Showing Posts For Ruufio.1496:

Suggestions for t2 light armour colours?

in Sylvari

Posted by: Ruufio.1496

Ruufio.1496

A good rule to go by is to match armor colours with your hair, skin tone and another obvious piece. Every skin tone and hair colour has a matching dye in this game so you can match perfectly.

To make your Sylvari look good, you’ll want to make use of dark and light shades. Some dyes may be nearly identical but may have deeper shades. For example, the colour on my gloves are not the frost colour. They are blue tint, which is almost exactly the same, but it has darker blacks that accentuate better than frost which has greyer blacks.

I uploaded a picture of my Sylvari. His name is Zefrost.

His skin tone is Frost, his hair is Midnight Ice and his wraith mask head piece is an unchangable green colour. To match my armor, I did small areas in Midnight Ice (darkest black there is and it matches my hair), the majority of my armor is Frost by default since that’s my skin colour and I made the legs Frost to match, and I did certain areas green to match my mask.

I also made my eyes as large as I could without looking dumb and kept them as the only purely white item on my character because I wanted the eyes to be noticable.

One last thing I did was make the glow of my Sylvari a bright green and made his skin pattern the darkest blue there is. This dark blue pattern is the exact same blue that the Midnight Ice dye is on areas where it isn’t black. Such as on the wings – they are black as well as blue from the Midnight Ice dye.

Too often I see people in full celestial or full pink or full purple etc. Sylvari’s have the most customization so if you make proper use of artistic laws… people will really notice you.

_______________________________________________________________

Since that deep red colour is your strongest colour, you should use the matching dye on areas such as I used Midnight Ice for dark areas on mine. Evening Red or Midnight Red might be a good colour.

You can then also use different shades of red that are dark pink/light red for other areas of your armor. I’m not sure what skin tone you used but you could use that colour of dye as well for certain areas.

You’ll have to experiment for the perfect colours that match up to your appearance but a good way without wasting money is:

Just to mention it:
You can preview dyes on your current armor by

going to http://www.gw2spidy.com
searching for the dye you want (e.g. http://www.gw2spidy.com/item/20356)
click “link ingame”
paste the database code into the chat
right-click it and preview

I like to combine this with the wiki color palette (http://wiki.guildwars2.com/wiki/Dye#Colors), there you can browse the material/hue/rarity palettes available ingame, sometimes the code is even there.

Attachments:

(edited by Ruufio.1496)

Developer Livestream Questions

in Guild Wars 2 Discussion

Posted by: Ruufio.1496

Ruufio.1496

Why are Necromancers forced to use “on kill” traits which are useless in PvP?

Developer Livestream Questions

in Guild Wars 2 Discussion

Posted by: Ruufio.1496

Ruufio.1496

Why can’t necromancers stomp opponents or res allies while in death shroud?

Every other class is able to use their class mechanics and abilities for these situations. If a necromancer wants to have his life force lowered putting himself at a disadvantage by leaving his health bar vulnerable (risk vs reward) to stomp an opponent or res an ally they should be able to do so.

Every class having safeguard abilities to stomp and res, such as stability or stealth, except the necromancer is imbalanced.

(edited by Ruufio.1496)

A request - Tomorrows questions (Shroudstomp)

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

I have a request to all the Necromancers out there. Tomorrow we are able to ask questions and have them answered and the more times a question shows up, the more likely it is to be answered.

Shroudstomp was seemingly nerfed to the point where a Necromancer really is, useless, at everything… in TPvP and PvP. I’m sure we all want the Necromancer to be a viable class and not having any kill ability or resurrection safeguard, we are junked. Personally, this makes me want to get a full refund on the game the way they treat Necros.

So the request is for all Necromancers out there to ask on the forums tomorrow:
Why can’t nercromancers stomp opponents or res allies in death shroud?

