire water earth air. on my ele i can cleanse about everything and the only time i cleanse anything against a ranger is when i have 10 bleed stacks on me.
as for trapper, dodge into the traps, wait outside of the point until they are gone. ranger will have about 20 sec cooldown in which you can attack him as much as you like.

i already said this, trap ranger is similar to a less effective bomb spam engi with the difference that any ranged class will totally wreck you if they are not too stupid to dodge thrown traps.

and from sheer design perspective… warrior is the strongest 1vs1 class and not ranger.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

armor does matter in PvP, at least body legs and one more piece which i cant think of right now.

Flat out wrong. All that is required to test is remove your armor and see your stats do not change.

game update notes april 15th:

Chest, leg, and boot armor still contribute to the total defense value.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

About trappers, if im not mistaken that build was one of the first tpvp ranger specs before itank-petkillsu specs came up. And trapper was regarded as easy mode too. When people noticed that there were better builds they moved on.

You can compare trap ranger to something like a bomb and grenade spam engi with higher cooldowns on traps than kits. And of course less effective.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

i play ele and ranger… screw the meta, it is only a ezmode “play this because its the easiest build”.
I play the build I can perform the best with. Because anything else is absolutely pointless. You can join the sheeps and play the meta and perform thereafter, or you can custom tailor a build yourself and play at your best.

playing cheese builds and playing cheese builds well is a huge difference. a skilled player with an “interesting” build can still kill other players with lower skill. i bet i could even kill players with a thief trap build no matter if its garbage or not. the problem is when you face an equally skilled player. first there are counters to some specs and professions and second there is build efficiency.

in a competive game mode its just not worth playing a freaking hard spec because sadly the game isnt based about risk and reward. so no matter how good you are if you face an opponent which is as good or better as you and uses a more efficient build its very likely that you’re going to lose or that he’s going to perform better.

there are certain “sacrifices” you have to make to be able to keep up in high lvl pvp. you will notice this when you reach the higher end of the leaderboards. you cant compare wvw roaming to tPvP as most players in WvW are just horrible.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

Top teams seemed to favor a Ranger over Engineer or Mesmer. Not a great position, but to say its the worst… Some people who play at a high level seem to clearly disagree with you.

Do you know he’s THE RANGER that was chosen instead of engi or mesmer in a top team ?

and LAWL, who wouldn’t want a mes ? Mes is prolly one of the most effective profession in high end pvp.

Then he should be aware that top teams are more likely to pick Ranger then Engi or Mesmer.
So stating Ranger is, and i quote, “the worst profession”, is apparently not entirely true. As top teams do favor them over atleast two other professions.

overall ranger isnt the worst profession, at least that’s what i think. but after the patch there are classes which can do the jobs rangers did so far better.
need a close bunker? take ele because he can survive longer, is faster and better in teamfights. but after all its just a matter of choice if you want a ranger as your close point defender or something else.

the difference between a good ele and a good ranger is very small and if you let them fight each other it will take very long. if you saw the match between tcg and cc when the ele fought the ranger down at the buff on temple of silent storm you probably know what i mean.

on what we can agree though is that ranger is by all means the worst (direct) damage dealer profession and this is what i personally want to have changed.
i have yet to see a competive team which would take a power ranger instead of a thief, mesmer, power necro, sd engi, axe warrior, s/d ele or a medi guard.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

since WHEN did a ele EVER beat rangers in a 1v1 ??? Or sustain for that matter.
Yes they can burst heal ridiculously well now, but even that doesn’t save them.

average d/d ele will wreck any average ranger no matter which build the ranger plays. and no, eles dont have any burst healing, eles have sustained healing with sustained damage and damage over time. nobody is talking about s/d gank-cannons.

are you even informed about the meta or are you just yolo posting stuff? no offense

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

i agree that pets need to be fully controllable. micromanaging knockdowns from wolves would be very good and require a bit of skill. and for the sake of noobs they could add an “automode” in which the pet does everything on its own. at least thats the way how some other Reborn mmos handle their pets.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

bumping this. ranger needs attention and a revive like ele got.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

armor does matter in PvP, at least body legs and one more piece which i cant think of right now.

i never said ranger sucks as i play mine with a lb/gs sotf power build in hotjoin but not in tPvP as it is not as viable as other DD specs. it provides bad burst and mediocre survivability with low team support.

i thought thats the purpose of that thread, to make other ranger specs more viable and i have already shared my thoughts about tweaking some skills and moving/merging traits.

and feel free to make a video with a 30k hit on a fully geared enemy. the problem is not that i just “dismiss it blatantly” but that it is very hard to set something like that up in an actual fight against skilled players and thus less viable than other builds.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/135953/gw137.jpg

Enjoy!

