Showing Posts For PaxTheGreatOne.9472:

List Top 3 Things You Want Anet to Focus On

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

1) Bugfixes & rework of condition damage
2) Balance & better implementation of condition dmg
3) A giant patch opening up the worl for something nice and premanent
Including all of the following:
-New proffession(s)
-New PERMANENT area(s) (and I do not expect it to be a southsun improvement… Start with the maguma jungle, then the Crystal Desert in 3 months, then the ring of fire a furter 3 months on…. And just DO NOT STOP!
-New Weapon type(s)
-New Race(s)
-New Dungeons
-Underground and Sky maps.
-New conditions and a usefull way to use them… & restructure of the conditions mechanics!

Spend less time on:

Well nothing ….

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Official Stance on AFKing?

in Battle for Lion’s Arch - Aftermath

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Well AFK-ing isn’t BOTTING, BUT it can be considerted LEECHING now and then depending where and in what case it happens. During the scarlet knights events of temple events it is leeching, not walways but often…

Where BOTTING means:
Ppl use other programs or scripts to keep working in an area consistently utilizing the same mechanics to farm/kill/travel thereby gaining benefit while not being behind a keyboard
Use of 3rd party programs or SCRIPTS is forbidden by the EULA wether or not it gives players an (unfair) advantage over other players.
it differs from leeching:

LEECHING is the act of parking a character without spending any effort in cooperating in the progress of an event, dungeon, or any other content.
(Mis-)Using the standard mechanics of the world, just being asocial and generally deminishing the (game-)experience for others, just for own benefit. This is generally not punished… In a social environment this could/should be countered by massive blocking by other players, denying them acces to chat and LFG’s with ppl who do play fair, but this is never done… In practice this could be seen as a breach of the code of conduct (Fair Play) and therefore be punishable… But how do you differ between ppl who do it constantly and someone who was called away from KB by parents or a parent who needs to help out with the children…. So this is extremely difficult to check…

So my guess would be A-net would be against it but has no good means to track and trace perpetrators… And therefore cannot act upon it.

And I’ve been kicked out of lion’s arch (before whole attack anyways) so often just standing around looking nice needing to cook, walk the dog or putting my daughter to bed…. Now it also happens only in gendarran fields

And it’s afk-ing, not leeching or botting in my case. I sometimes just do n’t make the time to log out, even when it’s just a simple alt+F4… most of the times I just thing well I’ll be back very soon…. And I’m back way later then previously expected.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Make the Runes of the Baelfire account bound

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

yes please. I was farming runes of the noble for a build and druning this time I got one truough the mystic forge, but It’s useless as it is on the wrong toon….

It’s annoying…

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

*spoilers*What do you want to see in Maguuma?

in Living World

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

- Ascension, (= the option to unlock 5 or 10 more trait points)
- Ahm, No level increase
- A new race
- A new proffesion
- A few New weapon type(s)
- A new dungeon, maybe even 2
- A lot to explore, lvl 0-15,15-25,25-35,35-50,50-65,65-80 maps and hopefully 1 or 2 lvl 80(+) map with truly dangerous foes with agony and all, making decent armor and gear a must
- A new city…
- Aireal maps & underground maps
- A trans tyria railroad with stops here and there, about 1 per map crossed, with a station each map and all… Make travel cheape, but less versatile : could be nice for the Consortium…

Wall that’s a A+++++ post

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Maintenance Oil Station

in Crafting

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Ever though about it’s use in WvW?

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Lets see your Warriors!

in Warrior

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

My Charr Warrior

Outrider’s Armor & Chausses (lvl 78&79 Story)
Gladiator Boots, Gloves, Pauldrons
(Heritage Helmet) not shown

Attachments:

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

+/-40% condi food to 20%, because..

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

You will not meet a 5 man full condi group as they woud overstack the target, gaining little advantage. In a group of 5: 1 condi, 1 hybrid, 2dps-ers and a utility guy… it will make enough stacks, will not overwrite and be supporting…

also you never want to meet a full rabid warrior with a sigil of doom and earth on his swords and longbow… He’ll spam you to death, stacking 20+ bleeds on you in seconds, leaving most people flabbergasted, something like skill 5 longbow, 2 longbow flurry, and the 4 sw then 5 sword and finish it with skill 3…. you die. 25 bleeds, venom, fire 5 torment, 5 confusion., cripple and in the mean while immobilize…

Ouch… you cannot go anywhere, and just die.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Gw2 play whit friends?/overflow/

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

And if you cannot enter their overflow/ main, couldn’t they just enter your overflow?

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Stacks of Champion Partially Digested Husks

in Bugs: Game, Forum, Website

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Oh and they are particularly vunerable to conditions.

Where most couldn’t dop much dmg, 2 epidemic necro’s were very welcom additions.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Stacks of Champion Partially Digested Husks

in Bugs: Game, Forum, Website

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Stacks of Champion Partially Digested Husks loiter the area around event points – AFTER THE EVNTS ARE DONE- , I’ve tried (SFR) to kill some with a group of people but they are sop hard to put down.
If there were 2 or 3 it wouldn’t be a problem but there werre over 15…

The fight is epic though, It’s just a shame you do not get boxes, as this would make sure people killed them while farming.

Hope you can fix this or make it rewarding.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

[Mesmer] Class Confusion needs rebalance

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I know confusion to be to be the best denial condition in game. Confusion itself does no damage, UNLESS someone reacts to the confusion and uses a skill. All skills will cause damage except for condition cleanses… As a condition it’s cleanable quite easy., but with a lot of other conditions it can render people temporarily defenseless, forcing them to withdraw. As mesmer has no effecient speedbuff other then the focus, in most condition builds the affected player should be able to create distance.

But it’s the choice of the person affected by confusion to activate this damage, this makes the damage, Confusion is not powerful in itself. Dying of confusion is a chosen fate.

I know confusion has been nerfed often, mostly because people in PvP didn’t check for the condition and spiked themselves to death. The result is that in PvE most durations are a couple of seconds. 3 secs sometimes 5 secs, but seldom a true duration. As PvE enemies, bosses and other critters attack only slowly, this has lead to a point where I can stack 5 confusion and do no damage at all… Just because it’s not procced.

It would be better if the duration of a mesmerss confusion would be upped a little… maybe only for PvE where enemy actions are slowerrrrr…. I do not mind if 15-20 stacks are reachable. It would make a condition mesmer viable again in PvE.

But unfortunatley, confusion has been the issue of many complaints. This has to do with people not being familiar with it’s workings… Now after 1.5 yrs of playing I hope this understanding will have gotten time top grow and the community will open up to confusion and make it usable again as the powerful condition it’s supposed to be…

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

[PvX] [MESMER] Are 'clone death' traits OP?

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

~snip~
We’ll be discussing this change more internally. Most likely we will make some adjustments or look at other options such as replacing clones not triggering Debilitating Dissipation so it does not impact mesmer play as much which wasn’t our intent.

