Showing Posts For ZombieLeach.5862:

Skyhammer Design Discussion

in PvP

Posted by: ZombieLeach.5862

ZombieLeach.5862

The only problem I have with Skyhammer is the placement of the portal to get to the cannon. You should not get a clear view of the portal if you are in the cannon, it makes it too easy to ambush people with cc for a kill. It should be risky. Maybe expand the underneath portion of the map and place it down there. The breakable pannels near points A and C could be access ways to that underground area. A way down, but not up basically. That would give the pannels some play on the side points without giving easy points/kills. I know people complain about the jump pad things, but I’ve got no problem with them. Maybe add some ramps up for those that prefer that method.

Ascalon Academy

in Lore

Posted by: ZombieLeach.5862

ZombieLeach.5862

My bad. I wasn’t aware that there were two Academies. I’ll be more careful in the future. As for the gears. That saddens me in all honesty. I was hoping for something more grand. You’d think the Charr would have taken and melted them down to make more weapons or something not leave them to rust. :/

p.s. I’d like to point out that the courtyard the gears sit in looks like it should be the remains of the Historical Monument of Nolani. It’s in the correct place at least. (Link)

Ascalon Academy

in Lore

Posted by: ZombieLeach.5862

ZombieLeach.5862

I’m sure this is probably common knowledge, but I can’t find the answer anywhere. In The Town of Nolan, what are the old rusty gears from? Thanks for anyone who answers.

you guys still don't even feel at this rate?

in PvP

Posted by: ZombieLeach.5862

ZombieLeach.5862

hah….. really?

Explain what you’re asking. It makes no sense.

Build: Not Sure What to Call It.

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

Yeah, you have to look at that, but each tic of burning is worth more than a tic of bleed. In your build Riposte does 4 stacks of bleed for 8,022 damage over 22 seconds where Flaming fury does 8 stacks of burning for 7,713 damage over 3 1/4 seconds. The damage is similar, but over a much shorter duration making it harder to cleanse and making each tic that hits deal more damage. If you replaced the Krait runes for Balthazar your bleeding goes to 6,112 over 16 1/2 seconds while the burning goes to 10,284 damage over 4 seconds. That’s a lot more damage over a much shorter time and that doesn’t count the fact that you can use several Flaming furies in a row every 8 1/2 seconds or so if you build adrenaline right while you can only use Riposte every 15 seconds and only once.

Build: Not Sure What to Call It.

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

So you prefer bleeds over burn even though burning does more damage per tic? That I don’t understand.

I use smoldering and Expertise from wanderers to boost burning. The only skill that does burning is flaming fury on main hand sword. Off hand sword is way better than torch. You are not going to find anyone that disagress with The torment that off hand sword does and the Block to be a better choice than torch. Torch provides no defense and and the burning it does is not more damage than torment does from sword.

When Skull grider does bleeding and main hand sword primary damage is bleeding. Why would you think bleeding is not important. That I don’t understand? Did you not look at the skills? Sigils like Geomancy also benifit a lot from bleeding duration.

Older warriors that have been around a long time will tell you that if you do not take arms traitline than Krait runes are a must if you are using a sword.

I never said bleeding wasn’t important, I just said burning does more damage per tic. If you’re doing a burning build wouldn’t it be better to focus on burning. The weapon set could be S/S LB for instance. AOE burns and good range and since adrenaline refills rather quickly stacking burns wouldn’t be a problem. I just don’t see how the damage output compares, and isn’t killing people quickly a better defense than preventing damage?

Build: Not Sure What to Call It.

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

So you prefer bleeds over burn even though burning does more damage per tic? That I don’t understand.

Build: Not Sure What to Call It.

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

I went the route I did simply because of the Opportunist, Leg Specialist combo giving not only a immobilize every 3rd hit or so, but fury as well improving crit chance. I chose Healing shouts because of my preference for “Shake It Off.” I’ll have to try that variant though.

Build: Not Sure What to Call It.