EDIT: that was done way before the feature patch, and there was no nerfs to ranger DPS in the feature patch.

dude the player is in downed state and naked….. this is as if i would post a picture of a backstab against an ambient creature…
ah and btw there was a same thing for churning earth and it hit more than 50k..

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

and of course this is very viable and your survivability will be very good….

max damage and viabilty in TPvP is a completely different story.
sorry mate but in all honesty learn to pvp man. this stuff is basic knowledge..

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

Double power ranger can 2 shot kill other glass builds at 1800 range.
If you ever get in ranged they maul you for 8k. gg wp.

please stop talking crap… max range for longbow is 1500…. nobody will ever run double power ranger and not even one power ranger…

if you get 8k mauled from a 1 shot combo while the ranger is blasting all 3 of his util skills with 60s cooldowns you deserved it…. on the other hand warriors can do that on a 10 sec cooldown with eviscerate.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

sPvP - Simply Horrible

in PvP

Posted by: Jekkt.6045

Jekkt.6045

no, something like faster PvP updates would be a good start.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

Spirit ranger is powerful for a Single Button spec.

i more ask to make different kinds of ranger viable.
there i speak about builds use skills and traits which are completely useless atm, for example shouts or traps

and weapons like longbow and longsword.

well they should start by:

1. merging eagles eye with piercing arrows
2. moving quick draw down to adept
3. decrease rapid fires channel by 1 second
4. make point blank shot and hunters shot more reliable. sometimes theyre not working at all and feel really clumsy.
5. add an in-stealth attack for the longbow: 2 seconds of immobilize for example
6. remove the range-damage restriciton from long range shot.

and voila longbow will be much more viable. but as for now the longbow feels like an inferior version of the engi rifle…

as for sword the first thing they should do is fix the auto attack. being special and all is nice but a normal auto attack would be way better…

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

state of the ranger?!

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Posted by: Jekkt.6045

Jekkt.6045

people dislike spirit rangers for 2 reasons:
first because of the passive stuff and second because the build can still achieve decent results by spamming 1 on shortbow against bad players.

increase skill and risk/reward while decreasing passiveness and everybody will be happy.

personally i never liked spirit ranger andalways stuck to my regen/trap ranger for close points. recently ive been playing lb/gs powerranger and its quite nice but sadly its less effective than my sd engi or my well necro. id rather have them buff the power ranger instead of looking at spirits.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Engineer + X = ?

in Profession Balance

Posted by: Jekkt.6045

Jekkt.6045

For wvw id say guardian. Cond spam engi is already tanky and with a guardian healing him and boosting his damage with burns and might stacks is even a more pain.

For pve engi is not really a beast if you play him with conditions. Bombs do good damage with full zerker (there should be a guide thread on the engi forums). I dont think there’s an iwin situation for pve.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Eles... Flavor of the Month ?

in PvP

Posted by: Jekkt.6045

Jekkt.6045

At least eles have to be fighting to get their heals. Signet ticks only when you use skills. Regeneration needs either cantrip use or water attuning. Water dodge works only when in combat and has a 10s icd. Only passive is the small healing when in water attunement.

Warrior in comparison is all passive. Sure adren health needs some adrenaline but never seen a warrior caring much about the uptime. Healing signet speaks for itself and 3k armor compared to 2400 cele ele too.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[PVP] Corrupt boon and Might

in Profession Balance

Posted by: Jekkt.6045

Jekkt.6045

Idk why necros are complaining about might stacks.. on a logical base weakness is the opposite of might and not bleeding.

