Uhm no. 3 stacks per pulse is completely justified.
LOL, sry, u’re right. Skill discription is 1 stack. I testet and saw, it’s 3 stacks. In that case u’re right. 3 is great =)
I will Quote myself^^.
I’m playing A.E.D traited with AMD (Automatic Medical Response) and Gadgeteed but ist not Working.
When I use AED, it goes on CD, and when I reach 25% in the time the “Heal when Death”-Buff is active, the Skill reacharges instantly. So far so good.
But when the buff ends after 5 seconds, the skill goes on full CD, I cant use it anymore, but it should be available.
Pls fix, died so many times cause of this.
Edit: When the skill is recharged cause of AMD, and after that I get the “overcharge” bonus from Gadgeteer, the skill seems to switch on CD. Seems, that the “overcharge buff” overwrites the recharge from AMD.
I’m playing A.E.D traited with AMD (Automatic Medical Response) and Gadgeteed but ist not Working.
When I use AED, it goes on CD, and when I reach 25% in the time the “Heal when Death”-Buff is active, the Skill reacharges instantly. So far so good.
But when the buff ends after 5 seconds, the skill goes on full CD, I cant use it anymore, but it should be available.
Pls fix, died so many times cause of this.
Edit: When the skill is recharged cause of AMD, and after that I get the “overcharge” bonus from Gadgeteer, the skill seems to switch on CD. Seems, that the “overcharge buff” overwrites the recharge from AMD.
(edited by Kydar Schattendolch.6879)
I would like to quote myself from another Thread:
Hi all,
first I have to say, yes I know, everyone of u think, IB is bad (or not that good)….and, I’m with you. But nevertheless, I like this trait (depending on build oc).
But with this patch this trait was buffnerfed.
Post patch it heals 1k more, but in change for this, the sacling with players healing power was removed.
So, this is my Suggestion to make this trait a little bit more viable: Let it scale (like pre patch) with HP.
0,5 HP from Ranger + 0,5 HP from pet.
IIRC the actual heal is something like 2580. With Pets increased Healing Power (by trait for 450) IB would heal 2580 + 225 = 2805. On top of this the healing will be increased by the Players HP same way.
The every best would be, if it removes 1 condition on top, but i think, we can’t get that
Thx for reading.
Yes, I also know with fern hound and a little bit traitet u will get with the F2 additional 1450 + 15s heal (2794) = 4244.
Nevertheless, I think scaling with HP should be integrated.
Skill should also apply 2 stacks of Poison per pulse.
Pls Change this with target increase XD
Hi all,
first I have to say, yes I know, everyone of u think, IB is bad (or not that good)….and, I’m with you. But nevertheless, I like this trait (depending on build oc).
But with this patch this trait was buffnerfed.
Post patch it heals 1k more, but in change for this, the sacling with players healing power was removed.
So, this is my Suggestion to make this trait a little bit more viable: Let it scale (like pre patch) with HP.
0,5 HP from Ranger + 0,5 HP from pet.
IIRC the actual heal is something like 2580. With Pets increased Healing Power (by trait for 450) IB would heal 2580 + 225 = 2805. On top of this the healing will be increased by the Players HP same way.
The every best would be, if it removes 1 condition on top, but i think, we can’t get that
Thx for reading.
Had a bug last evenig after the patch in PvP.
I took the “explosives” trait line but all minor traits were greyed out and had no effekt. There also was no connection between the former standing Mayjor traits and these minor traits traits (i.e. frim start to 1st minor, from Adept to 2nd minor and from master do 3rd minor). There were connections between the minors and the next major traits.
Testet it with the first one, create bomb on dodge but there didn’t appear such a bomb (yes, I was infight^^).
