Showing Posts For Olba.5376:

We still need better condition management

in Warrior

Posted by: Olba.5376

Olba.5376

I don’t think that we’re going to get much more condition managing than what we have now. At best, I could foresee tweaks to Dogged March and/or Mending, plus fixing the way Quick Breathing deals with immobilize/chill/cripple when used with Charge.

The reason behind this belief is that while we as a class do not have fancy things like passive condition removals, we can still spec around condition removal/mitigation with things like Quick Breathing, Runes of Soldier or Runes of Melandru and the Lemongrass Poultry Soup.

If fully specced for condition removals, any addition to it might end up with just about being immune to conditions. Even right now, you could easily go with something like Quick Breathing, Runes of Melandru, Lemongrass Poultry Soup, Mending, Shake It Off and Shrug It Off and watch conditions almost disappear.

So in my eyes, it still boils down to the same old thing: Everyone is using/wants to use/needs to use Axe/Shield, Axe/Mace or Greatsword.

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

Ohh btw if Olba is the ranger play tester for Arenanet would Deniara be the engineer playtester?

If you guys are I would just like to say you’re really bad at playtesting.

Where did you get that idea? Have I mentioned Rangers at some point?

Battle vs Force

in Players Helping Players

Posted by: Olba.5376

Olba.5376

It depends a bit.

If you swap as much as possible, the sigil is equal to 6 stacks of might, which is 210 power. This would mean that you’d have to have >4200 power for the Sigil of Force to be superior in terms of additional damage.

However, to get that effect, you’ll either need to plan your swaps so that you always enter combat with the swap that does not have the Sigil, or you’ll need it on both swaps.

Also note that the Sigil has an internal cooldown of 9 seconds, so a Warrior with Fast Hands isn’t going to get additional stacks.

That sigil works excellently on an Elementalist because of their constant attunement swapping, which triggers the sigil whenever it’s not on cooldown.

Also note that Might also provides Condition damage, which usually makes it even better than straight up power.

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

One Word: Poison.
That is all.
If you really have played a warrior at all, you would know how much this condition alone wrecks us, no other class has as much fear as we do from it.

Dude, how about you try speccing for Quick Breathing, grab a Warhorn and watch as all poison ever turns into Regeneration?

I agree, signets should be interesting. Adrenaline is also our class feature. We have so many traits that make us gain extra strikes, but they are useless because they are not needed. Making the signet heal off getting strikes would immediately make those traits worth it.

They’re not “needed” because most people use Greatsword, which happens to have a crappy burst skill. Rework the burst skill on Greatsword and you’ll instantly have everyone spamming bursts like they were all a bunch of happy axe mainhand Warriors.

Now that is one condition wouldn’t mind having on warrior for sword weapon.

Well that’s one way to have Final Thrust make some sense.

We still need better condition management

in Warrior

Posted by: Olba.5376

Olba.5376

The minor traits in the tactics line should all be revamped to deal specifically with reducing condition duration.

5. Reduce duration of Bleeding by 33%
15. Reduced duration of poison by 33%
25. Immune to one blind on a 10 second cooldown.

Combine this with a bug fixed Quick Breathing perk so that if you have cripple and bleed it removes both correctly even investing just 5 points would make conditions much less of a instant loss. I came up with the blind immunity because while that effects every class negatively, warriors tend to get hit the hardest. I feel this would still keep condition builds effective against warriors, they just wouldn’t roll over them.

That will never happen, simply because then a Warrior could pop Superior Runes of Melandru and Lemongrass Poultry Soup and have -98% bleed and poison duration, effectively making them immune to those conditions.

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

Also… wtf? Healing power with adrenal health…
http://wiki.guildwars2.com/wiki/Adrenal_Health
ITS NOT EFFECTED BY HEALING POWER AT ALL, ITS A FIXED AMOUNT.

I clearly said “Regeneration”, not “Adrenal Health”. Also, I used the value 130, not 120. I would expect you to know that Adrenal Health is 360 every 3 seconds, for 120 hp/s, not 130.

Your lack of knowledge of this classes abilities astounds me, its almost as if you /gasp/ didn’t even play the class and is trying to keep it on the low.

I’ll just leave you with a picture of my character with /age. You decide what that amounts to.

What you linked to me is not “math” its Theory. Also you linked food and runes all classes have access to, these hold no argument. A good theorist knows not to add things that everyone has access to when dealing with things like class balance.

A good theorist knows to compare the minimal and the maximal amounts before making decisions.

Attachments:

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

The Ele one can be trigger more then once a second, every trait they have when they dodge roll, switch attunements, all those instant cast spells are spells. Every trait they have that procs a lot is considered a spell.

So what? Eles are healers, they’re supposed to heal better.

Obviously you need to learn your math buddy.
Adrenal health is 360 divided by 3 equals 120 hp/s, 120 + 500 = 620.

620 + 130 Banner Regeneration = 750.

