Showing Posts For Salamander.2504:

Add option to report AFK's in PVP [merged]

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Posted by: Salamander.2504

Salamander.2504

Just throwing out ideas (good or bad):

If someone DC’s in the middle of a match and is gone for greater than 45 seconds (or some period of time), someone in the que gets a “volunteer” button which allows them to fill in. Alternatively, a “stand down button” could work too: if the opposing team is down a man, a button appears on my screen to “stand down,” and if I click it, I am made a spectator (and the match a 4v4) until the DC’d person comes back. These matches would still affect your win/loss stats, but you could be rewarded with ~5 PvP Fallen Hero Chests or something for complying.

?_?

[Suggestion] Weapon swap sigil + Death Shroud

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Posted by: Salamander.2504

Salamander.2504

Elementalist weapon swap sigils proc on switching attunements. (Can’t weapon swap otherwise)

Engineer weapon swap sigils proc on changing kits. (Can’t weapon swap otherwise)

Revenant weapon swap sigils will proc on switching legends. (Can also weapon swap normally)

The theme is simple here: activating a class mechanic that allows access to new skills counts as a weapon swap. And yet, Necromancer weapon swap sigils do not proc on entering and exiting death shroud.

My suggestion: Allow entering and exiting Death Shroud to trigger weapon swap sigils. Note: This would put it more in line with the planned Revenant swapping, granted, because elementalists and engineers rely solely on kit/attunement swaps for on-swap sigil procs.

Thoughts?

(edited by Salamander.2504)

What if we did 5 necros in a dungeon/fractal?

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Posted by: Salamander.2504

Salamander.2504

In short, “no”, because Ice Bow 4*4 with Might and Fury stacking more than outdamages both Well of Suffering and Well of Corruption combined.

Plus, the Necros can’t just skip mobs.

With blood is power you can have 40stacks of might for 8 seconds. Probably enough to kill everything with 5 wells of suffering and a few dagger AAs (yes, i know you cant have more than 25 might)

BiP radius is 240…

Nerf this, nerf that

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Posted by: Salamander.2504

Salamander.2504

…We are better off changing the minds of others and maby prevent misinformation bieng spread and become the next kitten necromancers. which is relative but it’s generally considered a heavily nerfed class, not something i agree with in full but then again, i don’t play necro often.

Necro is in a great spot at the moment, actually.

A few thoughts to improve PvP build diversity

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Posted by: Salamander.2504

Salamander.2504

1. Celestial amulet is fine
It was slightly nerfed in the trait re-work and wasn’t even the problem before then. The problem has always been the builds which use celestial amulet. They have easy access to burning and could offset the low power values with trait line stats (before the re-work) and might stacking.

I can’t find the thread now (can someone?), but some good Samaritan showed that post-patch, the stat disparity between cele and other amulets increased post-patch, to something around ~30%; i.e., cele was inadvertently buffed. Isn’t nerfing cele basically the same thing as nerfing the “builds that use cele” ? Its perhaps a simpler solution because it also gets at the broader problem of stat balance.

2. Pack runes aren’t a big problem
I agree that Rune of the Pack is a little too good, but it’s not contributing to huge imbalances in PvP. There are many more issues which should be addressed first.

Agreed, but we’re doing a disservice to ourselves if we don’t bring up all of the problems; let ANet prioritize.

3. On-Proc sigils do need nerfed
When such a large amount of damage comes from attacks which can’t be predicted or avoided, it really kills the action-based gameplay. You can’t counterplay these sigils. It goes beyond Air+Fire though; Some swap sigils are pretty powerful and if you nerf Air+Fire, others like Blood will take their place.

Blood is far less DPS/burst; so while I still frown at the on-crit proc, Blood replacing air/fire is a big improvement. On-swap sigils require user input/weapon management, and their relatively lower DPS (but good utility) means an on-swap sigil meta would be an improvement over air/fire.

4. Remove 4-stat amulets; Allow proper stat customization
Yes, we desperately need more stat customization. However, the 4-stat amulets contribute to power creep. It also subjects us to the glacial pace of patches and the whims of ANet as to what we get next. Players will continue to want different amulets and you’ll end up with a ton to scroll through. Instead, just divide the current 3-stat amulets into multiple items (e.g. amulet, ring, ring) and let players mix and match them like they do in PvE/WvW. It’s not too hard for new players to understand, and it won’t create additional balancing points. Both of those counter-claims are rubbish.