Every other class is allowed to use their class mechanics and skills for this. If a necromancer wants to have his life force lowered, putting himself at a disadvantage by leaving his health bar vulnerable (risk vs reward) to stomp an opponent or res an ally, they should be able to do so.

Every other class having the ability to stomp and res except the necromancer = imbalanced.

Feel free to copy and paste it tomorrow if you wish. Or make the question yourself. Go ahead and ask whatever other questions you want as well, but ask this question as well if you would, please.

I don’t want the necromancer to suck, and neither should any of you. So if we can actually get the devs to publicly acknowledge this issue, amongst any other issues you have, that would be fantastic.

Note: Even if it wasn’t nerfed, this should still be a feature. We shouldn’t have to bug out to make this possible.

(edited by Ruufio.1496)

Light Male Tier 2 Coat - Abyss/Black Please?

in Sylvari

Posted by: Ruufio.1496

Ruufio.1496

Well kitten. That magic trick would have saved me some golds lol.

And thanks Uzzwick. :P

Light Male Tier 2 Coat - Abyss/Black Please?

in Sylvari

Posted by: Ruufio.1496

Ruufio.1496

Thanks for taking your time to help. That’s good enough to help me.

Retaliation is a weak boon

in PvP

Posted by: Ruufio.1496

Ruufio.1496

It really is.

Skills have too long of cast times so by the time you need it, the attack you needed it for is already done and you took 5k damage to deal ~900 damage. The majority of traits are weak that grant it.

The only exception is Spiteful Spirit for the Necromancer because it’s granted when you enter Death Shroud so you can take damage at will, and it’s granted instantly.

Light Male Tier 2 Coat - Abyss/Black Please?

in Sylvari

Posted by: Ruufio.1496

Ruufio.1496

I’m looking for a someone who has light male tier 2 coat and also has black and abyss dye. I only have Midnight Ice but that colour appears dark blue rather than black on certain areas on the coat.

If someone could just completely dye the coat black and another picture with it dyed completely abyss that would help me a lot.

Edit: I uploaded my Sylvari picture. The dye it’s pointing to is Forgiveness dye which creates a dark green as well as a light green. This is why I’d like to see the abyss and black dyes because I’m hoping it creates a black and grey effect. Midnight ice just creates a blargh dark blue effect.

Attachments:

(edited by Ruufio.1496)

Obligatory 'best name I've seen' thread...

in Guild Wars 2 Discussion

Posted by: Ruufio.1496

Ruufio.1496

My Charr named Charrnivore.

Please tone down the Necro staff sounds

in Audio

Posted by: Ruufio.1496

Ruufio.1496

Would you rather it be beevus’ and butheads laugh? LOL

Press 1
“uhhhuhhuh huuhuhuhhhh huhuhhuhhhh”

Its a bad day to buy wine...

in Audio

Posted by: Ruufio.1496

Ruufio.1496

lol I love the ones at Lions Arch trading post. Idiot humans talking with smart Asuras.

Human: “20 gold!? Yesterday it was 10!”
Asura: “Today, 20.”

Or when the human says a really long sentence that I don’t remember and the Asura simply responds, “No.”

Makes me lol everytime.

Get RID of fixed numbers

in Suggestions

Posted by: Ruufio.1496

Ruufio.1496

Poison – Health Stealing Abilities – Healing Power

These 3 things should all work in conjunction.

Health stealing abilities (traits, skills, runes, sigils, food) should all scale with healing power cough Necromancer abilities cough and the damage dealt by the actual stealing should also scale with Healing Power. Thus making healing power both a healing and damage stat.

In return, Poison should affect health stealing the same way it affects normal healing abilities. The only place this may come out of whack is in PvE because there aren’t many mobs that poison. Therefore, more mobs simply need to poison you. Would be a lot less annoying than being perma-CC’d for 15 seconds.

As a side note, there should be no fixed healing at all. Every healing ability in the entire game should scale with healing power. Eg. Necromancers Transfusion trait shouldn’t be a fixed healing number at 2628, it should scale.

