Showing Posts For Tim.6450:

Necromancers: the bass ackwards prof

in PvP

Posted by: Tim.6450

Tim.6450

I think necromancer sustain is fine as conditions. It’s not good as power.

Strangely enough condition builds have the worst sustain of the two.

EverythingOP

Brun Ingotspitter's armor

in Living World

Posted by: Tim.6450

Tim.6450

It is vigil light armor. The headpiece is medium if I’m not mistaken.

EverythingOP

what new rune would you like to see

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

rune of aristocracy is the condition might rune.

EverythingOP

The Case for a PvE Hard Mode

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

How would you prevent the HM maps turning into “trains”, with a huge blob of players tagging everything and just mindlessly running around?

I think it would/could come from the design of the mobs. The pavillion was a good example of such mobs. Shurak and the bomber could crush mindless spammers easily, another example the lich in the halloween labyrinth could crush mindless zergs as well just by simple mechanics. If we apply similar mechanics to these mobs then these mobs can punish mindless zerg especially with proper event scaling.

That being said zergs in itself should not be punished. Mindless play should, so if we have zerg busting abilities then with smart play (proper use of boon removal , cc, condition cleanses,… ) should be able to make those abilities managable.

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Free Gold for you

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

same reasoning, materials prices will drop due to oversupply.

i wouldnt mind that^^ T6 mats are so expensive anyway
legendary would just get cheaper for me
since i still get the same amount of gold from doing dungeons

then go for it.

EverythingOP

Free Gold for you

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

same reasoning, materials prices will drop due to oversupply. You could try it but if too much people follow your example your profit will lower until it’s rendement wil be in a time range that is not acceptable.

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Free Gold for you

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

And that genius plan will fail due to inflation(since gem prices are determined by supply and demand). Especially since you posted it in the forums.

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Teragriff bursting bramble

in Living World

Posted by: Tim.6450

Tim.6450

Soldier’s is a lot more of a dps loss than 28%.

having about 4% crit chance and only base crit damage is not a 28% decrease.

Sorry miscalculated and you’re right it’s a 32% loss.
Also I only switched armor not traits,runes,sigils so crit chance and damage is a bit higher.

I used these 2 builds as point of reference.
full dps
http://gw2skills.net/editor/?fdAQFAEGJtgG1dA9LWRd/cDCwTB-TBSBwAFV+FRJ419HGq+DKdAIM/t4CAA4BAAA-e

soldier
http://gw2skills.net/editor/?fdAQFAEGptgG1bA9JGRb/cBCwRB-TBSBwAGV+hT9nr7PkSHgElgLuAAsN/B4BAAA-e

You crit 1/3 as often, and you crit for 50% less damage.

In perspective where once a shot would have done 1000 damage, and every other shot would do 2120 damage, you instead do 1000 damage, and every 5th to 6th shot would do 1630 damage.

How is that only 32% less?

You’re probably doing closer to 32% of the zerker build damage.

well your avarage damage is can be calculated by the following formula:
Average damage = Weapon strength * Power * Skill coefficient / Armor * ( 1 + Critical Chance * ( Critical Damage – 1 ) )

Since we are calculating the ratio of our soldier damage in comparison to our dps build and the weapon strength, armor and skill coefficient are the same we can create the following formula:

damageSoldier/damageDps = PowerSoldier*(1+ Critical ChanceSoldier * ( Critical DamageSoldier – 1 ) )/(Power Dps*(1+ Critical ChanceDps * ( Critical DamageDps – 1 ) ))

fill in the stats and you get
damageSoldier/damageDps = 2343*(1+ 0,18 * ( 1,63 – 1 ) )/(2312*(1+ 0,56 * ( 2,1 – 1 ) ))=2608,6962/3736,192=0.69822327…

So on average it means you do 69,8 percent damage of the dps build with the soldiers build (honestlly what’s it with me and miscalculations). Ergo 30,2 dps loss.

