How would stomp make sense as a knockback, over a launch? you stomp the ground making a tremor which launches them . . lol just use Kick if u want a knockback
Stomp is awesome and fine as is
If it was made ground targeted then you could knockdown (and do more damage to?) the person/s you land on, and launch others.
You could stab yourself repeatedly with your torch, curing a condition each stab but replacing them with 2s of burning (1s if you trait into it.)
Whenever your level is changed from moving around in a zone, the “Signet Precision” buff (gained by activating signets as a warrior with the “Signet Mastery” trait) disappears.
The functionally similar buff “Furious Surge” (granted from critical hits with the “Furious” trait) does not disappear when your level changes, and considering they both give a stat boost (Signet Precision says it gives 100 precision and Furious Surge says it gives 10 condition damage,) it doesn’t seem far-fetched to think that one persisting means the other can, too.
Maybe it’s secretly affected by peak performance.
Someone posted screenshots of them bringing her a stick of butter, and getting 30 seconds of swiftness for it.
Maybe you could bring all your cooking ingredients and/or any foodstuffs that are dipped in butter if you really want to make her happy.
Now you direct it at the warriors who place banner of defense or tactics instead of strength or discipline.
Make sure you don’t accidentally accuse a warrior who dropped strength, discipline AND defense/tactics, though.
sigils and runes.
I mentioned this when they first announced the changes, it would make sense for it to be at least 35%.
Runes can give 45% and the bleeding sigil gives 20%, which (with the trait) leaves you at 98% bonus bleeding duration, forcing you to use giver’s weapons, food or the 10% condition duration sigil to reach the cap.
Since food and giver’s stats aren’t available in pvp, that means you’d need to sacrifice both your sigil slots to reach a full 4s bleed on flurry (the on-crit trait also benefits notably.) Previously, you could reach the cap with the trait, runes and 1 point into Strength.
If there wasn’t already enough hate for stealth-based attrition builds, this would do the trick.
Just kidding, there’s never enough.
I think it’s currently only been announced on fansites, but when they increase players’ stats with the trait→specialisation change, they’re also making the stat gap between exotics and ascended 10% instead of the current ~5%.
This price increase is in anticipation of a lot of people deciding to make ascended armour now.
You don’t have to use GS to use PS.
u can have 4 might on swap. 5 might from SOR. Probably 3-4 might from Might on crit sigil. Long bow you can blast the firefield once with combustive shot and another with a banner. For 12 might.
Thats 25 might. But why bother. GS is more optimal.
I don’t think PS copies the duration of your might stacks, so 5 might from SOR is still only going to last ~9s for your allies even with strength runes.
Any skill that converts conditions to boons or boons to conditions becomes less skillful if the prioritisation is randomised.
While this is true, the current working favours classes that can apply damaging conditions in large stacks with a single skill and then cover it with something. Classes that rely primarily on their autoattacks to apply condis and/or a single condition will keep bringing their main damage source to the front of the removal queue by attacking.
Don’t worry, quick breathing is apparently just going to remove conditions now, instead of converting them.
Warrior Arms GM Minor:
Bloodlust: Deal 5% additional damage to bleeding foes. Bleeding you inflict lasts 33% longer.
Does this really need to go down to 33%? That means with a 45% bleed duration rune set and a 20% sigil you’re stuck at 98% bleeding duration bonus.
If you absolutely must nerf it down from 50%, at least leave it at 35.
Some abilities stop at their target, but pierce things on the way there (like warrior longbow pin down, and I think mesmer greatsword autoattack.)
For those specific skills, it’s necessary to target the furthest enemy if you want them to pierce.
So, do you think it’s ok for female Asuran and Charr to not have equal options as other races?
They do have equal options: one variant per skin.
While an asura or charr female gets “stuck” with a suit instead of a dress, the other three races’ females get “stuck” with a dress when they might want a suit. It’s the same with male characters.
ANet can either alternate between the fe/male variations on a per skin basis for those two races’ females like they currently do, give only those two races’ females two variants of each skin, or make two versions of each skin for both sexes of all races (which is notably more work, which will then likely result in less skins overall.)
This is also disregarding the fact that asura and charr females aren’t even meant to be wearing dresses and such according to the lore. They are currently “dressing like females”, just not like human females, because they’re not human. The default armour skins use the intended unisex variants, it’s only with the addition of outfits (and some of the new female charr faces) that some were made to pander to the people who want more cutesy charr and asura.
It’s late in the week, so WvW stat buffs will be rather high depending on your server.
I don’t remember if they show up in the hero panel or not.
