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We are fixed

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

The fix is welcomed!
I just hate to see how people always complain when an advantageous bug gets fixed fast.

Why on Earth,Fire,Water and Air would you want to abuse a clear bug like 1min fury&swift&prot and instant full reset att. cd ?

Also:
EA fix was a good fix.
On a personal note: EA is not fun, EA is kitten – storm in roll = profit. EA with blasts on every attunement was full kitten

I don’t want to sir up spirits with this reply, but some of us need a tweak when it comes to fair game-play.

It’s not the fact that they fixed that I have a problem with. It’s the fact that those exact skills they fixed have been bugging constantly since beta stunning the user (for 3 months now, reported a thousand times) and they only fix their latest imbalance instead of fixing the skills completely. That’s the problem.

We are fixed

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

Anet is very fast in fixing “overpowered” Elementalist bugs but very slow (they are still all there) in fixing important issues. Funny

Also noticed that, but it doesn’t seem fair to our proffesion, some bugs are waiting to be fixed for months

It’s also very funny how the two skills they fixed Magnetic Grasp and Ride the Lightning happen to be two of the bugged ones since beta. I wonder if with this change they also fixed the self-stun “feature” although I doubt it, they hadn’t done it in 3 months why do it now?

Flame Eye Appearance Transmutation bug

in Bugs: Game, Forum, Website

Posted by: maddoctor.2738

maddoctor.2738

No they didn’t fix that. Make a new character, transmute the flame eye over a white head piece and you have an account bound flame-eye to use on any of your characters. It appears correctly on the Character Selection screen but not after loading the character.

We are fixed

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

Anet is very fast in fixing “overpowered” Elementalist bugs but very slow (they are still all there) in fixing important issues. Funny

Different Sigils intended to share CDs?

in Bugs: Game, Forum, Website

Posted by: maddoctor.2738

maddoctor.2738

A tooltip stating which sigils share CDs and which aren’t would be very very useful since those Superior ones cost a fortune

Please make my legendary legendary.

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

<rant>

It’s funny how in that second video you posted we hear: “a lot of these components won’t be available from other players but you will have to get them yourself”, that’s sooooo untrue as 99% of the Legendary crafting process can be done by bots, they aren’t a super achievement as they should be, they are only made through extreme grinding and a lot of luck, there is nothing “legendary” about acquiring them and absolutely no knowledge of the game or player skill is required (unless finding the farming spots is considered “skill” by Anet)

</rant>

Now on topic I totally agree with you, the focus DOES look extremely lacking compared to other legendaries. Yeah Anomalie should’ve been a legendary, it looks far superior, maybe someone confused the two skins, I don’t know!

Add a dungeon token collectible tab.

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

If you right click on dungeon tokens you can see a “deposit collectible” option grayed out. I think the dungeon token tab is coming very very soon

Please don't punish solo PvE players

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

am i the only one who saw the OP and wondered why on earth is he playing an MMO when all he seems to want is a single player experiance.

I was wondering the same… And all his talk about “Wintersday areas being for level 80” doesn’t make any sense

All holiday content is available for very low levels, mini games, pvp games, jumping puzzles etc, even both Mad King’s Labyrinth/Dungeon were using upscaling and so is Tixx’s dungeon, both of dungeons can be done with groups with less than 5 people (soloed as well but that takes more skill). As for the Mad King Memories: Complete Edition, it required your character to go to a level 55-65 zone (Sparkfly Fen) but come on it is an item of those levels, it wouldn’t make sense for a level 1 to have it.

Even the karka event used upscaling in Southsun. The only part of the game that added only for level 80s are the Fractals. And even those can be done by lower levels up to difficulty 3-4 because they also use upscaling. I don’t understand where the OP sees that everything new in the game is for level 80s only as it is completely the opposite.

As for having dungeons/WvW in the monthly that’s the only thing I can agree with the OP

Magic Find in Dungeons

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

I hope that Anet does something to fix this issue, whatever the solution.

Well since the new Wintersday recipies add more MF variety I believe Anet doesn’t want to remove it, or even tweak it, but wants all players to run full MF gear everywhere. This is so sad…

2 major ele bugs fury + reset atuments Video

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While I’m all for them fixing bugs, they should not fix bugs working in our favour with any more urgency than those being detrimental to the class.