OH please, obviously I was counting in full healing gear. Because if you’re going to add scaling, you have a requirement to look at the extreme end. If you don’t, you’re just being an ignorant fool.

Level 80 gear: 1003 healing
Runes with healing power: 165 healing
Traits: 300 healing
Food: 100 healing
Banner: 170 healing
Sigil: 250 healing
Orb: 20 healing
Total: 2,008 healing
0.2 scaling: 401.6 hp/s

500 + 401 + 120 = 1,021 hp/s

Regeneration is 130 + 0.125 scaling, for an additional 381 hp/s. Totals to 1,402 hp/s.

I would appreciate it if you did not try to tell me to learn math. I have done my share of game-related math. That and 4 years of studying math in university. I think I can handle addition and multiplication just fine.

We need and DESERVE powerful healing, because we have the highest health compared with little to no ways to remove conditions fast like other classes, and we don’t have there extra set of armor either. I’d rather trade my 18k hp for 15.2k and perma protection, then I could atleast get some decent hp/s.

Necromancers also have high hp, why aren’t you arguing that they should get 500-1.4k hp/s passive healing?

(edited by Olba.5376)

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

Excuse me… What?

The Elementalist one procs every time they’re traits proc, every time they use a spell, and every time they use a utility and every time they create a combo field or there traits proc spells… and it heals for MORE then the Warrior one…

http://wiki.guildwars2.com/wiki/Healing_Signet
http://wiki.guildwars2.com/wiki/Signet_of_Restoration
SoR – Healing per cast: 202 (0.1)?
HS – Healing: 200 (0.033)? per second.

Not only DOES it heal for far more, it has 3 times better scaling in healing power. Some times Ele can cast 3-4 spells at the same time.

You ought to reword yourself there. The base heal on both is almost identical, but the ele one scales better.

To make it even CLOSE to a comparison, it should be like this:
HS – Healing: 500 (0.2)? per second. (it was 600, but 500 would be moreso what it would be.)

Holy flipflopping craptack. That would allow for a full-healing Warrior to get like 848 hp/s just from that skill. Throw in Adrenal Health and it’s 968 hp/s. And that’s freaking insane. Add in some banner regeneration and you’re up to 1,315 hp/s.

Sentinel: Tank Warrior, Pics/Video Inside!

in Warrior

Posted by: Olba.5376

Olba.5376

Protip: the 3,019 value isn’t actually used in any damage calculation in the game. It’s a useless value.

Also, your stats are rather deceptive, since you’re getting that extra toughness from Thick Skin.

Also, your damage must be pretty much crap, since you have sword/shield with 0 condition damage, 6% crit, 5% crit dmg and neither Deep Cuts nor Blademaster.

MH Sword isn't really that bad

in Warrior

Posted by: Olba.5376

Olba.5376

Final Thrust might hit good, but the weapon still lacks decisive burst. Even if you go all-out on condition duration, you’re only going to get Flurry to bleed for 5s.

Doing something like this still only gets you 175% total bleed duration, putting Flurry at 5s. With the associated 2105 condition damage (which won’t show in the link due to lack of buffs, but I put in 5 might stacks), that would mean Flurry would bleed for a total of 8,820 dmg over the 5 second period.

Which isn’t really that impressive.

Of course, the actual amount of bleeds would be a bit higher due to the 33% on-crit bleeds and it could be further bumped up with a Superior Sigil of Earth. But even with all that, it’s still not going to fare too well when compared against Eviscerate or 100 blades.

Balanced Warrior Build

in Warrior

Posted by: Olba.5376

Olba.5376

Also, the builds are not really balanced. Turtle’s defense and Thick skin are adding an additional 300 toughness, which you shouldn’t see. So your actual toughness is 1066 for most of the fight, which translates to 19.37% damage reduction

You gotta stop misusing GW2BuildCraft like that, dude.

The damage reduction percentage is nothing but showing your gain in total armor value over the absolute possible minimum value in the game for exotic armors.

FYI, warrior starts at 13.68% reduction.

That number is basically a bunch of irrelevant crap.

However, your point that 1066 toughness (which would imply 2,277 armor) is too low to call something “balanced” is valid.

Balanced Warrior Build

in Warrior

Posted by: Olba.5376

Olba.5376

It doesn’t feel very refreshing though, it seems a pretty straight forward Bull’s Rush 100B build (talking about the WvW bit). Also, while scanning through the post, I didn’t see your choice of sigils/runes?

The sigils and runes are in the example links, I guess. Accuracy Sigil on mainhand with Hydromancy/Accuracy on swap. All builds run 6x Ruby Orbs.

I wouldn’t call any of these builds “balanced”. You’re running full zerker armor, trinkets, sigils and jewels. That’s far from “balanced”.

And honestly, I am not convinced here. You have 4 builds that use the same armor, same weapons, same trait point layout. The only difference is the one trait in Tactics and the second trait in Discipline.

Newsflash: There’s more to a Warrior than GS, Sword/Warhorn and Axe/Shield.

