Showing Posts For Lokheit.7943:

PvE Gear Calculator?

in Thief

Posted by: Lokheit.7943

Lokheit.7943

If you see something not adding up in the above calculator, then please report it to the author. This is by far the best calculator on the web. Also keep in mind that it assumes most passive and active traits are active in its final calculations, so it’s really a “best case senario”.

How can we contact the author? The contact us button don’t seem to work. I found an error: If for example you put 2 sigils of Agony, it states the second one has no effect because is a duplicate, but I know because I’ve been using it for a long time and tested it multiple times, that 2*Agony Sigils will stack and give you +20% bleed duration.

Edit: Nevermind, I found his mail and sent him the info :P

(edited by Lokheit.7943)

L2P Other Classes & Teamplay

in Guild Wars 2 Discussion

Posted by: Lokheit.7943

Lokheit.7943

While the OP is somewhat invaliding itself with the statement of playing dps and others not wanting to play support and all of them going dps, the title of this thread is a very good point.

I think everyone should at least investigate a bit what other professions can do. For example I’m running Arah and I still find at that point people that doesn’t know how my Shadow Refuge works, exiting it before time ruining our whole try at skipping a patrol, or attacking while I’m resurecting them, breaking stealth and atracting AoE attacks over him and me killing the resurrectors in the process (and attacking mobs that would take a lot of time to fall so it isn’t like they will rally with those attacks).

The same applies to how many professions work. I recommend trying some alternate professions an play them every now and then, and investigate the wiki and the forums to know the most popular ways to play as certain professions and what they can expect from them in teamplay.

Do u feel this in GW2 lol???

in Guild Wars 2 Discussion

Posted by: Lokheit.7943

Lokheit.7943

In fact I think at some point of development there were a 90 points system.

I think it would be great to add 5 or 10 trait points per expansion (depending on the rate they’re going to release them).

Level cap increase past 80? Y/N

in Community Creations

Posted by: Lokheit.7943

Lokheit.7943

No as for more equipment tiers to match new levels.

Yes as for increasing our trait points for more build possibilities (5 or 10 extra trait points per expansion would be great)

New Pistol GMaster Trait: Double Tap

in Thief

Posted by: Lokheit.7943

Lokheit.7943

Vital Shot needs a speed increase, but putting a trait to make all pistol attacks shoot twice is completly unnecesary (and it would force all Pistol users to invest on that tree) when it can be solved changing the aftercast of pistol shots that is what makes them so slow.

And then with your sugestion, Body Shot becomes far too powerful. Think about this, 6 Initiative and suddenly you get 20 Vulnerability (nearly the max amount, which is supposed to be applied by multiple players on dynamic events) on your opponent.

Aditionally, double headshot is a total waste as daze doesn’t stack (this is why Mesmers try to use melee and ranged clones so the ranged ones apply daze seconds after the melee ones when using the dazing shatter), so basically you’re interupting twice… only that the second shot isn’t interrupting anything the first one didn’t first.

Body Shot needs a buff (probably adding another condition like cripple or weakness should solve it), Headshot needs another buff too (confusion maybe? I don’t know) to see more use and Vital Shot needs a speed buff, but there is no need to make a GM trait to duplicate the effect of all your shots.

PS: About the animation part, it’s not gonna happen, this isn’t the way the game works for that kind of stuff.

Food for WvW

in Thief

Posted by: Lokheit.7943

Lokheit.7943

This is my favorite one for several reasons: http://wiki.guildwars2.com/wiki/Plate_of_Fire_Flank_Steak

- I already have 75% natural bleed duration, so I won’t get use of all of Veggie Pizza +40% as the max is 100%

- It gives good power and condition damage, which adds to Carrion equipment.

- It’s one of the easiest lvl400 items to farm: 1*Ghost Pepper + 1*Red Meat. That’s everything you need.

- In real life I love spicy meat :P

Evil Pact condem the Krait to Death!

in Personal Story

Posted by: Lokheit.7943

Lokheit.7943

http://www.arena.net/blog/shadows-in-the-water-the-krait

The krait have always been an unapologetically evil race. While we take pains in many instances to provide two sides to any story and to show that even evil races, cultures, and characters have good reasons for their actions, the krait were designed to be straightforwardly “black hat.”

The Krait are designed as 100% evil, like inscribed on their genoma. They’re beyond redemption and will only cause pain. Getting rid of them is a good thing.

Plus destroying one settlement (that could’ve fallen anyway as the orb wasn’t so defensive) is far from genocide.

(edited by Lokheit.7943)

thief bugged?

in Thief

Posted by: Lokheit.7943

Lokheit.7943

What Loading said, usually when you teleport while stealthed you “appear” like non-stealthed, but the effect is still there.

I’ve suffered this one in populated enemy bases, knowing that I really had a 10 second stealth from SR and they acted like I wasn’t there while in my screen I was visible.

