Showing Posts For Larynx.2453:

Wheres New Content?? (State of the Game) [merged]

in Guild Wars 2 Discussion

Posted by: Larynx.2453

Larynx.2453

Adding FoTM, the new dungeons in FoTM, EoTM, and all of the temp content in between is more than WoW did in the same time period. That’s a fact.

Let see what wow released in a year and half.
Added 2 dungeons multiple paths(Maraudon and dire maul)
Added 4 Raids (Blackwing Lair, Zul’Gurub, Ahn’Qiraj, Naxxramas)
Added 3 Battlegrounds with different game types
Added 10 world bosses
Added the Blackmoon faire and weekly fishing event and holiday events.
Seems that fact is a lie to me.

How is a lie? we definitely got more content than that, far more. People insist temporay content doesnt count but how many max level wow characters still play Blackwing lair ? or kill any of those 10 world bosses? Or do Dire Maul?

sure physically they’re still in game no doubt about that, but mechanically they’re no longer accessible because of power creep. Gw2 does temporary by removing content, WoW does temporary content by giving an expatriation date to content.

Back when WoW was released, people ran all that content up until the first expansion over two years later. You could fine Molten Core raiding guilds up until the day of TBC.

With LFR in the current expansion, people run previous raid content for the entire expansion. Even ignoring this, WoW tier raids still have more permanence than GW2 content. Raids are relevant for 6-12 months, Living Story is relevant for 1.

In fact, people still run vanilla raids to this day ten years later for mounts, skins, and achievements. Hell, people do old raids for the 20+ slot bags.

(edited by Larynx.2453)

[Vid] Berserker Axe/Shield, GS Warrior Build

in Warrior

Posted by: Larynx.2453

Larynx.2453

What is the point of this build over any dedicated Greatsword or Axe build? Greatsword is useless as a weapon without lockdown, and your only lockdown is in the form of Bull’s Charge.

Updated Flamethrower build for April?

in Engineer

Posted by: Larynx.2453

Larynx.2453

I haven’t been keeping up with Engineers but I’d like to play a flamethrower build. What is the consensus on the best build for this? I’ve seen quite a few builds, but every one of them are months or even a year old.

Secret ranger build revealed!!!

in Ranger

Posted by: Larynx.2453

Larynx.2453

Have you considered Runes of the Pirate? Strike fear into the hearts of your enemy every time you “Yarr!”

Engineer Downed

in PvP

Posted by: Larynx.2453

Larynx.2453

Look up “stability”. Some professions have many options for this, or other ways to avoid these abilities including blinds, evasions, aegis, and you can always dodge.

The only downed state that was ever overpowered was the rangers heal + pet heal underwater but fortunately there is no more underwater sPVP.

They have a 10 second CD on Grappling line and 20 seconds on Booby trap, so there is really no excuse.

Thief would like a word with you, pre-nerf.

Ele was pretty broken as well when it still contested points.

Oh and warrior vengeance. Literally the only answer to that was stealth.

Daily +40 reward bonus bugged?

in Fractals, Dungeons & Raids

Posted by: Larynx.2453

Larynx.2453

I just did Twilight Arbor and this is the second day in a row I haven’t received the daily chest from completing it. How does this bonus work, does it reset with the daily? I have been doing the TA PvP reward track, which awards +60 every other tier, maybe the two are mutually exclusive?

Arah Path Armor Box(Answered)

in PvP

Posted by: Larynx.2453

Larynx.2453

Hey everyone,

This is a wording bug not a content issue. The design behind the dungeon tracks was that players would need to run the track multiple times to get the entire set of weapons and armor.

19 – weapons
18 – pieces of armor (6 light, 6 medium, and 6 heavy)

Upon completing a track you will get 3 weapons and 1 piece of armor all your choice including stat combo. Upon running the track multiple times you are able to either save tokens for legendary or use tokens to speed the process up of getting the full weapons/armor set you are working towards.

The fact the text says “set” is a mistake that we are going to update soon. Any other questions just let me know.

Is it intended to take anywhere from 40-70 hours to get a full set of the armor, especially when comparing it with the relative ease of acquiring it in PvE?

Assuming 10-20 minute runs, it takes only about 5-6 hours in PvE to acquire the set using the daily reward bonus.

The majority of players have never completed all four Arah paths let alone done so in 10-20 minutes. That’s crazy hyperbole. There is a handful of groups who run fine tuned speed clears of dungeons that can complete some paths in a short amount of time, but they would make up less than 1% of the total GW2 population. No-one is acquiring sets of Arah in 5-6 hours of PvE, certainly not their first set (you also downplay how significant the daily time gate on dungeons is, especially noteworthy when sPvP only has a time gate on hot-joins). Acquiring Arah armour in PvE (outside of buying runs) requires some player ability (it is arguably the most difficult dungeon in the game). Acquiring Arah armour in sPvP simply requires turning up, you don’t even have to win.

