Showing Posts For Olba.5376:

Endure pain - Condition Dmg

in Suggestions

Posted by: Olba.5376

Olba.5376

Tbh,i wouldn’t mind that at all.It’s just at alot of occasions there is much,much more condition dmg going on than any melee dmg,making endure pain pretty useless in these situations.So being unable to heal at that time while not getting any incoming dmg both from melee and condition dmg would only sound fair.

So you want Endure Pain to be a skill that gives you invulnerability but you cannot use any skills?

Because I am pretty sure the Eles went nuts once that was announced.

Upgrade slots

in Players Helping Players

Posted by: Olba.5376

Olba.5376

Endure pain - Condition Dmg

in Suggestions

Posted by: Olba.5376

Olba.5376

If they did that, they would pretty much have to make the change that Mist Form got. That is, no using healing skills, utilities nor elites.

Why Do Most GW2 Players Hate Hard Content?

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Posted by: Olba.5376

Olba.5376

They’re already """wasting""" their time creating temporary content, and I doubt everyone played SAB, I know, I didn’t, I didn’t complain either, I’m not playing Living Story too, and I have nothing against it.

The thing is, ANet isn’t exactly the only one out there who do things for holidays like Christmas or Halloween.

As for the Living Story, that’s part of their development ideal. In fact, if you check out the often mentioned manifesto, they talk about a changing world. Temporary content is one way to pull that off.

Why not divide the PvE into 2 parts , 5% “hardcore” and 95% “casual”.
Take GW1 for example. FoW/UW/DOA/Urgoz/Deep together weren’t even 1% of the game’s content.

Because a division like that is never maintainable. The minority, whichever it is, will never be satisfied with what they get.

Why Do Most GW2 Players Hate Hard Content?

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Posted by: Olba.5376

Olba.5376

Wouldn’t you love to play extremely hard elite 12 player dungeon which would require 2-3+ hours to complete , which would require you to be skilled, a good player, and require immense teamplay, strategies and preparation?

To spice things up, say, this dungeon would be only open for one time in a week and to enter you would have to pay 5G.
And no waypoints/checkpoints and armor repair.

No.

It’s content that is aimed at a very small minority of the player base. I would much rather ANet spend their development time on something that is aimed at a larger demographic of the player base.

Personally, I’d love this, I’d even pay arena net for a DLC including this.

Lol, it’s an MMORPG, those don’t have DLC.

As for the rewards, I wouldn’t personally care all that much, perhaps an end chest.

The thing is, most people would care just that much and would want something ridiculous for it, like precursors or masses of lodestones or whatnot.

After all, look at most of the players in this game. They go and faceroll CoF P1 over and over and over again. The only reason they do that is because it gives them the best money/time.

Try imagining just how much coinage the dungeon would have to give out just to reach the CoF P1 level. Now logically people would be asking for even more because it takes a much more significant investment of time (2-3h in a row, rather than spread out through the day) and would naturally be more difficult.

Also, why 12 people? Why not 5? Why not 50? Why not 1?

(edited by Olba.5376)

2H Weps Only get 1 instead of 2 Sigil Slots?

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

You would get a kittenton of confused noobs talking about wanting things like double Sigils of Bloodlust, or Sigil of Bloodlust with Sigil of Perception. Or just putting in two on-crit Sigils and being confused as to why one of the effects never procs.

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

3k Armor, after 2.7k Armor, armor goes into dimishing returns where it becomes way less, the difference between 2.7k-3k-4k armor is actually very little. Protection pretty much doubles your armor, I find that many people who use the “armor” argument do not know the value of statistics.

Fancy that you argue numbers and then use expressions like “pretty much doubles”.

25k HP is just a huge health pool. I would rather have less HP with higher sustain and staying power, currently we do not have that. Without condition removal, things like burning/bleeding/poison take its toll.

The only reason we can do this is because of our naturally high health pool, which allows for us to go with Berserker armor, rather than dive into Valkyrie.

Now give me your pet argument about food and runes, please.

High HP Regeneration is required, we cannot cut all damage by 1/3 like other tanks can, therefore we need higher HP regeneration then those classes, its called /balance/. Warriors are horrible in SPVP because we have no sustain and no condition removal. Our HP Regeneration should be even higher because we have no consistent way to remove Poison.

No condition removal? Ever seen a Warhorn in your life? Soldier Runes? Signet of Stamina? Mending? Shake it Off?

Also, P/D thieves have pretty kitten good sustain and they do it with 8k less base HP than a warrior.

(edited by Olba.5376)

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

Healing Signet update concept:
-Cooldown reduced from 20 seconds to 15 seconds.
-Activation time reduced from 1 1/4 seconds to 1/2 second.
-Passive healing now scales at .05 and also increases healing power by 180.

Dip dat Signet in yo Signets!

So basicly it goes from 200 to 209. That will really improve Warriors in SPVP!

How about we improve the passive to 400-450 and make it scale 0.1 with HP (like Signet of Malice), then make Activation time reduced from 1 1/4 seconds to 1/2 second. No active change.

We need good healing and condition (conversion or removal, I prefer conversion.)

So you want warriors with nearly 3k armor, 25k hp and ridiculous hp regen?

Because that thing I just showed you gets

  • 120 hp/s from Adrenal Health
  • 528 hp/s on passive Healing Signet
  • 3,919 hp + 7 seconds of regeneration (1,806 hp) every 16 seconds

(edited by Olba.5376)

Lets rework warrior - need tweaks.

in Warrior

Posted by: Olba.5376

Olba.5376

Gaining adrenaline from hammer inst that bad.. As for maces..well..they need rework. btw cool idea Olba, but i think fury should have a little longer time like 4/8/12 (from pvp perspetive).

Well I wanted it to be 8s so that people with 30 Tactics or 30 Discipline could get permanent in-combat Fury out of it. That would go a long way to help banner warriors and burst mastery warriors.

Naturally, the Might on the Berserker’s Power would help out builds with 30 Discipline or 20-30 Tactics, such as Banner warriors, healing shout warriors, warhorn users and bursters.

