Showing Posts For Olba.5376:

Whirling Axe sucks in PvE.

in Warrior

Posted by: Olba.5376

Olba.5376

Please raise its damage in PvE.

It already has the same coefficient as a 3 bar Eviscerate. Which has the same damage as Final Thrust when the foe has <50% hp.

As for your “no one uses it in PvE” argument: I am running Sword/Axe and I think it’s awesome. Fills my adrenaline bar in 3 seconds flat.

Whirling Axe

in Warrior

Posted by: Olba.5376

Olba.5376

But is there any way to unlock this or it must be grayed? Does anyone has both unlocked?

You cannot “unlock it”.

The grayed out skill is the PvP Whirling Axe.

Protection for Warriors.

in Warrior

Posted by: Olba.5376

Olba.5376

So wait…

First this guy wants Protection because Guardians get it, now he wants… 1000 hp/s healing because Eles got that?

Balanced stance not a stance!!!

in Warrior

Posted by: Olba.5376

Olba.5376

I dunno.

If they do that, I would want them to either boost Dolyak Signet too (such as lowering the CD or giving it a longer Stability) or to give Balanced Stance something other than Stability.

Mostly because if we’re talking 40s cooldown on 8s stability that cannot be removed in any way against 60s cooldown on 8s stability with a passive 180 toughness, I dunno how much of a contest that amounts to.

Protection for Warriors.

in Warrior

Posted by: Olba.5376

Olba.5376

Thieves can get protection from stealing it from every other class.

Untrue. Stealing does not give you Protection when you steal from Warrior, Engineer, Thief, Necromancer, Elementalist or Guardian.

http://wiki.guildwars2.com/wiki/Bountiful_Theft
I have 1000 hours on a thief and warrior :/ Please don’t argue in my threads if you don’t play the classes.

So you think that a master trait on a 35 second cooldown is a viable method of acquiring 10 seconds of Protection as means of bunkering, but somehow you wanna give Warriors a minor trait on a 10s cooldown? Yeah, not biased at all there.

FYI, 654 hours on my Warrior and 212 on my Thief. You’ve claimed three times now that I do not play a Warrior and every single time I have proven you wrong. Please stop doing that, it’s making you look bad. Ad hominem is bad enough. Ad hominem and then getting proven wrong is worse. Repeating that more than twice is just downright embarrassing.

Protection for Warriors.

in Warrior

Posted by: Olba.5376

Olba.5376

Thieves can get protection from stealing it from every other class.

Untrue. Stealing does not give you Protection when you steal from Warrior, Engineer, Thief, Necromancer, Elementalist or Guardian. That leaves you with only Mesmer. And even then it’s 10s every 35s. Much lower than your proposed 5s every 10s.

And Boon stealing ties Thieves to S/D. And since you don’t want to admit that Warhorn gives Vigor, you should not admit that S/D gives boon stealing, otherwise you’re being unfair. And if you do, then you should take a look at the durations of Protections. Because stealing Protection is not a viable option.

There high sustain comes from stealth, stealing boons (spammable.), traits and mobility.

But we were talking about bunkering, not sustain. Totally different thing, man.

After all, if sustain leads to bunkering and you do not need Protection for sustain, then that means Warriors obviously do not need Protection to gain bunkering.

(edited by Olba.5376)

Where can I buy level 80 Dark armor?

in Players Helping Players

Posted by: Olba.5376

Olba.5376

Wiki to the rescue.

You can buy the pieces from various karma merchants. Or WvW with Badges of Honor.

Protection for Warriors.

in Warrior

Posted by: Olba.5376

Olba.5376

Its ok if every other class can bunker and DPS, but not warriors. Got it.

Statement 1: Bunkering requires Protection
Statement 2: All classes but Warrior can bunker.
Deduction based on Statements 1 and 2: All classes have access to Protection.

Wanna show me how Thieves get Protection, again? Or Necromancers?

Build for a new 80 WWW Warrior

in Warrior

Posted by: Olba.5376

Olba.5376

All zerker armor & trinkets, runes of your choice- best would be melandru, lyssa, or ruby orbs. Traits could vary a lot depending on play style you prefer but something like 20/0/30/0/20, 0/0/30/10/30, 10/0/30/0/30, 0/25/30/0/15…..if u didnt notice..30 in defense is a must for dogged march, last stand, endure pain. The weapons depend on the traits kind of…the sets you would want could be- gs + hammer, gs + sw/wh, hmmer + sw/wh, gs + a/sh…again it’s up to what u prefer & play style. Utilities you would use- sio, bs, ep, Stamina sig, bolas….depends….

Not mentioning Rune of Hoelbrak? Makes me sad.
And not mentioning my favorite trait setup of 0/30/20/0/20 either. Even sadder.
Hell, you didn’t even mention my favorite set of weapons, Sword/Shield with Longbow. I could go cry.

Also, the OP mentioned that he does not want to be a full zerk warrior.

