Showing Posts For McFribble.2349:

Thief doesn't feel like a THIEF

in Thief

Posted by: McFribble.2349

McFribble.2349

Basically put, when I see the thief, I think of a pickpocket, a lock picker, trap disabler or a brawny highwayman ready to shake someone down for their currency, not some flipping ninja popping in and out of visibility. If Anet wanted to bring back the Assassin from GW1, they should have made it a separate class.

There is a severe lack of mud slinging, tripping, and intimidation type skills that come with your common crook. As is, I seldom see a thief who doesn’t map Smoke Bomb, Shadow’s Refuge, or both to his skill bar, since “stealth” is apperantly the thieve’s class skill, and Mug takes a backseat as a free teleport every so often.

I would like to see skills that make the thief more diverse than your standard ninja/assassin that is in every other game, since that really isn’t the reason I rolled this class to begin with. The trap skills in this game are all underwhelming, and tricks are no where near good enough to go toe to toe with the deception skills.

The end of PvDoor.

in WvW

Posted by: McFribble.2349

McFribble.2349

Instead of complaining that attackers can knock your doors down without siege, you should focus on, I don’t know, defending your fortress? and no, sitiing inside with your thumb up your rear isn’t defending.

So LB gets faster with trait, why not Staff?

in Elementalist

Posted by: McFribble.2349

McFribble.2349

So with the new Grandmaster for Rangers where Long Bows gets faster arrows, I wonder why don’t we have one for Staff aswell? Our projectiles are pretty slow compared to other profession’s source of damage.

By projectiles I mean, Fire 1, Air 1&3, Water 1, Earth 1&5… basically most of our autoattacks…

Everyones auto attacks with weapons that can shoot 1200 range sucks not just eles.

The issue ele has it can’t change to a better Weapon in combat. Other professions have option to bring range and main weapon.

Eles get 4 options for melee weapon changes. They’re called conjures, a main class feature Eles have.

Warrior Needs slight toning down

in Warrior

Posted by: McFribble.2349

McFribble.2349

There really is nothing wrong with a Warrior being able to “spam” his gap closers to run away. The problem is just how far the skills move the Warrior. Reducing and distance of Rush and the sword’s leap by 15%, but upping the damage GS does overall could help balance it out (Sword is a condition weapon, and would be fine without any damage modifiers after the leap nerf).

Warrior 1v1

in Warrior

Posted by: McFribble.2349

McFribble.2349

Warrior is possibly the best class in PvP due to being able to handle team fights or solo ganks. Some classes may do one of these better, but none can do both of them better than a Warrior.

Permastealth still after april's giftpack?

in WvW

Posted by: McFribble.2349

McFribble.2349

I think people are misrepresenting some of the(valid) complaints about the class.
It’s not just a l2p issue. It’s not an OP/balance issue. It’s an enjoyment issue. People don’t enjoy playing when thieves enter the picture. Whether or not it’s OP or not doesn’t matter, what matters is that stealth is a mechanic which has no real counter(swinging weapons and AOE are not counters to the mechanic, they’re counters to the player) which is frustrating to fight against especially on the wide open maps in wvw. Coupled with the best engage and disengage in the game, playing against a thief is a high risk/low reward situation for most other classes, as a completent thief will almost never ever die unless they make a critical mistake.

When a thief is around, it usually devolves to either the thief winning or the thief running away. Regardless of the fact that you can kill bad thieves(and even bad thieves usually perform much better than other badly played professions with the possible exception of warrior), it’s just not fun. It’s a valid complaint regardless of how many times you throw “l2p” accusations at it.

^^^ This ^^^

Thieves are annoying. They could deal literally ZERO damage, and still be a pain in the kitten to fight simply because the mechanic they rely on from the ground up has no real hard counters.

There are countless suggestions on how to “fix” stealth with the current engine and mechanics in place without much need of an overhaul. Between Initiative drain while in stealth, to breaking it when hit with a damaging attack (not condition tick), Anet could reduce the revealed debuff to 2 or 3 seconds to make the class actually require a lick of skill to play.

Operation: Make Faster Game OMFG

in WvW

Posted by: McFribble.2349

McFribble.2349

To start, they should completely update the engine to allow more AoE targets without slowing down their servers. Just being able to hit an additional 1 or 2 people per AoE would make a radical difference in improving WvW zerg fighting.

When will defending become viable?

in WvW

Posted by: McFribble.2349

McFribble.2349

can be a bit lame how quickly the keep lord or any of the other npcs like that get killed.
and if you have less players than them they can just treb you and you have to just sit and take it

I think this is the biggest problem with upgrading. One way of another, your walls are going to fall. So is it even worth investing time and money into it when you can “let” your opponents get it, and recapture it later for World EXP and a loot bag? Sorry, but I’ll take my EXP and loot bag over SPENDING time and money any day of the week.

Bow nerfs

in Warrior

Posted by: McFribble.2349

McFribble.2349

The problem it will not be the bunker warrior damage. It will those zerker builds that relied on pin down and long bow 3 to deal damage. Those builds relied on damage and control provided by those skills. This change will promote more bunker / conditions builds.