To finish, after the change a bruiser ele will trait for 6 arcana I believe, that’s 8s CD on attunement, a chill application ( 66%) will bring the CD of attunement on 13s CD(base attunement now with no points in arcana), nothing as devastating as current chill where the CD of attunement CD goes up to 18s.
We’re giving too much credit to reaper, it hits hard…but it’s slow like GS ranger, luckily they can’t dush/rush like warrior GS
I don’t think I’ve ever been chilled long enough in a controlled environment to test it, but the wiki mentions chill reducing the recharge rate of skills by 66%, not increasing their cooldown by 66% like the tooltip states.
This means that something would take three times as long to recharge, when chilled for the entire duration.
^^^
Can you make a build without “Fast Hands” ?,
did you say No ? thought so.===
For Nay sayers, i just want to point you to the fact that we got 0 ZERO baseline traits
lets see what others got:
Thief
Traits that are now baseline:
- +1 Venom additional charges.
Guardian
Traits that are now baseline:
- Consecrated Ground (Consecration skills use ground targeting).
- Elite duration increase.
- Improved Spirit weapon duration.
Mesmer
Traits that are now baseline:
- Reduced glamour recharge rate.
- Phantasmal damage boost.
- Manipulation range.
- Illusionary Persona: Shattering illusions creates the shatter effect on you as well.
- Illusionary Elasticity: Bouncing attacks have one additional bounce.
- Protective Mantras: Gain extra armor when you cast a mantra
Necromancer
Traits that are now baseline:
- Wells uses ground targeting.
- Minion recharge reduction.
- Focus weapon range increases.
Ranger
Traits that are now baseline:
- Longbow velocity increase and range increase.
- 75% trigger rate on spirits.
- Grant fury on use of Survival skills.
And I’m pretty sure engi will get some TBD baseline traits.
I think warriors might get increased longbow range as baseline since it’s not mentioned in the new longbow trait.
That, or they removed it.
Forum bug.
Edit: I also agree Harbinger would work if necros get shouts.
“This hurts you.” – Damages all nearby enemies.
“Assuming direct control.” – Taunts all nearby enemies.
“The dead are useless.” – Siphons the health from nearby downed allies to heal those standing.
(edited by Serval.6458)
It’s a (white) tiger.
Please fix.
No, don’t “fix” it, fix it.
The warrior longbow might get buffed to 1200 base range as well, I don’t see the range increase mentioned in the only remaining longbow trait.
Hidden Achievement/title: Dragon Layer – Spend 1 minute defeated during each dragon fight. Alternatively awarded for going down(state) in each fight.
Thief stolen skills are better than what the class in question gets in a few cases (all boons at once from mesmer, 3s base fear from necros and 4s daze from guardians.)
Crippled players should have 400% of the normal aggro radius for all nearby hyenas, as should those low on health.
It depends on where you are. If you activate it in the Heart of the Mists then you get a dark foggy look because it’s meant to be dark and foggy there. In some places it gets brighter, makes certain things glow more, applies a colour filter to your screen etc.
I imagine high just applies the same effects more than low does.
1. I’m pretty sure chill and alacrity both change the recharge rate of skills, not the recharge time directly. So, chill reduces the recharge rate to 0.34 of normal, making a 10 second cooldown take ~30 seconds if you’re chilled the entire time. Alacrity would increase the recharge rate to 1.66 (I think that’s the increase it gives, I don’t remember if I’ve seen it,) so a 10 second cooldown would happen in only ~6 seconds.
2. Not all effects are applied multiplicatively on top of each other, the very similar example of condition duration increases and decreases are done additively/only applied to the base duration. This is why someone with a +40% duration food and someone with a -40% duration food cancel each other out. Damage modifiers do work multiplicatively however, so three 10% boosts provide 33.1% extra damage, and protection reduces that by 33%, down to 89% of your initial damage.
I’m pretty sure all that’s correct.
Would running around not provide more oxygen for the flames, making it do more damage?
Would running around not make your blood flow faster, and cause more of it to leak out when you’re bleeding?
Would running around not make your blood flow faster, spreading the poison in your veins more rapidly, allowing it to do its damage sooner (although probably not more in total?)
Reduce incoming condition duration of damaging conditions by ~50-67% of your current health %age.
Reduce incoming condition duration of all other conditions by ~40% of your current health %age.
The exact value of condition reduction is entirely up for debate, but this seems reasonable. Having the damaging conditions reduction too high would make conditions that don’t have many duration increases (eg torment) essentially unapplyable initially (like the current trait) but with no real relief once 10% damage has been done.
As the ele takes more damage, their “diamond skin” cracks and becomes less effective.