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

It’s a hybrid damage, glassy, warrior build I’ve been using in PvP a lot lately. It does well capturing points in 1v1’s but tends to break down if +1’d or in team fights since it doesn’t have very good aoe damage. The Elite Skill can be replaced with Rampage, but that reduces the effectiveness of the Runes of Lyssa’s condition stripping. Anyway, here’s the build. Any advice for improvement or just a name would be helpful. I’ve not checked Metabattle to see if there’s a similar build, but I doubt this is meta anyway.

http://gw2skills.net/editor/?vJAQRApf8en8cAdegVhAehAElillA792GcLuJvg4WP4IAEB6dA-TZRAAB6XGYgTCQAPAAi2fAgjAAA

Long absence - LF PVE Build

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

The raid build CadeRG.4508 mentioned is nearly identical to what I use. If you’re just looking for some cheap exotic stuff it can be used with Rampager’s gear (or if you want some toughness Rabid) until you can make a set of Viper’s ascended. It’s a really good build that works for world bosses as well. You should try it out.

Insane Lag-Spikes again

in Account & Technical Support

Posted by: ZombieLeach.5862

ZombieLeach.5862

From what I can tell the Anet servers are in Austin Texas and Austin is having some outage problems. That is probably the reason. My connection has been lagging for over a week because my connection goes through an area that is having outage problems as well. It seems like there are outage issues all over the US.

Awful Lag (11/30-12/1)

in Account & Technical Support

Posted by: ZombieLeach.5862

ZombieLeach.5862

I’ve been experiencing the same issues for about a week now and have talked with Anet’s customer service as well as my isp’s customer service. From what I’ve gathered from comcasts, time warner, and AT&T outage maps there are outages in Austin Texas where the NA GW2 servers are (at least from what I can tell). This means that it’s not Anet’s fault for the lag, but the internet company’s in charge of those lines. I’d suggest running a Trace Route on your connection with Anet’s servers and contact your isp to get the issue sorted out. I need to call my isp again since their last “fix” didn’t change anything.

VERY Abnormal Ping Issues

in Account & Technical Support

Posted by: ZombieLeach.5862

ZombieLeach.5862

I’m having a similar issue. My game will run fine for a while. Then suddenly it will lag, everything will stop, sometimes I can see everyone else moving but I can’t use any of my skills then it will either right itself or it will send my back to the character select screen with a “disconnected from server” error message. I’ve checked the crash logs and there’s nothing there as well as ran a traceroute and all the hops are 50-ish ms or below so it’s not my connection. My modem is fairly new and haven’t had any problems with it before and can run other things no problem. I’ve exhausted everything I know to check. I’m at a loss for answers…

Alt making questions

in Necromancer

Posted by: ZombieLeach.5862

ZombieLeach.5862

So, you know the construction equipment the Steamroller? In my limited experience the class is a lot like that. It’s slow, but flattens anything that is slower than it. It has ways of catching fast moving targets by the way. So, if you want to play a very “chill” class pick Necro. Also hop in the PvP lobby. You can check out the traits, stat combos, and weapon/utilities skills yourself even the specializations if you have HoT.

This are ranger pets [PETS TEST 2]

in Ranger

Posted by: ZombieLeach.5862

ZombieLeach.5862

Maybe the OP should post these results in the “Druid Changes” thread and request they be fixed. I mean, pets are still part of the Druid.
.
.
.
(I’m kidding by the way. Seriously needs to be fixed or seriously downplayed as a mechanic though.)

Story question

in Guild Wars 2 Discussion

Posted by: ZombieLeach.5862

ZombieLeach.5862

I’m on the last mission of the HoT storyline with a character that hasn’t completed the Personal Story or Living World Season 2. My answer, however, is no. Similar to how Personal Story steps are gated behind levels HoT Story are gated behind Masteries so you will have to get the required ones to progress the story. If you haven’t completed the Personal Story before or Living World Season 2 I’d suggest completing those first, but they’re not required.

Last instance for story is bugged FRUSTRATING

in Guild Wars 2 Discussion

Posted by: ZombieLeach.5862

ZombieLeach.5862

Just tried the final fight about a dozen times myself and at least that with a group. Didn’t complete it at any point. So, here are my complaints.

