Showing Posts For Kharr.5746:

RIP WARRIOR SPVP

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Posted by: Kharr.5746

Kharr.5746

Folks haven’t figured out how to pair the new traits yet. It will be weeks before we see what classes are viable and what classes still need help. I’m looking forward to the next few sets of tournaments.

PVP is too unresponsive

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Posted by: Kharr.5746

Kharr.5746

What is this “After-cast” everyone is referring to?

Also I agree, it’s very frustrating to hit a few skills in a row and then look down a few seconds later and realize that one of them didn’t even go off. When you are relying on key abilities to gain the upper hand and they don’t even execute properly it’s very frustrating.

I couldn’t find it on the gw2 wiki, so here it is from the gw1 wiki. http://wiki.guildwars.com/wiki/Aftercast_delay

PVP is too unresponsive

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Posted by: Kharr.5746

Kharr.5746

I agree that PvP is way too unresponsive. Each skill (except shouts/stunbreakers/stances) has a cast-time, an animation, and an after-cast delay (animation time + after-cast delay are not listed on tool-tip). A lot of the skills with 1/2 to 3/4 cast times really take 1.5-2s to actually finish, making the entire thing feel clunky.

Part of the problem is that skills get queued and there’s no way to cancel your skill mid-cast without dodging/weapon swapping (doesn’t always work). Other mmos have more responsive skills and ways to cancel them mid cast (e.g. WoW had the /stopcasting command you could bind to a keypress)

Major flaw of the Stealth Mechanic

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Posted by: Kharr.5746

Kharr.5746

This thread is a great place to point out that thieves and mesmers still take damage while in stealth. Furthermore, unless they teleport away (i.e., use a long cooldown and waste a stun breaker) you can easily tell where they are by spamming your (melee) auto attack chain.

If the stealthed target is there, you can see your character’s attack chain progress past the first attack. Keep attacking and the thief/mesmer will likely pop-out of stealth in downed state. Unless specced for it (and few do), a thief can’t out run you while in stealth; meaning that you get lots of free hits.

If you want to see how players counter stealth (there are more ways than the simple one I mentioned) just make a thief and go into any hotjoin with highly ranked players.

New Concept: Evade Hate

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Posted by: Kharr.5746

Kharr.5746

Evade hate is perhaps too strong of a word. A smarter move would be to balance skills that give evades to have longer cooldowns. Skills with evade should be defensive and situational, not spammable buttons as they currently are for some classes.

Mist League vs Arenanet Discussion

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Posted by: Kharr.5746

Kharr.5746

Call me cynical but i am under the impression the match was fixed to give a good show and to showcase “viable strategies”.

I did enjoy the podcast very much but i don’t feel the Community team played 100% at all times.

After all – the players would lose face so badly if they lost which i am sure ANet wouldn’t have wanted and likewise, ANet would get smashed for not knowing how to play if they were whitewashed 2-0. Consequently, the “close-match-in-favour-of-players” outcome was the only one possible and to be expected.

Quick, everyone, put on your tinfoil hats. We’re all being deceived. Seriously, if anyone here has watched the previous tournaments with the top EU and top NA teams (especially where NA got dominated) knows that even in highly skilled match-ups we end up with one team getting dominated. Someone has to win, at least we got a good fight from Anet instead of a 500-50 roflstomp.

Hardest class to play.

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Posted by: Kharr.5746

Kharr.5746

For some fun, try berserker dagger necro with signets. You die in a few hits, have less burst than a 100b warrior, don’t have shield block to stay alive, don’t have an extra dodge warriors have (whirlwind) and have no way to disengage. Your only gap closer is #2 in death shroud (assuming you have life force).

I like to play it in hotjoins for giggles, since there it’s possible to destroy people even with such a ridiculous setup.

(edited by Kharr.5746)

How can you combat macros?

