Showing Posts For Varonth.5830:

AE makes this game skill less and pointless.

in PvP

Posted by: Varonth.5830

Varonth.5830

While the game mode definitely promotes AoE, it’s not the whole problem. People AoE, because it doesn’t come at much of a cost. AoEs should have a drop off based on targetkitten, when it comes to damage.

There’s a very obvious theme to current AoE abilities and that’s they will do as much or nearly as much as another ability. Just take a look at Sigil of Air and Sigil of Fire. The first is single target and the second is AoE. Sigil of Air deals all of 10% more damage. Why would you want to hit a target for 1650, when you could just hit multiple targets for 1500.

On top of that you will often hit people that are out of range for you, but if you proc a fire sigil off another target, your AoE will actually hit that target and pressure it regardless. The same goes for targets you can’t see but are still there.

Med, you took Sigil of Air and Fire as and example, when you could instead pick Clusterbomb?
I mean, a thief could take pistols and even if the projectile would hit the target, it would deal like 1k damage. But it will probably get blocked by some random clone.
Or a nice 1200 range clusterbomb, for lol 5k crits on AoE.

Not that fire and air are closely balanced.
Fire should probably not deal more than 500 damage.

Lets fix the Warrior hammer.

in Suggestions

Posted by: Varonth.5830

Varonth.5830

I still recommend Superior Sigil of Paralyzation in the hammer for 3s stun on Earthshaker (instead of 2s).

API Development Plans

in API Development

Posted by: Varonth.5830

Varonth.5830

Regarding the one thread per API category.
Could you get a forum moderator (or if you have the according rights, do it yourself :P ) create sticky threads for each category?

Enduring punishment

in Suggestions

Posted by: Varonth.5830

Varonth.5830

@Varonth.5830

There is a very very very good reason why people take shield over warhorn. What damage mitigation does a warrior have? Dodge, what else? Nothing else besides shield, the block is to mitigate the really big hard hitting combos OTHERS WILL DO TO YOU. If you tell me Endure will do this then go take the entire hgh engineer nade combo to the face and when your stacked with every single condition on you, I doubt you’ll sing the same tune.

I can tell you 9/10 times, you won’t use dodge to dodge attacks but try to stick to the enemy because you are cripple/chilled 90% of the time (only gapcloser that isn’t affected by conditions for warriors) and/or the enemy you just got close used his dodge and is magically out of harms way after losing half your health to get close.

Charge gives you swiftness and removes cripple and chill.

Call to Arms will give you vigor for more dodgerolls. Immunity time from extra vigor dodgerolls over 30s is 2.25s. And with the extra range, you will often ‘dodge’ additional attacks, which will just miss. Being able to spread out your immunity, is superior to one long not so immune immunity, unless you are fighting vs. braindead stuff that will keep throwing all their hard hitters on your block.
Everyone else will use these 3 seconds to:

  • Get into a better position
  • Setup burst to use when the block ends
  • Heal themselfs
  • Cast stuff with long casttimes when your block just has like 1s left

The point is to block as the hard hits are coming, looks like you’re using the block too early. Also I only used nades from engineers as a example, the more common blocks will be the Mesmer sword 3->immoloblize into sword 2 shatter combo. Don’t tell me you’re going to dodge everytime and everything nonstop with that warhorn? If you can do this why aren’t you simply destroying everyone in tpvp and 1rank? Warhorn is more of a team utility than it is a “oh crap it’s coming and I can’t dodge it because of xxx get out of jail free card” on a 30s cooldown.

If you want all that amazing 100% vigor uptime go play mesmer, they get vigor on crit.

So do Ele and Guardian.
And do you really believe that protection is going to save you?
I give you an idea about what is happening when someone shatters you:
Shattered Concentration

Jep, it will get removed.
You know what will happen to your boons if you dodge like for example guardians, mesmers or eles? Nothing, because you don’t get hit.

And Rank in tPvP… well I don’t have a team. Since the matchmaking is bugged being highly ranked as a solo player is a pure luck based system, so I just stopped playing tPvP when I read this post.

Confussion bug ..

in Bugs: Game, Forum, Website

Posted by: Varonth.5830

Varonth.5830

Can’t exactly tell if this was the players fault, but I got an Engineer in the last match, using Elixir X, becoming a tornado, and getting like 3-4 confusion ticks per second.

Java access to the api

in API Development

Posted by: Varonth.5830

Varonth.5830

Wont be better to include your own keystore inside your jar ?

keytool.exe -importcert -file $(GW2 Cert) -keystore MyTrustStore -alias “GW2”

then

System.setProperty(“javax.net.ssl.keyStorePassword”,“123456”);
System.setProperty(“javax.net.ssl.trustStore”, “MyTrustStore.jks”);

I am generating an emtpy keystore during runtime, add a single key to it, and use that keystore just on the SSLSockets generated by the jGW2API class.

If I would instead use a prebuild keystore, and set the properties to use that one default, then I would also affect other SSLsockets. What if someone wants to access to GW2 API but also needs a SSL connection to another server. Unless that server also used StartCom for verification, the connection would fail (unless I include that certificate aswell).

Nice Point. Anyways if someone else use SSL Connections to other sources, im pretty sure they will know how to add Theyr own Certs to your keystore.

Sure they should know it, or atleast will get the knowledge once they start working on it.
But there are other things to consider, like the possibility of IOException when the KeyStore file isn’t located were the program searches for it.
That is also the reason why I hardcoded the certificate as byte array into the class itself.
I added an overloaded constructor if someone wants to load a certificate from a file. But in that case, I also don’t ‘handle’ the exceptions, as there might be all sorts of Exceptions, starting from IOExceptions because the file wasn’t found over security exception because the user doesn’t have read rights to the certificate to CertificateExceptions because the stuff read in wasn’t an actual or incomplete certificate.

Is there room for improvement? Yes, quite a bit, which I will probably address over the next few days. For example:
Currently everytime I contruct an APIRequest object I initialize alot of stuff, just so that at the end, I get an SSLSocketFactory which I can use for SSLSockets combatible with the StartCom certificates.
Obviously, I can just generate the SSLSocketFactory once, save such a Factory instance somewhere, and just use that one everytime I contruct a new APIRequest instance.

I also want to add direct access to the HTTP header and content in case someone want to use the direct data for his own JSON implementation or whatever else reason someone has to use direct data.

Just had a bit of free time yesterday evening, and this initial thing turned out to work quite good.

Would be posible to have acces to the project?
I want to learn from it and colaborate if possible

It’s open source, using the MIT License.
You can download it on the googlecode page under Source

You can either use a git client, or go to the browse tab and download it there directly.
You can also clone it, copy it, modify it however you like. You can see the full license within the source or on the googlecode page.

API implementation library "master list"

in API Development

Posted by: Varonth.5830

Varonth.5830

jGW2API

This thread should probably become sticky.

(edited by Varonth.5830)

Enduring punishment

in Suggestions

Posted by: Varonth.5830

Varonth.5830

@Varonth.5830

There is a very very very good reason why people take shield over warhorn. What damage mitigation does a warrior have? Dodge, what else? Nothing else besides shield, the block is to mitigate the really big hard hitting combos OTHERS WILL DO TO YOU. If you tell me Endure will do this then go take the entire hgh engineer nade combo to the face and when your stacked with every single condition on you, I doubt you’ll sing the same tune.

I can tell you 9/10 times, you won’t use dodge to dodge attacks but try to stick to the enemy because you are cripple/chilled 90% of the time (only gapcloser that isn’t affected by conditions for warriors) and/or the enemy you just got close used his dodge and is magically out of harms way after losing half your health to get close.