- Second Illusion Rift spawns on the broken side off the edge making the instance unbeatable.

- Updrafts and Glider don’t always work resulting in annoying deaths.

- Theres no real way to dodge Mordy’s rocks once you’re in the air and his big aoe air current thing can kick you out of the air with no way to avoid it.

- The tormenting orb “turret” thing that he spawns coupled with his aoe air current can make it impossible to trigger the rifts when soloing.

Other than that I don’t have a problem with the fight. He’s got a godly amount of health, but that’s fine cause he’s supposed to be a “Big Baddie” and his mechanics are annoying (especially the reflect since I’m a ranger) but manageable. Had the above issues been ironed out I’d have completed the story first try, but, one of those four things keeps killing me and every group I try it with. :c

(edited by ZombieLeach.5862)

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: ZombieLeach.5862

ZombieLeach.5862

Ok, so, I complained a few pages back about people not giving suggestions and I’m happy that the venom from before isn’t near as prevalent. There are still plenty of irritated folks, but not so much venom and raw hate. There have been some good suggestions about how to solve this problem. But the one I like the most is to bring back the Trait vendors, or at least their hero point refunding items. Make it cost a few silver each time and have it refund the hero points so they can be reused for new builds. This would allow those who only have a few hours a week to play the elite specializations without the months of grind it would take them while still allowing those who like that grind to get the extra hero points to avoid the vendors (This makes the grind for convenience, not core functionality). It serves as a small gold sink to help the economy, and gives people an option to alleviate their troubles. I can’t see any way this could be bad for the game. That’s my two cents.

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: ZombieLeach.5862

ZombieLeach.5862

The only good thing about this grind is that I’ll never buy another copy of HoT for my 2nd account. – which I intended before.
I prefer spending my money on things I like and I don’t like running another 5 toons through pve to play on another server.
I’m not sure if even half of my main accounts toons will ever have 400 points..

Don’t be so hasty to judge. The expansion has been out less than a day at this point so there are some balance issues that inevitably need to be ironed out. Anet has a tendency to dial things back so give it time. In the mean time, how many points do you thin would be adequate for the Elite Specializations?

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: ZombieLeach.5862

ZombieLeach.5862

I understand people’s frustration, the game has been out about a day shouldn’t you have everything already? It’s what Anet has done in the past; why not now? 400 hero points should be like 40, right? To be real, I expected this hate outburst. Anet adds harder content and everyone who just wants their stuff now crawls out of the woodwork. Just chill. You have a right to complain but senseless hate won’t help. Make suggestions, offer solutions, and try to make the experience better for everyone not worse with venom. :/

No, you don’t understand the frustration, the problem is forced map completion, which to many players is a grind because they play different game modes. And even many who enjoy map completion would like to enjoy the new zones as the elite specs.

All the elitist attitudes of: “well you better work hard” on a game is ridiculous. Most players are here to have fun, not get frustrated because they are gated from enjoying a core part of the game.

Jobs in real life are for hard work, a game is for relaxation, fun with friends, and get what you payed for, not a frustration bucket. As a primarily wvw and pvp player I was banging my head against my desk just trying to figure out the new zone, not even getting hero points yet, because it took me so long and I was so frustrated at the specs being locked behind masteries on top of map completion which I hate. (there is a reason the most map completion I have on any character is 20%.)

Besides the fact that I’m not an elitist (I’m a casual pve/rper with 12 characters, and a full time job) the points I was trying to make are these:

1. Venom and anger help no one and do nothing but damage the overall community and alienate those that enjoy what you hate.
2. The expansion just launched, give it time. I’m sure they’ll change most everything within the next few days due to feedback. Slow your roll and speak up in a constructive manner, not destructive.
3. You have a right to complain, BUT offer solutions that would make your preferred game mode more enjoyable. This makes your posts more enjoyable to read by the devs and gives them ideas for positive changes. Saying, “I hate __!” tells them nothing; something like, “I would like _ changed to _ because of __!” says a lot more and offers what you consider is an acceptable change.

p.s. I’ll end this post with and apology. I added venom to this thread which was not my intention. I read posts on my phone, at work, during a break and the venom irritated me so I got sarcastic and over simplified my points due to lack of time.

