Showing Posts For NinjaEd.3946:

Tequatl... Desert

in Dynamic Events

Posted by: NinjaEd.3946

NinjaEd.3946

Threads made left and right, wanting to experience what challenge anet could make up. So they make one.

Day 1: How can we possibly kill this thing?

Day 2: Bg kills tequatl. Soon others realize the strategy and several other servers succeed.

Day 3-14: More tequatl kills. In fact a guild dedicated to killing it is formed.

Now, people are complaining that it’s too hard because no one farms it over and over. THATS the problem with world events, they shouldn’t be farmed, and they shouldn’t occur a dozen times a day. Also they shouldn’t just appear, something like this should behave like seigerazer in WvW and only start when enough players report in. Aside from that, the event is fine. The loot wasn’t all that great at first but guess what, hardly anything ever is when you’re looking at rng. So the last patch they buffed its rewards, dunno if it was a drastic increase but nevertheless it has been tweaked already and it IS in fact killable. I don’t see why people are complaining. Not every server is going to dedicate themselves to farm tequatl, ask around and guest on a server that does it from time to time.. quit the whining.

Also, even though its not the most friendly way to release content, the gem store is the only income Anet gets aside from box sales. There are 0 monthly payments, so are you at all surprised they stock the kitten out of it with items we want/need?

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

New chars can't get new hairstyles? Why?!

in Guild Wars 2 Discussion

Posted by: NinjaEd.3946

NinjaEd.3946

This shouldn’t shock anyone. I mean have you see how many people have made posts demanding a retrait option free of charge and anywhere (except maybe spvp, tpvp and inside dungeons). Now they release a gem item to do that. A once free option in gw1, has now become a gem store commodity.

Will it upset people? Yeah

Will people buy it? Yeah…

Same applies to the new hair styles. People will buy it regardless, no matter how upsetting it is to some (or many).

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Tequatl Empty and Unwanted?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

It really depends on your server OP. Many high population servers still do it, and with the latest patch increasing its loot table I’m sure people still enjoy the challenge.

The only real issue is people can’t work around the tequatl fight, there is no pre-event and it’s on a timer. Making hard content randomly appear is not inviting. When you release things like the living story you can expect people to be pulled away from the last living story segment, and although that’s not true for all servers, it is for some and that’s enough to raise doubts in “permanent content”.

Add a pre event, and make that pre event behave like seigerazer in wvw, you need players to report in. So sure give the event a rng timer, but it cannot start until enough people start showing up (say 30? idk whats a small yet threatening group size for this event).

Then it will trigger the pre event to do something like clear tequatl’s presense in Fabled Djannor by killing some champs or something, then tequatl responds by attacking once more. If the previous attempt was a success, instead the npc will investigate the risen attacks that are occurring more frequently, leading to Tequatl being the reason and him attacking. This is a group event, it should only start when a group appears. Fits people’s schedule more so and it also prevents small groups from walking in disappointment as they undoubtedly fail because not enough people showed up.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Assassin's Reward needs a MAJOR buff

in Thief

Posted by: NinjaEd.3946

NinjaEd.3946

If anything, they should have different healing per init spent.
For example:
.035X healing power (current scale according to wiki) +
If a skill costs 2 ini heal for 180 (80 per init)
If a skill costs 3 ini heal for 270 (90 per init)
If a skill costs 4 ini, heal for 400 (100 per init)
If a skill costs 5 ini heal for 600 (120 per init)
If a skill costs 6 ini, heal for 840 (140 per init)

In other words, the more init spent, the greater the healing per init is. Warrior’s have a minor trait that regen’s health based on their adrenaline bar, the higher the bar the more the healing multiplier is. I feel the same should apply to this MAJOR trait, to make it more worthwhile to pick. Obviously the above is just an example, and the numbers are much to high, some builds can make and dispense initiative really quickly making this too strong. But the idea is the same, more initiative spent the greater the heal per init is.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Illusionary leap & Swap

in Mesmer

Posted by: NinjaEd.3946

NinjaEd.3946

So let’s get this straight. Your problem is that you have trouble killing GOOD mesmers. Well guess what. I too have problems killing GOOD mesmers. And good warriors. And good thieves, and engines, and even good rangers (well, ok, maybe not rangers). We all should have trouble killing good players. Weirdly enough, this is actually the sign of a balanced game.

There are many skills on all professions that could use some tweaking. But sword clone swap is not really one of them.

I have trouble killing good players, but I have managed it before. First it was bunker ele which I was never able to kill, they nerfed a few things, balanced it out, now I have equal duals against them and no complaints. Perma stealth thieves were always just to annoy me, so I wouldn’t say I had a problem killing them as much as a problem avoiding them because they wouldn’t leave me alone unless I managed to outsmart 1. Now its mesmers, for me atleast. I cannot kill the good ones, and by good I mean they seem to know what their skills do rather than just pressing buttons and exploding moments later.

I cannot kill a bunker sword Mesmer, they just have soo many escape skills between stun breaking, stealth, and cc. I fought 1 in wvw on my warrior, who is spec’ed for havoc groups and I was fine when I couldn’t kill them. I mean (s)he couldn’t touch me but it was still annoying how they would drop to maybe 20% and just vanish and not even 5 seconds later be fully healed with more stun breakers at their disposal. I did have a friendly Mesmer helping but they had no clue what they were doing or looking for so it was essentially 1v1. Needless to say I just left the fight and moved to another objective because it was a waste of time.

