Let me ask you a question:
What would ANet gain from making certain accounts receive better drops than others?
… People really can’t count beyond a simple 1,2,3?
Why do people buy anything but berserker gear?
Because when I type /death I want it to be a number I can count to without killing myself.
Well, if you’re reasonable and count a single digit per second, that’d be 31,536,000 for every year that you foresee yourself living. A total of 2,365,200,000 for an average lifespan of 75 years.
I think those are rather reasonable figures.
Since I am so special and wonderful, I would like to have an item that is specifically designed for me and for my purposes.
I want to have ANet dedicate a designer team to craft a truly unique, one-of-a-kind skin that obviously has to look cool. Since I might change my mind, they should make designs for every weapon type in the game. Also, I should be able to copy that skin to any weapon that I happen to have. And naturally, the skins would be account bound.
And just in case I ever get bored, I want that same team to be on a year-round standby so that I can request a redesign with personal input on a theme or element I would like to see implemented in the skin.
Also, in the case that I wish to request something outrageous, such as massive hammers that my character couldn’t possibly lift, shields that completely hide my character or an AK-47 rifle skin, it should all be doable. And naturally, if I happen to request a generic thing such as “big shield”, anyone else who might be on the program should not be able to request a “big shield”, as that would make me feel less special. And of course, I would not have to comply to the wishes of others in the program, everyone else would go by my desires.
And naturally I would like to receive these new skins three times a year: once for Christmas, once for my birthday and once on the anniversary of my account creation.
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Endgame, huh?
I’m pretty new to MMOs, with GW2 being only my second one. On the other hand, I have played many RPGs and generally more games than is healthy for a 22-year-old.
However, topics about “endgame” and the various points raised within don’t resonate with me as an MMORPG player. They resonate with the me as a “gamer”, a person who plays videogames.
People talk about “endgame” and use words like “progression”. To me, that sounds strange. As someone else pointed out, you’re not progressing as person, the developers are just altering the mold you’re playing in. You can’t even argue that the “endgame gear” is tied with your mastery of the game, as your skills within the game, namely knowledge and reflexes, are not tied to the gear, they’re tied to you as a person and the time you’ve spent with the specific set of rules.
Another thing is, why are you playing to “progress”? Is it tied to some kind of measure of self-worth? That you’re worth more as a person if you spend your free time “progressing”? Or is it that you find increasing numbers fun? Sadly, actually measuring your mastery of a videogame would be a boring task that is best left to the relevant scientists.
I’m not really a stranger to grinding for progression either, I’ve spent several hours in the past few days killing a total of 69 Grand Dragons in Final Fantasy IX to get Freya’s Dragon’s Crest to hit for 9,999 damage, all while also getting a Golden Chocobo, stealing like a boss and gathering a total of 80-something frogs for Quina. Note that pretty much all of those activities were dull. I found myself cursing when the frogs kept running away or when I found a treasure as the timer on Hot and Cold hit 0:00. Still, I did it. I’ve also spent over 100 hours doing similar things in each of the following:
- Kingdom Hearts (I actually started a project to get to level 100 on Destiny’s Island)
- Kingdom Hearts II
- Final Fantasy VII
- Final Fantasy VIII
- Final Fantasy X (300+ hours played)
- Final Fantasy XII
- Final Fantasy XIII
- Final Fantasy XIII-2
However, I did not do it to progress. I did not do it because it had a meaning. I did it because I loved the worlds. The worlds that had those characters I like, the characters I hated. The worlds that had those musics I could listen to hours on end. The worlds that remind me of someone interrupting me or commenting on how boring something looks.
To some, “progression” is about “skill”. However, from what I’ve seen on these forums, majority of the people are clearly not “skilled”. They might be able to do all the dungeons, they might have a ridiculously high PvP rank, a bunch of legendaries, could do the Mad King’s jumping puzzle blindfolded with their toes. Still, they do not display qualities of mastery. And further, what meaning is there in being “skilled” in a set of rules that someone else put forth?
I will admit, some of the most fun times I’ve had with games were in settings where you could argue for “progression by skill”. I spent hundreds of hours playing Tony Hawk’s Pro Skater nearly 10 years ago. Similarly, I spent hundreds of hours playing and researching in Diablo II: Lord of Destruction on my PvP barbarian.
