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Sylvari Pride/Hate Soundoff!!! and Hashtags?

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Posted by: LTREEVEY.2348

LTREEVEY.2348

So. Me and my Sylvari were LF a Sylvari based/rooted Guild (as a secondary) because I dig the Sylvari. I don’t role play, but I do want to share that Sylvari pride with like minded(still looking).

If any of you are familiar with the LFG forum category, you know its traffic is a little slower than other cats. However, I got an answer with in minutes. It pretty much said, ‘die you evil Sylvari’. I love it.

I’m posting this thread (probably not the first) to invite other Sylvari to shout their praise and show their pride. I, for one, am down for the cause against the dragons, but should my Mother Pale Tree tell me otherwise, I will roll up on whom ever she puts the crosshairs. Sylvari join me against the naysayers. Share your pride!

I also invite the haters. Those of you whom don’t have faith in the “tree people” whom have fought by your side (and probably saved your *kitten), let me hear your troll call.

For The Pale Tree!!!
#GoGangGreen #GroveTreeFamilies #GroveTreeOG

P.S. Leave hashtags for the hash tag haters

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LF Sylvari Guild

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Posted by: LTREEVEY.2348

LTREEVEY.2348

lol. lest’ my personal story has me turn on the Pact and the rest of Tyria, my Sylvari is still down for the cause. If they turn on me(or I do turn), I’m still Sylvari all day. #GoGang Green #GroveTreeFamilies4Life!?!? #GroveTreeOG

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Waypoint alternatives: Discussion

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Posted by: LTREEVEY.2348

LTREEVEY.2348

Bump. An old WP discussion

With HoT coming we will get Gliding, which from what I have perceived as a way to travel to access content. Players have been saying, that ‘if we’ve been playing the same map for ever, we wouldn’t want to run it’ but that’s only because they gave us such a huge opportunity with WP’s in the first place. These maps, although no mind blowing anymore still offer a lot ish to do while traversing from A2B. If anet had never given us the car("1k"Waypoints) and instead gave us a horse and buggie(“100 Waypoints”) much of that little content would still be half relevant because we wouldn’t have skipped it so much. That and boost to loot. I could be wrong.
For example, Maelstrom and H/Highlands are some of my favorite maps, but are they almost entirely known for their world Bosses. However, like most maps, they do offer ok events and a number of Champs to loot(which can be enjoyable). The real culprit to me is the timed WB events, but that would be less of a thing if there weren’t so many waypoints and stupidly short event chains that set of these world bosses.

tldr: The number of WPs, W/Boss timers with short chains, and the Microwave killed GW2’s lesser content. I hope gliding will be the primary mode of transportation in HoT because Anet will offer fewer WPs. For those “I don’t have the time” players. I definitely understand because ,I more than not, don’t either, but since GW is a gear grinding keep up with the pack game, you can always do it when you can.

P.S:: Food cooked in the oven is usually better for you than food cooked in the Microwave.

(did not proofread)

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Shadow Clones?

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Posted by: LTREEVEY.2348

LTREEVEY.2348

Are you guys really asking for more AI ?

Ehhhh…kind of?

I know AI(user summoned) in this game has been hit or miss, but, can’t see why more, short term, clone AI is a prob. Thieves used to be a hard counter to Mesmers. Though it would be funny to mimic the mimics. No?

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What mechanic's do you want to see(more of)?

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Posted by: LTREEVEY.2348

LTREEVEY.2348

I do think they want to make it harder to zerk and want to promote mixing of gear, but I also wish they would promote/buff the usage of boons, for both sides. I think it would help in PvE, but also slightly lessen the dependence on Burst in PvP/WvW. Sustained battles.

I was discussing how many people want their prof to have access to everything everyone else has, and Anet tried to accommodate a little bit over the years, but do think, in terms of boons, profs should offer multiple boons to their party, but be the master of only. For instance I run a shout Guard(secondary) and I try to boon and block everything I can for my group or against others in PvP(as I should) but there should be something that I offer like no other. Currently protection is high on my list but stability might be Guards calling. Who should master what boons, and what can be done to make lesser used boons, more important?

p.s. I really dig Feel my Wrath, but I wish my thief(main) was able to invigorate a group with Quickness.

