Showing Posts For Lumn.2951:
I run a very similar build since the patch, a few major traits changed and sword/dagger weapons. But my main concern is about the elite spirit… before the patch, when i summoned it, i could see the green numbers fly everywhere in big groups (e.g. at claw of jormag) but since the patch, i don’t see the numbers. I tried to keep track of other people’s health bar but i haven’t seen their health regenerating at all. Has anyone else noticed this? Is the spirit bugged or am i missing something?
Well i’ve noticed I don’t see the damage from conditions applied by my pets anymore.
I’ve actually been having a little success with a similar build, but more power based. The axe hook into storm spirit detonate and hilt bash maul is actually a really nice burst combo. The only thing I would like is a stun breaker added to a spirit or all of them.
I was under the impression that sigil of intelligence only proc’s on one of sneak attack’s many shots, is it really that valuable or am I missing something here with that sigil and channelled skills?
Couldn’t help but think of this http://www.darklegacycomics.com/389.html
If you remove binding from an item it will inevitably end back up on the trading post and probably crafting would be less valuable when craftable items start to flood it with people refunding them as it were. I think I would rather not have to pay a bunch of gems to do it but maybe a flat amount of coins or depending on how long it’s been soulbound so that it isn’t too expensive if you made a mistake or have buyer’s remorse.
I would like the ability to refund a soul bound item to the vendor for a time after buying it (easy to make a mistake buying the ascended amulet with the right infusion slot for example which I find clunky)
I would enjoy some sturdier turrets that stand out more, some are hardly visible and look like they would be destroyed by a good kick. When an engineer plops down the heavy artillery it should have more of a presence.
Some thieves switch between P/D (sneak attack) and P/P (unload). Even when P/D is more effective with condition damage, it can still operate with Power/Crit – and combine with Unload.
This is probably it, I didn’t pay too much attention to the bleeds but I don’t think they were that severe, on the other hand based on the amount of bullets i’d guess it was sneak attack and unload which gradually wore me down after waiting out my defensive cooldowns.
What kind of gear would these two types of thieves use, since I doubt it was a full berserker thief?
So I was strolling along in wvw the other day and ended up fighting a thief. Now I usually don’t have too much trouble with the dime a dozen backstab thieves but this one caught me off guard. I got them low but got outplayed and then a warrior came along and the thief completely wiped the floor with them right after.
I’m not certain but I think it was possibly a pistol/pistol, pistol/dagger thief that seemed to be fairly tanky and regen a fair bit between stealths, not to mention constant blinds and attacking me from awkward angles out of stealth.
Also I was a ranger, am I right in thinking that my pet pretty much gives them a free cloak and dagger unless I recall it till the thief is cc’d?
I don’t know if this has been posted before but I couldn’t find it on a search. I would just like to see our toughness stat (or Armour) show the % of damage reduction it represents on a mouse-over on attributes.
So i’m a little confused on how strong the bonus is from specifically the 2 piece bonus of these runes (-10% condition duration).
I’m under the impression that conditions tick once per second, so anything under the full second does not do damage, and therefore the -10% duration would prevent some conditions like the necromancer and ranger bleed on crit traits (bleed for 1 second) from doing any damage providing they don’t have any extra condition duration, is this correct or have I got something terribly wrong?
Is the 2 piece bonus worth investing in for wvw or am I better off going for 2 crests for stats instead? I’m running a toughness focused build with a fair amount of healing power.
It means that the trait gives a fixed amount of regeneration and not the boon regeneration (which is affected by boon duration and healing power).
So now i’m almost 80 and ready to buy some runes, and I have a question regarding Melandru rune’s 2 set bonus. Since it gives -10% condition duration, wouldn’t this remove a tick of damage in most cases? Any engineers able to give their opinions on the effectiveness of this rune? If it is decent i’m thinking of going 2 Lyssa, 2 Mad king, and 2 Melandru.
Well something rather funny happened today after zoning in to Diessa plateau.
I somehow spawned on top of a tree which I really don’t remember being there. Christmas came early I suppose.
So what is the strangest thing that happened to you after entering a zone?
