Showing Posts For Zenith.7301:

So... Time warp...

in PvP

Posted by: Zenith.7301

Zenith.7301

If it’s split so that any change only affect PvE then fine. If not then I don’t see why something that only affects a very small (I’d guess max 5%) of the players should lead to more nerfs for a class that is already very weak in pve.

I’m glad we got the PvEers speaking up in every balance thread in the PvP section. Scripted NPCs are pretty tough to fight, any more nerfs to mesmers and they won’t be able to kill anything!!!!

Don’t be an idiot. Class strength figures into what people take to dungeons and fractals. We don’t need the positions of warriors, guardians, and eles even more solidified than it is by killing the only thing you bring a mesmer for in PvE (Time Warp).

Split the skills so that in sPvP TW is half the duration.

Where's the Scavenger Hunt post?

in Guild Wars 2 Discussion

Posted by: Zenith.7301

Zenith.7301

Incorrect. When I was pursuing my legendary, I was easily able to make 50g a day doing dungeons and fractals. Yes it was a lot of hours, but it was at least fun and ‘playing the game.’

50g a day means 6 days of grinding, not 4. And not everyone has the time to commit to that. And there’s nothing “hardcore” about grinding dungeons, either, except perhaps the time commitment itself.

As to the notion that only the “hardcore” obtain legendaries….I’m apparently not hardcore and not among the game’s best players. Okay, fair enough. I know I’m not the best around (and plenty of things can take me down). Yet in WvW, I seem to recall more than one occasion where I killed a person with a legendary in single combat while playing my ranger. Sometimes I’ve even killed multiple people in a group whose leader had a legendary. In fact, in my experience, those with legendaries have tended to be less skillful and less useful in both dungeons and in WvW than other members of my group.

That suggests to me that many of those who have these “hardcore-only” items aren’t really all that good at the game, and really….why are players who suck at the game getting their hands on a legendary? That indicates a massive failure in the way legendaries were supposed to operate. That’s why players have clamored for the scavenger hunt and other skill-based content to be added, so that instead of just having a big wallet to get the BiS items, you can actually earn them.

You’re putting way too many words into my mouth. If you’re going to have a conversation with me, don’t project your gripes onto me. For instance, I never claimed having a legendary makes a person a better player. And I suppose you take issue of the word “hardcore” that I used. I was defining it simply by hours played as a contrast vs. the term ‘casual.’ So I’ll repeat it again, you CAN afford a precursor if you’re willing to grind for a few days in a significantly non-casual manner.

But enough about that, the only thing I cared about is that someone said that you can’t afford one without gaming the TP, and I respectfully disagree citing my own example of acquiring all of the cost of my legendary through gameplay.

450g Dusks and 478g Legends are not something you grind in a few days; stop lying.

Not to mention then the real grind for many legendaries, which are the lodestones+T6 ingredients+ecto.

Fix Charged Lodestones prices

in Crafting

Posted by: Zenith.7301

Zenith.7301

They just need to add a lot more high level Lightning Elementals strewn across the surface of Tyria and the problem will take care of itself.

At the current droprates, not really.

People are already farming Malchor’s Leap sparks to begin with, and it has hardly made a dent.

It has more to do with the fact taht lodestone droprates are horrible, and most of the attractive legendaries outside Twilight and Bifrost require Charged Lodestones.

I don’t want to appear to be a bot sympathizer/profiteer but we’re aaaaall thinking it:

The bots will handle it.

Look at Corrupted Lodestones. They’re at the low price they are because you have bots running all over Frostgorge sound and the majority of mobs in that zone has a chance to drop ’em.

I also bet a few hardcore players will be willing to grind them if they don’t have to do a whole event chain just to get started.

No, corrupted lodestones are at the price that they are because the people demanding Frostfang are much less than those demanding Meteorologicus+Bolt+Sunrise.

Bots will not fix it because they are ramping up their anti-botting measures while also nerfing people’s farming capabilities.

Where's the Scavenger Hunt post?

in Guild Wars 2 Discussion

Posted by: Zenith.7301

Zenith.7301

Hahahahha….hahahahahahahahahaha!

I feel bad for the people who thought RNG Wars was actually going to reward their effort instead of their luck in the coming updates.

Help VS Mesmers

in Ranger

Posted by: Zenith.7301

Zenith.7301

Kite the mesmer. Most mesmers are shatter melee where their big burst happens.

If you can keep beyond iLeap’s 600 range, you’ll be fine.

Dodge Magic Bullet, it has their pistol raising animation and a sound for the projectile — it’s how they close distance for iLeap.

If you can keep >900 range on them, they have no burst against you and will lose.

Their ranged potential won’t hurt you since you can dodge their phantasms easy. Their ranged autoattacks alone won’t outdamage you and your pet.

Use shortbow+sword/torch. The condition damage will wear them down and you can lay down a bonfire on top of clones to kill them while using evasion if the mesmer does close distance to you. Cripple the mesmer, and Monarch’s Leap away and switch again to crossbow kiting.

(edited by Zenith.7301)

I find my ranger weak in pvp

in Ranger

Posted by: Zenith.7301

Zenith.7301

Ranger utility sucks, is the big problem. Being a decent 1v1 class doesn’t mean much when a guardian or ele are similarly good at outlasting damage but bring so much more utility to their team.

Fix Charged Lodestones prices

in Crafting

Posted by: Zenith.7301

Zenith.7301

They just need to add a lot more high level Lightning Elementals strewn across the surface of Tyria and the problem will take care of itself.

