Showing Posts For Sarrs.4831:

Thumper Turret's Health

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

Quick question.

Turrets are immune to crits and immune to conditions.
Good or bad design? It’s changeable, I think; the boss in new Queen’s Pavilion is vulnerable to condis and crits. JW what people think.

Nalhadia – Kaineng

(edited by Sarrs.4831)

#1 Skill balance (mostly PvE)

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

I feel like I’ve had this exact argument with you before. The reason you swap kits is supposed to be for versatility. You are not supposed to be forced to change kits (or attunements) manically just to try to keep up a reasonable damage pressure.

I’m happy you brought up attunements, because that’s exactly what I mean. Water Blast is probably the weakest 1 in the game (I’m not gonna bother doing the legwork to find out whether this is actually true), but you’ve got to be pretty crazy to suggest that Water Blast should be buffed because that’s silly. It’s not the point of Water Blast. If you want consistent damage, change to Fire Attunement.

On “switching kits at a manic pace”; fair enough if you don’t like the play, but there are people who do like Engi and Ele piano styles.

Again, if Engi Pistol #1 was supposed to be weak because of their class feature, then why is it only their Pistol that’s affected and not their rifle and all of their kit autoattacks too? It flat out doesn’t make sense. Engi Pistol is just badly tuned.

Looking at your analysis, it looks as though Hip Shot isn’t all that much better than Frag Shot. That’s, what, a 15% difference? Sure it’s stronger but I probably wouldn’t say that it’s “incomparable”.

Have you run the numbers on kit autoattacks? In my personal experience, the two kit 1s that are actually good, off the top of my head, are Grenade and Bomb.

Bomb 1 is hugely overbudget because it has two big components; delayed explosion and melee. Abilities with delays are overbudget because they can be avoided. Step out of the effect and you completely avoid the damage. Melee abilities are overbudget compared to ranged attacks because of the above; if you want to do damage, you have to commit to a boss or player’s close-range attacks and aoes.

33% of grenade 1’s power is predicated on a grandmaster trait. Additionally, the grenades have natural spread; if you’re throwing from 1500 range it’s entirely possible that the grenades will naturally spread in such a way that not even one hits, even on a stationary target; this makes it weird to consider it a ranged attack for the sake of balance.

Of the other 1s;
Flame Jet doesn’t even hit half the time, let alone deal damage
Whack/Thwack/Smack; would have to run actual numbers, but they’re never actually used, so take that how you will
Tranquilizer Dart; not really a damage shot
Drop Bandages; ilu medkit
Launch Mortar Shot; ilu mortar

Actually I think that Frag Shot might be undertuned because it’s spending a disproportionate amount of its budget on its crappy AoE. For what it costs, it could at least do an AoE bleed.

Nalhadia – Kaineng

#1 Skill balance (mostly PvE)

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

, I am not asking for anything of the sort. I’m asking for the balance to be more reasonable. The versatility offered by Engi kits in no way compensates for the fact that Fragmentation Shot does an order of magnitude less damage than it should. The two things aren’t even connected. If they were, then all their kits’ autoattacks would suck too. They don’t.

In practical play? It more than compensates for it. You swap to a kit and use that instead as your core weapon, while switching back to P/X when you need 2/3/4/5. The versatility offered by Engi kits exactly makes up for Fragmentation Shot’s poor damage.

I just plain don’t agree with your theory because it doesn’t match up in practice. If 1-attacks were supposed to be balanced across the board, that’s a decision that’s made far earlier than a year and a half after release. Sorry, I don’t see it.

what, thief’s autoattack isnt even weak – -..idk about pistol because i dont use it, but dagger and sword are not weak, sb is not weak either.

Dagger 1, SB 1 and pistol 1 are all pretty weak. If you’re literally just auto-attacking, you’re doing junk damage.

Sword 1 is the exception to the rule, but even then, it doesn’t match up compared to proper use of whatever 3 you might have.

Nalhadia – Kaineng

#1 Skill balance (mostly PvE)

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

Yes. This is exactly the problem. I couldn’t really care less how weak or strong an autoattack is as long as all the autoattacks are comparable to each other and the gameplay is balanced around that.

The issue is that neither of those two conditions is true.

You realise you’re asking for a complete overhaul of the game’s current balance, the deletion of two class mechanics, and the deletion of an entire set of skills, right?

Nalhadia – Kaineng

#1 Skill balance (mostly PvE)

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

Well, maybe auto-attacks shouldn’t be doing so much of the heavy lifting?