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: ZombieLeach.5862

ZombieLeach.5862

I understand people’s frustration, the game has been out about a day shouldn’t you have everything already? It’s what Anet has done in the past; why not now? 400 hero points should be like 40, right? To be real, I expected this hate outburst. Anet adds harder content and everyone who just wants their stuff now crawls out of the woodwork. Just chill. You have a right to complain but senseless hate won’t help. Make suggestions, offer solutions, and try to make the experience better for everyone not worse with venom. :/

Writing our own pet AI...

in Ranger

Posted by: ZombieLeach.5862

ZombieLeach.5862

Oh, it would change the lack of control, drastically. Many Rangers would love to have control over the other pet skills, especially useful ones like Canine Pounces, Drake Tail Swipes, Porcine Charges, and the Moa Heal.

Your suggestion is a reworked “Guard!” which has it’s own advantages. Rather than one or the other, both should be implemented.

What I’m referring to is specifically the pet’s positioning. I’d like more options in that regard over added pet skills. Id like to be able to tell my pet to stay still so I can use it as a shield or guard a doorway to attack anyone who tries to go through. Pet skills would be nice, but the current F2 skill works fine for me.

Writing our own pet AI...

in Ranger

Posted by: ZombieLeach.5862

ZombieLeach.5862

I think if Anet added additional pet commands besides “attack” and “return to me” the pet AI would be less of a focus.

More like, if Anet just gave additional keybinds for stuff like Attack My Target, Return to Me, and Pet Stow, it would be less of a focus. At least then, we could have all 3 pet skills on the F1-F3 bar for full control.

Even if Anet gave us those key binds it wouldn’t change the lack of control over the pet. What I propose is to add more commands to the pet UI. Subvert the AI in other words rather than improve it. “Guard” would allow you to use your pet to watch locations or hastle specific areas, or another one could be “Stay Here” causing your pet to return to your location and stay there even if you leave. You could then use “stay here” move back a little and use your pet as a sheild.

Writing our own pet AI...

in Ranger

Posted by: ZombieLeach.5862

ZombieLeach.5862

I think if Anet added additional pet commands besides “attack” and “return to me” the pet AI would be less of a focus. Besides, ballancing the game around a function like that would be difficult. A “Guard” command would be useful, ground target that sends your pet to a specific location.

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: ZombieLeach.5862

ZombieLeach.5862

I’ve read a lot of what people have suggested in this thread and I don’t agree with a lot of it. I’ll separate my responses into two categories:

Combat
The events themselves are fine, they’re varied and complicated enough to be engaging in more than a dps/kill things quickly sense, you have to actually think about how you can best contribute. The events spawning all over the map is also nice in that it gives the impression that Mordy really has an army and is really attacking the whole map at once. I also think it limits the mindless zerg ball that tends to form during event chains since players tend to go to different events after one finishes. So the combat and the way the event is structured is fine in my book. I’ve heard suggestion of adding a boss fight at the end or changing the way the events pop up to be less random and while I think a boss fight would be nice I don’t think it is necessary or even lore-wise appropriate and as I said before the way the events load and are structured are good to me.

Rewards
There are two problems with how the rewards are set up. One, the blooms you get per completed invasion are too low for how short the event is. And two, the stacks of “Events Completed” to determine how rewards are divided out promotes “tag and run” tactics to try and get something out of the whole event. Increasing the rewards to allow players with less time on their hands to get some decent rewards and changing the reward system to a map wide completion type reward structure so that the better the map does the more rewards everyone gets “so long as you’ve participated at all” would promote staying with the event you’ve chosen to ensure it is completed in a timely fashion. These two changes and I think the event would be much better.

P.S. I understand not allowing the mobs for the event to drop loot on death. It’s similar to why mobs spawned from world bosses don’t drop loot either, it’s to ensure focus on completing the event in a timely fashion and limit champ farming. Gold and EXP would be nice to help compensate for the added gold needed for the bloom purchases and help me feel rewarded for participating in the event even if I don’t care about the blooms.

