Showing Posts For Rump Buffalo.2594:

Warrior Traits and skills: Discussion

in Warrior

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Hi, wanted to formulate some ideas of mine in this thread in regards to changes for the warrior.

Before i go on I want to note that I in no way think the warrior is underpowered, simply that some of their utilities, weapon skills, and traits are clunky and in the spirit of being productive I’d like to address them here.

1) The warrior has a distinct lack of protection. As we all know it is very difficult for a profession to be utilized as a bunker-style character without this boon. On the other hand i understand that the warrior is in the highest bracket of health and armor and that protection is an extremely powerful boon. My suggestions on this point will be minor.

2) Banners are clunky and troublesome. Their #2 ability once picked up is actually quite good on its own but doesnt allow itself to shine due to the long amount of time that must be spent to pick up the banner, use the ability, and place the banner back down, even when using the tilde weapon swap function to drop it quickly.

3) Warriors have some sever overlap when it comes to their utilities which is good in some ways and bad in others. They also have a distinct lack of swiftness (one of the reasons the GS is so popular is the mobility) except for the banners which still has the aforementioned problem if their swiftness is to be utilized.

4) Combo fields are scarce, so scarce in fact that while we have several finishers we only have 1 field (Adrenaline Long Bow fire field). Now i understand why this is the case… we are not magical, we would be incredibly powerful if the fields were able to be accessed regularly, and the skills that award us a field would have to be carefully implemented.

When is first wave of dungeon changes coming?

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

My fix:
keep in mind this doesnt address the many mechanical problems with the instances or the fact that many instances have insanely easy tank/spank boss fights strewn about them in places. It also doesnt fix the loot, but improved loot tables that were promised should do that.
Easy Med Hard modes

Easy: easy encounters, less damage, less strain, 20 tokens a run. -5 tokens per re run down to 10min. This allows players to learn the mechanics without getting mauled and still being rewarded.

Medium: About where most dungeons are now. Awards 40 tokens -10 per re run down to 25. Allows a harder mode with better loot more karma than easy and more tokens.

Hard: Harder than most stuff is now, think like arah difficulty in everything, bosses have more abilities, there is more techinque to fights, bosses have hard hits, NOT MORE HEALTH THOUGH. 65 tokens per run -10 per run down to 45 min. More karma (the 1880 that there is now should be here, maybe 2000 if u want).

You choose your mode, then ur path, then u go. Sound good? This lets people learn dungeons with an easy mode run and then go to hard mode for rewards and challenge.

Might Stacking how is it done?

in Elementalist

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

its arcane wave not arcane blast. also for scepter dagger make sure you and the end point of your phoenix are inside the circle of fire, not on the edge or it wont work properly

also to update the scepter dag you can churning earth as well but the might stacks wont be applied until the spell GOES OFF. so do this.

Ring of Fire, while inside, Dragons tooth, phoenix, EARTH, Earthquake, Churning earth (arcane wave at some point) 15 stacks of might

you can also get 9 out of dag dag with arcane wave / earthquake / churning earth. More with evasive arcana

also scepter focus looks like this
Fire: Firewall on self, #2 Tooth (you must be in fire field), #3 Phoenix(target area must b in fire field)

Arcane Wave (you must be in the fire field)

Water: #5 Comet (You must be in the field) You have time to cast freezing gust or 1 other spell that isnt shatterstone at this point.

Earth: #4 Magnetic Wave (You must be in the fire field)

This gives 3+3+3+3+3 = Reliably 15 aoe might stacks

Ends in earth for autos / toughness shield / invuln usage

Scepter

in Elementalist

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

ALTERNATIVE FIX:

Give ride the lightning nuke-like damage. This fixes the problems of air not being able to hit hard in both dagger/dagger and scepter / dagger without having to overbuff a ton of stuff.

Current: 785 with the build i was using (no might)….

Suggestion: 2250 with my build (~3000 attack)

Scepter

in Elementalist

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Ok so dag/dag got some buffs and is solid now. Although i wish that in air ride the lightning did more damage to level out the attunements weak damage and lightning whip had a 20% chance to cause fury (would be the best buff and make air so viable without being op)

Staff is a pretty good all around weapon that could use some cast time decreases / quality of life updates but is good for the most part

Scepter on the other hand…

Good at nuking with fire / earth combos

Completely horrible in air and water.