This sentence should terrify any remaining Condition Mesmers.

Just to see how devastating this would be on only one of our few semi-direct Condition applying abilities (scepter auto-attack coupled with ‘on clone death’ traits) I did some tests in the Heart of the Mists. This is apparently what the developers are worried is unbalancing the game. I’ll let the numbers speak for themselves.

Stationary Target Test (PvE):
Single stationary target golem (to represent PvE stationary target) auto-attacking with scepter skill 1 and all three clone death traits (45 point investment) taken.

Results:

  • Weakness 50% up-time
  • 1 stack of confusion 100% up-time
  • Cripple 100% up-time
  • 3 stacks of Vulnerability 50% up-time
  • 3-6 stacks of Bleed 100% up-time

Moving Target Test (PvP):
Single moving target golem (to represent slow moving PvP target) auto-attacking with scepter skill 1 and all three clone death traits (45 point investment) taken.

Results:

  • 0-3 stacks of Bleed 100% up-time
  • Occasional spikes similar to the stationary results when the target gets crippled, but the duration/stacks of the conditions were reduced. This spike would trigger roughly once every 20 seconds only when the target was snared by cripple and only if near the clone being destroyed.

Debilitating Dissipation Test:
Debilitating Dissipation trait removed, other two ‘clone death’ traits still active.

Stationary Results (PvE):

  • 1 stack of confusion 100% up-time
  • Cripple 100% up-time
  • 0-4 stacks of Bleed 100% up-time

Moving Results (PvP):

  • 0-3 stacks of Bleed
  • Occasional spikes similar to the stationary results when the target gets crippled, but the duration/stacks of the conditions were reduced. This spike would trigger roughly once every 20 seconds only when the target was snared by cripple and only if near the clone being destroyed.

It’s a shame these things should change in PvE… It thins out the options quite a bit.

Bye PvE condi builds. it is nice for all those non-mesmer PvP-ers, and in PvE i got NOTHING

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Deceptive Evasion nerf (Dueling Trait X)

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

The clone death applies to all the ways clones vanish exept for removal when the original target died AND shatter. they are not procced on shatter, if they will be it will make the traits more useful

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

[Merged][PVP] Deceptive evasion change

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Thanks for the feedback guys, there were some good points brought up here. This is why we wanted to discuss these future changes so that we had time to adjust to your feedback.

We’ll be discussing this change more internally. Most likely we will make some adjustments or look at other options such as replacing clones not triggering Debilitating Dissipation so it does not impact mesmer play as much which wasn’t our intent.

Thanks Roy, for giving us some assurance it will not be nerfed outright, but I do want to ask, why a minor trait would be so dangerous if it only makes 3 stacks of bleed OR give 3 stacks of vunerability or weakness… Yes they can function as covers for other conditions. Sure, and you can pop a few if you wanted them:

If you do it the most extreme fashion I can imagine:
- You start ot with a phantasm, then a clone, then dodge, dodge again, decoy, mirror images, but then your endurance is out and you’ll have a 10 sec endurance downtime out time OR when vigor is up only a 5 sec out time. Decoy and mirror images will be down for 40-45 secs.

This creates a conditions spike: it wil give 1 phantasm and 6 clones. The clones will trigger 4 times, giving you 4 confusion for 3 secs, 4 times a random condition: for 5 secs or 3 secs

If everything random would go to bleeding and you manage to hit 100% you would stack:
12 stacks of bleeding for 5 seconds ,
4 stacks of confusion for 3 seconds,
12 (!) seconds of cripple and thats it.
In a REALISTIC view these would be 3-6 bleeds but a total of 5 conditions.

If damage from these stacks is the point just reduce the bleeding duration to 3 or 4 secs or change the 3 bleeds to 2 torments with a 3-5 second duration, but I’d ask a buff for the 3 secs of confusion of dueling grandmaster minor (confusion on death) trait in return.
In this case People could choose either to take the damage of ignore it in the case of both the torment as well as the confusion. If you do not want damage just stand still and do not attack. it will keep the confusion from processing as well as getting half the damage compare to the bleeds. In return you could be hit easier… It will be a true dilemma for the mesmer’s enemy , and fit the mesmer profile perfectly.

The results of my change would be
If everything random would go to torment and you manage to hit 100% you would stack:
8 stacks of torment for 3-5 seconds ,
(Torment has 75% of the dmg of bleeds, so when people stand still it’s a 50% reduction in damage, If they do NOT clean and run away it’ll be the same dmg as bleeds were before.)
4 stacks of confusion for 3 seconds,
12 seconds of cripple and thats it.
In a REALISTIC view these would be 2-4 torments but a total of 5 conditions.

One question remains in my head: If this amount of conditions was impossible to deal with, why did necro ever get signet of spite?

I still want to try and make a build that makes mesmer conditions with staff do enough damage to run PvE with it.

But I guess this again has to do with PU mesmers, just nerf the PU instead of affecting all mainly used builds…

I hope you read this before you start typing . Thanks for your time.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

[PvX] [MESMER] Are 'clone death' traits OP?

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Honestly, clone death would be fine if it didn’t apply conditions while dodging. I hate dodging when I see a mesmer dodge, or using the evade on Pistol Whip only to have the conditions applied beside the fact that I reacted the the situation, letting me know that my counter play meant nothing.

Of course, thief dodges are useless… They‘ll give you swiftness,might,bleeds,cripple guranteed at dodge for 20 trait points, with a bonus of 40% endurance regain

MESMER will get a clone, it will cause conditions if it`s the 4th one, replacing number 1, and if you placed it well, close to you target it will cause cripple,confusion,and a random 3rd condition,weakness,bleeds,vulnerability….. for a modest cost of 45 trait points

edit: I seem to have read wrong, you are talking about the death being undodgeable…. we yes it is , as is the thief caltrops thing. or warrior on dodge dmg.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

(pve) everything useless if....

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

add a Boon Power stat
my might stacks give 50 power instead of 35

building support stats no longer useless

I like it.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

[PvX] [MESMER] Are 'clone death' traits OP?

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

No I do not think Clone death builds are over-powered.

I play mostly PvE keep this in mind while reading.

As a reult of this nerf the clones will not cause conditions any more on replacing, or triggering any other usefull way unless dropped in (PB)AOE, kittentering them doesn’t process the traits.

This change will be destroying nearly ALL viable (ahem..) mesmer condition builds left in PvE which were left after the previous nerf round(s), not only the PU condition or PU power build people seemingly did complain over, of whom I doubt they were playing PvE at the time they found they had problems with this mesmer build…

You will take away the possibility of getting a CHANCE to get 3 stacks of bleeding for a condition build. It happens on a 33% chance as it could also give weakness or vunerability, but these conditions do not do damage if they are not triggered. It will remove a source of cripple and AGAIN confusion, leaving the whole condition memser on his back just to be nerfinated (contamination of assasinated and nerfed) again and again into forgetfulness…. even though I must spend 45 of 70 trait points to get this combo up. I hope if this goes through as planned the developers will merge all these then useless traits and put them in the adept trait in chaos, else it is complete and utter dolyak-kitten.