I don’t see a counter to bunker Mesmer aside from running away because their mobility is awful. Even in fights where I outnumber them, they can still hold off and annoy us long enough for more enemies to come along(1-3 min usually).

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Illusionary leap & Swap

in Mesmer

Posted by: NinjaEd.3946

NinjaEd.3946

Every 9 seconds? Sorry but i don’t see the balance in that.
( infiltraors strike was the same, in the sense that the 1st part did not break stun).

Whether i cc them before leap, after leap, after swap don’t matter. These mesmers arn’t relying on swap alone to stay cc free, but it does make it all too easy if they rotate it with their utility stun breakers. Thats why infil strike was nerfed which I was fine with. But why does mesmer still hold theirs? I see no counter to this aside from hopeing they slip up, which is bogus in a 1v1. I can kill perma stealth thieves but against GOOD ( I do come across a few baddies) mesmers I cannot. No method of mine has worked aside from ignoring them because its a waste of my time when I could be capping something.

Maybe its different in wvw but in spvp or tpvp It should behave like return. You swap positions, let it immobilize but it wont break stun. You still get that gap if used right.

(My chain cc takes about 30 seconds to get back, more than enough time for a utility stun breaker to come off cd. I’m not having troubles living although its tricky at times. Its killing them, i cannot. Zerker sword mesmers hit or miss, and I can usually get through them.)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Illusionary leap & Swap

in Mesmer

Posted by: NinjaEd.3946

NinjaEd.3946

(Not a Q.Q thread, just a question)

A while back, thief’s infiltrator’s strike was nerfed to no longer break stun. I thought it was a fair change, as it was far too easy to stay alive with a spammable stun break that also created a distance between you and an attacker. Well mesmer’s have illusionary leap which is essentially the same thing however it still breaks stun. Even if I manage to chain cc a mesmer, they carry a stun breaking utility making killing them ( if properly skilled) next to impossible.

Is there a counter to this? With sword training its even shorter time between stun breaks.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Please stop with the condi meta

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I think Jinks is right, i mean, i like to see a sorcerer spamming rains of fire, rings of frost and raging thunders, AoE power, but, an assassin, a Thief, is the master of single target damage output, i think this game is amazing, but it needs a pseudo-aggro system, and more tactics less pewpew.

As the graphics are very cool , in those AoE fights i can’t even understand what’s happening, and, if i’m making a group for a dungeon or anything else, i’d like to pick up different classes for their beneficial effects, they’re all AoE with different colors right now ! With more tactics (at least for bosses) an aggro system, and a more specific role for every class, this game would be better by far.

Its 100X worse in world bosses, where its just a splash of tie dye. The splash effect of skills needs to be toned down in general, even in wvw on the lowest settings I still see just color spam. I’m trying to stack and plant, not admire the color scheme each profession can throw at me.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

4 Skill changes for thief

in Thief

Posted by: NinjaEd.3946

NinjaEd.3946

Ink Shot is perfect as is, in my opinion. It’s an amazing escape skill and has saved my life many times. The blind on it is negligible… you’d be better off using spear evade skills if you want to stand your ground.

I don’t use shortbow, so my opinion is somewhat skewed. But don’t you get 3 stacks of bleeding if you detonate your shot? Add that with the usual pieces of a condi build (caltrops, venoms, etc) and it’s pretty strong. I do wish it were still 1200 range, though.

I wouldn’t suggest the slightest removal of ink shot, I love the skill a lot. It can negate a ton of burst and can make for some amazing escape acts. My issue is it has a use of blind that I can’t use without wasting a ton of initiative. I only suggest to change how it can be used, not to raise its cost or nerf its ability to teleport.

Cluster bomb was my issue, not detonate cluster bomb. Cluster bomb only applies 1 bleed stack for 4 seconds. Detonate cluster bomb applies 3 bleeds for 4 seconds, which I’m ok with (only real condi dmg from sb is choking gas, spamming #2 is just too difficult to upkeep and not worth the effort. Best off leaving it undetonated and blasting the poison field from choking gas, weakness is a better result at that point.

I should probably change the title but I forgot 1 important issue with a thief trait.

Shadow protector currently will not apply regen to allies who already have it, which in group fights is likely to be always. Don’t punish player’s, especially thieves, for trying to dish out some group boon, just put an internal cooldown of 10 seconds so it can’t be stacked to outrageous durations.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

4 Skill changes for thief

in Thief

Posted by: NinjaEd.3946

NinjaEd.3946

Ink shot(speargun):
-Change the initiative cost to 3.
-Bump the detonation (Smoke trail) initiative cost to 2(total still remains at 5).
-Remove the forced teleport at the end
-Change Smoke trail to detonate at the end of the trail.

For example.
I press 5 (default) and ink shot makes its way. At 450 units I click 5 again activating Smoke trail. Instead of porting a lame 450 units, which in water is about nothing, it will recognize smoke trail at the end of its travel. Reason? Maybe I want to use ink shot as a blind and not a 5 initiative cost teleport. Currently smoke trail is pointless, because you get forced to teleport at the end. In water there is no reason to shorten a teleport, but there is a use for blind and it would be nice if I had the option to choose how I use ink shot without tossing all my initiative away.

Scorpion wire:
-Please work. WAY too buggy, often it just knocks the foe down. Mesmer’s get a multi target pull for 5 seconds more and it never fails to pull people (unless they got stability ofc).

