Showing Posts For Zenith.7301:

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Zenith.7301

Zenith.7301

signet of the wild – make it instant cast and break stuns, remove the extra 25% dmg over 8 secs. reduce base cooldown by 10-20 secs.

signet of the hunt – active effect extra 25% dmg over x secs instead.

That’s backwards. It’s signet of the hunt which should break stuns and grant superspeed.

Signet of the Wild needs passive switched away from that useless 70-80 hp heal into the same power stat boost thieves/necro/warrior get. Make the active a 1/4 sec cast and reduce cd to 30 seconds, increase duration to 10 seconds.

Killing Adrenal Health Berserkers (Tips)

in Necromancer

Posted by: Zenith.7301

Zenith.7301

I main warrior and I die to necros like wildfire these days, even with adrenal health. The thing that always kills me is minionmancers; nothing I can do to minionmancer bursts. I also die a lot to scrappers, scrappers are pretty much the bane of most heavies these days.

Warrior has a ton of cleave and aoe, I don’t see how you’re dying to minionmancers.

Just because the cleave is high doesn’t mean it’s enough to 1 shot a necro; necros tend to pull shrouds up, and also for warriors to have a “ton” of cleave they first have to build it up. It’s not like were going to open up with arcing slice or eviscerate, we have to build up to it.

I’m saying cleave the minions down first, then deal with the necro who now has 3 dead utility slots and no stunbreaks unless he has foot in the grave.

It’s virtually how revenants trounce MM necro, and revenants are the weakest class to conditions.

You plop swiftness facet active and the aoe alongside autoattack cleave pretty much burns down the minions. Warrior has even greater aoe.

You’re probably having difficulty because you’re rushing the necro before dealing with the minions.

Sort of like someone who ignores mesmer clones on duels instead of easily cleaving them down with melee autoattacks while chasing the mesmer.

-_- Right as if necros give warriors the time to cleave their minions before attacking them. If you pvp’ed long enough you’d know that one skilled necro deals so much burst condi damage before you can even say machu pichu.

Luckily you have this thing called a stance that makes you immune to this condi burst, and since pets don’t dodge, cleansing ire is really kitten good on those minions.

Said pets being unable to dodge also means you’ll trigger Adrenal Health 100% of the time by just hitting minions.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

It’s like people are completely blind to all the mistakes WoW made by creating different raid difficulties…

You mean 20-man mythics, right? Good we’re not asking for anything like that.

If you meant LFR however, then… well, them being a mistake is not so sure as you want others to believe.

Participation rates in an equipment-driven game where you can only advance through raids at a certain point is a good indicator for the success of LFR, right?

Every argument for LFR in WoW is nonsense in GW2.

The key is to offer different content for the same goals, with other skins if the reward contains equipment, not to rehash the same content in 2 or more difficulties.
WoW lost most of its open world content after LFR introduction.

This is the argument of idiots.

WoW raids have been cleared, including mythic raids, with gear from the previous tier and little/no gear from the tier of the current raid.

Gear is not the driver for raiding in WoW. Raiding is the driver for raiding, because the challenge of the encounters is fun.

And don’t pretend for a second that GW2 raids are more complex than Mythic or WoW or Wildstar raids.

My issue with Ele weapon choices

in Elementalist

Posted by: Zenith.7301

Zenith.7301

Use dagger/focus or dagger/warhorn. You can get 12 stacks of might easy by properly comboing your skills and with fresh air you go back into air for air autoattack DPS.

Killing Adrenal Health Berserkers (Tips)

in Necromancer

Posted by: Zenith.7301

Zenith.7301

I main warrior and I die to necros like wildfire these days, even with adrenal health. The thing that always kills me is minionmancers; nothing I can do to minionmancer bursts. I also die a lot to scrappers, scrappers are pretty much the bane of most heavies these days.

Warrior has a ton of cleave and aoe, I don’t see how you’re dying to minionmancers.

Just because the cleave is high doesn’t mean it’s enough to 1 shot a necro; necros tend to pull shrouds up, and also for warriors to have a “ton” of cleave they first have to build it up. It’s not like were going to open up with arcing slice or eviscerate, we have to build up to it.

I’m saying cleave the minions down first, then deal with the necro who now has 3 dead utility slots and no stunbreaks unless he has foot in the grave.

It’s virtually how revenants trounce MM necro, and revenants are the weakest class to conditions.

You plop swiftness facet active and the aoe alongside autoattack cleave pretty much burns down the minions. Warrior has even greater aoe.

You’re probably having difficulty because you’re rushing the necro before dealing with the minions.

Sort of like someone who ignores mesmer clones on duels instead of easily cleaving them down with melee autoattacks while chasing the mesmer.

(edited by Zenith.7301)

How do I get to Dragon's Stand?

in Guild Wars 2: Heart of Thorns

Posted by: Zenith.7301

Zenith.7301

Thank you for this map. I got a late start playing Heart of Thorns. I’m going to try this soon! I hope it works for me. I’ve been trying for a few days to get to Dragons Stand, with no luck. There is a way to fly there, but one needs level 6 gliding. I’m only at level 3, don’t want to wait. I’ll report back and let you know if I’ve gotten there. I really want to go to tame a tiger. :-)

If you have nuhoch wallows, the easiest way would be go to the wallows west of the starting WP, then go up the tunnels to another wallow to Teku Nuhoch. From Teku Nuhoch, take the wallow to Nuhoch Lane, then follow the tunnel south to Ley Line Confluence waypoint.

Once you get there, it’s just a straight run to the west (Ogre Lane), dodging past chaks and mordrem until you get to Dragon’s Passage.

An alternative is to take the updrafts to the great tree and then just spiral down outside the tree to the ogre camp and take the wallow to ogre lane.

Give the Rev a greatsword

in Revenant

Posted by: Zenith.7301

Zenith.7301

Oh, great, so an even more useless weapon not even used for large scale WvW because hybrid weapons are trash only used for duels or gimick spvp builds.

