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Legues were absolute blast so far love it!

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Posted by: Loboling.5293

Loboling.5293

I haven’t joined any games yet due to fear of being farmed. I’m still holding out for them to bring back solo queue.

5 "outfits" since HoT release a month ago.

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

The recent (probably not as recent as we even realize) changes to company policy on how they bring in income has been disturbing. The original game was such a deal, huge maps full of wonderful gems, unique and interesting jumping puzzles, wvw that, while it had some issues was super fun, pvp (that wasn’t very balanced). It was just so much content with so many mysteries to discover all for 50$. And this included years of support and continued updates. Now, we paid the same amount for a small fraction of the content, even though it should be much much easier to build content with the game engine running smoothly. They went free to play, and made so many questionable desicions regarding their financing and their loyal playerbase is feeling it. (At least I am)

I still love the game, but I’m starting to feel exploited. I want to give them money and support the game, but I no longer feel like I’m getting even 1/10 of the value for my money. While it seems to be about even with other games, they spent years standing out as being the best. You hear a lot of players who recently joined saying things like: “this isn’t as bad as other games”. However, things were so much better before. The community has really been damaged by the recent actions of the management of gw2. The devs are still putting in some good work, but they are being told to sell that work rather than give it to us, even though we bought their game and it was their old policy to continue to support us with content.

I’m fighting it with my wallet, and have stopped giving money to the gem store. I won’t fall into the trap of changing wvw servers for huge amounts of money. It is sad that I feel this way, because for years this was such a great place. When I play in the old world with my gf, I remember why this game is so awesome. In the new maps, I have fun, but it feels like a different game. I actually enjoy them, and am glad that they put harder maps into the game, but its not for everyone. And it seems like they don’t care that a lot of players can’t enjoy any of the new content they paid for.

I really expected a variety of maps with this expansion. Some harder, and some standard. I was shocked when the maps all followed the same style. I really appreciate the work the devs are doing, but its just not reaching me the same. I can’t really continue to use my 3 man guild. They are constantly releasing bundles for outfits and glider skins with NO extra options for those that spent money on the game. What they give you now for your money is a small fraction of the past, and then they ask you to give more money for “extra” features that would’ve been included when the game first came out 3 years ago.

I am discouraged, and I don’t see how things could change in any reasonable pace that would please the community. Too much damage done, with no obvious ways out. I can see this games playerbase dropping in half within the next 2 years. I know I’ve been playing a lot less since the expansion. I enjoy it, but the bitter taste wont go away. I feel for those who are unhappy, and just want to roam the jungle looking for mysteries and wonder.

I hope something with the direction changes soon, as I think it is critical if they don’t want to continue into a slow descent that has already begun. Great game, great devs, poor management.

Immersive Skill Names

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Posted by: Loboling.5293

Loboling.5293

I see where you are going with this, but the damage from the skills remains unchanged. So you shouldn’t change the effect.

Ex: Fireball->
Tiny Ember “It’s kind of like sitting too close to a campfire and someone throws in a new log that explodes on impact and hits multiple foes”

Not quite right, but you get the idea.

Bad reduction of the Tempest Auras.

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Posted by: Loboling.5293

Loboling.5293

While you’re at it remove the toon altogether to reduce the visual noise!

I had this same suggestion. XD Obviously ridiculous, but you never know lately.

Visual nerfs [Merged]

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Posted by: Loboling.5293

Loboling.5293

I’d say this is a top priority. I tried to leave gw2 for a little while, then I realized my computer can’t handle many other games today… Either way, my only recourse is to withhold money to the gem store until this is resolved. The visuals of gw2 are the biggest part of the game. Some people joke calling it fashion wars, and its true. So many of us spend lots of time and money to make our characters look as awresome as possible. This includes combat looks. For now, I will not spend another dollar on gw2 until they fix some of these recent “corrections”. Please look at the real culprits for effect clutter, or enable a slider for players. I know myself, 99% of the time I’d want the full effect.

I hope this reaches you guys. Cause I really want to buy grenth hood, but I don’t think I will for now….