Still i think all weapons will be behind as long as we can build might with greatsword. Or we can put building might in bladmaster, axe mastery and so on..just like gs trait.

I don’t think that’s a good idea. You’d pretty much have to scrap the current set of weapon-related traits and give all the weapons the same -20% cooldown and 1 might on crit. Which isn’t a good idea because it drives everyone towards crit heavy builds.

I think that the individual weapon-related traits need to be looked at on a case-by-case basis. The traits that each weapon gets are far too diverse, some of them weak while others are ridiculously strong, with a lot actually landing on a pretty balanced note.

For example, why the hell do we have three traits for Axe? And why is Stronger Bowstrings a trait of its own, rather than being combined with Burning Arrows? And let’s be honest, Shield Master is a bit lacking (but I could foresee them increasing the toughness to 180). On the other hand, I really like Blademaster, Forceful Greatsword, Sundering Mace, Merciless Hammer and Crack Shot

Shield Stance Buff?

in Warrior

Posted by: Olba.5376

Olba.5376

Um, after you have 3000 toughness, it gives you about 1.4%, then another 1.1% with the trait.

Toughness has horrible diminishing returns.

Where did I mention Toughness?

Also, you gotta stop referencing the damage reduction numbers from GW2BuildCraft, as those are not actual damage reduction numbers.

Lets rework warrior - need tweaks.

in Warrior

Posted by: Olba.5376

Olba.5376

What the point of adrenaline skills when they does not worth using, and we are better sitting at max adrenaline for 120hp/sec regen, 9% crit chance, 12% dmg? As for lacking adrenaline u can always pick up embrance the pain

Well you could always swap the Berserker’s Power and Heightened Focus for Might and Fury, respectively.

For example:
Berserker’s Power: Gain 2/4/6 stacks of Might for 10 seconds on burst
Heightened Focus: Gain Fury for 2/4/8 seconds on burst
Adrenal Health: Gain 1500/2500/3500 HP on burst

These would not only make Berserker’s Power available to condition builds, but it would also make it so that Burst Mastery and the Tactics line would be much more appealing due to the Boon Duration and more frequent bursting.

As for adrenaline incentive it’s as easy as changing Berserker’s Power from: Stage 1: 3%, Stage 2: 7%, Stage 3: 12% to Stage 1: 12%, Stage 2: 7%, Stage 3: 3%. You’d want that 12 so you’d be burning adrenaline like it’s going out of style.

Wouldn’t work, since the advantages of higher bars (more stun, more bleeds, more damage) far outweighs the “loss” of damage.

And besides, that kind of thing would never happens, as it would make the adrenaline gaining traits a detriment rather than a good thing.

(edited by Olba.5376)

Casual is not 1-2 hours a day

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

1. That the “casual” term is misused – at least in GW2.
2. True casual players (and even some more hardcore) will never reach their in game goals of gear/achievements – even after years of playing (without using gems or getting lucky drops).
3. Perhaps it is time we stop pretending that this game is for casuals.

  1. “Misused” is a bit wrong here. The definition isn’t by any means absolute. It really depends on the person. However, you have to realize that you’re on the forums here. The people on the forums are usually the ones that care more. I would wager that a lot of the people who post on the forums would not fall under any definition of “casual”. So of course, if you’re sampling based on the forums, you’re going to get a misleading picture.
  2. Again, you’re kinda straying here. Achieving those goals is not about the game, it’s about the player. After all, it’s the player who sets themselves those goals, not the game. Defining “casual” as “someone who will never reach their goals” is ridiculous, because you can just set a goal of “log into the game once”, that satisfies “casual” and the goal is fulfilled under any definition of “playing the game”.
  3. Or perhaps we stop trying to define the exact border of “casual” by the amount of play time.

For example, I can pull out quite a few convincing definitions for a “casual gamer”:

  1. Someone who does not play the game every single day
  2. Someone who has trouble getting their daily done every single day
  3. Someone who had trouble getting their monthly done
  4. Someone who plays less than 2 hours a day
  5. Someone who does not do dungeons on a regular basis
  6. Someone who is not in a guild
  7. Someone who does not do PvP/WvW on a regular basis
  8. Someone who does not have a single level 80 character but has multiple characters below 80

Shield Stance Buff?

in Warrior

Posted by: Olba.5376

Olba.5376

Off-hand Shield:

4
Sentinel Stance
Hold your shield outwards protecting yourself from incoming attacks!
Protection: 1s for every second “Defensive” is active.
Defensive: 8s (Lowers the warriors out-going damage by 20%.)
Cooldown: 15s.
(You gain unique melee animations when using this ability, you hold your shield in front of you protectively and swing your weapons differently.)

I don’t like this. With some boon duration stuffs, you could easily get this to give out permanent protection.

5
Shield Block
Block attacks: 3s
Channel: 3s
Cooldown: 15s

It switches to a secondary ability after you block, you can use this during channeling or 10s after the channeling of block.

Shield Bash
Bash your foe with your shield and stun them.
Damage: 302
Stun: 1 s
Combo Finisher: Leap
Range: 300

Don’t like this either. Why do I need to put my Shield Stance on cooldown if I wanna use Shield Bash?

I like the current abilities and honestly I think they’re fine as it is. The only stuns in the game that have a cooldown lower than 25s are all Warrior bursts. The ones with 25s cooldown are Hilt Bash, Shocking Aura and Magic Bullet. Out of those, only Magic Bullet has 2s stun, the other two are 1s.

As for Shield Stance, it’s already giving out a 10% damage reduction in combat, bumped up to 20% with the trait.

The shield is a weapon that is awesome if you use it right. Use it wrong and it’s not that great.

(edited by Olba.5376)

Best Power/Toughness/Vitality Set

in Players Helping Players

Posted by: Olba.5376

Olba.5376

The Norn cultural is rare. The difference you’re seeing is the natural stat difference between Exotic and Rare.

Other Exotic Power/Toughness/Vitality sets include the Invader’s set from WvW and the karma armors from temple vendors in Orr.

Berserker weapon is not worthy/under stats?

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Not your best option for crit dmg%, but still your best option for damage.