I agree. It’s too sad that these will be fixed in a day or two but our 3-month long bugs will remain

Magic Find in Dungeons

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

I agree that there is some change to MF needed in the game and I don’t understand why people defend it so much. It’s a way to “Steal” from other people, getting more drops than those who are actually doing all the work… It’s like working for a company, at the same department, and one person gets paid more, while doing considerably less, because he is a friend of the boss

Improving Dungeons

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

I made these suggestions on the Suggestion forum but I think they should’ve been here.

Dungeon Master’s Guide
How about making a Dungeon Master’s Guide like in Guild Wars 1 to boost the dungeon experience? It is well known that many dungeons, or certain paths, aren’t being visited at all by players who prefer to farm the “easier” paths/dungeons. To remedy this situation, a Dungeon Master’s Guide could be implemented, so players who fill the book (for example by completing all dungeon paths) can then give the book in exchange for big rewards (finishing all dungeon paths isn’t easy, in fact it’s the hardest thing anyone would ever do in the game) should always give exotics and a high chance for Precursors
Also, individual Dungeon books can be used to reward players who actually do ALL PATHS instead of farming one very easy path all day. This will boost the amount of people who visit dungeons, make them a lot more challenging (obviously the extra reward should be worth the effort )

Dungeon Secondary/Optional Objectives
How about adding some more “optional” objectives in Dungeons like in the Volcanic Fractal? In that particular dungeon, during the fight with the Grawl Shaman, if the party saves all villagers, an extra chest will appear.
This can be done in all dungeons, adding some “secondary” condition that if the party meets, they get an extra reward/chest. I know many dungeons (like AC) have bosses that can be skipped, this isn’t the same, this is making already existing encounters more rewarding by finishing secondary objectives, just like the case of the Grawl Shaman. Either killing the boss quickly or preventing an NPC’s hit points from going below 20% and similar.
Secondary objectives have been in the Guild Wars franschise since Prophecies (in Missions) why not bring something similar is Guild Wars 2? This will improve dungeons a lot, both upping the rewards (which are low atm) and at the same time rewarding effort, something that is solely missing from the game (as it is it rewards endless grind more than anything else)

Human class

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Posted by: maddoctor.2738

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I have just had a look on-line and I see that the Sylvari is the preferred class for an Elementalist.

There is no preferred race for any profession.

Fire and earth elemental are worthless and should not be compared to anything. Ice is a tank and provides control and healing. Air has great aoe and stuns.

That’s not true at all, Fire Elemental has blast finisher that can use Fire Combo fields for more might stacking. Earth Elemental can tank champions in dungeons, with some help from Water Magic healing it will stay alive for very long. Water isn’t a good tank but it can heal (too bad we have no control over when it heals), Air is the only ranged attack Elemental and it has ranged stun attacks, but it is the most squishy of them all.

Alt Trait Tree

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

I don’t know why you have to bring up WoW on this, it’s one of the the best features from GW1 that is missing in GW2 ^^ (among many others)

There are lots of threads on this topic and I’m still not sure why it isn’t in the game yet!

Buff Loot in Mini-Dungeons/Jumping Puzzles

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

Although I agree with the increase it loot of those chests, I wouldn’t recommend adding exotic drops. But, the loot does need to increase considerably. They advertised the game as an explorer’s best game but in reality it’s not, because the rewards for not farming are terrible. I’ve done every exploration achievement/jumping puzzle in the game and feel happy about it, on the other hand I have a bitter sense because if I hadn’t done all those I could’ve farmed events in Orr for the days and days and be filthy rich now with 1-2 legendaries and a couple of Ascended pieces.

What is needed are those little bags that contain materials and a higher chance for rares. As the game is now (super grindfest) the only way to get the maximum gear, Ascended/Legendaries is to endlessly farm/grind because they require an insane amount of materials and that’s the main reason people are farming events in Orr all day. What they should do is add those small loot bags we get from mobs in reward chests EVERYWHERE (even in dungeons) since those fine materials are actually the end-game now and it’s silly that the best way to farm for end-game is doing 5minute no-risk events in Orr.

We all know that those events never fail and take 5 minutes, how is it that they offer more/better rewards than a puzzle requiring 20 minutes to complete (and reward 2 greens) like the one in Malchor’s Leap, not to mention Dungeons, they also give crap rewards (no materials) compared to farming. Higher effort should have higher rewards, as the game is now that’s is not true at all.

One way to get around the “daily” issue is to give rewards to those nice explorers who actually did everything, just like people who 100% the whole map get nice rewards, those who do all explorable achievements and/or all puzzles should also be rewarded (here an exotic is absolutely neccessary)

Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: maddoctor.2738

maddoctor.2738

Race: Human
Sex: Female
Profession: Elementalist

A transmuted Flame Eye won’t show up on the character. Strangely enough, it appears on the character selection screen.

