Showing Posts For Nemitri.8172:

"Outfits are easier to make than armor"

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Posted by: Nemitri.8172

Nemitri.8172

Seriously, go take a look at this outfit! it could have been a new armor! (Granted, another stinking trench coat, but still, could have been an armor).

And this is not the first one either, the elite sniper I believe it’s called, could easily be a new medium armor!

This “outfit” could have been made available to each and every armor weight as a normal armor and people wouldn’t complain so much!

I miss fashion wars 2, it was my endgame I love mixing and matching armors, but you guys just keep making so stale. Now we have a bunch of people all looking the same, bah!

[Suggestions] Future Elite Specializations

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Posted by: Nemitri.8172

Nemitri.8172

Specialization Utilities: Trick

Heal Skill:
Bolster Illusions – Heals the mesmer for ~5,000 hp (1.0 healing power coefficient) and heals all illusions for the same amount (even the master clone), in addition, for the next 10 seconds, any illusion hit that connect hits heals the mesmer for 100 (.01 healing power coefficient) hit points. Cooldown: 20 seconds, Cast Time: 1 second

Utility #1:
Phantasmal Web – Summons an illusory web in a cone in front of the master illusionist, this phantasmal web immobilizes up to 5 targets for up to 5 seconds, but the master illusionist must channel this ability for the entire duration, or the effect ends. Range: 900, Cooldown: 20 seconds. Channel Time: 5 seconds

Utility #2:
Phantasmal Army – Summons 2 random phantasms from every possible phantasm the master illusionist is able to use from any of his/her skills (Phantasmagoria summons a third random phantasm). Cast Time: 1 second, Cooldown: 60 seconds, Range: 900

Utility #3:
Illusions of Grandeur – Converts all unique boons on the current targeted enemy into 2 stacks of confusion for 10 seconds based on the number of boon types converted. Range: 1200, Cooldown: 45 seconds, Cast Time: 1 second.

Utility #4:
Soothing Images – Creates an illusion over a target foe, lowering its will to fight and illuminating it. Inflicts 5 seconds of weakness, 5 seconds of tranquility (New condition: Cannot critical hit) and 5 seconds of revealed. Cooldown: 30 seconds, Cast Time: Instant (Stun Breaker) Range: 1200.

Elite:
Switcheroo – The master illusionist and an enemy target currently selected by the player swap positions. The switched target is stunned for 2 seconds. (Has a really big tell to warn the target, Defiant foes take 300 additional breakbar damage instead of swapping positions). Range: 1200 Cast Time: 2 seconds, Cooldown: 90 seconds

New Trait Line:
Minor #1: Master Illusionist
Unlocks pistol mainhand, +1 Illusion limit, and the changed F1,F2, F3 and F4 abilities.

Minor #2: Reinforced Phantasms
Phantasm have 25% bonus hit points.

Minor #3: Illusionary Shards
Whenever an illusion is destroyed or is dismissed due to the maximum number reached, deal ~300 damage and inflict 1 stack of confusion for 3 seconds around the illusion destroyed.

Adept Option #1: Pistollusionero
Pistol skills recharge .5% faster for each hit dealt from pistol-summoned illusions.
Adept Option #2: Trickster’s Boon
Trick utility skills recharge 20% faster, whenever you use an utility skill, reduce the cooldown of illusion-summoning skills by 1 second.
Adept Option #3: Phantasmal Force
You and your phantasms deal 5% increased damage.

Master Option #1: Vicarious Interrupts
Gain 1,000 hit points (.10 heal coefficient) each time you interrupt a foe.
Master Option #2: Imagined Burden
Whenever you become the target of a movement-impairing condition (Cripple, chill, immobilized) remove that effect, gain super speed for 5 seconds and become immune to movement-impairing conditions for the duration. When the duration expires you will move 33% slower for 5 seconds. (30 seconds internal cooldown)
Master Option #3: Pain and Gain
Pistol autoattacks inflict 2 stacks of confusion for 1 second.
Whenever you inflict confusion, apply 2 torment stacks for 5 seconds (this has an internal cooldown of 8 seconds)

Grandmaster Option #1: Phantasmagoria
Creates an additional phantasm of the same type when summoning a phantasm. 30 seconds internal cooldown
Grandmaster Option #2: Infused Illusions
If You are under 75% or lower summoning an illusion gives you and the illusion protection for 5 seconds and heals you and all of your illusions for 3,000 (.10 heal coefficient) hit points. 30 seconds internal cooldown.
Grandmaster Option #3: Soothing Escape
Whenever you come under the effects of a crowd control effect, cast Soothing Images on that foe. (this effect has a 30 seconds internal cooldown).
Whenever you apply tranquility to a foe, apply 5 stacks of vulnerability for 8 seconds.

[Suggestions] Future Elite Specializations

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Posted by: Nemitri.8172

Nemitri.8172

Mesmer Elite Specialization:

The Master Illusionist
The Master Illusionist focus on empowering all illusions, especially phantasm, pushing the limits of what can be done with them.

Specialization Weapon Unlocked: Main-hand Pistol

Pistol Skill #1:
Repeated Volley (Autoattack)
– Fires 3 consecutive shots, the first shot has a bonus 10% critical strike chance , the second shot has a bonus 20% critical strike chance, and the final shot always critically hits. Range: 900, 20% Projectile Finisher.