Sounds good to me.

5. Healing Power scaling isn’t so simple
It’s not wise to just across the board increase healing power scaling. Doing targeted increases would be a better approach, especially for builds which can already utilize healing power to an extent. ANet erred on the side of caution with Healing Power. If it’s too good, then you could just heal-bot everything, and that’s not good for the game. Right now, some Healing Power is good for some builds, but too much and you’re giving up any damage output or survivability. That’s fine, but we need the greater granularity with stats.

Sounds good to me.

Thanks for the responses!

An observation about "OP" Builds

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Posted by: Salamander.2504

Salamander.2504

The actual difference between an “easy” build and a “hard” build is so negligible, it really comes down to self-elitism: everyone (I’m no exception) wants to believe their build is harder to play than everyone else’s.

We should probably all get over ourselves. If having skill in this game were as hard as we make it out to be, no one would play it.

There is no ’’easy’’ or ’’hard’’ builds, its all inside the risk management, if a build is risky but rewarding, you need to manage your risk so that you get rewarded without being punished for messing up, and that can only be done by mastering the build and understanding the most possible risk scenarios to avoid.

BUT! some builds have no risk to them and are rewarding, this is why we call these builds easy and OP, because they don’t need to learn to manage their risk since they don’t have any.

For example?

An observation about "OP" Builds

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Posted by: Salamander.2504

Salamander.2504

The actual difference between an “easy” build and a “hard” build is so negligible, it really comes down to self-elitism: everyone (I’m no exception) wants to believe their build is harder to play than everyone else’s.

We should probably all get over ourselves. If having skill in this game were as hard as we make it out to be, no one would play it.

Sigil of Blood and Omnomberry Pie?

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Posted by: Salamander.2504

Salamander.2504

Nor does food. Only siphoning traits and Signet of Vampirism.

And to clarify, ^ means only signet of vampirism on active (not passive).

Two anything at once = death

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Posted by: Salamander.2504

Salamander.2504

I disagree.

Two Bunker Guard doesn’t equal death.

Sure it will, people still die of old age…

LOL

Sigil of Blood and Omnomberry Pie?

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Posted by: Salamander.2504

Salamander.2504

Sigil of blood will not heal you through DS.

A few thoughts to improve PvP build diversity

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Posted by: Salamander.2504

Salamander.2504

Thanks for the responses, guys!

..Rune of the Pack doesn’t need a huge nerf, since many classes still run might based runes or vampirism

Agreed that RotP doesn’t need a huge nerf; just a small CD increase or a precision reduction. That being said, I think we can both agree that the meta shouldn’t necessarily define whats nerfed and what’s not. If something is unbalanced, it should be fixed, meta or not.

Celestial is balanced. Celestial necromancer and celestial engineer are in a good place, but definitely not OP, and you see a lot of other runes being used lately: marauder, rabid, soldier, cleric, carrion, even rampager sometimes. Cele elementalist is OP alright, but it’s not because of the amulet…

I agree with you that Cele necro and engi are in a good place, but lets just compare the cele amulet (560 to all stats) to a comparable amulet: we’ll use the new crusader amulet as an example.

Crusader amulet:
Power: 1050
Toughness: 1050
Ferocity: 560
Healing power: 560

Like the cele amulet, the crusader amulet offers 560 to both healing power and ferocity. It has more power, but its dps is actually lower than cele by ~9%+ (best case scenario using rune of the citadel/pack for fury) because it offers no precision. It also doesn’t boost your condi damage or vitality; ouch. And the tradeoff for that is only an extra 490 toughness. That’s only an additional ~9-13% damage reduction to power attacks relative to cele (much less than the initial ~20-23% damage reduction from taking cele due to the diminishing returns of increasing toughness). So, while cele amulet might be balanced for the specs you mentioned, there is no other “bruiser” amulet that can actually compete with it, and that’s the problem. I’m not arguing that all Cele classes (like necro and engi) are OP, just that cele isn’t balanced around the other amulets. A crusader necro/engi is just a poor-mans version of a cele necro/engi, and that really shouldn’t be the case.

