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Rank50++++ Team looking for

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Posted by: Varonth.5830

Varonth.5830

There are just 3 subforums for structured PvP, yet you missed the right one xD

https://forum-en.gw2archive.eu/forum/pvp/lfteam

match_id: How do you get it?

in API Development

Posted by: Varonth.5830

Varonth.5830

You are using the match_details.json interface.
There are alot of interfaces (see sticky thread or the wiki ).

One of them is is matches.json . That one lists all current matches, with some additional data like involved worlds (just Ids again, there is another interface for those) start and end time.

Defektive's PvP Hammer Build-SkillCap Edition

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Posted by: Varonth.5830

Varonth.5830

If you want to further discuss this build, Defektive should update the links on the OP.

The calculator is more than outdated… Adrenal Reserves? That trait got removed months ago.

I’ll update the OP after i’m done with tournaments tonight so an hourish.

It’s not like it isn’t obvious which trait will be in that slot now.
It just doesn’t feel right

Defektive's PvP Hammer Build-SkillCap Edition

in Warrior

Posted by: Varonth.5830

Varonth.5830

If you want to further discuss this build, Defektive should update the links on the OP.

The calculator is more than outdated… Adrenal Reserves? That trait got removed months ago.

* Which Buff are you more scared of?

in PvP

Posted by: Varonth.5830

Varonth.5830

Warrior profession: out of the 60 traits available at least 48 of them are directly/indirectly related to doing more damage with enabling effects or just flat out percentages.

And all of this is useless, if you keep the warrior blind. Blind is the only condition that can effectively shutdown the warriors damage.

Regards

Seed

You know what happens if you keep a thief blinded? The same.
You know what happens if you keep an ele blinded? The same.
You know what…

Small tip here:
Every single offensive ability is affected by blind

The worst warrior trait

in Warrior

Posted by: Varonth.5830

Varonth.5830

Reviver’s Might isn’t the worst trait. Cannot be the worst trait, because it does not compete with others. Could there be better minors? Very likely. Do you lose something out if you for example specc 30 into tactics? No.

Warrior’s Sprint on the other hand shares a slot with stuff like Heightened Focus, Inspiring Shout and Signet Mastery. If you take that one, you will lose other stuff. Is it the worst trait? Arguable.
Thrill of Kill and Mighty Defense aren’t very good either and in the same slot.

The fact that it is a minor trait makes it worse, its impossible to change the trait because it force upon us. Mighty Defense is not that bad. Its meant for a crit build. I am using that trait too for my spvp build lol

No that it cannot be exchanged means that you just have it or not.
Something like using Thrill of Kill means you have it instead of something else.

You can choose not to use thrill of kill.

And now you hopefully get the point. If you choose Thrill of Kill you are making yourself worse. Reviver’s Might, as useless as it can be at times, still gives you a benefit over the alternative of nothing. Thrill of Kill takes the slot of something better. Warrior’s Sprint etc. make thing worse. You unlocked a slot, and you if you are taking one of those are taking something which is just inferior to other the other choices.
Reviver’s Might is just something additional you get for free if you go 30 into tactics.
It is just one stack of might, but it last 12s*1.25 at least. Since you will most likely have 30 tactics, it will be 12s*1.3 → 15.6s.
Could it be better? Yes.
But does it activily makes you worse? No.

Thrill of Kill or Warrior’s Sprint on the over hand makes your build worse than other choices on the same spot. That way they are worse than Reviver’s Might.

The worst warrior trait

in Warrior

Posted by: Varonth.5830

Varonth.5830

Reviver’s Might isn’t the worst trait. Cannot be the worst trait, because it does not compete with others. Could there be better minors? Very likely. Do you lose something out if you for example specc 30 into tactics? No.

Warrior’s Sprint on the other hand shares a slot with stuff like Heightened Focus, Inspiring Shout and Signet Mastery. If you take that one, you will lose other stuff. Is it the worst trait? Arguable.
Thrill of Kill and Mighty Defense aren’t very good either and in the same slot.

The fact that it is a minor trait makes it worse, its impossible to change the trait because it force upon us. Mighty Defense is not that bad. Its meant for a crit build. I am using that trait too for my spvp build lol

No that it cannot be exchanged means that you just have it or not.
Something like using Thrill of Kill means you have it instead of something else.

The worst warrior trait

in Warrior

Posted by: Varonth.5830

Varonth.5830

Warrior’s sprint
Run faster while wielding melee weapons

Everything on this trait sucks including tooltip.
What it doesn’t say it gives you 10% run speed. Yes only 10% while all other classes have signets that give them 25%.

where would you use this ?
PvE: not really, you rather pick extra critical.
WvW or PvP: if you don’t use swiftness everyone will be faster than you with their 25% bonus.

This trait sucks so bad that the only people that are using it are using it because the tooltip sucks even more and they are new to the game.

Oh how would you fix this ?
I know make it 25% run speed.
It wont break the game I promise.
I am tired reapplying swiftness all the time.
I am tired being useless if they purge my swiftness.
I would like to at least try other elite skills other than signet of rage.

if you don’t intend to fix it then remove it. In state that it is today it would be better if there would be an empty slot <NULL>. It only gives you an illusion that you will run faster. In real pvp everyone else is running faster if you pick this LOL.

Warrior’s sprint is not the worst trait. All movement boon add range to leap skills. Basically, you can leap 10 percent farer with salvage strike.
Unfortunately, it does not stack with a speed boon.

Do not include signet in a the discussion because other classes have to waste a utility for the passive effect

Reviver might is the worst trait

Reviver’s Might isn’t the worst trait. Cannot be the worst trait, because it does not compete with others. Could there be better minors? Very likely. Do you lose something out if you for example specc 30 into tactics? No.

