Showing Posts For Zaviel.1245:

Why ceasefire?

in Lore

Posted by: Zaviel.1245

Zaviel.1245

Ebonhawke and Divinity’s Reach are linked via Asuran Gate now. No matter how long the Charr would lay siege Ebonhawke would have unlimited food and supplies. Alternatively if the Charr marched all the way to Kryta the Krytans would flood out of Ebonhawke’s gate, tear down the Black Citadel, and be back in time to meet the invasion.

Best Engineer Names

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

My engineer has a normal name. I believe you would want to rename this thread “Best Engineer Puns.”

Molten Alliance Pick - good or bad idea?

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

I like the idea of it. The price I feel is pretty appropriate for a permanent tool. I can see this leading to them milking perma-tools with effects which I’m really fine with.

I have no issue paying gems for a tool with awesome effects, like another pick that makes a mini-blizzard, or blows a leaf tornado all around me. Effects sound awesome, working as another form of customization.

A dps meter

in Suggestions

Posted by: Zaviel.1245

Zaviel.1245

I disagree with wanting a DPS meter to maximize damage, simply because damage is not all that matters in GW2 combat. On a side note, if this meter can also track everything else done it would be an interesting theorycraft tool. Unfortunatly testing dummies are immune to conditions and crits so the only real testing dummies are the pvp dummies.

Doing 1000k DPS is fine and all, but if that is all your build can do then your build fails in a group. Doing half that damage but with group condition removal can be infinitely better.

*Your* Wish List For Next Patch?

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

Engineers now have a ‘kit slot’, where the second weapon slot is for most classes. They may place any kit here excepting the medical kit.

Engineers can now use hammers.

Necro Wells have had their CDs slightly lowered. The Necro staff 1 attack has increased missile speed. Power scaling on the Axe has been slightly increased.

Power scaling has been improved on Life Blast, it scales much further up at full life force, and down more at low life force. The missile speed on Dark Path has been greatly increased.

Cantrips now have slightly higher CDs (my main is an ele, and we really need this to bring our bunker builds in line before ANet does something really stupid to our dagger skills like what they did with RTL)

Dragon’s tooth is ground targeted, both flamestrike and stoneshards have slightly higher condition durations.

Static Field is now much larger, and lightning strikes periodically within the area. CD slightly increased. Ice spike is now a blast finisher.

Greater and lesser elementals can now attack while moving.

Ranger pets now have an active dodge skill.

Scaling on the ranger sword and dagger has been improved.

More ranger pets have been added.


Each race now has necro minions, engi turrets, and guardian weapons unique to their race.

The Norn Spirit forms can now attack while moving

The asura Golem skills and Power Suit can attack while moving.

NEW CULTURAL ARMORS FOR EVERYONE! YAY!


No more condition stacks limits

Tornado and Plague form now have a buff called intangible, which mitigates some damage from melee and a great amount of damage from ranged weapon attacks.

In fact, let’s just make a blanket declaration that all spammable skills can now be used while moving, because a basic attack that requires you to stand still is always going to be useless against one that allows you to move.

YES.

You are now ArenaNet's lead designer.

in Suggestions

Posted by: Zaviel.1245

Zaviel.1245

3. I would make classes more diverse, so there would be more synergy playing in a group.

It already exists, the problem is METAsheep and their 4 warrior+1mes CoF runs.

You are now ArenaNet's lead designer.

in Suggestions

Posted by: Zaviel.1245

Zaviel.1245

-Engineer turrets scale with player’s tough+vit
-Turrets time out in 10 minutes instead of 5

Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

Im not even a mesmer bro

I lol’d

*Are* Warriors OP?

in Warrior

Posted by: Zaviel.1245

Zaviel.1245

In this game damage is all that matters, that’s what warriors do…lots & lots of damage (pve)

You are so incredibly wrong I picked up my keyboard and slapped it over my face, because using my hand wouldn’t have been enough… Warriors are powerful yes, but they are straightforward, they only have big numbers, there are no mechanics.

I have 3 80s, all geared in exotics, and played every class to at least 40, Warrior is so boring. Fights are easy, but really other than good numbers what do you bring to a group? You don’t have the boons and healing of an Ele, shielding of a Guardian, or the ability to rez from the shadows like a Thief. Every class brings something awesome to a group, warrior does not.

