Showing Posts For NeroBoron.7285:

Night Fury (Halloween shoulders)?

in Guild Wars 2 Discussion

Posted by: NeroBoron.7285

NeroBoron.7285

WvW Population and Server Transfer

in WvW

Posted by: NeroBoron.7285

NeroBoron.7285

So some time ago they bound server transfer costs to wvw, since the only reason for a server transfer is wvw.

I still hope you will replace that stupid server system one day, to get more balanced matches and some how force a equal distribution on all maps. So you can’t hope with a single zerg from border to border. But this shouldn’t belong here. Because that will take its time or will never change.

I’m currently on drakkar and thought about another server transfer, because it kinda feels dead here. And we are currently rank 16. So I thought about something higher like rank 8+. Was anyway from kodash before, but that is currently full.

I checked out the population of all servers and saw my server is marked with very high population.
What the kitten? How can we have a very high population? Even on reset we only have a queue of 20 people on eternal and no where else. During week in non primetime we can’t even handle more than homes and eternal battlefields. Site borderlands usually have less then 15 people during primetime. And during non primetime i’m often alone there maybe 2 others are there too.

Currently on EU Servers we have
0 servers with low population
11 Servers with medium population / server transfer cost of 500 gems
3 Servers with high population / server transfer cost of 1000 gems
11 Servers with very high population / server transfer cost of 1800 gems
2 Servers that are full

First how do you determine a server population?
You should really improve that. People who only play on reset or which just do their dailies for 20 minutes shouldn’t effect it that dramatically. The current population doesn’t mean anything as it seems. And we pay for high population while it feels like there is maybe a medium population.

The other thing is 1800 gems to play wvw for another sever? Are you serious? So 20 buckets + some ingame gold to play wvw for another server?
For a server like mine that is nearly dead on site borderlands?
You cant even buy 1800 gems directly. We can only get 1600 or 2800+.
Yes I now that you don’t want server hopping and so on. But that is really expensive. You could at least lower it to something like 200/400/800/1600 so we can buy 1600 gems and don’t have to spend extra gold. I even think it should be way cheeper.

Trapper Runes - Eternal Stealth.

in WvW

Posted by: NeroBoron.7285

NeroBoron.7285

lol, we had a trapper thief top of SM last night for a loonnng time.

Four of us were getting downed by the poisons and he would remain invisible the entire time.

Then I put a stealth trap down, and patiently waited for his thief-ego to try to gank me.

He died fast.

Poor guy.

Poor guy? Not really.
I always handle them the same way^^ That’s the reason to always carry some reveal traps ;P

There are always mechanics that allow to long stealth durations.
But with the new aoe reveal spells on revenant and engineer. I don’t see that much need of a change here. I guess other reveal spells will be added in future as well.

So stealth can be contered without a reveal trap.

(edited by NeroBoron.7285)

Stuck in PvP match/queue [merged]

in PvP

Posted by: NeroBoron.7285

NeroBoron.7285

Really sad that this problem exists for 8 months and still counting. Every few days when I take a look into the devtracker i see this post there.

Luckily, I didn’t had the badluck, yet.

Apologies for this issue. We are working on it.

Can we expect a fix in near fututre? You already said 8 monts ago you are working on it! Or is that on low prio and will take another half year or more?

(edited by NeroBoron.7285)

Post BWE3 Scrapper Changes

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

Thanks for fixing some stuff, but there is still many stuff only on scrapper not working correctly. Please take the time and fix them! Not to mention all the bugs we engineers already suffer from… -__-

Good points from moon of despair. Stomping could be not only problem vs ele, as well a problem vs thiefs or mesmers. Which makes the mechanic of scrapper crappy again.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

A range increase of Rocket Charge would also be great like 500 per leap so we can use it as a gapcloser for targets shooting at us from 1500 range -__-

Phase Traversal needs buffing

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

I like how it is. Working without target would be great.
I also don’t mind 1500 range against those annoying pewpews, but I guess it’s to much.
Adding a cd of 2 sec won’t ruin it so you can really spam it. But yeah I also think a cd isn’t necessary that is what energy management usually is for.

But currently the offensive effect for that energy cost is rather weak. Would like to see an additional offensive buff. Like a 1~2sec immoblize. A immoblize would help to combine it with other skills.

Epic Mesmer soloing garrison outnumbered.

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

Yep or any other shatter when you traited blind on shatter. You could have get the stomps easier. Quickness on shatter is also funny for stomps^^

I also often do keeps solo but mostly with my engineer, only rarely with my mesmer.

I would recommend you to create a bank guild to build guild catas and place them where you can open outer and inner walls

Magnet Pull is STILL bugged.

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

I always do, but doesn’t always help. But yeah I think it helps sometimes^^

Beta: Slick Shoes needs to be toned down!

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

You also just can’t dodge through Ring of Warding, Line of Warding, Spectral Wall, Unsteady Ground.

And no I guess it won’t be a counter. High cooldown. Thief can already get away from engineer before slick is around. And even if he is in he can still port out.

Try to keep up weakness on them to decrease endurance regeneration and use a lot of aoe stuff around you. And then try yo place a burst from time to time.

Magnet Pull is STILL bugged.

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

Tool Kit: Updated Magnet to allow it to pull a target the full distance to you if the target was near maximum range.

Patchnodes onky speaks about one single scenario were it didn’t work. So patch nodes aren’t incorrect. Just the 95% of the other cases aren’t fixed yet.

And yeah that sucks. If they can’t properly fix it it maybe should get reworked like porting the target in front of you or so. Dunno.

Current state is annoying as hell when only ~40% of the pulls work correctly

Beta: Slick Shoes needs to be toned down!

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

Troll? Newb? Or just … ?

First this has nothing todo with beta.
Second use stability to counter or jump away from engineer to get away and ao you want be enclosed in the oil. Or you sit it out with a block. Or you teleport out.
Third ever were in the guardians ring of warding?
Also you are not stun locked. You get stunned when you ran into that lasts 1 second if you ran into it oover and over again yeah than you died to your own stupidness.

/facepalm

[BWE3] Revenant Feedback Thread

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Mallyx
The mechanic isn’t that bad but the displacedment of could be used Unyielding Anguish could be used to protect yourself. That doesn’t really work anymore still would wish a fear on that skill. Embrace the darkness doesn’t feel like an overwhelming elite. It just feels like a usual skill. Some changes here would be great.