P/V/T thief

in Thief

Posted by: Lokheit.7943

Lokheit.7943

Well, one reason not to stack exclusively power is that power and precision stack multiplicatively.

100 power does less damage than 50 power and 50 precision.

In fact 100 power does far more damage than 50-50 (even with 200% CD). To the point that with the basic 150% CD, if you do the derivate, the result is that getting “negative precision” (impossible I know) and giving that precission to Power you get even better damage (which means, not only never critting, but having a small percentage of negative damage crits, would still result on more damage on average giving those points to power).

Mathematically power increases your average damage muuuuuuuch faster than Precision in this game. Not to mention that it forces you to sacrifice 2 atribute increases (one for Precision and one for Critical Damage as none of them do much for you without the other).

Precision is only good in those situations:

- When you already have a lot of power, so it increases what you can do, but always with Power as a primary attribute (most sets including Precision also include Power as primary anyway).

- When you have a huge load of “on crit” effects and your build focus on them.

- A combination of both situations.

EDIT: I didn’t read the other comments saying basically the same :P

(edited by Lokheit.7943)

Venom applications

in Thief

Posted by: Lokheit.7943

Lokheit.7943

This have always been working that way. Each hit counts as one application (it would be too much on AoE attacks otherwise).

In fact a Cluster Bomb before would waste multiple charges even when hitting just once. I have to test it, but I think last patch fix made it waste applications only on true hit.

Achievements Bugged? [Merged]

in Guild Wars 2 Discussion

Posted by: Lokheit.7943

Lokheit.7943

For me it’s the Slayer achievements to Max-1, Pumpkin Carver to zero, Overkill to Max-1.

Survivor is still maxed for me.

6th playable race, what's your top 3 pick?

in Lore

Posted by: Lokheit.7943

Lokheit.7943

To add to the 2 I previously said (Largos and Tengu), I though about something that might be interesting:

- Onis.

We didn’t know too much of them during Factions, only that they were super hostile and part of Kanaxai’s army.

Now think about this: The jade sea is returning to its original state, and Kanaxai’s lair was located deep in the jade. What if the onis we met were only a faction of their race, and there were more civilizated onis but all of them were unable to reach us either because of the jade or because Kanaxai had conquered them?

Onis would allow for some inovative character design and are probably one of the few races strong enough to stop the new emperor from kicking them from Cantha.

Make everyone "party leader"

in Suggestions

Posted by: Lokheit.7943

Lokheit.7943

I totally agree… so long as Story Missions keep the correct person on them… I like doing Story Missions with friends and see their story unfold along side mine… It would be a bit unimmersive to have my character as the protagonist in my friend’s story mission though.

So… Dungeons YES, a million times YES! Story Missions NO, don’t touch!

Yeah I forgot to mention that, this change would be only for Dungeons, personal story belongs to the protagonist, and if he leaves it makes total sense that the party is kicked from his story.

For those unhappy with Treaharne

in Guild Wars 2 Discussion

Posted by: Lokheit.7943

Lokheit.7943

But guys! You don’t know half of the story!!

You know that big tooth in Hoelbrak? And that legend about someone breaking it meaning he will defeat Jormag?

Now imagine Treharne breaking it (your character won’t break it anyway as it should be a “neutral” character so it’s common on everyone’s story), that would be stealing the show 2 times from you! Really the other option would be to make another character, probably a norn, to be hated by the community for stealing the glory in another campaign, and probably it will be this way, but it would be great for the internet lols if Treharne is the chosen one again.

Next thing we know is Treharne is Kormir’s second coming (at least Treharne, unlike Kormir, wasn’t the one unleashing the evil that you had to fight for their glory).

(edited by Lokheit.7943)

Make everyone "party leader"

in Suggestions

Posted by: Lokheit.7943

Lokheit.7943

I will go into details to clarify this.

Currently there isn’t such a thing as party leader, in fact any player can kick other players from the party or add another player.

But when you enter a dungeon with a party, there is a party leader, the one who first enters the dungeon is the party leader.

I sugest to make everyone party leader on his own screen for 2 reasons:

- Right now, if someone leaves because he has to go or something, it’s fine, but if the one who entered the dungeon leaves, then the entire group exists the dungeon. I’ve experienced this many times, some of them after more than an hour and it’s a hard hit. I hope this changes in the future so if the player who happened to be the first one to enter the dungeon has to go, the rest of the group can try recruiting someone else instead of losing all the progress.

- On cinematics, the protagonist is always the player who first stepped into the dungeon. For a game which slogan was “What’s YOUR story” I think everyone should be the protagonist on his own screen, and I’m sure it wouldn’t be so hard to put each one character model on those conversation screens so we experince the dungeon as our story instead of some random player you just joined story.

Let's relax: Who is the hottest character in the game?

in Guild Wars 2 Discussion

Posted by: Lokheit.7943

Lokheit.7943

Countess Anise!

She made some of my story mode decissions so easy: If spending time in a dark room with Logan wasn’t enough to chose whatever other option I had instead, the fact that the other one was going to a party with Anise totally sold that for me!