All numbers taken from heavy armor golem in the mists.

The lightning arc auto is horrendously bad damage and would only be acceptable with about 20% more damage. Even running glass cannon and might with 12 stacks and tons of crits i was averaging about 3350 dmg over the whole spell (3000-3750) and hitting the #2 for about 2800-3500. In a pvp situation much of this damage gets avoided or nullified because it is done over 3 seconds and has 3 stages of damage where if u get interrupted early all of it is gone.

while knocked down with updraft i averaged…about the same. Because the knockdown doesnt really last long enough to make much of a difference.

If the damage were dealt over 2 seconds or the damage were increased by 30% id see it as being okay, not even that great but ok. Keep in mind these numbers are with 30 in fire 30 in air, 20% dmg on knockdown, 10% air dmg, 20% damage boost on targets under % of health, berserkers amulet, and runes of the eagle.

So if im running complete glass cannon, which means ill die if someone looks at me wrong, i can barely do enough damage to tickle someone as long as im not dodging and interrupting my own cast, and if im not being evaded or blocked or hitting protection.

Since i dont get toughness like i would going into earth for conditions or vitality like i would going into water to support / do vulnerability builds I have to ask

WHAT is the point of an air crit / crit dmg build. You barely do damage with an air focused build at all and air states “Superior damage and control”. The mechanics of the kit are great but the damage on the auto is just terrible.

Fix: Get rid of the stages, increase the damage by 25-30% (3300 + 795-990 is the suggestion of average damage increase) and lower the trait for under 25% to 15%. additionally change the knockdown trait to: 10 stacks of vulnerability for 5 seconds on knockdown. make these traits less irrefutably necessary while still having them be good and instead just make the attack good so that it doesnt absolutely need them.

This means the new skill would average, in a glass cannon build: 4100-4300 dmg over 3 seconds (1.4k dps) assuming u dont dodge and arent interrupted. I think this is fine, not op, and is pretty decent damage considering how much of it can be mitigated and how hard it is to redirect the attack in a timely manner. In a balanced or tanky build assume a loss of 500-1200 dmg or 200-450dps which is average. Keep in mind this is all assuming you have 10-12 stacks of might on while hitting… so i’d advocate for the higher end buff of 40%. (3300/ 40% = 1380) (3300 + 1380 = ~4700rounded up).

Without the might the average dmg was: 2800-3800, averaging about 2975 in most cases. The might tends to hit up to 4k with an average of 3300-4500. While there is a difference much of your damage depends on critting, as it should, but the low end here is just too low. These also are not being done with steady weapons as to show what real numbers would look like in pvp.

Now these numbers might sound really good for an auto, and they are comparatively speaking with some other autos. Please remember though that air really has no nukes in it and no real damage besides the auto attack and the scepter #2 no matter what weapon you’re using so having a superior auto attack is important to dealing damage.

Now for water
scepter water, make the auto attack have a projectile finisher component and increase damage by 15% and it would be good. also id suggest giving watery trident 1 boon stripping so that it isnt just another heal and a choice can be made about how to use it. The #2 shatterstone needs to go back to cast and forget like it was in beta/pre-beta so we can lay it down and keep attacking instead of being locked in a channeling animation for 2 seconds and seriously killing our ability to do anything productive. It almost isnt worth the vulnerability.

also
while im here… fire traits are boring. They need to be looked at because most of them overlap or are just worthless. Combine a lot of the stuff in fire and earth where u get 5% dmg for burning, 5% dmg for melee range, 5% damage for bleeding. Also these things need to affect condition builds not just the pure hits.

(edited by Rump Buffalo.2594)

Unbalance between dps and support make pvp not fun.

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I think that one easy way to make a step towards fixing “strong heals / support on others means OP support on self in a 1v1” situations and it would follow a format like this:

On self: Protection for 3 seconds, heal 1000 over 3 seconds.

On allies: Protection for 6 seconds, heal 3500 over 3 seconds.

