Showing Posts For naphack.9346:

What class is viable for solo and zerging

in WvW

Posted by: naphack.9346

naphack.9346

and there will always be a critter nearby…

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

What class is viable for solo and zerging

in WvW

Posted by: naphack.9346

naphack.9346

If you don’t care about getting overwhelmed at times vs the likes for 1v3+ you can technically roam with any class. Or you can just hug the guards at keep/tower all day.

This has been rehashed time and time again, but normally when you talk about a good roamer you talk about a class that can pick its fights. I don’t know much about Eles and Guards, but I know Necros are not strong roamers simply because they have next to no mobility tools. Necros are extremely strong in fights, but when you get outnumbered you are almost guaranteed to die and start from spawn again. Also with no mobility tools, it means everyone can simply run away from you.

From what I’ve seen Guardians don’t have great mobility either.

Well, guardians are in a tricky spot…
A guardian with sword mainhand and meditations could theoretically do pretty well in chasing down fleeing opponents, but they can’t run away from fights at all.
Guardians can have great combat mobility with all those instant speed teleports, but all those require a target, thus, their out of combat mobility is pretty low.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

8/11: Drakkar/RoS/WSR

in Match-ups

Posted by: naphack.9346

naphack.9346

Will you be able to play 22 vs. 11 soccer matches if ArenaNet will ever develope a football game?

You are aware that there is a limit to how many people a map can hold?

So it’s more like this: It’s a soccer match which allows each side to have 11 players, but the game will take place even if you bring less – for whatever reason.

and if you bring more the rest will have to sit on the bench, till one of the other 11 leaves

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

boon stacking

in WvW

Posted by: naphack.9346

naphack.9346

So organised group co-ordinating their boons beats disorganised group of randoms with no co-ordination.

And this is a problem why?

Because a coordinated group would beat a non-coordinated group anyway. regardless of having that extra mileage out of boons.
Also, adding counterplay to boons would also open up possibilities for coordinated groups to bust sizeable zergs by ripping/corrupting their boons before jumping in.
No matter, what you implement, coordinated groups will always have a better standing than unorganised blobs. The question is, whether you need to forcibly give coordinated groups an edge over uncoordinated ones by having stuff, with no counterplay.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

8/11: Drakkar/RoS/WSR

in Match-ups

Posted by: naphack.9346

naphack.9346

how unexpected… sigh…
No matter, how much we mobilized, the nights and early mornings are still our achilles heel…
Oh well. That’s nothing new, so it’s part of the daily drill for some drakkars to retake everything in record time.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Collaborative Development: World Population

in CDI

Posted by: naphack.9346

naphack.9346

The more I look at this the more it screams just place a dynamic population cap on all the maps.

Total population of each server should be within a certain percentage of each other period. If one server starts having more players, queue starts and players get placed into queues if they switch maps. This way players can get moved out of wvw at the Undermanned servers whim (Undermanned server’s zerg moves map OP server has to move to defend) and balance the population.

Make transfers free for a while to let players move to a server they feel wont have queues.

A dynamic cap should have been in place at the start-up of the game to prevent this debacle we are now facing.

So you want to exclude players from the fight simply because their opponents don’t show up?
It’s neither the fault of those players that the opponents don’t show up nor that they are matched against those opponents, so why do you want to punish them twice for having a boring matchup?

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

What class is viable for solo and zerging

in WvW

Posted by: naphack.9346

naphack.9346

Mesmer and warr can fit any role, for small groups, anything goes, as long as you coordinate appropriately.
The question is, what kind of solo and what kind of zerg do you want to do?
The mobile solo, which only hits priority targets (dolyaks, camps) and picks off stragglers or the more sturdy type, which also disrupts the enemy roamers, taking up 1v3 fights and pulling out ahead?
The backbone zerger standing in the front line with heavy cc and sustain or the utility zerger, which provides stealth, boons, water fields and portals for the team?

mobile solo: thief, ranger, warrior, (ele)
dueling solo: mes, ranger, engi, thief, (necro)

backbone zerger: warrior, guardian, necro. <-period.
utility zerger: mesmer, ele, guardian, necro, (ranger)

The only really noteworthy intersection between these two groups is the mesmer, because in both categories, he stands way above the rest. There is hardly a better class for dueling and there is no class, which can replace the mesmer for zergs.

Doesn’t mean, you can’t use other classes, but the thing is, facing down the initial burst of a tightly stacked zerg formation with a thief is simply not a good idea, so don’t expect your backbone zerger thief to do you any good

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

boon stacking

in WvW

Posted by: naphack.9346

naphack.9346

As usual, its a balance made around sPvP. In 5v5 boon removal can keep up, and boonstacking doesnt have the same potential to run wild like in WvW. Its also a gamemode where you fight on limited size areas, so AoE boon removal is far more effective even if its pulse-based.
Either they lose a multitude of boons or they step of the capture point. Not so in WvW where zergs, especially melee trains, are constantly moving.

sPvP isn’t about boon removal (or stacking) at all… Boons are ubiquitous like dodge rolls. Everyone has access to some of them and they’re part of class’s combat mechanics. Or do you think eles and guardians are overpowered 1v1 because they have the most boons and uptime? If you think that, sorry, you’re bad. Boons are not something that can or need to be countered ‘in general’. First, they’re all different and unrelated, each with a separate context for use. So talking about boons ‘in general’ is meaningless.