Warrior’s Sprint on the other hand shares a slot with stuff like Heightened Focus, Inspiring Shout and Signet Mastery. If you take that one, you will lose other stuff. Is it the worst trait? Arguable.
Thrill of Kill and Mighty Defense aren’t very good either and in the same slot.

* Which Buff are you more scared of?

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Posted by: Varonth.5830

Varonth.5830

lol at people using killshot as an excuse you have to build super glass with no useful utilities on your bars for that kind of damage. The cast is so obvious and slow. If you die to killshot then you must really struggle against every other class in the game or have very bad eyesight.

That’s not why killshot is a bad ability. It is a projectile. Chances are you hit a clone/pet instead of your target.
A well placed killshot will just be evaded by luck, because it doesn’t matter how good you are, you won’t even know that a warrior is targeting you. 1500 range make sure that the warrior could target basically anyone on or near a point. When there is action on a point with 6 players throwing all sorts of AoE, and like 6-9 AI minions standing all over the place, then you just won’t notice a warrior standing way behind that point using killshot. But as I said, it doesn’t matter. He will hit one of the AI minions anyway.

15/0/20/30/5 tPvP Build

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Posted by: Varonth.5830

Varonth.5830

Warriors cannot bunker because they don’t have any access to good healing, good condition removal without sacrificing everything, and protection. Protection is pretty much an extra set of armor, the reason guardians have it so easy is because they can get the damage reduction signet AND protection, meaning they have more then double the damage reduction we have from just toughness.

Not to mention they have innate condition removal, and much much better healing abilities. There thresh-hold is also lower, so they’re heals mean more.

Would you rather have.
1000 healing per second, 80% damage reduction, 10k Hp, the ability to remove a condition every 3-5 seconds.

or

250 healing per second, 35% damage reduction, 18k Hp, the ability to remove a condition every 20-30 seconds.

Its pretty obvious the awnser, many just do not see just how bad it is.

What warriors need.
1 A massive healing increase.
2 More healing traits.
3 Access to more damage reduction.
4 More more more condition removal, or conversion.

Math really isn’t your strength isn’t it?

So let’s assume the same equipment.
Warrior is in your words at 35% reduction, guardian with protection at 80%.
So here is the calculation of what protection does when taking your numbers:
The final damage the guardian takes is 0.2 or 20%, x is the amount protection reduces the damage:

  • 0.2 = 1*(1-0.35)*(1-x)
  • 0.2 = (1-0.35)*(1-x)
  • 0.2 / (1-0.35) = 1-x
  • 0.307 = 1-x
  • -0.693 = -x
  • 0.693 = x

Protection reduces the damage by 69.3% instead of 33% in that case.

Should I start calculating the condi remove per second? That number is wrong aswell.
Or heal per second? It is also wrong.

Don’t get me wrong, I agree with warrior needing better heals, but throwing out wrong numbers isn’t the way to argue for that.

State of the mesmer.

in PvP

Posted by: Varonth.5830

Varonth.5830

This thread initially was more about mesmer bugs, until TheMightyAltroll started to use it for his own personal campaign against mesmers again, just like every other thread. I guess I’ll now create a necro and claim to main it so I can troll in the necro forums about how op they are all day long.
Annoyance level > 9000.

Please do so xD

Harder or More Often?

in PvP

Posted by: Varonth.5830

Varonth.5830

Yeah, for me it also happens on my weapon swap. Pressing ^ then try to do a specific defensive skill, just to see myself casting something offensive because I didn’t switch weapons is just aweful. And it really just started to happen recently.

Java access to the api

in API Development

Posted by: Varonth.5830

Varonth.5830

Like many reference implementations sun.misc Base64 encoder is extremely slow. Also have you tested the org.json parser speed vs other parsers?

Might be that the Base64 encoder is slow, but to be honest, it doesn’t matter as it is just needed in a single method which is generating copy&paste-able chatlinks.

And no, I didn’t test the speed vs. the other 23 available JSON parsers. I used that one because I already had experience with it. If you want to test the speed of the other parsers, feel free to do so and post the results.

Endure Pain [Bug?]

in Warrior

Posted by: Varonth.5830

Varonth.5830

It’s hardly enduring pain if you are downed from condition damage while it is active. Endure Pain should mean to block ALL damage, you are ENDURING THE PAIN, and conditions are indeed pain. Conditions should still be applied but no damage should be taken from them until EP has run out, other effects of conditions should still work as they don’t really count as ‘pain’ per say, such as cripple/chill/immobilise/reduced healing from poison/etc. And considering the state of our condition removal and the state of warriors in general, I think we can have this one….

That logic does not work well.
Enduring the Pain does not prevent the damage done to that body.
Here is a video how endure pain would work logical wise: http://www.youtube.com/watch?feature=player_detailpage&v=zKhEw7nD9C4#t=62s xD

PvP war wearing "a target" on his armor?

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Posted by: Varonth.5830

Varonth.5830

People target warriors first because they all run glass canon and not killing your enemies damage is a bad idea. Every other class that doesn’t have stealth has been forced into tanky DPS builds (i.e. valk “DPS” ele shares 50 of 70 trait points with a bunker build and has nearly the same toughness). The sooner warriors accept this reality and start wearing valk/soldier, the better off they’re going to be. Zerker doesn’t work without stealth. Until then, expect for people to try and kill you before you build up enough adrenaline to land eviscerate for 10k+.