Retribution Trait Line
That Trait Line could be some love on the major traits. In detail:
Improved agression is worthless. Maybe the increased taunt duration in pve should be baseline for every taunt skill in pve. For what is the damage reduction? getting auto attacks usually won’t kill us.

The new eye for an eye merged redeeming protection. I liked my old protection injection
Retaliatory Evasion .. dunno way too weak for a master. A minor (Unwavering Avoidance) already gives stability and this only ~2seconds of retaliation.

All minor Enduring Recovery, Unwavering Avoidance, Determinded Resolution are great and in a good place. Also Dwarfen Battle Training seems to be fine.

The grandmasters are the biggest problem in the trait line. Emporing Vengeance is just a joke dunno how this is a grandmaster trait. Destructive Hammer is also not that strong but at least another access to aoe weakness and additional aoe damage. Steadfast Rejuvenation is also a joke ~ 390 heal when we get hit with 4 seconds cooldown. This is less then 100hp/s when we get hit every 4 second and it instantly triggers. Sorry my engineers backpack regenerator is way stronger and is not a grandmaster.
Please rework the grandmasters as well as a maybe some masters.

Jalis
Heal feels a littlebit to weak. Could be like 1000~2000 hp more.
Still inspiring reinforcement is dead. 30 engery for a skill that takes a long time before it gives us stability and when it’s finished only 1 stacks.
I like the new Vengeful Hammers feels defensive.
Forced engagement engery costs are way better now for taunting a single target.

Ventari
Still don’t like that. Making the skills 7,8,9 makes it feel more smoother.
I only see it in stationary fights like in pve or pvp as a point holder.
Didn’t really tested it and also didn’t tried the trait line so can’t really provide feedback on that.

Hammer
Still a port option on phase smash would be cool.

Staff
Punishing Sweeb and Debilitating Slam should be reworked currently they are pretty useless because you can’t use the interrupt how and when you want because of the precondition.
Warding Ruft could need a damage boost, maybe like the engineers hammer block.
Currently it’s really hard to hit all hits with Surge of the Mists I guess the knockback should be increased as well as the width of the attack. Currently it works also really bad with phase traversel, when the target is moving you mostly won’t even hit the target. Maybe a short imoblize of 0,5-1second on phasetravel would fix problems like this.

General
We have a lot of stunbreak traits.. maybe some of them should be merged together.
At all there are some traits that are a little bit weak.

Everything else feels good in place

(edited by NeroBoron.7285)

Beta Weekend Druid Feedback Thread

in Ranger

Posted by: NeroBoron.7285

NeroBoron.7285

General
Targeting: It would be great if support healing skills would allow ally tagets.

Staff
Support weapon. We should be able to cast Solar beam and Astral Whisp on allies and not only on enemies.

Solar Beam: Feels fine aoe animation could be increased so it is more visible
Astral Whisp: Whisp could move much faster to the target
Ansestracal Grace: I like it, favorite skill on the staff so far.
Vine Surge: I don’t like the targeting cast speed could be faster as well. This could be a combo finisher
Sublime Version: This should be a combo field like water or light

Glyphs
Didn’t really tried them so can’t provide feedback on them.

Traits
Drudic Clarity:
Full Condi Cleanse against condi burst is fine

Cultivated Synergy:
2x 1k aoe extra heal, it’s great. I take this most of the time.
I guess it should be decreased to 500 base heal base + 1x healing power.

Primal Echos:
It’s fine

Celestial Shadow:
This is a master which is not really use full in my opinion.

Verdant Etchinng:
Dunno

Natural Side:
Why 33% movement speed? Other traits that work the same only get 25% usual. I want 33% on mesmer and engineer as well

Grace Of The Land:
Didn’t testet it

Lingering Light:
This should be the same as whisp of astral whisp and healing, damage and cooldown

Ancient Seed:
Played this one within a pewpew build it’s ridiculus. This is really strong to pick out single targets. I guess the icd has to be increased a lot. Like ~25 sec.

Celestial Avatar
General: Base healing should be dramatically lowered and scale way more with healing power instead. You can basically currently run an insane pew pew build with high healing capabilities. Really ridiclous to play and to play against. Specially because troll unguent nearly fills the bar of the celestial avatar. Is this a bug?
To build this up without staff or troll unguent is really hard.

Cosmic Ray:
This is hard to place on allies because of the small aoe. Also you can only hit multiple allies when they stack properly.

Seed of Life:
Too small aoe, too high delay

Lunar Impact:
Great heal and that daze on 3 seconds daze on 5 seconds cooldown :O

Rejuvenating Tides:
Strong heal, low cooldown. Really strong to heal your allies and yourself

Natural Convergence:
Beeing locked in place sucks really bad, it can be evoided easily.

New Pets
Smokescale:
I love it will be my new favorite pet. Two points on the skills. Smoke Cloud should apply blind each second. Second.. Smoke Assault is that just a copy of unyielding assault from revenant? lol. The damage is insane even I guess the stronges attack from a pet yet. Should be lowered a little bit. Could hit opponents for 12k with that one.
Further I would wish again we could use all pet skills seperatly. So we can better use the blind field AND the spike damage of the pet AND the knockdown.

Tiger:
Furious bounce is a source for perma fury while we have the tiger out and we hit with that attack. I like that. The shown cooldown states 1,5 seconds while it is actually 10 seconds.

Wyverns:
Lighting assault is really nice on the electric wyvern because it is instantly and can be used as an interuppt. Cooldown could be decreased a little bit.
Consuming Flame is hard to hit and can be easily avoided by opponents. Also it takes to long till this is a fire field.
Wing Swipe and Tail Slash attacks are really slow also the damage is really low.
Wing Buffet: Aoe could be increased and the animation before the knockback should be increased. I guess also the knockback range.

Ever used Signet of the Wild on Bristleback? it get like 6 times lager than it usually is. Pretty funny Add all add more bleedings stacks and criple or imoblize. Currently it feels too weak.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: NeroBoron.7285

NeroBoron.7285

Hammer
General:
The Hammer itself feels in a good place as a defensive weapon. The damage is a decent, maybe a little bit too low.

Autoattach Chain: Is fine for me even we wont get that much out of might and vuln since we won’t sit on a taget and spam autoattacks whole time. Yes the auto attack isn’t that strong, but okay for a defensive weapon.