I dind’t play the map in both betas, but as I read in all the threads, esp. in this one now, it seems there are 3 major problems:
1. Rushing lord is the best way to win the match and it is too easy to do so with doorbreakers.
2. NPC (Archer, Guards) are to useless
3. not enough PvP-Fights^^
So, after thinking about this, here are my suggestions:
1. Make the doorbreakers to do less dmg on doors. I dont know exactly, how much breakers do u can summon at once, but I think, the max. should be 3. Also u should need Supply to summon them. And you can always summon 1 breaker per action (means you need enough supply and then u can do the interaction 3 times afterwards and summon 1 breaker for each).
Then the breakers move to the doors AND (and this is the main suggestion here^^) they are playing a bombt that will exploode and doing 1/5 of doors HP of dmg. For the 2nd door it shoult be 1/8 or something. After the breaker placed his bomb, he will move back to the base to pick up a new one. For this there is also supply needed. Then the breaker will run once more. In this case u will need 5 breakers to destroy the 1st door, 8 for the 2nd. Or in other words: 1st door 2/3 breaker needs to run twice and 2nd door 3/3 needs to run twice and another 2 a third time.
When a breaker dies, there will be a CD before u can summone a new one.
I think this will animate for an more defensive gameplay as u have to save and to cover ur breakers and dont let them die.
2. Buff Archers and Guards as suggested here from many players (HP/Dmg). Let them focus on NPC’s so that players have to cover them (reflects by archers, protection, stealth for Guards). There could also be a buff obtainable for supply that grants the door breakers buffs if players are near to them (240-360 range). Something like -50% Cond-Dmg or 33%-Dmg-Reduction. On the other side, there should be buffs, that archers are able so “see” incoming breakers if they are stealthed by thieves, when they entering an radius in front of the doors. So, archers are not longer useless as stated above.
There were also nice ideas to buff lord, when players are around, liked that idea^^
3. I think, the interrupt from channels (see Silent Storm map) should also be baseline. And with this suggestions above I also think, that the pvp aspect would be greater.
Thoughts?
P.S.: Sry for my bad english XD
(edited by Kydar Schattendolch.6879)
I think it will be a trap.
And IMO the best option is to get the Heal with using and the water field and regen when its activated by an enemy. It also could act as a “blast activation”, so that all ppl they are inside when the trap is activated get a small amount of heal…something like 800-1000 HP or so.
The Signets passive is ok I think.
Reduce it’s CD to 45 seconds.
If u activate it will act as the follow:
The actual effect stays at it is. Pet pulls conditions from u and allies within 600 range but also gets 4s of resistance.
The Ranger also gets 4s of Resistance. It’s the active part of the signet that’s the ranger benefits from.
The Resistence is also applied, when pet is defeated or out of range.
I think in this case, the Signet is much more useable.
So, if the Pet is defeated or to far away, u will get the resistance.
I’d like Protect me to do this:
Pet protects you for 4secs(down from 6) transfering all direct damage.
pet takes 33% less damage
Pet applies resistance(3secs) to nearby allies (upto 5) radius 240 yards
Cooldown 48secs (32secs traited)
Let the 6 s as it is atm. But I like the idea. Pet should get protection (its the -33% dmg reduction) for the duration (6s).
I also like the idea with resitance, but i think, it also should be the whole time, in that case 6s.
And i think the shout should only affect Pet and Ranger, cause this is, how most of the shouts ( 3 of 4) are working….or….5 of 6, if u take HaO and RaO within.
CD should be sth like kitten in that case.
(edited by Kydar Schattendolch.6879)
Actually, the easiest solution is to just move the “Pet gains additional stats” to “Pet Prowess” and see what they turn “Nature’s Wrath” into. No need for them to move around multiple stuff when they can just merge 1 portion of a trait into another.
That’s right. That’s much more easy. But Pets Prowess is already a really strong trait. And with the Pet stat Bonus ist’s even more powerful. That’s why I made this other solution, to try to give a better balance^^
But I thought about this as well.
Easiest solution:
—> move “Pets Prowes”s to Master Minor and “Loud Whistl”e to Adept Minor and replase GM Minor with Natures Wrath, so that’s in line with other professions.
