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So essentially you want to integrate event timers like GW2stuff into the actual game?
Honestly, I don’t think that’s a good idea. First reason being that it would make those events really crowded. Overflows are already a major issue on the larger servers, so making that worse is a bad, bad idea. And second off, I don’t think that it’s a good idea to release APIs (such as the event timers) and then start integrating the popular ones into the game. That just makes it look like the devs are using the API community as guinea pigs to do the grunt work for them.
For me, Thief is a major source of dilemma. It’s my only other lvl 80 (next to my warrior), but none of the builds just seem to do it for me.
- For me, the lack of stealth means P/P and S/P are not options.
- D/D has 2 skills that are barely ever used, and the gameplay essentially boils down to spamming Backstab and Heartseeker.
- P/D is a condi spec, which I dislike. I like seeing those big figures.
- I just don’t like the playstyle of S/D
Sadly, D/P seems to be the most finely tuned weaponset a Thief has. All of the skills on it are useful, some to an extreme. Meanwhile, it maintains the great damage gained from Backstab and it has very high stealth uptime.
I guess you’ve never heard of Cleansing Ire.
That right there is 1-3 conditions removed every 7.75-10s.
People too lazy to use swiftness skills are buying them all up, and TP flippers bump the prices up accordingly.
Actually, the 6th bonus has tons of use.
In some cases, the Swiftness skills mean having to pick a specific offhand or swap weapon. In others, it means taking a Signet as a utility or a runspeed trait. In all of those cases, the 6th bonus on Rune of Traveler can be a complete game changer.
Not to mention that there are classes that have notoriously bad access to Swiftness to begin with.
Heheheheh thats my build that I posted on youtube (http://www.youtube.com/watch?v=IxBU1sgjtBc) back in august
nice to see people liking it. You have another immobilize on your sword as a burst skill so you can actually use Opportunist to get permanent fury which is very nice to have
While that is true, I would still pick Blademaster for the extra 10%. Considering your Fury uptime, that yields to an average +22.5% crit chance, whereas perma-Fury is capped at 20%.
Well folks, as some of you know, I leveled up 4 characters to 80 and then pretty much quit the game. I recently came back to my Warrior which has been my favorite character even though I couldn’t find a way to make her a decent roamer. Anyways, I found this amazing S/S + LB condition build and thus far, it’s freaking amazing!
The main point is (like all condition builds) to simply stack the “DoTs” on the target and then watch them die. The nice trick with the warrior is that you’re still getting nice crit damage as well. Well, below is the build I’m using and found it to work rather well.
What do you all think of this?
Not sure I agree on Opportunist. The only immobilize you have is on a 25s cooldown and you’re already getting 30s of Fury from Signet of Rage.
I’ve never stated that I refuse to swap weapons. I was just wondering of there is a GS focused build, because I see 30-0-0-10-30 as Axe/mace focused.
It’s not axe/mace focused, actually.
A 30/0/0/10/30 build works on Berserker’s Power and Heightened Focus. These traits work best with GS because there’s very little reason to use Arcing Slice.
Also, the reason most people go 30/0/0/10/30 over 30/25/0/0/15 is not because they use axe/mace, but because their team provides Might, which would conflict with Forceful Greatsword.
Heck, if you take a look at the “ideal rotation” for a 30/0/0/10/30 setup, it centers around 100 blades, axe autoattack and Fast Hands.
Playing GS without weapon swapping is silly. The amount of damage that you can do while 100 blades is on cooldown is hilariously low.
One of the most common POIs that people miss is the one in Chantry of Secrets.
I don’t see how you could possibly do this without a massive overhaul of the current trait system.
All of your examples are limited to a single weapon, but we only have 3 minor traits and 12 major traits per tree. So while you could do things like taking every weapon cooldown trait and putting it as a minor trait in the line, editing the effects of every single weapon skill just couldn’t happen. Not unless you redid the whole trait system.
And honestly, revamping the full trait system is a much larger thing to pull off than some of the suggestions for additional weapon skills.
And FYI, I don’t know if you noticed it, but your suggested traits come to a total of -40% cooldown on Earthshaker. Add in the 30% from Discipline and you have Earthshaker with a kitten cooldown. And man that would be ridiculously OP.
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Hello all, namely devs,
we crafters just need the 400ish crafting mats. Getting to it is boring. Please try to think about some way how to improve it.