Eeyup.

This is why Engi and Thief 1s are weaker. Engis can freely switch between their weapon and their kits, and Thief secondaries aren’t choked by CDs, but initiative instead.

Wondering why only these 6 1-skills were calculated rather than all of them.

Nalhadia – Kaineng

Thumper Turret's Health

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

Like when enemies use them to absorb projectiles if you swap to your ranged weapon? Not even talking about the bubble trait

Body blocking is good play. I don’t think it’s reasonable to try to change it without reducing the skill cap.

Nalhadia – Kaineng

Sentinel Gear

in Necromancer

Posted by: Sarrs.4831

Sarrs.4831

It could work nicely if you’re a debuff-centric (Well of Corruption/Well of Darkness/Plague) Necro because your effectiveness doesn’t rely on your power at all. Vitality will let you stay stuck in and blinding without a care. The gear is pretty much exclusively oriented towards that, though, so I wouldn’t advise making it without making a supplementary set for when you’re not doing ZvZ. Soldier’s is more practical for standard use.

Nalhadia – Kaineng

My thoughts on the trait unlocks.

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

It sounds like you don’t want to do much of anything, Nilkemia.

I can understand complaints about the temples and dungeon opening, as they make their defense events even more stigmatized. I can especially understand complaints about killing the Overgrown Grub, because that grub shouldn’t even exist in the first place. But the game asking you to hunt down and kill a regular champion in the world isn’t too much, I don’t think.

What is your criteria for a ‘reasonable’ skill unlock?

Nalhadia – Kaineng

Were Achievement Chests Nerfed Too?

in Guild Wars 2 Discussion

Posted by: Sarrs.4831

Sarrs.4831

A bundle of transmute charges would actually be really nice to get from an achievement chest.

Nalhadia – Kaineng

Is Orr the next "update victim"?

in Guild Wars 2 Discussion

Posted by: Sarrs.4831

Sarrs.4831

then you should read about occam’s razer. The guy above u is correct. Proof every patch to date.

For every complex problem there is an answer that is clear, simple, and wrong.

Nalhadia – Kaineng

Another lesbian relationship?

in Lore

Posted by: Sarrs.4831

Sarrs.4831

Boo I want man on man action too!

Haha but seriously – there needs to be that in games tv etc
Girl on girl action even with friends is very common already

Yup. Gimme some TrahearnexCanach anet. We want some fruit salad.

Nalhadia – Kaineng

Queensdale's Death

in Guild Wars 2 Discussion

Posted by: Sarrs.4831

Sarrs.4831

I must say what I already pointed out, however. Regarding your first (quoted) objection, the Frostgorge Train is not a train readily accessible to new players. The economy will take a hit because new players will not be taking part in it. In effect, Anet actually hurt new players in a lot of practical ways with this patch while trying to help them out in social-ways.

Three main points.

A new player isn’t someone who’s going to think about that. A new player should be focusing exclusively on getting the hang of basic mechanics; unlocking abilities, understanding how each part of map completion works, working out how to weapon swap. How to optimize their time economically should be far from their mind.

A level 1-15 character forms a relatively small portion of the market, and can’t affect the price of much of anything that is directly relevant to a ‘seasoned’ player. In those levels, they’ll only be generating T1 crafting mats from anything they do. These mats are already very much bottomed out, and they’re not directly relevant to any endgame economic endeavor apart from leveling professions.

Additionally, a levelling character does have other options for generating income. You only need to be level 25 to be able to do a Brisban run, and regular mining/logging in the Iron→Platinum range is generally still lucrative. They can still do EOTM trains. If a new player is somehow intensely focused on what they can do to make money, they’ve still got options.

So yeah. Newbies don’t know or care about the economy, newbies don’t have a big impact on the economy anyway, and if they want to make money, they still have options.

Nalhadia – Kaineng

New asura faces (are you kidding me?)

in Guild Wars 2 Discussion

Posted by: Sarrs.4831

Sarrs.4831

You should see the female charr faces……. why does anet hate charr so much?
But yeah, the asura faces are sad— about 98% of all the new faces are just laziness
it’s all a blur now haha

You can be Rox now! :o

But yeah. New faces are kinda disappointing, and there look like there are a few duplicates around the place. The main one that I like that was added was the human one with freckles, though; I might make a ginger for it.

