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Combat -- Horrendously Bad?

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Posted by: Mosharn.8357

Mosharn.8357

So….there’s no defensive stat? Dodge, parry, block, etc? Basically, you dodge or you can die? That seems to leave my Thief with two stats only, is that the same for the other classes?

there are no passive stats based on % chance to dodge/parry/block. The game is about being active and there are skills you can use to evade/block on top of the dodge mechanic.

% dodge/parry/block is lazy and boring.

As a thief you have access to skills that let you evade or throw out blinds.

Precursors/legendary weps

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Posted by: Mosharn.8357

Mosharn.8357

With the new system, did the only that that changed was how we obtain precursors? Is the step after getting a pre and then making it into a legendary the same?

Combat -- Horrendously Bad?

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Mosharn.8357

You have to learn when to dodge. You have to learn how to move around well while dodging and using skills. You have to keep track of your combos and your CDs along with your movement within combat. This is the best combat system I have played within any MMO and its the reason I’m still playing. The game isn’t based just on hitting skills and keeping track of CDs because thats boring and doesn’t involve much skill…

The way you fight in this game shows your knowledge of the game and your class. You move and use skills well with good timings then you will be rewarded but make mistakes and the enemy can punish you. This keeps the combat fun and entertaining.

What race will you be? Struggling to decide

in Revenant

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Mosharn.8357

I really want to be a salad though so i hope there is super cool looking heavy armor that doesn’t have much cloth on it. Charr would be nice but I haven’t looked back at charr since release. They get stuck with only race armor sets which really sucks.

PU nerf unnecessary

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Mosharn.8357

Oh and plus why shouldn’t be able to stealth as a defensive measure…do you know how many times thieves do this….fight…stealth….fight…jump through ring to stealth… its crap you guys complained about PU so much but forgot about the bigger stealth picture as a defensive mechanic.

Does a thief have countless of blocks + invulns ontop of that stealth ? Thieves only defense mechanism IS stealth.

No they have countless blinds, teleports and evade frames instead.

um mesmer has all 3 of those things as well… lel

PU nerf unnecessary

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Mosharn.8357

Oh and plus why shouldn’t be able to stealth as a defensive measure…do you know how many times thieves do this….fight…stealth….fight…jump through ring to stealth… its crap you guys complained about PU so much but forgot about the bigger stealth picture as a defensive mechanic.

Man you have a bad attitude. If you purpose something in the future don’t be a immature kitten about it.

As for the thread, thief stealth doesn’t give you aegis and stuff. So I don’t really see your reasoning. As for the point you are arguing at the end, your stealth is still your defensive mechanic but now its not guaranteed to give you free things.

Skull Grinder doesn't grind.

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Mosharn.8357

6-8 seems like too much. 3 would be nice and wouldn’t totally rek you or feel op.

What race will you be? Struggling to decide

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Mosharn.8357

If there are a lot of armors that have a lot of metal pieces on them, then I will make a salad. Salads only look good in salad armor or armor that has a lot of metal pieces on it to look cool on salads.

If not then probably a human since charr are still plagued with clipping.

Celestial form

in Guild Wars 2: Heart of Thorns

Posted by: Mosharn.8357

Mosharn.8357

Sooooo, what I want to know….

Since rangers are getting what is essentially a ‘death shroud’ set up, AND have utility skill access….

Could necros finally get access to THEIR utilities when they toggle into their shrouds? Please?

Rangers aren’t getting another hp bar so theres no reason to give necros utility skills in death shroud.

Rate the Elite specs!

in Guild Wars 2: Heart of Thorns

Posted by: Mosharn.8357

Mosharn.8357

1. Chronomancer
2. Reaper
3. Druid
4. Herald
5. Scrapper
6. Berserker
7. Tempest
8. Daredevil
9. Dragonhunter

Poor Dragonhunters, Tempest, and Daredevils.

Mechanic denial

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Posted by: Mosharn.8357

Mosharn.8357

Since there are more anti stealth stuff going around, I think thieves should get more evade and block type of builds. Theres already a lot of evade stuff now with the daredevil line but I think they should add some counterplay spec where you rely on blocking and countering enemy attacks when timed right.

Odd things that break your immersion?

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Mosharn.8357

Any player with wings just makes me wonder why the hell do these things exist. There’s no flying at all which makes zero sense for there to be wings. They look so kitten kitten y.

Burning is REALLY STRONG!

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Mosharn.8357

ANET can we please take a look at the burning damage? This condi alone is stupidly broken…It’s seriously not fun to play against and I would assume MANY others have the same complaint about it. People are using this exploit. I would strongly consider looking at the scaling of burning. I normally wouldn’t complain about it, but in hindsight when you fight 3-4 burn build guardians per PvP match, it gets a bit ridiculous.

Anet puts a new in game mechanic that sets up stacking for conditions which you some how came to the conclusion of it being an exploit.

I like the way you think. We need more people like you.

ex·ploit

to use (someone or something) in a way that helps you unfairly

me·chan·ics

The way in which something is done or operated; the practicalities or details of something.