Should I choose this proffesion?

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Posted by: Loboling.5293

Loboling.5293

That is a silly way to decide which class to play, but you should know that many visual skills for ele have been nerfed over the past few weeks. Which is most youtube videos wont consider. There are no signs that this visual nerfs will slow down.

Continued nerfing of Visual Effects

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Posted by: Loboling.5293

Loboling.5293

A lot of us are upset with these recent changes. Most didn’t think they would take it this far. Visuals are an important part of games like these. Someone in charge at A-Net has forgotten this… Hopefully they wake up soon. It put enough of a bad taste in my mouth that I plan on taking a break from the game.

Fireball, whaaaaat!?

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Posted by: Loboling.5293

Loboling.5293

This hurts… I’m going to take a break from gw2 and play dying light for a while (I just bought it). When I get back, I hope things will have improved somewhat.

They killed fireball, now Auras

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Posted by: Loboling.5293

Loboling.5293

So far, a lot of bad decisions are going down. I hope the people in charge wake up before I watch a great game go down the toilet. And to think, I considered buying a new computer to play gw2 on higher graphics.

You forgot Arcane Shield!

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Posted by: Loboling.5293

Loboling.5293

Don’t give them any ideas.

Bad reduction of the Tempest Auras.

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Posted by: Loboling.5293

Loboling.5293

Since the OP put such work to being reasonable and not whining. I will have to give this thread a +1. These recent visual noise changes seem to have been done without proper forethought and should be removed and re-evaluated. A lot of these changes seem to decrease counterplay and fun. I’ll save my jokes for another thread. Please consider this.

Fireball? Auras? What's next!

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Posted by: Loboling.5293

Loboling.5293

You guys don’t realize it but shocking and magnetic aura were too easily seen and as such, easily countered. Now true balance can be found so that the only way a player will know that you have magnetic aura is when he sees his arrows flying back in his face.


Next update: Reduced the visual noise of long range shot.
We felt it was enough for players to see their health dropping to know what is happening in the game.

Thank you A-Net. I hadn’t realized the game was so bad. Now it works much better. Please also remove the visual noise of lava font and meteor shower, so I can bombard a point without anyone realizing it. I also find that player characters to be a big problem with visual noise, so please decrease that and make all players nearly invisible. A simple pixel should be sufficient to identify a player.

GW2 is No Longer a Refuge :(

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

It is sad for me to say, but I’m starting to feel disconnected from gw2. I had lots of fun when the expac came out, but I feel like more important than my adventures are the community, and I can see it hurting.

I don’t see the same wonder and lust around, the game feels changed. I haven’t played in 5 days, and I’m not tempted to even log in. I used to enjoy pvp and wvw, but wvw is dead and pvp on its own doesn’t feel like it can draw me in.

I wish I had something more concrete, but really the thing that bothers me most about this expac is what happened to the community of the game. Also, I’m really sad about wvw now, but that was dead even before the expansion. For wvw the expac only cemented that death.

I remember players caring about wvw and it being on of the best game modes. I swapped servers twice over the course of this game, to change my wvw server. Now, there is nowhere to go.

I hope the devs realize that they are suffocating this game. the hardest part is I don’t even know why. I really liked this expansion, but the toxic attitude in the community has ruined it. I used to laugh and watch people get rolled over by dinosaurs, but now those players have simply stopped playing. It wasn’t worth it. This game needs to be for everyone. There is nothing wrong with challenging content, but it shouldn’t have been the whole expansion I think.

Also, the way elite specs were handled was slightly poor. I see how it will work out in the future when there are multiple elite specs, but until then, the gameplay has suffered some. This is most obvious in pvp, where those without the expac can barely compete.

Either way, I hope this game recovers, but its the first time since gw2 came out that I’m wondering about other games.

Asura ball LADD cup 2015

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Posted by: Loboling.5293

Loboling.5293

I wish I played on EU. Asuraball has always been a favorite of mine. Especially when done in wvw on a random asuran who never intended to play… XD Good for a laugh, since logging is an easy escape.

Dishonor affecting other players.