The issue with melee trains being overpowered (if they actually are…) is their tankiness combined with anti-cc abilities like AoE condition removal as well as stability uptime that makes them hard to stop. A nerf to 1 or 2 of the skills that power the train would have a huge impact on the balance of this comp. Boons ‘in general’ have nothing to do with it.

Maybe you should actually bother to read what you quote.

I merely commented that arenanet balances around spvp, not wvw, and in spvp you dont have a ton of combofield+blast finishers or stacking of duration boons from several professions as you do in wvw, and fighting happens in considerably more confined areas.
As a result aoe boonstacking isnt as dominant, prevelant or hard to counter as it is in wvw.

At no point did i say boonstacking professions are overpowered, where you got that leap from is beyond me.

Yes. I did read, and not only do I think you’re wrong, I don’t even think you’re consistent. You’re saying boon stacking is OP, and boon stacking professions are not OP…

Over powered implies one side/comp/profession is getting an excessively large advantage. But you’re not talking about 1 or 2 boon where this might be true, you seem to be referring to ALL boons which all classes have at least some of. That’s why its a meaningless claim unless you’re saying certain boon-heavy classes are OP.

Or do you mean combo fields exclusively? Might and swiftness are the only significant combo field boons. Might has to be done just before a fight, meaning it’s a tactical commitment. Might stacking isn’t OP because it’s obvious and happens right in front of you. Both teams can do it the same, just the better team will take better advantage of the situation because might stacking makes the zerg vulnerable.

I don’t know about you but more often than not, I see might stacking zergs exploding from AoE dps + cc bombs. Their boon stacking was their weakness.

Boons ‘in general’ are not overpowered in WvW. The mechanics are not any different from a team of 5 working together, because the AoE limit is still 5 in WvW.

AoE stability might be a little overpowered but that’s 1 boon and from very limited skills. Therefore, it’s the skills, not the boon itself.

Neither boons as such, nor the boon mechanic is op.
The thing is not about being op or not and it’s not about any boon in particular, there are plenty classes which can stack up boons on allies. Yes, there are only a few, which can stack up prot and stabi, so these ones are preferred over others in the current meta, but the main problem with boons is not the fact, that they give either side an unfair advantage, so op is the wrong word for it.

Broken hits the nail, tho.

Boons in their current state are like some really broken rock, paper, scissors game with wet paper, where the only way to beat rock is to throw rock harder, because paper can manage a draw at most and only, if you try really hard. It’s not rock, paper, shotgun, but it’s not straight up balanced out either. There is not much counterplay to boons and the AoE boon stripers are few and far between. The only way to beat a stacked up zerg with full boons is to stack up on boons too.

Adding some stronger counterplay to group boons, which are not necessarily all that dangerous in duels/small fights is all that’s needed to introduce a paper to the game, which can beat the massed rock.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

(edited by naphack.9346)

Please give us a "Queue As" Option

in WvW

Posted by: naphack.9346

naphack.9346

“Queue as” would need some interface implementations, which are otherwise unnecessary, as for example, the ability to display a list of all your toons, while you are logged in as a specific toon.
Manually switching characters while the queue wants to pop you in would make the queue slower.

Imho, the best way to implement it, is:
When you queue as a certain character, that character gets locked for that queue. You can then switch to another character and do whatever you want, and when the queue pops, you get the option to join as the “locked” character or join normally with your current character.

There are still some technical difficulties(proper transaction management when unloading one character and loading another) in switching characters on the fly, while simultanously connecting to a server and loading the map, but at least, this proposal would neither need UI changes, nor would it take an overall toll on queue times, aside from more people wanting to be in said queue because it’s easier to do.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Add Supply Drain to Keeps

in WvW

Posted by: naphack.9346

naphack.9346

I don’t like, how you want to implement this, because it will screw over the current supply balance. It will take way longer to upgrade keeps under heavy pressure, thus, the weaker server will get even more problems getting their keeps upgraded.
On the other hand, there is an interesting way to implement this feature: Make waypoints require “maintenance”. So having the waypoint upgrade will slowly drain supplies from the keep, that could be an interesting option.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Collaborative Development: World Population

in CDI

Posted by: naphack.9346

naphack.9346

Right now some borderlands are being used as EB. If you get outnumbered so badly you might give the defending borderlands some edge over the enemy zerg.
How about not allowing resurection in enemy borderlands for a start. Home team still gets it, even with a resurection penalty.
Look at the bottom of the bronze EU league, mass mass blowouts by servers packed with people.
And waypoint building in enemy borderlands, not a good idea because that sort of thing is only possible if you already outnumbered the server by far. Why make it easier for them.

Wich makes me also think who thought it was a good idea to do country servers in the first place.

I like the idea of being unable to build waypoints in enemy BLs.
After all, realistically speaking, the logistics simply are not the same.
In game, this would lessen the pressure on underpopulated servers.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Switching characters while queueing

in WvW

Posted by: naphack.9346

naphack.9346

It’s not even about farming with diff characters.
Let’s assume, you have an alt, you’d like to level. You have your well bombing juggermancer for WvW purposes but got some level 10 thief sitting in queensdale ready to slaughter some centaurs and gear up to do the swamp as a stepping stone to rocking Kessex Hills. You really want to melt some faces with your necro, so you queue. Now you have to stay on that character for however long it takes the queue to pop you into the map. You can not proceed with your thief, even though, that’s the thing you want to do most next to zerging in wvw.