—> remove “Instinctual Bond”, cause ist not worth to take it.
—> create new NM Minor Trait…maybe sth. linke “Heal yourself (or maybe you and your allies in a small radius around you, 180 or sth like this) by a small amount (200 HP) when you are under effect of a damaging condition, ICD 10s” or whatever…
I like my supportive on DS based Power build I run atm with Spite, Blood and Soul… and the armor was really expensive, so i think i will go for Blood, Soul and Reaper after HoT.
I don’t really want so sacrifice Spite cause of “Reaper’s Might” but I think i will do. And Soul Reaping is no option cause it works to great with the DS for my build.
Don’t ask such questions. We don’t want them to nerf this do we? :p
I think, we Necs are all fair and we want it be balanced…other than other classes XD
How will the trait Unyielding Blast work with the new Reaper’s Shroud #1 skill since the attacks already cleave? Will it have no effect or will it increase the cleave to 5 per attack?
I would suggest, it will only give the vuln. So half of the Trait works.
My Question is the following one:
How will “Reapers Might” (1 stack of Might for 15s) work with the new DS#1 Skill?
Imagine, every Skill of the Chain gives u 1 Stack of Might for this Duration, u can easily get 25 stacks of it….in combination with "Unyielding Blast " u will also easily get 25 stacks of Vulnerability or near to that….seems a Little OP to me XD
I would rather that they change some of the existing runes to make them useful. Like Rune of the Thief and Rune of the Engineer that give a nice damage modifier as 6th bonus, but give condition stats, which make no sense since damage modifier don’t apply to condition.
I like Rune of the Thief as it ist. I use it for hybrid build and it fits really great. Don’t wish any redesign for this. But there are many runes, that need some love i’d say
.
Der ANet,
Hey all,
i created this thread to get some Ideas for new Runes or redesign actual runes to make them more viable. Post your Ideas and give constructive Feedback pls. Have fun all.
I would love to see this new Rune with HoT or maybe earlier:
Rune of Extinction
(1) +25 Power
(2) +3% Condition-Duration
(3) +50 Power
(4) +7% Condition-Duration
(5) +100 Power
(6) +10% Condition-Duration, +100 Condition-Damage
Otherwise it would be very nice to add an +20% Bleed Duration to the “Rune of the Elementalist” XD.
Thx for reading.
No it didn’t^^
I know that there’s no heal when ist full hp
This trait seems not to work properly.
Tested it in HotM, but my Pet did not get any Health when hits critical!
No Feedback? Can’t believe this
Dear Anet, dear Ranger-Fans,
i would like to make some suggestions for improving the Rangers Spirit Skills.
I like to play Ranger and I like to play with a litte bit group support aspect and for me, i realize this with using spirits.
But I think, Spirits can be much more viable with a few little changes.
There are 2 kinds of Spirits:
– Those, who have an over time effect (Stone Spirit, Frost Spirit) and
– those, who have an direct effect (Water Spirit, Sun Spirit and Storm Spirit)
My i deas to make this Spirits more better/viable are the follows:
1. Make the Spirits with an direct effect a Blast Finisher when activating the Spirit-Skill
- This is only for Sun Spirit and Storm Spirit.
This would give the Ranger more access to Blast finishers, and the Ranger has really less of them^^
2. Make the the Spirits with over time effect creating a 3s combo-field.
- Frost Spirit: 3s Frost field (4 pulses , 1s to 1 1/4s chill per pulse)
- Stone Spirit: 3s ether field (4 pulses, 2s immobilize at start, 1s cripple per pulse, as it is now)
- Water Spirit: 3s water field
A second option is to make the Stone Spirit a Blast finisher also, cause ist an"mud field" like Muddy Terrain and ist’s not an Combo field to…dont know which one is the more better option, but i think both are possible.