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Posted by: Kharr.5746

Kharr.5746

It seems like a lot of people like to defend macros. Others mmos (WoW, Rift, etc) have a built in scripting engine so you can code your own macros and can create casting sequences of a large number of skills. Those games are balanced around the macro system.

In GW2 no such thing exists, so yes, lots of folks defend hardware macros that are available on mice/keyboards since they are so used to having them in other mmos. GW2 is NOT balanced around having macros, and the devs have said that in pro tournaments down the line, all of the hardware will be standardized and there will be no macros.

Also, to clarify: With a low-end gaming mouse and keyboard (e.g. Coolermaster budget stuff) you can:

1) Make automated macros of any sequence of button presses that can be activated with a single button press (e.g. shatter combo)

2) Insert custom delay between macro’d button presses (to deal with any global cooldown on skills)

3)Insert a small randomized delay between skill activations to simulate “human-like behaviour”. This makes the macro use almost impossible to distinguish from skilled human behaviour.

Regarding how to combat macros, the solution is simple: Crowd control/stun or stealth. Anyone that has ever used macros knows that a well-placed interrupt will break macro’d skill chain and ruin the combos.

If you interrupt the macro mid-way, it won’t reset until the chain is finished and will throw the player off balance, allowing you to murder them if they are so unskilled that they need macros to win.

[NERF]'s take on Dragon Bash

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Posted by: Kharr.5746

Kharr.5746

Here’s how NERF does Dragon Bash: Bringing an army of turrets to kill one holo

The blurry textures, they burn. Are you running GW2 on an integrated GPU or something?

Edit: It makes me think back to 1999 when such graphics were “awesome”

Video- Ranger offhand training Dagger 4

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Posted by: Kharr.5746

Kharr.5746

Why are these animations different/separate from their real world/spvp counterparts?

The spvp version is literally almost like larcenous strike and drive me towards a target very quickly, my wvwv counterpart (which I play exclusively) does not.

Post this in the bug forum. It looks like they forgot to change one version when they were tweaking animations in beta (similar thing happened to ranger jellyfish skins). It could be intentional, but I doubt it.

Penalties for AFKers and leavers in Tpvp

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Posted by: Kharr.5746

Kharr.5746

Some people appear to quit because they get called to do something else and can’t finish the match. Had someone leave when we were WINNING by 150 points. He did not come back.

I don’t think your approach to punishing leavers/AFKers will keep them from doing it. The problem isn’t really that people who leave aren’t getting punished, but rather that people who stay in the match and play like good sportsmen are:

I would prefer if ANET made it such that the leaver/afker got some punishment (automatic loss?) and the team he/she was on got a draw instead of a loss. There’s no reason that the team of players that stays to fight a 3v5 or 4v5 should be punished for being good sports and not quitting as well.

NERF B.O.B

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Posted by: Kharr.5746

Kharr.5746

What you are seeing in the screenshot is him using B.O.B then using Elixer X to get the doubled attack power from Rampage before it goes off, resulting in a crazy high crit.

Please revert the 4s revealed!

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Posted by: Kharr.5746

Kharr.5746

Revealed was changed to 4s in PVP and 3s in PVE (not sure about WvW).

Again, not sure why this thread exists but it was imbalanced at 3s and is much more balanced at 4s in PVP.

The thing making stealth imbalanced at 3s revealed debuff is perhaps less so the fact that thieves are invisible, but the fact that stealth cleanses conditions, heals, restores initiative and guarantees the element of surprise + big damage. No other class has such a powerful mechanic on such a low cooldown.

Edit: Personally, I don’t care if revealed went back to 3s as long as all of the above was balanced accordingly. Less healing, less condition removal, less damage, more invisibility.

Stealth does not do all that, all it does is make you invisible.
You can trait in Shadow Arts which does give you a lot of benefits for steallthing,but not all you mentioned together.
You can choose only 3 perks.
And it’s not as good as it seems, the bonuses take a lot of time to have a big effect.
The healing from stealth is minor per second, 1 condition is cleansed every 3 seconds in stealth…just roll a thief and see for yourself.