1) When you combine them with PU’s 50-70% stealth uptime and buffs per tick on stealth, yes then they are easily abusable. But not the clones are responsible for this: Prismatic understanding is, due to the buffs while in stealth and the stealth uptime, making it so much harder to hit the real now extremely buffed mesmer.

2) The Developers talk about shatter builds: you will not change these shatter builds by making 3 clones available and then no longer creating them as the max illusions is reached anyways for ANY shatter. It will slow down the spam ONLY for the time it takes the FIRST clone to reach target on shatter, which is negligable often less then a second. Making this change for those reasons useless and a waist of your and our time.

3) This change will be an easy cap for phantasm players, now they can keep 3 phantasms up a lot easier, while having the ability to keep dodging even though they equipped decepetive evasion (i wouldn’t understand why they would be using deceptive evasion in the first place if they run a ful phantasm build…) promoting lazy gameplay.

The best solution:
Nerfing or removing (perma-)vigor or moving vigor to the signet of inspiration would be a nice way of handling a nerf forthe most extreme forms of clone spam… Nerfing PU would create a lot of room… I do not mind me visible as long as I can make clones.

In general I honestly believe:

- Buffing conditions so they can compete with DPS would be a gift to the community,
- Nerfing anything is viewed as a punishment, generally turning people off.
- Buffing bosses with more toughness would open up other builds and would give people a new challenge instead of leaving them with just another dissapontment.

The present developers do not seem to have a clue how bad memser conditions have been nerfed in PvE before, up to a point where mesmers who were able to stack 12-18 stacks of confusion for a usable period, which did NO DAMAGE untill procced through enemy actions happening once every 3-10 seconds in PvE were nerfed into a flimsy pink illusion of a fighter doing a fraction of the amount of stacks with such a nerfed duration it sometimes doesn’t proc at all just because your enemy doesn’t attack in time…

Thank you for your time anyways… and sorry for this CRY OF FRUSTRATION!

A condition mesmer, last of a dying breed in PvE…

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Deceptive Evasion nerf (Dueling Trait X)

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I hope devs you read this thread,

And next time in the stream show me how you fight lupi with 5 staff based rabid mesmers and defeat him. The amounts of condition would be stackable if I’m right… even though only barely.

Pve is doable with all gear sets and builds, I read it on the site, those are your own words…

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Deceptive Evasion nerf (Dueling Trait X)

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

But for shatter builds the effects are negliable…

I posted so before…. You only miss 1 clone when they are running, so it will take you 1 sec more to spam them…. Who cares?

I was talking about my staff condition build, it requires the clones to die through combat – not through shatters or the end of combat… – or by being replaced. The AI doesn’t target clones… SO I cannot use my traits anymore unless I & all of my clones run into aoe fields… I guess that will make my character expend somewhat more on repairs from then on..

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Deceptive Evasion nerf (Dueling Trait X)

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

PvP is quite different from PvE in lot’s of aspects

- The amount of players at any given time in a PvP map or aPvE map are quite different.
- The amount and frequency of attacks your enemies do are different, This will impede certain conditions (read confusion on slow casting bosses, or torment on all static bosses)
- The amount of presure (players following you is different then having the AI folow you)
- The effects over time are different as the AI doesn’t focus his capabilities to do maximum dmg.
- The AI will never complain about recieved conditions OR damage.

PvP should be cared for a if it would be a different game in the game.
PvE is not bound by such needs and should be fun to play. People want choice and freedom.
Having each problem in PvP causing consequences directly in PvE is unneccesary and frustrates a lot of players who devised good builds in PvE which cost them a lot of investment, both in time and gold.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Deceptive Evasion nerf (Dueling Trait X)

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Mesmers are already powerful with their clone spam as it is.

This fix was well over due.

Clone spam? For shatters or for conditions? Clones do not do damage, but can inflicty conditions… Yes you can shatter them, but this nerf doesn’t change shatter builds.

This isn’t a nerf, this is a fix. Deceptive Evasion is useless when you run a phantasm build. Whenever you have 3 phantasms up and you have this trait, you would be unable to dodge. Because it would destroy your powerful phantasm and destroy your damage output in the process.

I don’t want to burst your bubble, but with the current meta the phantasm DPS build is far superior to the condition build. Mesmer condition is really bad in PvE.

I for one am happy with this change.

Why would you take deceptive evasion if you dop not want clones in the first place?, Not taking it as a trait would solve your issue?

Also clones will only overwrite phantasms if there are 3… When there are 2 and 1 clone only the clone is overwritten until another phantasm dies, the you will have 2 clones. I do not know if phantasms always overwrite clones, but I do not use phantasms regularly anyways.

I’m going to add to the discussion. I play a PU mesmer, but not with condis, but direct damage through greatsword and sword/torch or sword/focus. I hear a lot of chat that PU mesmer is OP, but in reality it’s the condition mesmer with PU, no other builds.

By nerfing the trait so you don’t get more clones if you already have 3, they made the trait useless really, but what they should have done is nerf not this trait, but another, chaos V I think, the one that gives conditions to enemies when your clones die (and by spamming them stack conditions).

If you do not use this trait then choose another one, Its an adept trait and 3 stacks of bleeding will not be overly powerfull for most power builds… But wait, vulnerability is usefull, and weakness as well…
so it might be more usefull to remove the vunerability and bleeding replacing it with 2 stacks of torment for example… It will give an other damaging condition, but it will lessen the wish for powermesmers to take the trait. and it will remove pressure on the bleeding cap. If people want a lot of bleeding sigil of earth does quite nice anyways.

It would also fit into the denial type of build mesmer used to be….

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Deceptive Evasion nerf (Dueling Trait X)

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

The mesmer was always portaited as a caster who could achieve control through means of frustrating and confusing other players, using skills that would deny enemy players skills by applying dmg on skill use. This was nerfed ages ago, because the players couldn’t deal with the confusion and frustration the mesmer provided…

So the mesmer became a second or even tertiary elementalist, like necromancer. all mainly focussed on DPS as it’s not allowed to play conditions in PVE, due to program related server issues, which after 500+ days of playing still not have been changed.