And no, I’ve tricked my head slot item

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(edited by maddoctor.2738)

BUG: rof + mg aura boon duration

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

You are doing it wrong, stay on the edge of your Ring of Fire (keeping the whole ring between you and your target) before using MG, you’ll get 1m+ Fury.

And yes this bug must be fixed

dissapointing update

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Posted by: maddoctor.2738

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Signet of Air is useful underwater hard to get perma-swiftness down there ^^

Magnetic Grasp in a Fire Field post-patch...

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Posted by: maddoctor.2738

maddoctor.2738

“Combo” with Burning Speed: Burning Speed creates lots of “small” fire fields, if you time your Magnetic Grasp to pass on top of all of them you get massive amounts of Fury/Swiftness.

Also, Magnetic Grasp “procs” Ring of Fire lots of times. Create Ring of Fire in front of a mob (don’t aggro, and don’t allow your Ring of Fire to hit the mob) then use Magnetic Grasp to reach the mob, passing through the whole field of Ring of Fire -> voila 1m Fury.

(edited by maddoctor.2738)

Magnetic Grasp in a Fire Field post-patch...

in Elementalist

Posted by: maddoctor.2738

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It seems to be a random amount, i did it and didn’t get 1 minute of fury, i got like 30 seconds of it.

Same. One time I got 44secs the other 10secs it appears to be random

Signet of Air

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

How do you get perma-swiftness on S/D or S/F?

Free Chests

in Bugs: Game, Forum, Website

Posted by: maddoctor.2738

maddoctor.2738

Maybe that’s the reason they don’t put higher rewards in those and prefer to promote endless farming/grinding in Orr. A fix to this “issue” (on logout in a JP – teleport to nearest WP) should allow them to fix the awful loot in those chests and make the effort worth it.

Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: maddoctor.2738

maddoctor.2738

Race: Human
Sex: Female
Class. Elementalist
Armour: Noble Set (Caudecus’s Manor level 80 exotic armor)

As you can see on my attachment, parts of my gear are “untextured”.

UPDATE: The colors change whenever I go underwater… Now I can confirm it. When going underwater my character loses textures on those parts, maybe it’s a problem to the “swimming” animation of that particular piece of cloth? When I exit the water it remains “bugged” but the preview is fixed.

Attachments:

(edited by maddoctor.2738)

Predict todays/tomorrows Ele Buffs and nerfs.

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

~You will be able to change attunements while in Mist Form

~Maybe they’ll add a trait that halves falling damage

Those are my best bet because devs already posted about them

Where is first person view.

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

1st person view would be a nice addition to the game, it will be especially helpful when jumping around and when exploring.

But more important for me is to have max zoon out distance set the same as when fighting the Jade Maw in the Fractals, which is FAAAAAR compared to the rest of the game… Why can’t we have that max-distance everywhere else in the game?

Remove all enemy NPCs from max lvl areas.

in Suggestions

Posted by: maddoctor.2738

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I approve of this.

Also, putting the most important material nodes (like Omnom/Ori/Ancient Sapplings) in the hardest to reach areas, or surrounded with lots of mobs could also help defeat the bot menace ^^

PS: Orr isn’t hard, it’s a walk in the park if you know what you are doing

Can Lightning Flash have same range as Blink?

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

Eles would love that for sure

I mean having 100% swiftness uptime without traits or runes

Staff, healing glyph, arcane wave and you have it.

You mean with the 5-skill sequence that requires a specific utility and a specific weapon? And I’d love to have clones, see we can’t have them all, can we? Anyway I’ve already said my opinion on this subject on my first post on this topic

You should really stop posting.

Why would I ever want to do that?

(edited by maddoctor.2738)

Magic Find [Merged]

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

you blame MF, but you don’t seem to be working for the group yourself.

You do know that a dead player is a useless player and affects the whole team right? If they intentionally use subpar gear and die it’s not only affecting them but me too. Simple as that. Since there is no way to know of their MF status (to kick them from the group) I need to resort to some other tactics, it works pretty well.

A person using MF wouldn’t want to die, since that nullifies any benefit gained from MF as repair costs. So its not because of MF, they’re just not too good players in general. Having a bit extra toughness doesn’t exactly make you immortal, and having MF gear doesn’t make you dead by default.

Well it doesn’t make you dead by default but as I’ve said countless times you are intentionally gimping your character for personal gain. Why do that?

