Showing Posts For glaphen.5230:

Engineers, the most OP class in the game

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Since when did Ranger and Elementalist give 224 health per second to their allies and even close to 350 to themselves with 0 healing power and only their healing skill. The range on the Engineer heal is larger than Combustive Shot so its not really hard to hit everyone with it. I don’t even have 10 posts in this thread so I dunno where 27 came from. This is again about only the healing skill since everyone complains about Healing Signet.

Elementalists give out 274 HPS with Staff auto attack in water attunement

Thanks for explaining something obvious, are you gonna explain where the bonus from Healing Signet over Healing Turret is? The hard to read fast casting animation?

Ahh ok then there is no need to compare them

Wow healing in a tiny area while doing no damage is OP, it isn’t time to complain about healing Elementalists till the patch when combined with other healing builds.

Engineers, the most OP class in the game

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

I’ve complained for months about them but no one cares since the bandwagon is on Warriors.

That’s the only post I’ve made on the first page and the rest are easily readable right above you

I’ve seen the joke video posted 10000 times by every kitten Engineer ever.

Healing Turret-2520
Cleansing Burst-2520-AoE
5s Regeneration-650-AoE
Detonate Healing Turret-1320-AoE
7010 every 20 seconds with 4490 of that being AoE with 2 conditions removed in an AoE and 1/2 the cast time. You can also sacrifice the 1320 blast finisher for a 5 second less cooldown on the rest by picking it up instantly.
That’s 350 health per second with 224 and 2 conditions removed to your allies and Healing Signet which is the big bad super ultimate healing skill heals 392.

They are 2 different types of heals convenience is also why healing signet is strong.

They are different heals you can’t just compare the HPS. Signet of Resolve is better HPS and scales @ 1.25 on paper it’s better then Shelter which is .7, but we all know why Guards take Shelter instead of Signet in most cases. Doesn’t work that way just to look at HPS especially across 2 different classes.

Thanks for explaining something obvious, are you gonna explain where the bonus from Healing Signet over Healing Turret is? The hard to read fast casting animation?

Engineers, the most OP class in the game

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Wait, what? You said group balance. So you got proof me and my wife and son do not play together in sPvP?

By the way, since you mentioned it. How does group balance play into a bunker engineer? Do you always have your entire group stack on your engineer when you bunker a point on it? Cause I thought the point of that engineer build was to hold a point with minimal assistance.

So, if you feel the healing turret definingly makes the engineer over powered, why did you make 27 post in this thread before you even mention the healing turret?

Since when did Ranger and Elementalist give 224 health per second to their allies and even close to 350 to themselves with 0 healing power and only their healing skill. The range on the Engineer heal is larger than Combustive Shot so its not really hard to hit everyone with it. I don’t even have 10 posts in this thread so I dunno where 27 came from. This is again about only the healing skill since everyone complains about Healing Signet.

Engineers, the most OP class in the game

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Someone still upset you had no arguments about Building Momentum but the bug fix card ANet played?

Wow your healing skills automatically heal your allies for that much? They also self heal for near Warrior levels? Elementalist has only 1 staff blast finisher and the other 4 come from rarely used utilities with staff. Ranger only has 1 warhorn blast and using 2 drakes that don’t scale with healing power. This is ignoring that Engineer has the most blast finishers as well of course besides Thief shortbow spam.

Wait…..what? You said they were OP in group . I can link that quote if you like. My wife plays a staff ele, and my son plays a ranger. What is your next argument to be? Demanding I prove I run run a group with my wife and son? Shall I link our generally preferred builds? So now your saying they are OP in groups, then ignoring that my group mates can have water fields for me to blast? For that matter, I can blast random players water fields.

I’m talking about Spvp, PvE balance is a kitten hole anyways.

Engineers, the most OP class in the game

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Here’s more of Glaphen’s hypocrisy:

So non meta Warriors are OP now and they need to nerf the entire class then huh?

Complaining about non meta Warriors is an obvious sign of bad.

Yet Glaphen here is complaining about the ENTIRE engineer profession as a whole, even complaining about the NON meta NON decap bunker/AR engineers. The only engineers that are a problem in any meta is the decap, so does that mean you “are a bad” for complaining about non meta engineers.

Seriously, just quit it. You’re choking on your own words of hypocrisy here.

I’m complaining about decap and the 2 meta kit builds obviously.

Attachments:

Engineers, the most OP class in the game

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Wow your healing skills automatically heal your allies for that much? They also self heal for near Warrior levels? Elementalist has only 1 staff blast finisher and the other 4 come from rarely used utilities with staff. Ranger only has 1 warhorn blast and using 2 drakes that don’t scale with healing power. This is ignoring that Engineer has the most blast finishers as well of course besides Thief shortbow spam.