Charge gives you swiftness and removes cripple and chill.

Call to Arms will give you vigor for more dodgerolls. Immunity time from extra vigor dodgerolls over 30s is 2.25s. And with the extra range, you will often ‘dodge’ additional attacks, which will just miss. Being able to spread out your immunity, is superior to one long not so immune immunity, unless you are fighting vs. braindead stuff that will keep throwing all their hard hitters on your block.
Everyone else will use these 3 seconds to:

  • Get into a better position
  • Setup burst to use when the block ends
  • Heal themselfs
  • Cast stuff with long casttimes when your block just has like 1s left

Runes we want tweaked

in PvP

Posted by: Varonth.5830

Varonth.5830

The rockdog should just be replaced by something else.
This game doesn’t need more minions, which just stand in the way of projectiles etc.

Java access to the api

in API Development

Posted by: Varonth.5830

Varonth.5830

Wont be better to include your own keystore inside your jar ?

keytool.exe -importcert -file $(GW2 Cert) -keystore MyTrustStore -alias “GW2”

then

System.setProperty(“javax.net.ssl.keyStorePassword”,“123456”);
System.setProperty(“javax.net.ssl.trustStore”, “MyTrustStore.jks”);

I am generating an emtpy keystore during runtime, add a single key to it, and use that keystore just on the SSLSockets generated by the jGW2API class.

If I would instead use a prebuild keystore, and set the properties to use that one default, then I would also affect other SSLsockets. What if someone wants to access to GW2 API but also needs a SSL connection to another server. Unless that server also used StartCom for verification, the connection would fail (unless I include that certificate aswell).

The general suggestion thread

in API Development

Posted by: Varonth.5830

Varonth.5830

Oh, while we’re at it: what about adding all languages to a response instead of retrieving 4 responses? So that a response for https://api.guildwars2.com/v1/item_details.json?item_id=29175 would look like this:

{
	item_id: "29175",
	name_de: "Der Jäger",
	name_en: "The Hunter",
	name_es: "El Cazador",
	name_fr: "Le chasseur",
	description_de: "<c=@flavor>Diese Waffe wird verwendet, um das legendäre Gewehr "Das Raubtier" zu fertigen</c>",
	description_en: "<c=@flavor>This weapon is used to craft the legendary rifle The Predator</c>",
	description_es: "<c=@flavor>Esta arma se usó para forjar el legendario rifle El Depredador</c>",
	description_fr: "<c=@flavor>Cette arme sert à fabriquer le légendaire fusil Prédateur.</c>",
	type: "Weapon",
	level: "80",
	rarity: "Exotic",
	vendor_value: "396",
	game_types: [
		"Activity",
		"Dungeon",
		"Pve",
		"Wvw"
	],
	flags: [
		"HideSuffix"
	],
	restrictions: [ ],
	weapon: {
		type: "Rifle",
		damage_type: "Physical",
		min_power: "986",
		max_power: "1205",
		defense: "0",
		infusion_slots: [ ],
		infix_upgrade: {
			buff: "",
			attributes: [
				{
					attribute: "Power",
					modifier: "179"
				},
				{
					attribute: "Precision",
					modifier: "128"
				},
				{
					attribute: "CritDamage",
					modifier: "9"
				}
			]
		},
		suffix_item_id: "24561"
	}
}

This way you could reduce requests and traffic beside making our lives easier

Well, I will add it to the list for now, but I think this should be specified more. I think, instead of always requesting all languages, the optional parameter should still exist.

There are alot of reason to not query all the languages at all times.

Java access to the api

in API Development

Posted by: Varonth.5830

Varonth.5830

Have something working for now:
http://code.google.com/p/j-gw2-api/

It includes the StartCom Root Certificate as Byte array, if you don’t want to download your own certificate, but it also allows you to use a .crt file on your computer.

The JSON object are the official implementation over at json.org.

Edit:
And yeah, I know it is missing the HostnameVerifier.
So it is not entirely save for now, but it’s a beginning.
But I guess the default one will do the job good enough. Have to take a look how that one is implemented to see if it really does verify the hostnames correctly when using custom KeyStores, Certificates etc.

(edited by Varonth.5830)

Java access to the api

in API Development

Posted by: Varonth.5830

Varonth.5830

Making good progress.
So far I have a not very nice looking implementation of a class which will read in a crt file in runtime and use that one while creating a SSL connection.
Tested it with the StartCom root certificate (which worked, could query the API), and the root certificated used by google, which denied the connection.
It’s looking rather promising

Java access to the api

in API Development

Posted by: Varonth.5830

Varonth.5830

Well, I am working on a real solution. Can’t give an ETA yet, as I also want to do other stuff.
Perhaps Oracle will add the Root Certificate of StartCom into their Default KeyStore, who knows.

But until then, it is atleast a way to test the implementations that you made so far.
Not the best thing to publish as a complete program, but until then you can work on said program, and just use a real solution once that one is available.

The general suggestion thread

in API Development

Posted by: Varonth.5830

Varonth.5830

Added the new stuff suggested.

OAuth API?

in API Development

Posted by: Varonth.5830

Varonth.5830

Vanilla OAuth actually has gaping security holes in its design. It is good only for associating non-sensitive information to an external account. GW2 already has a Single Sign On implementation in place that allows you to access the game, this forum, and the trading post with the same login. I would expect that anything deemed sensitive will be put behind this existing SSO login.

And all of these happen on ANet servers. You don’t want to login on a 3rd party site using your login credentials aren’t you?
We need some sort of token system for personal informations.

HTTP access

in API Development

Posted by: Varonth.5830

Varonth.5830

javax.net.ssl.SSLHandshakeException: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target

Servlet issues via https

Jep, same issue I am running in.
You will have to make your own KeyStore instance, which will load the Certificate needed to establish the SSL connection to the ArenaNet servers.
The default Java Keystore does not include the root certificate of StartCom Ltd. which was used to sign the certificates of ArenaNet.
You shouldn’t try to modify the default KeyStore during runtime, as that one is password protected. It has a default password ‘changeit’ but the user might have altered this.
So one possibility would be to create an empty KeyStore instance, and just load in that single certificate you want to use. Then establish a SSL connection just this KeyStore instance instead of the default one. Of course, if you then want to use this SSL connection object, whichever it might be, for another SSL connection to a different server, you will have to set the default keystore again…

Here is an example how to add a key during runtime to the default KeyStore. You should be able to get the information needed to setup a new KeyStore instance from this: http://stackoverflow.com/questions/10077714/adding-certificate-to-keystore-using-java-code

Didn’t test it though.

Just tested this one:
http://www.rgagnon.com/javadetails/java-fix-certificate-problem-in-HTTPS .html
(sorry cannot post the URL as the forum filter will kitten it :P )

Yes it works, and you can basically just copy and paste it in whatever code you want.
What it will do is, accept whatever certificate the server uses. It does no check whatsoever. Not what SSL is intended to do, but it gets the job done.
But it could aswell be a HTTP connection (which it probably should be :P )

(edited by Varonth.5830)

The general suggestion thread

in API Development

Posted by: Varonth.5830

Varonth.5830

  • Items
    • Item codes used to link items ingame

Well, you can calculate the Itemcodes on your own (ofc it would be easier to get them via the API…)
http://wiki.guildwars2.com/wiki/Chat_link_format
http://wiki-de.guildwars2.com/wiki/Benutzer:Drake_Shadowstorm/Sandkasten7

  • New API suggestions
    • Requesting guildnames

Suggested feature ingame: guild leaders may add additional info and tags which could be used for an advanced search aka. guild recruitment tool.

I saw the Item code thing. I just compiled every suggestion in the other threads so far.
Added the ingame suggestion for guild.