Now, if this was implemented, it might happen, that the player in question has to abandon some world event and get no credit for it, or be kicked out of his personal story right before completing a mission, but he will get to queue for WvW on his main WvW character, while levelling his alt.

About how to implement it, I wouldn’t even make it that much of a stretch: You queue for a character. Now, you are free to switch characters and do something else, but when the queue pops, it will simply put you into the WvW map with the character, you originally queued with.
I have to admit, there is nothing “simple” about it, as it would technically require a couple of extra steps to be performed in between, but that’s still something, you could hide from the player. For the player, the only thing, that matters is: Log on with char a, queue, switch characters, go play with char b, eventually the queue pops and you are put into the map with char a. Maybe give 2 choices: “Enter in with queued char” and “Enter with current char”.
Offering the whole character selection screen is way too complicated for the benefit, but this alternative should suffice.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Living Story Content in WvW

in WvW

Posted by: naphack.9346

naphack.9346

They are neatly in some unimportant corner of the map and I don’t mind them being there at all.

Been to EBG recently? They’re smack dab in the middle of the mercenary camps. And unlike the BL mercenaries, the EBG ones are actually relevant to the gameplay tactically.

Then nevermind, I typically don’t bother sitting through the EBG queue.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Living Story Content in WvW

in WvW

Posted by: naphack.9346

naphack.9346

It’s not like they are at important key locations… It’s not like there is some random thing spewing out uber powerful hostile mobs right in front of your base cough wintersday cough
They are neatly in some unimportant corner of the map and I don’t mind them being there at all.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

boon stacking

in WvW

Posted by: naphack.9346

naphack.9346

Some Ideas:
1) introduce some “wall type” boon strippers. Everyone passing through gets some boons stripped.
Candidates:
-Spectral Wall, aka wall of gtfo strips boons instead of fearing
-Give it to the thieves. They need a buff for zerg play anyway. Give Smoke screen or some trap these properties(trap creates a boon stripping wall for 3 seconds when triggered)
-Null field would be a bad choice here, because it would make the cond removal borderline useless and the boon removal borderline op
-Veil and Temporal Curtain: Honestly, I don’t like it. Maybe on veil, but let’s face it, mesmers are overloaded on group support anyway. In fact, they are overloaded on group support so hard, hardly anyone wants to play them, because there is just no freedom when running mesmer in a zerg.
-Elementalists Flame Wall(Focus, yes, that skill/weapon set exists, believe me xD) burns boons on enemies passing through

2) Introduce some sort of boon stripping combo fields. For example blasting a dark field could strip boons. They are rarely used for blind spam anyway.

3) Introduce some sort of “Boon Berserker’s Stance” as an effect or condition, which reduces boon duration on affected entities by 100%.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Asura Golemancer

in Asura

Posted by: naphack.9346

naphack.9346

My Asura prefers Flesh Golems over magitek ones…
Well, that’s to be expected of someone in her field of work.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

New diamond skin trait

in Elementalist

Posted by: naphack.9346

naphack.9346

It would be far more useful if it was like the engineer trait where they can’t get conditions applied to the when their hp drops down low enough. Good luck staying at 90% hp as an ele. Given our lack of mobility, overall low defense, and lack of sustainability……even a stray rabbit hitting us will put us well below the 90% threshold within seconds of engaging in combat.

You mean the trait, where you drop to 25% by having 25 bleed stacks, burning, poison and fear on you and just die 3 seconds later? Having the immunity front loaded is way better. If you are at 25% hp, you need a full condi cleanse right there in order to survive. On the other hand, an ele with this trait is hard to initiate on and even harder to counter-initiate against. You can’t be bounced off by fears anymore when initiating on a foe and someone trying to burst you down will have a hard time hitting that immobilize, means, you will simply dodge the quad shatter or whatever he’s trying to throw at you…
Basically, it is a safeguard against being nuked down, means, you can preserve stuff like mist form or armor of earth for later in the fight.
Against heavy condition pressure, this trait is not as good, as it seems. It gives you a headstart in a condi fight and that’s all. As soon, as you drop below the treshold, you will have problems getting your hp up again, unless you manage to channel a full ether renewal.
Anything with severe condition pressure will eventually get past your neck and not look back again, the question is, how much you can achieve in this time.
On the other hand, condition+regen(esp. shout bunkers, not as much beastmasters) rangers might have serious problems against a full toughness+healing setup.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

(edited by naphack.9346)

Glacial Heart

in Guardian

Posted by: naphack.9346

naphack.9346

Problems with the skill:
-will only chill a single target on a multihit weapon —> unreliable
-depends on crits —> unreliable
-ICD —> unreliable

Now, if we want to keep it single target and keep it on the hammer, there is a simple solution:
-Banish applies 4 seconds of chill.

Banish is a single target skill, so the chill will always be spot on. The combination of chill and launch is particularly deadly and the chill will also help to offset possible stability on the target, making banish a bit less situational.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

so these weapon fixes we were promised

in Ranger

Posted by: naphack.9346

naphack.9346

works as intended.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Leveling pve build

in Necromancer

Posted by: naphack.9346

naphack.9346

I’d say, don’t use minions till you are level 30 and have a full bar of minons at your disposal. Well of Suffering + Staff+ Death Shroud 4 can carry you through the early levels anyway. Just pull and stack the mobs a bit, then nuke them down with concentrated AoE. Gets you to level 20 quickly, from where you can start slotting some minions.