EverythingOP

(edited by Tim.6450)

Teragriff bursting bramble

in Living World

Posted by: Tim.6450

Tim.6450

Soldier’s is a lot more of a dps loss than 28%.

having about 4% crit chance and only base crit damage is not a 28% decrease.

Sorry miscalculated and you’re right it’s a 32% loss.
Also I only switched armor not traits,runes,sigils so crit chance and damage is a bit higher.

I used these 2 builds as point of reference.
full dps
http://gw2skills.net/editor/?fdAQFAEGJtgG1dA9LWRd/cDCwTB-TBSBwAFV+FRJ419HGq+DKdAIM/t4CAA4BAAA-e

soldier
http://gw2skills.net/editor/?fdAQFAEGptgG1bA9JGRb/cBCwRB-TBSBwAGV+hT9nr7PkSHgElgLuAAsN/B4BAAA-e

EverythingOP

Teragriff bursting bramble

in Living World

Posted by: Tim.6450

Tim.6450

On a glass light armor it’s 4k..

My bad for the number, thought the hit was a crit.

also, building for survivability in this game is just.. bad.

building full survivability doesn’t even really double your health or toughness, but you do about 1/4 of the damage as a glass character if not less.

I never said to go full nomad bunker. I was more in the line of soldier (which acording to my calculations on an exotic engineer has 28% dps loss, a 49% health increase and a 35 armor increase, no might, stacks or fury). There are also other less drastic options like taking a defensive utility, switching a trait, taking another offhand weapon,… .

The game is focused pretty much on active dodging and not being hit for most things, so for one enemy to make you go tanky stats and do garbage damage is.. well bad considering the other mobs still reinforce going glass and dodging.

It is actually a good thing since it promotes build diversity . Now you have to/can make choices instead of taking a setup that is good against almost anything.

EverythingOP

Not much variety in item models at low levels

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

It is possible if you craft while you level since each tier has a different look. The downside is that it can become quite expensive to do so since you have to waste some materials to get to the next tier.

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Teragriff bursting bramble

in Living World

Posted by: Tim.6450

Tim.6450

I think that Anet meant for these teragriff were meant to be unavoidable in the belief that it would promote other defense. The damage is “low” (~2K crits on the glassiest character, If I’m not mistaken.) so taken some toughness, vitality can be helpful. Also protection, weakness and cc are good alternatives.

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Teleport dead players out of the Breach

in Living World

Posted by: Tim.6450

Tim.6450

I don’t think that those people scale up the event.

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Stun Breaks

in Necromancer

Posted by: Tim.6450

Tim.6450

Honestly necromancers are the only class without an instant stun break under or equal 40 seconds. (and no flesh worm doesn’t count since you have a setup of 1,5 seconds).

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Why we can`t use DPS meter?

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

I am against a (personal) dps meter because it is not a usefull tool for several reasons:
1. a dps meter does not indicate if you are more skillfull since your encounter changes due to rng ( a boss different skills at the sam situations ,your weapon modifier was higher at your biurst skills, aggro , …).So you can’t decide at which moment you were skillful.
2. Some builds have lower personal dps but higher group dps. A dps meter would promote the more selfish player to be more efficient while if you switch to that build the party dps would be lower.
3. A dps meter would promote selfish play, like not reviving an ally since it hinders your dps.
4. A skillfull player does not need a dps meter to know when they screwed up. I will not that I am a skilled player but I know when I screwed in my rotation, positioning and I don’t need a dps meter.

I am agains a group dpsmeter since you can calculate that easy by using a timer and time how long it takes you to kill a boss/mob.

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Living World S2E7: Seeds of Truth [SPOILERS]

in Lore

Posted by: Tim.6450

Tim.6450

Thank you for the respons Jaken but I had a different view when I saw it.

I might be able to answer that:

It is a problem based on what we saw and what we can think and extrapolate from it.

We saw a very brief chain of events, in which Caithe`s and Faolain`s character was already formed.

and being formed and this is were I think we differ in our views. I view this as part of her fall to nightmare while you see it as a show of the true Faolain.