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LF Sylvari Guild

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Posted by: LTREEVEY.2348

LTREEVEY.2348

all in the title. Lf a guild full of Sylvari as a secondary, possibly primary guild for my main. passive/light role play is acceptable but I am more about that Sylvari Pride. For the Pale Tree!!!

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What mechanic's do you want to see(more of)?

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Posted by: LTREEVEY.2348

LTREEVEY.2348

Haven’t really made a list or anything but one thing that came to mind shortly after the big 6/23 update was that I want more healing mechanics on mobs in PvE.

Since poison stacks intensity now, it sounded like a more viable option to have some poison in a condi build instead of just bleeds and the rest that stack. Sadly, although it does stack allowing more consistent damage, it’s still outdone by bleeds. I understand it is lower because of the healing debuff, and i think that’s the right thing to do, but I think I’d feel more fulfilled using poison if the debuff wasn’t a wasted mechanic for like 95% of mobs. I play a class with an entire trait line revolving around poison and I really want to try and make a build around that, but as far as PvE goes, it just sort of acts as a weaker bleed and no utilization of it’s debuff, making it seem not worth the time.

Yea, more mobs that have a dedicated healer like mordrem menders. Poison is almost entirely a PvP condi/much like confusion pre batch. I’m sure we see more of the mender types. Easy to kill, but effective in numbers.

Which reminds me of the skritt. They suck in individually but become more intelligent as they group together. I would like to see more mobs that effects/skills change as they congregate and fight together. This could possibly already be implemented but I don’t remember seeing a tool tip/descript like that other than skritt.

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Condition removal & speed buff...

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Posted by: LTREEVEY.2348

LTREEVEY.2348

I kind of disagree about forced to take one of the other as all professions need to equip at least one defense line to make sure they arent dying. Adding more defensive options in the offensive lines steers the meta further into this dps or die limbo we got going. I would love to see new/better iterations of both, but only in the lines they are in or the elite specs to come

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Class change item

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Posted by: LTREEVEY.2348

LTREEVEY.2348

Eh y not. The players know the risk. If their system is capable and they can through it in the gem store, might be another way to meet their quarterly goal after HoT. Give players another catch aside from equipment loss and missed story. Maybe add a short quest or cinematic. Yea. Y not. An option for people who haven’t pre ordered. I’m not but I’m sure alot of players would type in those account numbers and press enter to switch their dead alt to a revnant or another class/elite spec they like.

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(edited by LTREEVEY.2348)

Shadow Clones?

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Posted by: LTREEVEY.2348

LTREEVEY.2348

My first thoughts were in form of traits, creating a clone(s) on weapon swap and one on stealth.

On weapon swap: Gain stealth and leave behind shadow/clone that retains old weapon and auto attacks on until destroyed

On stealth: Create a shadow clone for every second you are in stealth. Shadow clones cause blind,torment, or confusion when hit.

Wouldn’t mind seeing an on dodge/evade similar to mesmer.

Just ideas. No numbers

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(edited by LTREEVEY.2348)

Shadow Clones?

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Posted by: LTREEVEY.2348

LTREEVEY.2348

As I would be alright with staff or rifle(but prefer OH Sword), I’d rather not guess as to what which one we will “wecieve”(5x fast), BUT I would love to speculate on what types of skills and utilities you think thief might get.
In looking back on what the thief has and what they might “learn” in the jungles, I kept coming back to more stealth/camo/shadowy stuff. Regardless of weapon type, I believe Anet will probably emphasize on that. I would like to see a/some block(s), or another shadow step or two, but I would also want to see them give clones/summons another stab on thief. Either in the form of a skill,utility,trait, all three?, but adds to shadow trap and TG.

Tldr Do you think shadow clones/after image would be fun on thief? What type of skills would you like to see on them?

