Showing Posts For ProxyDamage.9826:

I miss my Axe Warrior from GW1

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

It only has 1 skill that could be considered AoE, and that is whirlwind attack. All the other abilities are directed at doing damage straight in front of you and only hit enemies in front of you. AoE hits around you.

Actually, no. AoE is “Area of Effect”. I.e.: skills that hit multiple units in an area. Almost all melee attacks the warrior has have cleave, so they’re all AoE – And if you don’t know how to use them as such that’s your fault, not the class’s. Greatsword is actually more AoE than Axe.

If you want single target spike damage go Axe + Shield. Shield Bash > Eviscerate feels good when it lands.

Did the Karka remind you

in Necromancer

Posted by: ProxyDamage.9826

ProxyDamage.9826

No, they reminded me how good condition builds can be. Karka have very high armor and low health. One well-timed dodge negates their only really damaging attack (the spine barrage) and a condition build will always kill them before they get to the next round.

This.

The barrage hurts like a kitten regardless. It’s not “Necros are squishy!”. That thing hurts even on a full bunker guardian.

Basilisk Venom is freaking awful

in Thief

Posted by: ProxyDamage.9826

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2 min cooldown? Its 45 secs….

Perhaps it simply feels longer. Either way it is still vastly inferior to a non elite skill.

That is probably because you have no idea what you’re talking about. Common misunderstanding.

Basilisk Venom is a 45 second cooldown (can be traited into 36) 1,5 second stun, can be traited for twice the hits (and twice the stun).

Since it’s stacked and delivered with a normal hit it’s a standard “opener” of any “assassination”. As a 45 second cooldown elite it provides ridiculous synergy with, for example, runes of Lyssa, granting you a full condition clear and “all boons” boost every 45 seconds.

It’s the only “stun” in the game that ignores defiant.

Consortium Swimwear (GemStore)

in Last Stand at Southsun

Posted by: ProxyDamage.9826

ProxyDamage.9826

And what’s with trying to turn GW2 into The Sims with beach barbies?

Seeing as more than half of the game is essentially “playing dress up”…

That said, I love it how people seem to immediately seem to go in an uproar whenever attractive girls with swimwear pop up on a “beach resort” (unthinkable, I know), but nobody means the half-naked dudes that were already there. What happened to “equality”? Where are the topless women?

thief > berserker warriors

in Thief

Posted by: ProxyDamage.9826

ProxyDamage.9826

I don’t know how to play a warrior in PvE and think surviving CoF is a feat!

Quite alright kid. You’ll learn to play some day.

Keep the dream alive!

I find my ranger weak in pvp

in Ranger

Posted by: ProxyDamage.9826

ProxyDamage.9826

You have asked the author of the thread to point out the main beef with Ranger.

This thread is 4 months old. Many patches have came and kittening gone by now.

Thread necromancing is generally frowned upon for a reason.

Rangers are in a good place

in Ranger

Posted by: ProxyDamage.9826

ProxyDamage.9826

Some of our weapons are very weak in comparison to our META weapons. The longbow sucks completely. It’s terrible. The damage mostly. Same applies to greatsword, doesn’t make any sense for it to deal less damage then the normal sword.
Buff damage on both longbow and greatsword.

-disc scratch- whaaaaaa?

You do realize that the Greatsword is a defensive weapon right? Block+counter, the mobility of Swoop, evade on a normal attack chain, quick stun/daze… It’s not meant to be a high DPS weapon, otherwise it would be broken. And it does have decent damage. You can even get a nasty burst with signets and Maul.

Longbow does need fixes… mostly changing the way #1 works so it isn’t kitten pie outside of max range, and making #2 a little faster channel. If they also wanna make it so you can cast Barrage on the move (considering roughly every other class can do their AoEs on the move, barrage is a long channel, and longbow isn’t a particularly defensive weapon) sweet jesus kitten dancing christ, I’m in heaven.

Regen ranger, on the other hand, might need some small nerfs. Possibly PvP only.

Dungeon build - to pet, or not to pet?

in Ranger

Posted by: ProxyDamage.9826

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Honestly, as I have almost every class level 80 and fully exotic, I simply don’t bother with Rangers in dungeons… Much like I don’t bother with Thieves in dungeons. I just take out my Warrior or Guardian.

That said, back when I didn’t have those two, or for those times I’m just feeling “kitten it, let’s do this”, I prefer to use my signature “AD carry/WvW” build. All in ranged damage. 30/30/5/0/5 with 70% berserkers (all trinkets and weapons, little bit of soldiers and knights in armour just to prevent one shots in case of an error), shortbow and longbow. The pet is just an addendum. Most of the time it sits in passive mode so it doesn’t die, so I can use their F2 and switch them for quickness.

If you do wanna have your pet in, I recommend tanky pets – bear types and, since the buff, drakes hold themselves somewhat decently for pets.