And another thing.

Boons from sources such as Superior Sigil of Strength that grants Might for 10 seconds, should not be a fixed 10 second duration no matter what. If I have 30% boon duration because of my build, this Might granted should last 13 seconds, not 10. Stop limiting builds for no good reason. If I have 40% condition duration, Sigil of Superior Earths bleeding should last 7 seconds, not 5. Don’t like that it makes other sigils pale in comparison? Then buff some other sigils, because, quite frankly, most other sigils in this game are crap and need to be buffed as it is. You can see perfectly well what sigils people use by just looking at the trading post. There are maybe 10 total that the majority use, the rest are NPC garbage.

So Anet, do us all a favour and get rid of fixed numbers in this game. It completely ruins theory crafting and severely limits builds. Let us build the way we want.

PvE is boring...........

in Guild Wars 2 Discussion

Posted by: Ruufio.1496

Ruufio.1496

Don’t worry, the devs are only skipping another month and waiting until March to patch the game again!

Zho'qafa Catacombs World Boss Guide

in Fractals, Dungeons & Raids

Posted by: Ruufio.1496

Ruufio.1496

Thanks. I didn’t know about all of the pre-requisites or the timing on them… now I FINALLY do.

I’ve only ran it 4 times so far myself. It is extremely difficult to find players to do it with, especially at night. The only events people like to mass up and do is the kittenty dragon events. Those events are so boring and crappy. Do people not realize that there are a couple dozen other events with chests in this game? Even saying “The chest from this event is rumoured to drop Final Rest staff.” means nothing because 100% of players are uninformed and don’t even know wtf that means.

The least amount of players I’ve did it with is 4, with difficulty at the Ooze. Any tips on getting people to help out? Besides being limited to asking 5 times in map chat before being unable to talk in map chat anymore? -.- Or which servers are full 24/7?

guardian too indispensable in dungeons/frac

in Guardian

Posted by: Ruufio.1496

Ruufio.1496

Necro can heal his health back with ease, it’s just that most players suck too much at the class to do so. There are many tricks for doing so.

Regardless of guardians sceptre range, Necromancer has 1 of the longest ranges in the game with its staff so the pulling power is superior.

What can a Guardian do?

• Grant Aegis every 90 seconds to party members.
• Heal allies multiple different ways
• Grant protection to allies
• CC mobs away from allies
• Blind mobs
• Absorb/reflect projectiles
• Cure conditions on allies
• Grant other miscellanious boons to allies
• Instantly revive 1 ally every 240 seconds
• Elite skill that heals allies ridiculously

What can a Necromancer do?

• Instantly revive 3 allies every 180 seconds
• AOE pulsing blind every 48-60 seconds
• AOE pulsing blind every 180 seconds which can also be used to revive with
• Convert conditions on allies into boons
• Transfer conditions from allies with plague signet
• Remove conditions from allies using light field also granting this ability to other allies
• 4 dark fields which grant life stealing abilities to all allies
• CC mobs away from allies
• Heal allies multiple different ways
• Grant protection to allies
• Can kite pretty well
• Can pull aggro
• Can soak damage when rezzing, easily, with a renewable health (life force) bar that can be used every 10 seconds

So the way I see it is that a Necromancer is more effective than a Guardian. The difference is that a Guardian is more of a direct help to allies where a Necromancer is more towards helping allies help themselves. So if your allies are good, and I mean good enough to use combo fields correctly, then you don’t need a Guardian. But a Guardian is still a better choice than some other classes so you will probably have one anyway.

Tl;dr
Necromancer > Guardian
Guardian is only used in dungeons so much because the majority of PvE players suck.

