Quick question, first battle , yiu cast basilisk venom and get like 8 Boons. It’s similar to that steal item yiu get but yiu didn’t use that. Is this a certain trait that allows this? 500 hours in (350 on thief) and I still learn something.
Superior Rune of Lyssa gives all boons for 5s and gives a full condition wipe on elite.
Here’s the same thief with Soldier accessories, as a rough comparison to the OP.
Now let’s do some numbers.
Damage = Power * Weapon Damage * Coefficient * Other Boring Stuff / Armor
Damage = 2,904 * 981 * 2 * 2.08 * 1.15 * 1.2 * 1.1 * 1.05 * 1.05 * 1.1 * 1.05 * 1.1 / 2724
Damage = 9,250
That’s with:
- 25 stacks of bloodlust
- 10 stacks of Might (from activating 2 signets)
- 15% damage from Assassin’s Signet
- 5% damage from Dagger Training
- 5% damage from sigil
- 10% damage from Exposed Weakness
- 20% damage from Executioner
- 10% damage from 6 rune bonus of Rune of Scholar
- 5% from Flanking Strike
- 10% from First Strikes
So there you go. Even if the bonuses are additive, it’ll still be 7,831. Which you could push higher with some might stack tinkering. For example, throw in a third utility signet, Signet of Malice and Basilisk Venom, then take Venomous Strength and you’ll be up to 22 stacks of Might instead of 10, putting your base power at 3,324 rather than 2,904, making the additive total into 9,212.
@Ghostwolf: That’s not going work, for the simple purpose that you cannot stack 2 of the same Sigil.
Either way, the point is the same as what has been said already: Yes you can have Heartseeker smacking you for 8,000+ damage, but it takes some pretty kitten perfect conditions. In my above example, we had a full slew of preparations, an enemy with <20% health and a crit with a maxed damage roll. That’s beating all the odds several times over.
(edited by Olba.5376)
Major thanks goes out to Peter Fries and Scott McGough for coming up with the term Crab Toss as well the most excellent title in game: Crabgrabber, which I will wear forever.
I don’t know about most excellent; Yakslapper definitely gives it a run for its money.
Oh dear… The Far Shiverpeaks Yakslappers and the Southsun Crabgrabbers sound like pretty good sports teams.
I suppose for my British Pirate of a Thief, it’d have to be this.
Ah, how I wish the playstyle on S/P was more to my liking. Then I could go around with those for the full effect.
Ok, so let’s see about this.
With no battle markers and no commander icons, where does someone like me, who is not a part of any guild, go in WvW? The answer is nowhere. I would just have to roam around aimlessly, hoping that I meet a big group before I get mercilessly killed.
So yes, while it will eliminate the zergs that consist of random people like myself, it won’t eliminate them completely. After all, pretty much every server with a decent WvW population has guilds running around in groups of 20+ people. They don’t need the commander sign to tell them where their people are, they have guild chat for that.
As for the markers eliminating zerging to an attack, I don’t think so. Just take a look at all the “underhanded” tactics we already see in WvW. After reset you have large groups sitting at supply camps to make sure they don’t get taken/destroyed by the opposition. You also have Mesmers hiding in keeps, ready to port their comrades inside to bypass all the effort. So what’s to say that you wouldn’t have Mesmers sitting around in towers with constant groups of 5-10 people roaming around?
Active forum users form less than 1% of the playerbase. even if 99% of the players here on this site don’t want harder content, doesn’t mean all the other people in game thinks the same.
Do you think players that don’t come to the forums are more hard core or less hard core.
Everyone who follows the MMO industry for any length of time knows that the bulk of MMO players are casual. Devs from other games have said it. It’s a pretty well known fact.
Ghostcrawler, one of the main WoW developers said that only 5% of the playerbase ever see the hardest content. 5%.
Do you really think Guild Wars 2 is any different?
And that’s what the whole argument against hard content tends to boil down to.
Hard content is, by definition, harder to program than the stuff you can make for casuals. So a dungeon fit for casuals and a “hard dungeon” have very different development times. The former also has a much wider audience than the latter.
So from a point of view of optimizing developer time, the casual dungeon makes more sense.
Also, just take a look at the player base. We have a whole community of speedrunners. Those people sure as hell don’t give two licks about difficulty. If anything, they’re the anti-thesis of it. So even our “hardcore” playerbase is split to people who desire hard content and people who desire the opposite.
I love how the pvpers whine about no death matches. Killing is NOT HARD. Holding ground and not being able to choose the points you enguage the enemy is far harder. The enemy knows exactly where you will be, thus you can’t just catch people off guard or wait for them at a spot of your choosing that is easily defensible.
It’s not necessarily about what is hard. It’s about what people want to do.
Conquest is about sitting around in a node and getting points. For a lot of people, that’s boring. I am included in that lot.
Death match pvp is the most boring thing imaginable.
Say that to all the first person shooter players of the world, would you?
Heck, the entire PvP in Diablo II was death match. 8 people per “server”, you could form teams as you wished, declare hostile as you wished. Over time, the community developed “good manner” rules, like no healing, no endless kiting and no naked killing (If you got killed, all of your gear was locked onto your corpse, which you had to go pick up).
