Showing Posts For TheBandit.7031:

Most fun profession

in Players Helping Players

Posted by: TheBandit.7031

TheBandit.7031

I disagree with ele… all the fun aspects of an ele are gone now. It has almost no mobility now. My ele has just been gathering dust. It used to be a lot of fun though.

I would say engineer. Turrets are just so fun

Guesting

in Players Helping Players

Posted by: TheBandit.7031

TheBandit.7031

I know it’s been around, but if it just puts you on the same map now what’s the point. It used to put you on a map with people from the server you’re guesting. It was used to go with PvE groups generally. But I guess you can’t do that now…

Guesting

in Players Helping Players

Posted by: TheBandit.7031

TheBandit.7031

Oh well I guess they had to do this since their game is dying… or just another ridiculous update
So basically guesting doesn’t do anything

Guesting

in Players Helping Players

Posted by: TheBandit.7031

TheBandit.7031

So every server has the same map now…?

Guesting

in Players Helping Players

Posted by: TheBandit.7031

TheBandit.7031

I wasn’t though, still put me on my home server.

Guesting

in Players Helping Players

Posted by: TheBandit.7031

TheBandit.7031

How on earth do you guest on another server? Apparently even if it says “Now guesting in X server” you actually aren’t guesting in it.

Modniir Ulgoth

in Bugs: Game, Forum, Website

Posted by: TheBandit.7031

TheBandit.7031

The Modniir Ulgoth event on Ehmry Bay has been bugged for a long time now, it doesn’t start. Please fix this…

Unfair achievement system

in Guild Wars 2 Discussion

Posted by: TheBandit.7031

TheBandit.7031

I’ve gotten my daily in like 10 minutes. I think they way they have it set up is great.
Maybe adding even more options per day would be nice.

Chat Panel

in Guild Wars 2 Discussion

Posted by: TheBandit.7031

TheBandit.7031

I completely agree. The chat is the big thing I think Arena Net didn’t do very well. If I’m in my map chat tab, I should automatically be talking in map chat. Likewise, if I attempt to talk in map chat I should automatically see map chat.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: TheBandit.7031

TheBandit.7031

I want to spend my skill points on SKILLS. That’s why they’re called skill points.

That would mean designing and balancing more skills, eff that. Easier to put existing content behind a new artificial wall and name it a feature.

I’m talking about new players/characters for this who are going for level 80. They will simply not have enough to buy all this crap and the skills they want… meaning the road to level 80 will be nearly traitless.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: TheBandit.7031

TheBandit.7031

The one thing I think is absolutely ridiculous is this whole unlocking traits thing. Some of the things you have to do are outrageous… and make no sense at all. Autotool Installation, for example, has to be unlocked with a level 70 quest. You get the level for that trait at level 48….
This update ruins the character training experience. You literally have no traits because almost none of them can be locked anywhere near easily. You have to kill the Karka Queen for some traits… how is a new player or someone who doesn’t have a huge group going to ever do that?
The buying prices are also outrageous. All that gold for a single trait?? And what is with the skill point cost? I want to spend my skill points on SKILLS. That’s why they’re called skill points. Not traits.
I feel bad for any new player that has to go through this… they probably won’t get any traits long after they’re level 80.

Please reconsider this change. At least make the unlocking system more logical and possible for newer players. And without a doubt lower that rip off cost of these traits -_-

Superior sigil of demon summoning

in Players Helping Players

Posted by: TheBandit.7031

TheBandit.7031

I have the superior sigil of demon summoning on my offhand focus on my necro.. but anytime I swap weapons or go underwater I lose all my charges. Even if the secondary weapon or water weapon has the same sigil…I lose it. Is there any way to fix/get around this? I want to use more than one weapon…

Sigil stacks removed in error

in Bugs: Game, Forum, Website

Posted by: TheBandit.7031

TheBandit.7031

You lose stacks anytime you switch a weapon… apparently even if the weapon you swap to has the same exact sigil.