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I've switched classes. Anet killed my thief.

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Posted by: LTREEVEY.2348

LTREEVEY.2348

shrug I still S/d. Traits might have changed a we bit but…u kno…evolve or perish. I do sit on bow alot though. Fear not, we’ll make it

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Specializations... Killing the game?

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Posted by: LTREEVEY.2348

LTREEVEY.2348

The new system and addition of specs is to set a base for the future. I think they did a good job setting up a base. Sure some you may have lost some kitten, but it doesn’t mean it cant be replaced. This game, despite what a lot of people cry about, is always changing at the base. Once they have their foundation (which is what this spec reroll as all about) they add to it.

Where I think they effed up Elite Specs was calling them “Elite” and then giving them “names”, suggesting that they were indeed another profession altogether.
“I am no longer a X, I am a Y”

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Why doesn't blind work on bosses?

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Posted by: LTREEVEY.2348

LTREEVEY.2348

If a world boss could be blinded then world bosses should just be removed. From the amount of people that do them it would be blinded an entire fight and just not be fun.

I don’t think OP is referring to World bosses. I’m certainly not. That would suck lol

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awesome looking armor

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Posted by: LTREEVEY.2348

LTREEVEY.2348

I’ll take a better pic one day but I like my Mordy-Killer thief

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Why doesn't blind work on bosses?

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Posted by: LTREEVEY.2348

LTREEVEY.2348

I used to ask the same thing, but I do believe in some instances, the attack the “boss” uses is more of an AOE than straight attack. I wish blind was more effective but the current defiance also buffs against it.

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What mechanic's do you want to see(more of)?

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I also believe GW2 is missing something that was a big draw during the original reveals. Battles and Siege. I would like to see “raid content” less like dungeon and more like a battle. Two missions I enjoyed were the defense/capture/recapture of Claw Island and Fort Trinity. It would be cool to see iconic places (to Tyria) turned into instanced raid like content. Claw Island, I think is perfect for raids. For those who know its story pre gw2, it significance is greater than the story mode.
- Replace NPCs with players; maybe a minimum of 4 full parties
- Give it Teq like coordination w/ siege and defense
- Provide Dynamic(Heroic) events for phases
- Good loot at base but Bonus chest based on how well done (think the dry top tier progression)
- Two separate versions defense and capture
I did have a longer more thorough write up for this idea, but it could be applied to any of the iconic Forts from lore or Storymode. Add the challenging A.I. to come. Could be dope.

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What mechanic's do you want to see(more of)?

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Posted by: LTREEVEY.2348

LTREEVEY.2348

- I want content that push us to use more of the current mechanic in the game. Right now we use offensive buffing, reflect, aegis and blind a lot. But condition removal is niche to specific situation, same with stability. We almost never really need vigor, weakness, protection, resistance, boons removal, etc. CC is also niche (useful in specific situation, but not often or in coordinated group). We never really need to put poison on a boss to keep his healing in check or thing like that. A lot of mechanic are just not really utilized in PvE.

-Ditto. I know some players would rather not see AI with higher and/or random attack speeds, but I think that would increase the use/importance of vigor, protection and weakness. I would love to see more healers (i.e. Mordrem Menders) they are annoying as kitten, but turn facerollable mobs into pretty intense, which would boost the “spam” of poison

- A good reward/time/difficulty ratio. Good content is nice, but if the reward isn’t worth it, it will fade away over time. Some story mode, aetherblades path and fractal are relatively good content imo, but most of them have poor reward for the time or the difficulty they impose compare to some other dungeon or silverwate for exemple. Harder content should yield a better reward than easier content.

More bonus chest…they don even have to rework tables(maybe a little) just give us more chance at something good for completing a more difficult task

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What mechanic's do you want to see(more of)?

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Posted by: LTREEVEY.2348

LTREEVEY.2348

There are lots of implementations I would like to see, but start of with just 2.