Cluster Bomb:
-Bump duration of bleed. Whether it be 12 seconds or 9, 1 stack of bleed for 4 seconds is kinda moot. Detonate cluster bomb works fine imo although I was saddened when it was nerfed to 900 range ; ;

Body shot(pistol #2):
-Return to its former glory(5 stacks for I think it was 5 or 6 seconds). 3 seconds is not good, especially if they have a pistol in their main hand the last thing they are gana be able to pull off is a big hit like backstab or crippling strike. Idk why this was changed, it was a lot better the old way.. If you’re using dual pistols you can hardly get unload off by the time the vulnerability expires. If you’re using pistol for condi dmg, well I know you’re not gana be able to hold onto those bleed stacks by wasting time on a 3 second vulnerability, condi pistol has a lot of upkeep.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Can I do Fractals with a Thief?

in Thief

Posted by: NinjaEd.3946

NinjaEd.3946

Snowblind Fractal: Can solo first part, also Smoke screen helps with the elemental fight when all the minions spawn.

Cliffside Fractal: With good dodging, you can melee the main bosses np.

Underwater Fractal: BV helps prevent the jellyfish from eating someone if timed right. And just in general, good dps.

Ascalonian Fractal: Smoke screen helps, OH pistol to keep the enemy warriors missing (cuz they hit really hard), and good dodging + dps on main boss. Also BV with venom share can keep the main boss locked for awhile possible saving the npc veterans.

Swamp Fractal: Amazing mobility and stealth helps a lot with the wisps. Smoke screen with the oakheart and ton of dodges helps with the Mossman (cuz he also hurts like a kitten)

Dredge Fractal: Stealth helps with the switches/panels. Great AoE dmg with sb for the spawns or stealth for the wall where you use the guns on. With sb if you get the legendary dredge, you can technically solo it as shadowstep can jump up to the panels (except 1 of them). Also dodging helps avoid the AoE agony. Legendary Ice elemental is a joke, any class can do that.

Volcanic Fractal: Smoke screen for the shaman. If you have the trait to regen in stealth you can stealth rez a defeated ally without worrying about the burn dmg too much. Also ally stealth helps just in general in that fight.

To sum it up, yes. Thieves can do a lot in fractals. Even though my warrior is completely geared and COULD enter fractals, I don’t bring it because I enjoy thief much more for its utility.

http://gw2skills.net/editor/?fYAQNAsYVlYmiP3eS6E/5EyOjdqC5eUUGVT1fgrA-jwCBYfCiYhYojIEFIkFRjwAgyAM9pIasFOFRjVXDT7iIqWIAzLAA-e

Is what I use, swapping to venom share when need be and Concealed defeat (smoke screen on down) for some bosses. Dagger and pistol for the ascalonian fractal for the aoe blind field. Swap to dual pistols for the legendary shaman (volcanic fractal.) Enter stealth, and spam #1 when it bubbles. It puts a lot of hits in really quickly (it won’t reveal you, and is quick to reload). Then swap to sb and destroy the fire elementals, use dual pistols and use unload on it when it’s just shooting arrows, much higher dps than sb.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

New skills for 2013

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Engineers need new skills >>;

Especially a real movement speed boosting one.

Don’t they have elixers that grant swiftness? Engi’s don’t got signets so as far as a passive movement speed bonus idk…

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Wanted: Healing Class

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Any class can be a very decent healer if traited and geared good enough.

Except thief … we still suck at support no matter what. Such a shame :/

I hope the October patch helps out thief support some, outside of venoms because that’s offensive support. We need more defensive options.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Elite Skill Slots

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

This has been discussed before OP (not blaming you, the search bar is broken)

All that does is cover up the issue that some elites aren’t worth it the slot. That’s a design flaw in those elites, not the set up everyone is set with (1 healing 3 utility 1 elite). Imagine fighting an ele with 4 utilities, or a thief with 4 utilities? I can think of quite a few overpowered combos right there.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Adjusting Stealth (WvW biased)

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Hey.

Number one: Change the [Revealed] debuff to the point, where not only dishing out damage but taking damage triggers it as well.

I know this would have a huge impact, especially when it comes to engaging battles in GvG via Veil or Mass Invisibility for smaller groups. Yet, it won’t be impossible and requires a little more skill. On the pro side, it gives people the ability do defend against Mesmers and Thieves in small scale battles and evens out the chances a little more.

Huge impact? Try breaking the class altogether. Seriously, thieves rely on stealth for defence, no matter how you look at it. All thief builds have it in some variation. Also thieves are incredibly uselss in gvg already, removing their ability to stealth in large group fights is just kitten ridiculous. Thieves are essentially assassin’s (not sure why they were named thieves anyways, but anywho), they excel at popping out and bursting people. Their support is whimsy and their sustain out of stealth is minor. If you’re roaming, be prepared to meet other roamers, and bring a stun breaker or 2. Stop asking for nerfs to a stealth class, and please l2p.

Mesmer can’t stealth for that long, and their aoe stealth is what thief should have as well. The idea is making group fights interesting, which is why you see almost every Mesmer run veil. Surprise attacks are what gives small sized groups in wvw the upper hand, something that wouldn’t be possible if things like veil and mass invis were removed or nerfed.

Also I rather be stealth stomped than watch someone waste a 75 second cooldown just to finish me (pointing a finger at you mist form). That to me is just horrible gameplay if people are that wasteful.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

New skills for 2013

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I hope they will include new weapon skills. I won’t hate new utilities (and would like some new elites), but I’d much rather be able to customize my 2-5 skills for a given weapon.

I think they’ll do that in the form of new weapon choices, from the looks of it each weapon serves it’s purpose (some more than others). Adding swappable skill sets per weapon just complicates things, it makes more sense to change the playstyle by weapon choice rather than what way you swing the sword or axe.