Oh man, then I must be using must be using them wrong because warrior Lb, and thief Sb,IMO, are some of the better designed ranged weapons in the game. Yes there are some bad hybrid weapons, but is that better than having no option at all and being stuck with one range weapon?

So what hero would that bennefit?
Shiro? makes no sense
Jalis? would be amusing but probably not
Glint? probable but that’s what shield is tied too directly….
Ventari? nah he’s a healer
Mallyx? Maybe

I can see Revenant getting it as an Elite Specialization weapon, for what legend that would be… i have no clue o.O ….. maybe Jora? (Inb4 the WoW kids cry about a GW1 hero)

Does it need to be tied to a legend though? If they did add this new weapon to the core Rev my vote would be to tie to the Rev’s Invocation(if that makes sense), or not tie it to a legend at all. It does make sense that it would be tied an Elite Spec, but I think that is a bunch of kitten to hide something that all classes already have behind another Xpac. (Assuming that is when we will get the new elite specs)

Thief shortbow is not a remotely hybrid weapon, its coefficients are largely skewed to power and no condi thief build runs it. The poison is there for the downed, and you rarely use clusterbomb anyways except for aoe, and the brunt of the damage is power damage with marginal bleeds.

Warrior longbow is only used in spvp, virtually in every other game format warrior runs GS and x/shield.

Warrior longbow also has huge power coefficients on arcing shot and its burst skill, and the only reason it doesn’t suck as a hybrid weapon is because burning as a condition has high baseline damage, unlike bleeds or poison or even worse, torment/confusion.

Quite frankly warrior longbow works for warriors due to pinning shot synergizing with their burst skills and the huge damage of arcing shot, not because it is a hybrid weapon.

I’m pretty sure most warriors would be pretty happy if longbow would be a complete power weapon like greatsword, it would do even more damage.

Hybrid weapons suck in GW2, because GW2 does not do scaling well for hybrid stats. Hybrid stats means less stats, which is less scaling. So effectively less damage.

(edited by Zenith.7301)

Killing Adrenal Health Berserkers (Tips)

in Necromancer

Posted by: Zenith.7301

Zenith.7301

I main warrior and I die to necros like wildfire these days, even with adrenal health. The thing that always kills me is minionmancers; nothing I can do to minionmancer bursts. I also die a lot to scrappers, scrappers are pretty much the bane of most heavies these days.

Warrior has a ton of cleave and aoe, I don’t see how you’re dying to minionmancers.

Lightning Flash needs something extra

in Elementalist

Posted by: Zenith.7301

Zenith.7301

It is still one of the best utilities eles have. Other blinks should be more like LF, as the ability to reposition regardless of verticality is pretty much OP in this game.

Yeah, let’s give guardian melee trains even more power by nerfing the only survivability squishy classes have by nerfing their teleports to have no stunbreak.

25% movement speed

in Guardian

Posted by: Zenith.7301

Zenith.7301

lmao, revenant hammer 5 has a longass cast time, the length of dragon tooth (which means it’ll never hit anything with a brain cell) and costs a leg and an arm of energy, which translates to a significant DPS loss or lack of access to energy for stun breaks or resistance upkeep.

Guardian greatsword is actually a great weapon, if you’re gunning for their backline because their frontline is super tanky, most guardians will swap from hammer to greatsword for the greater spike and mobility.

Unblockable means nothing outside some necro marks or a reaper shout nobody uses because necros run wells.

If you think blocks are so weak, try running a melee train without them and we’ll talk.

1.75 seconds with a visual. Line of Warding has a 1s cast and you can walk around it. Guard ham#5 has a 0.75 stationary melee cast. Guardian greatsword is one of our better weapons, but it’s still got the problem of uncontrollable projectiles (not saying controlling them would make it better) on #2.

Yeah, you’re right. Thinking back on it the times I had trouble with blocks in WvW they were niche, I was talking out my kitten . That said, why not have a movement speed trait/utility that isn’t in a support line? Retreat/staff play into that defense/support you’re talking about, both are meant for group support, and with them you can get 100% swiftness uptime. But why not something in radiance or zeal?

Guardian mobility would be better if they made mainhand sword not kitten. You could run around porting to creatures for distance like revenants do with phase traversal.

Staff in WvW

in Thief

Posted by: Zenith.7301

Zenith.7301

Okey.. So, i’ve been trying to play staff thief for a month now (Along with watching others). AA is strong and powerful, so is Vault. Here lies the problem, u cant AA for long with thief as we are so squishy. And spamming vault gets us nowhere either. It is too clunky.. Staff needs more defensive options. Sure, we have the blind on skill 4, and a so called evade on skill 3. But its so easy for other classes to outplay these skills.

What I suggest is that u rethink / recreate skill 2-3-4. Skill 3 could have an evade as withdraw (the heal). And ooor, make one of the skills that makes us go stealth. Just.. something! I wanna play staff thief so bad in WvW, but its just too clunky to use alone.

Oh, and buff Cloak and Dagger.

lol staff is more than fine, it counters D/P roamers handily.

25% movement speed

in Guardian

Posted by: Zenith.7301

Zenith.7301

Blocks amount to invulnerability as long as you have resistance up. Otherwise I wouldn’t count revenant staff 3 and 5 as invulnerability either, but blocks/evades.

You’re acting as if stability was infinite and you didn’t have a zerg mass stripping that stability off.

If hammer was as bad as you’re trying to paint it, nobody would be using them. And yet they are. Hammer also has a line immob.

And frontline necro use wells as well. Pretty much all necros use 2 wells and epidemic because their other utilities are utter garbage and wells are the only thing necros are good for since in every other way warrior/rev/guard do more damage and have more utility than a frontline necro, and staff eles are far superior backline damage.

P.S. Immobilize does not prevent a target from using a skill, getting knocked down by being repelled by a line of warding or circle of warding is HARD CC.