New sigil stacking property

in Bugs: Game, Forum, Website

Posted by: TheBandit.7031

TheBandit.7031

So for the update regarding sigils that have stacking properties, this is one of the changes apparently made: “Stacks are lost upon swapping weapons, unless the weapons swapped into have the same on-kill stacking bonus sigil. This does not happen when swapping kits or attunements.”

Knowing this, I put the same stacking sigil on my secondary weapon… but I still lose all my stacks when I swap to it. So what’s the deal? One is on a one handed focus and the other is on a two handed staff, is that maybe the problem or is this just a bug?

Target priority

in Necromancer

Posted by: TheBandit.7031

TheBandit.7031

Yeah PvE
Bosses tend to also only go for me, while before they would switch targets constantly.

Target priority

in Necromancer

Posted by: TheBandit.7031

TheBandit.7031

So I have a minion master build on my necro. Before the December 10th update, an enemy would attack whatever attacked it first. Now, they always attack me and never attack my minions with the exception of a few rare occasions. Is this a bug or is something behind the patch notes?

Karka guild challenge not giving rewards

in Bugs: Game, Forum, Website

Posted by: TheBandit.7031

TheBandit.7031

It happens for several members of my guild, me being one of them. We don’t get anything from completing the event, no matter how much damage we deal to karkas.

Is my armor still viable?

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

My armor is karma armor so I can’t salvage it :/
I’ve seen some people run a cleric’s s/d build, crazy healing on that

Is my armor still viable?

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

I played my elementalist a long time ago when d/d was the most commonly used build.
Currently I have PTV armor and knight’s trinkets and weapons. If I were to change my build around to a staff, scepter or even conjure weapon build would this armor still be good to use?
Basically I’m just wondering if the armor I currently have is useful for any modern ele builds.

Camp soloing

in Guardian

Posted by: TheBandit.7031

TheBandit.7031

If you get time, try and give this link a look:

https://forum-en.gw2archive.eu/forum/professions/guardian/Paragon-Build

Pretty good solo build, it is also fun to run around with. With practice, you’d be surprised at how many enemies you can take on and survive for as long as you can.

p.s.: for soloing camps and if you use the above build, i’d suggest GS+S/F for lots of defense and pure spike.

Yeah I was using s/f and gs.
That looks like a great build, some of the armor is a big out of my reach though

i can solo camp with tanky gear in arround 20-25 seconds i belive (greatsword)
leap betwen the 2 scouts, dodge, greatsword 5 (pull) greatsword 4(field) greatsword 5(finish the pull intro field) SYG (stability) and whirl , 2-3 autoatacks , you kill all guards except supervisor), and supervisor at 50% hp
Remember if you take blindness from veteran scout (clean it before you use greatsword 5)

Strange, I don’t bring them even close to that even with the zerker build I just got. The zerker build is proving to be 10 times harder because I literally die before I can even start attacking, not even joking. This time I have full zerkers, I’ve tried multiple trait set ups currently I’m using 20 20 20 5 5.

i will try upload an video for you tonight, but keep in mind that i got boons against guards as well.
15% damage against guards from infusion +rank
13% reduced damage from guards – infusions +rank

Oh maybe I should go for those, I haven’t been able to decide if I should use my points for guard or siege. I’d be very grateful if you made a video, thank you so much

Camp soloing

in Guardian

Posted by: TheBandit.7031

TheBandit.7031

i can solo camp with tanky gear in arround 20-25 seconds i belive (greatsword)
leap betwen the 2 scouts, dodge, greatsword 5 (pull) greatsword 4(field) greatsword 5(finish the pull intro field) SYG (stability) and whirl , 2-3 autoatacks , you kill all guards except supervisor), and supervisor at 50% hp
Remember if you take blindness from veteran scout (clean it before you use greatsword 5)

Strange, I don’t bring them even close to that even with the zerker build I just got. The zerker build is proving to be 10 times harder because I literally die before I can even start attacking, not even joking. This time I have full zerkers, I’ve tried multiple trait set ups currently I’m using 20 20 20 5 5.