Lets see your engineers!

in Engineer

Posted by: ZombieLeach.5862

ZombieLeach.5862

Grit Sootmane is a Charr of the Iron Legion, naturally. This is his current look.

Attachments:

Balancing

in Guild Wars 2 Discussion

Posted by: ZombieLeach.5862

ZombieLeach.5862

Note: This is mostly for the math and info. Tiny rant at the beginning and a bigger one at end.

I only have something to say on the burning because I don’t ever play Mesmer and have no idea about it’s OP’ness or how it could be balance if it indeed needs to be balanced. To put it simply, Burning is op compared to other conditions. The following calculations are the damage formulas for every damaging condition as pulled from the official wiki and are calculated with a couple assumptions.

1. Confusion is calculated as if a skill is used every second by the target to keep the damage on the same time.
2. Torment is calculated as if the target is moving.
3. Condition Damage is calculated with a stat of 900 (because it’s the middle pvp stat from the amulets. I needed a number)
4. It is assumed the user is level 80.


Burning – (0.155 * Condition Damage) + (1.55 * Level) + 7.5
(0.155 * 900) + (1.55 * 80) + 7.5 =
(139.5) + (124) + 7.5 = 271
Poison – (0.06 * Condition Damage) + (0.375 * Level) + 3.5
(0.06 * 900) + (0.375 * 80) + 3.5
(54) + (30) + 3.5 = 87.5
Bleeding – (0.06 * Condition Damage) + (0.25 * Level) + 2
(0.06 * 900) + (0.25 * 80) + 2
(54) + (20) + 2 = 76
Confusion – OT(0.035 * Condition Damage) + (0.1 * Level) + 2 // SA(0.0625 * Condition Damage) + (0.575 * Level) + 3.5
OT(0.035 * 900) + (0.1 * 80) + 2 // SA(0.0625 * 900) + (0.575 * 80) + 3.5
OT(31.5) + (8) + 2 = 41.5 // SA(56.25) + (46) + 3.5 = 105.75
(41.5) + (105.75) = 147.25
Torment – (0.045 * Condition Damage) + (0.18 * Level) + 1.5
(0.045 * 900+ (0.18 * 80) + 1.5
(40.5) + (14.4) + 1.5 = 56.4
(56.4) * (2) = 112.8

In case you don’t want to read the math and pull the values, here they are.
Burning = 271 dps per second
Poison = 87.5 dps per stack
Bleeding = 76 dps per stack
Confusion = 147.25 dps per stack
Torment = 112.8 dps per stack

Confusion and Torment which are supposed to be heavily punishing for using skills and moving respectively are about half the damage Burning can do without a gimmick to deal with. The only condition that can potentially match a single stack of burning is Confusion and that is only of the one with confusion is an idiot and spams skills. My point? Burning does MASSIVE damage for little more than stacking a couple on someone and waiting. And don’t use the, “Oh, you can just cleanse it,” argument because that works for every condition. If Immobilize kept you in place for 2 minutes it would be OP, but, Oh, you can just cleanse it…

(edited by ZombieLeach.5862)

D/D ele: which nerfs?

in Elementalist

Posted by: ZombieLeach.5862

ZombieLeach.5862

I’ve ran around as the ele to refine my suggestions to two things that I think would be the best to adjust things while leaving d/d cele ele for the most part intact. Fix burning itself Reduce burning’s per stack per second damage by a third but increase the durations of the burning by a second (or so depending on the skill) making burning more of a sustained damage over time. This should be done across the board to leave burning damage totals the same, but takes more time to achieve. More time would allow builds like burn guard to achieve higher stacks of burning while allowing ele to sustain burning over time yet give opponents time to clense. And make Soothing Mists from the water attunement from a 9 second regen on a 3 second recharge to a 3 second regen on a 3 second recharge leaving a bit of an overlap for the nest attunement you enter, but not so prolonged as to be able to maintain it indefinitely.

