Between buffs on weapon/pet swap, use of combo fields ( fire, water ), and pet abilities ( if they actually hit ) I think we have a fairly complex class. Not everybody spams shortbow 1 and warhorn buffs. That’s very effective ( maybe not so much now with bugged QZ ) but boring.
Can we allow players to rearrange the order of their weaponskills?
in Suggestions
Posted by: andybmcc.8751
Good points. I’d rather see bug fixes than minor UI changes though.
I don’t know what you’re talking about, the stack of four naked rangers named Sdsaf, Kfdsa, Ydksf, and Osdfg all with bear pets auto-attacking things are clearly not bots.
Can we allow players to rearrange the order of their weaponskills?
in Suggestions
Posted by: andybmcc.8751
You are meant to learn skills in a specific order, it just makes sense to not allow you to reposition them. Besides, nothing is stopping you from re-binding the skills to different keys. That 1234 crap isn’t very ergonomically friendly anyway.
I love the longbow and the greatsword skins. Too bad they are kind of lackluster in the state they are in now.
Agreed 100%. Other things that bother me are the longbow auto attack speed being very slow and the barrage cooldown could be slightly lower.
Ooh, and the root for the one-handed sword on attack is really annoying.
I like our offhands, and axe seems fine.
Yeah, it’s difficult to complete a map when everyone one usually has a bugged skill point. I hope the devs made some kind of utility to at least reset the skill points until they can get a fix. If not, I bet they wish they had, lol.
Guess I have a followup question, sorry for the barrage. Does my + healing affect regen that I place on other players?
Guess I’m trying to build a bit more supporty, just trying to figure out some gear priorities. Thanks!
1) So if I have, say a 50% boon duration bonus, does that duration apply to regen effects that I create on other players? Say I give someone regeneration, would it last 50% longer on them?
2) Do boons that others apply on me ( i.e. Might ) get a bonus from my duration?
I’m assuming these are going to me mutually exclusive mechanics. I guess it may not work either way and that it only affects my boons that are placed on me. I’d appreciate it if anyone could chime in on this.
Thanks.
Yeah, I’ll try to mark the real one, put my pet on him, and then proceed to pick of phantasms. I generally ignore clones unless I can get them in a barrage.
I have Mr Snugglesworth (Snow Leopard), Lord Woofington (Wolf), Lord WibbleWobble (Jellyfish) and Mr Bubbles (Armorfish).
I’m tempted to rename Mr Snugglesworth ‘Chairman Meow’.
Hah, my kitty IRL is named Chairman Meow. It’s a big “whoosh” for most people that don’t share my sense of humor. He’s even fat, lazy, and craves attention.
Unless you trait the signet. Then it would make more sense to use them separately.
I love it! I’m specced deep into Beastmastery and Suvival though. I also make sure to switch to my bear before I use it. He tanks it like a boss. It’s saved me many times, enough to wait for a heal CD or at least to hold out for another dodge or two.
Mesmers give me a lot of problems. A well played Guardian usually lasts until someone else comes or we both get bored and leave.
Everything else is fair game 1v1. I’m rocking a very defensive build ( GS/Longbow ), I never really get into glass cannon type builds in any game.
As far as conditions, Sword/Torch and appropriate traits can get a lot of burning going on.
Considering most people believe that it scales linearly,
DirectDamageReceived = ( DirectDamage / Armor ) * x
Where x is a super-secret black magic Anet constant.
Yeah, but is there a way to get that high of a damage reduction? Pretty sure we’re stuck at a maximum of 43%.
The point was that damage reduction becomes worth more the more you have of it if it stacks additively like you suggest.
Note that I’m not saying that it doesn’t. Please enlighten me.
If that’s the case, I need to rework some stat allocations to take advantage of this.
Does armor/toughness interact additively with that 43% then?
It stacks linearly. It will end up as 43% damage reduction.
Linearly in the sense that if you have 33% damage reduction from protection and you have another source with 10% damage reduction, you are taking 10% less damage from the 67% of damage that you were taking with protection.
Pretty sure it’s multiplicative. Going from 33% reduction to 40% reduction is still 10% less damage taken.
Disclaimer: I could be wrong, but that makes the most sense to me. Rarely are mechanics like this additive in any game. That would mean that the more damage reduction you have, the more new damage reduction is worth. Additive stacking also allows for 100% reduction assuming there is no artificial cap.
Consider an edge case. Say I have 98% damage reduction. I go from 98 to 99% damage reduction. In reality, that increase causes me to take 50% less damage than I did before.
Stop!
…
Hammertime!
Yeah, vitality is better against condition damage or burst. Toughness is better for sustained fights. Also, healing kind of scales with toughness assuming you’re taking direct damage ( each point healed is worth more ) as opposed to just stacking vitality. You’ll probably want some kind of balance to increase your overall effective health pool.
It’s annoying. I had that happen to me last night with a particularly squirmy engineer. I had a “Ahah, got you, you little bugger” moment closely followed by a “Wait, you can dodge roll out of this?” Haven’t played hammer much to be honest. I usually see baddies smack into it when I get them.
Toughness reduces direct damage ( not condition damage ). I believe that it scales linearly.
What if all of the actions/states were randomly weighted for determining aggro when it is spawned? It would keep each encounter dynamic.
I consider it a fee for time wasted opening up my mail, and the inevitable disappointment when I see what it is. Can’t we start making the minimum money transaction in mail like 10s so I can start making bank from all of these messages? Silly Chinese gold farmers on their rangers with their bear pets. It’s a sight to see when you come across a few of these stacked up.