For crit dmg, the best point-per-point trades are:

  • Jewels at 15:3
  • Shoulders/Boots/Gloves at 24:2
  • Necklace at 64:5
  • Accessories at 40:3
  • Chest at 72:5

(edited by Olba.5376)

Lets rework warrior - need tweaks.

in Warrior

Posted by: Olba.5376

Olba.5376

Mobile strikes needs to include chill. Otherwise, it just works half the time.

I doubt that they’ll do that, considering that they put in Dogged March.

Destruction of the Empowered: Has to rip boons. 1 boon per adrenaline bar.

Other classes can remove all boons instantly. Other classes can cast boons faster than you can remove them.

Wait, are you suggesting yet another mechanic where not using your adrenaline has greater benefits than using it? Please tell me you meant “remove boons on burst”.

Having minimal +%dmg against boons is useless for two reason: protection, regen and retaliation. The protection negates it completely. The regen can negate whatever increased dmg you got on some classes. As for the reta, well..you’re shredding yourself on a guardian using it.

Negate it nothing. It’s not like the enemy is going to stop using Protection as soon as you don’t use Destruction of the Empowered.

And besides, we already have people using Berserker’s Power for the +12% dmg. That’s equal to 4 non-Protection boons. Which is pretty common, unless you’re a Thief.

What is the purpose of the multiboxing rule?

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Posted by: Olba.5376

Olba.5376

Why does GW2 have a specific rule that you have failed to find elsewhere?

Because it’s GW2. It’s their game, so their rules. Simple as that. What that means is if they say that it’s unfair for the non-multiboxers, then it is. They make the rules, so they get the judge on them as well.

IMO, Farming nerfs are killing this game

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

According to this in order to play the game you have to use the gem store.
1-player 1 got his legendary day 1 using gem store.
2- player 2 want to earn his legendary and refuse to use the gem store.
3- player 3 is poor and cant afford it.
Anet made it to take years to get a legendary (if you are unlucky with the precursor).
now tell me they are not pushing us to use the gem store.

You – don’t – need – a – legendary – PERIOD.

I think we have two slightly different topics here. The first is about farming and how ArenaNet deals with it. In my book, they do a pretty good job making farming as hard as possible and they most definitively should continue doing so. Farming is not healthy for a game, it just drains players time and forces them to do things that not all of them enjoy over and over again.
If you could decide for your own whether or not you want to farm ArenaNet shouldn’t interfere, but this is just not how it works. Farming people screw the eco for people who don’t want to farm and therefore force them to do so, that’s what has happend in almost every other theme park mmo and it would have happen to GW2 too if ArenaNet hadn’t taken countermeasures.
However, there are certain items in this game you can farm, but those are all account bound on pick up (fractal weapons, dungeon tokens, honor badges, …) and therefor cannot harm the eco.
The second topic is about legendaries and what a player has to do in order to get them. Here I do agree that ArenaNet did a rather bad job. Legendaries should have been tied to something like the Personal Story and shouldn’t require any non-accountbound mats at all.

And I don,t need to play the game.and you want ppl to play the game your way not the way they enjoy it. if someone wants to do a dungeon a million times why not if he is enjoying it.

Well clearly he’s not enjoying the dungeon, but the rewards.

Protip: Dungeon != dungeon tokens

Discipline Burst Damage Bonus

in Warrior

Posted by: Olba.5376

Olba.5376

IMO crit damage would be better on the Arms tree, because condition builds aren’t viable anyway. But that’s not really solving the problem, I know.

Yeah, let’s make GS even stronger and 1h Sword weaker, shall we?

Therewas a suggestion a while back on the forums here, that the 0.1% burst damage thing be changed in boon hate. That way, putting 10 into Disc would give you 1% extra damage per boon on your enemy. Awesome suggestion.

“Awesome”? I wouldn’t say so. Two reasons:

  1. It would make Destruction of the Empowered way overpowered at 6% extra damage per boon
  2. It would allow burst-heavy builds to essentially get both Destruction of the Empowered and Burst Mastery. That’s two Grandmaster traits.

The end result? Either they remove Destruction of the Empowered or they nerf all burst base damage. The former would be unlikely, since they just put it in. The latter would contradict the change itself.

When are thieves getting the highest burst?

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

That video was taken before they fixed the bugged piercing.

it still pierces if traited and still can hit foes in front of the target.

The pierce is not the point, the point is that the damage you see him getting against multiple enemies is much higher than you get today.

How much lower is it? I’m asking b/c I got hit for 10k from a kill shot today and I could not tell you what the gear on the other guy was but I’m mostly glass but not full. Have about 1200 toughness/2200 armor. Have a pretty good feeling that it can still hit higher than that. The warrior didn’t use OOM for sure but have no idea about self buffs. Kind of want to test this out right now but don’t want to spend the money. Wish someone would make a recent sniper warrior wvw video. Whenever I go looking, the ones I posted are always the ones that pop up.

Well, it depends on your game mode. But since your reference was a WvW video, I’ll roll with that.

By checking my own warrior, I discovered that the skill coefficient for a 3 bar Kill Shot is 3.5.

With that in mind, this is the best setup I could come up with for the damage. That yields 2,940 power, with +12% from Berserker’s Power for 3,293.

Now, we can consider three cases: non-crit, crit and average. Naturally, I’ll use minimum weapon damage for the non-crit, maximum for the crit and average for the average. The numbers you get, for your 2200 armor, are:

  • Non-crit: (3293 * 986 * 3.5)/2200 = 5165
  • Crit: [(3293 * 1205 * 3.5)/2200] * (1.5+1.13) = 16603
  • Average: [(3293 * 1095 * 3.5)/2200] * [(0.89 * (1.5+1.13)+(1-0.89] = 14058

Lots of assumptions here, though:

  • Only 8 stacks of might (Signet of Might + For Great Justice)
  • No Vulnerability stacks
  • Using Curry Butternut Squash Soup
  • Using Superior Sharpening Stone
  • Using Exotic gear

(edited by Olba.5376)

Scalability of skills with the current model

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

I don’t think they will add more weapon skills.

If anything, I’d see them adding more weapons. And potentially elites and healing skills.