Arah armour is one of the most elite armour sets in the game (one of the few that used to represent player skill) and players are able to farm it while losing, the current system is actually quite generous all things considered.

Everything I said still applies. I don’t see how the prestige of one armor set negates the reality of the discrepancy. There’s more than one dungeon set.

I myself already have the full Arah set, it’s certainly not as hard as you make it seem. The point is that the current system makes PvE the only means of actually acquiring the skins in any reasonable time.

(edited by Larynx.2453)

GS/Hammer Roaming video (Looking for advices)

in Warrior

Posted by: Larynx.2453

Larynx.2453

What’s the constant random dodge rolls? Seems like it’s always the “pros” who show off with dodge/jump that are the ones that spam them at random times.

This doesn’t necessarily apply to the video, but dodging proactively is better than dodging reactively assuming you’ll still have endurance. It’s just the nature of the game with all the passive damage going out. Evasion is the strongest defensive ability in the entire game.

This is especially so for builds with high evasion uptime (eles, for example) through whatever means they happen to have. A lot of builds can dodge as much as two or three times as often as the baseline endurance regen allows, plus weapon abilities on top of that. Sigil of Energy + Permanent vigor (trivial on a lot of classes) is something like 3 or 4 dodges every 10 seconds.

The fact is, if people didn’t “randomly” dodge, they’d be wasting effective dodges. It’s the equivalent of initiative capping a thief in PvE. Every moment spent at 100% of that resource is effectively a loss.

(edited by Larynx.2453)

Arah Path Armor Box(Answered)

in PvP

Posted by: Larynx.2453

Larynx.2453

Hey everyone,

This is a wording bug not a content issue. The design behind the dungeon tracks was that players would need to run the track multiple times to get the entire set of weapons and armor.

19 – weapons
18 – pieces of armor (6 light, 6 medium, and 6 heavy)

Upon completing a track you will get 3 weapons and 1 piece of armor all your choice including stat combo. Upon running the track multiple times you are able to either save tokens for legendary or use tokens to speed the process up of getting the full weapons/armor set you are working towards.

The fact the text says “set” is a mistake that we are going to update soon. Any other questions just let me know.

Is it intended to take anywhere from 40-70 hours to get a full set of the armor, especially when comparing it with the relative ease of acquiring it in PvE?

Assuming 10-20 minute runs, it takes only about 5-6 hours in PvE to acquire the set using the daily reward bonus.

(edited by Larynx.2453)

So, Tequatl...

in Living World

Posted by: Larynx.2453

Larynx.2453

I haven’t been actively keeping up with the Living Story for a while, so I don’t know the more obscure lore and facts about it. Seeing as how this first story arch for the Living Story has ended, I figured it would be a good time to bring Tequatl back to topic. Has anything been revealed about why he randomly became relevant and powered up, or am I supposed to suspend my disbelief about this for some time more?

Gw2 says they have 460k Concurrent players

in Guild Wars 2 Discussion

Posted by: Larynx.2453

Larynx.2453

Most people in this thread think “concurrent logins” means “active playerbase.”

460k is concurrent players logged in at one time. That is a HUGE amount of players. 1/4 to 1/2 of all active players online at the same time if you want to assume the game has 1 million to 2 million active players.

Why are warriors able to carry the orb..

in PvP

Posted by: Larynx.2453

Larynx.2453

Because warriors are OP, nerf nerf wai cry etc etc

Skills still not firing when used

in PvP

Posted by: Larynx.2453

Larynx.2453

I’ve had an issue similar to this about a week ago. I was connected, I could interact with the world, I could talk, players could see me, everything was normal except none of my abilities would work. Press heal, lights up, nothing. Press 2, same thing. The only way to fix it was a log out and back in, and it fixed all the issues I had with the abilities not responding immediately, and the weird bug I just described.

GW2 Combat vs other MMORPG's

in Guild Wars 2 Discussion

Posted by: Larynx.2453

Larynx.2453

interrupting my own spellcasts because you can’t move while casting in that game. (Unless you’re, what, a Shaman?)

Most spell casters can move while casting.

Compensation for the removal of glory?

in PvP

Posted by: Larynx.2453

Larynx.2453

And then end up wasting the glory when they announce a compensation for it. I’d rather assume ArenaNet is competent.

Compensation for the removal of glory?

in PvP

Posted by: Larynx.2453

Larynx.2453

I’ve heard people constantly talk about the removal of glory from the game next PvP patch, will we be compensated at all for the 100,000s or more of glory saved up? That would be a real kitten move to just remove thousands of hours of progress for nothing.