Heroic Events and RNGeesus: Specified “Dynamic Events” in instanced content(i.e. dungeons,raids,etc) in which;
-RNGeesus selects player(s) to complete a task that non-selected party members can not assist in. Possibly by locking room, creating a ward, environment separation, w/e.
-Task is needed to progress to next “phase”, but can be failed.
- In case of failure, remaining Party gets a “rallying event” to complete which in turn assist the “hero(s)” originally selected.
- Bonus chest based on completion
EX.
1. P1, P2, and P3 are called upon by RNGeesus
2. P1, P2, and P3 enter 3 individual rooms with 3 individual elite/champ lvl bosses
3. In case of Failure, remaining members complete trash mob and pull lever task which debuffs bosses for easier clear
4. Bonus chest for each boss completed w/o failure

Since dungeons have been beat to death, I think this would be a nice way to add “feeling”/“meaning” to our experience. Couple this with the new A.I. and mechanics that Anet is trying to use to base content going forward and hopefully a new way to role(making zerker risk/reward “riskier?” w/ new mechanics). More loot too

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What mechanic's do you want to see(more of)?

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Posted by: LTREEVEY.2348

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Forgive me if this thread exist else where, but the search tool took the day off, so I figure we could refry this topic. Originally, I was going to post in Dungeons/Fract but with all the “Challenging Content” talk, and “BWE will be more difficult than ever before” why not open the discussion to all PvE content.

So what mechanics would yall like to see in the future? New mechanics, old mechanics, borrowed from other game mechanics. I liked alot of the stuff from the old CDI threads, but your ideas and explanations dont have to be as extensive. Bullets are always appreciated. Share your thoughts.

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Damage modification Traits

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Posted by: LTREEVEY.2348

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So unless existing dungeons get a ground up Encounter revamp, then the new Elite specs are either incompatible, or vastly superior to the existing mechanics that govern it.

Dont have much to add to thread as I am sure everything will b nerfed/tweaked in the weeks to come before and after HoT, but I do believe I heard that AI mechanics that were developed with the HoT were also going to find some implementation in Pact Tyria. Not a quote, but I’m sure I heard/read it some where. Not a fan of dmg buffs though, only because the risk/reward scale is unbalanced, right now.

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Tempest & Warhorn confirmed – Feedback [merged]

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Posted by: LTREEVEY.2348

LTREEVEY.2348

Lol…“mesmer? Shield?Phewy!!!” … Couple days later “Oh! Ok.” O.o… I was hoping yall would get a sword too (so the Mrs. would get in there and get her hands dirty) but honestly, the rest of the reveals have been exciting and new (one names aside). Anet loves to try and make stuff look and sound (maybe not always function) great. Remember, this first round of elite specs is supposed to introduce new play styles/functions. Warhorn is not the sexiest weapon but it fits tempest very well. Will probably still be a new take on close-mid range options for ele. My ele is listening.

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Conditions Intensified

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Just read the post about condition changes for specialization patch. I wasn’t on the condition train before, but what are you guys feeling with this. Condeez will be a thing? Bosses get spongier? Death to all “nerf the zerk” threads? I am intrigued.

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Missed opp.: "No Profession-specific story.."

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Yea it is. in terms of no storyline for the Rev anyway. It didn’t have to be anything huge (although anything would require effort to develop), but something to recognize a player becoming this new thing called a revenant. Maybe a cutscene of how. Idk. Something

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Dont Nerf Zerk Meta

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Posted by: LTREEVEY.2348

LTREEVEY.2348

The “random and harder to read attacks” idea is one of the most widespread and myopic suggestions ever. It punishes skilled and knowledgeable players that know when to use active defenses while rewarding unskilled players that use more tanky gear.

It promotes the use of passive defenses to soak up damage instead of using active defenses to prevent taking any damage.

Boss attacks should have tells, this is AI design 101. If someone is skilled and knowledgeable to see a telegraphed attack coming, he should be able to use his active defenses to avoid it instead of having to use tankier gear because attacks have become randomised so he cannot dodge them anymore unless he gets lucky with his dodges.