Electrowhile: Seems to have a precast which ruins the conterplay. Effect is there but doesn’t reflect instantly. Also the Aoe could be a little bit bigger like a radius of 200~300. So you can protect your friends as well. (Just like with Magnetic Wave or Ring of Earth)

Rocket Charge:
This one needs a lot of work, even the mechanic is cool.
First the evade should cover the whole attack duration. Currently it only evaded about the first and maybe the second hit. So enemys can prepare a burst right after the second hit easily. Further the hits are imprecise and miss really often in a pvp / wvw fight.
I think the leap speed should be increased or the time between the hits decreased i’m not sure of it what is it but it doesn’t feel right. It doesn’t even work well as an escape because it is so slow, when running the way you kinda leave the same distance behind you in the same time.The damage should be buffed it feels like it deals similar or even less damage then the auto attack chain.

Schockshield:
Also this skill suffers from some sort of precast like electro while. I had many situations where i saw an burst skill uncomming used the block saw the electro shield infront of me but still got the damage of the burst skill. The animation should be reworked and should show that you also block attacks from behind. Further how about make this skill also a ranged skill? So you can block a ranged attack while still hitting back on range?

Thunderclap:
Initial strike damage should be way stronger like doubled or tripled.

Gyros
First: I’ll get to the function gyro in the trait section.
I mostly play wvw and pvp and for me the gyros are currently pretty use less and another ai crap, there are other skills way better. But okay I’ll get to some gyros I testet:

Medic Gyro: Won’t replace my healing turret in that way. Never. To high cd, to less heal, if the gyro itself would apply an aoe water field every 3 seconds it has maybe some higher potential. Also another heal on the toolbelt skill would be necessary for a replacement of heal turret to comensate the high cooldown. Ohh and it follows way to slowly so it misses nearly all aoe pulse heals on me.

Bulwark Gyro: Just take a look at Phantasmal Defender, lesser cd and no life-time-duration. Further you can have multiple Phantasmal Defender while this isn’t possible here.

Shredder Gyro: For PvP and WvW this is crap, maybe this could be usefull if you can move it around with using the skill another time. Also the direct damage could be increased. But I see some potential for pve here.

Sneak Gyro: Has the same problem as the medic gyro: it follows way to slowly and isn’t sticky. Also it dies really quickly already vs a single target, even i’m not sure if that is bad or good i wanted to mention this. I guess I would like a shorter duration and a shorter cooldown on this so we can use it more frequently. The toolbelt skill is a great conter of course.

Traits
Function Gyro:
The mechanic is really nice, but:.
It has a delay before starting res/stomp if i downed somebody and press F twice so both my gyro and i will finish i’m about 1~2 seconds quicker.
It has to less health and can be killed really easily already by a single person. Without stability of that gyro I could even kill a gyro that was stomping me, which makes it completly worthless if that is possible!!! Further the cd is way to high. Could be like 0~15 seconds. So we would really have a benevit of this mechanic. Else we always have to check out is this skill rdy again? Or do I have to ran to my friend to res him.

Decisive Renown:
Hmm I think this should be merged in Stabilization Core.

Impact Savant:
Uhm does the really only effect Stuns? If yes this should effect knockdown, knockbacks and dazes as well. On the warriors hammer trait this is explicit listed

Schocking Speed:
Not sure about this trait, the access to light fields is really limited also this one has a internal cooldown of 10 seconds and super speed currently doesn’t stack in duration. (Should stack in duration like 3~5 times anyway)
Maybe make it like soothing detonation so that it works with any kind of field.

Stabilization Core:
This one is helpful as mentioned above Decisive Renown should be merged in this.
Even without this trait you can for example use flash shell on your downed target and then stomp with your gyro. So it’s doesn’t a must have. Even if could imagine that the function gyro could gain a single stack of stability as base line.
Recovery Matrix:
This one is great with a short cooldown heal skill. Again you wouldn’t pick this when running the medic gyro.

Rapid Regeneration:
Didn’t testet it. I only ran builds with mechalegs so no swiftness for me.

Expert Examination:
Is fine but should also work on knockbacks and knockdowns

Mass Momentum:
This one is in a good place, the base might duration could be like 8 seconds.

Adaptive Armor:
I guess I would prefere a condition duration reduction so this works against non-damaging conditions as well.

Final Salvo:
For a grand master this one isn’t really good, the field should deal damage and maybe even daze the opponent or leave something like a static field. Also it should effect gyro cooldown.

Perfectly Weighted:
Hammer cooldown reduction please

General:
Can’t decide between Adaptive Armor and Perfectly Weighted, both are handy in bigger fights

Edit: oh well I forgot about the toolbelt on bulkward. Maybe with that one and with having it perma it would be fine.

Also to mention I’m not sure about stability sourced in zerg fights. Another aoe stability skill would have been nice :/

(edited by NeroBoron.7285)

Will we finally get build templates with HoT?

in Guild Wars 2: Heart of Thorns

Posted by: NeroBoron.7285

NeroBoron.7285

ABout a year and a half ago they fielded the idea back at the community to see why people wanted them and what be included in them

The matter has been silent until this week when Crystal said it is something they’d like to do what with raids forthcoming.

The information from about a year and a half ago (wasnt that Mord like 9 month ago? Doesnt matter anyway) was also my last. But it was like we take a look into that and then you will get it one day with a bigger update. So I first expected it with all those specialization changes since they reworked the traits to specialization. Maybe only on the ui and the back end was nearly untouched.

At least I thought okay maybe this is something for the hot release then with elite specs. But BWE3 starts tomorrow and it’s still not introduced.

Maybe they also thought splitting into wvw/PvP/pve is enough.
But it just makes it worse. Some builds are viewable in all game types and you have to make that changes 3 times.
Also with elite specs there will be problems: For example if you equip the elite spec in pve and the new class weapon and then travel to heart of the mists where youvran a build without that spec your weapon gets removed from the weapon slot. So if you go back again to pve you have to equip it again.

Yes there are some situations where the split is helpful.

I also know people who have classes multiple times just to swap builds quickly in PvP.

Anyway a official statement on this topic would be great.

September 29 - Engineer Changes

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Posted by: NeroBoron.7285

NeroBoron.7285

Also Super Elexier still doesn’t remove a 2nd condition with Alchemical Tinctures. (Wasn’t in patch nodes anyway, but other skills in combination with thus trait got fixed)

We Heal As One (Bug?)

in Ranger

Posted by: NeroBoron.7285

NeroBoron.7285

Perma quickness, fury, protection, regernation (insert any boon here) rangers in pvp.

GG AreaNet
Sometimes I really think you don’t test and/or think about changes you make.

Will we finally get build templates with HoT?

in Guild Wars 2: Heart of Thorns

Posted by: NeroBoron.7285

NeroBoron.7285

Will we finally get build templates?

