Showing Posts For Krisztian.8405:

Adding new combo field to ES

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

Unknown Field

“Using his/her mighty hammer, the warrior slams the ground destroying everything in a small radius of impact.”

The unknown field will create a small area where current combo fields/marks are negated and new combo fields/marks can’t be added to this area for a few seconds. Two unknown fields will cancel each other if from opposing players.

Blasting and Leaping through the unknown combo field will fear enemies if you have boons. no boons no fear. Also boons are removed from self after fear ends.

Projectiles and Whirl will remove same conditions from self and enemy. For instance if you have a few stacks of bleeds on you and your projectile hit another player with bleeds, the bleeds from both players would be removed.

(edited by Krisztian.8405)

Dirty Fighting Skills

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

How about some dirty fighting skills?

Such as: a stun breaker which would throw dirt in opponent’s face after knockdown or kickin dirt in opponent’s face. these would result in short blinds ofc.

Fighting like a good guy is getting old. Especially when every other profession have tricks up their sleeves, while all of our cards are on the table.

Adding Smoke Combo Field to EarthShaker

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

How does this not make sense? The warrior pounds the ground so hard that it creates a tiny crater and shoots up dust/dirt. The dust/dirt is bound to get into someone’s eye.

The duration of the field would be dependent on the adrenaline level.

Thieves Guild (can be deleted)

in Profession Balance

Posted by: Krisztian.8405

Krisztian.8405

Let me get this right. You want to basically sit inside a 30 second smoke field with a thief npc which would constantly blind an opponent while you (player) face tank. Getting too close to you would result in a blind from the field, and attacking from range would result in permanent blindness. I have two questions.

1. How does this offer any counter play?
2. Can’t you do this already? Thieves have black powder on off hand pistol right. Y can’t you just stand next to the npc and spam it?

This suggestion is essentially a 30 second invul on an 180 second cd.

Mobility warriors are way too mobile

in Profession Balance

Posted by: Krisztian.8405

Krisztian.8405

Now look at the warrior.

HS is going to be nerfed.

minus condi duration is going to be nerfed with rune/sigil update. and by extension 95% reduction in cripple/chill/immobilize.

Critical damage is going to be nerfed, and by extension most of warrior burst skills including earthshaker which was previously nerfed.

Immobilized for what seems like hours

in WvW

Posted by: Krisztian.8405

Krisztian.8405

Kaos.9162

step 1: play warrior. step 2: get melandru runes, -condi duration food, and dogged march, step 3: laugh as immob. doesn’t even slow you down.

If you don’t fancy warrior, here’s the steps for engineer:

step 1: play engineer. step 2: get melandru runes, -condi duration food, and leg mods. step 3: laugh as immob. doesn’t even slow you down.

And the steps for elementalists:

step 1: play elementalist. step 2: get melandru runes, -condi duration food, and geomancer’s freedom. step 3: laugh as immob. doesn’t even slow you down.

Came across another warrior I couldn't beat

in Thief

Posted by: Krisztian.8405

Krisztian.8405

1. Dogged march only works on movement impeding conditions.
2. condition duration foods and runes are available to every profession
3. thief mainhand dagger has built in 4 second poison on third strike, and it doesn’t require initiative.
4. edure pain has a 4 second duration on a 60CD, 5 with sure-footed
5. defy pain only activates at 25% threshold
6. Warrior is soldier class, thief is adventurer, the difference in base defense is about 13%
7. thief has poison field on shortbow, and it doesn’t reveal when fired from stealth.
8. thief’s active heals can provide an evade while curing certain conditions or provide set up for another attack.
9. warrior has healing and toughness paired as a trait line, while thief have precision and critical damage. with 30 points, warriors can substantially increase their defense, while with the same points, thieves can increase their damage.
10. warriors are highly mobile
11. thieves can hide in plain sight
12. with shadow’s imbrace thieves can passively remove their conditions. 1 condition every three seconds while in stealth. stealth is essentially a condi removal on a 4 sec cd.

Playing thief takes brains and practice. They have a lot of tools at their disposal and knowing to use them takes experience.