And yes conditions (DOT) is very powerfull. It should be:


When you get slashed open by daggers, swords, axes and you do not die from the cut directly but as a result of your insides scattered all around you due to your now shredded armor (vulnerability), you will probably die of bleeding (bleeds) .
If you get a mace or warhammer on your head and your skull gets smashed in, you will might be completely incapacitated (stun/daze)… Fighting is difficult when you’re looking for your brain matter….
If someone makes 3 copies of himself, leaving you no longer knowing who is real and what to do, any action you take or not take might kill you (confusion), and furter more any of those copies could just be real and stab you to death, And you’ll die not knowing what happend…
If you’re lit up by a fiery explosion, a lavafield , burning arrows or a flamethrower opening up on you, you’re likely to get burned…(burning)
If rotting (un)dead grab you from below and start pulling your legs into what they’ll think will be your grave, or huge lumbering (poison arrowfrog like) beings shoot poison arrows at you, you might run the risk of dangerous infections and/or just die of poisoning,
When you see all this happen this will eat at you, no longer feeling a wish to move to other combat (torment) or feel the power to act upon it (weakness)…. You might even run away in panic (Fear) or freak out completely, just going anywhere without looking (Terror)

Well I’m sorry, but that’s conditions… In real life they found ancient helmets hit by hammers with the skullfragments piercing through the metal helmets…. Battle is not nice….nor noble…

Conditions are available so people can use control (which is difficult in PvE due to Defiant, just imagine defiant being put on all pvp players…), to buff DPS, deminish enemy dps, and deny actions (either moving or using skills)…

But nerf after nerf conditions are becoming so weak they could be ignored all the same and then the question arises: why should we play them. For control? If you can kill legendary(!) bosses in under 10 seconds using DPS then why would DOT matter in the first place? Maybe it’s just wiser to remove all conditions, and controls and related gear altogether if (almost) noone expects them to be of influence, or just plainly ignores them.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Deceptive Evasion nerf (Dueling Trait X)

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

First of all: these conditions on clone death are all AoE in a 240 range, but
Do you people know how long these conditions last?

Domination, 10 trait points: V Crippling Dissipation:
Clones cripple nearby foes when they are killed. Crippled: 3s

Chaos,10 trait points: V Debilitating Dissipation
Clones apply a random condition to nearby foes when they are killed. 3 stacks of bleeding (5s), OR 3 stacks of vunerability (5s) OR weakness (3s)

Dueling, 25 points minor: Confusing Combatants
Your illusions cause confusion to foes around them when they are killed. 1 stack confusion: Confusion: 3s (130 damage on skill use)

That’s 45 points for these 3 traits…

Even with 65% condition duration ONLY the vulnerability and the bleeds will stack a little. Because with full vigor uptime you will not be able to dodge more often than 5 seconds, AND as vigor is nerfed as well this is no longer achievable so…

Just for the record if you go extreme and do 2 dodges, then cast mirror images, decoy , staff skill 4 you will get 6 clones in a few seconds, 3 of those will die and create conditons instant…
and you will be left with
- no endurance
- 2 used utility skills (base 40 and 45 secs recharge)
- 3 stacks of confusion, 3 times a stack of either 3 bleeding, or 3 vunerability or weakness) and cripple for 9secs which will all be over in 6 seconds. of course the spam with the straff wil remain, but it will anyways as this is not nerfed.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Deceptive Evasion nerf (Dueling Trait X)

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Intro:
This post has to do with the deceptive evasion trait in the dueling line of the mesmer on the one hand, and the cry for some awareness of other builds in pve which are destroyed in a futile attempt to nerf the used builds in pvp.
I understand partially why this is being nerfed, and for the major part I do not understand why this decision has been made in this partiular fashion….

What does the trait Deceptive Evasion do:
It creates a new clone (so a copy of the player) in the game. Clones do NOT deal damage, and are used to shatter or deal conditions (via traits or directly via the #1 skill which is the ONLY skill they can use)
A player cannot own more then 3 illusions (phantasms or clones) and making a 4th destroys the oldest illusion but with a priority of clones over phantasms.

How is Deceptive Evasion being changed:
The dodge will no longer crate a clone when there are already 3 illusions. No longer allowing players destroying the 4th. Even though mesmer has 3 traits benefitting from this.

Why is Deceptive Evasion being changed?
It is not to contain the shatter builds as you would normally shatter as soon as you have 3 clones. The Devs said people could spam too many clones, which is strange as clone production is capped at 3…
But not creating a 4th clone does nerf mesmer condi builds in a huge way, leaving thoughts in my head this is mostly PvP related, so why does this need to be changed again for the worse in PvE?

Shattering is used to:
- F1 To create additional spike damage, adding to the DPS
- F2 To add a few stacks of confusion (which was nerfed in duration before, destroying a large part of confusion builds and therefore a large part of the condition damage done by mesmer which was neccesary due to players in pvp yelling murder because people couldn’t understand that gaining damage on skill activation could be avoided by either not using a skill, sending it back, cleaning it or consuming it, In the end completely removing its effectiveness in PVE completely due to the slow activation of skills by bosses (if you get a stack of 3-4 confusion for 4 seconds it would be nice if it triggered 2 or 3 times, instead of hoping it would trigger at all….and in the end doing no damage in a significant portion of the fights. Also DPS-players kill any or all targets so fast it will not have the time to trigger. ) Confusion was the main damage for condimemsers.
- F3 To daze (to interupt which should be a viable system BUT it doesn’t function accurately due to persistent annoying server lag in newer content, also denying interupt builds their sought after interrupt, also PvE bosses are so slowly attacking that timing this is nearly impossible) which could have been a nice system for hybrid mesmers but it fails. Maybe not in alpha tests, but it doesn’t work in the pve environment. It will probably be very effective in pvp though
- F4 To gain a few moments of evade (blurring) which is a mesmer evade like the dodge. which doesn’t do damage and only gives an additional invunerability for a couple of seconds…

I am having fun with a staff mesmer in pve. Not because it’s overly powerfull. It relies on the conditions which are done by clones when they die (resulting in small stacks of bleed, vunerability, confusion, cripple… (traits domination V (10pts) (cripple), Dueling grandmaster minor (25 points) confusion), chaos V (10points) bleeding, vulnerability or weakness, with some chaos storm support and cry of frustration….
This has a huge synergy with staff buffs (chaos line, Illusions line)

In the End:
Now we cannot make more clones anymore so they die (fast to stack conditions), and we now need the enemy to target the clones,which the AI will not do . On shatter these clone deaths are NOT processed for conditions, so bye bye clone-death related builds


DPS in Guild Wars is not the problem. But the utterly hopeless condition DOT is ignored, not viable, while it stays unplayable with more conditionbuild-player(s) in any sort of group, but it does relate to 50-60% of the content in the game. It is frowned upon, not because it’s bad but because the condition implementation in the game itself has become the biggest problem in this game IMHO, denying us so much options…

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Umm no! the best way to play the game is how you want to play the game. If you want to do a lot of damage, you can. If you want to support your team, you can. If you want to be tankish, you can.

They only made zerker build lose a bit more damage to get closer to supp and tankish builds and also condition builds. Zerker was too much and condition was mostly “meh”. If there’s a build that is superior to all other types of builds, then what is the point to be tankish, support or to use condition damage. This was an update to PvE though, PvP people rarely go pure zerker, glasscannons.

The monsters need to get smarter though, so they can counter all kinds of build the players create.

In the end this means:

Now conditions are still meh, cause they didn’t change AND Dps is a little more meh….

In the end It doesn’t change the fact that DPS is king
Conditions are structurally pushed, shoved or otherwise being forced in a corner.