People gripign about not being able to que as a teama nd stick together as a team…what? Crying that you can’t dominate pugs? My friends and I love jumping into a server, 8 of us joining and fighting against each other at random, joining the pugs as they fight. True pvp, when it is at it’s best…is not when it is defined teams…that is not fun, the tactics are predictable. When you have a bunch of pugs…they tend to not think the way two groups do, you end up with odd tactics that WORK and you end up with a decent level of pure chaos…which is closer to a real battlefield.
Well again, some people want to play as a team.
Also…true battles are faught over something, land/castles being the biggest. So the capture points make sense…deathmatches do not.
It’s a game. You want realism? Then why the hell are you respawning all over the place?
Honestly, the lack of deathmatch (and the associated customizing) is why I just cannot get into sPvP. If they had those options, I’d be all over it, several hours a day.
1. I dunno about you, but from my perspective, there would be two ways to implement that, considering that the probabilities need to sum to 100%. First would be to reduce the chance of getting some common stuff and using that to implement the new rares. That would be a good thing for the players. Second would be to squeeze the new rares into the same slot as the others, resulting in more possible rares, but no increase in probability to get one. That would be a pretty bad idea, assuming that a person is “aiming” for a specific rare rather than just the category itself. And honestly, it would just result in people asking for a way to trade the “unwanted” rares for the ones that they want. So either way, you’re looking at either increasing the odds and/or adding a generic “Exchange For Rare Item Ticket”.
2. But if you did that, then people would and could research it as a group and get the exact amount of crates you need to get the guaranteed rare. This would then give an exact price roof for the item. And considering how many complaints we get from people who do not get the rares, if the guarantee was perceived as “unfair”, then it’d cause a massive kittenstorm. Bad idea.
3. But some people like farming the crates, so lowering the drop rates would be screwing over those people in favor of the ones who buy them. And that’s always a bad ending.
Are they really earning more money now then when they would have put all the skins in the BLC seperatly ?
But what is, just what if, the implementation is there to ensure rarity, rather than maximum profits? I know it sounds “crazy”, but it’s possible that the marketing department is taking into account the vision the developers have about actual rare items.
(edited by Olba.5376)
But what would the point be?
Basically you’re asking to allow your alts to have the shiney star while losing out on all the exp, karma, skillpoints and gear you get from completing maps?
To get 50% crit you need a total of 1872 Precision. Since the base Precision at 80 is 916 you will need 956 from other sources. The maximum can get from ascended trinkets is 549(126 + 103 * 2 + 91 * 2 + 35). With all the infusions that is 579.
With just trinkets and the trait, your crit chances are
without infusion
35% = (916 + 549 + 100 – 822)/21
with 6 infusions
37% = (916 + 579 + 100 – 822)/21
Wrong.
You start with 916 and 4% crit rate, gaining 1% for every 21 points.
That means that you’ll need an additional 46*21 = 966 precision to get to 50% crit rate, for a total of 1882.
That is to say, you’re off by 10 points for some reason.
(edited by Olba.5376)
you could buy other things with the tokens too… for example:
- a 28-slot centaur hunter bag which automatically sells all centaur-related junk-items for vendor-price.
- a centaur-chief head for future housing-decoration. Only 10 tokens (lol).
- a lucky centaur-tail. You get +100% magicfind on centaurs. 5 tokens.
- a piece-treaty offer: centaurs are now neutral to you until you attack them. You can talk to certain ones. 30 tokens.
- a guild mission unlock – battle against the centaur-chieftain. 8 tokens.
28-slot bags? The current maximum is 20.
As for the 100% MF thing, that’s a bit bad, considering that you could easily get ones relating to Orr and end up with an additional 100% MF in all Orr events.
+ people would go back to low level zones
+ there would be a new progression to get the full set
+ great for RPers to dress up as a band of centaur slayers
+ people wouldn’t farm the same spots over and over
+ they would see more of the world by exploring the zones looking for events
+ a new reward system with non-power progression
+ unique rewards
People would go to zones that would get them the best benefits for Frostgorge Sound and Cursed Shore.
Also, considering that we already have lists of dynamic events, I doubt that it would do much for the players, especially since most of them would only be interested in the Orr-relating things.
Strength
Power
Critical DamageArms
Precision
Condition DurationDefense
Toughness
Boon DurationTactics
Vitality
Healing PowerDiscipline
Brawn
Condition Damage
Why?
You would have to do some serious re-allocation with the traits too, otherwise you’d just have everyone go 20/20/20/0/10 and ending up with a ridiculously boosted GS warrior.
I’m not really sure how this fits, however it fits a lot more then critical damage, the reason is that condition damage to discipline is because it focuses more on the aspects that a knight or a monk or someone training in discipline would go for strikes that hurt the target or punctered it rather then just brute strength.
You have to consider the traits in the tree as well. Discipline the way we have right now is a burst-related tree. Thus, Condition damage doesn’t really fit with it, considering that we only have one condition burst.