PS: My engineer main kills warriors in tPvP without falling below 90% health unless they are bunker, in which has I will sometimes hit 80%. All warrior PvP builds are simple, thus easy to counter.

Personaly, I don't think Dailies are a good idea

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

Dailies take me at most 15 minutes. If you are to busy for that then you really don’t have time to play anyway… In no way, shape, or form are you ‘forced’ to do dailies. Ascended Amulets have been out for over 2 months, the monthlies alone would be enough to have afforded one by now. Rings can be gotten in fractals, and Accessories from being a good guildie.

I like dailies as they give me something to do while waiting for my friends to get online, rage less and realize that guild wars is a GAME. Even when I know I won’t have much time to play in a day, I can still do my daily and feel good about myself for not missing out.

Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

My engineer, threw together a few low-level armors for a pretty rad look.

Attachments:

The odds our HGH gets nerfed

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

HGH will not be nerfed. I love the playstyle but turrets are infinitly more fun (despite despawning now.) I love running HGH for PvE and WvW, but for sPvP and tPvP turrets are my go-to.

HGH is an offensive support talent. When used with the condition remover talent you have much access to cond removal for your party, all the while providing boons. Giver armor+ boon duration runes makes you a walking boon machine for your party.

STAFF. and how do you play it ???

in Elementalist

Posted by: Zaviel.1245

Zaviel.1245

Mages = frost mage from wow ?? not realy.
sure. wow might have set standards for some classes and mmos.

But you know.. wow is kinda young.

Did I read this right…. yes it set standards but that game is a relic.

Getting back on topic staff is perfectly fine the way it is. Staff is balanced around each element being a ‘mode’ of gameplay; fire for damage, air for movement, water for healing, earth for control. When I first started playing I wanted nothing more than to be a lightning wizard, and had plenty of fun with the scepter(till that bad bug it used to have got the best of me.)

I want to say it is a L2 kitten ue, in some cases it is, but is is more of a change of style that people aren’t quite use to yet. There will never be a ‘best’ weapon or ‘best’ class. Every time I see posts like this people want staff to be the end-all be-all weapon with the best of everything, that is wrong. Staff is a long-range support weapon, Scepter is mid-range support/brawling, dagger is for straight up brawling.

A 1200 range weapon will never do more than a melee weapon, if it did then nobody would be melee. Staff damage is good if you can keep distance, don’t stand on the front lines, even if you REALLY want to get a few more WvW bags (insert random other situation here.)

Grawl will worship Karka

in Living World

Posted by: Zaviel.1245

Zaviel.1245

Keep in mind there is a Asuran Gate under construction in Southsun at the south-east waypoint… may have significance for whatever event is coming our way eventually.

Either the Consortium will use it to reinforce Southsun, making it their central hub… or they will use it to push things OUT, like say maybe tamed karka… with less than pleasant intentions.

If you think SAB = Minecraft...

in Super Adventure Box

Posted by: Zaviel.1245

Zaviel.1245

Thinking inside the box ftw.

A idea I had

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

Duplicate thread, please delete one of your threads to save a mod a bit of time, and don’t spam new threads just for a bump. If a thread dies then it did for a reason.

Your ideas are interesting, but ideas=!fact.