My second vote would go to Sayeh al’ Rajihd (or basically all female Largos models). She has a combination of dark elf atractive and those giant luminiscent fins give her and Largos in general a very mystical presence atractive. She gets second votes because we don’t really know what’s behind that mask :P

Thief Rifle Idea: Yes another one.

in Thief

Posted by: Lokheit.7943

Lokheit.7943

Still too powerful as a 24H skill. Even if it’s break when attacked, you can plant yourself in a spot that rarely will receive any AoE attack (even when others check for spies in forts, or just outside them to control their movement) and inform your team of every enemy movement with total impunity (players don’t try to cover the 100% of the map with AoEs because it’s a waste of time and cooldowns). Not to mention the clone+stealth (which a Mesmer does with a VERY long cooldown… suddenly we can spam more clones than them at 4 initiative over 15 initiative points + initiative recharging while sumoning, probably 4 clones at the same time… and again there is no way we get clones, it’s a mesmer thing, they’re cool and fancy but it’s their thing) which would allow you to scape from them if they find you thanks to that stealth skill teleporting you away and giving you so much swiftness, find a good spot and camouflage again.

And as NPCs won’t try to bombard you if you become invisible and you can use the skill whenever you want for 6 initiative, it’s incredible in PvE too for a lot of stuff and always available without a cooldown or the need to land an attack every X seconds.

When a-net designed how stealth (or “camouflage”) works it wasn’t their intention to have it last more than a few seconds (that camouflage kit is something you pay for, that you can’t use if you don’t carry them, and still only lasts 10 seconds and breaks if you move). It’s completly unconceivable to have a permanent and reusable invisibility knowing a-net filosophy.

I’m sorry but a 24h invisibility won’t make the game. 8-10 seconds (probably even less as it’s unconditional stealth and you could always use it agains after the duration expires, with 6 initiative cost, 10 seconds of initiative recharge would be enough to keep it for a lot of time) maybe and probably without some of the other parts of the skill as alone it’s too good, but 24h? there is no way.

Not to mention it would be confuse for some players to throw a non-stealth invisibility skill in the middle of a lot of stealth invisibility skills.

I know what your idea for this is and it’s good, but it has to be done differently because this set is too exploitable as it is. Even if they go and try to find you, you can become invisible with other skill, teleport away (spamming it) and gain swiftness, find a good spot and camouflage until they’re gone. And you can repeat the process whenever you want. And even if you’re not acting as a explorer, you can use this process to reset every single fight with total imponity and 100% efficency without any risk of screwing things or being countered or needing cooldowns.

(edited by Lokheit.7943)

Your top 3 desired races?

in Guild Wars 2 Discussion

Posted by: Lokheit.7943

Lokheit.7943

Don’t we already have a top 3 desired race on this same forum already?

Anyway here are mine:

- Tengu (because all the hints are there and they were going to be the 6th initial race and have their city clearly marked).

- Largos (slowly introducted to the player, have all the ingredients for playable race including a society divided in houses, cool and personalizable).

- Oni (I don’t believe any of the other existing non-playable races would be playable because of VERY LIMITED customization given physical traits of each race, or because they’re part of the racial sympathy quests, so I think if Cantha is ever reoppened, it would be cool if there were some sort of Oni faction that isn’t hostile towards other people and were just dormant in the Jade or enslaved by Kanaxai 250 years ago).

Thief Rifle Idea: Yes another one.

in Thief

Posted by: Lokheit.7943

Lokheit.7943

I’m sorry but we’re not mesmers. Their clones are cool and fancy, but it’s a Mesmer thing, not ours.

Our Thieves are like the Charr summon: buddies from our gang that we can call for help, and for the sake of game mechanics you can summon them.

Thief may use denial magic (in fact it’s not sure, Assassins used it, it isn’t stated that the Thieves use it), but as you said Mesmer are the mind specialists, and the clones are illusions, not summons, they’re supposedly only on people minds, not in the physical world (that’s why they’re so fragile).

So Thief basically shouldn’t be able to use clones. It would be like a Ranger using Death Shroud. No matter if we’re jelly of their tricky clones and their fancy effects, it’s a Mesmer thing and if you want clones you can always have an alt character.

Some other observations, sorry for the negativism here:

The stealth skill doesn’t break stealth as it doesn’t attack, which means infinite teleports and swiftness gain? 15 second of swiftness spammed during all the 10 seconds given by SR it’s an insane ton of swiftness. If it’s an attack then it’s different but 15 second swiftness is overkill for a skill of this nature.

Also half your skills stealth you, and one of them does it for 24H, so you could easily maintain swiftness and even if 5 roots you, you could map travel stealthed with the stealth skill (even if it’s an attack you could aim it at thin air just to get the teleport and swiftness, with pracitce players would be able to travel with it as shadow steps ignore rooting effects.