3. The last idea is especially for Water Spirits:
- Make them to remove 1-2 conditions. There are two possibilities:
– The start healing for u and ur pet removes 1 condition or
– The activated Spirit skill removes 1 condition (for up to 5 allies)
This would make this healing skill more viable, in Spirit builds and i think this would not be OP.
If i have to decide for one of these 2 options, i would prefer the second one, cause it should be an group orianted improvement
I hope, this is read from some Dev’s an the idea will reach the team. An I hope to get positive Feedback from the Ranger.Community (and all others), especially of those, who love toplay Spirits like me. Or Maybe Spirits would get more viable to all Players, cause i think, they are really great and the few of the less group-support skills Rangers have access to.
P.S. Sry for my bad english XD
(edited by Kydar Schattendolch.6879)
I hope there will be more changes as they told about (especially the numerous weapon skill changes they told about in the preview in this Forum last week^^). They only showed changes we already knew.
Let’s see the update notes tomorrow and hope…
Dear Anet,
pls, pls add to this skill that it removes Immobilize before dodging (like you did for Thiefs Withdraw and Roll for Initiative).
It’s really, really neccessary that we Rangers have at least 1 skill to do this. If you want, you can also add the remove of cripple and chill
Thx very much.
For the stat buffs to compete they’d have to be ~+250pts since they can be killed and are immobile unlike banners. Unless I’m reading wrong and they’re providing the stat boost in addition to their current effect.
Also, Sun Spirit should add Condition Damage.
250 is far too much when u see the other effects as well. This is OP I think. I tried to get an amount of stats compared to Warrior banners (I think ist 170 or so)….and 100 for spirits additional to the passive effecs and their activation skill ist far enough.
Yes, I also hat the idea to add condition damage to the sun spirit, but then I though, ist maybe better to increase the “main” stats with these spirits
Hi all,
I have a few ideas fo the rework of the sSpirits and one spirit-related trait so that they are more useful for support as they are now.
Spirits:
Add an additional passive effect to all Spirits:
Frost Spirit: Additional 100 Power.
Storm Spirit: Additional 100 Precision.
Stone Spirit: Additional 100 Toughness.
Sun Spirit: Additional 100 Vitality.
This idea came, when i thought about the Banners of the warrior. This banners are really strong I and with the buff to the spirits, rangers can take an similar role for supporting like Banner-Warriors^^
Trait:
Spirits Unbound. Additional to the actual function this should be added:
1 Idea:
Add additional 50 Attributpoints on the passive Spirit effects.
This idea is only useful if such an change is coming^^ Otherwise I have another idea:
2. Idea:
Increase the passive effects of the Spirits as follow:
Frost Spirit: Increase additional damage from 10% to 15%.
Storm Spirit: Increase base duration of swiftness from 8s to 10 s(25%).
Stone Spirit: Increase base duration of protection from 3s to 4s (33%)
Sun Spirit: Increase base Duration from burning from 3s to 4s (+33%)
Ok, disuss
2 ideas:
1. 33% chance to inflict poison (5s) and vulnerability (5 stacks) for 5 seconds. Can only Trigger once every 10 seconds.
2. 33% chance to inflict poison (5s). If your target is moving, you also inflict 2 stacks of tourment for 5s. Can only Trigger once every 10 seconds.
I think adding more then just poison would be to strong.
Looking at similar traits (100% burning on crit 4 sec with 10s ICD). (for engineer an adept trait)
And your ideas are not on crit? maybe you forgot to add that, but 33% with every hit would be very strong for condition builds without precision.Looking at the damage of poison compared to burning, i would change my initial idea from
33% chance on crit to poison 5s with 10s ICD to
100% chance on crit to poison 5s with 10s ICDIt would be less damage then the engineer trait but the main reason to pick this trait would be to lower the healing.
But i also like the other ideas.
Make it without crit and an ICD of 15-20s. And btw, ist not with every hit, ist with 33% per hit. Maybe reduce it to 20% Chance. In that case as well condi builds without crit can use this trait.