Warriors should NOT be able to deal huge damage at range. They are too tanky to be able to get away with that, and even with less damage being dealt, the Longbow will still be a viable option for DPS uptime if their target managed to create distance between you.

Warrior Needs slight toning down

in Warrior

Posted by: McFribble.2349

McFribble.2349

I’m talking WvW and SPvP, and yeah in wvw its very hard to catch warriors if they’re running greatsword, especially since they have swiftness. 1200 range on Greatsword 5 X_X Maybe put that to 900 or 1000. Not everything has to be either 600, 900, or 1200 I don’t see why it cant be somewhere in between.
Oh well, just trying to get input and I think ive got it. Thanks for the feedback

Increase the damage GS does, and make 100blades actually useful/reliable in PvP, give it a burst skill worth using on a build that is reliant on sitting with full adrenaline, and I’ll gladly accept a mobility loss. As is, you need to be on top of your game in order to use GS effectively, so the only real draw the weapon has (other than being a generally popular weapon type no matter what game it is in) is it’s mobility.

Nerfing Warrior regen...why Anet!? WHY!?

in Warrior

Posted by: McFribble.2349

McFribble.2349

Im doing that on my ele build. Exacly sacrificing 20 trait points to achieve that. And really it is 8% nerf which is the buff overall with crit dmg reduction (on these THIEVES you are losing 31% crit dmg)… Needeles to say wihners gonna whine. 270 hp per sec (after nerf) to like 130 on ele… Btw armor is strictly sustain stat.

Ele’s only need 10 points in water, and they are perfectly fine without savricifing much (20% CD on Cantripts + Mist Form). I have an Ele that is PvP 65, and I up level her in WvW while still being able to hold my own. God help anyone I run into once I have a focused gear selection and full trait points to play with… Meteor Showers in zergs and Static Field stragglers all day, baby!

10 in water? Oh ok. On staff. Maybe. On standard meta 20 in water is almost mandatory. Even in gvg 30 in water for support and extra heals is just too good. Try to play dd ele with 10 in water (15 is least what I could do). Maybe after patch, but still. But you know I tried to compare passive healing without going into traits/healing power. It is 400 hp/s, twice as much then eles signet. I can see the logic (twice as health – twice regen). Let warriors have scaling with healing power, but at base? Why almost everyone uses it, not other skill (even full zerk wrriors wtf)? Cause it’s broken. Im not the type of wihners who’s saying warriors broken omg nerf (cause mostly I can beat them), but I don’t agree with 2 specs of them, which is mobility and this signet.

So you agree that the Ele has potential to have decent sustain with only 10 points needed in Water. Just because D/D Ele is bad (just like GS focused Warriors are subpar) doesn’t mean Eles have just as many options for high sustain and decent damage just like a Warrior. Sure, Healing Signet may heal close to twice as much as an Ele’s signet, but Elementalists also have access to Water spells, which SHOULD be used constantly within the Ele’s basic rotation. The biggest problem with Elementalists is that their hard defensive skills are on insanely long cooldowns for what they do (but this is a problem for the Ele, and is in no way the Warrior’s fault for it).

Meanwhile, Warriors have access to two healing skills worth a kitten : Healing Signet, and Mending. At that, Mending is ONLY good if you plan on not running with Cleaning Ire, which pretty much forces all warriors to HAVE to use Healing Signet, as it is our only viable heal that doesn’t have some sort of gimmick tied to it (Healing Surge looks good, until you realize just how backwards the skill really is).

Long story short, Warriors are SUPPOSED to eat hits. Without them, no one would even bother charging into zergs, since Warriors are there to scatter enemy forces. Without Healing Signet, Warriors wouldn’t ever be able to “hit and run”, turning WvW into a ranged baiting game all over again.

Now, I don’t mind the 8% nerf, as it is almost needed with Zerker damage getting reduced. I just think A LOT of people assume Healing Signet is the only thing keeping Warriors alive, when more times than not it is the combination of HS, Adrenal Health, and food buffs.

D/P good, the rest weak

in Thief

Posted by: McFribble.2349

McFribble.2349

Why there’s such a huge imbalance between sets with the thief, D/P is a good weapon set but the rest is terrible. Well S/P isint that bad but again its more for team fights rather than 1v1. I mean lets face it, D/D is pretty bad you miss 1 CnD and you’re dead, Im not even gonna talk about pistol, the damage cant even kill an Afk warrior with Healing signet, Whats left is S/D which still has a rather low DPS for such a squishy class.Whats the point of doing sustained damage on a thief?

So thats just my opinion , being pigeon holed into 1 build is extremly lame. Im mainly talking about Spvp by the way.

As a D/D Thief, I do perfectly fine playing against other people. I think you’ve just deluded yourself into thinking D/P is “fine” and that you are just skilled at the game. Sorry to burst your bubble, but D/P is about as cheesy as a build gets in this game (And there are some cheesy builds around).

Give thieves off-hand sword

in Thief

Posted by: McFribble.2349

McFribble.2349

I would like for ANet to give a “Free Hand” option to Thieves. A full skill set around a single weapon (You still need an off-hand weapon equipped to benefit from the stats, though).

I hate, hate, HATE how all games pigeon hole Thieves into dual wielding monkeys. I know its just a game, but dual wielding is NOT a practical form of fighting in real life, and I would like for more of a non-stealth Evasive//Grapple/Parry-Riposte style play with an “empty offhand” fighting style.