This is, we join their story as the Secondborn were born, had some time to live and were able to form their own opinions.

Faolain at this time already had their ideas and does not hold back in telling us about.
She has problems with how the Pale Tree is forcing an ideal on them and how she believes to pick favourites among them.

Faolain never showed much respect for the other Firstborn , in fact she had a rebell atitude and liked the idea of not following the rules.
(While we have to be fair, even Caithe said the Secondborn did not have to follow the rules, if they don`t like it)

As Faolain heard about the Power Whenny (not sure abou ehr name at the moment) she obviously saw her chance.

In this moment I thaught that it was not about the power but about the control it had over the Sylvari, but more importantly her. She was a weed in nature and had to be blossom, se she felt she was already being controlled by the tree. So she had an interest in the secret in order to protect herself and not being controlled. It was interest in the first place, but become an obsession when she was tricked by Vorp in killing her own kind. This where it changed she would not be fooled, not by Vorp and not by Wynne.

Faolain has/had feelings for Caithe, who is shown as pretty naive and easily manipulated by Faolains words.

I may have missed that part (or forget) but I haven’t seen her lie to Caithe.

She is depicted as rutheless and ready to attack if needed. Which is shown at least two times. At the assault on the asura she suggested violence and with the centaur she had her own private army for “safety”.

From the get go it was clear that she was not out for a “friendly” conversation.

The first one is kinda justified since well they were experimenting on her own kind, also it is worth noting that she wass willing to take the stealthy nonviolent approach. The second time was in my opinion not case of aggressive but paranoia. She did not trust the other species because the previous one made her kill a fellow sylvari. That’s why she has safety.

Each time she spoke, we never really had her say something good, except in front of Caithe, whom she had feelings for.

I don’t know freedom of thought is something good in my opinion.

There were also clear signs of racism, as she did not except the centaur and called them animals or beasts, which might have created the whole fight.

She was very negative about the centaurs since she classified them with the Asura (creatures of meat or non-Sylvari we don’t know). You know the killers of her kind and the ones who made you kill one of your own. It was unjustified but not evil. After she is around 2 years old.

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Living World S2E7: Seeds of Truth [SPOILERS]

in Lore

Posted by: Tim.6450

Tim.6450

I guess I’m in the minority here, but I actually liked Faolain in this episode.

I’m on the fence. It’s not bad, but it feels to be the same as Cadeyrn and Ceara now, whereas before it felt like Faolain literally fell from grace. Now it seems that she was evil-ish the entire time. Previous lore hinted that the Caithe/Faolain relationship was actually healthy, this shows it wasn’t.

So it rather feels like the lore got a new look.

How do you see Falolain in this episode as evilish the entire time?
I see her as a sylvari that couldn’t be herself in the oppressive nature of sylvari society and then got major trust issues because Vorp tricked her in killing a newborn.

Also about the healthy relationship. Perhaps it has something to do with the fact that the realtaionship is shorter then previously depicted, since the time between secondborn and firstborn is only two years (I’m not someone with much gw2 lore knowledge but I remembered seeing a post where it was stated around 8 years which in my opinion is much better since the wisdom/experience of 2 years old people is not that impressive).

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(edited by Tim.6450)

nerf Caithe

in Living World

Posted by: Tim.6450

Tim.6450

I aggree we should “nerf” caith, not because she is overly strong. It is just that her stats and abilities (since she has your runes and sigils) are partly tied to yours. I think she needs fixed stats,rune and sigils.

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Health as Caithe (Spoilers)

in Living World

Posted by: Tim.6450

Tim.6450

In caithe form you have your armor and weapons stats added inclusive runes and sigils and their effects. Also you get a 2500 condition damage boost.
Quite insulting to non-power dps builds in my opinion.

EverythingOP

Necromancer is lacking, and everyone else

in Profession Balance

Posted by: Tim.6450

Tim.6450

If you’re nabbing Dhuumfire, you’re putting 6 points in the Condition duration line. How is that a waste for condition builds?