Enduring punishment

in Suggestions

Posted by: Varonth.5830

Varonth.5830

Class Description.
As a heavily armored soldier profession, warriors are only second to guardians in terms of enduring punishment.

Classes that are good at Enduring Punishment by List:
- Ranger. (Evade Spam/Mobility/Protection/Vigor/High Regeneration/Takes considerably less damage when almost dead.)
- Guardian. (Constant Protection/Vigor/High Regeneration.)
- Elementalist. (Constant Protection/Vigor/Regeneration.)
- Engineer. (Constant Protection/Vigor/Regeneration.)
- Mesmer. (Evades/Invuln Spam/Blinks.)
- Thief. (Evade Spam/Stealth Spam/Teleports.)
- Necromancer. (Bad Traits, Life-force doesn’t trait well with other skills.)
- Warrior. (No protection/Poor Condition Removal/Bad Traits.)

Something is wrong.

Warrior has better condi removal than Necro. Alot of the necro condi remove is actually condi transfer. If you want to transfer conditions, and you are actually blinded by the condition blind you are going to miss. 60s cooldown on Plague Signet to remove blind. Jep totally worth it.

The warrior traits are good. Often you even have choices for some variation.

Charge is probably the best condi removal ingame if traited. You know, up to 4 removed conditions every 12s with one always being immobilize, while converting one of the conditions and granting swiftness?
Sorry to tell you this, but there is nothing which removes that many conditions on such a low cooldown.
And it is AoE.
Protection can be achieved via warhorn aswell.
And of course perma vigor.

Of course all of your point are true for the Zerger GS/Axe+Shield, but well, you are a glass cannon then. You should die if something hits you.
The only class that shines in terms of survivability even with Zerger is mesmer, and if we are lucky that will be gone someday aswell.
A zerger ele? Dead in a single burst.
A zerger thief? Dead in a single burst.
Why should warrior be like Zerger damage and bunker guardian survivability?

If you want survivability trait, stat and/or slot for it. Make a more balanced build, and see how your survivability increases.
Go full glass cannon? Well then hope that you will kill the enemy fast enough.

Warrior should not become another mesmer.

Yep go tanky and you won’t dps much and get whittled down. You don’t have enough upkeep to keep up with an ele that heals, removs conditions, casts protection,might,regen etc every 9 seconds.

The only chance for a warrior to win against average players is to take them down fast. The longer you stay in the fight, the more apparent your class is inferior to others. Being a tanky warrior serves nothing but help you die eventually and you will never be as good a bunker as other classes.

You forgot to mention that we need to remove chill, cripple and snare while necros are ranged and they do not. There goes have the conditions needed to be removed.

Warhorn? Really? People use it in competitive pvp? No..so why mention it? Shield>>>warhorn in spvp any time. Try it in high end tourneys and tell me how it turns out.

The shield is worse than the warhorn. A 3s block on a 30s cooldown, on a Burst build, which is meant to kill the target faster than they can kill you?
What is that block going to accomplish other than letting your target healup again?

But hey, you are blocking attacks for 3s.
Perhaps with 10 stacks of bleeding and burning?
Well then it is just like 2k condition DPS.
Congratulations, you just lost 6k health while blocking.
Perhaps you will also get hit by some unblockable moves, like necro marks.
Yeah that shield is a really good thing to have.

Warhorn has the chance of cleansing the burning and bleeding (and immobilize, cripple and chill), giving you vigor, swiftness and in case of burning aegis.
Since you have vigor up all the time, you will most likely being able to dodge (remember, you cleansed immobilize).
Burst doesn’t hit you.
Conditions are cleansed.
You can keep attacking.

Of course, this isn’t as easy to play as full zerger GS/Axe+Shield (the weapon combination is btw aweful, as 2 DPS weapons is redundant). The so called standard warrior runs around with basically no defense capabilities. And you are expecting it to survive? Why? Why should warrior be a DPS machine with survivability of bunker specced guardians?
Do we really want a second mesmer class? No we don’t. If anything the classes which can run such a build, as mesmers can, needs massive nerfs.

The general suggestion thread

in API Development

Posted by: Varonth.5830

Varonth.5830

Reserving, just in case

The general suggestion thread

in API Development

Posted by: Varonth.5830

Varonth.5830

Yeah, let’s just compile all of our suggestions into one thread. Does seem like a good idea to me.

I am also going to list what we have so far.

  • General
    • Personalised information via OAuth
    • HTTP access for non critical data
    • Multi-Language requests (without the lang parameter, you get all localisations at once).
  • Events
    • Datetime informations for events
    • Coordinates for events
    • Add map_id to the response
    • Level of the event
    • Number of people participating in the event
    • Scaling of the event
    • Meta that it is part of
    • If it is a Group Event
  • Recipes
    • Field indicating if the recipe is a refine, part or item – different xp gained for each. Unless type is supposed to fill that function
    • Which craftingprofessions can use this recipe
    • Recipe source. Discovery, learned automatically, learned from recipe(breadcrumb to recipe IE “35 karma, Scholar Tholin – Krongar Pass(Timberline Falls 50-60)”)
    • Recipe name
    • Generated Item ID for recipe item if needed
  • WvW
  • PvP (alot of these require the OAuth implementation first)
    • User informations:
      • Profession usage
      • Rank/ELO rating/GLICKO rating
      • Match results
      • If player is playing
    • Leaderboards
  • New API suggestions
    • Requesting guildnames
      • Suggested feature ingame: guild leaders may add additional info and tags which could be used for an advanced search aka. guild recruitment tool.
      • Vault informations
      • Guild roster
      • List of upgrades purchased/available/queued/etc
      • Insignia image
    • Requesting skill and trait informations
    • Request of current build number. This could also include additional informations, like datetime of the last patch
    • Character informations (needs OAuth implementation first)
      • Character Names
      • Race
      • Portrait image link (the one you get when you target someone. Presumably these are pre-baked and downloaded from somewhere?)
      • Represented Guild
      • Chosen Organisation (Whispers, Priory, Vigil, None)
      • Charisma, Dignity, Ferocity values
      • Currently selected title
      • Full list of guild memberships
      • Amount of currency
      • Amount of inventory space
      • Map completion status
      • World completion status
      • Heart completion status
    • Personal Achievement API (needs OAuth implementation first)
      • Achievement status for individual achievements
      • Total points
    • Public Achievement API
      • Just like items etc, an API to request all the Achievements ingame with value etc
    • Map API
      • Population on Maps
      • Number of overflows
      • Population of overflows
      • Ability to pull up an image of the map area
      • List of hearts available
      • Level scaling of Map

(edited by Varonth.5830)

HTTP access

in API Development

Posted by: Varonth.5830

Varonth.5830

Yes, I suppose that is a concern if you are planning on handing the user a desktop application. I believe it is possible to specify the file that is supposed to act as the keystore in the program itself (never done it myself but I’ve seen applications do things like that) so you could probably just package it in the jar files or what have you.

While this is possible, why would you want to do this? You would either have to include the certificate, or download it during runtime (which would on the otherhand completely bypass the security aspect of SSL).
The first idea on the otherhand adds another layer of maintenance needed, as the certificates might change in the future (shouldn’t be a common issue, but might happen). In that case you would have to make a new version.
Besides it requires alot more work on the clientside to set everything up.

And what exactly do we accomplish? We secure the transfer of data like, event ids, item descriptions etc.
It’s not like we are transmitting personalised data or something.
I could understand if we get personal data, like character informations etc.
Those would atleast make a bit of sense to submit via SSL.