The thing is, the complexity of adding new skills, from a combinatoric point of view, is much greater than adding new weapons. Add 1 new skill to the axe 2 and you need to re-balance axe/shield, axe/mace, axe/sword, axe/dagger, axe/axe, axe/focus, axe/warhorn and axe/torch.

In comparison, with a new weapon, they can easily restrict those variables by making it, say, an off-hand weapon. Or a main-hand weapon. Or a 2-hand weapon. Or only allowing specific professions to use it.

When are thieves getting the highest burst?

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

That video was taken before they fixed the bugged piercing.

it still pierces if traited and still can hit foes in front of the target.

The pierce is not the point, the point is that the damage you see him getting against multiple enemies is much higher than you get today.

When are thieves getting the highest burst?

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Warrior does NOT have more dps vs a single target
maybe ele has if the enemy stays in all his AOE effects all the time…

1. Yes they do. If the target has 25 vuln and the thief/war has 25 might then yes the thief would do more. Although, in a normal situation, warrior does more dps vs a single target until said target gets below 25%. Warriors also have higher burst than thieves in an aoe and vs a single target… while at range so they’re safe.

Please don’t argue about this. Very tired of trying teach ignorant people the truth

That video was taken before they fixed the bugged piercing.

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

Signet of Fury: gives 180 precision to yourself. Banner of Discipline gives 170 precision and 15% crit damage, 25+ blast finishers along with permanent swiftness and fury for a group. An additional full bar of Adrenalin every 30 seconds is hardly OP considering several builds don’t even spend their adrenalin.

That’s like saying that Bull’s Charge is a kittenty utility because it has a 40s cooldown.

Signet of Fury allows you to punch out two max adrenaline bursts in a quick succession. Flurry>Eviscerate, Skull Crack>Eviscerate, Kill Shot>Eviscerate to name a few.

Also, the comparison with the banner isn’t really valid, considering that the banner has an uptime of 80% and requires that you stay within the 600 radius range.

Signet of Might: This one is probably the strongest in an offensive build 180 power + 3 unblockable attacks every 25 seconds. However this new trait would most likely belong deep in tactics or defense making offensive synergy with a true glass cannon build a stretch. Also as with Signet of Fury you could provide 170 power and condition damage to a group with banner of strength instead of just providing 180 power to yourself.

Not sure why you seem to think that non-glass cannon Warriors cannot dish out big numbers. It doesn’t take a 30/30/0/0/10 spec to get big numbers.

Lets rework warrior - need tweaks.

in Warrior

Posted by: Olba.5376

Olba.5376

Well here’s a quick list of things I thought were wrong and why.

  • 2 Restorative Strenght – cripple, chill, weakness and immobilize are removed every 10sec
  • 3 Great Fortitude – increases vitality by 200
  • 4 Unsuspecting Foe – 50% critical hit chance against stunned, knockeddown, knockedback, or from behind foes
  • 11 Furious – critical strikes grant extra adrenaline (3 per strikes per crit)
  • 25 Attack of Opportunity – 10% of precision becomes a burst damage
  • 2 Dogged March – remove cd
  • 3 Desperate Power – you deal 20% more damage for 10 sec when u hp reach 50% (45cd)
  • Discipline Trait Line: discipline provides extra 3 adrenaline bars, instead of 3% burst damage (In my opinion its should get back to 30%, but i don’t see it happening at all)
  • 12 Destruction of the Empowered – bunker buster tool..change the extra damage from enemy boons to 2%+ignore damage reduction from protection to make it useful
  • Healing Surge – cd reduced to 20sec, blocking incoming attacks (yes, like guardian shelter.) (against burst damage)
  • This would be useless, considering that most of those skills don’t last even close to 10s, plus Dogged March already makes them cake.
  • Too much, you’re effectively at least doubling the effect here.
  • Too overpowered considering that we have Bull’s Charge. It would result in Bull’s Charge to 100 Blades being 100% crit rate easily. Not to mention being able to combo something like Shield Bash > Eviscerate > Signet of Fury > Bull’s Charge > Eviscerate for 2x 100% crit rate Eviscerates in a matter of seconds.
  • The full bar is 30 strikes, so that’s 10% adrenaline per hit. It’s too much, considering that we have high crit rate and lots of multi hit attacks
  • 10% precision becomes damage? How? Do you mean “10% precision is given as bonus to power”?
  • How about no? Without the CD, you could pretty much pop stability and Endure Pain, sit in a zerg and get tons of regeneration
  • 20% more damage for 10 seconds is far too high.
  • Wait a second? 6 bars of adrenaline? Wouldn’t that allow you to pull off a full 3 bar burst and not lose any of the effects you gain from things like Adrenal Health, Heightened Focus and Berserker’s Power? Even if not, it would allow you to chain together 2 burst skills, which is a bit too much. Consider Skull Crack > Swap > 100 Blades/Eviscerate for 100% crit rate
  • Do you even realize what you’re saying? Ignoring Protection means that you’re instantly giving us 50% more damage against someone who has protection. In fact, since we would get 3% damage from it, you’d make it so that having protection against a warrior would be a detriment.
  • No, no no. Healing Surge has very high heal, it shouldn’t have that low of a CD. And blocking damage? Yeah, no.

The problem with most of your suggestions is that they would give warriors way too much damage or effects that are ridiculously overpowered, like the ability to ignore protection.

Finally throwing in my input.

in Warrior

Posted by: Olba.5376

Olba.5376

Utilities:
Berserker’s Stance
-Is now a stun-breaker
-Grants might every time an adrenaline bar is filled over the duration of this ability.
OR
-Grants 2 seconds of quickness upon reaching full adrenaline with this ability active. (Easily able to do this twice in once Berserker’s Stance)

Both of those effects would be way too easy to abuse to all hell with our adrenaline granting skills.

Battle Standard
– Duration of the banner brought in line with the other banners.
– Stability from initial cast has duration doubled.

Why? The banner already provides your party with permanent regeneration, swiftness, fury and 3+ stacks of might.