Unblockables exist. You’re talking about zergs mass-stripping stab as if that doesn’t affect guardians but would affect revenants if they had access to aoe stab. Hammer line immob is super unreliable, and what other weapon would you use on guardian? They’re all half wack. Main good thing about hammer is blast finisher on #2 means if you hit a fire field AH puts you in the black on health, along with the aoe tacked on the AA.

You know what else is hard cc? Revenant hammer #5.

lmao, revenant hammer 5 has a longass cast time, the length of dragon tooth (which means it’ll never hit anything with a brain cell) and costs a leg and an arm of energy, which translates to a significant DPS loss or lack of access to energy for stun breaks or resistance upkeep.

Guardian greatsword is actually a great weapon, if you’re gunning for their backline because their frontline is super tanky, most guardians will swap from hammer to greatsword for the greater spike and mobility.

Unblockable means nothing outside some necro marks or a reaper shout nobody uses because necros run wells.

If you think blocks are so weak, try running a melee train without them and we’ll talk.

25% movement speed

in Guardian

Posted by: Zenith.7301

Zenith.7301

Why would you want a backline guardian when you’re king of the frontline. That’s like wanting to play a scepter ele instead of dagger/staff.

And no, you wouldn’t want revs over guardians, because revs get pinballed around (kitten stunbreaks, no invulnerability besides glint heal and staff 3 and 5, and staff is a terrible dps weapon)and are utter kitten against conditions if the opposing zerg is any good with boon strip resistance.

And yeah, guardian lockdown is way better than anything rev has. Staff lines of warding, hammer 4 and 5 pretty much split melee trains from backlines and isolate people for killing. No other class can do that.

Isn’t well necro a staple of the backline?
Pinballed? Yes, that’s why they haven’t replaced us; that’s the stab I was talking about.

Only invuln on guardian is renewed focus (3s on 90s cooldown). Everything else (shelter) is blocks. Hammer #4 is single target with 1s cast on 25s cooldown and can be stunbroke. Hammer #5 is 40s cooldown melee-range requiring you to stand still that lasts 5 seconds. Staff #5 is a 40s cooldown that lasts 5 seconds and both only affect 10 targets (impacts). The three of those are nullified by stability, just like rev hammer 5. You want to isolate someone for killing? Just hit them with immobilize. Unless they’re running mass resistance it’s much more reliable.

Blocks amount to invulnerability as long as you have resistance up. Otherwise I wouldn’t count revenant staff 3 and 5 as invulnerability either, but blocks/evades.

You’re acting as if stability was infinite and you didn’t have a zerg mass stripping that stability off.

If hammer was as bad as you’re trying to paint it, nobody would be using them. And yet they are. Hammer also has a line immob.

And frontline necro use wells as well. Pretty much all necros use 2 wells and epidemic because their other utilities are utter garbage and wells are the only thing necros are good for since in every other way warrior/rev/guard do more damage and have more utility than a frontline necro, and staff eles are far superior backline damage.

P.S. Immobilize does not prevent a target from using a skill, getting knocked down by being repelled by a line of warding or circle of warding is HARD CC.

(edited by Zenith.7301)

Anyone tried a decent frontline DD build?

in Thief

Posted by: Zenith.7301

Zenith.7301

to front line all you need honestly is shadow step.

Grabbing bandit’s defense because even on my revenant with similar gear and foot setup, im getting pinballed to hell by those kitten guardian trains if not their pulls.

An extra low cd stunbreak, since shadowstep is a 50 sec cd which means i need something more for when we’re drawing and re-engaging.

Lightning Flash needs something extra

in Elementalist

Posted by: Zenith.7301

Zenith.7301

It needs to be a stunbreak again is what it needs to be. And mist form and arcane shield need to be 50 sec cd. Same for armor of earth.

Anyone tried a decent frontline DD build?

in Thief

Posted by: Zenith.7301

Zenith.7301

For WvW.

I’m talking suiting up in marauders with cavalier trinkets and weapons, infiltrator’s signet, bandit’s defense, and shadow step with dagger storm.

Running staff of course.

Acrobatics 1, 3, 2.

CS 3,2,3

DD 1,1,2. I could switch staff mastery for escapist’s absolution if I’m struggling against condi’s.

Using 10% damage reduction 70 toughness food.

A Way To Balance Bunker Without Destroying It

in PvP

Posted by: Zenith.7301

Zenith.7301

You can nerf bunker when any class besides thief and warrior can run offensive stats without being farmed by thieves and warriors.

25% movement speed

in Guardian

Posted by: Zenith.7301

Zenith.7301

Because in turn you fart out stability in a way nobody else can, you provide aegis to the group in a way nobody else can, you provide frontline lockdown in a way nobody else can, and alongside revenants you are the backbone of any melee group.

That’s why guardians don’t get mobility. Because their defenses and CC and defensive boon support added to the light fields that cleanse conditions right and left mean you can’t be a warrior with mobility.

I mean, are you really complaining? You could be as useless as a frontline necro, who also can’t escape/move around worth a kitten and does only a fraction of your damage, cc, and utility.

Guardian doesn’t need help. Dragonhunter, now that one does.

You talk about aegis like it’s good for anything that isn’t already easy (dungeons). We have aegis on 3 abilities: F3, shield #4, and “Retreat” (shield of the avenger isn’t worth it). What frontline lockdown? Hammer 4+5? GS 5? Yeah, guard has aoe stab. On three abilities, one of which is a GM trait that makes the F3 profession skill not almost worthless, one of which is a consecration (bleh) on a too-long cooldown. If guardians didn’t have great aoe stab, they’d be replaced by herald/rev in WvW. Light fields cleanse condis on projectiles and whirls. You know what they give on blast/leap? Retaliation. Besides that, other classes have light fields. Herald gives out boons like candy on halloween. Our defenses aren’t that great anymore.

Frontline necro? When’s the last you saw a backline guardian? Not DH, guardian.

Why would you want a backline guardian when you’re king of the frontline. That’s like wanting to play a scepter ele instead of dagger/staff.

