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[EU] LF sloth training/kill

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Ok here’s the deal. I’ve done fair share of sloth trainings, even led few attempts myself, but bottom line:

Training groups don’t get the kill, pug groups won’t take ya without kp. I need it finally done (killed) so i can move on with my raiding. Is there any sloth run that would have an experienced (albeit kp-less) cranger for their sloth kill?

So if i want to write an overlay..

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Which programming language must i use?

legendary armor

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

The medium looks like what you’d get if you forced a trenchcoat and an armadillo to breed. Not a fan.

The light still has a butt-cape that’s poofy enough to fit 3 asurans underneath it.

Other than that, the light set is pretty decent tbh. The rune solution is a band-aid hack solution, but it’ll work.

I’m sueing you for murder attempt! I nearly died laughing at that trenchcoat + armadillo line, holy kitten! ahahahahaha!

First time Cairn, inconsistencies?

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ZeftheWicked.3076

10k sounds like a missed (or insufficient amount of ppl) green circle. The thing about this one is that it’s lift-up part and damage are two separate stories. You can stab and completely void the cc part, but the damage itself is unblockable and will knock you for a loop still.

The teleport traps are indeed the worst. Especially with mesmers and their ethereal fields that not only cover it but like to blur what’s beneath them as well.

As for shared agony – it does 10% max hp (unavoidable) on the person affected by it, every 3s. No idea how much it does to others caught in the circle.

Bleeds are out of control

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

You want bleeds nerfed, then give us something in return. Only because of deathly chill can necro dps go to range of “acceptale” for raid comps and we can get into a raid or two..

Legendary Armor: Feedback [merged]

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Legendary armor is very important aspect of the game.
Even if on surface it’s content for 5% playerbase or less, a whole lot more will be affected.
Legendaries = greater freedom of experimentation and more builds made.
Builds tested in practice, not just theorycrafted on gw2skills or similar.

That’s something that can affect and enrich a wide array of players, even if they themselves care little for raids.

Legendary Armor: Feedback [merged]

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I already have an epic looking armor combo for my character so i’ll just transmute. That being said:

Heavy: hard to say, since the colors on screens are weird. But looks ok.

Medium: I wonder for whose sins we’re suffering here. Worst of medium (coats + bones) + worst of light (the cowl) on worst of models (asura).

Light: Hi i’m ele and I got a legendary armor made for me. Rest of you transmute.

on side note I would really appreciate if we could have separate slots for head armor and face paint/accessory (visual wise). It really pains me how character with revealing helmet can’t have any eye accessory or face paint showing, while those with said can’t have any helmet.

(edited by ZeftheWicked.3076)

Hey, they sped up gathering speed!

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Anyone else noticed logging’s last strike is now at the same speed as first two?
That’s a nice quality of life update, tnx a-net!

legendary armor

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Not too happy with rune solution, but it is a solution still.
I would prefer if armor could be “fed” a rune and from that moment on you could select it just as you select the stats, instead of having your inventory swamped with sets upon sets of runes…

Torch on Rangers seems a bit overpowered.

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

If you need hard vs easy build balance then there is a solution:

Make hard builds able to do more utility.
How it works is that dps demands optimized rotation.
Utility demands using skills when the context of the fight calls for it.

If you blow through your utilities going for optimum dps you won’t be of much use when situation calls for it.
If you save your utilities for the right moment your dps will suffer but you will be useful in another way when it counts.

You can do more on one character, but don’t immediately put others outta game. Even if you play right there’s still pros and cons to your style (full dps, vs more supporty).

Balance Changes That Would Improve Raids

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ZeftheWicked.3076

Shroud’s job is not being power or condi, but to provide tools for multiple types of builds. Because no matter what you’ll build, you’re always getting the same shroud after pressing F1. So it needs to have tools for every occasion, often supplemented for a given purpse with traits (like dhuumfire for condi).

Small Buff Suggestions for Rev

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Rev already has a veeeeery easy to access light field – the ventari tablet anti-projectile dome. He can pop that sucker and maintain it for quite a spell.