Please… staaaaahp… rapier + dagger, saber + dagger, tomahawk + knife, axe + seax in the western world, dual butterfly knives, dual sabers, dual swords, dual axes, dual sais, dual hook swords in the eastern world – your argument about the reality issue is invalid.

You want to know what all of the weapons you suggested had in common? Not a single one or combination of them was ever used in war. Dual wielding is nothing but high fantasy that is insanely impractical in reality (like the myths around katanas. They aren’t anything to write home about).

What does that have to do with war? The only professions who have actually something to do with war are warriors (yes – they can dual wield swords, not only an increased coolness factor but also done in the middle ages, not common but there is evidence), guardians and engineers – and all 3 can use shields. But yes, the shield wins big battles – shieldwalls, blocking projectiles and easy to handle for standard actions.

Well, the ORIGINAL point was that I’m sick of thieves being reduced to dual wielding monkeys in every MMORPG out there. The reasoning is because it isn’t a practical form of fighting, especially for a class designed around THIEVING (hard to pick someone’s pocket when both hands are occupied).

The idea behind dual wielding is nothing but high fantasy (which is fine in Guild Wars, as it is a fantasy game. I just wish we had some more realistic options as well). I would also suggest people stop getting their knowledge about practical weapon use in war and fighting from trashy anime. Fencing is a sport, not a combat style, and most martial arts “weapon training” you see these days are for display purposes for tournaments only (this is coming from someone who has his black belt in martial arts).

Bow nerfs

in Warrior

Posted by: McFribble.2349

McFribble.2349

Longbow needed a nerf. I literally cannot think of a single build where the longbow post patch is going to be “bad”. For as tanky as the Warrior is, having ANY ranged DPS is a benefit. Please explain to me a build that won’t be good enough with the inclusion of the longbow as a secondary weapon, then maybe you’d have a point.

Warrior Needs slight toning down

in Warrior

Posted by: McFribble.2349

McFribble.2349

I play lots of classes in spvp, including warrior. Insane fun. Good dmg, survivability…hammer CC :P but ive noticed that its really easy to either engage really fast or disengage with warrior because of their insane amounts of mobility. Coming from a multi-class player, I can say that this needs to be toned down. All you really need to escape is a greatsword or sword mainhand. It is incredibly cheesy (I feel kind of bad when I do this myself Lol) when a warrior is about to die and they use 3 —-> 5 GS, and/or 2 on sword to escape. Pretty much every warrior melee skill has some sort of “leap” or “rush” involved. Maybe the range or effectiveness of these abilities needs reworked or changed. Just something to think about.

If a Warrior is running GS or Sword, they are hindering their DPS like crazy. Only condition Warriors benefit from sword, and GS isn’t so much a PvP weapon as it is a mobility weapon for WvW. If they are using both, you shouldn’t even be complaining, because at that point the Warrior isn’t even running the cheesy Ham/Bow (which eliminates 90% of the cries for Warriors being OP).

Even despite all of that mobility, Thieves and staff Eles can STILL catch them before they take off and stick to them like glue. So all in all, your cries are falling on deaf ears.

Please oh Please ANet, lift the AoE Cap!

in WvW

Posted by: McFribble.2349

McFribble.2349

AOE??? They should be nerfing AOE. It is the definitely of skill-less play. I’d like to see all AOE damage nerfed by 25% and all single target damage increased by the same amount.

AoE is designed to punish players hanging out in close proximity of one another. It isn’t skill less in the slightest, and actually requires crucial timing to get the best effect, unlike single target skills that auto-aim themselves to players, and NEVER miss once activated.

When will defending become viable?

in WvW

Posted by: McFribble.2349

McFribble.2349

Once there are better rewards for defending and upgrading is when we will see people start doing it. The problem is that you don’t want to game to turn into a turtle fest, either, where entire servers just stick to their own side of the map the whole game and never branch out, since there is no point to do so.

Mistforged Weapons and Low Tier Servers

in WvW

Posted by: McFribble.2349

McFribble.2349

I think Anet should make those weapon skins serverbound. You decide to change servers after the tournament, then you lose your skin.

Things that just don't fit

in Elementalist

Posted by: McFribble.2349

McFribble.2349

All classes have a defining function. Something that is “extra”. Something that adds something to the class. Above the weapon skills. A definition.

Warriors have adrenaline.

Necros, deathshroud.

Elementalists have attunements. Except, the attument switching is required. If you don’t use it, you are crippled.

Why is it, that the elementalist “special function” an absolute requirement in order to access all our “extra weapon skills”?

It doesn’t fit.

Not only does the elementalist special act as a necessary part of survival, it doubles as a time gate.

You mean like every other mechanic you listed off above? You act as if Adrenaline and Death Shroud start off full, and don’t require uptime/ICDs between uses, just like attunement swapping.

Sorry, but attunements are a MAJOR benefit > Multiple weapon swap for the Ele. You have access to 20 weapon skills compared to the average 10 + X for class skills.