Empowered Battle Standard
– Now instead of granting regeneration, grants each unique banner a seperate buff.
-Banner of Strength: Now grants might (4 seconds) every 2 seconds
-Banner of Defense: Now grants protection (4 seconds) every 10 seconds
-Banner of Tactics: Now grants regeneration (4 seconds) every 2 seconds
-Battle Standard: Now grants vigor (4 seconds) every 6 seconds

So Battle Standard would give vigor, might, swiftness and fury? Yeah, I don’t think so.

Your trait would allow for a banner warrior to have permanent fury, might (5+ stacks), swiftness, regeneration without any boon duration boosting.

Now, boost the boon duration with 30 in Tactics and 2x Rune of Water, Rune of Monk and Rune of Earth and you get the following insanity:

  • 9 stacks of Might
  • Permanent Regeneration
  • Permanent Fury
  • Permanent Swiftness
  • Permanent Vigor
  • 76% uptime for Protection

Of course, throw in Empowered and you get an additional 15-18% damage too. Not to mention the 170 stats to Power/Precision/Toughness/Healing Power

Brawn
– Completely changed to reduce the cooldown of burst abilities by 1% per point in discipline.

That would require nerfing all of the abilities, considering that it would make Burst Mastery reduce the cooldown to 5s. The damage you could deal with Eviscerate if it had a 5s cooldown is kinda ridiculous. Not to mention all the locking you could pull off with Mace/Shield.

Town Clothes for the girls.

in Suggestions

Posted by: Olba.5376

Olba.5376

Well, there’s tons of things they could do with town clothes.

Sadly, town clothes are less popular than weapon skins for obvious reasons.

Heck, if I could get a good suit or tux for my warrior, I’d buy it instantly.

Stealth should get a counter...

in Suggestions

Posted by: Olba.5376

Olba.5376

Very few professions have an AoE that can toss a thief out of Shadow’s Refuge.

Shadow Refuge also has a clear area and if the Thief does end up outside of it, they become visible. Against more than 1 person, Shadow Refuge is often pretty much a suicide.

You don’t need an knockback to kill a Thief in Shadow Refuge. I’ve killed plenty just by running around using auto-attack and observing whether it changes to the next attack in the chain, which would indicate I hit them.

Shadow’s Refuge also heals for a decent amount per tick (per second) and this is in addition to the regen they already have for being in stealth.

Not sure whether 1420 with 0.9 scaling counts as decent, considering the cooldown of 60s and the downside of being fully visible.

Honestly, I see people complaining about stealth, but how many are actually playing against stealth? Revealed has a 3s cooldown, stealth lasts 3-4s, most thieves get a benefit for attacking your backside. It’s not really that hard to figure out how to play against it.

Of course you’re going to die if you don’t pay attention to Revealed.

(edited by Olba.5376)

Bleeding does too much dmg

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

The thing is, Confusion is nothing like Bleeding.

The counters for confusion are condition removal and not doing anything. The former is also a counter for bleeds. However, eventually you’ll run out of condition removers and be stuck with a choice of either dying or not doing anything. And the latter pretty much leads to the former.

Also, you people talking about the damage need to get your eyes checked:

  • Bleeding starts at 42.5 and gets 5 more for every 100 condition damage
  • Confusion starts at 130 and gets 15 more for every 100 condition damage

So not only does Confusion start at nearly 3x the base, but it also scales at a 3x rate.

(edited by Olba.5376)

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

Passive:
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 20 + (2 * Level) + (0.2 * Healing Power)
70%-33%: 30 + (3 * Level) + (0.33 * Healing Power)
33%-0%: 50 + (4 * Level) + (0.45 * Healing Power)
(Numbers can be adjusted, don’t freak out!)

Active:
2,220 (1.0) (not 0.5, 1.0 like it actually SAYS.)
Cooldown: 15s
Instant Cast
Breaks Stun

Less healing then the current active, but lower cool-down with a better passive effect and a stun break, so you use it when you need it but you lose powerful sustain.

Mmm… I don’t know.

It looks like something that you would pretty much only use in PvP, what with the apparent point of sacrificing a strong heal for a frequent stun break.

Beating a dead horse on thieves

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

They want Guardians for the boons.

They want Warriors for For Great Justice.

They want Mesmers for Signet of Inspiration, Time Warp and a few other tinkers.

The thing is, a Thief does not bring much to a team. There’s always venom sharing, but the damage from that is negligible in comparison to the Mesmer+Warrior synergy between For Great Justice and Signet of Inspiration.

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

I think Healing Signet should be unique.

Healing Signet

Passive:
Healing received on skill activation.
30 + (4 * Level) + (0.45 * Healing Power)

Active:
3,320 (1.0) (not 0.5, 1.0 like it actually SAYS.)
Instant Cast
Breaks Stun

Its pretty much the opposite of a couple stacks of confusion, and you give it up for a healing stun break.

This makes it more on-par with Signet of Malice and Signet of Restoration’s healing amounts.

Wait, what?

You want to give Warriors a beefed up version of Signet of Restoration?

And if that is so, then you would need to nerf the crap out of those multipliers. You’re talking 485 hp for every attack we make, just by having 30 into Defense. Go full healing power and it’s 1,253 hp per attack. And that’s kittening ridiculous.

(edited by Olba.5376)

Vitality - need some rework?

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

They’re both necessary.

Vitality is required for conditions, as they ignore toughness and armor.
Toughness is required for direct damage.

The thing is, for direct damage, both vitality and toughness play a role. For conditions, only vitality plays a role. Of course, it also comes down to what class you’re using: warriors and necros have a much higher base health than anyone else, whereas guardians and eles have easier access to protection, thus they would benefit more from vitality.

But if I had to choose one stat, I’d pick vitality over toughness. Simply because toughness has no effect on conditions.

The modern gamer and GW2

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Ok, so I spend quite a bit of time on these forums. Generally, I spend a lot of time on gaming forums for whichever game I happen to be playing at any given time.

Personally, I’ve played video games since the first Doom back in the 90s. I was about 7 at the time. I own a Playstation 2, a Playstation 3 and a Gameboy Advance SP. I also obviously play games on my PC.