The snipper idea you had in mind is interesting, but the way all those proposed skill melt with each other isn’t as convincing IMHO.

(edited by Lokheit.7943)

Guils Wars 2 Forza design.

in Community Creations

Posted by: Lokheit.7943

Lokheit.7943

Very cool design! GW2 logo is dynamic enough to fit with that desgin.

How you painted the right door? It has the logo too or is different so the 2-shaped dragon isn’t looking back?

Shadow shot, hidden thief, backstab

in Thief

Posted by: Lokheit.7943

Lokheit.7943

Stealth on Shadowstep would be great, but honestly overpowered. Suddenly the following skills give you Stealth with just 1 trait:

- Infiltrator’s Strike (and Shadow Return).
- Infiltrator’s Arrow.
- Shadow Strike.
- Shadow Shot.
- Shadowstep (and Shadow Return).
- Infiltrator’s Signet.
- Ink Shot.

Not to mention that all them would return 2 initiative with Infusion of Shadow :O

CnD no longer would be so great as it would be the hardest stealth to access from our repertory.

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: Lokheit.7943

Lokheit.7943

Figthing in Kaineng in this game would be epic with all those building.

AND IMAGINE THE JUMPING PUZZLES!! Now that would be epic stuff!

And I really want to see how is the Jade Sea now that it started to be liquid again (some serious opportunities to promote underwater combat) and to compare past and present of the region like we do with the current game.

I loved Cantha and I would love to see it returning. Plus, if the Tengu are going to be a playable race as all signs are there, sooner or later they will have to visit good ol Cantha.

What's the purpose of "attack" attribute?

in Guild Wars 2 Discussion

Posted by: Lokheit.7943

Lokheit.7943

Maybe its a way people can reference how their weapons or stats effect their damage in a different perspective?

I’m not sure that would be good. Power scales directly with the damage your doing (ie: double power means double damage) while attack doesn’t scale with it (double power is more or less +(2/3) attack). When power scales directly with damage using another attribute that is worse at showing it is strange.

Upcoming WvW Updates:

in WvW

Posted by: Lokheit.7943

Lokheit.7943

- Continual work to re-build the way our game loads models and compresses data, to allow for more visible characters/names in WvW in the long run as we build towards removing as much culling as possible from the game.

I asked for this some time ago, glad to see it’s going to be done guys

This should really help with culling problems while they’re completly solved, I love this.

What's the purpose of "attack" attribute?

in Guild Wars 2 Discussion

Posted by: Lokheit.7943

Lokheit.7943

This is an statistic that has no use at all on damage calculation and I think it’s a bit misleading as many players will at first think it’s the main component of the damage formula.

I was hoping with the revamped atributes interface it would be gone, but it’s still there.

Attack is the sum of Power and Weapon Damage, but that’s never used for damage calculation, as the damage formula uses the product of Power and Weapon Damage (and Skill specific coeficient) instead of the sum.

So, as someone who’s studying a videogames design degree and I like to analyze games and see why things were done one way or another and which patterns they follow, I’m genuily interested on knowing what was the intention of putting that atribute on the user interface instead of just showing Power which is the one that really directly affect damage.

Maybe the formula at some point of development used Attack, was later changed and the atribute was left there?

If a dev can solve this for me I would be thankful. I’m curious about this attribute.

Condition Damage

in Warrior

Posted by: Lokheit.7943

Lokheit.7943

@Veritas: Except that you can easily start with big bleed stacks (I don’t know of a single efective bleed build that puts the bleeding at a rate of 1 per second, if you’re going for it then obviously it won’t work…) and then keep them (the time those first big stacks take to end is enough for the following bleeds to reach the stable point, meaning you always keep a minimum of 5-7 bleeds (depending on build and profession) from second 1 and then go up until you reach the stable point, which basically destroys that table of yours as bleed won’t start at 1).

And speaking about misleading the community, show me that fantastic warrior burning that you can keep 12 seconds without your opponent standing on the same place… You know, so I can blow smoke from that fire too…

Anyway you’re right on that the discussion is pointless as conditions is a less competitive playstyle for Warriors and I was talking about bleeds vs. burning in general which isn’t this thread’s topic, so we better focus on the main topic here instead of technicisms.

(edited by Lokheit.7943)

Condition Damage

in Warrior

Posted by: Lokheit.7943

Lokheit.7943

If you still want to believe I’m talking about magical rainbows worlds where everything is perfect, ok, keep thinking that, worse for you next time someone specialized on it bleeds you out and you wonder what happened.

Given that I’ve a better chance to meet a unicorn than a warrior who hasn’t outgrown a bleed build by the time they hit 80, I’m not exactly quaking in my pants.

Fun part is unicorn is the name of a very common kind of bleeding build. Not sure if you were refering to unicorn because of that or because of the magical rainbows commentary, but if it was the later it’s a fun coincidence.

Are the Corrupted Daggers worth it?

in Thief

Posted by: Lokheit.7943

Lokheit.7943

What armor is this… ?