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Posted by: Loboling.5293

Loboling.5293

I made a thread about this. Sadly, it seems most players support having dishonor with missing the queue. Although, I see no benefits that would outweigh the cost of this new system. I agree with having dishonor, but it should come from actions that hurt other players experience, not stepping away from your computer at the wrong time while waiting in HotM.

Fireball, whaaaaat!?

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Posted by: Loboling.5293

Loboling.5293

Lol I just logged in to see what this was about.

I can definitely second “flaming tennis ball” . The skill looks so bad now…. Really sad.

New Dishonor

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Posted by: Loboling.5293

Loboling.5293

I don’t see the advantage of this system, so please explain it to me.

When I think that 10 players need to be ready for a match, if the first one leaves queue the “9 others” will be waiting for a 10th, if the 10th joins before the players rejects the queue, the 9 others will be waiting for one more player, these same players would be waiting the same amount of time if that first player dropped his queue instead of not accepting.

The game will not start before 10 players are ready to play, if player 10 doesn’t accept the queue. Then the system will wait for the 10th player. If he had left queue, the system will wait for the 10th player, and him/her being unaware of any of this is joining at the same time regardless.

I suppose all this does is encourage people to be ready when they queue and wait 3-10 minutes in front of their computer while doing nothing. All so that the estimated time is more accurate. Cause I just don’t see how matched will happen more frequently with this new dishonor system. You might just go through a moment of excitement when the queue pops and you get requeued for 1 minute. But if that player had left the queue, you’d be waiting that same minute.

Now I suppose an argument could be made for the time in queue, as if a new player joined during that time, the players would be forced to wait the duration of the queue before re prompting the accept button.

Well, I’m done with this. I doubt it will affect me much, but I just don’t understand this change, given what the potential loses are for player satisfaction for pvp. I guess, I can always unplug my headphones, and blast the volume while I do pushups or something XD, try and be productive next to my computer.

I wish you all good matches.

New Dishonor

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Posted by: Loboling.5293

Loboling.5293

Actually, if you had never queued, they would be waiting all the same. A game can only begin when 10 players are ready for a match. If one player queues and after 5 minutes 9 others queue, but the first leaves, they will now have to wait for the 10th player. In the end, its the same result. The dishonor debuff should be reserved for doing things dishonorably, like giving up or leaving a match.

New Dishonor

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Posted by: Loboling.5293

Loboling.5293

one of the people I queue sometimes forgets to click queue a lot.. so I can see this being a bit sensitive for us to deal with in the future.

yeah exactly if someone misses it the whole party has to wait to reque again -.-

If the new system is as severe as it seems, the whole group will have to wait the duration of the debuff or queue without their friend. GG

Stuff to do in PVP lobby

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Posted by: Loboling.5293

Loboling.5293

Here is the problem the devs have:

The reason you are forced to stay in HoTM is to prevent players from engaging in another activity, so they decide not to enter the queue. (This was done back when a queue pop would force you in a match without a accept prompt) If they allowed players to do something fun in HoTM, then some players may choose to complete their task rather than enter the match.

I don’t agree with the reasoning, and frankly I think its just easier for them to be lazy about it. However, their recent change to dishonor (see thread on the front page) cements my belief that they want to avoid people queuing and not accepting their queue. Again, something I see no problem with.

Either way, your best bet for suggesting an activity for HotM would have to be something no players would consider missing a queue to complete. I think the best solution is to create some activity that automatically ends when the queue pops, so if you are worried about it ending, you have to leave queue before it pops. Ideally, it would allow players to generate some gold while waiting, but that’s just me.

Disabling Shot 'fix' made the skill WORSE

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Posted by: Loboling.5293

Loboling.5293

SB sounds too much like SAB, something the devs want players to forget. So they disabled it. HA. Anyway, sorry to hear about this change, sounds crummy. I’ve been mostly on ele lately, but thief is fun because its so fluid. Something like this takes away that fluidity.