1. keep the nodes on the same locations. Still boring to harvest the stuff, but at least less annoying and time consuming. I want to do something else than “reexplore” Cursed Shore running through all the boring mobs who try to gnaw at my heels
2. mark the nodes somehow on map so they look differently than mithril and cypres saplings
3. consider making some tough high level mining area guarded by vets or even champs where we can harvest the top stuff (only)
Thanks!
So basically you want to make Orichalcum and Ancient wood the most common material in the game?
Why would you do that? Because making money by farming those nodes is “troublesome”? Because making them easier to farm would make them a common material, thus their price would crash. Because you need them in your crafting? Well you can buy them on the TP or get them from salvaging.
It’s another way to spend Laurels for people.
Some people already have their ascended stuff. Some people will never get the Ascended stuff.
And honestly, 2 Laurels for 5000 WXP isn’t that bad. Certainly getting 2500 WXP in WvW takes longer than doing a single daily.
And yes, with the achievement points giving everyone a crapton of Badges of Honor, you have to stop expecting that you’ll be able to get the good stuff with them. Especially in this case, where a WvW veteran is going to have thousands of badges that have no use. You’re not going to find a number where trading 1 WvW rank for badges would not screw up something.
Power is the most important stat when it comes to dealing damage. Precision relates to your damage in that it gives more chances for critical hits. The damage of your critical hits is 50% more than a regular hit. You can increase the amount of damage your critical hits deal by increasing your Critical Damage stat.
As for the stats of your character, you can open the Hero Panel by pressing H. There you will see the gear you have, the gear you can equip and the stats of your character. In the tabs on the left side, you’ll find various things, such as Skills and Traits, which give you new utility skills and various benefits. You gain access to traits at level 11, with additional access at level 40 and 60.
I would strongly advice going to the official Guild Wars 2 wiki whenever you have something that you would like to know.
Arms
I: Mobile Strikes Tier: Adept Type: Major
Movement skills break immobilize and cure a condition.
Seriously? Have you looked at the cooldowns on the skills that trigger Mobile Strikes?. Savage Leap is 8 seconds. Whirlwind Attack is 8/10 seconds. Eviscerate is 7.75-10 seconds. Earthshaker is 7.75-10s.
The last two are especially bad considering that they already benefit from Cleansing Ire. Cleansing Ire with this trait of yours would mean that Eviscerate and Earthshaker clean 4 conditions every 8-10s and break immobilize. While you might argue that it takes 50 points to get the best benefit, that’s a rather moot argument considering that pretty much everyone is already doing that.
Also, I find it rather convenient that you moved the trait from Discipline to Arms. Because for a GS user, the Major Adept traits don’t really have anything good. Same is true if you’re using a non-condi Sword MH. Not to mention that also goes well with a 0/20/20/0/30 Axe MH build (which is what I am running, btw). The only build that would be inconvenienced would be a Hammer build, since they generally go 0/10/30/0/30, meaning that they would have to choose between your Mobile Strikes and Unsuspecting Foe.
Discipline
X: Deep Strike Tier: Master Type: Major
Signet passive effects are improved.Dolyak Signet: 5% Damage Reduction.
Healing Signet: +20% Base Healing Increase.
Signet of Fury: +5% Critical Chance.
Signet of Might: +5% Base Damage.
Signet of Stamina: +5% Max Health.
Signet of Rage: Transfer a condition to your foe every ten seconds on hit.
Wow, talk about an insane buff. Healing Signet would go from 392 hp/s to 470 hp/s? Signet of Stamina would give +92 vitality minimum? Signet of Might would give a total of +220 power minimum?
The thing is, our signets fall pretty clearly into three categories:
- Signets where you only ever use the passive. Healing Signet is currently the only one in this category. In PvE, Signet of Fury and Signet of Might also fall into this category.
- Signets where you only ever use the active. Signet of Rage is currently the only one in this category.
- Signets that have situational actives and thus spend majority of their time in passive. Every other signet falls into this category. Fury, Dolyak, Stamina and Might fall into this category.
The problem? Well, your trait would boost the signets in the first and third category by a massive factor. Why would I ever choose Balanced Stance if Dolyak gives me 180 Toughness and 5% damage reduction? Why would I not pick Signet of Fury and Signet of Might whenever I do non-group PvE?
And your idea wouldn’t fix what is wrong with Signets. It wouldn’t be enough to make people consider not using Signet of Rage. And it would make not using Healing Signet even better. And that’s wrong.
I do see your point though: Mobile Strikes currently competes with Dogged March and Deep Strike was only ever used in a 5 signet PvE build.
Burst skills.
