Showing Posts For Khenzy.9348:

Are the new Traits a nerf for Warrior?

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

They only nerfed rifle specs, but that’s it.

Dragonhunter

in Guardian

Posted by: Khenzy.9348

Khenzy.9348

+ More mobility
+ Ranged damage
+ Soft CC
+ More dmg conditions other than burning
+ Stealth with Trapper runes

It’s all in the mechanics, it’s all in the numbers. Gameplay, play-style, ease of play… you name it. That’s what matters in the end.

This is all your average guardian ever asked for and more.

Now we have yet to see how the respective traits and traps compete with the already extremely competitive shouts and meditations. Traps may very well be ranged and throwable and may also have amazing effects once triggered.

If traps are not your thing, it also seems to have great sinergy with meditations, Wings of Resolve x2 with Renewed Focus for a double leap sounds amazing already (no need to use traits for that though!).

All this fuss about the name and the traps only shows the power of baseless perception.

I could care less about the name.

What type of skill do you think warrior get?

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Weapon kits.

/15char

This one would be great. Actually.

Multiple Portal Drops

in Guild Wars 2: Heart of Thorns

Posted by: Khenzy.9348

Khenzy.9348

I saw someone that linked 6 portals 2 days ago. lol

Which means they got 1 gold 50 silver if they decided to sell them to an NPC.

Portals don’t actually matter, they’re just a means to flag an account, which is why it doesn’t matter even if you lose them as the account has already been flagged.

I know, I was just pointing out the mere curiosity of the chances of that happening.

What Longbows y'all gonna rock?

in Guardian

Posted by: Khenzy.9348

Khenzy.9348

I just bought the chaos longbow skin, so by Murphy’s Law guardians will get shortbows.

Don’t worry, guardians are getting a longbow.

Multiple Portal Drops

in Guild Wars 2: Heart of Thorns

Posted by: Khenzy.9348

Khenzy.9348

I saw someone that linked 6 portals 2 days ago. lol

2hander Elite specs vs 1hander Elite spec

in Guild Wars 2: Heart of Thorns

Posted by: Khenzy.9348

Khenzy.9348

The combination of utility/healing/elite skills, traits and changed/added profession mechanics (such as an F5 ability and alacrity) together are far more important than whether or not you get 2 new weapon skills or 5 new weapon skills.

In practice, that’s not true, at all. Weapon skills are the ones you press 90% of the time, they are the prime build defining feature of any build and playstyle.
No matter how they twist it, some professions getting 5 weapon skills and others getting only 2 is an enormous difference.

Fix "Defy Pain" pls

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

The trait is just not wothy of being a GM, Cleasing Ire and Last Stand (specially with trait merges) are significantly stronger and more valuable traits.
They should boost it up to 33% at least, and even then it wouldn’t be as strong as Last Stand post patch.

Post Traitrework Builds

in PvP

Posted by: Khenzy.9348

Khenzy.9348

going even more tanky for shoutbow is useless, you need more DPS

Now that you don’t even need to go Discipline for shouts recharge, why not even going into something else ? Like Arms, to get massive amounts of Fury and bleeds on crits.

Becouse of Fast Hands. Realistically speaking, all Warrior builds only have 2 specializations to choose from.

Guardian elite spec in this week's stream.

in Guardian

Posted by: Khenzy.9348

Khenzy.9348

+1 to CC, Ranged Dmg and MOBILITY.

GS/LB is gonna be great

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Shoutbow builds in general are going to be incredibly strong.

4 Hours later... any portals?

in Guild Wars 2: Heart of Thorns

Posted by: Khenzy.9348

Khenzy.9348

6 hours in. I’ve only seen a single drop linked in chat. This RNG idiocy is almost cruel.

UPDATE: It just dropped for me! After 7 straight hours of nonstop farming. I don’t really farm, like, ever, just this time I really wanted to get into the beta, it seems my persistence paid off. I was doing all events and killing every mob on sight. It dropped from a skritt during an event in the Dry Top map. My magic find was 155% or so at the time of the drop.

UPDATE 2: My bother just got his portal 2 hours ago. I think we are set! I still think this RNG crap is madness.

Chronomancer sounds amazing!

in PvP

Posted by: Khenzy.9348

Khenzy.9348

Double Moa or double Time Warp with F5, activate signet of illusions, summon 3 phantasms in a short time span with F5 + SotE for huge damage, then proceed to shatter in the face = gg.

Or you know, double portal?

(edited by Khenzy.9348)

To those who got portal (beta key)

in Guild Wars 2 Discussion

Posted by: Khenzy.9348

Khenzy.9348

I got mine after farming events and killing mobs in Dry Top after 7 hours. I wont go crazy like that anymore.

OP panic strike teef inc.

in PvP

Posted by: Khenzy.9348

Khenzy.9348

They said the Critical Strikes line was too strong, well maybe in PvE only and even then it was taken mostly for Executioneer and the additional +300 precision and +300 Ferocity which wont be the case anylonger. Deathly Arts was the go-to line for a while now, it’s really, really strong currently. And now it’s getting the Executioneer trait or a significantly buffed version of Improvisation on top of it, and you can now take one these in addition to Panic Strike.