On the other hand strength runes are a popular choice for power necros too and not only for ele thief or warrior. You can maintain 10-15 might stacks and spike even to 25 stacks if you take the utility skill. Maybe cond necros would be happy about pvp noble runes but oh wait… they rather stick to cheese nightmare.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

CC needs a cap

in PvP

Posted by: Jekkt.6045

Jekkt.6045

and it should’ve been like this from the start. pvp needs a similar thing like the buffs pve bosses get when they have been CCed.

add an anti-cc buff each time you’ve been CCed for 3-5 seconds. wait 3-5 seconds before you can CC again or waste 1 CC to get rid of the buff.

not every class has access to stability and many classes who have it dont get a long duration anyway.

another problem is when you get the CC of more than 1 class.
2 Hammer warriors? good luck to dodge all the attacks! 2 s/p thiefs? eat those pw tele combos! 2 nightmare necros? dont even bother using stun breaks or condi cleanse as it wont matter anyway…

2 hamm warrs…you can dodge most of their attacks wich will be on a 20 – 30 sec cd afterwards..all if not most classes have acces to stability,invulnerabiility’s and blocks aswell.Youre asking for smthing that would completely destroy a hamm warr.

earthshaker has a cooldown of 10 seconds. 2 hammer warriors can use 6 stun/knockback skills. some of those skills can hit up to 4k which is a complete joke if you get stunlocked. you also want to avoid some of the longbow skills and no, not every class has good access to stability.
stop trying to defend broken stuff which needs to be fixed.

furthermore im not only talking about warriors but also fearchain necros and decap engis.

a cap on cc would also make skyhammer more bearable.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Whats that OP Engi Turret build?

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Posted by: Jekkt.6045

Jekkt.6045

i think he means healing, rifle and thumper with knockback on destroy and boons. nothing like your build.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

CC needs a cap

in PvP

Posted by: Jekkt.6045

Jekkt.6045

CC spam is a bad mechanic that can’t be removed, they can only give more stability and probably nothing else.

it could be removed if they wanted to.
just make the pvp versions of each CC skill apply a stack of (edited for pvp) “Defiant” to the target.

PVP Defiant: reduces the duration of all Stun, Fear, Daze and Immobilize by 33% for 5 seconds, stacks in intensity, at 3 stacks defiant is removed and replaced with 5 seconds of stability.

since you can’t alter the duration of knockbacks and knockdowns this would atleast mean that after 2 CCs the player can’t be knocked or CCed for 5 seconds.

i think stuff like that would solve many problems and increase the skill behind CCing enemies as you cant “overCC” a target or it will simply get stability and you messed it up.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

CC needs a cap

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Posted by: Jekkt.6045

Jekkt.6045

Or break out of CC using Endurance!

Who said you couldn’t learn something from ESO.

yes this is something i have seen in other games. in wildstar you can press keys to get out of knockdowns or use a dodge to break out of a stun.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

CC needs a cap

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Posted by: Jekkt.6045

Jekkt.6045

and it should’ve been like this from the start. pvp needs a similar thing like the buffs pve bosses get when they have been CCed.

add an anti-cc buff each time you’ve been CCed for 3-5 seconds. wait 3-5 seconds before you can CC again or waste 1 CC to get rid of the buff.

not every class has access to stability and many classes who have it dont get a long duration anyway.

another problem is when you get the CC of more than 1 class.
2 Hammer warriors? good luck to dodge all the attacks! 2 s/p thiefs? eat those pw tele combos! 2 nightmare necros? dont even bother using stun breaks or condi cleanse as it wont matter anyway…

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[PvX] Overhaul for Healing and Healing Power

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Posted by: Jekkt.6045

Jekkt.6045

The idea is nice, but the fact that cleric heals less than berserker is very poor.
I think the idea need adjusts, but overall, its pretty good

if you think about it: when healing output is determined by 3 different stats and cleric has 1 of them and berserker 2 its only natural that it should heal more.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Overhaul for Healing and Healing Power

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Posted by: Jekkt.6045

Jekkt.6045

i play on Eu and usually you dont see any support eles there. i did not watch the us ToL much though as i did not like the bunker teamcomps.

with my change the aoe blasting of water fields would be toned down aswell as all base healing numbers are divided by 1,5 and you get the heal according to your own healing power.

