Showing Posts For Tim.6450:

Showcase for professions

in Profession Balance

Posted by: Tim.6450

Tim.6450

I think it is a good idea.

EverythingOP

incinerator: main and offhand differences

in Players Helping Players

Posted by: Tim.6450

Tim.6450

Well I just created incinerator and I noticed that when I equip it my off hand I don’t get an on-equip animation nor do I get an on kill burn animation unlike when I place it in my main hand. So I hope you could answer the following questions:

Is this normal?

Is it intended If not will it be fixed?

EverythingOP

Perma Vigor?

in Players Helping Players

Posted by: Tim.6450

Tim.6450

perma vigor means that in a complete cycle of skills you can stack the boon with a time equal or higher then to recharge that cycle. A simple example would be renewing stamina. Renewing stamina gives you at least 5 seconds of vigor on a 5 second cooldown hence perma vigor.

EverythingOP

Mace for the necromancer

in Necromancer

Posted by: Tim.6450

Tim.6450

A solid and not overpowered necromancer weapon it also feels like a necromancer

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[sPvP] Moa nullifies a whole necromancer spec

in Profession Balance

Posted by: Tim.6450

Tim.6450

I find moa morph extremely OP in general. It shuts down an entire build (weapons utilities, and heals) for 10 seconds.

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Necro info from Livestream

in Necromancer

Posted by: Tim.6450

Tim.6450

I find it hilarious they think MM passive healing, Which to get it high requires an entire specific skill bar and major trait, on the SUSTAIN CLASS OF ALL OF THEM, is too strong at less than 200 hp per second while warriors 400 HP per second signet only gets an 8% decrease and a BUFF TO IT’S ACTIVE. This is such blatant favoritism it isn’t even funny.

blood fiend in itself has 294 hp/s.

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[PvX]Conditions wars 2

in Profession Balance

Posted by: Tim.6450

Tim.6450

I hope that in return for all this condition removers don’t remove damaging conditions?

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[PvX] Condition Duration vs. Condition Damage

in Profession Balance

Posted by: Tim.6450

Tim.6450

With this idea you just halved condition damage in pve which is already inferior not a good idea.

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tPVP Dhuumfire explained, condi necros

in Necromancer

Posted by: Tim.6450

Tim.6450

Most conditionmancers don’t want dhuumfire but the problem it is the only thing that is usable so we take it. If we had better traits in blood and death magic this would be less of an issue.

EverythingOP

Necromancer Balance Preview

in Necromancer

Posted by: Tim.6450

Tim.6450

I have both a condi engineer and a condi necro but it seems like they are basing their nerfs on popular opinion.

You realise it only now?

EverythingOP

Necro info from Livestream

in Necromancer

Posted by: Tim.6450

Tim.6450

I ran them through a build editor real quick and it seems Dhuumfire will deal about 2k damage per proc (note the 10sec ICD). Again, quickly, that seems about 2 to 3 times more than scepter autoattack. So you’re essential doing like a full chain of scepter AA in damage in half the time and you’re adding another condition to cleanse. Though, at the cost of being less reliable to land and using up very valuable sustain… All that as a grandmaster(!) trait? Again, are you really happy with this?

They haven’t changed the numbers at all, except an un-nerf in PvP.

The proc is 3s of burning every 10s, which is the same as now. The only change is that it went from being a completely random proc on Crit, to being on LB. So the change just adds play/counterplay to the skill. Necros can finally control when it is applied, and opponents can potentially avoid it.

I don’t like it since it counteracts with how death shroud should be played. Right now is it expected from the conditionmancer to quickly swap in and out of deathshroud. So we have to sacrifice our only “viable” sustain to get the damage.

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Necro info from Livestream

in Necromancer

Posted by: Tim.6450

Tim.6450

funny was that they were complaining that they were too negative when they spoke about the ranger while the necromancers getting nerfed all the time. They also were being worried about overnerfing healing signet or the other warriors defenses. Shows how much they care about us.

EverythingOP

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: Tim.6450

Tim.6450

Another solution I think would work in conjunction with many other ideas here is to allow us to disable combo fields by Delete-clicking on skills. Similarly to disabling auto-attack on skills by Ctrl-clicking I think this solution could solve a lot of issues.

