Showing Posts For VidurrRedhands.1964:

Defektive's "How To": 1v1 a (good) Thief

in Warrior

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

Does sigil of paralyzation cause the stun from shield bash to round up to 2 seconds? Another thing I was taking into consideration, though, is that stunbreakers don’t always help you with knockdowns if used before the animation is finished.

Defektive's "How To": 1v1 a (good) Thief

in Warrior

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

Defektive, you state that mace + shield is required for cc build, but is the block so much worth it that you couldn’t take up an offhand mace? Tremor has good range and is a 2 second knockdown instead of a short range 1 second stun. I don’t have access to my game right now to test it so was wondering what thoughts you had on it.

Defektive's "How To": 1v1 a (good) Thief

in Warrior

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

Aw c’mon, not asking for the whole build =)

Defektive's "How To": 1v1 a (good) Thief

in Warrior

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

Defektive, what amulet/gem are you using in that video?

Can we please nerf all burning in this game?

in PvP

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

The new meta is screaming for nerfs because something someone else does is challenging.

Weapon Swapping on Thieves

in Suggestions

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

I’ve played a thief since launch and couldn’t disagree more with this (no offense). Our initiative system is unique because it allows us to have no cooldowns on individual skills but initiative management is what separates a good thief from a (insert FoTM skill here) spamming thief. With your idea any thief could have two d/d weapon sets and just switch weapons for even more hs spam (or two s/d for even more fs/ls). You have to consider the initiative system to be a global cooldown system.

Stealth / Invulnerable "Stomping"

in WvW

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

I think downed state in WvW is ridiculous anyway. It makes attacking a keep require far less skill and tactics because the defenders can not consistently stomp anyone they do manage to down from inside. No more downed state means defenders can begin to reduce the size of the attacking force and gain the advantage (the way it really should be).

Stealth / Invulnerable "Stomping"

in WvW

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

IMO stealth stomp is the least annoying stomp thieves have access to.

[Stealth] A Problem, Breakdown and Solutions

in PvP

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

I’ve played a thief since launch but never really got into the d/d or d/p style. I mostly play hot join spvp and my thief has zero means of going into stealth and I tend to not have a problem with other thieves unless I’m not paying attention and they get too close without being seen. But when I die, I can’t be upset because it was my mistake that let them do their thing. If they do damage from stealth they can be in stealth no more than 50% of fight, which is quite a bit but our health pools are generally very low and a burst d/d thief is going to have like 13k hp. CC them when they are visible and burn through their measly hp and you’re done. Thieves are typically put into the bottom tiers because, while annoying, they aren’t very effective in pvp once you’ve learned to deal with them.

It's already happening, "nerf warrior CC"

in PvP

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

This has been great to read. Nerf everyone so I don’t ever have to dodge, please.

Prestige Mode

in Suggestions

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

I think they need to do something to revive the high level zones. There are usually a ton of more people in Queensdale than anywhere in Orr. Can’t blame them, though. Why would you put up with Orr if you can get awesome stuff and experience and be in absolutely no danger of dying?

Respawning at waypoint when defeated

in Suggestions

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

Just be thankful this isn’t like EQ where only one class could resurrect you but when you died you had to run back to your corpse naked to get your gear.

WvW Orbs

in Suggestions

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

They -like any corp- cannot completely remove all instances/methods of hacking.
The problem with The Return of Orbs is simple: as before, nothing stops the #1 Server in your fight-trinity from stockpiling the blasted things for themselves. As such, whatever buffs they grant -even combined- need to be minor.

Imagine:
I’m the first place server in your matchup. Now, not only can I abuse the hells out of the Siege Bros. to gank a tower off of your guys for pretty much free … now I also
gain another significant gameplay advantage, just for the lulz. No fun, right?

As much as I liked Orbs, truth is: as we are now, they’re not at all needed. We have enough issues with the base mechanics of WvW that reinforce the “numbers over all”
aspect. Let’s recap:
1.) Coverage is king.
2.) More WXP for attack > defense
3.) An absolute dearth of Badges/WXP for Support-oriented players.
4.) That accursed player AoE cap. Seriously, even 10-15 would be better than this 5 crap. Meh. Just add a setting to Options to finetune how much Attack Bling you
funnel to your Client, TYVM.

Well I am only proposing this because they want to put orbs back in and if the stats were changed to better favor PVE than that #1 server would not gain a tactical advantage by having all three. Outnumbered is a stupid buff since it doesn’t help the team who is outnumbered in anyway except to say, “well, you can’t win so why don’t you go kill some moas for a little while and get more loot.”

Commander upgrade

in Suggestions

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

This could only really work if there was a debuff given to all squad members if their commander is killed. It could be demoralize and lower everyone’s vitality by the same it would be raised by the commander’s presence.

Downed Vs Pets

in PvP

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

I’ve often wished that you could rally off of clones/minions but it is usually due to irritation that something can be such a potent part of a fight (except for necromancer minions, but even then they can soak up aoe) and come with absolutely no drawbacks. They can stop you from rallying but you can not rally off of them.

Amg! I am loving p/d! :D

in Thief

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

What I to do is use basilisk venom instead of dagger storm. I cast basilisk venom and then start casting caltrops and steal in. They get stunned in the middle of the caltrop field. I personally would never use this build without 30 in shadow arts but if it is working for you then who am I to judge. I use either a 10/0/30/30/0 or 10/0/30/0/30 and full carrion. The precision from rabid doesn’t fit the build all that much and you get plenty of toughness from SA tree.

Concerned about Epidemic

in Necromancer

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

Oranisaugu,

To some extent they did change the skills that cause weakness, at least for some classes. An example would be that skale venom no longer causes weakness but torment.

Concerned about Epidemic

in Necromancer

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

What skills do thieves have for 100% uptime on weakness?

WvW Orbs

in Suggestions

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

I think the better solution is to split the current outmanned buff into three so that to get the full buff you’d have to have all 3 orbs.

To the next arguments: They already plan to reinstate WvW orbs anyway, so either they have resolved the hacking issue or will resolve it prior to launch. There is no solution to the power servers getting them or people transferring to the power server to take advantage. Even because of the skill gap between WvW and PVE players, the PVE players are not incapable of learning to WvW nor are they necessarily bad at fighting other players. Some people only do PVE and PVP since WvW really has no incentives currently. Sure you can get items and money and WEXP but how much you get depends on how your zerg size compares to the enemy’s.

WvW Orbs

in Suggestions

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

Thanks, I am somewhat surprised that no one else seemed interested. It would improve the competitive nature of WvW IMO.

WvW Orbs

in Suggestions

Posted by: VidurrRedhands.1964

VidurrRedhands.1964

I have a suggestion for the reinstatement of orbs into WvW. What if the effect of “outmanned” or whatever it is and the orb bonus were switched and the effects of the orb bonus were spread serverwide? That may attract more players to WvW to protect the orbs that give them better rewards for PVE. Obviously, the no armor repair would stay with “outmanned.”