Even worse, those who defend this bad idea are doing it for the sake of gear stat variety which makes their cause even less justifiable.

How is using Tanky gear rewarded, if it takes longer to clear content and get the prize? Isn’t that why Zerk is the Meta, because you can loot faster/earn more over time?

Tells already exist in game, so in watching for the tell acting accordingly, we are in agreement, but how is looking for a telegraph rather than knowing a pattern differ if they both require an action from the player? I am more in favor of “varying patterns” than randomness.

There is merit in arguing for “randomness” and if people want other sets to be recognized as acceptable(because almost everything is viable), what’s less justifiable about that?

If you can’t figure out why random, unavoidable or harder to read attacks reward reactive gameplay while punishing proactive and skillful gameplay I’m not gonna help you.
I just don’t feel like explaining to you such simple things like the sky is blue. You should be able to realize that in the blink of an eye.

Lol. don’t be a “kitten”. I’m a nice guy.
So what your saying is there is more skill in being procative (acting beforehand) than reactive(acting as a result of)? Got it. I am proposing more of both(proactive and reactive) tbh but w/e. If you know the Lupi (or mob creature x,y,andz) does 1, 2, 3, then 4, everytime, and you “pre-act” to this, you’re more skillful than going against 1,2,3and 4, in w/e combination, and reacting? Cool.

In terms of reward, Anet can’t reward us for running the meta(we created) by giving more loot, which is why the Meta is what it is. It puts emphasis on completing more content over time, giving the “chance” for more loot, and therefore being more rewarding, If I and/or my group ran (w/e)tf instead of Zerk, because it has more defense, I and/or my group would clear content slower and although, I and/or my group will most likely complete the content, it would be at a slower rate than a Meta group and earn less rewards? So where am I being rewarded for running tanky gear? I lessen the risk of failure and run the risk of less profit. I don’t see the reward in less profit, nor am I saying it should be otherwise. Blink…Blink

I’m not saying you are wrong…

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Dont Nerf Zerk Meta

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Posted by: LTREEVEY.2348

LTREEVEY.2348

The “random and harder to read attacks” idea is one of the most widespread and myopic suggestions ever. It punishes skilled and knowledgeable players that know when to use active defenses while rewarding unskilled players that use more tanky gear.

It promotes the use of passive defenses to soak up damage instead of using active defenses to prevent taking any damage.

Boss attacks should have tells, this is AI design 101. If someone is skilled and knowledgeable to see a telegraphed attack coming, he should be able to use his active defenses to avoid it instead of having to use tankier gear because attacks have become randomised so he cannot dodge them anymore unless he gets lucky with his dodges.

Even worse, those who defend this bad idea are doing it for the sake of gear stat variety which makes their cause even less justifiable.

How is using Tanky gear rewarded, if it takes longer to clear content and get the prize? Isn’t that why Zerk is the Meta, because you can loot faster/earn more over time?

Tells already exist in game, so in watching for the tell acting accordingly, we are in agreement, but how is looking for a telegraph rather than knowing a pattern differ if they both require an action from the player? I am more in favor of “varying patterns” than randomness.

There is merit in arguing for “randomness” and if people want other sets to be recognized as acceptable(because almost everything is viable), what’s less justifiable about that?

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Dont Nerf Zerk Meta

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Don’t nerf Zerk. Nerf the endurance bar. By far the most compelling aspect of GW2, and possibly the most crippling when it comes to diversity. We don’t have alternatives to Zerker because the “skilled” have shown the masses, that running Zerk, learning patterns, and DECENT mitigation can get you through most encounters. Anet removes double dodge from base and you have a new Dungeon/PvE/WvW experience. To prevent Range Wars, make range less effective. “That cripples/discriminates range players”. Range shouldn’t hit as hard as PB attacks anyway. If you trait for range, then you make it that much closer to melee effectiveness but they shouldn’t be equal. I am more in favor of a nerf to endurance (and slight bump for H/power scale) than a nerf to Zerk.