But on the serious side. Its does a lot of dmg but at the end of the day its a single condi that you can remove ALL stacks off with a single condi cleanse.

I wish you a great day my good sir or lady.

(edited by Mosharn.8357)

Q: Sigil of Force

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Posted by: Mosharn.8357

Mosharn.8357

This might be a really dumb question and my brain is on kitten mode right now.

but I wanted to know, What is the % based off of?

Is it my base power without any might or what?

Also is it better to use on high power builds than low power builds.

Say I have 2481 power will the 5% from a superior sigil of force give me 124 power?

So.... Revs vs guards

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Mosharn.8357

Rev has only two sources of stability over all within the whole class. Only Jalis applies stability to allies and its really bad at 1s. Our condi clear options are limited as well.

I don’t get why people do these comparisons without doing research. You shouldn’t be comparing two really different aspects in the first place but meh.

Guard can aoe heal, a lot of boons, quickness, and can be pretty tanky.
Rev has aoe boons on herald, healing on Ventari, and one aoe stab on Jalis.

Rev has to give up options to be good at certain stuff while not having any access to other things. Guard can provide a wide array of stuff within its support builds.

Most of revs builds are for dmg atm because its a new class and people haven’t explored much of the combos. Where are guards are still mostly known for support and their dmg builds limited.

Rev may have some aspects from classes but it isn’t better at those aspects in any way.

Warrior shield vs revenant shield

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Mosharn.8357

You are stuck in place with Revenants block where as you can move with the warrior. That is a big plus and which is why the revenant has healing on their block and 10s less. You have to waste something right after you come out of the block because you are stuck in place.

Where as the warrior one you can move away while negating and not having to worry too much about ranged getting a set up on you. They are both even imo but thats just my opinion. I’ve played warrior for 6k+ hours and just started on revenant last BWE and played 40+ hours. So I will honestly say its even. You have to use an evade attack or dodge right when you come out of the revenant block otherwise you will be bombarded. With the warrior one you get a bit of a chance since you can move around. Plus like the others have said you can trait for shield to have better bonuses.

Also the class offers many things other classes have but it doesn’t do well like the classes that function for those aspects entirely.

Two things warriors need.

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Mosharn.8357

No to both. If you give us mobility and displacement skills then the world will end. It would be so kitten broken that your computer will blow up.

As for rush I think its fine as is. Ranger GS 3 is more buggy than our current rush and theres no point making our poor rush even worse.

Rush do need to be faster, a gs ranger swoop counters both sword AND gs together.
Gs in wvw these days is even more bad. Walking away from rush with swiftness counters rush already.. So yeah it is bad!

Everyone knows rush is bad man. If you use rush to get somewhere while someone with swiftness is running with you from start to finish. They will actually be near you. Which is really sad. Before Rush was faster even without swiftness. Now it feels like you crawl to your target

Hence why I want them to speed up the animation twice as fast and rush would finally be a useful gap closer.

I agree with that, just not the leap part >.>

Two things warriors need.

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Mosharn.8357

No to both. If you give us mobility and displacement skills then the world will end. It would be so kitten broken that your computer will blow up.

As for rush I think its fine as is. Ranger GS 3 is more buggy than our current rush and theres no point making our poor rush even worse.

Rush do need to be faster, a gs ranger swoop counters both sword AND gs together.
Gs in wvw these days is even more bad. Walking away from rush with swiftness counters rush already.. So yeah it is bad!

Everyone knows rush is bad man. If you use rush to get somewhere while someone with swiftness is running with you from start to finish. They will actually be near you. Which is really sad. Before Rush was faster even without swiftness. Now it feels like you crawl to your target

Why people avoid using Whirling Axe?

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Mosharn.8357

it’s been three years. Still thieves have a better version of the skill we have. Axe 5 needs to reflect or it will be forever bad.

Wonder how many years will go by before they finally decide to make off hand axe viable in pvp.

Two things warriors need.

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Posted by: Mosharn.8357

Mosharn.8357

No to both. If you give us mobility and displacement skills then the world will end. It would be so kitten broken that your computer will blow up.

As for rush I think its fine as is. Ranger GS 3 is more buggy than our current rush and theres no point making our poor rush even worse.

That’s my two things. That’s what I would want. The topic of this thread is what do you want? It’s not what do you think of what I want. :P

OH! well…
I want dark red lazer beams to shoot out of my arc on GS at 600 range. Please
Berserker to be not fire themed because almost every kitten thing in the game is fire themed >.>

Two things warriors need.

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Posted by: Mosharn.8357

Mosharn.8357

<- Forgot how to read for a moment…

(edited by Mosharn.8357)

Might needs toning down.

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Posted by: Mosharn.8357

Mosharn.8357

Agreed 100 million percent. Might gen should requires pluses and minuses. Some class can stack without giving anything up most of the time which seems pretty random.