Brawn = Double Adrenaline.

in Warrior

Posted by: Olba.5376

Olba.5376

The best suggestion I’ve heard for the useless Discipline bonus is to make it Boon Hate. So going 10 in Dis gives you 1% Boon Hate, etc.

Please not.

They would have to replace Destruction of the Empowered with something else if that ever happened.

And something tells me that it would be a pretty bad idea, considering that most Warriors go 20 into Discipline.

If warriors were given one added boon...

in Warrior

Posted by: Olba.5376

Olba.5376

Protection is awesome.

I get alot of access to it on my mesmer. 30 points in chaos stealth skill and you can get it to stack 2 times, mass invis possible 3 times.

Dogged march proc protection instead of regen or Dolyak signet gives protection instead of stability. If they do give Dolyak signet the stun breaker as Jon Peters was saying I can’t see a reason to take balance stance anymore. 180 toughness and stability and stun breaker unless they want use to be stability warriors with balance stance, dolyak, last stand trait.

Protection on dogged march instead of regen would be great. And if dolyak signet gave protection instead of stability that would be great as well. Just a little bit of protection would help in a fight where I am being focused. It wouldn’t really give me any sustainability like heals but it would be useful enough. My thief which uses a healing build with only 13.8k health can last much much longer than my warrior. I wouldn’t mind other ways for warriors to heal if protection isn’t an option.

Careful there.

The signets are a dangerous beast. Deep Strike and Signet Mastery make it so that you only need a handful of signets to be perceived as “good” before you end up with a 5 signet warrior.

And I’m not convinced with your Dogged March idea either. 30% uptime on Protection would mean a +15% boost to your effective HP. That’s quite a lot for a 10 point trait. Certainly far more than the 200 Toughness that Turtle’s Defense gave.

Brawn = Double Adrenaline.

in Warrior

Posted by: Olba.5376

Olba.5376

Not sure how it would be beneficial. The burst skills are already rather handicapped by the bars filling faster than the cooldown.

And it would totally bug out with all the traits that give bonuses based on adrenaline levels. If you have 4 bars with a trait like Heightened Focus, you either end up with an extra adrenaline bar (which would be overpowered) or you end up with having to give the trait additional bonuses for the extra bars (which would be overpowered).

Guardian, Engineer, Thief, Elementalist and Mesmer have those traitlines use cooldown reductions. Rangers have an equivalent to what Warriors currently have. Necromancers have something alike to what you’re proposing.

So I have to ask: Why not cooldown reductions instead?

(edited by Olba.5376)

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

Leo G, you said before that Adrenal Health healed for 360 hp/s…

You didn’t read my post either. I’m looking at my post right now and I didn’t say that.

Nvm you actually corrected it.

Adrenal Health needs to heal per adrenal strike.
Healing Signet needs to be 463 hp/s. (to be on-par with necromancer’s minion.)

Um… What? “As far as I can see:”http://wiki.guildwars2.com/wiki/Summon_Blood_Fiend Blood Fiend regenerates HP based on the attacks it deals, not on a per-second basis. In fact, I checked all the healing skills and I did not find the number “463” anywhere.

Please cite your sources.

And besides, Healing Signet, like all signets, needs to have a good active. Right now, the active isn’t worth crap and the passive doesn’t make up for it. Heck, even Prayer to Dwayna has like double the healing of Healing Signet and no one ever uses that.

If warriors were given one added boon...

in Warrior

Posted by: Olba.5376

Olba.5376

Gain 5 seconds of retaliation and protection when you take more then 10% of your life in damage. (10 second cool-down.)

Yay, 2x Rune of Earth, 2x Rune of Monk, 2x Rune of Water and you get 100% uptime on protection if you trigger that thing.

Also, I think your wording there could use some fixing. Right now it sounds like we’d get Protection for losing 10% HP at any time, so long as the effect is not in cooldown. In comparison, effects like Instinctual Response specify that it has to be in a single hit. Also notice that Instinctual Response has a 60s cooldown on a 4s effect. You’re proposing a 10s cooldown on a 5s effect.

Derp derpity derp

in Suggestions

Posted by: Olba.5376

Olba.5376

1.Ok, first we’ll talk about the less important suggestion: Mounts. Now, I know, we have fast travel! We can just walk! I know that. But, really guys? Who DOESNT atleast LIKE mounts? I mean, imagine riding a ghost horse! Or maybe a River Drake! Maybe even a CAR? Not a modern day one, maybe like a car you can buy from the Iron Legion? And we cant forget about flying mounts, maybe we could ride like… a little mini Shatterer? Or a mini Zhaitan? Maybe even a GIANT dragon? (For a lot of gold, that is) And yes, I KNOW about the riding broom and stuff, but THOSE don’t have speed boosts. It even says it in the item description!

Million threads on mounts, all that one can say about them has pretty much been said.

Riding minions of the dragons? Yeah, the minions of emblems of corruption sounds just like a horse. Totally safe, I bet. Like, no chance of you being killed in your sleep at all. Or you slowly turning evil, a la Diablo 2.