(edited by Ruufio.1496)

P/P is quite good now.

in Thief

Posted by: Ruufio.1496

Ruufio.1496

The only issue I have is that pistol specific traits are a MUST have for pistols. =/ No original builds.

guardian too indispensable in dungeons/frac

in Guardian

Posted by: Ruufio.1496

Ruufio.1496

I “tank” (And by tank I mean use everything I have to my advantage) better with my Necromancer in GREENS better than any Guardian I’ve ever seen. Guardians always think they are a “tank” which makes me roflmao while I stand still for 1 second and see them rush in only to lose 50% of their HP instantly, or some idiot tells me to “stop! let me pull!” with his 600 range scepter or some dumb kitten. Or, you know, I could pull with my actual pulling skill or my 1500 range staff.

I am usually carrying my team on my Necromancer… although I’ve only played with pubs so far. I don’t find Guardians necessary at all for dungeons. I wish more would play a Necromancer (skillfully) because the amount of support they provide is huge.

I have never met another player in the entire game who is smart enough to you know… drop a blind well before ressing so you don’t die? Or Shroud-res by pressing keys quickly. Or plague-ressing.

Extra Credits: Balancing for skill

in PvP

Posted by: Ruufio.1496

Ruufio.1496

This video is 100% correct.

Maybe during the first week a Heartseeker spammer could kill me, but after the first week he couldn’t. Then maybe for the next 2 months a Thief could instantly kill me by hiding and then backstab comboing, but now that I’ve mastered Deathshroud (LOLOOL) I just press F1 immediately and it’s countered.

Some boons need more obvious visual effects

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Why do the mods post on this thread: https://forum-en.gw2archive.eu/forum/pvp/pvp/Increase-the-size-of-boon-symbols-on-enemy

About adjusting the size of icons, and not this thread about actual visual effects… with frigging EXAMPLES?


In any case, “Make them bigger!” isn’t a full solution, but I agree something more could be done with that piece of UI.

You could… I dunno, add better visual effects?

(edited by Ruufio.1496)

Some boons need more obvious visual effects

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Bump since mods are looking at forums lately.

Possible Tier4 Cultural Armor Exotic? - Pics

in Suggestions

Posted by: Ruufio.1496

Ruufio.1496

Please do male sylvari tier 4 pics

I support this entirely. But I wouldn’t support them making it cost 500G or something stupid.

(edited by Ruufio.1496)

How does Zho Qafa catacombs escort start?

in Dynamic Events

Posted by: Ruufio.1496

Ruufio.1496

How does Zho Qafa catacombs escort start?

in Dynamic Events

Posted by: Ruufio.1496

Ruufio.1496

Everytime I google for an answer of how to start the escort mission all I stumble upon is “Kill 3 vets inside and wait 3 hours and NPCs will show up”

There isn’t 3 vets inside so how the kitten do you start it? Getting sick of trying to do the event when I want do do it.

Some boons need more obvious visual effects

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Bump fifteen characters.

Some boons need more obvious visual effects

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Bump 15 characters

core mechanics issue

in PvP

Posted by: Ruufio.1496

Ruufio.1496

They should create an option manual target option. However, I think one currently exists that is player made. Haven’t actually tried it yet.

Some boons need more obvious visual effects

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Yeah it works like that for yourself currently. It would make sense for allies and opponents to see it as well IMO.

I don’t think number clutter would be much of an issue in PvP though because it’s only 5v5 or 8v8 and a lot of the time your entire team isn’t in the same area.

Some boons need more obvious visual effects

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Also cleared Regeneration up. It probably makes more sense for other players to see what they’re healing as well rather than inventing a whole new mechanic.

Some boons need more obvious visual effects

in PvP

Posted by: Ruufio.1496

Ruufio.1496

I updated the main post and picture.

I like the idea with Retaliation being a fist like confusion as it makes the most sense. As for Fury, making it the same as Rampage as One is a way better idea so I updated it to show it. I’ve never seen that skill before so I never even knew it existed.

Personally, I’d be fine with just Stability, Retaliation and Fury having an effect. I guess it depends on what their art team is able to do.