Mace+Shield/ Greatsword. Healing Signet. You will be a god.

kitten yeah, no counters to that kitten! Pwning everyone like a boss. Because no one’s gonna be able to run away from your massive -98% condition duration and kittenty movement skills.

Mace/shield GS build = Overpowered

in Warrior

Posted by: Olba.5376

Olba.5376

God, this thread is filled with such a massive lack of brain cells that I can’t even find it funny anymore. I just wanna cry. For humanity.

Protection for Warriors.

in Warrior

Posted by: Olba.5376

Olba.5376

Honestly, they should give them protection and lower there health.

That would be a Guardian.

Now stop being silly.

Protection for Warriors.

in Warrior

Posted by: Olba.5376

Olba.5376

Thick Skin
Gain 5 seconds of protection when you deliver a critical hit. This effect can only trigger once every 10 seconds.

kitten yeah, let’s give Zerkers a 50% uptime on Protection while Sonic Boonies get 100%. Sounds totally balanced, dude.

Healing Surge
Healing: 9,820 (1.50)?
Protection: 4 s
Adrenaline: 30

But Healing Surge is balanced around the idea that it provides lower healing with lower amounts of adrenaline. The average healing Healing Surge provides is pretty much the same as Mending.

Zerker Guardians get 100% Uptime of Vigor. Don’t see the problem all classes should be able to bunker and dps.

Zerker Guardians also have about 50% of a Zerker warrior’s HP. And getting Vigor on a Warrior is easy as pie. Not to mention that Protection is not the same thing as Vigor.

And the problem with your suggestion is not that it would allow bunkering, it’s that it would turn zerkers into bunkers. I know that I wouldn’t even bother thinking about switching from my zerker/knight setup with 0/30/20/0/20 even if I got a trait like this. I would just laugh at how freaking OP I became.

In case you, being a Guardian, missed it, Guardians have crappy base HP. They make up for it with Protection and Regeneration. But hey, Healing Signet beats the crap out of Regeneration, so giving Protection to a Warrior would be like giving Guardians 8k more base HP. Wanna do that and see how balanced that is?

Protection for Warriors.

in Warrior

Posted by: Olba.5376

Olba.5376

Thick Skin
Gain 5 seconds of protection when you deliver a critical hit. This effect can only trigger once every 10 seconds.

kitten yeah, let’s give Zerkers a 50% uptime on Protection while Sonic Boonies get 100%. Sounds totally balanced, dude. Especially for for a 5 point minor trait into a tree that everyone already goes 20 into. If you really want it to be a minor trait, at least make it 25.

The problem with this trait is not that it allows Warriors to bunker, it transforms a Zerker warrior into a ridiculous machine of durability. We’re talking a straight up 25% increase in effective HP to all Warriors here.

Healing Surge
Healing: 9,820 (1.50)?
Protection: 4 s
Adrenaline: 30

But Healing Surge is balanced around the idea that it provides lower healing with lower amounts of adrenaline. The average healing Healing Surge provides is pretty much the same as Mending.

(edited by Olba.5376)

Viability of Range options.

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Ok first of all, are we talking viable as in the actual term? That being will it succeed?

Or are we talking about the typical forum version of viable, that being “Will it be uber king of dps yo?”

I don’t want them feeling useless.

Well there’s very few things that they could do to be “useless”. They should be golden as long as they do not:

  • Mix a ton of different mods on gear (most people go 2, 3 at most)
  • Try to play a full healing/full tank spec
  • Try to do a bit of everything
  • Die every 10 seconds

But really, it depends on the person. Some will feel useless just knowing that someone on the team is dealing more dps or providing more boons or combo fields. And honestly, there’s nothing you can do for those people.

Do we need 80 character levels in this game

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Levels serve a purpose.

Here’s a short list of level-related milestones:

  • Level 5: Skill points, first tier of skills
  • Level 10: Second tier of skills
  • Level 11: Adept traits
  • Level 14: Masterwork tier of items
  • Level 20: second tier of skills
  • Level 30: Elite skills, Rare tier of items
  • Level 40: Master Traits
  • Level 60: Grandmaster Traits
  • Level 62: Exotic tier of items
  • Level 80: Ascended and Legendary tier of items

And mind you, levels being tied to gear tiers is something the developers intended. It was one of the things that was brought up with the introduction of Ascended.

It takes a lot longer than level 30 to know how to play a class. I don’t think that you can even claim to know how to play a class until you’ve played it with its full potential, meaning level 80.

And there are tons of things that are tied to level in the game. Dynamic level and item drops come to mind. Honestly, I cannot see the dynamic level system working properly with much less levels, unless they made the difference between each level much more significant. Which in turn would mean it would have to take longer to get to that level.

(edited by Olba.5376)

WvW Campaign with taking of zones

in Suggestions

Posted by: Olba.5376

Olba.5376

They’re never going to hand out that many black lion keys for free. I mean what are we talking, 2+ keys per person who gets some quest on a once per day basis? Throw in a guild with 100 or so people and that’s a crapton of keys.