At the current droprates, not really.

People are already farming Malchor’s Leap sparks to begin with, and it has hardly made a dent.

It has more to do with the fact taht lodestone droprates are horrible, and most of the attractive legendaries outside Twilight and Bifrost require Charged Lodestones.

Fix Charged Lodestones prices

in Crafting

Posted by: Zenith.7301

Zenith.7301

It’s absurd that you need 100 and they’re right now 4g a piece. That’s even more expensive total than a precursor, including Dusk/The Legend.

Please do something.

The difference between legendary crafting prices is insane. Frostfang is significantly cheaper than Meteorologicus or Bolt.

Not that one handed legendaries are alright right now, considering ascended weapons becoming BiS and one handed legendaries will only become mainhand BiS while two-handed legendaries, with same mat requirements, occupy a whole weapon slot worth of BiS.

What PvP nerfs have affected PvE

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Increase in Phantasms recharges.
Increase in Portal recharge.
Blind, block, evade, obstructed bugs stopping us from summoning.
Increase in Chaos Storm recharge.
GCD on shatters.
Shattered Strength nerf.
Cooldown for Illusionary Membrane.
Moa becoming useless.

The delay in Phantasm attacks after spawning was for purely PvP reasons as well but between the trait that ‘fixed’ what we presumed was a bug and them deciding to change it in patch because we already have to fight through blind/dodge etc to get them out in the first place we fortunately don’t have to suffer that…for now.

Expect nerf to time warp and portal next patch because the bad players in PvP aren’t happy yet. Wouldn’t be surprised if anet finally caves under the whines and shatter damage eventually gets nerfed too.

Shatter and Time Warp need a nerf in pvp. Stop rationalizing.

They just need to split skills so PvE time warp and shatters are not affected.

Stop being bad at the game.

Seriously in beta Mesmers were considered one of the lower classes before all the bad players came in at launch.

Yeah, that’s why every spvp team MUST run a mesmer lol. You’re so good and everyone is soooo bad, what are the odss that you’re a special snowflake?

What PvP nerfs have affected PvE

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Increase in Phantasms recharges.
Increase in Portal recharge.
Blind, block, evade, obstructed bugs stopping us from summoning.
Increase in Chaos Storm recharge.
GCD on shatters.
Shattered Strength nerf.
Cooldown for Illusionary Membrane.
Moa becoming useless.

The delay in Phantasm attacks after spawning was for purely PvP reasons as well but between the trait that ‘fixed’ what we presumed was a bug and them deciding to change it in patch because we already have to fight through blind/dodge etc to get them out in the first place we fortunately don’t have to suffer that…for now.

Expect nerf to time warp and portal next patch because the bad players in PvP aren’t happy yet. Wouldn’t be surprised if anet finally caves under the whines and shatter damage eventually gets nerfed too.

Shatter and Time Warp need a nerf in pvp. Stop rationalizing.

They just need to split skills so PvE time warp and shatters are not affected.

My elementalist is too OP. Anyone also bored?

in Elementalist

Posted by: Zenith.7301

Zenith.7301

Please don’t feed the troll.

Badly disguised post by someone who doesn’t play Ele wanting them nerfed.

Edited: To be less abrasive.

Really? Here’s proof:

http://i.imgur.com/Dw9aU.jpg

The only other class that I want nerfed is a thief. And oh….look at that. I also have a level 80 thief. I did make some past comments about mesmer’s confusion damage in WvW (where Anet confirmed it does 50% more damage than in PvP) but that’s not calling for a whole class nerf.

So, please stop trying to drag my name through the dirt. Back on topic please!

I agree with you that thieves need a nerf (mainly the stealth issue). I have a elementalist at lvl50 and run around with a staff. I’m curious as to how you would nerf the d/d build?

what would you suggest? sorry if you have already suggested it I basically skimmed this thread.

Probably the most reliable nerf would be to either weaken boons, or switch Arcana’s Boon duration to Earth or Fire attunement to prevent people from double-dipping on aoe boons on attunement change+ boon duration.

That way, they have to decide between wider access to boons that last a short amount of time, or forget evasive arcana and a second arcana major trait to get fewer boons that last longer.

Problem is, you can’t nerf bunker specs without nerfing burst specs like the thief and mesmer and warrior. These bunker specs are a response to the current state of burst in the game. If you remove the bunkers, it’ll just be an arms race of thief/mesmer/warrior teams vs. thief/mesmer/warrior teams.

My elementalist is too OP. Anyone also bored?

in Elementalist

Posted by: Zenith.7301

Zenith.7301

The problem is not the d/d ele.

The problem is the strength of boons. It’s why guardians and eles and engi’s are the current bunkers — because they have the most access to booons, and Protection boon+ regen and stability is overpowered as kitten.

You have all these classes with extreme boon uptime and access, yet only the necro and to a much lesser extent a mesmer to counter all these overpowered boons. The game just needs more boon removal or less access to boons and a removal of boon duration stacking.

how to kill stealth thiefs?

in Ranger

Posted by: Zenith.7301

Zenith.7301

Short bow + condition dmg + BM (jaguar+lynx)

stack bleeds and kite+laugh heartilly

Thief stealth removes conditions, as does Hide in Shadows while also giving them constant regen boon.

Changes the Ranger needs for WVW.

in Ranger

Posted by: Zenith.7301

Zenith.7301

Greatsword and ranger weapon damage in general needs a healthy damage boost. The only decent damage a ranger has at the moment is condition specs.