PVE wise I think its ok but in pvp/wvw the gen some classes can do is pretty ridiculous.

[Preview->BWE3] Rym's Feedback&Suggestions

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Posted by: Mosharn.8357

Mosharn.8357

Unyielding Assault You meant Unrelenting Assault right?

Also I don’t know if you wanted suggestions and feedback to your thread but i was bored so…

I agree with your temporal rift suggestion because the radius on the pull is very tiny.

Staff got its changes for next BWE. I think you should include the BWE 3 changes since on all the ones that got changed and not just one skill.

I agree with the hammer suggestion. The two skill also needs a bug fix badly because it goes super random on elevations like stairs and hills.

I think the sword 2 should be increased to 500 range because its projectile seems very kitten y to use at range. As for your UA suggestion I still don’t agree with it. You cant force a change on the skill because people don’t know how to counter it yet and just QQ. That isn’t a valid issue to cause a change. It’s dps will die and be worse in doing its job. Just wait till more people see how easily the skill can be countered and then you will realize it doesn’t need to be changed from its current form. Sword 4 part two could use a minor range buff other than that fine. Sword 5 doesn’t pull constantly so that should be fixed.

Glint- Burst of Strength can hit for 5k on a power build with 20 stacks of vuln. It’s an aoe as well so its fine. As for Chaotic Release I think its fine in terms of CD because it doesn’t cost energy. However the superspeed should be applied on the revenant as well. It’s mostly used for stomping a stomp/revive but other than that its really obvious animation make it hard to land against someone with a brain. So if the superspeed part was applied on the Revenant themselves to let you go catch the flying enemy and what not.

Jalis- I think Inspiring Reinforcement could use a faster animation at the start to lay the road down quicker. As for the stab I agree but it should be moved to 2 seconds from 1. Other than that I think it could be made a little wider. Just a little bit not too much because it feels pretty small. Rest of its skills are fine as is. Rite of the Great Dwarf is an aoe that takes 50% dmg off which is pretty huge. Cost is fine as is.

Shiro- The heal is fine because once all the daggers go off your total heal is around 6k and it adds to dmg. Fine as is. Phase Traversal is 20 energy and if spammed to gap close then you are going to be forced to legend swap or get hit really hard. If your foe let you go with enough energy then you have every right to run off. A revenant thats getting rekt wont have an excess of energy so its fine as is. Plus it punishes spammers very heavily.

Corruption- agreed with frigid precision suggestion 100% since its a master trait. I agree with your Maniacal Persistence suggestion a bit. I think it should only apply those stacks for you. Aoe will make it too good.

Devestation- Jade echo should be moved to first tier of traits or removed entirely. Pretty bad. :/ Like you said Dismantle Fortifications is certainly not a GM worthy trait at all. I really think it should be changed to synergize more with Shiro.

Maybe it could work like this: When an attack is blocked, you gain 5 stacks of might and fury for 8 seconds? Then You can run shiro with other legends and not have to rely too much on herald for fury.

Retribution- I don’t think Empowering Vengeance should have an ICD since we don’t have too much retal access and on the skills we do its a pretty low duration. Steadfast Rejuvenation should be 5s ICD with around 500 hp instead of the 389.

Herald- I agree with the trait getting the 10% revive speed added to it. Also Facet of Nature is popped instantly to add to burst and provide aoe boons. The passive is only good if you are still stacking up your boons but most of the time its better to hit the active tbh. I only use it passively when I’m stacking might otherwise I use it for the active.

Invocation- Cruel Repercussion is fine as is because it is a great contender with cleansing channel. If it got nerfed then it wouldn’t be used as much and ppl would just take the extra condi removal over it. Equilibrium should be reversed . It should do dmg if you have low energy and heal if you have more.

Revenant is a really fun class to play. It should reward active players and punish stiff players. Which it does really well currently. Once more and more people get familiar with what the Revenant does I think we will be seen as a very hard to play/master class.

Also I didn’t play Ventari at all so I didn’t provide anything on that. Hope next beta is soon because I want to play Revenant so badly >.>

bwe3 bug unrelenting assault weapon swap

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Posted by: Mosharn.8357

Mosharn.8357

The real question is can you switch to staff or hammer ect and get 2 new sigils mid cast of sword 3 because at that point you could get air/fire procs with the first set and use a weapon swap of hydro+leech to spike as well.

You can. I tested procing second weapon sigils while in UA. It doesn’t stop the skill so any sigils on the other weapon work if you switch to that weapon mid UA. Its most likely a bug and I really hope it is because then there will be more pointless QQ from random players.

I tested it out with on hit sigils and weapon swap sigils. Both worked. For example Hydro would go off if switched and actually do damage mid UA.

Middle ground suggestion, Unyielding Anguish.

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Mosharn.8357

Fear would be best as it would make more use of the overall theme of Mallyx(Torment) Make it apply fear on landing and then the field can apply torment to anyone that touches it after.