Engineers, the most OP class in the game

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

I’ve complained for months about them but no one cares since the bandwagon is on Warriors.

That’s the only post I’ve made on the first page and the rest are easily readable right above you

I’ve seen the joke video posted 10000 times by every kitten Engineer ever.

Healing Turret-2520
Cleansing Burst-2520-AoE
5s Regeneration-650-AoE
Detonate Healing Turret-1320-AoE
7010 every 20 seconds with 4490 of that being AoE with 2 conditions removed in an AoE and 1/2 the cast time. You can also sacrifice the 1320 blast finisher for a 5 second less cooldown on the rest by picking it up instantly.
That’s 350 health per second with 224 and 2 conditions removed to your allies and Healing Signet which is the big bad super ultimate healing skill heals 392.

Engineers, the most OP class in the game

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

But that thread is complaining about 1 on 1s which the game isn’t balanced around, Engineers are broken in team fights.

For one, you have made specific 1v1 comparisons for your argument here, now that he pointed out these facts you are making an entirely new statement. That is simply evidence to an irrational bias. Once your argument is proven invalid, you simply change it. Secondly, my argument here would be to ask you to prove it.

Link any of my posts ever complaining about things in a 1 on 1 besides WvW.

Engineers, the most OP class in the game

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

But that thread is complaining about 1 on 1s which the game isn’t balanced around, Engineers are broken in team fights.

Engineers, the most OP class in the game

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Look at this bad, are you implying I’ve ever complaining about anything but things above 1 on 1s in Spvp?

Thief Matchups

in PvP

Posted by: glaphen.5230

glaphen.5230

The one skill that makes Thief a Thief needs to be nerfed? Game isn’t balanced around one on ones.

best double shortbow condi bunker teef na.

0 condition damage OP.

Thief Matchups

in PvP

Posted by: glaphen.5230

glaphen.5230

The one skill that makes Thief a Thief needs to be nerfed? Game isn’t balanced around one on ones.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

You still fail at reading half my posts, it’s getting boring.

As for the “affect allies as well”, I’m pretty sure that’s only for the regeneration part. Even if i’m wrong, HS is still a better heal although with less team support.

In any case, this is completely off topic and I’ve made my point several times so I’m off.

We are comparing 350 health per second with 224 and 2 conditions removed to your allies to 392 you do realize right?

Read the bold part, be nice. Also, let’s forget that warrior has immunities and base hp and toughness that are higher than engineer’s. Right?

Please stop embarassing yourself and QQ about the bug fix if you want, otherwise create another thread “Healing signet is not OP, buff plz”.

42 health per second more that is being nerfed to 10 is somehow comparable. Stances aren’t even close to as good as Shouts in a condition build and base stats barely matter, the armor is like 4% physical damage reduction difference.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

You still fail at reading half my posts, it’s getting boring.

As for the “affect allies as well”, I’m pretty sure that’s only for the regeneration part. Even if i’m wrong, HS is still a better heal although with less team support.

In any case, this is completely off topic and I’ve made my point several times so I’m off.

We are comparing 350 health per second with 224 and 2 conditions removed to your allies to 392 you do realize right?

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Mine field? http://wiki.guildwars2.com/wiki/Mine_Field ? what does this have to do with anything? If anything, HT is better now because it can remove 2 conditions and the overload has a much shorter CD (20s against 60s).

My first post was 9 months ago, but I have been playing since release. You do realize playing does not equal posting in the forums, right?

Mine Field used to be a blast finisher giving ridiculous AoE healing on use. You were playing the game during periods after the changes happened, if you didn’t see the changes you didn’t look.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Basic reading too hard for you?

Deploys a turret that heals you briefly, then regenerates you and your allies.

The heal is for you, the regen is for you and your allies.

http://wiki.guildwars2.com/wiki/Healing_Turret
http://wiki.guildwars2.com/wiki/Cleansing_Burst

The allies get 390 + 650 from regen +1320 from the combo if they stand right beside you. That’s 2360.

Though not mentioned, affects allies as well. Guess it might be for someone. Also the Healing Turret regeneration doesn’t happen if you use Cleansing Burst.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

You’re not reaching 4490 in any way here. Besides, you don’t seem to know what overloading is. Create an engineer, experiment, and then come back.

Been playing since release, unlike you btw.

Oh and thanks for demonstrating that the turret wasn’t always used the way it is now. You proved yourself wrong. Quite a feat, really.

Yes I was wrong, they did change it but not really, in the end it used to be overpowered because Mine Field made it god mode. So yes it used to be even better. Again your first post is 9 months ago which is after the changes.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

You’re not reaching 4490 in any way here. Besides, you don’t seem to know what overloading is. Create an engineer, experiment, and then come back.