I’m not sure if we are talking about the same game. I’m talking about GuildWars2, you?
Repaircosts is one of the major gold sinks, and if you die a lot, those will go up. Having some 100% extra MF (from armor) doesn’t mean you get legendaries from every drop. The average gain for 100% per drop seems to be more like some 20c.

Huh? If you haven’t noticed, with MF gear on you get a lot more rares + rare materials that are worth 100 repairs. You should do more research on the benefits of MF ^^ you seem uniformed

If you don’t deal enough damage, you won’t get tagged for the kill, you won’t get drops. Or XP. Simple as that. You haven’t noticed?

The damage is 8% of the mob’s health, and you have plenty of time to do that damage in dungeons as, if you haven’t noticed, mobs have lots of hp there, you know even more than veterans. A simple run to a dungeon can saw you this, just one

See, this is why ANet doesn’t want people inspecting each others armors. There is always one elitist in every group complaining about every minor detail, just because they think they are right about everything. Having MF doesn’t make you a bad player, and it doesn’t mean you die more than any other party member. Armor doesn’t equal skill. There are a ton of skills you can use to nullify damage completely. (I remember my ranger having 7 dodges in BWE’s… plenty enough to keep dodging almost nonstop.) It doesn’t matter what toughness/vit you have at all, most of the time. Unless you’re rubbing your face in some bosses stomach.

Having MF DOES make you a bad player and it doesn’t take a genious to understand that. Armor plays an important role to any build, worthless armor = less effective build, it’s very simple to understand I think. Also you totally fail to understand the main issue, read mine and Sleepy’s post and you might identify it, on my post it’s in bold, hard to miss unless you are blind.

Magic Find [Merged]

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Posted by: maddoctor.2738

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If i had the choice when making a group, I would take any non 80 or non exotics player over a MF player anyday. If I’m going to have to carry someone I rather help the one who really needs it, not the greedy one who probably has a few sets of gear sitting on their bank and is still using rare MF armor and green jewerly (very few MFers have exotic MF gear).
A green set of gear adapted to your build is much better than MF exotic gear, I’m sure you don’t need a proof to know this.

This ^^

I feel exactly the same, I have no problems grouping with a lower level player or an ungeared player, but those MFers get on my nerves because as I said on my post on the first page, they INTENTIONALLY LOWER their character’s capabilities to earn more loot at the expense of my experience.

maddoctor.2738

An ungeared player has better stats than an MF set user

now you are just being ridiculous.

[/quote]

Do the math A full Geared Rare (maybe with some Greens) versus a full Rare MFer (as Sleepy said very few MFers are using Exotic MF gear) with Green jewelry (again, most MFers are using Green jewelry. Do the comparisson in stats and we can see who is being ridiculous.

(edited by maddoctor.2738)

Magic Find [Merged]

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Posted by: maddoctor.2738

maddoctor.2738

Why should anyone provide any proof to you about how MF hurts to the team when it’s so blatant obvious, it could be said the same about you, prove that it doesn’t hurt your team because so far everyone who says “it doesn’t hurt the party” simply says that with no actual proof or valid argument.

The burdon of proof lies with the person or people making the claims. The impact is not blatantly obvious. You have no proof other that theoretical imaginings and rough number crunching.

You cannot say that it adversely affects a group anymore that having a well geared player with a solid build who can’t play for crap Or having an under geared player in your group.

An ungeared player has better stats than an MF set user

Magic Find [Merged]

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

1. Prove that the lose of an additional Power/prec/tuff/crit stat impacts significantly on a players effectiveness.
2. Prove that a player with MF gear require more support on average that every other player in a group.

Or QQ less about MF.

He already proved it… also anyone who ever used a MF set can see the difference which is huge. In addition playing with MF-set users is always funny as their usefulness in any high content (like dungeons) is approaching zero. I’ve been in a group with 2 other guildies and 2 MF users, let me tell you they weren’t much help and they were dying horribly.

If the difference is so low I expect players to use MF sets in WvW, but any sane player wouldn’t use it now right? There is a good reason for that

Post a picture of your Elementalist [Merged]

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Posted by: maddoctor.2738

maddoctor.2738

My little Harrietta

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Magic Find [Merged]

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

When the devs finally resolve the issue of people abusing others to get gear, then the Magic Find complain threads will stop. Hopefuly it will happen sooner than later.

There are no excuses, only valid arguments.

Can Lightning Flash have same range as Blink?