Arenanet build a nice DPS game but the condi part is USELESS, at least for PvE! I can go with 5 berserker characters and do whatever content. Now take 5 with rabid gear… Just imagine…

Okay this is completely the other way round in pvp, but this is undeniable

As for the suggested/ announced changes:

(deceptive evasion nerf is a HUGE nerf to condition spam clone death build for example, dhuumfire is a nerf to condimancer (though with my hybrid build I couldn’t care. TBH) Longbow skill 5 is a slight nerf to warrior hybrid/condi builds (huge in pvp but slight in pve)

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Zerker nerfed, allow us to swap asc gear

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

No celestial values are actually 70 % of a minor spec. The always were, if they up those to 80% it would still be a huge nerf. but who knows, maybe they think this part through…

Just a shame I made a celestial armor before and have divinity runes/traveler runes on my armor(s)… on at least 4 armor sets
If they plainly nerf those, they’ll become useless, On the other hand, they may also receive an alround buff…

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Might total 30%, Instead of 70%

in Bugs: Game, Forum, Website

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

mind the fact boon duration does work, so the 30% is given, but I still miss 2x 20% of the runes

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Might total 30%, Instead of 70%

in Bugs: Game, Forum, Website

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I have a warrior build using might. I use 3 runes of strength, 3 runes of hoelbrak and have 30 tactics (+30% boon duration). This should give me +70% might duration, BUT:

- Mod FGJ gives me 10.5 secs of fury and 32.5 secs might
- Base FGJ gives all 8 sec fury and 25 secs might

It should be modded to:
- Correct FGJ : 10.5 fury and 42.5 secs of might…

- Signet of rage gives 39 fury and 39 might which should be 39 and 51 secs…
not only the skilltips say so, also the might buff signs on the screen…

This happens too often, mostly when combining rune sets. Please fix this

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

[PvE]Why do YOU dislike Rangers in dungeons?

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I generally do not dislike rangers in dungeons, but there are plenty of builds not suited to the current meta of all berzerker. This is probably the biggest reason so many are booted.

On the other hand if you play a party with no players wishing for stupidly facetanking everything without any skill, exept the knowledge when to dodge or reflect, it proves to be an interesting, versatile, very durable proffession, the pet supported res can get the ranger out of situations most classes would be guaranteed to die.

I consider a lot of classes worse then sword/warhorn & longbow ranger for example…

- A ranger can give buffs, it requires the ranger to select the right pets the might stalker and the fury moa… and for Oh **** moments a jungle hound can be nice, though I prefer the might cat.
- The ranger should be aware of the interface he has with his pet, and actively use it.
- The ranger should (unfortunately) bring a standard set of skills& traits & weapons. Warhorn, spotter, healing spring are basics, allowing for healing, regen, condition removal in 1 nice AoE package, improved precision, fury, might and speed, as spirit build can be a help to others… It can self-stack might although not impressively, it has it’s own source of quickness, has possibility for some auto regen, making it possible to go and stand and outside the stack in some situations when it’s needed functioning autonomously providing self heal, self res, self buff, self condi-removal , still providing dmg.
-A ranger starting the attack with rapidfire will do 10-14k dmg, give 15 stacks of vunerability on a target increasing dmg 15% for the party in 4 seconds.. for a while adding 6 might, fury and 150 precision will go a long way of upping dmg… a frost spirit could add to this
-And the pet even tough it is a loose cannon can do damage quite well if the player uses it well… Rangers should be very mindfull of their pet or will just die needlessly
- It might be usefull to consider longbow not to be useless in all situations, but communication of pulls is essential…. having a ranger who is pulling without putting his pet on passive is not aware of the limitations and benifits of his pet, and will disrupt gamplay in a wide range of situations, including the present meta.

In the end:
Ranger will do less DPS then your average berzerk warrior, thief, ele, necro or mesmer, but it surely can benifit your party. It will outlast a berserk warrior or any other class except maybe guardian with most builds and I think if you would take 5 zerk/sin rangers to dungeons they could be very effective, not needing other classes to function…

- I consider a newb pug-group with masterwork and rare armor doing a dungeon and succeeding with a set of random, but thought through, builds more skilled then a guild group with full zerk exotic/ascended who are mindlessly stacking,facetanking and reflecting, using all the same builds.

-I also do not think you would be able to kill lupi in 4 seconds with 5 rangers, but I play this game to do something with my time and have fun doing it. Not to kick and offend everybody and scream murder if someone does play something which shows an interest in the other options this game presents, and has the skill to do it in ANY situation with a huge variety of builds and proffesions.

I do hate a 5 guardian clerics stack thoug… or a 5 condimancer group… but understand those are extremes. And not viable in the present meta.

In the end gold will buy you everything in the game, I know, but destroying the game by getting it makes your efforts useless non the less… Kicking , offending and raging to everybody who cannot fit in some people’s small perception of this game makes this game less fun to play and makes your effort getting your bought instead of earned legendary useless so much sooner.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.

Jon

If you want to go through with this, please do not make Berserker’s setups weaker but make the other setups stronger/more useful. Nerfing the zerker gear will only end in dumbed down and more boring gameplay. Buffing everything else will likely have similar effects but there might be ways to avoid them more so than when nerfing zerker.

That won’t solve the problem because zerker elitists will still be QQing about how you’re not in zerker.

But people not able to see through the fact other builds, after a change of the meta , like a general buff to condition damage for example, could be stronger then berzerk will not be “elitist” anymore.

It wouldn’t make their armors useless, or their tactics. It would just make the huge difference between DPS and DOT smaller or even turn the meta from pure DPS to DOT or a usefull combination.

On the other hand moving the meta from offensive to defensive will slow everything down to snail speed and kill the game unless all health would be reduced further. This would start an unwanted nerf cycle. and this is what would happen with the plain reduction of zerk or assassin armor.

The biggest problem with zerk is probably the warriors & the idiot amount of power they can reach without much effort.
Having 3800 power with all buffs is not impossible. (2800 base ( with runes, signet of power, banner of strength, foods taken into account), 250 sigil of bloodlust , 875 power from might, stacking of might using the might from greatsword-trait, 100+ critical dmg and 100% fury uptime (+20% critical chance), and a banner of dicipline adding 6% crit chance and +15% crit chance more. With a banner specced second warrior adding a further 150 power with empower you’ll get to amounts of damage which are rediculous. In the end the scaling of at least warrior skills could be adjusted to make them scale less with power and improving the base, hereby nerfing the full zerk warrior thing, but some classes are doing nicely with their zerk or assassin builds providing strong but not overpowered damage.

But DPS > DOT > Defensive in any circumstance in the present meta. so speccing for power precision and crit dmg will stay unless conditions are changed radically…

XD
fun fact, warrior is only average dps.

so this is how much people who write “nerf berserker” know about the game.

good night arenanet.