The greatsword could benefit from a more reliable cripple as well, such as adding a cripple to Swoop or swiftness after Swooping. People can kite you so easily with a greatsword.

Ranged pets should have their range boosted to 1200 and try to maintain that range against whichever target it is put on, instead of derping and following you into melee.

Any Pet Dungeon Improvements?

in Ranger

Posted by: Zenith.7301

Zenith.7301

And the design is kittenty for ruling out the majority of pets for dungeons and punishing your DPS whereas every other class can max their DPS and not be punished with a third of their DPS being 2-shot.

Cool beans for you if you like to play with a handicap and think you are actually competing with other classes. You are not. Your damage will be inferior to other classes, and you don’t bring a fraction of the utility a guardian, ele, or necromancer does.

…Did you read my posts? When did I ever say I like the current system? That I support and agree with the way Anet designed things? You realize my main is a Ranger, right? I get annoyed as much as you when my pet dies. I don’t like how my pet dies very frequently in many many bosses.

I am not arguing the system is good. Please read my posts, and try to comprehend them better, because what you’re arguing against is NOT what my point is at all. If you want to talk about whether Rangers are UP or not, great, that’s an entirely different topic.

I don’t like the system. However, it’s the system that exists right now. In order to do my very best in the existent constraints, I adapt the best I could. This is my core message. And I still don’t understand how you’ve gotten so visibly annoyed. For advising players how to do the best with the cards we were handed?

This 99% nitpicking is laughable.

I know you think it’s cute to make that observation as if it was a meaningful difference, but it isn’t.

You know, if you said something like “I melee mesmer 99% of the time” or “Warriors should almost always use a GS!” I won’t have a problem with it at all. I’m pretty sure I’ve made it very clear what I see as the difference between 99% and 100% in one of my previous posts, if you care to read.

And why would people need your advise, as if the simple observation of ranged pets avoiding cleave weren’t obvious? They don’t need you patronizing them.

They can adapt to the current state of the game, but they don’t WANT to. Because it’s a crap design, and people shouldn’t have to put up with it.

Similarly, it could happen to be the design that the warrior’s only good ranged weapon is the rifle. Some warriors would want to use their longbow. Adapting would mean switching to the rifle, but this game being about fun and choice, many people would rather play something else that actually fulfills their preference rather than having to put up with the undesirable alternative.

I know it’s hard to grasp for some people, but being successful and not having fun is sometimes even more unfulfilling than trying to have fun and not being successful.

Any Pet Dungeon Improvements?

in Ranger

Posted by: Zenith.7301

Zenith.7301

And the design is kittenty for ruling out the majority of pets for dungeons and punishing your DPS whereas every other class can max their DPS and not be punished with a third of their DPS being 2-shot.

This 99% nitpicking is laughable. You have to bring a ranged pet 100% of the time to dungeon bosses. You are not required to 100% range as a player character. Melee dominates most of the playstyle while I’m closing gaps. I know you think it’s cute to make that observation as if it was a meaningful difference, but it isn’t. That ranged damage makes a rather small percentage of my output relative to the percentage my pet contributes to me as a ranger by comparison. It is there for min-maxing purposes, but it’s not that noticeable — a dead pet vs. a mediocre damage dealing pet IS noticeable over the entire course of a fight.

Cool beans for you if you like to play with a handicap and think you are actually competing with other classes. You are not. Your damage will be inferior to other classes, and you don’t bring a fraction of the utility a guardian, ele, or necromancer does.

(edited by Zenith.7301)

Any Pet Dungeon Improvements?

in Ranger

Posted by: Zenith.7301

Zenith.7301

Are you seriously suggesting you can’t hit the crystal at melee? LOL, of course you can, and gap closers like blink and portal are perfectly easy to pull off.

Of course you’ll switch to ranged while closing distance on Lupicus, but your damage bulk will always go to melee. Melee is not the exception — it is the rule.

What you are suggesting for pets is that melee pets be the exception, not the rule in dungeons. And I call BS on that, screw that design. If my ranger can be designed to spend his time in melee, why can’t his companions?

Any Pet Dungeon Improvements?

in Ranger

Posted by: Zenith.7301

Zenith.7301

There are plenty of videos showing how you can melee 100% of the time as a warrior. I melee 100% of the time in all explorables with my mesmer, and the only time I have to resort to range is lv20+ ascalonian fractal with mages and warriors around to 2-shot you.

The fact that you would call warriors who just melee bad warriors shows a deep level of arrogance. It’s your problem if you can’t melee properly.

It’s not my problem that anet chooses to punish my dps as a ranger by forcing me to switch to mediocre damage devourers, whereas other classes can melee just fine as can my ranger (except the pet). Somehow minions, illusions, and pets have to be the squishy pve exceptions that are ripe for the picking to AoE despite their poor AI positioning. If a ranged mob chooses to target my ranged pet, there’s even nothing I can do about it. It just dies.

No heals should clear poison.

in PvP

Posted by: Zenith.7301

Zenith.7301

Poison as a conditions becomes greatly undermined, particularly as a necromancer’s attrition mechanic, when classes’ base heals can make it obsolete. One can work to apply poison, but some heals like Hide in Shadows among other heals that also remove conditions tend to make any investment in poison pretty weak.