Your 100% Chance on crit is not good i think. This makes it only useful for condi-crit builds. Don’t like it. In that case, you can also say 33% chance without crit and the ICD, maybe increased ICD to 15-20s.
(edited by Kydar Schattendolch.6879)
I only would like to see the 20s time before shadow return ends.
2 ideas:
1. 33% chance to inflict poison (5s) and vulnerability (5 stacks) for 5 seconds. Can only Trigger once every 10 seconds.
2. 33% chance to inflict poison (5s). If your target is moving, you also inflict 2 stacks of tourment for 5s. Can only Trigger once every 10 seconds.
Idea for Shadowstep:
Remove stun breaker.
Reduce cooldown to 30 seconds.
Increase duration for shadow return(stun breaker) to 20 seconds.1: Not realy neccessary but…for me it would be ok. Maybe an idea instead of this: Reduce removed conditions with shadow return from 3 to2
2. Not Neccessary, cause the CD starts when you activate this skill. So the effective CD is only 35 seconds at the mMoment (and with 20s Duration only 25s).
3: Yes^2! The most important and neccessary yChange for this skill.At the moment it is:
- 2 stun breakers in 50 sec
- 3 cond remove in 50 sec
My changes would make it into:
- 1 stun breaker in 30 sec ( 1.66 in 50 sec)
- 3 cond remove in 30 sec ( 5 in 50 sec)
So the condition remove should be reduced to 2 for sure (resulting in 3.33 con remove / 50 sec. Closer to the original) Maybe change the cooldown to 35s as well.
Ah ok, u are right, its 50s CD, not 45^^
Ok, but I dont think, a CD reduce is needed. Maybe to 45 seconds…so after 20s when shadow return ends u have an effective CD of 25s…think this is ok. 30s CD and 20s of shadow return is really strong. So u have 10s for a new try (Stunbreak/Condi remove) left after return ends.
V Potent Poison
Increases poison duration by 33%.
Idea: 33% chance to inflict poison for 5 seconds on critical hits. This effect can only trigger once every 10 seconds.
Idea: 33% Chance to inflict poison and vulnerability (5Stacks) for 5 seconds. Can only Trigger once every 10seconds.
VII Improvisation
Stealing recharges all skills of one type (venoms, signets, traps, tricks, or deceptions). Deal 10% more damage while wielding a bundle.
Idea: Stealing rechargesall skills of one typeone of your utility skills. Deal10%20% more damage while wielding a bundle.
Reason: recharging skills of one type can cause it to be completely useless when you dont have that skill type equiped. The damage modifier is only usable in very special situations. So 20% is reasonable.
Idea: Deal 5% more damage while wielding a stolen item.
Idea for Shadowstep:
Remove stun breaker.
Reduce cooldown to 30 seconds.
Increase duration for shadow return(stun breaker) to 20 seconds.
1: Not realy neccessary but…for me it would be ok. Maybe an idea instead of this: Reduce removed conditions with shadow return from 3 to2
2. Not Neccessary, cause the CD starts when you activate this skill. So the effective CD is only 35 seconds at the mMoment (and with 20s Duration only 25s).
3: Yes^2! The most important and neccessary yChange for this skill.
(edited by Kydar Schattendolch.6879)
Dear Anet,
my sugesstion is the introduce of Dragon Tokens. Now, i will present my idea for Tequatl and it can be Extended, when the other Dragons are updated/redesigned.
1. Every Tokens u get are account bound
2. You can get Tokens only once per day and account.
For Tequatl:
- If you get Tequatl to 25% HP (after 3rd battery-phase), u will get additional one “Piece of Dragon Token”
- If you kill Tequatl you will get one “Dragon Token”
So u can get an amount of 1,5 Dragon Tokens at the current state.
What can u do with this Tokens?
So…in every City (or only LA) there will be a new Token-Vendor.
