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What part of Gaurdian is its namesake?

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Pregnantman.8259

Corrupting boons for the most of the time is single target – except for Well of Corruption and traited Death’s Charge which you can side step or walk out of. Meanwhile, your aegis and prot are almost always AoE. Good luck on Necro to keep those boons removed all the time.

Symbol boon durations

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Pregnantman.8259

It makes sense that symbols give their support to allies inside them, and their damage to foes inside them. In order to get more support you need to take a risk and stay inside the symbol, and in order to deal more damage you need to make an effort and keep foes inside the symbol. However, with the last 3 symbols added to game there have been additional effects on symbols (burning, teleport, Smite effect). So in order to make things fresh, other symbols should have some unique effects as well.

Do Guardians even like traps?

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Pregnantman.8259

Oh yeah, every ranked game i play in, guards just cry their eyes out as they drop traps on point….

I am not saying traps are epitome of skillful play and balance. On the contrary, they are effective enough to limit other choices. Therefore using traps have nothing to do with liking them, you use them because they are effective. I, for one, dont want to get flamed by others for skills I don’t like but still have to use.

Why do pwr and condi builds feel weak?

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Pregnantman.8259

It is true that the raid condi builds just underperform in places where things can die fast, and that could be everywhere except raids and high level fractals. At the moment I am using a build that allows me to spike a bit more at the cost of less overall damage should the fight goes longer:

http://gw2skills.net/editor/?vRAQNBLhZ6kjGo1GsbTwyGg9GssLYxPxsYXEKqlACAUhhzwyC-TRiAQBR7UAASlBoz0TA3fAg6DAwTAAiq/gRleWSJogAWH-e

With this build I can reach 25 stacks of might, vulnurability and 7-9 stacks of burn pretty fast. It may fall behind of power builds, but it allows me to go condi on anywhere I like. What I like about this build is the food, which really shines at night time. The food doesnt have an icd as far as I can see from using and as wiki says, so this gives quite a good source of chill – and bleed, vulnurability and crit chance that comes along with it. As you will reach 25 vulnurability really fast, you will regularly proc the food effect on your autoattacks. Against multiple foes its even better. On mornings I typically switch to condi duration food and Reaper’s Onslaught or Blighter’s Boon if I need heals.

What if sword spit out swiftness on auto?

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Pregnantman.8259

I dont think we need any more buffs for sword, especially regarding movement, as we already have a good mobility skill in sword and good access to cripple – which you can further enhance by slotting Zealot’s Aggression (which effectively allows the auto to cripple). Stability, Vigor or Quickness would be overpowered and unthematic.

(edited by Pregnantman.8259)

I'm an awful commander

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Pregnantman.8259

killing the Pale Tree probably would require either an army that’d need to fight through a host of very determined defenders, or a magical nuke of some kind.

One only needs to invent a weapon that a small group can carry unnoticed. We have fought with a lot of Mordrem and we have the best and most pragmatic minds (Arcane Council) right next to largest collection of knowledge about dragons and their minions (Rata Novus) and it is only a matter of time before they get their hands on that information. You have to realize we killed the mind of the Elder Dragon of Mind without preparation or anything. Nothing would be surprising any more.

I'm an awful commander

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Pregnantman.8259

We will make a wall to border Grove and sylvari will pay for it /s

I wouldn’t expect an indicative action from other races regarding the percieved sylvari problem. It is true that sylvari can increase their numbers much faster than other races, but they do so via Pale Tree. It would be a simple matter for someone in the higher ups to hire a group of bomber/assassins/“renegades” to finish off the already weakened Pale Tree. With Pale Tree dead, there would be no new sylvari and they would fall into chaos – Nightmare Court could make their move towards “securing” the future of rest of the sylvari in their vision and create a civil war. From then on, its much easier to wipe out any remaining sylvari, officials can just say that Nightmare Court had taken over completely and they were eliminated, and with noone to say otherwise they would actually be seen as heroes.

TL;DR – If anyone decided to wipe the sylvari out, all they have to do is press 1 targeting Pale Tree.

(edited by Pregnantman.8259)

Do Guardians even like traps?