PB shot is fine how it is now that they fixed the stupid glitch. #1 just needs to not have a ridiculous penalty built in when you have to be at max range to even do respectable damage which is incredibly difficult to do in a game where everyone has gap closers and stunlocks and the weapon has only 1 snare that isn’t practical for keeping a target at range in the first place.
Well that’s the thing, this makes it a bit more punishing to use gap closers on a longbow ranger, and after the point blank shot it sets you up for a weapon swap. I suppose the ideal counter to this would to be around the 700 range sweet spot where the ranger won’t hit with point blank shot and won’t proc vulnerability on long range shot, kind of reminiscent of WoW’s old hunter deadzones.
Since the quickness nerf i’ve been thinking how to add burst somewhere else on the longbow. Make long range shot done at 700+ range apply vulnerability, and make point blank shot ‘pop’ vulnerability stacks on a target to deal extra damage.
So maybe make popping 25 stacks of vulnerability do 250% extra damage (or 10% per stack of vulnerability) from point blank shot, then clears vulnerability from the target. This gives some synergy with the opening shot traits and allows you to follow it up with a weapon switch after the enemy closes in. The numbers might need some tweaking obviously, but I think this could open up some good combos and do something with the vulnerability stacks going to waste on bosses.
Thoughts?
Turrets aside i’m still concerned about the effectiveness of condition duration since a lot of the build would revolve around it, I figured elixir gun causing constant weakness, burn, freeze, bleed, vulnerability and poison would be a bit difficult to purge but even so most of them seem fairly short by default.
Sorry but I just had to get this off my mind, most skills on the warrior make sense but then bladetrail boggles my mind, you throw your big greatsword like a boomerang and then it flies back. I just really wonder who came up with this of all things to be a greatsword skill.
I’m sure this is obvious and would be surprised if it wasn’t mentioned before but still. Hilariously odd.
So i’ve been trying to figure out a combat medic build in wvw while I level my engineer and I want to test out an on crit build focusing on elixir gun with some support, with a mix of rabid and settler’s gear.
My question is how worth it would it be to use a mix of runes for 20% duration, 10% from explosives trait line, and two giver’s pistols for a total of 50%, or just some standard undead runes? Keep in mind this is without relying on rare veggie pizza.
Also does the rocket turret scale at all with condition duration?
I use the Godskull greatsword, it’s rather close to the iconic monster hunter greatsword Agito.
Great for taking down big beasts.
I don’t really have any complaints about this trait, but it would be nice if it still did something to anyone over 50% health, and the name got me thinking.
Why not make it so that the trait gives damage that scales depending on the % of health difference between you and the enemy, still capped at 20%. Starting with a flat 10% boost or so at equal % health. I am not good at crunching numbers so I can’t say exactly how it should scale.
Most people probably wouldn’t want to mess with traits that do work but I feel like this is slightly more dynamic than a copy paste thief trait, but that’s just my opinion.
I’ve been thinking about getting the gilded infusion and amulet now and i’m wondering what profession would benefit the most.
I’ve got a warrior, ranger, and necromancer, and i was considering the warrior since they are good in dungeons and overworld farming, although it seems there is an abundance of warriors already and my necromancer is rather decent at aoe’ing trash down (still a bit too delayed for penitent/shelter camps).
Anyone else having a dilemma choosing which character to give this infusion to?
I was thinking reanimator could be less of a regretful choice if it offered more to non-minion specs, while keeping the general flavour of the trait. I am suggesting that instead of a jagged horror being spawned on a kill, it could be an icy simulacrum, which still fits the whole reanimation theme.
The simulacrum would still have its’ health ticking down, but on death it would explode and leave an ice combo field, which the necromancer could use to gain frost armour.
The well would be a well of rime which pulses and lasts the same as the other wells. Each pulse applies a short duration of chilled and some damage, for every 5 successful pulses on an enemy, an icy simulacrum would spawn with a max of perhaps 3 icy simulacrums at once. This would be harder to bring in to full effect against one enemy, but could cause chaos among groups.
Maybe add a trait somewhere that makes simulacrum explosions remove a boon, although I wouldn’t want it to outclass well of corruption.