Pros:

  • It’s easy to implement in the current system
  • Allows us to use skills without overwriting other useful combo fields
  • Players can choose when to use combo fields and when not to use them, allowing them to coordinate with the party on tactics
  • Simple solution which is not too hard to understand for casual players
  • Works with other ideas to fix combo fields

Cons:

  • Hard to implement for traits that give combo fields
  • Other players won’t know for sure which fields on the ground are disabled and which work.

This is a good solution, but some suggestions for the cons, can’t we use a similar technique for traits since the tooltips are visible. The second one can be solved by showing a little visual (like the name of the type of field) of active combo fields, I suggest that this is optional.

EverythingOP

SpectralAttunement/What do you think of this?

in Necromancer

Posted by: Tim.6450

Tim.6450

… they also buff the skill itself.

even spectral grasp?

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[PvP][WvW] Backstab

in Profession Balance

Posted by: Tim.6450

Tim.6450

stealth has a counter it’s aoe preferable with a long duration (traps/marks/ combustive shot/ …).

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[PvX][Necromancer] Signet of Vampirism

in Profession Balance

Posted by: Tim.6450

Tim.6450

I just cant think of anything why they (Anet) tought ICD is a good idea, to prevent some OP stuff with this kill. Only mesmer clones cause some problem, they just generate more hp with each attack to the necro (actually every attack that has really low damage), but this makes some counterplay against a mesmer and necro.
The ICD on the active with long cast time is just another “what the hell?” idea. The stack on the the enemy already makes a cap why another? Oh and the 5 second window while the mark is active …

I think the ICD is to make sure that you don’t take all 25 stacks for yourself.

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[PvX][Necromancer] Signet of Vampirism

in Profession Balance

Posted by: Tim.6450

Tim.6450

I think removing the ICD would cause two problems. First would be that the skill would be spazzing out 24/7 with heals. The player would walk into a mob or zerg and see green numbers flying around. Second would be that the lower the ICD, the smaller the heals would be making it less effective for smaller groups or single enemies.

I do feel 1 second is too high though. Maybe .5 seconds…

Isn’t the first problem also applicable to defiant stance and lithany of wrath.
The second problem is not neccessairy since it has the requirement that you need to be hit and unless you are hit for lower then 325 damage/ hit your health will stil be reduced.

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Warrior: On demand blocking

in Profession Balance

Posted by: Tim.6450

Tim.6450

I think this would be a great idea, we could even tie it to adrenaline. It would also promote defensive gear to reduce that last bit of damage. Only downside we practily have to redesign every weapon.

EverythingOP

Traitworks: Dead Last

in Necromancer

Posted by: Tim.6450

Tim.6450

Why don’t we switch spectral attunement with soul marks?

The staff is a semi-condition weapon unlike spectral skills. On top of that can this be usefull for terrormancers after terror becomes a grandmaster trait since they will most likely use a staff.

EverythingOP

Conditions in PvE

in Profession Balance

Posted by: Tim.6450

Tim.6450

this will solve nothing. The cap can barely be reached by one player.

The problem lies in the fact that 2 condition players cannot do twice as much damage as one condition player. Balance is not an issue here.

The annoyance with weak bleeds (bleeds of a low Value) take on the slots of the strong bleeders (bleeds of high Value) only exists due to the cap. If the cap didn’t exist no condition user would care about weak bleeds.

EverythingOP

[WVW] Condition Bunkers are overpowered

in Profession Balance

Posted by: Tim.6450

Tim.6450

Precision is in no way shape or form a required stat for most condition specs to work – it can be advantageous, but it’s not akin to trying to run a power/crit spec without the crit.

Condition duration is also not a stat which needs to be heavily invested in. You can get 30% from a trait line, which is an amazing gain when compared to how helpful the 300 points in stats you have for going 30 points into a trait line.

first precision is required for a dhuumfire/fear necromancer to work. Secondly if we trait for 30% condition duration we’re also stuck with 300 power which is kinda useless on top of that the traits in that line are mostly power orientated.

Indeed, why issnt there +40% crit damage food?
Or my warrior also have +50% bleed duration trait.. Man this would be cool if its 50% crit damage :p

There is no 40% crit damage food because a critical hit already give 50% damage bonus, Also there exist -40% condition duration food.

And condition appliers are able to out perform the condition removers, except if the condition remover specs heavily and thus removes himself from being anything else than a condition sponge.

And conditions making damage over time is relative…fear and confusion deal large amounts of damage in a short time rate…either rework this to allow for fewer defensive/offensive support options in builds or just place confusion and fear in a ball like spell flying in the air so players have the option to dodge it.