Guardians In Dungeons: What I Am Doing Wrong

in Guardian

Posted by: ProxyDamage.9826

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Ok, here we go:

Traits

Gear is currently, Masterwork level, Sentinel gear, with Emerald Orbs

There’s your problem. Get exotics. Cheap and necessary. Farm Orr a bit if you have to.

Additionally, you don’t necessarily have to, or should, face tank everything. A lot of the tougher mobs in the game have attacks you can’t tank. That’s what dodging is for. Don’t forget that you do heal (yourself and others) when you roll, and that you’ll likely have nearly perma-vigor, so don’t be stingy with the rolls. Also, if you find yourself in a position where you can’t dodge something that might kill you, it’s always better to burn Virtue of Courage than to eat the dirt.

If you tell us what dungeons you’re doing and where you’re dying we can tell you more specifically what might be going wrong.

Thief Problems - Roaming

in Guardian

Posted by: ProxyDamage.9826

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Neither is not being able to escape a fight.

Enjoy your Luxury and quit your complaining.

rofl, escape is crap when most scenarios in PvP situations demand that you are present to prevent something from being capped or otherwise destroyed. It also presumes that a guardian is in some need of running away in the first place. Fleeing a battle for an objective does not give victory. The idea that a class should be “strong against classes that stay to fight me” because other classes have the ability to flee said battle is completely absurd and the most lazy excuse for balancing I’ve seen.

I’d also say that Setun is correct in that guardians have a number of ways to actively pull back or in some sense escape in WvW situations as it is. Knowing the moment to withdraw is often as important as actually having the proper abilities to do it.

And this is where we say… please reference the OP’s Topic.

Thank you for playing.

Actually he’s merely replying to your comments. If anything you were the 1st one to go off topic about this, so thank you for trying to look like a tool and shrug off his counter argument. <3

And Amins is replying to Sil’s. Stop being ignorant. PvP is not WvW. This topic is WvW related, so Pv kitten ue need not apply.

Yes, Thieves’ disengage is not OP in PvP at all, because PvP is a short duration, small team, objective based round, game mode. Running away to survive beats dying most of the time, since you avoid respawn times, but staying power beats both, seeing as the point of the whole thing is capturing and holding points.

In WvW the ability to simply turn around and say “kitten this, I’m out” is ridiculous. When you find someone roaming in your territory you can’t simply say “meh” and ignore it, and you can’t, for example, have a person in every single camp and every single Dolyak just sitting around for every 1 thief you know is running around. Leaving them alone means they get to run around and do whatever they want. “Well, he’s not capping this camp while I’m here!”. Ok. What about that other camp that’s 10 seconds away for the thief? Or the Dolyak heading to your keep? He’ll be there before you, that’s for sure. Or maybe he won’t. Maybe he’s just sitting around waiting for you to leave.

Additionally, you never know when you turn a corner and suddenly there’s an enemy zerg heading to you. Or you find yourself in an otherwise fair fight that suddenly went sour…. etc. In all those situations “staying power” means kitten all. You’re going down. A thief, on the other hand, can easily turn tail and go be somewhere else. In WvW this is invaluable.

The problem is that disengage does not have the same value in PvP and in WvW. And this thread is about WvW.

Question for Great Sword users

in Mesmer

Posted by: ProxyDamage.9826

ProxyDamage.9826

Are you using auto-target as your way of targetting? Turn it off. Learn to ‘lock in’ on targets manually.

If you mean this happens after you have someone targetted… No. Sorry. Never happened to me.

how do you kill a stealth thief???

in Ranger

Posted by: ProxyDamage.9826

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If the thief is worth their salt you wont kill him.

This. Honestly this is currently the problem with Thieves in WvW. They can simply not die due to how much disengage they have. Even if they don’t kill you.

If you stick around they will kilk you eventually.

Depends on your build. If you’re a more glassy build, yes. If you’re a regen/bunker no. He’ll never kill you. But you’ll never kill him either.

how do you kill a stealth thief???

in Ranger

Posted by: ProxyDamage.9826

ProxyDamage.9826

If the thief is worth their salt you wont kill him.

This. Honestly this is currently the problem with Thieves in WvW. They can simply not die due to how much disengage they have. Even if they don’t kill you.

Flesh Golem heals ooc ?

in Necromancer

Posted by: ProxyDamage.9826

ProxyDamage.9826

Know. Intended. Only on Flesh Golem – a perk of being an Elite.

Thief Problems - Roaming

in Guardian

Posted by: ProxyDamage.9826

ProxyDamage.9826

your chances of beating a thief that off-hands a pistol are non-existent.

You aren’t gonna beat one that used a pistol and off-hands a dagger either.

…you should probably avoid ones using a shortbow too.

This is complete ignorance, feel free to ignore it.