yes the eles could heal more for the price of being more squishy than with clerics if it’s them who blast their fields but the warrior’s blasts would heal for less due to the base number reduction of the water field.

i dont say that im right or that you’re wrong but i think that we wont be able get to a conclusion in theory as this would need testing and comparing.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[PvX] Overhaul for Healing and Healing Power

in Profession Balance

Posted by: Jekkt.6045

Jekkt.6045

we just had a nerf to berserker and i dont think we need another. and yes condi bunkers deserve less healing because they already have good healing or other ways to mitigate damage. go and try to fight for example a condi engi and see how well you do. this is the reason why the bunker meta came up, to survie the conditions. tone bunkers and condition healing, im not saying damage, down and all 3 will be equal.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Overhaul for Healing and Healing Power

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Posted by: Jekkt.6045

Jekkt.6045

I think that any problem that GW2 has with players being too difficult to kill due to un-penetrable sustained healing directly feeds back into one feature. That feature is the ability for multiple players to AoE spam heal each other. Multiple support characters together, all AoE healing each other get too out of hand.

I feel that introducing some kind of feature that puts some kind of plateau, diminishing return, or drawback for AoE Healing Spam would be a far superior mechanic than blanket nerfing all healing.

Usually there is 1 bunker guardian in a team which does all the healing/boons and the other classes are either warriors, thieves, mesmers, sometimes eles and necros. all of the named classes except ele bring no group healing at all in the current meta so its hard to aoe spam heal. some classes can bunker points without any problem 1vs1, even 2vs1 and in very rare cases 3vs1 for some time again without any involved aoe heal spam.

correct me if im mistaken but afaik aoe heal has the same restriction as damage aoe, the 5 target cap. if you have any minions spirits or whatever up thats already a downside to aoe heal.

multiple healers would not be viable anyway as they do less damage than a soldier geared player of the same class and die way faster to focus.

thats why i think that it would be better to nerf the healing if you’re not a 100% healer. i believe it would be more balanced to have a healer who heals a bunker but is faster to take down than a bunker selfhealing in outnumbered fights.

thanks for posting

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

Overhaul for Healing and Healing Power

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Posted by: Jekkt.6045

Jekkt.6045

With this change Fury would affect the Healing output and Regeneration would get a small tweak too.

Regeneration and how it is currently calculated: 5 + (1,5625 * level) + (0,125 * Healing Power) = Hp/tick

The new calculation: 5+ (1,5625*/1,5* * level) + (0,125 * Healing Power) = Hp/tick

Again some quick demonstration of the Healing output:

Berserk Gear – 50% Crit Chance, 0 Healing Power, 200% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for an average of 132/s

Soldier/Dire Gear – 0% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for 88/s

Cleric/Apothecary Gear – 0% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Regen ticking for 317/s
(new) Regen ticking for 275/s

Saint Gear – 50% Crit Chance, 1500 Healing Power, 200% Ferocity
(“current”) Regen ticking for 317/s
(new) Regen ticking for an average of 343/s


Lets move on to a rather difficult skill, the infamous Healing Signet.

The Healing per tick is currently calculated this way: 362 + (0,05 * Healing Power)
With my system this would change to: 362/1,5 + (0,05 * Healing Power)

Again the calculations:

Soldier Gear: 362/s now, 241/s after

Berserker Gear: 362/s now, average of 362/s after

Knights Gear: 301/s after

Saints Gear: 475/s after


The last skill i would like to talk about is Ele’s Staff Water #4 – Geyser

This Skill heals for 3x 808 + (0,25 * Healing Power)
With my system this changes to 3x 539 + (0,25 * Healing Power)

Comparison:

Cleric Gear: 3549 now, 2742 after

Berserker Gear: 2424 now, average of 2424 after

Celestial Gear: 2986 now, average of 2588 after

Saints Gear: 3549 “now”, 4113 after


Alright this was quite a long post with a lot of information but i hope i was able to show you how my system works.

Thank you for reading my post and feel free to leave constructive feedback

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Overhaul for Healing and Healing Power

in PvP

Posted by: Jekkt.6045

Jekkt.6045

In PvP bunkers are almost too strong and can often not be taken down in a 1vs1, or the process in killing them takes too long and the enemy team will arrive for help before you can cap the point. Trying to heal NPCs like the Foefire Lord or healing allies on the new TDM map is a pain too.