The only downside to it is that each attunement specializes on certain aspects (Fire = Power, Lightning = Crit, Earth = Condition/Sustain, Water = Healing), but there isn’t enough variation between the attunements to make swapping ideal. Perhaps if Anet made all Grandmaster minor traits on each element offer a bonus to ALL attunements, it would help.

- Fire: Increase the damage you do with all non-fire spells by 2% against burning foes.

- Lightning: Critical hits with spells will recharge all elemental attunements by 1 second (10 second cooldown per attunement)

- Earth: Leaving Earth attunement weakens nearby foes for 2 seconds.

- Water: All non-water spells heal for 2% of the damage dealt.

While these may not fix the problem with leaving an attunement you specilized in, they help keep some aspects of those attunements carried over when you do switch over.

EDIT: Forgot to mention that these effects would be added alongside the current Grandmaster Minor traits, and NOT replace them.

(edited by McFribble.2349)

It's good to be an elementalist

in Elementalist

Posted by: McFribble.2349

McFribble.2349

I play most the classes and find ele to be the least fun. DD ele could be fun if they weren’t so underpowered compared to my other classes. If i want to do dmg I am way better off playing my thief mesmer or warrior than dd ele. Staff ele is probably the most boring class/wep set in the entire game. The other ele weps are awful as well.

Staff Ele boring? It is the most skill based weapon set the class has to offer, since almost half of its attacks are pure skill shots.

Why is SA considered cheesy/troll

in Thief

Posted by: McFribble.2349

McFribble.2349

It’s considered cheesy because with a full 30 points into the traitline, you can remove conditions in stealth, heal while in stealth, and can even gain back initiative while in stealth. Any thief who plans on going into stealth often (D/P stealth spammers) will take the full points because they’re going into stealth so often that those traits give them massive sustain everytime they re-enter it. It’s very easy for a D/P thief with 30 in SA to completely dominate the fight just because it’s incredibly hard to deny them the stealth and thus that sustain.

This in a nutshell. Hell, I just took 5 minutes to throw together a P/D condition bunker build, and I can already tell this would be amazingly easy to play and win with.

http://gw2skills.net/editor/?vYAQNAqYVlsMp0plPx7J8PNhsVAo4eYUOVT59wBFrwC-zECBIhCi0CQk0A00gZoFRjtKsIasqbY6YER1BAQAmZZWmzMgZOzhOzhOzA-w

Short of your opponent mapping every condition cleanse they own on their skill bars, there really is no stopping you from peppering your opponent with conditions, hanging out in stealth while you regan all your HP, and have your opponent bleed/torment to death. This is just one reason stealth is broken as hell.

So... I just got 1 shot.

in Elementalist

Posted by: McFribble.2349

McFribble.2349

There is a dodge button in this game.

Yeah, you dodge, and the warrior dodges, while the warrior continually heals. ANY defensive maneuver you OR an enemy warrior employs increases the effectiveness of his healing signet. There is no response to this skill that does not work in the warriors favor.

I want to make it clear that Healing Signet ALONE is not the reason Warriors can outheal a lot of damage. It is the combination of HS, Adrenal Health, and food buffs. I’m not saying it isn’t annoying to deal with (as someone who mains a Warrior and uses HS and Adrenal Health), but it isn’t ONE thing that is making Warriors have great sustain.

Certain skills need their Cooldown reduced...

in Elementalist

Posted by: McFribble.2349

McFribble.2349

I want to start by saying I just got my Elementalist to lvl 80 this week, and have been grinding WvW with that toon ever since. My other characters are an 80 Warrior and an 80 Thief. I can honestly say with full certainty that Ele is not as bad as the claims seem to be, but the one thing that I think puts Eles behind the competition (as far as PvP is concerned) are the insanely high cooldowns on certain skills, even with them traited.

- Glyph of Storms: Either reduce the CD to 50 Seconds, or up the damage. I feel this skill underperforms compared to how long we have to wait in order to use it again.

- Armor of Earth: This skill IS getting reduced to a standard 75sec CD. I fully support this, but since the update hasn’t happened yet, I still decided to list it.

- Mist Form: I feel this should be on a 60sec CD standard or up the duration by 1sec. You really don’t get far with it, and you can’t actually DO anything but move while it is active, so the 75sec CD is a bit excessive.

- Tornado: I’ll save you the trouble of complaining about the crap-tier selection of “elite” skills the Ele has to choose from, and just say that 150sec between uses is laughable. Reduce this to 100 seconds, and it MIGHT still be worth picking. All in all, it is pretty sad when I would rather choose another Utility skill in this spot than any of the Elite ones, but I’m sure Anet would never let that happen…

- Attunement: Make the base CD on Attunement swapping 10 seconds.

Why is SA considered cheesy/troll

in Thief

Posted by: McFribble.2349

McFribble.2349

Read this and you’ll understand why.

This article has to be one of the most misused articles to be posted. If the general complaint were people refusing to play stealth characters and whining about losing, then it would have more merit.

However, the argument is wither stealth classes are balanced and in need of changes. Sorry, but an article about players putting themselves at a disadvantage due to personal in game morals means Jack all for balance issues.