30 Shadow Arts:
IV, V, XI = 4s+ of stealth, stack of might, 2 initiative, 1 condition cleansed, 4 × 323 hp = 1292+ hp healed (with 0 healing power from armor, 300 from shadow arts) every CnD unless you BS early.

Considering that this is all happening on top of being invisible.. yeah, it’s significant.

Edit: Let’s also not forget the synergy those passive bonuses have with shadow refuge and hide in shadows.

Normalized Character Models in sPvP

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Posted by: Kharr.5746

Kharr.5746

Every tried to target someone in a team fight where there’s a maximum-sized norn mesmer spamming clones? It’s impossible to see anything on the battlefield. That’s just as bad, or even worse, than having to deal with tiny asuras.

It’d be nice if Anet had the option of using placeholder models (like those in WvW after the no-culling patch) instead of player models. When so many counters depend on proper visual analysis of your opponent, there really shouldn’t be such blatant problems with character models.

(edited by Kharr.5746)

Please revert the 4s revealed!

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Posted by: Kharr.5746

Kharr.5746

Revealed was changed to 4s in PVP and 3s in PVE (not sure about WvW).

Again, not sure why this thread exists but it was imbalanced at 3s and is much more balanced at 4s in PVP.

The thing making stealth imbalanced at 3s revealed debuff is perhaps less so the fact that thieves are invisible, but the fact that stealth cleanses conditions, heals, restores initiative and guarantees the element of surprise + big damage. No other class has such a powerful mechanic on such a low cooldown.

Edit: Personally, I don’t care if revealed went back to 3s as long as all of the above was balanced accordingly. Less healing, less condition removal, less damage, more invisibility.

(edited by Kharr.5746)

Necro need advice vs teleport/stealth thief.

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Posted by: Kharr.5746

Kharr.5746

Plague form would have let you bunker the point until help arrived. The flesh golem is completely useless against teleports since it’s very slow and just ends up running around the entire fight instead of hitting anything. In that fight it was a wasted elite.

Also I saw that you tried to get flesh wurm out but got dazed. If your wurm was up on the ledge, you could have portaled out to confuse the thief a bit and break his rhythm/heal up. Not sure why you did not re-attempt to cast it at a later time.

That being said, there’s not much else you could have done with your build. If your wurm was on the ledge, or if you had a full DS pool you would have had a better chance.

Net shot should travel faster

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Posted by: Kharr.5746

Kharr.5746

Personally, I’d be happy if it fired in the right direction. I’m not sure how the trajectory is calculated but it consistently misses anyone that’s strafing (kind of like the scepter 1 attack on guardians). Hell, it would be better as a ground targeting skill since then we could take into account travel time and trajectory ourselves.

Bug: Rifle turret RoF.

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Posted by: Kharr.5746

Kharr.5746

Regarding the rate of fire: Can you post a video so the devs can see it? Also, with a video, we can easily see exactly what the rate of fire is since every frame is time stamped. This is the best way to get things fixed!

Berserk Ranger - anyone else tried it?

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Posted by: Kharr.5746

Kharr.5746

Maybe using sword + dagger instead of GS would help increase your survivability? The 2,3 and 4 skills offer extra evades. If you time those well with dodges, you can stay up against focus fire much better.

Stun+Mind Wrack+Blurred Frenzy

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Posted by: Kharr.5746

Kharr.5746

It depends on what class you are playing. If you can’t dodge the clones when they come at you, either use a damage immunity skill (mist form, endure pain, block skills, etc) or a mobility skill to clear the distance between the death zone and you. Most classes can escape using a blink/dodge skill. Even necro can get out of it if wurm is out, or if they’re in spectral walk.

Normalized Character Models in sPvP

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Posted by: Kharr.5746

Kharr.5746

Normalized models would be nice. Bunker guardians tend to be very large male norns while thieves/rangers/mesmers tend to be the smallest asuras.