If that wasn’t enough. they can now fully take the Shadow Arts trait line, now with ridiculously OP traits such as Resilience of Shadows for free. Now they can go all the way to this trait line and can also get Regen on stealth or stealth on steal in addition to one of the most broken traits in the game which was even buffed: Shadow’s Rejuvenation. Shadow’s Embrace is also absurdly strong as it removes a condition upon entering stealth and after the 3s interval, this is the only condi removal trait they only ever need against conditions.

Also Basilisk Venom now has 2 stacks.

Is like everything a Dagger/Pistol thief could dream of and then some. No other profession even with additional grandmaster traits comes even close to this.

We all know that is all a work in progress, but they specifically asked us about what we think about these specific changes. Well, there it is.

I’m going to heavily question ANET’s balance capabilties if this spec ever realeases like this.

4 Hours later... any portals?

in Guild Wars 2: Heart of Thorns

Posted by: Khenzy.9348

Khenzy.9348

6 hours in. I’ve only seen a single drop linked in chat. This RNG idiocy is almost cruel.

UPDATE: It just dropped for me! After 7 straight hours of nonstop farming. I don’t really farm, like, ever, just this time I really wanted to get into the beta, it seems my persistence paid off. I was doing all events and killing every mob on sight. It dropped from a skritt during an event in the Dry Top map. My magic find was 155% or so at the time of the drop.

(edited by Khenzy.9348)

4 Hours later... any portals?

in Guild Wars 2: Heart of Thorns

Posted by: Khenzy.9348

Khenzy.9348

6 hours in. I’ve only seen a single drop linked in chat. This RNG idiocy is almost cruel.

What do you think turrets will play now?

in PvP

Posted by: Khenzy.9348

Khenzy.9348

Anet nerfing something because of player QQ? Never seen that before.

I think no other qq had multiple daily nerf threads, 3 everyday, at least.

Unkillable 15s CD 1550 range Ride the Lightning eles back in the day.
Heartseeker and Backstab thieves near release.

Warrior HoT balance feedback

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Whats up with Hammer? I see no merciless Hammer trait and nothing on the weapon as for changes? Does it still exist ?

Hammer is a perfectly viable and reasonable weapon which already gains lots of sinergies from either damage traits: Berserker’s Power, other more CC oriented traits such as Leg Specialist or Body Blow or even crit oriented traits such as Unsuspecting Foe or even Rending Strikes. The weapon with its trait gains enough damage as it is, and the weapon skills are all good and have their purposes. Maybe Earthshaker has pathing issues but that is not related to balance.

Disagree with Final Thrust change.

Final Thrust is fine currently, you chopped 5s off the CD for no apparent reason.
BTW i use Final Thrust even on full health targets still does decent damage.

Disagree with 100b change.

With the new Forceful GS + Zerk power, 100b is back as (Hard/risky to setup But High rewarding skill), please no more damage nerfs.

Totally agree on Defiant Stance change.

The idea behind the Final Thrust suggestion is that it gets more use to targets above 50% health. Most finisher skills are usually stand alone finishers only and are spammable when the health threshold is reached (in the case of many other MMOS), we have the case of Heartseeker here. Final Thrust as such, is not a spammable finisher, and its use is remarkably narrow, this suggestion would promote more active use.
If you use it on foes with higher HPs you risk having it on CD when its damage really matters, therefore, in practice, it just doesn’t get used until it’s time to execute, this shouldn’t be the case on a weapon skill (even with such a recharge). This doesn’t promote healthy play (healthy play patterns as they so call it).

Regarding Hundred Blades. The idea behind it is to promote more fluid play. I don’t know about you, but every Warrior I know would prefer slightly lower numbers on it and be able to use it while moving. Sitting there watching an (long) animation is just not fun and reduces build possibilities on its own. The numbers could still be the same for all I care, you’d be moving 50% slower aferall.
Not many people remember that Whirling Wrath once was a static skill, those few people remember how much more viable and fun the weapon became when said skill was now able to be used while on the move. And the numbers on this one weren’t touched either.

Warrior HoT balance feedback

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Healing and utility skill changes

  • Defiant Stance
    -Is now made instant
    -Can now be used while controled.

should be made instant, and by the way it works, it should definetly be able to be casted while CCed, you said you’re against instant cast healing skills, but what about Thieves Withdraw?

  • Healing Surge
    Periodically gain adrenaline and regenerate health.
    -Changed name to I will survive! or To the limit!
    -Gain health every 2 seconds, up to 3 times.
    -Gain 1 bar of adrenaline every 2 seconds, up to 3 times.

If it’s becoming a shout, it should become instant and should be renamed. Funtionality should be altered entirely, nothing should encourage a Warrior to not spend adrenaline, the least of them being your precious healing skill! Healing surge is now called I will survive! Or To the limit! You now gain 1 chunk of health and 1 bar of adrenaline every 2 seconds, up to 3 times.