Any rhyme or reason to condition removal?

in PvP

Posted by: Ruufio.1496

Ruufio.1496

It removes the last applied condition. If you get 2 applied on you at the same time like say bleed + cripple from caltrops then its random between the 2 which 1 it will remove.

But then that’s false because poison being 30 seconds would have been the last applied because it lasted so long.

Any rhyme or reason to condition removal?

in PvP

Posted by: Ruufio.1496

Ruufio.1496

I’ve heard completely random. Which is stupid.

Some boons need more obvious visual effects

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Nah it wouldn’t be a mess. It just needs to be done correctly and not over the top. Current buffs like the current retaliation aren’t done well enough though. I bet most don’t even know it actually has an effect currently. It does, but it’s impossible to notice in combat.

Some boons need more obvious visual effects

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Some boons are fine as it is, but some need a better visual effect so you can act on the fly rather than taking that 0.5 seconds to look at the opponents UI to see what boons they have.

Example:
A Guardian activates Stability to finish off an opponent.

As a Necromancer, I need to know if he has Stability so I can decide whether to use Spectral Grasp (which won’t work because of Stability) or use Corrupt Boon which will corrupt his Stability to Fear. I need to know this without looking at his UI because every moment is crucial in decision making.

I also need to know what boons the opponent has because maybe he has an increase of damage and I should play defensively or remove his boons. But if I look up to his UI I may get hit by an arrow in the knee and take 1K damage.

Similarly, my opponents should know I have Stability when I enter Death Shroud from my Foot in the Grave trait that allows me Stability every 10 seconds. Maybe then they won’t waste valuable skills unknowingly.

To quote someone from PZ who do many tournaments. (Players Anet should listen to)

Follidus.8027: “Yeah this would be nice to have more visual effects if done right. Especially on stability.”
Team PZ
www.teamPZ.com
www.twitch.tv/follidus

________________________________________________________________

Boons that are fine as it is:
Swiftness – Hard to miss. Your opponent is faster and has yellow stuff underneath them.
Aegis – A giant shield appears which shrinks and stays on your off-hand until hit.
Protection – Blue swirls around your character. Fairly easy to notice.
Quickness – You attack two times as fast. It’s obvious.

Those boons visual effects also match up with their boon icon. Every boon should be this way so that it is easy to distinguish without too much thought.

Boons that need a better visual effect:
Stability – Should be obvious white ripples under the characters position. This effect would make sense visually by showing the weight effect of a pillar of stability.
http://tinyurl.com/ce76vvu

Might(Edited) Similar to how Aegis first appears as a large shield and then shrinks, a large sword should appear each time you gain a stack of Might, shrink like Aegis does but it should simply shrink and vanish. If you gain a stack of Might all at once, like Blood is Power (10 stack) the animation should only happen once and not 10 consecutive times.

Regeneration – The best solution is to make it so that every player can see the health said player is regenerating. Currently, only the player regenerating health can see the numbers popping up of what they’re healing by. This should be made so all players can see it instead. Knowing when they’re healing will help us utilize Poison to its fullest potential.
http://oi49.tinypic.com/244cnew.jpg

Fury – A character with Fury active should have a red glow to them similar to the Rampage as One Ranger elite skill. When a player gets a massive 20% critical chance bonus it should be obvious so that we are able to counter.
http://oi50.tinypic.com/2cp3mzt.jpg
http://tinyurl.com/cymwfd4

Vigor – Leaves are green. The Vigor icon is a leaf. The effect for Vigor should be exactly the same as the stamina buffs in Dark Souls – vertical, green straight lines around the character. Would help in determining how much your Weakness condition is affecting them or if you should attempt to land a heavy hit.
http://tinyurl.com/bvw2797
http://tinyurl.com/c9kdtjt
http://tinyurl.com/blc8jws

Retaliation – Another extremely strong boon, but you almost never know that the opponent has it because it isn’t obvious enough. A lot of time you don’t even realize they used Retaliation until you see the death screen where it shows ~2K damage. This boon should act the same as the Confusion condition. A fist icon that pops up on the attacker the same as the Confusion condition does when you attack. Although, should it appear on the character who is using the boon instead? This way players would know where Retaliation is hitting them from.
http://oi47.tinypic.com/121v86x.jpg

________________________________________________________________

These changes will affect SPvP for the better as it will help players organize their combat strategy better. There will be very little clutter if done correctly.