You mean, aside from the fact that there aren’t many usefull condition build traits in that traitline?

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Necromancer is lacking, and everyone else

in Profession Balance

Posted by: Tim.6450

Tim.6450

I have been wondering why burning is so strong. I have been messing with it in other professions and it really is powerful. It does a lot of damage rapidly where bleeds and poisons give enough time for condition clears. Bleeds can stack but that takes a while. Confusion has some counterplay, at least. Burning hits hard and fast. I am considering whether converting it to a stackable, lower damage condition might be better for the game. It would give people more knobs to tweak – both dev’s and players.

Burning is the same as having 5 stacks of bleeding while having 462 more condition damage (which is around half a pvp amulet). I think increasing the scaling round 20%~40% while removing that 462 extra base stat would be good for the game .

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[Guardian]Condition Suggestion

in Profession Balance

Posted by: Tim.6450

Tim.6450

You do realize that every tick from every stack needs a package since might increases your current condition damage and that for every enemy on the entire server.

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Necromancer is lacking, and everyone else

in Profession Balance

Posted by: Tim.6450

Tim.6450

Sorry, but Life Force being just another poor version of “2nd Life bar” isn’t resource management for me. What about situations when you’re capped at LF in PvE world as a condi necro and you simply have no reason to use your profession’s mechanic apart from fear flash maybe?

Let’s see dhuumfire, tainted shackles, dark path are obvious ones for conditon users. Then you can use life blast to finish off an opponent when he is low if you specced a bit in power like sinister/carrion, life transfer to stop the mordrem mender from healing. So I see my uses for death shroud as condition wielding necromancer in pve.

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[Guardian]Condition Suggestion

in Profession Balance

Posted by: Tim.6450

Tim.6450

This will never happen since you increase the weight on the server and we have a condition cap for a reason ( and no, it is not because condi’s are OP).

It wouldn’t be a “new” condition, technically. It would just apply an on trait damage tick in association with vulnerability. Exactly like the terror trait that causes damage when targets are feared.

Yes, but you would have to consider that you potentially have to check 25 times if the player has the trait and do a condition damage calculation (which probably conatains some things that will have to be send from the client to the server), for each enemy on the map.

Terror on the other hand is only stack at the time. Which is 25 times as cheap.

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Condition Damage in PvE Overview

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

condition prioritizisation will not happen. Here are three reasons why:
- might and corruption stacks: an increase in might or corruption will make the damage of your stacks unpredictable, so you can’t prioritize them.

-intensity vs duration: which do you prioritze the one that does more dps or the one that lasts longer. Both have situation where the one is more favored then the other so yeah.

-sever load: we have a condition cap because of how taxing it is on the server and you want to increase the work load the server has to do for damage comming from conditions even more? Not a good idea.

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[Guardian]Condition Suggestion

in Profession Balance

Posted by: Tim.6450

Tim.6450

This will never happen since you increase the weight on the server and we have a condition cap for a reason ( and no, it is not because condi’s are OP).

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[PvX] mesmer DE increasing diversity

in Profession Balance

Posted by: Tim.6450

Tim.6450

What about phantasm builds? Deceptive evasion is a potential liability in that kind of build especially PvE.

Also if a trait is mandatory in builds then one of the following things must happen:
A. if the trait is overpowered, nerf.
or
B. create a trait that does something similar in a different way in a different line .

PS: I think 4 point for deceptive evasion is balanced.

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[General Discussion] Rewarding: PvP > PvE ?

in PvP

Posted by: Tim.6450

Tim.6450

That’s false. PVP players have to unlock new amulets/skills/traits with gold, pve players can unlock them for free by playing the appropriate content.

By doing less lucrative content ergo we are losing gold.

So where is this “investment” PVE players must do in order to play?