Where is the WvW class balance?

in Guild Wars 2: Heart of Thorns

Posted by: Mosharn.8357

Mosharn.8357

there has never ever been one, since game release..

if we ever wanted to put some serious Game Balance into WvW, Anet would have to do finalyl all these things:

1) Remove Food and Nourishments completely from WvW. The only Buff Effects players should get from WvW is from Shrines, Claim Buffs, WvW Traits and WvW Equipment Upgrades
2) Nerf Conditions back to their original role of being focused CONTROL GAMEPLAY and not this power creeping competitive antagonist of a Damage Role for what is mainly Direct Damage responsible for and not Conditions.
Condition Damage should NEVER rival to even overshadow significantly direct damage at all. Conditions should just be for what Conditions are mainly meant and designed for – Control and suplementary damage. For that ever to happen would have Anet finalyl to completely redesign and rebalance all Boons, all Conditions, the Base health of all Classes invidually and redesign the Stats better so that actually defensive Attributes DO MATTER and not just only the offensive ones
3) ANet would have to split up Supply into more needed Ressources for which players in WvW have to split up more to decrease the size of Zergs, so that people will make more smaller Mini zergs, instead of like 2-3 Mega Zergs only.
Its just strategetically very importan,t that Supply gets finalyl split up into more for the game important multiple ressources that players need to constantly collect to be able to fight together as efficiently as possible. If everyone just needs always only Supply, that makes things way too easy and simple. A tad more complexity absolutely wouldnt hurt WvW and would absolutely help in balancign WvW and slowing zergs more down, if they don’t actually do something constantly for all of their required ressources
4) Anet needs to add finally class specific WvW traits to give all classes in WvW better designed ROLES, stuff for that each class is special for WvW, as that would also help in balancing WvW in overall and make WvW more interesting also to play it with more, than just only 1 Class.

I disagree with removing food. Everyone has access to it and it opens A LOT of builds that otherwise aren’t as viable without extra stats. This way it keeps fighting new people fresh and you don’t see the same meta or ‘’good stuff’’ builds that frequently.

As for conditions, I really wish they would introduce a second stat that is needed for conditions to be effective. Duration can be ignored in todays condi meta because there are so many sources of applying conditions rapidly with little to no effort. A second stat is really much so needed. Condi builds can just stack insane amounts of defensive stats while still tearing people apart. Power builds have to utilize 3 stats and hybrid power builds need to utilize 5 stats. Condi builds just need condi and the rest of the stats are a bonus.

Maybe they could tone down condi dmg and have critical or ’’grievous’’ condition ticks that rely on ferocity for dmg increase.

Unrelenting Assault

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Posted by: Mosharn.8357

Mosharn.8357

Leave the shadows and join the mists.

Profession Difficulty

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Posted by: Mosharn.8357

Mosharn.8357

Hardest to learn: Mesmer, engi, thief, ele(not cele ele plz)
Hardest to master: Mesmer

Easiest to learn but hard to master: Warrior, thief
Easiest to play and master: Guardian, necro, ranger

Thats how it was for me since I started playing 3 years ago.

rate the spec

in Guild Wars 2: Heart of Thorns

Posted by: Mosharn.8357

Mosharn.8357

1. Chronomancer
2. Reaper
3. Hearld
4. Daredevil
5. Berserker
6. Dragonhunter
7. Tempest

Reapers and chronos are so evil

Where is the WvW class balance?

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Mosharn.8357

I actually like the dps increases. No one wants to fight for 20 mins because everyone is tanky. This makes the game way more active and forces bad players to learn to dodge and use their skills with thought behind it.

Every class can hit hard and every class can counter. Its fair game and keeps the game active. Please no one wants another wow type combat game where a fight lasts forever.

Gw2 was about fast counters and reacting to your opponent. Then the game overall got so defensive that people could make so many mistakes and still win due to their insane defensive stats. Before a full zerk player would be a joke to a hybrid/tank player because they can just outlast and not worry too much about mistakes. Now it all matters and every mistake can be horribly punished by good players.

I think this is the right direction for combat in gw2. It should be more active and promote skill/players reaction to skills. The game gives you plenty of tools to survive when played actively.

Just being a full tank and going out to pvp/wvw and making tons of mistakes while still being able to win is pretty kitten dumb. You should be punished for mistakes. Full defensive stats shouldn’t be a crutch for lazy players to hide behind.

Making full rounded out builds that rely on stats evenly are a good direction for the game.

But in the end of the day this is all my opinion. It keeps the game fun and active. Which is a great thing for the game and its combat style.

Berserker Changes for BWE3

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Mosharn.8357

we can trait for immobilize already. Rupturing blow was useful for area control and spacing, offence and defense, taking a rick leaping into an area just to immobilize is weak!! the damage was fine

Rupturing Smash has a significantly higher target cap than Earthshaker which is why we limited the immobilize duration. Each portion of the cascade strike can hit 3 targets, and there are 5 strikes per wave (minus a few where they would otherwise overlap) and 5 waves. I’m actually still worried this one might be too strong.