Teleport to friend.

in Guild Wars 2 Discussion

Posted by: Loboling.5293

Loboling.5293

Yes please, this bothers me a lot too. It just seems to be bad design. I’ve never had it happen to me, but I’m always worried when using one of these. This has been discussed for a long time.

New Dishonor

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Posted by: Loboling.5293

Loboling.5293

Why did the Devs think not accepting a queue is a reason to give people dishonor?

I mean really, sometimes the queue can take a decent amount of time, and if you choose not to accept the queue, you get the debuff…

I’m not sure how many of these stacks it takes to prevent queuing, but if this means that missing a queue while taking a leak means I can’t requeue when I get back to my computer, I’ll be kittened. Pun intended.

Seriously, only give players dishonor for LEAVING A MATCH. There is nothing wrong with not pressing the “accept” button when your queue pops. In fact, I thought it was there to avoid afk at the beginning of a match.

Just to be clear, it wasn’t enough to force us to stay in HoTM for pvp queue, but now we are also forced to sit in our chair for the duration of our queue to avoid nasty surprises when getting back to our computers.

Maybe, I misread the patch notes. Please tell me that is the case. Otherwise, DAFAQ!

I'm tired of being optimistic [Spoilers]

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

I know a lot of people are disappointed. And think it would be silly if Mordemoth’s death was staged. However, leading into the last mission. Yourself and your ally npcs say that this is probably a trap, then they wonder why there is so little defense, then you find a mutilated Treahern who tells you exactly how to kill the dragon, you must in essence fuse minds with it. I’m sorry, but if they aren’t leading up to something with all these hints, I’d be really disappointed too. But I can’t believe that all these hints and clues are just meant to make the player think the story is more elaborate than it is. And once season 4 comes out, you realize it was just as shallow as most of diablo 3.

I may be wrong, but I choose to believe that the dragon used our sense of urgency against us. Lured us in, and planted some thoughts into our head that we aren’t even aware of. He is not dead, and the Treahern you encounter is already a pawn of Mordy. I mean, look how quickly Mordy changed Faolin. She died in one scene and came back as a monster in the next. Mordy had Treahern for days, and yet he still was conscious when we get there….ya right.

If I’m wrong, I would probably give up on any hope for the story. It is basic strategy to attack your enemies weak points, and it is a higher strategy to show weakness to “trick” your enemy to attack there, so you can prepare for it. You make your enemy see weakness where there is none, and instead of attacking your opponents weakpoints, you create weakpoints and push your advantage. Our PC often times seem kind of ignorant, and I wouldn’t be surprised if he let these basic principles elude him. But Rytlock warned us.

I need help picking a main

in Guild Wars 2: Heart of Thorns

Posted by: Loboling.5293

Loboling.5293

Sorry to go off-topic, but my mouse was hovering over the i in main, and I read: “I need help picking a man”. I thought to myself, now I’ve seen everything…XD

When I clicked on the thread I was like: “OH! Ohhhhhh! Haaha”

Anyway, again sorry for being off topic, but I’m really hungover today at work and thought I’d share my confusion with you all.

At first i thougth DH was fine, but now...

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Posted by: Loboling.5293

Loboling.5293

Yes it is true that a DH placing all traps on a point can almost guarantee a decap (unless you are playing mesmer and use distortion, however it takes about two seconds to destroy all their traps and then contest the point. If they are smarter and don’t place all their traps down at once or even very close to eachother, it becomes more of a game. But again, they have virtually 0, yes 0, ways to deal with a good ranged player.

When I play p/p thief, I destroy them, when I play scrapper, I scrap them (however it is a more intense battle), when I play ele, I want to cry for them. I unfortunately am pretty bad at mesmer, but a good chrono should wreck them. A reaper should be able to handle it easily too, if he just brings a single pet. Rangers with a longbow destroy them as well. So that leaves warriors, melee guardian, and melee thiefs with some trouble. Every other spec I’ve noticed has some easy way to counter them. Especially if you see them place traps or even have a good idea of where they are located, just walk right towards them, watch your debuff bar, and dodge backwards when you get dazed. If they aren’t running daze on traps, you’ll have a harder time, but they will have longer cooldowns on their traps.