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Posted by: maddoctor.2738

maddoctor.2738

Can Lightning Flash have same range as Blink?

Sure.
When mesmers have 100% swiftness uptime without traits or runes.

Eles would love that for sure

I mean having 100% swiftness uptime without traits or runes

Magic Find [Merged]

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Posted by: maddoctor.2738

maddoctor.2738

You don’t know how downscaling works at all, right? And you obviously haven’t done any low level dungeons have you? Your gear AND your traits are downleveled as well as your base stats when you go to a lower level dungeon. Don’t compare dungeons with lower level zones, there is a huge difference, lower level dungeons are competitive and hard even for level 80s with full exotics. This has nothing to do with “elitists” and “hard” and “easy” dungeons or facerolling, it’s just an imbalance that exists in the game and needs to be fixed, reading the posts above should’ve made that pretty clear

Magic Find [Merged]

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Posted by: maddoctor.2738

maddoctor.2738

Problem is you can’t actually see what kind of gear people are using, so as to plan accordingly, there is no inspect option. Their very frequent deaths are an indication of either them not knowing how to play their class or that their gear isn’t of high quality.

Kicking players because they don’t have “good gear” is bad for me, I won’t do that, that’s why I don’t want a full inspect option, I’m not “elitist”, rather a simple option to see the total amount of MF they have would be enough.

Some people don’t want to go even to low level dungeons with non-80s (explorable mode), it’s called “boosting”, I have no problems with low level people or going with people with less than optimal builds/gear. It’s the intentional gimping of stats that irritates me the most, because let’s be honest that guy with 150% full MF must have a full Exotic Set somewhere. And I don’t want a silly “they will die a lot” excuse, because if a player dies (even with sub-par gear) it will affect the whole party in a very negative way.

But more importantly: I can’t stand people getting more loot/gear by doing nothing, while others are doing all the work and get nothing for their effort, I find it unfair and I don’t understand how Anet allowed this to happen in the first place.

More effort = more rewards, that’s how it should be, not the other way around.

(edited by maddoctor.2738)

Magic Find [Merged]

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Posted by: maddoctor.2738

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Does drop depends how fast you kill a mob? I heard that XP gain is higher the longer player fight the mob. Is loot opposite from that?

You don’t get more exp, the longer you fight a mob and you don’t get more loot the faster you kill mobs, only more experience. The only ways to get extra xp is if that particular mob hasn’t been killed recently (exploration bonus, which can be very high, so go and kill those hard to reach mobs) or as a killstreak, that is kill mobs in quick succession.

Magic Find [Merged]

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maddoctor.2738

Now, I’d like to know, how many times have you been on a dungeon run that failed solely because someone opted for MF instead of, lets say, power?

Too many to count. Same goes for those who spec for purely glass cannon builds but those are even easier to identify and either kick them, or if they are guildies, teach them how to play and be of use in dungeons. I’ve been in dungeons when I had to kill a boss or two with 2 of my friends because the other MF users were usually dead = useless. When someone gets full glass cannon or MF gear they won’t only cause the deaths of themselves (good riddance I never help or rez people will “luck” in dungeons and will never will, I just tell them to use WP and repair) but they will cause the deaths of their mates too. You seem to forget (I dont’ know why) that this game has events that you have to actually protect someone, defend something or kill something fast, a dead player isn’t helping the group at all, but he will get his uber loot anyway, how is that fair?

This is because:
1) You die, you get repair costs, the effect of MF is nullified.
2) You don’t deal enough damage as compared to the rest of the party, you don’t get drops, your MF is nullified.

Your logic is really out of this world, you aren’t really playing this game aren’t you? Repair costs for deaths? Are you serious? Repair costs nothing, and you getting better loot will outweight any kind of loss you might have for your crappy stats. Damage doesn’t play any role on the loot tables, learn your facts straight, if it did, glass cannons would get better loot than tanks which isn’t happening at all.

I find it hard to believe such an epic fail concept as Magic Find managed to pass through beta, or even the planning stage, for a fully cooperative experience.
MF should either be removed from the game or be used as average or taking the max among the players at LEAST in a Dungeon run.

tl;dr: What we get here is a few players getting BETTER gear/loot while doing nothing and those that are actually playing are getting LESS loot, how is that in any way fair? Shouldn’t those who do more be rewarded more? Why would slackers and low quality-skill players be rewarded more than skillful players?