Currently this is still needed and not fixed by splitting builds into wvw/pvp/pve!

We have to swap to different wvw builds for different roles and situations like roaming/zerging or supporting/damage dealer.
Also for different pvp maps like skyhammer, spirit watch or courtyard for example would require it. Also in pve many people run differnt builds for dungeons/fractals/open world.
Or we maybe just want to swap quickly from a direct damage build to a condition damage build.

I already wondered why this didn’t got implemented/shipped with the specialization introduction

If I remember correctly there was a statement that we will recive a build template system one day. But till now there was no HoT related anouncement related to something like that
So will we finally get a template system in near future? Like with HoT? Or shortly after? Or do we still have to wait 3 more years? :S

September 29 - Engineer Changes

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Posted by: NeroBoron.7285

NeroBoron.7285

Medical Dispersion Field: It is a very good change, however I noticed that this build doesn’t always bring support. For example I have a full nomad’s set. I went in SW with it and I noticed MDF procces very very rare. This was mainly because I was alot at full health, so I did not get healed, and thus MDF didnt proc. Dunno how this could be addressed but thats a niche

Urgh so MDF actually takes only the healing you really apply as base for the percentage healing instead of the maximum. That really sucks and will probably make it still not really valuable specially in cases where you are nealy always at full health.

September 29 - Engineer Changes

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Posted by: NeroBoron.7285

NeroBoron.7285

Changes:

  • Acid Bomb: Fixed a bug that allowed this skill’s movement distance to be affected by movement-speed increases and decreases. Fixed a bug that prevented HGH from properly functioning with this skill and granting might to nearby allies.
  • Cleansing Synergy: Fixed an issue in which this trait was only removing a single stack of a condition. It will now remove all stacks of a condition.
  • Elixir Shell: Fixed a bug that prevented HGH’s recharge reduction and duration increase from being correctly applied. This skill will now function properly with the Alchemical Tinctures trait.
  • Elixir X: Added a condition-removal skill fact when traited with Alchemical Tinctures.
  • Flamethrower Kit: Increased Flame Jet damage by 11%.
  • Fragmentation Shot: Increased bleeding duration from 2 seconds to 3 seconds.
  • Healing Mist: Fixed a bug that prevented this skill from correctly functioning with the Alchemical Tinctures trait.
  • Healing Turret—Cleansing Burst: Updated this skill to be affected by the Automated Medical Response trait. Fixed a bug to allow this skill to scale based on 50% of your healing power.
  • Tool Kit: Updated Magnet to allow it to pull a target the full distance to you if the target was near maximum range.
  • Medical Dispersion Field: Reworked this trait. The internal cooldown has been removed. This trait is now only triggered by your own healing, and the percentage has been increased from 12% to 20%.
  • Med Kit: Increased Med Blaster’s base healing by 36% and its scaling with boons by 36%.
  • Mortar Shot: Added a radius skill fact.
  • Mortar Kit: Updated the skill facts to display initial damage. This kit’s skills are now affected by the Explosive Powder trait.
  • Streamlined Kits: Fixed an issue that allowed miniatures to detonate mines created by equipping a grenade kit.
  • Takedown Round: Updated this trait to be affected by Shrapnel. Increased damage by 50%.
  • Transmute: Updated this trait to use the standard conversion list for conditions into boons and to affect all stacks of a condition.

Still not Fixed/Feedback/Opinion/Discussion:

  • Acid Bomb: great that it finally works with HGH, but it still doesn’t work with the Alchemical Tinctures trait (while Elexier Shell finally does)
  • Cleansing Synergy: Finally!
  • Elixir Shell: Field duration is 4 seconds with HGH. (Should be 4.8 without Siegerounds and 7.2 with) Finally affected by Alchemical Tinctures trait
  • Medical Dispersion Field: Gotta test that changes, but I guess way better then before
  • Healing Mist: Also Finally!
    *Med Kit: Dunno still an autoattack without damage… you can’t tag mobs or events with it in your wvw zerg. So still not really happy with it.
  • Tool Kit: Only fixed for one scenario… still don’t work probably many times. I just roamed for an hour and had like 5 pulls that didn’t work.

Finally a few fixes, even if there are still many engineer bugs… thank you.
What do you guys noticed/think?

(edited by NeroBoron.7285)

Upcoming Revenant changes for BWE3

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

My suggestion for UA would be to increase the aoe effect of pulsing torment too 500~600.And add a smaller aoe like 300~400 pulsing fear of 1sec. So you can still use it defensively and have an area where people wont get in easily. Just like before, but they will get the torment applied because they are not ported out anymore.

For EmtD: why don’t remove the up-keep costs and make it apply tons of conditions at one just like necros Signet of Spite, but in an aoe. So it still feels a little overwhelming like before. It could additional give a 5sec buff with stat increase.

Clarification on Crystal Hibernation please

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Posted by: NeroBoron.7285

NeroBoron.7285

Would have liked to be able to move during block and get lesser healing like 4x 300~500 as a trade off.
But I guess that won’t happen at least the annoying defiance bar got removed

Healing Prism

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

The healing rain itself just applies regeneration. Which heals about 1500? If I remember correctly.
Geyser heals for about 2500.
(Both without blasts)
Yes mesmer doesn’t have a water field that people can blast, also eles don’t have access to every field both due to their class design. As mentioned other class other type of support. We can make our team invisible ele can’t, we can rip boons ele can’t… And so on.

Anyway…
/signout

Well of Precognition, a must? ( PvP )

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

I think it will be nice for group support and will be picked by because you can use it in many situations not only in PvP, also for wvw and pve
Stunbreak, damage negation, rezzing, regrouping, stomping.
A free rez not all just like with shadow refuge. I don’t expect that the blur is applied to the downed person. Else a stomp could be evadable by this?! :O assuming that is not applied to the downed person you can still damage the downed person apply poison and so on. Also the stomper could be quicker than you rezzing. But yes it makes it safer for your group to res.
We gonna see in the next beta weekend.

I expect a little increase of the cooldown like up to 50~60sec afterwards :S

I think the blur does get applied to the downed person but he can still get stomped ( is this right silverkey? ). Even if the downed person is totally unaffected by blur, you can still probably get the rez off ( unless its like a thief with poison with all enemies ready to cleave or something ). If the blur does work as I think with a downed person then I could easily see a 90 second cooldown if not more.

I’m not so sure on that if I remember correctly other aoe spells that for example give stability don’t apply to a downed person and you can still kick him away from rezzing people.