And no trading post fees? Great job, you just made all the tradepost barons occupy T1 servers. Ditto for reduced fees. Not a good idea. Not to mention that the fees are in place to counter inflation.

What is the Earthshaker damage coeff?

in Warrior

Posted by: Olba.5376

Olba.5376

I was just trying to theorycraft a build’s Earthshaker damage according to the damage formula

Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)

But I can’t find the Earthshaker damage coefficient anywhere. Not on the wiki, and the term “coefficient” returns zero search results here. Anyone know?

Since that is the damage formula, you can use GW2 Skills Editor and put it to 2000 armor and tinker around until you get 2000 power. That simplifies the formula to (weapon damage) * (coefficient), at which point you know all you need, as the weapon damage is the average of the damage listed when you mouse over the weapons.

Also, you should remember that the in-game tooltip uses the same formula, but sets the target’s Armor at 2600.

By the way, the coefficient is 1.25.

Please re-think Dailies

in Suggestions

Posted by: Olba.5376

Olba.5376

I happen to like dailies AND I really like the fact there’s enough to choose from to preclude certain things we don’t like (PvP for me).

I AM getting a bit sick of “Kryta events” being on the list, though. It seems like Kryta is given preference (day to day) quite a bit more than Maguuma or Ascalon. As I mentioned in an unrelated post elsewhere: I am getting a bit sick of being crushed by a flick of his mind

As a relatively new player, I can only assume the current crop of dailies was intended to entice people out of farming Orr (?); but whether or not that was true, can y’all please re-look at dailies and rebalance the repetition of some of them?

The dailies cycle through Krytan, Ascalonian, Maguuman and shiverpeaks events (as as the respective “kills” and “veterans” daily achievements); no country gets a special treatment here.

Orr is not part of the rotation for the simple reason that this would alienate new players with characters below level 70. Orr is the only country without a starter zone.
This way, every player can do every daily if they so choose.

A new player can’t do dungeons yet as they probably won’t reach the proper level but they have Dungeon Completion from time to time. I don’t see why they can’t have Orr kills or Orr events once in a while.

Entry level for Orr: 70
Entry level for dungeons: 35

And event completion is Orr would just be silly.

And besides, the events in other zones were (supposedly) put in place to get people out of Orr for a change.

Mace/shield GS build = Overpowered

in Warrior

Posted by: Olba.5376

Olba.5376

To me, I think that the big issue is that Skull Crack with a 4s stun and a 7.75s cooldown creates an urgency.

What I mean by that is simple. Let’s say that you, for some reason, cannot kite the Warrior until he dies. Now, if you use a stun break or stability or a block to nullify Skull Crack, that gives you a 7.75s window to act. It’s a very similar situation to what goes on with Thieves: once they attack you, you have a 3s window to act before they regain access to stealth. For most people, situations like that are far harder to handle than ones where you can take your time to beat your enemy.

Though in reality, the more likely scenario in a Failed Skull Crack scheme would be that the Warrior already swapped to GS, resulting in them needing 5s to swap to Mace/Shield, followed by another 5s to regain the Skull Crack+100 Blades combo. Which I think is something that people are overlooking.

Of course, in WvW, it will be much harder to kite a Warrior, since plenty of them are going to be running the standard Dogged March + Melandru + Lemongrass setup for -98% on Chill/Immobilize/Cripple. But then again, running a 1v1 spec in WvW is silly.

Honestly, to me it looks like the Skull Crack change has made tons of people forget why Mace wasn’t used before: It has kitten for mobility.

Is any admin even listening to us?

in Suggestions

Posted by: Olba.5376

Olba.5376

There are indeed a lot of suggestions of all types that have been posted here only to be in the game in one form or another later.

Gabby did not mention it, but Cleansing Ire is a prime example of a trait put into the game after it was suggested on these forums.

Racial story Achivement

in Players Helping Players

Posted by: Olba.5376

Olba.5376

No, the human won’t get them.

You need to get actual credit for the story, which you cannot do if you’re not a member of the same race.

Ideas for solo roaming mobility?

in Warrior

Posted by: Olba.5376

Olba.5376

Sword/warhorn is ample mobility for getting away.

Warhorn clears all movement impairing conditions (except stuns/daze, of course) and Savage Leap is a 900 range leap that is unaffected by cripple/chill. And of course, there’s Vigor for extra dodging on the Warhorn as well.

Making money after the dungeon nerf

in Players Helping Players

Posted by: Olba.5376

Olba.5376

Don’t you worry, people will quickly figure out the quickest paths so that instead of spamming CoF P1, you’ll be spamming various paths in various dungeons.