On these forums, like every other forums, certain topics tend to repeat once a while. I don’t mind most of them, but the one thing that bugs me is people who seem to run out of things to do. These are the people I am talking about when I say “modern gamer”. People who play the game to get the top gear, to get the achievements of their choosing. These people did not exist some years ago, but now they’re all over the place, hence referring to them as “modern gamers”.

Those people seem to play the game for something else. It’s not the game that they’re playing. It seems to me that they’re more collectors of “prestige” than people trying to relax.

To me, ANet looks to have done something rather clever. Their model of no subscriptions and no real requirement for “grinding” makes the game very casual. It makes it a relaxing experience. Something you do because it’s fun, not because you’re still paying for the game for the next 12 months or because your friends are all playing and you’ll be left out if you don’t play with them. To me, it looks like ANet has tried and, to an extent, succeeded at bringing the game back to the roots. Back from the money-centric crap that we’ve seen with subscription fees and f2p games.

bring bk the old school

in Suggestions

Posted by: Olba.5376

Olba.5376

OP – your post would’ve been a lot easier to read if you had bothered writing it in English instead of lazy netspeak. From what I could make out, you want a gear grind where you treat the game like a second job rather than a fun diversion. I don’t. I want a game I can jump in and out of, and that’s what GW2 is. The developers made it clear from the start what sort of game this was going to be, and I really can’t understand the mentality of people who appear to believe that games are there to act like a second job; where stats are all that matters and being “l33t” is everything.

There’s plenty of grindy MMOs out there where hundreds of hours are required just to acquire semi-decent armour just to be competitive and that’s several hundred hours I could be spending having fun instead.

wow that got under your skin. i wasnt saying that every item should be a grind what im saying is that CERTAIN bosses drop a an item like what was mentioned say a asended armour.

ok take my main. soon i will have all asended items that are possible to get(14 laurels to go) and also im nearly done with my legendary weapon and i got full exotic armour/weapons. i have 100% map completion so what now?.. do all that grind again on an alt just to end up with the same items just looking different?

Once you have done all that, you can:

  • Get into WvW
  • Get into sPvP
  • Get multiple sets of armor combinations that you like
  • Learn your class
  • Find beautiful locations in the world and take pretty photos
  • Join a guild and make your own "events

Automatic use of a utility

in Players Helping Players

Posted by: Olba.5376

Olba.5376

No.

Those traits do not require that you have the utility in your bar, nor that you have even learned it.

Even if you have, they won’t put the respective abilities into cooldown.

Stealth and why it reduces depth and skill

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Look at chess. A perfectly balanced game. It really comes down to who is the more skilled player. Sure by chance the other person may slip up putting you at an advantage. It is then up to that person to recover from their slip up, and yes it is possible to do so. Again, skill is the primary factor that determines who will win.

That’s a pretty kittenty analogy, actually.

As for stealth, it’s not an opinion seeing one person hold out indefinitely against 5. I have, on rare occasions, seen one or two thieves hold their own against 20+ but I have very frequently seen 1 thief hold their own against 5. I’m talking WvW. It’s not like they can only keep this up for 30 seconds or even 1 min. They can keep it up indefinitely. Sure they can’t really finish anyone off because anyone they down is revived, but those five can’t down the thief. Even the heaviest tank guardian will eventually go down against 5 opponents. Provided we’re not talking about 5 up levels and/or under geared players.

And your point is? I’m pretty sure I’ve seen videos of a single squad (5 people) holding off zergs that outnumbered them by a factor much bigger than just 5.

Protip: A crappy thief (which covers majority of them) won’t be able to do that.
Protip 2: A skilled player is always worth more than multiple unskilled, uncoordinated and unprepared players.

I think giving one class a pause button that removes all their conditions, and puts them back at full hp is ridiculous.

Nice exaggeration there, mister. A single instance of stealth will only remove 2 conditions, plus bleed/poison/burn if you happen to use Hide in Shadows. Chaining stealth is hardly a valid argument, considering that it lowers their damage and allows the opponent’s skills/utilities to come out of cooldown as well.

And full health? Have you ever even played a Thief? The regeneration they get in stealth is 323 hp/s without healing power gear. With full healing power stuff and Shadow Protector, you’re up to something like 850 hp/s. Over the full 4 seconds, that’s still 3,400, which covers at most a third of their full HP.

Granted, if they use Hide in Shadows, that could give them full health, if they have no vitality whatsoever. But that’s on a 30s cooldown. Which, btw, Guardians also get with Signet of Resolve if they were to spec for full healing power with no vitality.

(edited by Olba.5376)

Axe of hand .....Need some love

in Warrior

Posted by: Olba.5376

Olba.5376

Well… i be playing wvw for long time end honestly i have not see warriors with of hand
axe in long time… we all know why….. is worthless!
Here is my suggestion …

axe 4> leap to target end stun for 1 sek…range 700
axe 5> damage up by 20 %

Well let’s just say that 700 range with a stun is insane.

Stealth should get a counter...

in Suggestions

Posted by: Olba.5376

Olba.5376

303 hp/s regen before gear and you say it as if that’s bad? As I said, delusional.

Well yes, it is bad, compared to what you’d get if you went full out Healing Power.

Fighting thieves in WvW they, quite literally, spend half the fight in stealth. In a 1 min fight, they will be in stealth 30s accumulative time. So let’s just look at the 303 hp/s. That’s 9k. Since they can pretty much keep up the shadow dance indefinitely (I’ve had encounters last a couple minutes with no sign of slowing down until other factors came in to disrupt the situation), then at least half hp is coming back unhindered.

FYI, a Warrior can easily get 320 hp/s regeneration and no one ever thinks that’s too high. In fact a lot of folk think it’s too low.

Also, I’d like to know what you consider good damage.

Well 806 damage every 7 seconds sure isn’t what I consider high. Not when Eviscerate is 1006 every 8/10s and Axe autoattack is 1,648 every 3.6s.

Note that I am not saying that CnD + Backstab doesn’t deal high damage. I’ve been hit for some 18,117 dmg by a good thief before I could do much. I’m just saying that the myth of a Thief that spends 50% of the time in stealth and deals massive dps doesn’t exist. After all, camping in stealth is the opposite of high dps.