If you got a scroll, you can skip that part and start with minions right away, tho :>

Something like Axe+Focus/Staff with a full power setup should do the trick till you unlocked your utility slots.
Once you unlocked some slots and got your minions, it doesn’t really matter anymore. Just get whatever you feel confident with and don’t be afraid to experiment. It’s not like any of the <80 PvE content is hard.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

What is the purpose of the current pet stow?

in Ranger

Posted by: naphack.9346

naphack.9346

when activated = “come into play”-effect (for all the Magic players out there).
Basically “activated” means, when the pet enters the battlefield. Seems pretty straightforward to me.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

What is the purpose of the current pet stow?

in Ranger

Posted by: naphack.9346

naphack.9346

Yes, they do what their description implies and your examples only prove that.
Look over your list again.
There is a difference between vague/incorrect wording and missing metrics. All those traits work as specified, the descriptions just don’t give any information on how significant their effects will be.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Staff seem underwhelming?

in Guardian

Posted by: naphack.9346

naphack.9346

I love the staff…
If the rest of the guardian’s skills wouldn’t be so awkward(well, guardian just isn’t my thing), I would probably spend some more time playing my guard just because of that awesome staff.

It is a wide area cleave, means in crowded spaces, you are almost guaranteed to hit 5 people. Couple that with a bunch of on crit traits, and even with a fairly low crit chance, you will get perm vigor(more vigor = more dodgerolls = even more heal) and spam area might all over the place just by auto attacking. Boons = healing for an altruistic healing setup. Already the auto attack will give you some steady baseline healing.

The orb is a bit awkward, but it’s a semi spammable 1200 range attack and another potent heal. The only problem is fights at point blank range with a selected target. It will go buttkitten crazy and shoot into the ground or up into the sky.
That, however, is a problem, most piercing skills have. There are some, which don’t(for example path of scars), but these come with their own problems, like being unable to hit elevated targets.

I don’t think, I need to mention, how important access to swiftness is on the class with the lowest out of combat mobility in the game. That’s, why the #3 is already reason enough to at least have a staff in your inventory all the time. In combat, it can be placed at 1200 range, serving as minor AoE damage, secondary retaliation source, swiftness source and source of proccing effects via crits. There are also some traits, which are of interest here, mainly altruistic healing and empowering might, aswell as all the symbol boosting traits, tho these are not very good unless you run hammer or something…

Let’s get to the real reason, you absolutely WANT a staff when running around with a group: Empower.
First off, it gives away 12 stacks of might without breaking a sweat. The heal at the end of the cast is just icing on the cake, but well worth it. In total, it can heal you for insane amounts, when combined with clerics or celestial gear and altruistic healing.

As for WvW zerg fights, there is line of warding. Another light field, which can be cast at 1200 range. Not as much fun as the necromancer’s wall of gtfo(which, in turn, can not stop people from escaping), but it’s still amazing at splitting up zergs.

What I love about staff is, that you absolutely can not die with a group around. Combined with altruistic healing and empowering might, every single skill except for #5 can be used to heal you for a nice chunk of health. It adds up. VoJ will trigger like mad, adding some extra bits and pieces of burning, you will keep giving out might to your team, while staying alive, so you can focus on doing some actual support without having to fear death. Staff enables you to stand in the thick of a fight(don’t say only wvw zerg fights… When invasions came around, I dug up my rusty, dusty guardian, because I needed something a bit more sustainable. Between solo play, 5-10 man groups and megazergs, I only died like once every 4 invasions(and that was mostly due to biting off way more than I could chew… Tried to solo tackle aetherblades) with the staff being the main source of healing, tagging and group utility.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

(edited by naphack.9346)

What Would YOU Like to Use as a Pet?

in Ranger

Posted by: naphack.9346

naphack.9346

rock dog…
Now, if that pets name only was 15 chars long…

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

What is the purpose of the current pet stow?

in Ranger

Posted by: naphack.9346

naphack.9346

with very situational uses that most likely are abusing how the mechanic was coded and how it interacts with traits (meaning what I explained earlier, that it inherits from pet swapping without distinguishing any mechanics associated with either feature).

Just read the trait descriptions:
Mighty Swap: Pets gain 3 stacks of might (10s) when they are activated.
Vigorous Training: Moa, bird, and jellyfish pets grant AoE vigor (5s) when activated.

Then read this trait description:
Zephyr’s Speed: You and your pet gain 3 seconds of quickness when you swap pets.

Then try to figure out the difference between these sentences(hint: I highlighted it) and go figure out the implications of this.

And if your only problem with the traits is the fact, one of them is named “Mighty Swap”, yet also works on other occasions than pet swapping, feel free to file a suggestion, suggesting to change the name of the trait to “dynamic entry” or something.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

(edited by naphack.9346)

Too many overflows!

in Tequatl Rising

Posted by: naphack.9346

naphack.9346

I don’t think that should be the case.
What I’d suggest(and it was basically the same stuff with the scarlet events) is to try and organize overflows.
If a server gets full quickly and all other servers of the map do the same, the system should attempt to create “clone” overflows for the specific servers. As long as there is a huge influx of players, all players will be spawned on overflows with people from their own server. Only when the rate of players joining the map is dropping, the system should start creating “mixed” overflows.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Arrogant Commanders get trolled

in Tequatl Rising

Posted by: naphack.9346

naphack.9346

Yes, some commanders are aorrogant pricks, some are just plain stupid, some others are ignorant and very few can actually pull their own weight AND the whole zergs worth.
Imma tell you a story about a cross breeding of type II and type III.