I looked for a way to nerf the Healing of tanky builds while not touching squishy builds and even increasing the healing output for “Dedicated Healers”.
Maybe it is kind of a radical change but after calculating many things i came to the conclusion that, imo, it would be better than the current system.

Currently healing is calculated by taking the base heal of a skill plus a multiplier-number multiplied by your healing power. for further demonstration:

Shelter (Guardian healing skill): 4’555 + (0,7 * Healing Power)

With my system i would reduce the base heal of every skill in the game by 1,5 and activate critical chance and ferocity for healing. As i said this may sound a bit radical but please continue reading as i will show you some of my calculations.

Lets start with the Guardian healing skill Shelter. With my system the healing calculation would look like this: ((4’555/1,5) + (0,7 * Healing Power)) +% Ferocity if it crits.


Some comparison between the current and my system using different stat combinations. The numbers used in these calculations might differ a bit from what you can have ingame due to the different classes, traits and stat locations on the trait system. I added a non existing new set called “Saint’s” with the mainstat Healing Power + Precision and Ferocity. This set would create effective, but unlike current bunkers, very squishy healers. The following numbers were used for the different stats:

Critical Chance: 0%, 25% and 50%
Ferocity: 150%, 175% and 200%
Healing Power: 0, 750 and 1500

Knight/Rabid Gear – 50% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for an average of 3795
calculated with a 50% chance to crit (crit + non crit / 2)

Berserk Gear – 50% Crit Chance, 0 Healing Power, 200% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for an average of kitten -> nothing changes in theory

Soldier/Dire Gear – 0% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for 3036

Cleric/Apothecary Gear – 0% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Shelter healing for 5605
(new) Shelter healing for 4086

Magi Gear – 50% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Shelter healing for 5605
(new) Shelter healing for an average 5107

Celestial Gear – 25% Crit Chance, 750 Healing Power, 175% Ferocity
(current) Shelter healing for 5080
(new) Shelter healing for an average of 4206

Saint Gear – 50% Crit Chance, 1500 Healing Power, 200% Ferocity
(“current”) Shelter healing for 5605
(new) Shelter healing for an average of 6129

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

[PvX] Overhaul for Healing and Healing Power

in Profession Balance

Posted by: Jekkt.6045

Jekkt.6045

With this change Fury would affect the Healing output and Regeneration would get a small tweak too.

Regeneration and how it is currently calculated: 5 + (1,5625 * level) + (0,125 * Healing Power) = Hp/tick

The new calculation: 5+ (1,5625*/1,5* * level) + (0,125 * Healing Power) = Hp/tick

Again some quick demonstration of the Healing output:

Berserk Gear – 50% Crit Chance, 0 Healing Power, 200% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for an average of 132/s

Soldier/Dire Gear – 0% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for 88/s

Cleric/Apothecary Gear – 0% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Regen ticking for 317/s
(new) Regen ticking for 275/s

Saint Gear – 50% Crit Chance, 1500 Healing Power, 200% Ferocity
(“current”) Regen ticking for 317/s
(new) Regen ticking for an average of 343/s


Lets move on to a rather difficult skill, the infamous Healing Signet.

The Healing per tick is currently calculated this way: 362 + (0,05 * Healing Power)
With my system this would change to: 362/1,5 + (0,05 * Healing Power)

Again the calculations:

Soldier Gear: 362/s now, 241/s after

Berserker Gear: 362/s now, average of 362/s after

Knights Gear: 301/s after

Saints Gear: 475/s after


The last skill i would like to talk about is Ele’s Staff Water #4 – Geyser

This Skill heals for 3x 808 + (0,25 * Healing Power)
With my system this changes to 3x 539 + (0,25 * Healing Power)

Comparison:

Cleric Gear: 3549 now, 2742 after

Berserker Gear: 2424 now, average of 2424 after

Celestial Gear: 2986 now, average of 2588 after

Saints Gear: 3549 “now”, 4113 after


Alright this was quite a long post with a lot of information but i hope i was able to show you how my system works.