Nalhadia – Kaineng

(edited by Sarrs.4831)

Queensdale's Death

in Guild Wars 2 Discussion

Posted by: Sarrs.4831

Sarrs.4831

My thoughts;

“champ train does not represent the core of the game”; this is true. The game isn’t quite about running around from waypoint to waypoint killing champions. While it’s a way to play the game, it’s not the only one, and a completely new player coming across that train will jump on it and start thinking… “Is this it?” That’s obviously not good. Secondly, there’s a lot of potential negative behavior surrounding these trains; I’ve called champ locations in mapchat and gotten sprayed with vitriol, and if a new player is subjected to that just for trying to help, that’s going to be a huge turnoff.

On the economic impact; there are several champ trains. QD is only one of them. I don’t believe it’s even the must lucrative of them; I’m fairly certain that Frostgorge beats it out. People can still champ train if they want to; they’ll just have to go to a different zone.

On “you can’t do this for xp anymore when levelling alts” yeah that’s true, you won’t get the exact same XP/hr. However, as I understand, the meat of the XP you got was from the events, not from the bosses themselves (except obviously spider). You can still run around, do these events, and get a healthy amount of XP from it- And you’re less dependent on having a zerg with you when you do it, because of the mob downgrade.

The only thing I disagree with is removing the champ centaur from the high-scaled Garrison Defense event, mostly because it’s really really hard to tag mobs with high numbers of players around. I think all events should be trading up from normal→veteran→elite→champion more readily.

Nalhadia – Kaineng

(edited by Sarrs.4831)

Why No New Reward tracks with this patch?

in PvP

Posted by: Sarrs.4831

Sarrs.4831

Adding a reward track seems like it shouldn’t take any effort at all. Was hoping this would happen, but I guess not.

Nalhadia – Kaineng

Gear Progression announced

in Guild Wars 2 Discussion

Posted by: Sarrs.4831

Sarrs.4831

My personal favorite option: You can attach ascended Inscriptions and Insignias to weapons and armor respectively, giving them a stat spread you can swap between like with Legendaries.

Nalhadia – Kaineng

[Suggestion] Achievement Skins Unlocked in the Wardrobe

in Guild Wars 2 Discussion

Posted by: Sarrs.4831

Sarrs.4831

Definitely agree with Doctor Chung.

One thing I’d like; swap the panel out of the Achievements screen with the Achievement Reward Skins on it, now that they’ve doubled up. It bothers me.

Nalhadia – Kaineng

Let's talk: Corrosive posion cloud(cpc)

in Necromancer

Posted by: Sarrs.4831

Sarrs.4831

My problem with this skill has always been why do I need poison/weakness?
In a standard condi build we have Putrid Curse and Chill Bains for poison. We have enfeeble and enfeebling blood for weakness. I think it should reflect projectiles. Would help us be useful in PvE where that is always sought after.

How does a toxic cloud reflect projectiles, though?

Very lazy suggestion for it; Have it be the inverse of Purging Flames. Instead of reducing the duration of all applied conditions, have it increase the duration of all applied conditions by 33%. This could make for an incredibly powerful supporting skill, which would fit into the necro’s modus operandi- Support allies by suppressing the enemies.

Nalhadia – Kaineng

Long Bow Necro? Can It Work?

in Necromancer

Posted by: Sarrs.4831

Sarrs.4831

I would prefer shortbow because the models are nicer!

Really, I don’t have any problem with necromancers getting a weapon that’s used as an actual weapon. Arrows are basically tiny daggers on the ends of pieces of wood, anyway. A bow could fit very well with a ‘spirit’ aesthetic; Spirits are revered by the Norn, Norn use bows, therefore a “traditional” necromancer norn would use a bow. To shoot spooky ghosts at people. But yeah. A 900 or 1200 range power weapon would certainly not be unappreciated in my books; a 900 range shortbow with a set of skills that take inspiration from Ritualist skills and Spectral skills would be pretty cool.

On a Longbow, or any other weapon being a “minion oriented” weapon; for the most part, I don’t think that a build should be locked into a specific weapon, especially not a generalist build like MM. As MM, you can currently work more or less ‘effectively’ using any weapon, because pretty much all of your traits are dedicated towards boosting your minions- The only actual damage increaser that you can afford to get is Spiteful Talisman. I think that if one weapon were introduced that were intended to be the definitive MM weapon, MM would be worse off for it.

If a Necro weapon were built around supporting allies, and in solo play those allies just happened to be minions? I think that would be fine. But that’s a support weapon, not a minion weapon.