But in that case we would probably also need tokens for different aspects (like Eve have multiple API tokens).
The user then has a keytoken for the public API, which will be used for public informations like the current event, wvw, item and recipe informations, and whatever else comes.
Then they also have a private keytoken, which allows them to fetch character informations etc.
Perhaps they could add a third type, which would be kinda like a limited private keytoken, which just includes certain private data, for example account and character names and classes. These could be useful for LFG sites for example, to add a list of characters available if someones is looking for a group etc.
The private keytoken on the other hand could also include equipment and bank informations for example (this might have an application in case a guild wants to have a member overview etc…).

But the current API we have is secure for no reason I can see.
Even if you are going to communicate with the wrong server in case of HTTP, what is the worse that can happen? Fetching wrong item descriptions?

GW2.NET a .NET wrapper around the GW2 API

in API Development

Posted by: Varonth.5830

Varonth.5830

.NET 4.5 can handle JSON: http://msdn.microsoft.com/en-us/library/bb410770.aspx

SSL connections are available for basically any language you want:
http://msdn.microsoft.com/en-us/library/system.net.security.sslstream.aspx?cs-save-lang=1&cs-lang=csharp#code-snippet-1

So I don’t know what exactly you need.

HTTP access

in API Development

Posted by: Varonth.5830

Varonth.5830

Yeah, I already ran into that. I use something called InstallCert. This little program will make a keystore with the certs of a given webaddress. It’s all over the web since it has been around a long time. Here’s one precompiled version I was able to find: http://www.opentox.org/tutorials/q-edit/how-to-install-ssl-certificates

It’s also not that hard to do via CLT. It’s just that you will have a hard time giving away your program, when it requires either a 3rd party program on top of that, a manual installation by the user (with the 3rd party program or per commandline), or an automated script to do this for you (which might aswell fail, in case someone is using a different password than the standard one).
Java is meant to be easy to setup, while giving the user a somewhat save environment. He can be pretty sure that there is no keylogger in it, when there is no .dll or .exe just as an example (unless of course it is starting to download those via the Java program itself, but I think you get the point).

HTTP access

in API Development

Posted by: Varonth.5830

Varonth.5830

It seems to me like a better option would be to convert the wiki over to HTTPS.

We want HTTPS Everywhere!

That may be nice, but it can also make other things more complicated than they should be. For example trying to fetch the JSON strings with a Java program. Welcome javax.net.ssl.SSLHandshakeException …
Installing certificates is quite the pain in java, especially if the program should be available to the public.

What is API?

in API Development

Posted by: Varonth.5830

Varonth.5830

In other words, ANET is releasing a toolkit which lets people make mods? And this is safe?

While this would also be called API it is not that kind of API.

The API we currently get let’s us request certain gamestates:

  • WvW informations
  • Event informations
  • Item informations
  • Recipe informations

Let’s say you want to implement a website which will collect WvW data and present you nice graphs about the last matches etc.

Without an API users or the site admin/site moderator has to input all the numbers by hand. If there is a website which already displays the data, then they can instead write small scripts which will automate this, by basically requesting said website, and then parse the informations on this site.
These are called Webcrawlers. They act kinda like a browser, just that instead of showing you a website, they will gather the data on this website and use the informations gathered. This comes with alot of bonus traffic for both sides (the website and the one requesting the information), as you will also get alot of unwanted informations which the webcrawler will just skip.
Also such a webcrawler requires a bit of work to implement, and perhaps adjust when the layout of the website changes.

And now we have this API.
It allows a developer to request data in an easy to parse (aswell as kinda easy to read for humans) format. This format is called JSON .

API for skill informations

in API Development

Posted by: Varonth.5830

Varonth.5830

Is there any plan for an API which will provide up to date skill informations?

Seems kinda useful, as it would allow any side to be up to date if it just grabs the current informations once per hour/day/week.

(as I am still wondering if I continue my work on ‘TeamBuilder2’ it would also save quite some time for me, when I don’t have to copy&paste everything).
Basically the same for skills that you have for items/recipes.

That would be great

ANET's Biggest Problem with GW2

in PvP

Posted by: Varonth.5830

Varonth.5830

Enduring punishment

in Suggestions

Posted by: Varonth.5830

Varonth.5830

Class Description.
As a heavily armored soldier profession, warriors are only second to guardians in terms of enduring punishment.

Classes that are good at Enduring Punishment by List:
- Ranger. (Evade Spam/Mobility/Protection/Vigor/High Regeneration/Takes considerably less damage when almost dead.)
- Guardian. (Constant Protection/Vigor/High Regeneration.)
- Elementalist. (Constant Protection/Vigor/Regeneration.)
- Engineer. (Constant Protection/Vigor/Regeneration.)
- Mesmer. (Evades/Invuln Spam/Blinks.)
- Thief. (Evade Spam/Stealth Spam/Teleports.)
- Necromancer. (Bad Traits, Life-force doesn’t trait well with other skills.)
- Warrior. (No protection/Poor Condition Removal/Bad Traits.)

Something is wrong.

Warrior has better condi removal than Necro. Alot of the necro condi remove is actually condi transfer. If you want to transfer conditions, and you are actually blinded by the condition blind you are going to miss. 60s cooldown on Plague Signet to remove blind. Jep totally worth it.

The warrior traits are good. Often you even have choices for some variation.

Charge is probably the best condi removal ingame if traited. You know, up to 4 removed conditions every 12s with one always being immobilize, while converting one of the conditions and granting swiftness?
Sorry to tell you this, but there is nothing which removes that many conditions on such a low cooldown.
And it is AoE.
Protection can be achieved via warhorn aswell.
And of course perma vigor.

Of course all of your point are true for the Zerger GS/Axe+Shield, but well, you are a glass cannon then. You should die if something hits you.
The only class that shines in terms of survivability even with Zerger is mesmer, and if we are lucky that will be gone someday aswell.
A zerger ele? Dead in a single burst.
A zerger thief? Dead in a single burst.
Why should warrior be like Zerger damage and bunker guardian survivability?

If you want survivability trait, stat and/or slot for it. Make a more balanced build, and see how your survivability increases.
Go full glass cannon? Well then hope that you will kill the enemy fast enough.

Warrior should not become another mesmer.

AoE Boon Stacking counter?

in PvP

Posted by: Varonth.5830

Varonth.5830

Classes that AoE boon stack and to a extent that single stack have no real counter.

This is a minor issue in PvP and a gamebreaking one in WvW. There is no punishment no counter to AoE boon stacking. Game needs AoE boon rips to make classes that dont AoE boon stack viable for groups and help develop an actual meta.

Corrupt Boon should be AoE, too strong you say? Hardly it would be useless in against teams that dont boon stack and great vs teams that do. That is balance, that is a counter meta. A choice in team make up and builds based on what the other team is doing…. AoE boon stacking right now has no faults its good no matter the situation there is no drawback to it. Corrupt one target and another AoE clears the conditions then AoE boon stacks everyone… nice balance there Anet.

Just getting sick of this games total lack of options for counter meta building. There is no meta in the game all that changes is team comps based on what class gets nerfed and buffed there are no skills to counter popular team make ups like stability and protection stacking for stomps etc.

Thats my viewpoint as a necro im sure some will not agree.

(note: one necro well skill removes boons but thats on a longer cooldown then boon stackers and people must stand in the well its not instant).

As for anything cool, ask a shatter mesmer.
They get a trait which removes boon on shatter.
Mind Wrack and Cry of Frustation are both AoE.

For range they have Null field which AoE strips one boon per second for 7s.

Lets fix the Warrior hammer.

in Suggestions

Posted by: Varonth.5830

Varonth.5830

I play a thief and a warrior and a necromancer, Hammer warriors are a joke to fight.