Of course do condition aplliers outperform condition removal. Otherwise would it be like saying that high toughness should make you imune to normal damage. Fear only does damage because we trait for it on top of that fear is easily countered by either condition removal or stun breakers/stability. Confusion on the other hand can easily be countered by not attacking: it is your own choice.

Fear and burning traited for damage dealing I don’t have anything against…but if together with that you manage to have large amounts of toughness and healing power or a combination of power/precision that leads to an unfair advantage.

The heaviest strikes in power damage all have large tells, why is it that the most dangerous conditions bypass all active defense and still enable you to have more points to spec into other traits?

If you trait for fear and burning then you will have actually no trait points left to spend. So having a large amount of healing power comes at the price of burning since you have to drop precision and having power/prec and cond damage comes at the price of any defense on top of that most condition weapons don’t scale well with power.

EverythingOP

[WVW] Condition Bunkers are overpowered

in Profession Balance

Posted by: Tim.6450

Tim.6450

This allows them to be able to be competent in defense and offense. This is imbalanced because power builds to be effective need to invest in critical chance/critical damage and power obligating the player to invest less in healing power or vitality.

Most condition builds has to invist in three stats as well: condition duration, condition damage and precision. There are some builds which don’t and they can be looked furter into.

EverythingOP

Balancing classes for conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

Warrior is useless when it comes to dealing with condi. If your not built as a full tank with soldiers runes the moment necros use there signet it’s game over your crippled in every form possible and they just kite with there staff/scepter till your dead. That’s not to mention there second HP bar.

Nerf Necros Signet
Remover the HP factor from the necros shroud form make it a time thing and if it’s really needed boost there base HP

Now Necros are Ballanced

what about cleansing ire? mending? signet of stamina? signet of rage + rune of lyssa? berserker stance? How can you say that warriors can’t deal with conditions?

And about cripple, you have dogged march, restorative strength and charge on top of all the previous mentioned stuff.

EverythingOP

Balancing classes for conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

I really don’t think its a class balance issue at all, it’s a system issue. The condition and boon systems are both invisible and lack any play to counterplay beyond slotted hard counters.

conditions have counters beside thier hard counters avaidable that aren’t slotted on any class:

-runes of hoelbrak
-runes of melandru
-sigil of purity
-sigil of generosity
-runes of the sunless
-…

EverythingOP

[PvE] useless mechanics

in Profession Balance

Posted by: Tim.6450

Tim.6450

Confusion/retalition

A condition and a boon that both are useless in pve due to the low attack speed of the enemies. It is something that really limits both the mesmer and the guardian.

solution:
An increase in attack speed but lower damage would be a good idea to solve this. Downside is that it weakens dodges/ blocks and aegis.

EverythingOP

[PvE] useless mechanics

in Profession Balance

Posted by: Tim.6450

Tim.6450

Well In this topic I want to discuss about mechanincs that are usefull in other game types but useless in PvE and how to incorporate them into PvE , and example of this would be boon removal most enemies don’t run boons and when they do they reapply immediately so boonstripping mechanics are not very effictive in these situations as well.

I also suggest that we all take the same format like this:

mechanic:
reason for failure:
solutions:

for boon removal it would be like this:

mechanic: boon removal
reason for failure: enemies use too few boons and when they do they reapply to fast
solutions: enemies use more boons and when they do they are on a longer cooldown.

EverythingOP

Class Balancing And The Manifesto

in Profession Balance

Posted by: Tim.6450

Tim.6450

why do most players thinks there is only one condition damage boosting stat? There are 3 stats that boost condition damage : condition damage, condition duration and precision (this one is debatable but it is true for most classes).

EverythingOP

Incetivise Support, and Condition Damage.

in Profession Balance

Posted by: Tim.6450

Tim.6450

Bleed is a fine as it is if we just remove the stack limit somehow (btw apparantly stacks are a technical restriction meaning you can’t just remove it: we have to think of something else), vulnerability should not be based on condition damage a bit counterintuitive.

but I really like the boon power idea. It will make the support idea more interesting.
Here are my ideas on blind/fear and stability:

blind: next attack has X% miss chance.
fear: runaway and increase movement speed by X%.
stability: block the next X fears, stuns,… .

EverythingOP

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: Tim.6450

Tim.6450

Conditions getting buffed will not change anything.

People don’t pick conditions in open world bosses because the dragons etc stack to 25.