Nalhadia – Kaineng

Everyone hated Liadri

in Living World

Posted by: Sarrs.4831

Sarrs.4831

The fight was great! The systems around the fight (camera, laggy item pickup and that stupid screen blur effect) were not.

Nalhadia – Kaineng

Necromancer. Dark Path. Redesing.

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

Necromancers should not have such strong mobility according to the profession vision of anet.

Sad… btw whats the key points of their vision?

- Attrition- You’re supposed to wear down your opponent, and they are supposed to get weaker as the fight progresses while you retain your strength and get stronger.
- “Impossible to get away from”- Starting a fight with a Necro is supposed to be a very difficult decision to unmake.

Nalhadia – Kaineng

Necromancer. Dark Path. Redesing.

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

I don’t have a problem with Dark Path. Maybe make the projectile move faster, or ‘die’ at a greater distance, because it’s practically unusable at 900 range.

Nalhadia – Kaineng

Elementalist Scepter/dagger combo Improvement

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

I don’t think Dragon’s Tooth needs to drop more quickly. It’s a very powerful effect, and powerful effects should have delays which give the target an opportunity to get out of them.

Shatterstone could use a fiddle somewhere, but I’m not sure where. I don’t know if making it a Blast Finisher will actually be either good or meaningful. In spvp and the like, it might not really do very much, but in wvw, it’d be huge. Personally, I think that Water needs some fiddling to make it into a worthwhile damage option.

Arc Lightning damage buff could be nice. It completely locks you out of other skills while it’s firing, and it takes something like 4 seconds to fully wind up… It just doesn’t fit into the game. A skill like this can work but the reward for letting it charge is nowhere near what it needs to be I don’t think.

On fury in Water, I dunno. Personally I reckon something that plays off Chill would be cool.

Nalhadia – Kaineng

Which Self Heal

in Necromancer

Posted by: Sarrs.4831

Sarrs.4831

Do you have Fetid Consumption? If yes, Blood Fiend.

Otherwise, Consume Conditions.

Nalhadia – Kaineng

Bringing back Trinity has a point.

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

I really dislike that “can respec on the fly”, personally. I feel like it washed out any point of having a spec. I’ll just have the best one for each fight, anyhow. :S

Definitely agree. It’d be like being able to change build in the middle of a mission/exp zone in GW1.

Nalhadia – Kaineng

Viable P/P build

in Thief

Posted by: Sarrs.4831

Sarrs.4831

Here’s what I use.

http://gw2skills.net/editor/?fZAQRAqa8al0Mp3p1Nx0JsPNBOhsdkHJ8Ob1paFA

Why I took what I took:

S/P is there because it’s a very stable weapon set. It’s not hard to use, it gives you a key ability when it comes to clearing conditions (2), and the 3 is always good. The 1 is also steady damage, in case you mess up your initiative.

Utilities;
Withdraw; your biggest weakness as P/P is that your weapon set doesn’t give you any gapmakers. Withdraw helps to address this problem. Signet of Malice might look good on paper, but you avoid much more damage by avoiding your enemy than by blasting at them.
Roll for Initiative; as above, your biggest weakness is a lack of gapmakers. You’re also slaved to Initiative. This gives you pretty much everything; It’s a stunbreaker, it’s a gapmaker, it gives a big chunk of Initiative.
Ambush; I’m kind of inclined to say that P/P has one of the best synergies with your HR department. Unload has a lot of projectile finishers which you can fire through your buddies’ smoke fields, and the pull can get people off your face by buying you a second to avoid them. Even a second of unloading is a potentially huge amount of damage.
Shadowstep; Gapmaker/closer. Stunbreaker. Condi-clearer. Shadowstep is probably the strongest util that thieves have.
Thieves Guild; more HR department. With good use of Ambush and Thieves Guild you can have up to four thieves running around at once.

Sundering Strikes has huge synergy with Unload. High crit rate + high attack speed = lots of vuln stacks.
Executioner is just kinda there so I took it. What I really wanted was First Strikes to encourage/reward the high-initiative playstyle.
Hastened Replenishment turns Withdraw into a mini Roll for Initiative. Again, initiative slaved = need as much as you can get. Leading Strikes is also a nice trait to have.
Ankle Shots is nice to have. There are other options here, like Combo Crit Strike.
Pistol Mastery and Ricochet are more or less mandatory. There’s merit in swapping Ricochet for Bountiful Theft if you’re absolutely certain you’re only fighting a single target, but in a lot of environments, I find it’s not worth the bother- Especially in sPvP where you can’t switch traits between fights.