Long story short: if you’re not running a glass cannon build, you won’t kill most thieves if they don’t overcommit, but for the most part they can’t kill you either.

You can’t kill them because you’re not a CC machine, and Thieves simply have too much disengage for WvW. No other class can simply say “kitten it” and leave you swinging for air like Thieves.

On the other hand, and even more so after the mug nerf, they simply can’t take you down. I mean, they can take you down, but that requires committing to the fight, and if they stay long enough to be able to take you down, you can kill them first. They’re simply not a threat. Between protection, Aegis, all of your healing, retaliation, condition clearing, stability, and the small amount of CC you have, if he decides to try and trade blows, he’ll go down first.

Your real threat is sword/dagger thieves. Simply put they have constant boon ripping, together with higher mobility than you do, a billion stun breakers, and the ability to deal damage while nearly constantly evading. They are a pain in the kitten On the other hand, while they’re great at dueling, they lose effectiveness the more people there are in a fight, so if you’re afraid of those try having a friend or two around and it evens things out a lot, even if he brings a friend or two as well.

Ranger down state is imbalanced

in Ranger

Posted by: ProxyDamage.9826

ProxyDamage.9826

Ranger down state is good in many situations, but its not the only good one. Ele’s memsers and theives have much better down states in larger battles because they survive a long time giving plenty of time to rally, whereas ranger down states are atronger in 1v1 and 2v2 fights because their pet can make a real difference there, especially if they are a BM.

False, Rangers are the best in surviving down state.

Get a wolf and a Black moa, you can stop a player from stomping you 4 times. Where as every other profession can stop a stomp for a max of one.

Wanna put your money where your mouth is? 800 gems I can produce 4 different classes – at least – with my average, non-specific, PvP build that your ranger can’t stop my stomp once? Elementalist, Engineer, Warrior and Guardian. You let me down you, I start my stomp, and then you try your best to interrupt me. Might even be able to do it with Thief and Necro too, but there’s some room for error there.

I’m saying specifically “non-specific” builds to make it clear that this are just what I consider normal PvP builds. If you want specific counter builds to your interruptions – Anything with stability, evasion or invincibility in their stomps.

Ranger down state is imbalanced

in Ranger

Posted by: ProxyDamage.9826

ProxyDamage.9826

Blackmoa: wrong on all accounts. The pet can only be used to heal a player in the downed state. F2 skills etc disappear just like with the other classes. Ranger one of the strongest professions? You MUST be joking. The only thing that could make a ranger on a par with other classes is how good the person playing it is. You don’t need skill to be powerful as a warrior or thief, for example.

Please learn the game before commenting on it. The visual “UI” of the skills disappear but you can use any “F-skill” you could anyways. That includes attack, come back, F2, or switch. You can’t, however, use your normal utilities or your normal heal skill.

That said, it’s irrelevant. Ranger’s downed state is good, but not even close to amongs the best. Yes, they can pull some neat tricks, but so can other classes. Not relevant. If you down a ranger and get downed by their pet, either you really low to begin with, or you’re doing something wrong.

A class’s downed state’s strength is best qualified in what they can avoid.

First come classes with displacement skills – Thief, Mesmer and Elementalist. They’re the only ones that can avoid any stomp, including stability stomps and the absolute best “invuln stomp”. Nobody else can. They buy the players a lot more time than any other class in the game while downed.

Then come classes that stop multiple enemy stomps, or stealth/untargetable stomps, provided they don’t have stability or invulnerability – Ranger and Guardian.

Finally come the classes that can only stop one stomp, at most, provided they have no defense of any kind, such as stability or stealth, or that they take a very long time to execute – Warrior, Necromancer and Engineer.

So, ultimately, the fact that Ranger’s can win a “one on one downed fight” is irrelevant, when stomping them while bypassing their pet is not an issue. If you down a ranger, one on one, and managed to still get downed and die, you either messed up bad or don’t know how to stomp.

Way Too Many Mesmers

in Mesmer

Posted by: ProxyDamage.9826

ProxyDamage.9826

1. Easy to play?
2. Lots of damage?
3. Plenty of Survivability?
4. Just easy to confuse others?

All of the above, really.

As someone who plays every profession and has dedicated a lot of time to learn even their small nuances, I can tell you the 1 or 2 traditional “cookie cutter” Mesmer builds are among the most “faceroll” things to play in this game in PvP. Roughly equivalent to GS Warrior in PvE. It’s just too easy.

It’s just a design thing. For example, a lot of the Mesmer’s damage is in their clones, which in turn frees the mesmer themselves up for either more offensive or defensive actions regardless of what the clones are doing. For example, you can cast a berserker at someone, then run away, thus forcing them to either let you run away or be forced to chase you with the periodic high damage burst + cripple. Even if you do kill the clone right away, not only is that damage not dealt to the mesmer (while they CAN be doing damage to you, for example), but they usually live long enough to deliver their payload anyways… given that they have remarkably low cooldowns their death is more of a nuisance (can’t use them for shattering, slightly lower “DPS”) than an actual problem.