Basic math too much for you? 2520+650+1320=4490.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Healing Turret-2520
Cleansing Burst-2520-AoE
5s Regeneration-650-AoE
Detonate Healing Turret-1320-AoE
7010 every 20 seconds with 4490 of that being AoE with 2 conditions removed in an AoE and 1/2 the cast time. You can also sacrifice the 1320 blast finisher for a 5 second less cooldown on the rest by picking it up instantly.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Regenerating Mist skill: Reduced Healing Turret Toolbelt skill recharge from 60 seconds to 25 seconds.
Healing Turret skill:

Reduced the deployed heal by 50%.
Healing range is now 2520-3270.
No longer applies 2 stacks of regeneration every time the turret fires. Now applies 3 seconds of regeneration every 3 seconds.
No longer passively creates a water field.
Normalized the ranges of all aspects to 480 (previously 240, 360, or 480).

Cleansing Burst skill:

Reduced Healing Turret overcharge skill recharge from 60 seconds to 15 seconds
Now heals as much as deploying does.
Healing range is now 2520-3270.
Now applies 5 seconds of regeneration.
Removes 2 conditions when activated.
Now deploys a 3-second water field.
Normalized the ranges of all aspects to 480 (previously 240, 360, or 480).

This was back last April 30th. The first post you had was 9 months ago.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

The 7k is for you and the 4.5k is what the allies receive in addition to your 7k self heal. No it has ALWAYS worked like this, difference is it had a longer cooldown a long long time ago as a tool belt skill, which was even better because of Mine Field.

(edited by glaphen.5230)

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Are you serious? Healing Turret->Cleansing Burst->Detonate Healing Turret does 7010 health per 20 seconds with 4490 and 2 conditions removed to 4 other allies. This is a really really basic thing so I’m really wondering who is more clueless. Must be me to even wonder about such a thing. Also its been like this since launch.

(edited by glaphen.5230)

Engineers, the most OP class in the game

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

OP, I understand where you are coming from with this post. Engineers have access to a ridiculous amount of skills, conditions, combo fields and finishers. On paper this makes them look quite overpowered. I don’t think they are however, because of the skill involved in playing an engineer and the constraint of 3 utility slots.

Many of the abilities we have access to are more difficult to land damage on than on other classes (we lack a strong auto attack, grenades are hard to throw on moving targets, bombs explode after a delay). It’s not unfair that the extra difficulty is rewarded with more potency when you are able to use them at maximum efficiency. The average engineer does no such thing, and is by no means overpowered.

Secondly, engineers are constrained by having 3 utility skills, like everyone else. Engineers cannot have all the specialized skills you described at the same time. They have to make choices between traits like everyone else does, and while they may be able to choose to be a jack of all trades, if they choose to be one, they will be a master of none.

Engineer stopped taking skill a long time ago, it really isn’t hard to hit people on points and if no one is on a point you already won did you not?

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

I played with RL friends so yeah I didn’t do very well, I fail to see how that would affect my arguments.

gosh, you’re confused you’re even mistaking Healing Signet and Healing turret. Healing Signet is OP as hell, the 8% nerf will not be enough. If you think otherwise you’re even more clueless than you let on.

You’re trying to say something about AoE heal : Healing turret only gives 1k heal via regeneration to allies (+1k if you combo it).

What you don’t even know your own class? Healing Turret does 4490 healing per use to allies and removes 2 conditions from each, its already far better than Healing Signet but just slightly worse at self healing, though not if you have any conditions on you. So your real life friends do worse than people who solo join it into the top 1000s.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

You played team queue but never got into the top 1000 for a moment, no difference. Healing Signet isn’t as amazing a heal as you think, after the 8% nerf Healing Turret will have a whole 10 health per second less while giving most of the heal in an AoE with 2 conditions removed.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

We obviously play a different game with you never playing solo or team queue, therefore not having any experience in anything that matters. Complaining about non meta Warriors is an obvious sign of bad.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

It was bug fix plain and simple and as I said many Warriors use 20 points in Strength meow. Main hand mace Warrior is fantastic with a condition build and the gains far outweigh the sacrifices in such a build. If you are seriously going to keep saying nerf they better treat all the previous nerfs the same way.

You don’t make sense. It’s not that 15 is too much for the meta, it’s that the trait is bad since Elixir R nerf. Are you saying that ArenaNet is nerfing builds that aren’t meta? Condition warrior with 20 strength is meta though… :’)

I said quite a few times that 15 tools is not very good outside of elixir R which is now useless.

ArenaNet is not doing this to nerf the warrior even in non-meta specs (which are still strong thanks to HS) but because it is a bug fix.

Is that any clearer or do I need to explain it to you another time?