Nalhadia – Kaineng

(edited by Sarrs.4831)

Why do people think skins will return?

in Living World

Posted by: Sarrs.4831

Sarrs.4831

Did these events even come with any meta skins?

Queen’s Jubilee gave the Liadri mini and IDK what else
Zephyr Sanctum gave Quartz Node/Model Zephyr’s Sanctum

I can’t remember what else they gave. The cosmetic rewards were all either random drops, purchased using Sprockets/Scraps, or both.

Nalhadia – Kaineng

(edited by Sarrs.4831)

No need to take away zones introduced

in Living World

Posted by: Sarrs.4831

Sarrs.4831

The content in the Cliffs last year was all very specifically designed to support the story of the election that was happening between Ellen Kiel and Evon Gnashblade. It really wouldn’t have made sense to keep the map open without turning much of that content off, and that would have left the area feeling very empty and lifeless. There are other reasons beyond this, but for maps like this, which are based around a festival or a special event like the election, it just couldn’t have worked to keep it open year round. It’s only a few more days until you all get to play in the map again. I can’t read into the future, but we love the gameplay and the bizaare atmosphere of the bazaar, so I believe it will continue to be a setting we can return to when it fits with the story we’re trying to tell. :-)

If you don’t mind me picking your brain; what kind of permanent:temporary content spread can we expect to see in LS2 in general? One of my biggest problems with LS1 which I think is shared by the community is that LS1 didn’t really see any new zones added to the game other then Southsun.

Nalhadia – Kaineng

Stalwart Hat (And other missing skins!)

in Guild Wars 2 Discussion

Posted by: Sarrs.4831

Sarrs.4831

It’s currently impossible to complete several sets.

Stalwart
Marauder’s
Tribal
Rubric
Heavy Scaled

Are the ones that I know of. I’m sure there are more. Fingers crossed we’ll get something to return them to the game somehow.

Nalhadia – Kaineng

Festival Of the Four Winds

in Living World

Posted by: Sarrs.4831

Sarrs.4831

Can’t wait to experience Zephyrites and Queen’s Gauntlet in megaserver….

Oh…

I don’t think there’ll be much of a problem with zephyr sanctum except maybe for lag.

Queen’s Gauntlet is gonna be disgusting, yeah. =/

Nalhadia – Kaineng

Blade shards!

in Living World

Posted by: Sarrs.4831

Sarrs.4831

I have a lowbie character stationed at the home entrance and farm the three nodes daily. Eventually I’ll just burn all the sprockets for new shards. Of course it’s the iron that’s hurting me. ANet gives up copper, silver and gold nodes, but who needs those? I need iron.

Check the very west part of Brisban, just above the guild puzzle. Just east of that puzzle’s WP, there’s a rich iron, tons of reg nodes, and another rich can spawn either at a point south in the crevasse or in the bandit camp.

Nalhadia – Kaineng

Fearmancer, Chillmancer or Healmancer

in Necromancer

Posted by: Sarrs.4831

Sarrs.4831

For PvE, find a power build you like. I think the options are lifeblast or dagger. Conditions are just not very good because of stacking and synergy problems; while you can deal a lot of damage, it’s entirely likely that you won’t compete, because you don’t benefit from the high vulnerability stacks that power groups use- and on the other end of the scale, in a high condition run, your stacks will just be plain eaten by other people.

For WvW, healmancer is not really very viable. Most healy support classes in large WvW groups don’t heal directly through their abilities, but by providing their allies with a Water field to blast- And we don’t have any water fields. Using your own Well of Blood to try to heal people can actually be counterproductive as you’ll turn your friends’ Water blasts into Light blasts.

I’m pretty sure that necro’s role in WvW is as an aoe spammer; between wells and marks, you have a lot of options for applying some great control with conditions, and you have an almost-unique role in turning enemy zergs’ boons into conditions. You haven’t played WvW necro until you’ve eaten Stability off ten people with a single Well of Corruption!

Nalhadia – Kaineng

(edited by Sarrs.4831)

Blade shards!

in Living World

Posted by: Sarrs.4831

Sarrs.4831

Well, there’s those vendors that accepted holiday mats in the Sanctum. I don’t think it’s an unreasonable guess for them to trade for shards too.

