if illusions attached to a new target thats with-in 900, that are already hostile to the player I see nothing wrong with that. It would be a massive boost to PvE where you have to fight multi targets at once. Builds like mine that actually use illusions as decoys are pretty screwed when to comes to multiple enemys.
Its not like you could create 3 phantom from the local wild life and save them until a player shows up. If theres no hostile target near when the last enemy dies they vanish.
And any amount of aoe is going to kill them near instantly. I dont see this trait being used much in PvP or WvW, but I would use it in PvE for sure.
I like the minis golems.
Nothing special or hard to get, I just like them.
This game isnt even subscription based, so why bother with time gate crap? Its not like you are tricking us into wasting our sub time so we have to buy more. Your just doing it to be kittens.
People want to use turrets, otherwise we wouldnt be seeing constant posts about improving or changing them.
Sadly I feel the turrets are in the worst state that have ever been right now.
Just about every thing that can be broken with them is broken with them. Luckly deployable turrets trait is working, It too a LONG time for them to get around and fix this almost mandatory trait.
I really wish they would take a break from Living story and focus on fixing and balancing things. Everyone keeps saying its different people working on these things, if thats the case wtf has the bug fix team and the class balance team been working on?
Thought I would find it for you.
https://forum-en.gw2archive.eu/forum/professions/guardian/Torment-for-Guardians
Turrets dont need the ability to move, they need a major buff and major bug fixes.
If we had more options to prevent people from just running away when they start losing a fight we would no doubt stop using moa in place of a better elite. Sadly, if a thief, warrior, elem or even engi decide they dont want to play any more. Not much we can do but watch them just run away.
Lets take your Signet of Inspiration and change it so it procs only swiftness while ooc.
10sec of swiftness every 10sec. if some how people find that op (seems fine on engi i often stack several min worth of swiftness but w/e) then maybe 5 sec swift every 10 seconds?
I see no reason why a cloth armored class should be among the slowest in the game
Theres a topic in the engi forum of a guy abusing a new rune to stack alot of confusion on players with great results.
I know that the key to this success its the rapid stacking of alot of confusion. My mesmer has almost been more of the “Cant touch this” kind of set up rather than “Stop hitting yourself” kind.
Obviously this rune will be fixed before long, but I was wondering can mesmer who dont use this rune but still focus on applying confusion be just as effective?
And if not, why not?
A graphic change would be nice. I also rather it create a field on the ground rather than the small puddles behind me that, lets face it, isn’t going to trip any one. At least then it could be used in combat instead of just running away.
I like the idea of catching it on fire, tho I would be surprised of something that complex would ever been implemented.
wow, just. WOW. Did you buy that character from someone or something because theres no way in hell you got to level 80 wish such a poor design.
I have a friend that almost explicitly plays and levels in WvW zergs, thats like all they do and they still have a better gear and understanding of the game than that. They dont even know what most of their abilities do they just button mash in the safety of a zerg and still are better designed that you.
This cant be legit. This is a troll or somthing.
AH that explains why when I start casting it out of range but end it in range I dont get my clone. Thats always bothered the crap out of me. Cant believe I never noticed the pointless casting time before.
I just want to use P/P I dont care what class. Problem is thief is the only class that can. Sure technically the engi uses P/P but the pistol skills are sto freaking stupid it hardly counts. A torch, a glue shot, a charged bolt, kitten come on.
If I wanted to play an archer for example I have several classes that can use a bow and still feel like im using a bow. When its comes to pistols its either Thief or circus performer.
I hope one day soon the mesmer gets main hand pistol and has elusive/deceiving skills while being power focused.
just another case of anet not knowing wtf they are doing with class design.
I understand they have a point in WvW but in PvE they should be disabled.
The only time they could be useful in PvE is during a guild event, in which case the guild leaders should be able to enable their own Guild Commander Tag.
I hate when people try to say Asura technology isnt really technology, its magic.
That would be like trying to say anything, (in the real world) that uses electricity isn’t technology. Just because it uses a different power source does not mean its still not technology.