Pistol Skill #2:
Soothing Bullet
– Fires a shot at the currently selected target that deals damage and inflicts 5 seconds of tranquility (New condition: Cannot critical strike), it then creates a clone that uses repeated volley once every 6 seconds. Pierces, Cooldown 10 seconds, Range: 900 Cast Time: 1 second

Pistol Skill#3:
Chaos Shot
– Fires bullets in a wide cone in front of the master illusionist dealing moderate damage and the targets receive one of the following effects chosen at random, individual targets could receive different conditions:

  • Slowed for 3 seconds.
  • Crippled for 4 seconds.
  • 3 stacks of confusion for 10 seconds.
  • 1 second stun.
    Targets: 5, Arc: 135, Cooldown: 20 seconds, Range: 900, Cast Time: .75 seconds

Specialization Class Feature:
+1 Illusion Capacity: Increases the number of clones and phantasms a master illusionist can have by one.

F1 Changes: Phantasmal Assaulter
This skill no longer shatters all illusions, but instead summons 1 phantasm based on the current main hand weapon. Inherits all traits and effect that affect shattering, they trigger when and at where the phantasm is summoned. Cooldown: 20, Cast Time: 1 second.

  • Sword: Phantasmal Swordsman
  • Pistol: Phantasmal Duelist
  • Scepter: Phantasmal Mage
  • Greatsword: Phantasmal Berserker
  • Staff: Illusionary Warlock

F2 Changes: Phantasmal Mesmerizer
This skill no longer shatters all illusions, but instead creates 1 phantasm that shoots a projectile that confuses 1 foe (range: 1200), inflicting 3 stacks of confusion for 4 seconds the phantasm attacks once every 6 seconds. Inherits all traits and effect that affect shattering, they trigger when and at where the phantasm is summoned. Cooldown 25, Cast Time: 1 second.

F3 Changes: Phantasmal Interruptor
This skill no longer shatters all illusions, but instead creates 1 phantasm that dazes your target for 1 second, the illusion attacks once every 10 seconds. Inherits all traits and effect that affect shattering, they trigger when and at where the phantasm is summoned.. Cooldown: 40, Cast Time: 1 second.

F4 Changes: Simulacrum
Shatters all illusions and summons a master clone. The master clone lasts for 3 seconds per illusion shattered (plus 3 more for the master illusionist). Gain distortion for 1 second. The master illusionist and the master clone shuffle their position randomly under a concealing effect (and thus confusing enemies as to who the real master illusionist is), and are always adjacent to each other. The master clone mimics all actions used by the master illusionist (Including swapping weapons, but not the heal, utility or elite skills, although it does mimic the animations to keep secret who the real master illusionist is), has all attributes and traits bonuses and deals the same damage as the master illusionist, independent boons (and conditions) as the master illusionist, and the master clone never counts as a minion for the purposes of boon or conditions over the master clone, although the master illusionist and the master clone have separate hit point pools. The master clone doesn’t count as one of your illusions for the purpose of determining how many illusions you can currently control. Can only have 1 master clone at a time, any clone and/or phantasm the master clone use fall under the master illusionist’s control.
Cooldown: 60 seconds Cast Time: Instant

Keep getting Error report in trying to log in

in Bugs: Game, Forum, Website

Posted by: Nemitri.8172

Nemitri.8172

Having the same issues, I was playing and everything was nice, had to go afk, new patch hit, got disconnected, now I can only log in to the character select screen, after waiting for a while, screen goes black and cant connect/get kicked out back to client.

Xera's mask

in Guild Wars 2 Discussion

Posted by: Nemitri.8172

Nemitri.8172

I bought the skin, I thought it has a cool design, but it has one problem, the red parts can’t be dyed out, could you please add a channel so we can recolor it? It seriously diminishes the possible combinations of this nice mask!

Suggestion: Sylvari cultural armor/skin color

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Posted by: Nemitri.8172

Nemitri.8172

One of the reasons I stopped using Silvary racial armor, I really hate how my character uses its skin color for the armor bleh! It even happens with the twilight armor one, funny thing is, other races can use the TA armor, yet they don’t use the skin color

is toughness gear really worth using?

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Posted by: Nemitri.8172

Nemitri.8172

I use a full cavalier armor/trinkets (with scholar runes) with valkyrie weps on my Reaper, since I can get 100% crit chance via traits, so I hit somewhat hard and take less damage, compared to a full berserker I have like 300 less power, but my armor is around 3100ish, with a 22k hp pool and “rise” can lerroy miself in to melee and survive, then add deathshroud coupled with warhorn #5 for crazy life force regen and you have a nasty bruiser for pve maps.

[Suggestions] Future Elite Specializations

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Posted by: Nemitri.8172

Nemitri.8172

Thief Elite Specialization:

The Sniper

The Sniper has learned how to use a rifle to deadly effect, gaining new tricks to add to his/her kitten nal of murder. Gain stances which have powerful effects but with a hefty penalty to counter their effectiveness.

Specialization Weapon Unlocked: Rifle

Stealth Skill Attack: Snipe
Focus your attention for a few seconds, then unleash a devastating long-ranged attack, has a 50% increased critical strike chance. Range: 2500, Cast Time: 2 seconds.

Rifle Skill #1:
Singled Shot (Autoattack) – Fires a shot from your rifle, has a 20% chance of applying one of the following conditions (determined at random):
- Cripple for 2 seconds.
- Weakness for 2 seconds.
- 3 Stacks of Vulnerability for 6 seconds.
- Immobilized for 1 second.
- Dazed for .75 seconds
Cast Time: 1 second, Range: 1200, 20% projectile finisher.