What A Great Patch

in Engineer

Posted by: Zaviel.1245

Zaviel.1245


Engineer
Packaged Stimulants trait:
No longer increases the recharge time on the Drop Bandages skill.
No longer reduces the recharge time on the Drop Stimulant skill.
No longer applies incorrect fury and swiftness durations to the Drop Stimulant skill.
No longer prevents acquisition of the Drop Stimulant pick-up while the player is under the effect of swiftness or fury.
Rifled Barrels trait:
No longer applies incorrect bleed and weakness durations to the Tranquilizer Dart skill.
No longer reduces the recharge time on the Elixir F skill.
Forceful Explosives trait: No longer reduces the radius on bombs dropped by the Evasive Powder Keg trait.
Fireforged Trigger trait:
Correctly lowers the recharge on Elixir F and Super Elixir if the Rifled Barrels trait is also equipped.
Correctly lowers the recharge on Acid Bomb.
Grenadier trait: No longer removes the recharge when the player stows the Grenade Kit.
Super Elixir skill: Displays the correct tooltip information when the Rifled Barrels trait is equipped.
Toss Elixir H skill: Displays the correct boon duration on the tooltip while the player is underwater.
Throw Mine skill: Correctly turns off the Detonate skill if the mine times out.
Automated Response trait: Grants immunity to conditions when the inflictor has over 100% duration.
Elixir U:
Removed Quickening Zephyr from the base elixir.
Removed Veil from the toss mechanic.
Now casts instantly and breaks stuns.
Stabilized Armor trait: Reduces incoming damage by 5% while endurance is full.
Super Elixir skill:
Increased both impact base healing and scaling with healing power by 100%.
Increased base heal multiplier by 50% and healing power scaling by 100%.
Tool Kit skill: Increased potency of skills that heal turrets by 100%.
Acidic Coating trait: Now has its intended 10-second cooldown.
All utility turrets now detonate after 5 minutes.
Thumper Turret skill:
Damage from base attacks increased by 66%.
Base attacks now cripple for 3 seconds.
Self-destructs after 5 minutes.
Shockwave skill:
Increased damage by 66%.
Cooldown reduced from 90 seconds to 45 seconds.
Rifle Turret skill: Increased damage from this turret’s base and overcharged attacks by 50%.
Surprise Shot skill: Increased damage by 50%.
Rocket Turret skill: Reduced recharge from 60 seconds to 50 seconds.
Net Turret skill: Increased turret’s health by 25%.
Net Attack skill: Reduced cooldown from 60 seconds to 45 seconds.
Flame Turret skill:
Reduced recharge from 40 seconds to 25 seconds.
Increased main attack’s arc from 30 degrees to 60 degrees.
Throw Napalm skill: Reduced cooldown from 60 seconds to 30 seconds.
Flame Blast skill:
No longer double-detonates when the projectile expires naturally.
Turns off Detonate after the flame blast ball is gone.
Grenade Kit skill: Grenades no longer require the player to have line of sight of the target area to throw them.
Kit Refinement trait: Reworked kit skills to balance their effectiveness. All kit skills are now on a static global recharge (20 seconds). The changes are as follows:
Med Kit: Equipping this kit applies Magnetic Aura.
Bomb Kit: Equipping this kit creates a Magnetic Bomb that pulls enemies toward the center after a brief delay.
Elixir Gun: Equipping this kit activates a Glue Trail that follows the player for a short time. Enemies that step in the glue are briefly immobilized.
Tool Kit: Equipping this kit grants the user Super Speed for a brief duration.
Flamethrower: Equipping this kit grants the player Flame Aura for a time.
Grenade Kit: Equipping this kit drops a mine at the player’s location that deals damage and removes a boon.
Skills that activate this trait can now activate in midair.
Blowtorch skill: No longer displays “miss” on attacks that connect at medium and far distances.

So many great ideas. Turrets and their toolkit abilities are so much better, Kit Refinement isn’t “required” anymore yet is still pretty cool, and so much more. I’m a bit sad that turrets time out after 5 minutes, it means I can’t afk-farm anymore but I shouldn’t have been able to in the first place.

Thank you Anet, this patch is one of my favorite yet.

Death isn't a punishment; it's an experience

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

And one way the game can create challenging content is creating content wherein the downed state will be rendered useless because stopping to help get your teammate up will be more detrimental to the party in the long run(e.g. final boss in dredge fractal).

That’s my main beef with this game design philosophy.

They go through the trouble of designing a mechanic that reward players for using it then turn around and punish them for using it when the going gets rough.

I can see why the general population would be confused or frustrated when something that’s supposed to work suddenly stops working.

It’s a wonderful mechanic actually. It rewards you for trying to improve, but punishes you when you rely on it. :p

I don’t think it’ll reward players trying to improve. I think players will grow dependant on it and get frustrated when they can’t heal someone and when other people can’t heal them.

That’s when the entire forum population gets to say “L2P” :p

I think the artifical cap on encounter difficulty (yes the game could be more fun and challenging for the MMORPG old hats/pros) is a result of the lack of healers coupled with an influx of players who are not good “twitch” players…

The result is you have a great set of mechanics that are almost completely ignored in encounters, Agony (’cause its pro lol), and ever ramping health pools. The scaling you see out there in multi-player encounters is dragged down by the need to make the personal story easy enough for a naked character, two levels below recommended, driven by a muppet, to complete most of it – or else said muppet will be over in that forum drumming up an army of their ilk behind the banner of “Its broken!”.

Zerg vs. Zerg gotcha down? Throw in a good healer or two and PvP zergs become tactical again (and are still meat grinders though mwhahahahaha), and bunker builds suddenly require support resolving that imbalance.

