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Feedback regarding Conditions

in Profession Balance

Posted by: MiLkZz.4789

MiLkZz.4789

snip

All of these issues have already been discussed, debunked, and proven wrong in this thread alone. Please try again.

I read the thread and I haven’t seen them been proven wrong. Please try again.
It is the combination of things that makes them OP, just not 1 of the 9 points I listed.

Its been proven several times. Conditions have 3 stats just like power does, just you and a few others just seem to ignore the importance of precision. There have been two different comparison tests shown in this thread that soldiers beats dire, proving that power beats conditions in raw damage. But you, and a few others, just ignore them so you can willfully plug your ears. It has been mentioned that condition damage has a physical cap in terms of how much actual damage it can do because of the bleed cap. A condition build will do about 3k DPS. Power builds start at around 4-5k DPS and can be pushed higher with burst damage builds. A “burst” condition build still only does about… 3k DPS. Cause you know, those bleed caps.

It doesn’t matter what proof we provide, you’ll just ignore it. Meanwhile, you, and people like you, do nothing to try and prove your points. You just kick and scream hoping to get your way. At this point, why should we even bother? Nothing we do will ever be good enough for you.

You are only looking at like 3 of the 9 points, as I said it is the COMBINATION of things that makes them OP. And why only take bleed damage when burn alone can do 1k+dmg/s? And please? Comparing PVT to Dire? PVT makes you tanky and makes you hit like a wet noodle, no power build runs full PVT in WvW because you wont be able to kill anything. And I am not underestimating the importance of precision, mesmer and engi needs precision. A necro doesn’t really need it. And I am looking more at the rabid set which DOES give precision. Your tests are set in unrealistic environments, I can make tests aswel showing how conditions pull more DPS than full zerker damage. Let alone that attacks dealt by power builds are close combat (130range) and easy to dodge.

Yes conditions aren’t good in PvE because of the cap, that has said before and nobody denies it, but if you hit 25 bleeds on you in WvW, you can be sure that you are dead.

Conditions are DOTS, they are never meant to burst even close to what power builds can.

You have your eyes closed and focus on the wrong things, combine the 9 points I have given you and that power build with PVT will hit 300 on your full dire necro while you are completely melting him with your way superior damage. Don’t forget conditions debuff your enemies damage aswel. And that is if that PVT build can reach you with all the CC thrown at him.

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Warrior nerfs I'm thinking of maining Mesmer.

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Posted by: MiLkZz.4789

MiLkZz.4789

People failing on guardians can’t play and roll warrior because the initial skillcap for warrior is lower than for a guardian. Guardian is in a perfect spot, they are really strong for roaming, often used for speedruns in dungeons and are still the best class for commanding as a full tank guardian does not die. They really are tankier than warriors. They can go high DPS or fully specced into group support. I don’t see anything (asside from spirit weapons) that I would change on a guardian.

Got to admit that good guardian roamers are rare, but the ones out there are utter beasts killing pretty much everything.

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Feedback regarding Conditions

in Profession Balance

Posted by: MiLkZz.4789

MiLkZz.4789

snip

All of these issues have already been discussed, debunked, and proven wrong in this thread alone. Please try again.

I read the thread and I haven’t seen them been proven wrong. Please try again.
It is the combination of things that makes them OP, just not 1 of the 9 points I listed.

Warrior of [VcY], guild from Seafarer’s Rest
First troll to receive 10/10
Best golem driver EU

(edited by MiLkZz.4789)

Feedback regarding Conditions

in Profession Balance

Posted by: MiLkZz.4789

MiLkZz.4789

Condis are broken and nobody can deny it. They are OP when roaming with less than 5 people and they are UP in zerg fights. It wont be easy to fix them. To be completely honest, I don’t know how to fix them either. Well atleast not for zerg fights as making them viable would make them immediately broken.

Why are condis OP?
1. The stats, as been said before only 2 stats are important. Condition damage and duration. Duration ain’t even so important tho, you just get it from the food anyway. Precision is only important for certain classes up to a certain point. But good that you can get it all on the rabid set. Dire is even worse for like necros. They don’t really need precision and can go rediculously tanky while still pumping out max damage.

2. Some conditions have too many effects. Poison deals damage AND cuts your healing, Chill increases cooldown on skills AND reduces your mobility with -66% (more than cripple…) AND often the skill has a dmg factor to it aswel. Weakness reduces your endurance regeneration by A LOT AND cuts your dmg almost in half.

3. Conditions are a passive form of defense, only making the armor stats of the condition spammer more valuable. Conditions like cripple and chill will cut the mobility and conditions are always spammed from range. Chill increases CD on skill so your condition clearing is less often available and your hard hitting skills will have insane CDs. And weakness which is almost a 50% dmg cut to power builds. Fear as form of CC to stop the damage on you aswel. Just combine all of these and you have a harmless sheep.

4. Not only do condition clearing have longer cooldowns than condition spam skills, they often have longer cast times aswel. So a full condi cleanse that takes you a few skills will interrupt the time you can apply pressure on the enemy. So he can heal back up or has an easier time spamming condis. Stunbreakers or stability is always instant, making regular CC much weaker than chill/cripple/immobilize.

5. The amount of conditions that deal damage is to high aswel. Poison/ confusion/ burn/ torment/ bleeds/ fear (only necro and that ain’t bad). Not only deal they damage, but a lot of dmg aswel. 10 bleeds alone deal 1.3-1.4k/s, burn 800/s, poison 350/s, 5 stacks of torment 1.2k/s (while running). That is way more damage per second than my power builds can do if I fight an opponent that dodges well. And don’t forget all of these are applied from a distance.

6. How easy conditions are applied is rediculous, a well played necro can burry the damaging ones too making sure they wont get removed. Some dangerous skills have pretty much no warning to when they are cast, barely a visual queue, instant and often are unblockable aswel. I mean how much easier do you want to make it? Necro marks for example, they are all the same. Which one do you have to dodge?

7. The amount of conditions is getting rediculous. There are 12! conditions in this game, who brings enough condi clearing for 12? Only a few skills do a full condition clearing and they have long cooldowns. And most classes relying on conditions can almost apply each and everyone of them. Definitely necros.

8. The duration is sometimes completely out of hand. 35s of chill? 1min+ of bleeds? kitten of poison? 1min on cripple? 20s of torment? I get that they have to have a decent duration or they are not worth it to be cleansed off, but conditions as dangerous as chill shouldn’t be able to be stacked for 30s+.