  • Banners
    -Inspire and Sprint recharges are reduced to 10s.
    -All other Banner effects besides Inspiring Battle Standard trait are made baseline.

To maintain consistency with all banner recharges and to make them more feasible to carry them around, which is sometimes a chore.

  • Frenzy
    -No longer has a penalty.

Undeserved penalty in this time and age, definetly. Now more than ever considering quickness is becoming a removable boon. All other quickness related skills should recive the same treatment.

  • On my mark!
    -Now applies 4 seconds of revealed.

The shout that never gets used, ever. Now it will.

Thanks for reading, feedback is appreciated!

Cheers!

Warrior HoT balance feedback

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Defense specialization


We all agree that Thick Skin is too weak while Spiked Armor is too strong (50% retaliation uptime? Just, no).

  • Thick Skin
    You gain more Toughness the lower your health is.
    -<75% health: 5% damage mitigation
    -<50% health: 10% damage mitigation
    -<25% health: 15% damage mitigation.

We loved this one from TPenny from the official forums. It needs to be clarified that it’s not flat damage mitigation, but a certain amount of toughness gained to equal that mitigation.

  • Spiked Armor
    You gain additional Toughness and Retaliation when you’re struck by a critical hit.
    -Blocking condition removed.
    -Additional Toughness duration. 3s.
    -Retaliation duration. 3s.
    -Recharge. 10s.

Damage is reduced by 20% for 3 seconds when you’re struck by a critical hit, you also gain Retaliation for 3 seconds. 10s CD. Blocking condition removed. Same as above, it’s not flat damage mitigation, but a certain amount of toughness gained.

  • Cleansing Ire
    Remove a condition for every bar of adrenaline spent when you hit with a burst skill.
    -Gain adrenaline when hit is been made baseline.
    -This trait is now grandmaster tier in place of Rousing Resilience

The “gain adrenaline when hit” from the Cleansing Ire triat is now made baseline, this trait is already ridiculously strong and mandatory as it is, and all Warrior builds could greatly benefit from gaining adrenaline when getting hit, something that should have been made baseline since the begenning. It also lowers the desirability of this trait, making the other traits a more tempting choice.

  • Rousing Resilience
    -Is now Master tier in place of the previous Cleansing Ire spot.
  • Last Stand
    -Is now Grandmaster tier in place of Defy Pain.

It’s way, way stronger than Defy Pain and the sinergy it makes with the reciently moved Rousing Resilience is great.

  • Defy Pain
    -Is now master tier, in place of the previous Last Stand spot.
    -Health threashold increased from 25% to 33%.

As high as Warrior’s HP might be, when this trait procs, it feels as if the HP is too low to prevent your inevitable death. That’s why we propose to increase the health threshold to at least 33%.

  • Sundering Mace
    -Is now Master tier in place of Cull the weak.
  • Cull the weak
    -Is now grandmaster tier in place of Sundering Mace.
    -Threshold increased to 50%
    -Added internal CD of 10s, it applies to each enemy individually.
    -Weakness duration increased to 10s.

Perma weakness and additional damage on each individually injured foe is reeeeeeeeally strong, maybe a little too much, but it’s competing with Cleansing Ire and the super dupe Stance trait. Feedback is appreciated here!

Warrior HoT balance feedback

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Tactics specialization

  • Leg specialist
    You immobilize your target when you control them, you apply slow to them when you cripple them. Both effects cannot happen simultaneously and share the same recharge.
    -Leg specialist is now called: Slow them down.
    -Slow them down is now a Master tier trait in place of Shrug it off.
    -Immobilize duration against controled targets: 2s.
    -Slow duration against crippled targets: 2s.
    -Increased recharge to 15s

The current iteration of Leg Specialist feels too random, too short, not impactful at all. It is only ever taken by hambows (occasionally) and some rare rifle wielders. We propose the following simple change:
Leg specialist is now named Slow them down.
You immobilize your target when you CC(control) them (they still remain immob if they break stun!), you apply slow to them when you cripple them. Both effects cannot happen simultaneously and share the same recharge. 15s CD (maybe 20s? Maybe less than 15?). Immobilize duration 2s, Slow duration 2s.
It now gives it a more meaningful stopping power when you cripple or apply a CC, and not just a short duration immobilize which felt a little luckluster before.
Leg specialist (now called Slow them down) is now worthy of being Master tier. So now, you can move Shrug it off to Adept and Slow them down to Master.
This way you nerf the condition removal of the build Shoutbow (which would become crazy strong otherwise), as this build now has to choose between Shrug it off or Quick Breathing again, instead of having both, which would be a little too much condition removal plus healing (from Vigorous Shouts).

  • Burning Arrows
    Burning you apply with longbow skills last longer. Longbow skills do more damage against burning foes. Longbow skills recharge faster.
    -Burning duration from longbow skills is increased by 25%.
    -Damage of longbow skills to buning foes is increased by 5%.