And flying mounts won’t work with the way the game is designed. Adding flying mounts after designing the content is going to result in glitches and skipping content.

2. Now, onto the second more important suggestion. We all remember the Zhaitan fight, right? How dissapointing it was? I mean, the dungeon was good, but the Zhaitan fight… just…. And for stuff like the Shatterer… he is just, not a challenge. We can all stand to the side of him and kill him without really anyone dying (Except for a few people who get to close.) My suggestion is, make it so the mini dragons can maybe… turn! Or have an ALL AROUND attack, so we can’t just camp at one side. And for the elder dragon fights… (Now I’m pretty sure Jormag is an elder dragon, but I might not be right. So bare with me on this) Don’t make it a 5 man dungeon and make it easy for us! Do something like, the Mad Kings Clock Tower! That had a gate with tons of people behind it and when it was ready, we could go in! Now, I know, it would be a TERRIBLY long queue time for any other groups, so give an idea for what else they could do!

While Jormag is an Elder Dragon, the fight is against Claw of Jormag, who is one of Jormag’s lieutenants. It even says so in the event descriptions.

Granted, the Dragon fights are rather simple, other than Jormag. They could make those additions to the others. Or at least make things like the Megalaser much more destructible and the consequences of it happening much more severe.

The thing is, ANet has constantly been saying that the dungeons are the place for the tough content that requires coordination. And that makes sense: It’s very hard to design content that is difficult enough for a massive group of players, while at the same time not resorting to crappy mechanics to ramp up the difficulty.

POLL: Necro DS #5, New Skill or Condition?

in Suggestions

Posted by: Olba.5376

Olba.5376

Didn’t they say in the SotG that it’d be a condition and that the necro is a testbed for it?

Help with BackStab Damage

in Thief

Posted by: Olba.5376

Olba.5376

First of all, I am completely uninformed of all those nerfs and etc.
I made my Thief after the nerfs started on purpose since I don’t like broken classes. Now that nerfs started I made my thief and I am trying to stay here. Yup I am a bit masochist.

And this question is straight related to WvWvW only.

That said:

Why my Backstab damage is so low?
I keep floating around 5.7k~6k at best (solo, with foods only). I find quite amazing to see some thiefs hitting close to 12k (some even more) and I am stuck at half that.
What I am doing wrong?

For information, my stats in the attachment. I am using full Valkyrie with Zerk trinkets and Zerk Weapons. At the moment D/D and SB, though I am planning to change the SB to S/D since I like the combinations and I never really liked range damage.
Full Ruby Orbs on Armor and Trinkets.
Traits are 10/30/10/20/0

Are you using Hidden Killer for the guaranteed 100% crit rate?

Secondly, a damage number alone is meaningless. It could be against some glassy light armor or someone who’s upleveled. Or it could be with party-provided might stacks, vulnerability stacks.

And a lot of times, when people say “backstab”, they’re actually counting Mug, Cloak and Dagger and Backstab.

And really, who cares about how much damage you’re dealing? As long as your enemy dies, it’s all good.

Ascended ring usage information

in Suggestions

Posted by: Olba.5376

Olba.5376

Each of them says “Unique”.

It’s a rare property, but it means exactly that: You cannot equip more than 1 of them.

Brawn=Traitless

in Warrior

Posted by: Olba.5376

Olba.5376

We should have a daecollo wars 2 day where every single suggestions daecollo made for anything gets implemented into the game and see how it goes. Then Everyone gets a special achievement

The only question left is… Does it come with a title?

And honestly, I think that the Discipline line is good. Pretty much all of the other trait lines contain tons of things that are specific to a certain weapon or a utility skill. In comparison, Discipline line has things like Mobile Strikes, Fast Hands, Burst Mastery and Sweet Revenge that can be useful with any weapon.

And by the way, your premise is flawed. There is no such thing as “required trait”. I bought the game in October and until last month, I was rather happy without ever having spent more than 10 points into Discipline.

On the same token we could argue that the following traits, which are “required” for builds, should be free:

  • Forceful Greatsword
  • Vigorous Shouts
  • Inspiring Battle Standard
  • Hidden Killer
  • Shadow’s Rejuvenation
  • Venomous Aura

Wanna see how much fun you have when you get Thieves running both Hidden Killer and Executioner? Or warriors that put up a single banner that gives permanent renegeration and have healing shouts?

Honestly, it feels like every single thread that you make is a coin flip of whether it’s a troll or not. And then it’s another coin flip whether it’s a a bad thread or not.

(edited by Olba.5376)

Questions about the game gear and crafting

in Players Helping Players

Posted by: Olba.5376

Olba.5376

Hello everyone i just started guild wars 2 and i created a sylvari necromancer, im currently lvl 15 and i am focusing on condition damage! i have some questions regarding my equipment and crafting.
1) Should i prefer a weapon or gear with extra bonuses like +4 condition damage and level 9 requirement to equip or stick with lvl 15 gear without bonuses?
2) I chose as crafting abilities the tailor and the artificer Do you think its a good choice to start them ?