And no, you wouldn’t want revs over guardians, because revs get pinballed around (kitten stunbreaks, no invulnerability besides glint heal and staff 3 and 5, and staff is a terrible dps weapon)and are utter kitten against conditions if the opposing zerg is any good with boon strip resistance.

And yeah, guardian lockdown is way better than anything rev has. Staff lines of warding, hammer 4 and 5 pretty much split melee trains from backlines and isolate people for killing. No other class can do that.

(edited by Zenith.7301)

Druid Roaming Outnumbered

in Ranger

Posted by: Zenith.7301

Zenith.7301

Problem with Shadow is it pretty much gets countered by anyone with the forthsight to bring reavealed. Revenants timing their reveal as you stealth screws up your reset.

I’m also not impressed with some of those thieves, the moment you go into stealth they should be doing so as well as they can stealth for longer and reset just like you.

Thieves should be forcing you to burn stunbreaks so they can burst you down truly, never commit until cd’s are burnt since thieves don’t function on any cd besides basilisk venom.

I don’t get why anyone complains about this druid build. It kills so slowly, you can simply run to the nearest tower or group of people.

This is purely a duelist build, utterly useless compared to daredevils/scrappers/mesmers who kill in a fraction of the time.

25% movement speed

in Guardian

Posted by: Zenith.7301

Zenith.7301

It is sad to see so many Guardians constantly recommend that other Guardians use retreat, save yourselves, or staff to compensate for our sluggish movement speed. Why should we have to sacrifice utility slots for “certain” skills? Retreat is good, but we shouldn’t have to rely on it. Please stop recommending those skills to other Guardians. We NEED to be revamped!

Because in turn you fart out stability in a way nobody else can, you provide aegis to the group in a way nobody else can, you provide frontline lockdown in a way nobody else can, and alongside revenants you are the backbone of any melee group.

That’s why guardians don’t get mobility. Because their defenses and CC and defensive boon support added to the light fields that cleanse conditions right and left mean you can’t be a warrior with mobility.

I mean, are you really complaining? You could be as useless as a frontline necro, who also can’t escape/move around worth a kitten and does only a fraction of your damage, cc, and utility.

Guardian doesn’t need help. Dragonhunter, now that one does.

So you’re saying guardians don’t get mobility because they have some cc and defensive capabilities that are situationally useful? You know, I’d agree with you if elite specs didn’t exist. Fact of the matter is that literally every other class has a way to move at least 25% faster (through trait or non-activated utility) and at least 3 even have perma swiftness out of combat without sacrificing anything. It wouldn’t be a balancing issue to give guardians this same kind of access to +25% mobility, it would be qol.

Situationally useful? Did you not hear the part about where WvW wouldn’t exist without guardians? Stability, aegis and CC are not situationally useful, they’re godkitten universal.

Guardians are far from situational. They’re plenty viable in raids, and the only place they’re weak at is spvp.

I mean, meta WvW is either staff/hammer or staff/GS, so with retreat and staff you have pretty much permanent swiftness.

If you’re complaining about open world PvE, retreat+staff is sufficient as you can swap out the staff before entering combat.

I hate veil + portal

in Mesmer

Posted by: Zenith.7301

Zenith.7301

And thieves are supposed to be the best duelists, and rangers were supposed to be the best ranged profession for years and weren’t up until the huge longbow changes, and warriors are supposed to be the most mobile; we’re seeing how accurately ANet’s capacity to balance the game around that initial vision and in comparison is going, particularly as to what’s optimal.

Maybe so but rangers weren’t absolutely the worst ranged class were they? Warriors were very mobile and still are over XY terrain. Meanwhile mesmer isn’t just not living up entirely to being a dps machine, it flat out is the worst for it.

To keep it on topic, I think most mesmers really need to give portal a try, if you have a small group who can interrupt/CC enemies reliably for you to burst on them then there’s no reason to not run portal. It is so incredibly useful for escaping bad situations or getting things done faster. I was apprehensive at the time but after I really gave it my time and effort I realised how strong it is even solo.

I don’t use portal because I’m asked to take veil and signet of inspiration. My last utility is blink. When you figure out how to get a 4th utility slot, let me know.

Well I guess that’s the difference between your server and mine. Mine doesn’t like boonshare so we don’t have to put in signet of inspiration and I explained to our driver that veil is next to useless without PU, then showed him how it’s not useful on flat open terrain when he asks for it 1200 range from the enemy.

Veil isn’t used to surprise the enemy.

You use veil to delay the enemy pulling an epidemic bomb on your melee train. Epidemic is a targeted skill. Stealth prevents that targeting for a few seconds, allowing your team more time to get in range of pushing with their leaps/blocks.

And yeah, in Tarnished Coast we do NOT use Signet of Inspiration. We have enough revs, eles, and guardians to where this is simply not an issue.

Often veil is useful to also prevent the enemy mesmer from pinsniping with moad on the commander or preventing early pulls from guardian spears.

(edited by Zenith.7301)

Farming gold still hard in this game?

in Guild Wars 2 Discussion

Posted by: Zenith.7301

Zenith.7301

Farming gold in this game will never come remotely close to playing the trading post.

The trading post is your only way to circumvent the huge time sinks of gold grinding in this game, unless you’d rather buy gold with real life money.

Making 7-10 gold a day from T4 fractals, 2 from daily is virtually nothing. 15-20g per day for a couple of hours.

Current legendaries cost about 3.3k gold to craft. At the best rate of 20g per day from doing your T4 dailes and the daily (so about 1.5-2 hours of activity), it will take you 165 days to save up for a legendary.

Or about 5.5 months.

(edited by Zenith.7301)

DH Virtues

in Guardian

Posted by: Zenith.7301

Zenith.7301

So I was dueling a D/F ele, he cast air #4 (projectile destroying skill). I cast my F1 spear and it goes right through his skill and hit him, so it is not a projectile, can’t dodge it by reaction, pulls your opponents to you and low CD.