Not only will these changes help PvP, but they’ll add a much needed intimidation factor to the game as well. With a boon like Fury that gives you 20% more critical chance, it should be a little bit intimidating. It shouldn’t be completely oblivious to everyone that you have Fury. It is a powerful boon.

And here it is with my amazing photoshop skills!
(Try to imagine it done professionally)
http://oi47.tinypic.com/anzkt1.jpg

Attachments:

(edited by Ruufio.1496)

Foot in the Grave - What's the point?

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

Path of Midnight is IMO the best minor trait Necromancers have. Cooldown reduction affecting 3 skills? Pretty powerful. I love the SR line.

For a game all about cosmetics...

in Guild Wars 2 Discussion

Posted by: Ruufio.1496

Ruufio.1496

It sucks.

Where are all of the special back slot items like pieces that reveal an area of skin through it and show tattoos? Glowing back pieces such as ghastly green for our beloved Necromancers? Fancy back packs? Satchels? Capes? Attachable, matching hoods for armor and robes?

Why can’t we colour our weapons? Why can’t we make our weapons glow? Why aren’t there glowing dyes? Why can’t we add particle effects to our weapons or armor?

Why can’t we make our armor glow? Why is so much armor ugly?

Why does Sylvari have a SERIOUS lack of plant armor which is what all of their armor should be? Sylvari’s are supposed to grow their armor, not spend 50 levels wearing a god-awfully ugly trenchcoat.

Why does the cash shop suck? Why would I ever buy anything from there, ever?

Why can’t we make our eyes glow other than plain white with light armor Wraith Mask?

Why so little hair styles? Why so little face types?

Why is there so little racial specific armor styles?

Where are all of the buyable emotes? Why can’t I T-Bag my opponent in SPvP after owning him?

The list goes on and on. RuneScape has more cosmetic features than Guild Wars 2. A lot of this isn’t even difficult to implement, nor difficult to put into the cash shop to make money. The cash shop is awful, and for no reason too. It needs cosmetics, which is the easiest thing to be implemented. Also, we want our Sylvari’s to look like Sylvari’s. I’m sure your artists didn’t quit, so they can surely continue working on racial cosmetics. Cosmetics in general take nothing away from content teams, so why isn’t anything being done?

(edited by Ruufio.1496)

Ghastly claws vs life siphon

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

Life siphon steals health = Life siphon does more dmg.

Well of Corruption has an added bonus

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

Delete this. All wells should have this but as long as 1 has it and not the others, they will remove it from all.

Delete thread dude.

Petition to disable Reanimator

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

+1

I seen my Jagged Horror get to an enemy once today. It did 1 attack then died.

I want glowing and dye-able weapons

in Sylvari

Posted by: Ruufio.1496

Ruufio.1496

My Sylvari, Zefrost, requires a weapon that matches him. There is no weapon in this game that matches him.

Please enable weapons to be dyed and make them glow for Sylvari.

Attachments:

What is wrong with you people? (Underwater)

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Seriously, I have never seen so many people complain about something in my life. The underwater combat in this game is kittening amazing, or could be with patches. Oh, that’s what they’re doing.

There is absolutely no reason not to have underwater combat in PvP/TPvP when (not if) it gets balanced. Sure, it need a lot of work to become balanced and require more strategy (here’s looking at you Thief class) but when it is actually decently balanced, it should go in.

If you had the exact same skills underwater as you do on land, bad players would still complain because it’s in a 4D environment. This isn’t Anets fault. This is a L2P issue and I personally don’t see how some people can be so bad in a 4D space, it’s pretty simple.