However some players out there hated waiting for the healer/tank to come along and never thought to try either role… so yes – the lack of Healers as a serious focus (not tanks to the same degree) has flattened the gameplay down half a dimension. I have hope though – Anet could “flick the role on” at any stage… I think they may have to.

(Yes I’ve over simplified… can you blame me – its the internet).

You ignore that healers DO exist in GW2. You won’t bring someone from 10% to full in 5 seconds flat but why would you need to. “Healers” are only one form of group support. If you time your dodge well/control your boons/simply understand your surroundings you won’t need to be carried with a “healer.”

My Elementalist is in exotic and ascended Cleric gear, I have 1600 healing power with my full build, people heal for 160 per second just being within 1200 range of me. Despite that I still pull out my lightning hammer and do damage more damage than the same people wanting a “healer” to carry them, I build like that to allow my teammates to build more aggressively. Healing is useless if the party is at full health, even when you stack healing power you need to fight.

Death isn't a punishment; it's an experience

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

Calae, I can’t help but disagree with you. Every player has the choice to build their characters however they want. They can be tanky at the cost of less damage, and vise versa. The “support” role exists beyond standing in the back healing, you can support by taking hits for squishies, leading the charge, condition removal, ect.

I hate the Trinity, playing Guild Wars 2 has been the best breath of fresh MMO air I’ve had in a long time. Yes if someone screws up a teammate can pick them up, but in a close encounter you won’t be carried by your allies.

Every player needs to be able to take care of themselves before worrying about “supporting the group.” The best defense is a well-timed dodge, not healing power, healing power covers up for the lack of dodging skill.

Why I've considered leaving GW2

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

Fortunately even if you did leave, you could always come back at any time at no cost. You’ve already bought the game and the devs stated that there will be only expansion content in the form of Living Story for quite some time.

You always have a home here on Tyria

Your perfect patch

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

- Bleed stack limits removed; each character gets a personal stack of burning/poison.
- New weapons on each profession in general
- New elite skills, rebalancing on existing ones to actually make the underused ones viable

Yes. Please.

The gold site seller still up, why?

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

Gold sellers have a hard time with GW2, we can already buy gold through legit means. This means gold sellers need to sell gold cheaper than the game sells it, thus they are greatly hindered.

The worst case scenario is when they hack/steal credit cards to buy gems for gold to then sell, but that is criminal and indeed punishable by law.

Hammer Engineer

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

I prefer the idea of the rocket hammer being a leap, where you hang on for dear life as the hammer propels itself, rather than using it as a projectile.
https://www.youtube.com/watch?v=HGx-qP8VCf4

That is actually a pretty nice idea, I can imagine it in-game too. Only I hope our characters don’t scream like a girl like they do with rifle’s leap.

Hammer Engineer

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

You are right google, we aren’t the most physically powerful, but that is why we cheat with all sorts of gadgets and gizmos you don’t need to swing the hammer hard if the weapon does most of the work for you.

Turret Facts

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

No, just no. To have turrets fit into a single utility slot and rounded into a kit then they would need to be nerfed down to fit there. Turrets have issues, the correct answer is to instead address those issues instead of rounding them all up into a kit.

-Make them more durable
-Overdrive should ignore the attack queue, thus be more reliable
-Longer Overdrive cooldown, shorter cooldown for placement
-Healing Turret should NOT give regen, instead flat healing. Regen is not nearly as effective due to how easy it is to get. Abusing Healing Turret can give 120(the cap) full seconds of regen before starting a fight.

Hammer Engineer

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

This has been discussed before, but I could not find a dedicated post for it. We need access to hammers.

The hammer would give us engineers much more utility/build versatility. I very much enjoy my engineer, but we are far too reliant on out kits for unique abilities. We don’t need weapon swap, but access to new weapons can only do good. In this post I’ve put together a general idea of what the move-set could be. The move-set is inspired by Jayce from LoL(an inventor with a hammer of some interest.)