Guild wars 2 IS alt friendly

in Guild Wars 2 Discussion

Posted by: Larynx.2453

Larynx.2453

Fortunately the stat gain from ascended isn’t as severe as it would be in another game and we do have a kinda-sorta promise that ascended is as high as tiers will ever go,

Just note they haven’t made any such promise regarding infusions.

And note that the simple existence of ascended gear demonstrates how reliable their “promises” are.

I guess the blog meant nothing

in PvP

Posted by: Larynx.2453

Larynx.2453

Anyone else remember the “tip of the iceberg” blog post from way back?

I stopped believing in them after that deception.

Get Defensive abilities

in PvP

Posted by: Larynx.2453

Larynx.2453

Please tell me where the warriors is lacking. I’ m really interested in this.

Well, mobility is pretty obvious if you’re talking about hambow.

Duo synergy with warrior

in Warrior

Posted by: Larynx.2453

Larynx.2453

It depends on what build you play as the warrior. Assuming you play a typical Greatsword build for roaming, any class with with a means to apply immobilize or boonstrip are invaluable to a warrior.

Guardian or thief off the top of my head are fantastic with a warrior also. Guardian is just great defensive support and the burst and independence of a thief are useful. Thieves can also go 20 or 30 trickery for the boonrip and daze which is nice.

Is not solo'able

in The Nightmare Within

Posted by: Larynx.2453

Larynx.2453

It’s perfectly soloable. I literally just did it on a level 50 up-level.

War Pvp Suggestion : Fast Hands

in PvP

Posted by: Larynx.2453

Larynx.2453

It is necessary to invest 20-30 points in Discipline because warriors have terrible traits. It would do nothing to improve build diversity.

War Pvp Suggestion : Fast Hands

in Warrior

Posted by: Larynx.2453

Larynx.2453

For example, Sword Flurry, cancel into 100b (or classic cheesy skullcrack+100b), or Hambow, Comb shot, Earthshaker into the fire field for free might and stun.

How is Skull Crack -> 100B “cheese” but Flurry -> 100B not? Apparently you don’t understand what cheesing is, and you’re hypocritical even with your wrong definition.

War Pvp Suggestion : Fast Hands

in Warrior

Posted by: Larynx.2453

Larynx.2453

I’d still go 20 or 30 in discipline. Warriors just have kittenty traitlines. Strength and Arms have maybe 1 or 2 traits each that I’d use.

Healing Surge

in Warrior

Posted by: Larynx.2453

Larynx.2453

Pros: One of the highest single heals in the game when used at 3 adrenaline
Best heal to counter burst

Cons: Must be used at 3 adrenaline
Must be used actively, unlike Healing Signet
About 25% less overheal HPS than Healing Signet if used optimally

The biggest thing is the active portion. A passive signet has the benefit of never overhealing and never go to waste. It ticks during CCs, though it is significantly more vulnerable to poison. An active ability requires more CD management, and it can be countered very easily with CC. It is possible to overheal as well, though on a warrior this is less of an issue.

The only reason a warrior should switch from Healing Signet is if Healing Signet is nerfed or the meta shifts and super high burst builds become popular again. Right now damage is very sustained, and any burst a warrior encounters can be dealt with with just using CDs.

I am going to assume you are speaking only about PVP. Healing Surge contributes to DPS when used correctly in PVE allowing free eviscerates, kill shots, arcing slice or w/e burst you have with your weapon every 30 seconds.

No one uses burst abilities in PvE. It is a net DPS loss for the most common builds. Speaking from a pure PvE perspective Healing Signet is superior in almost every respect, and honestly the differences in the heals are much less relevant anyways compared to sPvP.

can we go back to the in game lore.

in Living World

Posted by: Larynx.2453

Larynx.2453

What makes you think it is random?
Based on hints dropped by the devs here and there it seems to be rather unrandom.

Disconnected seemingly random and unrelated events with absolutely zero plot cohesion.

Is that better?

Suddenly out of nowhere we have the TOXIC ALLIANCE! and then we’re going to defeat them, Scarlet is going to laugh at us via hologram, and we’ll repeat it in a month with the FROZEN ALLIANCE; Scarlet’s clever fusion of Jotun who want to rebuild their lost civilization and a xenophobic faction of zealot Kodan who want to eradicate the Norn who they see as lesser. Along the way we’ll meet up with Rox (still trying to get into Rytlock’s warband!) and Braham again, as well as be introduced to a new spunky asura character. We’ll defeat the Frozen Alliance, Scarlet will shake her fist at us, and we’ll be no closer to understanding what the kitten ArenaNet is doing.