Playing warrior is also a bit tricky because there are so many build possibilities. For instance, a build that’s good against thieves could get wrecked by engineers

I guess the important thing is that you don’t have to win every battle. Guildwars is just a game.

Rework stealth...

in Thief

Posted by: Krisztian.8405

Krisztian.8405

oh, the counter to blind spam is attacking. attacking and missing removes blind no matter the duration. just need a weapon with rapid attacks
http://wiki.guildwars2.com/wiki/Blind

Rework stealth...

in Thief

Posted by: Krisztian.8405

Krisztian.8405

1. Stealth traps cost badges and karma
2. Not everyone is a ranger
3. AoE damage is basically a shot in the dark.
4. Good luck with that. Stealth is just too easily accessible.

How about this? Completely invisible when standing still, and translucent while moving. Targeting a moving thief in stealth would still be impossible. Also, thieves get a new trait which would give them a few extra seconds of stealth while evading attacks in stealth.

Or this? Completely invisible if 600 units away from target. Translucent if within 300 units, also thief gains stability while translucent and can’t be affected by movement impeding conditions.

Or? Target yells, “I thought i heard something” when thief is within 300 units

The facts

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

@Arganthium

I’m not trying to prove anything, but simply list the facts as they are.

Arganthium.5638

Thank you for using a long-winded method of basically just saying that toughness is essentially the same thing as Armor (i.e. a 100 increase in toughness is no different from a +100 increase in armor). Your formula is wrong by the way, it’s actually Defense= ArmorToughness.

Your statement is actually incorrect. I provided the links so people can see for themselves. Maybe you should take a look as well.

Arganthium.5638

Krisztian.8405
4. “Attack is a value that is listed on the hero panel […] This is purely a derived value and is not directly used in any calculation.”
http://wiki.guildwars2.com/wiki/Attack_%28attribute%29

In other words, useless; unless you’re attacking someone with no extra toughness, but who does that?

What’s the point of this comment? No half-knowledgeable player uses attack in his/her calculations; I know that I certainly don’t. I’m not sure what point you’re trying to prove here.

I included this statement because a lot of people uses this attribute as proof in many arguments when it doesn’t make any sense to.

The facts

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

A lot of people have been saying a lot of things about the warrior class, and I wanted to clarify somethings.

1. Armor does not equal toughness. Armor = Defense + Toughness. Defense is an attribute which comes from the type of armor a profession wears (light, medium, or heavy.)
http://wiki.guildwars2.com/wiki/Armor

Thus, while in full zerk armor only with no traits, trinket, weapons, or signets. Soldiers will have higher armor than adventurers, and adventurers will have higher armor than scholars.

2. "At level 80, all professions have a base 916 power, precision, toughness, and vitality. "
http://wiki.guildwars2.com/wiki/Attribute

Since all professions have the same base toughness, the defense attribute is the only difference. Thus warriors and guardians have the highest base armor in the game. However, it is not by much.

Compared to medium armor, heavy armor has a defense stat that’s 12.92% larger for an exotic piece, and 12.81% larger for ascended.

Compared to light armor, medium armor has a defense stat that’s 14.5% larger for an exotic piece.

3. Warriors and Necromancers tie with the highest base health in the game at 18,372. They are followed by Engineer, Ranger, and Mesmer at 15,082, and they are followed by Guardian, Thief, and Elementalist at 10,805.
http://wiki.guildwars2.com/wiki/Health

4. “Attack is a value that is listed on the hero panel […] This is purely a derived value and is not directly used in any calculation.”
http://wiki.guildwars2.com/wiki/Attack_%28attribute%29

In other words, useless; unless you’re attacking someone with no extra toughness, but who does that?

Damage is calculated with the following equation:
Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target’s Armor)
http://wiki.guildwars2.com/wiki/Damage#Direct_damage

Notice that armor is in the denominator. This means that tanks will hit like trucks against players with little or no extra toughness and hit like wet noodles against players with extra toughness.

VENGEANCE!!! ...Let's talk...

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

^^

Replace it with a skill that instantly kills you and doesn’t give the opponent credit. The ultimate revenge.