It’s a projectile that says unblockable on the tooltip. It can be “blocked” by objects on the field such as ground terrain. Whether or not it’s dodgeable is subjective.

More often than not, we’re reliant on it landing to pull off a ToF combo to win certain fights. It’s not as reliable as other classes who don’t need to try-hard like Guardians do.

If the guardian is about 600 to 900 units away from you, you aren’t going to dodge that spear. It just comes out too fast. The only reactionary counter I have seen is someone realizing they were hit with the spear, then popping stability or invuln so the pull wouldn’t work.

My experience with the greatsword auto constantly cancelling my spear cast says otherwise with how fast you are painting it to be.

25% movement speed

in Guardian

Posted by: Zenith.7301

Zenith.7301

It is sad to see so many Guardians constantly recommend that other Guardians use retreat, save yourselves, or staff to compensate for our sluggish movement speed. Why should we have to sacrifice utility slots for “certain” skills? Retreat is good, but we shouldn’t have to rely on it. Please stop recommending those skills to other Guardians. We NEED to be revamped!

Because in turn you fart out stability in a way nobody else can, you provide aegis to the group in a way nobody else can, you provide frontline lockdown in a way nobody else can, and alongside revenants you are the backbone of any melee group.

That’s why guardians don’t get mobility. Because their defenses and CC and defensive boon support added to the light fields that cleanse conditions right and left mean you can’t be a warrior with mobility.

I mean, are you really complaining? You could be as useless as a frontline necro, who also can’t escape/move around worth a kitten and does only a fraction of your damage, cc, and utility.

Guardian doesn’t need help. Dragonhunter, now that one does.

Make a raid wing where thieves are crucial

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

You know, sorta like how people were stacking engineers and revenants when wing 1 of the raid came out, and now they’re barely used classes.

There was a reason why they were doing it then, and why they stopped doing that later. Just as there were reason why at one point people were stacking burnzerkers in raids, but stopped doing it later on.
Neither of those reasons had anything to do with people being stupid.

creative interpretations of developer claims just undermine your argument

Well, if you think only the most strict interpretation can be used, then i’d like to point out, that it was never said they were contributing to player retention in a positive way.

Engineers didn’t get nerfed DPS wise. Revenants didn’t get nerfed, the nerf to auto was more than made up by sword 2 buff.

Burnzekers stopped being used because they, unlike eles, were brought back in line.

People took at least a week or two into the expansion to figure out necromancer was actually a desirable raid class.

I remember spoj had overestimated the DPS of power reaper greatsword, and then people found out about things like the aftercast greatly diminishing its value.

Hammer dragonhunter certainly wasn’t in the radar until later, and people were underestimating the output of dagger/warhorn ele compared to staff.

People are slow to adapt tactics. They were slow to take up commander chrono. They were slow to make use of Nature Magic stone spirit druids in lieu of a guardian, or a rev for perma prot.

Perry from SC is a daredevil main who excels just fine in his preferred content despite what most raid runners would tell you about how useless daredevils are. Even qT has a daredevil main running.

People greatly exaggerate the requirements these raids have for being completed. As they always have with the previous content as well.

(edited by Zenith.7301)

Stats for WvW blobbing

in Necromancer

Posted by: Zenith.7301

Zenith.7301

If you’re going frontline, you should be looking at marauder+cavalier trinkets and cavalier weapons.

Midline allows you to switch in more zerker/cavalier pieces, and backline is obviously glass cannon.

Give the Rev a greatsword

in Revenant

Posted by: Zenith.7301

Zenith.7301

Even then I hope we never get a ranged weapon. All ranged weapons besides ele staff and necro scepter are trash in PvE.

I hope we do even if it is trash in PvE at least we will have more than one ranged weapon to choose from.

It does not even have to be a full condi weapon. It can be a hybrid like the warrior’s Long-bow.

Oh, great, so an even more useless weapon not even used for large scale WvW because hybrid weapons are trash only used for duels or gimick spvp builds.

Killing Adrenal Health Berserkers (Tips)

in Necromancer

Posted by: Zenith.7301

Zenith.7301

Warriors, like daredevils, got way too many passive and active defenses for the damage and CC they pack. On top of the stupid mobility.

Problem with necro as usual is it takes you far too long to kill efficiently before you become outnumbered, and you can’t disengage so you just commit to die.

Unless you happen to fight groups of bad players, which you can solo. But then so can most classes.

Necro was not made for roaming. 1v1 duels in lobbies or agreed upon areas, sure.

But not roaming.

(edited by Zenith.7301)

I hate veil + portal

in Mesmer

Posted by: Zenith.7301

Zenith.7301

And thieves are supposed to be the best duelists, and rangers were supposed to be the best ranged profession for years and weren’t up until the huge longbow changes, and warriors are supposed to be the most mobile; we’re seeing how accurately ANet’s capacity to balance the game around that initial vision and in comparison is going, particularly as to what’s optimal.

Thieves were also supposed to be the best at mobility, and they are. They’re also one of the best duelists, so that fits. Warrior is the most mobile profession after thief, and the most durable one as well as they said.

Rangers are still not best at anything, not even range (that goes to ele/necro), so they gave them healing as a cruel joke (how it came to be that guardians became the burst trap longbow spec while rangers got the healing spec is beyond me).

Boost thief power please

in Thief

Posted by: Zenith.7301

Zenith.7301

If you’re referring to our damage, it’s fine. Honestly we don’t need any more buffs to it.

If you’re referring to range, it’s the same melee range as any other class.

Totally depends on the context. Most of our damage is from % modifiers

WvW: thief damage is fine.
PvE: thief has some of the best single target dps.
PvP: theif hits well below average.

Why do we hit low in pvp? because a lot of our damage modifiers are % based, and with lower stat pools overall we suffer.

What OP should be asking for is flat damage modifiers.

Thief WvW damage is far from fine lol. A single vault/backstab still does half a revenant’s health in a mug combo with a revenant having 3.6k armor and marauder’s armor with cavalier trinkets.