For giving up an aoe stun, I think its fine the way it is now.

The UA change

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Posted by: Mosharn.8357

Mosharn.8357

Why would you use UA skill off cooldown anyway. I barely used it every 20 seconds.

Mallyx is still good for PvP along with Jalis and Shiro. Don’t be so dramatic. This is turning in to the ranger forum – the way everyone’s saying: “Poor us. Life is so unfair”.

this man speaks sense. although I don’t agree with the malyx changes and feel it takes a lot of flavour away from the class, it’s still beta. if it’s weak in pvp, it will be buffed. Trust in Roy.

don’t become dirty Rangers QQing 24/7

Funny seeing people say this to people as if there wasnt a 3 year history of them doing this to a few classes regarding pvp….

In the case of UA, I don’t see much of an impact to it from the additional 2s cooldown. The utility from this skill is in such a way that I don’t want to be spamming this skill when it’s off cooldown anyway. A 10% damage reduction would fix the players’ problem with the skill rather than the issue with the skill itself. It’s a new skill, and it seems like a majority of the player base doesn’t know how to react properly against the attack is why they feel like it’s too strong atm.

Most of the outcrys against UA are from people doing 1v1ns with Revenant. The game has never been balanced around 1v1ns. So if the damage was nerfed on it from what it is now then it would do close to nothing in group fights and it would be pretty useless in pve.

Also you said people don’t know how to react to it yet. Which doesn’t give it a valid reason to be nerfed. Once people know what it does and how easily they can counter it then it will severely impact the skill. Any nerfs to its dmg or anything else now will offset it horribly.

Its fine as is. If you nerf it further it wont be used offensively at all. It will also become useless in pve.

As for other posters in this thread.
We have 10 weapon skills and 10 utility skills. You shouldn’t be only hitting UA over and over. Stop putting all your focus into one skill. There is no need to further nerf it. Its fine at 12 seconds.

Upcoming Revenant changes for BWE3

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Posted by: Mosharn.8357

Mosharn.8357

- Skill that removes all boons on Mallyx and sends their inverse condition to all enemies within a radius (a true corruption, using his own boons rather than theirs)…I like this one as it seems a very demon-y thing to do “bah, I don’t need boons, but I can corrupt them into a weapon (evil laugh)!”

Immagine the sinergy with Glint wink wink

That is one main reason I suggested it. I was trying to think of a synergetic relationship that would be with traits other legends, and other players. It also, in my mind, plays to the attitude Mallyx seems to have towards the Revenant that summons him…disdain. So, by removing the helpful boons to the Revenant and channeling that as a weapon to enemies the flavor seems to be there too. If this were part of the EtD skill, we would welcome all those boon sharing classes to help us deal big pain to enemies.

Have EtD apply random boons at intervals of 1s. The boons stay for 1-2s and their counterpart condition is applied to the enemy. This way it can have a wide array of condition application along with the torment/10% at the current upkeep cost.

Just an idea not sure how it would work out.

Upcoming Revenant changes for BWE3

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Mosharn.8357

Unrelenting Assault is bugged so if the rev uses it and someone teleports/charges away from them it still follows them no matter the distance they go. Please fix this its ridiculous.

Working as intended. Its what lets us stick and do our job to runners. We’re meant to catch and finish escaping targets in team fights. That’s the whole theme of Shiro/sword.

bwe3 bug unrelenting assault weapon swap

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Mosharn.8357

I canceled it somehow last beta. Going to try and see the most accurate way to cancel it consistently because it can leave an enemy pretty open to a big hit if they aren’t keeping an eye on you within UA.

Unwanted Nerfs Killing The Rev (Condi Bunker)

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Mosharn.8357

I am pretty sad for the protection trait being removed all together since it was pretty helpful.

Other than that there are a lot of grand master traits that still are very weak. I wonder why Roy didn’t look into those :/

The UA change

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Posted by: Mosharn.8357

Mosharn.8357

It’s only…. two seconds…
You want it to do practically nothing when you hit the key during a team fight for it being a 10s CD or wut?

I used sword 2 a lot but after finding out it was a bit buggy with its range I only used it after finishing a UA to be stuck to the target and not letting them escape. As for shield 4/5 them combined pretty much give you a third heal.

UA being used every 10 seconds kind of carried bad revenants to new places and wasn’t really a fun deal. This way you actually have to think when you want to use it instead of just hitting it whenever.

Also sword auto hits pretty kitten hard.

Now we literaly can't manage condis

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Mosharn.8357

We still have resistance dude. We only lost the copy condition part but other than that Mallyx is how it was before. Mallyx still manages conditions the way it did before but now you cant send conditions that you have on you back out. Mallyx gained a lot for losing the condition copy it had going for it.

Upcoming Revenant changes for BWE3

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Posted by: Mosharn.8357

Mosharn.8357

I wanna ask a few questions about a couple of things about Revenant for next bw.
First of all, the staff skills #4 and 5 cooldowns seem too high compared to other weapons and I wanna know if there’s any attention going on that and if it’s going to be changed.