It looks like Norn tier 3 cultural armor.

http://wiki.guildwars2.com/wiki/File:Norn-Male-Wolf-Medium.jpg

What's with all the Thief hate?

in Thief

Posted by: Lokheit.7943

Lokheit.7943

Going glass cannon is absolute failure for us in dungeons and that’s why some think we’re bad at it.

Do you want to be effective? Take 15 points on DA, Shadow Refuge and a Shortbow. You can keep all enemies on 75% of their usual damage, activate EVERY SINGLE combo field you see with a blast. Cluster Bomb is the best finisher in the game, and combos are great even though not many players take them in consideration. A Ranger + Thief makes the best heal in the game: Healing Spring is a 15 seconds Water Field, and with it a Thief can heal 1400 HP per second to everyone in the area.

With Shadow Refuge you can skip a lot of hard content and safely resurrect players (as long as they know what’s happening and don’t go hurhur autoattack on a 90% HP champion because I think I will kill him and rally…).

Thieves can be great in dungeons, they’re simply seen as a liability because how many players insist on going glass cannon instead of support, an area where we can excel but no many players really know it.

Condition Damage

in Warrior

Posted by: Lokheit.7943

Lokheit.7943

Um, no. Back in the real world

It’s fun how you keep refering to “real world” and “theorycraftingworld” without testing by yourself. And last time I checked there weren’t Practice Golems on WvW or sPvP that is where experience is gained to know how well do your conditions stick to opponents.

Of course there are a lot more viable options on direct damage than conditions for Warriors, but here you’re trying to dismiss some facts about a game mechanic that simply are true when you go play other players (and I’m not the only one saying it).

I don’t even know why we’re letting this discussion go so far when it isn’t as relevant here.

I (and other user) presented you facts, I’ve tested those facts against players multiple times, I know how bleeds work and I have experience on how maintainable or not they’re. If you still want to believe I’m talking about magical rainbows worlds where everything is perfect, ok, keep thinking that, worse for you next time someone specialized on it bleeds you out and you wonder what happened.

I’m leaving this discussion as it’s pointless at this point to convince you that other players test stuff in the “real world” with real situations and not with practice golems and their imagination, and I don’t want to hinder the main purpose of this thread with a discussion about a technicism.

(edited by Lokheit.7943)

Condition Damage

in Warrior

Posted by: Lokheit.7943

Lokheit.7943

You’re right that stacking more bleeds and assuming no one clears them ever, that condi bleed damage effectiveness might start to approach condi burn damage effectiveness.

Problem is, aside from the burst skill warrior stacks bleeds slowly, so outside of theorycraftingland, bleed scaling still sucks for warriors.

You’re much better off strength stacking, so you can take advantage of both sides of the boon.

I agree that power is much better for Warriors, never said the contrary.

The statement was about what you said of bleed stacking poorly with CD, when it’s not (Burn is the condition that gets the less beneift from CD when compared to its effect without CD at all).

Warriors may not be the best bleeders when compared to Thieves or Necros, but they have some nice and good access to bleeds, and can easily maintain enough bleeds to pass the damage done by burning. Not to mention burn is less accessible, than bleed.

If you’ve ever tried a bleeding build on any profession, as they’re usually featured on auto-attacks, it’s not that hard to reapply them if someone removes them (in fact many times they’re removed early before your big bleed attacks are applied and by then their cond removal is gone). Burns after removal return to its peak damage faster, but normally it’s harder to reapply it even with Longbow (as traits for faster bursts are on a tree that doesn’t synergize with conditions).

Warriors have more efficent direct damage builds than condition builds? Granted, never said the contrary.

Bleed stacks poorly with CD? False. On any profession.

Theorycraftingland (I liked that term, good way to trylook wise when dismissing facts that are based on real experience…) or not, a bleeder is 240% better at his job with 1200 CD (a bit lower than average CD from condition speced builds) while a burner is only 190% better at it. You don’t need to theorycraft, I’ve tried multiple condition builds with different professions and experience is the best way to measure if those conditions will be there on your opponent or will be removed all the time. Bleeds will be there because it’s easy to access even when removed, just try it.

Burn is more of a supplementary condition to go with your main damage source, as it has good damage without CD investment, but you can’t build to depend on it as the damage is limited to 1 stack. Bleed is a condition that you can build for it, gets more benefit from CD than burning and you can depend on it. Just try and test it before dismissing statements based on experience as theorycraft

Condition Damage

in Warrior

Posted by: Lokheit.7943

Lokheit.7943

I’m sorry, but you’re just wrong.

You’re probably wikitheorycrafting and forgot that 0.25 is MORE than 0.05. Pay better attention to the decimal point next time before presuming to lecture others.

Do the maths…

If you’ve ever done a bleeding build, you know how the basis is to stack them. Once stacked bleeds are more powerful than burning, and each bleed increases more than burning in %.