An alternate fix would be a better targeting system. If we could specify more than one target with different symbols, that’d potentially fix the problem. It exists in other MMOs and would be most welcomed in both PVE and PVP as it would greatly help teams coordinate targets across the map:

Currently we can target 1 enemy, but there are 3 points to defend (as well as combat on the road). Teams often split to deal with multiple points — but only half the team can use the targeting system since it overrides the other half’s target.

Best active class for soloq

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Posted by: Kharr.5746

Kharr.5746

This is going to sound funny but try a bunker spec with access to swiftness. The majority of solo q matches I’ve played end up with people fighting at one point while the rest are undefended. Even premades up to 90% rating do that.

If you want to win, just run around capping the undefended points. By the time they go back to cap them, your team will have a significant lead since very few people will leave active combat to recap their points.

Bunker the point against 1-2 people.. if more zerg it, just bail and come back 30 seconds later once they all leave. A single person doing this will cause your PuG to win vs another PuG

Same skills/traits - different stats?

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Posted by: Kharr.5746

Kharr.5746

This has been said before and will be said again. It’s not about the strength of each similar skill/trait, but about the overall access to these skills. You obviously can’t have a class that has access to 4 mobility skills have each mobility skill be as strong as the ones for classes with only 1-2 mobility skills. In such a scenario, the class with the most access would be the best. That’s the opposite of balance.

O MM Necro, where art thou?

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Posted by: Kharr.5746

Kharr.5746

There’s a post demonstrating tournament play with MM. Please refer to the thread on the necro forum: https://forum-en.gw2archive.eu/forum/professions/necromancer/EU-All-Necro-Tournament-Videos

Weakness?

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Posted by: Kharr.5746

Kharr.5746

Given that condition cleansing is way more accessible than boon-stripping, it really doesn’t make sense that weakness is less effective than protection.

I wouldn’t mind if it was changed to something like:

Endurance regeneration decreased by 50%; 50% chance to do 25% less damage on ALL attacks (12.5% damage reduction).

For comparison, current version is:
Endurance regeneration decreased by 50%; 50% of Non Critical hits are glancing blows (50% damage); stacks duration. http://wiki.guildwars2.com/wiki/Weakness

This way it wouldn’t punish balanced builds/favour glass cannon builds. The current version is 25% damage reduction against 0% crit chance and 6.25% damage reduction against 50% crit chance.

(edited by Kharr.5746)

Spectator mode -- player's camera

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Posted by: Kharr.5746

Kharr.5746

You can currently control the view point using your mouse, I personally don’t see the need for anything more. But, custom arenas are still in BETA, so more features are on the way. This could be one of them.

Having the game allow you to view what the other player is viewing could cause horrible amounts of motion sickness:

Watching someone play s/tPVP in real-time is much different than watching a nicely cut youtube video of select footage. High mouse speed + constant view spinning to look for incoming players is not fun to watch. Also, the camera spazzes out quite a bit when you’re near a wall or cc’d.

3/5 rifle skills are short range?

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Posted by: Kharr.5746

Kharr.5746

Rifle #5 is a leap finisher. A nice “combo” is #2 —> #5 —> #3 —> EG #4. It’s a very high damage combo with a power/crit build.

If there’s a field down on the enemy, you will also get 2 finishers off. It works super well with a fire field since you get fire shield + 3 stacks of might (aoe).

PvPEngineer Kits need cooldown for balance.

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Posted by: Kharr.5746

Kharr.5746

Call yourself a troll, read my post i stated how you got 2 – 3 extra utility slot compared to other classes. Try picking out and process that hobo sack your engineer is wearing on your opponent in this fast pace game. Tell me how unpridictable mesmer and thief are, see if any high ranking, experience, non-hotjoin hero tell you how easy to counter their chain of combo. See how teldoo is playing his 2 kits, 1 weapon and tell me its not strong, even he is a good players the non- existence cooldown is what make him even stronger.