Nalhadia – Kaineng

put stability on locust signet..

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

does stability block spectral grasp? it seems to always get blocked unless the person has no idea I am there

I don’t think it blocks it; the pull effect will be hit with Immune. I’m also not sure how the Chill works.

Nalhadia – Kaineng

put stability on locust signet..

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

Blinds are not active, you cannot see an earthshaker incoming and think “oh hey, I see him casting earthshaker, let me blind that so I don’t get CCed”. Blind is something attached to either skills like WoD/Plague, which are just general over time area denial effects (not that they do not on their own do anything but make an area that is difficult to be offensively doing damage in), or things like Swarm, where the blind is an incidental effect that will never affect something big unless the other person is bad.

well, if you’ve got robot reflexes, you could probably use some of the quicker cast time blinds like Well of Darkness to take out an Earthshaker

i don’t know how many terminators play necro tho, they’d probably be better off with thief

Nalhadia – Kaineng

put stability on locust signet..

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

But saying that signets.should never.be.activated makes absolutely no sense. If they were.not.ment.to.be.activated the there.would.be.no activated cost. Right now.it.is.norlt worth anything but.with 3 sec stab makes it worth taking.

That’s what I mean when I say it’s a bad signet.

A good signet is one which is a tough decision whether you want to use it or keep the passive.

Nalhadia – Kaineng

put stability on locust signet..

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

And?

I do not understand how this makes the necro special. Isn’t that the point of dodges?

If you dodge VoJ, Earth Shaker, BoB, any ranger F2 CC ability, steal, or any shatter, then you just negated 5 other professions mechanics entirely. If you expect sympathy because dodging key skills lessens your professions effectiveness, you won’t find any.

I said it to directly address Coglin’s question; “which necro build do you use that does not have access to DS”. Some builds can be starved to the point of having no lifeforce at all with intelligent dodges

On “you can dodge other class’s profession mechanics entirely”, yes, you can dodge them- but you can’t negate the entirety of their class professions.

- VoJ is only one of three guardian virtues. You can’t dodge the other two.
- Adrenaline itself is useful, not exclusively for the F1. Defense 15 gives you healing if you have more Adrenaline. Secondly, it is not possible to prevent all F1s (longbow is popular for a reason), and even if you do prevent an F1, it doesn’t consume their Adrenaline (to the best of my knowledge).
- BoB… not sure what this is
- Ranger F2 abilities are not the entirety of their class mechanic. If dodging the F2 deleted the pet, then yes, it would be negated entirely.
- Steal is not entirely nullified by dodging. They still shadowstep to you.
- Mesmers have 4 shatters, one of which is undodgable. Secondarily, a more appropriate comparison is with a mesmer’s clone generation.

I don’t expect sympathy, and if someone has built themselves into a position where their LF generation can be starved and then they get starved, then that’s fair play to the starver. But I’m answering the question- What build can get themselves into a situation where they have very little LF.

Nalhadia – Kaineng

A post from ArenaNet back in December

in Living World

Posted by: Sarrs.4831

Sarrs.4831

The only reason I can imagine for Anet to ignore their player base is that they are preparing some major announcement at E3.

I’m inclined to say they’re still busy getting the rebound right on their China release. If they are making an announcement at E3, though, neat.

Nalhadia – Kaineng

Your List of S2 LW Feature Updates

in Living World

Posted by: Sarrs.4831

Sarrs.4831

Examples are in brackets.

Reasonable Expectations:

- New Skills, especially utility/elite skills
- New Traits
- “Unique Skins” in region reward tracks replaced with a random exotic of the appropriate type (completing Kryta line includes a random Ceremonial weapon in the box)
- Gem Store services (bank express, TP express, merchants) converted to charges similar to Transmute charges
- Trait/Skill Unlocks account-wide for sPvP (if you earn or buy Path of Corruption, all of your necros ever will have Path of Corruption unlocked for sPvP)
- Certain karma/Badge of Honor items salvageable (temple gear, Invader’s gear)
- New sPvP maps
- Better WvW Tournament information in-game (a panel in the WvW screen which shows Tournament information)

Hopeful Expectations:
- Guild Alliances
- New WvW maps
- WvW objective upgrade revamp
- Black Lion Key/Chest retuning
- Added Weapon/Class combos (Necro Greatsword)
- Guild Mission revamp
- Dynamic Event scaling improved (Events will trade out regular mobs for Veterans/Elites/Champions in lower zones more quickly)

