Showing Posts For Maskah.1486:
As an example:
- Equip Weapon 1 with Sigil of Bloodlust
- Get 25 stacks
- Un-equip Weapon 1: Stacks of Bloodlust remain
- Equip Weapon 2 with Sigil of Fire
Will those stacks continue to remain after Weapon 1 is un-equipped after the patch?
I’d even go so far as to ask if the stacks will remain after swapping to your alternate weapon set? Just curious as swapping to your Alternate Weapon Set is basically the same as un-equipping Weapon 1 and equipping Weapon 2 from the example above due to no longer having the buff-giving weapon as your active weapon. I know that’s silly and undesirable, but it’s logical.
I’d expect on-kill sigil buffs to continue to persist even after the weapon that granted the buff is no longer equipped. I hope.
Well I didn’t really say anything about weapon swapping. Though with that in mind I would think once you swapped back you would get the stacks back.
Though you can’t deny there is a whole double dipping going on.
lol heart of stone. Let me guess. Gain invulnerability for 1.5sec on eath attune?.
Inb4 this is actually what the trait will do.
I have a feeling we’ll get +300 Toughness (like the guardian +300 vit) with Stone Heart, while attuned to Earth
We already have a trait that does something like this and another one that ups the toughness when channeling.
I know I may be getting a little ahead of myself, but I want to make sure this is addressed at the appropriate ready-up. I already know that sigils are going to change and that two handed weapons are going to get a second slot. So this is in regard to how these things will work at patch.
What I want to know is if you will have to keep the weapon with Stacking on-Kill effects equipped to retain their bonus after the patch?
I personally think the way the system is now is silly. People basically stack up what ever stat they want and switch to another weapon, double dipping on sigils.
Will we be able to stack more than one on-kill effect?
I saw 7k pop up from 1 meteor shower drop when I did this combo last night. Granted this combo only works in very large fights and for clearing camps. It can only be done once every 150 seconds and your mobility really sucks! It is also funny how people will try to stay away from you when you tornado in a fire field.
This has been touched on by others but the fact of the matter is, running a super mobile build like GS/Sw gives up a lot just for something like mobility, namely control. Sure, you can run GS/Hammer and get a bit of both, but you also run the risk of being overwhelmed by conditions if you don’t land Earthshaker.
I repeatedly see these lists of what Warrior CAN do, but stated as if you can do it all in one build. There is no magical build that gives you good escape/chase capability, control, and reliable cleanse (which is a big part of survivability). You can get 2/3 with many builds, but each will have some form of very exploitable weakness. Yes, food can compensate for some of these weakness in WvW but that holds true for most classes (I don’t like food in general because it throws off game balance).
A few other points, a few Warriors being able to chase or run away doesn’t dramatically affect the outcome of a WvW match-up. A lot of you are focusing on the small picture when WvW is a big picture game mode. Forcing someone to run from a battle should be considered a GOOD thing, especially in large scale combat. In addition to that, if a Warrior want’s to escape combat they have to actually LEAVE the battlefield. A Thief or Mesmer can stealth themselves and lay low until they heal up while not having to leave the field. THAT kind of escape is much more valuable then being able to run away fast. Not to mention, at least you KNOW the player is running away, stealth can leave you guessing as to whether they have run or if they’re just waiting to strike.
Basically, this whole argument is pointless because the ability to run away doesn’t significantly change who wins the game. I’m sure some will debate that statement but in my WvW experience I’m not encountering raiding parties of GS/Sw Warriors capping stu…hold that thought I need to go organize something.
The argument is valid because they aren’t using the mobility to run away, they are using it to be invincible in the smaller battles which do add up in the grander scheme of WVW. It also means everything in sPVP even if they can’t do damage.
You are dead wrong about a mobility warrior not being able to deal damage. As I stated in my original post they can still hit for really good damage and clear conditions.
By your logic anyone elementals who think ride the lightening should be dropped down to 20 seconds period would be right. However thats not going to happen and you need to fact the fact that the Devs will do the same thing to warriors mobility.
I also want to point out that just because someone thinks something is working as originally intended does not mean anet still intends it to work the same way. If this was the case we would never have balance updates, because everything was working as intended at some point.