Or at least at an option to see how much total MF your party members have so we can kick them easily and let them rot

Why scepter its not competitive

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They should probably buff Scepter a bit
I’d reccomend Earth 3 projectile speed buff or a cast time buff

I’d still love if they made dragon tooth on ground target but i’ve accepted a.net is never going to do that for some reason. I’ll take a faster cast time fire 1 or longer duration as well as a faster phoenix.

Water 1 or 2 or both needs a buff.

Changes that I want to the scepter:
Flamestrike: apply burning/do damage at hand raise instantly not delay, it messes up dodging, then it should be fine.
Dragon’s Tooth as ground targeting aoe has been suggested since the BWEs but for some odd reason they never changed it. I hope they will someday…
Phoenix is nice as it is, maybe up the speed by 20%

Ice Shards: Increase damage, this skill deals very low damage as it is and doesn’t offer any conditions or anything. Maybe make each attack deal 180 damage? Also adding a 20% Projectile Finisher because it is a projectile just like Stone Shards (which btw deals more damage, fires faster and applies bleeding as well)?

Shatterstone: I remember GW1 had an Elite skill with the same name, not it is another weak skill. I mean 2seconds cooldown and 2seconds activation? Increase the cooldown to 4-5s and reduce the activation time to 1.2s for it to make some sense, also up the damage because it is just too low.

Water Trident: Only useful for the healing aspect (which isn’t great but it’s not bad either) as the damage is super low, also slow attack speed AND a projectile. This skill should’ve been skill1 in Water (with reduced Healing because it would be spammable)

Scepter Air: Up the damage a tiny bit. I’ve explained on my previews post why Scepter Air isn’t bad (as lots of people make it out to be) because you can use all 3 skills in quick succession without breaking the channeling of Arc Lightning.

Stone Shards: No change needed

Rock Barrier: No change needed → Hurl: according to the description, Rock Barrier creates 5 stones and then you use “Hurl” to throw them, but Hurl deals damage only once, which is also very very low making the skill worthless – who would break his Rock Barrier for so low damage? Why not make Hurl deal damage 5 times instead as the description suggest? 101 × 5 = 505 damage by 5 rather fast moving projectiles

Dust Devil: Make it as fast as Hurl please, as it is now it’s impossible to hit a moving target.

Scepter Trait: replace Vigorous Scepter, since Renewing Stamina is far more useful anyway, <something> Scepter → increase Range of Scepter attacks by 33% (making it a 1200 range weapon)

All I want for Christmas is ...

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Posted by: maddoctor.2738

maddoctor.2738

Yeah, just because they aren’t talking about it doesn’t mean it’s not happening. People have tried to farm for WEEKS now and haven’t gotten but one rare even from dragon events. That doesn’t sound fishy to you?

I got 2 rares from Tequatl 2 days ago and a guildie got an exotic from Jormag. I don’t get how people are “farming” for weeks and haven’t gotten even a rare…

Oh I also got another 2 rares in one run of HotW, and all the above with zero MF.

Things I don't like about GW2

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

These defenses are a little absurd. More nerfs to mob loot? Why, exactly? As if it’s not already irritating enough to try and gather the resources you need to level up a crafting profession?

The point is to nerf random mob loot and allow the users to get rare materials (like lodestones for example) in a more challenging, yet a lot faster way. This shouldn’t affect fine materials used in crafting in any way though, those chances need to be upped, not nerfed. But farming some normal mobs for ultra rare components (some people are even getting exotics with tons of magic find just by farming events) is making the game look ridiculous. Top quality gear and materials should be available from challenging content not mindless (and time consuming) grind/farm which promotes botting. I don’t want to feel like a bot when I play a game…

Also, adding mobs that can drop all different kinds of materials is also important, for example there are no level 80 Destroyers, so getting Destroyer Lodestones is impossible with farming (no mobs drop them) adding “proper” level 80 mobs that drop all kinds of materials should fix this issue.

Look at any rare/fine materials that drop in Orr, like Bones/Filthy Essences etc, their price is dropping and will continue to drop forever because people are getting lots of those while doing other staff around Orr, why not add more higher level mobs that drop the other materials as well?