The f2 blast sounds nice, wouldn’t mind that happening.

What if they replaced Deathly Chill?

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Agreed with flow. Reaper was not designed as “power spec” but as “mobbing spec”, thus gs cleave, shouts and reaper shroud skills..

As for “role” shroud is generally supposed to support all playstyles – tank, power, condi, control , healing. Well necro doesn’t have real healing just yet but it’s good to have transfusion on short cooldown with RS.

Now as for abysmal dps he is in dire need of a buff. Either low power dps stays (but within limits of reason like let’s say 26-29k dps max), but with strong burst for burn phases, or we should get higher dps at the cost of having to build it up and maintain it as it’s not bursty at all and needs constant maintance.

What if they replaced Deathly Chill?

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ZeftheWicked.3076

The problem with necro is not that condi build is overperforming, only that power builds are drastically underperforming. Before deathly chill becoming 3 stacks of bleeing necro didn’t exist in raids. Now at least he can go in there as condi dps.

What they need to do is address the power necro damage numbers and while there address his core spec, especially death shroud.

Rifle Necromancer

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Traps! I want traps!

But unlike other profession traps, let these ones be triggered not by stepping on them, but by dying on them. Each would have also 2 separate effects – one if it’s triggered by ally death/downing, other if it’s triggered by enemy’s death.

As for triggering them in bosssing scenarios when one side doesn’t die till it’s over and other (players) does it’s darnest not to die either, we could have replacements for both provided by necro himself.

For player-triggered trap activation – a minion death could be used (hi bone and blood minion).
For enemy-death trigger maybe a trait that allows usage of lifeforce as “replacement sacrifice” to trigger the trap.

condi ranger is fine.

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ZeftheWicked.3076

From time to time i hear people complaining about condi rangers OP etc nonsense. As your average raid condi ranger i must say this is completely bs. Try going sloth on condi ranger for example.

The damage is there, the cc is there, the not over the top rotation is a fact.
But in exchange you have 0 support for party, no blocks, squishy, can’t make any big plays.

Compared to shunned necro who can teleport-ress ppl, has real projectile block that’s easy to slot (no huge dps loss from going cpc over blood is power), has tons of hp even at his squishiest (shroud+base), can easily pull mobs for some cleaving with gs#5 and ironically has mobility (reaper #2) i felt like i’m playing the poor cousin.

For some 5k dps difference is mortal sin. For me condi reaper ain’t a bad deal at all as long as you know your rotation.

Balance Changes That Would Improve Raids

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

For revenant – a trait that basically makes torment tick full damage if enemy is under movement impairing condition like cripple, chill or immob.

Balance Changes That Would Improve Raids

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

What variety?!

8 outta 9 professions aren’t allowed the tank spot in runs. Chrono or get lost.
8 outta 9 professions aren’t allowed to be the healer, cause druid or go home.
8 outta 9 professions are flipped off if they wanna be the might stacker. PS warr or hit the road.

Above “variety” takes up 6/10 slots. Remaining 4 can only be dps (or kiter) and even there some prejudice runs rampant (too many want ele, cranger). And i’m cranger main myself when it comes to raids, so it’s not like i feel jeleaous or wanna cry out my “they didn’t want me” frustrations. It’s just the current, quite rotten state of affairs when it comes to “play your way” in raids…

Does Jalis have a place in PvP?

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ZeftheWicked.3076

While i’m only begginning to use rev in pvp i can say this for sure:
Jalis is a party animal, solo he’s terrible. The area of pulsing stab, vengeful hammers, Rite, they’re all tools for big fights on a small point.

Balance Changes That Would Improve Raids

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Chrono is hardly at a good spot. It’s stupidly OP in the tank role, while being really bad in a dps role.

Condi chrono needs a buff (least raid – wise), while tank chrono needs an alternative.
Quickness + Alacrity is already the party dps wombo-combo all on one character.
But if that wasn’t enogh in comes party-wide distortion saving whole groups from wipes, something no other profession can do so easily (ele’s rebound has it’s cooldown, jalis rev can mitigate but not completely shut down damage to party)..