So what’s stopping you going condi in dungeons?
Your group may touch the cap, but only just. Your high damage burns/poison etc will be prioritized. In fact you probably have higher damage per action and therefore damage per second.

The reason condis aren’t seen much in dungeons is because the mobs die too fast. You want leaves and burst, not massive dps over 30 seconds.

a condition necromancer can reach the cap on his own. so 1 conditionmancers and any other bleed are out of question. On top of that are there some zerker builds that also fill up those bleeds with their own (the prime example is the phantasm mesmer) effectivily reducing the condition users damage.

EverythingOP

[PvX] Necromancer Anti-Synergy

in Profession Balance

Posted by: Tim.6450

Tim.6450

you’re forgetting that we can’t revive or stomp during death shroud which is stupid.

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Balancing classes for conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

Mbelch, are you even serious?

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[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Tim.6450

Tim.6450

For those who believe that healing signet is not unfairly powered, let’s take a look at the necromancer’s blood fiend, the blood fiend is minion that passively heals the player by attacking an enemy with low damage and can be sacrificied for a small heal. The skill is on a 20 second cooldown. Now since the necromancer has the same health pool as a warrior and the skills resemble each other very well, we can compare them: a fully traited blood fiend heals passively 321 h/s and it doesn’t scale with healing power in comparison with an untraited healing signet heals 392 h/s and can still scale with healing power. On top of that is itso that the blood fiend can be killed/stunned/blind/blocked/… while the healing signet just keeps going. How is that fair? The only advantage blood fiend has is that the active is 685 health better.

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Power scaling summon and pet damage

in Profession Balance

Posted by: Tim.6450

Tim.6450

@ kyubi I run a necromancer with that kind of build. But I will concede that rangers pets should scale since you have no choice but to take a pet.

@ lavra yet nearly all the minion traits lie in a defensive trait line same for turrets and the pet trait line contains healing power. It must be a signal.

EverythingOP

Balancing classes for conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

@Tim

The problem people have with conditions in a PvP environment is that a condition build is essentially lay your damage down and watch it work. Most condition players overkill and play them as if they are playing a power build. Almost every good condition damage build has a good auto attack to go with it also laying conditions. If the enemy is forced to back off or you are forced to back off or use los the conditions are still working where as the power players damage isn’t being applied.

Of course it does that’s damage that you have yet to receive that is catching up.
example :
both players hit for 1K on condition damage spread over ten seconds other physical with an attack speed of 1 hit/s. So after 10 seconds the physical damage user did 10K and the conditon user 5~6K with 5~4 K catching up.

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Power scaling summon and pet damage

in Profession Balance

Posted by: Tim.6450

Tim.6450

you misunderstand. I mean you as the owner run a condition build and the pet deals normaldamage using the non-scaling stats of the pet. You will with this system crush these kind of builds.

EverythingOP

Power scaling summon and pet damage

in Profession Balance

Posted by: Tim.6450

Tim.6450

What about condition damage/ pet hybrids? They will be useless with this type of build.

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Balancing classes for conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

The strange thing is if you look at this:
http://gw2skills.net/editor/?fQAQJArYCqbJEoH9y7BiRPImgJZA-ToAAzCpIgR5jzHDMyZszMWYGA

You will see that the scepter auto-attack only does 1071+476+1421/10 = 1689.1 condition damage / hit (I slighltly over stacked condition duration so it will be a bit weaker) in a best case scenario, other weapons hit harder then 1689 damage with their auto attack if i’m not mistaken in an optimal scenario. So how are conditions broken?

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PvE Zerkers.

in Profession Balance

Posted by: Tim.6450

Tim.6450

I think the issue is that evasion is way too good in GW2, it allow the glassiest build avoid a damage completely. So why should a player build for survivability if with a click I can ignore the damage and killing the mob faster = less damage taken?

Something should be done in PvE to rise the attrition against players, that way if you want to build for max damage you’ll be sure that death will be always very close to you.

what about higher attack speed of mobs and bosses?

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PvE Zerkers.

in Profession Balance

Posted by: Tim.6450

Tim.6450

How could it be broken in pve? The condition cap limits the amount of condition players that can fight efectively not the damage of a single player.

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[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Tim.6450

Tim.6450

interesting suggestion, but what if your adrenaline is full?

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PvE Zerkers.

in Profession Balance

Posted by: Tim.6450

Tim.6450

I’m just going to leave a topic about zerkers here.
You all know the discussion points.