Rifle Skill #2:
Scatter Shot – Shoots targets in a cone, similar to guardian’s staff wave of wrath. Range: 600, Initiative cost: 1, targets: 5, Cast Time: .75 seconds.

Rifle Skill #3:
Duck and cover – Evades attacks for .50 seconds and gain swiftness for 2 seconds. Initiative cost: 3. Cast Time: Instant

Rifle Skill #4:
Tracking Mark – Fires a shot from the rifle that deals low damage, and places a mark on a target for 3 seconds, while a target is marked it cannot stealth (gains the revealed debuff) and it takes 5% extra physical damage from all sources (Tracking mark doesn’t stack with itself or other snipers). Range: 1200, Initiative Cost: 4, Cast time: .50 seconds. Projectile finisher

Rifle Skill #5:
Sniper Leap – Leaps high into the air and lands on the target area while shooting the area where the sniper was located. Targets: 5, Range: 600, Initiative cost: 5, Evade: 1 second. Leap Finisher.

Specialization Class Feature:

Modified F1 (Steal): Must be used in close range now but has the same functionality, except you shadowstep 1200 away from the target. Cast Range: 130

New F3 Ability: Summon Distraction

Summons a decoy at a target location and you gain stealth for 3 seconds, this decoy behaves like a mesmer clone, except it has your current hit points, and same maximum hit points, unlike mesmer clones, this doesn’t require a target and persist until destroyed or the duration expires and takes the same damage the sniper would take. The clone uses the first ability of your currently equipped weapon, except it deals no damage. Lasts for 5 seconds. Can be used while stealthed without being revealed. Cast Time: .75 seconds, Range: 1200, Cooldown 30 seconds.

Specialization Utilities: Stances
All stances are instantly activated, some stances have a cast time period in order to turn them off.

Heal Skill:
Regenerating Stance – Rapidly heal 850 hit points (.20 heal coefficient) every second but you deal 33% less physical and condition damage while this stance is on. This stance can be on for a maximum of 20 seconds. Cast Time: Instant, Cooldown after toggled off: 15seconds.

Utility #1:
Reckless Stance – While this stance is toggled on your attacks always deliver a critical hit, but any attacks made against you also result in a critical hit and you take 50% more damage from damaging conditions. Can be toggled off. Toggle Off cast time: .75 seconds, Cooldown after toggled off: 10 seconds.

Utility #2:
Camouflage – Gain 1 second of stealth per second but you move 66% slower. If camouflage remains active for at least 5 seconds, your next attack deals 25% more damage. While camouflage is toggled on you lose 2 initiative per second (detoggles if your reach 0 initiative or if you gain the revealed condition). Cooldown after toggled off: 20 seconds.

Utility #3:
Evasive Stance – While this stance is toggled on, you evade all attacks and you lose 4 initiative per second (detoggles if your reach 0 initiative). Prevents capture point contribution, Cooldown after toggled off: 40 seconds.

Utility #4:
Swift Stance – Gain superspeed for as long as this stance is on but you lose 3 initiative per second (detoggles if you reach 0 initiative). Cooldown after toggled off: 25 seconds, Breaks stuns.

Elite:
Murderous Stance – Your physical attacks deal 33% more damage but you can’t move while this stance is toggled on (can still use weapon skills, heals and utility skills that cause you to move/dodge). Cooldown after toggled off: 30 seconds.

New Trait Line:

Minor #1: Sniper
Unlocks rifles, the modified steal and the F3 ability: Summon Distraction.

Minor #2: Last Chance
When you reach 25% of your hitpoints regain 4 initiative. 60 seconds Internal cooldown.

Minor #3: Mender’s Mindset
When you are maintaning the effect of a stance, lose 1 condition once every 3 seconds.

Adept Option #1: My body is ready
You take 10% less damage and condition damage while you have a stance toggled on. Stances recharge 20% faster.

Adept Option #2: Steady Weapon
Deal 3% increased damage with physical attacks while not moving.
Deal 2% increased damage with physical attacks while you have full endurance.

Adept Option #3: Sniper’s Resolve
Remove 2 conditions from yourself when hit by a critical strike. 10 seconds internal cooldown.

Master Option #1: Initial Stance
When you activate a stance regain 1 initiative. 5 seconds internal cooldown.

Master Option #2: Vigilant Tactics
You and 4 allies within 600 range of you deal 5% bonus physical damage while you are using a rifle (Combat only). Rifle skills recharge 20% faster.

Master Option #3: Quick Fingers
Gain quickness for 3 seconds when swapping weapons.

Grandmaster Option #1: Diversionary Tactic
When you activate Summon Distraction completely recharge Steal. Summon Distraction clone now deals 25% of the damage you would deal.

Grandmaster Option #2: Watchful Eye
Your rifle attacks apply 3 seconds of revealed to foes hit (Internal cooldown of 9 seconds to each target hit). Deal 5% bonus damage with physical attacks to revealed targets.

Grandmaster Option #3: Lingering Stance
When you end a stance you and 4 nearby allies within 600 range of you gain a boon:

Regenerative Stance: 10 seconds of regeneration.
Reckless Stance: 5 seconds of fury.
Camouflage: 5 seconds of protection.
Evasive Stance: 5 seconds of vigor.
Swift Stance: 10 seconds of swiftness.
Murderous Stance: 10 stacks of might for 5 seconds.