Dual shot applying burning is definetly not a plus to the weapon, it should couse burning baseline (remember that burning does less damage and stacks in intensity now), it’s an extremely important part of the longbow now. The AA should have always applied some kind of condition! We shouldn’t have to take a triat to make the AA not worthless. The new proposed trait is similar to the greatsword one.

  • Powerful sinergy
    Combos made with leap finishers, whirl finishers, blast finishers and projectile finishers activate twice.

Why not? It has to be a choice between two amazing traits such as Vigorous Shouts and Phalanx Strength; it needs to be just as amazing (double blast finishers may be a little too strong though).

  • Determined Revival
    -In addition, you revive 10% faster.
  • Reviver’s Might.
    You and nearby allies gain 2 stacks of might (5s) and 3 seconds of regen for each second you spend reviving someone (may be a little too strong, feedback needed here!).

Warrior HoT balance feedback

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Discipline Specialization

  • Crack shot
    Gain increased precision for a period of time each time you critical strike a foe with Volley. Rifle skills are reduced by 2% each time you strike a vulnerable foe with Fierce Shot and Volley.
    -Crack shot is now called Precise shots
    -Precise shots is now Adept tier in the Arms Specialization in place of Deep Strikes trait.

Now its effect is similar to something like the Guardian’s Mace trait. Fierce Shot and Volley now make more sense piercing baseline.
This trait makes absolutely no sense in the Discipline line considering how incredily sinergistic this weapon is with the Arms line with traits like Rending Strikes or Burst precision. We move this trait back to the Arms specialization in the place of Deep Strike, which is a passive, uninteresting and incredibly bland trait that wont ever get taken over something like Berserker’s Fury or Signet Mastery.
As rifle attacks are now stronger, their recharges need to be conditional and more skill based to not be straight out reduced off the bat.

  • New trait called Disciplined attitude
    Cripple nearby foes and gain swiftness when you swap weapons.
    -Combat only.
    -This is now an Adept trait in the Discipline line in place of the moved and renamed Crack shot.

We came up with this weapon swap trait, which is a fair competition to Warrior’s sprint (this is the name we came up with, name not relevant though!).

  • Vengeful Return
    -In addition to its current effects:
    Vengeance recharges 20% faster.

As niche as thist trait can be, it can have its tactical uses, but in order to work much better, Vengeance has to have a reduced recharge once downed, that’s why we propose that, in addition to its current effects, Vengeance recharges 20% faster.

Arms specialization


It’s great, it’s awesome, it looks really really good. But it has a problem, it seems like a Sword only (with Longbow as secondary) specialization with heavy focus on conditions. This specialization shouldn’t be exclusively condition oriented as there are only 3 weapons out of 12 based on conditions. Most of this, is due to the Opportunist trait, Warriors should be the kings of Fury, not Rangers. I’ll explain:
The Fury on immobilize only works for Sword and Longbow unless you equip Bolas or trait into Leg Specialist, which we think it’s cool but not cool enough. Also, the crit chance on sword is covered by the Blademaster trait which is also extremely overkill with fury for a potential +40% crit chance with a sword, that’s why we propose the following changes:

  • Rending Strikes
    You have a chance to couse vulnerability and gain swiftness on critial hits. You gain fury if you strike vulnerable foes.
    -Vulnerability threshold to gain Fury: 6 stacks.
    -Fury duration: 5s.
    -Recharge of the Fury effect: 5s.

Basically, you have to strike a foe with 6 or more stacks of vulnerability in oder to gain fury, this effect has an internal recharge of 5s.

  • Opportunist
    Gain fury when you immobilize or cripple your target. You have increased condition damage while under the effects of Fury.
    - The previously mentioned crappy trait Deep Strike (replaced with new Rifle trait) is now merged here.
    - Fury duration. 5s.
    - Recharge. 5s.
    - +150 condition damage while under the effects of fury.
  • Blademaster
    You gain Fury if you strike a bleeding foe with your sword. Your sword skills do more damage against bleeding foes. Reduces recharge on sword skills.
    -Bleed threshold to gain fury: 5 stacks.
    -Fury duration. 5s.
    -Recharge of the Fury effect. 5s.
    -Damage against bleeding foes. +5%.

The idea is that sword no longer gets ridiculous 40% crit chance with fury thanks to +Blademaster.
Rending Strikes is great with Mace and Axe offhand (even more with the proposed changes) and is the direct damage variant of Opportunist.
Opportunist now works wonders with Axe and also acts as a condition variant (while Rending strikes being the direct damage one).

Warrior HoT balance feedback

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Sword mainhand:

  • Final Thrust: Strike your foe with a powerful thrust. If it hits an injured foe, it does extra damage but the recharge is increased.
    -Damage: X
    -Damage against foes under 50% health: Xx2
    -Increased recharge when damaging foes under 50% health: 5s.
    -Base recharge reduced to 10s.