For me, burst skills are the reason why no other class just feels good. Sure, other classes have high damage skills or sudden bursts, such as Backstab on Thief, but it’s just not the same.
It actually affects the way I play my warrior to begin with. I don’t like using a GS because you don’t get to use the burst skill (not such an issue with 100b in PvE). Similarly, I tend to end up going from sword/shield back to axe/shield because for a non-condition spec, Flurry doesn’t have much use.
Honestly, getting a kill with Eviscerate is awesome. Even more so when it’s a Thief that gets killed in stealth.
Every successful MMO in the history of gaming has adhered to this model. Every year it gets a massive, paid expansion with tons of new stuff to do. That’s the way it works, and if a game doesn’t get this, it withers and dies.
Name me a few “successful” MMOs that have had annual, paid expansions.
Make more dungeons.
Make them level 80.
Make them harder.
Make them permanent.
You’re gonna get a handful of new Fractals this years.
Higher level Fractals pretty much require Agony Resistance, which is only found on level 80 gear.
Fractals are pretty tough, I have been told.
Fractals are permanent.
You were saying?
The interest and dedication to Tequatl proves it: Players desperately want hard, large-group content. Because that kitten is FUN and AWESOME. People (who aren’t entitled babies) love the Tequatl event’s difficulty, and only want more. But the open world is not a place for this kind of content. It’s too hard to scale. You make it good for 20 players, it’s too easy for the 200 that want to do it. You make it good for 200, then it’s impossible to gather 200 people after a week.
The solution is to do what other MMOs do: Instance the content and balance it for 20 players.
The problem with that is that you end up shafting everyone who’s not a part of a big guild.
But please, for the love of god, stop being so obtuse. Stop going against the grain so hard that you give your hand splinters. Stop refusing to do anything other MMOs are doing simply because you want to be different.
And if you stop being different, you just end up being compared to the best of the bunch and all of your flaws, however insignificant they may be, get amplified to unnecessary proportions. Which is not a good plan.
I find it rather hilarious that there are tons of people enjoying WvW and PvP and you seem to act like none of those people exist/matter.
Sry I forgot to add im using Healing signet and Signets of rage(use during battle).
I tried using Condition dmg, but alot of threads say (stay away from condition as warrior)
And i also agree with it . i went on a condition build once and i didn’t like it.
Im using ruby orb atm.So i need burst dmg mostly and little bit of CC ?
How much of do i need for those ?
Well, it really depends on what you want to do.
Greatsword with Mace/Shield is the top 1v1 spec we have. The basic gameplay amounts to baiting out stunbreaks, then using Skull Crack, switching to Greatsword and using 100 Blades for damage. It doesn’t really have to be a Shield offhand though.
However, if you don’t like using Greatsword, or want to use a ranged option, I would personally look into Sword/Shield, Axe/Shield and Longbow.
Sword/Shield has good mobility and utility, but sadly it means you’ll mostly be using your burst skill for the immobilize, condi cleansing or not at all.
Axe/Shield provides good burst, but lacks in mobility.
Shield is a pretty good thing to carry around, as Shield Bash provides an interrupt that’s handy against heals and stealth and Shield Stance provides shield against burst.
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I can see roleplayers using them.
Personally, I would prefer if there was an option to automatically toggle townclothes when you enter a major city.
But town clothes as armor? Hell no. The last thing we need is a bunch of dorks running around wearing top hats and boxing gloves while swinging around a Twilight.
Why the hell are you running dual swords with 200 condition damage? That makes no sense.
Honestly, I can see why you would be losing to necros and Thieves with that setup. You don’t have Berserker Stance, which is the kitten against necros. As for Thieves, you have literally no means of bursting them down while they’re stuck in Revealed.
Also, Frenzy is kinda crap.
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A qq thread about burst in the warrior forum
Heavy armor + high hp = the best profession at taking damage.
Did any one you complainers even consider how much light armor / low hp classes would get hit for?
You’re forgetting that health and vitality are not the only defensive utilities in the game. Protection is essentially a +50% hp boon for non-condition damage. Aegis would block a good part of that burst. Other than that, pretty much all classes have some access to invulnerability, blocks or blind.
All of those would make the burst next to useless.
And of course, even if you have to take the burst, there are classes which have access to much better means of healing than a Warrior.
I don’t think we need to remove the one weakness that Mace/Shield + GS has.
The sigil has a bug with the rounding of the durations, so it’s a bug fix. A bug fix that, as it happens, affects a few builds out there. Still not a nerf, though. That’s like saying that fixing the snowflake trinket thing was a “nerf” to jewelcrafting.