Blind…

Blind affects pretty much any attack regardless of the weapon used , don’t see why it is any different for the hammer. I learned when to expect the blind so I don’t waste my skills and my hammer build has lots of condition removal. I don’t play PvP much so I can’t speak for it there. I’m mainly WvW and I crushed many a thief with my Hammer 1v1 on the battlegrounds. It’s not and easy weapon to wield but once you learn your enemy and not waste your good attacks it’s a very good killing tool.

Because of the following.
- Slow and choreographed attacks.
- Low damage.
- Slow
- Slow
- Bad Recovery
- Animated beautifully.

Yet still fast enough for me to beat thieves and necros into the ground. The only ones I have a tough time with are certain mesmer, engineer, ranger builds and the bunker guardian. The CD on skills when traited is actually pretty good. And yes it is beautifully animated. There isn’t much you can improve on it before it becomes OP.

You must be fighting horrible thieves/necromancers then.

This is one problem I have with the Warriors on this board…apparently if they are capable of accomplishing anything with the profession, then it’s because the opponent is bad.

It’s all a ploy to make the class seem like such trash that it deserves 1-shot Eviscerate moves on a high-CC weapon or supercharged regen or 5k heals from spamming 2 moves while still critting for over 2k with auto-attacks alone.

So much this.
And of course everythings bad except for greatsword. Greatsword is a godsent weapon of destruction which is cappable of destroying Tyria in a single sweep.

Edit:
One has to say. Mesmer players aren’t any better. Like mesmers constant denial of condition builds, and how bad they are… they aren’t.

Warriors Strengths and Downfalls

in Warrior

Posted by: Varonth.5830

Varonth.5830

Dont think so my average eviscerate is 8k with knights gear a melandru runes. Someone on here just posted a vid of hitting 12k eviscerates in spvp think again. The biggest thing you are forgetin is players who don’t spec shouts can spec much more points in precision str and crit damage. the auto attack on and axe is 1/4 1/4 1/2 mace is 1/2 1/2 1/2 you are also leaving out whirlwind attack on GS which can hit very high.

The last part you are leaving out is a hammer warrior is easily the easyest target becasue they are the most sus-acceptable to be kited.

You don’t take the eviscerate number you see when hitting something. There are far too many variables, which modify the damage, like toughness and your actual dice role on the damage (you know, your weapon have variable damage, and you can crit between X and Y damage).
The actual damage done to target is higher then those 668 and 891. I can crit between 2-3.5k without the hammer damage trait. My highest hit from the third skill in the chain was a 4k crit so far (again without hammer trait, but with Empowered). The same target also got crit 3k crits from the other attacks, so 3k+3k+4k ~= 10k.

That would equal an ~9k eviscerate on the same target, in the same moment. The eviscerate would have been a bit lower, but faster applied to the target (but at the cost of the adrenaline). That is why this is called a burst, and the other one is sustained.

You compare tooltip damages to get the relative strength between skills. The tooltips don’t care for stuff like the different possible damage numbers or vulstacks on your target, or crit/non crit (most important factor).

Warriors Strengths and Downfalls

in Warrior

Posted by: Varonth.5830

Varonth.5830

Hammer is not only slower but its auto attacks are slower. This is the biggest deal breaker on the hammer. Guess what both 100blades, and Eviscerate do more damage in 1 skill than a hammer does in every singe skill combined. I dont know where you get your math from.

B: Hammer doesnt have nearly as many damage modifiers. Hammer cant stack might on critical for one. Hammer is absolutely slower and does less damage than an Axe and a GS. In fact Rifles do more damage than hammers even.

Ingame numbers and frapsing every single autoattack, using the actual amount of frames of the attack animations. This is the most accurate you can measure attack speed.

And yes, hammer doesn’t have 2 traits to improve it’s damage, but even with those two traits, and well you are giving up 2 traits, the actual DPS of a greatsword is still lower.

Regarding Eviscerate, I will just add the numbers of one autoattack chain:
668+668+891 = 2227
Eviscerate 3 Bar on the same warrior = 2023

Relative numbers = 2227/2023 = 1.10 = 110%

It does however deal less damage than a full 100B. But how common is it to hit a full 100B on a player. And don’t forget, the hammer chain does have 0 cooldown. The rest of the hammer is on it to support the #1 chain. That’s why it is a sustained damage weapon. Because it’s actual damage can be applied over and over and over… non stop mid damage.

Hammer doesn’t have the burst of 100b, but it has higher sustained. Due to the fact, that it already has stun and knockdown on the weapon itself, you don’t have to take stuff like bull’s charge for example. So you can actually take utilities which help you survive longer, and use the sustained damage of your hammer more effectively.

By no means, I ever said it is a burst weapon.
And not everyone has to burst. Phantasm mesmers, all sort of condi builds, basically any Ele, even guardians… they all are sustained DDs, who will deal damage over time, and if they get their target to a certain percentage they have access to small burst, often paired with stuns/immobilize.

Unsuspecting Foe Combo Tip

in Warrior

Posted by: Varonth.5830

Varonth.5830

Unsuspecting Foe is 50% bonus damage vs. stunned foes.

Bull’s Charge is a 2s knockdown. Knockdown != Stun.

Warriors Strengths and Downfalls

in Warrior

Posted by: Varonth.5830

Varonth.5830

Your wrong and this is why.

Point #1
“fairly powered cc” On paper in practice the power is weak, becasue you have sacrificed all of your power to heal for 1k per shout. You have picked up in the process many useless minor traits wasting your potential. Your weapon swaps are very slow. Causing a majority of your attacks to be auto attacks. probably with a hammer which is very slow. You have a aoe immobilize but thats not really stopping compitent players. You have earth shaker but your burst skills have long cool downs. you have a single target knockdown and an aoe knock back thats not stopping anyone with stability or stun breakers. you have an aoe fear thats on an 80 sec CD and again its not stopping competent players. Adding this all up its not as good in practice as in reality.

Point #2 Condition removal. You have condi removal but besides shake it off it only removes 1 condi. If you remove immobilize and get immobilized again after that you will get shut down. There is no prioritization in the condi removal if you have a blled and a chill on you a lot of cases it will remove the bleed not the chill for example. You still end up getting shut down.

Point #3 the traited warhorn skills are great but that has nothing to do with being a shout build.

Point#4 becasue all of the reasons I stated above most warriors are moving away from shout builds to melandru builds.

Point#6 Once you go a shout build you are married to those utilities and that armor and you cannot fill any other roll you cannot remove conditions without that spec. you have caused yourself to have no utility and less damage and a way to remve condis that doesn’t that great but that works. You have basically kitten yourself for subpar condi removal and bad healing that wont really stop you from getting bursted down.

I hate to repeat this over and over and over, but Hammer isn’t that much slower. It’s ~10% slower then greatsword autoattack, but on the same time it deals:

  • 28.7%
  • 28.7%
  • 33.3%

more damage than the greatsword autoattack.
So the actual DPS is higher on Hammer autoattack then it is on GS autoattack.

Since you are speccing into tactics, you give up no traitpoint when taking the warhorn convert trait, a reason why shout healing often goes hand in hand with warhorn condi remove.

http://gw2skills.net/editor/?fIAQNBiYDbE0J5t5x6hJOAcKok6RbwFX6hYslGA-TkAA0CvIySllLLTWyssZNQA

Yes, you can actually use valkyrie’s because with unsuspecting foe, you get a 81-88% chance to critical strike stunned foes.
I should note, that the Sigil of Paralyzation actually adds 1s to Earthshaker not 15% (well 15% would be worthless, as it wouldn’t affect any skill), so it becomes a 3s AoE stun.