9. The speed at which conditions are applied, a condi burst necro/engi/thief can literally come close to the burst speed of a full zerker thief in damage. And the thief is done after 2s, conditions only get worse and tick harder. I have literally seen 20k health dissapear in under 4s by conditions. Conditions should take more time to apply.

Combine all of this and you’ll notice how bad conditions are for small scale combat. Conditions are the reason to why people join the zerg. They have too many advantages and not enough downsides.

Things to improve conditions for small scale:
1. Remove the damage factor from poison and slowing effect from chill and endurance reduction of weakness. So only 1 effect/condition unless traited into it.

2. Lower the damage on torment by like 33%, I mean come on. I have seen elementalists and thiefs die by just impale, nothing more. And that is 5 stacks of torment. You insta die if you have 25 torment stacks on you.

3. Reduce the duration of chill on some skills, make them gear/trait towards it for longer duration.

This is just my 2cent, but conditions NEEEED to be fixed as soon as possible!

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Calling All Elite Players!

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Posted by: MiLkZz.4789

MiLkZz.4789

Warriors are way easier. Probably should ask the warrior forums for advice if you are having problems playing it.

Warrior is easy to play up to a certain skill plateau, after that they actually drop down to being 1 of the harder classes to play. Warrior is just easy against bad players.

In my experiences, a condi necro is the easiest to play. Thief and some engi specs are pretty easy aswel. Then a warrior and guardian, except roaming guardian which is actually pretty hard to play. Probably mesmer (except PU) and ele are the hardest to play effectively. I have no idea about rangers as I haven’t touched that class, but thinking of rolling a melee ranger to kill all those warriors thinking warrior is an easy class till they fight a decent opponent. Can’t think of anything more humiliating than losing from a ranger. And a power warrior actually should lose from a well played ranger.

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I LOVE Warrior because...

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Posted by: MiLkZz.4789

MiLkZz.4789

I love the warrior because of its flexibility. Warriors have an enourmous build diversity to adept to different kinds of situations.

I love my warrior because he looks awesome I invested 20k+ gold in him. Having 10 armor sets and 30+ weapons to chose from never leaves me bored.

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Calling All Elite Players!

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Posted by: MiLkZz.4789

MiLkZz.4789

-Necromancer
Possibly the class I hate the most. It is not entirely their fault. Conditions in this game are badly designed and I am going to try and keep it short on this one as this requires its own topic. The biggest problem is that this game counts too many conditions and the addition of torment really didn’t do it to good. But just to give you an idea of how severe the situation is: even with -98% chill duration, a condi necro can still put 10s+ of chill on me. Chill is an OP condition, slows harder than cripple and longer skill CD is deadly. A condi necro can spam every condi ingame on you, and this is a lot. There are 12! conditions in this game, not only dealing damage, but also amplifying damage on you from other sources, increasing your skill CDs, slowing you down, halving your damage and reducing your heal potential. Condi removals are often not instant like stunbreaker or stability. This means they can be interrupted and means you’ll lose more time removing all these conditions, not to mention they often have pretty long CDs. Combine all this with barely telegraphed skills that apply these dangerous conditions on you and you got something you can call OP.

Necros do have low mobility, they can use spectral walk to higher kiting potential while their conditions are ticking away. But having a 2nd health pool which has its own mechanic of ‘healing’ gives them no reason to have more mobility.

Power necros are really strong aswel, they do rely a lot on their elite in solo play as people don’t stay in wells. But wells do give strong bombs in zerg play making them essential to kill melee trains in zerg play. So power necros are definitely in a good spot for zerging. Condi necros might not be, but this is again by the flawed design of conditions.

-Ranger
Kinda the new players class, I don’t know, bows just attract people I guess. They are the victims of a game that balances a lot around high mobility and action packed gameplay (which makes the combat in this game so fantastic imo). Bows can’t deal too much damage as that would make their range factor unfair. But the problem now is that people are at the ranger in seconds, melting them down. So it is kinda 2sided, you can’t buff the bows damage too much as that would make it unfair to some low mobility classes getting melted instantly, but on the otherside the bow on a ranger is almost useless as people are in your face smackin chunks of your healthbar.

Is the ranger in such a bad position then? No, a ranger just doesn’t ‘range’ well. A well played melee ranger is really strong in 1vs1s. They are a enourmously rare sight. I only know 2 good rangers that knew the class well and could really kill most players in 1vs1.
There are 2 problems I see with the ranger, 1 is that you can’t rely on your pet. Pets should get more functionality. Second is that the ranger lacks reliable condition removal. A ranger gets destroyed by condis.

Rangers should get a remake, maybe make them more in a transformation class. Think like Udyr from League of Legends. This would put more kill into the class. You could even keep the pet and give them more a CCing role instead of whatever they are supposed to do now. Just bows don’t work in this game.

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Calling All Elite Players!

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Posted by: MiLkZz.4789

MiLkZz.4789

-Mesmer
Yea, we all know PU here. PU has a bit too much access to stealth (almost more than the average thief). And the worst part is when he comes out he often has aegis. A pain to kill, probably even impossible solo against a well played one. Often takes them pretty long aswel to burn you down tho. PU definitely needs a fix, I am even fine if they just removed aegis from 1 of the possible buffs and they might be ok. They don’t have mobility, so PU ain’t completely without trade offs.

A build I consider way more as a threat is the hybride one, spamming those berserker clones melting you down with bleeds or spinning through you. They are highly spammable while the mesmer can safely stay in stealth jumping you sometimes to melt you further while being invulnerable. They are really hard to kill aswel and can burst painfully hard. Lucky require a lot of skill to play successfully and I haven’t seen many of them. Altho my mate definitely put me in place with his build.

Last mesmer build is the shatter spec, not played that much anymore (only know 1 great mesmer still using it). It is really hard to play as most of your damage comes from locking your enemy up and shattering on the right time. Problem is that you need to go really glassy to do significant damage and 1 mistake on your side can get you killed. I definitely think this build needs a buff.

Mesmer really needs some fixes to make them more viable in zerg fights. Their are a few zerging builds but they definitely need some buffs. I think giving them stronger support options would help them a lot.