Some classes also have too good condition removal, which is part of the reason single target condition specs are not particularly strong compared to burst specs in this game. If someone works hard enough to get 9-10 stacks of bleeding on someone, it should not be so trivial to remove, because the class that can stack these bleeds outside the Death Blossom thief (and that’s more a balance issue with thieves being better condition damage as a spike class than classes who don’t have spike and must rely on conditions) have to invest considerable time before they see returns, whereas a shatter or stealth opener or heartseeker or warrior greatsword ability does about the same damage as a high bleed stack, but instant and less prone to being negated.

Something needs to be done about condition specs in this game, and I’d start with looking at stat synergies, because pow/prec/crit dmg scale far better in returns to the user than condition builds do. Moreover, stat combinations like Rampager are useless, because condition specs currently cannot afford to forego defense and spec more offensively since they’ll lose out to burst specs as their damage cannot be delivered nearly as fast with other offensive investment (again, an issue with stat synergy).

A well played necro can be a nightmare….but well played necros are rare ( like for all other professions), a well played necro won’t waste well by spamming them..he’ll wait for the right moment to drop chill/fear bomb, he’ll strip your boons and more.

Attrition gameplay doesn’t mean you fill up the target with conditions and win, you need to use your brain to know when to use what.

P.S
Message @Zikel New Gate, a necro I had the pleasure to fight against/with….you can learn a lot from him

Guardians and eles and engineers are much better attrition classes than the necro because theyactually have recovery options. The necro just absorbs large swaths of damage, but once his health is down he can’t reset his HP pool under a focus train like these other classes can.

I’m glad that people bring necros for boon removals and wells — that’s pretty much all they’re brought for besides fear. Mesmers do better aoe spike, as do ele’s. The necros are there to debunker and control with staff.

If you think a class whose main functioning weapon is only the staff is fine, good for you. It isn’t for me, and I’d like my necro to not just be a debunker.

I don’t main a necro and so I can’t tell you the advantages of necro, but I played against some really skilled necros who have shown me the potential of the class, there are so many builds that still need to be discovered.
Who say necro is just a debunker?
https://docs.google.com/document/d/1JO4-nBIOA-AshX-9xD8aOhc03rn4VA0eHVA0WEQmvk4/edit
You could start from here or find something else.
http://www.guildwars2guru.com/topic/67051-necro-power-build-daggerfocus-and-wells/
Just change accordingly….

Both of those guides are open world pve content. And a power necro is garbage in dungeon groups, might as well take a thief if you want blind fields or a warrior for raw damage.

No heals should clear poison.

in PvP

Posted by: Zenith.7301

Zenith.7301

Poison as a conditions becomes greatly undermined, particularly as a necromancer’s attrition mechanic, when classes’ base heals can make it obsolete. One can work to apply poison, but some heals like Hide in Shadows among other heals that also remove conditions tend to make any investment in poison pretty weak.

Some classes also have too good condition removal, which is part of the reason single target condition specs are not particularly strong compared to burst specs in this game. If someone works hard enough to get 9-10 stacks of bleeding on someone, it should not be so trivial to remove, because the class that can stack these bleeds outside the Death Blossom thief (and that’s more a balance issue with thieves being better condition damage as a spike class than classes who don’t have spike and must rely on conditions) have to invest considerable time before they see returns, whereas a shatter or stealth opener or heartseeker or warrior greatsword ability does about the same damage as a high bleed stack, but instant and less prone to being negated.

Something needs to be done about condition specs in this game, and I’d start with looking at stat synergies, because pow/prec/crit dmg scale far better in returns to the user than condition builds do. Moreover, stat combinations like Rampager are useless, because condition specs currently cannot afford to forego defense and spec more offensively since they’ll lose out to burst specs as their damage cannot be delivered nearly as fast with other offensive investment (again, an issue with stat synergy).

A well played necro can be a nightmare….but well played necros are rare ( like for all other professions), a well played necro won’t waste well by spamming them..he’ll wait for the right moment to drop chill/fear bomb, he’ll strip your boons and more.

Attrition gameplay doesn’t mean you fill up the target with conditions and win, you need to use your brain to know when to use what.

P.S
Message @Zikel New Gate, a necro I had the pleasure to fight against/with….you can learn a lot from him

Guardians and eles and engineers are much better attrition classes than the necro because theyactually have recovery options. The necro just absorbs large swaths of damage, but once his health is down he can’t reset his HP pool under a focus train like these other classes can.

I’m glad that people bring necros for boon removals and wells — that’s pretty much all they’re brought for besides fear. Mesmers do better aoe spike, as do ele’s. The necros are there to debunker and control with staff.

If you think a class whose main functioning weapon is only the staff is fine, good for you. It isn’t for me, and I’d like my necro to not just be a debunker.

Any Pet Dungeon Improvements?

in Ranger

Posted by: Zenith.7301

Zenith.7301

nope, i wanna use melee pets and i wanna go full beastmaster. all should be viable. they said they were fixing it and id like to know if it’s still planned.

Although it is ultimately up to you, I would again like to advise that inflexibility is a huge detriment to one’s playing ability. You’re just handicapping yourself by not equipping yourself with tools you that’s suitable to the situations.

Again, it’s okay to want to use melee pets all the time. That’s your personal opinion. However, just understand that there’s going to be situations where doing that is suboptimal, and you will suffer because of it.

Oh, shut up for once. Why not tell greatsword warriors to be adaptable and stick to rifles if they want to do dungeons.