That 0.05 is really a 0.5 if you put 10 bleeds, while with burning it’s still 0.25 because it stacks on duration.

Also bleeds are generally easier to put which means you can reach a stable number of stacks and maintain them over time anyway.

What you said is only true if you could only stack 1 bleed. Being able to stack many of them means you can’t plainly say “it’s less because it’s 0.05” because that’s completly false, it’s 0.05 PER stack.

Condition Damage is far more useful for bleeders than for burners (very few Guardians invest on it for example, even if they can keep burn).

(edited by Lokheit.7943)

Condition Damage

in Warrior

Posted by: Lokheit.7943

Lokheit.7943

Lastly, of the damaging conditions bleed benefits the least from condition damage boosting.

Our main condition is Bleed which stacks very poorly with Condition Damage.

Those statements are false.

At 1200 condition damage, a Bleed increases from 42.5 to 102.5 (241% of original damage), while a Burning goes from 328 to 628 (191% of original damage).

Poison and Confusion are very close to Bleed on % increase but that doesn’t interest to Warrior.

Bleeds does less damage by itself than other conditions, but it can be stacked (and Warrior has some good ways to stack them), and with Condition Damage it becomes much better than Burning (the advantage of Burning over Bleed is that if removed and reapplied it still has all its efficency without needing to build stacks). In fact the case where you should go Burning over Bleeding is when you’re not investing on Condition Damage.

[Videos] WvW Outnumbered / Zerg Slaying (D/D)

in Thief

Posted by: Lokheit.7943

Lokheit.7943

Great videos, and I really like how you reason every move you make. It shows how only Thieves with good skill and knowledge of what they’re doing (and what everyone around hi is doing) can do this, instead of the typical line of though other players from other professions have crying to nerf the Thief just because they don’t understand what’s happening when they fight a good Thief.

You informed yourself of what other profession would do as your comments showed. I think other players from all professions should do this.

(edited by Lokheit.7943)

The Floor Is Lava. Don't Step In It

in Fractals, Dungeons & Raids

Posted by: Lokheit.7943

Lokheit.7943

How do you achieve this one?

I’ve completed the Grawl fractal several times, and I’m 100% sure I did it without steping on anything remotely close as lava in at least 4 of those times…

What counts as “lava” for the achievement? Does the “move constantly or burn” status during the last fight count for it?

Short Bow Trick Shot

in Thief

Posted by: Lokheit.7943

Lokheit.7943

This happens with most weapons. The tooltip time is very misleading (tooltips in general are super misleading in this game, they should fix it) as it’s the time it gets to shoot, but it doesn’t list the aftercast time it gets to start a new attack animation (and even then apparently sometimes the listed casting time isn’ right).

This is specially bad with Pistol main attack as it has a very long aftercat limiting its ability to stack bleeds compared with other weapons.

PS: Ranger’s Shortbow has a casting time of 0 if I remember well (or unlisted at all, I have to check) so it’s supposedly faster than our Shortbow autoattack.

(edited by Lokheit.7943)

Skin for thieves guild?

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Posted by: Lokheit.7943

Lokheit.7943

I want to summon Sylvari thieves.

Every race summons Thieves of their own race, so you can summon them if you’re a Sylvari.

Been 2 months, invisible armies r still here

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Posted by: Lokheit.7943

Lokheit.7943

My personal sugestion would be to give priority to load character/npcs names. This way even if they’re invisible you know they’re there and their exact position without needing to wait for their models to fully load.

After that they could take their time in fixing culling with a “solution” already there so players can locate their opponents while they’re at it.

Bar brawl , not friend/guild/party friendly?

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Posted by: Lokheit.7943

Lokheit.7943

Bar brawl is implemented in the game? I though it was added to achievements but the proper game wasn’t still there.

Skin for thieves guild?

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Posted by: Lokheit.7943

Lokheit.7943

They’re easier to recognize with the “official uniform”.

Also, given how Risen are badies and undead minions are a necro thing, I don’t see that particular one happening. And I don’t feel at all like her when I summon them, I just think I’m a gang boss and give order to my minions :P

Female/male toons

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Posted by: Lokheit.7943

Lokheit.7943

GW2 (and MMOs in general) is full of G.I.R.L.s (Guy In Real Life).

5 male characters here, one of each race :P

Stealth causes Champ mobs to regen full hp

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Posted by: Lokheit.7943

Lokheit.7943

Are you sure this isn’t because you lured the opponent far from their starting point? I rarely see them reseting when I heal or use CnD.

That said I’m condition based so maybe it’s that I always have ticks on him, but normally this only happens when they’re too far from their starting point.

If you have the problem, just keep conditions (if you are P/D it shouldn’t be a problem, if you’re D/D, mix some DB, if not just try use some condition any other way).

If you used stealth to stay out of combat for 3 seconds to heal conditions with the trait, it’s like you run away from him and heal some conditions with any other profession. That’s not how it’s supposed to work. If not Shadow Refuge could be used to wait 14 seconds for utility recharges without the mob being reseted.