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Pregnantman.8259

What I find mechanically flawed about traps is they are activated even if you dodge through them. Sure you avoid initial damage and daze, but the effect still goes off. A good dodge should be rewarded, especially considering the fact that cast time for traps are fast (everything is fast, but thats another topic). While Necro marks are like traps where they activate when someone dodges through them, their on activation effect is instant and is effectively neutered by the dodge. Traps should just remain unactivated unless they can score their initial hit to someone, so that if someone wants to skip through traps he can dodge/block/invul through, but trap remains there so that a single dodge doesnt just destroy the whole skill.

Moreover, after a person successfully goes through a trap without activating it, that trap should be visible to the individual. You might say that after that person sees indications that he blocked/evaded its obvious he went through a trap, but in team fights it wouldn’t be so. Goal is to keep DH on his wits to place his traps in a way they are not revealed easily, so instead of mindless point spamming there can be other strategies involved. Hell, it could be made that skills that Reveal foes in an area reveal traps for all to see as well. After adding these counterplays, the traps then can have a supportive aspect to them as well – so that it is the enemies’ best interest to avoid them. For example, ToF ring may grant a boon to allies that cross it, or Dragon’s Maw could buff allies as long as they stay inside the small ring. Lots of possibilities.

My second issue with traps is that they allow you to chain the same trap a second time because they stay in their unactivated mode for too long. One way to change it is shortening the duration of the laid traps to match their cooldowns, and although it would still be possible to spam the same trap it would have a lesser window. Another way could be to keep the traps’ long duration and their invasive mechanic, but not allowing their cooldown to recharge while they lay unactivated. Then, it could be made that the DH picks up the trap if he wishes for a benefit (like Engineer turrets) or he manually activates the trap by pressing the button again.

(edited by Pregnantman.8259)

What part of Gaurdian is its namesake?

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Pregnantman.8259

I dont know about WvW, but I dont think we give up too much to have aegis or on block traits. In any traitline except Zeal, on block or Aegis traits are strong choices or minor traits that are given inherently. Since all of our traitlines have one or more traits that is concerned about Aegis or blocking (even Unscathed Contender in some aspect), I dont think its necessary to do anything special to boost your blocks, you can just choose the ones in your traitlines as you see fit.

Atm I am experimenting on Zealot armor with Zerker trinkets and weapons, and Retributive Armor is a great fit for that as it gives a whopping 250 toughness and %10 crit damage to minimize the loss of ferocity. AH is still good, but it doesnt scale with healing power much and I already have plenty of sources of heal.

Do Guardians even like traps?

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Pregnantman.8259

My ideal dragonhunter would have mantras, after all we supposedly increased our resolve to bring justice to dragons. As our virtues became physical wit our increased resolve, so did our meditations? I dont know

What part of Gaurdian is its namesake?

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Pregnantman.8259

I am also getting myself some gear for a dungeon solo build that uses blocks and shield as its backbone. A lot can be said about our traits, but noone can argue that when it comes to on block (and aegis) effects they are great.

Do Guardians even like traps?

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Pregnantman.8259

Traps are just limiting in design. They don’t help allies like almost all of our utilities do, they cover a small area, they require enemies’ input to be effective. Essentially, I see them as symbols on steroids that don’t even help allies as much.

Don't name your characters like this

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Pregnantman.8259

Not having a male norn with huge moustache and moustache related name? Simply proposterous.

What part of Gaurdian is its namesake?

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Pregnantman.8259

I would even argue that Shield is the best offhand in non-optimal conditions, in terms of dps or otherwise. For one, it works great with Unscathed Contender. Aegis is too easy to be stripped in non-optimal conditions, so any source of additional Aegis is most welcome. I like to combo my dps cooldowns with Shield 4 just as anyone would with a symbol (for Symbolic Avenger), F1 active (Big Game Hunter) etc. Breakbars are also a problem for the most of the time, and its not broken soon enough. With shield you dont have to rely on others all tht much. A broken foe is more dps too.

Things That Need Nerfing

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Posted by: Pregnantman.8259

Pregnantman.8259

I too want to get off traps’ wild ride, so nerf is ok. I think damage nerf is not the way to go for scepter and sword symbols, but they too need to be toned down. Buff anything that remains so they are viable but not OP.