And thanks to shadowstep you are never dying against anyone in WvW unless it’s another thief.

If you have 3600 armor and the associated boons and are losing half your health, I can tell you that you’re running no HP. In which case, a full combo coming from a build investing in two (maybe three) damage traitlines should only be dealing half health.

Shadowstep has a 50s base cooldown and is used as a condition cleanse in most cases.

You have to be actually bad and have no mobility or range to let that control a fight. As a rev, a few AA’s from hammer will down a thief, and you have the mobility in shiro to keep up with it.

Aside from dire condition builds or ghost thief, you beat a thief in WvW by out-playing it, and once you know the nuances of the class, it’s not tremendously difficult to do in most cases (obviously there are always going to be some players who massively out-perform you/me/anyone).

There are definitely balance tweaks that should be made in both directions, such as cutting down Shadow Shot’s effectiveness per initiative/cast, however the problems with the class are pretty inconsistent between formats as Eval said above due to the scaling-based nature the class offers (Backstab has a lower skill damage coefficient than many new skills introduced with HoT). On the converse, there are some things within the thief that are strictly terrible and need substantial changes, such as OH dagger’s pitiful state, and the relative uselessness of the CS trait line due to the huge power-creep from offensive boosts to the thief baseline in other mixed/utility trait lines as well as huge defensive power creep to most professions since HoT, including the thief.

This has nothing to do about a match up. I used a medium HP plate class as an example of an HP sack to demonstrate how thief damage is not just “fine”.

Thief damage in WvW on a single target is simply the best by a mile, so let’s not pretend like thief is some mediocre profession for WvW roaming.

WvW is virtually flooded with daredevils, I’m not allowing you this pity party.

P.S. If you are getting hit by rev hammer autos, it’s you who has problems. It;s virtually the slowest ranged weapon in the game, and the moment a rev switches to hammer is the moment you can all in him as hammer has no defensive skills whatsoever and he’s stuck in it for 10 seconds.

Rev vs. thief match up is stupid easy for thief after all the phase traversal/UA nerfs. Kite with shortbow evade spam when he tries to melee, the moment he tries to hammer you burst him down.

Phase traversal pretty much drains their entire energy bar on shiro swap so all they can do for the next several seconds is autoattack you, and your autoattacks>theirs.

If you’re referring to our damage, it’s fine. Honestly we don’t need any more buffs to it.

If you’re referring to range, it’s the same melee range as any other class.

Totally depends on the context. Most of our damage is from % modifiers

WvW: thief damage is fine.
PvE: thief has some of the best single target dps.
PvP: theif hits well below average.

Why do we hit low in pvp? because a lot of our damage modifiers are % based, and with lower stat pools overall we suffer.

What OP should be asking for is flat damage modifiers.

Thief WvW damage is far from fine lol. A single vault/backstab still does half a revenant’s health in a mug combo with a revenant having 3.6k armor and marauder’s armor with cavalier trinkets.

And thanks to shadowstep you are never dying against anyone in WvW unless it’s another thief.

If you’re getting half your HP gone with 3.6k armor you have other problems lol.

That, or they’re LITERALLY full zerk scholar rune PVE build.

And by the logic that thief damage is far from fine, then in turn, FA ele is far from fine, rifle warrior is far from fine, REVENANT damage is far from fine, etc.

Anything other than zergling zerker staff ele is not remotely viable in spvp or WvW, so cut the BS. A thief or mesmer can run mostly zerk; an ele cannot as he does not have the amount of defenses/mobility baseline if he abandons his bunker build.

Moreover, scepter FA ele requires the landing of scepter 2, 2 bounces of phoenix behind a moving target and a fire grab to do his burst, all highly telegraphed and with large cast times and cd’s besides scepter 2.

Rifle warrior is similarly telegraphed with long casts, stationary while doing his burst. Steal is instant, ports you to a target, and if you somehow mess that one up there’s always infiltrator signet for another quick port to target for a burst.

And people don’t bring rev to WvW for damage (which is mediocre after nerfs), they bring them for boons.

Revs are also terrible roamers. They have virtually no escapes after the nerf to phase traversal. You might as well go roam on a necro, or guardian, it will be the same as a rev.

The roaming classes are daredevil, scrapper, and mesmer for a reason.

(edited by Zenith.7301)

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

It’s like people are completely blind to all the mistakes WoW made by creating different raid difficulties…

LFR was not a mistake. It was quite successful and widely used, in fact. Which is why it’s returning to Legion to its un-nerfed state compared to how it was made irrelevant in WoD.

So let’s please not stick to idiotic platitudes like these. Try to live in reality for once.

I hate veil + portal

in Mesmer

Posted by: Zenith.7301

Zenith.7301

If you are running with an organized group in WvW you basically run what the group leader says and keep your mouth shut.

You are there to win,as a team not selfish desires. When you solo roam you can run w/e you want.

Ultimately this is more or less accurate unfortunately. It’s also why organized WvW groups generally regard people that want to play mesmer for them in the same rarity as unicorns.

It’s kinda that way with most of what’s objectively good, though. Most mesmers who enjoy the role are typically people who like playing support roles and think the aesthetic is cooler than the ele. Being told not to play a thief for example, versus playing a boring utility mesmer is kind of the same thing for those who like that style of play.

That said, a lot of people who do complain on the matter are typically pugs running with their server’s pug commander, or aren’t in a guild or running consistently with a group to prove their worth when deviating from the standard. I say this from a plethora of personal experience where some commanders have recognized that my overall contribution on my thief vastly outweighs having an extra warrior or ele, for downing two or three people before the sides even collide in a fight gets very early momentum either by forcing burned cooldowns, and spooks the remaining enemy backline.

Overall, if you’re in a zerg fighting other zergs of relatively even numbers and are not a critical player, run what you’re good with. If you’re zerg-busting and are way outnumbered, you absolutely must play team comp because of the numbers disparity.