Don’t nail me on that ^__^ don’t have access to my PC at the moment to verify.

Edit:
If you are right I agree it has to be increased. But I would rather see it not applied cause it could be so useful in other situations too.

(edited by NeroBoron.7285)

Well of Precognition, a must? ( PvP )

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

No idea XD

/15 chars

Well of Precognition, a must? ( PvP )

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

I think it will be nice for group support and will be picked by because you can use it in many situations not only in PvP, also for wvw and pve
Stunbreak, damage negation, rezzing, regrouping, stomping.
A free rez not all just like with shadow refuge. I don’t expect that the blur is applied to the downed person. Else a stomp could be evadable by this?! :O assuming that is not applied to the downed person you can still damage the downed person apply poison and so on. Also the stomper could be quicker than you rezzing. But yes it makes it safer for your group to res.
Since you get into now instantly on caster you can really use it when it’s really needed, that was the problem before the change.

I expect a little increase of the cooldown like up to 50~60sec, because it could be really great and useful. But we gonna see that in the next beta weekend

(edited by NeroBoron.7285)

Healing Prism

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

However your comment on normal healing output versus the proposed 20% makes me think it would be unwise to have it as a percentage increase as it would boost your output over guard and ele.

Or just make it 15% like the engi trait, yeesh.

But that trait has a 5 ICD. The idea was for a trait without an ICD. Also the engineers despise that waste of a grandmaster.

That’s it! Currently that trait is a major grandmaster trait, and due to its ICD it really sucks!

Healing Prism is a minor grandmaster trait just dont forget that.
It also gives us 0~300 additional healing power. Compared to Engineers Amplifier (also minor grandmaster), which gives 240 Healing Power while they have regeneration, it’s not that bad even without the trigger effect.
Currently the trigger effect gives us ~500 aoe hp per 10 seconds. To compare with another traits: Elementalists Soothing Mist which is a minor adept trait heals about 800 aoe hp per 10 seconds. Ok this is not a minor grandmaster but, still we kinda got a combination of those two effects. The healing has to be limited in some way.

But also 500 aoe healing feels a little bit too low to me. Could be like 800~1000 per 10 seconds. Maybe as a trade off we get less healing power of it, like 50 per default and 50 for each illusion allive.
They could decrease the ICD to ~5sec or incease the healing, which whould be an easy change.

The radius should be increased to 450~600, 300 is a little bit to low.

If this trait get to powerfull it has do be a major trait.

You forget the part where ele has a ton of built in healing into their weaponskills alone, and that every time they swap to earth attunement on a 10 sec cd they also give the group 5 seconds of prot, and on water 5 secs of regen.

Similarly the engineer’s most used heal, healing turret, provides the group with high uptimes of regen and the longest lasting water field in the game.

Don’t even compare mesmer support traits to ele or engi because the mesmer does not have the same built in utility on his weapons or heals as the ele/engi do.

So you want to compensate that by a single Minor trait?
That doesn’t work out, there should be more supportive options for your group. Among the classes the value of a trait tier should be the same. Also different classes work slightly different yes, so maybe a ele has more healing for your party then a mesmer. But just check out Well of Eternity which heals people in it for 3800hp at the end so we will get more healing support. Also the changes to Well of Precognition are looking promising.

Clarification on Crystal Hibernation please

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Alright, thank you for the clarification.

Clarification on Crystal Hibernation please

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Posted by: NeroBoron.7285

NeroBoron.7285

Imho the skill is really strong now..and no, not always you HAVE to move, as long as you get greater benefits

totally agree. but in fact nearly nobody likes to be locked in place^^
I personally would rather be able to move, get lower heal, no resistance and no capture point preventing, then being locked in place.

Honestly the Shield 5 feels a lot like a rooted version of Guardian’s Shelter, but this skill is only on a 20s cd (plus the energy cost). Thumbs up from me vs its original variation.

Though I do agree that the capture-point prevention is a little odd since it’s not true invulnerability similar to other skills that have that gotcha added to their tooltip.

Yep I think it’s too strong with that heal on 20sec cd. Even on 30sec i found it really strong. Because they didn’t mentioned changes, it doesn’t mean they didn’t made more changes and forget to call em out.

At all the skill seems a little bit odd. It seems they are going to nearly completly rework it. That’s why I made this thread, cause I had so many questions and some concerns in my mind.

Clarification on Crystal Hibernation please

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

It’s never been possible to condi when you get blocked. Why is that even a question?

Cause that skill made revenants invul to condis before, too. So I was just wondering.

I’d like to know it too. I see no reason for the “no point capture” and lock in place for a skill that is basically a 4 seconds block. Sword#4 is better.

Good point I’ll add that

Chronomancer Changes for BWE3

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

Nice, you made my suggested changes on Well of Precognition and Echo of Memory/Deja Vu
(Except still an offensive effect on the final pulse of the well, but I won’t mind)

PS: Maybe it would be great if we could cast Echo of Memory another time after we blocked a attack to quit blocking and summon that phantasm earlier.

Anyway looking forward to try them out

We still haven't had a final word on racials

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Racial skills won’t be usable on revenant.

Sad quaggan is sad :’(

https://www.pinterest.com/pin/158470480615166839/

Clarification on Crystal Hibernation please

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Crystal Hibernation: Removed the defiance bar. This skill will now block attacks for the duration while regenerating health. Lowered recharge from 30 seconds to 20 seconds.

- Does it still ignore conditions? I guess not because it “blocks” now, but is that correct? Or do we get resistance as a replacement maybe?
- Can we use it to block and keep moving?
- How long is the block duration? 3 seconds like the invul time before?
- The cooldown was decreased to 20seconds and we still “regenerating health” during the block time, do we still get 900 hp per second? (4 × 900 heal on 20sec cd would be insane and is nearly as strong as a heal skill.)
- Is this still preventing point capturing? Other blocks usually don’t.

(edited by NeroBoron.7285)

Unyielding Anquish and why it was nerfed

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Posted by: NeroBoron.7285

NeroBoron.7285

We are all fine the the removal of pulsing displacement. But the current state of the skill is silly, either make it a proper 900 leap or add a kb/fear on land.

Also main complaint on mallyx is Embrace the darkness…

I’m not fine with it ;O

Pulse fear would be nice as it would trigger the stronger effect of Torment.