Eviscerate Cooldown?

in Profession Balance

Posted by: Krisztian.8405

Krisztian.8405

If the warrior is running cleansing ire, this could be advantageous for the opponent. No adrenaline spent equals no conditions removed with cleansing ire.

Using blurred frenzy, distortion, and blink to make the warrior waste his/her eviscerate is a mistake in itself because those actions counts as evades, and according to wiki, you can’t spend adrenaline without hitting a target.

As for clone on dodge, if the warrior has you targeted, and has his/her auto-targeting off, he’s still going to hit you because the clone doesn’t become the new target. This is the system for everyone.

All in all, things are working the way they should.

I would recommend utilizing stealth more as a Mesmer because going in and out of stealth messes with the targeting system.

Original FlameKissed Skin please

in Black Lion Trading Co

Posted by: Krisztian.8405

Krisztian.8405

I’ve got the solution!

1. Give t3 cultural base armor ascended stats
2. use the remaining t3 armors from other races as meshes for other awesome skins and sell them on gem store.

I’m in no way affected by the original topic. I just have t3 armor and would love a free upgrade to ascended.

Here is why Guild Wars 2 needs Mounts

in Black Lion Trading Co

Posted by: Krisztian.8405

Krisztian.8405

If mounts are useless because of waypoints, teleports, and swiftness, then, having them wouldn’t give players an advantage over players who don’t have them.

There’s your logical argument.

Why does Gw2 need mounts? It’s because some players want them. Not everyone, but some. Gw2 is supposedly the type of game where people play how they want to play, and some people want to ride around tyria vs running on foot.

As for cheating in jumping puzzles, that’s already being done with portal skills and devices. As mentioned earlier, the cheating can be fixed by restricting where players can use mounts. If this is done, portals and portal devices should be restricted too.

If mounts are implemented, imo, there should be an option to hide them from other players. So players who don’t want to see them, don’t have to. (similar to the model limit)

Also, just for fun, crashing on a mount should result in insta-death.

-103% Condi Dur on Imm, crip, and chilled

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

They should introduce a GM trait on a trait line that doesn’t boost condi damage, condi duration, toughness, healing, or power. This trait would reduce incoming condi damage by a factor of your healing power. This trait line could be Discipline for warriors for example.

-103% Condi Dur on Imm, crip, and chilled

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

With Melandru Runes, food, and dogged march, -98% condi dur can be achieved against imm, crip, and chilled.

However, with 2xMelandru Runes, 2xResistance Runes, and 2xSunless Runes plus food and dogged march, -103% condi dur can be achieved. Also, -70% condi duration on other conditions.

What ya think, broken? Working as Intended?

Main hand/off hand Emphasis

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

@Scoobaniec-9561
It’ll function the same way it does now. Having the same type weapon on swap would still share the cd.

@Morelia.6835
True, it wouldn’t affect one handed weapons. But it would open new possibilities for two handed weapons. For instance, the rifle isn’t doesn’t deal great condition damage, but with the Offhand emphasis, its condition damage could be buffed, making it viable for condition builds. Another example would be greatsword. It is great for burst builds, but terrible for condition builds. With the offhand emphasis, the chance to inflict more bleeds/vulnerability could be increased, for example.

One problem I have with warriors is that everything is so straight forward that when you switch to a different weapon, people with a watchful eye know what to expect. For instance, when you switch to SS, people know that you are going to try to impale them. Or when you switch to axe, they know eviscerate is coming. Same goes for kill shot. What’s great about thief and other classes is that a lot of the time, their build isn’t telegraphed by which weapons they use. A d/d thief could go burst or condition.

Sure, warriors are noob killers, but I don’t care about fighting noobs.

Main hand/off hand Emphasis

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

Here’s an idea I’ve been thinking about for a while:

Main hand/Offhand Emphasis for two handed weapons. So, if a player places a two handed weapon in the main hand slot, the weapon’s raw damage would be slightly increased and its cc would be decreased. Or, if a player places a two handed weapon in the Offhand slot, the raw damage is decreased while the cc is increased either by duration or effect.

The CC and damage would be balanced such that enemy players can’t be perm-stunned or one shotted.

With this mechanic, Hammer warriors would be able to choose which type of damage they would like to do. Thus, be a master of damage or master of cc, but not both.