Most people agree that the fastest and easiest way to clear pve is to go all out dps.
Is it a “meta” we want?
Should non zerkers be buffed? How?
Should zerkers be nerfed? How?

Etc.

What we need is not nerfs or buffs. The first thing must happen is dealing with the condition cap it will open room for more condition type players. On top of that do you need to increase the dificulty of pve so that different type of builds are promoted. I think fractals could be an example of that.

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Balancing classes for conditions

in Profession Balance

Posted by: Tim.6450

Tim.6450

are you talking about pve , pvp or wvw?

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PvE minion master build

in Necromancer

Posted by: Tim.6450

Tim.6450

I personally like this one:

http://gw2skills.net/editor/?fQAQNArYGjEa16ta07JAJFRT9kCuBP6BxBnMA-jgyAINBRaRgoKg5wioxWwiW5LIVxwqZwUpER1elioVDA-e

The empty utility skill can be filled by a skill of your choice.

EverythingOP

You want HS nerfed, fine but

in Warrior

Posted by: Tim.6450

Tim.6450

Had to do a double-take on DS healing to get the gist. Fair enough.

Let’s reflect back to Healing Signet’s sustain though, aside from that and Adrenal Health which is a smaller heal per three seconds of at most 360 (or 120 every second with full adrenaline), that is it for warrior healing. There are no normal utilities that will heal the warrior unless specifically traited for, so Shouts in Tactics (which is just wrong in anything but a WvW environment, large scale fights).

Warrior Regeneration buffs come from Dogged March procs or Healing banners, for a health pool as large as ours we have much fewer tools than say a Guardian, Thief, and even Necromancer to heal ourselves with. Looking at the new Guardian heal which gives healing back for a % of the damage dealt I envy them. We can’t leech life, we just provide damage and CC.

I absolutely cannot accept a healing signet nerf that would bring it under 315 per second. I also must mention that there are some builds that are extremely specilized in a certain area, and it is perfectly acceptable to have a warrior run healing power and across all his sacrificed utilities for sustainability, reach 1000+ per second total (I think you know what I refer to). At that stage though it is not Signet that is broken but other things as well.

First of all thank you for insulting my build (I run a healing shout warrior in PVE). Well the second point is that again the necromancer is in the same position unless you count minion builds or well build. The so feared dhuumfire/fear build (which by the way is not very popular in the necromancer community) has no extra healing besides consume conditions, and necromancers are supposed to be an attrition class. Now about the healing signet I think ~315 h/s is sufficient may be even a bit higher. I have to aggree though lower and it’s just not worth it.

Defiant Stance is not in the same catagory as normal utilities, as you sacrifice any other potential healing utility for it. It’s not ‘You don’t take damage’ it’s ‘I need to take enough damage to heal.’ You use it when focused hard, and that’s the difficult part.

For your example, I will give you a more realistic scenario. If an enemy had an auto-attack dps of 1000, for the first second they will hit me under the effects of Defiant Stance, so 1000 + 1853, and pending on whether their next auto-attack did an effect, maybe the burning would tick me for a couple hundred every second so let’s make it simple and say under the 3 seconds (or 3.75 seconds with Sure-Footed) I get a nice flat 4k heal, and within that second of hitting me they see green numbers. The veteran player is aware of Defiant stance, they stop attacking. In a 1v1, that means I only heal for 4k life while doing maybe a few more auto-attacks or abilities in retailiation. For 30 seconds after the Defiant Stance wears off, I have no sustained healing, nothing.

Also even if the warrior can get an astounding amount of healing and life from being 5v1ed, at the end of those few seconds they are just going to get bursted down to nothing regardless, no profession should be able to 1v5, that’s an unfair comparison to try to promote a false benefit of Defiant Stance.

As for AoE users, they should be aware of the risks of AoEing a group, regardless of whether there are Defiant Warriors among those AoEed. They are still doing damage to everyone else, it’s a fair trade-off.

You do realise that you just outperformed the guardian’s shelter in that example but class compairison aside. In your example your defiant stance would be the equal of a flat ~8000 heal . Not too bad but like I said see group fights. Now for most aoe users have to endure longer cooldowns, scaling issues, … so I think the price for aoe is already paid.
About that 5v1 issue I may have exagerated but in 2v1 and 3v1 it still scales well.