But mystery OoOoOOoOOooooo

Gold Reward in sPvP?

in PvP

Posted by: Larynx.2453

Larynx.2453

Play PvE. It’s easier to get skins that way. All skins. Without waiting for rank or farming for it and spoiling pvp too.

I’d rather do without the skins than play PVE.

That’s exactly what happens: luckily I found myself happy with tourney skins, which are easy to obtain.

I have literally not used a new armor set since the first week of paid tournies.

Healing Surge

in Warrior

Posted by: Larynx.2453

Larynx.2453

Pros: One of the highest single heals in the game when used at 3 adrenaline
Best heal to counter burst

Cons: Must be used at 3 adrenaline
Must be used actively, unlike Healing Signet
About 25% less overheal HPS than Healing Signet if used optimally

The biggest thing is the active portion. A passive signet has the benefit of never overhealing and never go to waste. It ticks during CCs, though it is significantly more vulnerable to poison. An active ability requires more CD management, and it can be countered very easily with CC. It is possible to overheal as well, though on a warrior this is less of an issue.

The only reason a warrior should switch from Healing Signet is if Healing Signet is nerfed or the meta shifts and super high burst builds become popular again. Right now damage is very sustained, and any burst a warrior encounters can be dealt with with just using CDs.

(edited by Larynx.2453)

can i get a refund?

in Warrior

Posted by: Larynx.2453

Larynx.2453

funny how of the few people that i fought when i was using a hammer in hot join they can dodge my backbreaker/earthshaker(oh Heresy!!! thous skills come out faster than instant cast shout!!! how did the people u mentioned possibly did it?? musta be hax)

Hammer was not nerfed because of hotjoin complaints.

can i get a refund?

in Warrior

Posted by: Larynx.2453

Larynx.2453

Hammer was never useful outside of sPvP. You made a mistake the second you thought otherwise.

Oh boy, here we go.
Protip: only small part of GW2 population playing sPvP/soloQ/tPvP. And hammers are pretty popular here.

None of that contradicts what I said.

Nerf incoming - Upcoming Dec changes posted.

in Warrior

Posted by: Larynx.2453

Larynx.2453

Also it was possible to land a skullcrack right between a thief’s sword evades.Gl doing that in the future. Just sit and get spammed all day by a sword thief.MAce is dead if patch goes live except against obvious noobs but then again i don’t need no mace to kill any baddies i just do it with whatever weapon i have sloted.

If you could time a Skull Crack between evades before, just press the button .25 seconds earlier than you used to. It’s still a matter of timing and anticipation, it’s just a slight bit different.

Problem solved.

You have no ideea whatsoever about pvp just by saying that.

In what way is he wrong? Any warrior with half a brain does that currently, and any warrior with half a brain will be able to compensate after this nerf.

Because the thief would already be inside his evasion animation by then.You can’t start loading your skullcrack because no one ever has a clue when a thief is gonna pop on them out of nowhere.Brain has nothing to do with it,only reflexes and castingt time is too long now even if you have perfect ones.

You are both just like that guy saying landing a finalthrust is harder when in fact mace lacks the tools to close the gaps ,immobilize,cripple to perform it and it’s exactly the opposite.Just stop talking nonsense you are the guys that need to land a shield bash or a bs just to do a skullcrack even in the curent state.This change will only affect good players while baddies will still go arround landing one shield bash->skullcrack-> 100 blades every christmass since shield stun is 1 sec and ppl will still complain about it.

At 3/4 or 4/5 into the dodge roll a warrior will use skullcrack, assuming a dodge lasts for 1 seconds.

Now they use it earlier.

In what way is this a difficult concept? This is why random dodging is bad and people who do it are bad. You are at your most vulnerable at the end of a dodge roll, and good players exploit this.

I was talking about thief sword 3 and lacernous strikes.You clearly have no clue about what you are talking about do you ?

The exact same concept applies for thief sword. I can go back and replace every instance of “dodge” with “evade” and the meaning will not change at all.

can i get a refund?

in Warrior

Posted by: Larynx.2453

Larynx.2453

Hammer was never useful outside of sPvP. You made a mistake the second you thought otherwise.

Burst Build being ignored?

in Warrior

Posted by: Larynx.2453

Larynx.2453

The only burst abilities used for the direct burst damage are Killshot and Eviscerate, neither of which are used. Eviscerate hasn’t been used for a year, and Killshot has never been used.

Nerf incoming - Upcoming Dec changes posted.

in Warrior

Posted by: Larynx.2453

Larynx.2453

Also it was possible to land a skullcrack right between a thief’s sword evades.Gl doing that in the future. Just sit and get spammed all day by a sword thief.MAce is dead if patch goes live except against obvious noobs but then again i don’t need no mace to kill any baddies i just do it with whatever weapon i have sloted.