Just a remark, in the 5 posts I made before there is not 1 from me that says nerf zerk as a stat. I’m opposed to burning the stat into the ground, I rather see condition damage reworked and with the new estimated dps then see all bosses reworked (hp/blocks/shelter/invunerability/condi removal/area denial/defiant/an AI that doesn’t just go sit in a corner and die.

It does say berserker warrior could be toned down a little, but imho it could include powerthief powermancer, powerranger, powermesmer… and otyher power builds..

The situation where people talk about most often is HB, rapid fire and the number 2 axe skill of the necro. Those skills do nice big numbers but the DPS (damage per second) is mediocre as the skill takes 3-4 seconds to channel, leaving you with 5k dps… but people also forget that in most cased the people using those builds run with full might full fury and high vunerability, with or without banners. You and I know the base damage and the dungeon damage are worlds apart.

Changing this asks for a skill change not in skill function but in power scaling for characters. Not a zerk/sin nerf…

Changing zerk and sin will only change the meta. just change the concepts of fighting. Make people want to do conditions. Make other builds useful. don’t destroy them.

My mistake was to forget to say : example given a hundred blades warrior.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Why would rampager be stronger then carrion? or a mix? or a mix of carrion and sin?

you might be right, but all power / condition combos have a power as minor stat…

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I would be embarrassed to admit I was in favor of the potential changes, simply because it would reveal to everyone that I was bad at the game and don’t know how to dodge. I guess some people have very little shame.

Also, no matter what happens, there will still be a best way to clear dungeons. And guess what: scrubs won’t be any better at that way either. What does that mean? It means you will still get kicked from group, and your crap builds will still not be looked for on the LFG. I feel like a lot of bad players feel like whatever this change will be is going to usher in a golden age of “anything goes” and every player in the game will be on exactly equal footing. Sorry to tell you: no matter what happens bad will still be bad. There will be a meta. It might be Rabid, it might be Rampager, it might be Zerker still. And regardless, there is no reason to believe if you hate the meta now you’ll like the next one at all.

This is all mostly a balance issue. If condition damage would function unrestricted and do about the same damage as a normally specced ppcrit (armor/runes) / ppt (trinkets) mix or v.v. , it would be viable…
It would open up builds for rampager/carrion (hybrids), rabids, dires, and all other condition related gear and it wouldn’t destroy the original meta. zerks could still do a lot of dmg, but might also buffs condition dmg, fury improves critical chance and therefore chances of placing conditions, banner of strength also buffs condition dmg…
banner of dicipline would add to crit chance… well It could work…

And in the end 1 build is always king, as there will always be 1 build which outperformes all other classes and builds….
Regardless of meta. But I would welcome a change from the plain we need 5 lvl 80 zerks, 1 mesmer , 1 guardian and 3 warriors….

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.

Jon

If you want to go through with this, please do not make Berserker’s setups weaker but make the other setups stronger/more useful. Nerfing the zerker gear will only end in dumbed down and more boring gameplay. Buffing everything else will likely have similar effects but there might be ways to avoid them more so than when nerfing zerker.

That won’t solve the problem because zerker elitists will still be QQing about how you’re not in zerker.

But people not able to see through the fact other builds, after a change of the meta , like a general buff to condition damage for example, could be stronger then berzerk will not be “elitist” anymore.

It wouldn’t make their armors useless, or their tactics. It would just make the huge difference between DPS and DOT smaller or even turn the meta from pure DPS to DOT or a usefull combination.

On the other hand moving the meta from offensive to defensive will slow everything down to snail speed and kill the game unless all health would be reduced further. This would start an unwanted nerf cycle. and this is what would happen with the plain reduction of zerk or assassin armor.

The biggest problem with zerk is probably the warriors & the idiot amount of power they can reach without much effort.
Having 3800 power with all buffs is not impossible. (2800 base ( with runes, signet of power, banner of strength, foods taken into account), 250 sigil of bloodlust , 875 power from might, stacking of might using the might from greatsword-trait, 100+ critical dmg and 100% fury uptime (+20% critical chance), and a banner of dicipline adding 6% crit chance and +15% crit chance more. With a banner specced second warrior adding a further 150 power with empower you’ll get to amounts of damage which are rediculous. In the end the scaling of at least warrior skills could be adjusted to make them scale less with power and improving the base, hereby nerfing the full zerk warrior thing, but some classes are doing nicely with their zerk or assassin builds providing strong but not overpowered damage.

But DPS > DOT > Defensive in any circumstance in the present meta. so speccing for power precision and crit dmg will stay unless conditions are changed radically…

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

To look at the (PvE!) meta:

- First understand that berzerker and assassins have 3 damage-inprovement stats zerk based on power, assassin on precision.
- There is only 1 other armor set comparable: rampagers, precision, condition dmg and power, but if you equip a warrior with rampagers based armor and trinkets it will lose aout 40-65% dmg capability compared to assassin, not to talk about berzerker…

Damage mitigation as used now:
Dodges/evades/blocks
Also having dodges and evades and blocks, which effectively cancel all damage/attacks done the next second , makes the damage you can dish out outweigh ALL stats not related to damage (being boon duration, healing, toughness,vitality & condition duration, and the realtively low effect of condition damage makes this stat add to the list. This goes for as long as you can keep your health above 0 points of course. When damage IS taken we would need other stats to either regain the health pool,(healing), mitigation (toughness) or just a bigger pool (vitality).

Healing/regen:
( Aoe) DOT healing skills make use of vitality/toughness less important (having 5 people stand in a healing spring in melee or a mark/well of blood, effect of virtue of resolve or running signet of the wild or healing signet, or just any other regen or health buff food or dolyak’s runes for that matter) will add quite a lot of extra hit points before the pool runs out. when stacked this effect is bigger of course. Running healing signet in a healing spring while under the effects of signet of resolve, you’ll get my idea.

Reflects:
Reflects , retalliation and comparable effects make recieved damage less, AND they’ll damage the enemy, these are nice to run and essential for some boss fights, they are also a mechanic which can make or break runs. But when used effectively they’ll mke your limited vitality last a long time…

Condition removal /invunerability
You can remove 2 conditions AoE with shouts atm, and more with a lot of classes making the stacks you have done your best to put on the enemy instantly useless.
of course if you can put a huge load of conditions on target as cover it will be a bit less but DOT is easily removed. some classes can remove conditions every 10 seconds as well or use their healing skill to actively remove conditions. Some classes have traits and skill completely denying conditions as a whole. It’s like a recurring invunerability…

In the end:
So you are left with 3 stats, power, precison and critical damage for now, as they make sure you have a speedy and nice run through whatever content (except for wvw and pvp) and out off all other stats: boon duration and healing are the most prefered other stats, even though you will never take them, because you will lose raw dps.

Just for the record, I run quite some hybrid builds, but damage is laugfable compared to berzerker stats, mostly because the weapons with the conditions never do comparable damage in the first place and afterwards most damage is capped and made useless.