These numbers are obviously just pulled out of my kitten but the concept is what’s important here. Spells having dual effects where the one hitting a friend is stronger than the one hitting you could really help balance this out.

Now that being said i do think that survivability is close to being fine where it is at. Bunker builds are extremely powerful right now and i think a lot of the feeling weak comes from facing spike builds and not seeing a direct link between your support spells and saving team mates. While this doesn’t mean nothing is helping it does make people feel like they arent effective whereas damage is easily seen to be effective in the killing of your target and is easy to gauge. I personally think that the BASE healing on almost every single spell should be lowered with the exception of the #6 healing abilities and the scaling for healing power should be increased. This way you feel as though the stat is actually doing something instead of being a waste.

(edited by Rump Buffalo.2594)

Arah Giganticus Lupicus......

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I consistently 1-shot this boss with my party in the room he spawns in.

Get the fight down
Adjust for defensive traits / utilities
Blocking / Immune / Invuln / Evade / Vigor buffing skills help a lot
Drop combat to heal when needed

The single attack poison bolt can be reflected
The barrage can be ignored easily with a blocking skill
The barrage can be avoided by running at him / dodging as it comes in waves an then veering out to avoid his autos
The bubble can be dodged if timed correctly, it can also be blocked or just juked completely / avoided by popping swiftness and running away from him
Phase 3 is easy as long as you are alert
A good player can even melee Giganticus, it is not recommended but it can be done.

It takes some time to get down but a competent team should have few problems with him.

Here are some teamwork elements that help and completely disprove your points on it not being a team fight

-Guardian Mystic shield is a god send
-Engi Elixir R i believe (toolbelt regens 20% downed hp per second with long throw range)
-Ele glyph of renewal
-Warrior warbanner and other similar rezzing skills make this fight easy
-any area block / reflect skills
-area swiftness might and aegis buffs
-Shadow refuge cloak to save you from being focused
mesmer portals to avoid lots of hits
mesmer quickness bubble to speed up phase 1 or help rez people.
Stealth rezzing thieves

There are SO many things, mostly focused around defense, that a team can do to help others. Your argument is invalid.

Most people try to just run this boss making NO ADJUSTMENTS TO THEIR BUILD OR UTILITIES, get stomped and cry about it. Seriously there is a reason you can adjust traits and utilities on the fly, you can even DROP COMBAT in the fight to switch weapons and skills out.

I’m going to catch flak for this but there are far too many bad players in this game complaining about bosses that are not needed to be nerfed. The people complaining about this fight would not survive in your standard WoW raid.

I know this isn’t WoW but kitten people need to stop complaining about difficulties and learn ways to fight enemies. Sometimes it take time to learn how to properly deal with a boss. Explorables are already getting too easy due to some repeated nerfing and really could even use a buff as people learn the fights over time.

(edited by Rump Buffalo.2594)

Arah path 4

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Ok I’m not here to complain it’s too hard because I really like how hard arah is and wish all dungeons were this hard, however,

This just takes too long. We 1 shot every boss and were still in there for hours. granted this was the first time any of us had done path 4, but we didnt wipe once or die really at all. We got a little hung up on dwayna because:

The dwayna boss is poorly designed. We beat it by poisoning the area she was stealthing in and having the warriors swing at it while our 2 guardians got the sparks. This feels like cheating to me, a lot, but she heals too fast to make much of a dent otherwise.

There is no reason for this to be this long.

I personally feel like if they are going to be this long / difficult there should award 100 tokens a run instead of 60 at the very least.

Dungeon Patch Discussion 10/23

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

i have run every path of SE without incident… how do people find this place so hard

How is a level appropriate group supposed to finish AC?

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

It’s easy…

if you cant get it done bring frost bows

Server transfers

in WvW

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

im sure this has been said but…

Why not just close free transfers to servers you are fighting in WvW. This still lets people transfer to play with friends, but stops the stupid griefing that is going on.

Has anyone seen / heard a reason to NOT do this?

Defensive Change to Ramparts

in WvW

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Ramparts give a buff to all friendly defenders WITHIN the area of the fort/tower/castle etc…

Siege Defender: Your range is increased by 500 on all ranged attacks

900 = 1400
1200 = 1700

I think this would solve a lot of defensive issues where defending players cannot try to defend their walls / gates without being dragged into the zerg or exposing themselves completely.