Tought about the same, I like the idea of fear it would fit mallyx very well.
Like a 600 aoe radius pulsing 4 sec of torment (currently sounds really low but we gonna see), and 1 sec pulsing fear in a 400 aoe radius and maybe still chill so you can still hit them while they are running away from you.

With removing displacement they ripped revenants from a defensive usage that could be used to defend yourself and your mates. For example to rezz a downed mate. Or just get the melees of them. This would also work with fear. Maybe not as good since you can use stability against it, but still. (Add a skill fact that it also removes stability, would also remove that problem, but I guess that would be really strong)

The displace also was also little bit conter productive, usually it annoys your mates when using it in PvE. Also you can’t keep damaging with your melee condi set since they are displaced too far away. (HINT: still waiting for ranged condi weapon^^) But this also wouldn’t be a problem with fear anymore.

Healing Prism

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

However your comment on normal healing output versus the proposed 20% makes me think it would be unwise to have it as a percentage increase as it would boost your output over guard and ele.

Or just make it 15% like the engi trait, yeesh.

But that trait has a 5 ICD. The idea was for a trait without an ICD. Also the engineers despise that waste of a grandmaster.

That’s it! Currently that trait is a major grandmaster trait, and due to its ICD it really sucks!

Healing Prism is a minor grandmaster trait just dont forget that.
It also gives us 0~300 additional healing power. Compared to Engineers Amplifier (also minor grandmaster), which gives 240 Healing Power while they have regeneration, it’s not that bad even without the trigger effect.
Currently the trigger effect gives us ~500 aoe hp per 10 seconds. To compare with another traits: Elementalists Soothing Mist which is a minor adept trait heals about 800 aoe hp per 10 seconds. Ok this is not a minor grandmaster but, still we kinda got a combination of those two effects. The healing has to be limited in some way.

But also 500 aoe healing feels a little bit too low to me. Could be like 800~1000 per 10 seconds. Maybe as a trade off we get less healing power of it, like 50 per default and 50 for each illusion allive.
They could decrease the ICD to ~5sec or incease the healing, which whould be an easy change.

The radius should be increased to 450~600, 300 is a little bit to low.

If this trait get to powerfull it has do be a major trait.

(edited by NeroBoron.7285)

Welcome to the Desert Borderlands Stress Test

in WvW Desert Borderlands Stress Test

Posted by: NeroBoron.7285

NeroBoron.7285

“Keeps will now mark enemy players within their perimeter, for the first 5 minutes, after being flipped.”

Can you just not make that change?

Have you guys never felt the joy of hiding as a mesmer and allowing your team to port in?

Yep, one of the things I enjoyed the most in wvw with my mesmer. I also flipped a lot of keeps and towers solo with my engineer after hiding.
Currently it’s ridiculous that mesmer can go invis for that long, so we can easily hide. But that is another problem and should get fixed. But beeing marked, completly removes the possibilty of hiding in there. I don’t want to see that change neither. It completly rips us from one of the most awesomethings mesmers can do in wvw.

And there isn’t much we can enjoy like that. Flipping a 250er Camp is impossible at least not with a build that will be reliable in other situations. It already sucks to flip normal Camps and 150er Camps are already pain in the kitten . In a zerg we often have to play a picker and/or a veil / portal kitten for our commander, since we lack in aoe damage and can’t make good use of our shatters within the zerg. And soon we can’t hide in keeps anymore. Wuhuuuu. -.-*

Also I hope Spy Balloons don’t cover the whole area, else it will suck to play as a small scale group, when we get marked instantly on trying to flip a t3 tower while our zerg goes for something else. “Oh hey there are 3 people on the tower, lets send out 5 to kill em”

Don’t get me wrong I don’t want that we always have to scout our keeps, but I don’t want that to happen that way that we always get marked without any action of our opponents.
That could happen (suggestion) by some wards that we can place like in edge of the mists that last like 30~60 minutes. And every person can only place one like with traps. Also they should have a limited radius to report people in there and not the whole keep. Further it shouldn’t report stealthed players.

[BW2] Chronomancer Feedback Thread

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

The fight where I lost was about 5min. All others fight in which I killed him was like 50~120sec. And I was playing that build for the first time. While he ran his dd ele for ages.

Condis were not a problem for me, check out my last edit with basic build information.
I guess the synergy between all these trait is what makes it so strong.
Usually I had no problem to remove multiple stacks of burning.

Also fought a friend of mine who played a similar build, with my engineer. And I also could not get rid of his phantasm army.

Yeah condi mes needs some love for other fields, but that wasn’t the case here. A condi build wouldn’t kill him like that. Condi mesmer currently sucks against celestial ele. The problem for him was and me with my engineer was this unkillable always respawning illusion army, which I could shatter over and over again.

Edit: It’s already enough to shatter 2 phantasms to spawn 3 illusions, because it will trigger Illusionary Reversion to spawn a clone and Chronophantasma will respawn the shattered phantasms. And as mention with 4 phatasms + the cd reduce on shatter you have no problem to respawn more phantasms if they won’t respawn anymore by chronophantasma..
(We also get Alacrity on shatter, as well to reduce it further)

Yeah sure pvp isn’t about duelling, I know. Just saying that it felt unbalanced to me in stronghold and that testing duells.
Also this build should work for wvw as well. And there you usually can’t call for a mate from mid point to help you in wvw Small scale fights should be fine too since your aoes are shatter and you have some aoe support by your inspiration traits. Going to check that out in the next beta.

(edited by NeroBoron.7285)

[BW2] Chronomancer Feedback Thread

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

PVP: I tested it stronghold first. Was fine there, also pretty strong.
Then I played some duells vs d/d cele ele. He had no chance.
Then we changed the rules and we were like "who is going to cap that point and can hold it or will die " with these rules 2 times he died nobody could cap it, 1 time he got the point but died shortly after. 1 time i died and nobody had the point.

And d/d cele ele has already a lot of aoe and i currently pvp meta. Not sure how good this will be in a 5 on 5 or larger fights.

Edit: maybe its also a problem due to Persisdence of Memory shattering a phantasm recharges phantasms by 2 seconds.
Shatter 3 phantasms once , -6sec on them. All phantasms respawn with that shatter so can you shatter again, again -6 sec cd on them. Most phantasms got about 16sec cd. So you can basically reduce it to 4sec and then just spawn new phantasms.

I picked up Phantasmal Disenchanter to have another low cd phantasm. Also mental defense summons A Phantasmal Defender. So I got access to 4 phantasms.

In combination with enough skills to produce clones as well. I had nearly always enough illusions alive.

Thanks to inspiration I got some nice healing and condition remove.