Outnumbered

in Suggestions

Posted by: Olba.5376

Olba.5376

…. No. If they do it for the Outnumbered. then everyone ELSE will raise a fuss. Especially since 30 minutes is a fairly liberal immunity, there. In a standard, evenly-matched WvW battle, a LOT can happen in thirty minutes. (Imagine that, next week, you get pitted against a server that, itself, is Outnumbered by your own. And let’s say they take a very well-placed camp. And you can’t do a dang thing about it for half an hour?)

The situation is NOT perfect, for unequal matchups. But I do not see any fair way to address it.

In the end, you and the other teams are fighting over land. Whoever can bring the most people to bear will win, assuming they have any decent amount of skill. And in this way, it’s a lot like real life.

It IS possible to win against superior numbers – to a point. When you are officially Outnumbered, and the game is telling you so,…. yeah. As I said, when it gets that unequal, the situation, as it stands, is not ideal. The Outnumbered server stands nearly no chance, barring sheer luck. But I cannot think of any fair way to handle it.

ESPECIALLY when you consider there are three teams in a match.

If A and B are both Outnumbered by C, then is it fair to B if A gets 30 free minutes holding something they took from C? What if they took it from B, fair and square – do they still get the 30 minute lockout? After all, the Outnumbered effect is on them, isn’t it? Because of C’s presence? Or do we tweak the system so that the game recognizes we took it from someone we were not outclassed by, so there’s no time lockout — and then C sweeps in and eats it whole?

This… The fact that there are THREE teams… is why the solution won’t work. The game cannot track the varying degrees of comparative strengths between three servers, on a round by round basis, and even if it could, there is no good way to handle it.

I didn’t just mean the outnumbered server. I mean to implement the 1/2 hour downtown for taking things away for everyone, anyone, any server outnumbered or not.

But that’s not a good idea. You get points every 5 minutes for holding things. Your suggestion would basically give people free points whenever they take anything.

And considering how easy it is to take supply camps, that wouldn’t work there.

If anything, I could agree on some kind of immunity for Stonemist. But that’s just because it’s silly that you spend a ton of time capturing it, only for some rogue mesmer(s) to enable either of the opposition to take it away 5 minutes later with a portion of the effort. And honestly, the Mesmer issue could just be fixed by tweaking the way Portal works.

Does anyone else feel that gw2 is imbalanced?

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

This is a pretty big issue that I feel like isn’t really being addressed. It really bothers me because I enjoy playing a lot of professions that don’t perform too well in dungeons. Which is a huge bummer because dungeons and other pve things are my favorite parts of gw2 but if you don’t choose to play a warrior, guardian, or ranger (and maybe thief) you’re permanently stuck with the fact that you won’t be as effective or as survivable as other professions.

I really enjoy playing elementalist but they are extremely squishy. I would be fine with this if they did huge dps but they don’t! I feel like the squishier professions should do the most damage whilst the heavy armor professions should do less, so the game would be more balanced. But, warriors end up getting the most dps and armor, which is why it seems like 1 out of 4 characters are warriors (maybe even more). So hopefully a-net starts addressing some of these things. What do you guys think?

A little hint: The classes are balanced around PvP, not PvE. And in PvP, Warriors have been and still are very low on the totem pole.

The reason a Warrior is strong in PvE is because they have a naturally high DPS and the things they’re weak to (conditions) are pretty much non-existent in PvE.

On the other hand, Eles are one of the top professions in PvP.

The thing is, being or not being heavy armor has very little to do with how well you survive. Warriors happen to have the highest health pool, which does a lot more than the extra 300 armor they get. Similarly, Guardians have the lowest health pool, but they have access to Regeneration, Protection and decent healing.

And honestly, since you’re only looking at dungeons, your perspective is obviously twisted. In dungeons, your actual survivability is secondary and the biggest factor for a desired class is their DPS. And let’s just get one thing straight here: You cannot allow for all classes to have similar DPS. Because that would either screw up everything, or you would have to make everyone have similar survivability as well. And that will just turn choosing a profession into “do I like boons or not?”, which is boring.

(edited by Olba.5376)

instant messaging client

in Suggestions

Posted by: Olba.5376

Olba.5376

Why?

What’s the difference?

Also, WLM doesn’t exist anymore.

Proper skill rotation for highest DPS?(pve)

in Warrior

Posted by: Olba.5376

Olba.5376

Don’t forget to eviscerate

Pretty sure it was concluded that when using Berserker’s Power and Heightened Focus, Eviscerate actually lowers your overall damage.

What build would you guys recommend?

in Warrior

Posted by: Olba.5376

Olba.5376

GS with Mace&Shield is discussed in detail in the Skull Cracker topic.