Love them nerf screams

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Pregnantman.8259

No more shout cooldown reducing please. It has been done time and again, but hasn’t increased their popularity a lot. As for spirit weapons, I am not keen on giving more power to AI skills.

What part of Gaurdian is its namesake?

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Posted by: Pregnantman.8259

Pregnantman.8259

You can use any offhands to great effect. Shield’s AoE aegis, prot, knockback, projectile defense and heal are nothing to scoff at. You can combine it even with more projectile defense and party blocks without sacrificing any substantial damage. If you have been camping torch as offhand, you have been missing out.

Do Guardians even like traps?

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Pregnantman.8259

I am kind of hesitant on buffing spirit weapons haphazardly though. On one hand I would really like to use them more, on the other hand I don’t want them to be on necro minion level of strength. I really wish they functioned similar to conjures or mantras.

Do Guardians even like traps?

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Pregnantman.8259

I remember when Purging Flames was among the top cleanses, Hold the Line! was not seen as mediocre, how important and rewarding it was to use Retreat at right time. Those are what I am missing.

Do Guardians even like traps?

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Pregnantman.8259

I also begrudgingly use traps for dps, but I miss the good old days where our utilities were good supports. Nothing has changed and their support is still there, but trap dps is too good to pass. Other utilities should have similar opportunity cost – support if not damage.

Do Guardians even like traps?

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Pregnantman.8259

A dead horse is beaten only so many times. With the last patch we saw the pinnacle of cyclejerk – complaints over complaints about traps, even though there wasn’t any change in their mechanics. What happened is that the changes in other parts of Guardian made the class more viable, and so the Guardian population bloomed. Yet nobody even complained about these obvious buffs. It was always traps. And those who complained were always in the lower tiers in PvP, as how “OP” traps were they couldn’t carry Guards in high level or tournaments. So traps were essentially (although I dont like to use this term but I simply dont know an alternative) noob-killers.

Traps held us back from other, meaningful buffs for a long time. Its a dumb skill type that require enemies to be dumb. I don’t know about you, but I don’t like them one bit – but also can’t afford to ignore them entirely due to their sheer power. If the next balance update toned them down or even nerfed it to spirit weapon tier, but buff our core utilities meaningfully (not just a cooldown change) I wouldn’t bat an eye.

What do you guys think?

Suggestions for Reviving Dungeons

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Posted by: Pregnantman.8259

Pregnantman.8259

Dungeon rewards are fine really. With a dungeon recipe or two, they can rival even Tarir meta. They are also good sources of lore and exploration, one of the few you can enjoy without a zerg or pesky story NPCs and even solo. I am not saying improvements wouldn’t be nice, but I just don’t expect any.

so was kicked from raid

in Fractals, Dungeons & Raids

Posted by: Pregnantman.8259

Pregnantman.8259

You started being aggressive in TS after being repeatedly told to stick with the group. Now I don’t know if you or commander was right about tactics (not a raider), but wouldn’t it be a better idea to just stay with group? Even if you wipe you’d have a better chance to explain how it should be and kill the boss in second time.

GW2 Needs Profession LORE!

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Pregnantman.8259

I believe Guardians (and their extention as Dragonhunters) are a unique case among other professions. Other professions do not need to have an ideology behind – an elementalist can channel the elements for any purpose, a minion raised by a necromancer can be used to do anything their master wills. A ranger can use nature, a warrior can use his brawl, and a thief can use his agility to do as they wish. Guardian, however, is mostly a reactionary profession.

A guardian does not use his magic for the sake of it, his magic is a reaction to his will to protect himself and those who are close to him, to bring justice and retribution to enemies. He is an individual with ideologies (lots of skills and traits have names with faith, zeal etc), virtues (see class mechanic), altruism (see ‘Save Yourselves!’) and high willpower (see Meditations, virtues etc).

Guardian uses his magic to counter threats and do what he deems just, and for the most of the time the threats could come from anywhere. It could be the bandits, Flame
Legion, Scarlet’s army, dragon minions etc. As far as the game thinks, every character is the Commander of the Pact, who with the start of HoT story, was faced with the destruction of Pact fleet, abduction and murder of his friends, and former allies turned minions who he had to kill. Suddenly the rest of the threats weren’t so alarming as Mordremoth and dragons, therefore the Guardian himself became more focused on dragons and altered his magic and resolve to counter dragons and minions better. I like to think of it as how Batman became much more focused on Joker, apart from the rest of the villains, after Joker killed second Robin and crippled Batgirl.