This vendor will do 2 things:
1. He will change 2 “Pieces of Dragon Token” into 1 “Dragon Token”
2 He will sell different ascended stuff. For now, it’s ascended weapons and later he will sell ascended armor as well.
Not the questions are, how many Tokens one Weapon costs and what does These weapons have for Skins.
2 ideas:
1. The vendor only sells common ascended weapons like these ones you can craft.
2. The vendor will sell common ascended weapons as well as the special ascended weapons u can get by reward after killing Tequatl
Whats the prices?
First thought was, that every weapon costs 15 Tokens. So at least you have to kill Tequatl 10 times. This are Prices for the common weapons.
The next idea was, if the vendor sells these special weapons, they will cost 30 Tokens.
If the other Dragons are redesigned, it’s much more easy/fast to get the amount of Tokens you need but in that case, the weapons could be more expensive. For example Jormag is the next redesigned Dragon, and the amount of Tokens for a kill is the same so the price for each weapon is 30 Tokens….so it tooks the same time to get one, if you do botch dragons….but this is only an idea…this has to be balanced from you guys^^
This would be an additional way to get ascended stuff without grinding and farming materials und the bit of luck u can get a drop
Thanks for reading.
I have some small Ideas to change the Thiefs skills and survivalability a little bit more:
Steal:
1. Steal could be a Strun Breaker…..I think its not OP with whis and the Thief has this Mobility/Steal mechanic and is one of the professions with highest mobility so, why not?
2. Add a Trait, that steal removes (1-2) Condition (s).
Shadow Step:
1. Shadow Step should last 15s instead of 10s for Shadow Return.
2. Shadow Step also should remove 1 Condition when used first time, and two more, when usind Shadow Return. So u can use it much more better within fights as well as for Condition remove.
What do u think? In my opinion this are not really OP-Buffs.
Hello everyone (and dear ANet-Team)
I want to make some suggestions for new Fractal-designs as also for the impementation of ne Ascended Items. At first only a pleasure for the Ascended Items:
- Insert Attribute combinations, that u are also able to craft (e.g. Power/Vit/Crit or Cond/Pow/Vit).
Now to my Ideas for new Fractals in the future:
- One new Bonus Fractal which you can get with an 50% chance to the existing one:
This one is an Desert-Fractal based on GW1 and the “Grave of venerable Kings”. You walk through the old GW1 Crystal-Desert and your goal is the Grave. There, u have to Fight the Ghost of one of the old Kings.
- One new Fractal based on Cantha: U’ve to walk inside the old Cantha-Town. Ur enemys are the Celestial Creatures of the “Nahoui Quarter”-Mission. This enemys are gettring stronge, the more far the group goes on. First Enemy is the Celestial Kirin, and its only a “normal” foe. Next one is the Celestial Turtle, its a Veteran one, but u’ve also to fight the Krin from before (as a normal one). Third boss is the Celestial Phoenix as a Champion-One. The fight is also With the Kirin (normal) and the Turtle (Veteran). For the last Fight u’ve to win agains the Celestial Dragon as a Legendary boss. The other 3 Creatures are also within the fight.
- There could also be one Fractal based on the Underworld or the Fissure of Woe.
Thoughts? New/more ideas?
Hello everybody,
I would like to make an suggestion for wearing a second armor set.
This could work like the weapon-swatch. One is active, the other one istn’t.
So it would be possible to switch easyly between two playstyles AND the second set would not take this much place in the storage or the inventar, if u has a second one.
U can equip:
- a second armor-set
- a second accessoiry-set and
- a second weapon-set
All od them is switched by an “klick” in the Hero-Panel (or maybe with another defined swatch-key)
- Its not possible to switch sets within fights.
- If u have an CD on the Skills with the first set und u change to the second one, the CD will be shared
- This also would make sPvP more interesting (or maybe its better not to make this availabe for sPvP?)
In my opinion this is a nice feature for “saving” sets and playstyles (like this was in GW1 with builds)
What do u think about this idea?