When a class can deal 20k damage in a second. It may seem overpowered, but in this game, it just means that a single dodge negates all of it. If you don’t want to dodge, then go watch dba and learn to DODGE….or just use range. (good range, not some crappy warrior rifle XD Sorry Warriors)

Laslty, for those claiming they teleport to you and place a bunch of traps right away, again, just dodge backwards once. Done.

People seem to think they understand the meta, but its still all over the place and constantly evolving.

Edit: Here is my recent match history:

http://prntscr.com/924rcw

(edited by Loboling.5293)

Math in a void, DPS and the Meta

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Posted by: Loboling.5293

Loboling.5293

I just want to add that not all dps is calculated in a void. Many bosses have known health points, and seeing how long it takes to kill a boss or npc can give some indication of damage potential of classes.

Some Elite skills a bit OP?

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Posted by: Loboling.5293

Loboling.5293

Elementalist tornado and rebound needs to be brought in line. I suggest we merge the two, so when you die from damage while swinging your arms about screaming: “WEEEEE! I’m a TORNADO!!!!” You get healed for 2k, and die right away after.

Oh please, buff tornado. But, sure nerf some outliers too.

At first i thougth DH was fine, but now...

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Posted by: Loboling.5293

Loboling.5293

Oh I love this game.

“I used to this DH was fine but now…” I’m sure of it.

Since I haven’t died to a DH in 5 days of playing pvp. (about 20 matches) All on my elementalist, but the tricks I’ve learned can apply to any class with ranged attacks.

celestial vs zerker+soldiers?

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Posted by: Loboling.5293

Loboling.5293

How in the hell Celestial stats would give more crit chance and dmg than berz stats? It just doesn’t happen.

I think he said soldier/zerker. So that is why.

Strong-Like Really Strong-Hold

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Posted by: Loboling.5293

Loboling.5293

I have no problem with that in fact. I just think right now, the mode seems between a race to the end and a take your time ride. I will be giving it more time. I just wanted to get my experience out there for A-Net to consider among many. I guess, it just reminded me of graveyard farming in warsong gultch. (WoW)

should I keep lvling my ele?

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Posted by: Loboling.5293

Loboling.5293

This game has no good reasons to not level every profession. If you are so limited in time that you have to choose one or the other, don’t worry about maximum potential, you’ll never reach it anytime soon. To be the best in this game, you need to understand the mechanics of not just your class, but all classes.

There are no classes that can’t contribute to each and every game mode.

Your role will change in wvw or pvp depending on profession, and for pve everyone generally does the game thing with some professions bringing extra utilities. (such as portal, but a mesmer will still try and deal as much damage as possible)

Do not base your profession on what people consider the best in pvp at high mmr. It is irrelevant to your gameplay. This expansion, I’m enjoying my elementalist and thief the most. I have already leveled a scrapper as well, but didn’t enjoy it as much. While some players think scrapper is better than elementalist (I’m not even playing tempest right now). I find I have more fun and perform better on my ele. Sure I miss some things from my engineer, but that is how this game is balanced. No class can do it all, and every profession must make sacrifices for what they can do. Even though mesmer is amazing in pvp right now (chrono) the mesmer has terrible sustained damage. All classes suffer from some weakness.

Strong-Like Really Strong-Hold

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Posted by: Loboling.5293

Loboling.5293

Hey all,

I wanted to give my feedback on stronghold. I find the game mode lacking when compared to conquest. Now, I know not everyone will agree and that is good, but I just won my last game of stronghold and wanted to rip out my hair.

My team, broke all the enemy gates, and we were ready for a final push. We go in, fail the final push, get their lord to about 50% and regroup. Suddenly, I realize something; I am the only person actually trying to push. The rest of the game, all my teamates were simply having fun fighting, for almost 10 minutes. My team realized that being ahead of points, they would win if they simply held the enemy team at their base for the rest of the game. Maybe they thought they were farming something, but this behavior felt toxic to me.