It also allows for different modifications. Want more sustained/burst damage? Well switch out leg specialist for empowered (2% per boon, basically you get damage boosts like eles but without the low base damage).

Want to use your burst skills less often but have boonhate? No problem, not change in traitpoints needed.

More Signet use? Well 2 possible choices to change.
More shouts but less condi remove/boon giving from warhorn? Also available.

You can also switch your second weapon. Sword is the maximum mobility option with good control via Flurry.
Mace is the maximum CC option with another 3s stun (sigil again) and 1s daze.
Axe is the maximum DPS option, with Eviscerate and probably the highest autoattack damage (which you could also use after stunning the enemy via earthshaker, for extreme critrate).

And don’t forget, your shouts aren’t just heals for you. They give you good boons, with long durations (30% bonus duration). They give those to allies (and there are classes and builds with really bad access to fury). You are also healing these allies. And you are removing conditions aswell.
That build is not made for bunkering. It is made to clear a guarded point, even if guarded by multiple enemies with your team.

Former rank 1 GvG GW1 talks GW2 competitive

in PvP

Posted by: Varonth.5830

Varonth.5830

I recently started working on a spiritual successor to TeamBuilder. Bascially a TeamBuilder 2 for GuildWars 2. I have some lines of code here, which do really rudimentary stuff like connecting to a server, or chatting on a channel/globally. By I halted it for now, because when I started thinking about how I want to make the actual team building functionality (like how should the UI look like, how should it act in case of different users viewing different stuff, like traitlines vs. skills vs. runes, or complete different characters), I immediatly thought… why would I use this program?…
Why would anyone?

It’s not like you are building a character with your teammates build in mind. It goes as far as building your characters with the others roles in mind. That’s about it.

It’s not like a mesmers is saying, yes, I am going to take Null Field, so you Guardian can reduce or completely go without condition removal.
The synergy between each player is barely existant, and that was one of the biggest factors which made GW1 so awesome in terms of PvP. Everyone had a very specific role, and tools for this role. Nobody could get everything. You had to rely on your team.

And that is what I am missing in GW2 PvP.

Hammer General Thoughts & Suggestions

in Warrior

Posted by: Varonth.5830

Varonth.5830

Just tested Backbreaker.
Start of knockdown: Frame 249
End of knockdown: Frame 369

Frapsed @ 60 FPS

369-249 = 120 frames

120F/60FPS = 2s

Could not confirm this bug.

where did you test this? I somehow find it hard to believe in pve

Heart of the Mist moving golem.
Ths is actually the time from when the golem stopped until he moved again after getting hit by Backbreaker.

Hammer General Thoughts & Suggestions

in Warrior

Posted by: Varonth.5830

Varonth.5830

Just tested Backbreaker.
Start of knockdown: Frame 249
End of knockdown: Frame 369

Frapsed @ 60 FPS

369-249 = 120 frames

120F/60FPS = 2s

Could not confirm this bug.

SmallerGuilds = No Love

in Guild Wars 2 Discussion

Posted by: Varonth.5830

Varonth.5830

Guild Bounty Training

A Guild Bounty Training is a type of Guild Bounty, with only one target instead of two or more. It costs far less to unlock, thus giving smaller guilds the opportunity to build influence more quickly to unlock other types of guild missions, but does not award any Guild Merits.

source:
http://wiki.guildwars2.com/wiki/Guild_Bounty_Training

That’s 3000 influence per 3 days, or 1000 per day. 2000 if you double queue training, and just if you actually win those trainings. Getting something like Half-Baked Komali is a huge task for a small guild.

320k influence is massive, and almost all small guilds are excluded from this guild content, unless they throw in huge amounts of gold.

Former rank 1 GvG GW1 talks GW2 competitive

in PvP

Posted by: Varonth.5830

Varonth.5830

anyone can provide me a link of some good gw1 pvp ?

And within the first 3 minutes you can see what made GW1 so much better in terms of PvP. Lum is trying to kill WM W B, and they are doing this as a team effort, with everyone having a specific role, while WM is using their team to protect W B with blinds, interrupts, heals und protection spells.
What would happen in GW2 if 3 people focus one enemy? Just hope you have a teleport ready to get out of that, otherwise you will die. Once a player runs out of personal defense, they will get focused down in a second, because teamsupport is near nonexistant.
GW2 needs more strong teamsupport, which don’t also act as self support.
In this case, support isn’t just healing or protection.
Support can also come in form of offensive support, like hard and soft CC, damage amplifying buffs or removal of protective boons on the enemy.
Killing and surviving in GW1 was a team effort.

The New Condition - Suggestions & Discussion

in PvP

Posted by: Varonth.5830

Varonth.5830

A percentage reduction would probably be the worst thing to implement.
Unlike GW1, classes in GW2 have different healthpools. So certain classes would suffer more from this than others.
Just think about how much health a warrior and a necro, both classes are worse than other at dealing with condition already, would lose if they lose 20% max health.

Besides that, bunker builds are already good at cleansing conditions. Adding another condition would just punish those without constant stream of condi remove. Which are warrior (most builds) and necro. Those two classes are just bad at dealing with the current conditions. Warriors can atleast get warhorn or shouts, but necros often have stuff which transfers conditions. And you know something is bad, when the stuff it should counter actually counters it. In this case I mean condition transfer, and how it doesn’t work if you have the condition blind, because you are going to miss.

They want to add something for necros, but by adding yet another condition to the condition spammy game we currently have, isn’t going to help the necro.

Necro actually needs better condi removal and healing, not yet another condition.

My PvP build

in Warrior

Posted by: Varonth.5830

Varonth.5830

PvP build with PVE gear? How can you go to mist in PVE gear?

Facepalm

PvP means Player versus Player. WvW is also PvP. You think about sPvP, but since hes talking about PvE gear im assuming his talking about WvW. He also stated “WvW roaming” so…

If we compete who has a more beautiful armor in PVE its also PVP since we compete with other players???

No! WvW is another form of PVE.

Remember, sPvP isnt the only PvP in game

Sad, but it is the only PvP in this game. I would like to see more PVP game modes.

PvP = Player vs. Player

Can you attack other players in WvW?
PvP is when the answer to the question ‘Can you attack other players?’ is yes. That is the definition of PvP.

The definition isn’t like it isn’t PvP once you can also attack NPC, because in that case, Kyhlo, Capricorn, Niflhel and Foefire wouldn’t be PvP maps either.

[GeneralDiscussion]Is dodging a good argument

in PvP

Posted by: Varonth.5830

Varonth.5830

So I want to start a general discussion in this forum about how certain people are giving argument. One of the most used argument in any discussion is:
‘But you can dodge it.’

This is like one of the worst, if not the worst argument you can bring up.
Any offensive spell can be dodged.
If you compare skill A and skill B, you cannot say, A is over/underpowered or balanced because you can dodge it. You can also dodge skill B.

It is like the Necro (necro just because it makes sense from the pure animation style) is getting the Jade Maw skill, which puts a nice Skull over the head of an enemy, and 2s later it oneshots said enemy. Can this skill be dodged? Of course it can. Would that be an argument that this skill isn’t overpowered? Obviously not.
Judge’s Intervention becomes undodgeable (which does not even exist btw). Would it become overpowered then? Nope.

Even if something is easier or harder to dodge is most likely not a very good argument. More of an argument that a skill can be dodged, but not a good one, as it directly inputs a variable out of control for balancing, which is the players skill.
You cannot balance the skill of each individual player, so why should you make huge decisions around this variable. If you balance with this variable around, and the playerbase overall becomes better at the game, you will have to balance it again.
Especially balancing decision which factor in stuff like damage output or cooldown you not take into account how easy or hard it is to dodge something.
If something is really considered to be too easy or too hard to dodge, there is always the possibility of a better telegraphing of this particular ability, without changing the damage or cooldown numbers.