Do you know the cost of some runes? Rune of strength 13G/piece, perplixity 11 G/piece. So a full set for one character costs 78G/66G, which is less then all runes, amulets and sigils combined (which is 62 G at the moment). Don’t forget an unlock is account wide and can be used multiple times.Then we don’t have to forget amulets, backpieces, weapons, armor,… .

Edit: the gold cost for all pvp traits unlock for one characer is 15G which with 62G for all amulets, sigil and runes is still cheaper then 78G for one rune set.

EverythingOP

(edited by Tim.6450)

[General Discussion] Rewarding: PvP > PvE ?

in PvP

Posted by: Tim.6450

Tim.6450

Structured Player versus Player (sPvP)
should be more rewarding than
Player versus Environment (PvE)

Why? Because it takes skill? Skill is relative. I once found ranger running sword/warhorn using nothing but his 5,4 and 1 skill. Beating him is was easier then beating some mobs. PvP so much skill.

dedicated PvE dungeon runners can earn much more gold, much faster than a party of 5 who participate in team arena, due to the amount of time spent waiting for a match to happen.

That is a dangerous and difficult way to balance reward because better rewards mean more people hence less waiting time, making the rewards too much rewarding.

PvE dungeon runners can start their dungeon run anytime (almost, save for CoF) once they have all 5 of their team members ready.

You forgot CoE and Arah.

some minor update after receiving some feedback:
if sPvP should not be more rewarding than PvE,
then at least, sPvP and PvE should be equally rewarding.

You forgot the fact that pve needs far more investing in gold (and time?) to start then pvp. So I’m not sure if rewards should be equal. Especially if anet intends to manipulate PvE meta some day.

i agree with this statement, well, at least it should be this way for ranked sPvP arena games.

another update:
to clarify, casual hotjoin sPvP should NOT get any more rewarding than it currently it is now, the current rewards for casual hotjoin sPvP is fine as it is.

This is a bad idea. By splitting rewards and ranked play in this way , you create a toxic enviroment. Since people who want the rewards or just want to have, will join the ranked play since it will earn much more. They most likey will have less skill and will probably lose. They won’t care about the drop in their ranking but the player who play for the rank will be angry at those players. So the rank driven players will be frustated and start verbally abusing the players who play for fun or loot. So now you will have two player frustrated player bases.

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[Suggestion] Toughness fix.

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

The stats in themselves are fine as they are. toughness is certainly not useless, it just has advantages and disadavantages like any stat, so it’s fine.

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Benefits of Non-Whispers Orders?

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

Well you have the order specific armor and weapons skins.

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Mordrem Wolves-not so scary anymore.

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

All in all : if you are not a corruptor, you’re screwed. This is why Anet nerfed the wolves. Period.

What happened to CC? Did it suddenly disapear?

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Mordrem Wolves-not so scary anymore.

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

I kinda miss the retaliation. It made the mordrem wolf a bit more tactical to deal with. It also allowed me to use boon removal, opening new options for several classes (mesmer and necro’s were an obvious choice but the engi’s, thiefs and guardians also have the option to remove boon(s)). Classes that had no boon removal still could deal with the retaliation since the move has an obvious cast time (that and sigil of nullification).

The fact that they need to nerf it, dissapoints me a lot. Since it gives me the impression that Anet doesn’t want a smart pve which is a shame.

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why are perplexity runes still here?

in Profession Balance

Posted by: Tim.6450

Tim.6450

Indeed.. those are extremely strong as well

Too bad I can’t bother to do the dungeon

You can just buy the dungeon for a price of 1.24~1.74 G/path (2.5~3G for the path but you get 1.26G back).

EverythingOP

(edited by Tim.6450)

Idea for Retaliation

in Profession Balance

Posted by: Tim.6450

Tim.6450

I don’t see how this is a problem multi hit skills proc multiple times, both positive and negative effects. I consider that balanced.

The only thing I would consider is upping the priority of retaliation for well of corruption. Right now it is at place 4 after protection, swiftness and regeneration. I think moving it to place 1 or 2 would be better.

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Full Zerkers ONLY!