I tried pleading with my teammates to end the game, but I kept dying when trying to solo the enemy lord. I died over and over and over until I was exhausted. I finally, just waited it out at my base, killing the occasional door breaker that would show up. I didn’t want to give up the game, but it felt pointless. It was like that moment when you have already won at conquest, you are 200 points ahead and holding all three points. The enemy team gives up, and the game ends 2-3 minutes later. However, this game mode allows teams to keep this state for much longer. It felt like the match was settled, but I couldn’t end it.

Sorry for my rant, but I wanted to point out this scenario that bothered me. I think the game mode is fun, but I think the point system needs some adjusting to avoid players camping a win for 10 minutes. I was on the winning side, but it felt like I lost.

Rant over. Thanks.

Is tempest only viable as support?

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Posted by: Loboling.5293

Loboling.5293

I found it works best as support. You can try and get some damage builds going with it, but I think celestial tempest will always rule other amulets. I think the damage of a support tempest can be quite high, or you can spec more support even still.

I did find that maurauder tempest was only good in low mmr games. I could be wrong though. Otherwise, if you want a damage build, I’m actually playing a zerker staff build for giggles. That is damage, but a slight breeze can kill you. And you don’t have the same problem of tempest that your highest damage is melee range.

I have a suggestion for overloads, but it generally goes like this:
-Grant each overload 2 stacks of stability instead of one.
-Make stability baseline
-Make overload fire remove chill and bleeding.
-Make overload water remove burning and immobilize.
-Make overload air remove torment and chill.
-Make overload earth remove poison and bleeding.
-This removal occurs at each tick, so you are semi immune to these conditions when overloading each respective attunement.

This gives the tempest some added defense, which would help damage tempest (however, celestial will still probably triumph, since its so awesome)

I enjoy using celestial and playing all roles in my build. I’’m really not sure how else they can make damage tempest viable.

Profession for shooter.

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Posted by: Loboling.5293

Loboling.5293

I’d say if you want to play a pure shooter, your best options are Thief or Ranger. Warrior can work too, but it has lower ranged damage. Guardian range will most likely involve some things that don’t seem very shoot like, but you can try it too.

With thief a p/p + staff build worked well for me. You switch to the staff to escape and be agile, and use the pistols to gun down anything. Crit/X/X for traits. Fill in the gaps.

With Ranger, you’ll want a longbow and another weapon (GS or Sw/D). Trait marksmanship and two other traits.

I won’t go into guardian and warrior, as for a strict shooter, I think they fall behind. sorry it doesn’t have more details, but maybe when I get home from work later, I will should you some example builds.

The general difference between the two (Ranger/Thief) is the Ranger is more safe and longer range, while the thief has less tankyness, but more agility to get out of bad situations (think of a matrix shooter vs a sniper with an auto). Try them both out in pvp and see what you like.

Swiftness is NOT a boon for everyone!

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Posted by: Loboling.5293

Loboling.5293

This seems like a good qol change for some players. I myself don’t usually remove swiftness, but if I’m having trouble with a jump, I usually remove swiftness. This is also only relevant for a few LA jumping puzzles as far as I’m aware. I’m not sure if this ever be implemented due to how few players it will affect, but good luck. I wouldn’t mind this feature.

What the heck is Tornado?

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Posted by: Loboling.5293

Loboling.5293

I think the reason it works better underwater is how clunky the combat is. So having an ability that lets you simply walk into enemies and damage them is useful. On land, the agility of players makes the current skill completely worthless as a damage control skill.

It also procs quicker, deals more damage, and pulls instead of launching. Along with the underwater environment where some people are so bad in.

Thanks for clarifying. This exemplifies well how bad the skill is on land, even when compared to its aquatic version… Tornado desperately needs some improvements. It should leave some aftermath as well depending on how long an area was affected. This way if you stand on a point for the whole channel successfully, it becomes very hard for enemies to stay on point for 5-6 seconds. However, as you move over areas, a stacking pulsing damage is layed down. Combine this with projectile destruction, and possibly change the kockback into a pull (like the water version) and I think you have a solid skill that has niche uses.