I don’t see a problem to be adressed here, stealth in combat is supposedly used as an offensive tool (in which case they won’t reset) or as scape tool (in which case they will).

My main problem with stealth is how sometimes you’re not considered out of combat and need to return and kill something before being able to jump correctly again.

heavy armorvs light, medium

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Posted by: Lokheit.7943

Lokheit.7943

if a guardian is fragil i must be doing some kind of explot as i find myself standing on the spot auto attacking so much(and yes its in melee range) and only ocatenly dogding out of aoe(ofc i dont stand in insta downed stuff or thing that kills you on the spot) else im just cleaning it off me and keep standing there as my regen is so heave even without the virtue of resolvens(yes im talking in bunker build with hammer mainly and useing stuff like “hold the line”, 10% damage decress signet, eighter smite or CoP) i can not do that in fractals tho i can fight some off the bosses solo for 5-10 mins and if i dont mess up i will kill it even on level 12 but thats by kiting, dodging and keep useing diffrent lifesaveing skills to help me

No you aren’t exploiting anything. Please read everything before getting conclussions. If you read all of it, the statement is that without skill use, the Guardian is one of the most fragile class. Then if you continue reading, I said Guardian with skills (and as you said, you use them correctly) and the right build has a ton of survivality (I play Mace/Focus with mine, I know he can be a rock). The statement was that simply being a Guardian didn’t mean survivality guarantee by itself, as many Guardians I’ve seen think they’re some sort of barbaric juggernauts and die constantly because of that. Mathematically, WITHOUT skill use and right builds (it was about players looking for heavy armors so they would survive even without experience), the Guardian is terribly fragile. Once you factor skill use Guardians have tons of survivality, probably the most (and the fun part is that once you factor skills and builds, many professions pass the Warrior, who is tier 1 for HP and armor).

The influence wearing a Heay Armor has in this game, specially when compared to have a naturally higher HP bar, is very low. BTW that’s something I don’t like too much as the armor has visual explanation but the HP not when everyone of the same race has the same physical condition. I liked GW1 model where everyone had the same base HP, and then armor gave more defense to some, and more energy and/or energy regeneration to others to compensate.

P/D Basics?

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Posted by: Lokheit.7943

Lokheit.7943

Hmm interesting 25 in da I havent tried that yet. Whats your condi damage?

My guess is your 25/0/30/0/15 right?

You guessed right

I get very high Cond. Damage with the full Carrion 150 from Trickery, plus 2*3runes doesn’t hurt the cond. damage as much as 3*2runes (that set up sacrifices 110 condition damage).

I’m a Venom Sharer so it’s natural for me to go DA too for the traits, and that 5 extra for 25 DA is great to get an extra bleeding tick, plus 10% direct damage (and Carrion gives you decent direct damage too).

heavy armorvs light, medium

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Lokheit.7943

So you are some expert on all class since you tried all of them? Have a 80 of every class and actually do dungeon with all of them before?

Guardian have a passive health regen, how can he be more fragile than everyone?

Why exactly the agressivity?

No, I’m not a 80 with every class and I don’t claim to be an expert with all of them, but yep, indeed one of my characters (close to be my second “been there done that” character) is a Guardian and the passive health regen isn’t that great and can’t counter bursts. It adds to survivality over time, but you only notice it in long periods of time. Guardian has many ways to replenish HP, and as a Mace/Focus Guardian I know he can avoid a lot of damage, but players not playing it right won’t be saved by the passive health regen. I can’t count how many times my Thief went to a dungeon with a Greatsword Guardian who ended up being the most squishy party member.

Facts are there (pure mathematics), Guardian has the same base HP than Thief and Elementalist, and Armor tier are very close to each other when compared to Health tiers (if all professions stand still in front of barrage of equal attacks Guardians are the third ones to fall), so if you want to go “safe” in case they’re unskilled, it isn’t wise to ask for heavy armors when 66% of casters and adventurers have a better “natural defense” than Guardian (50% of heavy armors) when not factoring builds and skills, because if you’re expecting they will be uneskilled, Guardians won’t be as great.

Of course I’m talking about that case you mentioned, that players want heavy guys because they think that if they’re unskilled it will mean higher odds of success (when really in THAT case it’s safer to go for higher HP tiers).

When factoring builds and skills Guardians have a lot of survivality (and Warriors die a lot for my experience with them playing with me in dungeons, despite having the highest natural defense), but at the end all depends on the players, the skills, traits and equipment, and how good they are at avoiding getting killed.

As I said in other post, my main character is a Thief, arguably one of the most squishy professions, and I’m always resurrecting other party members. Then you find many Thieves that go glass cannon and die a lot.

You can find a lot of different situations, I’ve done lvl 80 dungeons with parties of 4 thieves very fast, and I’ve done it alongside 4 heavy armor guys and the group died a lot. You can find everything no matter the armor they have.