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

There has never ever been an MMO without a meta game, meta builds or meta tactics.

Which is the same for almost every encounter?

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Full Zerkers ONLY!

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

Seriously… this is just common sense. You sacrifice all your survival stats for damage stats so you can kill bosses faster. That is literally the point of zerker gear. Of course it is the most efficient.

Like I said, it doesn’t have to be. If there are other ways to convert survivability for damage, then it still can be a fair trade. A zerker for instance couldn’t do that same trade because he has sacrificed too much of his own survivability because off his gear.

If I could kill a boss faster using defensive gear while also taking less damage from the bosses… then why would anyone wear anything other than that?

Who said that the new method has to be safer? In fact it could even be more dangerous. After all, it’s just a matter of risk and reward.

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Full Zerkers ONLY!

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

If by efficient you mean fast then no, nothing should beat out a high damage, high risk, high rewards.

Why would anything else be more efficient? Zerker gear should be the most efficient for every dungeon because it allows for a faster run. Outside of a solo run where conditions will allow for fast kills because no one else is ruining your condition stacks.

Any gear will allow you do clear any content. But why anyone would think that Solider (or any gear with defensive stats should) gear should be more efficient then zerker ( or any gear with purely offensive stats)gear is beyond me.

You’re trying to proof something while using what you have to proof in your proof. That does not make for good logic. I mean why should zerker get the fatsre kill times? We could introduce mechanics that allow you trade in survivabilty for damage. Same high risk, same high rewards, just different gear/builds.

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Rank what class you take in dungeon

in Profession Balance

Posted by: Tim.6450

Tim.6450

I think you lost her at “darling”. :P
That being said, Necromancers struggle for similar reasons a lot of PvE struggles happen, so I hope the devs don’t get “blinded” by player rage here: AI and mob design.

You forgot condition cap as well and champ buffs (but that may be considered as mob design).

If PvE was even the tiniest bit more complex in how the enemies interact with us – I mean, look at Toxic Alliance for a teensy step in the right direction – then a lot of abilities on a lot of classes would be a lot more useful, instead of just melee might stacking.

A step in the right was made with the introduction of mordrem mobs, but it seems that it is too difficult for the player base. I mean 1 squishy mob with aoe retaliaton that has a clear tell and what do they do with? Change it to swiftness, the most useles boon in the game for a mob. I’m also thinking that the other mobs got a nerf as well. Oh well, at least the new ones are complex as well, but it would be better with the unnerfed version. (Imagine a mender, a husk and an old mordred wolf , that would be a challenge for some.)

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Silverwastes - Fossils

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

Don’t you use ambrite for the new sinister gear?

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Full Zerkers ONLY!

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

I’m still quite confident that the meta for such a dungeon would include a condition build to manage the husks, menders, and leechers. Husks because even Zerkers do laughable damage to them, Menders and Leechers, because poison will drastically shorten the fight and right now the only dungeon meta build that even has poison is d/X thief. Unless I’m mistaken and engineers do actually use grenade kit in their meta build.

Those three enemy types are ones that currently have no parallel in any dungeon path. As such, I’m not sure the current dungeon meta will be the appropriate one when they’re introduced.

You don’t need poison against menders, just high attack rate skills and enough damage (thus zerker).

EverythingOP

Full Zerkers ONLY!

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

Capable of winning? Sure. Capable of winning faster than some other combination? Not so much.

Why is Zerker not the stat set in WvW and PvP? Players usually have lower health totals than mobs, so it would stand to reason that Zerker should cut through them even faster. But it doesn’t. The reasons are things that players have that most mobs don’t. Rapid attacks, evasions, mobility, conditions, high armor relative to health, boons, and a mix of attacks. Mordrem have all of these as well. Risen don’t.

Would there be a meta in an all Mordrem dungeon? Sure. I’m betting it won’t be 5 zerkers, though. 1-3, perhaps, but not 5.

No, it would be all 5.