Improving Tactics

in Warrior

Posted by: Olba.5376

Olba.5376

  1. . I disagree. Again, look at phantasmal healing for instance. It is a very similar trait that you can get for only 15 points, without having to spend a major trait slot. Regen is regen. You can argue that phantasms die fast and banners don’t. Then I’ll just say banners are stationary and phantasms aren’t. Banners are utility and phantasms aren’t. The list goes on.
  2. I can see some problems with the suggestion on Seal of War, sure. Main reason I put down 50% is because I want people to think about it. You are, so let’s improve it before it is even implemented (if ever, lol). You can make it something like 30%.
    Battle would indeed become very strong, but just halfing cooldown on it wouldn’t increase stacks from 5 to 17…
    And spending 30 points into 1 traitline (and being forced another 15 into Disc for this effect) that boosts vitality doesn’t increase your damage. That would somewhat counter the ‘OPness’.
    Generosity would definitely become very strong as well.
  3. I might misunderstand here, do you think this is UP or OP?
  4. http://wiki.guildwars2.com/wiki/Transmute
  1. I don’t think that looking at other classes is a valid argument.
  2. My main point was that currently, in PvE, if you run SoR and FGJ, you get an average of 5 stacks of Might. If you were able to halve the cooldown on Sigil of Battle, you would see tons of people get it, because it would have ridiculous synergy with Fast Hands. Add in the requirement of 30 into Tactics and you actually end up with a ton of Might really quickly. FGJ and SoR, with a swap at start of combat and you’re already at 14 stacks. 5 seconds later, you would be at 17. 10 seconds into the battle and it’s 20. And unlike Forceful Greatsword, it’s not some crap that just goes away. On average, you’d be looking at:
    • 3.9 stacks from FGJ
    • 3.25 stacks from SoR
    • 15.6 stacks from Sigil of Battle
      Of course, due to the stacks that they actually give and the durations, in actual play it would be more like 17-20 stacks.
  1. I’m just worried that it might make us too tanky.
  2. I know that it’s a low chance, but I don’t think that we need any more condi removal for a while. Plus, condi removal needs to be reliable or it’s wasted. You can already do amazing things with Cleansing Ire, Restorative Strength, Dogged March and Mending.

(edited by Olba.5376)

Dual Stat Effects and new Stats

in Suggestions

Posted by: Olba.5376

Olba.5376

Power: Increases Maximum Direct Damage and Maximum Boon Durations
Precision: Increases Critical Hit Chance and Critical Damage Boost
Vitality: Increases Maximum Health and Healing Power (Health boosts should get increased from 10 to 25 per point)
Toughness: Increases Defense against Direct Damage and Condition Damage.

So let’s see:

  • Your Power change would make zerkers even more OP, since it would potentially allow for permanent fury, 15+ stacks of Might, permanent swiftness and permanent Vigor, while playing solo.
  • Already in place with Ranger, Thief, Mesmer and Ele, whose Precision tree gives a secondary of crit damage
  • This is way too crazy. Level 80 exotic Soldier gear gives a total of 698 Vitality. That alone would be 17,450 additional HP with your change. That would mean 27k HP on ele/thief/guardian, 32k hp on mesmer/engi/ranger and 35k hp on Warrior and Necro. You’re basically asking to make Eles and Guardians gods with this. And hey, that’s not all. Let’s go Sentinel with 300 from traits for a total of 1303 vitality, or 32,575 hp. That’ll result in 42k hp Guardians and Eles. Good luck trying to kill those.
  • It already reduces direct damage. Condition damage should be not reducible, since it can be cleansed.

Endurance: Increases Maximum Endurance and Reduces Skill Recharge Times/Initiative Regen in regard of Thiefs)
Courage: Reduces Chance to receive Criticals and reduces Condition Durations against you
Wisdom Increases Condition Durations and and reduces Skill Activation Times.

  • Even more cooldown reductions? Are you insane? Have you even looked at some of the current possibilities?
  • I think this is messy. There shouldn’t be any anti-crit damage traits, as that just goes against the whole point of having crit damage in the first place. And again, condition damage shouldn’t be reducible.
  • So basically you want a trait line that gives passive Quickness. Hooray. kittening OP.

The thing is, I think that pretty much everything that you suggested would be a game changer. The kind of thing that would result in requiring months to balance. And you should never implement something post-launch that would take that long to balance.

And while I do think that ANet was right in nerfing Quickness, as it resulted in dumbing combat down to whoever got their Quickness rotation off successfully, I don’t think that you should do the opposite. Increasing everyone’s defensive capability to a ridiculous extent, such as your vitality suggestion which would double or triple the HP pools, would result in combat being too long.

(edited by Olba.5376)

'Best' damage sigil?

in Players Helping Players

Posted by: Olba.5376

Olba.5376

Sigil of Force is equivalent to a direct 5% boost to your power.

Sigil of Bloodlust is equal to 0-250 power.

Strictly speaking, a fully charged Sigil of Bloodlust is always better than Sigil of Force, as you would need 5000 power for the 5% on Force to be equal to the 250 on Bloodlust. Similarly, since all classes have a minimum of 916 power, a Sigil of Force is always better 4 charges of Sigil of Bloodlust.

However, if we take a look at the amount of stats you gain with full zerker gear, you’ll amount to an extra 1003 Power, putting you at 1,919. At this point, 5% is equal to 95 Power, meaning that you would need a minimum of 10 charges on Sigil of Bloodlust to be superior. And even then, with a fully charged Sigil of Bloodlust, we’re talking 7% more damage.