GW2 loot is NOT about challenge.
It’s about super grind and/or super luck.
Mystic Forge… (Diablo Horadric Cube)
Magic Find… (Diablo)

This is exactly the greatest issue with Guild Wars 2 gear atm. Along with the total lack of mobs that drop certain material types (semi-regularly).
As someone that has done near everything in the game I’m not pleased with what I got for it, instead of running around like an idiot completing (hard and challenging) jumping puzzles, doing dungeons etc I could’ve just stayed in Orr and farmed Plinx/Arena/Shelter or whatever people are doing these days and I would’’ve gotten double the money (if not triple) and tons more rare/exotic drops, just by standing still and pressing 1 during an event… That’s why I want a “nerf” to mob loot, or a SERIOUS buff to boss/chest loot

(edited by maddoctor.2738)

Things I don't like about GW2

in Suggestions

Posted by: maddoctor.2738

maddoctor.2738

1-we need more skills to be put on our weapons so we can have more builds.
2-the ability to save builds and change builds without having to pay(put gold sink somewhere else).
3-no armor breaking (put the gold sink somewhere else). The reason is many ppl will not fight cuz they will lose money so they will run or logout.
4-fix what is wrong with the game first before adding new content.this will make it a solid game.
5-monsters NPC health reset immunity to damage and respawn time all need to be fixed.
6-fix Orr and the super fast zombies and put some distance between em.
7- no more nerf to loot stop pushing everyone to the gemstore.

If you agree or disagree put the number and say yes or no and hope this will reach the developers .

1. No, at least not yet. Even with the “limited” weapon skill choice there are still lots of balancing issues in the game, adding more skills per slot will make this even worse so a big no from me. Better add new weapons with completely new skillbars than adding more skills per slot, I don’t want the game to turn into a 1-build to rule them all game like GW1, more skill choice equals less “awesome” builds, think about it.

2. The gold sink for changing your build is minimal, equal to using 1 far waypoint, I don’t think anyone should have a problem with build changing in this game. Easy saving and loading of builds is a must, I wonder why it isn’t in the game yet.

3. Who does that? Again the cost of repairing full broken armor is so minimum that in places that you can actually die (in dungeons) you get far more gold from your encounters than you would ever waste for repairs. I see no issue here

4. Agreed, also see 1. Fixing current issues, especially SKILL issues should’ve been first priority, ok after fixing the various skill points

5. It happens mostly underwater but it does happen at times, it’s annoying but very very limited, not a real issue

6. No. Orr is fine, I walk perfectly there without any problems at all. If anything they should add even more mobs/make them even harder, end-game zone shouldn’t be a walk in the park (as it is now). Stop playing Glass Cannon builds and you should have zero problems in Orr

7. More nerf to mob loot please, don’t turn this into an endless farming game and more buffs to boss/chest loot please. As it is now, farming one event endlessly is the best way to get loot while it should’ve really been killing boss mobs. Also, remove magic find from the game, or at least make it affect whole parties (either take the average or the max among the players) as it is now, it rewards useless/garbage players with more loot, rather than rewarding those who actually do all the work

Why scepter its not competitive

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

A little comparison of power with the well balanced dagger main hand:
Disclaimer: Some numbers may be representative or/and approximations

Fire

DF1: 126 Damage x 3 in 1 seg —-- TD in 2 secs: 756 (damage cant be dispelled)
SF1: 100 + burning 2seg —-- TD in 2 secs: 700 (burning can be cleansed but you have 900 range)

Even

Absolutely not. The attack speed of SF1 is very slow compared to DF1, at least they should make SF1 “strike” when your character raises his hand, not a split second later.
Dagger wins.

Air

DA1: 235×2 in 1.15 sec —-- TD: 1410 in 4 secs , its a point blank skill and it can hit 3 enemys at the same time
SA1: TD: 634 in 4 secs, if u use less than 4 secs the damage is severely reduced

Dagger ultrakill

Only problem I have with Lightning Whip is that it misses way too often (bug) and it is near useless when attacking stationary objects due to this.
Arc Lightning isn’t a bad skill for two main reasons: first, it can strike multiple times making “on-crit” sigils/traits work almost on every usage and second, Lightning Strike and Blinding Flash can be used while channeling without interrupting the channeling. In a sense those 3 skills work together as one big skill (cds are so low you can spam this easily) and there is no reason not to use all 3 together.
For the above reasons I’d say Dagger Air and Scepter Air are more even than people think (except for Shocking Aura which works perfectly in an Aura build)

Earth

DE3: 140 damage, 2 secs immobilize and a close gap move which is a leap finisher
SE3: 134 damage, blind

Dagger wins again, not by so much but cause the skill benefits the close encounters that dagger needs.

Important: Dust Devil can miss because it is a projectile (and a VERY SLOW projectile) it puzzles me why an instant cast skill (Blinding Flash) has a lower cooldown than a useless slow projectile skill (Dust Devil).

Can Lightning Flash have same range as Blink?