Attachments:

Stealth should get a counter...

in Suggestions

Posted by: Olba.5376

Olba.5376

Shadow Arts trait line. The trait line to improve your stealth ability. This also happens to be your +healing and +toughness trait line. Since you’d want to reach Shadow’s Rejuvenation, then you will have +300 healing before you even consider gear. Not to mention the +300 toughness before you even start to factor in gear

You have to be kidding me. Shadow’s Rejuvenation scales at 0.1 healing per healing power point. That 300 healing power makes it go from 293/s to 323/s. And that’s not much at all.

Heck, even if you add Shadow Protector for the Regeneration, that’ll still be 490 hp/s.

Now add in the consideration of Revealed and you’re down to regenerating 1,292+ 835 = 2,127 every 7 seconds, for an average of 303 hp/s.

For a comparison, that’s less than Burn does without any traits.

And besides, majority of all backstab thieves are not going with 30 in Shadow Arts because that comes with the implication that you’ll be backstabbing as infrequently as possible, which means crap damage.

Honestly all ANet has to do is give the Acrobatics trait line the +toughness and +healing. This way, if they go the stealth route, it should cost them survivability while out of stealth.

Yeah and give Shadow Arts the Vitality and Boon Duration? Shadow Arts is the traitline with the most access to Regeneration on Thief. Good job, you just gave thieves nearly permanent regeneration and 3000 more hp. Oh and FYI, most of the extremely-defensive thieves are already going 15+ points into Acrobatics.

I mean honestly. Thief players have basically become out right delusional now if they think they are made of glass and if they weren’t see through they would shatter.

Not necessarily made of glass, but not really balanced either. To last in a battle, a Thief needs that stealth regeneration. Going that way, however, means your direct damage route is impaired beyond all repair. That means your best spec is going to be P/D.

Watch and learn.

No, this is not me.

Oh how nice, a non-stealth bleed spec. Did I mention that P/D, the other bleed spec is the most popular high-stealth build?

Also did you notice that he’s ticking 120+ per tick on his bleeds and has 20k hp? That kinda means he’s running a full set of Carrion armor. Now tell me, what would be the non-condition equivalent of that? Because I’m seeing Soldier’s. And trust me, I’m running backstab with full soldier’s and 30 in Shadow Arts. The damage isn’t great.

(edited by Olba.5376)

Runes for Condition build

in Warrior

Posted by: Olba.5376

Olba.5376

Bleed duration is capped at 100%, so you could always use Rare Veggie Pizza to cover the loss from not using the runes, along with Deep Cuts.

Stealth should get a counter...

in Suggestions

Posted by: Olba.5376

Olba.5376

Food for thought: Most (if not all, with the exception of Cloak and Dagger of course) stealth skills have 30+ second cooldowns.

Wait a sec … I don’t play thief so I’m probably wrong, but from the description of C&D thief needs to hit something to get into stealth … thats much different than more than one “thief” hunt I saw where thief was visible for a 2-3s max and then stealthing again never hitting anything not even “white” mobs around as most of them happened inside of the keep.

If thief can get stealth only on 30s CD … there will be no (or not much) talking about stealth as it’s now …

The only means for stealth without a target come from using smoke fields (Black Powder, Smoke Screen) along with Leap Finishers (Heartseeker) to get into stealth.

The problem is, Black Powder + Heartseeker costs a total of 9 Initiative, or 7 with traits. To maintain that over a longer period of time, you need to trait for full initiative regeneration, which means using Patience, Infusion of Shadow and Infiltrator’s Signet. Which means either no regeneration or condition removal in stealth.

The non-weapon skills that Thieves have for stealth are:

  • Blinding Powder (40s CD, 32 if traited)
  • Shadow Refuge (60s CD, 38 if traited)
  • Shadow Trap (30s CD, 24 if traited)

PVP "Infection"

in Suggestions

Posted by: Olba.5376

Olba.5376

I guess if you want to rip it down to absolute basic concepts then yes, only real difference is that there is killing. I really hate using other games as examples but if you watch or play Halo or COD they have some variation of this play style.

It is sort of fun and addictive.

Even with “killing”, it is still essentially a variant of tag.

Not that I mind, sounds fun enough.

And sPvP really needs more game modes. Personally, I’d prefer deathmatch, though. But that’s just because some of the most fun I’ve had with online gaming was dueling in D2.

Stealth should get a counter...

in Suggestions

Posted by: Olba.5376

Olba.5376

Don’t allow them to heal while in stealth. They nerf healing for eles in mist form. I understand its different but stealth is just over abused. And fighting someone and getting them to about 10% of there health and then invs you aoe and miss them and they reappear full health. Healing should reveal them.

The thing is, to get that, you need a few things:

  • Hide in Shadows
  • Shadow’s Rejuvenation
  • TONS of Healing Power

That already limits you a lot, since Hide in Shadows has a 30 second cooldown and Shadow’s Rejuvenation requires 30 points into Shadow Arts. And no, you do not heal fast enough with Shadow’s Rejuvenation alone.

Now, Healing Power comes with the following combinations:

  • Healing Power / Power / Toughness
  • Healing Power / Precision / Vitality
  • Healing Power / Toughness / Condition Damage
  • Toughness / Boon Duration / Healing Power
  • Vitality / Condition Damage / Healing Power

Notice that there is no combination with Healing Power and two damage modifiers. No Condition damage with Precision, no Power with Precision. This means that a Thief who specs for Healing Power lacks damage.

Also, regaining health in stealth means that you’re not dealing damage, unless it’s conditions.

Thus, the only spec available is a P/D bleed spec. And let me tell you, the damage those guys do in comparison to a full berserker Backstab thief is weak.

My point is that you cannot get both damage and massive stealth regeneration.

New Trait: Banner aura

in Warrior

Posted by: Olba.5376

Olba.5376

Nope, doubt you’ll ever see something like that. Goes against the whole point of banners.

Point of banners: Buff allies. Trait, helps buffing allies? At least try make an argument, not just say no. It doesn’t have to be a cheap trait either.