Stealth or extreme uptimes on invul/evade with stunbreaks and teleports on weapons… see standard mesmer or S/D thief.

State of the mesmer.

in PvP

Posted by: Varonth.5830

Varonth.5830

So in order to escape it, you have to waste condition removal, and still then waste dodges. Oh hey, sounds like a win to me. Also, that wasn’t even a complicated shatter, just a shatter. No, you do not need instant melee clones. No you do not need utilities. No you do not need vulnerability. IT’S ON A 10 SECOND COOLDOWN. You’re not setting something up that has a 300 second cooldown to make it count. Stop pretending like it takes skill, because it really doesn’t. Backstab -> Heartseeker takes more setup than a bloody Mesmer shatter. I know this because I use both Mesmer and Thief.

One of the clones should be within attack animation anyway, giving he a free vulnurability cover.
But well, I gave up on the mesmers on this forum. Let them live in their illusionary world were they are balanced but hard to play. It’s not worth the stress. Thankfully, just like you, my first toon was a mesmer. So whenever I feel like I need some relaxing PvP without needing to pay too much attention to anything, I just swap to that one.

So in order to escape it, you have to waste condition removal, and still then waste dodges. Oh hey, sounds like a win to me. Also, that wasn’t even a complicated shatter, just a shatter. No, you do not need instant melee clones. No you do not need utilities. No you do not need vulnerability. IT’S ON A 10 SECOND COOLDOWN. You’re not setting something up that has a 300 second cooldown to make it count. Stop pretending like it takes skill, because it really doesn’t. Backstab -> Heartseeker takes more setup than a bloody Mesmer shatter. I know this because I use both Mesmer and Thief.

You have to waste stunbreak and dodges in order to evade every single burst in this game…just saying…and you’re trying to claim you actually go shatter in tpvp with that combo you posted above? And you kill stuff with that? …btw are you na or eu? I would like to see your shatter in action since if that easy combo is so effective no reason to chain a crapton of keys in order to try killing someone…always wanted some relaxing play…

Well, whenever a mesmer tries to use shatter on me, once he starts Blurred Frenzy I just use… well blurred frenzy or phase retreat. So nope, not everyone has to use a stunbreak and a dodge roll. xD

(edited by Varonth.5830)

State of the mesmer.

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Posted by: Varonth.5830

Varonth.5830

So deceptive evasion got named again, and I will throw in my suggestion which I made a while ago again:
Swap Deceptive Evasion with Imbued Diversion.
So 30 points in Illusion grandmaster will either be:

  • Stronger Shatter
  • More Shatter

Regarding Blurred Frenzy:
Swap with Offhand Sword #4
You want to go full melee? Then take a sword in your off-hand.

errr you just significantly buffed main hand sword dps

sword block crits like crazy and summon a clone

I am sure people will be able to abuse it.

moving deceptive evasion to grandmaster will nerf many condition builds

The thing I don’t understand about swapping blurred w oh sword 4 is… What does that do for illusionary leap? We essentially would be forced to go sword/sword… Why? Not because we want blurred frenzy… but having a block on 2 makes illusionary leap well useless.

With sword/sword you will then lose one of these:

  • Pistol with Duellist and ranged stun
  • Focus with AoE pull
  • Torch with invisibility

If the block and the swordsman are so good, why don’t you see alot of sword offhand mesmers? Because they aren’t as good as pistol or focus.

Putting Blurred Frenzy on sword offhand would make it a choice, as you would gain access to an invul skill.

If you don’t go for double sword, you can have a high, not extreme burst from shatter, and some sustained from sword autoattack (the damage of that one isn’t extremly high, but not bad either and has some utility).
If you are getting hit by some small abilities you have the block.
If you are getting bursted, well then you have to phase retreat, blind, decoy, use torch invisibility… well you try to get out of the hotzone… just like any other class has to do.

If you want to stay in melee longer, then get the sword offhand and have a full melee set.

And yes, the sword block does hit very hard (my damage specc hits for like 6-7k from that one), but it also does only trigger if the enemy attacks you. If he doesn’t (because he is stunned, tried to flee etc) it doesn’t deal damage at all. You know, skillfull activation of an ability for both sides…

State of the mesmer.

in PvP

Posted by: Varonth.5830

Varonth.5830

So deceptive evasion got named again, and I will throw in my suggestion which I made a while ago again:
Swap Deceptive Evasion with Imbued Diversion.
So 30 points in Illusion grandmaster will either be:

  • Stronger Shatter
  • More Shatter

Regarding Blurred Frenzy:
Swap with Offhand Sword #4
You want to go full melee? Then take a sword in your off-hand.

API implementation library "master list"

in API Development

Posted by: Varonth.5830

Varonth.5830

Oh yeah, I forgot about that.

Done: http://wiki.guildwars2.com/wiki/API/Libraries

(edited by Varonth.5830)

Sigil of Impact

in Warrior

Posted by: Varonth.5830

Varonth.5830

Hi all,

Question about this sigil. When using earthshaker, does it apply the damage boost? I was wondering about this because when using Unsuspecting Foe it does apply the 50% increase in crit chance before shaker hits.. I guess shaker stuns and then damages, so this should apply for the Sigil of Impact, right?

I would guess so, for the exact same reason you gave. A definite answer can just be given by ANet. The server will apply stun and damage in the same frame, but in which ordering cannot be seen directly by us users. But as you suspect, Unsuspecting Foe grants the 50% bonus to the damage part of Earthshaker. So the stun should occure before the damage.
Then it would also be affected by Sigil of Impact and Merciless Hammer.