Final Thrust feels as if it only ever gets any use when your target is below 50% HP, that means that the CD feels too long to use on a foe above 50% and the damage above 50% dosen’t feel high enough for such a high recharge. In other words, it feels a one dimensional skill that only ever gets used as a finisher and only sits there unsused most of the fight.
Final Thrust base CD reduced to 10s. If you hit foes under 50% HP you do extra damage against them but the CD of this skill increses by 5 seconds. A choise of “Less damage more often, more damage less often”.

Sword offhand:

  • Impale: Throw your sword at your foe to impale them.
    -Duration of the Impale effect increased to 6 seconds.
    -Torment duration and all other effects remain the same.
    Rip: Rip your sword from your target for extra damage.
    -Cast time reduced to ½ s.
    -Damage increased by 10%.

We feel that the time limit it allows you to Rip your sword from the enemy is too low, the chain skill from Impale, Rip, should last at least 2 seconds longer. The cast time on it felt too punishing so it got reduced; and the damage slightly increased.

Greatsword:

  • Hundred Blades: You perform several frontal powerful strikes that make your foes vulnerable. The last strike does addintional damage. You move slower during this attack.
    -Each strike applies 1 stack of Vulnerability. 8s.
    -You move 50% slower during the animation.
    -Damage reduced by 20%
    -Range increased to up to 170.

We think (most of us totally agree on this one), Hundred Blades should be able to be used while on the move. In spite of its popularaty, it’s a clunky relic of the past, and it feels wrong with the pace of the combat.
Ironically, with this change, Physical utility skills would be taken more as they would gain much more flexibility and wont be reserved to just save their CDs to set up the Hundred Blades (which just reduces their usability as a whole).
Therefore, to compensate for it’s new movement posisbilities and the fact that all other greatword skills are going to hit much harder due to several damage multipliers from traits, the damage of this skill is now reduced by 20% (or more, or less, you get the point).
You can now rotate, move (albeit really slow) and AIM those slashes, you shouldn’t be as countered by just simple strafing.
Further justification:
Skills such as Blurred Frenzy, Pistol Whip and Zealots Defense make sense as static skills becouse they have their own set ups (Pistol stun on Pistol Whip, Illusionary Leap on Blurred Frenzy), have defensive mechanisms attached to them (Blurred Frenzy evades, Pistol Whip evades, Zealot’s Defense blocks projectiles), or it’s even ranged (Zealot’s Defense has 600 range). The flat damage on Hundred Blades doesn’t really cut it, at all, it also has an incredibly long cast time making it impossible to fully land it unless you devote more than half your build to specificaly land it (it’s a single skill!).

Trait changes

Strength Specialization

  • Axe Mastery
    Critical hits with Axe attacks gain extra adrenaline. Gain ferocity for each Axe you’re wielding. Axe attacks do more damage, with extra damage to foes with lower health. Reduce recharge on Axe skills.
    -In adition to its current effects:
    +5% damage against foes above 75% HP.
    +10% damage against foes below 75% HP.
    +15% damage against foes below 50% HP.
    +20% damage against foes below 25% HP.

It doesn’t compete with Berserker’s power in the current state. Now it does

Warrior HoT balance feedback

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Warrior HoT Balance comprenhensive feedback

First things first!: All numbers would be subject to change, mechanics are what’s important here!

Note: This is mostly an effort from several warrior players across various servers. I’ve only been compiling the feedback and adding a few things on my own.

Note 2: Comments and explanations are in spoiler tags.

Weapon changes:

Rifle:


As it is, the rifle is not going to get any use besides some seldom clutch and selective occasions. The weapon is extremely underwhelming, we think this is universally known at this point.
In order to make a weapon desirable and fun, it has to have sinergies within itself, it has to feel rewarding to use. Each skill press has to feel meaningful. A weapon is considered bad when the skills associated with it are just filler attacks: Brutal Shot and Aimed Shot being two examples of this, you fire them and forget about them altogether (with the exception of Aimed Shot+Leg Specialist).

A clear, very simple example of a conditional attack with somewhat decent sinergy:

Fierce Shot: Fire a shot at your target, gaining bonus adrenaline against vulnerable foes.

Some selec rifle skills should pierce baseline, such as Fierce Shot, Volley, and Kill Shot(we feel it’s absolutely mandatory for rifle Warriors, specially with all the changes suggested below).

  • Fierce Shot: Fire a piercing shot at your target, gaining bonus adrenaline against vulnerable foes.
    -It now pierces baseline.
  • Aimed Shot is now named Brutal shot: Fire a shot that cripples foes and makes them vulnerable.
    -Cripple. 5s.
    -6 stacks of Vulnerability. 8s.
    -Cast time increased from ¼ s to ½ s.
    -Recharge remains the same: 10s.
  • Volley: Fire a volley of piercing shots at your foes.
    -It now pierces baseline.
  • Brutal Shot is now named Aimed shot: Fire a precise shot that reveals your foes and dazes them.
    -2 seconds of Revealed.
    -Daze duration: ¼ s.
    -Cannot be blocked (Maybe? Maybe not?).
    -Cast time reduced to ¼ s.
    -Recharge remains. 15s.
  • Rife Butt: Push your foe back with your rifle butt and perform an evasive manouver.