On top of that they just have a lot of utility… blinks, stealths, stun breakers, full AoE condition AND/or boon removal, portals, a mini-hundred blades that also grants you evasion…. Perma-vigor and, with that, nearly unlimited on-demand clones for shattering or just general nuisance… a lot of dazes and stuns… etc, etc.

If mesmer has an issue is that they’re sort of stuck to the one or two cookie cutters, and everything else tends to drop dramatically in performance.

Please Fix Mobile Strikes.

in Warrior

Posted by: ProxyDamage.9826

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Sigh… Some people…

No, you can’t have it remove chill or cripple (we both know you’d go there after) as well. No, you don’t get to be immune to all movement impairing conditions. Mobile Strikes is one of the best skills as is. It lets you be immune to arguably the strongest movement impairing condition – immobilize. If you want to deal with chilled better, then that’s what your warhorn is for. Use it.

Help with necro dagger/dagger-life steal ?

in Necromancer

Posted by: ProxyDamage.9826

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20 ? 30 isnt usefull or ? Then should I go with spite or death magic ?

No, no, no… That’s just the base. At 20 points you’ve maximized the “life syphon” potential, unless you also go wells or minion-based: You have Vampiric, BloodThirst and Vampiric Precision. You can dedicate the rest of the points to whatever best suits your build, depending on what that is. If you’re going dagger/something you probably want power, since dagger is a power weapon. The rest of the build is whatever you want it to be so long as you hit your opponent.

And Spite is a terrible tree for a Necro. Almost never a good reason to put points in it.

Help with necro dagger/dagger-life steal ?

in Necromancer

Posted by: ProxyDamage.9826

ProxyDamage.9826

Life Syphon build recipe:

- Have critical chance.
- 20 points in blood magic – Traits II and V

Do whatever you want with the rest.

PS: Don’t run Dagger/Dagger. It’s not good. If you’re running Dagger either use Focus or Warhorn. Off-hand dagger is more of a condition weapon.

(changed) lf playtested exp to tweak build

in Necromancer

Posted by: ProxyDamage.9826

ProxyDamage.9826

Clearly you aren’t really looking for feedback, just affirmation that your build is as good as you think it is.

This.

If you want us to be honest, then deal with it: your build is a worthless mess. If you don’t want us to be honest then tough. Don’t ask. You’re either trolling or legitimately clueless. Either way, it’s not good.

“But I won some games with it!”

So…? That only proves that either you’re an amazing player or, most likely, you got carried or the other team was a steaming pile of kitten. It doesn’t prove the build is good. And don’t make any mistakes about it: it’s not.

I’m having a hard time knowing where to even begin, so let’s just pick some random examples among the most egregious:

You have berserker gear, so you’re definitely an all in power build… but condition damage runes… Why? You know what 163 condition damage does? Nothing. A kitten’s fart. Less than that. You’re wasting 6 valuable rune slots that you could use for actual useful offensive or defensive purposes.

Another particularly good one: you’re running wells utilities…without well traits. Why? You’re not even running particularly “uniquely useful” ones…

Well of Blood? Why? Consume Conditions is one of the best heals in the entire game, if not the best. Even with traited wells it’s a tough choice to give up Consume Conditions. Untraited, that choice is distilled masochism.

Well of Corruption? Why? If you want damage, since you’re berserker, why would you ever not use Well of Suffering, which is at least twice the damage…? But you are completely untraited, which makes me think you want it for utility, boon stripping/converting… So why would you ever take it over Corrupt Boon when you’re not even traiting wells…?

Well of Power? Waste of a slot. Not even gonna bother asking why. It’s clear at this point that you have no “why”. It’s just whatever looked cool at the time. Even in a fully traited well build you only pick this for very situational support builds.

Why dagger in off-hand, an extensively condition-oriented weapon, instead of the far more dagger-synergistic focus or warhorn? How would you know… You have no idea. “Just do it”.

Why 15 points in Spite? Because “kitten it”, that’s why. Spite is one of the most useless trees for a Necromancer. There is almost no reason to ever put points in it, let alone 15. What, you wanted the master minor trait? 5% of your power into healing? Almost nothing a necromancer has scales with healing power, let alone scales decently. On top of that you’re using a long cooldown heal, and you have almost no healing power anyways.

Do I really need to go on…? Almost anything in your build is textbook “what not do to”.

well of corruption / corrupt boom?

in Necromancer

Posted by: ProxyDamage.9826

ProxyDamage.9826

Several people have already explained the functional differences, so let me put this another way: Depends on what you’re trying to do.

For sheer boon stripping nothing beats Corrupt Boon. It’s instant, targetted, on a much smaller cooldown and immediatly converts all boons.