Dagger/Dagger Bunker Elems, in WvW

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Corrupt Boon is easily predictable, and has a cast time that experienced players will dodge. You can remove their boons, but their boons are easily reapplied and they have mist form and updraft and lightning flash to counter any burst that will happen when their boons are stripped.

They are by far one of the best 1v1 classes, but the good thing is that unlike mesmers and thieves they cannot 3-shot you, so you have time to react and stall until you get help.

No heals should clear poison.

in PvP

Posted by: Zenith.7301

Zenith.7301

Poison as a conditions becomes greatly undermined, particularly as a necromancer’s attrition mechanic, when classes’ base heals can make it obsolete. One can work to apply poison, but some heals like Hide in Shadows among other heals that also remove conditions tend to make any investment in poison pretty weak.

Some classes also have too good condition removal, which is part of the reason single target condition specs are not particularly strong compared to burst specs in this game. If someone works hard enough to get 9-10 stacks of bleeding on someone, it should not be so trivial to remove, because the class that can stack these bleeds outside the Death Blossom thief (and that’s more a balance issue with thieves being better condition damage as a spike class than classes who don’t have spike and must rely on conditions) have to invest considerable time before they see returns, whereas a shatter or stealth opener or heartseeker or warrior greatsword ability does about the same damage as a high bleed stack, but instant and less prone to being negated.

Something needs to be done about condition specs in this game, and I’d start with looking at stat synergies, because pow/prec/crit dmg scale far better in returns to the user than condition builds do. Moreover, stat combinations like Rampager are useless, because condition specs currently cannot afford to forego defense and spec more offensively since they’ll lose out to burst specs as their damage cannot be delivered nearly as fast with other offensive investment (again, an issue with stat synergy).

Serpent's Strike & Stalker's Strike

in Ranger

Posted by: Zenith.7301

Zenith.7301

OK I see your point but I think it would be more interesting if Stalker’s Strike inflicted Vulnerability/Weakness or something other than Poison. As it is, they are just too similar

They should just have more effects than the poison, but the poison needs to stay for the attrition factor.

Dungeons perspective so far. Not fun at all

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Here we go again. Every two weeks or so someone will post something along the lines of what you did in this particular subforum. I suggest you go read up guides, watch some on youtube, get better, and come back. Chances are, in a month or two you’ll be laughing at how easy AC.

That’s because you’re 80 in full exotics. Try a full group of lv35 in greens, as the recommended level suggests.

Retired #1 Ranger sharing the build he used

in Ranger

Posted by: Zenith.7301

Zenith.7301

How do you deal with mesmers? I have a mesmer of my own, and find that the hardest counter to shattercat mesmers is to kite the living hell out of them, dodge the Magic Bullet, and deny them iLeap>Swap. Their damage from range is bad and their iLeap has miserable range, so they can’t close distance.

But this ranger builds puts you in a shatter mesmer’s preferred range of combat, of which they are extremely strong in. 1800 toughness on my ranger and a shatter can still halve my health. So, I’m curious as to how you are coping with good mesmers that run sword/pistol+staff to sit you still and land shatters.

I’m also curious as to why you run double raven instead of raven+ wolf? It seems like the wolf fear is pretty kitten strong for controlling groups of people and preventing stomps. Is the extra burst from a second raven really that much better?

Finally, do you find this build usable in PvE gear for WvW? I know it’s garbage for large scale combat, but what gear, runes, rings, amulets would you use in a skirmish WvW build?

P.S. I know I’m making many questions, but I like the idea of greatsword/mainhand sword very much so, and would like to know if you have any tips against CC oriented engineers as well.

My HoM PVP fiery dragon sword is missing

in Bugs: Game, Forum, Website

Posted by: Zenith.7301

Zenith.7301

Please look at HoM’s White Raven stats as well; iut has lower vitality than other birds in both PvP and PvE.

Ranger downed state is unacceptable. Discuss

in PvP

Posted by: Zenith.7301

Zenith.7301

ranger is one of the most underpowered class in the game atm and your complaining its not even easier to kill them?

You’re either blind or you don’t play sPvP (which begs the question of “why are you in this sub-forum?”). The perma-regen ranger is currently FOTM in sPvP. Try building it first, then try to justify why you play easymode to help you sleep at night.

Better get your kicks in before its nerfed lol.

It’s a good 1v1 spec. Its damage is terrible…. and it can’t bunker outside RaO. It offers no serious AoE damage or boon removal.

It’s a completely selfish spec.

Subject Alpha in CoE

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

You may dodge the big AoE, but if he’s aggroed on you he also does an earth spike autoattack following that. And not everyone has the endurance regen to survive that.

Subject Alpha in CoE

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

For me it’s the silly autoattacks. You only have so many dodges, and getting nailed by autoattacks that do half your health is not amusing.

Water Trident, Shatterstone need fix!

in Elementalist

Posted by: Zenith.7301

Zenith.7301

Vapor Blade and Water Blast are pretty terrible as well. 6 stacks of vulnerability on short duration is not worth halving your DPS. 6% damage for your teammates simply does not make up for it, and solo particularly it is not worth it.

Water non-heal skills in general need buffing, because otherwise we just go to water attunement, use the heals, and then switch out.

Fire Mages

in Elementalist

Posted by: Zenith.7301

Zenith.7301

It’s a myth that ele can’t hit for the damage of warriors or thieves. Scepter/dagger and dagger/dagger glass cannond does not only craploads of aoe burst, easily the highest of the bunch overalll— but it also brings considerable condition damage alongside it.