2 suggestions to solve the zerk/sin meta:
- make conditions (DOT) more prominent, give personalized condition stacks (outgoing), and make conditions more damaging also against objects. This wil open up other builds/stats expanding the meta
- make bosses more mobile, hit more often with both damage and (damaging) conditions and use more area denial (AoE), and change the way defiant works: it disallows so many skills and options instantly.
This could lengthen fights making use of vitality toughness and heling power more usefull. This will make melee DPS more difficult as you will not be able to dodge all the attacks anymore, only the truly destructive ones, and force you to keep moving. dis-allowing some skills unless an enemy is frozen/cripled/stunned/immobilized/knocked down watever, also allowing for interupt builds.
These 2 options will avoid nerfing/buffing bosses,removing the need for more tweaking, adress the present problems and open new builds, without the need for nerfing zerk and sin armors people have done so much for to aquire them. They’ll be part of the general playstyles, and be signs of experienced player, but no longer the ONLY useful build.

Lastly:
Make (armor/weapon/trinket) stat combos with condition dmg, precision and healing and one power, precision, healing to combat the effects of my suggestion. lastly a boon duration/healing/ power and a condition duration/condition dmg/ healing would add something worthwhile for some classes as well..

Sorry for any remaining typo’s and faulty grammar and translations, I tried my best to make this readable.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Not zerk is the big problem, neither is assassin,

The problem is: half the damaging part of the combatmechanic is useless, or at least (far) below par.

If you want to use a conditions build in PvE :
I find the lack of usefullness of condition damage the problem in this game. Because you are not able to stack enough damage through conditions to do efficient dmg you ‘re not going to spec for it. Any condition damage you get for free is nice, but you wouldn’t spec for it. Also because condition damage will not open the gate/cage/crystal…

Why is condition damage important in relation to zerker builds?

It offers a lot of control mechanisms:
o If the enemy would attack with more conditions, (group-)builds would move more to condition removal & stunbreakers.
o to disrupt dps: Confusion was very usefull to control DPS. Killing yourself spamming 1 under the effects of a nice confusion stack is a nasty way to show you do not know what you’re doing.
o to disrupt the meta: Torment and fear is a powerful combo. Torment and terror is almost OP…
o Torment alone is already truly dangerous with aoe area denial (bleeds/fire/poison)…
o Conditions Linger… The boss could be out of sight but conditions would still work…
o Also DOT (conditions) would improve when DPS is denied a part of the time
o With a faster application, but lower amount of stacks people need to make a guess when to activate the cleanse else they’ll get swamped by the conditions, and they’ll die even though the condition would return. this would change cleansers to condition controlling.

But using conditions yourself shows conditions is not effective now, why:

1st
You have to be really lucky if your class hasn’t been nerfed into uselessness. E.g.: condition mesmer, condi necro… or any other class where dot was reduced in time

2nd
The caps for all players together make al lot of damaging condition builds not usefull. 1 stack for 5 or even 50 players (or more)?
Why would I bring a necromancer with 2200+ condition dmg to a fight where we have dozens of berserker players doing a bit of bleeding on each crit with 100 or 200 condition dmg? And what happens if I have 3 condiplayers or more?

3rd
Does the condition trigger as often as it should to make it viable
If I get my confusion mesmer into PvE I can do 10-12 stacks of confusion with limited duration (4-10 seconds max.) but my PvE enemy does only use skills once every 2-3 seconds leaving me and my party with no notable DPS from my character…

4th
And torment, well torment, most characters now have 1 skill doing torment…. And it’s usefull sometimes, but in dungeons the meta is a stack of players immobile in a corner… When there would be more uses for mobility (through area denial or Aoe) torment would be very usefull. Unfortunately most bosses do not run around

5th
If you used a good DPS build, with the slow enemy attack speed you are able to clean your conditions and kill him before he attacks again. or just leave the conditions and just kill him before you go down.

Lastly
If a fight last 15 minutes and the conditions wielding people have stacked up 15 minutes of venom/and fire why would their presence still be needed… Oh yes you capped them… So the fact the skills provided these effects are not usefull anyways…

As for poison and fire, I like them a lot when playing ALONE in a map with my necro or any other character, but when I fight a world boss/champion I fire my skills at the boss knowing my stack will be added to a stack which is already capped…

Also running a hybrid (both power and condition dmg) will make your stack be ignored to allow full conditions to have a tiny chance for loot, as your condition dmg will be to low.

In the end:
I often get frustrated with my condi builds and swap back to BERZERKER. I tried mesmer conditions, necro, ranger, warrior,thief and even guardian and elementalist (earth), Now only 3 remain: mostly out of nostalgia.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

I just like Guild Wars 2 -period-

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

There is no place for positive threads in this forum, sadly.

It seems like this, and it makes me sad.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

I just like Guild Wars 2 -period-

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I do make suggestions -in other posts- as well. But there is so much from people who can’t seem to be happy, I just cannot sit here reading forums and not be kittened off once in a while.

But a suggestion is not a rant. And the rants invoke rants. ^please see top post.

/rant

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Is This Game Actually Fun?

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I have 9 characters, 7 lvl 80’s and 2 fastly becoming 80 (mid 50’s today)as of late. I have no interest of getting 9 times ascended gear.

I want 1 character with ascended gear. The others will have to do with ascended trinkets, or just stay exotic.

It really doesn’t matter too much. It is the difference of putting a sigil of force on your weapon or not, that’s the damage change. If you change everything.

5%….

So your dungeon will take 20/19* the time if you run exotics compared to ascended, on a cof 1 (7 minutes, or 420 seconds) Having full Ascended Gear will save you 3 seconds for every minute fought. You’ll have a slightly better chance to shrug off dmg as well.. but go and think about it …

Until Agony resistance is essential ingame, ascended gear is just for showing off…

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

I just like Guild Wars 2 -period-

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I just Like Guild wars 2 and I’m thankful people made it, so I can have fun playing my/a computer game.

-edited: because some people are right saying I’m generalizing to much-

-edit 2: I just wanted to start something which should have brought out something positive. Wrays is the most positive in this thread. most others just crack down on this one as well. can’t nothing be good?-

-edit 3: No I do not think the fight witrh zhaitan was epic. I frown upon your comment. I also say that even though it was the conclusion of the story line it has been 1 of the bigger letdowns of the game. But it’s only 1 scenario. I’m no thrahearne lover as well. But the game is so much more than the fight with Zhaitan. Your game doesn’t end there. It should just begin.
If people are honestly interested what was posted, look at the breakdown below by Wray. 80-90% of the original post is stil there.

@Wray: I’m proud father of a child, happily married, and I enjoy a lot of things in life. I thank you for your wise breakdown, and I wish you all of the best as well.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Guardian's 4th Virtue - Persistence

in Suggestions

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I will not wait 45 seconds for 1 leap… and my boon guardian gives 33-37 seconds of swiftness per cast, OOC, when I can switch to retreat…

If anything make it
passive: AOE +15% permanent swiftness and 1 condition flipped / 25 seconds
active: AOE convert conditions into boons cooldown 75 seconds

effective on 5 characters (and their minions/pets)

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Split (don't kick) Dungeon Parties

in Suggestions

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Just 1 interesting thing… When someone ends up at the final boss of a dungeon:
split the party, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat, repeat,
I guess you get my drift…

If 1 group would get to an endboss, an infinite amount of people would only have to kill the end boss….