Thank you for reading my post and feel free to leave constructive feedback

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[PvX] Overhaul for Healing and Healing Power

in Profession Balance

Posted by: Jekkt.6045

Jekkt.6045

In PvE healing power is almost always unviable because you can survive with your class heal and nobody would ever take a healer in a dungeon when they could take another damage dealer.

In PvP bunkers are almost too strong and can often not be taken down in a 1vs1, or the process in killing them takes too long and the enemy team will arrive for help before you can cap the point. Trying to heal NPCs like the Foefire Lord or healing allies on the new TDM map is a pain too.

I looked for a way to nerf the Healing of tanky builds while not touching squishy builds and even increasing the healing output for “Dedicated Healers”.
Maybe it is kind of a radical change but after calculating many things i came to the conclusion that, imo, it would be better than the current system.

Currently healing is calculated by taking the base heal of a skill plus a multiplier-number multiplied by your healing power. for further demonstration:

Shelter (Guardian healing skill): 4’555 + (0,7 * Healing Power)

With my system i would reduce the base heal of every skill in the game by 1,5 and activate critical chance and ferocity for healing. As i said this may sound a bit radical but please continue reading as i will show you some of my calculations.

Lets start with the Guardian healing skill Shelter. With my system the healing calculation would look like this: ((4’555/1,5) + (0,7 * Healing Power)) +% Ferocity if it crits.


Some comparison between the current and my system using different stat combinations. The numbers used in these calculations might differ a bit from what you can have ingame due to the different classes, traits and stat locations on the trait system. I added a non existing new set called “Saint’s” with the mainstat Healing Power + Precision and Ferocity. The following numbers were used for the different stats:

Critical Chance: 0%, 25% and 50%
Ferocity: 150%, 175% and 200%
Healing Power: 0, 750 and 1500

Knight/Rabid Gear – 50% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for an average of 3795
calculated with a 50% chance to crit (crit + non crit / 2)

Berserk Gear – 50% Crit Chance, 0 Healing Power, 200% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for an average of kitten -> nothing changes in theory

Soldier/Dire Gear – 0% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for 3036

Cleric/Apothecary Gear – 0% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Shelter healing for 5605
(new) Shelter healing for 4086

Magi Gear – 50% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Shelter healing for 5605
(new) Shelter healing for an average 5107

Celestial Gear – 25% Crit Chance, 750 Healing Power, 175% Ferocity
(current) Shelter healing for 5080
(new) Shelter healing for an average of 4206

Saint Gear – 50% Crit Chance, 1500 Healing Power, 200% Ferocity
(“current”) Shelter healing for 5605
(new) Shelter healing for an average of 6129

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[PvX] Overhaul for Healing and Healing Power

in Guild Wars 2 Discussion

Posted by: Jekkt.6045

Jekkt.6045

With this change Fury would affect the Healing output and Regeneration would get a small tweak too.

Regeneration and how it is currently calculated: 5 + (1,5625 * level) + (0,125 * Healing Power) = Hp/tick

The new calculation: 5+ (1,5625*/1,5* * level) + (0,125 * Healing Power) = Hp/tick

Again some quick demonstration of the Healing output:

Berserk Gear – 50% Crit Chance, 0 Healing Power, 200% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for an average of 132/s

Soldier/Dire Gear – 0% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Regen ticking for 130/s
(new) Regen ticking for 88/s

Cleric/Apothecary Gear – 0% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Regen ticking for 317/s
(new) Regen ticking for 275/s

Saint Gear – 50% Crit Chance, 1500 Healing Power, 200% Ferocity
(“current”) Regen ticking for 317/s
(new) Regen ticking for an average of 343/s


Lets move on to a rather difficult skill, the infamous Healing Signet.