See repeating doesn’t work when its false :*(
Please show me all the people complaining about 20 Strength Warriors, also Elixir R is useless now. I’m still waiting on them to fix the previous bugged skills that were fixed wrongly.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Tired of you playing this kittened “bug fix” card that ANet used. It was a nerf plain and simple and as I said no good condition Warrior uses 20 points in Strength kitten. Main hand mace Warrior is terrible with a condition build and the sacrifices far outweigh the gains in such a build. If you are seriously going to keep saying bug fix they better treat all the previous bug fixes the same way, I want to see Phantasmal Warlock hit like a noodle. So once again “15” points is too much for the meta but they have such a good trait there, why is this not nerfed since it isn’t meta?

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

That 500% is only for Phantasmal Warlock so it isn’t the entire class, just like this isn’t the entire class, just builds that no one actually uses being made worse.

Really comparing a 5 point trait that gives 10 per skill with 4 skills that can have 10 second or less cooldowns and don’t require a hit in a line people use to a 15 point trait that requires the target to be hit with one of 2 skills that use the same resource in a line not used. Why not compare this trait to you know a healing skill being reset? Self revival skill having its cooldown reset is pretty terrible too.

I chose the trait line but I didn’t choose the minor that screws me.

Engineers have 4 tool belt skills, yes. They can have 10s or less CD? Don’t make me laugh.These are the toolbelt most used skills in PvP :

http://wiki.guildwars2.com/wiki/Regenerating_Mist
http://wiki.guildwars2.com/wiki/Grenade_Barrage
http://wiki.guildwars2.com/wiki/Big_Ol%27_Bomb
http://wiki.guildwars2.com/wiki/Incendiary_Ammo
http://wiki.guildwars2.com/wiki/Toss_Elixir_S
http://wiki.guildwars2.com/wiki/Toss_Elixir_R
http://wiki.guildwars2.com/wiki/Healing_Mist

The one with the shortest CD is the most useless for condi spec (which most engis run):

http://wiki.guildwars2.com/wiki/Throw_Wrench

Throw Wrench hits in a line, btw.

So yeah, 10s CD or less…I’m gonna have to go with no.

Now you wanna compare building momemtum to http://wiki.guildwars2.com/wiki/Inertial_Converter
Are you aware that no condition engineer has more than 10 points in tools these days? are you also aware that since elixir R is no longer a stun breaker, no one uses it? Engineers either go with 3 kits or 2 kits + Elixir S/Rocket boots.

And now you’re mentioning the trait that resets your heal at 25% hp… it’s good, no doubt, but very few engineers are using it (I mean condition engineers, not decap, ofc).

Overall :

1) I completely fail to see your point, yes engineer has some good minors but so does warrior. I compared two minors that could be compared because they both give endurance. The fact that the engineer’s minor gives less endurance could be explained by the fact that it is a 5 point minor, and since toolbelt skills have far longer CD than what you thought, it’s not that good either (it is decent, same as the post-patch building momemtum).

2) You seem completely clueless about engi.

See you fell for my trap and gave me what I was expecting, no condition build uses even 5 points in Tools? You mean exactly like no condition Warrior uses 15 points in Strength. http://wiki.guildwars2.com/wiki/Inertial_Converter resets the cooldown of http://wiki.guildwars2.com/wiki/Toss_Elixir_R and even Med Kit tool belt heal. What your poor condition build chooses not to use it? So you won’t mind if they nerf them right, its not part of a meta build right? But its such a good trait!

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

http://wiki.guildwars2.com/wiki/Feline_Grace

15=15%
Wiki doesn’t say 15=50% it lists that it actually gives 50%.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

That 500% is only for Phantasmal Warlock so it isn’t the entire class, just like this isn’t the entire class, just builds that no one actually uses being made worse.

Really comparing a 5 point trait that gives 10 per skill with 4 skills that can have 10 second or less cooldowns and don’t require a hit in a line people use to a 15 point trait that requires the target to be hit with one of 2 skills that use the same resource in a line not used. Why not compare this trait to you know a healing skill being reset? Self revival skill having its cooldown reset is pretty terrible too.

I chose the trait line but I didn’t choose the minor that screws me.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

This is not any easier to read, just so you know.

Yes, when I say tooltip could be lower than actual damage, I mean it may result in a nerf such as the building momentum nerf. Therefore it’s not a one time thing, therefore you can’t really cry about it.

Don’t you think the mesmer would be just a little tiny bit UP if their phantasms did -500% damage? why are you comparing this (when it is obvious the tooltip is wrong otherwise the class would not be viable) to a minor that is too strong to be a 15 point minor (in which case it is obvious the effect is bugged)?

You seem to have issues understanding how logic works. Regardless, your posts are getting messier and messier so I’m gonna leave you QQ-ing on your own.