However, I think Brawn should be changed as well to be completely unique. Brawn itself should be something like /Damage Reduction/, this would make the condition damage part of it a sacrifice rather then anything else. However I could still think that this and arms could be switched and this also being condition duration.
I think that the attribute should, just like every other profession specific attribute, relate to our Burst skills somehow. However, before you start tweaking that, you need to do something about Berserker’s Power, Adrenal Health and Heightened Focus.
This tree is one of our only trees with self-boons, therefore it should be our boon tree, Vitality tree previously had boon duration, but the problem with that is the only boon it has access to is “Passionate Banners.” which lasted forever regardless of what you did, Boon Duration fits this tree 100x more, this tree should also have access to protection as well some how.
Guess you totally missed Lung Capacity, Vigorous Shouts and Quick Breathing? After all, FGJ is a Shout that gives boons and both of our Warhorn skills give boons.
(edited by Olba.5376)
So my first char was a sylvary warrior, which in the endgame sucked very bad since i couldnt even solo a kitten karka:))
here is what i put in trait and would like you to tell me what i did wrong?
(was wielding GREATSWORD)Strength 20 V- Berseker power: Increased damaged based on built adrenaline (3%/7%/12%)
IX- Slashing power: Greatsword and spear damage increse 10%Arms 10 V- Rending Strikes:33% chance to get vulnerability on critical strikes
Defense 20 IV- Vigorous Return: Increase HP on rally
I – Embrace pain: Gain adrenaline when hitTactics 20 III- Desperate power: deal 20% additional damage when below 25% max hp
II – empower allies: increase power of nearby allies by 70 pointsDiscipline 0
i know i made mistaked, obviously but which are they?
Well, personally I’m not a big fan of the traits you picked in Defense and Tactics.
- Vigorous Return only helps you if you get downed. Rather than trait for when you get downed, you should trait for not getting downed in the first place.
- Embrace the pain gives you 1 strike of Adrenaline per hit. That means you need to be hit a full 30 times before you get the full three bars. That’s a ton of hits.
- Desperate Power only helps you when you’re low on health. Again, this is something you should try to avoid, rather than prepare for when it happens. Secondly, when you’re that low, you’re best off kiting and waiting for your heals.
- 70 Power really isn’t that much. That’s equal to the amount of power you’d get from 2 stacks of might.
- Going 10 into Arms just to grab Rending Strikes is sad.
For greatsword, the best traits that you can pick are:
- Forceful Greatsword (Arms X)
- Berserker’s Power (Strength V)
- Heightened Focus (Discipline V)
That sets your build to be at least 10/20/x/x/10. From there, it’s very much a personal thing. If you like switching weapons, then going 10/20/x/x/15 for Fast Hands is good. If you like defense, then going 10/20/20/x/10 for things like Adrenal Health, Last Stand and Dogged March is good. For more damage, you would go 20/20/x/x/10 for Slashing Power (Strength IX).
Honestly, Tactics is a pretty bad traitline for Greatsword. The only exceptions are Leg Specialist and the Sonic Boon setup (which is basically 30 into Tactics and massive amounts of boon duration for high might stacks and ridiculous fury/swiftness uptime).
Both base damage and the multiplier, so that a skill that would normally apply 2 stacks would now apply 1 stack with the exact same total damage as before.
Durations can also be changed. Or the skills could be tweaked a bit. For instance, in the case of the Warrior – Either both autoattack bleeds could last half as long but with twice the damage OR only the second attack would apply a single bleed stack that would do as much damage as two “old” stacks.
Wait, are you suggesting that each skill have different base damage and multipliers? Because that’s not the way to go. That would not only make bleed specs confusing as hell, but it would also make stacking bleeds from different skills reach a ridiculous level of complexity in terms of the calculations done.
The overall idea is to rebalance bleed around a smaller number of stacks (and/or make them last shorter) so that a single player can’t cap out a single mob all on his own.
The thing is, the shorter your stacks, the weaker bleeds become in WvW. For example, take the popular Melandru + Lemongrass setup on a 12s bleed. That’ll result in it turning into a 4s bleed. Take the same setup on a 4s bleed and it’ll be down to 1s. The former goes to exactly 1/3 damage, whereas the latter is down to 1/4.
Also, a lower amount of stacks is going to produce issues with certain skills. For example, what about Caltrops? Make them apply less than the 2 stacks every 1 seconds and you’ve practically ruined them.
The thing is, the reason bleeding has lower base damage and worse scaling is because once you reach the cap it’s far superior to all other forms of conditions. For pure damage, anyway. Bleeding is an alternative type of condition damage. Just like for direct damage you have builds that have low but consistent/easy-to-apply damage, whereas others have high but infrequent/easier-to-avoid damage.
Of course this would increase the overall damage, that the point! If multiple players with cond builds are present only one or two of them with the highest cond damage will see any damage done. The others will be plinking away with their zero power base damage attacks since their stacks will never get their turn. Compare this to Power builds who all get to do their damage regardless of the number of people present and I’m sure you can agree that this isn’t really fair. Imagine if mobs had a cap on the amount of direct damage they could take each second and anything above that is ignored.