Secondly, concerning the sword auto-attack, I have to say the animations are way too messy it just looks akward and the projectile part doesn’t work too well because it can be obstructed or even reflected, preventing the revenant from applying any pressure in such a situation and limiting him to sword #3 only.
If the projectile stays I think it should become unblockable, same applying to Shiro’s heal and Jalis’ taunt. But if you do plan to keep it as is how about making it like the recent addition to mesmer shield #5 that will “attempt to bounce back if it hits a wall”?

Thirdly, now that sword #3 is fixed will it track opponents in stealth? Also, were the hammer terrain issues fixed?

Lastly, I think two traits for sword in the adept slot are unnecessary and should be merged, moving dismantle fortifications into the adept slot and making room for a a new GM trait.
p.s. Could Chaotic Release get a cooldown reduction? it feels too high for what it does right now.

The staff 4 and 5 have high cooldowns because of the utility and usage of them.
Staff 4 gives a small heal of 1,295 with no added healing power and removes two conditions. Which is our big weakness overall so its pretty huge to have that and seems very justified on the 15s CD.

Staff kittens like a truck if you manage to land most of it, evades, knockbacks 8 times, and is a mobility skill. So that long CD of 20s is VERY MUCH SO NEEDED. The skill would be overboard and would need to lose stuff if you want the CD lowered.

Both staff skills are fine as they are now.

As for sword auto It suffers from the same deal guardian sword auto suffers(unless they patched guardian auto 3 actually hitting on stuff it completely missed on before). I would really love it if sword auto two can be fixed to not be a projectile.
As for Sword 3(Unrelenting Assault) should not be hitting stuff in stealth just like before because if it did then that would be broken.

I do wish the hammer issues get fixed though because the 2 and 3 are heavily impacted by elevation.

(edited by Mosharn.8357)

Upcoming Revenant changes for BWE3

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Posted by: Mosharn.8357

Mosharn.8357

  • Since corruption and mallyx is all about being the master of torment and being pushed more that route, I’m playing around with an idea I wanted to run by all of you. Torment is less valued in stationary fights due to the way torment functions. Since torment is the main damaging condition for Revenant, I’ve been thinking about adding functionality to a trait or maybe changing the minor 2 in corruption to increase the base damage torment does while not moving while not increasing the while moving damage to help it become more of a viable option in all areas of the game. What do you all think?

I’m a little confused on the torment suggestion. Will the trait do more damage to stationary targets and less to targets on the move or will it do more damage to stationary and keep its current damage on moving targets the same?

Also you want to remove opportune extraction completely for the new idea you have?
Someone might have already asked this but I just wanted to make sure.

Suggestion for Crystal Hibernation rooting

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Posted by: Mosharn.8357

Mosharn.8357

While it does roots you, it is a long block that also heals you for a large amount. Basically like some of our lower heal skills right now. If you could move while using this skill it’s power would need to be brought down a lot.

It’s a 3 second block with a heal that also roots you currently. When you look at the other alternatives:

Staff: Warding Rift: 2s block – 10 cost, 10 recast – mobile.
OH Sword: Duelist’s Preperation: 2s block – 10 cost, 12 recast – mobile

So really, adding a second of extra block and a heal on it is nice and all, there’s already cheaper and faster CD blocks on other weapons that give us more total block up time and are already mobile. Considering the increased cost and cool down, really isn’t that far fetched or that much out of balance. The root just isn’t justified and goes against the entire principle of the game of avoiding mechanics through mobility.

Shield 5 can heal you for 4k if I remember. That is like a 3rd heal almost lol so I have to say its balanced.

We still haven't had a final word on racials

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Posted by: Mosharn.8357

Mosharn.8357

  • Option 1: Save the elite skills for a future specialization: Dervish Elementalist (Longbow). Based on elemental transforms, each god would fill one specific element: Balthazar for fire, Grenth for water, Dwayna for air, Melandru for earth, Kormir for healing, Lyssa for arcane.

TBH I think a bow ele should be called a BowMage. Come on man! BOWMAGE!

Slapping Dervish on everything seems unimaginative >.>

Upcoming Revenant changes for BWE3

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Mosharn.8357

After reading through out the whole tread I have to agree with people on Mallyx. It seems Mallyx pretty much lost everything it was known for. The fun and uniqueness factor seem to have been completely gone

Also the only CD change I don’t agree with is for Unyielding Anguish. The Jade Winds change seems acceptable since its an elite but Unyielding Anguish is a utility that costs 35 energy. If it is spammed then you are basically killing your selves and we need that double edged sword. Adds more thinking to skill usage.

The Unrelenting Assault CD increase is justified since 10 was low and 12 bring it more in line and still keep its power in pve.

As for people saying why CD and energy. A lot of skills still don’t have CD and the ones that got changed had great reasons(except Unyielding Anguish) Jade Winds is basically to protect you from your self and lets face it two Jade Winds back to back aren’t really needed unless you’re trolling. UA 2s CD increase was needed. We also got a lot CD reductions. I think we are fine with CDs now. If anything got CD increase then we will have a valid reason to argue against that.