Engineer’s Hammer Basic Abilities:
#1) 3 phase basic attack, similar to the combo of an elementalist’s lightning hammer
1] Bash, basic swing, medium damage, 3/4 cast
2] Bang, basic but faster swing, medium damage, 1/2 cast
3] Boom, smash the ground for a powerful electrical discharge damaging in a nova, 1/2 cast

#2)Rocket Pound (because a rocket-guided hammer blow sounds awesome,) engages a small rocket within the hammer to guide the hammer into foes with great force for moderate damage(knockdown 2 seconds), 1/2 cast 15 CD (combo blast)

#3)Magnetic Vault, lunge at target area(like the rifle’s Jump Shot) dealing damage upon landing, 1/2 cast, 20 CD (combo leap)

#4)Vent Energy, vent electricity and steam in a nova, blowing back enemies and curing 1 condition, 3/4 cast 30 CD (combo field smoke [3 seconds])

#5)Overcharge(weapon defining ability,) overcharges the hammer, temporarily replacing abilities 1-5, kits cannot be used during this time due to the volatile power being channeled, 1 1/2 cast 45 CD, lasts 15 seconds or until canceled

Overcharge: The hammer begins to be held like the Mesmer’s Greatsword as all 5 abilities are changed temporarily. Counts as an environmental weapon but cannot be dropped and kits cannot be used until the effect is over. All 2-4 abilities can be used once per Overchange. Each 2-4 ability knocks 1 second from Overcharge.
#1] Charged Beam, channels on target enemy, damage increased over the duration(like elementalist’s Arc Lightning,) 600 range 3 Duration
#2]Infused Beam, Burn(2 seconds) and Cripple(1 second) for your next 5 attacks (a full Charged Beam will deplete all 5 charges)
#3]Grounding Round, fires an electrically charges slug dealing medium damage, detonate mid-air to immobilize enemies hit, 1/2 cast 600 range (fires like Flamethrower #2)
#4]Vent Power, same effect as previous #4 and same effect (smoke combo field,) but on separate CD and knocks 5 seconds off of Overcharge
#5]Discharge, ends Overcharge prematurely, inflicting damage to enemies in a nova as well as to yourself, launching you 600 range backwards, instant cast (stun-breaker)

Pros
-high control
-can self combo for a few seconds of stealth or blindness
-access knockdown
-condition removal
-aimed leap
-melee/ranged hybrid
-stun-breaker
-being completely awesome

Cons
-primarily melee
-predictable rotation (mainly PvP)
-stun-breaker costs health

Conclusion
The hammer would be a great addition to our arsenal, the moveset could obviously be different but regardless we deserve more of a ‘technical’ moveset than a thick skulled hammer warrior for example.

(edited by Zaviel.1245)

Engi March State of the Game

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

- Turret placement cooldown reduced to 5 seconds when picked up.

This is too short and would result in (forgive me for borrowing slang from WoW) turret twisting. People would pick up and drop turrets to force attacks. Net Turret attack every 5 seconds? Yes please.

You miss-quote, it was Behmen.4360 who said that, not me.

Why are infusions so terrible?

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

Keep in mind the prices are geared towards people just starting the game. If you started playing today, and you do your dailies, by the time you reach 80, maybe even two 80s, you will be able to completely skip buying an exotic trinket of your choosing and instead get max tier gear.

Infusions are for people who only have one character to focus on, thus they can afford them because they don’t need as many laurels.

Elem getting greatsword?

in Elementalist

Posted by: Zaviel.1245

Zaviel.1245

i figured they would include a weapon we dont already “have” like a mace, sword or axe

or better

GREATAXE

I want a 1handed sword for my ele. Magic swordman!

Engi March State of the Game

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

As an engi that uses turrets for everything (PvP, PvE, WvW) the only thing I want is for their health pool+toughness increased. They don’t need more damage, and we DON’T need a turret kit, the sound of one embarrasses me.

I want taking out an enji’s turrets to be a conscious decision in PvP, as they are now people just ignore them and they still die to AOE. Boss AOE in PvE is enough to bring turrets down as fast as you can put them up.

Other than keeping them alive longer they only other thing I believe needs improvement is their responsiveness, as in their over-charged abilities. Say you are using healing turret and you need condition cleansing ASAP, a good 3 seconds pass by most of the time before you get the much needed help.

Don’t you feel that your mobility is hindered by your turrets and their incredibly long cooldowns?

I would like to see a few things:

- Turrets benefit from the Engineer’s stats. (Power/toughness/vitality/etc)
- Turret placement cooldown reduced to 5 seconds when picked up.
- Turret cooldown remain high when detonated/destroyed.
- Turrets should not be affected by AoE
- Adrenal Implant replaced with “Empowered Turrets” which gives a turret specific boon when healed (varied internal cooldown for each)

For instance, using Smack or Throw Wrench on Rifle Turret would give Might for 10 seconds to nearby allies – 10 second cooldown.