Damage: 259
Tooltip damage is incorrect, damage should be ~146 per hit for a total damage of 292 to 876, with 584 being most common.

Yeah so a 500% nerf is gonna make it UP but over 300% is fine with you.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

This is the first time they’ve nerfed a trait because the tooltip said so? I’m unconvinced, half the updates you’re quoting could be nerfs too. For instance :

“Phantasmal Berserker: Damage now matches the tooltip.
Phantasmal Mage: Damage now matches the tooltip.”

Tooltip could be lower than actual damage. You mean like this trait? Gasp!

And I don’t see any tooltip that was corrected because it was more effective by 300% in-game. Those are minor changes, I mean just look at The Mesmer phantasms should do over 500% less according to the tooltip

“Healing Rain: This skill’s tooltip now states the correct duration of 6 seconds.
Armor of Earth: This skill’s tooltip now states the correct duration of 6 seconds.
Phoenix: This skill’s tooltip now states the correct duration of 5 seconds of vigor that this skill applies.”

Do you really think the original duration was so much lower than what it was after correcting it? hell, those corrections could result in nerfs too, there’s no way to tell from that data. Originals were 9 for Healing Rain, 12 for Armor of Earth and 10 for Phoenix.

And yes, that’s the difference between a bug and a wrong tooltip. It’s nice, now you’ll know :’)

Also the bunker Thief isn’t a joke, it’s all I’ve used in solo queue.

Allow me to get that right, you play bunker with a THIEF that has points in SHADOW ARTS, which is a traitline to get stuff when you are in stealth. Is that correct?

Shadow Arts has more than stealth traits.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

The other bugs are not something fixed in seconds.

Healing Rain: This skill’s tooltip now states the correct duration of 6 seconds.
Armor of Earth: This skill’s tooltip now states the correct duration of 6 seconds.
Phoenix: This skill’s tooltip now states the correct duration of 5 seconds of vigor that this skill applies.

Phantasmal Warlock: Damage now matches the tooltip.
Phantasmal Duelist: Damage now matches the tooltip. Increased damage to match the lost damage from a previous bug fix.
Phantasmal Berserker: Damage now matches the tooltip.
Phantasmal Mage: Damage now matches the tooltip.

Phantasms damage should have been destroyed to match the tooltip.

Fear Me: Updated the tooltip to correctly state the range of the skill.
Fear Me should have required to be inside the target to get any fear at all.

Grasping Dead skill: Now lists the correct number of bleed stacks (3) in its tooltip.
Feast skill: Now lists the correct radius (600) in its tooltip.
Why does this not inflict one stack like promised. Why not 360 like it said?

Blurred Frenzy: Updated the duration tooltip to indicate the actual duration of the evasion.
Why didn’t they lower it by 1/2 a second like it said?

Tome of Courage: Pacifism: Daze duration has been increased to the 3 seconds listed in the tooltip.
B-but it did 2 seconds.

Winter’s Bite:. Fixed an issue so that it now chills for 3 seconds (as listed in the tooltip) instead of 2 seconds.
W-what?

Spike Trap: This skill’s tooltip now appropriately displays when Trapper’s Expertise is equipped. Updated the skill tooltips to include the immobilize condition that occurs.
You would think that immobilize added from only a trait that doesn’t mention it would be changed.

This was all from Update Notes – 8 September 2012 to present, weirdly this is the first time they’ve nerfed a trait because the tooltip said so besides what they are claiming with Spirit of Nature in this same patch.

Also the bunker Thief isn’t a joke, it’s all I’ve used in solo queue.

(edited by glaphen.5230)

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

The wiki used to mark things as bugged that eventually had their tooltip changed to match the bug! How strange. I play solo queue with my bunker Thief and Last Refuge is purely negative for me so I demand they nerf every other minor to match what Last Refuge does to me. So non meta Warriors are OP now and they need to nerf the entire class then huh? ANet has the best bug fixers, fixing game changing bugs that take 4 keystrokes to fix in a year and a half.

(edited by glaphen.5230)

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Can you please stop acting like its a god kitten ed bug fix and not them using it as one for people like you to have an excuse as to why it needs a change at all. Boo hoo every class has bad minors so lets nerf all of the decent ones. I have to suffer every single day through Last Refuge screwing me in Spvp. You cannot talk about bad minor traits till you suffer through Last Refuge like I do. You really sound like a terribad if you have problems with non meta Warriors.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Impale is being nerfed but it will still be necessary for any condition build as long as its cast time and animation are so hard to read. A condition Shout Warrior will always be better in a 1 vs 1 anyways. Confusion stacking can make an automatic one on one win but it will be useless in any other number fight since none of it is AoE.