In general, all professions learn their elite specs in HoT areas, improving themselves by the challenges and hardships they face in Mordremoth’s domain. The experiences you get from these hardships are exclusive to your character alone, thus there can’t be much of a lore consensus. You are among the, if not the, first practitioner (cant say much about ‘druid’ rangers, but it may also be that your ranger simply chose to make his own definition of druidism) of the elite specilization you founded – thus you can interpret the lore of it yourself.

(edited by Pregnantman.8259)

Strongest Profession Lorewise?

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Pregnantman.8259

…prolong their life by unnatural means …

Is it possible to learn this power?

Scepter changes seem unintuitive

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Pregnantman.8259

I think its reasonable that we only get the boons when we are under our symbols, as the same way all of our symbols function. In scepter’s case, both melee and range have their advantages and disadvantages as others said: in range you are safer than in melee and have damage bonus from DH grandmaster minor trait but you don’t have might from symbol and your projectiles can be bodyblocked or missed, in melee you have might from symbol and your attacks have a much lesser chance to be bodyblocked or missed but you lose the safety of range and damage bonus from DH grandmaster trait.

Depending on your build there are even more tradeoffs, if you use Unscathed Contender you will have a better chance to keep it up in range while in melee you can use your traps more reliably. Or if you use torch (and trait too if possible) then being on melee burns more, you can proc F1 passive more often from it (and use the 5th skill if you choose) and your torch projectile has a lesser chance to be bodyblocked or missed – so from a total torch (and Radiance) standpoint melee has advantage. Even with the simple choice of using Fiery Wrath or scepter trait in Zeal adept traits can alter your playstyle significantly. There are many viable builds for scepter now that favor melee, range or a balance between the two.

Unholy Sanctuary Trait

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Pregnantman.8259

Looks interesting! In practice, how quick are people to get out from the root effect?

Unholy Sanctuary Trait

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Pregnantman.8259

What kind of a build do you use to make it work?

Help please

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Pregnantman.8259

I have a set in mind which I will get to start once I am able to play. Thanks a lot for help guys! I will post the result when I am done.

Help please

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Pregnantman.8259

What kind of back item would you expect a Lionguard to wear? I am thinking to use either the guild backpack skin or the guild back flag (dont know the right name) with Lion guild emblem on it. In other words, do you think a Lionguard is adventurous and travels a lot (backpack) or is more concerned with how the organization is represented (flag)?

Normalizing Symbols

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Pregnantman.8259

Its an argument of semantics at this point. The way I see it if the old symbols were tweaked so that they also teleported or had Smite effect, or similar effects as a bandaid solution for all symbols – they would be driven to equality. If the tweaks were done to polish and push out different roles for each symbol (just like each book they are associated with have different roles), then they would be driven to balance. Of course, for me, it makes perfect sense for each symbol to have their gimmick effects (the reason I started the thread) but its a discussion thread after all. Why is it that you feel skills that fall under the same category (symbols) should have a skewed balance?

Predicted Nerfs.

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Posted by: Pregnantman.8259

Pregnantman.8259

Dont forget a cooldown reduction to shouts.

Normalizing Symbols

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Pregnantman.8259

Its not for the change’s sake, its for the sake of variability and fun. With all symbols powerful, we have variability. When we have freedom of choice, its more fun to play.

Normalizing Symbols

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Pregnantman.8259

Why are you guys saying I simply want to nerf? I do want the two symbols to be toned down (yes nerfed) but have other symbols buffed. I want to have more valid and interesting choices. How is that bad?

Why should a balance change happen when the rest of the community basically cry for it? Yes the two symbols work and helped guards in all play modes, and may not make guards OP, but do they have to be gamebreaking to be looked at? Is it not enough that the rest of the symbols just pale in comparison?