[Suggestions] Future Elite Specializations

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Posted by: Nemitri.8172

Nemitri.8172

Mesmer Elite Specialization:

The Master Illusionist

The Master Illusionist focus on empowering all illusions, especially phantasm, pushing the limits of what can be done with them.

Specialization Weapon Unlocked: Main-hand Pistol

Pistol Skill #1:
Repeated Volley (Autoattack) – Fires 3 consecutive shots, the first shot has a bonus 10% critical strike chance , the second shot has a bonus 20% critical strike chance, and the final shot always critically hits. Range: 900, 20% Projectile Finisher.

Pistol Skill #2:
Soothing Bullet – Fires a shot at the currently selected target that deals damage and inflicts 5 seconds of tranquility (New condition: Cannot critical strike), it then creates a clone that uses repeated volley once every 6 seconds. Pierces, Cooldown 10 seconds, Range: 900 Cast Time: 1 second

Pistol Skill#3:
Chaos Shot – Fires bullets in a wide cone in front of the master illusionist dealing moderate damage and the targets receive one of the following effects chosen at random, individual targets could receive different conditions:
- Slowed for 3 seconds.
- Crippled for 4 seconds.
- 3 stacks of confusion for 10 seconds.
- 1 second stun.
Targets: 5, Arc: 135, Cooldown: 20 seconds, Range: 900, Cast Time: .75 seconds

Specialization Class Feature:
+1 Illusion Capacity: Increases the number of clones and phantasms a master illusionist can have by one.

F1 Changes: Phantasmal Assaulter
This skill no longer shatters all illusions, but instead summons 1 phantasm based on the current main hand weapon. Inherits all traits and effect that affect shattering, they trigger when and at where the phantasm is summoned. Cooldown: 20, Cast Time: 1 second.
Sword: Phantasmal Swordsman
Pistol: Phantasmal Duelist
Scepter: Phantasmal Mage
Greatsword: Phantasmal Berserker
Staff: Illusionary Warlock

F2 Changes: Phantasmal Mesmerizer
This skill no longer shatters all illusions, but instead creates 1 phantasm that shoots a projectile that confuses 1 foe (range: 1200), inflicting 3 stacks of confusion for 4 seconds the phantasm attacks once every 6 seconds. Inherits all traits and effect that affect shattering, they trigger when and at where the phantasm is summoned. Cooldown 25, Cast Time: 1 second.

F3 Changes: Phantasmal Interrupor
This skill no longer shatters all illusions, but instead creates 1 phantasm that dazes your target for 1 second, the illusion attacks once every 10 seconds. Inherits all traits and effect that affect shattering, they trigger when and at where the phantasm is summoned.. Cooldown: 40, Cast Time: 1 second.

F4 Changes: Simulacrum
Shatters all illusions and summons a master clone. The master clone lasts for 3 seconds per illusion shattered (plus 3 more for the master illusionist). Gain distortion for 1 second. The master illusionist and the master clone shuffle their position randomly under a concealing effect (and thus confusing enemies as to who the real master illusionist is), and are always adjacent to each other. The master clone mimics all actions used by the master illusionist (Including swapping weapons, but not the heal, utility or elite skills, although it does mimic the animations to keep secret who the real master illusionist is), has all attributes and traits bonuses and deals the same damage as the master illusionist, independent boons (and conditions) as the master illusionist, and the master clone never counts as a minion for the purposes of boon or conditions over the master clone, although the master illusionist and the master clone have separate hit point pools. The master clone doesn’t count as one of your illusions for the purpose of determining how many illusions you can currently control. Can only have 1 master clone at a time, any clone and/or phantasm the master clone use fall under the master illusionist’s control.
Cooldown: 60 seconds Cast Time: Instant

Specialization Utilities: Trick

Heal Skill:
Bolster Illusions – Heals the mesmer for ~5,000 hp (1.0 healing power coefficient) and heals all illusions for the same amount (even the master clone), in addition, for the next 10 seconds, any illusion hit that connect heals the mesmer for 100 (.01 healing power coefficient) hit points. Cooldown: 20 seconds, Cast Time: 1 second

Utility #1:
Phantasmal Web – Summons an illusory web in a cone in front of the master illusionist, this phantasmal web immobilizes up to 5 targets for up to 5 seconds, but the master illusionist must channel this ability for the entire duration, or the effect ends. Range: 900, Cooldown: 20 seconds. Channel Time: 5 seconds

Utility #2:
Phantasmal Army – Summons 2 random phantasms from every possible phantasm the master illusionist is able to use from any of his/her skills (Phantasmagoria summons a third random phantasm). Cast Time: 1 second, Cooldown: 60 seconds, Range: 900

Utility #3:
Illusions of Grandeur – Converts all unique boons on the current targeted enemy into 2 stacks of confusion for 10 seconds based on the number of boons converted. Range: 1200, Cooldown: 45 seconds, Cast Time: 1 second.

Utility #4:
Soothing Images – Creates an illusion over a target foe, lowering its will to fight and illuminating it. Inflicts 5 seconds of weakness, 5 seconds of tranquility (New condition: Cannot critical hit) and 5 seconds of revealed. Cooldown: 30 seconds, Cast Time: Instant (Stun Breaker) Range: 1200.

Elite:
Switcheroo – The master illusionist and an enemy target currently selected by the player swap positions. The switched target is stunned for 2 seconds. (Has a really big tell to warn the target, Defiant foes take 300 additional breakbar damage instead of swapping positions). Range: 1200 Cast Time: 2 seconds, Cooldown: 90 seconds

New Trait Line:

Minor #1: Master Illusionist
Unlocks pistol mainhand, +1 Illusion limit, and the changed F1,F2, F3 and F4 abilities.