Condition war is not the best build for team fights anyway. Regardless, my point was that the trait is largely used so that even if it was a nerf it would be somewhat justified because many people have it and it is strong. It’s not the case, though. It’s just a bug. Now if you want to create a thread to suggest to change it, I wish you luck.

The kittening point is no one uses the kitten build ever so stop acting like they do, I see at least 50x more Elementalists than I do mace/sword longbow Strength Warriors. It isn’t a bug and its been this way since before launch.

I’m not pretending there are people using it, I saw quite a few people using it. My experience is just as good as yours

Your last sentence is rather funny, if gw2 has a bug since launch then it’s not a bug? I like it ! You should go and explain that to ArenaNet, that would solve quite a few of their problems Seriously though, I explained earlier why this is a bug : 15 endurance is 15% endurance, not 50%. It is a minor, it’s not supposed to rock your world.

I know you would like more OPness for your warrior but surely with Healing Signet almost untouched, Berserker stance/Endure Pain entirely untouched you have still plenty of OPness to faceroll, can’t you deal with one bug being corrected?

I hardly even play Warrior and as I’ve said they’ve changed tooltips to match the actual effect many times. There exist far far far better minor traits in the game. Your experiences don’t matter if the only thing you play are duel servers or hotjoin. If you are talking from a WvW standpoint that is even worse since sword is 100000x better than main hand mace there again.

And there are far worse minor traits. It’s a shame, I know.

How bout a response to the rest of my post.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Impale is being nerfed but it will still be necessary for any condition build as long as its cast time and animation are so hard to read. A condition Shout Warrior will always be better in a 1 vs 1 anyways. Confusion stacking can make an automatic one on one win but it will be useless in any other number fight since none of it is AoE.

Condition war is not the best build for team fights anyway. Regardless, my point was that the trait is largely used so that even if it was a nerf it would be somewhat justified because many people have it and it is strong. It’s not the case, though. It’s just a bug. Now if you want to create a thread to suggest to change it, I wish you luck.

The kittening point is no one uses the kitten build ever so stop acting like they do, I see at least 50x more Elementalists than I do mace/sword longbow Strength Warriors. It isn’t a bug and its been this way since before launch.

I’m not pretending there are people using it, I saw quite a few people using it. My experience is just as good as yours

Your last sentence is rather funny, if gw2 has a bug since launch then it’s not a bug? I like it ! You should go and explain that to ArenaNet, that would solve quite a few of their problems Seriously though, I explained earlier why this is a bug : 15 endurance is 15% endurance, not 50%. It is a minor, it’s not supposed to rock your world.

I know you would like more OPness for your warrior but surely with Healing Signet almost untouched, Berserker stance/Endure Pain entirely untouched you have still plenty of OPness to faceroll, can’t you deal with one bug being corrected?

I hardly even play Warrior and as I’ve said they’ve changed tooltips to match the actual effect many times. There exist far far far better minor traits in the game. Your experiences don’t matter if the only thing you play are duel servers or hotjoin. If you are talking from a WvW standpoint that is even worse since sword is 100000x better than main hand mace there again.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

Impale is being nerfed but it will still be necessary for any condition build as long as its cast time and animation are so hard to read. A condition Shout Warrior will always be better in a 1 vs 1 anyways. Confusion stacking can make an automatic one on one win but it will be useless in any other number fight since none of it is AoE.

Condition war is not the best build for team fights anyway. Regardless, my point was that the trait is largely used so that even if it was a nerf it would be somewhat justified because many people have it and it is strong. It’s not the case, though. It’s just a bug. Now if you want to create a thread to suggest to change it, I wish you luck.

The kittening point is no one uses the kitten build ever so stop acting like they do, I see at least 50x more Elementalists than I do mace/sword longbow Strength Warriors. It isn’t a bug and its been this way since before launch.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

It has many bugs too, it’s not exactly a decision. Sometimes the tooltip is wrong, sometimes the skill is bugged. I’d bet that there are more bugs than wrong tooltips.

If you think distracting strikes is not good then you don’t even know the class you’re defending. This brings the discussion to an end, I enjoyed the warrior fanboy tears.

Distracting Strikes requires you to take CC that S/S LB completely lacks. The only source of CC they can get is main hand mace which is worse than sword in every way or taking Physical utilities which sacrifices utilities obviously.

Mace/shield or mace/sword are good weapon sets too.

Not for a condition build, giving up Impale for it is kittened. Main hand mace is worse in every way with a condition build, if you have 20 in Strength you are losing Burst Mastery, Vigorous Shouts or Cleansing Ire.

Impale is getting seriously nerfed next patch, it will be way easier to cleanse it. And to be honest some warriors make mace work, and mace/shield can be truly annoying in 1v1s. So yeah you lose some advantages and it is unconventional but I still think mace/shield can be decent and mace/sword can be good. If you manage to actually interrupt your ennemy you are going to pressure him so much.