(edited by Salamander.2504)

A few thoughts to improve PvP build diversity

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Posted by: Salamander.2504

Salamander.2504

1) Nerf Cele amulet. I use it myself, love it, but acknowledge that it isn’t balanced. It’s [few] weaknesses are too easily compensated—there are virtually no drawbacks to using this. You can be jack of all trades, and master them too with barely any creativity. Stats could be toned down by some flat %, but perhaps contingent upon introducing new amulets (see point 4).

2) Nerf Rune of the pack. This is like having two runes in one: +175 power, +125 precision, plus the swiftness duration and the great on-hit procs. I love this rune, but too many power specs are funneled into using it (although its not obviously reflected in the meta). It’s nearly the top DPS rune, but with great team support and mobility as well. The on-hit proc CD should be increased, and/or the precision bonus needs to be reduced.

3) Nerf Sigil of air and sigil of fire. The random on-hit procs offer no counterplay. My suggestion is to reset the CD when an attack that would have crit misses (blind, block, glancing blow), or something to that effect.

4) Introduce new 4-stat amulets. We’re all being funneled into marauder and cele amulets, which does nothing to improve build diversity. The addition of a few new amulets in the June 23rd patch was great, but even more are needed! Introducing new amulets that trade stats for boon/condi duration would be a neat addition. You might argue: “Introducing more amulets will be complicated to newer players at first” to which I say: “Never underestimate the intelligence of your audience”. It really isn’t difficult, especially when metabattle is holding our hands every step of the way.

5) Make healing power scale better with secondary heals (i.e., heals that are not the “6 utility”) so that more amulets with healing power will be taken. Right now there isn’t much incentive to use any of these amulets. This is compounded by the fact that cele amulet can generally do it better.

Thanks for reading. Cheers.

(edited by Salamander.2504)

FitG Break Immobilize Plz

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Posted by: Salamander.2504

Salamander.2504

We already have shrouded removal. I think it’s fair Fitg doesn’t have a Immobile break as well since reaper can laugh those off as it is now.

Agreed. I’d rather get a second stack of stability (for 2 stacks) and/or an extra second of stability (for 4 seconds) on FitG.

How to fight Remorseless Quickdraw LB rangers

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Posted by: Salamander.2504

Salamander.2504

So mysterious…

Necro tips and secrets right here, bro —-> https://www.youtube.com/donee

This is going to sound totally noob, but what map/where do you go to find 1v1’s in WvW? (I only ever PvP)

Two thieves at once = death.

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Posted by: Salamander.2504

Salamander.2504

Win: 2 thieves how know to rotate points (+1 and backcap), and 3 cele/bunker

Lose: Anything else

^ My experience

Can we get that D/D ele nerf please?

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Posted by: Salamander.2504

Salamander.2504

The key to beating D/D ele is to interrupt the cycle of might building. Also I can snipe one on Mesmer by keeping enough condi to overcome the heal. It takes a while but if you can maintain a few stacks, they will go down.

A Thief with Shortbow 4 might make life quite miserable for an ele on point. ( I run a venom share Thief in pve. I suspect she would be an Ele killer in the hands of a better player. )

Confusion in particular works against Ele’s because you know they need to keep taking actions and that increases the damage.

The Ele needs to cycle through a series of fairly specific actions. Nail them with a good interrupt and/or force them to stay in water longer by damage.

I die most 1v1’s vs an ele because the dps will kill me on my first mistake. Still, they do have a vulnerability in that they need to keep their rotation up or die.

This. Don’t let them might stack, and keep them chilled; it will disrupt their rotations immensely. I get good results fighting D/D eles by spamming weapon swap with sigil of hydromancy. The fight may last a long time, but as long as your power is 2K+ you can kill them 1v1.

(edited by Salamander.2504)

Why no Invulnerability?

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Posted by: Salamander.2504

Salamander.2504

As it stands, I don´t think you can truly compare DS to invulns and the like.

Shroud just doesn´t offer the same protection against burst damage like actual invulnerability (Warrior, Ele, Ranger, Guardian, Mesmer, Engineer), blocks (Warrior, Ele, Ranger, Guardian, Mesmer, Engineer) and evades (Thief, Warrior, Ele, Ranger, Mesmer) do.