Chrono is part of the problem along with PS warr and Druid. Because the problem mentioned above is not as much dps, but monopoly on raid spots. And so far it’s mandatory 2 chrono, 2 ps warrs, 2 druids, and then 4 mere slots for other 2/3 of profession roster…

…and thats dps slots only to add insult to injury, at best one kiter. No tanks, no healers, no support.

Looking to come back - raid question

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ZeftheWicked.3076

Solution is simple – get some gold get your commander and start your own raids as comm. Ain’t no one who’s gonna b!tch you’re not a chrono/druid/ps warr/whatever:>

Works like a charm. Just do your homework on raid encounters twice over so no one will suspect you of being a newbie

(edited by ZeftheWicked.3076)

Gen 3 legendary weapons?

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Still waiting for my shinies then ;]

Balance Changes That Would Improve Raids

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Then post chrono dps increase ideas. I have absolutely 0 problems with mesmers/chronos becoming a viable dps profession. As long as it’s viable and not only option as it is now with tanking if you need your raid dps to be serious (like KC or Gorse).

Also guard + reve also ain’t the dps wombo-combo. Guard can (and should) have high dps with boon duration build. That’s ok. But rev on the other hand has to sit on ventari, so most likely a healer. Expect bad dps here as well.

(edited by ZeftheWicked.3076)

Balance Changes That Would Improve Raids

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I didn’t make anything up, and I even said that 8 seconds quickness would be ok (even though thats still a bit high considering the short CD). I said, when traited and exclusively using TW inside of CS, you only get around 30% uptime on quickness. 24 seconds every ~76 seconds is about 30% uptime on quickness. And that is exactly what I said, so thanks for confirming my math for me man. And again, 2 chronos would only provide about 60% uptime on quickness by blowing both the longest CD elite spec mechanic in the game and their elite skills. And they would still only be able to equal the %uptime on quickness that a single guard could put out for an entire subgroup. And this doesn’t even take into account that a guard can apply this quickness in a radius that is larger than anything the chronomancer can do. So not only does a chronomancer have to work far harder to get high quickness uptime, they have a much more limited area of application.

10 sec quickness on a 36 sec CD is way too kittening much. Way too much. You can have 8 seconds, or you can get the CD reduced back to 30 seconds (which is still over 40% uptime on quickness, again in a radius that is almost twice as large as TW is………, so its still kittening ridiculous uptime for almost no investment). This is not how you achieve role diversity. Not even close.

And about chrono not being the go to tank. That’s on the community, not on class balance. It goes to tank so often because on top of being good at it, it doesn’t lose anything to do so. It can still get off its quickness and alacrity rotation while tanking, and its DPS is so small that you don’t notice it losing any. So, adding another class that can output quickness won’t begin to touch that problem, because it won’t change chronomancer at all. So chrono would still be the go to tank.

TLDR: Don’t take my chrono’s OPness away.

That’s not at all what I said. Its not at all balanced that chrono has to invest in and work hard on their quickness rotation to get high uptime, if guards were able to handout ~60% uptime from a single kitten skill. I have no problem with other classes getting high quickness output, if they have to invest in it like chronomancer does. But as it stands, a guard doesn’t have to sacrifice much from their DPS to slot in FmW and get ridiculously easy quickness uptime compared to a chrono that has to devote their entire build to it.

I’ll make it as short as possible since you refuse to accept logic that is served in too long form.

Chrono elite = 10 people affected.
Guardian elite = 5ppl affected.

Two guardians = 100% quickness uptime for raid? Only with:

a) two revs (alacrity + soothing bastion extra duration)
b) doubling the potency of their elite – either via number of targets (10) or base duration.

And even then it’s close, but not perfect 100% uptime.
It’s already bad enough that it takes 2 professions to team up (and with major boost to elite needed) to replace a single chrono. Don’t gimme me that OP sob story, that’s like crying you ain’t got a pistol at home, when you got a kitten cannon sitting on your lawn.