GW1 vs GW2 skill interruptions [Warrior]

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Posted by: Varonth.5830

Varonth.5830

For those of you who played pvp in gw1 as a warrior, and had success in q-knocks or other forms of interruptions, what are your thoughts on guild wars 2 style interruptions?
In wvw I can understand skill lag/initiation and cast times, but I feel more than ever that interrupts are more luck than skill. Even if you have great reflexes, they’d have to be some of the best to hit constant interrupts on enemies. I know there’s also no skill timer on your end if they’re casting skills, quite contrary to gw1. However, I feel that there should be more ways to interrupt an opponent or even punish them for being interrupted.

I enjoyed the skill distracting strikes in gw1, as it was a very quick interrupt that did no damage but made the skill on your opponent’s end completely useless for a duration. I also enjoyed the q-knock function in gw1. I won’t explain this for those of you who don’t know it, it’s kind of hard to explain. I encourage you to look it up though.

So in summary, what are your thoughts about interrupts in this game from a warrior’s perspective in coordination with skill lag and initiation time? Do you think a skilled player can rely on interrupts all the time like in gw1? Do you take my stance that interrupts are more luck than skill based most the time? Finally, if you have success in consistant interrupts, what tactics do you use to help you get interrupts all the time?

Well on my warrior I can just interrupt on will with a mace. All the other skills take too long. I can reliably interrupt with a hammer by judging what the person will probably do. Bull’s Rush and Shield Rush seem to have a weird on hit delay, which makes wanted interrupts kinda hard.

But yeah, interrupts feel more like luck than in GW1. But GW1 also had an enemy castbar, which made things alot easier. It kinda hard to see certain animations on points, when there are like 20 different effects on it.

Oh and q-Knocks would kinda exist on Hammer (#4 und #5 and F1 can be used that way, and you will probably know that), but most skills you wanted to q-Knock in GW1, will have build in:

  • Evade
  • Block
  • Blind
  • Teleport
  • Invul

(edited by Varonth.5830)

Balance thief sword abilities

in PvP

Posted by: Varonth.5830

Varonth.5830

Sword port is fairly costly in Initiative when spamming and the second part can be easily dodged since it requires a 1 second cast and has an obvious animation.

The sword port was already “nerfed” in a sense since it had its range brought down to earth at 1200 instead of unlimited. The stun breaker requires the thief to spend 5 total initiative and prevents her from from using the root portion of the ability

Sword also hits noticeably softer than dagger imo.

Shadow Return is instant. It is a stunbreak. All stunbreaks are instant. You cannot cast non instant skills during stun as you might know. It doesn’t even attack. And you also don’t have to hit with Infiltrator’s Strike. Shadow Return will always be available, with or without a hit of Infiltrator’s Strike. The timer on Shadow Return is a massive 15s. And return does only cost 2 initiative. It can only be used if you already spent 3 into the infiltrator’s strike. As long as you make sure that you jump into the fight with atleast 4-5 initiative, you will always be able to return. Just having 3… well then it is time to recover anyway. So switch to SB.

Balance thief sword abilities

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Posted by: Varonth.5830

Varonth.5830

I don’t know whether people understand that S/D as a set is much, much weaker in terms of survivability than D/P. All people see are S/D thieves with 30 in acrobatics dodging left and right. Guess what, you can spec 30 into acrobatics with D/P too. Try it and you will understand that the extra evade from FS isn’t exactly stronger than even a blind.

Having limited stealth capabilities, no blind and daze on demand, this weapon set needs to have that evade and it can not cost more than 3 (and still without the boon steal it would never have a shot), because else it’d not be in line with say Death Blossom or Disabling Shot (both evades last longer). The damage from larcenous, as posted above is pretty much up there with heartseeker and shadowshot as well.

If you take the boon stealing off this weapon set, there’s realistcally no point in utilizing it. Dropping it to a single boon steal isn’t going to shut up anybody either as it’s still “spammable”, according to some people.

The evade isn’t the problematic part of S/D survivability. It’s Infiltrator’s Strike and Shadow Return. A 1200 backport with stunbreak on a weaponskill with 0 cooldown makes you basically immune to stuns. A D/P thief getting a 2-3s stun, and not having his stunbreak ready is dead.
A sword thief doesn’t even have to take a stunbreak utility, and would still break way more stuns than the D/P thief.
It’s like Phase Retreat… just even better. A sword thief who doesn’t want to get killed does not get killed. They just get killed if they make a risky move, and try to stay for too long, or just use all their initiative on other skills.
If they don’t do that, they will not die. They might have to retreat, but they will not die.

And yes, that is a problem since release.

Stolen from Ranger Forums

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Posted by: Varonth.5830

Varonth.5830

“Overall idea: look at bad/unused traits and improve them, or just rework them.”

Does this mean our minors in tactics will finally be changed? (please please please make Tactics the ‘burning tree’ how arms is the ‘bleeding’ tree )

400 toughness while reviving is an okay 5 point minor.
10% faster reviving is awesome for a 15 points trait.
1 stack of might on revive is just lol.

Balance thief sword abilities

in PvP

Posted by: Varonth.5830

Varonth.5830

The problem is still, the initiative system. A hybrid of ‘initiative’ and cooldown would be much better in my opinion.
The problem with the initiative system is, that it not only allows spamming the same ability over and over, but it actively encourages a thief to do so. Since all skills share the same ressource, they basically battle for these ressources. If one skill is just marginal better, then you will just keep on using that skill, because why wasting limited ressources on something which does not do the job well.
Why should you throw a dagger on someone, if you can heartseeker/infiltrators strike jump spam him instead. Even if you miss with those 2 abilities, they place you next to the target, and allow you to keep hitting them with melee attacks.