The reason they increased the Mace stun in the first place was that it was too short. At full adrenaline, it was a 2s stun on a 10s cooldown, with a main weapon that has notoriously bad damage.
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Have you been to the new Tequatl?
In a recent interview, Colin said that it’s extremely unlikely that they would make instanced content for more than 5 people.
So we would go from a mandatory 20 in Defense to 30 in Defense? Nice.
And of course, Hammer wouldn’t be getting any of that benefit.
Also, this would be ridiculously OP in PvE. You’re talking about 3,420 hp every 7.75-10s. That’s 342-441 hp/s.
Um, what exactly do you mean?
The t3 heavy has metal, cloth and leather on it. The basic functionality of dyes is that they look different when used on different types of materials. They’re not just gonna undo all of that because a handful of people want to have a single-colour set that looks perfectly uniform.
Taking warrior as an example, they are one of the best dps’ers in the game, they wear heavy armor, AND they share the highest base hp in the game. While i take no issue with them dealing heavy damage, i think a nice change that would really balance out the classes would be to give light armor wearers the fastest endurance regen rate, and slowest to heavy armor wearers (with medium armor in between). And no, I’m not talking about a trait you have to spec into, just default passive endurance regen. Thoughts?
Well, warriors also have no access to Protection/Invulnerable/Stealth.
As for your endurance regen idea, I don’t see how it could be balanced. If the current rate would be the base for Heavy armor, you would end up in a situation where an evasion specced Thief (20 Acrobatics, Withdraw, Vigorous Recovery) would be completely broken due to a massive amount of dodges and evades.
There are issues and development choices that went into that.
First off, the issues. With a percentage, you end up trivializing certain boss mechanics, which trigger at specific health amounts by giving out all the information needed. On the other hand, giving away boss HP would probably result in every more rage about condition damage being inferior to direct damage.
Second off, I recall some dev post in some context mentioning that one of the goals of obscuring the HP is to simply make sure the player focuses on the game and not the UI.
Well, being Revealed when you take damage isn’t going to work. Simply because there are some classes (ele, necro) with absolutely ridiculous access to ground-targeting AoEs. A staff ele or a mark necro would basically neutralize stealth by the nature of triggering revealed before you get into range to use the stealth skill.
Stealth being a forced de-target with a visible outline also wouldn’t work. The main reason for this lies in the mechanics of certain stealth skills. Backstab would never deal double damage because you would know to avoid the Thief. Tactical Strike would never daze because, again, you could easily avoid it.
As for the last part, I don’t really see what the issue is. There are other means to guarantee a stomp, plenty of which are more effective than stealth (blind, stability). As for resurrecting a player, that’s not as much of an issue as one would think. Resurrecting when you’re just one player is not going to work out that good. And group rezzing with or without stealth is going to out-do most damage anyway. Not to mention that the downed player is a dead giveaway of the location of the resurrector (not to mention that you can even tell if they’re doing it).
- Burst Mastery: Should no longer refund adrenaline, but rather prevent it from being spent at all. This way, using the burst at full adrenaline will only cure 2 conditions instead of 3 when Cleansing Ire is also equipped.
- Sigil of Paralyzation: Currently broken. Extends stun duration by much longer than intended. Also, should not be able to be stacked to get +30% stun duration, even after it’s been fixed.
- Healing Signet: Base heal should be reduced. Base heal should be 220-ish with 0 healing power and 400-ish with 1500 healing power. Reduce cast time of active effect to compensate.
- Healing Surge: Heal scaling should be increased for all adrenaline levels and recharge increased to 35 or 40 seconds, to make it on par with Signet of Resolve.
- Mending: Cast time should be reduced to 1/2 second, like Healing Spring. Should only cure 2 conditions to compensate, and perhaps have its base heal reduced.
- Cleansing Ire: Adrenaline gain should be reduced by around 33%.
- Signet of Rage: Passive effect should grant more adrenaline.
- Banner duration should be reduced to 60 seconds, and recharge reduced to around 100 seconds (Warbanner excepted).
any thoughts?
- Burst Mastery with Cleansing Ire is pretty much the only good way of removing conditions that get reapplied rapidly. And even then, Blind makes it all useless. You don’t really need to make it any worse off.
- Sigil of Paralyzation is getting fixed in the October 15th patch.
- Excuse me? That would put Healing Signet right back on the spot of being the worst healing skill Warriors have.
- Why are you making a comparison between a signet and a non-signet healing skill, especially on classes that reside on the opposite ends of the HP spectrum?