1v1 underwater combat, even in its current state of unbalance, is just as fun as combat is on land. It can take 30 seconds or 1 minute to kill someone like on land. Some players are so bad that they can’t kill a veteran mob underwater in PvE. This is because you are bad, not because underwater combat sUx0rs De nUtx0r$.

Raid on the Capricorn is an issue because there is a node underwater which everyone just zergs to. Is this stategy? No, obviously it isn’t. But if Anet was to make maps which have routes that go underwater, or have shortcuts underwater that would be an excellent addition for PvP and TPvP. Need that shortcut blocked off? Have an Engineer lay down his mine field in that crevice.

TL;DR
Stop complaining about underwater combat because it has the potential to require more skill than land combat.

Job well done with the bot problem

in Guild Wars 2 Discussion

Posted by: Ruufio.1496

Ruufio.1496

Just wanted to say, good job.

I’ve went from 1-80 since November and I only saw a total of 3 bots which were the teleport-hack bots. I never really did any PvE before November, so it was nice not to have any problems with bots when I decided to do some PvE.

How are Caltrops not broken?

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Have your ele or guardian or any class with strong condi removal stand on the point, there are MANY ways to cleanse conditions.

None of this changes the fact that it’s an overpowered skill. You can trait it for a 24 second cooldown.

24 second cooldown, fast stacking bleeds, crippling and AOE the size of a capture node. It’s just overpowered and needs to be nerfed to be in-line with other skills fairness. There is no counter or skill involved with this, “skill”.

How are Caltrops not broken?

in PvP

Posted by: Ruufio.1496

Ruufio.1496

And lose the capture point good idea.

How are Caltrops not broken?

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Yeah, it’s overpowered as hell. It simply needs to pulse or not last as long, like the rest of the AOE fields.

Thieves appearing & disappearing at resources

in Guild Wars 2 Discussion

Posted by: Ruufio.1496

Ruufio.1496

What’s with Thieves randomly appearing and disappearing randomly at resource nodes? I’ll just be walking up to an ore to mine and a Thief will be inside of it glitching like crazy and then he will be gone 2 seconds later. Or I’ll be chopping a tree and a Thief appears, then does Heartseeker and is instantly gone.

Are these speed hacks or something? I’m seeing about half a dozen players a day doing this so if there is this many people speed hacking…

Constructive thread: Axe main hand

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

http://oi45.tinypic.com/2qasdgy.jpg

Rending Claws were originally a hybrid of power and conditions during beta but were quickly changed to apply vulnerability instead and so the bleeds became globally available to all builds in the form of the trait Barbed Precision.

Overall, this was a good change. But it made Rending Claws pretty bad.

You could go all high tech and suggest a ton of ideas to fix it but really, Rending Claws just needs either a damage boost or an attack speed boost.

That will pretty much solve it.

Although, if Rending Claws applied a 1s Cripple then that would be just dandy for our short 600 range.

(edited by Ruufio.1496)

Necromancer - What the traits SHOULD be

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

You’re right. I just threw it in there because it looks way cooler than Death Shroud and know nothing of lore.

I changed Blood Magic.

Necromancer - What the traits SHOULD be

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

Bumping for Anet to see. My favourite change would be:

Grandmaster – Siphoned Power – Life Transfer draws conditions from nearby allies and turns them into boons. Affects Gather Plague as well. (Boons converted from conditions always only last 5s and Life Transfer is on a 40s cooldown)

(edited by Ruufio.1496)

The teams that work on PvP/WvW/Balance:

in PvP

Posted by: Ruufio.1496

Ruufio.1496

Thanks I love both of you Jonathan’s because my name is also Johnathan but with an h.

can we have defense pvp runes?

in PvP

Posted by: Ruufio.1496

Ruufio.1496

More would be nice. I use runes of melandru for -25% condition and stun duration on my Necro. Necro is a CC rag doll.