If you could time a Skull Crack between evades before, just press the button .25 seconds earlier than you used to. It’s still a matter of timing and anticipation, it’s just a slight bit different.

Problem solved.

You have no ideea whatsoever about pvp just by saying that.

In what way is he wrong? Any warrior with half a brain does that currently, and any warrior with half a brain will be able to compensate after this nerf.

Because the thief would already be inside his evasion animation by then.You can’t start loading your skullcrack because no one ever has a clue when a thief is gonna pop on them out of nowhere.Brain has nothing to do with it,only reflexes and castingt time is too long now even if you have perfect ones.

You are both just like that guy saying landing a finalthrust is harder when in fact mace lacks the tools to close the gaps ,immobilize,cripple to perform it and it’s exactly the opposite.Just stop talking nonsense you are the guys that need to land a shield bash or a bs just to do a skullcrack even in the curent state.This change will only affect good players while baddies will still go arround landing one shield bash->skullcrack-> 100 blades every christmass since shield stun is 1 sec and ppl will still complain about it.

At 3/4 or 4/5 into the dodge roll a warrior will use skullcrack, assuming a dodge lasts for 1 seconds.

Now they use it earlier.

In what way is this a difficult concept? This is why random dodging is bad and people who do it are bad. You are at your most vulnerable at the end of a dodge roll, and good players exploit this.

(edited by Larynx.2453)

Nerf incoming - Upcoming Dec changes posted.

in Warrior

Posted by: Larynx.2453

Larynx.2453

Also it was possible to land a skullcrack right between a thief’s sword evades.Gl doing that in the future. Just sit and get spammed all day by a sword thief.MAce is dead if patch goes live except against obvious noobs but then again i don’t need no mace to kill any baddies i just do it with whatever weapon i have sloted.

If you could time a Skull Crack between evades before, just press the button .25 seconds earlier than you used to. It’s still a matter of timing and anticipation, it’s just a slight bit different.

Problem solved.

You have no ideea whatsoever about pvp just by saying that.

In what way is he wrong? Any warrior with half a brain does that currently, and any warrior with half a brain will be able to compensate after this nerf.

if hammer had no stuns I wouldnt mind.

in Warrior

Posted by: Larynx.2453

Larynx.2453

100B does not qualify as AoE burst? If you bring hammer for the burst then you play hammer wrong.

Why 5warr tpvp teams win...

in PvP

Posted by: Larynx.2453

Larynx.2453

5 warrior works because warriors have more than one competitive build unlike the majority of classes. Bring 5 warriors of the same build and it will not work.

Instead of whining and crying your heart out about the OPness of warrior build diversity, instead use the fact that warriors have that much build diversity as a springboard for other classes. Every class should be like a warrior, not the other way around.

2 Fixes that will balance warriors

in PvP

Posted by: Larynx.2453

Larynx.2453

Dec 10th balance preview.

in PvP

Posted by: Larynx.2453

Larynx.2453

… Does it make sense for a class that has higher hp, more toughness, 5 second weapon [swap] to have more mobility than a class that has 3/5 its HP? …

… Elementalists have 20 weapon skills, yet a warrior only has 10 …

/em dumbfounded
Correction sir. The Ele can equip 40 skills if you count conjure, and can spread those skills to one other player with each conjure cast. The warrior could be the other one to pick up the conjured weapon. Also, if you count the skill of the Elementals, then an Ele can equip 30 active skills + 20 passive skills (pets). Maybe the Ele should be confined to a lounge chair with all those choices, or a straight jacket for showing up to play.

Maybe you should practice reading comprehension too.

Anet: Please revamp Arcing Slice

in Warrior

Posted by: Larynx.2453

Larynx.2453

Swap Arcing Slice with Hundred Blades (gets rid of the Mace or Hammer Stun/swap/Hundred Blades issue). Give Arcing Slice a short (300-600) leap (but provides 4s Fury boon in lieu of Adrenaline loss); 8 second base cooldown and uses damage low level adrenaline damage coefficient. Done

And then you make Hammer warrior the only competitive build besides bunker? Fantastic idea. Leading a stun into 100B is never, and has literally never in the history of the game, been an issue.

Really… never in the history of this game has Stun/weapon swap/100B been an issue? …

Only for bad players.

Dec 10th balance preview.

in PvP

Posted by: Larynx.2453

Larynx.2453

You are right you shouldn’t compare classes.

Does it make sense for a class that has higher hp, more toughness, 5 second weapon to have more mobility than a class that has 3/5 its HP?

Does it make sense for a class to have a 20 second 1500 range skill while a class with less hp, less armor to have a 40 second CD on a very similar skill?