- How about no? Mending was already doomed when they put in Cleansing Ire, so making it clear even less conditions is a big no. Heck, right now most people prefer Healing Surge with Cleansing Ire or just plain Signet. If anything, Mending needs to have its healing increased, not reduced.
- Um? Do you even know how Cleansing Ire works? Reducing the adrenaline gain wouldn’t really work, as it would put you into silli stuff like gaining 0.67 strikes (is it 0? is it 1?) for 1 hit or 1.33 (is it 1 or 2?) for 2 hits.
- Lol, no one’s gonna use the passive since we already have tons of better ways to gain adrenaline, such as Berserker Stance, Furious and Sharpened Axes. And of course there’s always the GM trait Berserker’s Power which is currently twice as effective as the passive of Signet of Rage.
- What? A 20% reduction on the cooldown with a 50% reduction on the duration? Are you serious? That would mean you would have to trait for the cooldown reduction, otherwise you just end up with a ridiculously low uptime.
The thing to remember is that the RNG means the rare dyes are actually rare.
In comparison, many cardgames sell boosters that usually have a rule of something like X cards in side, with 1 being guaranteed to be of a rarer type. This model would not work with most GW2 dyes, because you can sell them, which can result in a self-sustaining loop.
I think we need some new terms for casuals
There’s people who don’t have much time to play and can’t do hard content.
There’s people who don’t have much time to play and like hard content.
There’s people who have a lot of time to play and can’t do hard content.We can only replace the ‘c’ with a ‘k’ in one of them though, so I’m lost on how to organize this. Since I’m a type 2 casual, I’m voting that one :p
But then you’ll have people saying that they feel forced to fulfill the conditions of whichever group’s name they find the coolest.
“Learning to hate hard content to be Kasual?”
“How to get more time to become Casual?”
“What do I need to do to be a KaZual?”
But I have to say, I dislike the tone of this topic. The OP has a subtle-but-still-there tone that is discriminatory. Honestly, I think that is a bigger issue than the needs/wants of the actual demographic. After all, the needs of a demographic tend to be very specific and against every other demographic, to a point of asking to abolish the elements that make the other demographics.
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The listing fee is in place for various reasons.
One of them is to discourage endless undercutting. Another would be people using the TP as a storage by putting items in for a price that they know it will never sell. Also, it’s one of the more important gold sinks in the game.
Making a comparison to a real world market is pointless, as a real world market does not suffer from everyone being able to print as much money as they want. In the real world, they deal with that by controlling the total amount of money in circulation. Would you rather have a game where one day everyone stops getting any coin drops and can only sell items to NPCs for naught? Then you would end up having to do the same for all drops in the game and eventually you have a game that has no droppable items.
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My gear is mostly level 80 exotic and I’ve tried ruby orbs and exquisite ruby jewels on the trinkets with no success, although I had no trouble adding the orbs to my armor. Can you help me with more details about the level requirements? For dummies?
Well, Ruby Orbs can only be put into armor.
The level thing that was mentioned means that you can only put an Exquisite Ruby Jewel into a level 80 piece of gear, regardless of your character level.
Stealth should break when the Thief attacks. Not till they actually connect. It’s silly that if I time my reflect against their Unload, that they still STAY stealthed. Or if I evade a backstab, that there’s ANOTHER backstab coming because their stealth didn’t break.
So a blinded Thief is totally screwed? Do you realize how silly this would make Thief vs Thief combat? Two thieves with blind-on-stealth would basically neuter each other immediately.
The issue with evade triggering reveal is that it makes no sense. You can get evades with things like Whirlwind Attack, Withdraw and Blurred Frenzy. It literally makes zero sense for any of those to result in instantly revealing an attacking thief.
not saying its a bad idea but there already was a unlimited mining pick avaiable in the gemstore a while ago. also i believe you can buy “250 charges” gathering tools at the laurel vendor.
True there was a unlimited mining pick…….but there is not one now. Some people did not get 1(like me T.T )
Also those laurel mining picks are not oricalcum . Soooooo……ya
The laurel pick/axe/sickle are orichalcum grade.
And honestly, you’re basically asking them to give you a free Molten Alliance Pick. Not cool.
- The Seraph
- Dawn in Shaemoor
- The Great Toymaker
- Snaff’s Workshop
- The Sea of Sorrows
- Logan’s Journey
- The Darkness Will Fall
- Kormir’s Whispers
- Overture
- Hero’s Canton
Honestly, it’s quite hard to pick just 10. There’s tons of good stuff in the game.