The Healing per tick is currently calculated this way: 362 + (0,05 * Healing Power)
With my system this would change to: 362/1,5 + (0,05 * Healing Power)

Again the calculations:

Soldier Gear: 362/s now, 241/s after

Berserker Gear: 362/s now, average of 362/s after

Knights Gear: 301/s after

Saints Gear: 475/s after


The last skill i would like to talk about is Ele’s Staff Water #4 – Geyser

This Skill heals for 3x 808 + (0,25 * Healing Power)
With my system this changes to 3x 539 + (0,25 * Healing Power)

Comparison:

Cleric Gear: 3549 now, 2742 after

Berserker Gear: 2424 now, average of 2424 after

Celestial Gear: 2986 now, average of 2588 after

Saints Gear: 3549 “now”, 4113 after


Alright this was quite a long post with a lot of information but i hope i was able to show you how my system works.

Thank you for reading my post and feel free to leave constructive feedback

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

[PvX] Overhaul for Healing and Healing Power

in Guild Wars 2 Discussion

Posted by: Jekkt.6045

Jekkt.6045

In PvE healing power is almost always unviable because you can survive with your class heal and nobody would ever take a healer in a dungeon when they could take another damage dealer.

In PvP bunkers are almost too strong and can often not be taken down in a 1vs1, or the process in killing them takes too long and the enemy team will arrive for help before you can cap the point. Trying to heal NPCs like the Foefire Lord or healing allies on the new TDM map is a pain too.

I looked for a way to nerf the Healing of tanky builds while not touching squishy builds and even increasing the healing output for “Dedicated Healers”.
Maybe it is kind of a radical change but after calculating many things i came to the conclusion that, imo, it would be better than the current system.

Currently healing is calculated by taking the base heal of a skill plus a multiplier-number multiplied by your healing power. for further demonstration:

Shelter (Guardian healing skill): 4’555 + (0,7 * Healing Power)

With my system i would reduce the base heal of every skill in the game by 1,5 and activate critical chance and ferocity for healing. As i said this may sound a bit radical but please continue reading as i will show you some of my calculations.

Lets start with the Guardian healing skill Shelter. With my system the healing calculation would look like this: ((4’555/1,5) + (0,7 * Healing Power)) +% Ferocity if it crits.


Some comparison between the current and my system using different stat combinations. The numbers used in these calculations might differ a bit from what you can have ingame due to the different classes, traits and stat locations on the trait system. I added a non existing new set called “Saint’s” with the mainstat Healing Power + Precision and Ferocity. The following numbers were used for the different stats:

Critical Chance: 0%, 25% and 50%
Ferocity: 150%, 175% and 200%
Healing Power: 0, 750 and 1500

Knight/Rabid Gear – 50% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for an average of 3795
calculated with a 50% chance to crit (crit + non crit / 2)

Berserk Gear – 50% Crit Chance, 0 Healing Power, 200% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for an average of kitten -> nothing changes in theory

Soldier/Dire Gear – 0% Crit Chance, 0 Healing Power, 150% Ferocity
(current) Shelter healing for 4’555
(new) Shelter healing for 3036

Cleric/Apothecary Gear – 0% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Shelter healing for 5605
(new) Shelter healing for 4086

Magi Gear – 50% Crit Chance, 1500 Healing Power, 150% Ferocity
(current) Shelter healing for 5605
(new) Shelter healing for an average 5107

Celestial Gear – 25% Crit Chance, 750 Healing Power, 175% Ferocity
(current) Shelter healing for 5080
(new) Shelter healing for an average of 4206

Saint Gear – 50% Crit Chance, 1500 Healing Power, 200% Ferocity
(“current”) Shelter healing for 5605
(new) Shelter healing for an average of 6129

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

pvp needs soon the following features

in PvP

Posted by: Jekkt.6045

Jekkt.6045

We need more dedicated healer roles for GvG to heal the npcs and your teammates. Guardian’s healing breeze is a very good skill although the cdis a bit high but we need more skills like that one.