Does anyone think this would be too much? I think it would make attackers consider using catapults and other siege more instead of zerging a wall.

Assassin Signet and what comes next

in Thief

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Since people dont know how to do math ill just leave this here…
15 × 5 = 75(%)
50 × 1 = 50(%)
only serves to stop the insane 25k+ backstab nukes. This is actually an overall damage buff for all other builds (aside from condition stuff i guess?) that fixed the backstab issue

Maybe it nerfs backstab synergy a lot, which was needed, but it allows a buff to a LOT of other builds.

(edited by Rump Buffalo.2594)

Assassin Signet down to 15%

in Thief

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Since people dont know how to do math ill just leave this here…

15 × 5 = 75(%)

50 × 1 = 50(%)

only serves to stop the insane 25k+ backstab nukes. This is actually an overall damage buff for all other builds (aside from condition stuff i guess?) that fixed the backstab issue

Maybe it nerfs backstab synergy a lot, which was needed, but it allows a buff to a LOT of other builds.

(edited by Rump Buffalo.2594)

Wall and combos

in Necromancer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

yeah the combined wells would probably be op in their current state, but u could also tweak how it functions

Minions / Pets In dungeons

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Minions:
50% damage reduction in instances,
-50% chance to draw threat in instances.
25% additional damage reduction to AoE attacks. (75% total)
Minions always attack what their master attacks
Minions will not attack on their own and draw no area aggro (considered neutral while not in combat)
By instances i mean dungeons.

Pets:
30% Less damage in dungeons
Pets immediately focus targets their masters targets unless told otherwise
20% increased damage reduction against aoe (50% total)

Keep in mind this can be made to work ONLY in dungeons / instances and to a lesser degree out in the world(probably just the AoE reduction) and not at all in PvP to avoid imbalances.

What do we think? I think this is a pretty solid fix to useless pets / minions in PvE dungeons.

Elementalist Improvements

in Elementalist

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Is there a reason why focus #4 air (Winds), and dag #3 water aren’t combo fields? If not a field than at least a combo whirl with the air winds.

Would be really useful and make a lot of sense. I’d also argue that Cleansing Wave (dag #5 water) should be a combo blast.

Utilities?
Glyph of Elemental Power (change fire)
Fire: Blind (consider confuse?) (we have PLENTY of burning and dont need all the traits and skills that apply it. MH scepter and dag both apply plenty as well as staff.)
Water: Chill
Air: Weakness
Earth: Cripple

Glyph of Renewal: Please change it back… its useless now and it really is very easy to interrupt in pvp and not easy to use in pve unless ur smart.

Signet of Fire: Again, we have a lot of burning. Could stay the way it is but i’d prefer it give might / fury which would go better with its passive.

Additionally scepter Water

  1. needs more damage
  2. needs to not force you to cast it for so long, let us cast it quickly and let it take time to blow up like all the other delayed skills.
  3. Needs to chill

won’t harp on the downed state cuz theyre working on it… but yeah

There are more problems but i think these things would make them a much stronger combatant. Just some thoughts

Wall and combos

in Necromancer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Why doesn’t our wall destroy projectiles. I can understand not giving it reflection but the necro has no defense against this. It would make the wall a much better skill.

Every other profession (with the exception of ranger i think) have this ability in some way or another.

Additionally our ability to do combo finishes is pretty weak at the moment if you’re not running minions.

Fix? Make
-Dagget #5 (Enfeebling Blood) a combo blast finisher
-Make axe #3 (name escapes me atm) a combo place finisher
-Make Dagger #3(Dark Pact) a combo projectile finisher
-I know its a teleport but if you could make Dark Path a leap finisher that would be cool too.

Oh yeah also combine well of power and corruption into one well and fill the void with a well that fears for 1.5 seconds every 3 seconds for a well duration of 9 seconds (45 sec – 60 sec recharge)

I just think these finishers and the lack of reflection ( as well as the terribeness of the axe) really serve to weaken the profession

(edited by Rump Buffalo.2594)

Flamethrower- Please fix

in Engineer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Combine Smoke Vent and Napalm (blind on shot at player and on hit at location)

Then give us back backdraft on our #5… it was awesome and a lot of people want it back (not to mention the sweet animation it had)

Mortar is the worst elite skill in the game.

in Engineer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

While mortar could use longer range…

worst skill in the game? Have you seen elementalists?