-Elementalist
To do well in 1vs1 on an elementalist requires really high skill level of play and even then you wont reach the top. An ele can either do no damage at all and survive for a decent time, but losing in the end or deal a ton of damage but be so squishy that you go down in a few hits. The buffs coming to burning speed is really going to help them. A few skills might need a damage boost and lower that CD on RTL, I don’t see it as needed.

Besides not doing that good roaming, eles are essential for zerg fights. They have amazing group support and nuke potential with meteor showers. For zergs they are definitely in the right spot.

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Calling All Elite Players!

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Posted by: MiLkZz.4789

MiLkZz.4789

I have 5 lvl 80s aswel, only know to play 3 at a high level. I have dueled a lot and my playtime is now closing in to 4k hours (I don’t do PvE). I have many discussions with highly skilled players asking for their opinion and views on different situations and I’ll list a few of our conclusions. Warning, might be a long read. Might contain spelling mistakes, can’t be bothered to reread the thing. Sorry that it takes so long, just my take on ingame balance for WvW.

Classes I know to play are guardian, warrior and engineer. So I start of with these.

-Guardian
The guardian is indeed a really balanced profession, they offer great group support and can be both build to tank as to deal damage. The meditation guard is really strong for roaming but is difficult to play. It survives by utilizing your blinds and blocks on the right times. But if you can pull this off, he is enourmously strong with some big burst too. In the right hands he’ll rarely lose a 1vs1. Mobility can be complained about, but he uses teleports which are instant. The only thing lacking is the movement speed buff. Guardian can maybe use some small tweeks but that is it. They are in a perfect spot.

-Warrior
I am not going to lie, this is the class I main and know inside and out. The warrior is a know it all at the moment. They got good roaming/ condi/ zerging/ tanking/ DPS/ support builds. That is why I have 10 armor sets and over 30 weapons on him. This makes it hard to counter a warrior as the build diversity is enourmous. But against what many think, every build has its trade offs and weaknesses. I rarely lose to another warrior (on any class) because I can identify their build quite fast by playing defensively in the beginning to see what they got and go offensive as soon as I know, abusing their weaknesses.

Most warrior builds still have as greatest weakness conditions. Pretty much ALL roamers only use cleansing ire to remove conditions. Using shouts and/or warhorn to remove conditions will greatly cut your DPS. Cleansing ire is amazingly easy to counter as their are only 2 skills you have to dodge which are all enourmously telegraphed. 40% condi duration food and well times slows roots will make sure the warrior can’t escape and will melt without dealing damage to you. But enough on this.

Changes I could see on a warrior are a cleansing ire CD of 7s to balance out the condi removal of hambow warriors in PvP and a nerf to Rush (GS 5) to 900 units instead of the current 1200. That is all. Warriors really don’t have the greatest mobility ingame, thiefs still win. I once raced a thief and went a kittened build to gain max mobility and the thief still won. So please stop complaining about these broscience claims. An average warrior build out there has average mobility aswel. But again enough about this, I can elaborate more and sum up more tactics to kill warriors but that would make this post too long.

-Engineer
Enourmously strong dueling class and even has a few (tho limited) builds for zerging and GvGing. A perplexity engi can kill multiple foes solo and his condi spam is the 2nd best ingame. He is tricky to catch, lacks a few stunbreakers imo. But he has a decently tanky nature and can be build to 100% destroy hambow warriors. Engi is enourmously versatile and can adept to pretty much any situation. I love roaming with this class. Only thing this class needs is maybe making few power builds more viable and some trait fixes as some are utter crap. But I really think this class still has some supprises and secrets hidden away in their traits. I am sure not everyting has been tried yet.

-Thief
Class I know the best from fighting against them, they have an enourmous variaty of builds. This is most likely the #1 dueling class (only other contender is the mesmer). Probably also the only class that should have a 90%+ winrate against warriors. Only downside is that a bad thief can perform well by resetting fights, only good thiefs can kill. But a thief played on high skilllevel should win pretty much every 1vs1. Evade spam and blind/stealth spam thiefs might be borderline OP against power builds. But I see them as a fair counter as a condi necro probably will take them down. Thiefs are good in zergs hunting down the enemy range, ye they suck in tagging a lot of enemies and barely can stay alive in the melee train. But this ain’t their job and were never meant to do this. I don’t think there is a lot wrong with thief. Maybe few tweaks to the evade spam ones (s/d, shortbow) so you have more chance to kill them. But again only the really well played ones are pretty much unkillable and probably deserve it. Bad thiefs are a joke to kill.

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(edited by MiLkZz.4789)

Ferocity and mathematic illiterates

in Profession Balance

Posted by: MiLkZz.4789

MiLkZz.4789

People cry because the loss in damage will be more severe for builds utilizing full zerker trinkets alone and going tanky in their build. In other words, people who optimized their survive ability and damage. The 2 things that will get hit the most are traits and zerker trinkets and exactly those are the ones most semi tanky builds got their crit from.

So they will feel the damage loss the most and this actually pushes more people to go zerker than tank. This completely goes against Anets original intent to make other builds more viable for dungeons. They actually made sure you really have to go full zerker now in dungeons as condis still suck and semi tank builds don’t deal damage anymore.

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So, How much is your Crit Damage lowered by?

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Posted by: MiLkZz.4789

MiLkZz.4789

Problem is, most of us have 1 or 2 full ascended sets and by switching the optimal combos around, anet rendered all our armor useless. Almost 1000g down the drain.
Not to mention the laurels I have to reinvest. So I really hope I can get a free stat change.

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upcoming Nerf to Building Momentum trait

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Posted by: MiLkZz.4789

MiLkZz.4789

IT wasn’t a bug ANET just laid that gloss over it because they nerfed everyone else vigor uptime so they twisted the facts so they could nerf warrior too. If they would of just came out truthfully and said we are doing this because we are nerfing everyone elses vigor i would of been fine with it but there was no need to lie.

This is true, I have to admit that it was a bit too strong to be just at 15 points. I won a lot of duels just because of that master trait. 15% is useless tho, make it atleast 25% to max 33%. Hope Anet sees this and gives us a little bit of love on that one.

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The feature patch will destroy WvW

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Posted by: MiLkZz.4789

MiLkZz.4789

1. Turtles are so 2012, they haven’t been used since
2. Stay in turtle die in turtle, I have yet to see a successful turtle survive and attack
3. TESO absolutely sucks when you look at group combat and 1vs1, well combat in general. It has 0 depth compared to guildwars and the initial playerbase might be big, it’ll shrink fast.
4. Again, TESO is a game for PvE with friends, not for hardcore PvP. Its design is flawed to have decent fights.