As for other two handed weapons, the Offhand emphasis could emphasize condition damage/duration.

I think this mechanic would create more build diversity and add a bit more (much needed) complexity to the warrior as you wouldn’t know which type of damage he/she chose to emphasize.

Discuss.

Banners on your back.

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

I’m not sure if this has been mentioned, but how about this for banners:

Dropping banners unlocks f2-f4 skills, one for each banner, so when you hit said button, they are summoned to your location. Perhaps there’s a cd on these skills when banner is first dropped.

This would help if your fight moves outside your banner’s range, and prevent banner stealing.

The summon merely brings the banner to your location, such that perks of when banners are first dropped aren’t given again. For example, battle standard doesn’t rez when it is summoned after has been dropped.

Reworking "Call to Arms" for Warrior Warhorn

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

That is tough. However with adept trait, shadow’s embrace, Remove one condition every 3 seconds while in stealth. p/d thieves still shouldn’t have a problem removing it.

Reworking "Call to Arms" for Warrior Warhorn

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

If you’re worried about thieves, consider this.

Thieves have a master trait, fleet of foot, which removes cripple and weakness on dodge, and the internal cd is 10 secs, which means weakness is wasted on them.

Reworking "Call to Arms" for Warrior Warhorn

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

To make the “stability” permanent would require a huge sacrifice in damage for a warrior.

With traits, you can reduce “Call to Arms” cd to 16 seconds. Then you’d have to buff up the boon duration to 60%. With that master trait, you’re already at 20%. Food can get you another 20%, then you have to get 2 superior runes (monk or water) with would get you another 15%. That’s a total of 55% You can get the other 5% through trinkets with snowflakes or another pair of runes.

Another method to get 60% boon duration is to use 30 points in tactics, 2 superior runes of water, and 2 superior runes of the monk.

If you don’t trait up, you’ll need 100% boon duration, and I don’t think that’s possible without points in tactics (why would you put points in tactics and not get the trait?!?!).

As you can see, trying to make it permanent will only hurt your build damage wise.

Who would use Balance stance over “Reworked Warhorn?” —umm people who use Gs/ A/S builds, Gs Rifle builds, Gs hammer builds, ect.

The only OP thing I see about the rework is that warhorn warriors would be harder to catch/stop. Being harder to catch isn’t anything new though, think about guardians, eles, thieves, mesmers, engineers (from the perspective of a warrior).

I guess it could seem OP if your build relies on CCs, but the response to that is to diversify your bonds. There isn’t a single build that would work on everyone. If yours does, then that build should be nerfed, and you shouldn’t be here complaining about a theoretical change.

Stability isn’t invulnerability, it can be stripped, and it can only be stacked 3 times.

Reworking "Call to Arms" for Warrior Warhorn

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

What do you guys think about swapping Vigor for Stability and Weakness for Retaliation for the Warrior’s warhorn “Call to Arms” skill? Currently, it grants 10 secs of Vigor and 6 secs Weakness on your foe. How awesome (or uncool) would it be for it to grant 10 secs of Stability and 6 secs of Retaliation instead?

Here’s a little background of why I would think the rework would be awesome. As a warrior, I normally run at the front of the pack, and whenever we’re about to clash with another zerg, I get cc’d to death by caster classes who are far behind enemy lines, which normally results in my death. Sure, I could follow suit and snipe them with rifle, but I prefer melee weapons (sword/mace and axe/shield) because I feel it’s more warrior like, nothing against longbow and rifle. It would be nice to not have to pop all of my utilities and heals before I actually make it to the enemy’s front line.

I’m sure there are a lot more instances where it would be handy/OP, but i think it’ll add a little survivability to the profession.

Switching out retaliation for protection would be beast, but I guess one shouldn’t ask for too much.

Lets lock heavy class.

in Suggestions

Posted by: Krisztian.8405

Krisztian.8405

Yeah, instead of joining those groups, try forming your own. As a heavy user, whenever i see “Ping Gear,” i scroll past that ish because there is always an kitten in the group who rage quits at the slightest hiccup. It seems that everyone is looking for an heavy, but that’s because there aren’t enough posts for groups looking for any profession.