The Basic Build was like this:
http://gw2skills.net/editor/?vhAQBSSeGMUjlnj6sACgDreQP0FFdxA

It’s not the classical burst shatter, but more a pressure shatter.

I really love my mesmer, but It felt really unbalanced.

(edited by NeroBoron.7285)

diff. PvE/PvP/WvW Builds and Elite Specs

in Guild Wars 2: Heart of Thorns

Posted by: NeroBoron.7285

NeroBoron.7285

I know you have a sperate saved build for pvp pve and wvw. That is the reason for the problem. If my wvw spec alows me to pick up a shield because of my elite specialization in wvw and i join pve where I dont have this elite specialization. The shield gets kicked out of your equipment.
So if i go back to wvw then i have to search the shield somewhere in my inventory to equip it again.

diff. PvE/PvP/WvW Builds and Elite Specs

in Guild Wars 2: Heart of Thorns

Posted by: NeroBoron.7285

NeroBoron.7285

For example when you play the elite spec in your wvw build with it’s special weapon like the shield on mesmer. And then joined for example heart of the mist where you ran a build without that elite specialization your weapon was kicked out of the slot and was in your inventory. That was annoying if you just wanted to go afk there, and then join back in wvw again. So if I was about to go back to wvw again I had to equip it again. Also if my inventory was full I had that annoying pop up to pick up the weapon.

I already don’t like it that you can only use these weapons when you use the elite spec. But that was really annoying for me. So please at least just don’t kick that weapon out of my weapon slot. Maybe just diable the weapon skills of that weapon.

PS: 45 Chars for the topic title is way to short ;D

[BW2] Chronomancer Feedback Thread

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

Mesmer is one of my main chars, so I want to provide some feedback:

Shield
I think the Shield is in a good place.
Echo of Memory maybe should block multiple attacks over 2 seconds and summon the phantasm in the end. So it feels more different and defensive then Illusionary Riposte and Illusionary Counter.
I think Tides of Time should be ground targeting or follow the target. I often made the experience that it didn’t hit my target because it was moving.

Continuum Split / Continuum Shift
Sorry, but in my eyes this can / is / will always be a high potential source of broken game balance. Perma invisible, double moa, spamming phantasms. That is something I’m always afraid of, would like to see a complete rework of it.

Well Skills
The problem with all wells is that you have to remain in place to get all the bonuses of it. That’s something you usually don’t do as a mesmer. That is a big deal specially for the heal skill.

Well of Eternity
Is really nice for group support.

Well of Calamity
The pulse damage could be a higher since it’s our only pure offensive well.

Well of Action
Never used it.

Well of Precognition
This is a stun breaker and that’s why you usually use it defensifly. On pulse it makes you next attacks unblockable which is an offensive effect. And on the end it applies blur which is defensive.
This should be swapped so you can use this as a true defensive skill for your group:
Breaks stun on use (maybe even for allies). Apply 1sec of blur per pulse. And in the end a offensive effect like unblockable attacks is fine for counter attack.

Well of Recall
Never used it

Gravity Well
I really like it. Cooldown could be a little bit lower, like 75sec or pulse damage could be increased a little bit.

Traits
Holy kitten. They are all really strong, some too strong. Thanks to Illusionary Reversion and Chronophantasma I could litterally spam my shatters. And I had nearly always 3 illusions up. It was not like before where you setup your illusions for a shatter. I had to wait for the cooldown of shatters, cause I always had so many illusions.
I could use Mind Wrack with 3 illusions, after that had 3 up again and could use Cry of Frustration with those 3 illusions. After that I had often again 2 illusions up. This felt really broken.
I guess Illusionary Reversion should be a grandmaster, it could swap places with Seize The Moment. Also Phantasms resummoned by Chronophantasma should inherit the attack cooldown from his “parent” phantasm. Another idea would be a cap of phantasms that can respawn on a single shatter or in a period of time.

(edited by NeroBoron.7285)

[Gliders] List of skin suggestions

in Guild Wars 2: Heart of Thorns

Posted by: NeroBoron.7285

NeroBoron.7285

Just thought about the same.
I love the idea of backpack glider skins that are unlocked on aquiring a special backpack. I would really like to see my mesmer fly with her wings, or my engineer with his jetpack or spinal blades!

Feedback - BW2 + 2 Duell Videos

in Revenant

Posted by: NeroBoron.7285

NeroBoron.7285

Bugs / Strange behaviour
You get portet with the mesmer, when he uses portal while hitting with Unrelenting Assault.
https://www.youtube.com/watch?v=P7kRZI_oZt4
Feels a little bit strange. Is this a wanted behaviour? On a normal port okay, but through a portal? I already checked you won’t be ported in a wvw tower or keep if he use his portal to get back inside.

Bug: Crystal Hibernation can be broken by a single non cc skill
https://www.youtube.com/watch?v=8yfW2EzC2hw

Temporal Rift misses easily when standing on a littlebit higher ground, while opponent is below you
https://www.youtube.com/watch?v=RWTzqdC2F4g

Balance
Currently revenant feels really solid. Could really bash a lot of people, while I still got bashed by some others. Many people just had no idea how to conter my builds in the beginning and could be bashed maybe a little bit easily. So I felt a little kitteneesy there. But usually after talking with them and telling them how they can conter x, y and z it was a mostly fine.
At all some stuff is maybe a little bit to strong.


Sword
The sword feels like a true burst weapon now.
Still i have a few concerns about Unrelenting Assault. I thing the damage is fine. But because of it long attack duration it’s hard to avoid the damage for the opponent. So maybe decrease that time from 2sec to 1,5 or 1sec. Also that skill splits the burst damage if you are facing multiple enemies to multiple persons (Or a person with pets/clones/whatever.) That is pretty crappy to burst a single target down.
Maybe make each hit at least a 300radius hit and only port between people that are in 300 range of your target. Or that skill should always only hit your target.

Hammer
Really high damage, that’s good. But 5000~6000 damage with Coalescence of Ruin on max range. That spell has 2 sec cd and low energy cost. So I could basically spam it, since I ran a build with ~95% crit chance always that much damage. Feels a bit too strong. Increase the cd a little bit 3~4sec and/or decrease the damage a little bit.
For Phase Smash I would still like to have the option to not teleport back. Use it once and you leap to the location, than you have a 2second time frame to teleport back.

Staff
Also has some decent damage. Just feels right. Maybe the support options could be a little bit better.