Since thief should be allowed to use the same skill in a row, I just thought of a system like this:
Instead of initiative, the bar shows 4 chargecounters. These 4 are the charges for each of your weaponskills. You can save up to X charges for each skill.
Skill have a cooldown, just as other classes weapons have cooldowns, but if the cooldown is over, instead of making the skill available, it adds one charge to the respective chargecounter. An example:
Infiltrators Strike has a cooldown of 8s and allows to save up to 2 counters.
The fight starts, and the thief has those 2 charges available. He uses Infiltrators Strike and uses up one charge of Infiltrators Strike, and Infiltrators Strike goes on ‘cooldown’. 8 seconds later, this charge refills again. Retreat doesn’t use up a charge. So if the thief has to retreat within these 8 seconds of ‘cooldown’ he can retreat, but as he still has one charge left, can use Infiltrators Strike again. If he does, he uses his last charge of Infiltrators Strike. Now he has to wait until the cooldown is over, which will add a charge to Infiltrators Strike, until he can use that skill again. Since the over skills don’t share the same chargecounter, he is still allowed to use these skills.

Traitwise thief could get some of the more traditional traits, like cooldown reduction on certain weapons.
New, mechanic based trait could include bigger chargecounters for certain skills/slots (you can now save up to 3 charges for dual skills for example), instant recharge of a single charge when specific conditions are met etc.
It would also make weapon swapping more usefull, as the new skills would come with their own chargecounters.
Balancewise it allows for better finetuning (currently adding or removing 1 initiative of a skill changes everything of the weaponset) by modifying cooldowns on a per skill basis.
And of course, weaponskill wouldn’t be spamable and would on the same time not battle each other for limited ressources.

Does Shrug It Off proc Vigorous Shouts?

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Posted by: Varonth.5830

Varonth.5830

A good question, which I didn’t know the answer of, so I tested it!
Results:

  • Yes it does heal you if you also you vigorous shouts.
  • Yes it does remove 2 conditions if you are using soldier runes
  • Yes it does grant adrenaline if you use Inspiring Shouts

Balance thief sword abilities

in PvP

Posted by: Varonth.5830

Varonth.5830

The new thief sword abilities are way too strong. Evasion + boon stealing all while hitting for 1.5-3.5k? It’s impossible to deal with this for most professions.

Haha, 3.5k xD
My 2730 toughness mesmer got hit for 5.3k from that xD

Well toughness doesn’t reduce damage very well anyway.

Please give me a feedback about my build

in Warrior

Posted by: Varonth.5830

Varonth.5830

Please dont make me feel alone or im going to cry

you sacrifice a little too much damage and survivability

condition warriors dont work well in pvp and other classes will burst you in a few seconds

http://gw2skills.net/editor/?fIAQRBHddG2InTtbqjMETcAApArrUPoru4SKEjNA-TsAA1CtIyRljLHTOycs5M4Yxx+DA

try my build instead.

Its a warhorn build but you do offensive support with knockdowns cc and boon removal with warhorn

I still trying to figure out my armour runes and offhand sigils

Sigil choice is bad. On swap sigil share one cooldown.
So having 100% crit on switch in the main and 50% endurance regen in the offhand doesn’t procc both. You will just get one of them (afaik the 100% crit).

who said I need the endurance sigil to proc all the time?

I have near perma vigor with the warhorn

It does not only not proc all the time. It does not proc at all. The slot could be empty, and it would make zero difference.

Please give me a feedback about my build

in Warrior

Posted by: Varonth.5830

Varonth.5830

Please dont make me feel alone or im going to cry

you sacrifice a little too much damage and survivability

condition warriors dont work well in pvp and other classes will burst you in a few seconds

http://gw2skills.net/editor/?fIAQRBHddG2InTtbqjMETcAApArrUPoru4SKEjNA-TsAA1CtIyRljLHTOycs5M4Yxx+DA

try my build instead.

Its a warhorn build but you do offensive support with knockdowns cc and boon removal with warhorn

I still trying to figure out my armour runes and offhand sigils

Sigil choice is bad. On swap sigil share one cooldown.
So having 100% crit on switch in the main and 50% endurance regen in the offhand doesn’t procc both. You will just get one of them (afaik the 100% crit).

why does Anet listen to whiners?

in Mesmer

Posted by: Varonth.5830

Varonth.5830

Actually Varonth what was complained about was starting from stealth, and I fully agree stealth openers should be outed with. Then people wouldn’t be coming here making reasons for bad form.

No what they actually complain about is, people going into stealth, pulling them via Into the Void, which is completely invisible to the enemy, and then Moa the guardian because he cannot dodge etc the Moa Morph (he might not even know that it is being cast as the mesmer is still invisible). You can also just pull/stun the guardian and moa morph him during this.
Guardians survive because of their skills. Moa disables all of them. Guardian fall like any other class (toughness does almost nothing to protect you) without their skills. Place an immobilize ontop of the moa. Win.

Into the Void needs balancing.

in Mesmer

Posted by: Varonth.5830

Varonth.5830

Here are the numbers:
Temporal Curtain was shown at frame number 302. The golems got pulled at frame number 304. 2 frames from display to pull. Frapsed it @60Fps.
So time from appearance of the curtain to pull is:
(304-302)/60fps = 0.033 or 33ms. With a latency of 57 in this moment, I would get pulled before I could actually see the temporal curtain.
Sorry man, numbers don’t lie

Your numbers discount the actual cast time of temporal curtain. You don’t get the visual indicator you want just because you want it.