I do agree that the ferocity change is uncalled for and conditions are way to strong. Simply nerfing conditions wont work, their design needs changing.

Turtle and zerging is synonymous when it comprises of heavy front line Gurdian and warrior hammer trains. With healing. Just nobody calls it that anymore.

See this definition on Wikipedia and tell me if that doesn’t mean a guard/war hammer train.
http://en.wikipedia.org/wiki/Turtling_%28gameplay%29

“…while turtling strategies are usually simple enough for novices to learn and are effective as such, they are easily defeated by experienced players who understand the game’s methods to counter turtling.”

That is why guild groups rarely complain about zergs, well maybe that they don’t stop coming and their lootbags are full.

It indeed means that you focus more on defense than on offense, but a true turtle is also not mobile, they focus on staying put on the same location. If you stack up and drop aoe on top of yourself and try to out heal your enemy attacks and try melting them, you’ll get melted instead by the heavy aoe.

I don’t get why people complain about the 5 man aoe limit, this makes sure that zerging is not the only option. Because of the 5 man limit, aoes need to be coordinated to be potentially dangerous. Which happens in guild groups and not in zergs. This is the main weapon to how a guild group can destroy a zerg. The guildgroup can focus heals aswel so that the scattered aoe of the zerg gets outhealed. This means the guild group stays at full health slowly killing the zerg in chunks of 5-10 people each time.

But back on the turtle, you could say a defensive hammer train is a turtle. But I think the mobile nature of a zerg and the clashing into the enemy shows a too offensive nature to be considered a turtle.

ontopic We don’t know how the changes are going to pan out, much is still not known. I am going to sit back and see what happens and adjust to the changes. A good player adjusts, the bad ones hold on. Every patch opens up new builds and destroys others, that is just the nature of the game and actually keeps it interesting. I love experimenting with new builds, that is why I have 10 armor sets on my warrior aswel.

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upcoming Nerf to Building Momentum trait

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Posted by: MiLkZz.4789

MiLkZz.4789

Apparently this is one of those “bugs” that gave us an advantage because the tooltip says “Endurance Gained: 15”. I always thought this was a tooltip error, but I guess not …

Full endurance = 30, meaning 15 is indeed 1 dodge roll. So the tooltip was right. Anet just seemed it necessary to add % behind it rendering a decent mechanic useless. This kinda shocked me aswel. Nothing to do in the powerline anymore.

Got to change my build sadly. This was something that kept me alive.

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So, How much is your Crit Damage lowered by?

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Posted by: MiLkZz.4789

MiLkZz.4789

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.

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The feature patch will destroy WvW

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Posted by: MiLkZz.4789

MiLkZz.4789

Just read this …

‘There will be spells to detect stealthed individuals’

What a crazy concept

was already done in numerous older games, so nothing new there.

No way

Yes, in shadowbane you had a scout class who could see every players name in a certain unit radius with a spell, including people who were stealthed. Fun fact, thieves in that game could effectively steal something out of your inventory.

Look at League of Legends, multiple stealth breaking/seeing mechanics are in place there.

Even in guildwars you can see stealthed classes. Puffs of smoke, circles, sounds all give away a stealth class is near. With a stealth trap you can counter them aswel. Not saying there are many mechanics in place, but they are there.

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The feature patch will destroy WvW

in WvW

Posted by: MiLkZz.4789

MiLkZz.4789

1. Turtles are so 2012, they haven’t been used since
2. Stay in turtle die in turtle, I have yet to see a successful turtle survive and attack
3. TESO absolutely sucks when you look at group combat and 1vs1, well combat in general. It has 0 depth compared to guildwars and the initial playerbase might be big, it’ll shrink fast.
4. Again, TESO is a game for PvE with friends, not for hardcore PvP. Its design is flawed to have decent fights.

I do agree that the ferocity change is uncalled for and conditions are way to strong. Simply nerfing conditions wont work, their design needs changing.

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So, How much is your Crit Damage lowered by?

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Posted by: MiLkZz.4789

MiLkZz.4789

Did some quick math, so not 100% accurate but going to drop from 70% to around 48%. Which indeed will cut my burst by a lot of damage. Full zerker is actually the power set that is getting hit the least.

Trinkets + traits + shoulder/gloves/boots in zerker are getting hit the hardest, especially trinkets.

In other words, the semi tanky dmg builds will get the biggest damage cut making them 100% nonviable for PvE or dungeons, making full zerker pretty much mandatory there now.

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EOTM Bad map design

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Posted by: MiLkZz.4789

MiLkZz.4789

EOTM has an amazing map design, most people complaining about the map don’t know it well enough. It gives multiple options to go to different locations and travel times really aren’t that long.

People dying because they get knocked off is just you losing a fight. And yes it is only you and you and you. Nothing to do with the map design. Most pushbacks/pulls can be dodged. So it is your own fault if you fall off.

But why not, let’s make this game easier. Let us make it so easy you don’t need skill at all. Give perma stability because using that dodge key is so dam hard.

I smell a warrior that never leaves home without “Stomp” and “Fear Me!”

Nope, the only CC I bring when roaming EOTM is to keep my enemy close to me, not away from me. In other words snares and slows. Played 150 hours+ in EOTM and got pulled off my a mesmer ones and shot off by a ranger ones. That is all.

It really is only skill and positioning.

ps.: I sometimes play on my engi, not having stability or a stunbreaker

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Healing signet

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Posted by: MiLkZz.4789

MiLkZz.4789

As far as specific numbers the regen portion will gain 5% of your healing power the active portion will gain 50%. So Monk’s 165 healing power boost would add 8 hps to the regen portion.

Yes this is correct, I kitten ed and switched out the entire set instead of the runes, adding the Healing Power from the armor in aswel.

@OP: To be 100% honest, I don’t like healing power. It is fun to troll with, as you can tank 2-3 people with full HP shout spec. But the damage you lose is so significant that it ain’t worth it. You can go dolyak runes, even 6/6. That is when you want to go all the way. So I would go 30 into vitality aswel and take shout heals. That would justify the healing power some more.