D/D ele: which nerfs?

in Elementalist

Posted by: ZombieLeach.5862

ZombieLeach.5862

I disagree about the burning nerf, as there are a lot of builds this would effect, and as the light armor lowest HP class, ele was made to do tons of damage, burning on ele is balanced with the other awesome things we can do.
what I suggest is to a fix soothing mist bug (been like this sense release,) currently (and in the past) soothing mist by default lasts for 5 secs after you leave water attunement. this is very strong as ele’s always attune to water on cd (which is an 8.5s recharge as everyone takes arcane trait line) that leaves soothing mist up at about 80% uptime (and most people take the trait for soothing mist does double the healing.) that is way too much passive healing. making soothing mist leave you as soon as you leave water attunement wouldn’t effect support builds soo much as they tend to stay in water attunement for a bit longer, this would encourage people to stay in water attunement longer if they really needed heals, rather than swap attunements knowing their healing would remain the same.

I think burning needs a theme change from massive quick damage to more sustained damage over time. Even if the overall damage stays the same reduce the per second per stack damage and increase the duration of the burning. That way it wouldn’t be hard to maintain decent stacks of burning but the burst damage potential of it would be reduced. I don’t think that would effect other builds the harshly. I do agree with you about the Soothing Mist bug though. The ability of Ele’s to Ride the Lightning out of range, heal to full, and return to battle as if nothing happened is a bit ridiculous. I mention above a possible change to Ride the Lightning since it’s range it a bit far imho.

D/D ele: which nerfs?

in Elementalist

Posted by: ZombieLeach.5862

ZombieLeach.5862

It has been stated before that the problem with d/d cele ele isn’t the fire trait line or the dagger skills but with burning itself. I will prove this. Ok, so I pulled these damage formulas off of the GW2 Official Wiki.

Bleeding
(0.06 * Condition Damage) + 22 = (Damage per stack per second)
Poison
(0.06 * Condition Damage) + 33.5 = (Damage per stack per second)
Burning
(0.155 * Condition Damage) + 131.5 = (Damage per stack per second)

For this example we’re going to go with a Condition Damage of 900 with is given by Setteler’s Amulet and we’re going to use 4 stacks of Burning for 3 seconds wish is what the Ele’s 2nd dagger skill uses and we’re going to compare the damage of bleeding and poison with the burning damage.

Bleeding
(0.06 * 900) + 22 = 76per stack per second
4 * 3 * 76 = 912 total damage
Poison
(0.06 * 900) + 33.5 = 87.5
4 * 3 * 87.5 = 1,050 total damage
Burning
(0.155 * 900) + 131.5 = 271.5
4 * 3 * 87.5 = 3,252 total damage

Easily three times as much damage. That’s ridiculous. I can understand twice since you can stack more bleeding than burn, and poison has the added effect of reducing effective healing, but three times?

D/D ele: which nerfs?

in Elementalist

Posted by: ZombieLeach.5862

ZombieLeach.5862

I don’t think d/d cele ele is over powered, just has great versatility and other classes have problems that make the class seem too strong. The professional team that are trying multiple ele’s seem to be trying something new to see what team comp works and ele is just very versitile right now with it’s good survivabiltiy, support, and mobility. Burning may be a bit too high, but it’s not that big a deal with decent condi clense. I think the biggest problem is the high mobility of the class. There’s really no way to catch up to an ele using Ride the Lightning (1200 range, really?) and the mistform in downstate can lead to safe stealth res which no other class has a way to ensure a res. Maybe reduce Ride the Lightning to 900 range making it comparable to other leaps and such and reduce the mistform to 2 seconds while reducing the cooldown to 15 seconds.

Of course this is just the opinion of a non ele player. Mostly play Warrior, Engi, and some Guard.

Gun Flame: Rifle still no good for sPvP?

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

So, what should the charge time on Killshot/Gunflame be adjusted to be useful, but still telegraphed enough to be dodged easily without some kind of setup? .8-.9 seconds? Then you could use Aimed Shot to set up Killshot, but still leaves enough time for the opponent to pop a stun break or condi removal to dodge. I don’t think it should be any shorter than that.