Shortly after pushing your foe back you perform a dodge roll to gain some distance, similar to Ranger’s Hornet Sting skill (distance gained would be a little shorter).

  • Kill Shot: Fire a powerful shot. Cast time is reduced and has increased vulnerability application with inceased adrenaline levels.
    -Level 1: 1 ¼ s cast time. 3 stacks of vulnerability.
    -Level 2: 1s cast time. 6 stacks of vulnerability.
    -Level 3: ¾ s cast time. 9 stacks of vulnerability.
    -Pierces baseline.

Damage of the Kill Shot no longer varies depending on adrenaline levels.

Axe offhand:

  • Dual Strike : Strike your foe with both weapons and reflect projectiles coming at you. Gain fury with each hit.
    -Damage of this skill increased by 15%.

Now reflects projectiles coming in front of you during the ½ s animation. Damage of this skill increased by 15% becouse if felt too weak.

  • Whirling Axe: Spin and attack your foes, making them vulnerable.
    -10 stacks of vulnerability. 10s.

Now applies up to 10 stacks of vulnerability AoE during the animation. (it now competes with Mace’s off hand single target counterpart, Crushing Blow).
Whirling axe blocking or reflecting projectiles would have been too strong or it would have overshadowed Shield and Sword offhand very quickly.

Mace offhand:

  • Crushing Blow: Crush your foes armor, leaving them weakened and vulnerable.
    -10 stacks of Vulnerability: 10s.
    -Weakness. 8s.
    -Cast time reduced to ½ s.

In addition to its current effect, it now applies 8s of weakness.
It may be redundant with Main Hand Mace AA (Pulverize), but you will not always pair Mace Offhand with a Mace Mainhand, so as a stand alone weapon, it makes sense temathically and it needs it mechanically. The cast time feels really long, it’s now reduced to ½s

Shadows Rejuvenation should be reworked

in Thief

Posted by: Khenzy.9348

Khenzy.9348

Love all these SA thieves defending this incredibly broken trait. It’s been known to be an OP trait for years now (always banned on duels), it hasn’t been complained about in the sPvP sphere as much as it couldn’t be reached by other conquest meta builds, and turtling with stelath is not an effective strat on that mode.
Let them live their own illusion of joy, Verilan. As if stealth alone wasn’t the strongest de-target, defensive and reposition tool in the game on itself already. It will get nerfed or changed entirely eventually.

Some are even comparing the healing potential to guardians and eles, depicting themselves as not very clever (to say the least), not even naming they are completely different professions altogether, the obvious.

My suggestion: your next X succesful attacks after getting out of stealth heal you for X amounts. This buff lasts X seconds.
Now you have to attack and succeed at it in oder to gain that sustain. This promotes getting into stealth, but not camping it and cheese ‘turtling’ the fight when getting totally outplayed, so you’re forced to actually attack, but that risk is rewarded by heals if you succeed. If you wait too long, you lose the buff, if your attacks fail (get blocked, blinded, evaded, etc.), you don’t get healed, so it has counterplay as well.

(edited by Khenzy.9348)

New Thief Deadly arts and Acrobatics OP

in PvP

Posted by: Khenzy.9348

Khenzy.9348

What about SA? Rofl. 6/0/6/0/6 D/P thieves are going to be godmode.

Specialization skills confirmed - Tempest

in Elementalist

Posted by: Khenzy.9348

Khenzy.9348

Everyone says Sword is going to be a full melee set, but what about 2 elements being melee while the other two being ranged? I know, right? Too crazy.

Specializations. Concerns about less variety.

in PvP

Posted by: Khenzy.9348

Khenzy.9348

Honestly 6 6 6 scares me a little, there a lot of super power combination now for many classes, i think anet will do an intensive traits movement/rework at the beginning.

Cele eles with Cleansing Water, Evasive Arcana PLUS Stone Heart or Diamond Skin? Lmao, no, just no. Of course there will be some significant rebalance there. Or Fresh Air with Water and Arcane?

Proposed Changes for Engineer Turrets

in PvP

Posted by: Khenzy.9348

Khenzy.9348

I hate when a company knee-jerk reacts to complaints and proposes a quick and poorly thought out way to end them.

‘Kneejerk’ would imply that turret engies haven’t been under scrutiny for a while now. We all know that’s not true. Actual ‘kneejerk’ response would have been taking action 6 months ago… We all know that didn’t happen either.

Try a different way of belittling the Devs into reversing a decision you don’t like, because they are laughing out loud at that attempt.

They can do to turreteers anything they so desire for all I care (even though I don’t agree with their direction). I still think it’s a knee-jerk reaction (as in a response based on prejudice, not thought) to calm down the complaints, or else such balance changes would have been made a long time ago. There are so many other balance outliers right now, yet they choose to talk about only, and only turrets. Come on.