1) There isn’t really one answer to that kind of question.
2) That’s a decent combination. You won’t be able to make your own Warhorns/Axes/Daggers if you prefer those.

But honestly, you shouldn’t worry too much about that stuff so early on.

3% Burst should be Boon Hate.

in Warrior

Posted by: Olba.5376

Olba.5376

The 0.1% Burst you get per trait point should instead be boon hate.

It should also be buffed to 0.2% per trait point

You want a passive 6% damage boost per boon?

Great, that’ll make all Guardians popping Save Yourselves take 111% extra damage!

and the new mechanic should be something else, like… Heal for 3% per boon, per critical hit.

That would be rather broken.

Hit a Guardian who just popped Save Yourselves and you get an instant 42% heal, all while probably killing him in a matter of seconds.

Except he has aegis, so the first hit will be blocked. Then you can use your invulnerabilities.

You were better off making suggestions for the Defense line. You’re asking to have cake and to eat it too.

Uhh, so your angry the tree will actually /do something?/

Oh come on, the Discipline line has plenty of good traits.

3% Burst should be Boon Hate.

in Warrior

Posted by: Olba.5376

Olba.5376

The 0.1% Burst you get per trait point should instead be boon hate.

It should also be buffed to 0.2% per trait point

You want a passive 6% damage boost per boon?

Great, that’ll make all Guardians popping Save Yourselves take 111% extra damage!

and the new mechanic should be something else, like… Heal for 3% per boon, per critical hit.

That would be rather broken.

Hit a Guardian who just popped Save Yourselves and you get an instant 42% heal, all while probably killing him in a matter of seconds.

Apr 30 Patch Notes

in Warrior

Posted by: Olba.5376

Olba.5376

I don’t play tourneys. sPvP is garbage in my opinion. I was obviously talking about WvW since I mentioned commanders in my second sentence. :p

But no one cares about zerg mode seeing as people are complete morons there.

And you had to come up with a contrived situation to make it awesome, seeing as you need to use this during save yourselves, which gives protection anyhow and cancels out the 21% extra damage during Save Yourselves, maybe 27% if they have stability and aegis as well.

It’s not amazing.

Just because it doesn’t break through all of protection doesn’t mean it’s not doing something.

It’s still going to put out 21% extra damage.

Unless you’re saying that somehow not choosing this trait means everyone else stops running Protection.

Swap Stealth with Invulnerability?

in Thief

Posted by: Olba.5376

Olba.5376

Lol, changing all the skills and traits that we have which currently relate to stealth to be about invulnerability would be hilarious:

  • Hide in Shadows: Gain Invulnerable, Regeneration (4s) and cure Bleed, Poison and Burn
  • Shadow Refuge: Create a pulsing refuge at the target area that heals allies and makes them invulnerable
  • Hidden Killer:100% critical hit chance while invulnerable
  • Meld with Shadows: Invulnerable skills last 1 second longer
  • Hidden Assassin: Gain might for 15 seconds when you go into invulnerable
  • Shadow Protector: When you make an ally invulnerable, they gain regeneration for 5 seconds
  • Shadow’s Embrace: Remove one condition every 3 seconds while invulnerable
  • Hidden Thief: Stealing grants you 2 seconds of invulnerable
  • Shadow’s Rejuvenation: Regenerate health while invulnerable
  • Fleet Shadow: Move 50% faster while invulnerable

Please tell me this is a big troll thread.

Healing Signet still worthless.

in Warrior

Posted by: Olba.5376

Olba.5376

yeah did they forget to buff the passive on healing sig??? all other sigs got passive buffs

Nope.

Only the signets with +stats got passive buffs.

The game has a total of 33 Signets, of which 14 got buffed.

What is the Purpose of shields

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

fighting hydra, obviously

You know that you need to get up on the hydra’s back, right?

OmnomBerry pie as a trait?

in Warrior

Posted by: Olba.5376

Olba.5376

So I know Omnomberry Pie used to be OP before the internal cooldown was added and now it is no where near as useful as it was.

What if the Warrior had a trait that gave lets say 33% chance to steal life on critical with no internal cooldown? This would give the Warrior some sustainability but still keep Anet’s theme for the warrior.

Why not “Heal when you gain a strike of adrenaline?” grandmaster trait. Would actually give us a reason to use burst.

Curiously, that could make things more interesting, if it was properly balanced.

The Grandmaster trait giving Berserker’s Stance with 5+ stacks of might could prove a problem, since it’s pretty easy to get 5+ on a permanent basis.

If it was perfectly balanced somehow, it could solve all the big problems of warriors:

  • GS would lose a lot of its appeal due to keeping all the adrenaline
  • Axes would gain popularity due to access to two traits for adrenaline strikes
  • Discipline trait line would gain popularity due to the combination of burst with heal
  • Berserker’s Might would actually be useful

What if the Warrior had a trait that gave lets say 33% chance to steal life on critical with no internal cooldown? This would give the Warrior some sustainability but still keep Anet’s theme for the warrior.