Thieves also hit people who wear pink armor harder than other people. It’s like a +15% damage bonus if any piece of your armor is pink.
In that case, it’s a very good thing we don’t have ascended armor in the game.
Base damage formula is (according to wiki):
(Weapon Strength) x Power x (skill-specific coefficient) x (damage multipliers)/ (target’s Armor)We have to figure out the damage multipliers and the power but, for now, we focus on the data we already know.
Pow = power
DM = damage multipliers(1000 × 2.4)/3364 x Pow x DM = 0.66 x Pow x DM
Now, we consider the max possible damage amplifier available on backstab, so the traits picked are:
- Exposed Weakness (10%)
- Dagger Training (5%)
- First Strikes (10%)
- Flanking Strikes (5%)
- Executioner (20%)
For a total of 1.6 damage multiplier, which multiplied with 0.66 is approximately 1.
So our formula is now only:
Pow * CritDMGThe max CritDMG possible is approximately 120% (considering also food buffs AND full ruby orbs, which gives the best crit damage amplifier available). That means a 2.7 damage multiplier.
Now let’s add Sigil and some Vulnerability:
Sigil of Force + 4xVulnerability + Sigil of the Night = 1.05 × 1.04 × 1.1 = 1.2
Let’s add them up:
Pow x 3.24 = 11k => Pow = 3395That is a situation in which stars align and every possible conditional damage amplifier works.
Your numbers are a bit off:
- Your multipliers only add to 50%, not 60%.
- You ignored multipliers from Sigils and Assassin’s Signet. Those can add 15-30%.
- Ruby Orb loses to Rune of Scholar if you have >90% hp.
So in total, you could be looking at something like 3,000 power base with 120%ish crit damage and +90% damage. That’s gonna yield 11,300 damage on crit. Of course, you could ideally be looking at a much higher figure. The 20 Might stacks I mentioned earlier could bring you up to about 3,500 power and that ends up with 13,200 damage done with the OP’s stats. The unrealistic ceiling would be 25 Might stacks with a banner, Guard Killer, 3 stacks of Borderland Bloodlust and Empowered Allies for just above 4,000 power and thus 15,000 backstab damage on OP.
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Okay so, earlier today a thief hit me for a 6.49k CnD and an 11.2k Backstab. Now, if I had been playing any other character I would’ve ignored it but, I was on my tanky hammer warrior at the time. I have about 3.4k armor, and I’m kind of wondering how the hell he hit me that high. Exactly how much crit damage and power would he need to do this to me?
Well, first off, from the looks of it you have Thick Skin. That means your actual armor is 3,264.
Second off, a 25/30/x/x/x D/D zerk thief can definitely hit you for that much. That setup can give you
- +10% damage from Serpent’s Touch + Exposed Weakness
- +5% damage from Dagger Training
- +15% damage from Assassin’s Signet
- +20% damage from Executioner
- +10% damage from First Strikes
- + 5/10/15% damage from Sigils (Force/Night/Force + Night)
- +10% damage from Rune of Scholar
For example. this could get 94% crit chance, over 3k power and the aforementioned total of +85% damage. Of course, you can increase the amount of damage significantly by stacking tons of Might, which isn’t that hard to do either. You could just pop 4 signets for 20 stacks.
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Warrior
List of useless or underused or too situational traits for Warrior:
Revamping these traits could add more variety to the warrior and make other builds viable. I hope you give this a good read!
Strength:
Berserker’s Might. (Replace: Too situational, would be a better adept trait.)Arms:
Furious. (Still bugged, should not be a Grandmaster.. should be a minor.)Defense:
Spiked Armor. (Its worse then most minor traits, useless in PvE. Probably needs protection, however I don’t want to give Warriors too much.)Discipline:
Warrior’s Sprint. (Needs to be just 25% all the time.)I support these changes, especially Berserker’s might. It incresed 2%, 7%, 12% more damage per adrenalin level and adept trait before the update(can’t remember when it was)
Now, ArenaNet made it like 5%, 10%, 15% more damage depending on adrenalin level and moved it to grandmaster trait which didn’t make any sense at least for me. If they managed it to move to grandmaster, they should give more additional damage
Wrong trait there. You’re talking about Berserker’s Power which truly was too powerful for a minor trait and was moved to a more appropriate tier.
Daecollo is talking about Berserker’s Might, a trait which used to trigger Berserker Stance when you had 3+ stacks of Might, but was changed to provide a passive combat-only adrenaline regeneration when Berserker Stance was changed.