Describe the Berserker in 3 Words

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

Meta only burning

and

tired of burning

Condi's to boons and vice versa

in PvP

Posted by: ZombieLeach.5862

ZombieLeach.5862

Oh, my bad. I hardly play Necro. I should have done more research before I made this topic. ._.

Condi's to boons and vice versa

in PvP

Posted by: ZombieLeach.5862

ZombieLeach.5862

There’s a way to convert conditions to boons, so shouldn’t there be a way to convert boons to conditions? As far as I am aware there isn’t a way currently.

Post Your Build Thread

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

Nothing’s been posted here for a month. Let’s change that.

Lock Down Pressure Build

Basic Runthrough:
Ok, so there’s the build. There are a few things to take note. The point of this build is NOT heavy burst damage, but interrupts plus CC to force decaps and more wide spread damage focus either in team fights or locking down individual targets. Staggering Blow, Backbreaker, and Earthshaker on the hammer and Pommel Bash, Shield Bash, and Skull Crack are all interrupts with the burst skills on CD of just under 7 seconds each. With the Adrenaline regen available with this build you will almost always have full when it comes off CD. Cleansing Ire (trait VIII in defense) allows for condi removal every time you activate a burst skill and Brawler’s Recovery removes a condi on weapon swap so you’ll have constant condi removal similar to a shoutbow build. I don’t suggest replacing Signet of Rage with Rampage since the damage from Rampage isn’t near what a GS/H build is and the extra Adrenalin regen is important for this build. Skills 7, 8, and 9 are interchangable to fit the enemy team’s comp, the ones in the build like are suggestions since they are what I tend to gravitate towards.

Pros: Constant Interrupts, Good Damage Pressure, Constant Condi Removal, Good CC, able to force decaps.

Cons: High Mobility Builds such as Thief and Mesmer, Heavy Condi Builds, limited healing potential (The goal is to interrupt and block damage not heal it)

How to Play It:
It’s simple. Switch weapons often, use the burst as soon as they’re up (prioritizing Earthshaker for gap closing and Skullbash to set up for spike damage), and keep your opponent pinned as much as possible. Other than that change your 7, 8, and 9 skills to accommodate the issues you come up against.

"Interrupt DPS" for lack of a better name.

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

Updated Build

I kept the trait line Arms but changed the amulet to Cavalier’s since the synergy between the two works much better than Marauder’s did. The bursts hit like a truck now while clensing condi’s. I’ve gone up against a condi Necros with this and won quite handily. The Skills 7, 8, and 9 are adjustable for what you’re dealing with for any given match but I suggest leaving the Elite and Healing skills as is. Please feel free to use the build, just let me know what your experience with it was!

"Interrupt DPS" for lack of a better name.

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

@Black Truth: Thanks for the input! I checked it out. I picked ARMS for the 100% Crit chance for the bursts, but the % Damage increase from Berserker’s Power in STR makes up for it I think. It feels a bit too close to GS/H builds like that though and the burst skills are not only the lowest cooldown stuns but also the main condi removal for this build so full adrenaline is preferred and with longer fights that becomes difficult without the extra adrenalin regen.

(edited by ZombieLeach.5862)

"Interrupt DPS" for lack of a better name.

in Warrior

Posted by: ZombieLeach.5862

ZombieLeach.5862

http://gw2skills.net/editor/?vJAQNApeSj8cQXIWGCuhAnIGUCMcD0CuAXFMA870pwxrEA-TpBHABHcIA0uMwO7PAwRAYgTAQAPAAA

Updated Build

Ok, so there’s the build. There are a few things to take note. The point of this build is NOT heavy burst damage, but interrupts and a more wide spread damage focus either in team fights or focusing down individual targets. Staggering Blow, Backbreaker, and Earthshaker on the hammer and Pommel Bash, Shield Bash, and Skull Crack are all interrupts with the burst skills on CD of just under 7 seconds. With the Adrenaline regen available with this build you will almost always have full when it comes off CD. Cleansing Ire (trait VIII in defense) allows for condi removal every time you activate a burst skill and Brawler’s Recovery removes a condi on weapon swap so you’ll have constant condi removal just from the normal operation of the build. The Elite Signet of Rage can be switched for Rampage if Adrenaline regen isn’t a problem and Rune of the Warrior can be replaced with Rune of the Soldier for more survivability and condi removal when you shout. If you take Rune of the Soldier I suggest replacing Endure Pain with “Fear Me!” for the condi removal and the area CC can give you some much needed breathing room.