Just reminds me of that time we did Teq on Drakkar… We had a single commander leading the zerg, everyone stacked on him, it was all good.
The problem: Nobody joined his squad, cause there was only this one commander and nobody expected some idiot popping his commander tag and doing a Leeroy Jenkins against the dragon.
Everyone on the turrets was like “WHAT THE <kitty>, WHY ARE THERE TWO COMMANDERS?” as the zergball dispersed in confusion and the turrets had no clear place to put their shots, everything went downhill. The commander never managed to rally his forces back together for another attempt to do an organized zergball.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Blind Stacks up to 5 times now...

in Thief

Posted by: naphack.9346

naphack.9346

Blind stacking up to 5 times better not end duration after the next attack that would hit. Otherwise, this is crap. If GW2 blind functions the same as GW1 blind, then yay! Unfortunately it’s not. :/

have you ever seriously had a target keep the blind condition for a whole 5 stacks worth of time?
Every friggin target in the game would have gotten rid of it by the time, this change really makes ANY difference on blind.
If it didn’t, chances are, it won’t ever and spamming blind on it is meaningless anyway, because it probably got nothing, the game recognizes as attacks and is just some static object/test dummy standing around minding its own business.
I mean, come on, even, if all 5 blinds are a baseline 2 seconds duration, that’s 10 seconds worth of blinding, where the following things are not allowed to happen:
-Target attacks and misses -> removes blind
-Target cleanses conditions -> removes blind
-Target dies -> blind becomes meaningless

Basically, anything, which removes blind will, well, remove it(duh), thus removing it(!) from the target, so the next blind application is, well, you figured it out already, applied to a target, which doesn’t have blind yet, so it will get a new stack counter.

Cry for choking gas, not for black powder shot.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Guard Leech, Applied Fortitude, Bloodlust

in WvW

Posted by: naphack.9346

naphack.9346

[snip]

Some are forgetting that a fair match is far more apretiated than any shiny Rainbow equipe, to them I’ll just say : Try not to blob up and use your personal skill roaming in small/medium groups, you will see that we already have too many balance problems, go add all those buffs and the deadly kittentail is served.

If you want a fair match, play spvp. WvW was never fair, will never be fair and was never supposed to be fair.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Signet of Malice change please.

in Thief

Posted by: naphack.9346

naphack.9346

The active still eats guardians alive.
It’s basicalls 4k damage, which can not be reduced by armor in any way.
Plus this suggestion basically kills caltrop death blossom builds.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Runes of the Traveler + Speed of Shadows?

in Necromancer

Posted by: naphack.9346

naphack.9346

Max speed is 33%. Max passive speed is 25%. Only time stacks for speed, so using traveler runes gives +1 slot for other skill

http://wiki.guildwars2.com/wiki/Super_Speed
http://wiki.guildwars2.com/wiki/((Courier_speed))

… but…

Add that one thief trait to the list…
Still, the max movespeed is somewhere around ooc swiftness speed. The only thing, those 50% boosts do is give you higher combat speed.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Signet of Malice change please.

in Thief

Posted by: naphack.9346

naphack.9346

The passive keeps sword Thieves alive indefinitely in dungeons and the active eats Guardians alive.
Gentlemen, what we see here is a prime example of an absolutely overpowered suggestion.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

I think our signets are underwhelming.

in Thief

Posted by: naphack.9346

naphack.9346

Well, I forgot about that buff where Air Signet became a stun breaker.
Still, the blind is better applied in an area around the caster than in an area around a target. Area around target may require you to switch targets, may fail due to line of sight issues or fail otherwise. Area around yourself will always do what it’s supposed to do. It’s easy to land and never requires target shuffling.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Constantly dying to common mobs at lvl13

in Thief

Posted by: naphack.9346

naphack.9346

1) Use Caltrops and use them often.
2) Use some sort of evasive skills, Death Blossom or Pistol Whip are your go-to skills.
3) Always have a ranged weapon at hand. A Shortbow or mainhand pistol works wonders against stronger mobs.
4) Don’t rely on stealth to “keep you alive”. It drags things out needlessly. Sometimes a straightforward approach is simply more rewarding(and by straightforward, I mean, bash a pistol into their face and cut them down!)
5) Evade and kite, kite and evade. Learn to hit without being hit. If you aim for dual exchanges, you will lose, cause the mobs are not half as squishy, as you are.

Also, if you still got problems, craft some jewels and get some food.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

(edited by naphack.9346)

I think our signets are underwhelming.

in Thief

Posted by: naphack.9346

naphack.9346

Take another look at the other classes signets, you listed for comparison. Most of them are on a hellish long cooldown and/or require you to face your opponent.

Thief signets are mostly instant cast, on short cooldown and don’t require any positioning. You can just pop them whenever you need them.