To me, “the endgame” doesn’t exist. I don’t believe that I can ever truly experience and know everything there is to know about a game. And that’s not even getting into the roleplaying aspect. I would love to look at certain characters and analyze their philosophies, ponder why they did what they did, trying to understand the religion set within a game.
Crap, that became a lot longer than I figured. Grats to anyone who actually reads all of that.
The thing is, the Thief strives on circumstance. They’re powerful when it’s 1v1 or when their opponents are not organized.
The thing is, facing a Thief 1v1 is a scary experience. But that relates to people not being used to stealth. Nothing in the game prepares you for that. And honestly, I think that’s a big part of why people lose to Thieves so much.
I rolled a Thief myself and now that I am back on my Warrior, Thieves aren’t that scary. This has to do with two things. Firstly, I noticed that my Warrior has never died to a Steal>CnD>Backstab combo. Secondly, because by playing a Thief, I know how they work. Once you know how each weapon set works, you can guess how they will use Stealth based on the weaponset.
As an example, Basilisk Venom has 1 second stun with a 45 second cooldown, so it’s only really useful once per fight and only in a 1v1 situation. If I see a Thief pop Basilisk Venom as they’re approaching me, I know that they’re going to try to pull a Steal>CnD>Backstab on me. Also, Backstab for major damage requires that they hit you in the back. It is very difficult to do on an opponent that is constantly moving.
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Each strike of adrenaline should heal you by 100 every time you get a strike.
That would make Shout builds heal crazy with Inspiring Shouts along with Vigorous Shouts. That’s 1,992 healing with 0 Healing Power.
Also, what the hell would you do with Embrace the Pain?
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We don’t have condition removal or sustain. 12% HP really ISN’T a lot.
Excuse me, but Warriors are probably one of the worst classes in the game atm.I’m sorry you feel that way, however this class /does/ need a boost, and other classes are being looked at.
We can get condition removals with Superior Rune of Soldier and/or a Warhorn. Or Mending. Or Signet of Stamina. Just because a GS build running 12 divinity runes, bull’s charge, balanced stance and endure pain has no condition removal doesn’t mean we are completely without it.
As for the HP, it’s not about whether it’s a lot, it’s about what it allows us to do. No other class in the game could possibly even dream of getting 100% crit rate, massive crit dmg% and 20k+ hp.
The math on healing shouts versus inspiring banners, at least early on, claimed that shout heals were only competetive if spammed on every cooldown. I chose that as an option as I figured it would give a great adrenaline boost for something I’d be spamming anyways. With the incredible amount of Adrenaline this allows for a frontliner it’s hard for me to see a strong argument against it. Your mileage may vary.
I’ve seen those kind of posts, but that’s the thing: they only talk about healing. Most people running Vigorous Shouts also have Superior Runes of Soldier for the condition removal. And personally, having that much condition removal only for it to be mostly in-cooldown is waste. Personally I only use Charge and For Great Justice just enough to get permanent boons.
30pts in a crit dmg tree for 100% crit chance….
still OP
maybe your brain needs workingI can already get 100% Critical Chance in Zerker and Knights gear. Easilly. Guess I must be really OPhax.
Just because it’s doable now does not mean that it should be made even easier.
10% crit chance is equal to 210 Precision. You get a total of 224 to any minor attribute from a full set of armors. So you would see Warriors running around with full Valkyrie armor, rather than the current Berserker sets. Might not sound like much, but the 224 vitality would give the warriors ~12% more hp. And that’s a lot.
That would make it less of a signet boost and more of an overall class boost. Which would mean that you would have to look at every other class in comparison and that would be rather off-topic.
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The active effects of other abilities should be boosted. Signets are there for there active effects, not there passives.
Wait a second, are you asking for boosts to all the skills, just so that your signet passive improvement wouldn’t look so overpowered?
If a warrior does take signets, he gives up ALL stun breakers and condition removal. Of course this means the signets have to be /good/ to compensate, otherwise why would you give those up?
Well that’s the thing.
- Signet of Might will never compare to Signet of Rage or For Great Justice.
- Signet of Fury is usurpsed by traits that give good adrenaline regen, and again, our permanent Fury.
- Dolyak Signet has a direct comparison with Balanced Stance. You could see the rather obvious improvements there: lower the CD and make Dolyak a stunbreaker.