So in my opinion, talking about dodging abilities just looks like someone is running out of real argument.
Is anyone else seeing it the same way?

Nerf "Mind Wrack" like "Mug".

in PvP

Posted by: Varonth.5830

Varonth.5830

Ridiculous, decreasing mind wrack dmg by such amount without any other buff, would make shatter spec unplayable. Shatter dmg is quite easy to avoid especialy when you understand mesmer mechanic, your proposition cause only that nobody use shatter at all and all mesmers would run phantasm builds. Why shatter your phantasm/clones when dmg is not rewarding. Do you ever played mesmer?

Actually shatter is one of the harder to dodge abilities. If you dodge too early the clones will just keep on following you. The dodge window itself is kinda small, just about half a second. And it can and will probably get staggered over about 0.5s-1s. So even if you dodge one clones shatter, you will still get hit by the other ones, because they weren’t in their respective shatter animation yet.
Shatter damage is fine.

One problem lies within how often mesmers can shatter even when not using utilities for that purpose. Just get deceptive evasion, and have alot of shatter food available all the time.
And the next problem is, how extremly well all traits are placed. You can get all sorts of damage traits, while getting defensive traits in form of extremly strong minor traits, cooldown reduction on the longest invul ingame (4s), with an extremly low cooldown (in that case 42s) and boon removal like no other class. You can on top of that use two of the strongest weapons ingame, which is mainhand sword and staff, both having unbelievable strong defensive abilities, on stupidly low cooldown. One of those is also quite potent in terms of offensive damage.

There are alot of ways to make them less of an all in one package and more of a specialised shatterer. Like getting deceptive evasion as second grandmaster in illusion. You either take, more shatters more often, or stronger shatters with illusionary persona.
Shattered Concentration becoming a grandmaster trait and getting something like:
Deal additional damage if a boon got removed.

Change Warhorn into shout mechanic wise

in Warrior

Posted by: Varonth.5830

Varonth.5830

That would make a x/Warhorn Shout warrior rather nuts.

Just consider it for a second:

  • Quick Breathing converts 1 condition and you get 2 skills that do this
  • Vigorous Shouts adds healing to that
  • Soldier Runes would now work with Warhorn skills
  • Inspiring Shouts would work with Warhorn skills

So if you went all out, you would end up with Call To Arms and Charge removing 1 condition, converting 1 condition to a boon, healing you and giving a good amount of adrenaline.

And in case of charge, it would also remove crippled, chilled and immobilize.
On you and allies.
12s cooldown for up to 5 removed conditions, 1.5k heal, swiftness, on condition converted into a boon for you and all allies withing 600 range.
It’s not like the current version isn’t already strong enough xD

1.Every other class doesn’t have to close the gap so automatically that negates chill, immob, snare.

2.Condition converted to boon: Removes the weakest condition..say a bleed..and you get a crap boon from it..then bleed is reapplied right after from a regular no cooldown auto weapon attack. Only protection and stability are what is important. The other classes get protection from everything..protection on dodge..protection on switching weapons ‘attunement’ :Ele. Did you also know that eles can switch attunements while stunned thus giving them protection or healing WHILE stunned? They can also switch attunements while channeling another ability without cancelling it.
It’s in the wiki http://wiki.guildwars2.com/wiki/Quick_Breathing

3.You have to go 20 points deep to get the crappy ability listed under 2.

How is it the current version is good? I don’t understankittenhe only one playing warrior in spvp?

If you really believe that 9s of vigor (that is what bleeding is converting into), is a crappy boon, then you have some seriously issues.
Vigor might the strongest defensive boon ingame.

Being able to dodge every 5 seconds instead of every 10 is a massive advantage, and on of the main reasons why:

  • Ele
  • Guardian
  • Mesmer

Survive so much stuff.
All 3 of these classes have a vigor trait, either minor or major in on of their standard traitlines, which basically any build specs into. All 3 will get a near to 100% uptime on vigor by their respective trait.

Also it removes a stack. Removing a stack of 5 bleeds which last 10s from a condition spec? Jep, that just was 5k damage prevented. Yes you are reading right. 5k damage.
Protection will absorb 5k damage if:

  1. x*33% = 5000
  2. 5000/33% = x
  3. x = 15151

Yes, you would get hit for 15k damage. Instead of 15k you will then just get 10k.
Now protection just prevented 5k damage, but the convert of bleeding gave you vigor, giving you double the amount of dodge rolls.
One well placed dodge will surpass 5k evaded damage, especially if you are running zerger amulet.

Don’t get me wrong. Protection is an awesome defensive boon. But if you have to choose between prot or vigor + condi remove, well you should also go for the second one.

Warrior needs drastic changes.

in PvP

Posted by: Varonth.5830

Varonth.5830

I’ll take a wild guess here and say, it is about a build consisting of greatsword + axe/shield.
Traits for maximum greatsword damage.
Most likely zerger amulet.

The elementalist equivalent is a staff ele running 20 or even 30 fire, 30 air and whatever is left in arcana with zerger amulet.
Guess what, that build will just explode.
Can it work? Yes, it can. Will it survive against competent enemies who will attack them? Most likely not.
Warriors can go a route, where they rival eles group support, if you go for shouts and warhorn, while they can maintain a good sustained damage and movement speed, yet warriors refuse to go this for no reason whatsoever.
Every class can run a zerger build to some degree, but not all classes are equally good at this. You need alot of survivability from your class mechanics, which warriors just don’t have. But warriors can go other routes. People just have to try different approaches.

No reason whatsoever. Here’s the reason: (even if a see a warrior pull out a shield and reflect/block or pull out a rifle to pew pew a little it is ALWAYS a prelude to the kitten 100 blades b.s. the majority of warriors seem to think it’s the only way to play)

People run greatsword for the evade. Get out of here with your foolishness.

Spec too far into tactics and you have to give up something precious.

Downside to warhorn is that it just removes the condition and gives some random boon. Not sure if it follows removal logic for the condition it converts. Not sure if I am making sense here, but you get no offensive effect from using the weapon skill.
Plus shield can prevent damage, warhorn does not, it just bandaids it.

Well it doesn’t randomly convert conditions into boons.
For example, Blind converts to Fury.
Burning to Aegis.
Bleeding to vigor.
Poison to Regen…

Full list here:
http://wiki.guildwars2.com/wiki/Quick_Breathing

Besides, depending on the conversion, you might end up with 100% vigor uptime from warhorn.

So you get double the amount of dodges over 30s. This is alot of prevented damage.

What I meant was that while there is a conversion list, it is hard to say which condition it is going to pull. I am uncertain whether it follows condition removal rules or it has its own hierarchy.

Dodging is important for mitigating damage but outside of reckless dodge, you are unable to deal damage at the time. Since we aren’t there to tank, I want to maximize my damage output while reducing my intake of damage. Dodging minimizes both.

Protection however achieves our desired effect, and classes with access to protection who are meant for damaging can last longer.

Isn’t especially in that case, Warhorn better then Shield? You will have Swiftness access on demand, you can reliably cure movement impairing conditions.
And you are saying that dodging minizes both, but so does shield stance.

And the condition remove logic is most likely the same as any other condition remove. Last in, first out. Except for charge. Charge first removes crippled, chilled and immobilize and then does the last in, first out check.

And the question is, why should any class (exceptMesmers :P ) be allowed to go full offensive, without a high risk of dying?