Speak for yourself. I rolled mesmer, because in the pre-launch reddit AMA they said mesmers would be a high DPS class as a light armor wearer.

I rolled a mesmer because in GW1 they were both an interrupt and high damage machine in PvE (besides necro the only class with unmitigated damage).

I didn’t roll a mesmer to be a support class.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Anet can’t even put people to work on proper PvE class balance, can’t produce fractals or dungeons on a timely manner (in all the time we’ve had HoT, a new fractal is just coming now), nor can they produce much in the way of braindead open world PvE.

And you expect they’ll dedicate the manpower to make an easier mode of raids?

They won’t even bother to have art assets from raids drop from them, instead outsourcing them to the gem store.

The only thing that has manpower is their gem store and trading post dev teams lol.

How do I get to Dragon's Stand?

in Guild Wars 2: Heart of Thorns

Posted by: Zenith.7301

Zenith.7301

I just park my alt in ley line confluence point and wait for a TD meta and then do it with my alt and unlock DS.

Less trouble than the annoyance of the alternative.

Give the Rev a greatsword

in Revenant

Posted by: Zenith.7301

Zenith.7301

Even then I hope we never get a ranged weapon. All ranged weapons besides ele staff and necro scepter are trash in PvE.

Boost thief power please

in Thief

Posted by: Zenith.7301

Zenith.7301

If you’re referring to our damage, it’s fine. Honestly we don’t need any more buffs to it.

If you’re referring to range, it’s the same melee range as any other class.

Totally depends on the context. Most of our damage is from % modifiers

WvW: thief damage is fine.
PvE: thief has some of the best single target dps.
PvP: theif hits well below average.

Why do we hit low in pvp? because a lot of our damage modifiers are % based, and with lower stat pools overall we suffer.

What OP should be asking for is flat damage modifiers.

Thief WvW damage is far from fine lol. A single vault/backstab still does half a revenant’s health in a mug combo with a revenant having 3.6k armor and marauder’s armor with cavalier trinkets.

And thanks to shadowstep you are never dying against anyone in WvW unless it’s another thief.

Give the Rev a greatsword

in Revenant

Posted by: Zenith.7301

Zenith.7301

Meh.. while everyone argue who has and who doesnt have gs i would like to check out who has staff, word and who doesnt and yet i dont see anyone complaining about it.

GS – war, guard, ranger, mesmer, necro
Sword – war, guard, ranger, thief, mesmer, rev
Staff – guard, rev, thief, ranger, necro, mesmer, ele

Which weapon is the most underused one? Good night…

Which weapons is most underused? Pistol or scepter most definitely. Rifle too.

Reddit- Pet DPS comparisons

in Ranger

Posted by: Zenith.7301

Zenith.7301

Making it so all our melee pets cleave like every other kitten class’s damage also seems unlikely. We’re stuck with low DPS drakes if we want that melee cleave that a warrior and guardian and daredevil and necromancer get for free.

List of pet disadvantages goes on:

- No scaling with ascended stats.

- Pets can’t reach the 220% crit damage bonus the player can.

- Pets don’t benefit from food/oils, runes, or sigil bonuses.

- Pets need a godkitten trait to benefit from our boons despite being a tax on our damage and a portion of the DPS we do.

- Several traits are tied to pet swap, as is our pet survival mechanic, but the pet we swap to losses all boons.

Every way you look at it, from the lack of AoE they didn’t address with druid or glyphs (instead giving us a healing gimmick spec) alongside our outdated kittenty traits (Most Dangerous Game, Opening Strike, etc) and pets are to blame for rangers not having remotely competitive DPS builds.

Especially power builds, since rangers don’t pay the pet tax on their condition damage (although their condi builds are point blank stationary trash for PvP, they can’t cleave condis like an engi or necro can nor efficiently apply them in aoe from a distance).


If people recall, rangers were one of the later announced professions in Guild Wars 2 closed beta, and in HoT they were the last elite spec to be revealed and clearly a kitten change (staff is an utterly kittenty weapon used mostly to just recharge astral form and skill 3 for mobility).

Rework Revenant Sword

in Revenant

Posted by: Zenith.7301

Zenith.7301

Sword was never designed for group scenarios, it was designed for 1 on 1 fights. Precision Strike is good as it is because it is designed to keep target leashed to you …. in a group situation I would use Precision Strike to keep someone from geting to a squishy party member (for example Rangers, Dragonhunters and Staff ele) and that 450 range is nice to have in such scenarios.

The same goes for Unrelenting Assault,it’s a defensive skill designed for 1 on 1 fights…it gives evasion,might and a bit of dps. Now don’t get me wrong I would rather they put Grasping Shadow in place of Unrelenting Assault – there are 3 reasons for this:

1) Executing Unrelenting Assault with a shield on my off hand turns my stomach upside down. Ninja’s do not use shields in combat because it offsets their body while doing aerial accrobatics…it’s very impractical.

2)Grasping Shadow on MH improves Revenant Mobility because we can use it in combination with Frigid Blitz without having to swap weapons. And also reinforces my argument about Precision Strike. With both Precision Strike and Grasping Shadow on sword MH it will be a nightmare for mobs and players to charge at your ranged allies.

3) It gives Condi Revenants access to might generation outside of Legendary Dragon Stance and provides a good source of healing for Condi Revs who run Shiro instead of Glint.

You’re already wearing plate armor lol. You’re neither an assassin or ninja, if you wanna play that archetype, thief and ranger are more in that vein (sniper/rogue).

Annoying mechanic

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Unfortunately for us, we don’t get to be Kasmeer and keep our illusions around as minions after a mob dies.

Which is why mesmers have such crappy ramp up and their damage dies the moment a single mob the illusion is on dies.

I wish we could be Kasmeer, but I doubt we’ll ever be a functioning mesmer like Kasmeer is.

They won’t even fix our garbage autoattacks or make Cry of Frustration not utter garbage, what makes you think they’ll bother with larger mechanical undertakings.