Does it even make sense for a elementalist in which each attunement cannot be self-sustainable to have 40 second cd on their weapon skills?

The point all those thing he listed should be the reverse. The elementalist should have more mobility and lower CD than the warrior, but they don’t.

There are more variables in play than the ones which you listed. Lets use an example,

Elementalists have 20 weapon skills, yet a warrior only has 10. Why should elementalists have double the abilities of other classes?

This is why you can not take things into a void and compare them. There’s more variables than just the class itself as well. Consider why necros are taken less often than engineers or rangers nowadays. It’s certainly not a necro issue, they are incredibly strong. Consider why warriors are even taken at all. They are also incredibly strong, but like necros if the meta was shifted warriors would not be nearly as popular even with zero changes to the class itself.

Also, “Does it make sense for a class to have a 20 second 1500 range skill while a class with less hp, less armor to have a 40 second CD on a very similar skill?”

Is just false in the premise. Rush is a movement ability tied to the warrior’s speed, and thus it is 1200 range in combat and slowed by cripple and chill. RtL is an ability not tied to the elementalist’s speed, with a faster travel time, is not slowed by cripple and chill, and was 1550 range in combat. These are the reasons why RtL was nerfed as a disengage ability, while Swoop, Rush and similar skills were left unchanged.

the warrior has 5 weapons skills that can stand on their own. Elementalist have 20 weapons skills that require constant switching to be effective. If I wanted to I can stick with hammer 90% of the time and I will still be effective, If I just stick with fire or 90% of the time, I m probably going to die. The currrent attuenement system is designed with the assumption that each attunement can stand on its own and that is far from the truth.

RTL usually glitches a lot of the time so, even if you don’t get rooted the game does it for you. The warrior on his greatsword has 2 ways to disengage, so even if one of them fails they have a second one as back up. Not to turn this into a WvW discussion, but I have been chased by zergs and still manage to survive thanks to awesome combination of those 2 skills, so you while you can be chilled, it doesn’t happen enough to actually use it as a counter arguement.

So you really don’t have a leg to stand on.

I am not standing on anything, that was an example. The point of the first was that statements taken in a void are inaccurate. Re-read the post. If anything, you just demonstrated the point even more.

And your response about RtL is not relevant at all. You didn’t debunk anything I said. The statement was simply false, and you didn’t really disagree with it according to your post. So there’s no point in that entire paragraph.

(edited by Larynx.2453)

Mace- December 10 balance patch

in Warrior

Posted by: Larynx.2453

Larynx.2453

The largest issue with Skull Crack is the unavoidably of it. It is impossible to reliably dodge at the moment because the animation is identical to the mace autoattack in all but the particle effects, and it only lasts 250 ms. Human reaction time is about 200-300 ms. Latency and network lag will be anywhere from 50-200 ms. It is physically impossible to avoid the ability reactively. That is why they implemented this change.

PSA: Rush is not 1550 range

in PvP

Posted by: Larynx.2453

Larynx.2453

Ill trade rush for RTL ANY DAY

I hope you mean you trade it with a 40 sec CD and only 336 dmg instead of 628

I guess you don’t play a warrior. The skill misses about half the time on
stationary targets; don’t even think about hitting anything that moves.
RTL is at least 20sec when you hit something and that skill is reliable.

Yeah really. Rush does miss stationary targets half the time, and moving targets? Yeah no. Unless the target is stunned/immobed and right in your face, Rush does zero damage.

PSA: Rush is not 1550 range

in PvP

Posted by: Larynx.2453

Larynx.2453

I already said that to the original poster.Great to see ppl coming to senses ^^

Rush out of combat = 1550 range
Rush in combat = 1200 range
Rush crippled = 804 range
Rush chilled = 600 range
Rush chilled+crippled = 204 range

RTL out of combat = 1200
RTL in combat = 1200
RTL crippled = 1200
RTL chilled = 1200
RTL chilled+crippled =1200

Now do one for Rush chilled+crippled+quickness. That’s a pathetic sight.

PSA: Rush is not 1550 range

in PvP

Posted by: Larynx.2453

Larynx.2453

Recently there has been a lot of misconceptions about this ability on these forums. As best I can tell, it was because of a thread about how their tests revealed Rush to actually be 1550 range. This is false.

There are a number of factors that contribute to the distance Rush travels, most of them are related to the player’s movement speed. The out of combat movement speed is roughly 33% faster than the in combat movement speed, which will correlate into Rush moving 33% farther than if Rush was used in combat. This accounts for the 1550 range, as 1550 is about 33% more than 1200.