I disagree with the added cooldowns because I think players should be able to make their own choices with those skills. And using Jade Winds twice can be really useful. Imagine in a sPvP 5v5 and the rev decides to use all his energy to stun the enemies for a long time while his allies go to town. Sure, the rev is limited in what he can do until his energy regenerates but he made the conscious decision to make a play that may reward them.

a 6 second stun doesn’t seem like skillful gameplay…
Spamming is never a positive thing for this game and doesn’t promote what the game actually wants you to accomplish. Also you aren’t limited to anything if you used Jade Winds twice. You just switch legends and go to town. Seems pretty cheesy and lame.

Upcoming Revenant changes for BWE3

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Posted by: Mosharn.8357

Mosharn.8357

After reading through out the whole tread I have to agree with people on Mallyx. It seems Mallyx pretty much lost everything it was known for. The fun and uniqueness factor seem to have been completely gone

Also the only CD change I don’t agree with is for Unyielding Anguish. The Jade Winds change seems acceptable since its an elite but Unyielding Anguish is a utility that costs 35 energy. If it is spammed then you are basically killing your selves and we need that double edged sword. Adds more thinking to skill usage.

The Unrelenting Assault CD increase is justified since 10 was low and 12 bring it more in line and still keep its power in pve.

As for people saying why CD and energy. A lot of skills still don’t have CD and the ones that got changed had great reasons(except Unyielding Anguish) Jade Winds is basically to protect you from your self and lets face it two Jade Winds back to back aren’t really needed unless you’re trolling. UA 2s CD increase was needed. We also got a lot CD reductions. I think we are fine with CDs now. If anything got CD increase then we will have a valid reason to argue against that.

Upcoming Revenant changes for BWE3

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Posted by: Mosharn.8357

Mosharn.8357

Can we now address the elephant in the room? Conditions.

With Mallyx being a portion of what it was before, how does Revenant reliably deal with conditions on self? I’m speaking totally from a PvP (and pseudo-solo WvW) play-style perspective.

Claiming that the Revenant needs “some weakness” means it will fall into the launched version of Warrior where it is totally owned and massacred by any opponent condition-heavy build (before Warrior received mega-buffs). Giving Staff a mobile condition cleanse (still at 15 cooldown) is only a small step towards fixing the underlying issue now that weapon autoattacks spam conditions.

As is, how can Revenant be useable in PvP with a condition heavy meta? Do not point to Ventari/Centaur stance and expect every Revenant to play support unless you go the way of the Herald line and give every specialized trait line a bonus F2, F3, F4 skill that supports the mechanics of Revenant when not in that particular legendary stance.

I think we just need some abilities that give us condi cleanse to be a bit stronger and adding a touch of condi cleanse to some skills. Nothing to major as we still need to be weak against something but at the same time not flat out horrible against.

IMO, the trait Cleansing Channel in the Invocation line should be buffed to remove two conditions instead of one. I also feel like the trait Assassins Annihilation should remove one condition every 10 seconds if you successfully siphon health from an enemy. This would make Assassins Annihilation feel more like a grand master trait. It will also give you a REAL choice between picking from all of the grand master traits in the Devestation line. Instead of everyone picking swift termination all the time because the other two feel really underwhelming. This will also give Shiro better access to a hp threatening condition while being within his ’’theme’’.

Hardening persistence in the Herald line could get a condition removal every second or third tick while a upkeep skill is being maintained. Then it could be moved to master tier and bolster fortification can be moved to adept since it doesn’t seem much like a master tier trait.

Just some ideas/suggestions without giving us insane access to condition removal. We can still have a bit of access here and there while still retaining our big weakness to being condition bombed.

Upcoming Revenant changes for BWE3

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Posted by: Mosharn.8357

Mosharn.8357

There are a lot of great changes here but like most people have been saying, we lost a lot of unique stuff.

Thank you for the dodge FX! That’s freaking awesome!

Downed
Yes it was very buggy but we lost that uniqueness. Would there be a way to make it only stick to a certain range? For example, it would never teleport the target to a range closer than 300. So it would do its job and still work as intended?

Sword
Thanks for the add to precision Strike but was the projectile tested? Because it seemed very buggy and would miss even within its range indicators.
I totally agree with the Unrelenting Assault change. It was a good change because 10s was pretty low for a skill that gives you access to an evade. Sure it can be countered easily but it was just up too quick and this way we can manage our energy better and be less spammy. So overall its a great change!

Staff
Awesome changes here! Thank you so much Roy! These were very much so needed because staff is all about countering and being able to stay on the move.

Shield
Although the breaker bar was buggy I think it should have received more work to make it work as intended because it was really unique to us!
Also as someone said, Envoy of Exuberance could be a blast finisher since we lack those.