The Pact will lose the War against Primodus

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Pregnantman.8259

I would like to think that both Zhaitan and Mordy were interested by the Bloodstone at Bloodstone Fen but were unable to reach it. Mordy was asleep most of the time, and woke up for a swift resistance against him and a march to where he is. Our progress against Zhaitan’s doorstep was much slower, we had to finish up the problems at home, bulk up each order, form the Pact, gather up resources and so on. We slowly starved Zhaitan and brought the killing blow in Arah. In Mordy’s case, the Pact was already ready and brazenly met with his forces. I don’t think it would be able to spare much of his sources to Bloodstone Fen – which at that point was the bastion of White Mantle. As for Zhaitan, it was simply too far away and what champions it was able to send that far away from Orr may have been thwarted by White Mantle. Of course, it may also be that dragons simply do not interact with Bloodstones, but Arah p4 shows otherwise.

In both cases, Primordus’ movement can be explained. If Primordus was unable to interact with a Bloodstone, its sudden leaking of magic would have alerted him. If it was able to sense the magic from Bloodstone it may still be alerted from the sudden magic flux. It may or may not sense that magic is in Lazarus now (would it be possible for him to hide from dragons like before with all that magic).

Lazarus doesn’t seem to be crazed as you said. He may still be interested in Bloodstones though. I noticed that the fifth Bloodstone, the key, isnt really mentioned in lore and there isnt a plot revolving around it. On a hunch, I would say that Lazarus’ intention is to combine all Bloodstones with the key within himself, slip through the world or annihilate anything in his path and reshape the world as a god, or attempt to bring his race back.

Normalizing Symbols

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Pregnantman.8259

@Xaylin: I don’t really think Symbol of Protection needs a change other than maybe the cast time either. I thought what would be nice and balanced and fun to play with and against for other symbols, but what I said are only examples. I don’t really agree with your suggestion, but thank you for thinking one.

I agree that there are many problems other than symbols in our weapons or in general and it may also be that these problems may not allow to compare symbols in isolation, but undertaking all problems at once wouldn’t allow for a discussion either.

(edited by Pregnantman.8259)

The Pact will lose the War against Primodus

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Pregnantman.8259

From what we have seen, those who absorbed magic from the bloodstone (or in anyway), become hungry for ever more power. Lazarus has absorbed the lion’s share of Bloodstone’s magic, and could very well intend to absorb other, greater sources of magic such as a dead Elder Dragon or another Bloodstone. Maybe Lazarus is looking for other Bloodstones and will use White Mantle to cut his way to them. Maybe Primordus is not coming for us, but is drawn to a Bloodstone or Lazarus himself – both equally are high sources of magic. Maybe their armies will meet by another Bloodstone and winner takes all? It would be interesting to see that we are no longer powerhouses to take dragons head on, but instead have to scrape what we have left to support the lesser evil to have a chance to eliminate both.

Normalizing Symbols

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Pregnantman.8259

I continually see this idea that everything needs to be driven to equality to be balanced, and I hate it.

I am not necessarily saying they have to be equal. It is difference in roles and strengths that bring out competition and need for organization. I am only saying that all of our symbols deserve the chance to have their nuances, their weaknesses and strengths. Previously, this was handled by associating each symbol with a boon and managing its cast time and uptime. With the new symbols and longbow symbol we now have another variable. Longbow symbol provides Burning (condition ‘burst’ damage), Scepter symbol provides Smite effect (physical damage over time) and Sword symbol provides teleport (movement) – in addition to their existing boons, uptime and cast time – or in other words, doing what other symbols do. I think it makes sense that rest of our symbols have some additional niche to go along with them like the latest 3 symbols, and the cast times and uptimes of symbols retuned.

We can use Symbol of Blades for its movement and Fury to put pressure, but wouldn’t it be nice to use Symbol of Faith for a burst heal and Regeneration if things didn’t go as we liked? We can use Symbol of Punishment to punish opponents rezzing a downed enemy from range, but what if we could also use Symbol of Swiftness for a small knockback to help a stomp instead?

(edited by Pregnantman.8259)

Help please

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Pregnantman.8259

Now that you guys said it, yes Consortium doesn’t sound bad. In fact it seems like I will have a lot of liberty to have a second theme to go with like Consortium mercenary or funder. My only problem with it is that Consortium doesn’t have any skins associated to them aside from maybe the island stuff (which is limiting me in a Southsun theme rather than a Consortium theme), and only thing I can take as reference is what NPCs wear uniformly. My intention isn’t to make a cosplay or look like a NPC, but custom make sets from pieces borrowed from the factions – so that although my char has a unique set his set can still be associated with a faction.