My favourite runes for armor are:
-Melandru: tanky + some passive condi negation
-Soldier runes: tanky + great group support
-Lyssa runes: good condi cleans and really offensive by gaining all the buffs, good for dueling and sPvP.
-Hoelbrak runes: same as melandru, just the offensive version.

Dolyak runes look nice, but they make you too tanky and that 30 health/s boon is actually kinda worthless. Would take 100s before you got 3k health back.

But if you want to troll, take mango pies aswel (food that gives regen) and shout heals. This will give you a really nice amount of health back and people will have trouble killing you in a 1vs1.

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A Complete List of WvW Bugs (FOR ANET)

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Posted by: MiLkZz.4789

MiLkZz.4789

10- Mesmers can glitch through any gate in WvW

This is absolutely not true. If this happened it was a hack.

A hack is an external program that messes with the game code allowing you to do things that shouldn’t be possible by bypassing some mechanisms.

A bug/glitch is a fault in the program code or fault in the game rules which allows to do things that shouldn’t or weren’t intended to be possible.

And to do the mesmer glitch, you don’t need an external program. It is a bug and luckily not widely known. But the bug can be performed at every gate as far as I know

I know what a hack is. If this was as simple as you would like to believe, I can assure you no one would ever bother using siege again. Except for portal, mesmers don’t have access to any other skills that other classes don’t. The reason hackers choose to use mesmers for this particular hack is because they can then portal in allies in after the fact.

If this was simply an exploit then you would also see thieves and elementalists using their teleport spells to accomplish it as well and you would not have come to believe this is in anyway mesmer specific.

Thiefs do it aswel, saw a youtube video of a person doing it. Haven’t seen an ele yet with my own eyes. But it is possible. Mate of mine (he quit the game tho) was the first person to tell me. He got into ever tower on the borderlands and inside the keeps aswel with his mesmer. He did it because I couldn’t believe it either.

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EOTM Bad map design

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Posted by: MiLkZz.4789

MiLkZz.4789

EOTM has an amazing map design, most people complaining about the map don’t know it well enough. It gives multiple options to go to different locations and travel times really aren’t that long.

People dying because they get knocked off is just you losing a fight. And yes it is only you and you and you. Nothing to do with the map design. Most pushbacks/pulls can be dodged. So it is your own fault if you fall off.

But why not, let’s make this game easier. Let us make it so easy you don’t need skill at all. Give perma stability because using that dodge key is so dam hard.

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WvW rank titles - (re)positioning suggestion

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Posted by: MiLkZz.4789

MiLkZz.4789

I got 205 ranks in 5 days with birthday boosters, they are insane.

Serious question, how do you do that?!!
I just can’t imagine it, no matter how many karma trains you ride. I assume you won’t have the outmanned bonus while making serious WXP points because you don’t have enough people to get a karma train rolling.

That’ leaves you with WXP and Birthday Boosters and means you get 250% WXP. Taking a tower (including the gate and the supervisor) gives you 500 WXP. Let’s be generous and say you also get some guards or other players and make it 600WXP. WIth the boosters that’s 1.5k WXP per tower.
205 ranks accumulate to approximately 1mio WXP (200*5000) which in turn equals to ~ 667 towers (1mio/1.5k).

If you play 16 hours a day for 5 days you get 80h of playtime.
Even if you really played all day long(I assume if you play 16h/day and still eat and sleep, playing’s pretty much everything you’d do while awake) you’d still have to take over 8 towers per hour (667 towers/80h).

It isn’t that I don’t believe you. I just can’t see how to make so much WXP (the 150 levels by just playing “for a few hours every evening” are probably even way more incredible.). Do you just run from structure to structure and kill one guard so you’ll get credit when someone takes it? I’m flabbergasted!

As to OP’s question: I don’t mind the bronze/silver/etc. tiers. I’d just be happy if the order of ranks within one tier would make a bit more sense

I was commanding for 70 hours in EOTM, was the week when it came out. Took me few hours to find the most optimal route to cap everything as fast as possible. I was lucky to be on the strongest set of servers. So we just wiped the enemy a few times and their numbers dropped by so much that we could cap the entire map. Once everything was capped, I switched EOTM overflow and started to cap everything again. You could turn up to 3 overflows entirely to your color in those 4 hours.

Not sure if it is still possible because there aren’t that many EOTM overflows anymore.

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WvW rank titles - (re)positioning suggestion

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Posted by: MiLkZz.4789

MiLkZz.4789

I got 205 ranks in 5 days with birthday boosters, they are insane.

Anyway, I first agreed with you OP. But I changed my mind. I am now rank 1500+ and you don’t do it for the name. You do it for the thing infront of it.

People don’t see invader/squire/legend, they see bronze/gold/platinum/mithril. So being gold ranked, people see way faster that I am high ranked. While it would be much harder to see with your method and let’s face it, we all like to have a big kitten.

So being in the bronze or gold tier is more rewarding than being an invader or legend.

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After 20 months of WvWing, What did you learn

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Posted by: MiLkZz.4789

MiLkZz.4789

starting my list
1-We’ll never get guild commander hat
2- Pug commanders do work and efforts and carry servers more than guilds
3- Bandwagon servers will always fall apart no matter what (kain-Db-ioj-Sbi)
4-WvW makes you more gold than PVE
5-“We only want Fights” “And only Fights” statemnt by a lot of people is a lie (SOR)
6-Anet (PVE>PVE>PVE>PVE>Spvp>dungons>scarlet>quaggans>WvW)

1. Actually is coming, been datamined.
2. I know servers who absolutely crashed after 2-3 of the most skilled guilds left. And I know servers who play on a much higher position than they deserve because of a few really strong guilds
3. SFR, been called bandwagon server for over a year and it collapse was predicted 1000x of times, still is a T1 server.
4. I don’t do PvE so no clue.
5. Apparently true in America, know few people from EU that went on vacation in NA and fights seem to be rare there. Not true in EU.
6. Used to be true, now Anet actually is putting more effort into WvW. Not seeing this means you are pretty much blind.

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A Complete List of WvW Bugs (FOR ANET)

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Posted by: MiLkZz.4789

MiLkZz.4789

10- Mesmers can glitch through any gate in WvW

This is absolutely not true. If this happened it was a hack.

A hack is an external program that messes with the game code allowing you to do things that shouldn’t be possible by bypassing some mechanisms.

A bug/glitch is a fault in the program code or fault in the game rules which allows to do things that shouldn’t or weren’t intended to be possible.