Torch on Rangers seems a bit overpowered.

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Condi PS warr – ton of might stacks for party and respectable condi damage.
Condi ranger – great condi damage or mediocre condi damage with great utility (condi druid).

Balance Changes That Would Improve Raids

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Spotter is your general 150 stat buff. Rev has assassin’s presence as his counter to spotter.
Guardian has 150 tough…ok point taken. I’ll add spotter.

Balance Changes That Would Improve Raids

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

My proposition to the druid healer conundrum is to give each healer a very different dps option.

druid – current top dog in party wide dps buffs (Gotl, frost, solar, spotter, glyph of empowerement). No need to fix anything, if nerf is needed one could start with slight nerf to GotL duration, to reduce it’s power via it’s uptime.

guardian – high personal damage for healing builds is what I’d recommend – a trait that adds ferocity based on healing power is a good start. It ought to be strong (like 14-20%). Perfect for zealot guards, though as i’m no guard myself some more steps to make dps healer a reality (and not out of line in terms of other guard builds) may need to be taken.

revenant – basically i’m in a spot here. Ventari is pretty amazing healer. Heal away from yourself, heal when cc’d, heal when low on energy (#6) just HEAL!!
Also assassin’s presence, alacrity and soothing bastion for those who opt for them.

I would say maybe something like this:
Monsters in range of energy explusion’s knockback effect receive debuff increasing damage done to them. Debuff formula:
(Outgoing healing effectiveness/10).

So if you stack up on healing effectiveness with traits and runes you can get around 7% extra damage on enemies hit by energy expulsion.

Duration: 8s.

So if you got 70% outgoing healing effectiveness, energy expulsion will inflict 7% extra damage on affected monsters debuff.

elementalist – i know little of this guy. Except that he has to switch attunements and water attunement is rock bottom dps if i recall right. I’ll let you guys throw some ideas here, I’m not qualified for ele balancing here.

@apharma – i personally don’t play mesmer, let alone chronobunker so sadly i can’t throw suggestions how to balance their dps issue. Though know i’m all hands on deck to give chronos damage. Because like many more i want them to move outta raid tank spot. There are tons of others who are just as good as tanks -jalis revs, minstrel druids, any-way-you-wanna-build-them reapers, guards, bunker eles, who knows if even not engies. But never see light of the day because of chrono’s insane utility and usefulness only as a tank because of horrid damage you mentioned.

I don’t mind chrono being an option for a raid tank. I hate it being the only option!

@Zealex – good news bro, near 100% guard quickness duration is possible after all. With help from a rev mind you. In that regard i would suggest to keep 5s and even cooldown, but up the target limit to 10.

Here’s how it works:
100% boon duration on guard = 10s quickness.
Trait lowering cd = 36s cd.
Alacrity on top of that (let’s say 66% alacrity uptime) – 30s

two guards casting it = 20s outta 30s you get quickness.

In comes the rev with soothing bastion, adding 4s to first stack of quickness and maybe 2s or 4s to the next..and you get around 26~28s quickness on 30s cooldowns if everyone does their job right.

It won’t be that easy in rl scenario – rev has to struggle with energy costs and careful management of all his skills. But done right it is possible.

(edited by ZeftheWicked.3076)

Increase pain absorption resistance duration

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My bad, thought it was party-wise, discovered it’s not.

Balance Changes That Would Improve Raids

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Exactly…. Chrono has to work hard to provide quickness uptime. Guard would literally have to cast his elite off CD, and 2 guards could provide more than 100% quickness uptime.

10 seconds on a 36sec CD is way too kittening much for a single skill. I mean look at TW. Its on a 180 kittening second CD and provides 24 seconds of quickness max, and to get that it limits where you can move. I mean even using it during CS and use CS off CD, it still only has around 30% uptime on quickness, and you are proposing giving guards a 600 radius skill (that’s 60% bigger than TW btw) that would literally hand out ~60% uptime on quickness, without limiting the area people can move around in. If you can’t see why that’s too much then I don’t know what else to tell you. Because that’s not at all balanced, not even close.