Thus I did my own test just to demonstrate that the in combat, unmodified range of Rush is in fact 1200. This was done without Warrior’s Sprint or Swiftness. I determined 1200 range by using Combustive Shot and marking the center with a banner. Here is the video: http://www.youtube.com/watch?v=cAQ3LvLMwcM

The banner is slightly undershot, but it shows very clearly that the range is not 1550.

(edited by Larynx.2453)

Dec 10th balance preview.

in PvP

Posted by: Larynx.2453

Larynx.2453

You are right you shouldn’t compare classes.

Does it make sense for a class that has higher hp, more toughness, 5 second weapon to have more mobility than a class that has 3/5 its HP?

Does it make sense for a class to have a 20 second 1500 range skill while a class with less hp, less armor to have a 40 second CD on a very similar skill?

Does it even make sense for a elementalist in which each attunement cannot be self-sustainable to have 40 second cd on their weapon skills?

The point all those thing he listed should be the reverse. The elementalist should have more mobility and lower CD than the warrior, but they don’t.

There are more variables in play than the ones which you listed. Lets use an example,

Elementalists have 20 weapon skills, yet a warrior only has 10. Why should elementalists have double the abilities of other classes?

This is why you can not take things into a void and compare them. There’s more variables than just the class itself as well. Consider why necros are taken less often than engineers or rangers nowadays. It’s certainly not a necro issue, they are incredibly strong. Consider why warriors are even taken at all. They are also incredibly strong, but like necros if the meta was shifted warriors would not be nearly as popular even with zero changes to the class itself.

Also, “Does it make sense for a class to have a 20 second 1500 range skill while a class with less hp, less armor to have a 40 second CD on a very similar skill?”

Is just false in the premise. Rush is a movement ability tied to the warrior’s speed, and thus it is 1200 range in combat and slowed by cripple and chill. RtL is an ability not tied to the elementalist’s speed, with a faster travel time, is not slowed by cripple and chill, and was 1550 range in combat. These are the reasons why RtL was nerfed as a disengage ability, while Swoop, Rush and similar skills were left unchanged.

(edited by Larynx.2453)

How to nerf warrior PROPERLY.

in Warrior

Posted by: Larynx.2453

Larynx.2453

Agree 100% with the OP. It addresses the heart of the issue with overcompensating and making hammers and other warrior builds useless.

Moving Unsuspecting Foe forces warriors to go 0/20/30/0/20, which means they don’t have Burst Mastery. That’s a 33% reduced frequency on Earthshaker, and Cleansing Ire. It also doesn’t effect any other warrior builds very much.

Healing Signet is nice and I agree with it, especially since with this suggestion it’ll still be competitive, just not the single available choice. Healing Surge will be a viable option to bring versus heavy burst teams where Healing Signet just pales. Honestly, maybe they could also increase the healing from stage 0-2 heal too.

I might tack on a nerf to zerker stance as well. Perhaps make it 90% or 95% reduced condition duration, so very long duration conditions will still have minor impact, fear can interrupt, immobilize is still a decent CC at least at disorienting the warrior.

@reduce healing signet passive by half
LOL

I would much rather go 0/20/20/0/30 and slot EP than lose burst mastery.

I was actually rethinking that statement, and I honestly think going 30 defense/30 discipline is still worth it. Unsuspecting Foe I don’t think is actually that good for hammer compared to those traits.

Dec 10th balance preview.

in PvP

Posted by: Larynx.2453

Larynx.2453

So…no meaningful warrior nerf?

Basically instead of 0/10/30/0/30 we go 0/20/20/0/30? Ok….

23% damage nerf to Earthshaker
23% damage nerf to Staggering Blow
Combustive Shot nerfed
Unable to take Unsuspecting Foe without sacrificing Merciless Hammer or Burst Mastery.

Yeah, nothing meaningful here.

Dec 10th balance preview.

in PvP

Posted by: Larynx.2453

Larynx.2453

I’m curious to know why a Ranger 15 Trait is now better than a Warrior’s 25 trait.

Mighty Swap gives both the Ranger and their pet 3 stacks of Might upon the pet being activated. This can occur every 10 seconds.

Versatile Power gives the Warrior 1 stack of Might upon switching weapons. This can occur every 10 seconds, or 5 when using the minor trait Fast Hands.

Even with 15 points in Discipline the Ranger now has better access to Might AND it affects their pet as well. In what ways do you believe this to be a balanced trait?

Also, I’d like to point out that Thieves and Guardians get 10% damage while their Endurance is not full while Warriors only get 3%. Shouldn’t the Warrior trait be brought up to a similar level?

An ele grandmaster trait is worse than a warrior adept trait.

You can not compare traits across classes. It does not work.

The traits listed to similar things. The Ranger traits is far better and requires less point investment. The second example was unrelated to that, however it is something I’d like to see addressed.