Greataxes have been suggested for ages (prolly as many posts on gaxe as mounts sadly… search bar needs to be fixed already).

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Post your ideas for new skills

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Very good ideas as well.

Thank you ^^

Some Ideas I hadn’t posted in there (post got buried, like every other post in the suggestions forum).

Elementalist

Conjure Second weapon (elite): Stand still to charge for a weapon swap.
While this elite is equipped, a 2nd slot for ele’s appears
Cooldown 60 seconds.
Cast time 2 seconds (can move)
goal being for pve or wvw, some battles last more than a minute and you really may need that other part of a weapon. I find it a bit rude to leave ele as either support or dps. With this they have to decide, do I bring a powerful elite, or a easy to interrupt weapon swap? If need be the cooldown can be raised to 90 seconds or w/e seems fitting

Engineer

Static Turret(turret): Deploy a turret that causes vulnerability.
Channel (5X) vulnerability (1 stack per hit).
Vulnerability duration 15 seconds per hit.
Time between attacks 8 seconds.
Attack range 600 units.
Cooldown 30 seconds.
[2nd skill]- Create a static field around the turret, crippling and damaging foes inside.
Field duration 3 seconds.
Combo Field: Static
Cooldown 50 seconds.
[Toolbelt]- Gain a shocking aura.
Cooldown 75 seconds.

Thief

Escape route(trick)- Throw down a void.
Duration 15 seconds.
Combo Field: Dark
Radius 250 units.
[Escape]- Teleport to the void and gain stealth.
Stealth duration 2 seconds.
Breaks stun.
Cooldown 40 seconds.

Signet of Theft(Signet)- [Passive]- Steal transfers 1 condition you are suffering from to your foe.
[Active]- Gain fury.
Fury duration 10 seconds.
Cooldown 50 seconds.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

GW2 AI is worst than GW1 AI.

in Guild Wars 2 Discussion

Posted by: NinjaEd.3946

NinjaEd.3946

I have to agree, gw1 enemies were a lot smarter and had much more utility than they do in this game. Strange that 250 years made them slightly less important than barrel of apples.

Something they lack entirely is healing, very few bosses have it. The ones that do, (cof p1 for example) are very weak and entirely neglected by high dps. Jungle wurm heals off husks, but barely. The shatterer heals very slowly and gets interrupted almost immediately because the crystals are incredibly weak. It’s just wrong, WRONG!

Give more enemies healing skills, or ways to turn a fight around by using player skills. It really makes things interesting for groups when it can completely flip the tables due to a wrong move. Timers are a start, but not fit for a permanent solution. Atleast on their own.

Also defiance needs reworking, some cc is just too easy to apply but giving the enemy 60+ stacks of it (for scaled events) is also the wrong move. There needs to just be a cooldown for when it gets cc or have it do a specific action when it gets cc’d (stun break then heal if in stance X, stun break then gain a type of boon, change stance, etc. By stun break I mean use the class stun breakers accordingly or something unique, don’t just get back up). After it gets cc’d it gains defiance for x seconds which cannot be removed until the timer expires. The duration of defiance would be fitting to the time between large moves. For example, the Legendary dredge when it smashes the ground applying a global agony on hit, the timer would be slightly less than the time it takes to redo that attack. Don’t just make it a block or dodge test, make it avoidable by good timing and team coordination.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Post your ideas for new skills

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: NinjaEd.3946

NinjaEd.3946

Give engineer some melee option outside of a wrench. Mace perhaps, it seems fitting. I don’t play one but I know many engi’s and it seems odd they have no fitting melee option. The lack of melee is 1 of a few reason I won’t make an engi, but maybe there is an alternative in there idk. Help me out!

Give ele an elite skill to weapon swap (weapon slots open when elite is equipped). Give it idk a 60 second cooldown. Reason being that some boss fights take a long time (more than 1m) and you may really have to swap between support and dps at times. Also most ele elites are rather weak in boss fights OR are too risky to use(fgs). As for wvw or spvp, it just makes the ele have to decide. Do I want to go crazy with an elite skill or swap my group utility?

Grant guardian spirits more defences and to not explode when they use their main skill. Treat it like ranger spirits, the cooldown is short but only starts when the spirit dies. They can use their skills after a cooldown.

For thief, change trip wire and needle trap to something useful. Like needle trap should stay around for awhile, immobilizing and poisoning foes that cross it for the duration (reduce immobilize duration to maybe 2 seconds). Trip wire should have a lower cooldown or kd the foe who crosses it, and cripple all nearby foes as the wire snaps.

Ranger shouts need buffs, they are too weak on their own. Search and rescue should fear foes when it reaches its target, protect me should grant the pet protection for the duration, and sic em should cause the pet to apply aoe fury at it’s location. Just some ideas, but idk if revealed from sic em is the right move.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Thief cleansing that is non-stealth

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I honestly don’t know why Acrobatics doesn’t have equivalent cleansing ability. Considering that Evasion and Stealth are the two pillars of Thief defense, as is … why not add similar cleansing to an Acrobatics GM Trait? That way, a Thief can pick what their preferred methodology is, and not get shafted for doing so.
OTOH, you’d probably want to make the SA and Acro GM cleansing Traits exclusive.
Being able to stack both might be a bit over the top.

If they spend 60 of the 70 trait points just for some heavy condi clearing, they lose a ton of dps from the other trait lines.