Pros: Constant Interrupts, Good Damage Pressure, Constant Condi Removal, Impressive mobility

Cons: CC can lock it down (ironically), Can be burst down by heavy dps builds, limited healing potential, Condi bombs can overwhelm the condi removal.

P.S. If getting downed by heavy burst damage is a problem Vampire Runes are an option as well.

(edited by ZombieLeach.5862)

Tower Defense Options?

in WvW

Posted by: ZombieLeach.5862

ZombieLeach.5862

Towers are more or less fancy walled Supply Depots in the current meta. Great if you want a position to counter an enemy blob in your lands, but easily disposable if and when they lose their upgrades from flipping.

This basically describes my issue with the current WvW. The only thing worth spending the resources to defend is Stonemist Castle in EB. Everything else is a “wait a few minutes and flip it back” mentality. Costs far less to take it back than defend.

p.s. My time zone doesn’t matter because I’ve played at all hours of the day and the mentality stays the same. At least in my experience.

Tower Defense Options?

in WvW

Posted by: ZombieLeach.5862

ZombieLeach.5862

I was in a low tier WvW server for the longest time and only switched to TC in the last six months or so, so I’ve not seem much actually get defended. Mostly it seems to be who can flip towers and keeps faster. The few times I’ve seen something get defended was at Stonemist Castle in EB and that was only because there’s two gates and a choke point at the center (not to mention the sheer value of it). I intended this to be a place to discuss possible changes since I didn’t see a thread dedicated to it yet. The Waypoint was just a suggestion. Increasing server populations or reducing Idle players to free up spots would help as well. I like that they added the Siege Disablers though. They were sorely needed.

The idea of a Waypoint item that works like the Siege Disablers cracked me up when I thought about it, but would be rather op. Throw the item, Waypoint for 30 seconds. Too good and too many possible applications.

Tower Defense Options?

in WvW

Posted by: ZombieLeach.5862

ZombieLeach.5862

Even though I’ve been playing this game since it was released I don’t consider myself a great WvW player, but even so I’ve notice the serious lack of defensive options for maintaining Towers, Keeps, and such. It seems that before a server can properly respond to an attack the gate is already broken. The best response seems to be attack and take one of their Keeps or Towers to break even. And although that’s fun and all, there doesn’t seem to be any other course of action. There has to be a way to fix this. Waypoints permanent to a specific location in a fortification that act like siege equipment, in that an enemy’s Waypoint would have to be destroyed before yours could be placed. It would definitely make building up the defenses of a fortress worth the trouble.

So about charrs...[Suggestion/Question]

in Guild Wars 2: Heart of Thorns

Posted by: ZombieLeach.5862

ZombieLeach.5862

I think this would be a neat novelty for Charr characters, but I don’t see how this could be applied to the other races. An Asura running on all fours would be a rather humorous sight.

No new playable race? It makes me sad...

in Guild Wars 2: Heart of Thorns

Posted by: ZombieLeach.5862

ZombieLeach.5862

While I can understand where you’re coming from and what you’re saying, in reality it ends up being a pretty silly excuse because it amounts to saying “ANet can’t ever do anything disruptive because it will change the game world!” There’s no real reason why a Tengu or Kodan would have to repeat the exact same Priory/Order of Whispers/Vigil/Pact Commander story-line.

Although I agree that a new race would not “have” to repeat the same story-line as the original game it would be a same to have that story-line restricted from the new race simply because they had no presence in that story, or have the content with a disclaimer stating their involvement, or even have the original story re-written just to suit the new race. ArenaNet seems more responsible than simply adding content just because people want it and would take special considerations or measures to properly set up a race for inclusion in their overarching narrative. To do anything less would be irresponsible on their part and detrimental to the whole experience of the World of Tyria.