If anything they are all about PVP! They get to kick your butts at the end of the day and take out all the frustrations you have heaped on them :P.
It sounds like Allie’s job is a lot like leading the big active guilds, except she gets paid for it. You guys should be happy for her and happy we have someone like that in the community.
This was no Troll Build as this warrior hit very Hard in WVW and I have seen other warriors that are this mobile that also hit this hard. The problem is the warrior is mobile to the point where they can get away when ever they want and then come back and pick people off. The problem is their mobility is to the point of being invulnerable, which is game breaking. Despite the fact that I have one of the most mobile conjured weapons up which also happens to be an elite they were able to easily catch catch.
I was not exactly hitting soft either as I hit for 1-2k on an auto attack easily and have 2.6k armor. They were also healing that off like no bodies business and hitting me every bit has hard as I was hitting them.
I honestly do not have issues with players running away, but something to this extent breaks WVW and the amount of ground they are able to cover was twice what I could have gotten with FGS with skills 2 and 3 respectively, as I did have a head start.
I am pretty indifferent about any other class mobility because it is not as game breakingly extreme as this.
I also want to mention that Perma-Swiftness is not even an issue has has nothing to do with what I am talking about. These are weapon skills I am talking about.
(edited by Maskah.1486)
It is likely due to a weak build that you are hitting for crap damage on auto attack. I am constantly dealing over 1k on fire and lightening auto attacks with no might at all. I do not remember off hand what kind of numbers I am hitting for but I swear I see some 2.5 to 3k hits. I cannot remember the range for damage that water and earth do because I don’t use those auto attacks very often, but I believe they are close to 1k. I am not even full zerker and have 16.5k health with 2.6k armor. Despite the damage I can do on an auto attack there are other things I would rather be doing. God help you if you get hit by skill 5 fire and 2 in water by me. I have seen those hit for up to 5k per impact.
The crazy thing is that I am not the only one hitting like that with staff.
I have been seeing warriors that are impossible to catch or get away as they use their GS Whirl or sword leap. I even had one of these guys catch me on my Ele despite the fact I was using FGS which is an elite.
I think it only fair for them to have to have longer cool down when these kind of weapon skills miss, just like it was done to ride the lightening.
Correct me if I am wrong, but Elementalist and Thieves are supposed to be the most mobile classes in the game and not warriors.
That is an interesting thought when it comes to new weapons and the conjured ones. I do feel as though they would either give the ele weapons that arnt the same as the conjured counter parts (Like Sword, Hammer (lol) that way there is no conflict between the skill sets.
The other alternative is to give the same weapons as the conjured counter parts but make the skills not as dynamic. That way it would give the ele a reason to actually use the conjured weapon instead of the real one.
I see them doing away with conjured weapons and giving us access to real weapons we can use and rebalancing them for that kind of use as a very good thing. You are saying it yourself about giving us a reason to use conjured weapons. What better way than having another 3 attunments to use with them and replacing conjured weapons with different utility skills.
The other major problem with conjured weapons is playings like to pick them up “Just Cause,” and it weakens a conjure build when someone takes the secondary because, “it was shiny.” Half the time they simply drop it after picking it up.
In the end it is inevitable that conjured weapons will be replaced by non-conjured. There have been a number of articles with Colin Johanson (one below) stating they will expand classes into other weapons. There would be no reason for them to double up with conjured.
I’m just hoping we get rifle, pistol, sword or longbow, something we don’t have as a conjure, would really mix things up, lot of space to expand into before treading on the conjured weapon’s territory.
I’d be fine with conjures becoming full weapon sets and scrapping conjures though… would probably mean no more lightning hammer dps…
I am sure they would be replaced with stats bonuses while wheedling said weapon. For instance While welding a shield you get +X Toughness.
I’m hoping they completely remove Conjures (Even though it would sadden many, including me, in different WB fights) and give us real weapon choices instead.
If Eles are Master of Attunement I don’t see a reason why we should have this 1 Attunement weapon, which frankly has usually 1 or 2 skills that are useful others are just junk and not worth wasting charges on.
This is radical, but I think they should completely redo Ele’s utility and traits accordingly. 1 useless Glyph, those Conjures… why’d I settle for an Ice Storm on a Conjure when they could make it on a Bow set that we get. Same goes for Fiery GS.