And where do you want to put protection on? 10s when using 100 blades?
I mean, it isn’t going to be on GS. And it also isn’t going to be on Axe.
If warriors would get protection, it would either be in a defensive line, or on a utility. In both cases you would have to give up something else.

Change Warhorn into shout mechanic wise

in Warrior

Posted by: Varonth.5830

Varonth.5830

That would make a x/Warhorn Shout warrior rather nuts.

Just consider it for a second:

  • Quick Breathing converts 1 condition and you get 2 skills that do this
  • Vigorous Shouts adds healing to that
  • Soldier Runes would now work with Warhorn skills
  • Inspiring Shouts would work with Warhorn skills

So if you went all out, you would end up with Call To Arms and Charge removing 1 condition, converting 1 condition to a boon, healing you and giving a good amount of adrenaline.

And in case of charge, it would also remove crippled, chilled and immobilize.
On you and allies.
12s cooldown for up to 5 removed conditions, 1.5k heal, swiftness, on condition converted into a boon for you and all allies withing 600 range.
It’s not like the current version isn’t already strong enough xD

Necro PvP

in Necromancer

Posted by: Varonth.5830

Varonth.5830

That everyone is carrying tons of condi removals is because there is too much condi flying all over the place.
Without constant stream of condi removal, like shout guardians or eles, you need a way to constantly stay out of the fight, and have alot of dodgerolls to overwrite the problems, the near 100% uptime of cripple gives you.
Conditions are so freaking common, that even Eles and Guardians can suffer and die from conditions.
And in terms of condition removal, or dodgerolls necro is in a bad spot. In my opinion necro is actually the worst class to deal with conditions.
Every other class can specc into condi remove, even mesmer (although no mesmer really needs it, as they can get distance between himself and the enemy without any problem whatsoever, even when stunned…).
Necro can get what…

  • Shrouded Removal
  • Spiteful Removal

These are his trait options.
And whatelse does he get:

  • Consume Condition
  • Plague Signet
  • Deathly Swarm
  • Putrid Mark
  • Well of Power

But now lets face what actually happens with Plague Signet, Deathly Swarm and Putrid Mark when you are blinded:
They miss. Jep they removed blind.
Besides that, Deathly Swarm just removes 3 conditions if there are 2 targets to hit. It just transfers one per target hit.

Necro is the example of what would happen to the other classes if they wouldn’t have good condi removal (look at the standard zerger warrior, and how most people say it is bad and does not have survivability… they are missing condi removal!).

Seriously, face a guardian, ele, warrior or mesmer without condi removal. Not condi guardian, ele, warrior or mesmers, just straight power/bunker/crit builds. They will destroy you without condi removal, because they are in full control of the battle. They can blind you, give you vulnurability, or straight up almost constantly snare/chill you, while their damaging conditions constantly tick for low damage… but they keep on ticking.

The second huge problem is the subpar class mechanic in form of deathshroud. While this works well in PvE because stuff is constantly dying to fill up your Life Force, it doesn’t work well in PvP games.
You cannot generate Life Force fast enough, especially compared to how fast people can cut through the additional health.
On top of that, it is fairly useless for condition builds, as Dark Path has a significant cooldown, casttime and can actually put you in a bad position.
The fear is ok, although too shortlived. 5s more cooldown and double the time feared would be a huge step forward to give the necro actual hard CC.

In terms of generating lifeforce. Well it is ok in PvE, but in PvP lifeforce generating skills could without doubt be doubled, and most necros would still be below 50% lifeforce most of the time.

Third problem was already mentioned. Subpar healing. A high healthpool does almost nothing if you cannot sustain it. There isn’t much heal outside of the actual healskill. Other classes can often get a few small heals in all forms, from traits, to weaponskills or utilities. Necros have… somewhat ok access to regen if wanted. Other then that they can have minor lifestealing via traits, and Deathly Invigoration… oh look 350 health when leaving deathshroud. Now that is going to make a huge difference while those 700~800 burning ticks on you xD

The only ok skill in terms of secondary healing is Life Siphon. But this ability needs a target, and has to hit, in order to heal just about as much as Cone of Cold. You need to be almost in melee range, and it does not by default heal allies.

Last problem for me:
Lack of secondary defenses…
Bad access to protection. No access to vigor. Subpar stunbreak all over the place. Bad access to stability. Subpar access to blind (basically just well of darkness). No access to invulnurability of any kind.

Warrior needs drastic changes.

in PvP

Posted by: Varonth.5830

Varonth.5830

I’ll take a wild guess here and say, it is about a build consisting of greatsword + axe/shield.
Traits for maximum greatsword damage.
Most likely zerger amulet.

The elementalist equivalent is a staff ele running 20 or even 30 fire, 30 air and whatever is left in arcana with zerger amulet.
Guess what, that build will just explode.
Can it work? Yes, it can. Will it survive against competent enemies who will attack them? Most likely not.
Warriors can go a route, where they rival eles group support, if you go for shouts and warhorn, while they can maintain a good sustained damage and movement speed, yet warriors refuse to go this for no reason whatsoever.
Every class can run a zerger build to some degree, but not all classes are equally good at this. You need alot of survivability from your class mechanics, which warriors just don’t have. But warriors can go other routes. People just have to try different approaches.

No reason whatsoever. Here’s the reason: (even if a see a warrior pull out a shield and reflect/block or pull out a rifle to pew pew a little it is ALWAYS a prelude to the kitten 100 blades b.s. the majority of warriors seem to think it’s the only way to play)

People run greatsword for the evade. Get out of here with your foolishness.

Spec too far into tactics and you have to give up something precious.

Downside to warhorn is that it just removes the condition and gives some random boon. Not sure if it follows removal logic for the condition it converts. Not sure if I am making sense here, but you get no offensive effect from using the weapon skill.
Plus shield can prevent damage, warhorn does not, it just bandaids it.

Well it doesn’t randomly convert conditions into boons.
For example, Blind converts to Fury.
Burning to Aegis.
Bleeding to vigor.
Poison to Regen…

Full list here:
http://wiki.guildwars2.com/wiki/Quick_Breathing

Besides, depending on the conversion, you might end up with 100% vigor uptime from warhorn.

So you get double the amount of dodges over 30s. This is alot of prevented damage.

mana system?

in Guild Wars 2 Discussion

Posted by: Varonth.5830

Varonth.5830

if they would of made a cross between number of skills from gw1 (or at least half of them) mana system and mechanics of the skills, and gw2 combat , like dodge, jump , ect. that system would of been more suited for this game, from my point of view,

why abandon projects that worked this i can’t figure out on a-net’s behalf.

I wish I could quote some of the devs directly but that’s a lot of threads in other forums to go through. Anet has said that what they themselves created in GW1 was an unnecessarily complicated and difficult to balance combat system with the number of skills they had in GW1. A lot of GW1 players had fun breaking the game with broken skill/class combos but for the devs it was kind of a nightmare. Or at least, that’s how they made it seem. That’s one of the stated reasons for reducing the skills to what we have now in GW1. In other words, you and other players thought that system worked, the devs didn’t.

Just like the mana thing, Both mana (even gw1’s energy system) and the cooldown system have pros and cons and neither is inherently better but my personal opinion is that the cooldown system gets rid of that pesky downtime almost entirely.

Eh, all I ask is that you consider what the dev’s might have been thinking instead of writing them off entirely.

Well, energy based system allow for more finetuning of abilities. If you consider a combo of abilities too strong, you can only increase the cooldown, so that this combo doesn’t occure that often, or change skills in strength/functionality.
With energy you could also just make the combo itself more costly, and spread the bonus energy needed across all skills in the combination. That way each individual skill wouldn’t get alot worse, but the actual combination could become impossible to perform.