Impale is being nerfed but it will still be necessary for any condition build as long as its cast time and animation are so hard to read. A condition Shout Warrior will always be better in a 1 vs 1 anyways. Confusion stacking can make an automatic one on one win but it will be useless in any other number fight since none of it is AoE.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

It has many bugs too, it’s not exactly a decision. Sometimes the tooltip is wrong, sometimes the skill is bugged. I’d bet that there are more bugs than wrong tooltips.

If you think distracting strikes is not good then you don’t even know the class you’re defending. This brings the discussion to an end, I enjoyed the warrior fanboy tears.

Distracting Strikes requires you to take CC that S/S LB completely lacks. The only source of CC they can get is main hand mace which is worse than sword in every way or taking Physical utilities which sacrifices utilities obviously.

Mace/shield or mace/sword are good weapon sets too.

Not for a condition build, giving up Impale for it is kittened. Main hand mace is worse in every way with a condition build, if you have 20 in Strength you are losing Burst Mastery, Vigorous Shouts or Cleansing Ire.

Immobilize stacking: was it Good or Bad?

in PvP

Posted by: glaphen.5230

glaphen.5230

It is good overall, cause it one of few skillshots this games PVP has.
You need too coordinate good immob chain from one team and coordinate helping the immobilized person from other team to survive.
Things like these make PVP better and differentiate average teams from good teams.
Ofcourse with lack of competition we dont see such things yet and mostly teams just coordinate which point to take and which player to DPS.

Now as Exedore said they should look at skills separately, because some of ways to apply immob are almost impossible to avoid.

This isn’t true at all… Before they introduced immob stacking it was possible to still stack immob, except you actually had to be careful about what immob you used and when since it would override it.

Now it’s all about throwing as much immobilize as humanly possible and kill the target.

It’s a horrendous change and has always been regarded as such. There is no point to it in PvP and there’s no legitimate reason for the change. It has been bad for the game since they added it and they should have removed it in PvP a LONG time ago…

Someone spamming immobilize is much easier to fight than someone timing it, which they should do even with the stacking.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

It has many bugs too, it’s not exactly a decision. Sometimes the tooltip is wrong, sometimes the skill is bugged. I’d bet that there are more bugs than wrong tooltips.

If you think distracting strikes is not good then you don’t even know the class you’re defending. This brings the discussion to an end, I enjoyed the warrior fanboy tears.

Distracting Strikes requires you to take CC that S/S LB completely lacks. The only source of CC they can get is main hand mace which is worse than sword in every way or taking Physical utilities which sacrifices utilities obviously.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

for people don’t know: 50% endurance = 15 endurance

Building momemtum acting that way was a bug. 15 endurance IS 15% endurance.

Want proof? Try this out.

It’s a bug correction resulting in a nerf. Yes, they are slow at correcting bugs.

In case you remain unconvinced, if 15 endurance was a dodge, then 10 endurance would be 33% endurance and engineer could use even their useless toolbelt skills and perma dodge…sadly it isn’t so. Get your facts straight before you QQ.

The bug was that the tooltip said 15 instead of 50 and they’ve had mistakes like this before and changed it to what its always done. All the builds that people complain about don’t even have any points in the Strength line.

Shock Aura used to give 10s of Fury and Swiftness, it was changed to 5s because it was a bug. So yes, sometimes, bug correcting result in nerfs.

You think no one complains about condi warriors? you have a long way to go then.

The only condition build that uses it is terrible, anything else that uses it is zerker.

Well…

Assuming you swap weapons to use two burst skill CDs, and hit every burst CD (it doesn’t say anything about actually needing Adrenaline), this trait as it stands would give +100% permanent endurance regen. That’s pretty huge. Even if you only use a burst skill every 10 seconds, that’s still a permanent half-vigor.

So that’s why you see all these perma dodge Warriors….oh wait no one uses the trait but zerkers.

I fail to see your point…I have seen good condi builds with that trait, and regardless of build all warriors are very strong thanks to healing signet + endure pain + berserker stance…so what, you can’t even correct bugs that are giving yet another advantage to an OP class? oO

Amazing logic here, nerf everything Warriors have because of a few problem builds that don’t use whats being nerfed. The only condition build that uses it is giving up shouts which makes it a terrible terrible build and if that build was somehow overpowered then why nerf a zerker trait instead of something the build uses that zerkers don’t.

You speak of logic and yet :

- correct one bug = nerf everything -> legit !
- a few problem builds? almost all warriors run HS/ balanced stance / berserker stance/ endure pain…
-Condition builds without shouts can be good, too. Ever heard of http://wiki.guildwars2.com/wiki/Distracting_Strikes ?