Well of Corruption is more of a secondary damage dealer for well builds that also happens to convert boons.

Karma Temple Gear or Use Karma Elsewhere?

in Necromancer

Posted by: ProxyDamage.9826

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I said i can farm 300+ dungeon tokens faster then i can farm 40000 karma… that’s what i said. I can’t get 40000 karma in 1-2 hours, but i sure can get 300+ dungeon tokens…

You can get 300+ dungeon tokens in 1-2 hours? Do tell.

Karma Temple Gear or Use Karma Elsewhere?

in Necromancer

Posted by: ProxyDamage.9826

ProxyDamage.9826

Most gear is “either or”, really. Since you’re making a necro, you might wanna consider what kind of necro first, though.

I’ve recently wanted to changed my Necro’s build, which prompted getting an entire Rabid set…. except that rabid gear can’t be crafted and, as far as trinkets go at least, Karma is by far the best way to go… WvW does not sell non-soldiers trinkets, and TP prices for exotic Rabid trinkets is, for the most part, utterly insane. So I stocked up on karma and hit the temple of Dwayna for it. Very useful.

If you’re not going for one of those “hard to acquire” pieces, though, doesn’t matter.

Greater Marks Question

in Necromancer

Posted by: ProxyDamage.9826

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It’s an old as hell known bug. Honestly, it’s completely irrelevant as any serious player should be turning off ground targeting anyways. More than doubles your reaction time, and it’s not like the sizes/ranges are hard to remember.

Really doesnt slow you down that much. You can double tap the mark to basically smart cast it without enabling it in the options. Means you have the option to be more precise when you need to and still cast quickly.

You’re adding an extra click. That’s double the moves, double the time wasted, even if you don’t account for the natural latency of even the highest end computer naturally has, simply the extra reaction make a difference in a close fight.

And I don’t need the smart cast to know my range.

Greater Marks Question

in Necromancer

Posted by: ProxyDamage.9826

ProxyDamage.9826

It’s an old as hell known bug. Honestly, it’s completely irrelevant as any serious player should be turning off ground targeting anyways. More than doubles your reaction time, and it’s not like the sizes/ranges are hard to remember.

This video is disheartening.

in Necromancer

Posted by: ProxyDamage.9826

ProxyDamage.9826

PS: There is a necro in that group, which you’re all tactfully neglecting to notice, apparently.

This has been mentioned quite a few times now. how about actually reading the posts in this thread before babbling nonsense?

Uh… Did you? There are like, 2 people mentioning it, and everyone else seems to be turning a blind eye going “OH A NECRO COULD NEVER BE IN A SITUATION LIKE THAT!!!”….. uh…yes, they could… they are… There’s one right there…

100% Condition Duration Terror/Wells Build

in Necromancer

Posted by: ProxyDamage.9826

ProxyDamage.9826

I didn’t lose the sight of anything, it’s just inefficient. You’re sacrificing a significant amount of survivability, utility and/or damage for what? About 1 or 2 extra seconds of chill, at most, that come from sacrificing 30 trait points for nothing else? With my proposed changes, in WvW not only am I packing extremely equivalent CC, but I’m also bringing way more utility, damage and survivability. Not to mention the advantages of proper runes…

And yes, if you’re run over by a zerg no trait would have helped you… but there is a difference between being a monster in small battles, completely impervious to glass cannons, or not.

Anyways, I’ve left my 2 cents, do as you wish. That said, if what you’re going for is pure control you should substitute off hand dagger with focus (extra chill and boon stripping), and Epidemic with Spectral Grasp (it’s a bit buggy, but if you know how it works you can use it quite well, and it’s an invaluable pull + chill).

This video is disheartening.

in Necromancer

Posted by: ProxyDamage.9826

ProxyDamage.9826

This thread is a great example of ignorance meeting mass hysteria…

I honestly can’t be kittened going into too much details, that would inevitably be ignored or overlooked, but I’ll say this: What you saw in that video is an “elite”, coordinated, team destroying a ridiculously brain dead mini-zerg with absolutely no coordination or direction. It’s the age old “brain over brawn” to a T. If at any point the zerg had just used some semblance of coordination (such as stacking to limit AoE effectiveness and spread out stability and protection), hell if they had just rushed them as one blob, they were dead.

What you saw the elementalist do in that video could have been done equally with a well Necro, which is a surprisingly similar build (with, nonetheless, some differences – some pros and some cons)… Or a naked ranger’s pet for all it matters, since the enemy group seems to have the combined IQ of rotten lettuce…

PS: There is a necro in that group, which you’re all tactfully neglecting to notice, apparently.

100% Condition Duration Terror/Wells Build

in Necromancer

Posted by: ProxyDamage.9826

ProxyDamage.9826

Ok, first thing’s first, you are not a “wells build”. At least in the link you left. You have no ground targeted wells which means your wells are nigh useless. Is that something you’ll switch “on the fly” if you switch to wells? If so, fair enough.