I would say that it’s probably ok, as long as you don’t spam it.
It’s pretty clear that the Rules of Conduct that Nova Stiker quoted contains “chatting” to cover spamming.
An emote cannot, by its very nature, fall under that category. If spamming the animation was bannable, then the dance manuals that were in the Gem Store would not exist. The texts that emotes put out have their own channel, so not only are they completely filterable, there is no downside to that filtering, unlike other chat filters. Thus, you cannot make a valid argument for spamming the emote text bit either.
However, I would say that misusing the emote in a manner akin to “teabagging” in FPS games, is probably something that could get you into trouble.
@ Olba its good at brining people together… just not like minded people… who are looking for the same type of run/path/etc. If you want a stop and smell the roses party, then great! Go for it! Just don’t join a speed run and then expect everyone to wait for your sniffing.
As far as getting experience… youtube vids have commentary for every single dung plus you have guildmates/friends/other new people. Why would you force yourself onto the ONE group of people that doesn’t want you?
Well what if I have no choice since there are no other groups and all of my friends play too infrequently and I am not a part of a guild?
Because let me tell you, that has happened in other games. And it’s sure as hell the reason why I am not even bothering to try dungeons. I don’t like the idea of being treated with less humanity than a 16th century slave.
And what’s the problem with groups asking for experienced players? Does that stop you joining groups without such requirement? You can still join or create a group to do a first run of a dungeon. I agree with you that’s much fun to run a dungeon without viewing a guide, but I don’t expect experienced groups to accept me in such case (which, TBH, would kill the fun for me, it would be the same as watching a guide, even worse). At the same time, if I want to run a dungeon I’m already experienced with, I’m certainly not always in the mood of having to teach someone.
From my perspective, the problem is on a wider scale. The whole “experienced players only” thing turns into a thing. Something that everyone does. Where does that leave the people without said experience? Well, in a crappy place is where. Your choices basically boil down to joining a guild and hoping they will have runs for rookies or watching YouTube videos/reading guides and hoping that it’s enough to get you through safely.
And neither of those are things you should do. The former requires joining a guild, which should never be a requirement. Except for guild-only stuff like guild missions. The latter option requires dishonesty on part of the rookie, as they’d be claiming to have experience which they really don’t. And telling that the playerbase should be a-ok lying to each other is kinda messed up. In a bad way.
I really don’t see why different kind of groups can’t use the LFG tool. Isn’t that elitism in itself? So people complain about “elitist” groups, but then they want those groups to not use the LFG tool?
Well, look at what Anet has been saying about many things relating to WvW and PvP. They do not want to separate the playerbase. The LFG tool is meant to bring people together, to give convenience to PUGs.
Back in the day, a pug was generally a bad group. You went in with expectation of finishing stuff if you were lucky and even then you most likely would end up spending more time than “necessary”. If you wanted speedclears and specific teamcomps, you always went to a guild that did that stuff. So where did pug change from a ragtag group to an elitist speedclear?
Because if that change has not happened, your argument falls flat.
Well each of them has different uses.
A lot of people are part of actual guilds so they don’t have room for banking guilds. Some people don’t want banking guilds simply because they feel it violates the purpose of a guild.
Bank is a storage that you can only send specific items to and have limited access to from the field. It’s not gonna be much use for storing food that you use every 30 minutes or WvW prints that you’re putting out while in WvW.
The inventory is the closest space that you have. It’s also the storage that sees the most traffic by far, both via selling stuff and sending collectibles to the bank.
The point is that while you can compare the absolute values of a storage, there are other factors to consider. For example, I found that my inventory was getting filled with stuff during Scarlet’s Invasion, mostly of gear rather than collectibles, so I had no choice but to get more bag space. Some people like to run with a lot of stuff in their inventory, so for those people bag space is more important than banking space. Some players hoard stacks and stacks of collectibles, so for them bank space is top priority.
Also, bag space doesn’t have a constant value either. I would wager that most players run with 8 or 12 slot bags, meaning that upgrading to 15, 18 or 20 might be cheaper than getting any expansion.
Dueling in WvW…
Yeah, not gonna happen.
- Restorative Strength. (CT: Remove a condition on critical. 10 s ICD.)
- Powerful Banners. (Replace: Should be shouts that do damage, not banners.)
- Berserker’s Might. (Replace: Too situational, would be a better adept trait.)
- Deep Strike. (Replace: Useless/Bugged.)
- Opportunist. (Replace or Remove: Nerfed with Leg Specialist.)