SoM:
Signet of Malice is stronger than Healing Signet in its own way. Healing Signet gives more heal on the passive, yes. But Signet of malice is the heal with the shortest cooldown in the game, excluding Mantra of Recovery, which got its own quirks. Short cooldown equals lots of tricks, you can pull with traits and runes, while it also means, you can pop the heal during a short break(stealthed, hiding behind an obstacle, whatever) and re-engage again with SoM’s passive almost ready again. Or just pop the heal and slaughter them with the might stacks and extra initiative, for that matter.
Basically, it’s on a short cooldown and got an okay-ish passive, which doesn’t outshine the active, as is the case with the warriors signet, where the passive is far more potent than the active.
Plus it got way better synergy with traits than Healing Signet:
+5 stack might(10 sec)
+2 initiative, 20% shorter cd
vigor on cast(8 sec)
+4 initiative(lol who uses this trait?)

SoS:
It’s a speed boost, alright. Compared to other speed boost signet’s active, it’s on the good side. Signet of Air is strictly worse, Signet of the Hunt is a huge boost to a single hit on a class with hardly any heavy hitters and Signet of the Locust is on a hellish long cd, while serving as a worse “oh-crap”-button than SoS.

IS:
It’s a friggin stun break on a short cooldown, which can also be used as a substitute steal. The passive is amazing. One initiative can mean a LOT. It can be the difference between life and death. And that all, while your stun breaker lies in wait.
Interestingly, when traited into signets, you lose some 0.4 initiative regeneration overall whenever you pop it. +2 initiative, 24 sec of no +0.1/sec initiative. Basically, traited, you will have initiative regeneration from that slot either way, while having a stun breaker on 24 sec cd. How can this be bad?

AS:
Personally, I don’t use it. It’s some sort of bursty thingie, but I typically don’t trait signets. which makes it not worth it. Traited, however, it’s HUGE.
Now you say, it’s worthless, if it’s only good when traited into? It’s not. It’s a bursty skill. If you want a bursty build, you need to specialize either way. Simple as that. It’s the same for every class: Specialized skills require specialized builds and specialized builds require specialized skills. This doesn’t make the skills bad.

SoA:
Endurance for the whole party at instant speed?
On such a ridiculously short cooldown?
Removes a condition as a bonus?
Gives ~ +10% crit chance when not used?
On a class, which typically has lots of crit damage and neat on-crit effects?
I’d hit it.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

(edited by naphack.9346)

Rate the Asura Name Above You!

in Asura

Posted by: naphack.9346

naphack.9346

9/10. Nice name, but lacks some flavor.

My new little cutie is a necromancer named Pathologist Noma.
She just happened to go to the college of statics, because she couldn’t care less, which college to visit.
She doesn’t care much for college affairs and prefers exploring Tyria anyway.
One doesn’t need a lab to study death, when the world is in constant battle and people are dying all over the place.
Right now, however, she fell prey to her Super Adventure Box addiction and keeps wasting her days away inside the box.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

List of completed maps

in Clockwork Chaos

Posted by: naphack.9346

naphack.9346

Pffft pen and paper are for noobs – I memorized all the maps I’ve done :P That being said, a tracker is definitely needed for achievements (and a non-useless suggested locations feature would be nice). I had no idea which maps had invasions until I checked the forums. I thought they would pop on every map except for Orr if I waited long enough…meh.

I memorized all the maps, I’ve done…
…And one of them bugged out :P Now I’m stuck at 11/13, know, I still have to do Frostgorge and got no friggin clue, where else to go…
Probably Gendarran Fields/Mt. Maelstrom/Blazeridge Steppes tho, cause if I have to put my thumb on it, those were the ones which stood out.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Does "Destroy" help?

in Clockwork Chaos

Posted by: naphack.9346

naphack.9346

Well, the thing is, simply because of this combine mechanic, I’m thinking about dropping the greatsword on my guardian and grabbing a hammer instead, cause whenever I pull some fatties at one spot, there is the risk of actually screwing the whole group…

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Farmers vs Completers

in Clockwork Chaos

Posted by: naphack.9346

naphack.9346

I find it that completers just like to complete an event “just because” They’re no different than the people who ‘griefed’ Lyssa or Anchorage farm. They think they are doing the right thing in completing an event and being rewarded with a few silver from completion.

As for farmers, we really dont’ care about completing an event. We just want to be efficient with our time and find the best way to get gold/hour.

I assure you that if there was a way for us to make a lot more gold completing an event than failing it, we would do it.

It just stands right now that you get an absurd amount of gold farming aetherblades/molten than minions.

And the rewards between failing a 3rd wave and completing Scarlet are neglible. What is it, <5 boxes? That’s what you would get farming a fully scaled aetherblade farm.

You are partially right. It is about a difference in view.
However, you are wrong about one thing:
It’s not about “doing the right thing” or “being efficient”. And you make it sound, like the ones who aren’t only in it for gold, are stupid.

It’s simply this: There are people, who simply like to do events. You could give them an easy way to get lots of gold, which only takes an hour of repeating basic things over and over again per day to get a legendary after a week, and they’d say “that’s too much grinding for me.” They like to complete events, they like to work actively towards some goal, and they live for the moment, when the game tells them “you’ve succeeded in doing x”.
Let’s call them idealists.
Then, there is the second breed of gamers. They like to have gold, and they look at things at face value. You could give them the biggest, most awesomest(when in doubt, add -est to make it sound more amazing) story with the most entertaining and most interesting gaming experience, and they’d go “duh… And what’s in it for me? WHERE’S MAH LOOT?” They may sometimes get caught in the moment and actually enjoy doing content, but after a long day, all they want is some proof, they got things done. And that proof better be a useful and generally accepted currency.
Let’s call them pragmatists.