Zerker meta nerf and your thoughts.

in Warrior

Posted by: McFribble.2349

McFribble.2349

The mentallity that zerker nerf will force everyone to be zerker is completely fictional…

Perhaps now people should learn to actually fight the encounters instead of cheesing them via stacks and DPS race. Then again, most of the people playing GW2 actually think they earned their exotics…

Berserker Ele dies too quickly - some tips?

in Elementalist

Posted by: McFribble.2349

McFribble.2349

Honestly, Ele is even easier to play than my Warrior. Being able to do all of your DPS at a distance alone makes the class a breeze. With my Warrior, I need to go face to face with the boss, and even if I don’t have aggro, I can still get hit with ApE. This I’d not a problem for Eles.

Give thieves off-hand sword

in Thief

Posted by: McFribble.2349

McFribble.2349

I would like for ANet to give a “Free Hand” option to Thieves. A full skill set around a single weapon (You still need an off-hand weapon equipped to benefit from the stats, though).

I hate, hate, HATE how all games pigeon hole Thieves into dual wielding monkeys. I know its just a game, but dual wielding is NOT a practical form of fighting in real life, and I would like for more of a non-stealth Evasive//Grapple/Parry-Riposte style play with an “empty offhand” fighting style.

Please… staaaaahp… rapier + dagger, saber + dagger, tomahawk + knife, axe + seax in the western world, dual butterfly knives, dual sabers, dual swords, dual axes, dual sais, dual hook swords in the eastern world – your argument about the reality issue is invalid.

You want to know what all of the weapons you suggested had in common? Not a single one or combination of them was ever used in war. Dual wielding is nothing but high fantasy that is insanely impractical in reality (like the myths around katanas. They aren’t anything to write home about).

Nerfing Warrior regen...why Anet!? WHY!?

in Warrior

Posted by: McFribble.2349

McFribble.2349

Im doing that on my ele build. Exacly sacrificing 20 trait points to achieve that. And really it is 8% nerf which is the buff overall with crit dmg reduction (on these THIEVES you are losing 31% crit dmg)… Needeles to say wihners gonna whine. 270 hp per sec (after nerf) to like 130 on ele… Btw armor is strictly sustain stat.

Ele’s only need 10 points in water, and they are perfectly fine without savricifing much (20% CD on Cantripts + Mist Form). I have an Ele that is PvP 65, and I up level her in WvW while still being able to hold my own. God help anyone I run into once I have a focused gear selection and full trait points to play with… Meteor Showers in zergs and Static Field stragglers all day, baby!

Real impact of critical damage changes

in Guild Wars 2 Discussion

Posted by: McFribble.2349

McFribble.2349

[quote=3797691;hendo.1940:]

So, How much is your Crit Damage lowered by?

in Warrior

Posted by: McFribble.2349

McFribble.2349

15 ferocity = 1% crit dmg

So if we look at ascended zerker trinkets, they lose around 2% crit dmg each. So on full zerker trinkets you will alone lose 12% crit damage. This continuous on the shoulder/gloves/ boots zerker combo on which you’ll lose another 2% crit dmg (roughly). Now this goes on into your trait line, discipline line will now give max 20% crit dmg instead of 30%.

If we go and look at the semi tanky warrior build, gloves/boots/shoulders zerker and full zerker trinkets to maximize dmg and tankyness, you’ll see that he will get hit the most. His dmg loss will be bigger than 10%.

AKA you can’t run semi tanky warrior in dungeons anymore, full zerker will me mandatory more than ever. Completely missing anets original intent.

The only way to make it work is if ferocity has diminishing returns

I.E. The more of it you get, the less of the effect becomes added in efficiency per point. (No, this doesn’t mean having more Ferocity would result in lower Crit damage than having less Ferocity. Just that PER POINT after an X amount wouldn’t offer as much).

So, How much is your Crit Damage lowered by?

in Warrior

Posted by: McFribble.2349

McFribble.2349

Is it just me or does it seem stupid that Anet in their quest to even out the playing field for all other builds and armor sets lowered zerker by 10%?

Arent there other things they could have done? Dungeon zerkers will still be zerkers and will still hit harder than the other sets.

The goal isn’t to push people to not use berserker gear anymore. The goal is to make other gear worth using if someone wants to use it. That is all.

Nerfing Warrior regen...why Anet!? WHY!?

in Warrior

Posted by: McFribble.2349

McFribble.2349

People talk about higher HP pools and heavy armor as if it plays a huge role in character sustain. In the end of the day, AVOIDING damage completely is far better than reducing the damage taken.

There is a reason Thiefs and Guardians, despite have tiny HP pools, can bunker longer in fights than a Warrior can. I believe Warriors have ONE dodge skill in the game between every weapon they can use, and two damage soaking/preventative skills that play 100% focus on two different types of damage. That makes three defensive skills total (and requires you to wield a GS in PvP).

Needless to say, Warriors are going to be eating hits far more than any other class in the game. If people really think investing 20 points into a defensive trait line, fargoing damage bonuses for health regen food buffs (food should be taken flat out in ALL PvP settings anyways), and focusing their only rune selections on defensive capabilities, you guys are beyond reason. I dare any of you to invest 20 trait points from your build into focusing on pure defense and tell me you don’t sacrifice a lot of damage from it.

great crit gets nerfed

in WvW

Posted by: McFribble.2349

McFribble.2349

I am an engi

then i heard u buffed up warrior and did nothig abou thow fast they can run away
what is it are u fanboys of warrior

I STRONGLY advise you to learn a thing or two about the Warrior class, reread the patch notes again, and tell me Anet weren’t metaphorically giving Warriors the middle finger. There was nothing but nerfs and useless updates in the Warrior section.