I also played a Shaman in WoW and GW2 also tore me from WoW… so I am right there with Steven Chow.

Turrets shouldn’t be only for bunkering (as some claim they are), but open to build diversity. We have six skills using turrets and each brings something different to the table. If we are to be mid-range skirmishers with a knack for controlling distance, turrets should help us with that, not lock us into a set perimeter once placed.

But that’s just my opinion.

http://youtu.be/9Zy3Sci_JPo my hastily made video detailing my suggestions for improving turrets. I’m only just starting out on Youtube, so be gentle. :P

On the contrary I don’t have any issue with turret mobility. I use turrets to keep pressure on a place while I am freed up to go elsewhere. My glass cannon turret enji rocks face in tPvP by bunkering down home point for example.

Mobility is for gadgets (though they need more love than turrets,) point pressure is for turrets.

Engi March State of the Game

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

As an engi that uses turrets for everything (PvP, PvE, WvW) the only thing I want is for their health pool+toughness increased. They don’t need more damage, and we DON’T need a turret kit, the sound of one embarrasses me.

I want taking out an enji’s turrets to be a conscious decision in PvP, as they are now people just ignore them and they still die to AOE. Boss AOE in PvE is enough to bring turrets down as fast as you can put them up.

Other than keeping them alive longer they only other thing I believe needs improvement is their responsiveness, as in their over-charged abilities. Say you are using healing turret and you need condition cleansing ASAP, a good 3 seconds pass by most of the time before you get the much needed help.

Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

I like guild missions, i really do, but my biggest concern is being left behind. Being left behind by your guild is the reason why I quit 95% of any MMOs I play. I am very active, social, and participate in many events. Unfortunately my guild has grown quite a bit since I’ve joined months ago and mindless sheep pressure the OPs into doing missions at unfavorable times for the more veteran members.

I’ve brought it up with the other officers already but the cost of these missions is incredibly impracticable to keep my guild’s 200+ members “up to date.” This is more of a social problem but a serious one regardless, I don’t want to be weaker than my peers just because I logged in 5 minutes too late despite putting so much effort into this game.

Tread carefully Anet, my wallet is in the balance.

Could grenades please get a target toggle?

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

If they implement an auto attack for this, it makes this require less skill, thus, it will be weakened

Just practice it. It’s powerful because it’s difficult to use. God forbid.

I’d much prefer something slightly weaker that isn’t painful to use. My #1 key needs a bandaid by the time I finish a dungeon with grenades.

Quality of life > 10% extra damage for 133t players

Hero Moments

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

FotM, I was on my S/F Ele. We were on the Jade Maw part and the boss down to 20% when everyone but me died. I preceded to dodge through rapid fire death beams WHILE rezzing all my teamates, most of them needed a second/third rez because they couldn’t dodge like me.
We wound up back up, but my allies were sent to cower behind rocks while I solo tank/rez everyone else before continuing.

JP as Norn

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

If you think jumping puzzles as a norn as bad… imagine doing group jumping puzzle (lost shore, winterday’s, ect) when directly behind a maxed sized male norn. I play human and can’t even see my own character to make the jumps, and I’m usually great at jumping puzzles.

Then there are those same guys who grief the puzzles by afking at key spots so you can’t jump without a 80% failure rate! Grrrr!

Could grenades please get a target toggle?

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

Having to manually autoattack is the only reason I dont use grenades. Automatic attacks on all my other characters have spoiled me to the point of no return. I don’t care if #2-5 are manual targeted.

So what's the deal on Gadgets

in Engineer

Posted by: Zaviel.1245

Zaviel.1245

Maybe change them into a more “armor mod” style (think signet) and give them a passive effect, a simple one would be giving slick shoes 25% movement speed etc.

Yes, in so many ways. “Armor mods” working like Signets would be amazing. No longer would I feel pressured into taking Speedy Kits just to keep pace in WvW. To make then work like signets some would need their toolbelt abilities re-done.

