Showing Posts For Zelyhn.8069:

Mathiesin Guild Wars 2 Review

in Guild Wars 2 Discussion

Posted by: Zelyhn.8069

Zelyhn.8069

I haven’t read all of the replies in this thread, but I know one thing: you haven’t talked about tPvP (tournaments), and for this a will deem you review useless.
Classes are extremely well balanced for tPvP, this is the one big success of Anet !

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

[BUG] Skill queuing VS cc

in Bugs: Game, Forum, Website

Posted by: Zelyhn.8069

Zelyhn.8069

Tried today as well, still bugged.
Now working around it by mashing escape button when cced, it’s great.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

[BUG] Skill queuing VS cc

in Bugs: Game, Forum, Website

Posted by: Zelyhn.8069

Zelyhn.8069

Yes, this is still bugged !!

And now this topic has been moved away from general froums…

It is getting extremely annoying!!

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

[BUG] Skill queuing VS cc

in Bugs: Game, Forum, Website

Posted by: Zelyhn.8069

Zelyhn.8069

Yes this is a desperate thread. I am going to be very clear an simple.

Problem:
There is an issue with skill queuing: dodges triggering after immobilization (or death), long cooldwn abilities firing after stuns or kd …
This is a problem because this goes directly contrary to the intentions of the players: you loose control of your character, and it is very frustrating. It makes you want to remap the escape key to a closer button just to work around this.

Solution:
When a player is victim of a controlling ability (immobilize, daze, kd, death), the queue should be cleared.

Now please, kind sir Evan Lesh, just say the words ..

“On it! Expect a hotfix tomorrow.”

And make it work this third time.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

[Mechanics] Damage boost calculations

in Guild Wars 2 Discussion

Posted by: Zelyhn.8069

Zelyhn.8069

Hello all

I am making a spreadsheet to help me with my min/max calculations. I would like to know how damage boost traits and effects work.
From my stats I can calculate my average damage, but then I have a number of damage boosters to apply and I do not know if I should add them all or apply them one after an other.

For example
I am playing an elementalist, my damage boosters are:
- 2% per boon (5 boon on average) = +10%
- 10% when over 90% health
- 5% sigil on weapon
- 10% when attuned to air
- 4% from 4 stacks of vulnerability on average on my target
I am fairly confident vulnerability is applied last and affects your net output after all effects, but I am not sure.

Can anyone help me compute what my total damage boost is when at full health and attuned to air?

Thanks a lot!

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

What is with the random PvP lag recently?

in PvP

Posted by: Zelyhn.8069

Zelyhn.8069

Me (NL) and my teammates (FR+BE) are also experiencing lags.
And quite significantly so!

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Quick Trait Question

in Elementalist

Posted by: Zelyhn.8069

Zelyhn.8069

Does it also have its internal cooldown reduced when you trait for it?

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Lingering Elements

in Elementalist

Posted by: Zelyhn.8069

Zelyhn.8069

Glyph of elemental power is pretty much useless anyway (5s internal cd, yay!).

I agree that if it worked with just half of the list it would be so overpowered.

Apart from in PvP where we have ONE viable build, arcane isn’t so necessary.

I can only imagine the combos: rez glyph for 3 people max health, sandstorm that chills, stacking +20% dmg on vulnerable target with +20% dmg on kded target and +10% dmg in air … this would really make a huge push towards the feeling of being an elementalist, not just a visual effect machine.

Of course some balance would be required then.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Remove Dodge Queue Now - Still Bugged!

in PvP

Posted by: Zelyhn.8069

Zelyhn.8069

They make no money from PvP.

So, for as long as they do not have a money making plan for PvP this game will not have any chances to be an E-sport? That’s sad.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Remove Dodge Queue Now - Still Bugged!

in PvP

Posted by: Zelyhn.8069

Zelyhn.8069

This is really unacceptable!
As an elementalist I experience this on a daily basis, pretty much every hour! (not the heal cancel, but the after-stun updraft/kd)
Just make it so that immo/death clears all dodge from queue, and that stuns/kd clear all casts from queue at the moment of application. Easy! So do it quick, please?