I’d rather they focus their attention on new harder content where just dodging won’t be enough than them having to rebalance 3 game modes to “fix” a gear stat in 3 year old content that isn’t broken in the first place.

Harder content is high on my list as well, and like I said, I don’t want Zerk to change either. The thread kind of got off topic and merged with another, but my suggestion(s) were just an alternative to nerfing Zerk.

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Dont Nerf Zerk Meta

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Don’t nerf Zerk. Nerf the endurance bar. By far the most compelling aspect of GW2, and possibly the most crippling when it comes to diversity. We don’t have alternatives to Zerker because the “skilled” have shown the masses, that running Zerk, learning patterns, and DECENT mitigation can get you through most encounters. Anet removes double dodge from base and you have a new Dungeon/PvE/WvW experience. To prevent Range Wars, make range less effective. “That cripples/discriminates range players”. Range shouldn’t hit as hard as PB attacks anyway. If you trait for range, then you make it that much closer to melee effectiveness but they shouldn’t be equal. I am more in favor of a nerf to endurance (and slight bump for H/power scale) than a nerf to Zerk.

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Dont Nerf Zerk Meta

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I’m going to wait for the changes in HoT, and I don’t want to change what Zerker is but, I don’t see a problem with randomized attacks as long as they come with proper tells. I’m not talking dramatic 3sec long tells, but tells “skillful” players can recognize rather than pattern. I think it should be implemented for all AI, not just bosses. IRL, you are rewarded(and punished) by picking up on tells just as much as memorizing patterns and tendencies. I think they can carefully and successfully install a bit a of randomness OR varying patterns for “challenging content”. Another poster brought proper balance and randomness, and though randomness may lead to varying, results, isn’t that what the propositions of randomness is about in the first place. Changing the experience.
-_- went into more detail but riginal post died in Timeout

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Perfect time to nerf Precision!

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Right but running zerk-esque builds should be pricey in all game modes. And as you should know, running a thief in wvw,spvp,and pve are different animals. As the playerbase continues to master dmg mitigation, PvE will continue to push the zerk Meta. GW2 has to catch up to us since we caught up to them a long time ago. I’m hoping, the changes to come will challenge us, away from pure zerk, and not just challenge us to dodge and block better. With the past changes to ferocity and might(not bold enough) and relase of stats from traits along with other upcoming changes, I think they want to head in that direction. I also hope that they plan to do more than just add more Husk-like attributes to PvE

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Perfect time to nerf Precision!

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I agree. There should be a difference between crit and power builds. We revisit this ever every time a thread pops. There’s no way we should be able to crit as much as we do. I too, like most, run zerk, only because it make since to run other wise, but if Anet could . Setting a cap on Precision is good alternative to scraping ferocity. But they have to find a way to separate power builds from spike/burst builds. It should resemble the difference between heal over time/passive heals vs. Burst heal. Beating a target down and spiking a target down? Currently, the amount of dmg we are allowed to do doesn’t equal the risk for not bring defense on our gear. I believe HoT will address some of that, but I will patiently wait and see.

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"DragonHunter" name feedback [merged]

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LTREEVEY.2348

+1 for, Seeker…or Light seeker

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Waypoint alternatives: Discussion

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Posted by: LTREEVEY.2348

LTREEVEY.2348

Lol…u guys…some of you (in text) sound like you have your “hell no” pickets and posters ready. The OP can’t flip a switch to make the suggestion take shape nor are devs going to take this one idea by one player and run with it. I posted earlier that we are spoiled by them and this sound off is evident. I get the “we don’t have time” stand, but yall sound like its time to put dude up on stake for blasphemy. I still agree with OP but it’s too late because it’s what many are accustom to.