Thankfully, if needed you can just cast it while stealthed.
But ok, the ability Temporal Curtain does have a casttime, like other (single target) pulls.
You know what it also doesn’t have. A flight time. People don’t react to the tiny arm animation a small asura behind some Norns, clones and about 1 billion different particle effects does. They react to an incoming projectile… which doesn’t exists.

As I linked this in another thread, it is just as valid in this discussion:
http://www.youtube.com/watch?v=IIKjxfuKBqw&feature=player_detailpage#t=3488s

Todays state of the game, and the talk about this ability.

why does Anet listen to whiners?

in Mesmer

Posted by: Varonth.5830

Varonth.5830

Well this particular elite was also talked about in todays state of the game:
http://www.youtube.com/watch?v=IIKjxfuKBqw&feature=player_detailpage#t=3488s

Already jumped to the point were they talk about it.

Into the Void needs balancing.

in Mesmer

Posted by: Varonth.5830

Varonth.5830

For people saying there is no tell… Laying down the curtain is the tell… This is the same logic that thieves use when saying “you know a back stab is coming if a thief stealths” Which they have used to justify how that class works and that is fine.

So here are the numbers of how long it takes to pull after the temporal curtain appears. I frapsed the game and wrote down the frames of:

  • When did the temporal curtain start to get drawn (combo box is visible before the whole thing is completely shown)
  • When did the Into the Void ability pull the golems

Here are the numbers:
Temporal Curtain was shown at frame number 302. The golems got pulled at frame number 304. 2 frames from display to pull. Frapsed it @60Fps.
So time from appearance of the curtain to pull is:
(304-302)/60fps = 0.033 or 33ms. With a latency of 57 in this moment, I would get pulled before I could actually see the temporal curtain.
Sorry man, numbers don’t lie

why does Anet listen to whiners?

in Mesmer

Posted by: Varonth.5830

Varonth.5830

Moa is more than fine, I have no idea where that rant even came from. It can be blocked, blinded, God forbid: dodged, gives perma-dodge – and in tournaments, it’s the least desired mesmer elite.

It’s only used for trolling hotjoin heroes running 1v1 specs.

Taking a look at the last 2 ‘bigger’ tournament, were the majority of mesmer used Moa Morph tells a different story.

OT:
It is mind blowing that people really believe ANet makes decisions based on random forum whines. If they would, every class would be the same as it was on launchday. There are also both sides whining. Just look at this Mesmer subforum. There are people whining that mesmer is too strong. There are also people whining that mesmer is too weak and constantly gets nerfs.
It was the same way the last patch.
And the patch before.
So if they would make decision based on forum whines, the mesmer would not have changed at all.
If they make decisions based on… well you know numbers and metrics and stuff… well then they have some hard numbers on which they can make such decisions.
Ever thought about about that possibility? Just for a split second?

Mesmer damage and Bleed

in Mesmer

Posted by: Varonth.5830

Varonth.5830

Is there any aspect of the Mesmer that people aren’t crying over?

“Phantasms are too strong.”
“Moa Morph is over-powered.”
“Into the Void needs nerfing.”
“Clones are unfair.”
“Blurred Frenzy is too powerful.”

At this point I just assume that anyone complaining about a Mesmer is a bad player. The only complaint that our profession is getting right now that’s actually valid is the fact that phantasm builds are nigh unbeatable in a 1v1, which itself is justified considering they suck in group situations. Any spec that commits entirely to 1v1 should be powerful.

As for this topic, trying to fake good intentions by saying “instead of a shatter nerf, just do this” does not make you anymore credible. How about… instead of a shatter nerf, nerf nothing, because nothing is over-powered. Forum whiners are a minority of bad players that are hurt they lost to a Mesmer in pvp/wvw and want ANet to solve their problems of “L2P” for them so that they don’t have to put in the effort to do exactly that.

I actually see mesmer players who don’t recognize that the class is horribly overpowered bad players.
I still love to play my mesmer, but I don’t have any illusion that the majority of kills done with it is more likely just because the class is freaking OP.

Java access to the api

in API Development

Posted by: Varonth.5830

Varonth.5830

I´ve created a mini app that creates a localldb over derby (its included on jdk) that takes all event status in the game and the name of the events wordls and maps in other tables.
i’ve used the varonth first api if someone wants it i can post it somwere.

@Varonth.5830 where can i find sun.misc.BASE64Encoder packAge?

The standard Oracle implementation (Java SE 6 and Java SE 7 etc) comes with it, as it should also be included in openJDK. Let me know if you, or of course anyone else here, is using some sort of exotic java implementation. I can also split that one method into a transformer module, which could be excluded then (excluding Item does not seem like a good solution :P ).
As it is available as open source as part of the openJDK ( http://grepcode.com/file/repository.grepcode.com/java/root/jdk/openjdk/6-b14/sun/misc/BASE64Encoder.java) one could also just add it to the exotic implementation, as if someone really does not use openJDK or Java SE X should really know what he does.

Mesmer damage and Bleed

in Mesmer

Posted by: Varonth.5830

Varonth.5830

Dear Zelulose, I know people die to phantasm due the bleed stacking and raw dps, but the problem does not lie at the phantasm. The real problem is that people like you don’t know the ability ’’dodge’’ and forget to kill or run away from the phantasm so they wont do their attack again. If our class got barely any way to gain swiftness, condition removal or any way to deal damage without relying on clones with that build then Idk what the hell you’re QQing about. I’d suggest you to just move along to the thief forum and make at least 10 complaints there. Because, after all, thief is much more annoying on many ways than mesmer, don’t you think?