Minor #2: Reinforced Phantasms
Phantasm have 25% bonus hit points.

Minor #3: Illusionary Shards
Whenever an illusion is destroyed or is dismissed due to the maximum number reached Deal ~300 damage and inflict 1 stack of confusion for 3 seconds.

Adept Option #1: Pistollusionero
Pistol skills recharge .5% faster for each hit dealt from pistol-summoned illusions.

Adept Option #2: Trickster’s Boon
Trick utility skills recharge 20% faster, whenever you use an utility skill, reduce the cooldown of illusion-summoning skills by 1 second.

Adept Option #3: Phantasmal Force
You and your phantasms deal 5% increased damage.

Master Option #1: Vicarious Interrupts
Gain 1,000 hit points (.10 heal coefficient) each time you interrupt a foe.

Master Option #2: Imagined Burden
Whenever you become the target of a movement-impairing condition (Cripple, chill, immobilized) remove that effect, gain super speed for 5 seconds and become immune to movement-impairing conditions for the duration. When the duration expires you will move 33% slower for 5 seconds. (30 seconds internal cooldown)

Master Option #3: Pain and Gain
Pistol autoattacks inflict 2 stacks of confusion for 1 second.
Whenever you inflict confusion, apply 2 torment stacks for 5 seconds (this has an internal cooldown of 8 seconds)

Grandmaster Option #1: Phantasmagoria
Creates an additional phantasm of the same type when summoning a phantasm. 30 seconds internal cooldown

Grandmaster Option #2: Infused Illusions
Summoning an illusion gives you and the illusion protection for 5 seconds and heals you and all of your illusions for 3,000 (.10 heal coefficient) hit points. 30 seconds internal cooldown.

Grandmaster Option #3: Soothing Escape
Whenever you come under the effects of a crowd control effect, cast Soothing Images on that foe. (this effect has a 30 seconds internal cooldown).
Whenever you apply tranquility to a foe, apply 5 stacks of vulnerability for 8 seconds.

(edited by Nemitri.8172)

Terrace Pass Suggestion

in Guild Wars 2 Discussion

Posted by: Nemitri.8172

Nemitri.8172

Hi there, the first time this item was around, I completely ignored it because it was only for one character and I jump around alts a lot. Now that we have shared slots I finally decided to buy one, but there’s one problem I wasn’t aware of the item, and I sort of regret buying it Each time I change characters, I get kicked out of the terrace, this is not good, I thought you would appear in the same spot you logged out or changed characters. I don’t want a refund since I wanted this commodity, but could you please add the functionality of spawning of where I logged off with that character?

no balance to the pve side yet again?? why?

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Posted by: Nemitri.8172

Nemitri.8172

Warriors bring dps, banners, and phalanx strength, keeping everyone with 25 stacks of might nearly 85% of the time.

Revenants bring dps, 50% boon duration to 5 players, and lots of boons to 5 players. They can also breakbars very well with staff #5.

Engies, necros are there because Anet had to shoehorn conditions in raids to make conditions mandatory, and proclaim they removed the zerker meta (hint, they haven’t as raids are just dps races…)

Druids can heal and bring unique dmg boosts, although tempest can heal just as well.

Tempests can heal and deal good dmg, especillay versus large targets + lots of utility overall.

Guardians can tank, but so can everyone else due to how aggro is determined by toughness. they can give boons, so so can everyone else.

Mesmers bring alacrity and quickess, altough alacrity is gonna get abit of anerf.

What do thieves bring besides dps? stealth? there’s no skipping here like with dungeons.

[Suggestion] Decorations and Scribe

in Guild Wars 2: Heart of Thorns

Posted by: Nemitri.8172

Nemitri.8172

yes yes yes! I support all of these, also add, remove uneeded timegates for decorations to finish sinthetizing!

Gilded Hollow Changes

in Guild Wars 2: Heart of Thorns

Posted by: Nemitri.8172

Nemitri.8172

Hey Gaile, any news, or plans on eliminating the decoration limit in areas? it really stifles creativity

Summary: Everything wrong with the GHs

in Guild Wars 2: Heart of Thorns

Posted by: Nemitri.8172

Nemitri.8172

I agree with everything

Increase decoration area limit

in Guild Wars 2: Heart of Thorns

Posted by: Nemitri.8172

Nemitri.8172

Title says it all, please, for the love of the six gods, please, increase, or remove the guild hall decoration limit! it limits creativity so much!

Critique my build idea: The Boonani Tempest

in Elementalist

Posted by: Nemitri.8172

Nemitri.8172

The build is a theorycraft of mine, since it’s awfully expensive to even try thanks to being gated behind massive amounts of grind. The idea is simple: to have as much boon duration as possible alone, and give allies and yourself lots of boons (hence the name pun).

http://gw2skills.net/editor/?vFAQJBLhcygI0yA2gJwhJWIAM3UbrN2GUACADghewLYGC-TxRBABXp87d9A/r+D/7P8wJAAgHAgZKBJFQgTtA-e

The build can be modified for raids, since basically everyone and their mother runs at least 2 heralds, you could do fine with 50% boon duration, simply switch out Imbued Melodies for Element Bastion, and use different food/utility sources.

You can also substitute Earth for Water and grab the trait that shares auras to allies, the build should do well without it, since only a few aura sources are area effects already.