In fact, they were so lazy about fixing core mesmer issues like mobility and phantasms clashing with shatter DPS, that they shoved all the fixes into the chronomancer traitline.

Rework Revenant Sword

in Revenant

Posted by: Zenith.7301

Zenith.7301

Sword doesn’t need changes. It needs the nerfs reverted.

What needs reworks is useless weapons like staff (which only see use for 5 and 3, and then you want to switch asap) and mainhand mace.

Staff is pathetic, its autoattack neither does damage or healing (150 heal orbs at the end of the chain, just terrible), and all its skills cost a crap ton of energy.

I hate veil + portal

in Mesmer

Posted by: Zenith.7301

Zenith.7301

Sure, any good group has people able to play mesmer, but nobody actually wants to play it. That’s often why they’ll have multiple mesmers actually; so that they can cycle it out and not get stuck playing mesmer for too long.

I still don’t get the bad part of being called upon to provide crucial abilities to the raid.

Because nobody likes being the class whose only use are 75+ sec cd skills.

After you blow those two, you might as well not exist.

Mesmer does nothing of value besides veil/portal in large engagements due to their crappy AoE and how clones/phants die immediately since unlike PvE they have no aoe immunity.

Reddit- Pet DPS comparisons

in Ranger

Posted by: Zenith.7301

Zenith.7301

Everybody knows that the pet tax on our power weapon base numbers and coefficients is BS.

Ranger power weapons deal virtually almost half the DPS of other classes with a measly 1300 DPS pet that can’t hit a moving target to compensate.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Raids in this game are a joke, they’re cleared 1-3 days after they come out compared to the months it takes other games.\

And you want them easier?

Let’s be honest here, what people are concealing is their dislike for a need to organize 10 people into a group to manage a raid kill, so they want a raid format where coordination is utterly unnecessary to get a loot pinata.

You have to consider we all have varying thresholds for ‘difficult’. Some people still struggle with T3 fractals. Some will never clear Arah. Others still will clear a raid wing on the first day without getting downed even once.

The entire point of tiered difficulty allows for more people to clear the raids at a level they personally find challenging.

Of course, this is extremely unlikely. At best we’re going to see a continuation of the current trend – encounters varying from the quick and simple to more complex and gruelling.

Well, yeah. But if they can’t clear Arah or T3 fractals, they should spend their time honing their skills on those before trying to raid.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

Raids in this game are a joke, they’re cleared 1-3 days after they come out compared to the months it takes other games.\

And you want them easier?

Let’s be honest here, what people are concealing is their dislike for a need to organize 10 people into a group to manage a raid kill, so they want a raid format where coordination is utterly unnecessary to get a loot pinata.

GS needs massive buff

in Necromancer

Posted by: Zenith.7301

Zenith.7301

This whole discussion boils down to, “I want this weapon designed for PvE crowd control to be useful for PvP.”

Just take dagger, for Pete’s sake.

PvE crowd control lol. You are one cute troll.

Foot in the grave - Most underrated Trait

in Necromancer

Posted by: Zenith.7301

Zenith.7301

See here is the thing, Necromancers need a weakness. It isn’t condi damage like mesmer or thieves and it isn’t power damage. We got the most effective hit points on top of having an entire line dedicated to life leech. Hard CC is the necro weakness, so if we wanted to cover that weakness it needs to be a choice. A hard choice(get it cause hard CC, hard choice); if Necromancers had as much Stability as a guardian/warrior then Necromancers would literally be the most powerful class.

No? Because necromancers don’t have invulnerability or mobility, which is far superior to being a health sponge against scaling numbers.

Which is why frontline guardians/warriors/revenants are far superior options in WvW and spvp, while frontline power necro is trash.

Autoattacks should generate energy.

in Revenant

Posted by: Zenith.7301

Zenith.7301

Besides, most other classes just swap weapons when they go on cooldown to cycle their damage and utility skills.

We swap weapons, and just like thieves the both weapons pool from the same resource, except we don’t gain back our resource at anywhere the rate thieves do.

Autoattacks should generate energy.

in Revenant

Posted by: Zenith.7301

Zenith.7301

Druids wanted easier and easier Astral Force generation and it got to the point where it was meaningless so anet nerfed 2 of the celestial avatar skills, both 50% in functionality and the one in +40% recharge.

The point of energy costs on weapon skills is to keep the recharges reasonable for what they do. You start increasing energy gain per second or start trimming it, expect even more hard nerfs with things like 5sec recharge/50% dmg CoR, 20sec/-2hits UA and 30sec/no evade surge of the mists. Or it could even be swapping legendaries goes from 50% energy to 33% energy.

If you want energy management, stop running all 5 pips with herald all the time.

What a dumb retort. You clearly haven’t played a warrior if you think the cd’s of our weaponskills are short to be balanced with energy. Or a thief for that matter.

In fact, daredevil initiative system is exactly an example of energy systems done right. Their Vault hits much harder than UA and is an evade as well, with a 5 sec cd if you count initiative generation time.

Nobody’s talking herald. Play shiro, waste your 50 energy in a single PT or stunbreak cast and then sit around waiting on autoattack for 10+ seconds to use anything else.

Autoattacks should generate energy.

in Revenant

Posted by: Zenith.7301

Zenith.7301

Right now this class doesn’t have a hint of energy management because right now if energy is spent, the only way to reasonably regen energy at a satisfactory rate is to legend swap.

Utility skills and some skills like staff skills are incredibly costly.

If autoattacks regenerated like 1/1/3 energy for an autoattack chain, energy management would feel a lot better.

Either that, or they need to remove energy costs off weaponskills and leave them for utility skills, while revising the energy costs particularly of ventari and shiro (PT nerf is horrendous, you’re basically paying your entire energy for an inferior blink/shadowstep that requires a target and has an activation delay) in particular.

Legends besides Glint and Shiro need better access to Stunbreaks. Mallyx’s leap needs to be a stunbreak (and all the utilities need a cost decrease). Mallyx should have some condi transfers/manipulation built back into it.