FYI: I have done Dredge fractal level 80 (when that was possible) with 5 berserkers. It was more of a challenge than your mordrem dungeon would be, and there would have been exactly 0 benefit of anyone wearing tankier gear.

How many Mordrem have you fought? They are way tougher than Dredge unless you completely base your survival on blind spam (which multiple mordrem are quite resistant to thanks to rapid-hit attacks and being mobile while blindspam is based on stationary fields). Dredge have two notable types: the burrowing and the boonspammers. Not that difficult to deal with both. They are also slow attackers.

5 dredge with even proportions or 5 mordrem of mixed types. I’d choose to fight the dredge every time. You wouldn’t have 10+ stacks of Torment and don’t need to be dodging immobilize from the guys that take more damage from your on-crit bleeds than the actual attacks, be worried about retaliation, or needing poison just to keep them from healing back up.

Husks alone necessitate bringing a condition build for a speedy clear. Still would only be one, but that immedietly means you don’t have 5 zerkers

Mordrem don’t do retaliation anymore it’s swiftness now and if I’m correct then husks got a nerf as well.

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Tybalt Leftpaw Fashion School

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

@Evelia sorry, I’m late I was a bit occupied with the living story . For the charr I think Basaltface did an excellent job at that for the Asura I suggest the following setup(first picture):

head: adventurer’s spectacles
shoulder: prototype epaulets
body: prototype chest
gloves: auxiliary powered gloves
leggings: protean leggings
boots: zodiac armor

For dyes I suggest a mix of blood, silver and abyss dye. For a (hopefully) cheaper alternative I suggest switching the zodiac boots for the carapace boots which will be avaidable in the living story episode 7 and changing the abyss dye for black . It will cause clipping with the toes though.(second picture still abyss dye)

Attachments:

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Sinister stats

in Necromancer

Posted by: Tim.6450

Tim.6450

As a main pve’er, I like this stat combo since for my necro since it removes a major annoyance: constructs.

EverythingOP

Tybalt Leftpaw Fashion School

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

@CoffeeCow A light armor char? Seriously of all the combinations … . Now on topic, When I looked at the set with the archon shoulders I felt that the decorated, metal looking chest piece and the sober, leather looking legging didn’t fit well.

For each of the two items I searched for a fitting counterpart and found one.
So if you want to keep the archon leggins, I suggest you take the trickster’s coat and no gloves(pic 1). Otherwhise if you want to keep the magus coat you could take the illustrious leggings in that case to keep a bit in decorated theme I would change the gloves to magus as well(pic 2).

Downside of either choice is , that is quite expensive since the trickster set is a gemstore product and the illustrious leggins is an ascended piece.

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EverythingOP

[Suggestion] Necromancer Deathshroud

in Profession Balance

Posted by: Tim.6450

Tim.6450

it was a nice post, but there are three things that bother me.
First deathly perception, I think you are overestimating it’s power. Deathly perception does not increase damage potential, it only increase the probability of reaching a higher damage potential . Another thing to note is that by adding this functionality is very similar to thiefs 100% crit for moves done in stealth. So I don’t see any problem.

The second thing is that the healing/cooldown and the healing/casttime of transfusion, is similar to the healing/cooldown and the healing/casttime of empower, and we don’t consider that skill as overpowered.

Last is the fact that you forgot siphons, you only talked about life siphon, but you missed vampiric and vampiric precision + life transfer.

EverythingOP

Nerf Fire Fields, here's why-

in Profession Balance

Posted by: Tim.6450

Tim.6450

I think Boon-spam (and Condition-spam) in general should get a look.