Man, walls of text are sure hard to read

Killing a phantasm: Take retaliation damage when playing against phantasm mesmer.
Dodging is a bad argument. Dodging vs. phantasms is even worse. Try to dodge phantasms which attack like every 5-6s (staggering their attacks nicely), while the mesmer can also stun and immobilize you.
Not to mention that almost every ability/trait (clones apply cripple on death is an exception of this for no reason) can be dodged. Jep clearly, Shatter Stone (Ele Water Scepter #2) would be massively overpowered if it would become undodgeable.
How about adding a new Necro skill:

  • Aim at your target. It will display a Skull over their head for 2s. Then the target will get downed / die if downed.

This is the Jade Maws skill in a nutshell. Since the necro version could also be dodge… balanced as it is dodgeable, right? Right?

If you talk about balance you compare the difference between two skills. If both skills can be dodged, then this is not a difference. It just… well make them skills.
Saying ability A is balanced because it can be dodged is equal to ability A is balanced because it is an ability.

But well, my mesmer is traited for condition clones anyway, so I could almost argue that my damage is indeed undodgeable ( try to dodge/avoid staff clones spamming auto follow Winds of Chaos on you xD ).

The AOE ruined the game

in PvP

Posted by: Varonth.5830

Varonth.5830

People don’t stack a point because it only takes one person for it to remain. It is not due to AoE. If points would swing with more then one person on a point, then it would have been more interesting.

http://wiki.guildwars.com/wiki/Control_point
They’ve done it before but for some reason have decided against it which allows bunkers to be quite strong in this game.

Anyone who captured a tower solo in WvW will know that the control point mechanism already support a variation of this.
Capping a tower solo takes alot of time, while a zerg will cap it in like 3-4 ticks.

Java access to the api

in API Development

Posted by: Varonth.5830

Varonth.5830

So I also updated a bit of jGW2API.
Latest update is Version 0.2-RC.

What does it add?
A new high level API for those that don’t want to use direct JSON data.
This is fully optional, and if wanted you can still use the JSON objects themself (nothing changed in how you access those).
For those wanting a more Java like access to objects I added a new package jGW2API.util, with some subpackages for the different API types.
You just need jGW2API.util.HighLevelAPI static methods to generate Java objects of the JSONObjects.
These then include all you needs, from IDs, over enums (for clean if and switch statements) to HashMaps for fast access of Mapable data (like EventID -> EventName).

There might be some issues still, as it is quite hard to get every kind of possible item and combination, which might result in some odd variations.
Just throw in a Bugreport in the Issue tracker of the googlecode project or write me a small PM.

Once this version is stable, I will continue to work on the next milestone, which will be SQL support via JDBC (mySQL, SQL or SQLite should be possible with different free JDBC drivers).

(edited by Varonth.5830)

More detailled API Documentation

in API Development

Posted by: Varonth.5830

Varonth.5830

You definitely put alot of work into this, but isn’t the wiki a better place for hosting these informations?
http://wiki.guildwars2.com/wiki/API

There are also subpages with additional informations like this one:
http://wiki.guildwars2.com/wiki/API/item_details

API Development Plans

in API Development

Posted by: Varonth.5830

Varonth.5830

The TP API with buy/sell functionality would have to be implemented and given/sold by ArenaNet as nobody in their right state of mind should trust a 3rd party with something like that (and Anet would never give control over such a significant thing to the masses). The most we could get out of this would be a “view” function to see your buy/sell orders and search the TP.

It seems like a great way to monetize GW2 a bit more. Paying some small sum to be able to trade 24/7? It’s a no-brainer for traders.

They have plans for OAuth2 authentication and developers would need to be registered in order to use the api. You would only be able to access the api through your developer key and there is a set quota. I will not be surprised if one day, ArenaNet decides to charge an annual fee for developer registration like what Apple and Microsoft already do. These fees would propagate to the users when developers sell their apps through the mobile store.

I really hope, that they follow the CCP way in terms of generating of API keys:
http://wiki.eveonline.com/en/wiki/API_Security

If the quota is key based, then you could run into many problems like:

  • A web app being so popular that it runs into quota problems, making it unusable
  • A desktop app giving the devs API key out to everyone
  • An API key getting compromised, having to get support from ANet

The way the CCP API system works is, every account in good standing can generate an unlimited amount of keys. Each key can be given its own rights, preventing certain stuff on one or the other key.
Quotas are account based, so if a user decides to just call request to the API over and over and over, he is going to reduce the quotas of his account, not the one of the dev.

And if a key gets compromised, you can just disable that specific key.

The reason why builds can't be diverse

in PvP

Posted by: Varonth.5830

Varonth.5830

Some builds just have more tools available than other.

Take a look at phantasm vs. shatter mesmer for example.
Both have good damage.
But one comes with:
Better Invul (4s, less cooldown)
Boon removal
Better weaponchoices (in tPvP Focus > Pistol; Staff > GS).

HGH vs. other Engis.
Having 20+ stacks of might means higher condi damage and normal weapon damage even with rapid gear.
Seriously, rapid engis have like 3k attack power when running HGH.

Certain build in this game are cheesy, and need some of their tools placed into different positions.
Shatter mesmers for example. With some trait placement readjustments, the general shatter build wouldn’t be the best of all worlds, and instead you would have like 3-4 specialised shatter builds.
One for mkittenter with deceptive evasion.
Another one with higher damage with illusionary persona.
A third one with boon removal.
And another one with heal on shatter…

Nobody talks about stats balance so i do.

in PvP

Posted by: Varonth.5830

Varonth.5830

Its not vitality that needs buffed, its toughness.