They clearly use tech thats powered by magic, just as our computers and phones are powered by electricity.
If they cast a spell to make something levitate thats magic. Creating a device that feeds off ambient magic energy to levitate, thats technology. And thats the difference, for me at least.
Even the sylvari’s plant turrets, walls, and buildings, I would say falls under tech. They dont cast a spell and it appears. they create a seed that will grow into what they want.
I would like an Aetherblade class. having a class that uses electricity as a weapon instead of a utility would be great.
First Rule if creating a character is to never EVER pick human.
If you must have a human size pick sylvar, or human look pick norn.
The Ranking goes
Charr at number 1 best race.
Sylvari and Asura are interchangeable for 2nd and 3rd place.
(Skritt have 4th place until they are playable then they have second and Sylvari and Asura get moved down the list)
Norn, comes in at 5th place
then way
down
here
Human in 99th place, only ahead of Quaggan coming in last place.
I hate Quaggan so much.
I like the AA of the axe, I just love bouncing attack in general. skill2 however… Not a fan. Not even really sure the point of it.
Other “spread shot” skills apply stuff like poison that you actually want to stand back from the target so you hit several. But the bleeding on axe means you want to be in there face when you throw it so you get 5 stacks of bleeding on the 1 target. It might as well be a melee attack that applys 5 bleedings.
Also the idea of holding all them axes in your one hand, ehh. Would be better if it was throwing knives. But throwing knives are more ninja than woodsman.
Then skill3, frost axe. there just because they needed another skill and thats the best they could come up with. its not a bad skill, just no synergy other than, I think, 100% projectile finisher.
Offhand Axe seems fine. a pull and the spin frenzy work together and have there own uses independently.
I would not mind if they completely replaced skill 2 and 3 of the axe to something else. Tho keep it a ranged kind of thing. Or as others have suggested, move the axe skills to the dagger and do what you want with the axe.
I thought everyone knew that any time a skill hits multiple times the number you see consists of all the attacks combined. Thats why the number keeps changing instead of creating a new floating number.
I know the game doesn’t explain that any where, its just gamer instinct to know this kind of thing.
Yup, I have this issue. I kinda prefer it this way actually.
The ironic thing is the patch that caused this problem lists that it fixed this problem before it was a problem.
Maybe they could make the Signet of Inspiration grant only swiftness while out of combat but for only 5 seconds instead of 10. But function as normal while in combat.
Or somthing like that. Any thing so I can toss my focus in the trash and never pick it up again.
my best is crashing with 4 min left on the clock and the bar just short 1-2 events.
The best part of the crash is it killed my entire internet for a few min, my skype and everything d/ced.
Iv never crashed on gw before. nor is a sudden lost of internet a common occurrence.
My phantoms look like clones but with glowy weapons now, is that intentional?
I know the patch says the opposite but iv used the lowest settings during WvW and Iv never seen phantoms not look like phantoms, with with med settings they look like clones. I think I kinda like it.
There was a problem with people stacking swiftness by just going back and forth through it, thats why it was changed to be its own special swiftness. I personally dont see the problem but w/e
When traited the focus has its uses, pretty good uses. But I personally hate how its mandatory that all mesmers, no matter the build, have it on standby for swiftness.
I really want our swiftness to be moved to a utility, its alot easer to switch a utility skill than change out your offhand. I know, I switch from healing turret to medkit on my engi all the time for the swiftness when traveling.
Sure sometimes I get caught in a fight with out my healing turret but unlike using the focus instead of my sword offhand it doesnt throw off my entire build.
So in short my reason to hate the focus is because I dont want to use it in combat yet I have to have it to keep up with any group im with.
If you drink a potion that turns you into a Kodan, you can jump, dance and do several other animations/emotes that no other creature can do other than the playable races.
Dont know if this means they are next in line to be played, or (my opinion) they was going to be one of the original but Norn took their place. They have a lot in common and the dance emote is the same.