Fair or not, making conditions do more damage isn’t a simple thing. The issue lies pretty much completely with bosses that can take so much damage that the stacks do reach the 25 cap and stay there.
As for the extra calculations, of course there would be extra calculations. But the idea here is that tracking a single additional debuff (that occasionally recalculates) would be easier than tracking 200+ bleed stacks that would appear in a second if the cap was simply removed.
But the thing is, you have to consider how the new debuff would be calculated. Firstly, it’s duration would have to be calculated based on the 25 stacks that originally triggered it. The damage it deals would also have to be based on the 25 stacks that it originated from. Considering that the new debuff would naturally have to have the duration of the actual 25 stacks, the result would most likely be the new debuff lasting a “glorious” 1-2 seconds.
It’s about finding a way around the cap without simply removing it.
But you don’t need to change the bleed mechanic or the skills to do that. Make bosses able to resist conditions, able to remove them. We already have Defiant and Determined, why not have a third one?
1. Rebalance bleed numbers – higher damage, fewer stacks, maybe shorter duration. So instead of me applying 20 stacks of bleed I’d get to 10 stacks, each doing double the damage, resulting in the same overall DPS. Now, this wouldn’t solve everything, but it might allow 2-3 cond build people in the same group to not step all over each other’s toes. Lowering the duration but increasing the damage might also work, though it might make cond too bursty…
Higher numbers from where? Are you talking bumping up the base damage? The condition damage multiplier?
Tinkering with the amounts of stacks isn’t really going to work, considering that the primary source of Bleeds on a sword warrior are two skills that give 1 stack of bleed.
The thing is, there are multiple ways to stack bleeds. Some builds have a lot of stacks that don’t last that long, but can be reapplied fast. Others have low stack numbers with long durations instead.
2. Create a new debuff. Let’s call it Hemorrhage (or something along those lines). When bleeds reach 25 stacks, they are removed, a single stack of Hemorrhage is applied, with the damage and duration equal to the average for the 25 stack previously in place. Maybe Hemo could stack to a degree as well.
I don’t really get what you’re trying to say here. Are you asking for the 25 stacks to turn into a new debuff so that you can apply more stacks? Because that’s going to cause issues with not only the damage, but also the amount of calculations the game has to do. More bleeds means more durations to keep track of, more damage figures to calculate, more appliers to keep track of.
Also, you’re only talking about bleeds, but the actual condition damage issue spans all the popular conditions.
(edited by Olba.5376)
Race changing makes no sense from a lore standpoint. And you should always aim to minimize contradictions with the lore.
As for changing the orders, I would hope that they’d make that into a storyline thing rather than an item. Like having to talk to an NPC to trigger a chain Personal Story that would end with you being an entry-level member in another Order and having to do all of their questline before you can buy the armors and weapons.
(edited by Olba.5376)
*Items on the top of screen should be able to be moved to the bottom.
Top of the window? There isn’t really anything in there.
*Inventory should be scalable and separate bags should have the option of being open independently.
Scalable? How would that be different from the current resizing? Also, what do you mean by “open idependently”? Like in separate windows? Because you can close the bags already.
*Move confirmation pop ups like the one in fractals to the side of the screen or to the bottom corners and make it smaller. (Having my chest blocked with a forced overlay at the end of every fractal is obstructive)
Here I have to disagree. Important pop ups like that need to be visible. Otherwise you’ll just miss it.
Overall the UI is absent customization options and does not match the standard of today’s games with it’s lack of functionality and control. If you are not interested in opening it up to MODs then add some base level control over placement locking and scaling.
The thing is, there are no bugs in the current system. Adding new stuff is very likely to add some bugs. And let’s be honest, bug fixing should take priority over quality-of-life additions.
I know games where your inventory is tied to the same window where you change your character’s equipment, all while not being resizable at all. Not to mention lacking any kind of automatic sorting of drops to specific areas of the inventory.
Holy crap, that’s one of the most annoying things ever.
Like a never-ending lot of annoying locusts.
I say NO, keep the town clothes exactly that TOWN clothes.
please note, i don’t want them to be usable in combat. i just don’t want them to go away because i was in lion’s arch and fell an inch too much, or decided to go for a dive. or, in the case of southsun, was moving from the resort to another part of the settlement and got hit by a random karka.
the key point here is “i can do this already, but it’s cumbersome. streamline it”. i can keep toggling my clothes back on, but after a while you just won’t bother, because it’s freaking obnoxious to do so. when i want to fight, i’ll put my combat gear back on my own. we have a button for that already.
How is the game going to tell one type of damage from another without a ton of coding, so that it knows when to remove the town clothes and when not to? Pretty much you have to keep the system in place now or completely revamp it so they become outfits that can be worn in combat.
Considering that we have functional traits for fall damage, there is some fall recognition already in the game.
The thing is, you can pretty much look at the utilities of various classes and tell what kind of stuff people would take.
How about a Shout warrior with Hold the Line, Stand Your Ground and… Shake it Off? Or a Thief with Veil?
How about every single class with a stealth utility?