- Signet of Fury has a ridiculously strong active in comparison to the passive. Boost the passive and make it so that it results in not losing adrenaline when out of combat and you’re golden.
- Signet of Stamina is already used by tons of people, I’m not sure that it needs any improvements.
- Healing Signet needs to be boosted for higher levels, that much I agree on.
Let me give you an example: A warrior with your Signet Mastery/Signet of Rage/Signet of Fury, with Deep Strike, For Great Justice and full berserker gear would end up with 79% crit rate and 62% crit dmg. Drop in 0/30/0/0/30 and you end up with 94% crit rate and 92% crit dmg. Now you could just drop in 4 Ruby Orbs into the armor and a single Sigil of Accuracy for 100% crit rate and 100% crit dmg. And that’s way overpowered.
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Quick Breathing is a better-than-advertised condition removal skill. Charge first removes all snares from your team then removes a condition, turning it into a boon. This will turn Burning into Aegis, Vulnerability into protection, bleeding into Vigor, Blindness into Fury and if you’re really tricky, Fear into Stability.
I love turning Burns into Aegis against Guardians and just generally getting Protection from Vulnerability. Didn’t know about Fear though.
Missile Deflection changes Parry and Counter Blow into 3 second long missile blocks, rather than blocking only one attack. If they only block missiles, you still get adrenaline at the end making the skills win/win/win in those scenarios.
Wish the same was true for Riposte. But that’s a pretty heavy boost to the tankability of Mace/Shield. Good to know.
Makes me wonder whether that works with Mighty Defenses. It could give Mace/Shield a much needed damage boost. And possibly make it a really dangerous set.
Leg Specialist has a much farther reach than realized, making it a nearly invaluable trait. This allows Throw Axe, Crippling Slash and Bladetrail to immobilize. It also allows your Spear Chain to immobilize 3 targets. It also allows Hammer Shock to immobilize 5 targets making them unable to avoid (or at the very least burn condition removal making them vulnerable for) an impending Earth Shaker. I need verification, but I swear I’ve seen targets get immobilized in a crippling arrow cart field, but my field of vision was obscured by castle walls in almost all of these circumstances.
Dumb as it might sound, I never thought of using Leg Specialist with Hammer Shock before this. People seem to almost exclusively talk about Blade Trail when it comes to Leg Specialist.
Inspiring Shouts is handy in a shout heal build and rather versatile owing to the nature of shout skills. If 3 shouts are about to be up, you only need 1 bar of adrenaline prepped to fire a fully charged burst skill. You can charge it the rest of the way during the animation of an Evisc, while charging a Kill Shot, while leaping for Earthshaker, while swinging a Skull Crack (very small window though) and while a Combustive Shot is still in the air.
Inspiring Shouts is nice, however sadly it competes with things like Signet Mastery, Mobile Strikes, Heightened Focus and Sweet Revenge. And then there’s the fact that a lot of shout healers carry Superior Runes of Soldier, making spamming shouts for adrenaline a bit of a waste. But I suppose it could be neat with a well timed FGJ+Fear Me+On My Mark for some big hard-to-avoid damage.
Savage Leap will allow you to finish the EB jumping puzzle in record time, allowing you to skip the dark room almost entirely.
Savage Leap is one of the reasons I prefer Sword/Warhorn over every other weapon set. In my eyes, Savage Leap is like a Warrior’s Heartseeker. Unless you happen to be one of those people who spam Heartseeker.
Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.
The ideas are good, the numbers are bad.
- By boosting Dolyak Signet that much, you pretty much make Balanced Stance useless. Especially with Signet Mastery.
- What’s with the Healing Signet? Why 463?
- 10% crit chance as a passive is ridiculously powerful. Warriors already get the higher crit chance due to permanent Fury, so adding to that isn’t really a good thing. Make it 5% or something, that’d do.
- 10% out-going damage is massive, as is evident by the fact that we have Master-level traits that give that much. Having it as a passive would be ridiculous. Make it 5%.
- Why 50% on Signet of Stamina?
- Your Signet of Rage is out of control.
Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.
I’m not even going to bother mentioning how insane these are.