Now this would be a crappy idea. It’s not exactly hard for warriors to get very high crit rate.

Improvements.

in Suggestions

Posted by: Olba.5376

Olba.5376

I’d guess that that mechanic is in place so you cannot salvage the items for ectos, considering karma is relatively easy to gain?

Can’t salvage karma bought stuff.

Improvements.

in Suggestions

Posted by: Olba.5376

Olba.5376

1) Hall of Monument items should be purchasable via the Gem Store.
3) On that note, Superior sigil of speed tier 6 should be at least a 15% movement speed. It is a superior sigil after all and is not worth it for a 5% movement boost.
4) Guardians need more HP. Also consider giving healing to the “virtue recharge elite” to make it a bit more palatable.
8) I had heard that thieves will lose their crit ability whilst shrouding and is being replaced with life/boon siphon? I believe this is a mistake if it is true.
9) Legendary stats should reflect ascended tier stats. They should also not all be Pow, Tough, Vit. Make a Legendary weapon-smith where you can decide its stats (e.g. carrion, soldier, etc) once and once only so that they can be customized to a players build.
12) Lower the price of karma weapons and armor that is not exotic tier. 63000 karma for a rare item seems a bit steep for something that has the same stats as something that could be bought for 20 silver on the trading post.
14) The “listing fee” on the Trading Post is a joke. I have never heard anyone say anything positive about it. Get rid of it.

1) Just because something can make money doesn’t mean it should be done. How about we add a subscription fee, since that’ll get them money? Sell Legendaries in Gem Store? Sell an instant level 80 canister in the Gem Store? Oh, I got a great idea. How about this item that allows you to kill your target instantly, regardless of whether it’s a player, a mob, a champion, invulnerable or a freaking developer? And what about an item that instantly allows your server to win at WvW for the week? Same for SPvP! It’ll all make money, so it must be a good idea.
3) What you seem to miss is that it stacks with non-Swiftness speedboosts. Three classes have Signets that give +25% movement speed. Making it +15% would mean these classes, two of which are Thief and Ele aka the most mobile classes in the game, would mean they could outrun anyone who’s not using their very setup.
4) Guardians have boons, they don’t need the HP.
8) What they’re supposedly losing (according to SotG) is the ability for Mug to crit and it will instead heal them. Nothing else.
9) We don’t have Ascended tier weapons in the game yet, so that’s a no. It’s been said that once we do, they will be changed. But changing it before that would be going against the whole point of a legendary.
12) Those weapons are mostly bought for the skin anyway. And it’s not like you have that many things to spend your karma on. And it’s not like karma is hard to come by.
14) Hell no. The Listing fee is one of the things that keeps the TP from being a massive kittenstorm.

Change Thief

in Suggestions

Posted by: Olba.5376

Olba.5376

Wow guys hold it. I don’t think that you can beat multiple enemies without changing your build to be able to do so. Still some people do not enjoy changing their build. Some people have fun to play with their build which is much more comfortable and enjoyable to them while it gives them great disadvantage to other enemies with a better build.

The generic glass cannon Thief runs full berserker’s stuff with crap like Mug and Basilisk Venom.

Those undying kittens tend to run something very different. Something like D/D with full Valkyrie armor and Hidden Killer

This often is no question of skill.

True, it doesn’t take much effort to kill a headless chicken.

Last but not least. I played almost every class enough to swiftly figure out the basics and checked out the whole skill tree’s. [necro(80), warrior(16), guardian(15), thief (5), ele (11) {deleted mesmer (2) for pvp}]

So you’re somehow able to have a quick look at all the skills and traits and instantly know exactly how a build plays how, how they think in combat and whether a trait that sounds rather unimpressive is just that or a total gamechanger?

I know how the classes work but it isn’t enough to know how to defeat them.
I fight level 8 enemies alone with my thief without any trouble not getting hit even one time. Good PvE is no comparison but there are more than enough video’s where thieves kill large groups of good skilled players and even has epic fights against strong and good skilled ele’s.

That’s because being level 8 is not enough.

We have all seen the edge of the world right?

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

And this is what I thought I would find here

I am disappoint.

Or too old at the young age of 22.

What's a "hunter"!? :S

in Players Helping Players

Posted by: Olba.5376

Olba.5376

No. It’s people coming from other games referring to this game’s ranger. I’ve seen people refer to necromancers as warlocks too. Some people just don’t care to learn the different terminology of the game even if it’s smashed in their face.

In a handful of servers of Perfect World International, the community as a whole used terminology used in a completely different version of Perfect World. For years. And they still do.

New waypoint

in Suggestions

Posted by: Olba.5376

Olba.5376

How about you try going to other cities for that?

Divinity’s Reach is absolutely lovely when it comes to crafting, since there’s a short walking distance and a free portal that separates all the crafting stations from the bank and AH.