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

According to wiki they have the same range (900) but Blink has a trait that increases its range to 1200

Buff-oriented Elementalist viable?

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

Absolutely.

It’s just a matter of using boon duration runes. 2 piece superior water (15% boon duration increase) , 2 piece superior monk (120 tokens each from AC exp, 15% boon duration increase), and you can go all out with 2 piece major water as well if you like (10% boon duration increase, stacks with superior water). Of course any points you have in the arcane trait line add to boon duration as well.

It’s a pretty common thing for elementalists to use these runes. Not only will you get lots of might stacking, you’ll have longer duration protection, regen, and swiftness from your attunement switches thanks to elemental attunement trait (10 point in arcane, basically a required trait for all elementalists)

Another option is to get 2x Major Runes of Sanctuary (from Honnor of the Waves dungeon for 30+30=60 tokens) instead of the 2x Major Runes of the Water as they both give +10% Boon Duration

Tips and Tricks by Elementalists!

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

1. Lightning Strike and Blinding Flash (Scepter Air2 and Scepter3) can be used while channeling Arch Lightning without interrupting it, also they can be used while you are using Updraft. I think they can be used while you are on the ground or even stunned (just like cantrips) This boosts both your survivability (blind) and your damage (strike)

2. Burning Speed (Dagger Fire3) deals its full damage if you are either immobilized but in melee range (for example by those Risen Acolytes who immobilize then stand next to you) or when you and your opponent are close to a wall/object. This happens because Burning Speed creates some fire behind you and that fire deals damage, the shorter the distance the more “compact” those fires will be. This can also be used to burst large immobile objects like the Burrows in AC or the Trebuchet in Battle of Khylo

3. Dragon’s Claw (Dagger Fire1) fires 3 projectiles in a spread pattern, the closer to your target, the higher the chance for all of them to strike your opponent (for triple damage)

4. Vapor Blade (Dagger Water1) has 600 range, it’s your highest range skill if you are using D/D, learn to use it wisely. Also, Vapor Blade strikes 2 times, one time when it hits your target and one when it returns, be sure to strike while close to a wall so the return trip is shorter, it will also apply Vulnerability 2 times.

5. All Earth Dagger skills except Magnetic Grasp can hit foes above or below you

Frost Aura vs Shocking Aura

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

I never liked the Fire Aura (it’s the worst aura imo) but those Boons would’ve been very nice.

What puzzles me with Shocking Aura is that it gives the highest boon duration while it has the lowest cooldown, at least if the highest CD aura gave the higher boon duration I could somehow “explain it”.

how about some scepter and staff love

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

I’m alternating between S/D and D/D and like them both. I also keep a Staff on me for some encounters, like keep sieges in WvW or some boss encounters in dungeons. The only weapon I almost never use is the focus and my main reason for not using it is the total lack of healing, it’s the ONLY Elementalist weapon that doesn’t offer healing, either main or offhand, which is very odd. Focus has damage-dealing Water skills (!! damage in water) that deal very low damage, as if they should have healing added in there but someone forgot to do it.

S/D and D/D aren’t totally different, they both use the same offhand, I rarely change my trait points when switching between, just change some major traits here and there.

I think out of all our weapons the one that needs changes badly is the focus, Scepter and Staff could use some help but not so much as poor little Focus

Elementalist - op or not ? Discuss.

in Elementalist

Posted by: maddoctor.2738

maddoctor.2738

Ele is op True story ahahahahah check Ele’s elite
1 Tornado: USELESS go in Tornado form now in Tpvp or Spvp is like say Come and Kill me Enjoy.
2 Flame Greatsword: FAIL use this kitten in Tpvp or Spvp is like use any other type of conjurer FAIL.
3 Glyp of Element: the only “DECENT” elite but the pet some times go random and usually the Water Element pop the heal far from y… there is no point to control it…..Necro can control the minion the ele can only pray.
I cr8 some good build for D/F too but that build are effective only in group of 2-3 ppl and Vs team with 3+ ranged class. D/D is the way to become usefull other combination are not so good atm and people just say ele op ele op so make another anthem Op pa Op pa Elementalist Style Op pa Op pa Dagger Dagger Style……

That’s so true… All Elementalist elites need some serious reworking because as it is now the vast majority of players would prefer using a non-elite utility in that slot rather than an elite skill

Think of the children! They need winter clothes!

in Wintersday

Posted by: maddoctor.2738

maddoctor.2738

Or any human/norn/sylvari females with winged armor (which is so popular)