Statistical bug

in Bugs: Game, Forum, Website

Posted by: TheBandit.7031

TheBandit.7031

Hi, I use a full zerker build on my guardian and for some reason I have a lot of statistical bugs. The maximum damage I deal is 1,500 crit while a normal zerker does about double. I also take about double the damage than someone who has the same amount of armor as me (2500)

Camp soloing

in Guardian

Posted by: TheBandit.7031

TheBandit.7031

Ah I see, would I still have reasonable stats only buying berserker armor and weapons? The trinkets are…quite a lot for berserker.

Camp soloing

in Guardian

Posted by: TheBandit.7031

TheBandit.7031

Oh I thought berserker would be best, is there a way I can make my build work for it though?

Camp soloing

in Guardian

Posted by: TheBandit.7031

TheBandit.7031

My traits are a bit meh they’re 20/10/10/20/10
And then the armor/skills I said above

Camp soloing

in Guardian

Posted by: TheBandit.7031

TheBandit.7031

So I’ve finished my build and have soloed a few camps, but it’s difficult and takes forever. I was wondering if there was a better way to do it than I currently do.
I have soldier’s armor and amulet, knights weapons (GS and hammer) knights accessories, and clerc’s rings. All exotic. I use WoR with Stand your ground and Hold the line.

My damage is just so slow and I take an insane amount of damage even though I have protection up most of the time+ my tanky build. The NPCs do about 1k damage per hit to me while the supervisor does about 2k per hit.

Guardian December Patch Preview

in Guardian

Posted by: TheBandit.7031

TheBandit.7031

I really don’t think there is a need for that symbol of swiftness nerf. Mobility is the last thing that needs to be taken away from a guardian.

Prove to me MoB needs a 33% Nerf.

in Necromancer

Posted by: TheBandit.7031

TheBandit.7031

…Staff is already poor in PvP and now they’re gonna make it worse? Really?

Staff is not “poor” in PvP. It is the secondary utility weapon for nearly every viable Necromancer build that has ever existed (including Power Necros). This nerf won’t change that.

You could argue that Scepter is the bigger problem from a balance perspective and that they should have nerfed that instead, but they are trying to shave instead of obliterate.

Let me restate that then, it’s not the main weapon you want to use in PvP, it is of course a great utility weapon, I was just trying to point out that pure staff builds is PvP aren’t very good (fear of course is great in WvW though).

December 10th Elementalist changes

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

Let me list where Anet devs are wrong.

Imo (and many player share this opinion), Ele is already in a troubled state.

So this troubled profession, will get more build diversity by:

Making their baseline defence that everyone mandatory chooses to survive, harder to reach. (elemental attunement, cleansing wave)

These are the last standing pieces between ‘troubled but still playable ele’, and ‘completely devastated ele’.

If you guys don’t get it now… The most squishy class in game (with no offensive compensation wathsoever – not compared to other profs), surviving by a few good defensive traits, and you are nerfing them (making them harder to reach).

No no no no no.

This is the problem with Anet devs.

‘lowest hp/armor vision of ele in game’. ‘sorry vision is vision, we cannot change this fact’. ele player: ‘ok guess we’ll keep taking 0/0/0/30/30 traits to compensate for this massive downside. ’anet dev, oh wait but those traits are to strong, we must nerf them.

Essence of logic is this Anet devs (and theres no but or countering this, it’s the complete truth).

Stand alone, the mentioned traits are wrong, and deserve master trait. But that’s completely misisng the point.

Lowest hp + lowest armor in game + those traits in adept tire = by no means overpowered. By no means to strong. And yet you are pushing it out. Basically nerfing them again.

If you take away the defence every ele takes now because he has to, to survive, then you must compensate by a defensive ‘tool, passive’, wathever, to compensate for the void. If not, you officially nerf ele into useless ‘one trick spvp pony builder’. The answers lie there, boost hp or boost armor, but wait ‘omg we can’t.