So in my opinion, it comes down to two simple criteria:

  1. Can you keep the charges on Sigil of Bloodlust?
  2. Can you get 10+ charges on Sigil of Bloodlust quickly?

If either of those is a “No”, I would go with Sigil of Force.

Class Swap for Gems

in Suggestions

Posted by: Olba.5376

Olba.5376

Honestly, I don’t want class changes.

Firstly, you cannot learn a class without playing. And you’re not going to put a 7-year-old into a university course on topology if you want him to learn math, you put him in first grade. So why would you do that for a class?

Secondly, it would result in people playing the “flavor of the month” game. Which is not what ANet wants. You’re not supposed to play a class just because it’s strong, but because you like playing it. And let’s get it right out the way: If you like playing a class because it’s strong, you’re doing it all wrong.

Thirdly, it would result in people playing only the most wanted professions in PvE. Which would pretty much kill class diversity.

And just like a Race Change will have issues with personal story, a Class Change is going to have issues with soulbinding and skillpoints. Refunding the skillpoints isn’t going to solve anything (as it could still be abused with Miyani) and neither will saying that soulbinding is something the user did to themselves.

(edited by Olba.5376)

Two Huge Issues With How Crafting Works

in Suggestions

Posted by: Olba.5376

Olba.5376

Suggestion: Instead of actual gear, make the karma rewards Appliable Skins, and increase the base cost of NPC Merchant gear to make people prefer to buy gear that was crafted by other players. (You obviously do not need to touch Exotic 44k karma armor.)

I don’t know if it’s the wording or the whole suggestion, but to me this just screams “I want to make easy profit by crafting!”. And honestly, that’s a bit disturbing.

And let’s be honest, majority of people won’t be spending their karma on buying skins for a lowbie. I know that I only started personalizing my skins when I got to level 80 exotics.

For me personally, I crafted my own gear. Granted, I bought some of my first few sets because my friend told me to do that. However, eventually I ended up crafting to make my own gear. And I would think that it’s what goes on with most people.

Suggestion: A small ammount of control to the market; put a minimum price on the items, based on item level. There has to be actual profit made from crafting, even if people buy all the materials, because there is an element that you did not calculate in, which is skill. A lvl 400 Cook can craft items that a lvl 1 cannot. That skill has a fiancial value. You have to calculate that into the equation. It’s not only about the ingredient costs. People and their skills are materials aswell, and the curret system practically devalues the human element.

There is already a minimum price for items. You cannot sell items on the TP at below vendor price.

And by the way, you’re wrong. There is no reason why crafting should guarantee profits. In fact, even your suggestion will not work. The TP is common for all the servers. That’s a crapton of players. If you make crafting directly profitable, what will happen is that all the sale slots are going to be filled. What you’re seeing with things like Black Lion Chests will happen with items: there will be millions of sale offers on the TP. And the end result? It won’t be profitable, as you’re pretty much guaranteed to never sell your item.

Honestly, to me this post just seems like a typical complaint post. You want to make easy profit with crafting. You think that the reason things are expensive is because there’s some mafia that’s pushing up the prices of… rare materials.

Dragons or lack off

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Let’s see about the Dragons for a bit.

The thing that drove the assault against Zhaitan was his advancing. With that in mind, a lot of the dragons are out of the picture as they’re not a direct threat. That accounts for Primordus, Bubbles and Mordremoth.

That leaves you with Kralkatorrik and Jormag. If I had to put my money on anything, it would be Kralkatorrik, simply because Jormag lives in the Shiverpeaks, which is a tough terrain to wage war in.

But honestly, I would bet that we won’t see a Dragon until one of them pulls some big stunt, like with the whole “unsinking of Orr” that Zhaitan did.

What Does + Healing Effect ?

in Warrior

Posted by: Olba.5376

Olba.5376

Has anyone tested if +heal works for Adrenal health ?
Banner heals ?
Regen from Banners

The answer is “Yes” to all.

For reference:

Improving Tactics

in Warrior

Posted by: Olba.5376

Olba.5376

  1. First, we take out the Inspiring Battle Standard trait and combine it with Inspiring Banners, opening up a Grandmaster trait slot. IMO banners are weak, this won’t make them even close to viable outside PvE. If there is complaining about this trait becoming too good, swap it out with the shouts cooldown reduction as a Master trait.
  2. We fill the Grandmaster trait slot with ‘Seal of War’. This trait reduces cooldown on sigils by 50%.
  3. Fortifying determination’ (Adept Minor trait): Gain 10 seconds of regeneration when your health reaches 75% (30 sec CD)
  4. Medic’ (Master Minor trait): Healing effectiveness is increased by 20% for 10 seconds after reaching 50% health (30 sec CD)
  5. Immunity’ (Grandmaster Minor trait): 8% chance to convert incoming conditions into boons.
  1. I think you’re pushing your luck there. I can agree on combining the two banner related traits, but not on pushing Inspiring Battle Standard in any form to Master.
  2. Yeah, that’s way overpowered. Think stuff like Sigil of Battle. 3 Stacks of Might for 20 seconds… and you want to give it a 4.5 second cooldown? Great, that’ll turn Warriors in PvE so ridiculous that you’ll end up with a 30% damage nerf on everything because we just went from having a consistent 5 stacks to having 17. Throw in even a tiny bone (such as Rune of Hoelbrak) and you’re talking 20+ stacks with any weaponset. That’s batkitten insane. And I think that it would also make Sigil of Generosity (transfer 1 condition on crit to foe, 10s cooldown) too powerful.
  3. Sure, why not.
  4. I don’t think that this would work too well. For example, currently a 3 stage Healing Surge heals for 9820 base. Add in 20% and that’s 11,784. Now, that’s about 65% of our HP. So the end result is that *unless we have less than 1/3 of our HP left, it would give you a full heal. And I’m not sure how it would go over with Healing Signet, either.
  5. Yeah, that’s batkitten insane as well.

While I agree that the minor traits in Tactics are some of the most useless in the game, I sure as hell don’t want to see them buffed this much. I’ll be honest, I would predict that a Warrior with x/x/20/30/x, with Sigil of Generosity, Berserker Stance and Mending could absolutely ridicule all condi specs.

(edited by Olba.5376)

Healing signet became useful after patch?

in Warrior

Posted by: Olba.5376

Olba.5376

After the healing change, I haven’t use Healing Surge even once. Running Signet fulltime in PvE and Mending in WvW.

IMO professions and combat are shallow

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

The thing is, there are some profession-weapon combinations that result in simple combat.

For example, I found that I cannot enjoy the combat on my Thief, because with D/D, it’s essentially an endless repetition of Cloak and Dagger, Backstab and autoattacking, with Heartseeker coming in at low health. That uses 3 out of the 5 skills. Throw in the fact that a lot of Thief utilities aren’t exactly actively used, and it just results in utter boredom.

On the other hand, I really like playing my Warrior with Sword/Axe, as that results in using all the skills.

In some cases, the fact that skills become like this is because a weaponset is clearly conflicted. Take D/D on Thief for example. For direct damage, Deathblossom is useless. Dancing Dagger isn’t a high damage skill, so it’s mostly used to keep runners in check. That leaves you with three skills. Out of those, Heartseeker is outright waste of initiative unless you’re chasing or your foe has <50% hp. So you’re left with 2. All because the set contains one condition skill and a cripple.

But let’s be serious for a moment. Unless you’re specific about being the top DPS or what-have-you, you can always get around the issue by selecting weapons that don’t have that issue. And no, adding more skills or the ability to select from a pool of skills won’t solve anything. Unless of course, by some divine miracle, you happen to get skills that would prove useful in your chosen style. And with some cases, such as Thieves with D/D, that’s just not going to happen.

(edited by Olba.5376)

WvW is not PvE

in Suggestions

Posted by: Olba.5376

Olba.5376

Oh come on.

Every day you get 11 choices, of which at most 3 are WvW relating.

Skull Cracker V 3.0 - The Counter Meta

in Warrior

Posted by: Olba.5376

Olba.5376

So I did the math on Healing signet and 392 health every 3 seconds amounts to 2613 over 20 seconds. So the active heal of 3275 + 2613 = 5888 over 20 seconds. Mending heals for 5240 on a 20 sec cooldown with faster cast time and 3 conditions removed. I feel like healing signet isn’t worth it. The passive healing is lost once you use your heal, so in a close fight you’re going to get much more mileage out of mending. Am I missing something here?

Mending is 5240 over 20 seconds, totaling 262 hp/s.
Healing Surge is 9820 over 30 seconds, totaling 327 hp/s.
Healing Signet passive is 392 hp/s.

Race Change option please

in Suggestions

Posted by: Olba.5376

Olba.5376

I feel they do, They misrepresented themselves in character creation. It’s obvious that the Charr are the kitten stepchildren who will never be on equal terms to the other races in regards to design and QA. Rerolling isn’t going to change the fact that my main character which I have played for 525 hours with, is no longer appealing to me for no other reason than developer neglect. This problem was created by A-Net and so I ask A-Net to solve it amicably.

It took you 525 hours to realize that you don’t like Charr?

Wow.

Account Wallet Idea

in Suggestions

Posted by: Olba.5376

Olba.5376

No one has them with them because they don’t do anything. And they reset whenever you port. And because people are too dumb to experiment with different types of bags.

Hint: Items in Invisible Bags never get deposited.

Integrate trait resets into UI for PvE/WvW.

in Suggestions

Posted by: Olba.5376

Olba.5376

The thing is, it might break the game depending on what you count as “during a fight”.