EverythingOP

You want HS nerfed, fine but

in Warrior

Posted by: Tim.6450

Tim.6450

Not to mention the health pool of a necromancer is lower than that of a Warrior’s…

Which makes these healing comparisons hard …

A necromancer has the same health pool as a warrior, that’s why I took blood fiend and healing signet together with the way they both work (passive sustained heal, can be used for a bigger active heal and on a 20s cooldown). A better comparison you won’t get.

Yes I know.

Healing Surge would stack according, granting 2 ticks of adrenaline every three seconds while in combat (works the same way as Signet of Rage). The difference lies in their actives and CDs.

Also yes the intent of Healing Surge was to be put in line with Healing Signet’s Passive healing over the same duration. Regardless it needs a decent buff.

That’s why I suggested 10% since it would bring you above the level of the new healing signet.

It is more of an interface issue than anything else. If you were facing a warrior with defiant stance, what would happen over the course of the fight is that the warrior, if he were using it, would take a quarter second to channel it before a slight blue glow (very very hard to see) appears on their body much like how Endure Pain looks, except more subtle. Any and all damage you are currently doing to the warrior shows up as GREEN numbers instead of red, extremely visible and apparent.

Which is the problem, it’s so obvious no warrior will be able to really gain an advantage with Defiant Stance unless they time it perfectly and abuse the opposing player’s delay in reflexes, so a warrior could time his stance right at the start of a thief basilisk burst combo, ignore and heal all that damage. But after that, the remaining time Defiant Stance is up most enemies just stop attacking, you might get only a third of the stance actually under fire while the remaining seconds of it grant you nothing.

What I suggest is making you see zeros, so that a less-experienced player might assume its Endure Pain, not give a quick glance to the warrior buffs overhead to look, and continue healing the warrior despite being wrong. It returns the advantage to the warrior instead of the attacker, which is fine considering its a 35 second CD heal.

Warriors don’t have many ‘tricks’ like other professions, having Defiant Stance being a viable one would be nice.

I suspected something like that. First of all the warrior doesn’t need ‘tricks’ and ‘tricks’ doesn’t fit with the idea of the warrior. Secondly defiant stance does produce advantage by not taking damage.
an example: if an enemy had an auto attack dps of 1000 then you have ‘gained’ 3*1000+1853+intial strike(not always but most of the time)=5853. Not much but it scales with the amount of enemies on you so 5 enemies = 29265.
On top of that you didn’t gain any conditions like blind,cripple, chill,… and if they do you heal extra sinc they attacked you. finally if your enemy has clones/minions/phantasm/… or conditions on you they can’t even stop attacking. So all in all you gain a serious advantage even if they don’t attack.

About the visual I think it most stay for aoe users since they don’t see your status unless they are lucky so to know that they are accidently healing you they will need the visual.

EverythingOP

You want HS nerfed, fine but

in Warrior

Posted by: Tim.6450

Tim.6450

Here is my proposal:

Healing Signet: Reduce the healing per second by maybe 35-50 healing per second gone. Raise the flat active healing a bit more, 3.5-4k healing on the active won’t cut it for the channel, make it a solid 5k and leave it at that. So around 350 / sec and a strong 5k heal active.

- Healing Signet should be the sustain warrior’s dream. No other heal should compare to the per-second heal, yet if a warrior realizes he is getting bursted or poisoned at least he can pop the active for a bit more time…but just a bit. Right now the ~400 healing base-line is slightly too high.

You do realize that this trait is still too strong even at that level? 350 h/s is still higher then a traited blood fiend (which is 317 h/s) and the 5k heal outperforms the popping of a blood fiend as well. On top of that risks the necromancer to lose his blood fiend which healing signet doesn’t . Also the blood fiend’s passive healing doesn’t scale with healing power.

Mending: Flat Heal is fine, but the condition cleanse needs to be reworked. My ideas for this are:

- Mending heals for 6k, provides regeneration for about 5-8 seconds and immunity to poison for half the regeneration time. Why? Literally make Mending a means to making a condition resistent build with some sustain, but not nearly as good as the per second sustain of Healing Signet. If this proves too strong, make the channel time for mending a bit longer so it can be interrupted, we can all think of Mending as the Warrior way of ‘band-aiding’ one’s self. The poison immunity is unique to this healing utility and paves the way for this ‘in-between burst and sustained healing’ utility to shine.

I take it still removes three conditions? I like this idea honestly I also suggest that instead removing three conditions, it removes all damaging conditions (burning, posion, bleeding, confusion, vulnerability and torment).