Conclusion Anet is to stubborn that traits like elemental attunement these days are what’s keeping the ele in place even with super low armor/hp combo. taking that last piece of consolidation away (or harder to get) = officially making ele’s broken (to underpowered to survive correctly in all 3 game environments)

I haven’t mained ele in a long while, and yet I’m fully admitting this. It’s time to give ele community a cookie rather then steal cookies (you did that enough now devs).

Current proposed changes with no compensation (survival) = brutal nerf to ele.

Completely agree with you. I was playing some WvW yesterday and whenever I see an elementalist they just became food. Same for my elementalist.

Prove to me MoB needs a 33% Nerf.

in Necromancer

Posted by: TheBandit.7031

TheBandit.7031

Well it’s only in PvP, I’m guessing that just means in sPvP. I tend to rely less on my staff in PvP and more on the scepter…. but if I’m running my staff build….
Yeah I never even noticed that they were doing that…Staff is already poor in PvP and now they’re gonna make it worse? Really?

The hilarity of Necros

in Necromancer

Posted by: TheBandit.7031

TheBandit.7031

Necromancers are a ver situational class. There many ways to build them, and each build is good in certain situations but none of them are always good. So necros don’t really have a jack of all trades build, I wouldn’t say completely useless though.

Siphon health bug?

in Necromancer

Posted by: TheBandit.7031

TheBandit.7031

So I’m using a minion master build, I have the trait that allows minions to siphon health. I got the siphoning health is more effective trait, but for some reason it increases the siphoning damage but DECREASED the health siphoned. Is this a bug or maybe a text mistake?

(edited by TheBandit.7031)

Dec 10th thief changes

in Thief

Posted by: TheBandit.7031

TheBandit.7031

I just don’t understand why the thief needs this kind of buff. This will allow them to be way more mobile too, and classes like the elementalist constantly have their mobility nerfed but thieves get it buffed. Even now there’s no one that can catch a thief or out kite them.

The thing is you don’t understand the thiefs current most viable/popular meta builds(dp sd) are not getting buffed due to the nerf to all the thief initiative regen traits . Lots of thief specs that went heavy into CS line will be lucky to break even after this patch. The changes with initiative will tone down the thiefs stronger specs and buff up the weaker ones. So overall after the patch the thief will most likely be weaker esp if you take into account the heavy nerf on our vigor uptime.

You are obviously not a thief player and don’t have a good understanding of thief traits or builds. So please don’t come in and post things out of ignorance.

I mentioned nothing about about them being more powerful. I was only talking about mobility. I referenced the elementalist because they used to have a good ability to escape, which was taken down a good notch. With more initiate you’ll simply be able to use more escapes, therefore escaping more easily. And there escape mechanisms are not being nerfed. You’re completely right about what you said, I’m sure they won’t be any better in combat. I just can’t seem to figure out if anet wants more or less mobility.

You obviously do not understand the changes. The ‘on-demand’ initiative gain is getting cut in half. So a thief will now have to decide go-all-in for attacks or to reserve initiative for defense. Meanwhile other classes have that one weapon skill used for defense that has always been there. It is a more limiting change then you realize.

Ah the way I read it it seemed like it was a pure increase so that thieves didn’t need to get extra initiative regen.

Ride the lightning

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

RTL for me was just something fun that let me jump around, and great in WvW when 10 players try to pile you. I was quite sad when they nerfed it, I don’t have nearly as much fun jumping around lions arch

Dec 10th thief changes

in Thief

Posted by: TheBandit.7031

TheBandit.7031

I just don’t understand why the thief needs this kind of buff. This will allow them to be way more mobile too, and classes like the elementalist constantly have their mobility nerfed but thieves get it buffed. Even now there’s no one that can catch a thief or out kite them.

The thing is you don’t understand the thiefs current most viable/popular meta builds(dp sd) are not getting buffed due to the nerf to all the thief initiative regen traits . Lots of thief specs that went heavy into CS line will be lucky to break even after this patch. The changes with initiative will tone down the thiefs stronger specs and buff up the weaker ones. So overall after the patch the thief will most likely be weaker esp if you take into account the heavy nerf on our vigor uptime.