Kinsmen of Abaddon Merger (IoJ)

in Guilds

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Hi this is Rhengorne from KoA. We are looking for a highly dedicated set of players to merge guilds with. I want to take the active members from my guild and merge with the active members of one or several other small guilds to create a truly active community where we can all come together and run dedicated WvW, s/tPvP, and dungeon groups.

If you’re interested let me know please. We currently have several active members, mumble, pretty much every guild upgrade, and forums.

If you decide to merge into KoA, as a guild leader, you will be made an officer and be able to bring 1 or 2 trusted officers from your guild into that position as well. If you want us to merge into you we will have to continue talks in game.

PM Vryi / Rhengorne / Wjggles to get in touch with us.

Axe / Dag MH

in Necromancer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

thanks for the responses, some helpful stuff here

Axe / Dag MH

in Necromancer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Is it even worth it?

Without making a build completely focused on DS usage or Scepter/dag Staff condition builds I feel utterly kittened.

Dag and Axe mainhands (while ive made a very nice sustain build with dagger healing) seem like they just do absolutely no damage and there is no way to make a pure damage necro (pure dmg meaning non-condition) without heavily devoting yourself to DS, making your dag / axe mh skills feel like theyre just there to fill slots and charge your ds.

Can anyone show me a dag/axe MH centric power build that actually works

Elementalist Downed

in Elementalist

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Im sure this has been talked about and ive been very patient waiting for it. I was positive that it would be one of the first things they would fix since it is painfully obvious how weak not having the interrupt is but…

So… Why don’t we have an interrupt in the downed state. I understand that the utility of grasping earth is amazing, and use it a ton, but in PvP it does absolutely nothing to stop someone from stomping you (usually when u go down the delay between dropping to downed and casting is long enough for them to close any gap there).

Give grasping earth a 1 second daze just to give us a single target interrupt… Either that or make it a knockdown. Mistform would be great if we ever got to use it. Also their #1 downed is ok cuz vulnerability will help friends trying to kill your attacker but I see NO reason why the elementalist is the ONLY class that cannot prevent a stomp from the ground. I honestly wont sPvP on my ele for that reason alone.

From the ground i feel absolutely worthless, its not fun, its not exciting, and its not encouraging at all.

Combat, Dynamic Events... what's the point if they're easy mode?

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

gw2 is an instance based mmo… every zone is an instance and the mists and every pvp and every dungeon zone is an instance

it is not an open world as much as they or anyone else would like to think

Dungeons (Progression and feelings of Accomplishment)

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

lotsa views and no responses.

Constructive feedback would be good

Dungeons (Progression and feelings of Accomplishment)

in Fractals, Dungeons & Raids

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Right now in dungeons it seems like the main problem is a sense of progression. Once you get your armor set there really isnt anything to look forward to doing in a Dungeon, and even getting that set is a grind.

You dont have this problem in WvW or sPvP because the sense of competition is a constant sense of progression. It is also because you are reset every so often, whether that be a new wvw bracket, a new sPvP tourny, or even a new hotjoin match. These resets allow you to progress naturally through defeating your enemies.

In PvE though there really is no reason to continue running dungeons beyond the aesthetic armor. There is no sense of unlocking something, progression, or accomplishment in the sense that you have overcome something difficult (especially because many encounters are made difficult through being cheap or time consuming rather than actual strategic gameplay or thought). I could get deeper into this but I dont want pages and pages of a post so here is my main idea.