My dragon’s tooth can easily hit for 9k, and accomapny that with burning. Fire Grab goes as high as 11-12k, 3-4k Circle of Fire, 3k Arcane Waves, into 8k Churning Earths and 10 stacks of aoe bleeding.

Of course you will switch attunements for the utility, but the bulk of your time will be mostly spent on fire and air simply because the sustained damage of both is supremely better than the other attunements, and water and earth are pretty much worthless once you use the heals/cc with their high cd’s.

Ranger downed state is unacceptable. Discuss

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Posted by: Zenith.7301

Zenith.7301

A ranger can’t do even 1/3 of the damage a proper warrior or thief does, so who cares if they get rezzed?

Guru-State of the Game is a joke

in PvP

Posted by: Zenith.7301

Zenith.7301

9 wins us 3 wins u guys.

and i said top 3 of there classes i didnt say they were top of there classes.

and out of the 3 wins u guys have against me sence i left the total number of points lost by is less then 100.

12 games in 2 weeks. we stay q up we pug because we know we are good we dont need a full team. we already showed you in 7 straight games with vyn what our main team does to u so if we lose when we pug it doesnt bother us.

but kalifa noone has been scared of QT since you came around the fear of cute was when it was my team your living in my shadow kid. who have u beat lately? pugs grats man. we stomped ptc pz jbuo we were beating everyone then they all quit.

then q was out of qt not because of skill but because he made dom so mad because he was a smart kitten it was a popularity call not a skill call. just because you are cute’s peeon (yes they do need a fall boy for when they lose and u are a perfect fit for that spot)

but since u been here pz stomped u guys when u wernt dodging them we would beat them every round but lost 1 time in kylo the only loss we had with our full team cause everytime they played u guys first or second map they would crush u and we had to play that redic comp they had on kylo (but we did beat them twice on kylo, i repeat we lost 1 game with our ne team)

again when u lose dont stop playing why u think in the mist the new joke is how many tournaments will QT not play because they are dodgeing, and how long will cute stay on for before they log after a loss.

and saying ppl hate me is a joke i keep this game entertaining ppl love me. without sat there is no forums there is no mist there is no drama no entertainment no new crazy strats being tried no new upcoming teams.

without kalifa there is still everything i just mentioned and more

im saying it here first “if CUTE plays a top EU team CUTE will lose because of kalifa” so to all the EU ppl after u win do not by any means take that game as a lack of skill from NA we are good i promise.

Keep talking “#3 player in the world” you are the biggest joke in this game. Maybe one day you can learn to spell and actually type my name correctly.

That’s what you get for using a name associated with a rapper; everyone will misspell it for coolness factor.

What actually changed with this Mesmer patch?

in PvP

Posted by: Zenith.7301

Zenith.7301

Try harder. The ffective health given by stealth stacking, the much better condition removal of dagger/pistol build thieves is way better than a measly 5k base hp difference.

And the mobility of a thief is miles better than the mesmer outside spvp.

Get a grip and reroll a mesmer if it’s soooooo much better than those thieves cluttering wvw.

Then try PvE and map completion with a class that has no passive speed boost signet and crappy access to swiftness.

1. Who is talking PVE? You are on the wrong forum.
2. Who is talking WvW? You are on the wrong forum as well.
3. Who is talking d/p? People are comparing burst thief and burst mesmer. Burst thief does not get stealth stacking, nor condition removal in stealth, nor heal in stealth. If you get those things on thief you lose the burst. One of the problems IS that mesmer can glass-up and still be very survivable (and have great CC and have great team utilities/elite and burst being aoe and burst being on lower timer than thief’s). If thief glasses up for the burst comparable to mesmer’s he gets none of those things. d/p thief built right is dps-pressure, not glass cannon (no significant burst).

You are simply off topic on everything you said.

Um, you still get plenty of stealth plus shadowstep as a backstab build. And to say p/p doesn’t pack burst is kind of silly, while p/d may not have as much burst but relative to other classes (like, say, necro or ranger or engineer), it still does a kitten ton more frontloaded damage.

Mug alone is stupid burst.

Mesmer is not survivable in glass cannon— he’s got blurred frenzy and diversion, and that’s pretty much it. He can’t constantly heal and his ranged damage is not that reliable since Phantasm burst is easy to dodged compared to trick shot spam or pistol damage.

Mesmer sustained damage is also under all circumstances inferior to thief and warrior sustained. So once that shatter burst fails, the mesmer is at a worse position than a warrior or thief to wear something like a bunker down.

I think you confuse the group utility of portal and time warp for mesmer strength, since you can substitute his burst with other classes easily. It’s the portal that makes them mandatory, and all it needs to be fixed is a range limitation in spvp so you can’t port back to points. It could be a 1200 range limitation and then it’d be balanced out.

(edited by Zenith.7301)

[Guide] Mastering S/D in t/sPVP (OUTDATED)

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Posted by: Zenith.7301

Zenith.7301

You say s/d can be defensive due to giving you vigor (yet you don’t take vigor on crit trait from arcana). I’m curious, how are you landing Phoenix reliably on good players for burst/survival?

You may be able to time the earth immobilize well enough for the DT to land, but Phoenix would require you to pretty much be point blank range for the slowass projectile to connect.

You can land Cone of Cold because you use Freezing Burst first and can use CoC at longer than melee range. Cone of Cold has a very tiny fraction of the cooldown trident has.