What I’d do is:

  • Significantly decrease the access to boons and conditions. What I mean is that if you specialize in supplying Fury, you can do that for say, 5s every 60s, only you can do it for your group. Might stacking to 25 would be completely unneeded, could cap it at 3.
  • Significantly improve the power of all boons and conditions. Now that they’re really rare and really difficult to stack or acquire, each individual application needs to be very noticeable. There’s no more spam going on, you got time to react. In turn, not stopping when you get Torment? You go down. Not stopping to attack when you get Confusion? You go down. Someone with Fury? They crit 100% of the time, flat. Someone with Protection? Yeah good luck killing those. Etc.
  • Seriously limit the access to condition and boon removal. Most importantly, remove any non-elite removal which is AE or make it self-only. Even then, self-only removal should either be highly specific (“This skill also clears Cripple and Immobilize”) or a specific utility which does nothing else. Only elite skills (and those again do nothing else) should provide something like the current Necromancer wells or Mesmer Null Field.

Note that I do not want condition specs to lose even an inkling of damage, quite the opposite (I consider conditions to be completely rubbish right now, outside of the weirdly player-constructed 1v1 scenarios – play a proper fight and your conditions drop off faster than you pushed the buttons on your keyboard).
However, I want 1 stack of bleeding for lots and lots of damage, with a high-CD and very specific counter to cleanse it (and then the attacker cannot reapply it quickly, OTOH if you can’t get it off it it’s going to hurt badly), instead of 25 stacks of bleeding spammed every 10s with tons of cleansing constantly clearing it off.

The problem with that is that you make boons and conditions too binary. Either you do lots of damage or you don’t do any, it doesn’t allow for much room of gradation. Additionally will it make a condition user feel weak during fightq since he can’t use his primary stat for the entire fight (since a lot of his skills are on cooldown or don’t apply conditions).Also the reason we can run around with boon removal/condi removal without losing too much efficiency is because everyone has some condition application if only a little. I do aggree that the aoe condition removal needs a bit toned down though.

On topic now, I think that the big problem with blasting fire fields is the duration combined with the fact that boon removal is scarce and the fact that you actually needs to hit something to remove said boons. The duration is in fact so long that you can blast another fire field with the same skills before your might runs out,sometime even three times. So I suggest lowering the duration to 6~12 seconds.

EverythingOP

QoL change for boons gained in Deathshroud

in Profession Balance

Posted by: Tim.6450

Tim.6450

It does though. If you have an ICD of 30 seconds on entering or exiting DS your worst case scenario is leaving at 29 seconds in which case your missing out for 9 seconds. That’s better than pulsing every 10 seconds which if you left DS when the cooldown was at 9 seconds you’d be out of those boons for at least 11 seconds. Also, if the effects where on skill activation they would be much longer in duration.

Well, first your worse case scenario is not your worst case. Your worst case scenario is when you don’t leave DS at all. While you can do this in theory, you don’t much good in that kind of build, so let’s assume that you have to leave DS at some point. Even then your worse case scenario is not your worse case in this setting. It is when you enter DS at the 29 second of you’re DS and try to stay a long duration in DS. If we take 21 seconds for example then you got a 60 seconds interval for 1 time your boons even when they were balanced for 30 seconds. The longer your DS the worse this problem becomes.

Secondly my, idea of pulsing would be like Shadow’s embrace. So when you enter DS you get your first pulse. Also 10 seconds pulsing is very long, I was aiming more towards 5 seconds. So my worst case scenario would be entering and leaving at 4 seconds. To compensate such scenario’s you could make the intial pulse a little bit stronger.

EverythingOP

QoL change for boons gained in Deathshroud

in Profession Balance

Posted by: Tim.6450

Tim.6450

Yes, I don’t think anything should be done, since that is the nature of traits. They are always on and you as a player have to determine when it benefits, when it does not and to enforce the beneficial situations. If he took it he chose for both the good and the bad moments of the trait and will use his skill to be more in a good moment then a bad.

EverythingOP

Tybalt Leftpaw Fashion School

in Guild Wars 2 Discussion

Posted by: Tim.6450

Tim.6450

Yeah coat part was bugging me the most, but I don’t think Firstborn works :s. I just think that if you use cultural armor you use it everywhere and if not then no part should be cultural (as a Sylvari). I’ll have to go through the Wardrobe carefully today and see if I can find something better.

How about Illustrious guise?

EverythingOP