I think what they thought since Ele was the first to come out, they thought that this was easy and didn’t realize how complex Eles were in the end. Now this is a true challenge for game developers. How to fix some parts of the Ele Core.
P.S. Fun fact: It took them until release of GW2 to fix the Exhaustion issue in GW1 Ele, so I don’t think we’ll see major Ele changes. They’re just not that into us.
If they made Ice bow go away and replaced it with Long Bow, I could actually see Glyph of Storms going away and being added in as the number 4 skill for all the attunments, and then adding a long bow trait that adds the conditions associated with Glyph of Storms in for said number 4 skills.
If they brought in short bow, lightening flash could be added to it as a mobility trait since elementals are supposed to be a highly mobile class but currently are ok with mobility.
I know that I am getting ahead of myself because the CDI for Elementalist has not yet started, but I still feel like I should share this idea. It recently came to my attention that anet is eventually going to open up more weapons to classes. This should obviously spell the end of conjured weapons and give anet existing templates to work with.
The skills associated with the conjured weapons are solid ideas for their respective attunements for when Elementalist use the real versions of these weapons. They would only really need to come up with ideas for other attunments. For instance if I am wielding a great sword in fire, it would have skills similar to what we already have with Fiery Great Sword, the only skills that would really need work are those for water, earth and air.
I think something like this would actually expand roles an Elementalist can can fill as well as bring some more balance to the class. I can also see some utilities such as Lightening Flash being used as an Air Bow skill since one of the selling points of Elementalist is mobility.
Last but not least it is really frustrating to spec for conjured weapons, only to have some random guys come by and pick up your second one only to tell you, "I just like picking up conjured weapons even though I am not traited for them. I always saw conjured weapons skills as something that only and Ele can use and bring something to an event instead of brining something for other players to use.
Topic Title: Past Account Bound Mini’s as Rewards and Nodes
I have been playing this game since release and I cannot always be there for events weather it be due to life or burn out. Though there are some items tied to those events that are not GEM Based on the TP that we no longer see because those events are gone. I really like what you guys did with the LA story by giving a chance at getting these old event items. I myself would really like to get some of the event nodes or none gem store event minis and even event resources that are still in use today.
Proposal Overview:
To allow a chance to get past event items from chest in FOTM. Similar to the way we have a shot at getting them for doing LA. The chance at getting these items should scale with difficulty as well as within that chance, to get a rare past event item.
Goal of Proposal:
Life happens or you just heard about Guild Wars and, but you are permanently locked from getting certain items. I think that FOTM would be a great place to to have a shot at earning past event rewards. This is much in the same was as players have a shot to get these rewards with the current LA story.
Proposal Functionality:
This will allow some event based items that are no longer available to players to be available again and have a chance to drop based on difficulty.
This might make players who were there for the events mad or devalue items that are very valuable if the drop rates for them are not handled right. Though the former does not seem to be an issue as people were happy to see old items return.
I would not mind checking your teams out. I mainly run Ele, Mes or Theif.
I am not normally on the forums, but lately I have been checking them out to see what outer people are saying. It would seem that a lot of people have the same concerns that I do.
I want to first start out by saying that I actually consider myself a skilled PvPer and enjoy squaring off against other skilled players. I normally used to do SPvP late at night, where most match have 4 on a team at most. I have to say those matches are a lot of fun because they actually do involve skill.
Lately I have been finding myself getting match earlier on in the day and night where they are 8v8. These are terrible matches that involve very little skill (including coordination) and promote zerging. No amount of condition removal, stability, healing or even dodging can save you in these matches. It comes down to what zerg can spam and land the most attacks.
It is obvious that 8v8 in itself is a major balance issue. 8v8 seriously needs to be dropped down to 5v5. I wouldn’t be worried about server space because most of the SPvP servers are empty.
A lot of people make valid arguments for 3v3, 2v2 and 1v1. I have personally done 3v3 and 2v2 and even 1v1 matches, which are not just a lot of fun, but have way more balance than 8v8.
If Anet is serious about becoming a viable Esport and having spectators, they need to go to cap at 5v5 across the board., add 3v3, 2v2 and 1v1.