Proposed Changes for Engineer Turrets

in PvP

Posted by: Khenzy.9348

Khenzy.9348

I hate when a company knee-jerk reacts to complaints and proposes a quick and poorly thought out way to end them. Just make them scale with the engineer’s stats: tanky but poor damage engie = tanky but poor damage turrets.

The most concerning thing here is you reacted to complaints (too late), you should have prevented them in the first place or shouldn’t have allowed these for so long.

Also turrets are not the only problem, Engineers have too much easy access to protection.

Don’t forget about their celestial variants please, thank you. If you’re only going to balance turrets only, it means you’re just knee-jerk reacting, which is totally unprofessional.

(edited by Khenzy.9348)

Let's talk about GS

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Make HB the melee version of Rapid Fire. Nerf the damage, shorten its cast time a little bit, you can use it while on the move (alter the animation accordingly) and each strike applies vulnerability. Tada! GS warrs just became a thief counter. And the GS itself became much more fluid and fun.

Allow turrets/objects to take burn damage?

in PvP

Posted by: Khenzy.9348

Khenzy.9348

They do a lot of damage (and CC) for how tanky they are, it’s just as simple as that. But please, don’t forget about their celestial counterparts, I consider those even stronger. Also, don’t totally give in to the more vocals though, there are other outliers as well such as the ever mentioned cele eles, zerker thieves and so on, if you’re going to do a balance pass soon, don’t forget about those as well.

Advice on Medi Guard roaming build

in Guardian

Posted by: Khenzy.9348

Khenzy.9348

I don’t see anything wrong with it; 6% less crit chance, 19% less crit dmg and 60 less power for 2,27k health and 295 more armour compared to a full berserk exotic variation… He should be good to go to start with this (losing crits on a powermedi is always a big thing though)

the build you gave him looks very good. except he needs more crit chance. try to push for at least 50% with food and accessories which I think he will get in time with the ascended ones.

He reaches up to 44% crit chance by just changing the stone to an oil, which I think it’s just fine as a mediguard (while being somewhat tanky, of course).

I made him the ascended version: http://gw2skills.net/editor/?fVAQNAR7dlsApaodDxcI8DVR8QlZK+i2UVAgz1/QQkDA-TVDGABDqCib7PckyAjUS9oqABqyARKVEUNiy0NAwTAoCNMHcRA8TJYAAEgbezsZbGc0je0je0j2Rv5Nv5NPapAeaCA-w

45% crit chance, which I think should be enough to retain that tankiness, I changed Air and Fire sigils for blood ones (or maybe leeching would be better?), becouse more sustain… why not?

If that crit chance is not enough I’ll tell him to try and change some stuff around. I’m glad it’s at least a decent build, thanks for your answers!

(edited by Khenzy.9348)

Advice on Medi Guard roaming build

in Guardian

Posted by: Khenzy.9348

Khenzy.9348

Hello there! I have a friend that’s pretty new to the game and I was thinking on giving him a roaming build with a Guardian (it’s the class he prefers to play right now), I came up with something like this:

http://gw2skills.net/editor/?fVAQNAR7dlsApaodDxcI8DVR8QlZK+i2UVAgz1/QQkDA-TlzDwA7Uqcf/BeKpgqMwlKEFOCAAM9c4BA0StAP6eeoEkgJIIXEgXqqEAABgjGIFwTbBA-w

It’s the meta sPvP medi build (well, the GS one, not the Hammer one), I made it relatively tankier instead of full berserker as he’s new and he doesn’t even have guard stacks.

What do you guys think? Is there any other way he could gear his guardian that could potentially be more optimal? For instance, is Selfless Daring worth it instead of something like Fiery Wrath for added sustain? Thoughts?

Thanks in advance!

I can't seem to make SweetFX work

in Account & Technical Support

Posted by: Khenzy.9348

Khenzy.9348

No? anyone? =/

Post your dream Guard changes!

in Guardian

Posted by: Khenzy.9348

Khenzy.9348

Leap of Faith CD reduced to 10s base.

Flashing Blade no longer requires a target to perform the teleport.

Judge’s Intervention is now ground targeted.

Orb of Wrath proyectile speed increased by 33%.

Smite is now considered a symbol.

Bonus:

Binding Blade maximun leash range increased to 750, aftercast of this skill significantly reduced.
Pull (Binding Blade chain) casting time reduced to 1/4s, aftercast of this skill significantly reduced.
Ring of Warding can now be used while moving.
Shield of Judgement cast time reduced to 1/4s, now it also dazes targets for 1/4s. Cannot be blocked.
Shield of Absorption proyectile blocking bubble now persists for its full duration regadless of detonation and follows you around.
Detonate Shield of Absorption now provides 5 seconds of regeneration in addition to the current heal. It no longer makes the proyectile blocking bubble dissapear.
Cleansing Flames now cleanses up to 3 conditions from you and your allies, cast time reduced to 3s. Initial precast time significantly reduced. Base CD increased to 20s.