The thing is, all classes lack something. That something is pretty much always a thing that some other class has access to. And changing that would mean some serious balancing issues. The end result would be that all skills would have to be seriously nerfed, as the potential combinations of the current skills would be far too powerful. And it’s really not nice to be in the position of seeing the native skills of your class lose their effectiveness because some other class can now use them and create a ridiculous combination.
And as a meta note, the developers pretty much said that GW1 was a hell to balance. So making any balance related suggestions based on GW1 is kinda doomed from the get-go. Nothing like telling the developers “Yeah, your previous game was better.”
(edited by Olba.5376)
Gambling must be a must in every MMORPG; a world without gambling is a world with out fun.
Spoken like a true addict there, my friend.
Create a Mega Millions Lottery so that the odds of winning the lottery are equal to or higher than the Mega Millions Lottery.
Why? The odds of any lottery depends purely on the specific system and the details, such as how many numbers you have to pick and in what manner you pick them, not to mention whether the actual selection of the numbers is “truly” random or not.
- Allow players to buy 10 or less tickets per week per account(not per character) for the minimum of 1 copper.
- Make the lottery a real replica of the Mega Millions Lottery.
- Allow players the choice to randomly select the numbers or manually select them.
- If there is a winner, put them on the ingame messages or let people know who the Millionaire is.
- Take “taxes” of the price just like in the real lottery.
Um… yeah, no.
For one, where would the winnings come from? Surely you cannot ask ANet to just whip up 100 Gold out of thin air for the sake of getting people into it?
For two, what kind of money are we talking? 10 Gold? 100 Gold? 1000 Gold? An honest-to-deities 1,000,000 Gold? Surely you cannot be suggesting that the pot goes up without any cap, until some lucky fellow wins it all? Because that would kitten up tons of stuff.
For three, we already have people complain about the game’s lottery-like elements, mainly the Black Lion Chests. Adding in something like this would just make it worse. And can you imagine what would happen in the winner was deemed “unfit”, such as being a complete rookie with 5 silver to his name on a level 10 character? Or if it was some TP baron who already had thousands of gold? Or if it was a member of a large sPvP/WvW guild?
I say no to all of that.
For one, banners not being mobile is one of the key defining characteristics of them. It’s also the price you pay for them providing some pretty good bonuses.
For two, banners being mobile and not replacing your skills? That’d go over very well with the Engineers, since, you know, they can’t do that either.
And wait, did you just suggest that using the elite banner would give all banners the passive fury, might and swiftness? Yeah, that’s totally not overpowered.
Mace and Hammer are the weapons mostly focused on control effects.
As for what comes to helping out your party, that’s only with Warhorn on the weapon side and Banners/Shouts on the utility part. Everything else isn’t party stuff.
It only has 1 skill that could be considered AoE, and that is whirlwind attack. All the other abilities are directed at doing damage straight in front of you and only hit enemies in front of you. AoE hits around you.
It’s called “frontal AoE” or “cone AoE”.
Also, Eviscerate.
“LEEROY!”
You gain 25 stacks of Might, and 25 stacks of Vulnerability (10s)
They would never give us something like this, considering that you could purge the vulnerability into Protection with Quick Breathing.
You couldn’t have it more wrong. Ele is top notch in PvP and sucks in PvE.
As for the personal stories, I liked the ones I’ve done. Though you have to note that it’s not just the race that changes the story, but the options you picked at the start. And at higher levels, you get even more choices, when you join an order.
The 15% actually yields more damage on those 5 attacks if you have 1,200 or more power.
Which is pretty easy to get, considering that you start out at a base of 916.
I don’t think it’s necessary.
We already have auto-run.
Follow commands come with a ton of exploitation issues.
That would make a x/Warhorn Shout warrior rather nuts.
Just consider it for a second:
- Quick Breathing converts 1 condition and you get 2 skills that do this
- Vigorous Shouts adds healing to that
- Soldier Runes would now work with Warhorn skills
- Inspiring Shouts would work with Warhorn skills
So if you went all out, you would end up with Call To Arms and Charge removing 1 condition, converting 1 condition to a boon, healing you and giving a good amount of adrenaline.
Not related.
Conditions get damage only from condition duration and condition damage.
Other guy here, I was running 10/0/30/20/10 with full Zerker, but I was running Runes of Hoelbrak and reduced Condition Duration food.
I only run Berserker gear nowadays. I personally find any investment in defensive stats to be a waste of time.
But I’m dumb so don’t listen to me.
I think it’s just a matter of preference. I’m using the optimized mix of Berserker and Knights on my armor pieces but everything else is full Berserker. I have no problem dishing out high burst and auto attack damage while still maintaining a 2.8-3k+ armor. I just don’t like getting bursted down in a couple of hits from a cheesy build.
I guess I’m in a similar situation.
I’m currently running Berserker armor with Soldier Runes, since I run FGJ and SIO. For my trinkets, I got Knight’s with Rubies in them.
1. Final Thrust – also applies poison for 3sec
2. Savage Leap – also blinds for 5sec
3. Hamstring – cd reduced to 10sec, range increased to 150
4. Impale – damage increased by 100%.
Rip – when enemy was hitted by impale, we can pull him withing 900 range (similiar to guardian gs 5)
5. Riposte – Direct damage increased to 1500 (at 2k power), cd lowered to 10sec
I like the FInal Thrust idea.