I’ll indulge you though, let’s compare the minor traits in each of their respective lines of both classes.

Strength/Fire

Warrior Adept: Reckless Dodge Damage foes at the end of a dodge roll.

Elementalist Grandmaster: Burning Rage Deal more damage to burning foes.

Arms/Air

Warrior Adept: Precise Strikes Chance to cause bleeding on critical hits.

Elementalist Grandmaster: Weak Spot Chance to cause vulnerability on critical hits.

Defense/Earth

Warrior Adept: Thick Skin Gain extra armor while your health is above the threshold.

Elementalist Grandmaster: Enduring Damage Deal more damage when your endurance is full. (Note: This also grants 10% damage, as opposed to 3%.)

Tactics/Water

Warrior Adept: Determined Revival Gain extra toughness per level while reviving.

Elementalist Grandmaster: Bountiful Power Deal more damage for each boon on you.

Discipline/Arcana

Warrior Adept: Versatile Rage Gain adrenaline on weapon swap.

Elementalist Grandmaster: Arcane Precision Skills have a chance to apply a condition on critical hits.

So, you’re right. For all the wrong reasons. You can’t compare traits across different because there’s a substantial difference in their power and effects, which is how it should be. The only skill that’s possibly on the same level, not worse mind you, is Air 25 and Warrior 5 as they both apply conditions on crit.

If anything this supports the question of “Why is a Ranger Master trait superior to a Warrior Grandmaster trait?”

You can’t compare traits across classes because the context in which those traits are in is completely different. A warrior has almost double the base health of a guardian. A guardian has 300 more armor than an ele. A thief has more means of stealthing than a mesmer.

Classes are different, and different classes are balanced around their unique class mechanics.

Dec 10th balance preview.

in PvP

Posted by: Larynx.2453

Larynx.2453

Here’s a repost of what I posted in that thread,

I very much agree with the changes to warriors especially. It accomplishes the goal of reducing their effectiveness without completely removing them from competitive play. It does it in a really great way as well, as it address all of the core issues (besides sustain, below), without changing builds that are not intended to be altered. For example, nerfing Combustive Shot for power scaling while buffing it for condition scaling reduces the AoE potential for hammer builds but keeps condition builds just as strong and maybe even stronger. The hammer damage nerfs are probably okay to get away with seeing as how you didn’t change warrior’s sustain at all.

Unsuspecting Foe I feel is actually mainly a Skull Crack nerf more than a Hammer nerf honestly, but that’s okay. Between that and making Skull Crack able to be reliably avoided, the build is actually much more balanced. It maybe was not overpowered, but it was annoying mechanically to play against. An indirect consequence of this is that Greatsword Mastery is now not really possible to get. This is a nerf to their mobility and 100B burst, which I don’t really feel needed a nerf, but it’s very minor regardless. I imagine a build like 0/20/20/0/30 or 0/30/20/0/20 will be the new norm with all of these changes.

Anyways, regarding warrior sustain: I really think that you should look into it. It’s all tied completely into Healing Signet right now. Relying only on one ability is not very fun, and due to its passive nature it’s also annoying to play against. The only true counter to Healing Signet is poison, which Cleansing Ire makes irrelevant, and burst damage. I realize warrior’s should have a counter, but I don’t think it ought to be tied to their heal only, and their sustain shouldn’t be passive either. I think something along these lines would partially accomplish what I want:

Reduce Healing Signet base heal by about 25% (from 390 to 300 hps, in line with 3 bar Healing Surge), while at the same time increase the healing power scaling so that @1000 healing power it’ll do equivalent to what it does today at 1000 healing power. This change will reduce the inherent healing of non-healing power builds, while not effecting bunkers who choose to take Clerics amulet.

Increase Healing Surge level 0 to level 2 heals, to make it more competitive with Healing Signet. Healing Surge is the only option vs burst damage, which the meta will eventually shift towards again.

Since I want to see active healing, I think making a trait that heals for every bar of adrenaline spent. I don’t want to see this tied to Cleansing Ire, since that trait is so good and it shouldn’t be a mechanic used by bunkers. Putting it in Discipline would probably make sense as a Master trait, or maybe adding it into Burst Mastery. I’m thinking something kind of minor, but able to supplement the normal healing, of around 350 per bar, with maybe 0.3 scaling. With 30 points in Discipline and 200 healing power this works out to about 150 hps if used on CD. It might be a bit too high, but this is the general idea. The point isn’t to nerf warrior sustain, it’s to reallocate it. So 100 hps less from Healing Signet, but you can get 150 hps more with this trait if used optimally.

Anyways, that’s only an idea of what I want. To sum it up, I think it would be better if warrior healing was more active and from more than one source. Great changes overall though.

(edited by Larynx.2453)