Create a 1-3 longer (3-6 hours) raid-like dungeons for each existing dungeon hub. You could even separate each dungeon into wings (1-2 hours each) to complete the full dungeon with 3 wings so players dont have to do it all at once. The 1-3 dungeons are completely new and unique from the existing content. Each week you must run through and defeat paths 1-2-3 of a dungeon in explorable mode to unlock the elite dungeon and at the end of the week it resets, selecting a new one of the 3 available raid-like dungeons to be unlocked for it next time. For example CoF could yield CoF Depths or something of that nature which has 3 paths and only 1 path is available at a time to be unlocked. The bosses in these paths should be challenging through mechanical and reactionary skill and not through pure damage or health. WoW (as much as I know I might get flak for this) had a lot of amazing encounter mechanics when I played it vanilla – wotlk and I think a closer look at that type of encounter could benefit this game.

The bosses could also have different skillsets that are triggered when the dungeon is set for that week so maybe the same boss you fought last time has a different skillset the next time that raid-like dungeon is picked, keeping things fresh.

While in these elite dungeons the chance for rare crafting material and rare items to drop is increased and they will yield 1 piece of exotic dungeon specific loot. If you manage to complete all the dungeons in the same week you get a legendary item (no easy feat to beat 24 dungeons and then 8 extra elite dungeons in a week).

This would fix the dungeon set up IMO.

Additionally the sound-bytes, shoddy mechanic design, and bugs in many dungeons needs to be revamped. The encounters in AC story are great, easy, but great. Dungeon designers need to think STAGES of a fight, not just one long draw out battle. there is so much you can do with this combat system and some encounters that shine to me are:

1) Twilight Arbor… almost everything in this story mode is great. The fight where you get turned into a cat is particularly good and things like this need to be implemented more.

2) AC story the lovers

3) CoF Path 3. This is just mechanically sound in terms of fight builds but the bugs kill it.

4) Claw of Jormag (the only good and fun dragon fight) LOOK TO THIS ENCOUNTER FOR INSPIRATION
-stages
-solid mechanics
-easy to learn / hard to master

What do we think?

(edited by Rump Buffalo.2594)

Supply Invaders - What WvW has now become

in WvW

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

i dont understand why they dont just say u cant transfer to a server ur fighting in WvW period.

Outnumbered in WvW

in WvW

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

When a world has 25% more people than you:
-Receive a 7.5% boost in stats

At 50% more you gain:
-15% boost in stats

Something of that nature that adds into the already existent “Outnumbered” buff. The karma experience boosts it gives are great but overall not helpful against the other teams. They are also very difficult to utilize because you’re so overwhelmed you arent getting xp or karma for much to begin with.

Who agrees?

sPvP - things to come.

in PvP

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I really just want hotjoin to be 5v5. You can still have 8v8s just give us 5v5 hotjoin servers too. It will also better prepare people for the size and scale of tourny matches before they go in and be more competitive. Im sure tons of servers have empty hotjoins… just make 1/2 5v5 and 1/2 8v8

Huge stealth bug few people are talking about

in Bugs: Game, Forum, Website

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

You don’t know how the Revealed debuff works. This is why you think it shouldn’t be possible.

Revealed is applied on a player that exited from stealth through an hostile action. NOT when the Stealth runs out of time. It’s also applied when a player gets out of the Shadow Refuge area but that’s not the point here.

If you time the cast of Cloak and Dagger so that it connects with the target after the previous Stealth finishes, you’ll get back in hiding a split second after without a problem. It does tend to limit the thief damage dealing capabilities to one attack every 3s though (4s if he got the trait for it).

that isnt what anyone here is talking about. Im talking about getting quickness pistol whipped 3 times in a row without being able to see the thief attacking me

Huge stealth bug few people are talking about

in Bugs: Game, Forum, Website

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

this happens to me a ton… its very very annoying and unfair

Group Of Friends looking for a Guild

in Guilds

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Hello from the Kinsmen of Abaddon. We are a PvX semi-hardcore guild looking to build up our core and grow our established community.

Get in touch with Rhengorne, Sunil, Sir Kevin Bacon, or Elias Whitley for more information.

Combat, Dynamic Events... what's the point if they're easy mode?

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

The dragon fights were extremely disappointing to me with the exception of the Claw of Jormag. This one dragon actually had semi-unique mechanics, moved, did things that were deadly, and felt like a fun encounter.