F1: Direct damage is the most underpowered thing ingame, total damage should be increased to 2000 (2k power)
Bleed damage: last 4sec longer
So you’re suggesting a base 6 second bleed with 8/10/12 stacks? I think that’s a bit high, considering that we get an easy trait for 50% duration. With 30 into Arms and a full set of gear with Condition Damage as the minor attribute, you’d be looking at 11,448 damage. Change it to minor and get an additional 50% condition duration and it’ll be 17,424 damage.
And that’s not even counting the additional bleeds you’d be getting from Precise Strikes. At 100% crit rate, you’d be looking at an additional 4 stacks for 6 seconds, for a total of 20,328 damage.
Blademaster – sword skill are faster by 10%
Honestly, I don’t think Blademaster needs to be changed at all. It fits together with traits like Precise Strikes and Critical Burst to create very high amounts of crit%, resulting in tons of bleeds.
I run a full berserker sword horn and IMO I feel it’s better than axe. I think axe number wise does more damage, but when your actually in the the fight you can only depend on one cripple and auto attack for damage and I feel like evis has too short of a range where I depend on a utility or shield to make sure it lands most of the time. Whereas the sword you have leap and a cripple and also your burst to help stick to your targets.
Axe alone isn’t that amazing. Personally I’ve tried various things with Axe/Shield, but none of them alone make the weaponset shine. Axe/Shield with GS, now that shines.
When I was playing with Sword/Warhorn, I found that while I had excellent mobility, ability to chase and lots of fun, it just didn’t have the kind of burst I like seeing.
I do have to admit that with Precise Strikes and a Superior Sigil of Earth, coupled with 100% crit rate, the amount of bleeds you can put up in a short amount of time is ridiculous. I think I averaged 17-18 bleeds on a max adrenaline Flurry, sometimes going to 20.
(edited by Olba.5376)
The dailies also make sense from a population point of view.
Think about it: If you could choose to farm a bit every day or a lot over the weekend, most people would go for the latter. The result would be much less players on during the weekdays coupled with population spikes on the weekends.
If you think the world is empty now, imagine that it had a fraction of the population 4 days every week. That would be truly empty.
And naturally, what happens to the people who really only can play on the weekends? They end up with having to do 7 days’ worth of stuff in 2-3 days. And that’s insane. If it takes 45 minutes to do the daily now, you’d be asking those people to play 1.5-2.5 hours a day on their weekend.
Pretty sure the OP is thinking of putting all his stuff in the bank, deleting characters and getting a free server transfer.
I doubt that it works and if it does, I am 100% sure it’s a bannable exploit.
I wouldn’t say all the traits needs to be revamped, but traits like unsuspecting foe needs to be +50% crit chance on disabled enemies not STUNNED. This is so kitten specific because warriors only 2 second stuns are all from burst skills yet bull charge, knockdowns etc don’t do jack all.
Putting it on “disabled” would make it far too overpowered. That would mean Kick, Bull’s Charge, Stomp and Fear Me would all be potential candidates for +50% crit rate. Not to mention Shield Bash, Pommel Bash, Backbreaker, Tremor, Rifle Butt,Staggering Blow, Earthshaker, Skull Crack, Whirling Strike and Repeating Shot. In case you’re counting, that’s all weapons except axe, sword, longbow and greatsword.
Might as well give Warriors a class mechanic of 100% crit rate while you’re at it.
(edited by Olba.5376)
Sword can apply a stable, decent damage IMHO.
In the right build, you can deal around 1k on the first two hits and 2k on the third on eavily armored enemies. It’s 2.6k dps.
This thing would do those numbers against someone with less than 3285 armor, or 3559 on the third strike. Against someone with the “mythical” 2700 armor, it’d be dishing out 1216 on the first two hits, plus 2636 on the third, for a total of 5068.
I tried running a build similar to that one, but I found that the lack of condition damage made Flurry very weak, thus the build is very slow on killing things.
Personally, I really like Sword/Warhorn, but I don’t think that it can ever function as a direct damage set, so boosting the direct damage is kinda misguided.
(edited by Olba.5376)
It does suck having to replace skills that will help damage output to remove conditions…
It does suck, but everyone has to do it. Warriors aren’t special.
Most have to do it passively / skills support and yeah warriors aren’t special…they’re handicap.
Well what options do we really have?
You can’t really put it as a passive on a Signet, considering that we have Deep Strike and the recent Signet buffs.
Putting it on the burst is just going to result in people shifting from complaining about conditions to complaining about the burst on Greatsword.
And let’s be honest, Mending with Restorative Strength is pretty kitten. After all, look at all the conditions you could get. Restorative Strength takes care of 4/11 right off the bat. Out of the remaining 7, you cannot heal during Fear, you’d be dumb to heal during Poison or Confuse, you should wait out Blinds. Leaves you with just Bleed, Burning and Vulnerability, of which 2 will be gone with Mending.