Jade Winds
I don’t know why people are against this change. It just prevents you from destroying all your energy so its just seen as a helpful thing in my eyes for new players. Besides there’s no reason you should have to use Jade Winds twice any ways >.>

Ventari
I didn’t get time to try any Ventari stuff but looking at other peoples reply’s this seems like a very welcoming change for the stance.

Mallyx
Really lost pretty much all of its things. Its fun factor and uniqueness are gone with these changes.

Jalis
Thank for this change! It was much needed as it felt pretty hefty. I also think the CD increase is very justified because it could be really bad if spammed on an enemy and wouldn’t promote any skillful gameplay. So great change here!

Herald
Some more great changes here and gives support Revenants a better might gen which overall is a very great change!

Corruption
I remember someone replayed to my feed back thread with a very understandable change to Pulsating Pestilence. Since the changes to Mallyx this trait would sort of not make sense since we lost the condition management.

But the change that was suggested by nearlight:
“It should only trigger at a condition threshold of 3 or more conditions and then have a 100% chance to trigger at or above that threshold. It’s cooldown can be slightly raised accordingly to 20 seconds or so, but that’s the only way to make this trait GM worthy and reliable.’’

As for the changes to Replenishing Despair and Venom Enchantment are great! The felt like they had zero impact before but now the traits look good. The heal would be 129 per second of receiving conditions. Which doesn’t seem bad but I think it should work better with healing power now(unless I’m mistaken) The change to Venom Enchantment but it seems better than pulsating pestilence since pestilence seems really weak now. Maybe they could switch places on the trait line unless pestilence is changed into something more reliable.

Devastation
Good changes here that just keep things in line.

Retribution
The loss of having protection on CC seems like a big hit. Eye for an Eye is a kitten CD so it seems kinda weird to have these two traits combined. As for Dwarven Battle Training, the weakness proc seems okay but since its combined with the second part of the make it seem more worthwhile. Would be nice if the weakness proc chance was a bit higher but doesn’t seem too bad. Guess we will know in BWE3.

Overall a lot of these changes were very needed and should be welcomed by players. A lot of people don’t realize what we will have to deal with once Revenants become more common. So these changes make a lot of sense if you think about it in that way. I don’t like how we lost some unique stuff to Mallyx and the breaker bar being removed completely instead of being fixed. Other than that it should be fun testing more of this next BWE.

(Hopefully I can get my PC back up and running by then)

(edited by Mosharn.8357)

hybrid revenant in BW2

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Posted by: Mosharn.8357

Mosharn.8357

Your direct dmg is going to be very low so it looks more like a condi build than a hybrid. You will hit around 1-2ks with sword I think and the majority of your damage is from conditions. But it looks good since you can use sword to stack might then switch over to mace/axe for condi burst.

I don’t know personally how it would do in direct dmg but on paper it leans a lot over to mainly being a usual condi tank.

Hammer still feels too slow and/or weak

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Posted by: Mosharn.8357

Mosharn.8357

Hammer is fine imo because you can really ramp up its dmg by combing it with the other 4 skills it has.

I only use hammer in wvw when enemies are grouped up because it can hit really really hard at max range with the 2 skill.

Revenant WvW roaming videos + feedback on Rev

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Mosharn.8357

I agree with the poison trait as the only thing we can apply poison with is mace auto. Mallyx is the only answer we mainly have to condis so I think its balanced. Outside of Mallyx our condi clear is below average which is fine. I believe guard/ele/war/ranger are the ones that have no boon removal so that is fine as well.

For Jalis the only issue I have is with the taunt being 50 energy. 40 seems reasonable to me and can’t really be spammed and still leaves you with something to defend your self if needed.

I agree with the hammer 2 stuff for wvw ONLY. In pvp its fine as is.

Staff 4 animation should be changed to warrior banner 3 because being stuck in place for what you get seems bad.
Jade winds is pretty balanced. Has a long enough cast time with a very obvious animation. The cost is high as well and you are often forced to switch legends if you miss it.

Unrelenting assault is only good in 1v1. Outside of that it’s used defensively for the evade, might, and the dps spread. If you move dmg to the last hit like Hundred Blades than most people wont bother doing anything until the last hit. You will only end up making the skill some what worth in 1v1 except the person just has to dodge the last hit. In group play the main target will be the only one needing to dodge the last hit. While everyone else can just walk around getting tickled.

You can’t make it into a hundred blades type of deal because HB can cleave 5 people for a lot of damage. Where as UA bounces around target to target. It will become only used for the evade/might stack if what you purpose goes through. A lot of people don’t know how easily they can use UA to their advantage to make life hell for the Revenant. So I feel that UA is in a good spot now and any dmg modifying changes will make it sub-par. You can heavily negate UA’s dmg if you have a second target-able pet/summon/person near you.

It has many counters and I don’t think it should be balanced around 1v1s because nothing in this game is balanced around 1v1s.

Most annoying GW2 sounds

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Posted by: Mosharn.8357

Mosharn.8357

New horn sounds like farts. Please fix