But I agree, acrobatics could use some better condi clearing. Heck, if thrill of the crime (trickery) transferred a condition to your foe on steal that be a nice start.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Thiefs, Off-Hand Swords please

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Wielding two swords is mostly a fantasy invention. There are a lot of problems when you consider the body mechanics, balance, how you leverage any power, and where you’d swing that sword (not thrust). If you want to keep balanced like a thief then the most appropriate off hand sword would be short, short enough to be considered a long dagger.

Warrior’s can do it. Also weapon sizes are adjusted depending on your race, so it’s not like an asuran is hurling a huge blade in 1h.

and gimme, it really depends on what OH swords would offer and what the duel skill would be. dagger/sword you would swing with the dagger for AA however some daggers are quite large (especially on a norn). Take for example a warrior using [Moonshine] mace for their MH and any sword or axe on their OH. Does it not look odd that they are swinging with a tiny bottle versus a medium sized blade for the AA?

You can’t compare the smallest skins to the largest, or you’d have to do that for every weapon selection. No need to exclude thief, let them experiment.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Wanted: Healing Class

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Dedicated healers are boring and don’t add up to interesting fights. It’s the risk reward of building your class, “do I build beefy, or go zerker?”. In other mmo’s it was,“you, there! Bring your dps class and I’ll heal ya”. They just gata fix the zerker/assassin problem so dps isn’t the primary objective in fights.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Thief cleansing that is non-stealth

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I agree, which is also why I think posts that are “anti-stealth” are ridiculous because they don’t realize how dependent thieves are on stealth. There are alternatives to condi clearing for thieves but they aren’t plentiful. Hopefully the rebalance in October (thread posted in general forums. As you can imagine the details are quite vague) will fix this issue.

It might help if you read past the first 5 words. People don’t want current thieves without stealth, they want the class design fixed.

I realize that, I’m just pointing a finger at the kittens who think stealth should be removed when as it stands, thieves can’t live w/o it. Not saying keep the system the same.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

The new LFG system and why it still fails.

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I don’t see how a tool made to form groups has anything to do with dungeon restrictions. You’re still barking up the wrong tree, and although I see your frustration (try having someone leave the 3rd fractal in level 48 and kick all) it isn’t something those who designed the lfg tool had in mind when making it.

If you notice you can’t deny players joining your party(players just appear in the party window, making party leadership near impossible to tell). They aren’t worried about “that guy” leaving the party they worried about “those guys” forming a party. What they do after that is their own business. I would change your post to fixing the kitten dungeon ownership system, the lfg tool does fine.

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Adding Class filters to the LFG tool

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Posted by: NinjaEd.3946

NinjaEd.3946

You don’t need 4 wars 1 Mesmer to beat cof quickly, its just easier that way because you use like 4 skills in total.

But really, this won’t happen. Anet is unlikely to want classisim in their game, where it was stated that all classes can perform the same duties.

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Double stat ascended gear?

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Posted by: NinjaEd.3946

NinjaEd.3946

It doesn’t combine the actual stat values, it just combines the grouping in an appropriate way.

Instead of having your ring give you say 68 power 48 precision and the jewel giving 20 power and 12 precision, it swaps the precision for vitality.

The numbers I posted are made up but that’s the idea, because you can’t put a jewel into ascended trinkets. The stat combos are to fulfill builds that utilized them before so no one gets hurt feelings.

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Am I the type of player you want?

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Posted by: NinjaEd.3946

NinjaEd.3946

You guys say you just want to have fun in the game but what exactly is it that you want to do?

None of you guys have said what your idea of fun is you’ve just kittened that the game is to grindy and that you don’t want to do anything but you should be rewarding for doing it.

Here it is:

new dungeons that are fun and some new dungeons on par with Arah
New areas like Crystal Desert and Cantha
Continuation of Personal Storyline which intertwines with LS and is actually intricate so you have to follow along.
New weapons and skills
New Races
New classes

These are the things i would like to do. ATM all i do is dungeons but i want gw2 to expand out from just being a singular world. I feel like Anet lost alot of the ambition they had in gw1 (oh no i mentioned gw1 crucify me now)

Using the word in the definition doesn’t really work.

They said there will be new skills in 2013, so just wait if you can.

Races were also discussed but not thoroughly examined. It has been mentioned by the anet staff before though.

Same with classes, although its tricky because most of the archetypes have been accessible thus far. Again, this was talked briefly about with the anet staff (wiki has a list of things discussed by them)

Also, people have to realize gw2 is still quite new. Gw1 had a ton of variety BECAUSE it was old, and built up years of hardwork. It also followed the old traditional mmo in the sense that there was healers and tanks, yada yada. Gw2 has none of that, there is no direct healer class, there is no tank class because bosses don’t hold agro unless only 1 person is attacking which kinda makes designing a challenging fight more tricky although not impossible (many revamps lately, as proof). All the dev’s have done in the past year is polish the current content, because it’s non-sense to expand boarders when the current zones aren’t appealing. We have tons of regions to explore and yet, many zones atm hold a very small population.

I played ffxi, and that world was massive. There were tons of important places, but even so, the vast majority of the game was uninhabited because there was nothing interesting to do there Then they released abyssea and many of my favorite leveling grounds were ruined, because no one went there anymore (the sad downfall of ffxi imo). I don’t see how anyone would like to see ghost towns, every zone should have some reason to revisit it. Even if it’s world bosses or a quest line, make all places relevant in some shape or form before opening up new maps.

Also, some people still run rare gear and they can complete dungeon paths (had a couple instances where a guildie linked me their gear.. sadly disappointed but we got through it). The difference between rares and exotics is somewhere in the same ballpark as ascended vs exotics.