Second, forget the Necro’s Power tree. It’s junk. There’s nothing there worth having.

3 seconds of post-nerf retaliation when you deathshroud? Yeah, not really doing much… Retaliation is good on Guardians and builds that can stack it in long durations and along with protection. 3 seconds is nothing.

Health when you kill something? Only useful against hordes of junk mobs, which aren’t an issue anyways.

Bonus to healing? Really cool, till you remember almost none of the Necro’s healing sources scale with healing power… Only the #6 skill.

10% more damage to Marks? Marks don’t do significant damage. They do utility and conditions. Neither are affected. Only one mark gets any noticeable boost from it, and it’s on a long enough cooldown and situational enough use (you wanna save it for a really key blast finisher or, more commonly, a full condition transfer) that it doesn’t matter.

Might when under 25% health? If you’re under 25% health you should be thinking about leaving, not hanging around. Besides you’re only a couple of hits away from kicking the proverbial bucket, so, is 1 or 2 stacks of might really gonna make a difference? Not really.

I.e.: The Necro’s power tree is useless. Don’t do it.

Additionally you have no life syphoning… Life stealing is a big part of a Necro’s survivability. Even if you won’t exactly steal 1k at a time, you’ll steal a lot of small amounts, which pile up. Also, as a Necro, conditions like poison aren’t much of an issue, so you’ll usually be healing for full effect.

So, I’d recommend moving all of your currently wasted Spite points to Blood Magic (my favorite) or Soul Reaping (build dependent).

Finally, Condition Duration is severely overrated because it shows pretty numbers in the tooltips, without people realizing what those numbers mean. 7k seems like a pretty high number for damage, until you realize that it’s 7k over 18 seconds of bleeding. Now stop and count 18 seconds. Yeah. How often will a fight go on that long without a single condition clear? Or, perhaps more importantly, how much more damage would you have done over those 18 seconds if you had just stacked/restacked more or more potent bleeds?

You see, the problem with condition duration is that it is diametrically opposite to the current “flow” of combat – fast paced bursting and re-bursting. Condition duration offers you potential, very diffused, and very conditional damage, while you want guaranteed, “de facto”, damage.

Especially with conditions, you’re better off front loading the damage in the form of higher condition stacking, than spreading it out over several seconds. Several seconds in which your opponent may escape, your condition may be cleared, or you may, in fact, be killed.

Finally I’d get rid of Reaper’s Protection for Staff Mastery. 90 second cooldown on a passive trait is a bit of a waste in my book. Rather the more reliable increase in utility availability from Staff Mastery.

sPvP Knight Amulet stats Vit,Pow,Prec in PvE

in Players Helping Players

Posted by: ProxyDamage.9826

ProxyDamage.9826

this is why we need freedom of stats allocation.

Complete freedom of stats wouldn’t necessary be a good thing given the way the game is balanced, though. While I’d like to use the same system in PvP that I use in PvE, complete freedom would quickly descend into complete sets of “Precision – Critical Damage – Most Suited Defensive Stat (Vit/Tough/Healing Power)”, or super tank “Vit/Toughness/Healing Power” builds. Simply put, not all stats are created equally, so I’m not entirely sure letting people choose whatever stats they want would, necessary, be a good idea.

That said, I really would like the PvE system in PvP… It just allows for much better build control/freedom and small “tuning” adjustments, which I personally find quite interesting.

sPvP Knight Amulet stats Vit,Pow,Prec in PvE

in Players Helping Players

Posted by: ProxyDamage.9826

ProxyDamage.9826

There isn’t an equivalent to that in PvE/WvW. The closest is also Knight’s, but that is Power/Precision/Toughness.

I.e.: same thing, but Toughness instead of Vitality.

Not enough emotes & I don't like them being sold

in Guild Wars 2 Discussion

Posted by: ProxyDamage.9826

ProxyDamage.9826

Anet is greedy? Okay. I guess the free monthly content I’ve been playing I’ve been paying for. Oh Anet is greedy for selling a couple of dances.

There are definitely some things I haven’t agreed with in the cash shop but dances aren’t among them. Dances are fair game.

Actually, I gotta say that paying for something like emotes is kinda lame. I get the whole “no monthly fees” and all but really? it’s emotes….

Then don’t buy them. That’s the beauty of it. It’s just completely secondary aesthetics. It’s nothing important.

We get a lot of content for free, and I know some of you kids don’t get it, but ANet needs to run a profit to keep running… Selling this kind of non-gameplay impacting product is fine by me.

Cathedral of Zephyrs/Dwayna uncontested? [EU]

in Guild Wars 2 Discussion

Posted by: ProxyDamage.9826

ProxyDamage.9826

Just a quick request, seemed like the best place to do this in: can you drop me the name of your EU-based server if Dwayna/Zephyrs is uncontested? Just wanna grab a few rabid pieces and it’s currently locked in my server.