The rotation would be something like this:

1. Start in Fire and overload it, creating a fire field.
2. Blast it using #2 Dragon’s tooth + #3 Phoenix + Arcane Brilliance (heal) +Arcane Wave + “Aftershock!”.
3. Use Warhorn #5 Wildfire, creating another fire field.
4. (Optional) Wait for #2 Dragon’s tooth to finish cool-down and recast it inside the fire field, since it has a low cool-down.
5. Use #4 Heatsync (by this point everyone, including yourself, should have 25 stacks of might and ridiculous amount of fury , close to 1.5 minutes or more)
6. Switch to Earth and use #4 Sand Squall (it’s a blast finisher)
7. Use Rock Barrier, wait for overloard earth to be ready, and overload it.

At this point you can return to fire to resume the rotation again if needed, or go for air for damage, or water for healing support.

Please tell, me what can be done to improve this idea, and if its viable at all, since I can’t even try it yet…

Point to healing in public events?

in Guild Wars 2 Discussion

Posted by: Nemitri.8172

Nemitri.8172

There are a few places where having a healer is actually good, one of them of course, is raids, the other I can think of is Dragon Stand (do note that you can go dps the whole point, I just switch to healing when we have to run around in circles killing the vine tenders, keeps the zerg blob alive more since getting out of combat here is ne
ar impossible)

How I feel about adventures

in Guild Wars 2: Heart of Thorns

Posted by: Nemitri.8172

Nemitri.8172

As a child, were you ever forced to eat something you disliked, like vegetables, in order to be rewarded with something else? That’s how I feel about adventures!

The developers, knowing many wouldn’t touch adventures even with a 10 foot pole, decided to slap masteries behind them to force people to give them a try, some of them are so boring, or frustrating or luck-based (looking at you fallen masks) to make them the most tedious thing to do in this game.

If you are going to make adventures mandatory, could you at least make them more fun to play? The drone race was easy AND fun to play, since you do something new, but challenges where you have to collect certain things are just so…meh.

Then there’s the thing about them being locked because….reasons I guess?

Guild Missions and their state.

in Guild Wars 2 Discussion

Posted by: Nemitri.8172

Nemitri.8172

Yeah I made a similar post and it got completely ignored. Really sad.

GW2 - Medium Armour Lacklustre?

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Posted by: Nemitri.8172

Nemitri.8172

You are not wrong, 95% of medium armor is trench coats! Males only have 1 tight leather armor, and it’s the one from the spvp reward track (glorious armor) females have 3 (Glorious, Sneakthief and the Krytan one from the gem store), everything else is jerkings or tunics, no tight leather for us! seriously wish they would add more medium armor variety!

Seriously disappointet with guild missions

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Posted by: Nemitri.8172

Nemitri.8172

I’m sorry Arenanet, I’ll try to be as constructive as I can with what I’m about to say, I know you are a big company and not an individual, but the current state of guild missions is… objectively bad.

There are a number of bugs that are making guild missions literally impossible to complete, both challenges were bugged for my guild (and from what we gathered, everyone else was as well.) To top it all of, we basically got the same bugged challenge as last week. Guild puzzles apparently only award rewards to the first 10 or so people that make it through the puzzle…except one of my guildmates got the puzzle reward…while he was at verdant brink! Guild rush is also bugged, you have to go through the end multiple times to trigger the completion.

You revamped guild missions, but in the process forgot to make new guild missions, we have had the same missions for over 2 years now (don’t quote me on that one).

Could you please devote more of your time for guild missions?

Edit: Also please fix Sotzz the Scallywag, since you added a breakbar, he is impossible tomove away from his beer puddle, he won’t follow anyone if you break line of sight, making him nearly impossible to kill, one of our guildies discovered that reflecting its projectiles was the best way to defeat him.

(edited by Nemitri.8172)

Post a pic of your character only if your armor is mix-n-match

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Nemitri.8172

All my characters:

Warrior, Engineer, Mesmer, Thief, Necromancer, Ranger, Revenant, Guardian and Elementalist.

Adventures? annoying mini games more like

in Guild Wars 2: Heart of Thorns

Posted by: Nemitri.8172

Nemitri.8172

I like the ones where you do something completely different, like the drone race, it was simple, yet fun, got gold on like my 6th try or so, the ones where you have to collect stuff are so boooooriiiiing.

Also doesn’t help the fact that they are closed half the time for some reason….

No AF - Broke The Class

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Posted by: Nemitri.8172

Nemitri.8172

They just need to scrap astral force regeneration, and make it a static cooldown, say maybe 20 seconds cooldown after it is used… Clearly they don’t know what they are doing since they can’t seem balance the kitten ed Astral Form regeneration.

Can we talk about condition disparity in PvE?

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Nemitri.8172

Burn, Burn, Burn, that’s all that works, if you can’t do reliable burn stacks, then you might as well not bother with condition builds, which makes like 3 or 4 at best classes that are good with burn, the rest are meh, and to make it worse, the new raid pretty much requires 3-4 condition classes, which makes some professions less desirable to put it lightly.

I’m not asking for a burn nerf, I’m actually asking for the other conditions to be useful in pve, especially raids.

Confusion could be awesome if you perhaps made a boss that attacked super fast, but that would deal light damage to compensate for the attack speed.

Torment could be more useful if a boss would be constantly on the move on its own or something.

Or just straight up buff the damage per stack of non-burns?