Warhorn needs its own niche back

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Posted by: Loboling.5293

Loboling.5293

I agree that fire 4 should go back to sharing every buff, but with a max duration. I would also like to see air 5 granted more damage, like a lot more. Make it a slow scary object you need to avoid. (like a small aoe overcharge that moves forward) I would also like to see earth 5 made mobile again (Or did I imagine that happening….XD) Anyway, I think if the dust storm slowly moved outwards it would be better. (With 3 storms of current, the dust would slowly move outwards from your character in a triangular pattern.) So it initially punishes you for being close, then for being far, but no longer up in melee.

Otherwise, I’m enjoying the warhorn. I do also think it has good support when paired with the right build.

http://gw2skills.net/editor/?vFAQJBIhdywA05AW5AYhJwhJWEBM326ctuOEAGAJwiXQIIFA-TJRHwAq2fQwJAAwDA4YZAA

This is what I use for my support based tempest. It does decent damage, can hard rez pretty well, heals allies, remove conditions, hard to focus down, grants protection and other boons, can help secure kills that can’t be stomped, safe stomps.

It lacks mobility and ability to buckle down, when compared to dagger and focus. However, it does some of the above better than those two weapons.

Game Balance

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Posted by: Loboling.5293

Loboling.5293

“Once every quarter, we’ll release a new, major balance update to shake up the meta for the next quarter.”

https://www.guildwars2.com/en/news/the-road-ahead-for-2015/

This sounds terribly tedious. Balance patches should be done to create a competitive environment. Sure players are happy that some new things have been added with the expansion, but myself, I’d like for the dust to eventually settle for a while. Balance out what we have now, and fix up the queue system so players can opt out of certain maps and also queue for deathmatch. Do not focus on suddenly giving each profession new tools and nerfing normally used ones just for the sake of change. This is my opinion, so hopefully other people can share theirs. Maybe I’m misinterpreting this, and they are just trying to say that they will release balance patches every few months. Either way, I think this merits some discussion. (And perhaps clarification

Scrapper Stealth Gyro is OVER POWERED

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Posted by: Loboling.5293

Loboling.5293

You give up other awesome elites by taking stealth gyro. It’s as strong as an elite should be

Tornado says hi.

What the heck is Tornado?

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Posted by: Loboling.5293

Loboling.5293

I think the reason it works better underwater is how clunky the combat is. So having an ability that lets you simply walk into enemies and damage them is useful. On land, the agility of players makes the current skill completely worthless as a damage control skill.

Lame skill point lore.

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Posted by: Loboling.5293

Loboling.5293

Agreed, I was a little sad about this.

thoughts bout DH (correct me if i'm wrong)

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Posted by: Loboling.5293

Loboling.5293

I just tried the DH for the first time and WOW. Hilarious! I watched a mesmer run around me from mid and go onto our home node, get destroyed. He then proceeded to run from spawn into the traps 5 more times until the end of the game. I kept thinking, isn’t he going to use his gs to attack me? Nope. I realized what the complaining about is. It is so faceroll to kill players with a trapper. However, when I fight against them, they don’t seem overpowered. This reminds me of Turret engineers even more now, except this one is less annoying. DH will probably get nerfed, but not because they are overpowered in ranked arena, but rather, there are enough players that play that just can’t understand how to fight trappers. I died 0 times that game (obviously cause my opponents were kitten) wearing berserker gear. I had 14k hp though due to trait. 0 deaths 13 kills, all while guarding home. I do feel tempted to ride the mmr on the guard until I start to reach opponents I can’t best.

Just getting back need help picking class

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Posted by: Loboling.5293

Loboling.5293

Well for the new raids it goes like this:

If you want to bring the most as a Ranger, you will likely spec druid and you will likely provide lots of support and group buffs (frost spirit, spotter, healing, quick rez, etc.)