Also, I think you’re going at it the wrong way. They should boost the active effects, rather than the passives. Granted, there are some signets in the game that have great passives so you never use the active effects. But that’s not really how you want to design them. For example:
- No one uses Dolyak Signet for the stability because of the long cooldown and lack of stunbreaking in comparison to Balanced Stance. This is where you should improve the passive effect to make it more appealing to keep, as its not like you’ll be spamming stability.
- No one uses Signet of Might because For Great Justice is superior in all regards.
- No one uses Signet of Fury because a lot of our adrenaline skills are lackluster. And we already get high crit so the passive is wasted.
- People use Signet of Rage and Signet of Stamina a lot as it is. However, the active effect of Signet of Rage is so good that the passive is barely ever active on anyone who isn’t afk, so that might need some looking into.
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I picked a Warrior because I figured that they would be the closest to a Diablo II Barbarian.
My second class was a Thief, which I picked because I liked playing an Assassin in Perfect World International.
Neither choice has nothing at all to do with me being a male. Also I doubt that both characters being male has anything to do with me being male, considering that my Warrior is an Aragorn-lookalike and my Thief is a Will Turner-lookalike.
1. Minimal Build diversity/customising
2. Re-spec’ing
3. Health vs. Damage
1. The diversity is there, you just have to stop looking only at the best specs. The diversity is in the playstyles and the damage. For example, as a Warrior, just from the popular weapons you got GS, Axe/Shield, Sword/Warhorn and Hammer. Each of them have sets of traits that compliment them and each of them can be made with healing banners or shouts if you so desire.
2. You should be glad that you have respecing at all. I know games that had no respec at all, or where the respec required a rather expensive cash shop item. Honestly, if you think that 3.5 silver is a lot, you’re doing something wrong.
3. The differing amounts of health allow for different styles of survival. Guardian has low health, but survives with boons and heavy armor, whereas Warrior lacks defensive boons but has heavy armor and high hp. Necromancers lack defensive boons, but got high hp. Thieves got stealth. Elementalists got tons of boons.
Also, higher numbers allow for higher accuracy. For example, 10% out of 2385 power is 238.5, which you can round to either 239 or 238, whereas 10% out of 15 is 1.5, which you can round down to either 1 or 2. The difference in the rounding is massive.
So you’re talking about the heal?
Well, I’m more talking about the ability to engage, heal, engage, heal.
I see it like this… as an ele, what if i was able to create an invulnerable shield, then I would heal while my invulnerable shield was up, then, my Invulnerable shield would recharge fairly quickly (based on skill allotment ofc), but until it did, i had a mini-invulnerable shield to keep me alive, allowing only a few seconds of dmg before I could then reuse my invulnerable shield. Would that be okay?
Oh come on. Stealth is not the same as invulnerability, by far. How about you try playing your thief outside of PvE?
Maybe the problem here is the acronym OP. So, i’ll say it like this. If a character, in WvW, can stand against 3 to 4 other players, and, basically disappear and heal, disappear and heal, rinse and repeat, over and over while re-engaging, that’s not just annoying, it’s ridiculous. I watched this happen, and have been in these battles. I was engaged by a thief while playing my ele. Same thing, over and over, for like 9 minutes. I basically got tired of the fight, then he chased me, forever, with crips and backstabs until i finally just stopped, let him kill me, and then wp’d to another location. If OP is overkill, then annoying is an understatement.
The only way a Thief is going to face 3 to 4 people and not die is if
- The group is disorganised
- The group lacks CC
- The group consists of mostly upleveled characters
I’ve been using Vigorous Shouts for quite a while now. It’s not really that awesome, but it’s neat. The real awesomeness comes when you put in 6 Soldier runes and end up with a crapton of condition removal.
Empowered should be a 5/15/25 vitality tree trait.
Can you elaborate on this a little? Just not clear on what you are recommending. Do you mean 5/15/25 % based on adrenaline level?
Pretty sure he means he wants Empowered as a minor trait instead of a major.
I am asking for them to nerf our burst damage, that way we will get good traits as compensation. Such as condition removal (minor.) or some protection.
So essentially you want to turn the Warrior into a Guardian.
I would imagine that he’s specifically referring to Vapor Form.
It’s a balance thing. If you change it, the discipline tree would have completely useless stats with 30% condition duration and 3% burst..