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Waypoint alternatives: Discussion

in Guild Wars 2 Discussion

Posted by: LTREEVEY.2348

LTREEVEY.2348

Of course…down players would have regular access to all WPs. But running to a WP to me is something they could implement w/ moderate whine rather than removing

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Waypoint alternatives: Discussion

in Guild Wars 2 Discussion

Posted by: LTREEVEY.2348

LTREEVEY.2348

OP…I agree w/ you. WPs do remove a lot of the “immersion”/or traffic that a player could experience while playing. Now that we’ve been spoiled by WPs, it’s far too late. I have always thought (and re thought after the tendrils “attacked” the WPs) that we should have to run to a WP to access other WPs rather than in the middle of no where. Story and Asura have always mentioned them being connected and that is decent way to reflect that. At most it adds 45seconds to your travel.

P.s. My apologies if someone else already brought that up but, I don’t have TIME to read ALL of the responses. B-)

It wasn’t brought up. I wouldn’t have an issue with this either as long as it made an exception for dead characters and as long as the number of waypoints and their locations remained the same (or only had minor changes).

But removing them? No.

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Waypoint alternatives: Discussion

in Guild Wars 2 Discussion

Posted by: LTREEVEY.2348

LTREEVEY.2348

OP…I agree w/ you. WPs do remove a lot of the “immersion”/or traffic that a player could experience while playing. Now that we’ve been spoiled by WPs, it’s far too late. I have always thought (and re thought after the tendrils “attacked” the WPs) that we should have to run to a WP to access other WPs rather than in the middle of no where. Story and Asura have always mentioned them being connected and that is decent way to reflect that. At most it adds 45seconds to your travel.

P.s. My apologies if someone else already brought that up but, I don’t have TIME to read ALL of the responses. B-)

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Burst d/d build with 22k hp

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Posted by: LTREEVEY.2348

LTREEVEY.2348

I’ve also been mulling through different armor/rune/trait setups and found myself trying to hold onto my pvt set but also wanted to maintain the tough/vit but generate some dmg as well. I started using Rune of wurm and full pvt exotic and zerk weapons and am generally pleased atm. Typically running 6/6/wha/te/ver. Might post but I’m. Sure it has been tested/tried before. Anyone else use?

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New thief skills/skill reworks for LS2

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Posted by: LTREEVEY.2348

LTREEVEY.2348

Ditto…hell i’d settle for new/interchangeable weapon skills. I heard somewhere that the second huge patch (supposedly this fall) will include some of that. But the return to BYOB is always welcomed. I’m sure you all encounter the same convos with guildies, but how awesome gw2 b if it just made small changes that resembled gw1. Seeing those old skill names brought back great memories of “build diversity”. The thought of a Deep Wound condition…makes me feel all warm inside lol. I do believe Anet does really want to push for people to understand how to play before giving players all kinds of options(as they anticipate an increase in new player I suppose)but man I miss a lot of old GW.

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SoH vs Bewildering Ambush

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Posted by: LTREEVEY.2348

LTREEVEY.2348

Two questions. How many stacks of bleeding do you get out of from krait? I know the duration is a plus but when you factor in removals and healing, I personally would like a way to counter stop/punish a foe for trying to do so I. Don’t pop my steal as my initiator, but rather cast as opponents start getting into their “flow” or rotations which is maybe 5+ seconds in. Interrupting a heal or leap brings a smile almost every time. Q number 2. What about rune of Balthazar? Most classes don’t have enough removals to clear everything. Rather than adding more stacks (which can be cleared) how about adding another condi say 6s of burning every 15ish seconds. I know it probably has been brought up before, but I am possibly, but not for certain, a pyro and would love to see thieves get a burn skill in the future.

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SoH vs Bewildering Ambush

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Posted by: LTREEVEY.2348

LTREEVEY.2348

I have been running a condi thief p/d d/d thief this year and have found myself enjoying and always looking for new ways to tweak. I currently run 2/0/0/6/6 but have thought about 1/0/4/3/6. I have seen a number of thieves switch from SoH+perplexity rune to Bewildering Ambush+whatever. My questions is, what have you guys found as more useful. At first bewildering Ambush seemed so enticing, but dropping the interrupt, to me, isn’t worth it. Especially when you can drop 8stacks confusion instead of 5. What say you?

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