And to do the mesmer glitch, you don’t need an external program. It is a bug and luckily not widely known. But the bug can be performed at every gate as far as I know.

Bug #265
When playing WvW you must roll Guardior to be considered viable in a competitive way. The rest of the professions are there to support this one profession and this bug is ruining the whole idea of WvW..

Please stay ontopic, bad troll attempts only gets this topic closed and we are trying to help the admins to pinpoint the problems and get some fixes.

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Lemme explain a thing

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Posted by: MiLkZz.4789

MiLkZz.4789

Such a black and white comparison again. There are so many other forms of defense you have to take in. Like said before, also you are a ranged class.

Healing signet will get nerfed by 8%, which I think is a fair number. Nerf it more and healing surge becomes a lot better. If people come complain about healing signet after the nerf, I am just going to call them straight bad.

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Healing signet

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Posted by: MiLkZz.4789

MiLkZz.4789

Tried it ingame, went from 405 to 429.

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EoTM matchmaking failing with guilds?

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Posted by: MiLkZz.4789

MiLkZz.4789

It feels as if large EoTM guilds can log in an overflow and win every time if they want.

Define winning

If your guild is large enough, your side would win the PPT battle everytime if you are in the match for long enough. Imagine if an (un)official EoTM guild was made and tons of people on that server joined and then tons of people from other servers joined. It could get gigtantic and do EoTM 24/7 with whatever portion of the members are online. They ferry all teammates into the same overflow by partying up and leaving party once they get in. Theoretically, they could have a karma train of more than 100 players at all time. Maybe there’s a website that has the guild info to make it look official and forums for organizing. Then it’d have names of players so people not in the guild (if their server is same color that week) could party up and join in. Then they would karma train the whole map repeatedly while letting stuff flip (no defense) and constant back capping. Many PvE’ers who want money or easy karma/wxp/badges/exp would probably consider it. It’d probably be boring though. But stuff like this likely won’t happen to this scale but smaller scale could still have an overwhelmingly high chance of winning in EoTM and make it unfair to opposition due to EoTM not having a player limit.

What if 1/2 of this guild is blue and 1/2 green. An even match up. This might be theoretically possible but wont happen or not on a consistent basis atleast. The design is pretty nice to counter this. And nobody enjoys a karma train 24/7, I did a few in EOTM and it is fun for a couple of days but gets boring after that. Now I enjoy roaming in EOTM, picking of zergs.

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Upscaling is wrong!!!

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Posted by: MiLkZz.4789

MiLkZz.4789

It’s not BS!!! I’ll bet 400g it’s real come to Ferguson Crossing and I can show you!
EDIT:Give it a try make a lvl 1 character any race profession go to WvW AND BUY KARMA VENDOR + WEAPONS / TP FOR SIGILS/AND BUTTERMILK BISCUITS,APPRENTICE OIL. Imagine a lvl 2 thief hitting you for 20k backstab….
EDIT: All of those saying its fake I bet none of you knew max health cap is 35,000

Max health cap is higher, I can get 43k with just gear and everything combined, 75k+ with the use of rampage.

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A Complete List of WvW Bugs (FOR ANET)

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Posted by: MiLkZz.4789

MiLkZz.4789

67- Breaking a knockback or launch with a stunbreaker that also grants stability on a slope (when you are knocked down the slope) will not fully break the CC. It stops the flying backwards but not the stun effect.

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Upscaling is wrong!!!

in Warrior

Posted by: MiLkZz.4789

MiLkZz.4789

To all those people calling it fake. It ain’t….

A lvl 20 upscaled with the best armor for his lvl and stacking sigils, using signets can get some insane stats. Much higher than his lvl 80 full ascended brothers. These stats go down as soon as he hits 21. It is a weird effect if you think about it. But if you run THE best armor for your lvl, the stats are insane. It is the same for other classes.

ps.: it is not a bug, it is just the upscalling numbers that are slightly off.

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A Complete List of WvW Bugs (FOR ANET)

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Posted by: MiLkZz.4789

MiLkZz.4789

all fixed in the latest patch…

Todays patch or previous patch? Because almost all these bugs I have encountered in the past 2 weeks.

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Where's My Loot!!

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Posted by: MiLkZz.4789

MiLkZz.4789

1) They can’t redirect it to your bag, I get so much loot I would get encumbered in battle and die because I am super slow.
2) What are you talking about, I get tons and tons of bags after a good fight.
3) The autoloot works fine, I sometimes press it when fighting and when we have to retreat and I look back and pretty much never see bags left behind.
4) And again, last night I had to salvage my inventory 2 times during the same fight because it was full. Got 78 kills there. And I have a maxed out 160/160 inventory with about 40-45 free spots in it.

Lootbag drop rate is fine imo and the autoloot option is great, it even picks up bags that are floating in the air.

They called Merchants,you should have to look them up once in a while….

My guild provides merchants, but was hard to place on down. We were pushed in the back of the tower and bombing the lords room. Happened in Woodhaven and the enemy kept running back. Eventually we had to jump out as only around 6 of us were left.

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WvW getting monotonous

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Posted by: MiLkZz.4789

MiLkZz.4789

If you played WvW since beta you’ll see we actually DID get a lot. I don’t know how people can still complain that WvW is abounded. They put a ton of effort in it to give us a better experience.
-EOTM map (we asked months for this and they delivered)
-Obsidium Sanctum
—> making it enter-able from LA (reducing queues to EB)
—> GvG dueling arena (I like to GvG there)
-Masteries
—> gives us something to go for besides winning the week
—> new siege skills
-Traps to counter zergs (supply drain, yes it is effective)
-End of culling (kittening hell, this was nice)
-Reduced skill lag (it really is less worse than it used to be
—> heard they are improving it even more
-Implementing the best things from EOTM into WvW for better experience (in future)
-Removing the lake in borderlands (was often requested and the nodes aren’t much but the terrain is fun)

And I am still forgetting a few things probably, but Anet definitely did a lot for WvW!

Now about TESO, I have been looking extensively at TESO and I’ll give you a honest opinion from a PvP exclusive player.

1) The WvW map is too big, you need a ton of players to fill that one up. It will be hard to get some action there + horses are a requirement and they are way to expensive
2) Game is way to expensive for what it is, 60 dollars and 15/month, really?!
3) Graphics are okish but armor and characters have no depth at all
4) Combat sucks, but really it is horrendous! No in depth group play, it feels slow, choppy and not fluent at all. Looks like a MMO from 10 years ago.