A valid point but the main reason you invest into a certain tree should be the traits themselves, not the stat boosts. As for 3% burst damage… I’m just hoping they wake up and put an extra zero on that figure, would make offhand axe worth using (rebuilding adrenaline instantly after using eviscerate.)
They took that zero away exactly because it was too high damage. Heck, slap together Shield Bash, Unsuspecting Foe and Eviscerate and that’s pretty much 100% crit rate without even trying.
And the thing is, the Discipline tree does have a ton of useful traits. Fast Hands, Signet Mastery, Heightened Focus, Sweet Revenge, Mobile Strike.
According to the wiki Sigil of Fire has a coefficient of 1.0, which would mean that the 2-3k range sounds about accurate.
5% more damage is equal to 5% more power. With 1800 base power that 90 power.
However, with full Berserk my base Power is 2425 which can easily reach 3000 with Might-stacks. And that’s 150 Power.
Well that’s rather my point. It does come to equal 5% power if and only if you assume that every single other variable is exactly identical.
Also, even with that in mind, the straight comparison still isn’t quite fair. After all, it takes time to build up those stacks on Bloodlust. Not to mention that if you get downed, you lose them.
And finally, you could just put the Bloodlust sigil on your weapon swap and use the 5% one on the GS to get both effects.
And FYI, comparing the Fire sigil still isn’t going to be valid in any way, considering that the damage added from the Fire Sigil is strictly DPS and not DPH. Though all things considered, the long cooldown and the low proc rate aren’t looking good for it.
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Well, the traits swapping mechanic could be disabled in WvW so that’s it’s not too over powered? Cool down option?
Traits swapping can raise the level of the game to a whole new level. It’s a exciting!
It can and also most likely would bring a great amount of balancing needs, as being able to swap from a glasscannon spec to a bunker spec in-combat at the drop of a hat is going to make a lot of content much, much easier.
That said, we should all aspire to master any of the professions we like in anyway possible.
False. It’s a game, not a calling. You cannot claim that people should aim for certain things in an activity that everyone does as a pastime.
Besides, I’m advocating for traits swapping mainly under the context of PvE / Dungeons. PvP /wvw is not my area of expertise so feel free to entertain solutions or different options.
Again, that would still make the current content ridiculously easy.
Then one of the players said it comes over as arrogant, to use periods at the end of a sentence.
I have to say that that made me facepalm. I mean, I can understand why the periods might not be seen as necessary, considering the format of text we get. Honestly, it’s no different from claiming that not using apostrophes in words like “it’s”, “let’s” or “you’re” is somehow lazy.
For some people, it actually is significantly faster to not use apostrophes, commas or periods. For others, those things come from muscle memory and not using them would be weird.
I think that for most people, it is indeed a question of habit, rather than appearing “correct” or “proper” or trying for that.
just warriors knocked down a peg or two in general so people stop thinking you have to have three to even enter a dungeon.
Pretty sure Signet of Inspiration on a Mesmer is a bigger thing on the Warriors than the Warriors themselves. A single Warrior provides 3 stacks of permanent Might on your party. With 4 Warriors, that’s still only 12 stacks, but once you throw in a Mesmer, that’s 24. That’s an extra 420 Power for everyone.
Please start by giving proper reasons why you think that player-to-player trading is superior and how you believe it should be implemented.
Personally, I don’t see that many good reasonings for player-to-player trading. You would have to include a fee that is as high if not even higher than the TP, because otherwise people would use that to circumvent the fees. On the player side, I don’t quite see why would you give freebies to someone who you clearly do not trust?
The only real thing that player-to-player trading would bring is item-for-item kind of transactions. Things like giving a certain Precursor and gold for another precursor. But let me tell you, that would end up with newbies and less-informed people getting scammed.
Wait a second!
You keep getting higher levels and choose to upgrade your gear… and then you complain that it’s too easy? Did you ever stop to consider the option of just letting the levels come and using gear that’s appropriate for the area, rather than your character’s level? Because that’s how people make content difficult in single player RPGs.
After all, the scaling works in the player’s favor: It scales you down to match the level but keeps the gear grade.
Oh dear god, no.