This sounds like you just lack experience identifying the backpacks. Go make an engi and see how easy they are to identify.

FT = ORANGE top
EG = PINK top
Bomb kit = DARK BROWN barrel top
Grenade kit = Funny looking plank top
Healing kit = giant hobo sack

I take it that if you can identify the real mesmer from its clones, you can surely recognize the difference between the distinct colors: PINK, ORANGE, and DARK BROWN, right?

Edit: I forgot to include toolkit, which looks exactly like the bomb kit. That seems like a bug that Anet should fix. Toolkit used to have a distinct look. Not sure when they broke it.

(edited by Kharr.5746)

PvPEngineer Kits need cooldown for balance.

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Posted by: Kharr.5746

Kharr.5746

The OP has got to be one of the biggest trolls we’ve seen on the sPVP forums.

The kits are balanced around taking up very crucial utility skill slots and having cooldowns on the actual skills the kits grant. Swapping to a kit doesn’t make the skills magically recharge.

Complaining that kits make engis unpredictable is kind of hilarious. You can see what kit they are using by the giant hobo sack they wear. Each one looks unique. They are way more predictable than thieves+stealth or mesmers using stealth/clones/phantasms.

Honestly, I’d love to see you play a 4-kit engi build using their “unbalanced” low cooldown. You could totally fake out your opponents by chain kit swapping… or more realistically, you will get facerolled by every other class

is it possible to beat...

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Posted by: Kharr.5746

Kharr.5746

You can’t win against any decent thief in wvw. The best you can do is force them to retreat into perma stealth and hope they don’t harass you until you’re dead.

I’ve seen good thieves harass and kill groups of 5 players that don’t know how to deal with them. If you want to live, just spam aoe damage on top of yourself and move on to a safe area or meet up with allies.

Is it just me...

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Posted by: Kharr.5746

Kharr.5746

The hostility comes from players who think they are amazing but really aren’t. The last patch helped address the OP nature of some of the FOTM builds. Naturally, a lot of the players that depended on said builds to win are now losing and getting angry about it.

Losing is frustrating when one is used to easily stomping players. There’s also definitely some class discrimination going on. If you play thief/mesmer, prepare to be focused.

@Flamethrower Aficionados

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Posted by: Kharr.5746

Kharr.5746

I have a question,

Is Incendiary Powder still a must have with the FT after the altering of the trait?

It’s not a “must have,” especially for group builds since odds are someone else will apply burning to the target. It is pretty amazing for soloing though.

Phantasm mesmer, unbeatable in 1v1?

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Posted by: Kharr.5746

Kharr.5746

Utility Skills: Ether Feast, Blink, Veil, Decoy
Elite: Mass Invis (or Moa)

Too bad this is gonna be totally useless in tpvp. Maybe would work in hotjoin…but also there aoe dps>single target dps and since noone gives a crap bout dieing in hotzerg i’ll stick to normal shatter…noone dodges there and you can make a mess with aoe burst…i can only figure this in a 1vs1 situation, but since is not viable for tpvp (Side def for example) you can just use it to duel random ppl outside tournaments and i don’t really see a reason for random worthless duels outside tpvp…

I take it you did not read the thread title: “Phantasm mesmer, unbeatable in 1v1?”

Yes, that’s a 1v1 build, posted in a thread about 1v1.

Phantasm mesmer, unbeatable in 1v1?

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Posted by: Kharr.5746

Kharr.5746

I probably shouldn’t be recommending this, but go try the following mesmer build. It’s really simple to play and anyone who has never played a mesmer can faceroll to victory most of the time. The only reason I’m posting this is because I’d like to see the QQ on the forums after a bunch of people faceroll to victory

Weapons: Sword + Pistol / Scepter + Sword, Sigil of Superior Accuracy on Offhands, Superior Leeching on Mainhand.