What's the point of Mist Form now?

in Elementalist

Posted by: Krisztian.8405

Krisztian.8405

PVT warrior doesn’t work very well in WVW. You have high toughness and vitality, but your ability to do damage is diminished. If you are going against another pvt user, the damage you do against them is even lower. However, elementalists makes up for this with their ability to do condition damage. After a warrior uses his/her one or two condition removal skills, they are screwed. Really, It’s just a numbers game.

vulnerability and bleeds are nothing compared to fire.

What's the point of Mist Form now?

in Elementalist

Posted by: Krisztian.8405

Krisztian.8405

*Kaleban.9834

P.S. Eles can’t use ANY skill in Mist Form now, you may have missed that.*

I didn’t, and i applaud the idea. Being able to do anything while completely invulnerable is totally unfair.

I have a lvl 80 ele, and while lvling him i learned that i couldn’t play him the way i play my warrior (taking everything head on), i had to attack things from different angles.

I have a hard time fighting great elementalists, and i’ve yet to see one use mist form in an 1v1 battle. If the game was balanced, 1v2 or 1v3 would be hard, but the fact that it isn’t should tell us something.

What's the point of Mist Form now?

in Elementalist

Posted by: Krisztian.8405

Krisztian.8405

vinceftw.5086

Susceptible to stuns, poor you. You can still damage for the entire duration.

This is getting petty.

Ele’s are still completely invulnerable for the duration. I would trade endure pain for mist form in an instant.

when the game changes, you have to change your game.

When they nerf Killshot, Eviscerate, and 100 blades, you can bet your bottom dollar that i’m still going to be playing warrior, and i’m going to find another way to win. And when i lose, I’ll to understand why i lost and try again.

What's the point of Mist Form now?

in Elementalist

Posted by: Krisztian.8405

Krisztian.8405

Solo.9027

“Shield #5 is a 30 second cooldown mist form clone that you can trait even
further to 24 seconds.
Mist form needs to be dropped down to 45 seconds base with 36 seconds if
traited.”

Shield #5 or Shield stance is a weapon skill, and mist form is a utility skill. You can’t compare the two in this situation.

The closest Warrior utility skill you can compare to mist form is endure pain, which, as we all know, is susceptible to cc’s, i.e, stuns, fear, daze and the like. This means that heals during the duration of endure pain can be interrupted. If you’re upset that now your heals can be interrupted as well, all I can say is welcome to our world.

(edited by Krisztian.8405)

Rifles: Ground to Tower combat

in Suggestions

Posted by: Krisztian.8405

Krisztian.8405

Ground to tower combat is really difficult with the rifle because of line of sight issues with the projectiles. If a target is standing still, within range, and within line of sight, they should be able to be shot. However, this isn’t the case unless you are standing in a special spot on the ground, or if you are standing on the guard rail.

Its just not fair that other player can aoe opponents on walls, who are well behind the guard rails, but not rifle users.

Tower to rifle combat is just as bad. Even with the tallest norn in game, i can’t shoot over the rails.

Some may say, just jump on the rail. But this negates the purpose of standing behind a rail, to prevent getting pulled off.

My ideas of bringing balance to warrior class

in Warrior

Posted by: Krisztian.8405

Krisztian.8405

I think shields should be made to either hand weapons.

Mainhand attacks:

1. Block (shield up to 4s while holding 1, then 10s cd)
or
(shield for 1s, with a 1.5 activation time)

2. Shield Head Bash (hit opponent in head with shield,
inflicts confusion for 1s, 6 cd)

3. Shield Parry (hold shield for 3s, if attacked during that time,
shield bash activates. 10 cd.)
and for the burst skill

Demoralize (bang shield with offhand weapon, enemies within a
600 unit range are stripped of boons and given 3
random conditions. If they didn’t have a boon, 2
conditions are given. Also, 3 random boons are
given to allies)

Offhand is fine the way it is.

Two shields can’t be worn at the same time also. Shields can’t be placed in mainhand and offhand slots for different sets, such than when you swap weapons, you’d have a second shield.

Crazy? maybe. Op? not sure. Fun? in theory.