Combine that with little to no combat mobility and BOOM, you got yourself a Necromancer.

Just to play devil’s advocate (because I don’t actually disagree with you), DS may not offer the same type of invuln, but the low CD and relative ease of increasing your LF pool means it offers much more flexibility. You can’t eat 1 big burst as well, but you can constantly eat little ones. E.g., I literally cannot remember the last time I let a thief’s
backstab or a Guardian’s WW hit my actual health pool. So, while a necro perhaps isn’t on par as a teamfighter, it really shines in solo point defense/offense (1v1, 1v2) situations where you can easily watch for telegraphed skills and manage your health bar. Just my 2c, and perhaps what the dev’s were going for.

Whoever said that FitG should be 2 stacks of stability for 4 secs in another thread had it right.

*Please let us see utilities in Death Shroud*

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Posted by: Salamander.2504

Salamander.2504

My vigil continues. I will not shave my beard until I can see my utilities while in death shroud.

Legacy of the Foefire Lord health too low?

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Posted by: Salamander.2504

Salamander.2504

I think there was a recent post about this. I agree he is way too easy to kill. I’d even go as far as to suggest that he needs more than just an HP boost. I’d suggest an significant HP boost, dmg boost and a reduction in points awarded from 150 to 100. Currently a team can play poorly the entire match then one zerk can run in there and take out the lord in <15 sec for the win. At this point lord is just a handicap to allow poor play with the ability to still come out with a win.

How well can the other team actually be playing if their map awareness is low enough to let someone solo the lord? Maybe they got arrogant? I see that happen all the time, where a team has a great opening/mid-game, thinks their invincible and drops their guard, only to get beaten. It’s easy to stop someone from soloing the lord, zerker or not, just pay attention. Two people is obviously much harder. That said, I’m all for buffing the lord’s HP.

Remove reward track progress for premades

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Posted by: Salamander.2504

Salamander.2504

Just put in a in-game Voice communication instead. Now, pugs can reap the benefits.

Yeah, the problem is half of the people wouldn’t use it.

You see half of the pugs not using it, I see a half more of the pugs using it.

This would let more players form actual teams because the game loses the barrier and the players do not need to download third party voice communications. Also they would form teams because they want to play with players that want to dedicate teamwork by using voice com.

Meaning, OP can just form a “LFG Must have teamwork!”

The point is it wouldn’t solve the issue.

Is dumbing down teamwork the issue? Because I don’t want to solve that issue.

No, separating the queues is.

Is the player base large enough to do so?

Celestial Dhuumfire (vids, build, discussion)

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Posted by: Salamander.2504

Salamander.2504

Still trying to understand why you ran celestial before June 23….celestial is the product of an efficient might stacking class

I can’t speak to pre June 23rd, but I’ve since noticed that you can get away with running cele with (1) a power rune; (2) signet of spite on passive; and (3) the Deadly Strength trait. The power in this scenario is still lower than a might-stacking ele/warr (just over 2k) but it might be enough depending on your preferences (it is for me).

Balance list - Tracked by Anet

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Posted by: Salamander.2504

Salamander.2504

I don’t see what’s the problem with the necro trait last rites? You can still be dps’s and stomped all it prevents is bleeding out. Are you complaining of what happens if the enemy leave them completely alone? In that case all professions can do the same thing bu casting #4

The problem is Last Rites prevents all players near the Necromancer from bleeding out. If you have two downed Necromancers next to each other they will each prevent the other from bleeding out. So as long as one person is nearby to make sure they don’t use 4, those Necromancers can remain downed permanently with no way to stop it.

Nothing about necromancer axe here. When something is so terrible that nobody plays it, it gets ignored in future tracking.

“Axe 1,2 are weak , 2 needs more damage , 1 needs AS nerf reverted and a bit more dmg
axe range also feels terrible, maybe additional range on the axe trait would be possible”
Maybe not enough, but its a starting point.

lmfao…ranger axe is nearinstagib and way to spammable….ranger axe needs no buffat all

Reread that: it’s necro axe.

“lmfao.”