Change Thief

in Suggestions

Posted by: Olba.5376

Olba.5376

People really need to stop bringing up these “Thief killed X people” cases.

Firstly, most of these groups are not really “groups” in a proper sense of the word. Rather than being a party or having some kind of organization, it usually just ends up meaning “more than 1 character belonging to the same server in the same immediate vicinity”. And a handful of lemmings isn’t really going to be a credible bunch.

Secondly, Thieves aren’t the only ones that can fight multiple enemies. There have been multiple instances of eles doing the same. Heck, I am pretty sure that most classes in the hands of a good player against multiple beginners is going to end in favor of the former.

Thirdly, most people completely braindie in the face of a thief. Majority has never played as thief, majority don’t know crap about how a Thief plays out. I’ll admit that before I played a Thief, about the only thing I could do when facing a Thief was stare at my screen, mash buttons and hope something good happened. Ever since I brought a Thief up to level 80 and tested various builds, I’ve gained knowledge into what a Thief is capable of doing and how they’re likely to do it.

Believe it or not. Thief is currently the strongest class and I agree that he needs to be nerfed.

Thief the strongest? Yeah right. Majority of all thieves are hilariously glassy.

(edited by Olba.5376)

Next six months: Endgame!

in Suggestions

Posted by: Olba.5376

Olba.5376

BUT – The only thing I seem to dislike is the fact that you make a level 1 character, you can do everything in the entire game that people that are level 80 have worked their kitten off for, I think they should have more extensive PvP that is level restricted, for example, at level 80 it is level 80’s in that PvP only, and you don’t all get given the same gear, make PvP gear something to work hard for at level 80,

I like WoW’s idea of 10-19, 20-29 and so on of PvP better, I don’t like the idea of joining the game and doing everything endgame without completing any content..

That is rather the point of the game.

There is no “endgame” by design. The whole game itself is your “endgame”.

As for PvP, I have to disagree on the gear. PvP that allows for people to win because they have superior items rather than being superior players is crap. Personally, if they added deathmatch to sPvP, I would probably end up playing GW2 until the servers close.

New Warrior Shout, "I Am The Strongest!"

in Warrior

Posted by: Olba.5376

Olba.5376

So basically Assassin’s Signet.

warrior new kings of mobility

in Warrior

Posted by: Olba.5376

Olba.5376

Pretty sure the devs said they want Thieves to have the top mobility, not eles.

What happens when you've achieved everything?

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Dungeon Master title – CHECK
Master Crafter title – CHECK
Legendary – CHECK
Reach level 40 plus in Fractals – CHECK
Be a good Commander in WvW – CHECK
Have at least 3 level 80 toons – CHECK
Get at least 1 toon full ascended accessories – CHECK
Do all the Guild Missions – CHECK

Now what? A short while after my guildmates and I got what we sought out to achieve, we were still enjoying the game, running dungeons daily, doing the guild missions, WvW and world events including Temples. But dungeons and world events have become boring to us now and WvW a bit too futile and endless. I thought about maybe doing PVP tournaments which many of us haven’t done but pvp’s something to do when you enjoy it and there’s little incentive to do it.

Cultural armor on your main?
Alts of all professions with at least 1 of each race to 80?
Cultural armor sets of each race?
Personal Story done in all three Orders?
Your choice of WvW title?
Got all minipets?
Gotten a full set of every dungeon armor for all three armor types?
Got all Slayer achievements?

But honestly, I don’t think you should play the game for “achieving”. That’s just misguided.

Healing Signet Buff?

in Warrior

Posted by: Olba.5376

Olba.5376

Compared to other classes that have similar effects (thief on hit and ele on cast), warrior is a bit underpowered in 2 ways:

1) It scales worse with healing. 3.33% vs 5% or 10%

2) You have no control over your healing. An ele can use insta attacks (including attune switching attunement) to get a boost. A thief can use rapid attacks. A warrior can ??

Now the advantage of the warrior version is that it works while you are stunned or have no enemy to attack. But that’s weak compared to being able to burst heal with the signet by either using rapid fire/install attacks

Changing the warrior version to be on adrenaline gain would make it a lot like the thief version. So that’s not good from a classes are unique standpoint.

I’d love to see some healing-on-burst added to the skill. So 200 HP/sec, and 50 health per strike used by a burst skill

How about “Gain 50-75 health each strike of adrenaline?” and 200 health per second.
That way it would be more during the fight (when we need it.) rather then people just using it to run away.

So using Signet of Fury would get you 1,500-2,250 instant heal? Berserker’s Stance would regenerate 250-375 hp per second? Traited 150-225 hp every crit on an axe? An extra 400-600 hp on shout usage?

Warrior class skill Ideas.

in Warrior

Posted by: Olba.5376

Olba.5376

How about this.

The warrior heals for 0.5% of his life per trait point when he uses a burst skill.

And the result of this would be that all GS warriors would cry like babies because they don’t wanna use their burst.

Sturdy Body: 0.5% Damage reduction per point?

And what would that achieve? After all, damage reduction does not effect conditions.