Healing Surge: Remove the kitten adrenaline refill instantly all together. Make it passively raise your adrenaline every three seconds, and increase the burst healing across all levels by a solid 25%.

- This is your healing ability if you want a steady stream of Adrenaline, and its burst heal is now actually in line with other professions. Maybe heals 40-55-70% life at the different stages instead of its pitiful state now. However, once used you lose the steady adrenaline coming in, which could be good or bad for the warrior. Best part, it is a trade-off now instead of a punishment.

You do realize you already have a passive adrenaline gain called signet of rage? Also a 25% healing boost could be in order is around 409 h/s at full adrenaline and may be a bit much so I suggest a 10% boost (360 h/s) .

Defiant Stance: NO number changes. Instead, enemy sees only ‘0s’ for all his damage, from all sources. The Warrior Health Pool is shown rising though since the warrior can see the healing on himself, and the Defiant Stance buff is seen as well.

- What this does is make the opponent fighting the warrior actually think and start looking at the warrior’s buffs. “Why are my AAs doing no damage, is it Endure Pain or Defiant Stance?” Condition-based classes would have a slightly less time figuring out the defiant stance if they see their conditions tick for 0, which right now would indicate something is really wrong. However, both instances the smart opponent would have to track the target’s buffs moreso, and helps the healing utility stand on its own. Defiant Stance is now actually interesting to play against, and could potentially be viable in a few unheard-of builds.

I haven’t seen defiant stance in action so I won’t say much about it but I think it won’t make much difference.

EverythingOP

Suggestions to "fix" the useless traits

in Guardian

Posted by: Tim.6450

Tim.6450

Engineers block better and on lower CD as I recall. Support is debatable I’ll give you that.

how do engineers block better? We have mending, mace, focus and aegis. On top of that we have several projectile blocks/reflects (I don’t know if you consider them as well).

EverythingOP

Suggestions to "fix" the useless traits

in Guardian

Posted by: Tim.6450

Tim.6450

Precisely the problem, we’ve been taught by ANet the hard way that classes can excel at more than one thing at a time (I’m saying by ANet because of them we have that multi purpose warrior running around, the immortal necro that kills groups of people just by starring at them. Mesmers that kill us with Phantasms while sitting in stealth, etc). And it seems like the guardian is good at many things but doesn’t excel in anything in particular.

I will not dissagree with the multipurpose warrior and the mesmer, but the" immortal necromancer that kills group of people"??? necromancers die easily in group fights, it’s our main pvp flaw. By the way don’t guardians excel in blocking and support?

EverythingOP

Suggestions to "fix" the useless traits

in Guardian

Posted by: Tim.6450

Tim.6450

VIRTUES – There are some junk traits.

  • IV – Retaliatory Subconscious: Changed to “cast Stand on Your Ground when disabled. CD: 60 sec”. This change would be really good, this trait wont be a junk any more and could have synergy with shout traits.

This is too strong (remember this gives 5 sec of retaliation and stability to a group of people on a 60 sec cooldown in a 10 point trait line, warrior gets 8 second stability and swiftness only on himself on 90 sec cooldown), suggest changing it to the this:

-heal yourself (or group) while being stunned, feared, …
-pulse every second
- 300 health if group or 600 health if solo
-range 360

Great suggestions! I was thinking that could be too much powerful indeed, so it could be 90 sec CD (like other classes adept traits).

Or like your suggestion, it could be: “Cast Symbol of Judgment (the downed one) when stuned, (…). CD: 30 sec”.

I like the symbol idea more but I feel that the cooldown is too short (600 health per pulse aoe even better if you trait it).So I suggest a 40~90 second cooldown.

EverythingOP

Suggestions to "fix" the useless traits

in Guardian

Posted by: Tim.6450

Tim.6450

VIRTUES – There are some junk traits.

  • IV – Retaliatory Subconscious: Changed to “cast Stand on Your Ground when disabled. CD: 60 sec”. This change would be really good, this trait wont be a junk any more and could have synergy with shout traits.

This is too strong (remember this gives 5 sec of retaliation and stability to a group of people on a 60 sec cooldown in a 10 point trait line, warrior gets 8 second stability and swiftness only on himself on 90 sec cooldown), suggest changing it to the this:

-heal yourself (or group) while being stunned, feared, …
-pulse every second
- 300 health if group or 600 health if solo
-range 360

EverythingOP