But no, boohoo “Mending has low healing” or boohoo “I wanna take Berserker’s Power instead”. How typical.
(edited by Olba.5376)
The soulbinding mechanic is in place to take items out of circulation. It’s an “item sink”, just like we have gold sinks with teleporting fees and whatnot.
- fishing – WoW/torchlight II – complete with nets, spears, poles, chairs, umbrellas, with the ability to fish up valuable vendorfish, gear, hard to find crafting materials (lodestones is an idea ahem cough), minipets, and mounts (if this game had mounts), crafting recipes in all crafts (they even had oils for engineering/alchemy not just cooking).
- hunting games – The Hunter MMO – in other mmo’s it might be that you need to capture or kill an animal for a hunting contest which would bring prizes and gear. A real hunting contest for the Norn perhaps?
- farming – farmville/lotro – self explanatory. Might bring in the chance to find the materials usually difficult to get to like vanilla beans.
- lotteries – RIFT/LOTRO – LOTRO had a daily lottery to get prizes and currency from similar to the dungeon badges, laurels, and karma we see in GW2. Rift had an hourly or bihourly scratchoff which allowed for the winning of rare crafting materials and currencies too (altho it was in a mobile app that they still have to this day).
- housing – LOTRO/RIFT – Rift is hands down the best example of housing I can think of. The decorations and ability to customize are the best I’ve seen anywhere, however they both had the ability to pickup items from the experiences of the players (quests) where they’ve been what they were doing, and who they’ve defeated to place in the homes of the players.
- collecting artifacts – RIFT/AoC – filled with lore that can combine to make items or for prizes. Items were usually end game gear or special items that created rare materials or were valuable to be sold for gold.
- collecting mini pets – WoW – minipets has always been fun in any game but WoW to me had the best ways of doing such, buying them from dungeon only vendors, finding them in rare exotic places. They have a good start in this game, I’m just not seeing the taming of level 1 critters tho.
- taming/care and feeding of pet companions – WoW/ AoC – In AoC and WoW they had certain animals that were babies when tamed and had special quests to help them grow up turning them into mounts. (now I know they don’t want to add mounts but what if this were used for Rangers instead of the instatame system it would be miles more fun). There was also an unspoken competition amongst hunters in WoW where players sought out and tamed rare pets with rare pet skins. That was the fun part of being a hunter in WoW! For a time there were pet buff foods that cooks could make to help give pets boons during combat, I miss pet food.
- gambling – Star Trek Online – Dabo is a great time waster, and you can buy things with the gold pressed latinum you get from gambling on the table in Quark’s.
- Fishing doesn’t really fit with the game, considering that we have underwater combat. Why would you go fish for that Barracuda when you can just jump in and kill it?
- There is certainly basis in the game for making some hunting things
- Farming wouldn’t really work and Queensdale is why. You go there and you’ll see that all the farmers have issues with monsters and bandits. And to quote the guy in Lion’s Arch, “If I get one more farmer selling me rotten vegetables…”
- Lottery are a legal mess, especially since you can buy the in-game currency with money. You already get people complaining when they don’t get the rare skins from Black Lion Chests, can you imagine what would happen if they had lotteries like that?
- Housing is something the developer team has said that they’re interested in, but not currently building, I believe.
- You got legendaries and cultural gear, we even got achievements for those
- But you can collect mini pets?
- There’s only one profession in the game where that would make sense, so that’s probably not too high on anyone’s priority list.
- Gambling is the same as lotteries: It’s a mess when it can involve real money.
I’m not really against any of these, since they would add to the realism of the world. But do I think it’s something the developer team should prioritize? Nope.
The same is true for all the other languages.
Heck, you’re not even allowed to use French, Spanish nor German, even though they have servers for each of those.
So before you even consider something like Portuguese, it’d have to be French, Spanish and German.
And it’s not just a question of moderators, it’s also a question of the members. What are you supposed to do when someone replies to your topic in a language that you do not even speak? Just wait for the moderator to translate?
Convenience items are supposed to be expensive.
Ever bother checking the other convenience items in the TP? The permanent BL Contract goes for nearly 200g. The portable mystic forge is like 70g. The permanent customization kit goes for freaking 400g.
Your perspective is a bit misguided here.
Strictly speaking, the dragons are not villains. They don’t have any of the characteristics to qualify as proper villains. The dragons are described more as acts of god in the lore. After all, the dragons lack personality and a proper agenda.
Of course, that could all be changed if the lore changed to each dragon having some motivation behind their actions. As an example, Final Fantasy X had Sin, which was very similar to the dragons at the beginning of the game, but completely changed towards the end.
And honestly, the whole “hero slays a dragon” thing is a very, very old form of epic.
And besides, villains with personalities come with their issues. Pretty much all villains who aim for the destruction of the world are insane. And that gets really boring really quickly.
(edited by Olba.5376)
Pros:
- More possibilities for personal and teamwide optimisation.
- A way to compare yourself to others – better and more realistic self-evaluation.
- Easy way to determine if you want to play with somebody or not – for both elitists and casuals.
- Better and easier way to spot balance-issues.