You must be a chrono, cause you sure like to warp reality around you….but that’s actually for the better, you made me see some things about your elite.

So starting up:
1. Guard’s elite affects 5 people, mesmer’s 10. You want 5s quickness on guard’s elite, ok, make it affect 10 ppl too. That way no matter which way the ball rolls, it’ll be 66% quickness uptime with 2 boon duration guards (and alacrity revs) in a squad.

2. Time Warp cooldown is 76.5s because continuum split. It also pulses slow and has some resistance and superspeed if traited. With full boon duration it’s 24s quickness on 76.5 cooldown for full raid squad (10 ppl). Two chronos = around 62% quickness uptime just on elite alone. And they got more ways to apply it, guardians don’t.

What i’m proposing is a way to break chronopoly on raid tanking. And in more ways then one. A boon duration guard (especially with revenant around) doesn’t have to be the tank. Commander’s gear does add toughness but not that much of it while giving plentiful power and precision. With that being the case maybe another profession could take up the tank mantle, reaper for one. You’d have let’s say 22k damage full toughness reaper as tank, 20k+ commander boon spam guard as the dps support and rev as healer. It’s a start ;] More personal damage, less quickness uptime, more job freedom in terms of healers (rev) and tanks (guard himself or another).

(edited by ZeftheWicked.3076)

Balance Changes That Would Improve Raids

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I agree on the profession buffs affecting 10 people. Anet has said that they want to avoid doing this because its taxing on the server in larger zergs (WvW and world bosses), but couldn’t they just have it apply in Raid maps? This would really open up class diversity by reducing the amount of players needed for buffing.

As for guards elite, I think 10 seconds is way too much considering that its only a 36sec CD when traited. 55% uptime (assuming no alacrity) on quickness from a single skill is absolutely huge! 8 sec of quickness is still a huge amount, especially for the low cooldown of this skill, and provides much more fair quickness uptime. I mean seriously, if you want to run without a chrono but still have good quickness uptime, it should be much harder than just using 1 skill and getting over 50% uptime. Maybe if the CD in PvE was increased a bit 10sec of quickness would be fine, but if the CD stays the same as it is now, 10sec quickness is way too much for FmW

I think it’s quite fair. Both chrono and guard provide quickness for 5 ppl. One has to work his magic, but gets 100% uptime on quickness (with ethereal combo fields + putting them where party is side effects).

Other would get simple, effective, no strings attached 66% uptime solution. Chrono still has his invulnies and alacrity to boot. But at least chronopoly on quickness (after alacrity) would go away and allow off meta comps to get their faces outta dirt. No chrono? No problem, let’s get a boon guard and healer rev!

Balance Changes That Would Improve Raids

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ZeftheWicked.3076

Here’s a my two changes that should help break the PS warr/chronotank x2 dominancy. Meaning more then 4 slots for other professions per raid.

1. Make all profession unique buffs affect up to 10 ppl. As was done with warrior banners. This Lowers the pressure to mirror comp for one profession’s unique buffs. It’s not much of balancing in itself, but it may help reduce the amount of slots taken by meta professions.

2. Guardian’s elite should quickness buffed from 5s to 10s. This is currently the only skill that breaks the chronopoly on party quickness. But it’s values are ridicilously low, especially for an elite.

Buffing it to 10s quickness baseline can result in 66% or so quickness uptime for party (20s duration vs realistic 30s cooldown with traits and rev alacrity). That’s a start for competing with chrono. Less uptime then chrono, but easier application in a larger radius (600 for the shout) and no combo fields obstructing other player’s desired ones (like fire fields for off meta might generation or chill fields for condi reapers).

(edited by ZeftheWicked.3076)

30k HP means something in raid?

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ZeftheWicked.3076

“Meta builds are builds that offer optimum performance in an organized party” ..is the mindset of most.

“So when was the last time your pug was really organized?” is what I ask.

Vitality is a stat somewhere along these lines. Normally you don’t need it. What you need is to avoid wipe/big damage mechanics in a fight and leave rest to tanks/healers.