(edited by Serval.6458)
Increased adrenaline retention could even be incorporated into Thrill of the Kill, warriors desperately need more incentives to trait into Discipline.
The stacking buff it applies will reset to 0 when you enter downed state (as well as changing maps, swimming below the water’s surface if you don’t have the same sigil in your underwater weapons etc.)
Not happening unless stomp loses its stunbreak.
Norn dance sucks. So don’t like dancing ;-(
Anet please fix this.
They have fixed it, buy a dance book.
What if the other warrior was in zerker gear, but gained the extra 3k health from running phalanx strength…
Opportunist has a 10 second internal cooldown, so you need to wait for that before it will apply fury again.
It’s based on the number of people currently logged in on that server, so wait until the least populated time of day (or the update that was planned for today but was delayed by some amount) and try then.
Just as there is a savage, elegant and mist herald guild back banner; we have a gold and shiny guild finisher and a sword and shield finisher but no primitive/savage one.
I’m picturing either a wooden stake like the basic finisher with a leather flag/banner attached, or a replica of the guild flag finisher but a large rock as the base with a stick jammed into it and a leather banner.
Just imagine… profit!
I believe it’s filled with pygmy moas, an event involving Kappa will displace them so you can herd them into her corral for dance troupe training.
You’re in the wardrobe tab instead of equipment, which doesn’t let you click on jewelery because it has no appearance.
I think I’ve seen this thief while doing dailies in hotjoin server 007 (because its name is mildly amusing.) They were indeed a condi spec with the dreamer that used caltrops named ‘Axxx Sxxxxx X’ (the small x’s are to preserve their anonymity in the unlikely event that they actually care, the large X is real.)
I have 7 regular 20-slot bags and then one invisible bag at the bottom where I keep items, I would get some benefit from a second invisible bag but they cost so much more than halloween pails I haven’t bothered buying them to hide my sharpening stones from merchants.
On that subject, Halloween Pails (standard 20-slot bags) cost 3 candy corn cobs (~2g each on the TP) and can be bought from a norn near the lion statue in Lion’s Arch, which is significantly cheaper than crafted bags.
I think Teq can/always drops a vortex somewhere when it reaches 75% just before running off.
I feel that a noteworthy addition to the thrasher info is that leaching thrashers (the ones that plant into the ground) only have two attacks.
Attack one is used when their chosen target is at range, and that is them planting into the ground and performing the aoe tentacle groping on nearby players; this attack will not hit anyone within 300 and something range of the thrasher (it will stop casting it after a few seconds of having no targets.)
Attack two is a large aoe pool that the thrasher drops on its location that will heal the thrasher (and I believe other mordrem inside the aoe) on each pulse if it hits something. They only use this skill when their chosen target is close to them (usually after they’ve just uprooted themselves.) Since most people don’t get up close to fight them, you will likely get aggro on the mob and thus be responsible for making it not aoe heal itself on nearby allies by putting yourself at range when it uproots (you can easily tell if it is aggro’d on you, because it has a large red eye and will be pointing at whoever it doesn’t like.)
This is mostly only relevant when fighting the legendary version of it that can spawn at Blue Oasis, or the champion version/s after and during the Vinewrath event as they can heal themselves a lot on a zerg of players in range of the aoe.
The stat switching is based on the legendary itself (purple name) and not the skin, you can make 50 bronze greatswords look like Eternity, but only the original Eternity (which probably now looks like a bronze greatsword) can change its stats.
Female Human
Elementalistin WvW everyone armour turns green but as u can see in my hero tab my armour should be blues and whites. and its not just mine either
Focus is on the tooltip for the relevant setting.
I can see the GM trait now:
Burst skills remove knock a boon from your target for each bar of adrenaline spent.
I’ve had this happen in LA a few times when I accidentally used my signet of fury (after taking falling damage, my adrenaline then drained properly.)
Were you in a city when this happened?
I have always been disappointed I don’t see my charr licking themselves when left unattended for extended periods of time.
Let’s see…
- Massive hitbox
- Stationary (every “30 seconds” or so)
- Takes enhanced damage during this period
A single ice bow #4 will do more damage than you could with a full hb, killshot and eviscerate. So just grab a disc banner and sit in an elementalist to make sure they get the buff.
Golem voyeurism.
Edit: Fun Fact: I logged out after taking the first picture, and was logged back in where my harpy was (ie. on the inside of the window.)
You will need postprocessing on if you want to see the glowyness, and the vibrancy is enhanced with sweetFX (I’m not asking you to replicate it.)
(edited by Serval.6458)