I think TESO is going to be the major fail of the year, the game is advertised for PvP players aswel. But don’t be fouled, it is a terrible PvP game. I predict the first few months might be fun, but after that the game is going to be deserted. And the WvW mode will be way to big and the small user base wont be able to fill it up, leaving the game with only a few PvE players left.

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official WvW server for...

in WvW

Posted by: MiLkZz.4789

MiLkZz.4789

I nominate:
- Vizunah: as ranger server
- Jade sea: as suicide server (because of an amazing amount of failed portal bombs)
- Aurora Glade: as role playing server (for EU that is)
—> not sure on this one ofcourse, but I have seen a lot of events held on this one.
- Gunnars Hold: as golem server (golems hold)
--> AG does compete with you guys, definitely after that 650 omegas in 1 week event.

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What Happened To C.Devon?

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Posted by: MiLkZz.4789

MiLkZz.4789

Young chap with dreams hope
Unfamiliar to internet got shocked by responses
Dreams crushed pulverized by us

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THE answer to Whirling Axe!

in Warrior

Posted by: MiLkZz.4789

MiLkZz.4789

Enemy uses retal.
It is super effective.

And it already hits 15 times, on 5 targets? (or 3 not 100% sure). Anyway if you pop it in a group that has retal you’ll die in milliseconds. Each individual hit is lower than the retal damage you get returned.

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A Complete List of WvW Bugs (FOR ANET)

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Posted by: MiLkZz.4789

MiLkZz.4789

Bump – no more bugs ?

I went a bit over the top in my listing I think :p. But I play A LOT of WvW and this must be close to every existing bug currently in the mode. There might be a few more but they are more class specific so not really WvW bugs.

I would be insanely happy if they fixed a large potion of these bugs. and to stay on topic:

66. Commander icon can bug out when frequently switching borders, so it appears to be on, but other can’t see it above your head or on the map.

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Where's My Loot!!

in WvW

Posted by: MiLkZz.4789

MiLkZz.4789

1) They can’t redirect it to your bag, I get so much loot I would get encumbered in battle and die because I am super slow.
2) What are you talking about, I get tons and tons of bags after a good fight.
3) The autoloot works fine, I sometimes press it when fighting and when we have to retreat and I look back and pretty much never see bags left behind.
4) And again, last night I had to salvage my inventory 2 times during the same fight because it was full. Got 78 kills there. And I have a maxed out 160/160 inventory with about 40-45 free spots in it.

Lootbag drop rate is fine imo and the autoloot option is great, it even picks up bags that are floating in the air.

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Warrior V Warrior V Warrior

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Posted by: MiLkZz.4789

MiLkZz.4789

Somebody got smashed

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What are ArenaNet trying to do?

in WvW

Posted by: MiLkZz.4789

MiLkZz.4789

Uhm, no offense, but during the leagues, didnt AG boast about being all for the fights and not about PPT?

You did, didn’t you, so, you got what you wanted.

True, the guilds on AG aren’t complaining. My loot scroll bar is still catching up from friday. And the guilds claimed to go for fights, which they do.

But AG is a server with a lot of strong guilds, these guilds boosted the server higher than were it belongs. Because traditionally AG had terrible coverage and a very low amount of bambis. This gives us often a primetime tick of 300+ but at night we sometimes go even as low as 0.

I agree with the OP, AG has had match ups good for the strong guilds. But bambis and commanders are getting demotivated. Most don’t even bother logging in beside primetime because we don’t have the numbers to cap anything besides camps. Sometimes you need a good strong win for the moral.

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Warrior Healing Signet Nerf?

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Posted by: MiLkZz.4789

MiLkZz.4789

8% is deserved, but anything more would be to much. People asking for a bigger nerf are stupid. I have read many threads about this subject and I agree that Anet makes a good call on this one. ICD of 7s for cleansing ire would make us perfectly balanced. Like one of the most balanced classes there are.

You’ll notice 8% but not in such a degree that it will ruin builds. And please don’t compare single out heals with each other. There are a ton of different factors you need to take into account. So many I don’t even bother to list them unless requested.

I don’t think a cool down on cleansing ire is required, not all, but most adrenaline skills hard terribly difficult to land.

Again here we separate the bad players from the good ones. I land 80-90% of my eviscerates except when playing against a s/d thief. But ye that is obvious to why.

People complain about the hambow removing too many conditions and I agree. The longbow F1 is to easy to use and in teamfights you build adrenaline up so fast you can use that one and the hammer F1 on cooldown, meaning 6 conditions removed every 7s. That is a bit over the top and is why the hambow is so so strong in spvp. Removing 3 conditions every 7s would bring them more in line with the rest.

And F1 skills were never ment to be randomly spammed and assumed to hit. The burst skills are there to be carefully set up and worked to, so you could finish off your enemy. You can even hit every earthshaker if you wanted to, just count their dodges and know which invulnerability/evades/eagis/blocks they have. Kite those out and earthshake, do full combo and you’ll most likely finish them off.

Wow, funny! Actually you’re display the separation of bad players from the good ones! Because in order to land those moves you need adrenaline in your adrenaline bar! (I don’t know if you know that!)

And I said most adrenaline skills, not all.

Adrenaline refills so fast you can’t really count it in. The time it takes to fill the bar is lower than the cooldown of the skill. So I don’t see why you are making an issue out of it.

Sword F1, longbow F1 and greatsword F1 are really easy to hit.
Hammer F1 and mace F1 are bit harder to hit and requires timing as it has an easy to see animation.
Axe F1 is harder to hit and requires setting up, roots/stuns to actually land.
Riffle F1 is the hardest to hit by the long and obvious skill animation and requires a bit of luck together with timing.

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(edited by MiLkZz.4789)

Warrior Healing Signet Nerf?

in Warrior

Posted by: MiLkZz.4789

MiLkZz.4789

People complain about the hambow removing too many conditions and I agree. The longbow F1 is to easy to use and in teamfights you build adrenaline up so fast you can use that one and the hammer F1 on cooldown, meaning 6 conditions removed every 7s. That is a bit over the top and is why the hambow is so so strong in spvp. Removing 3 conditions every 7s would bring them more in line with the rest.

How can you remove 6 conditions every 7 seconds steadily?
You could do that in particular situations i guess, but in the long run you will never remove so many conditions with cleansing ire.