Unrealistically Optimistic Expectations:
- Personal Story Gambits (Ironman Mode: the player dying fails the mission) (Rurik Mode: essential NPCs dying fails the mission)
- Asymmetrical WvW maps (objectives other than direct PPT; eg. one server has to protect an orb, the other two servers have to take it and bring it to their spawn, a bit like Spirit Watch)
- WvW Guild Halls+GvG oriented features
- WvW weekly modifiers (Reactor Mode: All Supply Camps replaced with Reactors which supply their objectives) (Blood and Glory: PPT from objectives reduced, all kills grant score, player kills grant A LOT of score)
- PvE Guild Halls
- World Zone Gambit Mode (Dock your levels further than regular scaling for extra XP/MF)
- Dungeon Improvements + Gambits

Bonus Expectations Which Will Never Ever Happen But Would Make Me Really Happy:
- Living Story ‘story’ content merged with Personal Story (and thereby made a permanent addition to the game)
- Living Story emphasis moved from temporary events to permanent content (New ‘full’ zones which include heart quests)
- Elementalists getting a weapon that shoots lava
- i mean everywhere. it shoots lava everywhere

Nalhadia – Kaineng

put stability on locust signet..

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

Right now.activating it isnt even worth it in most cases.

This is worth noting in particular because there are very very few situations where Signet of Locust is even worth pressing. You need to have 5 targets in range for it to do much for you, and unless you’re traited for it, it won’t even do that much healing. It’s really a very bad Signet because, like Healing Signet, you should never activate it ever.

Nalhadia – Kaineng

put stability on locust signet..

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

So which necro build do you use that does not have access to DS? Unless you can explain that, Those two are no where near suggesting the same thing.

If you pick a fight with a Necromancer at the start of a match and dodge their key lifeforce generators, you can put them in a tricky spot.

MM is a build which you can be entirely dependent on one weapon to generate your life force. You don’t get spec armor as MM, so it’s easy to catch an MM out without their LF to fall back on.

Now as far as your statement that :

necro have NONE access to stability

Well of power pulses it.
Lich form offers 30s of stability.
Plague form grants 20s of stability.
Foot in the grave grants 3s of stability when in DS.

With boon duration build you can have 5 seconds of stability upon entering DS.

I see one of two problems here. Either you still have a bit of learning to do of your profession, which happens sometimes when you are new to it, but also means you probably shouldn’t lecture on it, or you are intentionally making false suggestions for the sake of your argument.

You claim not having stability or limited access to it is out of balance, so are you suggesting thief needs more stability? as necros have more then thief.

Hold up.

Well of Power does not pulse Stability. It causes one tick of stability at the start of the ability so that it can successfully cause its stunbreak. It doesn’t pulse stability.
Lich Form and Plague Form do both grant stability, but you lose access to Death Shroud, your utilities and your heal so long as it’s active. They’re not like Dagger Storm, you can’t flip right back out of the form to just get the stability.
Foot in the Grave is decent, but both of its opportunity costs are very painful. You either pass up the opportunity to get Deathly Perception, or make it very difficult for you to grab your build’s other essentials(Dhuumfire/Path of Corruption/Terror).

What Crowned said is technically false, as you do have access to stability, but you give up a lot to get it- A lot more than anyone else.

Nalhadia – Kaineng

Bringing back Trinity has a point.

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

I think if Defiant had more of a rotational period instead of being just a constant buff, then we could instantly see some more interesting builds come out that aren’t strictly min-maxing.

Adding trinity roles won’t make pve more fun. If anything it will just assimilate it with every other mmo with just slightly different mechanics.

My thought on this; bosses lose 1 defiant stack every 3 seconds. You can still chew through defiant stacks if you need CC skills on a tighter schedule, but if you’re not able to drop large amounts of crowd control, you can still reliably put something out there once every 15 or so seconds.

Nalhadia – Kaineng

put stability on locust signet..

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

Popular necro builds don’t really have all that much blind. As far as I know, the standard condi necro build only has Throw Bugs and Signet of Spite; Throw Bugs is more often used to flip conditions back, and Signet of Spite is used for aggressive pressure. The two other skills which apply decent Blind are Well of Darkness and Plague Form; I don’t think Well of Darkness is that popular, and Plague of Darkness pretty much tosses out your offensive capabilities. Haunt is right out.