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Top 5 Things You Think Should Be Added

in Suggestions

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

1 A WORKING CONDITION SYSTEM!
I get frustrated:
- not being able to get about 35%-60% of all the gear found functional, only being usable with builds that suit only 1 vs 1 playing…
- with Arenanets decision not to change this but just to make the amount of conditions available smaller, which in effect is nerfing 50% of the games damage capability (nerfs on confusion (duration) for mesmers, bleed (duration) reductions for necro and ranger, and the rest…. Necro gained fire as damaging condition… but lost more dmg in other condition then fire will make up for…
WHY:
The stack limits of 25 and 1 are a serious problem… can’t the client calculate the damages before sending values to the servers? WHY can’t it just be resolved? I understand if people use all their conditions all on 1 person he will die very soon. But if they just spike me with a lot of AOE I die as well. Both are mostly dodgeable attacks…
“Yes, but damage over time will outdo all other damage if they fix it…?”
No it doesn’t… It will just show how much damage is actually waisted due to a barely functional combat system and making something usable instead will however open up the alternate builds and need for alternate stats…

2 A possibility to recraft or reget specific armor or gear achieved in previous (historical) achievements either through the achievements page OR through recipes linked to those pages. (sometimes i could use a second karka shell….) or through any othere measure you deem fit…

3 Unlock of the ascension of our Hero’s, and add maybe 10 trait points
(See GW1 lore for those who do not know)
AND after agony , ascended weapons and armor, it should be time now to head out into the desert and go and find the children of Glint, or Glint herself, get ascended and see what we will be up against then… Toxic Eatherblade Mursaat?
If you’d open these new areas, I ’m not going to beg for Cantha and Elona as well…. Or GW(2) Utopia for that matter At least not for the next 6-12 months… )

4 New playable races and proffessions: Tengu, (Centaurs) and Largos and Ritualist, Dervish and Assassin
A “bare” hands fighter class and (thrown) martial weapons (sprears, shuriken, darts throwing knives, main hand chains, bo, (pistol)crossbows, blowguns (like those of the hylek)…. Ehmm like Assassins

5 Well, I probably asked for more then 5 things above… SO I’ll leave it at this, as long as the 4 above get done. No WAIT , bring back yakkington and sandford, as ghosts or just as descendants….

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Vampire's Stats: Healing/Power/Condi dmg

in Suggestions

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Just because arenanet wants more freedom for more builds:

I suggest this because I think you could in certain cases better have a lot of healing then thoughness or vitality..

Necro’s: Vampiric line
Warriors: Healing signet
Guardians: They could use all the stats…

I doubt I’d use it as an ele, thief or ranger, but who knows, poeople are creative…
And I got no clue whatsoever what mesmers and engineers like so I cannot speak for them…

Understand this could be on armor and trinkets, but I doubt most builds would use it on both….

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Signet of Vamp

in Necromancer

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I like the fact you’ve worked out a build,

IMHO, I’d say the well would be more usefull in most cases.

BUT I understand if you can do a lot of damage, and have a substantial healing power you probably could fuse this with the vampiric traits and receive quite a lot of healing during fights..

But my problem would be I would like to try it but the stat combo’s at this moment are not to usefull… healing power toughness power (clerics) healing power toughness condition dmg (apothecary) are not ideal…

I’m waiting for something like power, condition dmg, healing power…. Then you’d be doing dmg and still be capable delivering dmg…. Maybe the healing power would be enough to keep you alive where toughness and vitality fail… They could call it Vampire’s Stats

But this could turn out to be be very strange….

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Necro Hybrid build question

in Necromancer

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I combine carrion armor with rampager trinkets.
I do not focus on critical dmg. I’ll take the base and axes give 4 or 5%…
I boost power with signet of spite,
I have 2 weapon sets bot existing of scepter+dagger, axe +focus both sets all weapons are rampager except for the axes (zerk). axes carry sigils of bursting, scepters sigil of earth. the first set has sifgils of bloodlust and the second sigils of corruption.
I use food Toxic sharpening stones (100 power +10% condition duration) or toxic crystals (100 condition dmg +10% duration). they can give me condition dmg or power as I see fit.

For the food there are several options…
fire flank steak (100 p 70 con)
marjory’s chili (50p 50con 3 might on heal)
super veggie pizza (70 power +40% condition duration)

Oh and even though there are better runes I run runes of the noble, condtion dmg +40% Might duration, +3 might on heal

It’s squishy but extremely powerful in its own way

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Blacklight dye

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Try indigo? It;s quite powerful as well

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Infused version of Sclerite Karka Shell

in Suggestions

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

no it doesn’t make it useless gold waisted, as an ascended item it is infusable and will stay acoount bound as well…

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Necro signet of vampirism

in Suggestions

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

It could have been a very nice addition to the necromancer. but at this moment it’s just a waste of effort from the progammers. It can benefit more people , as you put down 25 stacks, but you can only use 5 yourself… Then again, the actual healing is downright useless… and when fighting something you really need 5 people for… well the amount it’s going to heal is pathetic AND well of blood will heal more, AoE for 5 people, only advantage of SoV is they do not have to be at the same place.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

change the bleeding of the necro to torment?

in Necromancer

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

The burning doesn’t really matter to me. Dhuumfire has no real meaning in so many builds… Even though I do use it when switching from dmg focussed hybrid to condi-focus…

But Torment seems to fit necro’s better…

I also think if we are at that, we might take in consideration agony will be here to stay… Why not change dhuumfire to agony… With agony resistance people would hardly notice but without they die… Scaling could be adjusted of course, maybe to a difference in AR of the receiver and the attacker?? the damage if a necro would have less or equal AR difference agony would be flimsy, but if a necro had 55 AR difference or more it would spike the crap out of people/NPC’s

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

change the bleeding of the necro to torment?

in Necromancer

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

If the amount of bleeds was to much, then WHY didn’t arenanet switch necro’s to torment. they could have made necro strong in immobilizing people…

It would have been a control mechanic; people whould have been forced to stay to avoid extra dmg… If you would start running around while having 10 stacks of torment you’d be killing yourself. It would have created the need for people to bring condition removal…

It would also lighten the stack load on bleeds… If necro’s would want bleeds they could go for the trait or sigil of earth. Just change all skills to torment. about the same same duration. This could be a nerf (as torment does only 75% of bleeding dmg.) and it will be a buff, In effect the added control would make it work out.

Of course there would be issues: stacking 10+ torments and the fearing people would be extremely powerfull… but in the end it would give ony 1 or 2 ticks with forced dmg. which should be manageable. Certain classes wouldn’t be affected (much) as they have great condition removal. (think guardian, ranger, (necro))

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.