Tquatl is just boring and i dont feel like i have to do anything to win against him. I want the dragons to be DRAGONS… take off fly around, feel powerful. Here are my suggestions for Tquatl the Sunless:

1) Every 10-15% life take off into the air and do a few bombing runs that do heavy damage in a line on the beach and leave a poisonous trail that spawns Rotting Spewers (those immobile fish things). The spewers spawn a LOT of bloated creepers. Players have to destroy the “Rotting Spewers” before the dragon will land and if they take too long he will do another bombing run, but wont spawn more spewers, just more poison.

2) Bone Walls grant him regeneration for each one that is up and grow more sections if they are not destroyed.

3) Tail sweep / claw sweep to deal heavy damage and knock back enemies at his sides and back. Must be largely telegraphed.

4) Each player that dies(defeated) give Tquatl power, causing his next breath to deal 10% more damage and increasing the power of his minions by 5%

5) Creates areas of acid rain that if stood in ramp up damage from low to very high after a few seconds.

Now for the Shatterer… this is the most disappointing fight because it is just plain easy and boring. Here are my thoughts on making this better.

1) Shatterer sends out largely telegraphed lines (8-12) of crystals that after 2-3 seconds explode, causing vulnerability and spawning a few branded minions if a crystal explosion hits someone. This must be happening often

2) The Shatterer is immune to all damage when he summons those crystals that heal him, the healing is increased, but he continues to fight. While the crystal is up he gains retaliation.

3) Instead of freezing 1-2 people in a crystal he does it to more people and the crystals attract branded minions to attack.

4) The shatterer flies into the air (which he already does), while he is there he lays down showers of aoe in a wave shooting from him outwards and the mighty beating of his wings cripples all players in the area. l2 dodge

5) The shatterer’s breath now applies confusion, additionally a few of the people hit are teleported inside of a crystal where they must fight mobs and do a jumping puzzle to escape and get back into the fight. The jumping puzzle is easy and the mobs are not impossible to defeat. Should take around 30 seconds.

6) Stage 2: The shatterer is at 30% health and grows desperate, massively increasing the spawn rate of branded minions and skill usage. (essentially he gains quickness to be simple) and will begin to do a telegraphed wide aoe knockdown / knockback with his wings every 10 seconds before shooting out crystal bombs like a mortar that explode on impact and create burning fields that do not go away until he is dead.

7) Stage 2: The shatterer takes off into the air at 5%, covering himself with his wings, becoming immune to damage and summoning a large crystal that fires chain lightning at enemies, the lightning applies confusion. The lightning is telegraphed, you are told you are marked by it, and if the first person dodges or blocks it it will not chain. Additionally this crystal spews weaker minions that must be aoe’d down or will over run you. Destroy the crystal to bring the dragon down.

These fights are made doable out in the world by telegraphing and alert messages, not by stupid mechanics and dull fighting

Necromancer, slight changes to fix us.

in Necromancer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

yeah our long-term conditions are very kittened in sPvP. Also the axe #2 generates life force so theres that…

Hammer Self-Roots

in Warrior

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

oh god yes the zhaitan fight is terrible… just like self-roots on the hammer

Weapon size scaling per model

in Suggestions

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Weapons need to scale their size more effectively to the size of a race model. This is already done to some extent, most obviously on an asura but sometimes when im holding a mace, sword, or axe on my charr or norn it just feels dinky and small.

Hammer Self-Roots

in Warrior

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Can we just get rid of these on the #3 and #4… Why are they needed? It makes the hammer very difficult to use effectively in sPvP sometimes and makes me choose to not take it when I would really rather have it on. I love the hammer, i love its skillset, i just really want these self-roots gone.

There really is no reason for them to root, it is an archaic mechanic that doesnt jive with the pace and mobility of GW2 combat.

(edited by Rump Buffalo.2594)

Necromancer, slight changes to fix us.

in Necromancer

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Our Wall – currently grants protection and vulnerability, which is good. We lack a projectile reflection/destruction skill though and making this wall do that would be a good upgrade that isnt too powerul.

Well of Corruption / Well of Power- These are the ones that change their boons into conditions and our conditions into boons. Why not combine these skills and give us a much needed utility in the form of a well. NEW SKILL:
Well of Terror: Fears all enemies in the area on cast for 1.5 seconds, pulses once every 3 seconds for the next 9 seconds.