Axe
Feels right

Mace
Feels right

Shield
Envoy of Exuberance is unblockable, but currently doesn’t deal damage. The protection duration could be increased.
Crystal Hibernations Heal is a little bit too strong. Should be decreased to maybe ~3000 heal. Also being locked up in place is totally annoying.


Mallyx
Good and solid

Shiro
I love it.

Ventari
Argh, redesign please. (Maybe just not my playstyle)

Jalis
Inspiring Reinforcement just sucks since the nerf.
2 sec of stability would be great. Also stability should pulse right after you cast it.
Forced Engagement, 50 energy for a single target taunt? Sorry Shiro Elite is much better for that cost. AoE Taunt.

Glint
Elite just screams “dodge now” to the opponent. Burst of Strength feels a really week.


Salvation
not testet

Retribution
The grandmasters could need a little bit rework/balancing.

Hearld
Shared Empowerments might duration should be increased.
Bolster Fortifications protection duration should be increased

Everything else
Is fine

Other Stuff
Still Utility Skill Pools please:
https://forum-en.gw2archive.eu/forum/professions/revenant/Skill-pools-for-revenant/first

What I really miss is a ranged condition weapon. Maybe a dagger as mainhand range weapon or a shortbow. Axe and mace are fine but you can’t always stay melee on them and they don’t have long condition durations so you can’t keep up your pressure.

That’s the reason why I currently don’t like a pure condition build on revenant.

Suvival vs Condition Classes still feels decent. I’m fine with it. Nearly no stability, but it’s okay.

2 Duells to watch
My opponents are high experienced players with hundrets of hours wvw & pvp expierence on their class, did some mistakes there but still I enjoyed them all. (Did a lot of duells and wvw this weekend)

Berserker Revenant vs Berserker Warrior
https://www.youtube.com/watch?v=cGKevKoy-Ks
In most duells I had the upper had with my revenant. At all it is an insane high damage build which has great survival by all those evades + shield.

Celestial Revenant vs Celestial Ele
https://www.youtube.com/watch?v=8NJoTO21hN8
Had no chance at all, at least not with that setup nor with the setup from the first video ^__^ I had a lot of fun with that build.

Sorry no video where I use staff :S But also had a lot of fun with it.

(edited by NeroBoron.7285)

Obsidian Sanctum

in WvW

Posted by: NeroBoron.7285

NeroBoron.7285

I totally would like too see a better reward from the end chest. Like 2 superior blueprints. That would make it more interesting for wvw players to do that daily, and we would save some money on blueprints then

A better reward alreay would pull more players in.

"Hardcore" folks dont want "casuals" pugging.

in Guild Wars 2 Discussion

Posted by: NeroBoron.7285

NeroBoron.7285

I dont’t mind about that casual pugging.

But what I mind is that we still miss “hardcore” content for “hardcore” players.
It could be done like in GW2 with an extra hardmode for each dungeon that makes dungeons a lot harder. Maybe also alter some boss mechanics.

Then add a better reward system and titles to it. Also add a mechanic that you can truely fail such a hardcore mode dungeon! Maybe after 3 death you can’t respawn anymore. In gw1 you got kicked out from the dungeon when everyone had a death penalty of 60%. Why not here?
Currently it’s not really possible to fail a dungeon, what makes it even more boring.

So it would be still possible for casuals to do that dungeons for story, and similar but lower reward. And hardcore players would get their challanging content.

What I personally really find boring, that nearly everything is made easier and easier and easier. That is really boring for players that want something more challanging.

Just take a look at Gauntlet Challange with Liadri the Concealing Dark. I spend 3~4 hours trying to kill her when it was released. One year later it was made so much easier. I didn’t fought her for one year, but killed her then after the first try.

I hope the new raids will be true challanges, and won’t be made easier and easier.

(edited by NeroBoron.7285)

First Person Mode Minor Annoyances

in Guild Wars 2 Discussion

Posted by: NeroBoron.7285

NeroBoron.7285

It’s a little irritating that we dont see our hands/arms/weapons. Usually in first person view of other games you see some parts of them ;D

Engineers Elexier Skills and Elexier Traits

in Bugs: Game, Forum, Website

Posted by: NeroBoron.7285

NeroBoron.7285

There are still some issues.

HGH:
Doesn’t increase duration and decease cooldown on Elexier Shell (but might is given)

Alchemical tinctures:
Doesn’t remove a condition on Healing Mist
Doesn’t remove a condition on Elexier Shell
Super Elexier always removed one condition even if not stated in the description. Without Alchemical tinctures it still removes one. But with it doesn’t remove a second.

Not sure whether it should or not but Acid bomb also doesn’t remove a condition on usage. But it gives us Might when we have HGH.

Legendary Armor Runes

in Guild Wars 2: Heart of Thorns

Posted by: NeroBoron.7285

NeroBoron.7285

That is already a Problem in legendary weapons. If you really want to ran another build with that legendary you have often to replace runes and sigils. In currently use sigils like energy and cleansing which I can use in nearly any build. With runes it’s not that easy. I would really love to see this issue resolved. For example with a selector window so we can pick any rune or sigil. If you don’t want us to to get all runes or sigil for free, you could build an unlocking system for that legendy. Like if you added that sigil once to that legendary we can pick it anytime again.

The New Perma-Stealth DP Thief

in Mesmer

Posted by: NeroBoron.7285

NeroBoron.7285

To get back to the invisble problem:
First of all mesmer is one of my mains and I have to say pu was to strong early then they fixed boons so it was still strong but not as before. And now they give 100% invis duration? WTF?!
That is crazy. Without veil I can stay 45 sec in perma stealth. Yes infight usually you dont chain up that invisible that long. But for hiding in a wvw keep its ridiclous. And infight it’s way to strong as well. You are way to long invsible and also get so many more boons than before due to this change.

So my suggestion: PU should increase stealth by 33% instead of 100%. You can increase mass invsible to 6 sec by default and fail to 4sec.

So weapon and utility trait are are like before that last patch 4sec. And Veil is like currently 4 sec, while mass invisble gives 8 seconds. 2 less than now, 2 more than before the patch. So you can better stealth your team mates.
Compared to shadow refuge which isn’t an elite spell you make still 2 seconds less invsible. (Yeah okay you can make 5 more people invisble, but it’s an elite spell with even higher cd than SR)

Also I’m not sure with the torch trait, that is one of the main reasons why you could chain up invsible that long. But maybe the pu change will already normalize that. If that’s still not the case it should get nerfed as well.

(edited by NeroBoron.7285)