So the “popular” build do not have blind, how does this justify changing a skill entirely? Personally, I find it extremely unreasonable to claim that necros need warrior/guardian level stability because players lack originality and use only popular builds.

That leaves 2 dodges every 20 seconds. Necromancers have no access to evade frames and no access to vigor. Popular CC centric builds have more control skills than that available to them in that time; most notably, Hambow can put out 4 in that time, with 2-3 Earthshakers, Staggering Blow and Backbreaker. This gets even worse in a group fight where there could be multiple sources of CC bouncing around, let alone coordinated CC.

So if you feel you need more dodges, run a sigil or run that increases endurance. Change you build to add blinds. Personally I have no problems with hambow warriors. So you get no sympathy from me there. If you are not willing to stray away from “the popular” builds and build for what you need, then you deserve what you get. Asking Anet to redesign skills based on your reluctance to step away from the meta, is not the solution.

Whoa, calm down. I’m not advocating any changes with this analysis. I’m just saying that necros have a very finite pool of resources with which to deal with CC, which tends to fall apart when several sources of crowd control are coming in.

Nalhadia – Kaineng

(edited by Sarrs.4831)

put stability on locust signet..

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

So with the great removal and ability to transfer the soft CC on to your foe, why are you incapable of handling the limited hard CC with blinds or dodges?

Popular necro builds don’t really have all that much blind. As far as I know, the standard condi necro build only has Throw Bugs and Signet of Spite; Throw Bugs is more often used to flip conditions back, and Signet of Spite is used for aggressive pressure. The two other skills which apply decent Blind are Well of Darkness and Plague Form; I don’t think Well of Darkness is that popular, and Plague of Darkness pretty much tosses out your offensive capabilities. Haunt is right out.

That leaves 2 dodges every 20 seconds. Necromancers have no access to evade frames and no access to vigor. Popular CC centric builds have more control skills than that available to them in that time; most notably, Hambow can put out 4 in that time, with 2-3 Earthshakers, Staggering Blow and Backbreaker. This gets even worse in a group fight where there could be multiple sources of CC bouncing around, let alone coordinated CC.

Nalhadia – Kaineng

(edited by Sarrs.4831)

[Thief] Vital Shot

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

A pointless question, as any Vital Shot buff will change how the set is played, which is obviously the ultimate goal.

I didn’t realise that trying to identify the goal and potential complications of a change was pointless.

I think we have wildly different problem-solving styles and with that in mind we’re not really gonna go much of anywhere, so I’m gonna have to bid you adieu. Best of luck fixing PP.

Nalhadia – Kaineng

Do Signets affect Death Shroud?

in Necromancer

Posted by: Sarrs.4831

Sarrs.4831

Signets don’t affect you while you’re in death shroud. Quick and easy way to test it; run around with Locust Signet and pop in and out of Death Shroud. Very easy to see your speed rising and falling.

Would be nice if they did but I dunno.

Nalhadia – Kaineng

Ruined Ore Chunks

in Guild Wars 2 Discussion

Posted by: Sarrs.4831

Sarrs.4831

Not true lately – I have been getting them on occasion (along with those dandelions) when absolutely nothing is in sight. I estimate a very low (like 1-2%) over the period of a night’s play.

Dandelions are just a thing that you get randomly; they don’t negatively affect your loot in any way, as far as I can tell.

Nalhadia – Kaineng

Dancing Dagger - Thief

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

And make it give 1 might stack to you if it bounces back to you, if they do this the skill would suddenly become allot more attractive, especially with runes of strenght.

The skill is not that useless now, i use it to break ages or for a cripple if infiltrator’s strike is set to return.
The main issue it has is the slow projectile speed and it often gets obstructed by the smallest bump in the terain

I’m not sure. I think 1 might stack would be a bit too dependent on the rune to be valuable. I would say to possibly raise the cost to 4, then make it return 1 initiative whenever it bounces to you.

And yeah, getting obstructed in terrain is a problem. Seems to be an issue for all slow projectiles.

Nalhadia – Kaineng

(edited by Sarrs.4831)

Dancing Dagger - Thief

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

Make it so that it bounces off the thief if no enemy targets are available to bounce to. In a single target environment, this multiplies its damage by 3. That’s a good start.

Really depends on what you want the skill to be; high power, high condition, or high control.

Nalhadia – Kaineng

(edited by Sarrs.4831)

[Signets]Cures a condition every ten seconds.

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

Would be nice if they operated like Shrug It Off.

Nalhadia – Kaineng