Help please

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Relevant as in they aren’t really known to fight much or interact with the world on a grand scale. You might argue that is the same with Zephyrites, but I took liberty with that theme assuming after ship crash some members just took on traveling the world by foot and using violence as a last resort in their travels.

Lion Guard seems like a good idea. I wish we had some back item to go along with more factions though

(edited by Pregnantman.8259)

Help please

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Pregnantman.8259

So I have 4 out of 5 chars themed after the factions I was able to find in GW2. I am struggling to find an interracial (not like Seraph), relevant (not like Consortium), legit (not like X follower or something custom made) and friendly or atleast neutral (not pirates or Modus Sceleris) faction to theme after that is also not defined by White Mantle (not Shining Blade or White Mantle drop out). So far I have used the 4 obvious ones: Priory, Vigil, Whispers and Zephyrite. What would you recommend?

Normalizing Symbols

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Pregnantman.8259

When I look at other symbols and the latest two, its clear to see there is something wrong. Mace and sword are both one handed weapons, and although mace has a slow theme, mace’s Symbol of Faith has a cast time of 1 1/4 seconds and pulses a mere Regeneration after that whereas sword’s Symbol of Blades have instant (or 1/4) cast time that teleports the user, blinds AoE, and pulses all needed Fury that doesnt suffer from the poor scaling of healing power or anything to be good like Regenaration. It is the same with scepter’s Symbol of Punishment, the extra hits are very good and if wiki is to be believed its the highest dps skill in game if all small hits connect and even if they dont, they synergize much with our F1 unlike any other symbol we have. One way or another, symbols as a whole should be addressed.

Normalizing Symbols

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Pregnantman.8259

I am not trying to get us nerfed, but I am only saying the two new symbols are better than the rest of our symbols. Now, they could of course just slap buffs on other symbols but from the looks of complaints we get in PvP forums its best we dont hope for buffs. Moreover, what good is power creep anyway?

Essentially, yes, I am saying that the two symbols have to be nerfed – but I am also saying other symbols should be buffed so it is more interesting to play with not only sword and scepter, but with other weapons as well. While we have new playstyles with both weapons now, we still have the age old combos with the old weapons – and tweaking the symbols can address to that problem.

(edited by Pregnantman.8259)

Normalizing Symbols

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Pregnantman.8259

Do you genuinely need a link to wiki for symbols, or actually took your time to read and quote from the post and type such a ridiculous statement? In any case, I will edit what I said to make it more ‘clear’.

(edited by Pregnantman.8259)

Normalizing Symbols

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Pregnantman.8259

It is great that we finally have symbols on Scepter and Sword, but at the moment they both seem a bit overtuned. It looks like devs didn’t want to replace old skills these two weapons had with new symbols as to keep their flavor and playstyle, but I don’t think combining old skills with new symbols is the way to go.

Ever since HoT, every symbol added in game had this additional gimmick in addition to normal symbol effects. Longbow’s Symbol of Energy burned foes and it was ok, even underpowered at that state because of its cooldown and projectile nature. However, the new two symbols added are not really the same. Symbol of Blades: low cooldown, 0 cast time (much more than 1 per second like other symbols), free teleport and AoE blind. Symbol of Punishment: low cooldown, hits multiple times, relatively short cast time. In my opinion they do too much for too little cost compared to other symbols we have.

What I think should be done is adding small gimmicks to all of our symbols and getting all of them into same line. For example:

—Symbol of Faith cast time reduced to 3/4 and now heals players covered in area symbol created for a decent amount.

—Symbol of Swiftness knocks enemies back by a tiny bit when its first put.

—Symbol of Protection cast time reduced to 3/4, damage numbers in auto attack or symbol arranged to keep the same dps in hammer (Hammer symbol originally has a ‘gimmick’ in which you deal higher damage on the initial strike while you place it)

—Symbol of Wrath cast time increased to 1/2 and now Immobilizes a foe for 1 second when they first enter the symbol (target limit 5).