(edited by Salamander.2504)

I found a scenario where shield is useful

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Posted by: Salamander.2504

Salamander.2504

1) Torch also only has 1 usable ability (unless people are using Torch 5 effectively with permeating wrath and supreme justice, which I’ve yet to witness).

torch kittens like a truck with zerker and burns through limited blocks (focus 3, arcane shield etc) so quick while procing virtue of justice like boss, plus it cures condis on allies. it’s a dope weapon and there is no set i would take over sword/torch for medi.

If you read the bottom of my original post, I’m only advocating a shield for a support guard. I roll torch on my medi guard too (pre- and post-patch). Torch 5 is a DPS loss, and the condi removal is unreliable. With the new burning I suppose the DPS is improved, but a bunker guard is going to be popping Virtue of Justice off CD to add party DPS. Agreed on the utility of eating through e.g., Focus blocks, which highlights another reason why the Focus doesn’t necessarily alleviate that much pressure—its so telegraphed. In any case, this discussion isn’t about how great (or otherwise) Focus and Torch are, but the underrated utility shield 5 has in regards to thieves’ SR.

(edited by Salamander.2504)

Profession nerf list ranking

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Posted by: Salamander.2504

Salamander.2504

Lets consolidate our thoughts for the next patch.
what are the classes ranking from number 1 (needs the most nerfs) to number 7 (needs the least nerfs)?

1) Mesmers
2) Elementalist
3) Engineers
4) Thieves
5) Warriors
6) Guardians
7) Rangers

Just curious, which class do you main?

Necro isn’t on the list.

I found a scenario where shield is useful

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Posted by: Salamander.2504

Salamander.2504

When thieves gain stealth they usually apply PbAoE Blindness and our Shield #5 misses.

Wiki – Cloaked in Shadows

This is a good point, but the radius is 240, identical to SR. Unless the thief is popping shadow refuge right on top of you (very rare), this won’t pose a problem. Thieves usually create some distance before using SR; I can count on one hand the times I was actually in the SR radius when a thief popped it.

That’s frankly not justifiable enough of a reason when you sacrifice 1 damaging ability and 1 usable ability to do so.

Yes you could blast them out with a shield, but you could also just drop a symbol in there or throw an aoe out there and hit ’em that way, both of which can be done with a hammer or greatsword.

It’s just not worth switching to a 1h weapon in pvp unless your offhand is torch (for burning) or focus (for anything else).

1) Torch also only has 1 usable ability (unless people are using Torch 5 effectively with permeating wrath and supreme justice, which I’ve yet to witness).

2) Dropping a symbol or aoe is just the poor-man’s shield 5. You can do it, but shield 5 does it better. The hammer symbol requires you to get 2 good hits off, which is far from guaranteed in SR. In a game where rotations are king, I don’t want to sit around for up to 17 seconds wondering whether my symbol killed the thief or he ran away.

I was expecting a new combo or strategy move /sadface

Focus blocks is almost just as needed considering you can use it when immobolized/stunned and block 6k backstabs. Also, what’s preventing them to teleport further away from the guardian knowing your strategy with shield? You now can’t get there in time for a knockback.

Sorry to disappoint…When thieves start SR’ing out of range, I’ll stop using shield. o.O

Shrug

As an aside, Focus 5 blocks are great, but I wouldn’t call them necessary: When you’re being pressured, they are just as likely to block AA’s as a burst (probably even more-so, since its such an obvious animation). Shield 5 is also good in that situation, and has the potential to mitigate more than just 3 attacks. Just saying. I can’t believe I’m actually defending the shield ><

(edited by Salamander.2504)

Necros

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Posted by: Salamander.2504

Salamander.2504

Necro’s are no longer free kills so everyone wants us to get nerfed.

Still not on the same level as other professions. But no longer miles behind them.

The same could be said for mesmers lol

Please elaborate.

Mesmer are no longer free kills so now they want them nerfed.

They never were free kills, at least for any mesmer above average. The issue now is that they are the second strongest class behind ele.

What class should be the second strongest class?