Swapping traits out-of-combat for a fee higher than the one at the NPC I can understand. Swapping traits in-combat to match specific weaponsets just screams imbalance. It would basically make glasscannons even stronger than they are right now, as they could simply have one swap with their damage spec and the other with defense. For example, a Thief could go 25/30/0/0/15 with D/D on one weapon and 0/0/20/30/20 on the other. Miss that Mug+CnD+Backstab? No worries, just switch over to a evade/stealth spec!
And what the hell would do you with stuff like Fast Hands?
And who are you to decide if the items are “finished” or not? Or if the are “legendary” or not? Isn’t that all a very personal thing?
I guess he wants all legendaries to have footprints and some kind of on-equip effect on the body of the character.
But it is true that some Legendaries are easier to spot than others. Weapons like Dreamer, Twilight and Sunrise are much easier to spot than something like Incinerator, Juggernaut or Frostfang.
I thought GW2 was a finished product.
There is no such thing as a “finished MMO”.
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Um, the designs of the weapons most definitely do not allow for that.
Turtle’s Defence – gain protection while stunned, chilled, crippled, knocked down ect.
Thick Skin – protection is up until you’re brought below 90% health. This would suit the name Thick skin much better.
Way overpowered.
10% of your HP, but since you’re only taking 33% of all damage, that means the enemies actually have to deal damage worth 30% of your HP. That plus the original 90% comes to a total of 120%. So you want a trait that gives the highest hp class in the game a +20% hp boost? For 5 points into a trait line? Are you nuts?
Swap Versatile Rage and Fast hands making fast hands more accessible to builds. It is a very good minor trait that should be easier to obtain.
Ok, now you’re just trolling. Fast Hands is not “a very good minor trait”, it’s “a freaking awesome minor trait”. Putting it at 5 points would be like putting Forceful Greatsword or Quick Breathing or Vigorous Shouts at 5 points.
Reckless Dodge – grants vigor for 10 seconds after you dodge.
Oh come on. Another 5 point trait that you want to give a ridiculous boost? Do you realize that in 10 seconds with Vigor, you will regenerate a full endurance bar?
Those are long cool downs while other professions have it shorter due to passive traits or skills not relying on shout runes. That also limits warriors potential if they need a shout runes to get rid of conditions.
By traits, do you mean stuff like Purity? Because at worst, Purity means you’re forced to take 9 seconds of the condition before it gets removed. Same is true for the signets that have a passive removal.
If you want to talk good condition removal, look at Shadow’s Embrace. But the awesomeness is mostly due to Initiative, which at worst means taking 4 seconds of that condition damage.
And a random removal of conditions is far inferior to an on-cue removal.
Oh, and if you want to talk condition removal, go Quick Breathing with a Warhorn.
And honestly, I don’t think that using the Soldier runes is such a horrible, horrible thing. The damage that you can gain from your runes pales in comparison to the damage you can get from the rest of your gear.
And I have to agree, 100 blades only works in favorable conditions. Your opponent is distracted, a noob, doesn’t use a removal/stability/immunity.
Seriously, anyone who says that some specific weapon is “useless” is pretty much bound to be wrong. The only exception I can think of is Axe/Sword, so I’ll leave it to someone else to come up with a good use for that.
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Bloodlust is obviously the best regarding damage if you can maintain full stacks. So try it out, if you can’t seem to constantly maintain 10 or more at all times then Sigil of Force is the way to go. From memory I think my power stat was at 1,800 (don’t quote me on that, might be mixing it up with attack or w/e) so plus 5% is 90 power (kind of pathetic when you think about it.)
You’re misunderstanding the sigils. The +5% works the same way as the Berserker’s Power trait. It’s a 1.05 multiplier to your damage, not a +5% power boost.
No one can tell you that answer without knowing more about your gear.
The damage on each of those Sigils depends on your stats. Fire scales with your power, whereas the effectiveness of the Force and Bloodlust sigils depends on your power, your traits, you crit% and your crit dmg%.
Also, I’m not sure on the Fire sigil, it doesn’t really seem like something you’d put on a GS. After all, it benefits most from hitting multiple enemies and GS isn’t really the kind of weapon you’d use to charge into a group of enemies.
So honestly, even though you can get the theoretical numbers out for all three and compare them, the reality won’t go like that.