Back in real life however too many a pug wipe beautifully after something goes wrong and certain squishy one didn’t make it back to the group on time, or everyone got scattered like rabits.

There are %hp attacks indeed, so they’ll hit high hp targets harder and it’ll be harder to heal you. But when kitten hits the fan and you need to get back to your healer before becoming a floor decoration, that extra few k hp might make all the difference. My condi ranger often would be much happier with 5k extra hp rather then pure baseline.

Balance Changes That Would Improve Raids

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ZeftheWicked.3076

A small reminder:

PS warr isn’t broken only because it spams might like crazy + banners + damage.
It’s also broken because that might is spammed in a 600 radius.

There are other professions that can give party 25 might stacks solo as well. But their reward of jumping through many hoops to do it (usually blasting fire fields) is 360 radius on their might application. Someone got seriously carried away with PS design.

Worst performing skill survey Q2CY17

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Not agreed Lahmia. If you think ppl who like skills just for their practical use are a majority then go ahead, ask anet to replace each skill animation with 8 bit tetris blocks and see how many ppl will wanna play gw2 after seeing a stream or two of these.

Let’s not forget that for a very long time necros (along with rangers) where deemed the two top kitten professions for any kind of serious content yet ppl still played them.
It’s very much about the looks and feel. Many necros (myself included) play cause of the feel of the class. And for example don’t wanna get near mesmer, despite it’s insane utility and value in end game content because pink butterfiels make us hurl.

Skill being useless is a huge problem. Then again skill being bland and generic in it’s graphics is also a huge problem. We necros like our skills deathly on the border of absurd (turn into cloud that kittens up everyone’s day, or a huge avatar of death), we just want them more functional or, if replaced, then something that lets us be equally visually kitten.

Increase pain absorption resistance duration

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Rune of the Revenant.

But why a dps?

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@ akeno – Truer words were never spoken. The balance it outta whack.

Warr can stack party might like crazy, drop banners and all that while doing respectable dps.

Chrono holds almost an exclusive monopoly on quickness and alacrity (both huge damage boosts) without any real competition (or much of an alternative for chrono as bunker because their damage sucks and are unfit for other roles).

Come on a-net get busy with some balancing. A raid group that does not rely on druids, ps warrs and chronobunkers should not be doomed to be “niche or extremely offmeta”. Such a group should also be able to get it’s defense, heals and damage going as long as people know what they’re doing and build their characters for it.

Give mesmers real damage options so they’re not shackled to the bunker role 24/7.
Give someone who’s not a warrior a good option to stack might without completely screwing over his role (be it healer, tank or dps).
Non chornomancer party quickness could be a great boon, preferably on a tank or power dps since we already have alacrity healer (rev), and huge demand for condi classes.

While we’re there how about a little brainstorm about tanks and healers? Guys like ventari rev, guardians, elementalist are waiting for their fair chance at being party healer.

Not to mention tanks such as Jalis revs, reapers, eles (again) that are just waiting for effin chronomancers to move and let someone else get the tank spot for once in a millenia or two…

(edited by ZeftheWicked.3076)

Worst performing skill survey Q2CY17

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Elite – plague (make the 3 different plagues be active at all times + add 5 skills to the plague, let the player only use one that will form the plague into another level, like adding a stealth for the duration that wont disappear unless revealed. other skills could be whirling for the duration, pulsing buffs, pulsing hard cc etc)

Or better yet just remove plague form (and lich form) and replace with 2 new non form elite skills.

I object. Plague is a godsend for defending points in spvp. Unless you are moa’d or heavily focused with condies, you can buy a lot of time on a point in otherwise unfavourable fight. For a necro that has no total damage negation like mass evades blocks invulnies etc this is the closest we get to “bunker up and take the pain” elite, especially since we’re #1 target in any spvp match.

New player- class question

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Whaaa engi???? Why? First time i heard that… thief yeah they are hated by all. But engi too now???