Regardless of build, the trait was strong. If you say power builds use it too, then it was even stronger. In any case, it was a bug, and it is a minor : it makes sense that it doesn’t do much.

That is the exact build I’m talking about, it isn’t any good. Deciding it was a bug because of a tooltip problem is ridiculous in this game that has had 100s of wrong tooltips since launch.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

for people don’t know: 50% endurance = 15 endurance

Building momemtum acting that way was a bug. 15 endurance IS 15% endurance.

Want proof? Try this out.

It’s a bug correction resulting in a nerf. Yes, they are slow at correcting bugs.

In case you remain unconvinced, if 15 endurance was a dodge, then 10 endurance would be 33% endurance and engineer could use even their useless toolbelt skills and perma dodge…sadly it isn’t so. Get your facts straight before you QQ.

The bug was that the tooltip said 15 instead of 50 and they’ve had mistakes like this before and changed it to what its always done. All the builds that people complain about don’t even have any points in the Strength line.

Shock Aura used to give 10s of Fury and Swiftness, it was changed to 5s because it was a bug. So yes, sometimes, bug correcting result in nerfs.

You think no one complains about condi warriors? you have a long way to go then.

The only condition build that uses it is terrible, anything else that uses it is zerker.

Well…

Assuming you swap weapons to use two burst skill CDs, and hit every burst CD (it doesn’t say anything about actually needing Adrenaline), this trait as it stands would give +100% permanent endurance regen. That’s pretty huge. Even if you only use a burst skill every 10 seconds, that’s still a permanent half-vigor.

So that’s why you see all these perma dodge Warriors….oh wait no one uses the trait but zerkers.

I fail to see your point…I have seen good condi builds with that trait, and regardless of build all warriors are very strong thanks to healing signet + endure pain + berserker stance…so what, you can’t even correct bugs that are giving yet another advantage to an OP class? oO

Amazing logic here, nerf everything Warriors have because of a few problem builds that don’t use whats being nerfed. The only condition build that uses it is giving up shouts which makes it a terrible terrible build and if that build was somehow overpowered then why nerf a zerker trait instead of something the build uses that zerkers don’t.

Immobilize stacking: was it Good or Bad?

in PvP

Posted by: glaphen.5230

glaphen.5230

The only real problem build with this is MM Necromancer and Thieves in WvW.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

for people don’t know: 50% endurance = 15 endurance

Building momemtum acting that way was a bug. 15 endurance IS 15% endurance.

Want proof? Try this out.

It’s a bug correction resulting in a nerf. Yes, they are slow at correcting bugs.

In case you remain unconvinced, if 15 endurance was a dodge, then 10 endurance would be 33% endurance and engineer could use even their useless toolbelt skills and perma dodge…sadly it isn’t so. Get your facts straight before you QQ.

The bug was that the tooltip said 15 instead of 50 and they’ve had mistakes like this before and changed it to what its always done. All the builds that people complain about don’t even have any points in the Strength line.

Shock Aura used to give 10s of Fury and Swiftness, it was changed to 5s because it was a bug. So yes, sometimes, bug correcting result in nerfs.

You think no one complains about condi warriors? you have a long way to go then.

The only condition build that uses it is terrible, anything else that uses it is zerker.

Well…

Assuming you swap weapons to use two burst skill CDs, and hit every burst CD (it doesn’t say anything about actually needing Adrenaline), this trait as it stands would give +100% permanent endurance regen. That’s pretty huge. Even if you only use a burst skill every 10 seconds, that’s still a permanent half-vigor.

So that’s why you see all these perma dodge Warriors….oh wait no one uses the trait but zerkers.

Building momentum = another sneaky nerf!

in Profession Balance

Posted by: glaphen.5230

glaphen.5230

for people don’t know: 50% endurance = 15 endurance

Building momemtum acting that way was a bug. 15 endurance IS 15% endurance.

Want proof? Try this out.

It’s a bug correction resulting in a nerf. Yes, they are slow at correcting bugs.

In case you remain unconvinced, if 15 endurance was a dodge, then 10 endurance would be 33% endurance and engineer could use even their useless toolbelt skills and perma dodge…sadly it isn’t so. Get your facts straight before you QQ.

The bug was that the tooltip said 15 instead of 50 and they’ve had mistakes like this before and changed it to what its always done. All the builds that people complain about don’t even have any points in the Strength line.

Bad reactions after duels

in PvP

Posted by: glaphen.5230

glaphen.5230

You are playing in hotjoin and fighting a bearbowbad, it was the natural result.

Fairytail's Finest (Build)

in Mesmer

Posted by: glaphen.5230

glaphen.5230

The build does not even come close to max healing power Warriors healing output and Warrior actually has the lowest healing of all classes with a healing build.