P.S.: Sorry for my bad english^^
I’m using rampagners with pow/prec/cond.
I have a % Crit-Chance and 1900 Power and Prec. but 800 condition dmg. So I can deal nice physical dmg and have a nice support with condition.
So, when there are other proffessions with Bleeding, ist’s not as bad as it would be, if i’m fully on condition-dmg…
But i also take some accessoires for more vitality…
I’ve a 25/15/15/0/15 distribution on the traitlines and something around 15k Health
For me its good…there may be better ones, but i like it…
I figured it out with Rabit-Set, but the Health would’nt be better, cause i would switch my accessoires too, so ist’s nearly the same. I only would change Precision for more Condition-Damage
(edited by Kydar Schattendolch.6879)
U can craft this set. Its no problem to get.
Yes, i’m running D/D and SB….this are my favourites….because of the Poison and (short) Bleeding with SB (and nice Dmg as well) and the Death Blossom in D/D for bleeding and Poison in the first slot chain….This works very well.
I use this Sigil u mean in one of my Daggers….the other one is Bloodlust…but maybe i’ll change…
There’s one more set for Condition-Damage. Its the Powe/Prec/Cond Sets. I’m using it and i like it. I dont have realy much Life, but i pushed up to 15k with Accessoires and this stuff. I’ve only 800 Cond-Dmg (85 Bleeding and 120 Poison oder something like this, dont know correctly now) but i’ve also 1900 Power and 1900 Prec for more than 50% Crit-Chance. So i make very good physical Dmg but also a nice Cond-Dmg.
Vitality is something like 1200 and around 1066 Toughness.
So I can also use the trait, which is spending 5% of Precision as a Bonut to Vitality, to reach the 15k Life (without its 14k). I like it very well but its not everyones thing to play like this.
@Silver: Copy the link and open in a new tab, this shuld be working.
Ok then here’s a few:
Salvage 10 items
Loot 10 (or 50?) silver
Identify a dye (or 5?)
Gain a level (or SP by leveling up)
Sell an item on TP
Have a mini accompany you for 5 minutes
Complete a jumping puzzle
1. Is good
2. Mh..i think 10 would be better for daily also for causal players….maybe 50 is to much but…in general ok
3. Not so good, cause maybe u have to buy a dye…i think, this isnt soo great for everyone…its a “must” and u maybe dont get one only by playing^^
4. For monthly rather suitable than for Daily
5. What do u would to accompany?
6. Good.
Dailies such as praying to a statue, talking to a NPC and the one we now have for visiting the Laurel Merchant are no good at all. They don’t encourage active play across the world and are so easy to do that they simply become boring after a few repeats. Dailies need to be designed so that they can be completed at any part in the world, limiting it to a city or an NPC is just stupid. I’m hoping that the laurel merchant daily objective gets replaced with something more fun.
Post ur idea for changing this or for an extension^^
Diving – make it one trick (flip/twist) and you get my +1
How do u mean this? By diving or swiming u can’t do any tricks, only when using diving goggles. Do u mean this? I think its good. For getting Daily use one diving goggle point, jump and do a trick.
But my original idea was only to dive or to swim…its easy to get and its done besides normal playing. MAybe u swim to an island or something like this^^
I think both of them are nice ideas for daylies.
People still locking target on you while you go stealth. Still there’s no way to have an honest battle with a necro for example which drains your hp while in stealth just because he kept your target locked before entering stealth.
Thats really a problem. I noticed this also. Another situation are channel-skills (when u are targeted and go in stealth, u are still in target and take damage up to the end of the charge) or the Ranger-Hawks. When a ranger spell hawks on me, and i going in stealth, the hawk-attacks are not stopped at all, so i get more damage while in stealth and enemys see where am i. But when i’m in PvE with my ranger and i attack a skelk with these hawks and the skelk is going in stealth, the attacks of the hawks are stopped immediately. This is, how it should be in PvP too!