I maintain my first statement: Players excluding light and medium armor characters from their groups because of their armor tiers are noobs pretending they’re super elitists or something. Armor tiers are nearly insignificant for survivality both for skilled and unskilled players.

(edited by Lokheit.7943)

heavy armorvs light, medium

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Lokheit.7943

I never exclude people for being squishy.

However i hate having thiefs on my team. Don’t know why but they always seem like the weakest of the bunch who can barely survive anything.

Also engineers sometimes only sometimes.

Yes, other classes have decent attrition either through good tanking abilities or the ability to avoid or mitigate damage. Thieves are easily the “worst” class in this ranking, arguably making them the weakest class in PvE in general. They just really need some development attention on a lot of different fronts.

That’s only because most thieves think it’s cool to go glass cannon which is a mistake. I play support Thief, with venom sharing heals (2500-3000 each cooldown cycle for close party members), combos (if paired with water combos can heal 1.4K per second to party members in the area with Shortbow second skill), maintainable weakness (with the shortbow 4th and a trait) and multiple bleeds (with P/D when it’s safe to get close to oppnents) and I’m usually resurecting other party members (Shadow Refuge = Best Utility skill in the game for… well, utility, including skiping hard stuff and resurrecting players).

It’s not the Thief, it’s the mentallity of a lot of Thief players thinking they will one-shot any creature without getting damage. Of course glass cannons will die, but that’s not the right way to play the Thief IMO, I’m having a lot of success as support Thief and usually I’m the one resurrecting fallen members of the party.

Each profession is able to survive if they know how to play their cards (some more, some less, but all can). Problem is the mentallity of players playing some professions (for example, despite being tier 1 health and armor, I find Warriors dying a lot in PUGs).

heavy armorvs light, medium

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Posted by: Lokheit.7943

Lokheit.7943

Wanting only “heavy armors” is a very noobish statement (basically noobs trying to sound elitist…) as there are a lot of factors involved in survival.

Well, Do you want to group with 4 other noob heavy armor or 4 other noob light armor player? I think the anwser is obvious.

That’s the thing. I’m a noob player with no skill. And let me tell you I perform much better on my warrior/guardian than the other class, because I got no skill.

And yes there are other player with no skill just like me. Infact quite many too.

As the tiers I posted show, if all of them are noobs, I prefer to go with Necros, Mesmers, Engis and Rangers before heavy armor Guardians as without skill Guardians are way more fragile than all of them.

PS: With that statement I’m not trying to put myself as some kind of pro or look down to unskilled players, I just find funny how players think armor tiers are guarantee for success when it’s clearly not as health tiers are superior, but they think they’re super elitists or something calling for heavy armors.

(edited by Lokheit.7943)

heavy armorvs light, medium

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Lokheit.7943

I would put thieves at the bottom though. Not so much that their TTL isn’t slightly higher, but that the Elementalist has more CC/Killing options for mitigating damage through removing the enemy.

Well, those ranks weren’t personal opinion, but which profession got more “free defensive stats”. The extra health points/10 = free vitality, and extra armor = free toughness. Despite what the eye can see (harder armors), vitality tiers, without a visual reference are more abrupt than armor tiers.

I agree that Elementalists (if build for it) are more resistant than Thieves (and some other professions indeed) despite lower initial armor, but thieves also can avoid many damaging situations (he and his team if build for it) to compensate lack of direct reductions.

Each profession have ways to mitigate damage to compensate their lack of “free defensive atribute points”.

(edited by Lokheit.7943)

heavy armorvs light, medium

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Posted by: Lokheit.7943

Lokheit.7943

The fun thing is, armor tiers mean nothing compared to vitality tiers.

The “free vitality points” from HP tiers are muuuuuuuuuuuuuuch more than the “free toughness points” soldiers gain to the point that Guardians, without skill use, are the third most fragile profession (and that’s the reason one of the professions I resurect the most are Guardians not using their skills for survival thinking they have good armor…).

The “resistent” tiers (factoring the extra vitality and extra toughness) are this:

- Warrior.
- Necromancer (yes, a caster is the second ranked, not counting the extra HP bar from Death Shroud).
- Engineer and Ranger.
- Mesmer.
- Guardian (yeah, Guardian is this low, it has lots of defensive tools, but without skills it’s SUPER fragile).
- Thief.
- Elementalist.

And then, even the low tiered ones have a lot of tools for survival (supposedly the reason why they’re given less natural defense to compensate skill use for either survival or offense).

Wanting only “heavy armors” is a very noobish statement (basically noobs trying to sound elitist…) as there are a lot of factors involved in survival.

(edited by Lokheit.7943)

Why are dyes not account bound?

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Posted by: Lokheit.7943

Lokheit.7943

I would like to have dyes unlocked for the entire account as I like to complete collections, and sometimes I know I have a cool color on my main character but I can’t check how it looks on my alts armor.

I know they’re a way to gain money on the gem store, but it would be cool to have them on all mu characters.