After all, how do you decide that in an environment like WvW that does not have things like matches? If you go by combat mode, it’ll break the game as you’ll end up with people speccing for tanking/healing before assaulting a keep/tower/Stonemist, while running dps the other time.

And what about PvE? Can you imagine how much the dungeon runners would whine if they could not use that functionality, even if it’s something they would never use?

Buff the Mobs. I want to play with them.

in Suggestions

Posted by: Olba.5376

Olba.5376

I want to know what love is.

Here we go again. Never gets old.

The thing is, adding boons to mobs is going to do exactly one thing: Make Thieves/Necros/Mesmers stronger, while everyone else gets weaker because they cannot do anything about those boons. Heck, especially if we’re talking about boons like Protection on mobs. Do away with that and it’s an instantly 50% damage increase to everyone. That’s literally so powerful that if it was a consistent thing, you would see all the elitists ask for 1 boon stripper along to their speedruns.

(edited by Olba.5376)

Yet another WVW build advice thread.

in Warrior

Posted by: Olba.5376

Olba.5376

  1. I’ve looked at other ZvZ builds and literally every one I’ve seen has been using melandru or soldier runes. Is hoelbrak just flat out a bad idea?
  2. Does Empower Allies apply to me as well as the people around me?
  3. I’ve heard a lot of people say that endure pain is bad. If you feel this is true, what would you suggest to put in place of it? I was thinking of: stomp, signet of stamina, or shake it off.
  4. And lastly, healing signet. I know it was buffed recently and more people run it now. But for a warrior with 300 healing power, would it be better than healing surge?
  1. It’s not that Hoelbrak is bad, but that Melandu comes with -stun duration%, which is massive in WvW.
  2. Dunno. Most people take it because it’s a team-oriented bonus. 150 Power, that’s slightly more than 4 stacks of Might.
  3. The thing with Endure Pain is that it doesn’t block conditions, so in WvW, where you’re taking every type of damage, it might not be a top choice. And it’s most likely not going to save you anyway
  4. It’s a personal preference. I’m running with Mending for the extra condi clear. But in terms of purely hp/s, Healing Signet is the current top. Difference is, of course, that Surge is a burst heal whereas Signet is consistent.

Queen Jennah assassination incoming?

in Queen's Jubilee

Posted by: Olba.5376

Olba.5376

We just had an assassination already, I doubt they’d do it again so quickly.

A kidnapping? That I could see.

Considering that Jennah is a Mesmer and can apparently use telepathy with Logan, I don’t think a kidnapping plot against her would last very long. Like, maybe 20 minutes?

Account Wallet... I love this!

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

You do still get the choice. You can always boost your karma bonus before getting a karma reward.

Yes, in the end, it’ll mean a bit less karma nonetheless, but I’d take better game design over higher numbers.

A bit less?

Take the jugs, for example. You can get a maximum of 40 in a month. Currently, it’s perfectly possible for you to hoard the mall and get (in my case) +63% Karma on it, for a total of 65.2 jugs’ worth of Karma.

If they changed it, I sure as hell could not afford (nor would it be practical) to use those boosters on anything but the day I complete my monthly. Since I have a passive +3%, that would mean I’d be getting 29.87 from the 29 days, plus 17.93 from the day I complete my monthly on, for a total of 47.8.

That’s a total of 78,300 Karma lost.

While I agree that Karma becoming account bound makes the jugs less helpful for people with alts, they sure as hell are not obsolete.

(edited by Olba.5376)

Aug 6th LS: Queen's Jubilee

in Queen's Jubilee

Posted by: Olba.5376

Olba.5376

I would like to know just how much time has passed since the Dragon Bash.

Because we’re getting quite a few parties.

Account Wallet... I love this!

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

I also like opening things, but I prefer opening loot bags with unexpected surprises the moment I get then, than cluttering my bank with 10 different types of karma items while waiting for the next opportunity to maximize karma gain and click 300 times to consume them all in one go.

Have you ever considered using Karma on the Lost Orrian Jewelry Boxes?

Anet doesn’t even needs to remove those items from our bank. They can simply remove them as rewards, and add direct karma instead.

That’s gonna kitten off pretty much everyone who likes hoarding their karma. After all, if you get it directly added, I won’t even have the choice to use a Karma Booster, Ice Cream and a Guild Karma Boost on it. And considering that those add up to over +60% karma, that’s a ton of Karma lost.

Macro key to double click those jugs. That is allowable since 1 double is technically 1 keystroke. So you just macro the key and hold the kitten down.

Actually, that is not allowed. There is no “technically”, if you’re getting more than 1 action/click per 1 action/click, it’s not allowed. In case you’re doubting me, check out this post by Gaile.

(edited by Olba.5376)

10+ more trait points without level increase?

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

warrior with 80 trait points would take a 30/25/0/10/15

standard zerk with empower allies

Or 30/20/0/0/30, for Forceful Greatsword, Heightened Focus and Berserker’s Power. Like good old days.