LOL yes we need bunkers to have even higher sustain. I was able to heal through 3 attackers on the point but when the 4th came in I just died. This is unacceptable. /s

When i say dedicated healers i dont talk about 3k armor guardians. That would be a bunker. Dedicated healers are rather squishy players with big healing outputs. In other games this is achieved by letting heals crit so that healers will use heal/critchance/critseverity gear. In gw2 this is not the case and thats why you see selfhealing bunkers. Seems like this is the price for not having a trinity.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

pvp needs soon the following features

in PvP

Posted by: Jekkt.6045

Jekkt.6045

Currently the game is about damage and almost no support or healing. Imagine a foefire match without the capture points: the faster rushing team will win. People dont care about the minion npcs they go straight for the boss. With more/stronger npcs and healers you could get a skillful match. But not with the pvp as it is now.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

pvp needs soon the following features

in PvP

Posted by: Jekkt.6045

Jekkt.6045

We need more dedicated healer roles for GvG to heal the npcs and your teammates. Guardian’s healing breeze is a very good skill although the cdis a bit high but we need more skills like that one.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

List of Broken PvP stuff that needs fixing

in PvP

Posted by: Jekkt.6045

Jekkt.6045

6.) AI builds playing for the player (phantasm, spirit ranger, MM afk point campers).

dont forget turret boon bunker engis. they are not played very often but are just another stupid passive crap AI build. thank god turrets cant move…

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

more weapons - more builds

in Profession Balance

Posted by: Jekkt.6045

Jekkt.6045

with the new feature patch we got some new builds and it increased build variety a bit.
arenanet should not stop just yet but add new (existing) weaponsets for all classes.

imo releasing new traits first was suboptimal. weapons would have been more important and i hope that we will get them before arenanet releases new utility skills.

what i personally would like to see are:

guardian: longbow – ever wanted to shoot healing arrows at your allys? damage oriented offhand weapons like sword or mace

warrior: offhand dagger and a shortbow for fast attacks

thief: offhand sword for blocks, mainhand axe for dps and mace for cc. rifle or longbow for 1200 range

ele: shortbow or pistols for long range single target dps and a greatsword

necro: offhand torch and mainhand sword with cleave and leaps for mobile power builds. maybe a greatsword, im looking at you trahearne

engi: hammer and maces, definitely melee range non condition options

ranger: mainhand dagger for fast (and dodge-allowing) single target dps, staff for group healing and support

mesmer: mainhand pistol and mainhand axe

or maybe we will be able to use spears on land which would be interesting too

feel free to post your opinions, including arenanet devs

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

LoL game mode plz

in PvP

Posted by: Jekkt.6045

Jekkt.6045

Add gvg like in gw1. Matches took 30mins and more to end.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

#esports

in PvP

Posted by: Jekkt.6045

Jekkt.6045

Dont forget the infamous AI builds. Although they’re not a big problem in high end pvp they’re still broken in their own ways.

For esports to happen anet needs to update things faster

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

Should require minimum rank to enter tpvp

in PvP

Posted by: Jekkt.6045

Jekkt.6045

make an unrated teamQ 5vs5 with 700 rank points per win without rank restrictions. add rank 30 restriction to rated solo and teamQ.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

ToL NA Double Warrior Cheese

in PvP

Posted by: Jekkt.6045

Jekkt.6045

ive been observing this now since the day of the balance patch when i revived my old d/d ele. the celestial build is in a very nice spot right now, if played skillfully you can win the majority of 1vs1 fights.

guess against which class i struggle the most? – hambow war

if i sacrifice my utility skills at the right time i can have almost perma vigour uptime. i also have good access to protection and 6 seconds of stability with armor of earth.

but here comes the problem. i cannot avoid all the crucial attacks a hambow can dish out. i can only dodge 2-3 out of 5 attacks: longbow 5, 3 hammer 4, 5, f1.

my stability is nice for most of the fights against non warriors but not against 9 sec cooldown earthshaker when my armor of earth has a cooldown of 75 seconds.

another problem is the difference in my health regeneration and the warrior´s:
if the warrior disables me my heal signet will not work, i will not get those 280 hitpoints per cast. if i disable the warrior his healing signet continues to tick for at least 350 hitpoints per second. and then of course there is the difference in armor – 2400 vs 3000 and more.

with the update to sigil of intelligence you can even run cavalier or valk and still crit for 4k while being very tanky.

something seems odd, doesnt it?

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

To much CC and conditions?

in PvP

Posted by: Jekkt.6045

Jekkt.6045

cc is fine if it comes without damage but thats very often not the case. cc skills should deal very low damage.

sadly stuff like warrior hammer, pistol whip and traited fear deal 2-3k damage or more per use. decap engi cc would be fine by design if it wasnt for the capture points or the insane survivability.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.