Another spell that is kinda of bad at the moment is the Signet of Locusts. 10% faster move speed and aoe healstealing. Unfortunately unless the amount of health is buffed or life stealing builds becomes actually viable this is useless when compared to the utilities we need to stay competitive. I suggest to keep the 10% move speed but to have it grant you swiftness for 5 seconds and fear your target for 2 seconds on use.

Additionally fears NEED to be 1.5 seconds base.

You might wonder why I’m focusing on fear so much. Without an abundance of hard CC fear is really supposed to be a necro-centric ability. it is powerful in theory but needs to be worked on to make it viable as a control aspect and not just a laughable condition that people dont even bother removing because its over before you can.

Weapon changes.

Staff: auto attack needs a slight damage increase and projectile speed increase, nothing major.

Scepter: Feast of Corruption – 750 damage base, +250 dmg per unique condition(no ratio with power) on a target (not 8% cuz that is counter-intuitive to a condition build… basing damage from conditions off of power is just stupid). This has to feel like a nuke as it is designed to be and it REALLY needs to give a good chunk of lifeforce or have its cooldown lowered cuz right now without Blood is Power we cannot sustain DS building as a condition necro.

Dagger: #2 needs to do more damage and have a better healing bonus ratio. 289 healing basically gives it 11 health per tick… woo (99hp over the whole cast)

Axe: Even with 20% increased damage from grandmaster spite this weapon still does no damage. Why?

DS: We need to be able to see our conditions/boons, but i’ve heard Anet is working on this already.

Offhands seem fine.

Combo Finishers: We need these to be more readily available. I know that DS #1 is one but we just dont have them on our weapons. 2 for staff (#2, #4), 0 for scepter, 0 for axe, 0 for dagger, 0 for focus, 0 for warhorn… what the hell? This is a major kitten to us.

I know that the utilities have a few (Bone minions and such) but it just isnt enough for people who arent using minions.

Thoughts?

(edited by Rump Buffalo.2594)

Guild Wars 2 | Guild Compendium

in Guilds

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Home World: Isle of Janthir
Guild Name: Kinsmen of Abaddon
Guild Website: www.kinsmenofabaddon.com
In-Game Contact: Rhengorne
Focus: sPvP / WvW kill-teams / PvE ExM Progression
Quick Notes: Looking for active, dedicated, and hardcore players to join our 70+ player community and create a more serious presence on the server.

Kinsmen of Abaddon recruiting (Isle of Janthir)

in Guilds

Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Guild Type: Casual / Hardcore

Guild Focus: sPvP tournaments, PvE Dungeon progression and clearing all explorable paths, WvW kill teams, and creating a mature and fun community to play the game with.

Guild Recruitment: We are currently recruiting members into our 70+ strong community to create a solid and defined core of the guild as the hard-core, active, and motivated community. We, as many other guilds I’m sure, have seen a drop in active players since release and want to redouble our efforts to establish a name for ourselves on IoJ. Casual players who are active will be accepted, otherwise hardcore players only please.

Ways to contact us:
You may leave a response with your character name and be contacted,
Send Whispers to: Rhengorne, Kashious, Wjggles, Ralshiak, Ricorin, Sunil, or Vryi. Additionally leave a post on our website:
www.kinsmenofabaddon.com
You can also reach us by email at:
vtr.dc27@gmail.com

POLICY: We do not allow our members to join or represent other guilds, we will gladly invite your friends so that you may play with them but in order to keep an active and tight-knit community you must fly our colors at all times and represent KoA

Guild Upgrades: We currently have just about every guild upgrade there is to be had, a forum, a mumble server, and a good core of 80s looking to expand.

Guild Summary: We started as a group of friends and some hardcore ex-WoW raiders looking to make a name for ourselves in Tyria and want to establish a close-knit, dedicated, and active community of players .If you’re looking to be a part of a community of players looking to take on any and every challenge this game has to offer than look no further and contact Kinsmen of Abaddon now.

How to join?
go to kinsmenofabaddon.com and apply under the application thread or contact one of the names listed above in game to be directed to an officer to interview you.

(edited by Rump Buffalo.2594)