-Berserker amulet, 6x Superior Rune of Divinity

Build: 10,III / 30,II,IV,IX / 0 / 25,IV,V / 5
Utility Skills: Ether Feast, Blink, Veil, Decoy
Elite: Mass Invis (or Moa)

How to play:
1) Turn off auto attack (since it will pull you out of stealth at times)
2) If at range, open with Phantasmal Swordsman —> other weapon set, Phantasmal Duelist --> Magic Bullet —> Illusionary Leap --> Swap —> Blurred Frenzy. If player is dead, distortion stomp. If not dead, mindwrack. This will kill most players (15,000+ damage on 2600 toughness target on top of immibalize + daze)

3) If ambushed or 2) did not finish player, use one of your 3 stealth skills, repeat 2). Summoning phantasms does not break stealth so they won’t know where you are given the 1200 range on these skills.

If players try to run, phantasms will chase on a long leash and kill them. If you’re fighting thief, phantasms will re-engage after they come out of stealth. Simply use Illusionary Riposte + Illusionary Counter while waiting for thief to come out of stealth. This will block their backstab and leave them helpless. Or, you can just stealth too.

Cooldown on phantasms is 12 seconds with this build. Not sure if it’s a bug or not. Any player killing phantasms is wasting their time since they do their damage on the first hit and can be quickly re-summoned. I personally like to summon and shatter after their first hit.

Due to the 1200 range on phantasms, you can literally cast phantasm from max range and run away while your phantasms kill the player as they chase you (10k damage on opening hit on a 2600 armor target). Cowardice is your friend in victory. Remember to stealth + blink away if focused.

Remember to have fun (and run away)!

P.S. I do not take any credit for this build. A variation was shared on the mesmer forums a while ago. I have personally used it with great success.

(edited by Kharr.5746)

Vitality - need some rework?

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Posted by: Kharr.5746

Kharr.5746

Vitality helps you survive both physical and condition damage. In a vitality build, heal skills are less effective due to large health pool vs physical damage compared to a toughness build. Heal skills are equally effective vs condition damage.

Toughness helps you survive only physical damage. In a toughness build, heal skills are more effective vs physical damage, equally effective vs condition damage.

It looks balanced to me. Vitality helps you survive both condition and physical damage at the cost of healing skill effectiveness vs physical damage.

Toughness helps you survive only physical damage, leaving you vulnerable to condition damage.

Rise in unpleasantness

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Posted by: Kharr.5746

Kharr.5746

I’m curious, what is your tpvp rating? The only time I’ve seen behaviour like that is from very unskilled players in custom arenas . I have not seen any trakittenalk from folks > 80 percentile in solo-q tpvp, though maybe I’ve just been lucky.

Siphon Health

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Posted by: Kharr.5746

Kharr.5746

Lifestealing is fine for open world pve (especially when combined with lifesteal food), but it’s not reliable in s/tPVP. There’s too much burst/damage that comes in. As others have said, you’re better off going with other traits for more utility/damage.

Minionmaster TPvP - all necro (Nemesis POV)

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Posted by: Kharr.5746

Kharr.5746

If you don’t want people to run away from you, like they did so many times in your vid, use Dark Path as a gap closer/snare.

You can swap to DS —> Dark Path —> swap out while the projectile is in flight then go to town on the player using your dagger once it teleports you. The projectile is homing so it will teleport you to stealthed targets too.

Warrior Eviscerate

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Posted by: Kharr.5746

Kharr.5746

How about you try it in a real scenario? You had 18 stacks vulnerability + full adrenaline bar + berserker armor + scholar runes + might stacking using a full glass build against a non-moving target with 1800 armor.

Honestly, that damage is terrible for such a scenario when thieves can open with a 14k backstab from stealth. Your real eviscerates wouldn’t break 8k in combat against glass cannons, and probably 4-5k against bunkers.