(edited by Khenzy.9348)

Adrenaline degen speed is to high !

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

+1 The adenaline decay nerf was too severe.

But that doesn’t change the fact that it’s still a bit ridiculous how quickly it drains. If you’re low on life and at max adrenaline, you’ll run out of adrenaline before you fully heal, it’s happened to me multiple times in PvP and is very annoying to have to start a fight with no adrenaline and not at full hp.

Indeed. And this shouldn’t happen, ever.

I’m liking the Idea of up to 50% decay OOC. +1 to that one.

Do Something About Turret Engis.

in PvP

Posted by: Khenzy.9348

Khenzy.9348

This spec provides a somewhat effective feeeling of accomplishment to those new entry players that are trying spvp, but it’s a spec that will possibly do more harm than good in the long run as it tends to be a very frustrating spec to fight against for many players. If DPS warriors, DPS necros, and other relatively easy to learn specs were more effective, I think we would have a healthier meta. The complete dissapearance of turret engineers, and slightly tunning down DPS thives and certain celestial specs would help with that in my opinion.

(edited by Khenzy.9348)

I can't seem to make SweetFX work

in Account & Technical Support

Posted by: Khenzy.9348

Khenzy.9348

I just formatted my PC, the game just runs fine without the SweetFX files: d3d9.dll, dxgi.dll and log.log in the bin folder. Once I put them in the bin folder, the launcher automatically crashes with the following error:

—> Crash <—
Assertion: Failed to load Coherent DLL: 0xc1
File: ..\..\..\Engine\ArenaWeb\CoherentUi\AwCoh.cpp(46)

I really want to play the game with SweetFX on, it looks like crap otherwise.

Is there any kind soul that could help out here?

Legendary weapons will no longer be legendary

in Guild Wars 2: Heart of Thorns

Posted by: Khenzy.9348

Khenzy.9348

Is really the exclusivity their grindy and RNG based nature provide the one you seek?

Guardian is Warrior 2.0?

in PvP

Posted by: Khenzy.9348

Khenzy.9348

We are in a meta where Warriors are support and Guardians are DPS! Who would’ve thought!!!?

BUFF DPS Warrs plz. =P

Please Make Impale Inflict Taunt...

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Honestly i see taunt attached to “On my Mark!” shout. But that’s just me;]

I’ve always wondered why this skill never applied revealed in the first place.

Revenant vs Ranger

in Guild Wars 2: Heart of Thorns

Posted by: Khenzy.9348

Khenzy.9348

You have to be a little shortsighted if you think a 50% uptime on a proyectile blocker such as this one will stay as it is come release (or shortly after it).

The Reality of New Leaderboard Algorithm

in PvP

Posted by: Khenzy.9348

Khenzy.9348

I donno, I just hope they get rid of that terrible decay system too. I played very very casually and I was often teamed up with terrible team mates or against terrible teams, I had like 70 to 80% win ratio, I had to carry hard most of the time, that was totally unfun as well. There was no way I could ever reach high positions, of course.

I stopped trying and I just went to unranked with non-meta builds and with classes I don’t handle as well. I stopped playing entirely, eventually.

(edited by Khenzy.9348)

Warriors getting a Staff? more info

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

I’m voting for a MH Pistol or just a MH ranged weapon, it’s what Warriors are lacking currently.
Shield (blocks), Warhorn (condi cleanse) with melee and range in the same build? That’s crazy good.

What if, with the new War specialization...

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

Thus, nothing lost, your panic is for naught.

I want to try that sweet new weapon, class mechanic and whatever, but with the FH trait, or its effect.

What if, with the new War specialization...

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

If this happens I’m rerolling

I think i am already rerolling to revenant.. the skills looks so kitten good!
Just hope the playstyle is good because you cant swap weapons.. so maby it starts to be boring real fast.. dunno

Revenant wont be my main, definetly. That class, from what we know so far (and from what Izzy said in an interview), is designed to have like 0 (cero!) mobility out of combat (compared to other professions, of course). That alone is a big nono for me.

What if, with the new War specialization...

in Warrior

Posted by: Khenzy.9348

Khenzy.9348

…,you lose Fast Hands?

I, personally, wouldn’t stand playing my (insertspecname)Warrior with a 10 second weapon swap, ever.
Is anyone else concerned that this might happen? I don’t want to lose my favorite trait in the entire game.

We know specializations are getting a new trait line, and most likely it’s going to be replacing an existing one, Discipline has the most chances. That would mean losing Fast Hands! Maybe the Warr spec is getting an even better one (no CD on weapon swap anyone?). I want to try that sweet new weapon, class mechanic and whatever, but with the FH trait, or its effect.

I donno… but it’s a concern I’ve been having for a while, hopefully I’m not the only one…

I thought this was a port nerf?

in PvP

Posted by: Khenzy.9348

Khenzy.9348

They actually buffed teleports, not only with the camera changes, but when there’s a place you can’t port to, the ability is not wasted.