Not constantly no, in 1vs1 it might take a little longer if your enemy dodges a few attacks. But the delay on refilling it is really small. But it can be done and the condi removal is really strong in those cases.

Especially in a 2vs2 in the center point in PvP I refill my adrenaline bar in 5s tops. How?
-Cleansing Ire: adrenaline on hit
-Adrenaline on weapon swap
-Burst mastery: only need to refill 2 bars
-Longbow giving 2 ticks every AA
-Hammer cleaving, hitting both enemies.

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Optimal Healing Power

in Warrior

Posted by: MiLkZz.4789

MiLkZz.4789

Healing power has linear scaling, meaning that there not really is an optimal point. I would aim at your other stats first. Get enough condi damage to kill people with, 1.2k+ I would say and put the rest into healing power.

I am not really a fan of healing power tho. I am just happy with the 300 I get from the defense line.

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Eye patch & new sickle in Gemstore

in Black Lion Trading Co

Posted by: MiLkZz.4789

MiLkZz.4789

Only 400 gems for the eyepatch? Pleasantly surprised the price went down a bit. Still overpriced, but better than the 500-gem nonsense the last few individual armor skins have been going for.

I paid 34g for it, if you think about it, that ain’t to much. Things like the monocle and other ‘special’ headpieces go for way more gold than 34. So it is a decent price. The only problem is when buying it with real money. But the gold you get for real money is just too low compared to how easy money is made ingame.

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Immobilized for what seems like hours

in WvW

Posted by: MiLkZz.4789

MiLkZz.4789

Biggest problem with immobilize is that it gets packed in conditions making it harder to remove AND condi clearing skills mostly have a cast time or are on CD for removing those life threatening conditions.

While if we look at stunlock, this gets countered immediately by 1 press on your stability. I realized this long ago and went sword instead of mace on my warrior.
Roots >>>>> knockdowns/stuns

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The OverPowered Warrior Experiment

in Profession Balance

Posted by: MiLkZz.4789

MiLkZz.4789

point was i led everything on my first try ever. fffffffffffpsh! lol like to see somebody else do this with 0 trieson thief full zerk and never logged on thief. have to proof like i didtho

The thiefs I qualify as good players never had any troubles against warriors. A pp condi spam thief can kite a warrior for a 100 years. A sd thief can steal his stability and evade into oblivion and a dp pomps out so much blind that warrior wont see his girlfriend again ever.

We all know warrior has a low skillcap to start playing with, congratz on proving that. But to be able to beat the best players out there, warriors lack depth. Their skills have such obvious animations that you hate yourself for failing to dodge them sometimes. I dodged a hammer warriors skills for 10min straight before he stopped fighting me and ran away. I didn’t attack back because I was laughing to much.

Warrior is a strong pick and a nub stomper, people who don’t really know how to play and only know their own class will get roflstomped by a warrior. But people who know how to bait out stability, skill interrupt and all the animations will take a warrior apart.

Point is that it is easy to play a warrior decently and perform well. But if you want to compete with the best, you either have to be a really really strong player on a warrior or you simply can’t. The warrior is just lackluster on high skill play.

I want to make 1 end remark and that is that warriors can completely shut down necros. Doing this makes them incredibly vulnerable to thiefs. But still this shouldn’t be possible. Hambow warriors with cleansing ire can remove 6condis/7s, that is to much. Adding an ICD of 7s to cleansing ire so 3condis/7s get removed would require clever play from the warrior to beat a necro.

But this is the only nerf needed for the warrior imo.

Warrior of [VcY], guild from Seafarer’s Rest
First troll to receive 10/10
Best golem driver EU

Warrior Healing Signet Nerf?

in Warrior

Posted by: MiLkZz.4789

MiLkZz.4789

8% is deserved, but anything more would be to much. People asking for a bigger nerf are stupid. I have read many threads about this subject and I agree that Anet makes a good call on this one. ICD of 7s for cleansing ire would make us perfectly balanced. Like one of the most balanced classes there are.

You’ll notice 8% but not in such a degree that it will ruin builds. And please don’t compare single out heals with each other. There are a ton of different factors you need to take into account. So many I don’t even bother to list them unless requested.

I don’t think a cool down on cleansing ire is required, not all, but most adrenaline skills hard terribly difficult to land.

Again here we separate the bad players from the good ones. I land 80-90% of my eviscerates except when playing against a s/d thief. But ye that is obvious to why.

People complain about the hambow removing too many conditions and I agree. The longbow F1 is to easy to use and in teamfights you build adrenaline up so fast you can use that one and the hammer F1 on cooldown, meaning 6 conditions removed every 7s. That is a bit over the top and is why the hambow is so so strong in spvp. Removing 3 conditions every 7s would bring them more in line with the rest.

And F1 skills were never ment to be randomly spammed and assumed to hit. The burst skills are there to be carefully set up and worked to, so you could finish off your enemy. You can even hit every earthshaker if you wanted to, just count their dodges and know which invulnerability/evades/eagis/blocks they have. Kite those out and earthshake, do full combo and you’ll most likely finish them off.

Warrior of [VcY], guild from Seafarer’s Rest
First troll to receive 10/10
Best golem driver EU

Immobilized for what seems like hours

in WvW

Posted by: MiLkZz.4789

MiLkZz.4789

Kaos.9162

step 1: play warrior. step 2: get melandru runes, -condi duration food, and dogged march, step 3: laugh as immob. doesn’t even slow you down.

If you don’t fancy warrior, here’s the steps for engineer:

step 1: play engineer. step 2: get melandru runes, -condi duration food, and leg mods. step 3: laugh as immob. doesn’t even slow you down.

And the steps for elementalists:

step 1: play elementalist. step 2: get melandru runes, -condi duration food, and geomancer’s freedom. step 3: laugh as immob. doesn’t even slow you down.

And the steps for guardian:

step 1: play guardian. step 2: get melandru runes, -condi duration food, and purging flames. step 3: laugh as immob. doesn’t even slow you down.

And on a side note, even if you use this combo, a good condi player will always run condi duration food. I got chilled for 12s by a necro when running -98% chill duration, got rooted for 5s+ aswel. People are forced to run this combination because chill and roots are OP if not.

Warrior of [VcY], guild from Seafarer’s Rest
First troll to receive 10/10
Best golem driver EU