Engi has currently strongest proven condi damage of all classes and a party wide condi damage buff. So I doubt engies would get the boot in a raid squad. Unless the leader’s a moron.

suggestions for next revenant elite spec

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

You’d use melee weapon because it allows you for better sustain (vengeful hammers hitting their mark), more hits/s and doesn’t get shafted by projectile blocks/reflects.
Warrior rifle is a good example of ranged weapon that’s meant for dps and doesn’t suck.

Also there are situations you just can’t get close an enemy, and it’s ranged dps or zilch. For revenant that’s lower on the dps spectrum then most, this would be an excellent choice to fill the gap. Rather then hard increases to his current dps, a weapon that lets him gain dps over others in the “cooldown” stages of the fight, where all have to pull away and rely on their condies or 2ndary weapon sets to do damage before next burn phase.

That being said no one says it has to hit harder then sword. There’s a lot of room between hammer and sword for a ranged dps weapon to find it’s sweet spot.

(edited by ZeftheWicked.3076)

Worst performing skill survey Q2CY17

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

All your suggestion are void and moot in face of one true king:

Dark Path (death shroud #2). Projectile so slow most enemies outrun it’s range.
Windup so long you wonder if you’re under effects of slow or some time perception altering drug. All that and more on a skill that’s supposed to be used to catch fleeing targets!

And while there let’s not forgot Life Blast, for it’s insanely slow windup, zero synergy with dhuumfire and combo fields. Yay for deathshroud “plays”!

Gen 3 legendary weapons?

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Legendaries (save maybe twilight and underwater ones) are attrocious top to bottom. Some cheesy festive light fest that has little to do with taste or building awesome looks.

I’m still waiting for serious legendaries, not some ships on rifle barrel or pistols that seem slightly less a joke then quip. No, wait scratch that.
“Waiting” implies i trust them to do it. No, i don’t.

Here’s a list of legendaries I’d like to see done:

1. Graveyard/otherworld themed greatsword, with shadowy effects, and possible blade animations (think legendary armor and it’s moving pieces instead of bling-bling circus).

2. Staff with multiple selectable skins themed off each profession. Ele has 4 elements. So that’s 4 skins right there. Only if case of lighthing i dont’ wanna see Bolt/mjollnir cheap lighthing, but more of a metallic rod (with mercury like gloss) which has lightning running across it.

Other then Ele elements it could feature skin of extremely verdant branch (ranger/druid theme), A metal rod with multiple small valves and gizmos on it (engi theme), a compactable battle staff (daredevil), a greenish/black necro themed one, the disgustingly pink mesmer one, crystal/holy/water themed guardian one, and mist themed one for the revenant.

Kinda like elementalist Lux idea in League of Legends.

That sorta thing. Less bling-bling more animated, moving pieces in ’em. And something serious, pleeeease?!

fix the HP system !

in Guild Wars 2: Heart of Thorns

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

If you play your character well you may clear some solo (and that’s actually a nice challenge of which you speak of), while others with minor help (1 or 2 more). It’s not that terrible.

Improvements needed for guardian healer

in Guardian

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Druid healer: heals you, boosts your dps
Guardian healer: heals you, screws over your dps (light field bonanza)

I’d say lets start repairs there.

suggestions for next revenant elite spec

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Agreed so far. Was to post it myself – Reve is in dire need of hard hitting ranged dps weapon (since hammer dps isn’t high, and it’s generally a defense/control weapon).

Also condi play is in dire straights on reve, and unlike gurdian that’s not a matter of profession’s designed weakness, but poor execution of what should be a strong condi/boon strip gameplay.

Ep5 update

in Guild Wars 2 Discussion

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I’d say the story is already overflowing with human mesmers, is Kasmeer was to “accidently” have an "accident’ I wouldn’t be drowning in tears…

That aside i’m pretty happy to see feedback from Mike about episode release delay. Unlike before we’re actually getting some feedback about anticipated delays, kudos for the guy for keeping the 2-3 month schedule and communicating with us when something pops up!