Basically, that’s, what it boils down to. There’s people, who do events, because… Well… There is events to complete… and there is people who do events because there are items to loot.
I won’t go as far as to call either one clueless idiots.
I won’t call the pragmatic ones “slaves of they very game they think, they are playing, while it in fact is playing them…”
And I won’t go as far, as to dismiss the other side as Idiots who just don’t get, you don’t have to complete the events to get loot, like you did.
At some point, you are just gonna have to accept, that people are different.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

(edited by naphack.9346)

Traps in the Crit line?

in Ranger

Posted by: naphack.9346

naphack.9346

I feel like there only needs to be one adjustement:
Swap the secondary bonus of MM and SK.
Power/Crit and Prec/Cond would be way more fitting(and overall probably stronger), considering the contents of those lines.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Live Events unfair to new players?

in Clockwork Chaos

Posted by: naphack.9346

naphack.9346

I made some invasions having only 1 waypoint unlocked. The only regions, where this really is a problem, are mt. maelstrom and fireheart rise due to simply being monstrously big.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

25000 WvW Kills for 10 Achievement points

in WvW

Posted by: naphack.9346

naphack.9346

Wrote this on another thread, and to now realising that one of those exists yet.

we got some thoughts about the WvW achievements in guild and searched the most ridiculous achievement in the game. we found it
the Stonemist defender achievement.
in it you have to deff Stonemist 500,000 times!
so the event lasts for 3 mins which will lead us to a play time of 25,000 hours whats around 1041~ days playtime. nearly 3 years. this achievement is a life time achievement. this are 56 achievement points. oh at not to forget after you finish this you have at least 2 chars on max rank in wvw, so no need to do the wvw ranks account bound
for comparison the drinking achievement (where the most people on pve forums are discussing about)
you need 100,000 drinks and when you use a karma drink in some outpost which gives you 4 points in it and a doubleclick needs at least 1 sec you need “only” 7 hours to complete it. you get for this 36 achievement points
Lets get to spvp:
to achieve the Legendary Champion you need 14,973,500 rank points.
i think a really good player can do 400 points in a tournament round which will take 15 mins all in all (queue, getting ready, fight) so you would take 37434 rounds and 9358.5 hours. which are 390 days. wiki says for all spvp achievements you get over 1000 achievement points.
so have fun farming

Anet says they don’t want hard core wvw players. I think right now you would need around 7-10 years playtime for achieving this, kinda hard core
but they will fix it and i hope we get some good rewards for it, one suggestion: if you finish all wvw achievements you’ll get a legendary, so noone can say you wouldn’t get legendarys with only playing wvw, and you would have a reward which is worth the work here
oh and i think the realm avanger is a good number for a kill count, only the AP aren’t right. but everyone sees that you can reach it in some normal time ~2000 hours playtime if you do it right.

You forgot something:
3 years without the servers shutting down for reset, without you ever going to sleep and without you ever logging out for updates, with your opponents constantly besieging stonemist without ever making it through.
Prior to the wvw matchup changes, something like this could have been staged in europe tier 9 to get the achievement in 4 years. It would still have been a mostly useless achievement on a character, which spent 4 years doing nothing but sitting in a castle and tagging an ever coming flow of people to keep getting the events rewarded.

Now, let’s talk about 500.000 caravan escorts.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Does "Destroy" help?

in Clockwork Chaos

Posted by: naphack.9346

naphack.9346

They don’t just revive or make another weak one, some of them upgrade using the parts. If they get enough parts they can turn into those giant Lts. If you aren’t in a big zerg you really need to try and destroy them or they will all upgrade which can wreck a smaller group or at the very least waste a lot of your time. I’ve seen 5 of those huge Lts form from a single portal.

Those are actually fusions.
2 fat veterans do some sort of mecha combine, creating those monstrosities.

The worst part is, those vets can be at 1% hp, the moment they combine, the end result will still be a full health lt.
And there is no way to tell, when it will happen… However, it seems to start on cooldown or have some other requirements.
“Hey, guys, the event is over, but stay with me. Let’s clean up these vets. They count towards meta progression.”
“guys? GUYS?”
“hm looks like those 3 allies are the only ones who didn’t move on. Gotta take down these 2 vets quickly…”
“Seems easy enough, we can do it. They are all nice and stacked up, so our AoE can hit the- OH SHI- RUUUN!”

Well, if one of these is created after an event is already over, I typically just make a run for it.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

(edited by naphack.9346)

List of completed maps

in Clockwork Chaos

Posted by: naphack.9346

naphack.9346

I once proposed the following change, so people who lack the brains to remember, where they have been, while not making up for it with pen and paper, still got a chance to know, whether they need a specific region.

The problem is, such changes to the UI are pretty hard to do and require a lot of fine-tuning and testing.
There is, however, one thing, which can be done. It can be done due to the nature of invasions:
As players don’t get to choose, where the invasion will take place anyway, there is not much need to provide a full list of unfinished regions. It’s enough to show for the specific invasion, which is currently running.
How to do that?
Simply: Create an alternate icon(as in, an alternative to that orange living world compass-star-thingie-whatever-it-is), which is displayed, if you have finished an invasion in the currently invaded region already.