Balance list - Tracked by Anet

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Posted by: Salamander.2504

Salamander.2504

I don’t see what’s the problem with the necro trait last rites? You can still be dps’s and stomped all it prevents is bleeding out. Are you complaining of what happens if the enemy leave them completely alone? In that case all professions can do the same thing bu casting #4

The problem is Last Rites prevents all players near the Necromancer from bleeding out. If you have two downed Necromancers next to each other they will each prevent the other from bleeding out. So as long as one person is nearby to make sure they don’t use 4, those Necromancers can remain downed permanently with no way to stop it.

Nothing about necromancer axe here. When something is so terrible that nobody plays it, it gets ignored in future tracking.

“Axe 1,2 are weak , 2 needs more damage , 1 needs AS nerf reverted and a bit more dmg
axe range also feels terrible, maybe additional range on the axe trait would be possible”
Maybe not enough, but its a starting point.

Axe 1 and 2 need longer range and higher damage coefficients. Axe 3 needs a blast finisher. And while we’re on the topic, not up there which many would like to see is for the cooldowns of utility skills to be visible in death shroud.

Healing Power

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Posted by: Salamander.2504

Salamander.2504

I love the healing power on celestial, and is one of the reasons I use it.

Condi meta is the worst...

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Posted by: Salamander.2504

Salamander.2504

I didn’t mean thief in particular. I’m pretty sure no power build can stay and pressure (by power you should understand marauder/berserker) as much as condi build. It takes half a second to have all conditions reapplied within few seconds while a typical power build can have its abilities blocked by a freaking weapon ability. Most classes have access to blocks on weapons. Even more so on utilities.

No way. If you just cleared 20 stacks of bleed, you just mitigated an enormous amount of damage, because now the opponent needs to ramp up again, during which you’re still wacking away at them. If they apply a bunch of conditions at once, you can be sure that either (1) its a variety of conditions (i.e., blind, cripple, bleed, poison), in which case the DPS takes awhile to ramp up, or (2) you’ve got a lot of stacks of burning from a Guard or Ele, in which case clearing it should be trivial since these classes won’t typically apply lots of other conditions.

I can’t have it all? Well, before the patch it felt like having it all AND playing the way I wanted to play. Now? Now I have to flip a coin and wonder where the team is running full condi or full power and skill accordingly

No thanks. Silverwastes, here I come /o/

Before the patch conditions were unviable, which is wrong, broken, and removes build diversity. The fact is, none of us should have been able to “have it all”, so we all need to adapt our builds to be more balanced around conditions and power. This is a really good thing— it makes the game less one-dimensional.

Condi meta is the worst...

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Posted by: Salamander.2504

Salamander.2504

Well, no power build can pressure as much as condi builds while being viable. A typical power build would walk in, burst and hope for AA crits. If the burst was somewhat blocked/dodged/interrupted a typical power user would activate a blocking ability and try to run away.

Really? Is every power build a backstab thief? If my burst is mitigated I keep the pressure on and try again.

Most condi builds spew conditions while running … so that’s that. On top of having sick survival. Conditions are unblockable for protections like Endure Pain and correct me if I’m wrong but Protection isn’t really affecting condi damage.

It has really low counter play. Every condi cleanse ability has huge cooldown while the condi application has half that. Unless you run some shouter build with trooper runes

Untrue. In any case, this [non]issue is mitigated if you have more than one way to remove conditions. And if you don’t have that, I assume it’s because you favored some other utility/trait over it, in which case: You can’t have it all…

Condi meta is the worst...

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Posted by: Salamander.2504

Salamander.2504

Condi builds should be as viable as Power builds.

No it shouldn’t. Condis are passive, you just stack them up and numbers win for you instead of skill. MMOs where passive skills are too strong are the most boring ones to play and are more unbalanced (for example ESO, where a single guy can take out a whole zerg).

Power skills requires your opponent to dodge every single burst and promotes active gameplay which relies on reflexes and skill.

So, you want to say that e.g. Necro Scepter AAs are passive, while Thief Dagger AAs are not? Nonsense.
Condi aren’t passive by any means, they are applied by skills same as Power damage, the only real difference is that Condi damage is delayed and requires more time to have certain effect. Also, same way you can dodge Condi burst skills like you dodge Power burst skills…

This,

Condi builds should be as viable as Power builds.