- Blademaster. (Not enough, needs -20% to Swords)
- Furious. (Still bugged, should not be a Grandmaster.. should be a minor.)
- Cull The Weak. (Replace: Too situational. Useless.)
- Sure-Footed. (Not enough, needs -20% to Stances.)
- Leg Specialist. (Replace or remove: Nerfed to Uselessness.)
- Versatile Power. (needs to be 3-5 stacks of Might… not 1.)
- Warrior’s Sprint. (Needs to be just 25% all the time.)
- Inspiring Shouts. (Move to Tactics: Additionally gain 5 s Regeneration.)
- Vigorous Focus. (Replace: 8 s of regeneration and vigor per stance.)
- Mobile Strikes. (Needs to add 1 second of stability when you use a mobile skill.)
- Why should it be changed when it works wonders with Healing Surge and Mending?
- Why Shouts?
- How can an always-on trait be “situational”?
- Just fix the bug and it’ll be good.
- Oh come on. Just because something was changed doesn’t mean it should be removed. You can still use Opportunist with Leg Specialist to get perma fury in combat. It just doesn’t go so well with Greatsword anymore, that’s all.
- Why is it not enough? Do you realize how ridiculous -20% would be on Savage Leap?
- Excuse me? Furious is awesome and totally worthy of a Grandmaster. Stop comparing every single Grandmaster to Berserker’s Power/Heightened Focus and try to look at things from a perspective that is something other than GS+Axe/Shield PvE meta.
- Situational? Last I checked, Mace 1 provides perma weakness and weakness on Hammer isn’t exactly short either.
- So you want a trait that gives both -20% cooldown and +20% duration? Not gonna happen.
- Useless? Have you tried using Leg Specialist with a sword? Just because something doesn’t work with Greatsword doesn’t make it useless.
- Holy crap, talk about OP. It’s 10s of Might on kitten cooldown, essentially. Yes, the trait is basically an inferior version of Sigil of Battle, but the amount of might duration% that you can stack makes it so that the trait cannot be that powerful or you end up with 20 stacks of Might just from swapping weapons in combat.
- We have exactly two weapons that don’t get the benefit. Now I haven’t heard of anyone running a fully ranged Warrior, ever. Changing it wouldn’t really affect anyone and the “melee” bit is a nice thematic fit.
- Looks like someone is out to make Shout warriors into Physical Gods. 5s of Regeneration on Shout use in a tree that provides +30% boon duration. You’re essentially talking about a Shout build with Permanent Regeneration thrown in for giggles. That’s ridiculous.
- What’s with all the kitten regen? Isn’t Healing Signet enough already?
- Why? So that you cannot be CC’ed at all while using a mobility skill, essentially guaranteeing free escapes with Greatsword?
12 second weakness, AoE, blast finisher and low cooldown.
Are you begging us to say no to every single of your suggestion?
Monkeys and typewriters, my friend.
- Sigil of Force is a 5% increase in damage. That can (and possibly should) be interpreted at +5% power.
- Sigil of Fire has a 1.0 coefficient and kitten internal cooldown. The damage it adds isn’t that big.
- Sigil of Battle is awesome as heck if you’re not using Forceful Greatsword and are swapping weapons as often as possible.
- If you really want Sigil of Bloodlust, you can always have it on some other weapon, get the kills and swap out.
Personally, I have a Sigil of Force in my axe, Sigil of Accuracy in my offhand and a Sigil of Battle in my GS. But then again I don’t do dungeons. If I wanted to get the most output for solo, I would probably go with Sigil of Force and Sigil of Battle on my Axe/OH and Sigil of Force on the GS.
I think it would be nice to have more options for spending laurels. Since 10 unid dyes sell for 5 laurels, and they are worth about 21s each, you can pretty much value a laurel at around 40s. Runes of holding are sold 10g, so i’d say a 25 laurels for 1 rune of holding would be a fair trade.
Heavy Crafting Bag. 1 Laurel, 3 T6 mats. That’s 40-90s per Laurel.
But other than that, I don’t think it’s a good idea. Rune of Holding is sold at an NPC for a reason. It’s a gold sink. But hey, if you’re willing to spend 25 Laurels for a Rune of Holding, that’ll get you at least 10g, more likely 15g+.
Also since we are getting alot of new ascended items, i was thinking this could be taken a step further and you could make an ascended rune of holding, that could make a 25 slot bag, and could be crafted with lvl 500 crafting.
Again, gold sinks are there for a reason. They could put an ascended Rune of Holding to the NPCs that would be used to make 25 slot bags. But it would have to cost gold.