(edited by Kydar Schattendolch.6879)
Thats a nice idea…1 JP for Daily…i think, its good.
Killing a champion (or maybe more of them) could be something for Monthly, not for daily in my opinion….but its nice too. For Daily its enough to kill veterans….cause not every Player kills a champion every day i think^^…or when it its added for Daily, 1 champion in maximum. Of course the Dragon-Champions can count also for this.
I think it has to be AC and so on. Otherwise they could have write “Fractals”.
We did DoF and other Dungeons today and it worked at least.
Hello Com,
since last Update Anet has introduced the rotation for Daily-Archievements. I think this is good, but it could be much better. So we’re doing these tasks every day and I think, it would be a great idea to gather here in this thread many new ideas for monthly and daily tasks. And I hope, Anet will read it and maybe introduce some of them. So, its your turn. Post your ideas.
At first I listened the currently availabe tasks for the Daily and Monthly archievements.
If ther is missing one, dont matter, cause ists already in game^^
Daily:
20x Gather
10x Rezz
15x Dodge-Rolls
10x Craften
5x Event
1x speak with Lorel-merchant
60x Kills
15x different Kill typs
Monthly:
50x WvW-Kills
5x Dungeons
100x Events
500x Salvages
30x JP runs
7x Fractale
X x finish Dailys (don’t now how much)
Now it’s your turn
I will start.
Daily:
1x XXX Ranges swim or dive (no idea what these ranges are in the game LOL, Anet has to introduce this^^)
1x XXX Ranges to jump down
1x pray to each gods of Tyria in Divinitys Reach (/kneel)
5x visit different mas of the world (no cities)
1x visit all city lords (I mean Jennah in Divinitys Reach, the Imperator in Black Citadel, the avatar of te Pale Tree and whatever it is for Norn and Asura^^)
(edited by Kydar Schattendolch.6879)
The best thing would be, to add all exotic stat-combos (+Knight, i mean, this istn available yet for exotic) to the ascended gear. This would make the variaty much more better and, I think something around 90% of all players very happy
There really, really needs to be more stat combinations on ascended gear. I don’t see why ascended gear’s stat combinations need to be more limited than exotic gear’s stat combinations.
I agree with this. At this point I find myself willing to forgo the Ascended amulet stat increases simply because the stat combinations aren’t the ones that I want, and I feel it will ultimately hurt my build.
Exactly same for me.
There is no reason to get ascended gear except for the agony resistance. Using any type of defensive build in a fractal is detrimental since agony scales to your health, rather than a flat value.
That is why a lot of the stats are offensive, because it simply does not make sense for anyone to run a tank centered stat build in a fractal. The only way to survive the higher levels in fractals is to simply NOT get hit.
For goring Fracs and the Frac-Ascended gear, ok, maybe u’re right. But now u can get ascended gear for Lorels without Agony-Bonus, so why is there a Limitation either…very uncool^^
(edited by Kydar Schattendolch.6879)
U’re right. I mean in general the combinations of all Ascended gear, but i took an example from the new Amulets.
I read this on the Flame&Frost event site:
“With 5 new Utility Infusions and 30 Ascended Amulets to choose from, there’s something for every style of player”
Today I went to watch this new Items and I see…this istn’t true! There are 30 amulets, each 3 of the same stats with differend infusion-slots, but there are many combinations missing. For Example u can get an amulett with Pow/Prec/Crit-Dmg in major and minor slot and one other combination with Pow/Prec/Crit-Dmg in major and Vit/Heal/XX (or something like this) in minor slot….
But there’s no combination with for example Pow/Prec/Cond-Dmg in all of them. It waer this in my exotic equipment and qoult like to get it for rings/Amuletts too….but i can not…
I hope, there’ll be follow more combinations for the ascended Gear. In special these ones, u can craft on yourself.
Any comments about this and some people who think same way?
Sry for my bad english^^
The first Lorels you can get for Monthly ist the february one. In another Thread Colin told this.