—
Personally I want Skritt, I made a suggestion post a while back where you play as 3 skritt grouped together because they are smarter in groups. Also each skritt would wearing different pieces of armor to represent that they just put on what they found seeing as they are scavengers. It was very lore focused.
But playing as a single skritt would be great too.
Iv ignored commanderps up until now, but now that there negatively impacting my gaming experience something should be done about them.
But is it really the commanderps that are the problem or the sheeple that follower them regardless?
Either way, the problem can be solved if there is an option to hide commander tags, one for PvE and a separate option for WvW. Have the PvE hide option enabled by default so the stupid people cant see the tags and in turn won’t follow.
What nothing about the Wrench skin for the mace?
Inf targets: bad idea
More HP and traited for invul: not really the problem with it
Fires on its own: This is a good idea, the problem with the current mortar is its far too weak to justify losing your weapon and utility skills while using it.
IF it would be changed to work like the other turrets then it would only have access to its normal attack and the concussion barrage would be its overcharge.
Instead of the overcharge just changing its next attack. It could let you indicate the aoe, like radioing in an artillery strike. That would be cool.
Honestly, I would probably take it for WvW if that was the case.
It would need a new model to separate it from the manual mortars.
I think grenades on land done have an auto-attack simply because they cant be bothered to make it so ground target auto-attacks keep casting at the point of your curser.
Weapon bundles you get for heart venders tend to be stronger than player skills because they have to compensate for all player builds. They dont want it to be impossible for a condition built player to do a heart because the kit they have to use only has power based attacks.
I want Griffons and Raptors personally. Bats would also be cool.
Magical creatures like Imps and Oakhearts I find doubtful to be added to the list.
Im still new to the ranger, only lvl 50. I just got the shout “Guard” just for the sake of having it.
It reads that the pet will have stealth and protection for the duration of the skill. Then under it lists the skills duration to be 180 seconds. However the stealth and protection only last 10 seconds.
Now, avoiding the fact that I see very little use for this skill in any way, shape or form, its not true to the description (as is so often the case in this game).
I read that the effects only lasted 10 seconds before getting the skill, I assumed they would be reapplied every 10 seconds, so after defeating an enemy or w/e the pet would restealth and wait, not just set in the open after the first 10 seconds with neither protection nor stealth.
I’d prefer the engineer’s pistol auto-attack. Mini-AoE plus bleed. Faster rate of fire as well.
Never say that. Explosive shot is very likely the worst auto attack in the entire game.
In a side by side comparison it has less direct damage, half the bleed time, and even fires slower(both display 1/2 activation time, but explosive shot is really closer to 3/4)
calling it a mini-aoe is giving it too much credit. even when firing into a zerg you would be lucky to hit 2 people.
I feel ya on give-upper, I constantly make new characters in games like Skyrim or Champions Online. So many options I just cant focus on one.
if you use the rifle and flamethrower then power will do fine. stats dont really matter until maybe 40+ if even that early.
The landmine was my best friend while leveling up, the short cooldown and knockback combined with the rifle’s net and over charged work very well.
Why would norn women not wear makeup?
Norn are pretty big on the body paint. And while im no historian, I assume modern makeup originated from tribal markings and the like. So really, in GW its more likely the norns would use makeup and the humans not.
Its either “Yellow-Bellied Dye” or “Chicken Dye”.
~XelNigma, The Charr
The kitten is wrong with you people, Elixir X is complete trash. They just took 2 already crappy elites from other classes and gave it to us. They didnt even bother to change the names or graphics. You cant get more lazy than that.
Yes, Mortar needs some major buffs and changes to be worth using in ANY situation. But Elixir X needs completely replaced and this time come up with something original.
I’ll just leave this here.
https://forum-en.gw2archive.eu/forum/game/suggestions/Caltrops-Box-of-Nails-give-Torment/first#post
If we’re going to get torment, might as well be logical about it.
I was just thinking if I should drop dual pistols on my thief, the skills dont synergy well with each other. Then I stumble on this video. Thanks for showing me how its done.