Most importantly, how do you deal with Shadow Refuge on s/d? You have no non-targeted aoe besides phoenix and arcane wave, and phoenix will even take long enough for the thief to already have stacked stealth.

I’m also surprised you don’t consider Ether Renewal Viable. If you can gain stability, it’s your shortest cd burst heal with amazing condition removal. It can be interrupted, but so can signet of removal, and at the current state of the game where people can hit you for well over 6k damage burst, I don’t see signet of restoration saving you without using the big cast heal.

Burst eles in pvp

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Posted by: Zenith.7301

Zenith.7301

Can builds provided here please keep in mind spvp amulet/rune limitations and not just wvw cheese? I know you can use runes in wvw to stack boons and have more diverse stat spreads for effectiveness in wvw, but that is not a representative experience of actual competitive pvp.

Incredible Idea For Balancing Stealth

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Posted by: Zenith.7301

Zenith.7301

Remove stealth stacking. They did it with mesmer skills. All they need to do is make stealth skills not renew the duration when used in unison.

Shadow Refuge stealth should end when you come out of it or it ends.

Stealth should not last more than 5-7 seconds. And if thieves keep the amount of damage they currently have, stealth should not be healing for the amount it currently does and on top of it remove conditions.

What actually changed with this Mesmer patch?

in PvP

Posted by: Zenith.7301

Zenith.7301

Not much changed:
1. Instead of 0sec, you have 0.25 sec once you get 25 stacks of vulnerability on you (every 36 sec) to break daze (use stunbreak) and dodge away before you get blown up to 0% health (and if you dodge then scramble to survive rest of the crap they throw at you…some of it mentioned below).
2. Mesmers blow you up with about 6 stacks of might less than before.

What did not change:
Mesmer can still blow you up like that every 36sec.
Mesmer can still blow u up in ‘gentler’ manner (no 25 stacks of vuln) every 11 sec or so.
When mesmer blows u up it is aoe, so your whole team can go down if they try to focus him and they are not careful.
Mesmer still has 2sec invulnerability with 8 sec cooldown. (weapon) (also does very good dmg at the same time)
Mesmer still has 4 more sec of invul on about 42sec cooldown. (shatter)
Mesmer still has 2sec snare every 10 sec on average. (weapon)
Mesmer still has 2sec stun with 25sec cooldown (weapon).
Mesmer still has teleport on weapon every 10sec on average.
Mesmer has about 5K more health than thief (who they like to compare the burst to) in standard setup (or about 35% more).
Mesmer has the best group utilities and elite in the game.
…etc…too many perks to mention, ANET loves their whining children….it is like this class is ‘their big idea’, so they made it extra powerful or something.
Yeah what a genus invention, everyone else had a clue that giving class stealth, ton of cc, ton of teleports, insta aoe blowup 100%-0% is a very bad idea balance wise. But ANET wanted to do something novel, so mesmer was born.

Try harder. The ffective health given by stealth stacking, the much better condition removal of dagger/pistol build thieves is way better than a measly 5k base hp difference.

And the mobility of a thief is miles better than the mesmer outside spvp.

Get a grip and reroll a mesmer if it’s soooooo much better than those thieves cluttering wvw.

Then try PvE and map completion with a class that has no passive speed boost signet and crappy access to swiftness.

Are the Sylvari a missed design opportunity?

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Posted by: Zenith.7301

Zenith.7301

Ever since beta I’ve been waiting to get cat-tails on my male sylvari. Cruel anet developers, giving my mushroom heads to females while most of what my male got was asymmetrical straight texture indie cuts ;(.

CAT-TAILS! ON THE GEMSTORE IF YOU WANT.

Mesmer Burst...

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Posted by: Zenith.7301

Zenith.7301

Its ability to instagib any glass cannon at melee range withouth cast time is what makes it insane. Thief burst takes 1-2 seconds + and uses more resources on longer cooldown.

Wait you think someone thats a glass cannon, should have survivability, because i can assure you that i do not when i run with 15k health as a mesmer myself. In fact i feel that running glass cannon with any class, is basically asking to get downed without hesitation.

Also i dont see how the thieves resources are on a longer cooldown, diversion is 45s, which is what is used to throw up quick stacks. Other than that its just a regular old MW every 15s, and lower end dps in between all of this

Even mesmers basic health with Berserkers is 21k i think… so stop talking BS about 15k hp… mesmer burst at melee range has 0 cast time=0 avoidance possible. This hard counters every single melee burst or melee based balanced spec. If i cant go in melee on melee class cuz i will die in 1 instant cast combo how is it normal ?

This is idiotic. A mesmer in full berserker is just shy of 15k hp. You’d have to trait into 30 inspiration with a pvt set to even approach 21k hp.

And then you’d do no damage whatsoever. Because that’s what happens when you don’t run stats that synergize as well as pow/prec/critdmg.

Mesmer Burst...

in PvP

Posted by: Zenith.7301

Zenith.7301

I actually don’t even think this Esplen guy even knows what blurred frenzy is. Breakin is exactly right, and that is the same macro all the mesmers in the current pvp scene are using. Some of them even try to deny it when it’s all over their vods rofl.

Why would you waste all your stun breakers for the same result a deceptive evasion could give you?

Necro vs Thief

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Posted by: Zenith.7301

Zenith.7301

The video I saw of that wvw guy has food and sharpening stone buffs, and the stat distribution acquired in wvw is not possible in spvp.