No it shouldn’t. Condis are passive, you just stack them up and numbers win for you instead of skill. MMOs where passive skills are too strong are the most boring ones to play and are more unbalanced (for example ESO, where a single guy can take out a whole zerg).

Power skills requires your opponent to dodge every single burst and promotes active gameplay which relies on reflexes and skill.

How have years passed, and people still don’t realize you can dodge condi application?

Problem is, they nerfed endurance/vigor regen while NOW you need the higher dodge uptime. You can’t expect someone to dodge condies AND dodge power abilities .

I don’t get your problem. If you’re fighting condi build, you dodge condi abilities. If you’re fighting power build, you dodge power abilities… there is no reason for condi abilities to be less viable than power ones.

and this.

Adapt or get stomped, but don’t whine.

I found a scenario where shield is useful

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Posted by: Salamander.2504

Salamander.2504

And now I can’t play without it! If I was more tech-savvy, I’d show a video of this. But, the long and the short is:

The shield 5 knockback is just large enough to knock thieves out of their shadow refuge. So wait for the thief to pop SR, then saunter over to the middle of it and hit shield 5. Whalla, thief is out of stealth.

It’s situational, but the situation crops up so frequently that I run shield just to counter thief SR. The utility of this really cannot be stressed enough, given how frequently thieves pop SR to reset a fight or out-rotate you.

Try it before you bash it. Cheers.

Note: I’m only running the shield with a shout bunker, as it still isn’t worth it for dps builds where torch/focus still win.

(edited by Salamander.2504)

Steep Decline of Engies followed by Rangers

in PvP

Posted by: Salamander.2504

Salamander.2504

What you’re trying to do is actually really cool, and worth pursuing. Ignore the internet bullies above. They are being negative, rather than constructive.

However, you are dealing with the statistics of small numbers, and so we all have a right to be highly skeptical of your initial results.

If I were you, record all the data from your matches in a 2-4 week period, noting which days are the dailies. Then display it graphically (with daily profession data included): e .g ., X axis=day, Y axis = % of players in each class. Above the graph, make sure to record which dailies are in each day so you can see the % deviation from the average caused by dailies, and N=how many matches you’ve played that day. If your N values are still too low, you may be better off binning the data by week and extending the duration of your study to a few months. This would be really cool! Yes, you’ll have to be dedicated if you want to collect data you can trust—what I described is really the bare minimum.

(edited by Salamander.2504)

Guardian signet bug

in Guardian

Posted by: Salamander.2504

Salamander.2504

Guardian signet bug:

When you take the radiance GM trait “Perfect Inscriptions”, signets grant a light aura upon use.

This light aura only works for signets in the utility spots (7-9), and does not work for the healing signet, Signet of Resolve, or the Elite Signet, Signet of Courage.

FYI

Guardian signet bug

in Bugs: Game, Forum, Website

Posted by: Salamander.2504

Salamander.2504

Guardian signet bug:

When you take the radiance GM trait “Perfect Inscriptions”, signets grant a light aura upon use.

This light aura only works for signets in the utility spots (7-9), and does not work for the healing signet, Signet of Resolve, or the Elite Signet, Signet of Courage.

PvP balance

in PvP

Posted by: Salamander.2504

Salamander.2504

Engi: “My class is the hardest to play”
Mesmer: “My class is the hardest to play”
Guardian: “Remove Engi grenade bug”
Ele: “My class is the hardest to play”
Necro: “Remove Engi grenade bug”
Thieves: “My class is the hardest to play”
Ranger: “Remove Engi grenade bug”
Warrior “Remove Engi grenade bug”

Make Life Blast pierce baseline (3).

in Necromancer

Posted by: Salamander.2504

Salamander.2504

+1 to OP

MM Necro - New Turret Engi

in PvP

Posted by: Salamander.2504

Salamander.2504

I don’t play MM (because the minion AI is awful, they rarely attack), so I’m not defending the build I play. Nor am I ignoring facts, because you have not yet provided any.

I do play necro, but you should know that I main Guard…

So which part of them is OP then? How are you dieing, exactly?

MM Necro - New Turret Engi

in PvP

Posted by: Salamander.2504

Salamander.2504

?_? The minions barely ever attack. This is not the new turret engie…

Don’t load up aoe condies on the minions and you’re fine.