Some Constructive Feedback of Mallyx

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Mace #1 should be applying poison on first two hits, burning on last.
Mace #2 should pulse torment stacks, 2 per second.
Mace #3 should have a small knockback and cripple added (to make enemy walk to you with all these torments, and keeping them in the #2). Torment stays as is.

Venom enchantment changed to 33% poison duration, apply torment when you poison an enemy (2s icd) 9s torment stack duration

As for 2s icd – idea is to keep torment strong with aa, while not going overboard. Since 3rd aa is not poison, but burning, trait will trigger once per aa chain.

Trash energy costs on weapons

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I agree with the “no need to mess with weapon energy costs” approach. Rev was made to be complex and have resource considerations on every step. Take that away and it’ll get spammy/boring/ubernerfed.

Especially since weapon energy costs are in most cases really moderate compared to utilities.
Now utilities here and there could use some energy reductions, but then again the only legend i feel is heavily underperforming (for ridicilous energy costs) is poor Mallyx, and well…he’s already got tons of issues on his own.

What revenant really needs are some bug fixes (hello terrain issues for waaay to many skills, including important sword #3 and vengeful hammers) and serious rework of his condi kit – all that torment applied in forms that favour enemy staying immobile, thus doing only 1/2 of it’s potential damage.

Balance Changes That Would Improve Raids

in Fractals, Dungeons & Raids

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

a) strong, controlled damage. Chill yourself (with deathly chill on), get chill + 3 bleed stacks. Transfer that, cause additional 3 stacks of bleed from chilling the enemy and end up with 2x the bleeds! No combo field issues, no need for enemies to cast it (to transfer it off allies or getting chilled yourself).

You really don’t want this.

Firstly self chilling means that your cooldowns are getting increased, which is going to wreck your dps. Secondly it means you’re applying a 66% movement speed redux to yourself which means that you will struggle with any mobility mechanic.

Third if you’re transfer fails or is delayed you’re going to be eating a lot of damage especially since you’d also have the BiP condis on you.

Oh, but i do! Here’s why:

a) risk vs reward – as you said transfer can fail, but what if it does work it’s 2x the bleeds off one chill (given it’s self inflicted).

b) you don’t want to wait forever with the transfer – the chill induced bleeds are 10s at best – obviously it’s dumb to try to keep them on you for longer, so you’ll want to get rid of them fast, along with chill itself.

c) better then chill field that is overrriden all the time, or spinning cleansing bolts (hi guardians!)

d) party play with reve – you may not have resistance, but he can give you some (and eat your condies to power his mallyx dps (both condi and power). Sure your personal damage might not spike then, since he’ll be doing the transfer (and get GotL sorta buff himself for having condies on himself) but in the end the boss does eat the damage and you suffer 0 conseqences in such scenario. That move would ofc require buffing mallyx reve though especially how many condies he can pull at a time with his condi transfer off allies.

Both necro and reve are the raid underdogs, so I would very much like to see some real dps potential introduced if the two work together. With small adjustments to Mallyx stance and necro’s self-condi potential there is a huge synergy to be had!

But why a dps?

in Necromancer

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Well to make content playable (for both necro and revenant) you could start by introducing bosses with some serious condi pressure, rather then direct damage all the time. Mallyx reve and condi-transferring necro would defo get to shine more, without turning the fight on it’s head to achieve that goal.

Some Constructive Feedback of Mallyx

in Revenant

Posted by: ZeftheWicked.3076

ZeftheWicked.3076

I’d like to see pain absorpion take in more condies in one go or get an energy cost reduction to stack more condies on onself without running on empty after 3 condi transfers and that’s in optimal conditions. If that thing pulled 2 condies in one go, or had 20 energy cost, that’d be acceptable.

I also feel his poison play is far too limited. We get 50% poison duration..for what? The one single stack from trait every bleeping 20s! Plus once ever 3rd aa stack.

Generally mallyx rev should be far stronger imho. You see condi classes whipping out 30k+ on golem, even the necro. Rev? yyyy….
I wanna see some non-glint action kicking ass in raids!