You are obviously not a thief player and don’t have a good understanding of thief traits or builds. So please don’t come in and post things out of ignorance.

I mentioned nothing about about them being more powerful. I was only talking about mobility. I referenced the elementalist because they used to have a good ability to escape, which was taken down a good notch. With more initiate you’ll simply be able to use more escapes, therefore escaping more easily. And there escape mechanisms are not being nerfed. You’re completely right about what you said, I’m sure they won’t be any better in combat. I just can’t seem to figure out if anet wants more or less mobility.

Dec 10th thief changes

in Thief

Posted by: TheBandit.7031

TheBandit.7031

I just don’t understand why the thief needs this kind of buff. This will allow them to be way more mobile too, and classes like the elementalist constantly have their mobility nerfed but thieves get it buffed. Even now there’s no one that can catch a thief or out kite them.

Arkeals Minion Master Build

in Necromancer

Posted by: TheBandit.7031

TheBandit.7031

Really happy to see this! The minion master build may not be the best out there, but it’s sure the most fun!

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: TheBandit.7031

TheBandit.7031

I’m really sad to see they still haven’t made minions more viable. I adore being a minion master for PvE and just for fun, it would be nice if the minions could be controlled or at least a little bit smarter.

December 10th Elementalist changes

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

I don’t understand at all why you would want arcana to be gotten less. Already eles have suffered great losses to mobility. This patch just seems to turn them into pure glass cannons, but bad glass cannons. I’ve had an ele for a while and I simply don’t know how to play it anymore.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: TheBandit.7031

TheBandit.7031

I’ve always thought the only reason eles were good was because they had good mobility, but once they take that away wouldn’t an ele be horrible?

DD Elementalist question

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

Thanks! Wasn’t there also many nerfs to cantrips? Like in mist form you can’t use any spells and I think cantrips don’t break stuns anymore. Are they still viable?

DD Elementalist question

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

Hi, I haven’t played Guild Wars for a while, I used to play my ele with daggers and cantrips but I believe there was a nerf that made it bad or something. Is that still a good build or should I try something else?

Rage against the war machines location

in Flame and Frost

Posted by: TheBandit.7031

TheBandit.7031

I just want to know how to find it. Every place I look says to open up the UI, but that shows nothing.

Funny Story about the nerf

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

Eles got a buff. Clensing wave trait is now every 5 secs instead of 10. Thats like extra 1-2k heals every 10 sec plus condi remove. d/d ele is super tanky now

It was never 10 before the update, went from 0 to 5

DD eles what you been doing post patch?

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

I started a guardian

IMO, Ele is dead - 30th April Patch

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

The elementalist has one big advantage over every other class: Superior mobility and escaping. Basically, that’s gone. I guess on the bright side, at least the ele has an almost unkillable Earth Elemental now. But yeah, that’s it.

Post your Ele wishlist

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

1. Reducing back down Ride the Lightning’s cooldown.
2. Making mist form remove all conditions to balance it with the recent changes
3. Fix the Wolfborn dagger bug (15% ms is nice)
4. Tornado throwing people in the air and i mean literally

What's the point of Mist Form now?

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

Mistform prelongs the battle 3 seconds longer. Yes your invulnerable… but now you can’t do anything yourself. No progress in the battle. That’s all it does now. If you have conditions on you than it actually gives you a disadvantage.
The only use it still has really is if your running away from a huge army in WvW or you do the revive or finisher/mist form combo. So basically it’s only useful in WvW now, and maybe sPvP

Nerf Magnet - Ride the Lightning

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

This was the worst thing about the patch for me. Mainly because this ability was just so fun, and great for traveling. The distance wasn’t supposed to be 1550 technically, so that’s ok, but doubling the cool down? It used to be 15 seconds -_-

Serious question for all true elementalists

in Elementalist

Posted by: TheBandit.7031

TheBandit.7031

Honestly the new update ruined a lot of fun, pointing toward the ride the lightning nerf. I loved to use it to jump around and parkor all around Lion’s Arch and other places… and now I can only do it half the time. Using it off cliffs was soooo fun as well.