Many thanks.

Anet, Please fix the Savage Leap

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

Just to make that clear, there seems to be a bit of “lag” with the targeting system. A small delay before the system realized you’ve acquired a new target or detached from an old one. Completely separate from network or graphical latency, however. Seems like a system-specific flaw, if you will.

It has always been there, though, at least since I’ve started playing the game.

Anet, Please fix the Savage Leap

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

No words…

(15 characters…)

Attachments:

Traps, traits, and a rant

in Thief

Posted by: ProxyDamage.9826

ProxyDamage.9826

According to arena net we are supposed to be the most mobile class in the game and yet we are the third most mobile class in the game behind ele’s and mes’s

Stop doing drugs. No class in the game even comes close to a Thief’s mobility, let alone a mesmer. Warriors and Eles can have similar “burst” mobility, but in sheer “warping all over the place” or long distance running, nothing beats a Thief.

Am I over reacting or do i bring up some good points?

Mostly overreacting and don’t know what you’re talking about.

PP does need some changes.

The reason mug doesn’t crit anymore is because Thieves had too much burst. “Instagib” isn’t a mechanic ANet wants to reward in this game, and in order to give the thieves better survivability they had to take away some of the burst.

Condition damage builds are perfectly legitimate, you just need to know how to play and use them.

Likewise for glass cannon. In fact, Thief is mostly a glass cannon class, due to its own mechanics rewarding it – Thief’s defensive potential isn’t tanking, it’s their disengage. An unsuccessful disengage is gonna hurt anyways, as that’s your main damage mitigation tool, and a successful disengage results in minimal damage anyways. As such, the class as a whole emphasizes damage more than survivability in its stats, more so than other classes.

2/3 good/legitimate builds is more than many other classes have.

Question to non-GS warriors.

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

You can forego some mobility if you have strong ranged. I sometimes go axe/shield on my warrior, with a rifle on switch. I forego some mobility, but I have range to make up for it.

Currently, however, I’ve been using sword in mainhand, with Bull’s Charge slotted in utility. This gives me good fighting DPS, and, if need be, a pretty decent mobility burst through Savage Leap > Bull’s Charge. I do sacrifice Eviscerate’s Burst, however.

Basically, you can forego some mobility if you have strong ranged fighting. If you don’t, you have Greatsword on switch.

MH Sword isn't really that bad

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

Actually, I’m currently using MH sword in my berserker/knight warrior with shield, and rifle on switch.

I do believe someone did the maths, and auto-attack DPS from the sword is actually slightly higher than Axe’s, unless you cancel the Axe’s third chain, since Final Thrust, while slower at starting up, actually delivers a faster payload than the three hits from the final Axe chain.

It does lack Eviscerate’s burst and the axe’s ranged cripple, but what it lacks there it’s making up in mobility and utility. Savage Leap gives you another low cooldown movement skill, and Flurry isn’t there for the damage but for the utility of a 4 second immobilize.

At the end of the day, in a power build, MH sword is in between Greatsword’s mobility and Axe’s damage, and honestly quite underrated.

Brawn=Traitless

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

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

No thank you. I don’t want the game unplayable for a day.

Besides, why? Most of these have absolutely no reasoning beyond them whatsoever. It’s “the spray and pray method”. Statistically, if you shoot enough bullets you’re bound to hit something eventually… That’s what he’s doing, basically. Also known as “the spathetti method”. Just throwing everything at the wall to see what sticks.

New traits and Signet of Might are too sexy.

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

Dogged March and Destruction of the Empowered are godlike.

No they aren’t. They’re absolute crap “trap traits” for people who don’t know better.

Dogged March is only good when combined with another source of condition duration mitigation (like runes of Melandru), and the regen is absolutely pathetic.

Destruction of the Empowered loses to Berserker’s Power 9 out of 10 times. If you’re dumping 30 in discipline Burst Mastery is the trait to pick up.

Lets Fix Burst Skills...

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

Burst Skills need to actually matter and be a bit scarier.

http://wiki.guildwars2.com/wiki/Eviscerate
Change to 700-900 Meters like it was in Beta.

No. That’s stupid. Too long range. A small increase like 400/450 (600 at most, pending testing) would be ok, like Savage Leap. Currently it’s a bit too CC dependent given that the AXE is one of the least mobile weapons the warrior has.

http://wiki.guildwars2.com/wiki/Arcing_Slice
Run and leap at your foe, hitting them and nearby foes, however it gets double the cool-down if you do not hit a target.
Range: 1,100 (This is much like Ranger’s Swoop.)