Turning druid into a burst healer

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Posted by: Nemitri.8172

Nemitri.8172

I was gonna post something similar, but yeah, Just scrap astral force generation, and make it either a static cooldown reduction, or heck, even let us go in to the form at will, but drastically reduce the healing values to compensate (although this would make staff kind of useless and redundant).

That Raid and Zerker....

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Nemitri.8172

“oh we don’t want berserker to be the meta anymore, you are going to need to use other gear other than zerker” -paraphrasing what a dev said, then, what do I see on the beta Raid boss? A freaking timer! that pretty much forces you to use berserker gear to deal with it (and maybe some condition to deal with the red guardian). Seriously, I hope that all the raid bosses don’t have a timer on them, that is the most annoying thing I have seen on raids, if we are doing well and coordinated, let us take as long as we want, I seriously don’t understand the need to slap a timer on all raid bosses!

(edited by Nemitri.8172)

Changes in daily system - a real shame

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Nemitri.8172

I’m going to share my secrets for doing easy dailies, even though I detest spvp with a passion I have come to realize that is the best place to do them, first of all go to a daily custom game, people there are very helpful, and can help you with the tough ones (like daily defender, or killer, skyhammer is good for the latter)

Also, do not, I repeat, do NOT consume the pvp reward track potions, save them up, and use them ONLY when there is pvp reward track as a daily, you usually use 1-2 and the reward gives you a potion back, so for those days you can usually use a potion and do 2 easy pve dailies.

It sucks that the new daily format made pvp ones much more easier than the pve ones, oh wells, adapt and evolve I guess (I’m hoping they actually add more diverse pve dailies, since they are way too restrictive atm)

Random re-entry

in Account & Technical Support

Posted by: Nemitri.8172

Nemitri.8172

I have encountered this and worse, when I get suddenly disconnected, sometimes I end up in Lion’s Arch! (no matter where I was previously!, must be this game’s “safe spot” ironically considering scarlet invaded it, meaning it’s not so safe after all!)

How can I make the Phantom Hood look good?

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Posted by: Nemitri.8172

Nemitri.8172

Try this maybe?

Attachments:

Please Remove/Change Agony Resistance

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Nemitri.8172

Wow look at you guys talking, I hear the word “deserve” as in I have to meet some arbitrary AR number in order to enjoy content! Needing exotics/ascended should be the only requirement to enjoy the game, AR adds nothing new to the game but just a bland number you must overcome in order to participate in some content, you are all failing to recognize this. It’s the same pointless grind other games use to limit people from raids, something Anet are not supposed to be promoting.

If you have more AR it doesn’t give you extra HP, or armor, or damage or endurance, it literally IS a blatant gear check!

Please Remove/Change Agony Resistance

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Nemitri.8172

Except you can do higher level fractals. They are just tougher without the AR. Its just the min maxers that want X amount of it.

Further – as has been said, if you really want to run all your characters through fractals (i dunno why) that is why there are infusions. Put the AR in the jewelry.

That said, the system IS CLUNKY. And needs a bit of an overhaul. Not even sure how exactly… its just meh. Maybe just make it like magic find (account bound) and have it either 1. completing a fractal scale bumps your account’s resistance up or 2. its like luck, you buy and consume the AR and level it up that way. *

Both ways can keep the AR that drops/is sellable on TP as you can still get extras that way on rings and infusions and stats and what not.

AR account bound would solve one of the issues, this is a good suggestion!

Please Remove/Change Agony Resistance

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Nemitri.8172

kitten rves as a wall to keep inexperienced players out of higher scale groups. Most people who run higher scales want it to stay that way.

The only way to get AR is to run fractals. You learn the fractals when you run them. This system ensures that players learn the fractals before they can play in higher scales.

Also, there’s no actual gear check. Some higher scale fractal runners just use exotic armor and have all their AR from trinkets because once you have infused trinkets you can get 70 AR without ascended armor. This allows you to have multiple exotic armor sets on a character for different builds.

Stop asking for shortcuts. Play at your reward level and increase it that way. You will end up getting your AR that way. You don’t even get the rewards from the scale you’re playing at unless your reward level matches so it’s pointless to play higher scales when your reward level is lower.

I’m not asking for a shortcut, way to misrepresent what I’m saying.
“play at your reward level and increase it that way” sounds like a grind and a gear check to me!

Also there’s the issue that it creates a barrier entry for guilds that want to do high level fractals, and they can’t because they don’t have enough AR, so it harms you as well, since there are less people running high level fractals, the more you (potentially) have to wait around for people properly geared up….sounds familiar? does it sound like gear checks in other mmos?

(edited by Nemitri.8172)

Please Remove/Change Agony Resistance

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Nemitri.8172

I read all the changes to fractals of the mist, and while I shy away from this content, I might give it a try once again, you see, there were two things that were bugging me, one was the random nature of the fractals, 3 months ago I wanted to do fractal for some fractal relics, and not once did I got the blindside fractal, I kept getting the hammer one (which I kinda loathe since it’s too freaking long, about the same length as a normal explorable path). But now (hopefully) this will no longer be the case.

The other of course being Agony Resistance. Agony Resistance at the moment the only purpose it serves is to be a blatant gear check, this game is supposed to be about utilizing set skills, and your own player experience, to overcome obstacles, in their original manifesto, Anet said there would be no gear threadmills (grinding for new sets is not gear threadmills, since you aren’t getting more power post-ascended gear). The Agony Resistance hurts players who have more than one main character (I have one of each profession at level 80), and while ascended can indeed be traded between characters of the same account, it’s just a hassle.