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Here’s the current look on my warrior. It’s a simple mix of Barbaric armor and the temple karma set. I had a concept on him being a Blood Knight to contrast his Personal Story selection of being a charming noble. The armor on the left hand works especially nice with a greatsword or a x/shield setup, since with the former he moves with the armored shoulder in front, whereas any shield defaults to the left hand, giving him a half-armored look.
I found that most of the armor sets don’t look too good on a slim male character.
The dyejob isn’t final though, I’ve got my eyes on various other dyes, including Blood, Abyss and Illumination as possibilities.
I use it all the time. Like every single time I disengage combat.
I use different types of bags to organize my stuff:
- Starter Bag with stuff like foods, WvW blueprints, BL stuff, Salvage kits
- Invisible Bag with all of my alternative gear
- Armor Bag for all the armor I’ll get when grinding
- Craftsman’s Bag for all the crafting mats
- Regular bag for leftovers that don’t fit elsewhere
I will probably eventually change the extra regular bag to an Oiled Bag so that all the useless scrap goes there.
Admittedly, if I didn’t use different types of bags or the Show Bags, I’d think the Compact sucks.
But yes, the Compact option does not touch anything in an Invisible Bag, so if I had lots of stuff that I had manually organized, I’d use those.
(edited by Olba.5376)
our timing is crap, stealth rotation is clumsy and wonky, damage got nerfed, survivability got nerfed, less boons, less condi removal, less ini, less dps, less everything from a supposedly small nerf. From the outside 1s doesn’t seem like much but for anyone who actually plays the class, they know just how much this messes with our hard coded timing and damage rotation.
Have you seen a good S/D thief do their Tactical Strike rotation? That kitten was insane.
Right now, if you attack, your rotation is going to be 3-4s stealth with 4s Revealed. So that means 2 conditions removed every 7-8s, or 1 condition every 3.5-4s Before, it was 3-4s stealth with 3s Revealed, for 2 conditions every 6-7 seconds, or 1 condition every 3-3.5s. And let’s face it, the latter is nuts, considering that we have things like Signet of Resolve or Signet of Renewal.
For our condition removal, it’s not that the stealth removal is bad, it’s that our other options are far worse. And of course there’s the fact that stealth enables people to run with lower health, which means the condition damage that you’re forced to take is much more significant.
By far the worst part of this nerf is that it wasn’t even intended for pve thieves yet they’re the only ones who got hit. In WvW and PvP, you aren’t using the aa chain as a source of timing and the odds of being able to get the cnd off every time after 3s is so minuscule that most good players don’t even worry about trying to chain their invises prefect (if they’re using their stealth attacks), instead they worry about keeping the pressure on (or disengaging) with clever use of their evades and such.
Wait a second. You’re complaining that you have to readjust your stealth timing? That’s ridiculous. Stop complaining, you should be freaking ecstatic that you even have a mechanic as awesome as fully traited stealth, giving you freaking renegeration and condition removal like a boss.
And before you ad hominem me about not playing a Thief: I got a level 80 D/D thief rocking full Soldier exotic armor and trinkets. I also play a shout warrior.
*Give a reward of some sort that has meaning. An item, currency, tokens, a secondary option to gaining legendary materials, all of the afformentioned.
*Give a permanent stat bonus(es) increase.
*Unlock extra passive tallents or passive trees to boost character/class-specific abilities depending on the achievement.
*Benefit guilds and guild members, or server and server members upon ulocking or activation.
*Unlock faction specific access to special events, equipment, items, fun stuff.
*Unlock titles that provide your character with meaningful buffs and unlock powers that can be shared universally with others. (This can even go further as to giving special visual effects similar to legendary weapons upon activation for the individual character or the effected squad/party/collection of people.)
- Why? Let’s face it, if you could get an easier Legendary by getting an achievement, it wouldn’t change anything, people would still complain about “being forced to grind”. Specific tokens should stay in those specific places, otherwise they lose their meaning. A reward akin to what we get for completing a map might be appropriate: some currency, karma, exp and some itemry related to it.
- No, no no. You should never do something like that. That’s no different from a gear treadmill.
- No, no no. Again, that’d be a treadmill where the people who play significantly more than others get better results. And that’s not fair.
- We already have that in WvW, and if you take a look at the bonuses, they’re miniscule, whereas there are HUNDREDS of people in WvW. So you would end up with something like 0.0000000000000000000000000001% more gold per achievement per player on server. And that’s not going to make you nor anyone else feel any better.