Why I'm not buying stuff from the gem store

in Black Lion Trading Co

Posted by: McFribble.2349

McFribble.2349

I want to start this post off by saying that there is NOTHING WRONG with not wanting to purchase things on the gem store.

However, you have two options in MMOs.

A) Monthly Subscription

or

B) In game marketplace

As long as people keep buying things in the Gem Store, the more content this game will get. Even if it doesn’t interest you, be thankful people are willing to do it in your place.

I had 40 gold and I felt poor

in Guild Wars 2 Discussion

Posted by: McFribble.2349

McFribble.2349

Do 4 dungeon runs a day, and you’ll earn around 6-8 gold per day. It takes MAYBE 2 hrs on average to do. Making money may be slow, but it is assured with dailies.

Nerfing Warrior regen...why Anet!? WHY!?

in Warrior

Posted by: McFribble.2349

McFribble.2349

ANET caved to the bad players that begged them to nerf warriors. Le t me be more specific everything about this patch is about making the game more simplistic and easy for new players, and nerfing warriors.

I find the sustain of Mesmers to be significantly hogher than warriors. Guardian sustain is higher, ele sustain is higher higher. No one is complain about the classes, you know why because they are not warriors.

The problem is that warriors get high sustain for relatively nothing. Other classes have to build their characters around sustain in order to achieve it and that means giving up other things(damage, mobility, etc). On my warrior I can have high damage, high mobility, high sustain(healing), high group utility, and high survivability(health/armor) all in the same build.

Sure, if you count mapping a healing skill, putting 20 points in the DEFENSE trait line, using your only food buff on health regen, using your full rune sets around lowering condition duration, and mapping a static defensive skill on our skill bar “high sustain for nothing”.

I get Warrior heal/sec can get very annoying, but do NOT say Warriors get their sustain from thin air…

Legendary Nothing

in Guild Wars 2 Discussion

Posted by: McFribble.2349

McFribble.2349

How exactly? They could be bought from day 1. That they are given as a reward for an international tournament debases them for you is a little strange.

Legendary weapons could not be bought from day 1, far from it. They could only be crafted, hence the special meaning that they held.

Regards.

Forcing players into crafting is 1000x worse than actually being skilled enough to earn one as a reward. You act like Anet are handing these things out like candy…

Wow @the new traits for Ele

in Elementalist

Posted by: McFribble.2349

McFribble.2349

Though you are assuming that they have no -condition duration, it does last for 5 seconds only. It is rather poor for a grandmaster trait. I will repeat – for a grandmaster trait, it isnt that great. That ignores the rather weak tree it is in as well.

Yeah of course the Water trait is for group play. Trying to promote something they said the game wouldnt have – Healer. Its just trying to make the ele a healer class. I just think for a grandmaster trait – it should attect the ele as well.

I run a condition build. This will not be taken over Evasive Arcana. You are wrong. Unless they actually change Lingering Elements this nor Earth Grandmasters wont work with it. So with that in mind – do you think it will still be taken over Evasive Arcana?
[/quote]

You are also forgetting the trait line it falls under offers +30% Condition duration as well. It works both ways. And 5 seconds is a LONG time (as if the length which it last for matters. It is gone the second an attack connects, which should happen FAR before the 5 seconds runs out. Application length isn’t why blind is considered a very strong condition).

There is nothing wrong with giving players the option to become a healer if they so choose anymore than it is wrong to give players the option to go bunker or DPS. Why you consider this a bad thing, I don’t know.

Yes, it will be taken. I am not denying the usefulness of Evasive Arcana, but I think you SERIOUSLY undermine how viable Elemental Contingency can be. Despite what these forums would make you believe, these traits aren’t SUPPOSED to replace old ones, only add more flavor for more viable builds.

Rampager build looks promising in PVE now.

in Warrior

Posted by: McFribble.2349

McFribble.2349

In before zerker is still completely viable. Maybe if they buffed conditions vs npc’s people might look at condition based builds, but for pve there’s going to be no real change in the zerker meta imo.

Dungeons are already too easy to complete, and power creep has virtually destroyed many a MMO in the past. I’d rather Anet tone back 1 thing than to buff 6 others to compete.

If nothing changes, it is simply because people are already FAR too invested into their gear to afford any radical changes. Having the option to do so however, is the framework that this game was built upon.

Wow @the new traits for Ele

in Elementalist

Posted by: McFribble.2349

McFribble.2349

You can’t be serious…

Fire – Wow a Blind every 5 seconds as a Grandmaster trait…

Air – I dunno. It just seems rather poor. Not quite sure about it until the damage is stated and such for this one

Water – Increased healing to everyone but the ele, who already have terrible sustain…

Earth – So immune to Crit inside a rather poor attunement. You wont be a threat what so ever inside it. It just means it will take longer to kill you. Doesnt work with Lingering elements either (currently)

Arcana – Meh. Wont ever be taken over Evasive Arcana.