Will full asc make you a stronger geared candidate for hard content? Yes

Will full asc make you a smarter candidate for hard content? Not a chance. Put any pug in tier 7(made up, you get the idea though) gear and tell them to solo the krait witch in Timberline falls. I will pay to see that happen.

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(edited by NinjaEd.3946)

Boss Fight ideas

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Posted by: NinjaEd.3946

NinjaEd.3946

I don’t think bosses should be solely about heavy dps. That’s probably the reason why you can’t crit many bosses, because if you could they would die really quickly.

It isn’t about hindering crit builds, its about promoting different play styles. So instead of just running in and swinging away in full zerker or assassin’s you have to think on your toes. Unfortunately condi dmg builds are severely punished in these world fights…. the main reason I don’t use condi thief anymore (even though it was fun as kittens).

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Thiefs, Off-Hand Swords please

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Posted by: NinjaEd.3946

NinjaEd.3946

Considering how thief is a specialized duelist (they lack significant ranged dps and range) I don’t see why s/s wasn’t added ages ago. This isn’t WoW btw, so really people… don’t compare.

@gimmethegepagun they could be a lefty, using their left arm for the heavier weapon (sword) and the less effective arm for the dagger. Also this is an mmo, why apply logic? We have swords and daggers that are on fire yet we don’t suffer from a permanent burn…

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(edited by NinjaEd.3946)

Toughness is pointless...

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Posted by: NinjaEd.3946

NinjaEd.3946

Put a zerker Mesmer and a pvt warrior against a zerker thief. Tell me toughness +armor doesn’t mean anything.

Even though extreme, the point is valid. Toughness prevents bursts, and in some cases drains the enemy of any potential burst for awhile giving you the upper hand. On my power/condi dmg/vitality thief I used toughness runes, and went down the toughness trait line. For a thief, I had a lot of it and when against those silly HS spammers, I laughed. Even Hurr duur blades was a joke. Toughness makes a huge difference, I’m afraid you’re misinformed.

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Thief cleansing that is non-stealth

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Posted by: NinjaEd.3946

NinjaEd.3946

I agree, which is also why I think posts that are “anti-stealth” are ridiculous because they don’t realize how dependent thieves are on stealth. There are alternatives to condi clearing for thieves but they aren’t plentiful. Hopefully the rebalance in October (thread posted in general forums. As you can imagine the details are quite vague) will fix this issue.

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The new LFG system and why it still fails.

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Posted by: NinjaEd.3946

NinjaEd.3946

Yes, the thing that the LFG system is supposed to be for has NOTHING to do with the system for looking for groups.

They are unrelated problems. The lfg tool helps you find a group, not hold one together to prevent, I guess someone’s fish catching fire. The sole purpose of it is to quickly form a group to do some content, being kicked because a party leader leaves was around LONG before the lfg tool was even announced.

So imo, I don’t think the lfg tool fails at all. It could use some tweaks but as it stands it’s doing it’s job just fine.

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October 15th balance/skills updates preview.

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Posted by: NinjaEd.3946

NinjaEd.3946

Perma stealth is really just to annoy you, you should never die to it.

In wvw, I encountered a perma stealth thief. This was before sword #2 had the stun breaker removed, so trying to catch them was quite interesting. On my pvt hammer warrior I discovered his rotation (he was raising a dead ally) and waited for him to return. The second they did, WHAM stun locked and seconds later they were down on the floor. I could of just walked away and let the militia try finding him/her but when you play a thief main you kind of see things differently. A stealthy thief is a harmless thief unless you fall for their tricks. After their countless nerfs I really fail to see the desire for more… just leave them alone, go nerf engi or something.

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Am I the type of player you want?

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Posted by: NinjaEd.3946

NinjaEd.3946

then why have ascended. Im not saying the problem is in the application of it that one will be at a major disadvantage without ascended weapons im trying to say the idea of them is one that goes against the games philosophy and what players want to see in the game. If they dont add anything they shouldnt be in the game yet for some reason they are and for some reason people are getting them.

Well back when ascended was first introduced, a couple topics were made on that exact thinking. There was 1 post that I found to make the most sense justifying it, and that was there was no level 80 armor. You can get exotics at 60, so where was the 80 tier? They didn’t implement it in neatly since it was exclusive to fractals and fractals only but slowly they are making more methods to get them, trying to go back to the “play the way you want to” philosophy. I still wouldn’t say it’s perfect or remotely great but its acceptable to most. Many of my guildies refuse to do anything pve(excluding guild missions) at all yet they have full ascended trinkets. Most of them got the trinkets from laurels, some from guild missions.

Asc weapons can be found or crafted. Although its not exactly worth holding your breathe for that drop, it can happen. Also asc weapons are something for those left task less, something to work on. Aside from living story content, there ain’t much to do at end game(8.6k ap’s, got all the skins I want after looking at galleries). No boarders have been expanded, so something as long and difficult to craft as an ascended weapon and eventually armor atleast gives something to work on. I may statistically be stronger but I wouldn’t try to solo the troll in AC exp mode with full asc. Not because I think its impossible, but because I know I would screw up somewhere along the fight (back to the skill exceeding stats). I can’t justify something I never added, I don’t work for anet. But from someone who has done high end fractals, every dungeon path, and almost all the living story, I can’t say ascended has made me any stronger or made anything noticeable easier. Agony resistance being the only exception because, well, it was made to be that way.

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(edited by NinjaEd.3946)

Best solo/sustaining class?