There is no reason having 3k toughness should be almost the same as having ONE boon: Protection.

Toughness is indeed a very weak stat. It becomes useful once you add alot of small heals, which not all classes have equal access to.
Without those small heals, it won’t do much more than a high healthpool.

Toughness wouldn’t be so bad, if the damage wouldn’t scale as it does right now:
Power + [Precision + Crit Damage] + Damage modifiers + Vul…

Damage scales exponentionally, which is why we have the current amount of burst any class can do. Basically any class has access to all of those modifiers.

Damage mitigation has:
Toughness + Protection + direct relative damage reduction (which there is very few)

Idea for Destruction of the Empowered:

in Suggestions

Posted by: Varonth.5830

Varonth.5830

http://wiki.guildwars2.com/wiki/Destruction_of_the_Empowered
Deal 3% bonus damage per boon on your target.
I suppose a change to this.


Destruction of the Empowered
Deal 5% bonus damage per unique boon on your target.
Each time you hit the target, heal yourself for each boon he has.
(At level 80, the amount healed per boon is 69 + 0.01 * Healing Power.)

Example:
If your target has 3 unique boons, each hit will heal you for 207.

This would allow warriors to have an Anti-Bunker Role in SPVP/PVP, but not overpower them in PvE, because most mobs do not have boons except bosses.

First, 5% bonus damage per boon is an rediculous amount, high enough to have a massive impact on teamplay in terms of discouraging actual teamplay. You don’t want to buff someone regen, or swiftness or somelike that. The amount of damage done, is not being offset by the bonus damage inflicted by a warrior.

Second, the healing would be incredible high for certain attacks.
3 people, 5 boons vs. flurry? That’s 12,600 health.
The health per second of this would in average be ~1k HPS. That is more than a completely healthspecced guardian for example.

Sigil of Paralysation coefficient

in Warrior

Posted by: Varonth.5830

Varonth.5830

Sooo basically sigil of paralyzation is useless… ?

No it is actually good, because it does what it does right now.
It is a valid choice (unlike most of the other duration sigils).

Lock box gambling is unethical

in Black Lion Trading Co

Posted by: Varonth.5830

Varonth.5830

I think, the german law actually forbids the current practise already.
Gamble is defined in the german law, as something which has an entry price, and has a chance to not win/lose. Since you can actually pay for a key which has a set price, and can get a return < price of the key, you have a net loss.

The german law does not explicity forbid this sort of gambling, but it says, that you have to make the odds available to anyone, for any single winable price.

It is just that currently nobody executes this law.

I guess, if it would, the game would also immediatly become an 18+ titles, instead of the current age restriction of 12+.

Warrior Changes - OP Edition

in Warrior

Posted by: Varonth.5830

Varonth.5830

FOR GRAPE JUSTICE – Turn into a grape and roll into enemies knocking them over sending them into fits of uncontrollable laughter.

Sounds good.
Better would be, you and allies in shout range turn into grapes.

Mesmer vs. Mesmer

in Mesmer

Posted by: Varonth.5830

Varonth.5830

A pure staff mesmer is a melee – midrange build, and just has to get like all the dissipation stuff and of course deceptive evasion.

Just dodge around the target, keep a healthy distance if it is a melee, and stack conditions.
Thankfully you are a mesmer, and get some really nice OP traits, like AoE cripple whenever a clone dies, which just applies cripple. You cannot even evade the cripple. You can dodge, yet you get crippled.
If it is a shatter mesmer, you will survive because Phase Retreat is on kitten cooldown.
If it is a phantasm mesmer you will win because he will have near to 0 condi remove, and you will outtank his damage with your toughness and dodge/BF.

Basically you will phase retreat out of almost any dangerous 1v1 situation. If all stars align and your phase retreat is on cooldown, you will just use F4.
The sword clones are ok at stacking bleeding, especially when you replace them (replacing = dying = all the dissipation stuff triggers). The vul stacks up quite nice, and allows for like 1.5-2k BF, which isn’t alot. With staff clones you will maintain like 8-10 stacks of might most of the time, and have a 100% fury and vigor uptime (67% crit in sPvP mode).
For hotjoins you can also swap out portal and illusion of life. Nobody is gonna use this anyway.

Here is that staff condi build:
http://gw2skills.net/editor/?fgAQNAW8alwzyqnTzpGaNJiJFBHyh+w1RqQpVmBvdhA-TsAAzCpIgR5jzHDMyZszMWYVx+DA

It is way better than for example a condi necro, because there is basically no way to counter cleanse your conditions (yes it kills bunker guardians and bunker eles).

How many times has this happened to you?

in Warrior

Posted by: Varonth.5830

Varonth.5830

I couldn’t get an anti blind move on my bar, or in my traits.

Warrior Class is vulnerable to blinds in general…..little condition removal :s

Yeah, it definitely sounds like a good idea to throw a condi remove out of the window, instead of an autoattack to remove blind.

API Development Plans

in API Development

Posted by: Varonth.5830

Varonth.5830

I was wondering if those APIs could be extended to the point where community is able to create addons for the game ?
That would be so great, though I know either it won’t be or in a very, very long time …

I would say no. Unless they were planning for Addons from the first day, they won’t be able to just add some API. It is a massive task to add API after you have a running system.

It’s not like the API we got, which is basically just grabbing stuff. We are talking about changing stuff. Changing stuff has the potentional to break stuff. Without building it from the beginning with a public API in mind, which allows for changing how the client works, it becomes a task which is almost similar to rewriting the entire game.

Also it isn’t needed. They could of course add some more interface customization options. That I guess this subforum is the wrong one to suggest that change.