—Symbol of Blades cast time increased to 1/2 (or 3/4 to match Unrelenting Assault) and blind aspect moved to third skill – each projectile of third skill now also blinds on hit.

—Symbol of Punishment cast time increased to 1/2 or 3/4.

—Symbol of Energy arrow speed increased.
Thoughts?

(edited by Pregnantman.8259)

Sword in PvE Meta now?

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Posted by: Pregnantman.8259

Pregnantman.8259

Rev might be the ‘way to go’ for projectile destruction on paperland, but on reality they are little more than boon bots. Thats not to degrade them however, but in order for them to be best at what they do (bringing good dps with boons) they cant afford much of the other stuff. Guards lose least amount of utility/dps for bringing projectile reflects (important and different from just destroying) and destruction as its the case of fire and forget of a maximum of 2 utility skills – no need to legend/weapon swap like a rev.

As for movement in fights and what it does to dps, I believe that while it certainly affects the dps heavily – it is a problem many of the builds in game face and we arent that bad in it. Having Writ of Persistence helps a lot for the target to remain in symbols as much as possible when moving with the boost to symbol size and duration – and that alone is more than what a staff ele or power ps has to minimise loss. Since most of the damage from the meta hammer build can be placed on a location where we want them (symbols and traps) a bit of intuition goes a long way.

Healing.... It might need some tuning...

in Guild Wars 2 Discussion

Posted by: Pregnantman.8259

Pregnantman.8259

What if Regeneration stacked in intensity? If they were to reduce the base heal by a bit, increase the scale to 0.15-0.2 and adjust Regeneration giving skills/traits accordingly healing could be ok. I am looking at Burning example, where skills that applied low duration Burns now apply a stack of Burning and skills with high duration Burns now instead apply 3-5 stacks of Burning.

About Boon/Condition duration I don’t think the way is to give them through stats or joining it with other stats, the current system allows one to excel really well at some select Boons/Conditions but not for all of them. However, I find value in skills like Banner of Tactics and Hallowed Ground (sadly there are no more like these) that increase Boon duration for the group and it could really be interesting if more Boon/Condition duration was added in this direction.

Hammer still viable?

in Guardian

Posted by: Pregnantman.8259

Pregnantman.8259

I cant see a reason why it shouldn’t be viable in PvE, considering perma symbol, %10 damage to foes in symbols, %10 more damage to symbols and burning on symbols. Even though you don’t have Unscathed in a hammer build, you will have more damage in mace and you dont have to stay in the enemy hitbox to do max damage.

Redesigning Consume Conditions/Plauge form

in Necromancer

Posted by: Pregnantman.8259

Pregnantman.8259

The whole of Corruption skills need to be altered. I am thinking that all Corruption skills should give 3 seconds of Resistance (either baseline or with MoC) while self applied conditions with stacks have their stacks increase much further – while Resistance is sort of reworked to allow players to remain out of combat should they also have a condition on them. 3 seconds is fair for someone to get rid of the dangerous condition while it also has room for counterplay. This way, the self applied conditions are no longer a hinderance to us or a laughing stock for our enemies – but a force to be reckoned with when transferred.

Consume Condition

in Necromancer

Posted by: Pregnantman.8259

Pregnantman.8259

I think this would be a fair change if they increased base heal by like %50, made it instant cast or short cast like other Corruption skills and/or apply the Vulnurability while casting the heal so that it is removed when cast is finished (and is consumed) or it stays if cast is interrupted (counterplay). Consume Conditions is chosen more for the full condition removal and much less for the amount it heals, so adding something to counter that without buffing the skill is just butchering it.

If they insist on keeping the skill the way it is maybe they can change Resistance in a way that it negates the damage increase that comes with Vulnurability along with its capability to negate condition damage – it wouldn’t be that far off considering the upcoming Vulnurability change. It can be further improved in QoL – players having damaging conditions with Resistance can remain OOC – similar to blocking/dodging/invulnurability to normal attacks. Then they can just slap Resistance on Master of Corruption trait to have it apply to all Corruption skills and normalize the durations of the self applied conditions. Or better yet, have the trait apply Resistance to allies within range as well.

(edited by Pregnantman.8259)