Cons:
- You would notice very fast if your guild is friendly or or a bunch of kitten.
- If you are a bad player and have no interest in getting better, you would have trouble to find a decent group/guild.
Those arguments are always the same. There are lots of pros and the only real con – more ways for idiots to flame ppl – can easily be answerd with: If somebody kicks you for low DPS, you probably didn’t want to play with that person in the first place.
The thing is, people don’t function in such an idealistic manner.
Your ideal scenario seems to be something like this:
Player A: Oh, my DPS is so low?
Player B: What you using?
Player A links gear
Player B: Well your gear is good, maybe it’s your traits?
Player A lists traits
Player B: OK yeah, you gotta do something about that. Here’s a few good choices…
In reality, it’ll be more like this:
Player B: Hey, you! Your DPS is too low!
Player A: I know! I dunno why, though!
Player A gets kicked out of party
The only reason you should want to not play with someone is if they have personality issues. Mostly the kind that go “kitten you” if you try to teach them about the dungeon or ask them about their gear choices.
Honestly, if your party sees you as a “bad” player, even if you’re willing to improve, they won’t give you the chance. And the makes of a “bad” player isn’t just someone who uses Fine gear when running a dungeon. To a lot of people, it’ll be outright dumb things like “not wearing full berserker gear” or “not having all exotic gear”, or possibly “not running popular weapon here”.
(edited by Olba.5376)
So I have never tried to make a build before, but I have made one now for my warrior in WvWvW.
http://gw2skills.net/editor/?fIAQNAS3ejgOJv1OOPMxBA0jquiLlC4uLpgM0A-TkAisUZ5yyklMLbWDHWOsBB
I have never done any WvWvW on my warrior, but the hammer seems fun in there, with all the CC and survivability in zergs. Im thinking of going full sentinel armor, trinkets and weapons, but not quite sure if soldier or dolyak runes is the best for this build. Would love some feedback on this!
What’s up with Stomp?
Also, personally I don’t think Empower Allies is worth much. I would rather go with Leg Specialist, since that gives Hammer Shock and Throw Axe a short immobilize.
I’ll be honest with you: beyond a certain point, getting more HP just gets dull. I used to run with full soldier armors with Soldier runes in them and 30 in Tactics, giving me something like 25k hp. However, after I spent some time observing my combat log, I noticed that I had never died to taking a faceful of Mug+CnD+Backstab+Heartseeker or taking a full 100 Blades to the face. And really, no matter how much HP you have, as soon as you get zerged, you’re either going to have to run away or die.
(edited by Olba.5376)
No, no no.
Differences in range only make it so that the higher range weapons end up with massive benefits for kiting. And that’s not good at all.
Sigh… Some people…
No, you can’t have it remove chill or cripple (we both know you’d go there after) as well. No, you don’t get to be immune to all movement impairing conditions. Mobile Strikes is one of the best skills as is. It lets you be immune to arguably the strongest movement impairing condition – immobilize. If you want to deal with chilled better, then that’s what your warhorn is for. Use it.
Warhorn. Bad. Use. Greatsword.
(/sarcasm)
Why would the ability to ignore protection be bad? It will give us a role as bunker busters. I mean thieves have stealth to ignore the reactive dodge..right?You can’t dodge what you can’t see, right?
Because Warriors already have a hilariously high DPS. Add in the ability to completely ignore protection and you end up with a clearly class-advantage of Warrior always being superior to any class who uses Protection.
Mesmers can stealth or use distortion to completely ignore the downed state, right?
Guardians can use Aegis to completely ignore the downed state abilities, right?
Our ‘improved’ signet of might can’t even interrupt a blocking opponent while a weapon skill -not a utility skill- from a guardian’s line or circle of warding can interrupt one.
Thieves can use stealth to bypass the downed state abilities right?
Thieves can shadowstep to avoid the downed state abilities while stomping, right?
What’s with all this talk about downed state? It’s not like we don’t have Stability.
And why do you doubt they would fix things? We need to be more vocal or you will end up shelfing the class you like to play. Look at the thieves and mesmers..they are always talking about how the ’nerf’s affected them and they are two of the holy trinity classes.
I simply think that the internal balance of the Warrior class should take priority over giving us means to defeat other players. And heck, some of those internal things could be used to help us with defeating other players.
I don’t see anyone using a Mace, because its autoattack is slow. No one ever uses the burst on GS because we already have easy access to Fury. No one uses Last Chance, Berserker’s Might or Physical Training. The minor traits in the Tactics line are generally considered bad.
I mean, a Warrior has access to more weapons than any other class, yet an overwhelming majority uses GS and/or axe/shield. I think that should really be looked into.
Obviously you misinterpet this thread,as in..It Is A Suggestion,.And we should be able to use weapons since Endure pain is not a mistform,meaning our body’s stay solid being able to handle weapons,so disabling the use of weapon skills for warriors while endure pain is in effect,doesn’t make any sense at all for this class.Being unable to use a trait/healing skill,would be simply to balance it out.
The thing is, the developers specifically nerfed Mist Form to not be able to use any skills because it’s a true invulnerability.