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Posted by: NinjaEd.3946

NinjaEd.3946

Remove all conditions, doesn’t mean immunity(as in they can be reapplied). Stability actually backfires sometimes when there is an attack that is meant to knock you back (can’t name them this exact second). Basically the skill does a ton of damage if you stay in the area, so usually they have some sort of launch or knockback. If you have stability you get hit multiple times and it just… kills.

I say with healing signet because you don’t use the active, so if the passive is getting overwhelmed you gata jump out for a second. Not saying its a bad skill, just that it has limits and it isn’t exactly the quickest recovery on its own. When in the right range though warrior can swing away with no worries.

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Am I the type of player you want?

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Posted by: NinjaEd.3946

NinjaEd.3946

2. Asc weapons are hardly any better than exotics. Legendaries following that same statement, because they are skins not stat bonuses. From recent updates, they are also now a QoL item because they take soo much effort to make. I play this game almost daily and I put no work on a legendary, nor do I feel weaker for not having one. You aren’t forced to get them.

I think the maths been done enough times to show that the stat difference is enough to warrant some effort to try and obtain ascended. Its not that big of a deal because you can do everything in this game in exotic, the problem is just the idea that someone with more gold than you is inherently more powerful especially when it comes to pugs where might stacking is out of your hands.

They may be better but like you said, this game can be done with exotics. Anet never balanced the dungeons around everyone having full ascended, even with the revamps of some paths I can pull a 40 pug into AC exp mode and do any path. It’s all about player skill, some thing not everyone has yet grasped.

If ascended was drastically stronger than exotics then this would be entirely different. Currently the only place that really calls for high end gear is high level fractals where trash mobs are essentially bosses on their own. But even there after a certain point your gear is meaningless because your utility outweighs your defensive stats (walls, burst healing, blocking, blind, etc). Doesn’t mean run naked, but whether you’re at 3k armor or 2.5k armor, you will get 1 shotted by that hammer dude, and possibly the legendary shaman arrow (if you add the burn). .

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(edited by NinjaEd.3946)

Best solo/sustaining class?

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Posted by: NinjaEd.3946

NinjaEd.3946

Depends.

Warrior can take a group, but if they get overwhelmed with healing signet they are likely to fall.

Thief can disengage and heal up, reenter full hp if they want. Downfall being they may have to do this often depending on the skill level. With almost perma evade though I don’t see how unless it’s a field you’re dying from.

Ranger can send the might of the pet in there and just take nothing or boss mode heal with trolls potion.

Guardian can master heal and slowly heal a ton.

Ele and engi both have massive burst healing when mastered.

Necro has a 2nd life pool, if you can work around it, the trade off is really nice.

I wouldn’t say there is any “best” sustain class, it comes down to how you want to recover.

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Am I the type of player you want?

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Posted by: NinjaEd.3946

NinjaEd.3946

Few things op.

1. Gear does not outweigh skill in pve or wvw. If you compare Masterwork to exotic or asc, yeah you see the difference but exotic is accessible by almost limitless ways, you aren’t obligated to get the next tier.

2. Asc weapons are hardly any better than exotics. Legendaries following that same statement, because they are skins not stat bonuses. From recent updates, they are also now a QoL item because they take soo much effort to make. I play this game almost daily and I put no work on a legendary, nor do I feel weaker for not having one. You aren’t forced to get them.

3. Laurels are really easy to obtain and acquiring them has not been nerfed at all since they were introduced. In fact they were buffed when achievement points mattered and I’ve actually tossed a couple laurles for unid dyes because I’m sitting just under 100. Also laurles aren’t the only way to obtain the ascended trinkets, there is guild missions and fractals. Even if you may dislike fractals, you get a ton of rings from it and even relics to buy the ring of your choosing (requires 10). You don’t need to be hardcore or an elitist to do low level fractals.

If this “work” is too much I’d suggest going to spvp where you don’t have to work on gear at all. You just get titles and duel it out on an even playing field.

Stacking, and running group builds are far more important than ascended gear in wvw. Just sayin

“I’m waiting for the staff to get off their lunch
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October 15th balance/skills updates preview.

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Posted by: NinjaEd.3946

NinjaEd.3946

Please consider evaluating Mainhand and Offhand axe for Warrior. it is currently almost useless compared to other weapons in PVP.

I’d agree on off-hand axe but main hand? Its incredible on a warrior especially if you trait for it a bit. Eviscerate aside, the dps cleave is quick and lethal. Only thing I hate is #3, a single target cripple seems a bit useless.

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Search feature not working

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Posted by: NinjaEd.3946

NinjaEd.3946

I don’t even get results. I can type w/e I want into the search bar and nothing on the web page changes, it’s like it doesn’t even recognize the search bar anymore. I don’t want to repost topics if they are already there :/

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Gem exchange for real money

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Posted by: NinjaEd.3946

NinjaEd.3946

Wait, the 30g I have isn’t real!?

“I’m waiting for the staff to get off their lunch
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Guild hall and personal housing

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Posted by: NinjaEd.3946

NinjaEd.3946

I want a house in the unending ocean. That way I can gaze off in the waters and hope to see bubbles.

@Amiceli, it all depends on how they go about mines or gardens. I mentioned a cap to the amount of space you can mine/harvest in.

As for guild missions, unfortunately more always means stronger. Unless they find a perfect scaling system larger guilds will likely take more trophies than smaller guilds. Still, would be nice to have some statues for a guild accomplishment.

“I’m waiting for the staff to get off their lunch
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[ZN][WvW] Zero Negative - Blackgate

in Looking for...