Wouldn't Spectator mode kill diversity

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Posted by: Kharr.5746

Kharr.5746

@Kharr.5746
you’re right about both things, I didn’t think about that but the only problem i see, if a build becomes popular too quick, it will be harder to nerf because it would upset a larget player base as well as nerfs might happen alot more often.

idk, maybe i’m just traumatized by that mesmer hahaha, 1 shot everytime! even our bunkers and eles were getting slapped by him, at the same time haha

@ahuba.6430
that’s not what i mean :P wouldnt want people running poor builds, thats not fun but sometimes you see someone running and amazing build, and usually they won’t share, so the only option is for you to try to make it yourself, and in the process play around, tweak if, modify it, sometimes you come up with the same build or even a different one as well as discover new skills/traits that you found useful but wouldn’t had given them a chance otherwise.

Now imagine if you could spectate that mesmer and see how he was doing it.. and learned what attacks you needed to dodge in order to negate the burst

Wouldn't Spectator mode kill diversity

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Posted by: Kharr.5746

Kharr.5746

It might improve build diversity because it will allow ANET to observe which builds dominate and why, making balancing much easier for them.

Also, watching someone use a build will allow players to develop counter-builds. Right now there’s a lot of guess-work that goes into developing a counter-build since it’s not always clear what traits/stat setup people are using.

Leveling is a chore.

in Guild Wars 2 Discussion

Posted by: Kharr.5746

Kharr.5746

I’ve rather enjoyed leveling my five 80s (working on a 6th). I’ve also done 100% world completion on my main.

The trick enjoying leveling is using the variety of options available rather than farming dynamic events. ANET has made it such that if you simply play for fun (rather than trying to level), you will hit 80 in about 50 hours. This is significantly less than any other MMO (except GW1).

Things that give very good EXP:
-Exploring
-Crafting
-WvW
-Dungeons
-Heart quests
-Dynamic events
-Gathering (mining ores/chopping trees, etc)
-Map completion
-Daily quests
-Killing enemies in abandoned zones – this one is often overlooked. The longer an enemy has been alive, the more bonus exp it gives. It gets to the point where killing 5-6 gives as much experience as a dynamic event but takes much less time.

I’ve found that the funnest (and very fast) way to level is to simply wander around level appropriate areas doing random combinations (that I find fun) of the many different things that give experience.

Please invest in better servers

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Posted by: Kharr.5746

Kharr.5746

Anet servers are powered by hamsters on wheels, don’t you know? ANETcan’t afford faster hamsters when there’s no monthly fee and the stuff in the digital store isn’t a pay2win cash grab like other MMOs.

Bandwidth costs money. If ANET upgraded their servers, they’d go bankrupt and have to shut the whole game down.

Please buff all the underused things.

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Posted by: Kharr.5746

Kharr.5746

You probably have a chart of what traits/weapons/utilities people do not use. There is a good reason they do not as well.

Can you please buff things people do not use?

Bad logic is bad. Just because something is underused does not mean it is underpowered.

Perfect example are d/d eles. At launch, d/d eles were very rare in sPVP since few people knew how to make it work. Turns out that once players figured out the class mechanics, the “underused” setup/class was actually too strong and is now getting balanced.

The same thing is also true of 100nades engies, and now HGH. The builds were available since launch but the community hadn’t figured them out yet so they weren’t popular.

A small number of people were ahead of the curve and figured these things out early.. then posted videos.. then they became FOTM.

I know of at least two overpowered s/tPVP builds that Anet is unknowingly buffing in the coming patch. They are OP right now and will be even more so in the next patch. I wonder how long it will be before one of these “underused” builds gets posted on the forums and becomes FOTM. I give it about a week, maybe two. Players will be demanding nerfs to previously underused skills

Too many non-player targets

in PvP

Posted by: Kharr.5746

Kharr.5746

The entire point of pets is to cause confusion and be meat shields. The majority of pets do little or no damage and take up a utility slot (for necros).