Also, I think that you need to consider the upcoming change to Discipline, where they combine the Grandmaster traits. So you end up with using 2/3 of your full adrenaline and lowering the cooldowns by 20%, which means you’ll be able to use the burst skill much more frequently.

Seriously, that trait needs to be extensively tested to see just how often you can burst. Only then can you start talking about giving burst extra properties like heals and whatnot.

What about this idea, Discipline
Breaching Burst :
- Increase vulnerability duration by 0,5% for every point spend in Discipline (max 15%).
- Burst skills inflict 1 extra stack of vulnerability, per adrenal level, during 5sec for every 5 points spend into Discipline. (max 15 stacks with 30 points in Discipline traitline)
With Burst Mastery and a weapon switch you get a quick 25 stack of vulnerability, this can seem OP but the point is more about extending the overall DPS after using your Burst skill for a very short duration.

Slap on 30/0/0/10/30, Rare Veggie Pizza, 2x Rune of Lyssa, 2x Rune of Mad King for +105% duration on that thing. Throw in Signet of Fury and you can easily maintain 25 stacks permanently on your enemy.

(edited by Olba.5376)

April 30th patch sounds impressive

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Another month, another buff to warriors […]

Another one, huh? I wish I could remember the last ones.

Banners from 90 stats to 170?

Nube traits question

in Players Helping Players

Posted by: Olba.5376

Olba.5376

The trainer has a second option in the dialogue that allows you to retrain. Costs 5 copper per trait point.

And you can do it at any level so long as you have unlocked traits.

Insta lvl80

in Suggestions

Posted by: Olba.5376

Olba.5376

Congratulations. This is possibly the most ridiculous request I have seen on these forums, and I’ve seen a lot of them. Why do you even bother with this game?

Hey this is not the most ridiculous request. There was on who wanted to make so that if people use downed timesaver skills, 2nd skills, and still got finished would have got fined by breaking whole armor. The other was to stun mesmer for 5 secs when he used portal.

Don’t forget all the suggestions relating to nerfing Thieves to the ground, including stuff like introducing cooldowns to all skills or 10s+ Revealed.

Healing Signet Buff?

in Warrior

Posted by: Olba.5376

Olba.5376

Where are y’all finding this info on the upcoming patch? Maybe I’m looking in the wrong place but I cant find it.

There’s a State of the Game talk that GW2Guru does with devs before patches. Note that not all of the changes are final, such as last month they talked about Thieves getting Revealed whenever they leave stealth; instead they extended Revealed to 4s.

having more Health than i should ?!

in Players Helping Players

Posted by: Olba.5376

Olba.5376

It’s the WvW bonus that you get in both WvW and PvE.

Press B and you’ll see the WvW menu. There’s those bars with little icons, each of them is a percentage bonus that your world has earned from doing WvW.

Let's talk signets

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

1) Overhauling signets completely. Redesign them to synergize with eachother and make sure that the passive and active work well together. The new signet system should involve long cooldowns with actives that are worth using. No lost passive effects when you activate the signet.

They’re already doing the synergy between Signets. Look at the following traits:

That is in fact most of the Signet traits. And each of them gives a benefit that is directly tied to how many Signets you have. However, that system is very fragile. Make the bonuses too strong and you end up with 5 signet characters, like the 5 signet warriors. Make them too weak and no one will care enough to use them.

Also, I think that the current system is good enough, they just need to balance the effects. For example, pretty much no one who uses a +25% movement speed signet uses the active effect. On the flip side, you never catch a Warrior with the Signet of Rage passive effect.

2) Give Engineers signets as well. Noone would complain about the added equality.

You’re wrong there. You would have a few choices if you did that:

  1. Remove 1 existing Engineer utility per new signet
  2. Add 1 new skill to every other class per new signet for Engineer
  3. Let Engineers end up as the only class with more utilities than the rest
  • The first would result in an outrage by anyone playing an Engineer.
  • The second would result in an outrage if the new skills were not good enough or they were in a family that wasn’t deemed useful. For example, not giving Warriors a new Stance or Shout.
  • The third would result in an outrage by everyone who is not an Engineer

Poor rangers and their “Grants 1 stack of might for 5 seconds.” piece of kitten trait.

That is pretty crappy compared to Necros getting 3 for 10 and Thieves getting 5 for 5.

Apr 26 2013 SOTG changes Thoughts?

in Warrior

Posted by: Olba.5376

Olba.5376

If they’re going to increase counters to blocking, I would like to see our block recharge times cut down whenever the block is broken.

Why? That would completely defeat the purpose of the unblockable attack. And we don’t even know what kind of cooldown the Signet of Might active is going to be put on. If the cooldown is greater than that of our longest block, Shield Stance, then it won’t be a problem.

They also mentioned that they are looking into more ways for us to spend adrenaline. Some form of adrenaline-based block, or burning adrenaline as backup endurance for dodging, would be amazing.

Ever heard of Building Momentum?

(edited by Olba.5376)