Posted by: NinjaEd.3946

NinjaEd.3946

We have on numerous occasions taken groups drastically larger than ours, yet we kicked them in the kitten. If you want fun yet knowledgeable people to play with at any time of day, sign up today! (You can be w/e class, but we are short on staff ele’s from what I recall).

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October 15th balance/skills updates preview.

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Posted by: NinjaEd.3946

NinjaEd.3946

Some venoms are great, like BV, Skale venom, and DV, but Spider venom is just a poor excuse to dish more poison out. If anything it should be the go-to skill for leeching venoms by reducing the poison duration per hit but increasing the number of hits.

As for stealth counters, just ask thieves for kittens sake! Stop beating this pony, let it run gracefully in a field because it’s likely it can’t hurt you unless you are a zerker yourself and have no prior experience with stealth mechanics (never played one, or against one).

When I first played this game, it was making a thief. I tried tons of builds out, did all content even if it rewarded me with nothing but copper, I learned thief. After a few months I got bored and made a ranger, and a warrior. At the time I was still new to the gw2 forums but I saw numerous posts on “stealth nerfs” and thought, am I doing something wrong? I continued to play my warrior and ranger and found stealth to be WAY overrated. I had no issues taking on a thief, in fact mesmers gave me harder troubles. Not because they could stealth but because they could stealth and send distraction targets, making their current position much harder to pin point. In any case, stealth isn’t op, its a mechanic you have to learn and the best way to learn it, is to use it yourself. If you can jump on a thief in spvp and wipe people out 20-0 then stealth is prolly op. But Gl to you. (and no custom matches, random hot join galore, go kill some unsuspecting individual with quickness d/d stealth bomb in full zerker. Most people have no problems countering that nowadays).

“I’m waiting for the staff to get off their lunch
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(edited by NinjaEd.3946)

Tequatl Rising, Love it! But...

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Posted by: NinjaEd.3946

NinjaEd.3946

I dont know if scaling is the issue, but overflow being unpredictable. A lot of the of servers I joined have no commander. Hell even a mediocre commander helps, so players know where to stack, because its mostly about stacking so the turrets can buff, clear poison, and so those up front can raise easier/quicker. Everytime I’ve entered w/o a commander people are scattered everywhere.. The turret users are doing fine but those up front just don’’t know what they’re doing.

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Taking damage in stealth drops stealth

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Posted by: NinjaEd.3946

NinjaEd.3946

Another thing is to look at high end tpvp groups and see how they play thief. It is an assassin class and a high mobility class (although a warrior can outrun a thief sadly if they want to). They can try bursting you down but if they fail (warrior #5 on shield, Mesmer invul, dodge, being tanky, cc, etc) you get the upper hand. It’s not impossible and also not difficult to think of a counter to thieves who run zerker (fyi, zerker warrior works, they have heavy armor and the highest health pool tier. Zerker thief even invis dies just as easy, in fact full zerker thieves in wvw are absolutely terrible).

I can note several times a thief tried to outsmart me with shadow step → shadow return or they went into SR against my pvt and knights warrior. I have no issue taking them out, if they do escape its usually far away because I never see them again… prolly because they know what will happen if they stay any longer.

“I’m waiting for the staff to get off their lunch
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Guild hall and personal housing

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Posted by: NinjaEd.3946

NinjaEd.3946

I’ve wanted guild halls for a long time too. Even though the merchant system is very different in gw2 than it was in gw1, guild halls offered soo much room to make your guild feel comfortable and like a family (LIKE a family).

Unfortunately there is no guild tab for achievments, because there is nothing for a guild to really achieve. Zerging in wvw isn’t anything special and guild missions aren’t the hardest. More challenging guild missions maybe, reward some plaques or statues.

One thing I really wish we would have if guild halls were added would be some sort of node collection. Like do X achievement(s) or collect X merits to unlock a mine, then upgrade the mine to offer the various metals (iron, silver, gold, mithril, orichalcum), a garden for foods (holds x amount of food types, some sort of mini quest to unlock seeds for a crop) and various trees. Make guild halls not only a way to show off but a way to make the day easier.

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Taking damage in stealth drops stealth

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Posted by: NinjaEd.3946

NinjaEd.3946

Stealth isn’t at anyone’s disposal, thief and mesmers are the only 2 who can use it well( ranger is still a baby stealth). Both thief and mesmer are incredibly squishy, if they arn’kittens likely they dont hurt you as much. Mesmer however has a ton of access to boons and invulnerability, thief has very VERY weak boon access so the only means of defence are IN stealth( condi clearing, ini gain, regen, movement speed, IF traited). If you take any bit of that away thieves will easily be the #1 squishiest and most pathetic class in the game.

Want help on countering thieves? Play one in spvp or ask around in map chat or thief forums. There really is no threat, most thieves play very predictably.
Also invisible=\= invulnerable and invisible= no dps. If they are in stealth its because they are likely recovering and soo should you. The risk reward with stealth is if they want to sustain in it, they sacrifice a ton of powerful dmg traits, making their ability to burst you non existent unless you are afk.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Tequatl Rising, Love it! But...

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Posted by: NinjaEd.3946

NinjaEd.3946

Personally I just think that the timer should be eliminated for the servers who don’t have 130 people with commanders coordinating and everyone in teamspeak

You don’t need voip or 130 people, you just beed people to know what they’re doing. It all comes down to the turrets, walls, and dps. Walls are really just a bonus but it does help a ton.

“I’m waiting for the staff to get off their lunch
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