So, what is my solution? It’s very simple, make existing Agony Resistance give bonus Magic Find, that way, the infusions don’t have to be reworked much, or removed entirely.

Spec Icons too Indistinguishable

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Nemitri.8172

Every time I want to change a spec line I have trouble distinguishing them one from the other, could you please make them more noticeable please? Like adding an icon with borders and lines and cool icons please?

Free gifts that come with the digital version

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Posted by: Nemitri.8172

Nemitri.8172

the duplicate armor has no level requirement, in case you were a brand new player, means you can use it right away, the guild commendation is a currecny guilds use to buy upgrades and the like.

Character voices drives me mad!

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Nemitri.8172

The only thing that annoys me about voices is that there seems to be a glitch that the critical hit voices trigger when YOU get hit instead of the other way around, making the dialogue hilarious!

My problems with fractals

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Posted by: Nemitri.8172

Nemitri.8172

It’s really simple, I hate the randomness of the zone selection, fun fact, ever since I started doing fractals for 20 relics, I got about the same fractals nonstop (namely the colossus one, yuck, this should be a dungeon in on itself) I haven’t done the aquatic one nor the one where you have to carry the torch to keep yourself warm (the name escapes my mind).

How about a simple solution? Once you are done with a fractal, a pop up shows letting you choose a variety of fractals you can go to, people vote on them, and we proceed as normal, that way we aren’t so hardly subjected to RNG.

Thoughts?

Please make more armor sets!

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Posted by: Nemitri.8172

Nemitri.8172

I’m a mix and match aficionado, I love making unique looks and exploring different armor combinations!

Please also add more variety to armor weights, I’m so tired of trench coats on medium armors, males have like 1 or 2 at best non trench coats armor, females have like 3, over like 65 chest armor pieces!

My endgame (and many others) is collecting skins to looks as pimping as possible!

Targeting in GW2, what do you think about it?

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Nemitri.8172

This game has one of the worst targeting systems I have ever experienced.

Visual Diversity

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Nemitri.8172

I have to agree, It kind of makes me sad seeing so many generic people running around, Outfits have ruined what was supposed to be one of the pve “endgames” – looking different.

I’m so tired of trench coats on medium armor wearers that I changed my thief from male to female so i could use something else that wasn’t a freaking trench coat!

So whats everyones Reaper gonna look like?

in Necromancer

Posted by: Nemitri.8172

Nemitri.8172

I may go with this, who knows. This is my current look for my DS build.

Attachments:

Death Shroud Vs Shroud Knight

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Posted by: Nemitri.8172

Nemitri.8172

Thoughts?

Power creep.

No, that’s incorrect, power creep would be making not speccing into shroud knight a bad choice, especially what they are trying to prevent here, the new traitline is supposed to be opening new options, not making older traitlines obsolete.

Death Shroud Vs Shroud Knight

in Necromancer

Posted by: Nemitri.8172

Nemitri.8172

Totally agree, if there is not rework on Life Blast that’s coming along with the knight shroud, DS will be totally blown out by KS.

By rework, i mostly mean increase attack speed and reduced damage to keep the same damage per second. Just that should be enough.

Now that you mention the attack speed increase, that’s how the underwater DS works right now, maybe that will make it not obsolete.

Death Shroud Vs Shroud Knight

in Necromancer

Posted by: Nemitri.8172

Nemitri.8172

I think shroud knight is gonna overshadow (pun not intended) Death Shroud, due to the stipulation that life blasts gets better if you are under 600 range of the target, life blast also fires very sloooooowly compared to the new shroud knight auto attack, making all the old procs super awesome now, and mediocre with life blast. So I’m going to make a simple suggestion; remove the range restriction from life blast to compensate for its shortcomings to make it a meaningful choice, do I want to blast safely from range with all of its well known drawbacks, or do I go face to face and reap (ok this one was intended) the benefits of attacking faster.

Thoughts?

LOVE you ANET

in Necromancer

Posted by: Nemitri.8172

Nemitri.8172

I ike the class, super hyped about the blood magic changes, the only thing is shouts felt kind of shallow, was expecting a bit of support via inflicting stuff on enemies and giving stuff to allies, as if you were reaping away stuff from enemies to give it to allies!

Let's talk Reaper builds.

in Necromancer

Posted by: Nemitri.8172

Nemitri.8172

I’m looking forward to a full cavalier necro with the traits to get free crit chance, we have one of the highest hp pools out there, so I think toughness will give us more effective hp.

Locked Cultural armors aren't logical

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Posted by: Nemitri.8172

Nemitri.8172

Let me introduce you to High Councillor Flax
http://wiki.guildwars2.com/wiki/High_Councillor_Flax

Notice he is wearing parts of booka cultural armor.

Liked the ready up, name still doesn't fit.

in Guardian

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Nemitri.8172

lol

Liked the ready up, name still doesn't fit.

in Guardian

Posted by: Nemitri.8172

Nemitri.8172

After watching the ready up, I can say the Guardian is FINALLY getting a viable condition route, very impressed with what they showed, they showed skill by skill, trait by trait, giving us a good insight to the spec.

But the name doesn’t fit….

Hearing what Karl said about going beyond defending – guarding, they cross a line that borders in obsession.

So why not name it something different (technically all the classes are dragon hunters)

Here are a few examples of different class names that could fit the Guardian better:

Vindicator
Admonisher
Abolisher
Zealot
Inquisitor
Fanatic
Vanquisher

I’m spent, can you guys come up with better names?