- Why should a guild get benefits from the achievements of their individual players? That just promotes guilds into grinding achievements.
- No, for the same reason as you should not get permanent stat boost.
Bad suggestions.
You need to realize something. You’re looking at the achievements from the wrong perspective. They’re not something you do for the rewards, you do them for the activity itself. The achievements are like personal challenges that you can take on. For example, you could go “kitten it, I’m going to live on 50 silver every day until I have over 200 gold”.
(edited by Olba.5376)
If you do that, you end up with timezone issues. The difference between the US and the European times is somewhere in the region of 6-12 hours. You end up with one party having good times, whereas the others are forced to log in in the middle of the night if they wish to participate.
And that just does not work.
The fact that you can only get the rare chests once per day per account already puts a significant limit to people.
The thing is, most people in the game aren’t doing it to socialize. They’re doing it to spend their personal time off. If they wanted to “hang out” and “drink ale”, I think most people would go to a bar rather than log into a video game.
Yeah, then all you need to do is put on auto-run and you’ll have a bot.
The only hard stat cap in the game is Critical % at 100. Everything else is “softcapped” by the bonuses on your gear and your build.
It would be nice for a start, to have perfect salvage kits, Guild Wars 1 style.
http://wiki.guildwars.com/wiki/Perfect_salvage_kit
Common uses of a Perfect Salvage Kit:
Salvaging valuable runes or insignias from character’s armor pieces.
Salvaging valuable upgrade components from a valuable weapon.
Salvaging the first upgrade component from dropped armor or weapons with two valuable upgrades.They removed items from weapons or armor without breaking them. It made it easier to switch out runes/insignias as needed.
And they were cheap. ^^ Some materials, a little bit of money and a skill point.
That stuff would have to be a Gem Store item, because it’s clearly better than the already-Gem Store BL Kit. Also, it would have to keep soulbound on both the runes and the armors, because otherwise people could just buy temple armor and salvage for Runes of Grenth/Lyssa/Dwayna/Infiltration/Melandru/Balthazar.
It felt very repetitive and easy since you didn’t have to earn ANY of your gear. And the point of an MMO is to get epic loot and pwn some noobs right? (Come on, you used to talk like that back in 2003-2004, don’t lie x3) Well it just felt very…meh. Giving players gear just reduces the amount of gameplay, plus you don’t have to hit 80 to PvP, reducing even more gameplay since you don’t have to level if you don’t want to (Which can have its pros and cons).
My opinion is the opposite. I hate it when a game has good PvP but oh-so-much gear to a point where a bad player with the top gear can consistently beat a great player who has average gear. Also, I feel the need to point out that grinding PvE for gear has nothing to do with being good in PvP. Same for the level of your character.
In fact, giving everyone the same gear levels the playing field and allows the actually good players to remain good.
Also, in 2003 I was playing Tony Hawk’s Pro Skater 3. And WoW was released in 2004, not that I ever played it.
Also what makes you believe that removing the easiest option would make elitists go away? They would just find the next easiest option and go for that instead.
For something to be an e-sport it needs to be simple enough in mechanics that someone watching who has NO idea about the game can follow the action. GW2 doesn’t have this. There is way too many buffs, debuffs, combos, etc flying around. The game is simply too actiony and chaotic.
Not really true. As an example, you can perfectly well follow competitive play of Tekken without knowing about the details that go into the moves. Similarly, you wouldn’t necessarily need to know all the boons, conditions, combo fields and combo effects in GW2 to follow the play.
Secondly, it needs to be easily viewable to follow the action. This would require some sort of spectator mode that also provides the ability to watch replays or call your attention to something significant happening. MOBAs work well with their top-down wide camera views and very significant events such as players dying(it actually means something in a MOBA and can make the difference in the outcome of the game), towers being taken down, jungle mobs being killed, etc.
Competitive footage on FPS games tends to focus on either team for a specific duration of the match, often sticking with a specific member of the team from the start of the round until they die (or the round ends).
Adding in a spectator mode wouldn’t be too difficult.
How about no?
At least hiding your helmet is backed up by the choices you make at character creation: Warriors can choose to have no helmet.
It makes literally no sense to allow people to run without armor. That’s no different from allowing them to run around in town clothes.