I read that as “Prepare yourself for crazy particle effects and the like”.
Textures are stored client side and will load much faster. That may reduce your loading screen time, but it is also dependent on your network connection.
Heartseeker, Heartseeker, Heartseeker, Heartseeker, Heartseeker, Heartseeker, Heartseeker, Heartseeker, Heartseeker…
“What, this guy isn’t dead yet, he must be hacking or he needs a nerf, I’m so confused!”
Played some sPvP with a flamethrower engineer. Mesmers were my favorite class to go up against. I just lol-dropped phantasms and clones like they were cardboard cutouts.
And yes, this game is a nightmare for alt-oholics. I’ve changed my mind about my “main” about once a week.
I just play whatever I feel like playing. Flavor of the week for me is the Necromancer. If you want to avoid replaying the same content, but still get in some variety, try doing sPvP on different classes and focus on progressing one or two through the story. I think I’m to the point where I want to progress my Necro/Mesmer/Guardian through the stories, and I unlocked enough slots to have one of each character to do sPvP or do a little story with here and there.
Haha, got my threads mixed up. I was in one where a guy was dead set on whacking things with a dagger. kitten you tabbed browsing.
Note precision isn’t bad with Sigil of Superior Earth and the traited 66% bleed chance on crit. You can also get the rune that adds 5% of toughness to condition damage ( Undead? Can’t think of the name off-hand ). I’d say Precision/Toughness/Condition damage is probably better considering you’ll already have the high-tier life pool.
I’d give axe/focus a go too. Vulnerability stacks get huge quick, you have a chill and an AoE cripple for kiting and also regen on a fairly low CD. You’ll get decent LF return from the #2.
Needs more traits that are a multiple of 5.
I like your suggestions. Necro has too many weapon abilities that do anything but damage. Dagger auto attack is nice but why can’t we get poisons or bleeds like Thief auto attack? Theirs is much more potent. Scepter Feast of Corruption should do about 5x the damage it currently does. Stack conditions and using Feast as a burst ability would be perfect, except hit hits like a sock. Off hand weapons are also lacking in damage, except Enfeebling Blood. Or main hand weapons low damage makes it feel that way.
You can spec for 66% chance on crit to bleed. With the attack speed of the dagger, you can actually get a few bleed stacks rolling. Sigil of Superior Earth will also let you stack bleeds on crit.
But I believe you have to also be in closer range making you vulnerable to AoE damage from bosses like Koi who stomps the ground and does insane damage to caster classes.
For PvE, I’d swap out second set for staff. For PvP, I rarely melee even with dagger main. I use the drain, immobilize, and warhorn utilities. Sometimes I’ll warhorn daze something up in my grill, get a few smacks in with the dagger for life force, immobilize and drain, then warhorn sprint away and kite in DS until swap is up again.
Dagger offhand isn’t that great if you’re plopping down in melee range. Try using a focus.
I’ve recently switched from scepter,dagger/staff condition to axe,focus/dagger,warhorn power and I’m absolutely loving it. It’s amazing how fast we can stack vulnerability. I’m assuming that our DD output was reduced too much in an attempt to account for the fast vuln stacks. This is great for groups, as bleed stacks max out awfully fast, but I had rarely seen full vuln stacks before switch. Condition builds kind of kill effective use of DS ( it just becomes a defensive cooldown ) where power builds get a lot more out of it. Between DS, Lich, and all of the movement speed buffs, I have insane survivability albeit relatively subpar damage.
Bosses are objects, right?
Seems like it would be better solved by increasing condition damage and lowering durations.
Why doesn’t duration solve this issue? There is still a finite limit to how fast you can drop a bosses health due to the duration of the bleed. The way I see it, is that it is excluding condition based builds for dungeons when nearing the cap which could be one or two characters.
Why does this even exist?
Sorry if this has been answered previously, but I could not find the topic.
Does Contemplation of Purity transform all conditions to the appropriate boons, or is there a finite limit? i.e. Can I use Save Yourselves! to grab all conditions and then turn them all into boons?
The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.
in Mesmer
Posted by: andybmcc.8751
Is it just me, or does everyone that comes here to complain play an Elementalist?
Yeah, you’re definitely right. Heal and Moa I see have a benefit from the stealth skill. I guess I’d probably run it as a target drop and free cast if I had Moa instead of Time Warp, but Time Warp makes my downstairs mixup moist.
Thanks Koega, good to hear your experiences. Yeah, I use staff as more of a “turtle up”, blow CDs and close range weapon. The majority of my pewing is done with the GS. I’m getting a little better on placing the little AoE GS boon strip, but that’s what I’m trying to get down now. That and judging Blinks. Sometimes it’s difficult to intuitively determine if you can blink somewhere or not. I guess that will come with more experience.
EDIT: Oh yeah, I was having a difficult time choosing between Illusionary Defence and Debilitation Dissipation. DD definitely has a more noticeable effect. With clones on dodge rolls and all, I should definitely reconsider. Thanks!
(edited by andybmcc.8751)
I would say, Mesmer -should- be fixed so that all clone-producing skills clear a Ctrl+T targeting off of the player.
Definitely a good idea, but then dodge-roll clones would be a bit too much. Does blink clear target? We also have a stealth drop, but it’s not that great other than getting off a Moa if you run that and confusing targets.