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Lingering Elements

in Elementalist

Posted by: Zelyhn.8069

Zelyhn.8069

I am having trouble understanding the value of Lingering Elements (arcane trait).
Theoretically, according to the tooltip it should affect the following skills:

Flame Barrier (Fire 5): 20% chance to burn melee attackers while attuned to fire
Internal Fire (Fire 10): +10% damage while attuned to fire
One with Fire (Fire 20): Flame Barrier’s chance goes up the longer you are attuned to fire
Zephyr’s Speed (Air 5): Move 10% faster while attuned to air
One with Air (Air 10): Move 5% faster every 10 seconds you are attuned to air (max 25%)
Air Training (Air 20): +10% damage while attuned to air
Inscription (Air 20): Grants a boon associated with your attunement when you cast a glyph
Stone Flesh (Earth 5): +1 toughness per level while attuned to earth
Strength of Stone (Earth 20): +10% damage while attuned to stone
Soothing Mist (Water 5): Regenerate health while attuned to water
Piercing Shards (Water 10): Your spells deal 20% more damage to vulnerable foes while attuned to water
Arcane Resurrection (Arcana 10): When you revive an ally, you both gain an aura based on your attunement
Evasive Arcana (Arcana 30): Create an effect based on your attunement when you dodge
Elemental Surge (Arcana 30): Arcane skills cause a condition based on your attunement

But, it only affects minor adept traits in fire, air, and water, not even earth!!

I think this is not only bugged, but also incomplete. The elementalist gameplay would be so much more interesting if we could make use of several attunements at the same time.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Weakness?

in PvP

Posted by: Zelyhn.8069

Zelyhn.8069

There is already a mechanic that reduces damage on all attacks: protection. Chill also fulfills this purpose in a way.
If weakness affected all attacks it would be redundant and would be boring.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Remove Dodge Queue Now - Still Bugged!

in PvP

Posted by: Zelyhn.8069

Zelyhn.8069

Yes right, I meant stuns etc.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Remove Dodge Queue Now - Still Bugged!

in PvP

Posted by: Zelyhn.8069

Zelyhn.8069

This is also a problem for other skills, not just dodge:
As an elem I get close to my target and get ready to use Updraft to initiate my combo, I get immobilized just before the skill was about to fire so it does not, and at the end of the immobilize Updraft fires…

Yes, I love to do windy blackflips in the middle of the battlefield just for the looks of it!

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Is this a Beta?

in Guild Wars 2 Discussion

Posted by: Zelyhn.8069

Zelyhn.8069

I have this growing feeling that gw2 is in fact really just in Beta state.
The game is not even marketed in Asia … I really doubt Anet, with their ambition to provide an E-sport, decided to NOT benefit from this playerbase.
Instead they are just finishing their product while benefitting from the income generated by “westerners”, who do not mind the game being incomplete (very poor PvE, limited pvp, unpolished and inconsistant).

My guess is, within the coming year the true final version of gw2 will be released. This will have the form of an expansion for us westerners, and the form of a complete game for Asians.

Likely, this release will include the much waited for GvG, without which this game would not be called Guild Wars .. and Cantha.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Chill & Weakness in PvE

in Guild Wars 2 Discussion

Posted by: Zelyhn.8069

Zelyhn.8069

Thank you all for your input.
It is quite likely that different types of mobs have different crit rates.
It is also likely that high end mobs are designed to deal more spiked damage, so as to promote reactive play. Therefore they may have some crit chances as opposed to most common mobs.
I am just speculating here, we need some testers

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Chill & Weakness in PvE

in Guild Wars 2 Discussion

Posted by: Zelyhn.8069

Zelyhn.8069

@Wethospu
Thank you sir!
Your compilation of guides is .. impressive to say the least

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Chill & Weakness in PvE

in Guild Wars 2 Discussion

Posted by: Zelyhn.8069

Zelyhn.8069

Maybe the dodge-able mobs actually do have endurance but with a vey low regen rate?
I am afraid my questions will remain unanswered because of the lack of elitist insight available.

addendum (not just PvE):
>> Cooldown increase from Chill affects skills that are used while you are chilled or even when they are already on cooldown at the time of application of the condition? Does the cooldown increase remain after the condition wears off (as in the skill only recharges slower during Chill but gets back to its normal cooldown rate at the end of the effect)?

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

Chill & Weakness in PvE

in Guild Wars 2 Discussion

Posted by: Zelyhn.8069

Zelyhn.8069

I have some questions about the effectiveness of Chill and Weakness in PvE:

1.Chill: Movement speed decreased by 66%; skill cooldown increased by 66%; stacks duration.
>> How does the skill cooldown increase affects mobs and bosses in PvE? Do they have a cooldowwn on their attacks at all? Do they have auto-attacks and different special moves like the player classes? Is there any encounter where this mechanic is know to be especially effective for anything else than the movement control it provides?

2.Weakness: Endurance regeneration decreased by 50%; 50% of Non Critical hits are glancing blows (50% damage); stacks duration.
>> I have seen some mobs dodge, but do they have Endurance that limit them in doing so, or is it only script based?
>> Do mobs crit? Which mobs are know to have high/low crit rates? (As far as I can remember I have never noticed a mob with a Fury boon)

Any insight on these mechanics would be appreciated!

Zelyhn.8069 [rT]
Retired elementalist theorycrafter