Sigil of Force vs Sigil of Air/Fire

in PvP

Posted by: Salamander.2504

Salamander.2504

The sigils crit….

Haven’t looked in combat log, and can’t test atm, but tooltip is wrong then? Intended?

https://wiki.guildwars2.com/wiki/Sigil_of_Fire
https://wiki.guildwars2.com/wiki/Sigil_of_Air

thanks for ruining wells

in Necromancer

Posted by: Salamander.2504

Salamander.2504

Sigil of Force vs Sigil of Air/Fire

in PvP

Posted by: Salamander.2504

Salamander.2504

When you have low precision and/or ferocity?

Just low precision right? I thought the sigils couldn’t crit themselves.

Sigil of Force vs Sigil of Air/Fire

in PvP

Posted by: Salamander.2504

Salamander.2504

Is there any build/scenario where sigil of force is better than sigil of air/fire?

I’m against using these because I think the random procs are unhealthy, but if I don’t use them, I feel like I’m gimping myself…

Please fix matchmaking

in PvP

Posted by: Salamander.2504

Salamander.2504

I feel the first step is fixing the team swapping. Tired of people switching to spectator, forcing a jump, and then rejoining the game on the winning side.

Play unranked instead?

Elementalist is very OP

in PvP

Posted by: Salamander.2504

Salamander.2504

Well, its a ~25-33% damage reduction (on average, depending on amulet) against a power class, so comparable to the 33% from protection or ~32% from weakness. That’s pretty strong, especially since all three of those can stack.

For a comparison, if traited, a necro can spam aoe perma-weakness if they are flashing shroud. Also really strong.

Shrug No opinions on the matter thus far.

Elementalist is very OP

in PvP

Posted by: Salamander.2504

Salamander.2504

1st of all, ya’ll are a bunch of internet bullies.

Secondly, isn’t stone heart active (rather than passive) play? If an Ele sees a big burst coming, they can switch into Earth, right? It’s not like anyone sits in Earth, or am I mistaken? (I don’t play ele).

Essentially, I would say yes. However, you’re going to be in earth even when you’re not getting bursted. Most eles will just go on with their combos, which will force you to swap to earth from time to time for might. Hence why I said it’s partially passive, not completely passive.

Could a stone heart Ele be countered hard by conditions then, as opposed to zerkers? Or is their condi cleanse too good?

Elementalist is very OP

in PvP

Posted by: Salamander.2504

Salamander.2504

1st of all, ya’ll are a bunch of internet bullies.

Secondly, isn’t stone heart active (rather than passive) play? If an Ele sees a big burst coming, they can switch into Earth, right? It’s not like anyone sits in Earth, or am I mistaken? (I don’t play ele).

Hybrid bunker / dps build for sPvP?

in Guardian

Posted by: Salamander.2504

Salamander.2504

This might sound crazy, but try a cele amulet with a power rune. So many people are running glass setups that you can still do good damage like this, and it will help your sustain a ton. Pre-patch the damage would be too low without might-stacking (and it was impossible to take full advantage of the condi stat), but now I think you can get away with it.

(edited by Salamander.2504)

General PvE build

in Guardian

Posted by: Salamander.2504

Salamander.2504

Does anyone know a good build for general pve? I find it hard to make one that has a good balance of damage and tankyness. I typically use GS/mace and shield if that matters.

Who uses a balanced build in PvE? :P Go zerk or go home!

Thoughts on Elite skill?

in Necromancer

Posted by: Salamander.2504

Salamander.2504

1) Plague is nice.
2) Lich is useless against anyone with a brain.
3) The minion is too niche/build-specific.

It would be nice to get more active lower-CD traits that have more utility instead of a transform. Think: Guardian’s renewed focus and new shout elite, or thief’s venom elite. Even a high CD-utility like mesmer’s mass invisibility or time warp would be cool.

It seems that the necro transform elites were a fundamental design decision to go along with the DS (different set of skills) mechanic in order to set a “motif” for the necro as a class. Our elite’s will never be truly comparable to other classes (with the exception of warrior’s rampage, perhaps) until the reaper shout elite is available.

(edited by Salamander.2504)