Fire: Completely avoid an attack every 5 seconds. You take an offensive ability and also make it defensive. This is EXACTLY what Eles have been crying to have for what seems like forever. (If this was given to Warriors every time they bled someone, you would be SCREAMING OP at the top of your lungs).

Air: Fully agree. Until we see actual numbers, it is up in the air….heh.

Earth: This works amazingly with Power/Vit/Condition builds. Pop all your conditions on your opponent, and bunker him to death. It still works decently for any other build fighting against Zerker. I just don’t see how you CAN’T think this is good, and single handedly make Earth attunement worth focusing on.

Water: This grandmaster trait is not for solo play. It is for those looking to be a group healer. Not all traits need to focus on turning the Ele into a Pow/Pres/Crit damage class. Just admit it is a great trait that you will probably not use because you don’t want to be a group healer.

Arcane: For those looking to run a condition/bunker build (as stated above) it sure as hell will be picked. Seeing as how you can have two attunemnts active at a time, you can benefit from two of the effects in one proc if your timing is right. Getting Protection AND Retaliation at once is pretty great. Keep in mind too, that their duration is further increased from what is read, since going 30 points into Arcane grants 30% Boon Duration increase.

We won’t know until we can try these traits out ourselves, but I think you are having a bad case of, “Everyone but MY class is good” mentality with this update.

Wow @the new traits for Ele

in Elementalist

Posted by: McFribble.2349

McFribble.2349

Fire is meh, the whole traitline is rather poor. So you burn someone and blind them great for Scepter and its Auto attack, average for anything else and weakened due to the trait line it is in

Air. Yawn. Terrible.

Earth is TERRIBLE. It has very average skills and is pretty terrible when going with D/D at the very least. This trait wont be taken by quite a few i dont think. Being in Earth and with D/D you are not a threat so not being able to be Crit hit means nothing.

Water. Terrible.

Arcane. Terrible. No chance it would be taken over Evasive Arcana.

You can’t be serious…

If you think these traits are bad, look at the Warrior traits. Hell, look at the Warrior section in general. There is literally not a SINGLE nice thing to say on there, and our traits are either put in the WRONG places, are flat out useless as Grandmaster traits, or are out shined by other traits that do the job better.

Fire: Blind is THE BEST damage mitigation int he game. This isn’t even up for debate. This is a great defensive trait, and I can only imagine AoE blinding groups with the staff.

Air: Turns your interrupts into an attack that also weakens. Not the best choice, but still okay.

Earth: I cannot fathom how ANYONE could say this trait is bad. It is the best trait I’ve seen thus far. You are literally KILLING Zerker builds, and only allowing them to benefit from 1 out of their 3 core stats. YOU ARE MAKING 2 OF THEIR MAIN STATS USELESS. THIS IS GOOD.

Water: Increased healing in groups. Pretty much as must for anyone running Healing Power (and makes it actually viable).

Arcane: This is more for bunker builds. Pop between Fire and Earth attunement, and you’ll be soaking up hits, and laughing your way to the bank as your opponents attacks bounce back at them.

Honestly, I can’t wait to get my Ele from 60 to 80. These additions sound AMAZING, and Eles got nothing but buffs.

Endgame thief viable in pve?

in Thief

Posted by: McFribble.2349

McFribble.2349

Its great in late game PVE. Some of the highest DPS in the game (second only to ele) perma blind, perma weakness, and stealth for skipping. But you’ve gotta remember the thief isn’t meant to be a buff/support class. You can’t compare it to guardian

This is flat out wrong.
Shadow’s Refuge him and get his kitten up with ZERO chance of the boss stopping you.

That’s not exactly 100% accurate either. Some bosses can AoE, others have cleave that can hit you if someone else is by you unstealthed. Others can knock back.

At that point, it isn’t you or the boss that’s the problem…

thief "balance changes"

in Thief

Posted by: McFribble.2349

McFribble.2349

Every class is getting new traits. That is part of the trait preview. Where the hell are our NON TRAIT balance changes? Sorry, but our only mentioned balance change being a nerf to shortbow is preposterous.

Read the Warrior section and then complain. They literally had nothing for us. And you think thieves got jacked with terrible traits, lol. Most of the Warrior ones that look like they COULD be good aren’t even in the right trait line…

100% Crit chance on Burst skill…conveniently NOT in the trait line all about burst skills, lol.

1k toughness is beastlytho.

Again, may look good at first, but then you really have to look at how much an extra 1k toughness is actually reducing (and for 4 seconds), compared to having 4 seconds of pure damage immunity that is already in the same Grandmaster trait line. You don’t get to have both.

Clearly the 4 seconds of free Endure Pain is the better option, since not all classes actually HAVE a stun (or easily on hand for that matter).

Greatsword warrior in wvw

in Warrior

Posted by: McFribble.2349

McFribble.2349

My Warrior is GS / Sword + WH. It isn’t an optimal build by any means, but it is the one I have come to love.

http://gw2skills.net/editor/?vIAQNBhYDbkpj6OL7wLEORDI4Da4lRSwEqHzhd0GA-zUCBYfCyEEQkFA0HwZmKrZnCilRFRjVXDT5iIqOAACwO3Z6sODG6QH6QH6Qbn7cn7cn7MA-w

It works good enough in WvW zergs, but it can be rough to 1v1 SOME classes. Keep in mind that you have to switch Endure Pain with Berserker Stance depending on the situation.