The wiki should provide you with skill coefficients for each skill.
Hey look at that, the wikis finally good for something.
I did some quick tests to grab some numbers and here is what I got.
Elixir H gains 100 points of healing from every 100 healing power.
Bandage Self(toolbelt) gains 100 from every 100 healing power.
Drop Bandages gain 50 from every 100 healing power.
Healing Turret Deploy/Overcharge gains 50 from every 100 healing power.
Super Elixir (Elixir gun skill5) gains 40(impact)/10(pulse) for every 100 healing power.
Backpack Regeneration trait gains 5 for every 100 healing power.
Healing Bomb trait gains 10 for every 100 healing power.
Regeneration Boon gains 12 for every 100 healing power.
So all in all, no not really.
I just dont see it. All the armor looks like it was designed to fit a female. a very skinny female.
I assume you guys just want kittenwear, after all you are playing as a female. Its no secret as to why.
No, it doesn’t really make more sense, but I do find the concept hilarious. You get hit with an AoE dot that makes you have to stay in the dot continuing to get hurt, or else get hurt if you try to leave it.
Torment, as I understand it, is more of a psychological effect than a physical ailment. But stepping on spikes will probably make you bleed.
If you have ever stepped on a nail before then you would understand that trying to walk afterward is indeed Torment. blood loss? not so much.
—
I also want to point out that the warrior lodges his sword into the target to apply torment with “Impale”. Now if having a sword sticking out of your chest isnt a physical ailment, I dont know what is.
Now that Torment is a thing doesn’t it make sense that Caltrops and Box of Nails give it instead of bleeding?
Just seems logical to me, setting on caltrops or a nail is going to hurt and make walking painful. And thats the whole concept of Torment.
So… Make it happen caption. Hop to it!
Go!
It would be good but remember that the off hand weapon adds to stats and houses a sigil as well as giving skills.
true, but 2handers are still 1 sigil short as well.
I just created a thief and I really like how the 3rd weapon skill changes depending on what your offhand is. Even if the offhand is empty.
But I assume no one uses just 1 one-handed weapon. That 3rd skill would have to be REALLY good to justify giving up 2 more skills.
Its almost a waste to bother creating these off-hand empty skills because of that.
Has there been much talk of ever filling in the 2 last skills slots when using only a one-handed weapon? I guess if they did it for the thief, they would have to do it for all classes. That would give them a chance to breath new life into weapons that people never use.
Oh but then people would be wanting new skills for off-hand only weapons too. Some would make sense, like a necro that only has an off-hand focus. But others would be weird, like the thief would have a completely different skill set just for switching the dagger from his right hand to his left. And you would have warriors using only a shield as a weapon, or rangers with only a horn.
I suppose I see why they didnt open that can of worms. Still, its a shame these off-hand empty skills never get to play.
Just to be clear your gripe is with the knockdown effect of Overcharge and not the move-back part, correct?
Several classes have skills that move the away from the target, but I think the engi is the only one that has to stand up afterwards. I think he is also the only one that has strong damage and a strong knockback/down (for the enemy) attached to it.
Other classes get minor damage and a short cripple or swiftness with theirs.
It would be great of overcharge gave me control as soon as I stopped moving, but it might be a balance thing.
It would be nice if so but I think the flame turret was designed to be of more use than just deploy, overcharge, detonate. altough turrets over all are used this way, for example I do this all the time with my healing turret so I agree !
I think the original concept was for turrets to be “living dots” with utility overcharges. But somewhere during implementation something went horribly wrong.
I say remove it. Any plan that requires the team to know of the necro’s life force can be achieved via chat. All the necro has to do is say "I’m full, or “I’m getting low” everything in between is irrelevant to any plans anyone could ever make.
If they are going to add a second bar for life force, then next people would be requesting to see the c/d of the heal skills of there team. because knowing long is left on my team mates heal skill is actually far more useful to me than knowing my necro’s life force.