Rocket Shoes: Passive, Grants Condition damage
Active- Breaks stun, blasting yourself back (current effect)
Toolbelt- Current effect

Slick Shoes: Passive, +25% Movement Speed
Active- Current effect
Toolbelt- Grants 15 seconds of Swiftness andVigor

Personal Battering Ram: Passive, Grants Toughness
Active- Current effect
Toolbelt- Current effect, but instant cast

Utility Goggles: Passive, Cures a condition every 10 seconds
Active- Current effect
Toolbelt- Current effect, but smaller cooldown

Throw Mine: Passive, Grants Power
Active- Current effect
Toolbelt- Current effect

(edited by Zaviel.1245)

underwater fight

in Elementalist

Posted by: Zaviel.1245

Zaviel.1245

Am I the only ele that prefers fighting under water? I am a water atune-dps conjured weapon build so once i go into the water my dps sky rockets. I use arcane abilities under water because conjures don’t work, but regardless I can pump out pretty insane damage.

Elementalist Weapon Moveset: Sword

in Elementalist

Posted by: Zaviel.1245

Zaviel.1245

I made a post about this a while ago, mine was a bit more detailed than your’s.
https://forum-en.gw2archive.eu/forum/professions/elementalist/One-Handed-Sword-Elementalist/first#post1229482

New Elementalist Weapons

in Elementalist

Posted by: Zaviel.1245

Zaviel.1245

I made a post like this a while back. I believe mainhand sword would be fitting(magic swordsman) and made a rough model of what the abilities could be. Feel free to check it out.

https://forum-en.gw2archive.eu/forum/professions/elementalist/One-Handed-Sword-Elementalist/first#post1229482

Frustration (precursors)

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

“give everyone legendaries, its too much work to get something unique”

Legendaries are SUPPOSE to be hard to get….

You miss the point “The point is give everyone the SAME AMOUNT OF WORK to get a legendary” For example, I dont care if I have to burn 5000 rares. I care that we all have to burn 5000.You get it?

That is RNG for you though. For all you know you could always get your precursor the ‘next’ time. People only make threads like this because they weren’t as ‘lucky’ as their neighbor.

Legendaries are overrated anyway, in my opinion there are plenty of skins out there that are cooler.

Frustration (precursors)

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

“give everyone legendaries, its too much work to get something unique”

Legendaries are SUPPOSE to be hard to get….

Giant slayer Achievment

in Bugs: Game, Forum, Website

Posted by: Zaviel.1245

Zaviel.1245

They are zombies, so count for the Zhaitan Bane part instead.

Caledon Forest Krait Visual Bug

in Bugs: Game, Forum, Website

Posted by: Zaviel.1245

Zaviel.1245

When viewing various underwater Krait within Caledon Forest the visuals bug out. It only happens when from the back/back-ish.

Attachments:

Rollback ride the lightning petition

in Elementalist

Posted by: Zaviel.1245

Zaviel.1245

*fixed, not nerfed. I’ve been an ele since day 1 and have never had a kittenfit over a silly off-hand dagger skill. The only reason you would be upset is if it prevented exploits. OP is just angry/misguided, in no way at all is the skill useless.

(edited by Zaviel.1245)

Bought Game for Friend, Having Issues

in Account & Technical Support

Posted by: Zaviel.1245

Zaviel.1245

I have recently bought GW2 for a friend. The payment part went smoothly but they have yet to receive a confirmation email. I wish to get this resolved so that they can join in game as soon as possible.

Ascended Gear+Healing Power?

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

I’ve known about the lack of healing power with the rings, I was hoping with the announcement of ascended amulets that it would change :/
Unfortunately no. This worries me because the only way to get laurels for the amu seams to be the daily/monthly, I now feel unsure whether to spend the laurels or not. Knowing my luck they would release healing power the day after i go shopping, then i’d be put a month behind everyone.

(edited by Zaviel.1245)

Ascended Gear+Healing Power?

in Guild Wars 2 Discussion

Posted by: Zaviel.1245

Zaviel.1245

Every bit of ascended gear(minus the all stat gear) lacks healing power. Is gear planned to be added later with this stat or has Anet decided that healing power should not exist in endgame from now on???

Duplicated NPC - Blazeridge Steppes

in Bugs: Game, Forum, Website

Posted by: Zaviel.1245

Zaviel.1245

Legionnaire Faithbreaker, Kinar Fort Waypoint is duplicated.

Attachments:

One-Handed Sword Elementalist

in Elementalist

Posted by: Zaviel.1245

Zaviel.1245

We already have a hammer, in the form of electrical awesomeness our hammer is the best of all our conjures.