If you want to bring the most as a Mesmer, you will likely spec chronomancer and provide alacrity and quickness to your allies as well as service other niche support functions. (Portal, reflect, stealth, etc)

If you want to bring the most as a Necromancer, you will likely reroll. XD Necro has some great damage, but outside some niche encounters (not sure yet, so maybe not niche) Necro don’t seem to provide much. They may add some strange mechanics with raids (ex: raid wipe if a player doesn’t go into a laser to stop it from powering a generator. It deals some 50k damage, is unblockable and pierces immunities like dodge and invulnerable. With this strange mechanic, raid leaders will have to decide to either sacrifice a player, or place a necro with death shroud to block the laser. ). For now, Necro is not a safe bet in my opinion, but of course they will remain viable, but you came here to try and optimize by asking more knowledgable players.

In the end, it comes down to Mesmer support or Ranger support, and if you want damage, you could still play Necro, but you’d offer less to a raid.

The key to defeating Mordrem.

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Posted by: Loboling.5293

Loboling.5293

This is why Mordremoth helped us destroy Zhaitan by creating Trahearn and giving him his wyld hunt. He was afraid he would lose at plants vs zombies; given the state of many Zhaitan infested zones, I think Zhaitan was holding the highscore and Mordremoth knew it.

Scepter buffs still on the table?

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Posted by: Loboling.5293

Loboling.5293

Yes Staff is very strong, if you can make a solid argument for which ability needs a buff, I’d like to hear it though.

For now, I think my short list covers what needs improvements. However, this thread is about scepter, so I’ll make a short list of buffs for scepter (my suggestions):
1) Improve the damage of air auto by 20%
2) Improve damage of air 2 by 30%
3) Reduce the charge time for shatterstone by 30%
4) Increase the damage for water 3 by 20%

With just these changes, I think scepter could be as good as our other weapons. The main weakness of scepter is that it has low auto-attack damage and long cooldowns on its fire skills, which means to maximize damage you have to cycle attunements, but other attunements do not provide much damage. Giving air some more damage, and keeping fire as your burst cycle would help so much. Allowing players to land shatterstones and keep some damage going in water would be great, as water is often used to proc fresh air (the only scepter damage build), so keeping some damage up during those 1-2 seconds of water would help a lot. I think the envisioned cycle would be, open in air, with skill 2, switch to fire for a dragons tooth and pheonix, swap back to air, then into water, then air, then back to fire, then air, then earth, then air, then water, then air, then fire, etc. This rotation should produce the most damage based on the design, but you really don’t deal any damage outside fire and a little in air.

Is XP saved if your mastery bar is full?

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Posted by: Loboling.5293

Loboling.5293

YA I noticed the same thing. It seems to carry over to another mastery line.

Scepter buffs still on the table?

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Posted by: Loboling.5293

Loboling.5293

Scepter is TOO STRONK. Oh Wait….

Buff Tornado
Buff Scepter
Buff glyphs (underused ones)
Buff Warhorn

Non of this would hurt the games health and would only benefit players.

I'm never one to complain....

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Posted by: Loboling.5293

Loboling.5293

so you are in pvp match but you left your brain and reflexes in the mists? nice

LOL

Anyway, I don’t think DH are too strong, but it will take people time to adapt. I’ve been killed by a few now, and sure when you actually fall into their trap it hurts…A LOT, but it is balanced as a whole with the rest of the game mode. I do not feel that matches with more enemy DH forces me to lose. In fact, I can usually (except when I go in with an all melee build) easily counter DH to the point of getting them to ragequit. The build is strong, but has low mobility, limited range capacity, and very few stunbreaks. If you can’t lure them off point with pressure, and cc/kill them, you should be looking at your build and playstyle. Things have changed, and I think it will feel right by the time ranked shows up. But who knows, they might nerf it more due to low mmr players who are at a serious disadvantage in terms of skill to reward when fighting DH trappers. However, when players start to learn the tricks, the DH trapper build becomes a lot less good.

These things that are idiots

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Posted by: Loboling.5293

Loboling.5293

Nerfing automatic response while creating diamond skin?

Being immune to conditions whenever you are about die is very different than “deal 1.6k dmg before you can apply conditions”. If your team can’t deal that much damage, you deserve to lose. It’s called coordinated spike damage, and it is how any good player is killed when running even slightly tanky builds.