Let’s put it this way… would you rather deal with a pet that deals little damage and has little utility or having the necro put down well of suffering/corruption. Or maybe you’d prefer that he use plague signet send all of the conditions you inflicted on him back onto you.

You should be thankful that people are using subpar skills (pets) against you. The moment they slot in a real skill, you’ll be back on here complaining about how OP they are.

Edit: I just want to point out that aoes/piercing attacks completely destroy any pet build since you can put all of the pet skills on cooldown at the same time.

Server Troll problems.

in Guild Wars 2 Discussion

Posted by: Kharr.5746

Kharr.5746

Maybe this troll is really an ANET dev that is taking out his/her frustrations with the community out on random people and can’t be banned. Think about it O_o #conspiracy

Boon Hate is brutally unfair to guardians.

in Guild Wars 2 Discussion

Posted by: Kharr.5746

Kharr.5746

Prior to patch: Guardian throws up protection, regen, retaliation, and watches warrior kill himself with 100b while guardian takes minimal damage.

Post patch: Guardian throws up protection, regen, retaliation and watches warrior kill himself with 100b while guardian takes 7% more damage, still finishing the fight with > 90% hp.

If anyone thinks this “boon hate” thing is going to matter at all, they’re delusional.

Any fix to warrior movility?

in PvP

Posted by: Kharr.5746

Kharr.5746

Things that improve mobility as it is (remove immobalize/cripple/chill):
“Restorative Strength” Strength II Trait
“Mobile Strikes” Discipline X Trait

Mobility skills that let us close distances: Warhorn 4 (5 if traited for quick breathing), Savage leap, Rush, Whirlwind, Bull’s Charge, Eviscerate, Earthshaker, Signet of Rage (Swiftness)

Cleansing conditions also improves mobility: Signet of Stamina/Shake it off/Mending

If you want mobility, you’re going to have to give up some DPS for it, but that’s the way it works. Your choice. I personally just use mobile strikes + sword/shield as 2nd weapon set. Savage leap/shield bash both act as gap closers/escape/break immobalize with the trait.

Edit: FYI, warhorn in s/tPVP is great. It flips conditions into boons for all party members in the area when specced for quick breathing. If you take it with the “empowered” trait, you get 2% damage per boon. Quite decent.

(edited by Kharr.5746)

Fix Ride the Lightning next patch

in PvP

Posted by: Kharr.5746

Kharr.5746

Greatsword 5 – Rush – it says(according to wiki; haven’t checked myself, I’m not playing a warrior, only using 5 charslots and not playing every class):

“Charge and strike your foe.”

So to me it seems this should be the same as Ride the Lighting. Main intended use to attack and get to a target(and maybe get to someone at low health that is running away from you).

Also he is carrying his heavy armor. This should make him exhausted. And it’s the skill 5… skill with usually the longest cd.

20 seconds really seems a bit low. They also should change this then. At least if he is not using it to target someone(not hitting someone).

If you compare to engineer Jump Shot(Rifle 5) this has range 700 at cd 20… then engineer would also need 1200 range there or even more(it takes some time after landing until you can move again and you need to compensate for this).

But not that they are changing ele I think they should just also change that warrior skill.

Class balance isn’t about making all similar skills the same, it’s about making similar skills equal in power when taken into account with all of the other skills the class has. Every class has a different combination of skills so their skills will obviously have to be adjusted in strength.

RTL needs a fix because, unlike warriors, elementalists can stack boons, remove conditions and heal better. If elementalists gave up boon stacking, condition removal and healing so they were on par with warriors, then sure, RTL could have a lower CD

Minion-scale

in Necromancer

Posted by: Kharr.5746

Kharr.5746

You are kind of missing the point. The amazing thing about minions (and engi turrets/ranger pets) is that they don’t scale with gear.

This means that you can run a defensive or conditions build while using minions to do your direct damage (when traited for 30% more damage). If minions scaled with gear, their base stats would probably get nerfed to compensate and they’d be 100% useless for condition/defensive builds.