I wish people would stop using their silly wvw videos to prove stuff about spvp. I cannot get 27-29k hp and have 1600+ toughness at the same time in heart of the mists.

Necro vs Thief

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Posted by: Zenith.7301

Zenith.7301

Huh? Since when is Corrupt Boon not used? I would think it to be the one utility skill that every necro is required to have considering the current potency of boon spam in the game.

Necro vs Thief

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Posted by: Zenith.7301

Zenith.7301

And I’m able to read people. You, my friend, are an open book. You hide behind theorycrafting because you have limited or no actual experience in PVP. I’ve run the Juggermancer build. Its pure defense. Vitality and toughness as high as you can get it. Talking 2k+ in both here. I’ve been destroyed by burst thieves in a matter of seconds using that build when caught unware. If I see them coming, I usually come out on top, but its not a long and drawn out affair by any means. The fight is usually over rather quickly. However, when I start winning, they just run away and reset the fight. I can never actually kill them. That is not a victory. That is a stalemate.

I like how you simultaneously dismiss my point, roll your eyes when I offer to do the hard work for you, and also make sure to hedge your bets so you agree with the part of what I said you know you can’t defend. It’s classic forum work, sir, and I salute your dedication to never being wrong no matter the cost to your argument.

You say, “I had an experience.” I say, “These are the forums and forumgoers are not reliable.” Even me, by the way. That’s why I like running the numbers, reality often intrudes on our lousy methods of drawing conclusions.

The object is to win, not draw. We’re supposed to be the class that everyone has a hard time running from, remember? This isn’t the case and even you have to admit that much.

A thief that runs from a point, camp, dolyak, or gate has lost. You, as a defender, have won. If you want to melt individual noobs in a flash of blood and steel, you’re playing the wrong class. Or at least the wrong build.

The only thief build I’m not sure about how to beat as a necro is the p/d attrition thief, becuase they can spec to remove conditions in stealth. But for burst thieves, tank necros and guardians are the counter and their only option is to run and hope they make it out.

Theorycrafting and reality are two completely different things.

I cannot prove a negative. But I think you’re overstating the numbers to make your case. Load up a screencapture program and show your >2k toughness 30k health necromancer being exploded in (marvelously vague) “seconds”. Or don’t. But don’t sit here and say I’ve got no case when I can give you hard evidence and you counter by demanding I trust you.

So why don’t you upload videos of your successful fights against competent thieves instead?

Glyph of Storms should be 1200 range

in Elementalist

Posted by: Zenith.7301

Zenith.7301

Glyph of storms outside earth attunement is horrible anyways besides for killing burrows.

Mesmer Burst...

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Posted by: Zenith.7301

Zenith.7301

14.6k is actually the semi-“balanced” setup using that extra bit of hp and toughness from Div runes to survive a burst from another glass cannon (usually).
I changed my setup now (14.1k) so I could get cheese RNG procs like this with crit backstab+mug+air with sin signet.
It’s actually just as OP as Mesmers’ burst. Literally 2 hits, instantaneous. Full to 0. No window of reaction time.
The correct solution, imo, would be to increase every class’s base hp by 1-3k (whichever amount necessary for any instantaneous burst to deal 99.9% hp MAX)

Also, looking back now I misplayed that by not activating my signet to blind his clone cast, thinking he was going to distortion or blink.

That only screws condition builds. What the hell don’t you get about the fact that increasing life pools without buffing conditions is a bad move?

They need to nerf your stupid burst, is what they need to do. At least it should have more ramp up or conditionals than pressing a couple of buttons.

I love it when thieves aren’t queen bees against every single class, and suddenly the world is ending. You have a sister cheese fotm class to grief you as you grief others with your OP class— get over it.

Necro vs Thief

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Posted by: Zenith.7301

Zenith.7301

1800 toughness tough/prec/condi damage amulet necro, and a thief with basilisk venom combo can still take 60% my health out in 2-3 seconds.

Toughness doesn’t do kitten. Dragging out a fight against a thief does nothing because with their current traits they can easily regenerate their inititative for another high damage sequence much faster than your wimpy skills recharge.

With stealth, they remove conditions constantly, plus regenning health, plus regenning initiative. And you know what? Poison doesn’t matter at all because their heal skill removes it. Don’t you love when a condition your class is balanced around as an “attrition” class is made obsolete by some classes’s baseline heal?

Help vs thieves?

in Ranger

Posted by: Zenith.7301

Zenith.7301

Run a 2100 toughness build with 30 Wilderness Survival and BM with 10 in Nature magic. Wolf and Raven. Axe/dagger+sword/torch.

Stand in Healing Spring and eat them with conditions plus your pets. Time wolf fear for when they’re getting low to go all out on stacking conditions to finish them off or make it hard for them to recover.

Use your dagger/sword evades on top of your own dodges+vigor.

With Bond trait in WS for pet drawing off your conditions and healing spring and signet of the wild+signet of renewal they can’t keep conditions on you and they can’t burst you since you have renewal and reflexes, and your pet+ conditions will wear them down.

Use bonfire when you predict them coming in for a steal. If you want, you can use traps instead of renewal so they can suicide when they decide to go in for melee.

(edited by Zenith.7301)

It's amazing when half our damage..

in Ranger

Posted by: Zenith.7301

Zenith.7301

Or, you kill the tentacles, which damages him as well.

Either way, the huge cooldown on switching a downed pet is outright absurd considering how often pets get downed.