Don’t be ridiculous… GS is already one of the best mobility weapons in the game. The last thing it needs is another movement skill… Least of all one similar to Ranger’s Swoop. Think kitten through… Yes, the GS’s burst needs to be reworked, but so completely not the way to do it…

http://wiki.guildwars2.com/wiki/Earthshaker
Change it to be more like “Savage Leap.” and leaps and tracks your target. This would make it SO much easier and friendlier to use then it currently is and give hammer users more mobility. Same range as is.

No. Being ground targeted has advantages and disadvantages. If anything it should be just a bit more responsive. Everything else is fine.

http://wiki.guildwars2.com/wiki/Combustive_Shot
Make the range 1,500 meters and make the shot fire faster.

No. Fine as is. It’s a massive AoE.

http://wiki.guildwars2.com/wiki/Skull_Crack
Rush towards your target and smash them, make it unblockable. (Range: 450.)

Ridiculous. It’s a 2 second stun. I anything maybe make it a bit stronger stun, or give it slightly more range, but still melee.

http://wiki.guildwars2.com/wiki/Flurry
Allow the warrior to be moving while performing the flurry, make the animation more fluid.

You’re high on something. Flurry is one of the most devastating skills in the game. Learn to use it.

Post 30th, building the Ultimate Warrior ??

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

Boon hate is a trap. It’s useless.

Substitute it for Berserker’s Power (+10 points in Strength) or Burst Mastery. Either will be better.

Destruction of the empowered untarget-aoe?

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

thnks guys for the answers.
@Proxy , Its not worthless for a WvW player who runs guild raids and face enemy zergs:)

It is. It’s 3% damage per boon on a grandmaster trait. What are you giving up to have that? There are better, less reliable, damage traits for cheaper. Or are you giving up defensive traits?

To put it in perspective, most significant “damage enhancement” traits are around 10% mark. You need someone with 4 boons to beat that, by only 2%… Any other time it’s a waste. It’s an incredibly situation, high price, trait with extremely low pay off. Let’s put it this way: if you want damage and are dead set putting 30 points in discipline, I’d sooner take the new Burst Mastery. Not only will it raise your DPS more, but also raise your overall utility through more available bursts.

Destruction of the empowered untarget-aoe?

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

You’ll hit everyone. Those with boons receive the added damage.

Do note that in its current state it’s a completely worthless trait, however. You have more accessible traits that give you better and more reliable damage enhancement.

Arrowcarts [merged]

in WvW

Posted by: ProxyDamage.9826

ProxyDamage.9826

Arrow carts are wayyy over the top… Arrow carts were never bad…. They were never bad or underpowered to begin with…. So this decision to give them such a ridiculous overbuff seems utterly baffling to me…

Any attack that’s even somewhat even now is utterly demolishes by just having 2 arrow carts on the defense. It’s ridiculous.

Spirit Suggestion

in Ranger

Posted by: ProxyDamage.9826

ProxyDamage.9826

Only way to make spirits worth a kitten is to make them move around with you by default, without needing to burn a grandmaster trait, and removing the idiotic internal cooldown (or lowering it to like…1 second at most…?).

Anything else is just token. Just band aids on a severed limb.

Arrow to the Knee: Durzilla Educates

in Ranger

Posted by: ProxyDamage.9826

ProxyDamage.9826

I thought the name “Durzlla” rang a bell… Usually that’s either very good, or very bad.

And then I remembered why…

Yeah, no… I’d sooner ask a drunk hobbo about the therapeutic applications of retroviruses.

warrior new kings of mobility

in Warrior

Posted by: ProxyDamage.9826

ProxyDamage.9826

I have a warrior and an elementalist…and a thief… and actually every class except for Engineer (getting one next).

With no other class can I stay so long in a fight, doing proper – non bunker – damage, and when kitten hits the fan I can simply turn around, pop a cantrip, air attunement, get out, and 20 seconds later get back in with full life and most of my cooldowns. It’s too much. I honestly think Thieves get too much disengage as is as well, but at least if a Thief kittens up his disengage he’s dead, period. And he needs to disengage pretty much all the time. And they’re nerfing their burst…

The Ride the Lightning nerf is actually quite mild. It’s fixed so it doesn’t rush 1500 range, which it isn’t supposed to in the first place, but the originally intended 1200, and the cooldown is doubled if you’re using it as a get out of jail free card. All this really does is fix a glitch and make sure that if you’re running away, you’re unlikely to use a second RTL if the first didn’t clear you.

Cause that was one of the problems with RTL. Not that it gave you a burst of mobility, as you did mention other classes have those too (although theirs are affected by crowd control and other suck pesky things for the most part), but that it gave you a really “recyclable”/low cost extremely safe mobility burst. Till now when a something/d ele disengages you pretty much have burn your mobility burst to catch and kill them in 20 seconds, otherwise his major mobility burst would be back, and he’d get away scot-free. That’s the only thing that’s getting nerfed with RTL.