As people could care less, which regions they have to finish and basically only need to know, whether they should hop in, when the new invasion pops up, this should already be sufficient for people who only want to do the invasions, they have to do for completion.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Why do people want to win the event?

in Clockwork Chaos

Posted by: naphack.9346

naphack.9346

How about this, to get Vorpp’s quest done you have to kill 3 different champions and you need a big enough zerg to do that, so I DO NOT want to complete this event I want CHAMPS. But sadly nobody is doing the event anymore I don’t think I can complete it now. I still have 4 more events to finish to even GET to the champ part, so now I’m screwed

I managed to kill pretty much any champ in the invasions in groups of 10 randoms.
The twisted ones can be killed by 2 players in a reasonable amount of time, tho 7-8 would be more optional.
Just don’t run full zerk, so there is margin for error and bring some cr.
I admit, my full celestial altruistic shout guardian is not necessarily top tier in dps, but she can chew through pretty much anything without falling over. The only thing, which kills me from time to time is when I dive headfirst(and alone) into more than 10 veterans.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Farmers vs Completers

in Clockwork Chaos

Posted by: naphack.9346

naphack.9346

I am a dedicated completer. That much for the introductions.

Now as for what’s the core issue, actually, there is 2:
1) The event still spews out craploads of bags for failing. I mean, overall, for farmers, the number should be negligible(it’s like 4-6 bags and 4 stashes, you get instead of 5 stashes, 10 bags), but it’s still an issue.
Increase the loot difference between a failed attempt and a successful one.
Drastically.
2) The end boss, scarlett, is a joke.
I don’t mean the character. That may be true, but to each his own. The thing is: So she just stands there while 250 guys are out there, standing there and mashing 1 1 1 1 1 1?
The crown pavillion and the gauntlet introduced so many challenging fights and great skills and concepts. Why does the final boss have to just stand there and eat it?

I feel like that’s actually the biggest part: Killing scarlett is no fun. She just stands there and eats it and then she dies. Her only hope of victory is the timer running out.
Why can’t she be like Kuraii the Cruel and unleash massive uncapped AoE attacks which take huge chunks out of player’s health bars? Why can’t there be some sub-events/other minions, which restore parts of her health or drop down huge loads of weakness/blind on players, if not killed in time?
Just why is it such a button mashing spamfest with no skill involved?
Force players to spread, force them to form small groups for the final event and make everyone of them to feel like “being important” and not like “hurry to tag her before she’s gone”?
Honestly, this is, what bugs me the most: How cheap and unfinished this whole scarlett event seems. There is no reason to do it, no challenge, it’s just plain 1-1-1-1-1 mashing. So why should players actually bother going for it, if they can also spam 1-1-1-1-1-1 somewhere else and get more out of it?
Killing bosses shouldn’t be a chore and the rewards should not be sub-par to farming the sub-events and that’s all, it comes down to in the end: If it’s just a chore, people will choose the chore, they deem more rewarding.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

What is it all about?

in Clockwork Chaos

Posted by: naphack.9346

naphack.9346

I find it funny, how you can spare the poor, opressed dredge and starved flame legion soldiers by destroying the tunnler and leaving them, but can not, by any means, spare the pirates.
You are meant to commit genocide there. No questions asked, no1 accusing you of war crimes. It’s an ethnical cleansing. Aetherblade? Then die!

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Invasion Strategy : Kill mobs or Leave mobs?

in Clockwork Chaos

Posted by: naphack.9346

naphack.9346

Nice answer, that makes all my theories obsolete.
From now on, I will clean up

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Warhorn Cleanse appears to be bugged:

in Warrior

Posted by: naphack.9346

naphack.9346

So, it’s bugged in the same way as guardians “pure of voice”? converts one, cleans another?
I’m afraid, when they tried to juggle some tables/functions (possibly to adjust something with torment), they somehow managed to break all condition -> boon conversions.

Gotta check, whether this also applies the other way round(well of corruption, corrupt boon)

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Invasion Strategy : Kill mobs or Leave mobs?

in Clockwork Chaos

Posted by: naphack.9346

naphack.9346

it depends… Group size, distance to next event, region, event type, kind of mobs, …
First off, if there is an event just nearby and the leftover mobs are veterans, just leave them in any case.
Move on to the next event and do that instead.
It’s another thing, however, if you have to waypoint across the whole map to get to the next event. Getting the whole group out of combat might take longer by running, especially in “crowded” areas with little to no “safe spots”, where more and more natural mobs will keep you in battle no matter what.

If you are like 4-5 guys and the leftovers are only trash, just kill them. It will take something like 10 seconds.

If there’s a champ, however, you may want to finish him off, if you are not more than 15 guys, else, it simply takes too long.

That’s only for the “standard” events.

Aetherblades leftovers: If a champ is left over, look at the timer, then decide whether to kill him or not.

As for molten alliance etc, just ignore them and move on. They are rather tanky and you don’t have to kill a single one of them to complete the event.

There is also the other kind of leftover:
Aetherblades, when MA has already spawned.
I once stayed in such a case to quickly spike down a captain, just in case, someone was planning on farming the guy.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

(edited by naphack.9346)