Did you really miss the fact that Banners are static and they’re environmental weapons that replace your weapon skills?

The payment you make for not losing your weapon skills is that the bonuses remain static. The payment you make for making them un-static is the loss of your weapon skills.

Taking away both of those aspects would make them, by definition, not be banners anymore. They’d just be glorified, party-wide signets. And we already have more than enough signets.

And it would create some funky issues in WvW. Imagine this: you have a group of say, 40 people. You split the group into 4 groups of 10. Now, you just have two warriors use their banners and have two of the 4 groups pick up those banners. Then you make each of those two warriors go with the other two groups. Now you have four groups that have all the benefits of a full banner warriors, all for the price of just 2 such warriors.

Naturally, that leads to the “solution” of making the range for the effect limited. But the only thing that it would do is extend the range of the banner. After all, the warrior will need to be in range of the banner to get the effect and he himself will only provide those effects onwards for some radius.

And I am pretty sure that extending the radius of the banners would cause some balancing issues. After all, if you lay out the banners with some thought, even a single warrior with 4 banners can almost cover a 2400-by-2400 square all by himself. Or make a line of 4,800 range.

(edited by Olba.5376)

I've joined the Order, not the Pact!

in Suggestions

Posted by: Olba.5376

Olba.5376

But different orders do have different options.

The 72-80 Storyline gives you the choice between three different ways, each specific to one order.

Even earlier, in the 48-61 range you get different storylines forced on you depending on which order you’re in.

Side note: if ther’s a way, give us back tybalt ;p

Considering what happens with people like Apatia and what with Zhaitan’s demise, I’m pretty sure that Tybalt isn’t making a surprise visit.

(edited by Olba.5376)

New Trait: Banner aura

in Warrior

Posted by: Olba.5376

Olba.5376

Nope, doubt you’ll ever see something like that. Goes against the whole point of banners.

MH Sword isn't really that bad

in Warrior

Posted by: Olba.5376

Olba.5376

I don’t think we was mean to run a condi build.. Looking at sword its more likely a hybrid weapon rathen than 100% condi

Agreed. Going full condition damage is really taking away from something that the Warrior, as a class, is really good at: pure damage.

Bleeds on the sword should be looked at as an extra boost, not something to focus around, IMO.

Man, if they upped the direct damage and/or speed of the auto-attack chain and the burst, I’d be all over sword/warhorn. Love the playstyle, dislike the lack of direct damage. But that’s just a personal prerogative, as I like seeing big numbers.

MH Sword isn't really that bad

in Warrior

Posted by: Olba.5376

Olba.5376

Not having a damaging burst is always a strike against a weapon in my opinion, because at least one of your weapons should have that in its burst. Without condi damage, sword burst is weak. The fact that its 3 target helps though

But final thrust should have more going for it. And NOT vuln or bleed.

Even WITH high condition damage, I still don’t like Sword’s burst ability. The bleeds from Flurry don’t last long enough (even with considerable condition duration boosts) to make Flurry worth using. The immobilize is nice, but I hate being rooted while you’re attacking. I honestly wish they would rework the Sword Burst Ability. I love having sword main-hand but it falls into the same group with Greatsword in that you’re much better off just stacking up stat bonuses from full adrenaline than actually USING your burst, IMO.

I also agree that Final Thrust should have a little extra something. I wouldn’t mind a +X% damage boost vs. foes under X amount of Health, something similar to how it was in GW1 (as someone else has suggested).

This is the weakness of a condi warrior. I really want it to work and I have been playing mine for months now. I’m doing a decent job so far and I’m enjoying it but my only issue is that you have to work a lot to have decent result. Flurry is hard to connect. Sometime you take a target,you leap then flurry and for some lagging reason or something else your target move 1 feet away while I flurry in emptiness. Best way to be 100% sure your flurry will connect is to use pin down.

Personally, I really love the mobility you get out of Sword/Warhorn. Sadly, I found that in WvW, people can just run off and you miss out on the actual killing. To avoid that, I carried Greatsword or Axe/Shield for a while on my switch.

For now, I am running Axe/Warhorn because I like Axe.

Also my build started to be decent when I used a doom rune on offand. That is why I think that giving poison to auto attack would be great. It won’t make condi warrior invulnerable it would make it a more of an option.

Well, Poison has its advantages. It starts at twice as high and scales twice as good as Bleeding. Of course, once you apply 3 or more stacks of Bleeding, the damage favors the bleeds, but Poison gets the -33% healing effectiveness, which is huge in some cases.

I don’t think we was mean to run a condi build.. Looking at sword its more likely a hybrid weapon rathen than 100% condi

What do you mean with that? There’s not much hybrid that you can go. Sword lacks damage to benefit much at all from high amounts of crit dmg%. Granted, due to Deep Cuts, we can get long bleeds very easy, but there isn’t much to do with the benefit other than get the condition damage anyway or try to go with more defense. And we know how the latter goes.

(edited by Olba.5376)

MH Sword isn't really that bad

in Warrior

Posted by: Olba.5376

Olba.5376

Does the bleed duration really even matter? If the damage done via the bleeds is sufficient then be happy that its on a short timer.

That’s if you think the damage is sufficient.

Well that really depends.

Full exotics plus 5 stacks of might leaves you with some 1,178 condition damage, making your bleeds 101 dmg/s per stack. That caps Flurry at 4,848 dmg over 4 seconds, and that requires that you get a total of +100% bleed duration.

Of course, you can get some additional damage if you get stacks from a Sigil of Earth (capped at 1 stack due to ICD) and Precise Strikes. But even then, with 100% crit rate we’re talking something like 0-1 extra stack for 10 seconds (1,010 dmg) and 0-5 stacks for 6 seconds (3,030 dmg). That’d still only total 8,888 dmg in a period of 10 seconds.

Naturally, by going 30 into Arms, you’d end up with 1,478 condition damage and the numbers would go up to 116 dmg/s per stack, for a Flurry that deals out 5,568 dmg over 4 seconds, or 10,208 dmg over 10 seconds with the sigil and trait.

Whether Eviscerate can consistently do higher than that on all classes in sPvP, I do not know.

(edited by Olba.5376)