Let me tell you this much; if you want to run away with this build, you are GOING to run away. The only thing that has a chance of catching up to you is a Thief who is seriously out for blood.

If you are looking to faceroll people, consider switching focus on a different weapon. 100blades is a garbage PvP skill, and I would rather take Arcing Slice as the weapons #2 over it any day of the week. You also have to sit on your Adrenaline at max. SPending it really isn’t an option. since you NEED that near 9% crit chance to compete with damage.

thief "balance changes"

in Thief

Posted by: McFribble.2349

McFribble.2349

Every class is getting new traits. That is part of the trait preview. Where the hell are our NON TRAIT balance changes? Sorry, but our only mentioned balance change being a nerf to shortbow is preposterous.

Read the Warrior section and then complain. They literally had nothing for us. And you think thieves got jacked with terrible traits, lol. Most of the Warrior ones that look like they COULD be good aren’t even in the right trait line…

100% Crit chance on Burst skill…conveniently NOT in the trait line all about burst skills, lol.

39 fractals. 0 thieves blast sb2 stealth

in Thief

Posted by: McFribble.2349

McFribble.2349

When I run with my guild I blast into fields for stealth all the time. With pugs… well they just run out of range or kitten around and attack something anyway. I mean some ppl don’t even know how shadow refuge works still…

This. No point in trying to do it when all it takes is one chuckle kitten to walk out of the field 2 seconds before it finishes, and ruins the whole thing. At that point, it would have been just faster to kill the mobs, get some $$$, and move on instead of having a repair bill to attend to.

Endgame thief viable in pve?

in Thief

Posted by: McFribble.2349

McFribble.2349

Its great in late game PVE. Some of the highest DPS in the game (second only to ele) perma blind, perma weakness, and stealth for skipping. But you’ve gotta remember the thief isn’t meant to be a buff/support class. You can’t compare it to guardian

This is flat out wrong. If Thieves bring anything to the table as far as PvE is concerned, it is 100% support.

Being able to skip trash mobs, certain bosses, and being one of THE BEST field medics in the game proves otherwise. Player get downed during a boss fight? Shadow’s Refuge him and get his kitten up with ZERO chance of the boss stopping you.

Heck, just equipping a shortbow and the right skills mapped for specific bosses will allow you to solo 80% of all the bosses in this game (slowly, but surely), or at least stall the boss long enough for your whole team to get revived from complete death. Thieves really are insane in what they can pull off.

(edited by McFribble.2349)

Give thieves off-hand sword

in Thief

Posted by: McFribble.2349

McFribble.2349

I would like for ANet to give a “Free Hand” option to Thieves. A full skill set around a single weapon (You still need an off-hand weapon equipped to benefit from the stats, though).

I hate, hate, HATE how all games pigeon hole Thieves into dual wielding monkeys. I know its just a game, but dual wielding is NOT a practical form of fighting in real life, and I would like for more of a non-stealth Evasive//Grapple/Parry-Riposte style play with an “empty offhand” fighting style.

Feature pack balance(Warrior)

in Warrior

Posted by: McFribble.2349

McFribble.2349

wow , that guy who wrote that, hates warriors so bad in a blind way.

No kidding, eh? I was hopeful that the new traits would spice things up, so I held up hope that they would compensate for the unavoidable nerf bat Warriors were getting to the face. I was wrong in my assumption…

All Anet did was nerf the hell out of a crap ton of builds across the board. Funnily enough, I believe they did this specifically to target Ham/Bow, as it is really the ONLY Warrior build that is truly OP. In yet, Thief D/P (the build even the Thief community admits is broken, a feat within itself) actually gets more options to make it work better.

I run a 0/25/15/0/30 GS & S+WH build I toyed with myself, and I fell in love with it. I relied on constant crits to keep my damage on par with everyone else (still falling slightly short from most builds due to the lack of Power, but I had a lot of mobility to make up for it). I’m wondering if my build will become useless after this update…

Rampager build looks promising in PVE now.

in Warrior

Posted by: McFribble.2349

McFribble.2349

Snipp

Good lord man what in the word are you trying to say?

K let me try to understand you. Are you trying to say that after the nerf for berserk build it wont make much a difference that condition build wont still be playable on dungeons ?

Are you saying that 5 berserk are still better then 2 condition and 3 berseker build?

because if you saying that, i will say you incorrect b/c the entire purpose of nerfing berserk is for that reason and this is coming from anet it self ,so is not even my opinion but fact

I would also like to state that ANet are NOT trying to make X Zerker and X Condition in groups the meta. Groups SHOULD NOT need to run any specific builds to be optimal. The whole point to the update it to make sure that regardless of who is running what (5 Zerkers, 2 Zerkers and a 3 Conditions, or all 5 being Condition) that everything equals out in the end.

I repeat: FULL ZERKER GROUPS SHOULD STILL BE VIABLE. YOU NOW JUST HAVE OPTIONS TO DO SOMETHING ELSE.